Dev Tracker
A chronological record of developer forum posts and site updates.
1 2 3 4 5 6 7 ... 322 323
An Apology for Beastclans on the Rise
Dec 14, 2022, 13:40:43
StaticVitals wrote on 2022-12-14 12:24:33:
Undel wrote on 2022-12-14 11:34:43:
Oakensleaf wrote on 2022-12-14 11:21:03:
I have a question
I know that there are beastclan members that are fight able enemies in the coliseum, will those remain and the lore will be adapted to explain their presence in the coliseum or will they be removed?

The Beastclan opponents in the coliseum will remain. The dragons are not at war with the Beastclans nor are they trying to take their territory, but all life in Sornieth can be susceptible to Shade taint and the dragons can fight and cleanse it in small quantities. If the creature or Beastclan who is cleansed is happy enough, they may even decided to follow you home as your friend! From a mechanic perspective it gives us the ability to have more ways to acquire familiars from our world setting.

I am extremely pleased to not only see an apology regarding this subject but also active changes being implemented. However, I can't help but point out there there appears to be the implication that dragons fighting in the coliseum are inherently 'clean/pure' and are framed as heroic saviors that 'cleanse' Beastclan opponents and other creatures of the Shade. This dynamic reflects the nature/culture dualism ideologies that colonizers use to assign racialized superiority to themselves and inferiority to indigenous groups to justify land dispossession, segregation, ethnocide, exploitation and many other harmful practices. It also reflects similar hygiene narratives colonizers used to justify eugenics and sterilization practices against marginalized groups. There are many Indigenous scholars who critique how current (and historical) colonizer narratives frame colonizers as 'innocent heroes' who are 'saving' marginalized groups from violent and destructive crises that colonizers caused.

The wording of the reply has some problems in that respect.


Hi @StaticVials! I understand how in the context of this thread why our answer reads the way you've described. We'd like to clarify what the Shade is and how it relates to the Coliseum.

The Shade is an otherworldly infestation that impacts everything on Sornieth, not just Beastclans. This is why Coliseum enemies have always included flora, fauna, bugs, enchanted objects, etc. The Shade wants to consume everything on Sornieth, including the dragons. Dragons are not immune to its influence, it's that their ability to harness elemental energy en masse make dragons quite adept at fighting back against it. Beastclans who have learned to harness elemental magic can also fight back against the Shade incursion, though they don't naturally breathe fire or wind. The only reason you're not fighting NPC dragons in the coliseum who are Shade-infested is that within the context of the Coliseum as a feature and mechanic, dragons are player controlled.
An Apology for Beastclans on the Rise
Dec 14, 2022, 11:58:34
@ClockworkOwle, we are actively monitoring and moderating this thread. Your reply was edited to remove the sentence calling out other players and referring to now-removed posts. Thank you.
An Apology for Beastclans on the Rise
Dec 14, 2022, 11:56:17
Forum Post | Announcements & News | By Undel
Iphegenia wrote on 2022-12-14 11:55:24:
Really happy to see this change especially as a Cree player :) I never really got into the canon lore but the Beastclans thing did always strike me as odd lol and it's nice to see it rectified. Plus The new Harpy art is gorgeous! Looking forward to seeing the Centaurs (I love horses lol)!

Oh no, we're gonna have to draw horse legs again. Horses are so difficult ><
An Apology for Beastclans on the Rise
Dec 14, 2022, 11:51:06
KallyPaige wrote on 2022-12-14 11:38:33:
I think that the text on the dominance page should also be changed due to this too. It'd be cruel to call them hordes when we're supposed to view them as sentient and sapient peoples, rather than thoughtless monsters.
Does that make sense?

@KallyPaige, another oversight, thank you for bringing it to our attention. We're logging these oversights (tooltips, Dominance page, etc) right now so we can update them at the same time.
An Apology for Beastclans on the Rise
Dec 14, 2022, 11:43:07
REMINDER: We will remove and are removing comments that are either inflammatory, not constructive, or are quoting/responding to such replies. If someone posts something inflammatory or violates the rules, report the post and make use of the block feature. Thank you.
An Apology for Beastclans on the Rise
Dec 14, 2022, 11:34:43
Forum Post | Announcements & News | By Undel
Oakensleaf wrote on 2022-12-14 11:21:03:
I have a question
I know that there are beastclan members that are fight able enemies in the coliseum, will those remain and the lore will be adapted to explain their presence in the coliseum or will they be removed?

