Q&A Tracker

*This article is a stub. You can help Camelot Unchained Wiki by expanding it.*

## Overview

The Q&A Tracker is a collection of the questions and their answers from released livestreams and other media, all in one location for those who are looking for something specific.

For more specific criteria, you can use your browser's find section (typically Ctrl+F) to look for more narrow results. Searching for #physics would pick out all the Q&A dealing with physics, and so on.

Inspired by the Chasing Mark Jacobs Document that collected Q&A from the comments section of the Kickstarter during it's campaign. Special thanks to the individual(s) that put that together.

\*\* Disclaimer \*\* The questions and answers may be edited to be more concise, terse, and/or to cut out banter or inside jokes. This is done for clarity, and the spirit of the questions and answers will be kept as much as possible. Names are also removed.

## #Tag Glossary

B#balance#banes and boons#Becoming#Blackguard - 1#Blessed Crow#blueprints

C#Cait Sith#cc#choice#cinematic#cities#clothing#components#concept#crafters#creative freedom

E#effects#environment#equipment binding

G#gear slots#gear templates#group viability#guild emblems

H#healing#heraldry#hooded cloaks#housing#hybrids

L#looting

M#music

N#naming

P#particle effects#performance#playstyles#plots#polearms#progression

R#respec#role

T#tanking#tattoos#terrain#territory control#time lapse#trophies

V#veil

W#weapons#weapon choice#weapon sets#weapon switching

## Class Reveal

Q&A from a series of weekly videos that revealed ten sets of combat archetypes at the end of winter 2015. These videos were hosted by Mark Jacobs and Ben Pielstick

### Scout Archetype Reveal Q&A

A: Okay, so this is a little bit leaning on some of the tech that we’re gonna be developing for Spirit Mages, which by the way, is part of why spirit classes in the stretch goal order were before these classes. So, essentially what you’ll do is you’ll transfer your control from your main character to the Wisp itself, and then you’ll basically be playing the game as the Wisp and you can use the mode ability to kind of toggle back and forth. But you can only control, sort of one at once. See, it’s not like a pet where you’re actually running around as a character and then using pet commands to give pet orders and have it run around separately from yourself. You’re actually playing from the perspective of the Wisp, which can travel fairly far from where the player’s body is, and in this case, it’s actually from the lantern. So you can actually go to a location, put down your lantern, and then leave – then transfer to the Wisp that’s inside of the lantern and then run around that way; keeping your character much safer. Then, uh, and I think it’s even mentioned in the abilities, if your character were to die for some reason, but the lantern is still there and the Wisp is still there, you’re basically fine even though your character is dead. So there’s a very strong disconnect between these two things and they’re actually kind of separate entities. And the players sort of incorporeal control into the game world is being transferred between one thing and the other but they’re actually two separate things.
 Classes#progression#Scouts

A: Scouting is going to be very different from how other classes work in terms of rewards; because they are not going around killing people. And so a lot of the things to do with damage and healing and stuff are not generally going to apply. But they’re still using abilities. As our progression system is generally usage based and has a lot of properties tied to the success or failure of those usages. A lot to do with the context, y’know, if you’re using something in an important situation versus an unimportant situation off in the middle of nowhere, that’s sort of different. So, because you’re able to play an active role as a scout you’re not going to get rewarded for just standing around, idling, and looking at things. You’re going to have to actually use your abilities. So some of these abilities talk about marking things, going out and taking note of specific targets and then being able to go and report those back and contribute to the intelligence of the realm on what’s in an area. That sort of thing will get you points in terms of the progression system, but just sort of standing around looking at things, even if there is a lot going on, but you’re not actively doing anything, probably will not be a very rewarding thing for you to pursue.

