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Corepunk Alpha Playtest 3 Notes

Published 3 months ago News & Updates Artificial Core

The following is an official news post, originally available here.


New Features & Content

PvP Zones

Different areas on the map now have different rules, and different consequences for PvP activity. These are described in detail in the game on the tooltips you’ll find near the compass.

Safe Zones (PvE Focused)

  • Only criminals can be attacked
  • Players drop 1 random resource on death
  • Teleportation allowed Everywhere

Lands Under the Protection of the King (PvE Focused)

  • No honor granted for any PvP killings
  • Players drop 1 random resource on death

The King’s Battlegrounds (PvP Focused)

  • Honor granted for each PvP killing
  • No karma loss for any PvP killing
  • 5 random items dropped on death
  • Criminal status does not apply
  • Teleporting only permitted at shrines

Quest Journal and Navigation Improvements

  • NPC Dialog History now kept in your Journal
  • Quest rewards now displayed in the Journal
  • Players can now place custom markers on the map and share them in chat

Crafting Efficiency

  • Crafting now has efficiency levels, including shorter crafting times and better quality items
  • Improve efficiency by spending gold and mana on crafting and gathering
  • Activate efficiency locks to reap the rewards of your efforts

New World Areas

  • Suncrest Fields
  • Starbark Groves
  • Ripplecrop Fields
  • Tempest Forest
  • Rivergleam Clearing

New Enemies

These creatures are still very much in development

  • Spiders
  • Scrags

Known Issues

In the case of any of these, log out and back in again and it should reset properly

Death and Revival

  • The player may be unable to “release spirit” when killed
  • The player may not be able to interact with anything after revival
  • The world may be colored incorrectly after revival

Abilities and Talents

  • Blast Medic’s Level 5 Shielding Echo flags allies as attackers
  • Some aggro generation abilities may not function correctly
  • Occasionally the player may not be able to spend talent points
  • Warp as a universal ability is not included in this test

Other Issues

  • Character can get stuck in logging or mining animation
  • Campfire buff ends as soon as campfire expires

Support


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Alpha 3: Key Updates and Improvements

Published 3 months ago News & Updates Artificial Core

The following is an official news post, originally available here.


Hello everyone!

Dear friends, we are preparing for the Alpha 3 test, which will be hosted from July 1 to July 7.

We gathered a lot of useful information from the last test and have worked hard on the problematic areas. Our main focus has been on the technical improvement of the game. It seems we have managed to eliminate the main issue with disconnects, and now we expect your gaming experience to be more stable. Parties should work as intended. We have also optimized the game and hope you will feel the improvements in game smoothness during the test.

Meanwhile, while our technical team works on improving the quality of the technical aspects of gameplay, the rest of the team is actively working on enhancing the game in all other areas.

In the Alpha 3 test, we will introduce some changes that we want to test. Let's go through the points.

EFFICIENCY

We have removed the influence of efficiency on the chance of procs. The ability to gather rare resources and craft items of rare and epic quality now unlocks at a certain level of efficiency. Additionally, the higher the efficiency value of a profession, the harder it is to level up.

We have added a new feature that allows you to lock the efficiency of professions at any moment. If a player locks efficiency, it means that efficiency will not change when engaging in professions, but mana will be consumed for gathering resources and gold for crafting items, depending on the player's level.

ECONOMY, TRADING, AND NPCs

As you may have seen from the new efficiency tooltips, in the Alpha 3 test, we are opening the possibility of trading crafted items between players, while gold will remain unavailable for trade. Trading in MMORPGs is a complex issue that we have been thinking about for many years. We are strong advocates of player-to-player trading, and it will definitely be available. However, with the ability to trade comes the issues of real money trade (RMT) and bots. We have ideas on this matter and hope this test will allow us to gather the necessary data on player behavior regarding trading, which will give us more information for making better decisions for early access.

Crafted items now have value and can be sold to NPCs for gold.

Looking ahead at game design:

This feature will not be in this test, but in our next iteration, NPCs will be able to sell you items from a random assortment at varying prices. Additionally, traders will buy items from you at different prices. All traders will have different amounts of gold in their inventory, meaning an NPC cannot buy everything from you, only up to a certain amount. Players will need to trade with different NPCs to find the best deals. Players will be able to earn gold by creating items and selling them to NPCs with the best offers. The next step in NPC development after the trader system will be an interesting feature that will make gameplay much deeper and more immersive through interaction with reputation, which will unlock the full potential of NPC interaction systems such as quests, trading, etc. Overall, with each iteration of this system, the gameplay interaction with the world and NPCs will significantly deepen and expand, providing ample replayability content.

