SWL DevStream – #8 – 2017-0629

Hey there!  Sorry this is late, but if you follow me or my RP twitter, you’ll know I just had Back Surgery.  Sitting in a chair is a Pain right now… quite literally.  At the moment, laying in bed is a worse pain, so I’m in a chair at the moment!

This has given me time to watch this last DevStream so I’ll give you a brief review of what happened in it:

Stream is located here:

The Stream opens with them running all the Weapon “Speciality Spotlight” videos that we’ve seen before.  These mini videos are also located in the game once you choose and pick up new weapons, if you want to see them again.

Next up is the new Launch video (And lots of hysterical laughter in the background!) which seems pretty damn cool, if you ask me!  Of course I can name every scene and sound clip used in the video, as I’m sure the rest of you can  as well!


Codes to be sent to you by next Wednesday for redemption after the patch. Suffix of the weapons was up for voting this episode.

SPOILER – The Voters took “Of Energy” to be the weapon suffix.

Keep this screenshot in mind while you are out leveling, as this will help you keep your eyes open for weapons that you will want based on their effects. As of this time, these are the ONLY suffixes available on weapons!



Coming this next Wednesday, ELITE DUNGEONS!  You will be able to use the In game Dungeon Group finder to sign up for these, and they come in 10 different flavors, ranked from Elite 1 through Elite 10:

I like Orange, myself… which one is Orange Flavored?

Elite 1 is available as soon as you hit level 50.  Dungeon loot will drop an extraordinary item as well as Distillates for upgrading your gear!  Keep in mind these dungeons will require the ‘Holy Dungeon trinity” of Tank, Healer and DPS in a 5 player format.

Another thing to keep in mind is that you will be picking the difficulty.,.. NOT the Dungeon.  They don’t want you to just Farm Polaris over and over again.  Get out there and FIGHT!



Something they wanted to do before but it fell through the cracks, was unlocking a weapon meant unlocking BOTH the Active and Passive pages!  No more unlocking one or the other!

Cost is also being reduced in Marks of Favor!


Base Inventory is being increased by 10 spaces from 25 spaces to 35 spaces!  IF you are already maxed out on your inventory (Meaning you’ve already bought as many spaces as you can, your inventory will STILL increase by 10 slots, so you will have 85 inventory slots available! (I guess current max is 75?)


Once you reach level 50, there was a lot of AP/SP that you’d have to gain, and they completely admit that it was a lot slower than they had originally intended.  This will be receiving some tweaks and with luck it will come that much faster!


Dungeons loot is getting some tweaks as well, starting with loot:

  • Higher Extraordinary Item Drop Rates
  • Guaranteed Extraordinary item on First run per day!
  • And XP reward for repeating the dungeons!    \o/

This last one will definitely help when you reach 50, but will really depend on how much exp each dungeon turn in will give you.


Sprint upgrade costs are being reduced to 2500 marks!  You will be able to buy your first upgrade to sprint on your first day!  Other sprint costs are being adjusted as well.

It has also been renamed from ‘Quickened Anima” to “Sprint Upgrade.”  This is welcome because in my old days of TSW, I never knew about the sprint upgrades until later on downt he road… so I was still ‘Sprint I’ up through Transylvania my first couple times through!  Even after finding out about it, it was still a pain to find it due to the name!


When socketing a Glyph or Signet to an item, this will no longer cost Marks of Favor!  It will have a cost if you are trying to recover an item, however. This means that placing a new glyph of signet on an item, even if there is one there already, will not cost Marks of Favor, BUT, it will destroy any signets/glyphs that are on the item.  IF you want to recover the glyph/signet that is on the item already, you’ll need to spend your Marks in order to do so.


Trading will open up to ALL PLAYERS once they reach level 15!  Or earlier if you are a patron, of course, but this big news is that ALL players will be able to freely trade after level 15!

Clarification requested from the Stream Audience regarding the Guaranteed Extraordinary item for your first dungeon.  Will it be one of the chests in the dungeon? – No, it will be the first dungeon turn in that you complete that day.

We have Andy to thank for the inclusion of Gangham Style for a standard Dance!  It was originally shot down, but was later resurrected and the rest is history!


Increased Marks of Favor Gain, + Increaed MoF Cap!  You can now earn 12K MoF per day!  This will definitely add up!

DOUBLE AP/SP GAIN! This is from experience only, and does not stack with Purchases from the store!  Rather as you do things int eh world and you gain AP/SP from killing monsters or mission turn ins, you’ll gain more!

And once you unlock specific teleports, you will BEE able to teleport for free!


Due to last week’s shenanigans with the Exchange and AH, and the game was taken offline for fixes, we will be receiving the following:

  • 25AP and SP
  • 10000 Marks of Favor
  • 4000 Animashards
  • 1 free Blue Talisman FUSION Booster.

These items will show up in your delivered Items and can only be claimed once!

There will be a blog post (By Funcom) explaining it all, but it sounds like there will be 1 week to claim this once it’s been brought online.

All this will be Online Wednesday July 5!!!

Payment Options are being looked at and they are trying to get new options available for us all!

Kiss of the Revenant Weapons

Alice & Smith will be sending out keys on Wednesday, input this code on your account page and the next time you log in, you should have new items in your Delivered Items screen.  You SHOULD be able to claim ALL 9 Weapons, but each one can only be claimed ONCE! This is for your Entire Account!  So if you claim the shotgun o one character, any further characters you create/have on your account will NOT be able to claim the shotgun again! CHOOSE WISELY!

The Hoodie and Coat will be available on ALL your characters, though.

NOTE: These weapons will only count as 2 Pip weapons.  They are not meant to be game breaking like the Woodcutters were.  So don’t think about Quad Pips!  They aren’t meant to be Best in Slot.


  • Infernal Vibrations
  • Total Eclipse

Both of these missions will be getting fixed this next patch.


A lot of clothing items are getting their display slots fixed.  they are receiving our reports and they have to be fixed one at a time, so please be patient and keep those reports coming in!


Next week.  They are planning to release more information regarding what’s coming for SWL next week.  This will undoubtedly include Information on Season 2!

Subtlety… Nicole has it…NOT!

information will include information regarding what they have planned for AEGIS.

They are looking at the Naming filter. They hear you and are working on it!



They are in work, but there is a lot of things that need to be revamped including the UI. They will give us more information the closer to release we get. NO ETA AT THIS TIME!


There will be a way for you to transfer your FC POINTS, to AURUM, but it’s still in work. especially after the exchange issues last week.  But it is something they are looking at.  (This does NOT Include your Bonus points!)


‘Nuff Said.

Seriously though, with everything that they need to get running for the new game, this is bottom of the priorities, or damned near close to it!


Coming soon™!  There is a lot of UI elements they need to work into this, but with elite dungeons coming up next week, this is definitely something they are looking at getting completed soon!


They do want to include more PVP in the future, but there is also a lot of balancing and work to be done behind the scenes.  But changes will be coming!


Faction Missions are still in game, and plan to be released later on.  These will progress your character’s Faction ranks over 10!  Currently, you will gain faction rank just by completing your leveling to 50, but the faction missions will allow you to gain more ranks and outfits and perks!  These missions will be difficult, and they wil talk more about these when they are closer to being ready with them.


SWL still supports mods and they want to see what we can do with them!  Some of the Old TSW mods still work, somewhat, but there is still a lot of behind the scenes updates that need to happen for some of them.   Funcom LIKES to see what we want to do so keep those Mods coming!


Because of how the items are created, it makes it hard for the AH to search for specific items.  They are looking at it, but there are higher priorities at the moment.

(UPDATE – AUCTION HOUSE SEARCH HAS BEEN FIXED in an internal build and ie planned to come out in the July 5 patch!)


The Balance of the game is set on the number of skill slots we have now, so don’t expect to get more than what we have now.


  • Free Members – 10 keys each day
  • Patrons – 18 keys each day

Extra keys only cost Marks of Favor! NOT AURUM! So make sure you sell extra gear on the AH so you can use the extra marks to get extra keys!


In the works and quite ambitions. Please be patient, it’s coming soon™!


A lot of the items that were transferred had been placed in the wrong category and they are being fixed one item at a time.  Some items just weren’t showing up in the dressing rooms, but they are working on it.  It is a long process so please be patient and keep those reports coming!