The Beastclan opponents in the coliseum will remain. The dragons are not at war with the Beastclans nor are they trying to take their territory, but all life in Sornieth can be susceptible to Shade taint and the dragons can fight and cleanse it in small quantities. If the creature or Beastclan who is cleansed is happy enough, they may even decided to follow you home as your friend! From a mechanic perspective it gives us the ability to have more ways to acquire familiars from our world setting.
An Apology for Beastclans on the Rise
Dec 14, 2022, 11:13:59
Forum Post | Announcements & News | By Undel
RoxxiFloofs wrote on 2022-12-14 11:06:50:
I wonder if Baldwin's Brew will change a bit because of this? Throwing Beastclan members into the cauldron seems kind of... wrong (as funny as it is to imagine just tossing an entire centaur in)

I think with this one it needs to be recognized as a game mechanic to get rid of duplicate items and turn them into something useful. If you want to think of a way to make this fit into your lore, think of "feather of harpy" as being an ingredient rather than putting a creature whole into a pot. The same goes for non-sapient familiars. Baldwin would never allow living creatures to be tossed into his cauldron!

This is definitely a place where mechanics and lore disconnect.




Regarding some of the existing tooltips for harpy familiars and items, that is an oversight and we will be bringing the tooltips in line in a site status update before the end of the week.
An Apology for Beastclans on the Rise
Dec 14, 2022, 10:50:20
Our Rules & Policies regarding topics pertaining to religion, politics, and human rights still apply to this thread.

Any concerns or feedback about our content or game based on this topics should be submitted directly to us through Contact Us
An Apology for Beastclans on the Rise
Dec 14, 2022, 10:46:46
Forum Post | Announcements & News | By Undel
harpylorerevampandexpansion.png

In October of 2014 we released the Beastclans feature, introducing new opposition in dominance, a lore dump, and new Beastclans familiars. Since then, much has changed—us as developers, you as a community, and our overall education about how the world around us directly and indirectly influences and impacts our work.

And it’s time to address it.




[Image Description: A banner image of a rocky scene with humanoid bird-person, a harpy, in the foreground. They have short hair and are wearing clothing similar to a toga. The harpy is concentrating on the clay pot they're painting and their tongue is sticking out of the side of their mouth as they do. The text overlaid on the banner image reads: "Harpy Lore" and "Beastclan apology and plans for the future".]


What happened?

The Beastclans were several new species that came into being in the third age. Their origins date back to when the mysterious civilization of the second age reached new heights of magic and technology before eventually destroying themselves and much of the planet. This event gave rise to powerful elemental beings, new flora and fauna, and the sapient Beastclans.

The idea behind the conflict was intended to be dragons vs (not)humans. Our goal for this particular conflict was for it to go alongside the dragon vs dragon and dragon vs Shade setups, providing a variety of tasks to accomplish and conflicts to resolve, with dragon clans working to carve out places of peace in a volatile landscape of elemental catastrophe and Shade-infested life.

Adventure Mode is still a planned feature, but its many delays created a near decade-long gap, where the players being told dragons—their dragons—are engaging in or engaged in monstrous acts that hold parallels to real world events. And they're supposed to play as these dragon clans and enjoy the game.




An Apology

Many of you have rightly pointed out that the Beastclans on the Rise setup has several disturbing parallels with colonialism, where colonizers invade indigenous populations and commit violent crimes against humanity in order to steal land and resources from the people who were there before them.

With Beastclans on the Rise, we've put players' dragon clans in this role for years, with no acknowledgement of the problematic story communicated to players or way for them to resolve it. It's a dangling plot thread that's gone on for too long. Specifically, a dangling plot thread with harmful implications we never wanted to convey and one that left our players to deal with it on their own. Regardless of our original intent, these implications are harmful, and we owe you an apology.

