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A Yak is Waiting for You! on directorygames

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A new referral season, neatly tied into the start of the Breath of Winter event, starts today! Three new referral rewards are coming your way: the Recruiter’s Pony, the Recruiter’s Chest and the Recruiter’s Yak.

A Yak is Waiting for You! on directorygames

How to Earn Seasonal Referral Rewards

The new referral season will last until February 7. There are three ways of collecting referrals to earn yourself the Recruiter’s Yak – or the cute little Pony!

You can send Trial Keys to your friends. Every key that gets redeemed on an account without a key on it will count towards your referral season progress – this is the easiest and fastest way.

Any Starter Pack that you buy and that gets redeemed on an account without a key will also count.

And last, but not least: if a friend registers through your referral link, then buys and redeems a Starter Pack on their account, you’ll also progress.

Want to see your current progress this season? Or read up on the FAQ for the the referral system? Please see here.

February 20, 2018 |

Albion iOS Beta Testing Continues on directorygames

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Albion Online is aiming to deliver a complete and captivating cross-platform MMORPG experience on desktop and mobile devices – and we are now taking another big step towards this goal. 

To participate, you need to sign up using this form. Every player with a Founder or Starter Pack and an iOS device is welcome to join this test.

iOS Beta Test

On our way towards an App Store release, we are launching a Testflight-based Beta test of our iOS client. The iOS version will contain the same features and content as the PC version, and can be tested by iPad and iPhone users on the Live server.

To participate in the test, players with a Founder or Starter Pack can sign up below. As Testflight only offers a limited number of test slots, we cannot guarantee that everyone signing up will receive an invitation, sorry!

Before you scroll down to the sign-up link, please read the following paragraphs about limitations and known issues of the iOS client carefully!

System Requirements, Limitations and Their Friends

At the moment, Albion Online supports iOS devices with 3GB of RAM or more. It is also recommended to have a decent screen size of 7 inches or more for proper control and a better user experience.

However, based on our testing so far, the game works fine with less RAM and smaller screens. It is worth noting that on devices with 2GB, there is a risk of occasional crashes. We recommend closing all other apps before you start the game, and reduce the in-game settings as much as possible.

During this Beta test, we will continue to optimize the iOS client, and try to make it run in a stable manner on 2GB devices too. While we are allocating significant resources towards this, we can give no guarantee that we will ultimately succeed. Albion Online is one of the most complex and resource-intensive games available on iOS so far, and it is pushing the devices to their limits.

Prior to the official App Store release of the game, we will update the system requirements based on our tests. This means that there is a chance that 2GB devices will officially be supported. 3GB devices almost certainly will be.

Below you will find the list of devices that can take part in this Beta test: 

What Should You Do When Testing iOS?

Simple: play the game. Report anything that feels off and provide feedback on performance. Please report any bugs you find using the #bug command. Additional Feedback you can and should post in this forum.

Sign up here

We will be using Testflight for this test. To participate, you need to sign up using this form. We will then send out invitations to as many people with diverse device types as possible.

The testers we pick will receive an e-mail with a redemption code for Testflight, with which they can then download and install the iOS version.

February 20, 2018 |

directorygames – Albion Online Dev Talk – Guild UI Improvements

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Guild UI improvements have been a long time coming, and we're looking forward to implementing some of them with our next update. Lino, our UI Designer, discusses these changes in detail:

Here's a quick rundown of his talking points:

Customizable Guild Roles

The current system offers limited flexibility when it comes to guild roles. Under the new system, a guild manager creates a new role, then chooses a name (e.g. "Crafter") and icon for it. The guild manager then assigns certain global rights to that role, such as the freedom to invite players to the guild or assign new roles to current guild members.

These roles are then assigned to as many guild members as desired, and any guild member can have any number of roles: for example, numerous guild members could be "Crafters", while some of these Crafters are also "Officers". The end result is that guild managers can seamlessly translate their guilds' hierarchies into the game.