So one of the interesting ways to look at this class is, we said from the beginning that we’re not gonna have PvE progression right? This is an RvR centric game. RvR focused game. In a weird way, you could actually look at a scout, with a lot of its behaviors, as almost a PvE class style because you don’t have to actually fight other players right. So I think there will be a lot of players who might, a lot of potential players who might actually be interested in playing this class even though they are not great at what is the center of RvR – which is combat. You know, if you like running around in a world. If you like scouting and looking for other players but not, maybe, kind of think you suck at killing them – this is a really interesting class to look at and consider. Because it doesn’t require you to go and to be great at combat. It doesn’t require you to worry about your bars like you would for the other classes. You don’t have to worry about positionals, reactives, knowing everything that your enemy has; because you’re not generally fighting them in that way. So, I think there may be some appeal here for players who have been looking at this game and going, well I’m interested in the races, I’m interested in the lore, but I’m just not very good at RvR combat or PvP combat.

It could not be a concern that you’re not very good. It could be a concern that you don’t like that confrontational sort of situation. You’re just worried about, you don’t like people ganking you, you don’t like feeling like people are picking on you or trying to ruin your experience or whatever; but if you’re just having this sort of ambient sort of walk around and you’re trying to be careful. And if you die it’s not necessarily a big deal to you, because you’re not competing with other people directly. You’re not – it’s not a you or them, you win you lose, it’s more of like – well I’ll see how much stuff I can find and your achievement is basically, I find more stuff before I get destroyed and then I re-emerge and start doing it again. Or I move to a new area. That experience is very different and so is not something that’s very similar to a lot of other MMO PvP experiences. So it might be something that attracts people who thought, I’m gonna play this game as a crafting game because crafting is, even in an RvR world, it’s a crafting experience and it’s not directly having this conflict. A lot of scouts are also probably going to want to avoid that conflict and just want to go around and scout. So that could be an alternative means to play this game as a less conflict-based character.

You’re also going to get lots of pats on your head from other players when you do something right. So it’s a really, maybe a very interested way, again, for people who aren’t interested in that confrontational style or, again, think they just can’t keep up with the more hardcore players; but still want to feel a part of the world. Just like crafting. Still want to contribute. Still want to work with their friends in a guild who might actually be more interested in RvR. They could still join them, help out, and sometimes be really useful. Because, like everything else in our progression system, if you do well as a scout, you’re going to get recognized by the realm regardless of whether or not you kill anyone because, frankly, killing isn’t your number one focus.
 Classes#horizontal progression#power gap#progression#Scouts

A: If you look at the horizontal system. This is one of the areas where we can allow a little bit more verticality. We could, for example, take the range for the Wisps. If at the end of the day, we said that the Wisps range from the lantern was a little more vertical than our other skills, it’s not really a big deal. It’s not really something that’s going to unbalance the game. It’s not something that really, well can’t turn the tide in RvR. On the other hand, certain skills we would not want to do that to. If you have effects, or when you have your abilities that have effects on active RvR and active combat, we would want to stay horizontal. So I think these highly specialized classes give us a really interesting way to introduce a little verticality, if we want to, but also introduce a whole bunch of other horizontal base skills that are a little bit more fun, a little bit more useful; without worrying about them unbalancing combat – which is still the heart of the RvR game.

I think this archetype, even though it’s more narrow than you would think of a normal class with its varying trees and branches to specialize into, there is still specialization within scouting as we were sort of saying. You can have your evasiveness and how difficult you are to detect, you can have your speed and how quickly you can cover areas, you’re going to have different things like we’re talking about traps and sabotage and stuff you can actually do that affect enemies. And so there’s going to be different ways that you can think about how you’re playing your character. Do you want to be just a total passive, evasive character that people don’t detect and you sort of don’t even want to run into other people – or do you want to be the sort of character is either part of a group or is off of a group but operating in an area where combat is taking place and you’re kind of contributing towards fights that happen? You can get better at these different things with, possibly, some tradeoffs. Maybe your abilities are stronger to go out and help your group but you can’t last as long. Or maybe you can last a really long time but you can’t really do a whole lot besides go out and scout things. So there will be some horizontal progression as far as your diversity of different things you can learn to do and things you focus on. Because you do have abilities and your different abilities will do different things. Which ones you progress and which ones you subsequently unlock will be different based on your choices.
 Classes#group viability#playstyle#Scouts