We apologize for the original Beastclans on the Rise update and our ignorance on the underlying implications. We regret our lack of follow up on the issue for so long. We know that this has concerned and made many of you uncomfortable, and we’re sorry our ignorance negatively impacted your experience with our game.




Moving Forward:

We will be adding a disclaimer to the Beastclans on the Rise page in our encyclopedia and removing the video from our Youtube channel. The Beastclans on the Rise page will be removed from the encyclopedia index, as it is no longer canon lore, but will remain on site, linked from this post and the reworked Beastclans index once it is available.

  • This disclaimer will link to this announcement thread.
  • This disclaimer will note this lore is no longer canon and undergoing a rework for the reasons stated in this post.
  • We are not deleting the page as accountability. The fact is, the US culture and institutions we (Flight Rising team members) grew up in clearly had influence and impact on our early work. We released this as official content and it’s wrong to pretend we didn’t.
  • The Beastclans will still be in Adventure Mode, but the standing of relations with dragons will be greatly changed; you don’t need to start from a place of horror to have impactful quest lines and objectives.
  • When reintroduced, dragons will no longer have been vying for territory with the Beastclans. There will still be conflicts and mysteries for players to find solutions for and story opportunities available, and we think that this change can make Sornieth and Adventure Mode all the richer for it.

We will be rewriting and expanding each Beastclans entry to have as much information about each Beastclan as a player would get with a new species of dragon, and conflict with the dragons will not be the central focus.
When we add a Beastclans Encyclopedia entry, we will also be including a new illustration, new familiars, and a scene from their territory.

We will look into having new Beastclans shopkeepers in the future, so that players can have ways before Adventure Mode to positively interact with the Beastclans.
Beastclans will also remain on the Dominance board. They present a non-player controlled faction, they are a force unto themselves, and they serve a necessary gameplay function.




Thank you to everyone who reached out to us with your concerns regarding Beastclans on the Rise. We appreciate you, your time, and your effort.

With this in mind, we’d like to (re)introduce everyone to the Great Flock: The Harpies of Sornieth!


Revised Harpy Lore:
The revised harpy lore is now available to read in the encyclopedia here!

In addition, we have added new harpy familiars that feature the everyday lives of harpies, and a new scene depicting a harpy city. These items will be stocking in the treasure marketplace, and also have a chance to drop from iron & gilded chests and Pinkerton's Pile. The treasure marketplace stock has been increased for one week, after which time these new familiars and the scene will stock at the same rate as other familiars and scenes.



Dev Update: Achievements & Anniversary
Dec 13, 2022, 12:31:41
Catfeather wrote on 2022-12-13 12:23:09:
Xhaztol wrote on 2022-12-13 12:07:24:
CatInDisguise wrote on 2022-12-13 00:55:20:
Super excited for the return!! Question - are the currents going to be clan-locked, or will they be tradable?

The achievement currency will be an account-level value like treasure and gems and the current plan is that it will be shown up in the top-right player module, replacing the icon and value that show your clan's dragon count. Those of you that have been around for awhile may remember that this is where achievement point totals used to live, so we're more or less returning it to that slot.

A couple caveats:
  • The achievement currency total will only show privately to you.
  • In the forums and on your Clan Profile (just below your avatar), your achievement points total will be visible to other players.

That's good to know it shows differently! However, I think they were asking if the currency itself can be traded, like t/g or fest currency, or if it's locked like clanbound items. c:

Sorry, forgot that important part: the currency will not be tradeable - it's intended to be a personal stash for your personal accomplishments.
Dev Update: Achievements & Anniversary
Dec 13, 2022, 12:12:11
Starcloud wrote on 2022-12-13 11:58:07:
Like can I play all day normally, and then visit the achievements page to collect rewards for what I've done?

Yes - this is exactly how we want the system to be. You shouldn't need to "start" or "activate" anything. Just play!
Dev Update: Achievements & Anniversary
Dec 13, 2022, 12:07:24
CatInDisguise wrote on 2022-12-13 00:55:20:
Super excited for the return!! Question - are the currents going to be clan-locked, or will they be tradable?