Container Logging

Container logging, which will be available for all publicly-accessible guild containers, is a system that tracks which items are added or removed by which player at which time. These stats can also be exported in a way similar to the current guild activity screen. This allows all guild members to see all other members' contributions, and allows guild leaders to track the progress of gathering, crafting, and battle preparation.

Guild Vaults

Guild vaults are large, publicly-shared containers with customizable access rights assigned by guild managers. They will be placed in the same regions as the current player banks (i.e. guild islands and territories), allowing for a simplified and streamlined guild-wide inventory system.

Guild managers also have the option of spending Silver on additional tabs for these vaults, each of which has its own independent access rights and container logging.

In Summary

The goal of these changes is to implement an intuitive, customizable system that makes sharing and assigning resources much more efficient, allowing every member of a guild to spend less time managing and more time playing.

Thanks for watching – stay tuned for more info on the upcoming Lancelot update in the coming weeks.

February 20, 2018 |

Albion Online Dev Talk – Roaming Mobs & Luxury Goods on directorygames

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In our forthcoming Lancelot update, one of our goals is to strengthen open-world exploration, particularly for solo players and small groups. To this end, we're introducing two new features: roaming mobs and luxury goods. In this video, Robin discusses these new features in detail:

Here's a brief summary of his talking points:

1. Roaming Mobs

What are roaming mobs?

With the Lancelot update, the NPC factions in Albion will become much more active in the open world: instead of being confined only to camps, their scouts, minions, and elites will now roam the open world. These "roaming mobs" are designed to be defeated by solo players or small groups, and those willing to brave the open world to find them will get overall higher rewards than those found in Expeditions. These mobs will vary in rarity and difficulty, from basic scouts to powerful bosses that offer huge amounts of fame and silver. 

While designing this feature, we took great care to balance the aggro ranges and follow distances of these mobs to ensure that, for the most part, they wouldn't impede open-world travel and gathering for those not interested in fighting them.

What is their purpose?

Roaming mobs will add new dimensions to Albion's open world: in addition to providing new and more varied PvE opportunities, they will also lead to more 1v1 encounters, as gatherers and "mob hunters" cross paths. For group players, roaming mobs also offer a rewarding activity between fights or while waiting for friends to come online. 

Lastly, they will be a particularly good way to acquire a brand-new type of item: luxury goods.

2. Luxury Goods

What are luxury goods?

Luxury goods are special items dropped by mobs, consisting of 18 different antiquities from Albion's past. Due to their historical value, they are highly sought after by collectors in different cities. While they cannot be used by players directly, each of these treasures can be sold at a fixed price in a particular city's marketplace: for example, those classified as Ritual Items can always be sold for a high price in Caerleon. Different item types will be attached to different cities, leading to a decentralized secondary economy built around these goods. Additionally, each category will contain common, rare, and very rare items, with values that increase accordingly.

Since all types of luxury goods are dropped by all mobs independent of their location, many of these items will have to be transported long distances to be sold. As their weight will often make them too expensive to be transported to their ultimate destinations via fast travel, making a profit will require transporting them through the open world.

What is their purpose?

First, by altering mob drops to include these items, we can vary the rewards gained by killing mobs in a much more interesting way than simply randomizing the quantities of Silver dropped.

Second, the fact that luxury goods need to be transported to a target destination will do the following:

  • open up new trade and transport opportunities for players willing to buy them at a lower price in a non-destination city and transport them to their destination
  • add a new dimension to Albion's economy, with the relative value of a luxury item in a given location determined (as always) by the collective activity of all players
  • provide new PvP opportunities for those looking to kill and loot players transporting them

Overall, we believe that luxury goods will add an interesting new layer to Albion's transport and trade systems, and we look forward to seeing how these items will affect the in-game economy once players take control of them.

That's it for today – stay tuned for more info on the upcoming Lancelot update in the coming weeks!

February 20, 2018 |

directorygames – Claim Your Moabird!

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A new referral season starts today! Three new referral rewards are coming your way: the Recruiter’s Impala, the Ogronios Banner, and the Recruiter's Moabird.

directorygames - Claim Your Moabird!

