[A SotA Public Forum post by Starr Long]
Greetings Avatars,
Please read this entire message, as well as the linked instructions and known issues.
Thank you for being a loyal backer and follower of Shroud of the Avatar. Release 21 access for all backers at First Responder level and above begins this Thursday, August 27 at 10:30 AM Central Time (16:30 UTC).
It has been a truly amazing and humbling month. Our community believes in us so much that we have managed to raise over seven million dollars to date! To celebrate, we are having an all-day telethon on Monday August 31 from 10:00 AM to 10:00 PM Central Time (16:00 UTC to 04:00 UTC). The telethon will be hosted by members of our community and include deep dives, Devs vs. Players PVP, Devs vs. Players Gustball, and hourly prize giveaways! We will be posting a detailed schedule this Friday, so stay tuned.
Release 21 contains a lot of new content, but the largest change is a fundamental shift in how advancement works. After many hours of gameplay, more hours of internal discussions, even more hours of digesting player feedback, and even more hours of design, we have decided to move to a Use-Based System for advancement; which replaces our current leveling and skill point allocation system. Trainers must still be visited to unlock abilities, and abilities are still arranged in skill trees, but all skill advancement now comes from use. The more you mine, the better you become at mining… and the more you swing your sword, the better you become at sword swinging. We did not make this decision lightly and it came at the cost of slightly delaying some other features, but we firmly believe this makes the game fundamentally better and more in line with our statements of this game being a spiritual successor to the Ultima games. Please note that the next several releases will involve a lot of rework and balancing to get this working properly with all of our skills. Also expect us to rearrange skill trees multiple times to make them work better with this new system. For now, expect some oddness and skill arrangements that might not make sense in the current system (although they made sense previously). Also we know that we need to better deliver information in the game about the way the system is working. You can find and discuss more details about our current design thinking about the Use-Based System implementation in this forum topic here.
While we are getting closer to launch, we are still in a constant state of change, and we do not yet have in-game systems to inform players of these changes, or to share ways to help them to explore new content and systems. This means we rely entirely on this message, and the linked instructions and known issues to convey the current game state. We regularly have to answer questions or filter bug reports because some players elect not to read this valuable information. By taking a few moments to read through this information, a great deal of our time and efforts can be redirected to focus on new “unanswered” questions, and addressing critical issues impacting each release. We greatly appreciate you taking the time to review this post, and for all the truly valuable feedback you continue to provide.
Also, remember that while we are providing new content with each release, our community is working overtime to make new events for you to enjoy. So, be sure to check out a couple of the Community Events Calendars run by our community members (via in-game book or the player run websites Avatars Circle Community Events and Events of the Avatars calendar).
Without further ado, here are the R21 deliverables.