A: This is probably one of the least combat focused roles in the game. It’s like putting a crafter in your group. There are reasons that you would want to do it but your group stated objective has to be driven by that. If you’re going out there and you’re just going out to kill people, you don’t necessarily need a lot of intelligence. If you’re going into a siege battle and you already know where the enemies are because they’re at their fort or their keep or whatever, you’re going there to just fight them, you don’t necessarily need a lot of intelligence. But, in order to determine how many enemies are at that keep before hand, you might have scouting parties that go out and, okay, how much defenses do they have, how many resources do they have to repair the damage that we’re going to do to them and attrition them down. Stuff like that. Or if you’re trying to set up caravan interruption, going out and destroying caravans of enemies, you want to find where those caravans are, and when they’re running, and how long it will take them to get from place to place; so your group can detect these things. And scouts are going to be much better than normal characters at covering distance and finding things over the large open world that we have, to find out where you’re going to need to go. So having a scout in your group if you’re on a roam, might be really really important. But if you’re just in the middle of a siege – not as important as maybe having another siege mage.

When we start talking about how every class interacts with The Depths it’s going to be a whole other thing cause it’s going to be a crazy place, there’s going to be a lot of things going on, and scouting The Depths is going to be possibly a very important thing for you to do; because there’s going to be a lot of surprises that you won’t necessarily find out about otherwise.
 Character Mechanics#components#undead

A: Yes, they are dead. They are undead. There are some things that are specifically targeted to corpses of things, that are on the ground and don’t have any gameplay implications that you can’t do to an undead creature, but a lot of the things that have. This thing just has to be dead, probably will apply to things whether they’re re-animated or not. So there will be some overlap there but probably not everything.

Fireballs and swords won’t care.
 Classes#path system#role#Scouts

A: Oh, lots of things. I mean, again, if you are going on in an eight-man and you’re looking for other groups to fight or want to avoid other groups, being able to send a guy out in the distance who moves very quickly, can move hidden, who can really give you the intelligence that can save you a lot of time. Or an ambush over a hill, for example, having them – really handy. Same thing in the depths. There’s going to be so many things you can do and as Ben mentioned as well, looking at sieges, getting behind enemy lines, helping to disrupt things. These guys are not just about gathering information. That’s their number one focus. They also have other things in their arsenal. They’re not just about gathering intel. That’s what they’re really really good at but they will have other things they can do as well, they have to.

You can sort of look at this utility being their secondary role. So they’re not exactly a Support character or a debuffing character or something where that’s their main thing. They really are about going out and finding things and moving quickly and discovering information and reporting information back. But that’s not all they do. It’s like how we’ve talked about with some of our other classes. They have to have a main focus and then they’ll also have some other things that they can also do. Classes aren’t necessarily, in this case, and like we’ve talked about if you’ve read the recent Unveiled Newsletter that we just released talking about how we’re changing our archetypes, this is a good example of that; of characters having a sort of multifaceted interest to them. Where they sort of have a primary thing that they’re interested in, but that’s not necessarily comprehensive of all the things that they can do.

That’s one of the things that’s really important. We’ve touched on it now in multiple reveals as well when we talked about the change in the Path System. Being able to have a character like this, a class like this, that is more tightly focused – is a really good thing. But tightly focused doesn’t mean you can only do one thing. It just means that you have fewer number of things that you can do but those things can be different. It can be column A, B, C, D, E, and F as far as we want it, but that total number of abilities was still down. Was still smaller than other classes. And that’s one of the reasons that I think this approach that we’re taking now is going to work out really well for us.