We should have access to most everything that we transferred with us.  HOWEVER, the things we won’t have access to are the Faction Outfits, and the normal Deck Outfits, The Non-Elites and Non-Starter Deck outfits will not be visible int he dressing room due to the fact that these outfits have changed quote a lot.  These have been split into several pieces, because this is something we have all been asking about for a very long time! (See, they do listen!) Each faction will have access to each of these, but they will be redone so that each faction has their own flavor of these outfits!

When do we get these? When you unlock your capstones, you will be able to get your brand new deck outfits!  So this means finishing buying all skills on your Active Weapons pages!


Should have transferred over but may not be showing up in the dressing room.

I THINK, more to this would be if these was going to be a way for others that didn’t get to participate in the Secret Wars get the opportunity to ear these items?  If anyone at FUNCOM reads this, some clarification would be appreciated!


In TSW, they had to stop the French and German voice acting after like issue 5.  Everything from there forward will be done in English.  They do Hope to be able to start Fully voice acting things again in the future.  And let’s face it, there is a lot they want to do but couldn’t in the old financial model.  Let’s all hope this new one works! (AND BUY THINGS TO SUPPORT FUTURE CONTENT!)


They do have plans for these and are things they want to bring back.  They won’t be the same as we remember them, but it is on the ‘TO DO” list!


Illuminati Symbol Challenge –

  • Fastest

    AlexisTheory -Fastest Lumie Symbol!
  • Most Creative

    TWWJR – Most Creative!
  • Honorable Mentions

    Massack – Pure Defiance! (You did get the memo this was supposed to be a Lumie Symbol, right…?)
Ok… it me… this was a dare my son had me put on the Delivery instructions when i ordered pizza that night.

Last Week’s SWL Swirl Contest:

Fastest SWL Swirl:

Yeah… I have no life… or artistic skills…. and the suckers are on the wrong side of the tentacles.. BUT I WAS FAST!


Djinngi’s Pillow set! Well done!


Winners of this round get a GILDED GEIST RIDER!  I found out I was the fgastest after I got home from Surgery, so blame it on the pain killers all you want, I still think I’d rather give mine to someone that put some effort into a SWL logo.  They didn’t enter the contest,  because they didn’t actually HASH TAG it with #SECRETWORLDLEGENDS, but I still think it was REALLY cool to see a SWL CAKE!  Take a look below:


So yeah, if I’m given a code to that bike, I’ll make sure Zeddley gets it, but I did message Andy and Nicole both to let them know that I was donating mine to them!  Congrats! \o/


New Contest for next stream – COSPLAY as you would think an Illuminati Member would dress!  Prize will be the Mythos Machine! Winners will be announced on the next stream – probably in two weeks.  They aren’t exactly sure the date yet.  But thinking that will be July 14th!

Mythos Machines

And that’s it!  End of the Stream!

I do want to say THAT WAS A LOT OF INFORMATION TO COVER!  Thank you to our friends at Funcom for putting in the time to give us this stream!  The Information here is a LOT of the things we’ve been clamoring about and are happy to know that you are listening!  (It would be nice to have forums again!  Just saying..! ^_~)

I do like the new format for Nicole’s contest segment.  I think giving us a couple weeks to do something meaningful gives us some time to put into what we want to send in.  My swirl, being so fast, sacrificed so much just to be first.  So I’m more than happy to see us given time to work on something before the next stream!

Anyway, that’s all the time I have for this, and I need to do more therapy today.  Thank you all for your support on twitter, it’s been a lift to my spirits!  I don’t believe I’ll be streaming for a few more days, but will be as soon as I’m able!

Thank you all for stopping by!  Hope this was entertaining as well as informative.  Let me know what you think in the comments below or tweet them to me @Anima_Nation.

And of course, I hope to see you all in the Secret World!

SWL Currencies

On your Top Bar, there is an icon for each of your new currencies:

  • Aurum – This is the new FC Points you buy with Cash, or trade for in Game.
  • Marks of Favor – These are earned for doing missions or other tasks in game. Or you can trade for them.
  • Anima Shards – These are earned from Monster drops and Mission turn-ins and are used mostly for empowerment of your weapons.

Yes, Trading for Money is a thing!  They even have a Currency exchange!

Currency Exchange

The one Currency that I don’t seem to see any kind of trading option is Anima Shards.  Seeing how this is the one currency needed for empowerment of your items, I can see this being an issue.  It can keep people from upgrading gear if they don’t have enough, but then again, since his is a currency that drops off creatures you should be out there killing anyway (And awarded for missions) it can also be a way to keep people engaged in the world.  Not sure if that is intended, but it will be a side effect at the very least.

Looking at the exchange screen above, you can see one side is for wanting to BUY Aurum from others. and the other side is your willingness to SELL Aurum.  Keep in mind that the MoF value is NOT the total sale price, rather the individual Unit Price.  So someone is selling 120 Aurum at 52 MoF/each = 6240 Marks of Favor you’d have to spend in order to gain that 120 Aurum they have for sale.

Similarly, someone wants to BUY 245 Aurum, and is willing to spend 42 Marks of Favor each = 10290 Marks of Favor you could GAIN!

What I don’t know, since I have not partaken of this function yet, is how much of a cut the exchange will take from these transactions?  I have heard there is not cut, but after the fiasco that happened during the opening week, they may have added something to curb the people working the system.

The Auction house takes a 5% deposit, and if it sells it will keep that 5%.  If it doesn’t sell, they still keep that 5%!

Auction House Rules…

Speaking of the Auction House, it looks like you are limited to 10 items that you can place on the AH at a time.  I’ve never been that much of an AH player before, so I never knew if there was a similar rule in effect for TSW.  I MIGHT be selling certain things on the AH in this game though.  Depends on the quality of drops I get from my mission turn ins.

Something I found out in Chat, is that the bottom line on that screenshot shows your purchases.  When you buy things, and you get your mail saying it has been delivered to your storage, this is the place to check first!  It appears you are limited to 10 items to buy at a time before you have to claim them and store them properly.  (UPDATE: PATRONS get to use this remote access feature. If you are not a Patron, you have to visit the Auctioneer in Mall-gartha.)

Something to mention, Aurum is Account Wide.  Marks of Favor and Anima Shards are per character.  Which brings up another thing… Transferring items amongst your alts…

Trading outright is not allowed unless you are a patron.  (UPDATE: Non-patrons can freely trade once they hit level 15.)  And on top of that, Attaching items to the Mail is no longer a thing. ((NOTE – The “Take All Attachments” button on the main mail menu can be used to collect any money you may have from an AH Sale.))

Please leave a message after the beep… BEEP!

So that leaves Cabal Banks and the AH.  If you join a Cabal, you’ll need to make sure that you can add your alts to the cabal too, if you want to be able to use the cabal bank to have a quick free trade.

Alternatively, you can start your own cabal, and since this is a free to play game, you can create another account , to add another character to the cabal so you can then add your other alts on your main account to your own cabal and then just make free use of the cabal bank in order to trade freely amongst your alts.  This can also work if you have a good friend that you trust to add to your cabal, or be the trusted friend in THEIR Cabal!

Or there’s the AH, and I don’t know if there are restrictions on buying your own items from another character on your account.  I know Blizzard had this restriction for WoW, so I just assume it’s a thing elsewhere.  If anyone can test this for me, that would be greatly appreciated! (UPDATE: It appears that I cannot view my own items on the AH, even on another character, so they do appear to have placed a restriction in place for this eventuality.)

That just leaves Anima Shards to talk about.  Anima shards drop off monsters you fight in the field, and are awarded for completing missions.  You can sell items you acquire in the field for Anima Shards at vendors as well.  What are they good for?  Well, they are used in empowering your gear, and I haven’t found any vendors that deal in them either.

What I have found is another currency used at certain vendors  and i’m told it’s Third Age Fragments.  These are dropped from the special Agarthan Loot Bags that drop once you hit level 15. (aka – Loot Lanterns!)

One of the Third Age Fragment Vendors


I appear to have failed to have noticed something else in the game. If you open your inventory, there is a button called WALLET.  Click that and you should get a screen similar to this:

Do they take Google Pay…?

I’ve already covered the top 4, the next ones are specials.  You are given the amounts shown above for free.  Dungeons replenish on a daily basis, Patrons getting 18, and Non-Patrons getting 12, so I would assume Lairs and Scenarios would as well.  (UPDATE: Scenario/Lair keys do replenish Daily as well.  Non-Patrons receive 2 Scenario keys per day, and Patrons receive 3.  Non-Patrons receive 3 Lair Keys, and Patrons Receive 6.)  Lairs MIGHT be weekly though… I don’t know, I haven’t had a chance to get to lair’s yet.