WORLD MAP CHANGES IN ALPHA 3 TEST, PVE, PVP

We will increase the world for this test by approximately 40%, unlocking the eastern part of the location from Goldenfield. With the expansion of the world, the game rules have also been updated. All locations on the map have their own rules. PVE and PVP-oriented locations have different rules, such as what drops in them, different penalty systems, and other differences.

The western part of the world to the left of Goldenfield will be PVE-oriented and consist of two types of locations: "Safe Zone" and "Lands under the Protection of the King." The punishment for death will be minimal, while the penalty for killing a player will be high. Criminals will lose all items, including those equipped in active slots, upon death. The PVE part of the world contains a large number of NPCs and is designed for peaceful, steady farming. The purpose is to explore the world, gather resources, learn NPC stories and lore, complete quests, and craft. The risk of being attacked by other players is very low, but it still exists. The feeling of danger in the world is preserved, but PVP instances are minimized so that players can focus more on PVE activities.

The eastern part of the world to the right of Goldenfield will be PVP-oriented and consist of locations called "The Battleground of the King", playing by battleground rules in an open world. Killing a player will earn honor points, and karma for killing will not be applied. Upon death, artifacts, weapons, chips, runes obtained in this zone may drop from a player's inventory. Gold will not drop from mobs; instead, various items with value to NPCs and for trading may drop. All usable items (artifacts, weapons, chips, runes) obtained in this part of the world must be taken to safe locations before they can be used, either by walking or teleporting. Personal teleportation from this part of the world will not work; teleportation can only be done at specific locations using a stationary teleport stone.

This part of the world consists of various locations such as abandoned settlements with fields and farms, an old railway station, abandoned industrial and warehouse areas, a lush forest, ruins, a cemetery, and more.

The test will include three types of locations:

  • Safe Zone (PVE oriented)
  • Lands under the Protection of the King (PVE oriented)
  • The Battleground of the King (PVP oriented)

Looking Ahead:

In the future, the game will feature other types of zones with different sets of rules, such as Wildlands, Wastelands, Cursed lands, and many others. Some areas will require players to meet specific conditions to survive, some will require constantly replenishing depleting life resources, and more. Just like in the zones in the test, in other types of locations, players will encounter differences in game rules and loot.

NARRATIVE

With the new build, our narrative team sends you greetings /wave.

We have added new NPCs with their own personalities and stories. We have added 150 quests, divided into two main plots and side stories. We have also slightly reworked the early game. The first plot consists of the early game, an introduction to the gameplay, and serves as the pilot episode of the first season of Corepunk. The second plot will gradually reveal to you the world of Kwalat and the Kingdom of Ilan. Those who pay close attention might find some knowledge related to the overall lore of the game in the NPC dialogues. This plot will be the second episode of the first season.

Finally, for the convenience of questing, we have introduced the next version of the quest journal, which we have already presented earlier.

Looking Ahead:

Our goal is to present the narrative part of the game in seasons. We want to provide a continuous story about the universe and its inhabitants. Episodes will be added to the world, each with its own plot, stories, quests, and theme. The episodes may not always be connected (some will be), each episode can be a completely separate standalone story in the game world, yet everything will take place in the same universe.

In the test, we will present the pilot episode and the second episode from the season "God Bless the King!". For early release, we plan to add two more episodes (2 plots), and by the full release of the game, we will add two more episodes. Thus, the first season "God Bless the King!" will include six episodes in total, including the pilot.

NOTE

While we are in the deep development process of the game, various systems, numbers, and mechanics will change, be added, or removed, etc., everything related to tuning and calibration will happen. Therefore, we want to ask you in advance not to worry or be upset if some system does not work to its full potential. Keep in mind that some systems are not yet implemented in the game, which means not everything works as intended, and not all logic is complete. But with the unlocking of new systems and adding features to existing ones, hidden potential and ideas in the overall game balance will be revealed. We adhere to our vision, rely on your feedback, and tweak the balance here and there. So, this is a process, and be ready for changes. We want to thank you for your patience and understanding of the constant adjustments. Nothing is finalized until the full release of the game.

Dear friends, we are just beginning to show our series, and it will get more fun and higher quality each time. As always, thank you so much for believing in us!

See you soon!


Artificial Core Expands Artistic Team, Raising Questions Among Fans

Published 4 months ago News & Updates Ryan
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Artificial Core, the developer behind the much-anticipated MMORPG Corepunk, has recently ramped up its hiring efforts, specifically seeking a significant number of artists. This surge in job postings on platforms like ArtStation has caught the attention of the game's community, leading to widespread speculation about the reasons behind this sudden need for artistic talent.

