Camelot Unchained’s beta one is rolling on, and we’re assuming City State’s Mark Jacobs is napping on a beach somewhere enjoying his long-delayed vacay because CSE co-founder and technical director Andrew Meggs is helming the latest studio update and Q&A. Oh, and he’s accompanied by Ian the Intern, whom Meggs tries (unsuccessfully?) to embarrass at every turn.
This weekend, the RvR game’s build was put through its paces on the Wyrmling server, with UI bug fixes, shadow darkness tweaks, placeholders removed, and CPU bugsquashing – and that’s all apart from the madness going on on the Hatchery server where the real messes dwell. In short, the current test build is even better than what launched two weeks ago. My favorite bit is the fix to superpowered stones and their concomitant exploits. This is a real thing.
“Stones, like from Stonehealers, would affect other stones,” Meggs says, almost incredulously. “So you could put two invulnerability stones right down next to each other and they would make each other invulnerable. Or stones that were healing each other… it allowed creation of super-exploitable combinations by players working together to defeat the other realm. Which is good! But we want you to do it without exploits.”