Cache keys are going to be a ‘meat-and-potatoes’ staple of the new F2P economy to keep the servers running. So you should be able to buy those at least.   WHERE is the question I can’t seem to get answered yet though.  the other keys are also supposed to be purchasable too, but again, I can’t seem to get an answer on where, yet.  I will update again if/when I find out.

UPDATE:  To buy Cache Keys, right-click on a Loot-Lantern in your inventory and the option to buy more appears on the right side of the Cache Window:

Cash for Cache keys..?

Please note that there is no bulk discount for keys!  They are a Flat 150 Aurum cost across all quantities!  How much does that cost in Real World dough?

Gotta keep these servers Hummin’ somehow, right?

If you take away the ‘Bonus Aurum’ from the equation, you’ll see that the cost is about 1 penny per Aurum.  So the 150 Aurum to buy a single Cache Key equates to about $1.50 each.  Considering you get one of these a day if you are a patron, that means you are receiving about $45 worth of content each month just with the one key a day!

So how does this compare to the old TSW FunCom Points?

Aurum vs FC points…. Ready…… FIGHT!

FC points didn’t give us the ‘Extra Bonus’ in green numbers to the side like they do for Aurum.  BUT… if you include the ‘Bonus Aurum’ in your calculations, you see that at the top end, you end up at the same value Aurum-to-FC Point.  Of course I have to take the values out to the 4th decimal place (Hundredths of a cent) in order to even SEE this..!

I see the difference as minimal.  At the low end, if we received 600 Aurum, I can get 4 Cache Keys, but since we only get 500, I’ll only be able to get 3 and have 50 left over to play with on the Exchange.  So there is that, at least.

So these are the currencies that I’ve found in SWL so far.  I’m sure there will be more later on, as there was for the Whispering Tide event in TSW.  I hope this article proved to be informative for you.

Thanks for stopping by!  Let me know if you find anything else! And I’ll See you in the Secret World!

DevStream #5 – 2017-0602

Hello, and welcome once again to Anima-Nation’s Review of the latest DevStream for Funcom’s Secret World Legends!  Yesterday’s DevStream is available here. (CLICK ME!)  The Stream Audio begins at approximately 1:22.  Content starts at about the 5:00 mark.

Getting as close as we are to the June 26 Release date, They are ‘knee-deep in press tours and releases.  From the sounds of things, there is a LOT of things going on!  Keep it up… You Can Doooo Eeeeet…!!! \o/

This DevStream is a little shorter on content than previous DevStreams, especially since they are revisiting the Beginning Game areas, including Character Creation and the initial Tutorial missions.  HOWEVER, there are plenty of little things that they have improved, and showed other things that can be expanded upon, so a lot of today’s post is my own observations and paraphrasing things they said in the stream.


To start things off, they are going to give us a more in depth look at Character Creation!  This is a HOT topic among a lot of the Veteran players, so let’s see what they’ve done with the changes!

Something that hit the community hard the first time (Only time) we got to look at the character creator on-stream, was the change to Preset Heads.  There was absolutely NO customization to the look of that head other than skin-tone.  And that didn’t sit well with the vast amount of people that were speaking up about the character creator.  Sure, you could change hair styles, and eye color, and give your character different Makeup/Tattoos and minor cosmetic frills, but there were no sliders to adjust facial looks.  Since then it appears we’ve been given a couple steps in the right direction!

Mentioned in the stream by Andy are variants to the Faces based on the given head.  Unfortunately, the icons in the stream don’t show so we can’t tell exactly what we have for options, but looking at the screenshot below, there just might be SOMETHING we can work with.

Facial Adjustments!

Keep in mind that this is STILL in the works, but it is definitely something that will help alleviate a lot of fears the community at large have brought up.  I sincerely hope there will still be more heads added, and more facial adjustments as well.  I know MY favorite head hasn’t been shown yet, and I really, Really, REALLY want to be able to remake my characters in my preferred look.

The second addition is the option to change the shape of your eyebrows!  This SOUNDS like a little thing, but anyone that RP’s will tell you that a Great Deal of your character’s personality and vibe comes from their Eyebrows!  So being able to give them an adjustment means the world to us.  Even characters like mine that usually wear shades 24/7, you see the eyebrows above the shades and is definitely one of the most important keys to the character!

Because in all the world’s infinite diversity, we only have 4 basic shapes for Eyebrows…

A few requests:

  • Number each Hex-Cell for all the options available to us.
  • Place the Skin-tone Colors on a Slider from Light to dark instead of the awkward Hex Pattern shown at the bottom of the choice window.
  • Is there anyway to submit our favorite Heads for review and possible inclusion?
  • Will more than the four Eyebrows shown above be added to the options available? (NOTE: Yes, Romain confirms in the stream that more will be added.)
  • I also haven’t seen my favorite Black hair with Frosted highlights get featured…. will it be back in the game?   Please?

Some explanation that they are (finally) giving us is that the original presets would allow for certain combinations that wouldn’t allow them to do some of ‘the cooler’ clothing things they always wanted to do.  The Nose Bridge wouldn’t always be in the same place, and that made it more difficult for the developers to do certain things for Glasses, and particle effects on earrings where things are moving.

Wait, what..?!  Moving… things…?  Particle effect?  What…?!?!?  Are you talking gravity moving so when your head tilts the earrings point down? Or are you talking actual particle effects for Anima based sparkle effects for things?  UGH!  Something we’ll have to wait for clarification on, or till we see them introduced in the game… *sigh*

But at least this is a bit more communication about WHAT exactly was wrong with our previous heads and why we never heard about the issues they were talking about before.  It was for things they never got to add in the first place!  I just hope that what they have planned turns out to be worth all the heart ache we’ve been having over this!

Build-a-Bee Workshop™! Version 2.5

Something else about the new facial adjustments, although they aren’t the ‘Slider-Based’ adjustments that we were hoping for, depending on what they will allow us to do with them, they may be able to do a lot of what the sliders did for us.  However, I also see this as still very limited, as we will only be able to select one of them at a time, so they can adjust one thing, or a handful of things at once, but we won’t be able to adjust individual things they way WE want to.  Again, we will just have to wait and see, but as I said, this is at least a step in the right direction.


Veterans of TSW know that this game is totally about Picking and Choosing  your own ROLE, and to build your own Deck around that Role.  ‘Starter Classes,’ is just SWL’s way to give you your first two weapons.  Gone are the days of trying out each weapon in your Faction’s Training area and getting to pick what you want.  Now you get to look at what each weapon pairing is meant to do, and pick what you think will be the most fun combination and fits your idea of what your character would like to use.

Now now now…!  Just wait just a moment, this does NOT change things for you, because as soon as you step into Kingsmouth on your first mission, It’s all you, from that point on!  And you can decide to go a completely different direction that you originally chose.  You just have to unlock the weapons pages of the alternate weapons that you want to use.  And if you ARE a TSW Veteran, then you’ll get all the weapon pages unlocked for you already!

This change is being done to help acclimate new players to SWL and the new Weapon Pages.  The tutorial walks you through how to buy skills, and how Passives can be used to help make your character stronger.  Same thing with how your ability bars are laid out and what abilities are allowed to be placed where.

As they state here and in previous DevStreams, some of the problem that new players had in TSW was how open the skill progression was to your tweaks and changes.  You COULD make a completely broken build in TSW if you honestly didn’t know what you were doing.  So they had to create a system that was still open to tweaking, and yet was ‘idiot proof’. Or as idiot proof as any game system can be.  I’m sure if you TRIED you can still break this system, but to someone who’s brand new to the game, this new system should keep them from breaking things so far that they couldn’t use it.

With that being said, let’s move on to see what they actually showed in the stream.


Here I’ll show you screen caps of the different classes they showed in the stream.

Secret World… Classes… WHA…?!?!

There are 9 different Starter Classes in SWL, of which, they only clicked on 6 of them, so these are the ones I can give you information on.  ((Please keep in mind that these are the best quality captures the stream could give me. I promise better quality images once the NDA lifts!))



Ravagers are a Healing class that uses Fists/Blood.  As noted in the description above, they ‘Tear into their enemies using their fists, and then use their Blood abilities to protect and heal.  And each weapon has Damage dealing abilities so this class can be used as the basis of a very sturdy Soloing Build.

