Exclusive: Legends of Aria previews its first major content of 2019

    
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We’ve had our eye on Legends of Aria since, well, long before it was called Legends of Aria, meaning we’ve been watching the game since it’s start as a scrappy shard-centric spiritual successor to games like Ultima Online all the way to now, when it’s a full-fledged MMORPG. Just ahead of the new year, Citadel Studios kicked off Aria’s early access for backers but postponed its Steam early access launch while it worked on stability, in part because it was a bit too popular for its own good.

Today, Massively OP is getting an exclusive first look at the game’s latest update in the form of a blog piece from designer Jeffrey Edwards. Edwards covers everything from the fact that the team is actively hiring to client performance and of course the game’s first major content update. There’s even a tease for what comes after that. Enjoy the whole piece!

Legends of Aria Development Blog – Steam Release Tease

Team Update

First we’d like to offer you a brief update on our team, what has changed since Early Access launch and what we have been working on. As many of you will have noticed, Citadel Studios is recruiting to fill a number of roles as we continue to add to our growing team. You can find these vacancies on our Careers page.

Our live team is hard at work on bug fixing, optimisations and improvements to our live experience. As mentioned in a previous news post, we are committed to a bi-weekly (or two week) Point Release which will deliver high priority bugs, balance adjustments and incremental improvements to our characters skills and content. This will begin next week.

One area which has been receiving special attention is client performance; work is currently underway to move our client to Unity 2018.3 and we’ve hired fresh blood to help us optimise our client for much better framerates and to start minimizing the effects of load lines.

We have a patcher! It is currently going through testing and we hope to make this available to you in our next client update.

As for the rest of the team, we’re heavily engaged in preparing for our first major content update. This update will not only increase our landmass and bring new and exciting skills, features and items, but special attention is being given to some areas of our existing content which we’re eager to complete. We’ll be unveiling much of this in upcoming blogs, however there is one significant content update which we decided to bring forward in our schedule and release to you in our very first Point Release…

The Dungeon Expansion

Our 3 wilderness dungeons, Deception, Contempt and Ruin are receiving a graphical overhaul and have expanded to include perilous second levels complete with puzzles, traps and plunder.

Each dungeon has been revamped to be consistent with their host environment, creating a more immersive experience to dungeon delvers.

This expansion has also given our team the opportunity to include some exciting new features to our dungeon experiences including an assortment of interactive traps, puzzles and other outside of the box features to give each dungeon experience a unique twist and reward experienced dungeoneers.

From a design perspective, this expansion was vital for a number of reasons. Our dungeon real estate has more than doubled, increasing the availability of highly sought after monsters in to better serve our population. It is an opportunity to improve our item distribution by increasing the range, distribution and availability of vital resources, feeding vital professions and feeding the in-game economy. Last but not least, we can now provide higher concentrations of challenging foes to create far more treacherous, group oriented and ultimately rewarding dungeon encounters.

We know that this expansion has been much asked for and a long time coming and we’re excited for the community to explore these new areas.

That’s not all

As this is our first Point Release, in addition to the usual bug fixes, players can expect a range of other changes including some long awaited tweaks to crafting and Animal Taming which will certainly make some positive changes to gameplay!

Next Time…

Codename Mythic

We’ve established a strong foundation upon which players can begin to engage in rewarding crafts, dive into the deepest dungeons or most competitive of battles with items, equipment and abilities which are worldly, manageable and balanced. This is a fundamental aspect of Legends of Aria which we long wish to maintain as it is a driving force behind large aspects of our world.

Central to completing our vision for Legends of Aria concerns adding a wealth of progressive and powerful PvE features and items which is going to fundamentally change a players options in how they engage in PvE.

Are we talking about more active abilities? Passive abilities? Maybe new high level resources and craftables? You’ll have to wait for the next blog to find out.

Thanks for reading and we wish you well in your adventures. Until next time!

K

Thanks so much to Citadel Studios for sharing its plans with our readers! The game is currently in early access; you can pick it up yourself on the official site.

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Rhime

This is a fully released game?

Reader
Roger Melly

Is there a cartography skill yet ? The lack of maps in the game made it really hard to find you way around in the beta .

Is there a social panel yet ? in the beta there was no friends list so that was a bit frustrating .

I did send feedback to citadel studios about these issues and received a reply that they intended some way of mapping the game and for some sort of social panel . Just wonder if they followed through on that ?

Reader
tiltowait

If you look at past features, those are things they previously had, and removed. The UI from 2 years ago is much more modern. Which is why I stopped playing, they are trying too hard to copy UO.