The achievement currency will be an account-level value like treasure and gems and the current plan is that it will be shown up in the top-right player module, replacing the icon and value that show your clan's dragon count. Those of you that have been around for awhile may remember that this is where achievement point totals used to live, so we're more or less returning it to that slot.

A couple caveats:
  • The achievement currency total will only show privately to you.
  • In the forums and on your Clan Profile (just below your avatar), your achievement points total will be visible to other players.
Dev Update: Achievements & Anniversary
Dec 13, 2022, 11:59:27
Admers wrote on 2022-12-13 06:47:20:
Question:
Will players have to actively collect the currency by going to a certain page or clicking a button, or will it accumulate automatically as they complete tasks?

I hope the later.

By design, achievements and pursuits will need to be manually "claimed" once their objective criteria have been met. The main reasons for this are threefold:
  1. Optimization: it is very difficult to build an automated achievements system for a project like ours that is performant and doesn't affect your browsing experience in a negative way. We tried it that way in the legacy system and encountered a lot of issues with achievement toasts not appearing (or appearing late at nearly the same time you might be browsing away from your current page). In order to generate those toasts, the website would have to run a staggering number of queries to validate achievements relative to that page, which was an upkeep and performance nightmare. If any of those queries stalled, it would prevent gameplay elements from ever loading. Not good! By requiring visitation to the achievements/pursuits page(s), those heavy queries are sequestered there, and because players will be visiting at random offset times from one another, it spreads the load and doesn't bring the site to its knees. And that is...obviously not good!
  2. System Reinforcement/Familiarization: We think it's important (especially for newer players) to navigate them to the place where their achievements and pursuits live in order to claim the rewards for them. This helps reinforce usage of the feature and remind them how it works.
  3. Control: Claiming rewards manually also lends itself to players definitively knowing what and what isn't complete, and allowing them to see their point and currency totals increasing. This validation can significantly reduce confusion.
Dev Update: Achievements & Anniversary
Dec 13, 2022, 11:45:29
Veyo wrote on 2022-12-12 17:20:38:
This looks interesting-ish, but it begs the question. Is the campaign mode plan completely dead now? I wish we could have something like that as opposed to this development.

I can tell you unequivocally: the campaign (aka "Adventure Mode") is not dead.
Dev Update: Achievements & Anniversary
Dec 12, 2022, 12:40:12
Doglover287915 wrote on 2022-12-12 12:33:42:
Are pursuits going to be the same for all players or are they going to be different for each player?

Also are pursuits only after all the main achievements are gone or are they always there?

We are still deciding on your first question; it's a good one and needs a lot of consideration. For your second question: pursuits will always be there and always be available. Even if you register for Flight Rising on June 8th, 2023, you'll still be able to interact with the Pursuits system.
Dev Update: Achievements & Anniversary
Dec 12, 2022, 12:31:48
SnakeJobs wrote on 2022-12-12 11:19:39:
Question regarding the three pursuit types: daily, weekly, and monthly.

Do you need to log in every day in order to complete them?

I play a game with a similar idea of pursuits and if you miss a single day you automatically lose the chance to finish the weekly and monthly quests for that month.

This is a good question and we understand why you'd have this concern! That's not how we plan on approaching the development of pursuits. By design, pursuits are meant to be less intensive and contain more lenient objectives.

For instance: as it stands right now, we are concepting our weekly and monthly pursuits in a way so that weekly pursuits can be comfortably completed in about 4ish days and monthly pursuits can comfortably be completed in about 20 days. For daily pursuits, you can expect that they'd be simple enough and brief enough that they could be knocked out in a few minutes.

Our goal is to intentionally design pursuits to feel like they are more or less being completed fairly naturally as you do normal gameplay and (if we do this right) you won't feel compelled to max them every time. They're just a cherry on top and way for players to grab a bit more currency to supplement what they're earning through achievements.
Dev Update: Achievements & Anniversary
Dec 12, 2022, 11:57:57
ZoranaDragon wrote on 2022-12-12 11:03:58:
Heck yeah!! And new things for completing them too? That's awesome!

I can't wait to see the new achievements!