It’s really just that you can’t be divergent anymore. Previously we were going to allow you to be so diverse in your choices that you were going to have like, a Helbound for example, that like this is going to be a total healer character, this is a total damage character; that sort of breadth isn’t the sort of thing we have in our current builds anymore. It’s more of, y’know, you have primary things that you can do, you have secondary things that you can do; but at the end of the day, in this case, you’re still a Scout. So whether you’re a Scout that’s focused on interacting with group and combat mechanics or a Scout that’s focused on going out and moving over a large area and being hard to detect, you’re still a Scout. So that sort of focus, that sort of role, and having that sort of strong ..

Sorry, a bunch of guys are looking at us. Tyler is there anything going on? You keep looking at us.

So apparently you said eight-man and chat lost it's shit.

Of course it did. I should have said nine. I’ve said ten before. I think I’ve said seven too.

## Unveiled Newsletter Q&A

### Unveiled Newsletter #1 Q&A

A: Every Race will have Banes and Boons and Stats. Genders are not confirmed for all races, but those with genders may also have advantages and disadvantages in character creation that offer further differentiation among the races. In Camelot Unchained, your choice of faction, race, etc., will matter a lot, as there are no mirrored races or classes.
 Races#restrictions

A: Currently, within a single Realm, every race can be every class. Keep in mind that because there are no mirrored classes, each existing class will be unique and tailored to fit into the lore and theme in keeping with that Realm. In other words, you won t have a fire-based mage class living peacefully within the Tuatha Dé Danann forests.
 Classes#holy trinity

A: In an extended sense, yes. Tanks are not simply meat shields for mitigation as they are in some games, because it s not all about raiding in a rinse/wash/repeat process trying to get that elusive piece of armor that drops 0.0001% of the time every day but Monday, Tuesday, Wednesday, Thursday, Friday, Saturday and Sunday! Healers can diversify, and can be very useful in combat even when they are not simply healing. DPS can experiment with abilities, and they do not need to conform to a norm to be useful in battle.
 Progression#PvE

A: No PvE grind for leveling purposes, but there will be other forms of player vs environment, such as chopping down a tree or mining for ore. All crafting, housing, and fighting is contributing to your realm and the global warfare. This means that there is no PvE leveling in the traditional sense, but there are plenty of things to do when you are not busy burning some enemy s structure to the ground.
 Balance/Gameplay#friendly fire

A: In certain very specific instances, yes, maybe, or perhaps no. In some open combat that could be a positive dynamic, but inside a city or keep it could be more problematic than fun. We will see what fits best to maximize that fun and avoid griefing. Please keep in mind that FF is not confirmed and even if it makes the cut, it will be highly limited.

### Unveiled Newsletter #2 Q&A

A: This is a mostly seamless open world, which means that there is no zoning in the traditional sense; only internal zones for us to split things up (The Depths , starting cities, etc.) for the engine so there are minimal loading screens. There might be ways to decrease the ride time if you have a port on your property, are a water mage, or similar things. Who says you won t be able to jump off and swim? None of these have been fully explored yet, so take them only as my thoughts!
 Transportation #caravans

A: If you are asking if one caravan can hold goods for multiple people, then yes. You can definitely expect there to be ways for you to conscript someone else to haul your stuff from point A to point B for you if you don't want to do it yourself, and there may be a way to group up with a bunch of friends who all want to transport stuff together, and assemble a caravan of the appropriate size.
 Game Development#discussion#forums

A: At this point in development, you can see from our PAT checklist that we're pretty full up on things to work on, so there isn't a whole lot of new something to think about forum feedback we're trying to gather for now. Once we get our checklist finished and start running more frequent tests, you can expect more surveys and a higher frequency of directed forum discussions. We need the ability to modify/test things on our end without committing to something now that ends up needing to change. That said, I am already planning some other forms of sharing that might satisfy your hunger for dev info! Also, keep in mind that as we get closer to Alpha, there will be more discussions started by our developers in the Something to Think About (StTA) threads.
 Game Development#IT#off-hours