Reader
KatsPurr

Enjoying the game a lot. It’s definitely giving me my “UO fix”, although of course there is still a lot missing. My main problem at this point is that PvE players feel boxed in and trapped in the small guarded areas. It’s absolutely fine to keep all the best pets, best loot and best dungeons in the PvP zones and if anyone really wants that stuff they can take the risk to go get it. However for those PvE players willing to settle for less fancy stuff, they should still have enough land mass to explore and do things in. If PvE players don’t get more land mass soon, the game will end up with PvE players quitting the game out of boredom and frustration that they are being force fed PvP to be able to do anything.

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Quixstar

Just had to chime in… This all seems very exciting. I like the idea of dungeon revamp, group spawns – and all the things they listed. (new graphics would be way cool) Now someone mentioned the Karma system – I completely agree. The system might be fine as it is, with an added feature. GUILD WARS. A group who is blue, can declare war on other guilds – and freely attack them without penalty (except in certain towns). I feel that would spark some good old fashion PVP without changing too much of the current system.

I agree – they need to have a way to do something bad, but then make up for it – and not have the medium orange effect. It is really stupid to be frank. The system in UO was PERFECT – easy, fun, everyone knew what was going on.

This is just – a different design for the reason to be different, and hardly ANY positive benefits for the players.

Change this guys – fix it – or add the guild war option, and maybe we will see the game blast off in ways never imagined.

MilitiaMasterV
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MilitiaMasterV

wealth

I just hope that’s not what the focus is on, like all other games lately. Seems like that’s all most of the world is obsessed with anymore…

Is this game only accessible through Steam?

I’m a long time gamer, who’s never acquired a Steam account (Heard bad things, and don’t want to support that type of thing.) and really don’t want to create one either. I’m slightly curious about this game and I’m also curious about Tree of Savior…both of which appear to be on Steam (only?).

Not a fan of needing weird launching platforms that think they need access to my computers. (A great way to install spyware!)

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PanagiotisLial1

I went to their page, there is an option to buy from their site but only through paypal

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Charles Dodge

Wish they had Linux version :(

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zoward

They had announced plans for one, back when they were crowdfunding – it was why I pitched in. Some time after they decided to go full-on MMO, their plans for a linux version seemed to have become “at some point in the future”. They also required their original backers to buy the game to continue playing, so they completely lost me at that point (it also killed my enthusiasm for crowdfunding MMO’s in general).

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Charles Dodge

Yeah I have the Windows version, enjoying it, but I spend most of my time on Linux.

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Loyal Patron
Cosmic Cleric

I’ve been having great success running Steam games in Linux with their Proton functionality. Hopefully/maybe it’ll work that way, as its a no fuss way of gaming on Linux (over 1M Steam players on Linux right now!), vs Wine, etc.

Reader
Kickstarter Donor
squid

Good game, and for all the complaints people have, it’s in better shape than UO was at launch and seemingly headed in the right direction.

My only concern is that while the game is heavily based on UO, there are some areas where the devs seem determined to do things differently…even though UO did it better. There are some balance/design issues that Origin solved—for this type of game—decades ago, but the devs seem to be avoiding some of those fixes because that’s how UO did it.

I get that they don’t want to just copy UO, but it’s lead to some odd systems that just don’t work very well, from a player perspective—like the Karma system, which is a convoluted mess that nobody really understands, leads to plenty of “Wait, why did I lose karma/get guardwhacked/etc” moments and seems exploit-prone (lot of full-time PKs who never seem to go red). Other stuff too. Things will get ironed out eventually, but hopefully without a bunch of failed attempts to not do it the way UO did.

Game could really use some gold sinks too…400 gold and counting, plus assets. Worthless currency renders most of the game’s content moot.

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PanagiotisLial1

I went through their forums a bit today. Lots of the people conserns there make it look like that is gankbox. I also seen weird comparisons to EVE. On EVE you got security status per system. On high security committing a crime means you get destroyed. The more you go deeper in areas of low and null sec the better the quality of the activities you can do but the greater the risk, however it doesnt affect your training pace since on EVE its real time-based

That said I still said to myself that the amount they ask on LoA is low and most problems logically can be adressed later so went to try buy it, but they seem to let you buy it only through paypal and I hate paypal, havent used paypal since 2010 so I will wait it out and check the game a lot later

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PanagiotisLial1

Why Codename Mythic reminds me UO Mythic? :p

But anyways, this is one of the games I am watching for the future. Seems a nice sandbox game

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Oleg Chebeneev

Exclusive info. THats nice.

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Eliandal

Really? Codename Mythic? Ugh;)!