How to Earn Seasonal Referral Rewards

The new referral season lasts until March 11. There are three ways to collect referrals and earn a Moabird:

  • The easiest way is by sending Trial Keys to your friends. Each key redeemed on an account without a key on it will count toward your referral season progress.
  • Additionally, any Starter Pack that you buy and that gets redeemed on an account without a key will also count toward your progress.
  • And last but not least: if a friend registers through your referral link, then buys and redeems a Starter Pack on their account, you’ll also progress.

To get an overview of your current progress this season, and to see the FAQ for the referral system, click here.

directorygames - Claim Your Moabird!

February 20, 2018 |

The Banner Saga Now Available on Xbox One and PlayStation®4 on directorygames

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Stoic, an independent game development company, and Versus Evil, one of the leading independent video game publishers, today announced that the epic Viking RPG strategy game The Banner Saga launches on PlayStation®4 computer entertainment system and to the Xbox One via the ID@Xbox self-publishing program today for a SRP of $19.99 / €19.99 /£15.99.

The Banner Saga, which launched to much critical acclaim on both PC and mobile devices has received several awards and nominations, including winner of the 2014 Geekie Awards for “Best Video Game,” winner of 2014 Game Developers Choice: “Best Debut” award, finalist placement for “Excellence in Visual Arts” category at the Independent Game Festival, 3 BAFTA Award Nominations, and winner of Pocket Gamer’s 2015 Best Adventure/RPG Game and Best Android Game of the Year.

“Merging the story and gameplay of Banner Saga with a refined controller interface makes it a very enjoyable console gaming experience. Despite the technical challenges we initially faced in porting the game, we’re extremely happy with the end result of many months of hard work to deliver a worthy console version,” said John Watson, founder and technical director at Stoic.

The Banner Saga is a single player driven Viking saga, where a player’s choice in travel, conversation and combat determines the outcome of their own personal story as well as the survival of an entire civilization. The game also features stunning 2D animation and art, a unique tactical combat system and a cast of unforgettable characters, all of which drive this epic journey forward. Players will enjoy a beautiful and haunting original score by Grammy nominated, two-time BAFTA winning composer Austin Wintory conducting The Dallas Winds orchestra, as well as a powerhouse trio of acclaimed YouTube sensations: Peter Hollens, Malukah and Taylor Davis.

“The Banner Saga console launch is a huge step forward for Stoic and the brand,” said Steve Escalante, general manager of Versus Evil. “The technical efforts required to bring Banner Saga to console from such a small team is an achievement in itself. Looking ahead and with our continued efforts with the development partners that have helped us get here, much more can be accomplished with the Banner Saga. This launch is something we’re all very proud of.”

Localized in French, German, Polish, Portuguese, Russian, Spanish, and Italian languages, The Banner Saga was one of the earlier funding successes on Kickstarter, which originally launched in partnership with independent games publisher Versus Evil.

 

February 3, 2018 |

The Banner Saga Coming to Consoles January 12th on directorygames

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AUSTIN, TX – December 16, 2015 – Stoic, an independent game development company and Versus Evil, one of the leading independent video game publishers, today announced that the epic Viking RPG strategy game The Banner Saga is coming to the PlayStation®4 computer entertainment system and to the Xbox One via the ID@Xbox self-publishing program on Tuesday, January 12th, 2016.

The Banner Saga, which launched to much critical acclaim on both PC and mobile devices has received several awards and nominations, including winner of the 2014 Geekie Awards for “Best Video Game”, winner of 2014 Game Developers Choice: “Best Debut” award, finalist placement for “Excellence in Visual Arts” category at the Independent Game Festival, 3 BAFTA Award Nominations, and winner of Pocket Gamer’s 2015 Best Adventure/RPG Game and Best Android Game of the Year.

“We have been working on porting Banner Saga to consoles for some time” said John Watson, founder and technical director at Stoic. “Porting the game certainly presented technical challenges that we needed to overcome, and gave us an opportunity to redesign the user experience for console controllers. We have managed to merge the story and gameplay from Banner Saga with a refined controller interface to make it a very enjoyable console gaming experience.”