Quick question, will the older players be able to see the old achievements they got before they where originally removed? Even if they don't reward anything I'd like to see what ones I used to have.

Unfortunately, given how patchy and old the progression data is for legacy achievements, there isn't really a way for us to surface that information to players given how vastly different the underlying achievement architecture is. At some point in the future it's possible that we may be able to pull it out as historical information, but it's not being scoped into this project.
Dev Update: Achievements & Anniversary
Dec 12, 2022, 11:54:04
Booleano wrote on 2022-12-12 10:08:08:
Will the Boolean Achievement make a return?

This category is one of the first things we discussed. We don't have any plans for achievements that only a small group of people can get, not even for zero points.


@Booleano
Dev Update: Achievements & Anniversary
Dec 12, 2022, 09:53:30
Quick reminder for everyone: Please remember to post your suggestions in the Suggestions Forum!




Achievements FAQ
This will be filled in over time! Check back later!



Q: Will there be achievements for items like the Boolean?

A: No.

This category is one of the first things we discussed. We don't have any plans for achievements that only a small group of people can get, not even for zero points.
———

Q: Will older players be able to see the old achievements they got before they where originally removed?

A: No.

Unfortunately, given how patchy and old the progression data is for legacy achievements, there isn't really a way for us to surface that information to players given how vastly different the underlying achievement architecture is. At some point in the future it's possible that we may be able to pull it out as historical information, but it's not being scoped into this project.
———

Q: Question regarding the three pursuit types: daily, weekly, and monthly. Do you need to log in every day in order to complete them?

A: No.

This is a good question and we understand why you'd have this concern! That's not how we plan on approaching the development of pursuits. By design, pursuits are meant to be less intensive and contain more lenient objectives.

For instance: as it stands right now, we are concepting our weekly and monthly pursuits in a way so that weekly pursuits can be comfortably completed in about 4ish days and monthly pursuits can comfortably be completed in about 20 days. For daily pursuits, you can expect that they'd be simple enough and brief enough that they could be knocked out in a few minutes.

Our goal is to intentionally design pursuits to feel like they are more or less being completed fairly naturally as you do normal gameplay and (if we do this right) you won't feel compelled to max them every time. They're just a cherry on top and way for players to grab a bit more currency to supplement what they're earning through achievements.
———

Q:Are pursuits going to be the same for all players or are they going to be different for each player?

A: We are still deciding on this.
———

Q: Are pursuits only after all the main achievements are gone or are they always there?

A: Pursuits will always be there and always be available. Even if you register for Flight Rising on June 8th, 2023, you'll still be able to interact with the Pursuits system.
———

Q: Does the new achievement system mean the campaign mode is dead?

A: No.

The campaign (aka "Adventure Mode") is not dead.
———

Q:Will players have to actively collect the currency by going to a certain page or clicking a button, or will it accumulate automatically as they complete tasks?

A: By design, achievements and pursuits will need to be manually "claimed" once their objective criteria have been met. The main reasons for this are threefold:
  1. Optimization: it is very difficult to build an automated achievements system for a project like ours that is performant and doesn't affect your browsing experience in a negative way. We tried it that way in the legacy system and encountered a lot of issues with achievement toasts not appearing (or appearing late at nearly the same time you might be browsing away from your current page). In order to generate those toasts, the website would have to run a staggering number of queries to validate achievements relative to that page, which was an upkeep and performance nightmare. If any of those queries stalled, it would prevent gameplay elements from ever loading. Not good! By requiring visitation to the achievements/pursuits page(s), those heavy queries are sequestered there, and because players will be visiting at random offset times from one another, it spreads the load and doesn't bring the site to its knees. And that is...obviously not good!
  2. System Reinforcement/Familiarization: We think it's important (especially for newer players) to navigate them to the place where their achievements and pursuits live in order to claim the rewards for them. This helps reinforce usage of the feature and remind them how it works.
  3. Control: Claiming rewards manually also lends itself to players definitively knowing what and what isn't complete, and allowing them to see their point and currency totals increasing. This validation can significantly reduce confusion.
———

Q: Is the achievement currency clan-bound or will players be able to trade with each other?