Increased Hiring Sparks Curiosity

The noticeable uptick in job listings has players and fans buzzing with curiosity and concern. The timing of this hiring spree, especially so late in the game's development cycle, has raised several questions. Some community members on platforms like Reddit have speculated that this could indicate a variety of scenarios, ranging from internal shifts to strategic preparations for the game's impending launch.

Possible Reasons for the Hiring Surge

Staff Turnover

One prevalent theory among the community is that there might have been recent departures within the artistic team at Artificial Core. This kind of turnover isn't uncommon in the gaming industry, especially as projects evolve and move through different phases of development. If key artists have indeed left the company, this hiring wave could be an effort to fill those critical gaps and ensure the project's visual components remain on track.

Preparation for Launch

Another possibility is that Artificial Core is gearing up for a major phase of production as they approach the game's launch. The final stages of game development often require intensive effort to polish graphics, create promotional materials, and ensure all visual elements are seamlessly integrated. Hiring additional artists could be a strategic move to bolster the team and meet these high demands, ensuring the game is visually stunning and ready for release.

Community Reactions

On forums like Reddit, discussions about these job postings are filled with both curiosity and concern. Some users question the legitimacy of the job posts, while others ponder the underlying reasons for such a hiring surge. This discourse highlights the community's deep investment in Corepunk's development and their desire for transparency from Artificial Core.

Despite the speculation, many fans remain optimistic. They see the hiring spree as a positive sign that the company is committed to delivering a high-quality game. By bringing in more talent, Artificial Core might be ensuring that Corepunk meets, or even exceeds, player expectations.

Conclusion

As Artificial Core continues to seek new artistic talent, the Corepunk community remains watchful and engaged. Whether this hiring push is a response to recent staff changes or a strategic move to prepare for launch, one thing is clear: the company is investing heavily in the visual excellence of Corepunk. Fans eagerly await further updates, hopeful that this expansion will contribute to the creation of a vibrant and immersive game world.


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Next Alpha Test Planned For July 1st - 7th

Published 4 months ago News & Updates Artificial Core

The following is an official news post, originally available here.


Hello everyone!

We want to inform you that our next test will be held during the first week of July, from July 1st to July 7th.
Currently, we are working hard on optimization and resolving disconnects. Additionally, we will introduce a new iteration of game balance. More details will be shared closer to the dates of the test.

The previous test did not go as planned, and we are now preparing for the next round. We hope to resolve the main issues so you can enjoy the next testing phase while we gain new insights.
As long as you support us, we will keep moving forward no matter what. No one is immune to failure, but iteration after iteration, we will create a high-quality game worthy of your time and attention.

See you soon, Adventurers!


Starting Strong in Corepunk: Levels 1-5 Guide

Published 4 months ago Beginner's Corner Ryan
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Embarking on your journey in Corepunk's vibrant world can be both exciting and overwhelming. This guide will help you smoothly transition from levels 1 to 5, ensuring you're well-prepared for the challenges ahead.

Initial Setup

Character Creation

Creating your character is the first step in your Corepunk adventure. Here's how to make the most of it:

  1. Choosing Your Class

    • Class Overview: Corepunk features a variety of classes, each tailored to different playstyles. Classes are typically divided into categories such as Tank, Healer, DPS (Damage Per Second), and Hybrid.
      • Tank Classes: Ideal for players who like to absorb damage and protect their allies. These classes often have high health and defensive abilities.
      • Healer Classes: Essential for keeping your team alive. Healers have abilities that restore health and provide buffs.
      • DPS Classes: Focused on dealing high amounts of damage quickly. These classes can be further divided into melee and ranged DPS.
      • Hybrid Classes: Offer a mix of abilities from different roles, providing versatility in combat.
    • Making Your Choice: Consider your preferred playstyle. Do you enjoy being on the front lines, supporting your team, or dealing damage from a distance? Your choice will significantly impact your gameplay experience.
  2. Customization Options

    • Appearance: Customize your character's appearance to make them unique. Corepunk offers a range of options, from facial features to clothing and accessories.
    • Name: Choose a memorable name for your character. This name will be your identity in the world of Corepunk, so pick something you like.

Basic Controls

Mastering the controls is crucial for a smooth gameplay experience. Here's a breakdown of the essential controls:

  1. Movement

    • Keyboard: Use the W, A, S, and D keys to move your character forward, left, backward, and right, respectively.
    • Mouse: Use the right mouse button to rotate the camera. Holding the right button while moving the mouse allows you to change your viewpoint smoothly.
  2. Combat

    • Primary Attack: Use the left mouse button to perform your character's basic attack.
    • Abilities: Assign your abilities to the number keys (1-5). These abilities are class-specific and crucial for combat effectiveness.
    • Defensive Maneuvers: Depending on your class, you may have defensive abilities or moves that help you avoid damage.
  3. Interaction

    • NPCs and Objects: Right-click to interact with NPCs and objects in the world. This includes accepting quests, speaking with characters, and gathering resources.