The number of Skulls on the bottom indicate that this is an above average difficulty class to master.



Assassins are a DPS Class that uses Blades and Elementalism.  The Blade being the Primary weapon would be used up close and personal, and then you can use your Elementalism to add to the fray, or pull individual mobs from range.

This is a ‘Normal’ difficulty class.



Punishers are a Tanking class, that use multiple types of ammunition from their shotguns to attack at range, and then finish them off with their Hammer.

This class is rated as HARD to master.



The Magus is a DPS Class that uses Elementalism and Chaos.  Elementalism has a great wide variety of abilities that can be used at range against single targets as well as large groups.  Chaos has a lot of up close and personal ways of taking down your foes!

This class is rated as HARD to master!



The Demolisher is a Tanking class that uses the Hammer and Blade to DEMOLISH their enemies!  Always a good combination for tanks in TSW, I’m sure this class will see plenty of use in SWL as people look to be able to survive while in the field.

This class is Easier than average to use.


Trickster – Also, Shiny new icon!

The Trickster is a Tanking class that uses Chaos and Pistols to leave their enemies behind in ruin!

This is an Easy class to master!

Unfortunately this was all the classes they showed out of the entire list.  Once the NDA is lifted, we will do our best to give you a more in-depth look at all of them!


The didn’t mention this by name, but they did mention the video series they have started releasing this past week.  They’ve released 3 of these in the past week, (And I’ve got reviews for them already!)  so that leaves another 6 to go!

The reason these came up was so they could talk a little about weapon complexity and how easy/hard they were to master at the beginning of the game.  Pistols, was one of the weapons they brought up as a case in point, is designed to be easy for a new player to get into the game and just use.  The mechanic happens totally on it’s own and is not something that a new player will have to worry about.  Later on, once you can start adding passives into the mix, that’s when you can start doing your theory-crafting and min/maxing.  The Passives will help you control the Gimmick Mechanic to some extent.

Compare that to Elementalism, where you have to control your heat levels and make sure you don’t overheat and be ready to use a cooling ability, as well as watch your energy levels, this ends up being a more complicated weapon to use for someone that is brand new to the game.

A comment from the stream was on RNG based weapons.

Specialties like Chaos seem to be very RNG dependent.  There will be Abilities and even items that you can get that will help take the RNG out of it.  Even Pistols seem very RNG, but there will be things that help give you better control.  (This could probably be said about all the weapon specialties.)

This was a design choice so that some weapons would be more difficult than others at the start, but all of the weapons have depth, sot hat no matter the player, you should find something that will give you what you are looking for.

Another thing they took note of in comments from TSW’s character intro, was you spent a good long time doing introduction cut-scenes, and then everyone was forced to use a shotgun in the Tokyo Subway.  Apparently there were a lot of people that didn’t WANT to use a shotgun.  So the character introduction was redesigned to be more tailor-made for each of the new weapons that you chose.

The key is to get a Pair of Ducks…!

Chaos was meant to be very RNG based since it is all about Chaos!  So all your passives and abilities are meant to help you give control to the chaos.  Once you fill your Paradox bar you will gain any one of a number of powerful abilities.  Some of the abilities mentioned were:

  • Create Areas around you that will damage the enemies around you.
  • Create Doppelgangers of yourself that will fight for you for a short period of time.
  • There is even a buff that can be placed on your enemies, and if you kill that enemy while that buff is active, you’ll buff your entire group for a short time!



Another question from the stream was regarding basic abilities. There are 4 Basic Abilities per weapon, so you will get a good choice of what you may want to use depending on your weapon choices.

Something they wanted to show off, and I believe has been mentioned in the past, is they have split the Investigation Mission off so that you no longer have to Pause it in order to pick up another Main mission in the mean time, and then have to go back to the Quest giver to continue where you left off.

Observation: The original Voice for the ‘Dream Architect’ was one of the designers in the office!  (Mentioned in an earlier DevStream.)  They have since replaced the temporary Voice work with a professional Voice actress.  I do like the changes to the dialog that was brought with it!  Nice job!

Guess what…? It’s Baaaaaack!

Return of the Infamous MANKINI! I don’t think we’ll be able to look at Phil the same way again!

New icons!

This isn’t as much of a look at them as i was hoping for, but it is apparent that they are still working on them.  Here’s a short glance at what the new icons in the game will look like.

it will take some getting used to, but I think they look pretty cool!


Something said at about 46:25 – “So we have the 9 weapons from TSW.  We are planning to add more to that in the future…”

STOP THE PRESSES!  HOLY… Are you serious?!?!  I know there have been requests for more auxiliary weapons in the past and we had open spot on the wheel for them so we figured more were planned, but ACTUAL WEAPONS?!  This changes a few things…! This can give us Bows/Crossbows, which i know have been on certain people’s wishlists for a VERY long time! What OTHER weapons do you think we’ll see?

Bows would add to the Physical Ranged weapons.  So if they wanted to keep things balanced, there could be another school of magic, and then another Melee weapon?  More than this?  I guess this explains why there is so much room for more tabs on the left side of the weapon pages.?

Whatever they do, this will be something I’ll be keeping an ear out for new information for a long time to come!


Something that had always bothered Romain, was once you finished buying all the abilities from the skill wheel, you get the Panoptic Core outfit, but nothing that really made you stronger.  So to change things up, they added what are called CAPSTONE abilities.  Once you finish buying all 15 abilities on a weapon page, this unlocks what is called a Capstone, which will give you permanent bonus effects for your character.

Chaos Master 1 Capstone: +15 Health, +10 Attack Rating, +10 Heal Rating, and +1….. uh… Boss? What’s missing here?

Each time you complete a new Weapon Page, your capstones will gain a new level cap.  These stats will accumulate and be permanent additions to your character’s stats.


Unlocking each weapon page will cost a currency that you do not buy, rather you earn this currency just by logging in and performing missions and doing everyday things.

Once again, if you already own TSW, once you link your accounts, you will get all weapon unlocks for free!

This currency is trade-able with other players, but it is stressed that you CAN play this game entirely for free.  there will be no progression, no content hidden behind any kind of pay-gate.

Passive Abilities are talked about again, but it was nothing new, that hasn’t been covered in previous DevStreams.  However, there is a third level of Progression that Romain didn’t have anything to show for, but still wanted to talk about.  Items that you find in the world that will have Passive effects or procs that will modify or enhance how you play your character.

Example given was if you were an Elementalist, you can find an item that would have an effect that whenever you use a cooling ability, instead of your heat level going down, it would freeze it in place!  This will allow you to use your BIG Heat generating abilities without a fear of overheating!

Other items you can find can change your cold abilities to cause you to do MORE damage.  So this can work like a buff for you to do more damage.

Last minute Questions from the stream:

  • Yes, there will be healing in the game!   😛
  • Not all weapons will have healing effects, but the ones you’d expect will.
  • Dressing room is still being worked on.  They will talk about it more later.
  • Next stream will be the last before launch.
  • Something else said, “Hopefully we won’t be breaking NDA…” for that!  I don’t know about you, but to me that SCREAMS Open Beta soon?!?! O_O

One can only Hope!

Dressing Room Preview

And that’s it!  Just over 3000 words for this edition of DevStream Review!  What do you think about all these news items?  What excites you the most? What have they NOT covered that you desperately want to hear about?  Let me know in the comments below or tweet them to me @Anima_Nation!

Thank you all for coming!  And I hope to see you soon in The Secret World!

Andy Getting Healed by Romain’s Fist!

Combat Preview

Wait, did I skip a post yesterday?  Apparently I did.  My apologies, but the rigors of RP claimed my evening!

Yesterday, instead of a specialty Spotlight, Funcom instead published a new video on YouTube previewing the New combat in SWL!!  <–(Click Link )

I didn’t really see much to cover from this video.  This was more of a Sales pitch to gain more interest in TSW from those that were not impressed with the combat in TSW.  No real questions could be answered from this video.

They did give short previews of Blade, Elementalism, Shotgun, and Chaos weapons.  With the exception of Shotgun, all of these have been covered in the DevStreams.  So I’ll at least cover shotgun for your perusal.

  • Shotguns come with 6 Shells
  • There are 4 different types of ammo that will give you different effects
  • As you expend your ammo, you will get a choice of what ammo to load into it next
  • The wider variety of abilities on your bar will give you a wider array of ammo you can load

This was not as expansive a look as we would like,  so I think we are just going to have to wait for the NDA to drop before we can get into everything that we want to!