A: We are really appreciative of those who are in IT right now, or have been from the beginning! For now, ideal candidates are those who can come into the client during business hours EDT to do impromptu tests on-demand when we need a quick response. However, the servers are open to IT just about 24 hours a day, so there s testing going on all the time, and they are always jumping on to help out as their schedule allows.
 Game Development#forums#inspiration

A: I would say that the forum ideas inspire internal conversation when the topic is timely to what we are working on at the moment. We have a search feature, and a very deliberately designed forum, so our developers can go right to the current or old areas they want to see when those systems start being actively designed. As to the second part about such a list or conversation, no way! :P

### Unveiled Newsletter #3 Q&A

A: We are pretty excited about our combat system and the myriad ways you can customize your attacks. We don t have an auto attack planned, or anything as simple as that! Attacks are broken down into four basic types of ability components; Primary (weapon), Secondary (way to use it like slash ), and optional Modifiers (such as body target, range, etc.). You can even have Modal Components (like stances), which we haven't talked as much about. This is a pretty complex system! It will be best to give your abilities a lot of thought before you even engage in combat, and consider things like how you like to attack. You will be able to create very specific abilities to match your play style. Customize away!
 Groups and Guilds#small group#zergs

A: When you play Camelot Unchained, if the only successful way to enjoy yourself is to join a large zerg, or wait and hope that more players log on so you can enjoy our content, we will have failed miserably as a development team. There are obviously various times of day on a server where the populations could encourage zerg-based play, but we hope that won t happen often. This is why we are designing Camelot Unchained to have enough carrots and sticks so that zerg-based play won t be the most efficient way for players to succeed in our game. The key for us is to have goal-based gameplay, with enough options that are spread around the map, which will reward the Realm that competes smarter using smaller, coordinated groups. Smaller groups will also have CC options which will enable them to have a chance against a larger group, should they encounter one as they to look for resources, scout the land, or escort crafters/caravans safely to a destination, to name just a few examples. Solo play also won't require you to just spend all your time seeking another player to fight. The point is, no matter how you want to play, Camelot Unchained should enable players to find meaningful things to do in an RvR setting without having to resort to zerging for profit."
 Land and Map#islands#terrain

A: Very much so. Islands have varying sizes, and keep in mind they don't always stay disconnected. They come together into larger land masses that will feel more like continents, or break back down into islands again as stabilizers are built and destroyed. There will be a variety of experiences in terms of traversing distance by land and sea. Terrain is an important feature, and really shows off the different climates that the Realms prefer. You could almost say that the Realms create their own environments...hmm ;)
 Game Development#spell effects#Pre-Alpha

A: Good question! You have seen the fire dart, earth dart, and water dart effects in some of our screenshots on the website. I highly recommend that you look below at the screenshot of our night battles, where you can see a kaleidoscope of color and shooting particle effects, all done by Mike Crossmire. It is a beautiful and deadly vision of color, as casting, healing, and combat all show off for you visually. One of my favorite effects is the healing fountain, which throws sparkling green tendrils into the air in a circle of aoe healing. In our Tech Central section, you can see a huge wall of water, towering in front of the Viking fighter archetype of the Frost Giant. There are a firewall and earthwall in the current build as well. When you see a St rm raise her hand and a massive inferno appears in front of you, remember the phrase don t stand in the fire !

### Unveiled Newsletter #4 Q&A

* If possible pole arms in CU will be significantly longer than compared to the tiny toothpicks of DAoC?
* If unusual weapons like the bardiche are planned?
* If you consider to implement spear & shield tanks?