A: The currency will not be tradeable—it's intended to be a personal stash for your personal accomplishments.

The achievement currency will be an account-level value like treasure and gems and the current plan is that it will be shown up in the top-right player module, replacing the icon and value that show your clan's dragon count. Those of you that have been around for awhile may remember that this is where achievement point totals used to live, so we're more or less returning it to that slot.

A couple caveats:
  • The achievement currency total will only show privately to you.
  • In the forums and on your Clan Profile (just below your avatar), your achievement points total will be visible to other players.
———

Q: Can I play all day normally, and then visit the achievements page to collect rewards for what I've done?

A: Yes—this is exactly how we want the system to be. You shouldn't need to "start" or "activate" anything. Just play!
Dev Update: Achievements & Anniversary
Dec 12, 2022, 09:51:45
devupdate.png

In this Dev Update, we’ll be talking a little bit about the relaunch of our long-awaited Achievements system, which will be the focal point of our 10th anniversary celebration in June 2023.

[Header image description: A banner image with six cogs of various sizes with the largest to the left-center of the image. On the right side of the banner is a mechanical monkey (the Monkey Wrench familiar). Overlaid text reads: "Developer Update."]


It’s been a long journey, but we are reaching the point in our refactoring efforts where the hard work has paid off, and this means that the site will be in a good position for us to finally bring back our Achievements system. We thought there was no better way to celebrate such a monumental engineering effort than our upcoming 10th anniversary.

Why Did You Wait?

We’ve gotten some questions in the last few years about why we needed to wait until the very final stages of the site refactor to develop and relaunch achievements.

The simplest and most concise way to answer that question is:

If we had launched achievements before all major systems had been converted to the new code base, we would need to perform refactor work not only on the features themselves, but also on the achievements associated with each feature (and all their corresponding progress data). This would have been inefficient; we do not want to essentially duplicate what is already a huge workload.

Refactoring the site first gives a nice clean slate and foundation with which to build the new achievements system, which touches nearly every aspect of Flight Rising.

Why the Anniversary?

Given the size and complexity of something like an achievements system, it was paramount that we factored in ample time for planning, execution, testing, and reflection of each milestone, as well as staying committed to our company philosophy of avoiding crunch.

Because the achievements roadmap coincided nearly perfectly with our game’s anniversary, it just made sense to make it our major feature update for next year’s festivities. While we are generally always working on multiple things at once, the magnitude of this update does mean that our engineering team will need to dedicate a lot of resources towards it for the first half of 2023.

What You Can Expect

On to some of the cool stuff we can share! Please be aware that all of this is subject to change.

The Achievements Themselves

As of today’s Dev Update we have over 500 achievements planned that we aim to have ready to go on launch day. For those that have been with us since Flight Rising’s early days, you will know that this is a massive increase in what was available before! It’s an ambitious goal—and there’s a chance that we may not meet it—but we wanted to start boldly.

From a design standpoint, our goal for achievement criteria is to make them as enjoyable as possible, incorporate them into many of the activities you’re already doing on the website, and provide all types of players some opportunities to feel accomplished.

In the legacy system, achievements rewarded non-functional points (internally, we affectionately called these “Starmies”—can you tell there are some Pokemon fans on the team?). With the revamp, completing achievements will reward you with not only points, but a special new currency, as well as a chance for some treasure and gems. The new currency is slated to be usable in a dedicated Grand Exchange shop that will launch alongside the system, stocked with new and exciting items for you and your clan!

Pursuits

One challenge with a finite list of achievements is that it’s possible (at least for a time) to hit the end of the road and for progression to slow down considerably until new objectives are created. By having achievements grant a spendable currency, it meant that at any given time you could only earn so much of it. We don't think it would feel great if you wanted more copies of items in the Grand Exchange achievements shop, or if new items were added later after you had spent most (or quite possibly all) of that new currency. This, of course, created a dilemma for Flight Rising, where most activities can be repeated in some fashion and eventually get you toward that thing you wanted.