  • What are the 4 types of ammo?
  • What effects do these ammo types have?
  • How does the number/variance of abilities slotted affect ammo selection?
  • What passives may affect ammo selection?
  • How does Ammo selection work?

in regards to this last question, the screenshot above does show new icons that are different from the icons in the previous screenshot.  it appears that when you run out of ammo, the ammo selection takes over your ability bar.

I can see that not working well in the middle of a fight!  You use your 6 shots, ammo selection comes up, and you don’t even notice because you are keeping your target in your cross-hairs,  and accidentally click or use a type of ammo you didn’t want.

This also seems to be RNG based, so it’s not certain what kind of damage throughput you can expect with this.

And one more question I just thought of: Will we still have Clean Up as an ability? (Or something like it)

Like I said, there wasn’t much in this video other than a general pitch to show how the game is changing and hoping to bring in new players that liked the idea behind the game, but didn’t like the combat mechanics.

And to be fair, I can’t blame the detractors for not liking the Combat mechanics of TSW.  Every weapon used the same mechanic of Build x’s 5, Consumer x’s 2. Rinse and repeat.  Basically, they all played like the Rogue in WoW!

While each weapon had it’s own visuals, and some had specific utilities, they all had the same repeated rotation.  and after a while I could see it numbing you to it.  and just to be clear, I’m NOT COMPLAINING about it.  I’m just playing devil’s advocate here!  i personally LOVED playing a Rogue in WoW, and playing TSW just felt natural to me as a result!

I’m just saying that the changes to SWL’s combat just might help bring players back that didn’t enjoy themselves before.  At least I’m hoping for that.  It’s either this works or… I’d rather not depress myself with the alternative!

in any case, let’s hope this Video lives up to it’s intent and bring more back into the fold!

Thank you for stopping by! And I hope to see you in the Secret World!

TSW Fixes for SWL

So for #TMITuesday I want to know what you want to see get fixed from TSW before SWL goes live.

I have a number of things that I want to see fixed, and I’ll list them here for you. Reply to this post with your items or tweet them back at me @Anima_Nation.

  • Chairs – I mean, come on, we’ve all known chairs were an issue since TSW was in Beta.  Now that they are relaunching the game, this would be the perfect time to fix them so we can use them and NOT look like we are sitting on top of the table next to us!  And also along these lines, Space them from the tables/bar so that people can actually /sit  in them!  There’s a pair of barstools in the Horned God that we joke are the End Boss of the game if you can actually get to sit on them!
  • The actual sitting animation when we do right click on a chair to use it –  If you pay attention to the cutscene from “The Christmas Conspiracy,” in the Albion, look at how well everyone is sitting. (At least when it doesn’t bug out and shows everyone standing.  Yes, that’s a thing.)  The ladies have their legs crossed and hands in their lap all elegantly.  The men are sitting and paying attention looking like gentlemen.  WHY do WE have to look like we are in a Time out?  I swear,  our arms are crossed across our chests, and feet planted firmly shoulder-width apart, and we got this expression on our faces that look like we are MAD for having to sit there!  Well, I get mad having to use that animation!
  • The /Sit emote – No one outside of grade school sits cross-legged anymore. And have you seen what it does to those wearing skirts?  Give us a /Kneel at least and let us sit as we do in the cut scene when we first meet Gozen!
  • Chat Fixes – I’m not saying to parse the chats differently, although being able to extract a proper Chat log would be nice, What I want are just a few quality of life improvements:

– Being able to change the color of chat based on channel name.

– If I click a Channel name so I can continue to chat in that channel, open up the typing box for me at that point.  Don’t make me have to hit enter again. If I’m changing my channel name like this, chances are it’s because I have to say something in there already!

– Persistent Channel choice – Sometimes it’s not convenient to scroll back up to the channel you want to reply in, so if I type /Group  and I send my message, the next message I send I WANT TO BE IN THE SAME CHANNEL!  I don’t want to have to type /group AGAIN…!  You have no idea how frustrating this is…

  • Death Effect – Can we have the option to Toggle OFF the death effect?  I’m talking the black and white screen as we run back to our corpse.  At least tone it back a little.  There are times when we die and we have to travel Over Hill and Over Dale to get back to our bodies, and yet, we can’t tell where the trail is to get back there because with that death effect on, the Rendering distance is barely 5 ft in front of our faces!  I at least want to be able to SEE landmarks so i can know where to go from there!
  • SWL’s Preset heads…? – Granted this isn’t a TSW ‘Fix’ as it’s more of a SWL thing, but it’s still an important issue to us.  But this is a thing that was noted during the first DevStream, but hasn’t been addressed publicly since and we really need to hear if it’s going to happen: “Are we going to be stuck with the preset heads?”

A little exercise in how the SWL announcement was processed in my head:

“Relaunch?  Ok, no problem, won’t affect us that already play the game, except maybe new mechanics to get used to.” – Then I found out it will be a full start over for our characters. DOH!

“Reticle Mode will be the new thing?  No worries, we can always turn it off and play how we have always played if we want.  I mean, it is the same game engine after all.” – Then I find out Reticle Mode is THE ONLY way we can play – DOH!

After checking reticle mode in TSW, “At least we can still turn the camera around and zoom in to screen shot our characters.” – Then I find out the Vanity Camera hasn’t been implemented, and I still see issues with removing the mouse from our main interface – DOH!

“Sweet!  We can bring over all our vanity items too!” then I find out that we will be stuck with preset heads and none are based on the head I used for the majority of my characters, so there is no way for me to make a face that I think best represents my characters. – DOH!

So yeah… I don’t have anything else to fall back on if preset heads are all we will get.  depending on how many character slots I’ll get since I paid for a couple and got an extra with my Grand master, I may roll a few characters just to hold the names and then spend my time in TSW since they are being kind enough to keep those servers running.

So yeah… this is my list of things i want to see fixed before the SWL Launch.  What do you want to see fixed?  Let me know in the comments below, or tweet them at me (@Anima_Nation)!

Thank you and I hope to see you in the Secret World!

((Please keep in mind that we cannot discuss anything about the Beta that hasn’t been shown publicly yet by FunCom.))

((EDIT – Late Addition – Female Templar Uniform for Crusader – Can you make the armor NOT look like Bucket Plastic?

And while I’m thinking about it, how about the Executioner deck – Change those crappy Rose framed shades for the females to be the same Oakleys that the males get!))

DevStream #4 – 2017-0519

Welcome back to Anima-Nation’s Coverage of the Secret World Legends Dev Stream series!  In case you missed it, the Twitch Stream is located  here.  The sound starts at about 1:15 and the game play starts around 4:20. (I can imagine the 420 jokes already…>.> )

Today’s stream will be focusing on City of the Sun God changes and the latest weapon to get into the beta: Blades!


“Doesn’t this break the NDA for those players?” 😉

They do talk about these at a couple different points near the beginning of the stream.  What you see is pretty much what they have planned for them.  They wanted to make them a little sleeker, and able to work better with the new UI.  And they tried to make sure that it was easier to read and to differentiate between friend and foe.

A Question that came up was “Will you be able to see a Friendly’s Faction and Faction rank?” ANSWER – That will be part of the Inspection System.


A few additions to customizing the Reticle

As you can see from here, you can now change the reticle from the big circle over your head to a dot, AND the check box above that will also allow for over the shoulder camera!

By Popular Demand…

More customizations coming to this will be a Cross-hair, square, and per previous DevStreams, Faction logos!  So stay tuned for more when they announce them!


Using the Assassin Class which uses Blades and Elementalism.

“Use the force, Romain…”

As you fight, you will have a 50/50 chance of adding to your CHI. Once you fill your Chi, you can consume it to create a Spirit Blade. This will add an extra hit for each of your attacks.  The idea with Spirit Blade is that if you are good, you’ll be able to maintain the Spirit Blade.  As you use it, you will generate more Chi, which will help you keep it active for as long as possible!

If you do NOT get to use your 5 Chi, they will automatically be consumed after a while, Healing you instead!  So no matter what happens, it’s good for your character!


Playable in the latest Phase of the Beta.  The Rewards have been completely revamped and so have some of the requirements.

The Idea with the Museum is that you are trying to help rebuild it, and as you kill monsters in the world, and learn more things about them and gather Lore/Legends, you’ll be able to display a history as you progress in the game.  Some of the rewards will be new gadgets that  are ‘Really cool!”