A: While I can t say much on the look of them in Camelot Unchained (as there is no art yet!) we plan to have polearms, and possibly some unusual weapons as well. Keep in mind that all our weapons are somewhat historically based, so don t expect to be wielding a body-sized 5-piece sword made of comets. However, there will be fantasy elements on display, like lighting your sword on fire! We are looking at things like the guisarme and fachard as possible ideas, so we are keeping our options open and thinking outside the box. In answer to your last question, we would like to implement spear and shield tanks, yes!
 Races#concepts#fourth realm

A: We certainly do have new race ideas! The best place to look for those is our Something to Think About section of the forums. While these are very much still only a possibility for the game, we have some great stories about the Phouka (a horse/man race), and the Veilwalkers (a possible stealth class of mysteriousness). We have also internally discussed the Orcadians (called Orcs by their foes). Mark and Max always have the creative wheels turning. Don t forget that the Gargoyle, among others, still needs a Becoming story too :) As for a 4th realm, that is a very unlikely addition to the game. You never want to say never around this studio (or in a world where Veilstorms are common), but I wouldn t expect that manner of change to the game.
 Technical#code#stability#servers

A: Keep in mind that we have (at least) two different branches of our code running on our servers. Our Wyrmling server is the most stable build, and is currently intended to be used for testing by our Alpha Backers. It is only updated once we have a build that has passed through a lot of play-testing by our Internal Testers, and is only available during set testing times. The Hatchery build is far less stable, but we like to keep it running 24×7, so our developers can test new and wondrous (and sometimes scary) things on it. While we don t break Hatchery on purpose, its stability is a lot less important to us and to our Internal Testers. It goes down at times, has weird things happening (we have some interesting screenshots we can share at some point), and sometimes, well, it is just very cool. Our IT folks can gauge the progress of the game, and really be involved in the game s development at a very early stage. Things change quickly, and it is exciting to see!

Overall, our programming team is focused on creating solid, relatively bug-free code (no code of this nature is ever bug-free at launch). While that is said a lot by developers, both our Alpha and IT testers can attest to how stable the game has been the vast majority of the time. Both Mark and Andrew have spoken a lot about our strict code review policy, which, while it has slowed down the game s development, has resulted in an engine which has already shown that it can handle the crush of 2K players in a tiny world space, even though we are still a year and a half from launch!
 Technical#system req

A: It s too early to give a definitive answer on the high-end benefits yet, but if you are a P.A.T.s player, you can see that we have minimum requirements to play, and those will evolve over time until launch. However, the requirements shouldn t be of great concern, even if you don t have a bleeding-edge system. We have been very clear regarding our intent for our game to run on a wide variety of CPUs and GPUs. We are NOT going to require that people have the latest and greatest computer, along with a Titan Black, or the best possible internet connection in your country. Now, what we do recommend is that none of our Backers run out to the store right this second to buy a system specifically to see all the best sparklies and effects of Camelot Unchained. Put off your purchase as long as you can, so you can get a better deal on your technology. As always, the newer the better for any game like ours.
 Expansion/Funding#physical items

A: Mark has said from the beginning of the Kickstarter days that a portion of the profits from the T-shirts, and other unnamed physical items, will go towards developing the game. The rest of the profit will help us continue to make more T-shirts (and any other cool swag that might happen), as well as help us handle returns or other unexpected expenses regarding the store. I m hoping for a Dragonwhale plushie myself, though I think I m alone in that wish.
 Lore/Setting#website

A: I m going to tease you by mentioning our P.A.T.s checklist, which is more tech-related in general, but includes several vision documents that are being written for classes and character models. Notice that we are focused on character art right now, and less on environmental art during our Pre-Alpha Testing. However, one day, when it s time for us to work on environmental art, I m sure Tyler could be bribed into sharing something. We do have a wallpaper, fan art, and a concept art section on the website for you to indulge in!
 Lore/Setting#characters#Medraut

A: Anything is possible.

### Unveiled Newsletter #5 Q&A

A: Lets take a look at the word Archetype, because that might help clear up some misconceptions. Among other things, Wikipedia tells us it means forms which embody the fundamental characteristics of a thing," or a "'pattern,' 'model,' or 'type.'" There will be one archetype per class per realm. Right now we are looking at Mage, Healer, Support, Archer, and Fighter as Archetypes, which typify what we want in our classes without yet having a vision document or specific details of what encompasses them.