To help alleviate this, we’re planning to develop an adjacent system called Pursuits. It’s easiest to think of pursuits as repeatable “micro-achievements”, as they’ll usually be more common activities that are easier to complete (e.g. “Breed a pair of dragons”, “exalt a dragon”, “convert 50 meat food points in the same action”). Each completed pursuit will help advance a segmented rewards meter, and when each segment fills up you will be able to claim small batches of the new achievement currency.

While specifics are still being finalized, our current plan is for this system to offer a set number each of three pursuit types: daily, weekly, and monthly. These lists will reset as often as their name implies, with each pursuit type having a “meter weight” that corresponds to its difficulty. In general, daily pursuits should be really easy and have a lower weight, while monthly pursuits will be moderately challenging and have a higher weight.

Our hope is that this supplemental system will allow you to continue to make incremental gains of the achievement currency to use in the accompanying shop.

Do We Have to Start All Over?

Quite possibly the toughest challenge in relaunching this system centers around the fact that every one of you will be at a different place in your Flight Rising journey come launch day. Some of you have been around for the last decade and just by the nature of playing for so long have likely completed the criteria of a large portion of the achievements we’re in the midst of developing. Many more of you might just be joining the world of Sornieth and still figuring it all out.

How do we strike a fair balance between those experiences? Can we and should we grant anything retroactively?

It’s a hard question to answer, and unfortunately the best solution hasn’t yet materialized. We know that we’re not able to promise retroactive achievement progress for gameplay history that came before the kick-off of this new version. The data is very old, unoptimized, full of gaps, and the new infrastructure handles progression in entirely different ways.

However, we are hoping that by intentionally/carefully creating the system in pieces, we may (may!) have enough collected data by the anniversary that many of our players will have lots of achievements completed and ready to collect, alongside others yet to be tackled.


And that’s our update for today! As with all of our anniversaries, there will be plenty of goodies to enjoy to go along with the long-awaited return of achievements.

We’ve still got a long road in front of us to get this feature out the door for the 10th Anniversary, but our eyes are already set on the prize. We’re really excited to celebrate what is truly a special milestone in the life of any game, and we’re thankful and grateful to have made it this far with all of you.
Joxar recolors you want?
Dec 09, 2022, 18:05:23
Some of the older apparel items, particularly from the first 2 years but also including the some from the first 4 years, do not have the high res .psd files anymore. They were built in individual artists files and lost to time. So it's not something that we can recolor easily or reliably unless we resort to gradient mapping the individual png files rather than the source file, which is not ideal.

So if you're wondering why we haven't added very many Joxar recolors from earlier in the site's history, that's likely the reason why. Items from later years were better archived and built into templates that have all the breeds together.


I'm necroing this thread because I am currently dealing with locating and reassembling to the best of my ability orphaned psds into master files. I thought that noting this information was relevant, because I often see requests for some of the apparel items from the first year and thought it might be helpful to know why we didn't do all the first year apparel items as recolors.
Frigidfin Expedition
Dec 08, 2022, 00:03:08
Forum Post | Announcements & News | By Undel
2202nifdigirf.png

Another chilling winter is about to howl across the realm and dragons everywhere are taking advantage of an unusually bountiful fishing season!




The Frigidfin Expedition, one of Flight Rising's quarterly micro-holidays, is in full swing! From Thursday, December 8th to Monday, December 12th (06:00 Server Time), all players will experience a couple of battle-related boosts!

Bountiful Battles

For the duration of the Frigidfin Expedition, all all Coliseum enemies will have the chance to drop seafood items in addition to their normal loot. Other site activities such as gathering, breeding, bonding, brewing, and visiting some of the trading post dragons will also yield a chance at the expedition! Dragon clans everywhere are taking this time to stock up on fishes, clams, sharks, sponges, corals, snails, shrimp and more to feed them through the winter.


Battle EXP Boost

During the event, all battles will yield 50% additional EXP, so now is a perfect time for dragons to train. Grab your newest team and head out into battle!