The Banner Saga is a single player driven Viking saga, where a player’s choice in travel, conversation and combat determines the outcome of their own personal story as well as the survival of an entire civilization. The game also features stunning 2D animation and art, a unique tactical combat system and a cast of unforgettable characters, all of which drive this epic journey forward. Players will enjoy a beautiful and haunting original score by Grammy nominated, two-time BAFTA winning composer Austin Wintory conducting The Dallas Winds orchestra, as well as a powerhouse trio of acclaimed YouTube sensations: Peter Hollens, Malukah and Taylor Davis.

“Launching The Banner Saga on next gen consoles is a huge step forward for Stoic and the brand” said Steve Escalante, general manager of Versus Evil. “With this latest achievement, the Stoic team is able to work on more platforms and reach more customers with its games and technology.  This is not a small thing to consider for such a small team.  Looking ahead at what this could mean for Banner Saga 2 gets really exciting.”

Localized in French, German, Polish, Portuguese, Russian, Spanish, and Italian languages, The Banner Saga was one of the earlier funding successes on Kickstarter, which originally launched in partnership with independent games publisher Versus Evil.

To learn more about The Banner Saga visit: http://stoicstudio.com/

To learn more about Versus Evil visit: http://www.vsevil.net

February 3, 2018 |

Folka Part 4 on directorygames

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The finale of this short story series about Folka from Nika Harper. And be sure to follow her on Twitter!

 


Folka heard the yox’s long moan outside and sighed. It had a tendency to free itself from the barn and yowl, trapped in the cold. Yox are not intelligent, and this one was nearly as old a family member as herself. Her boots were conveniently by the door and she trudged into the dim night.

Though, it was not as it seemed. Immediately Folka was aware that she was weaponless as she watched her yox get dragged through the crunchy snow. There must have been three thieves, their shadows barely visible in the night, and sounds from the barn suggested more. Folka had nothing with which to attack, but that’s never stopped a lumberer from fighting. Though the preference was strategy, she had learned to be resourceful. This would not be the first time it saved her.

Without even a grunt, she ran toward the stolen animal, eyes searching for something to grab and swing. The figures had stopped shuffling away and stood ready, when—

An enormous bulk dashed into them first, bowling into the mass and leaving deep gashes in the ice-crusted snow. It was impossible to tell the ruckus from itself, all screams and growls and the yox’s wails. Folka did not slow her pace, but leapt into the fray, twisting the first arm she saw and releasing leathery reins from its grip. It was mayhem and the yox reared back, the yoke catching a brigand in the gut and Folka in the face. Her blood joined the others in the moonlight, splattering on a sword she wrenched away from the wielder, hearing the pop of his wrist breaking under her force.

The barn was not in great repair before the night began, and Folka saw the shadow just before the roof crashed down by her side. Groaning, the rest of the structure could not hold as remaining brigands slammed open the doors and fled.

The white beast was upon them in an instant. Wood creaked, snapped, and the walls folded forward, toppling around the struggling figures. Dropping everything, Folka reached out her arms to stop a falling door—

And slammed it onto the outstretched heel of a brigand, causing him to drop his sword mid-thrust. Reactively, she hefted the barn door and crashed it to the ground, sending a flimsy buckler skidding across the ground. At her side, the white creature kept its stance ready to charge. But there was no longer anything to fight.

A trail of blood, dragged limbs and ripped clothing signaled the departure of the thieves, faster than Folka could bother to chase them, fast as it all began. She dropped the door deep into the snow and pushed past the beast to reclaim her yox, but death had claimed it first. Damned shame. The bear-varl, panting and familiar, was looking at her, then his eyes searched the glowing, empty windows of the house. His voice was hoarse as she remembered, the voice of an animal. “Where is your family?”

“I am all my family.”

The night smelled like pine and iron.

He huffed into his beard, “Your nose is broken.”

Folka held his stare, “I didn’t notice.”