We have confirmed HelBound as a class, and very recently we revealed the Drengr document, with lots of details on the Viking Warrior class. We also revealed the Path System, which should help clarify some of the directions you can take that Warrior class. It has been a busy and very exciting few months! I am looking forward to our Arthurian Mage vision document, which is likely to be next, for those caster lovers. I know you hate to hear it, but everything is evolving, and will continue to do so until we are satisfied that it is the best fit for the game (and may even evolve after launch, if necessary!). We don t want to create fully-fleshed, 100% detailed classes (beyond vision documents) until the ability system framework is in place, which you will see in P.A.T. #3.

We all want the classes to be cool, and here at CSE we hope you will continue to give feedback that helps us to achieve that!
 Communication#chat

A: Chat is a very flexible thing, and will be very customizable. Realm chat currently exists in the P.A.T.s, as well as global chat, but this will be expanding for the final game. There might not be pre-built global chat but you will be able to form your own channels for small groups, regions, friends, or whatever strikes your fancy to enable you to have multiple ways of interacting socially. Of course, this is strictly within your own Realm ;)

As for chat outside the game, you might already be a part of our Trillian/Pidgin XMPP chat, which right now is for Internal testers but will be open to all players eventually. This is what you see on the front page of our website! You will be able to log in to those out-of-game chat channels as yourself and as your character for in-game chat when you are actually playing the game.
 Game Development#coding process#unit testing

A: It takes about 6 or 7 minutes to rebuild with speed! As for your question about unit testing, we don t, actually. The process has a bit more redundancy, to make sure things are thoroughly checked. The programming team is a very cohesive unit that works as a whole organism, geared toward building the game. After our programmers finish coding, we test in the office, after which each programmer submits code reviews of their work to get feedback from each other and streamline things. After the reviews, the code is submitted to our cutting-edge test build on the Hatchery  server, where we get feedback from our Internal testers, any final bugs are corrected, and finally it is put into Wyrmling for all of the Community!
 Expansion/Funding#extender pack#expansion

A: This is a good question, and one we haven't gone into much detail about. Extender Packs are additions to Camelot Unchained that add to the experience of playing, and are free to all who are paying a subscription already. We want to make sure you get all the new goodies as we make more, and as a thank you for supporting us each month. What will they be? New weapon types, new path options for classes? We can t say, yet.

Expansions are a different thing altogether. Expansions are new content to the game that supplements or are an addition to the game on a larger scale. These represent a significant amount of time and/or resources from our team to create, and will have an additional cost associated with them, which we will do our best to price attractively.

We always have to be mindful of how this will impact the balance of the game for those who choose not to get the expansion. All of this will be considered before we undertake any expansions. One thing at a time, let s worry about launch first!

## Source Listing

1. Piercing the Veil #1
2. Piercing the Veil #2
3. Piercing the Veil #3
4. Piercing the Veil #4
5. Piercing the Veil #5
6. Piercing the Veil #6
7. Piercing the Veil #7
8. Bring Out Your Devs Part 1
9. Bring Out Your Devs Part 2
10. Unveiled Newsletter #1
11. Unveiled Newsletter #2
12. Unveiled Newsletter #3
13. Unveiled Newsletter #4
14. Unveiled Newsletter #5
15. Unveiled Newsletter #6
16. Unveiled Newsletter #7
17. Unveiled Newsletter #8
18. Unveiled Newsletter #9
19. Unveiled Newsletter #11
1. BSC: Nvidia Q&A 1/2
2. BSC: Nvidia Q&A 2/2
3. BSC: Stat System Q&A 1/3
4. BSC: Stat System Q&A 2/3
5. BSC: Stat System Q&A 3/3
1. The Devout Archetype Reveal
2. The Archer Archetype Reveal

Other Q&A