It’s more Evolution, than Revolution.

Minor changes to the Ability bar is that it is darker so it’s easier to see.  They’ve also added a little bit of spacing between the abilities, and a bigger space between the Main Abilities (Located on the mouse buttons), and the rest of the abilities.  Potions and Gadgets are a little smaller to help add to the differences in what icon means what.


Another question was if the Dungeons were changing at all.  ANSWER – The Dungeons Content will still be the same as you knew in TSW, however the formatting of the starting dungeons, being 3-man, is the only thing that will really change about them.  Keep in mind that there will be harder difficulties of dungeons that will scale with you, and eventually be harder than NM’s are now!  (I am NOT looking forward to Machine Tyrant in these harder modes!)

Another Question was “Will Dungeons be solo-able?” ANSWER – The three-man ones will definitely be solo-able once you reach a certain level of gear, but the level 50 dungeons you will have a REALLY hard time until you start getting the REAL GOOD gear!  But Prove the man wrong!  By all means!

And they do mention again later that the Dungeons will scale along with you and become WAY more difficult than the NM dungeons are now!


’nuff said.


Weapon Pages:

Blades – 

Elementalism – 

The Weapon Pages are your first step to End game.  The more weapons pages you complete, the more powerful you will become. (Note: I will provide detailed reviews of each weapon once the NDA lifts and that information becomes available.)

Bottom Level tends to be more abilities you’ll use in groups.  Top line abilities tend to be more towards soloing content.  And the middle line tends to focus on the specializations of the weapon and take advantage of some of the effects.

Once you have completed getting all the skills on the main page, it will unlock your ability to buy what they re calling Cap Stones.  (See the Elemental Page above.)  Capstones give your character permanent boosts.  And once you buy it, that’s not all!  You can further boost your Cap Stones even more!  BUT, you’ll need to unlock other weapons in order to do that.

The incentive they are giving you is that the more weapons you learn and finish, each of the Capstones will be able to give you “Really Crazy Power!”  This will be your first main focus at End game in terms of Combat progression.

Passives – 

Passives, they touched on in previous DevStreams, but they are giving us a better look at the Blade passive window this time.  The Small Round Passives will be permanent bonuses that you will  keep with you forever just by unlocking them.  As you can see there are many icons covering Attack Power, and I would guess Crit Power/Rating, Protective/Defensive stats, And I see some that have HP on them, so that would be health.  What I don’t seem to see is an icon that I would associate with Penetration.  Will have to look deeper into this as they reveal more.

The other, Purple Passives,  will either modify something related to the weapon specialization, or modify a specific ability within that specialization.

And a reminder that the more you use a weapon, the better your expertise with that weapon will become!  As you increase your Expertise, you will gain bonuses for that proficiency, and it is tracked on the yellow bar up above on the weapon pages.

There was a suggestion in the stream that wasn’t mentioned by our hosts that I agree with, the Small round passives need to have a better way to differentiate them once they’ve been purchased.  Going from a light gray color to white is hard to tell what’s been purchased and what hasn’t been.  It could just be how it’s displayed in the stream since the image quality isn’t that great, but it’s still something that the Dev Team should track.  I’ve pointed out other icons that should have a better contrast as well.  This seems to be a running theme as we continue looking at the new UI.


Looking at the Character sheet they have onscreen, some of the items have a Red/Pink background.  These are “Named” items and tend to be rare, and they have a Special Proc that goes with them!  These are the items we REALLY want to get and level up with in the game!  “Hunting the Perfect Base” is what they called it in the stream.

((Side Note: Back in DevStream 2, when they ran through Polaris, remember when they were talking about the chest on the last boss turning Red?  That’s what you want to keep running those dungeons looking for!  Okay, back to the current stream…!))

Pay attention to the entire title each item has.  Looking at that sword he has, it’s a “Mk III” which is the best you can get!  Whereas his Elemental focus is only a “Mk II”.  So the Bonus Proc it gets isn’t quite as good as the Bonus Proc that the Blade gets.

Talismans that you’ll acquire also have a gauge in their naming to help you identify how good that item is:

  • Faded – This is the most basic type of Talisman
  • Luminous is the second grade of item that you’ll be able to get
  • Radiant will be the best type

So pay attention to what items you start upgrading!  The radiant is the one you want to keep, if you can’t get a Red item!

Glyphs apparently also have a similar naming scheme. Buuuuut, they didn’t go over those names, so I don’t know what they are off hand!  However, they do mention that there will be a ‘PIP’ system that will be implemented on all gear items so you can see exactly what quality of item you have.  If it has 1 pip, you know it’s low, 2 or 3 you know are better.

They do stress that even if you don’t find that perfect base, to go ahead and level it anyway, as you can still FUSION the items together so you don’t waste any time.

((THIS is something that I missed during the DevStream or I would have amended one of the questions I asked near the end.))


Something added to the improvement window is the visual queue showing that you have an item that will give bonus Exp into the current item you are empowering.  Also if you look to the left of the item you are sacrificing, you’ll see a “RULES” window.  It shows that if you have an item that is of Like Type, in this case a second Blade, it will grant 2.5x exp!  And other weapons do not get a bonus.

There is also a flashing PLUS sign icon on your sacrificial item to indicate this item will be granting extra Exp.


Question from the stream is “Will Weapon Molds still be a thing?”  Unfortunately, Romain is not ready to talk about them today.  They do have plans for this, but since it is part of a bigger system, he wants to save this for a future stream topic.  It may come in the next iteration of the Beta, or perhaps the one after that.


They really want to make this feel like it really is a Lost City, that’s only just now been rediscovered.  They want to make it feel like you EARN yourself access to CotSG.

Some of the changes will be unearthing some of the Third Age devices like Jump pads throughout the zone.

“Jump! Jump! You should know, you should know that ah, ‘Romain’ isn’t having anything today…!”

Some of the Topography has changed, but there should always be a Jump pad in the area that will allow you to gain access to the next area over without having to run all around the zone!  (THANK YOU!)


Yes, the 26th of June is still the Launch Date!  It will be released through Funcom’s Channels first, and then sometime after that will be the Steam release.


Question from the stream was if you can upgrade Green gear to Blue Gear, and so on…

Yes.  If you have 2 green items that are for the same slot/same weapon, and they are fully leveled up to 20, you can FUSION them together in order to make a single Level 1 Blue item.  Same thing to go from Blue to Purple, and they do tease that there are further quality items higher than Purple!  There is a shortcut to this, but requires you to purchase an item using the Marks of Favor that you earn in game, or I’m sure you can purchase what you need from the Cash shop.


First Look at Glyphs…!

The Glyph system has been redesigned and simplified.  there are less glyphs as well, so they will be easier to keep track of and tell what ones will be best for your build.


Someone with sharper eyes than me asked about the Recover Button in the new Assembly window.

“What’s this button do? oops…”

This button, and the one above it that says Destroy Glyph are for your Glyphs that you have installed on your item.  If you want to recover the glyph off something before you use it to empower another item, click this button and pay the amount of Marks indicated on the button (In this case it’s 20K Marks) to recover the glyph.  Otherwise, you can destroy the glyph by clicking the button above it.

Signets will also work in this fashion.


Marks of Favor – These are earned everyday just by doing specific tasks like completing X amount of Side Missions, or so many gear upgrades… things that you’ll be doing in game anyway.

Anima Shards – New Currency related to completing Missions, killing monsters, and so forth.  So instead of earning Pax, we are now earning Anima Shards.  It is sued for gear improvements, Teleporting, or anything that requires power.

They did not touch upon the third currency shown on screen, so we’ll have to ask about that in the future.


So far all play fields that are being released have been opened up on the Beta except Carpathian Fangs.  So that should be opened up in the next Beta Phase.

The last Dungeon, Slaughter House, should also release in the next beta phase.

And it sounds like they will hold off one more Beta phase beyond that to add the final weapon, Fists!



Another question from the stream was if there were any changes to the Mission Structures?  For the most part, the Main story missions will be unchanged, but there may be slightly different objectives here and there.  And there will be some requirements to be a certain level before you can progress, but the core elements should be almost exactly the same.


“Is it Live? Or is it Memorex?”

Instead of having to pick up another mission in order to pause a current one, you can now just go into your quest log and hit the pause button.  I personally never had a problem with the old way, and don’t know why I’d want to pause a mission intentionally without picking up another mission to take it’s place.  But if this helps others, then by all means, add a Quality of Life function!