The bear-man stood, taller than the home in which she lived, “You pretend to be so strong.”

“Why would I pretend? What would I pretend for? The trees don’t care. The sky does not care. I bring down the forest whether it believes me or not.”

She felt she owed him no thanks nor explanation. His appearance was a boon, but it did not save her yox nor her livelihood. At least there was good meat to be had, and she would get another animal somehow.

He stretched his arms and tossed a tightly-bound leather package to her feet. Folka didn’t need to open it, she had made it herself. It contained a cloth and salve, but she had no intention of using it, just as he had not. Folka had fought her brigands with a broken nose, and did not find it as difficult as the town stories said.

The land was frozen around them, so the yox would keep until morning until she was ready to prepare the meat. But dinner was on, and the warmth of the house beckoned her. Gathering an extra log for the fire, she walked back to the open door of the house. The bear-man had not moved, still surveying the night that held no other disturbance. He looked feral and fearsome, but something in him had placed him there. The gods may be dead, but their work was ever an enigma.

“I’ll finish cooking the stew,” she called out the door, “don’t leave the door open long.”

Folka walked back into her modest family home, remembering how many people it once held around the table, remembering the ordinary sound of living. A hulking shadow appeared at the door and for the first time in a year, she fetched two plates for the table.

 

February 3, 2018 |

Folka Part 3 on directorygames

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Part 3 of this exciting short story from Nika Harper is now live! And be sure to follow her on Twitter!

 


The bear within Bolverk had awoken and he lumbered through the cold forest, hands and feet digging into the icy soil. The rites spoke of primal living, of natural existence, and shouldering the cruelty of desperation. Living at all costs was what mattered. Bears were built to withstand the harshest and worst winters, to flourish in the verdant summers. They could sleep through the cold months if the land had been kindly, but Bolverk shared the winter nights and days with the less fortunate and more hardened kind. His kind.

The rites of the berserk were strict and secret. Every few years, or any time as desired, they reconnected with the ursine spirit within them through trial and distance. Bolverk was wrong to keep any thoughts in his mind, wrong to use words in any capacity, but ever so rarely they crept back in.

The Ravens were temporarily absent of their captain. To what would Bolverk return?

Back to the woods, if all was gone. The Ravens were motley and not of his creed, nor of his capability. A finer bunch he could never find, but no fellowship among them. Bolverk was not the man to create it. He did not nurture, he enforced. The wind bit at his shoulder, an aching twinge from the scabbed arrow wound, making the cold feel deeper. That foolish girl. He broke the rites when he spoke to her. He should have chased her where she stood. That was the true way.

More land passed beneath his legs. Walk on until varl instincts were left behind.

Brigands held no interest to him, their presence only spoke of trouble elsewhere in the civilized world. Bears do not pick fights when there is naught to gain. Bolverk stayed high in his tree, watching the thin-skinned ones communicate and trek so inefficiently through the cold. Bears do not bother with talk, and Bolverk did his best to keep his ears full of the forest and not words.

But words crept in.

“Aye, the only smoke we’ve seen for days.”

“Across an entire valley, and we’re supposed to trust it?”

“Rotten yox stew is not as satisfying as it once was,” they bickered back and forth.

“Whether a camp or a home, our packs will be filled.”

To think, bears were the ones noted as savages.

Their talk grew distant as the sun hit peak in the sky. Off to make waste of their own kind. A putrid thing, civilization, rotting in its own juices.

A gust stung his cheek, his shoulder prickled with the fresh memory of the arrow. Unlikely it was the girl’s homestead that was the target of the brigands. They were a shoddy sort in any case. If she was any evidence, her family was a strong clan and would benefit from the supplies they gathered from the lowlives headed towards them.

The wind bit his new scar. He leapt down from the tree, cushioned by the crisp snow.

A bear does not use words, just instinct. Bolverk’s arms and legs followed the path cleared by shuffling human feet. He pushed out thoughts and followed the scent of battle towards a distant smudge of smoke on the side of the valley.

February 3, 2018 |
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