By understanding and mastering these initial setups, you'll be well-prepared to begin your journey in Corepunk. The next steps will guide you through your first quests and interactions with key NPCs.


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Corepunk Alpha 2 Test Patch Notes

Published 4 months ago News & Updates Artificial Core

The following is an official news post, originally available here.


WELCOME, EVERYONE!

Thank you for following the game. We hope you will enjoy your time in the world of Kwalat!
Note: We didn't manage to introduce the trader system and new quests we were preparing for the test, but the good news is that we have almost everything ready for this. Additionally, we have added over 100 new NPCs to the game, each with their own story, and there will be no spoilers before early access. :)
We want to remind you that the game is still in active development, so expect bugs and various rough edges. We hope your expectations are accordingly set.

⚠️ 1. IMPORTANT: Close and reopen your launcher, log out from launcher, log out from browser, re-log in again to have less disconnects.

⚠️ 2. Please keep the launcher open during gameplay to have less.

⚠️ 3. If you get disconnected often - repeat step 1.

⚠️ 4. Check your previously bricked heroes, they should work now.

📢 5. To follow server updates, join the official Discord thread.

GENERAL

  • We are testing the initial player experience, so the game area is limited. If you hear whispering "come back," and seeing the fog, that means you have reached the restricted zone, and you should turn back.
  • The gameplay mostly happens in the west part of the start location map. The east part is still locked.
  • We are using a combination of voice acting and AI-generated voices.
  • To link an item in chat, use LShift + RMB on the item in your inventory.
  • To split a stack of items in your inventory, use Shift + LMB on the stack.
  • Hold LShift for more information in Tooltips.
  • If there's something on the ground, hold LAlt to display names for the items.

MOVEMENT AND COMBAT

  • Press "Z" to toggle Autorun.
  • Press "L" to unlock/lock the camera.
  • Press "Tab" to center the camera on your character.
  • You can turn on Smart Cast in the game settings.
  • You can use Attack Click with A + LMB (without Smart Cast). In settings, you can set up Attack nearest enemy to the hero or to the cursor.
  • Press "P" to toggle the ability to attack other players in PvP zones.
  • Players who have enabled PvP mode will have an icon above their character indicating this.
  • Use T to activate a Special Ability if it can be activated.

CHAT

  • Global
  • Main
  • Whisper
  • Trade
  • Looking for party
  • Area
  • System

WEAPONS, ARTIFACTS, CHIPS, AND RUNES

  • To apply a Rune to an artifact, click RMB on it in the inventory, and then LMB on an artifact you want to apply it to. Then equip the artifact.
  • Press LCtrl + RMB on a weapon to open weapon Incrustation window. This window is in a very early prototype state.

PARTY

  • You can use chat commands /invite PlayerName to invite someone to the group. If you get migrated to another shard you'll see a loading screen.
  • You can use the /leave command to leave the group.
  • You can use the Ping System to communicate with your party members. Hold Left Ctrl or Left Alt and drag your cursor to any side with LMB pressed.

BUGS

  • You can't apply more than one rune in Hero artifacts' action slots, but it should work for up to 3 from the inventory.
  • Currently, some game settings are not working correctly (for example, button bindings).
  • Hero's
    • Champion's primary attack animation may break down after activating the tier 5 'E' ability talent is activated.
    • When continuously auto-attacking a target, the attack speed may become inconsistent.
    • Shaman totems may become neutral and no longer recognize the shaman when traversing specific areas of the map.
  • Equipment
    • When using three basic chips of differing quality, there is a chance that a chip may not work properly.
    • Dagger and Fist weapons may not display the correct stats.
    • Off-hand weapons may change their reported stats when removed (this doesn't change their in-game performance - just the reported stats)
  • UI
    • Ability tooltips do not display when the ability is on cooldown.
    • Party member HP may erratically change when using the shaman's healing totem.
    • Player casting bars may remain erroneously on screen.
    • Right-clicking weapons on the active panel doesn't return them to the inventory.
    • Consumable buff icons may not update when using a a different consumable from the same family.
    • Players will see a "You receive [Item Name]" when moving items to slots in inventory, even when moving it from another inventory slot.
  • Other
    • Music may suddenly change when moving into different areas of the map.
    • Attacking mobs during a duel may cancel the duel and allow players to continue attacking each other.
    • When running away from monsters, they may teleport back to their starting point.
    • NPCs may rotate when stunned.
    • Other nearby players interacting with containers may prevent or interrupt players also interacting with objects.
    • Some players may seem to get "stuck" in animations.

SUPPORT