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  • Form and function in Fallen Earth's latest state of the game

    by 
    Justin Olivetti
    Justin Olivetti
    10.14.2010

    There's been a lot of excitement in the Fallen Earth community over the upcoming combat changes, and in producer Dave "Archangel" Haydysch's latest state of the game address, he assures everyone that the anticipation is worth it. "As I mentioned," Haydysch writes, "this is the FIRST iteration... we will use your feedback to make further adjustments and improvements to the system until we feel the system is ready to go live." He urges players to participate on the public test server, where numerous systems are being tested, including these combat upgrades and the upcoming Faction Control Points, which should add spice to the PvP play in the game. Looking at future patches, Haydysch reports that the team will be revamping combat skills and mutations relating to each of Fallen Earth's six factions. The team is also working hard on bringing additional visual improvements to the wasteland, which "will improve the look and feel of the world as a whole." These improvements are scheduled to hit the game at the same time as the next live event, which is so far a mysterious mystery shrouded in mysteriousness. Finally, Haydysch acknowledges additional selections will become available in the Rewards Store, including (drum roll please) more space for inventory-starved adventurers. You can read the full state of the game report over at Fallen Earth.

  • Fallen Earth's producer details upcoming patch

    by 
    Jef Reahard
    Jef Reahard
    09.15.2010

    Fallen Earth producer Dave "Archangel" Haydysch popped up on the game's official forums yesterday to share his latest State of the Game post. In addition to touching on the Icarus team's experience at the recently concluded Pax Prime event in Seattle, Haydysch drops a few nuggets of exciting news regarding the 1.7 patch. Faction control points will add another PvP option to the wasteland, and will feature flags that players may capture throughout the world. Once in the player's possession, members of the conquering faction will have access to guards, buffs, and new harvesting nodes for as long as they maintain control and fight off would-be challengers. Speaking of fighting, combat is being rebalanced, and 1.7 will kick things off with mitigation and damage adjustments (as well as a free respec to help players cope with the changes). New encounter areas are also coming, and will be found near Old Kingman, Blaine, Gaia, and Deadfall. Following on from vehicle color customization in an earlier patch, social clothing updates are also included in 1.7, in the form of paint and dye kits that can be applied to jackets, pants, hats, and shirts. As if all that wasn't enough, Icarus is also phasing in a customer rewards program that will accrue Veteran Reward Points with each subscribed month. Points may be spent at in-game vendors for unique items and will also be retroactively added to current subscriber accounts.

  • Fallen Earth producer talks major combat changes

    by 
    Jef Reahard
    Jef Reahard
    08.26.2010

    Things have been pretty quiet on the Fallen Earth news-front lately. Aside from this week's patch and the announcement of an upcoming customer rewards program, the team at Icarus Studios has been rather scarce for much of the summer. Happily, a new State of the Game letter from producer Dave "Archangel" Haydysch outlines everything the dev team has been toiling away on behind the scenes. Haydysch kicks things off by mentioning Fallen Earth's fall update schedule, currently slated to begin with a major patch in late September. "This will be the beginning of several major patches in which we will roll out combat and faction improvements as well as many other new features," he says. What sort of features, you're probably wondering? For starters, the team will be adjusting combat formulas with the goal of creating a faster, more visceral overall experience. Significant tweaks will occur with regard to high-level mitigation, random damage spread, and statistical requirements on armor. Faction skills, mutations, and regular skills will also receive additional balancing after the major combat changes are in place. In addition to combat, Icarus will be adding content in the form of Progress Towns, as well as Faction Control Points, clothing color customization, camp improvements, and more. Check out all of the details in the State of the Game letter on the official forums.

  • PAX East 2010: Fallen Earth patch 1.4 preview

    by 
    Rubi Bayer
    Rubi Bayer
    03.29.2010

    Fallen Earth has been growing by leaps and bounds over the past six months, with the game's population growing even faster than the game itself as word-of-mouth does its thing. One of the highlights of PAX East this past week was the opportunity to sit down with Dave Haydysch of Fallen Earth and take a sneak peek at the upcoming patch 1.4. This is going to be another huge patch -- the fine folks at Icarus don't seem to do anything by halves -- scheduled for release sometime in Q2 of this year. (We will, of course, be watching for an exact date.) There was quite a bit to see and hear, so follow along after the jump to take a look at what is on the way to the Wasteland.

  • Fallen Earth MMO tour will bring devs to GDC 09

    by 
    James Egan
    James Egan
    03.18.2009

    We've mentioned a rather unique approach that the Fallen Earth team is taking to promote their upcoming post-apocalyptic MMO, a national tour across key cities in the United States. The Fallen Earth publicity tour began in North Carolina last month, meeting with the International Game Developers Association (IGDA), and they've just announced that they'll be working with the IGDA again at this month's Game Developers Conference in San Francisco. Fallen Earth will co-sponsor the IGDA networking event at GDC on March 24 and developers will be on hand to speak about the game. Key Fallen Earth devs planning to attend include project manager Colin Dwan; associate project manager Dave Haydysch; content team lead Marie Croall; product manager Jessica Orr; and lead game designer Lee Hammock.