Furry Fishers

Dragonkind are not the only ones taking advantage of the prosperous fishing season. As the oceans, lakes, and rivers teem with life, enterprising critters rush the shores. A few unique species of beaver capitalize on this seafood surge, catching fish not only for themselves, but as currency in a primitive barter system with waterfaring dragon clans. For the duration of the Frigidfin Expedition, these toothy familiars will drop fairly commonly in the Coliseum and rarely during Fishing. Once the expedition has concluded, they'll go back into hiding, but may run into one or two while Fishing.

This year we have a new vista that has a chance to drop in the coliseum and many other site-related activities.
prev_TOOFS.png



logo_notn.png
December 18 - Dec 31

The mischievous Nocturne dragons return for their annual fortnight of mayhem. Strange and whimsical creatures and items will start appearing all over Sornieth. Get your hands on apparel, vistas, and familiars specifically unique to this event!

It's also the only part of the year where you can obtain Breed Change: Nocturne and Unhatched Nocturne Egg!
Undertide Gene Error Thread
Dec 07, 2022, 22:03:16
Forum Post | Bug Report Forums | By Undel
As a heads up, we are still monitoring this thread. I will lock it when we have done what we consider the main sweep of undertide genes. (After which the any future errors would go in the main thread)

Apologies that a few of these errors have hung around for longer than is ideal. I hope to get some time during our two week Night of the Nocturne breather. Until then we’ve got a lot of stuff to prep behind the scenes!
Friends for Arlo's
Dec 07, 2022, 21:57:17
I keep hoping, but no one ever sends me a friend request.
NotN npc dragon?
Dec 07, 2022, 21:52:22
I don’t wanna spoil too much, but there is a button-down vest involved. That is all.
Why is saving needed for NotN?
Dec 07, 2022, 21:51:01
Vendrus wrote on 2022-12-06 03:32:54:
@delonix
From this year onwards they'll be in the Grand Exchange! I forgot about that bit xD

This is correct. We intend to move all of the night of the nocturne Swipp trades and marketplace items into a grand exchange shop. The mechanic of the strange chests will remain the same, but we want to ensure that it is easy to find the trades and marketplace items anytime you need them. There are quite a few, and the trades in particular being randomized would often cause grief for our players.

The core of the event will still be players opening lots of chests and getting items from them :-) I saw in other posts that some players were concerned that a grand exchange shop would mean that mechanic would be lost: this is not the case and the chests are what make NotN unique!
How are they gonna justify 2nd Ancients?
Dec 07, 2022, 21:40:46
The current plan is to get an ancient on every flight that currently doesn’t have two dragons.

After that, it will be to get it on elements that don’t have an ancient dragon. (Ie: those that have two moderns)

After that we will begin adding ancients to elements that have two dragon breeds (ie: not flights that have three breeds)

It is possible that there will be another unaligned breed like bogsneak, but in terms of aligning ancient breeds with elemental flights, this is the current plan to keep things fair. It’s not 100% set in stone or anything, but this is the goal.
The wait for NotN is painful
Dec 07, 2022, 21:36:45
Alize wrote on 2022-12-05 17:36:22:
December 21, 2014 to January 4, 2015
December 19, 2015 to January 2, 2016
December 18, 2016 to December 31, 2016
December 16, 2017 to December 30, 2017
December 23, 2018 to January 6, 2019
December 22, 2019 to January 5, 2020
December 20, 2020 to January 3, 2021
December 19, 2021 to January 2, 2022
??? ?, ???? to ??? ?, ????

It will start Sunday, December 18 and end two weeks later. I hope this helps!
Status Update
Dec 07, 2022, 14:26:15
Site Status | By Aequorin
Dragon Share Theme Week: Progenitor Dragons!
Vote
Dec 05, 2022, 10:02:43
@Fagin, a quick heads up. Your title was edited to bring it in line with our Forum Etiquette. Thank you!
making the gods GAY
Dec 05, 2022, 08:27:31
Okay. This thread is now locked. There's masked profanity, discussion of previous forum moderation, and headcanon references that cross lines.

To be clear, the line crossed isn't headcanoning the deities as gay. That's fine. The issues are the application of real world hate and bigotry to an official character and the previously moderated deity shipping. We respectfully request players refrain from posting such content on our website. Thank you.
1 2 3 4 5 6 7 ... 322 323