“This isn’t your father’s Mission Tracker anymore…”

Due to the nature of investigation mission, where you may have to think on them for a while, they have split the Investigation Mission tracker from Action/Sabotage Missions so now you can have an Investigation Mission AND a Action/Sabotage Mission active at the same time!


“Answer Me these Questions Three…”

I was actually able to get three questions answered during the stream!  And no, none of them had anything to do with the airspeed of an Unladen Swallow.

1 – 56:25 – Regarding Itemization: Will Glyphs scale along with the item you are upgrading? Short Answer is No.  BUT… They will scale up as you ALSO UPGRADE YOUR GLYPHS!  Using the same assembly window, you will place your item that has a glyph on it into the upper segment, and then add glyphs down below in the area you are sacrificing and empower your glyphs that way!

Someone else asked as a followup if Signets are upgradeable in the same way?  Yes.

Romain explains since they did away with the Augment system, that meant they had a lot more budget they could do for other things so everything you can do to improve your character will be significant.

2 – 1:00:15 – Also. was asking about similar but not matching talismans. Like upgrading a DPS Neck with a healing neck. Should we receive 2.5x exp with those, or is it supposed to be only 1x exp?

“Reading is Fundamental..!”

As you place an item in the upper window to be upgraded and then you place your Sacrificial items in the lower window, the Contextual Help window to the left will show that if you add a DPS neck, you will get a 2.5x Bonus to the exp you are giving that item.  So, in other words, Yes, the items have to be for the same specialization and the same slot in order to get the bonus exp.

3 – 1:03:30 –  Will higher level items give more Exp than a Level 1 item when using them for Empowerment?  No.  They talked about whether they wanted items to do this, but they are trying to encourage players to hold on to them and use them for future Fusion opportunities.

I’m not a big fan of this, myself, but I need some time to think about this before I post my thoughts on it .  Stay tuned and I’ll have a post on it soon™!


Another question at the end here was regarding Buffs.  Will there be any improvement to how the Buffs are communicated to the players.  With the new system, that has no cursor onscreen in the middle of battle, having to hit the alt key and then try to mouse over something that only lasts a few seconds is problematic at best!  And when you are constantly moving all over the place, changes in your direction will cancel the cursor mode , so checking buffs/debuffs int he middle of combat will be damn near impossible!

Something they are doing is showing LESS buffs, but they are still working in the background.  They want to focus on the more important effects.  As you enter a dungeon, you end up with a bunch of buffs/debuffs, but really you only care about a few of them at a time.  We’ll have abilities that do certain things and you know about them already, and you have Procs that happen, and equipped passives, you don’t necessarily need to display them all, so they trimmed down the number of buffs that will show up on your screen at any given time.  I imagine this will help with how much lag we get on our systems during boss encounters.


They fixed some of the issues they had with the camera, so now if you so desire, may now zoom in using your vanity camera so you can play in First Person mode!

And THAT is the end of that!

Thank you all for coming!  Are you excited about the new game?  Are you looking forward to the new game with trepidation?  Are you going to be one of those that stays behind in TSW?  Do you think there is still too much for them to fix before launch?  Let me know your thoughts on the DevStream and SWL in general below.

Thanks again, and I hope to see you in The Secret World!

DevStream 3 – 2017-0505

Welcome back to Anima-Nation!  Today, I bring you my review of the Third DevStream for SWL!  This stream was run on Friday, May 5, 2017.

The Stream is located here!

The Stream starts at about :45 seconds this time!  Gameplay footage begins at 03:40.  And from the sounds of things, Andy might be a little bit loopy!  ((Get some sleep there!))

NEW ABILITY BAR: First thing you see is the New Ability Bar!

Oooo… Shiny!

So here we see that TAB has been added as keybind for what looks like a health potion.  They are still using Q-1-2-E for basic attacks, Left/Right Mouse for Main attacks, and the gadget has been moved to ‘C’.  Again, not sure who came up with this format, but for me, I’d use 1-2-3-4 for basic attacks, and ‘Q’ for the gadget.  But that’s just me… >.>

There is a ‘Helpful Hint’ at the top of this bar to show Shift Key + a direction will dodge in that direction.  Or you can be like the rest of us and double tap in a direction to get the $%#& out of there! (Who’s got time to reach for another key with an underused finger anyway?) 😉

And on the far right are your shortcuts.  First is your sprint, and then we seem to only get 3 more shortcuts.  Not sure why they are cutting back on our shortcuts, but since we can’t use our mouse to click abilities anymore, it would be nice to have MORE, not less!

Don’t make me send the paperboy after you, FunCom!

THE NEW AND IMPROVED KINGSMOUTH:  “LOOK!  Up in the Sky!  It’s Haze! It’s SMOG! No, it’s THE FOG…..!”  BAH-BAH-BUM!


This is part of the newly improved Kingsmouth.  They’ve added a more ominous fog, improved the draw distances, added vehicle pile-ups like this one above, and added to the dark and gloomy atmosphere at night.  When you get here, you’ll feel more what the chaos might have been like when the Zombie Apocalypse hit.  There are other things you’ll notice, but I can only comment on the things they show.  Speaking of, later in the stream they do show how much further the draw distance will be, so you can get a better look at your environment.  (No screenshot because I was lazy.)

New England Night Life… uh… unlife..?

ACCOUNT TRANSFERS:  Question from the Stream was regarding Account transfers.  “When you copy your account status over, you just copy it.  You don’t lose anything that you have in the old game…  …When you link your accounts, you have it for everything.  You’re not losing anything for everything.”  At least, that’s the plan!


LEVELS:  Andy remembered what the question was that he forgot earlier, “There are now Levels!”  It’s one of the things they did for accessibility’s sake, so that things are communicated clearly, so it makes sense to everyone, New players and old players alike.  They added a leveling system so it’s very clear what power level you are, in comparison to other classes… (He kinda mumbled here and the word classes doesn’t make much sense. But he’s going on very little sleep, so we can forgive him! Pretty sure the intent was in comparison to creatures, other players, and equipment. But Romain takes over here anyway!)

“One of the intentions with SWL is to make the game more familiar than what we had.  TSW had levels in one way or another, there was a progression, the player would go through, you’d get more powerful, you get to a new playfield fine, monsters would get more powerful, so in a way, it always had levels, we just decided to start displaying them…”

“RARE BOSSES”:  Someone in the stream noticed the little orange skull on the minimap and asked what it was.  It’s a Mini-boss, basically like the Rare bosses that we are used to in TSW.  The orange skull will appear on your map and minimap when you get close enough to it, and if you haven’t killed it before.  Once you kill it, the orange skull will no longer appear on the maps for you.  Killing the Mini-boss will usually give you a green loot bag, and work toward your completion of the zone.

The “Blurred Boss” of Kingsmouth Cemetery.

Apologies for the blurred image, it’s the best the stream could offer me.  /shrug.

((And, Yes Andy, You are the WORST!  And the best, all at once!))

ITEM TRANSFERS: This is definitely a hot topic for all veteran TSW players, is what items will be transferring.  They are still working on it, and the latest stat is 4500 items will be transferring.  “Thank you for your patience…” as they continue to make sure they get this list ‘Just right.’  they will let us know as soon as they can.

One concern that  I have is, we are only being given 1 character slot for SWL, but for those of us who are Alt-aholics will have to buy any further slots, and I’m fine with that as it helps support the servers and what have you, but when we link the accounts and they take that inventory of what we have on TSW and transfer it to SWL, are all the items we have in TSW going to be available across our account in SWL?  Or will they be instituting an inventory showing how many of an item we have in TSW and limiting us to that number of items in SWL? (Or if it was purchased to be Account wide vs single item.)

DUNGEON LOOT:  Dungeon loot has not yet been finalized.

WEAPON GIMMICKS MECHANICS:  Someone asked about the ‘Pink Conch things’ on screen.  These are the Weapon Mechanic Displays™ for Elementalism (aka – Thermotics bar) and the right side is your Paradox Bar for Chaos weapons.

“They Aren’t Gimmicks!”

Elementalism is Heat/Cold based.  Certain abilities that you use will raise your heat, and others can be used to lower your heat.  As you gain heat, you also gain damage, but too much heat can silence you until you cool down.  And by silence, I mean that you will not be able to use any of your heat abilities, but you can still use ones that will cool you down.  It also does not silence your other weapon’s abilities, just to be clear.

Chaos is one of the simpler weapon proficiencies to get into.  As you use a chaos ability, “…divisible by 8, because Chaos…” you will gain a ‘Paradox’. Once you gain 8 Paradox, it will trigger a special effect, and the effect will be random, because, once again, CHAOS!  Your passives will allow you to have more control over this.  ((My guess on the ‘Divisable by 8’ means that you have a 1 in 8 chance of gaining a paradox when you use a chaos ability.  This would be a base value, because as stated above, your passives will help you control things.))

They do plan to do a more in depth look at each of the weapon proficiencies in the coming weeks.  They can’t go into full detail right now because not all of them are done, but they will definitely be giving us a close look at each weapon and how combat works.


Upgrade Window – Take 2!

To upgrade your gear, first you find something that has a proc on it that you like.  You will find MANY of these low level gear items as you progress through the game.  Once you find something that you like, you will ‘level it up’ and keep it with you into the endgame.

To level your gear item, you will ‘assemble’ other items you acquire in the upgrade window to the item you want to keep.  Any Talisman can be used to give ‘experience’ into your talismans, and any weapon can be used to level your weapons as well.  But the closer a match to the current item it is, the more experience your item will gain.

Now what they showed was them using the Waist talisman, and the three neck items that didn’t exactly match his neck talisman.  Each item used only granted 100 exp each.  If he used that other health Talisman, it would give 250 exp since it is of the same type.  But how they explained it was the neck items should have given more exp since they were neck items as well, but that’s not how it actually worked out.  If anyone from FunCom reads this, I’d love to get an explanation for the discrepancy, or if that is something they missed or what have you.  ((I’ll post this on the Beta Forums as well, but unfortunately, I won’t be able to post their reply due to the NDA.))

So, by the same token, if they used the shotgun to level the elemental focus or the chaos focus, it would only give 100 exp, but if they use the chaos focus in his inventory on his equipped chaos focus, it would give more exp toward leveling the item.

Something to note, since it was covered previously, is if you decide you like something else more than your currently equipped item, and you decide to use your current item to level up the new item, you do not gain all the levels the current item already has earned.  You only gain the exp for the item as if it were a brand new item that you had just picked up.  I’d recommend holding onto the old item that has levels on it already, and leveling it up separately.  I can’t fully explain why just yet,  but suffice to say, that item can still come in handy later!

I’m sure they will go more in depth on this feature, including how to get blue and purple weapons at a future date.


No Carmen San Diego here…

The Map Markers now show the missions FOR YOUR LEVEL!   If you pass the level recommendation, they will still show (for completionists’ sake!) But if you are still too low a level, they will not show up yet.  This is their way of trying to guide you to what is available to you ‘Right Now’.

You will also notice smaller markers on the map showing missions that you’ve already done.  So you can still go back and help friends, or try to get a specific reward of something.

They are still working on this, but there will be brand new Vanity Items for completing each of the Play Fields!  They will talk about this more soon™. ((“maybe…”))  But they will be each inspired by some of the monsters!  More incentive to try and do everything!


This isn’t your father’s Skill Wheel anymore…

The Skill pages have been redone, as you can tell.  Along the left side are tabs for each of the weapon specialties, and at the top are tabs for Active and Passive abilities.  This particular page is the Active Chaos page and you’ll notice that the abilities along the top row are all abilities that this character has purchased.  The second row has a slightly dimmed ability signifying it is available to purchase, and the rest of the row is dark showing that you still need to purchase the ability before it before it is available.  So you gotta buy from left to right, in order.

The icons should look fairly familiar to you, but you will notice the names are completely different.  (To protect the innocent?)  ((They do select a number of abilities in this stream but I don’t want to get bogged down with the details of each ability in this post, but I will definitely have more posts on each weapon, so stay tuned for more information as it becomes available!))

The abilities do get stronger the further to the right you are able to purchase.  And I *THINK*  the weapon Mastery at the end will open up once you have completed buying all the other skills within that page.

There are 4 types of abilities, and the colors of the names help you understand what type each ability is.

  • BASIC ABILITIES (White in color) – These abilities are your filler abilities, and do not use energy, but are generally less powerful than your main abilities.  But you can always use them. (Unless your heat level is too high in the case of Thermotics. Then you can only use cooling abilities, or abilities from your other weapon.)  But these abilities are very spammable!
  • POWER ABILITIES (Red in color) – These are stronger and do consume energy. These are the abilities you should be using most of the time, and will be your main attacks on your left/right mouse buttons.  These will be the abilities that consume your energy throughout the game.
  • SPECIAL ABILITIES (Purple in color) – These are your abilities that will have cooldowns applied to them.  They are powerful and do consume energy.  These are the abilities that are meant to get you out of trouble, or work within your normal rotation to maximize your DPS.
  • ELITE ABILITIES (Yellow/gold in color) – These will also consume energy, and have a cooldown applied to them, but they are even more powerful and ‘look cool’! And as usual, you can only have one Elite Ability on your bars at a time.

Each Row is a different Focus within that weapon proficiency.  The top row (at least for Chaos) is focused more on abilities you can use while soloing content.  The Second row is focused more on specific abilities that give this weapon it’s flavor. And the last line is stronger abilities that will be used more in groups.  But these are just suggestions, and you are free to mix and match as you please!

EXPERTISE LEVEL: Look at the top of the page, right underneath the Active/Passive tabs, and you’ll see a progress bar with some stats itemized above it.  This is your expertise level.  This will increase as you use a weapon more often, and the stats will increase accordingly.  “The more you use it, the better you get at using it.”


I thought this was supposed to get simpler…?

There are 3 types of passives:

“PASSIVE PASSIVES” –  (Someone later suggests ‘Global Passives’.)  These are the small round passives shown on screen.  These passives will stay with you forever. (Like luggage.)  They will constantly improve your character.  And kinda like Pokemon, “Gotta catch them all!”  All of these stack and improve your characters.  NOTE: You do not have to have the weapon equipped that you buy these from in order to receive the benefit of these passives!

ACTIVE MODIFIER PASSIVES – These will modify the Active abilities. Sometimes drastically.

GIMMICK MECHANIC MODIFIER PASSIVES – These will help modify the playstyle to something that you really want. (They didn’t go into detail on HOW these work, but I imagine we will get a chance to look deeper at these as time goes by.)

You also see at the bottom of the screen, the actual passives that are equipped on his character.  We seem to be limited to 5 passives, instead of the 7 we are used to in TSW. I think I DO need to sic the paperboy on them now…

What is it with missing ‘2 things’ in this new game?

Actually, they did state later in the stream that since we get all sorts of Permanent Passives that will constantly be active on us, they felt we only needed 5 passives.  I guess I can let that slide…. maybe.

ABILITY BAR REVISITED:  Apparently, the Ability bar that I so painstakingly screen capped and described above, is going to get redone YET AGAIN in the next Beta Phase.  They want to put more focus on the abilities you have.  This isn’t necessarily a bad thing, as it shows they are still looking at improving upon the things they’ve already implemented.

GADGETS:  These are going to play a bigger role in your character’s progression and how you play your character in SWL than what they were in TSW.  As shown above, these are shown in the middle of your character screen and get added to your ability bar.  You will find more gadgets as you progress, and they will act as another cooldown to further improve and personalize your character.

NEW ICONS:  This is something they are working on at the moment still, but they seem to be happy with how the new Icons look, and help describe what the abilities are.  An example they give is it will be easier to differentiate between the heat generating abilities and the cooling abilities for Elementalism.

They do like the original icons, as they are kinda sleek, but they will be adding a bit of flair to the icons “…so they will look nice on your screen at all times…” They do hope to start showing them Pretty Soon™.

VANITY CAMERA:  First Look at the Vanity Camera!  To activate it, hit your V key, and the camera will automatically spin around to view your character from the front, remove the reticle from your screen, and allow you to zoom in and out.  Something to note, this zoom level will persist once you exit this mode if you want to have a different zoom distance while in the field.

“I’m ready for my close up, Mr Demille!”


Oh Snap! I missed this earlier! BLUE HAIR IS BACK!

Apparently, they’ve re-added the Blue hair color, and a number of other ones!  We’ll show you more when this comes off the NDA, or they show them on another stream!


“What’s this? What’s this?
There’s something very wrong…”

Long rumored to be coming Soon™, it looks like we have confirmation that Assault Rifles, at least, are in the game!  I do believe it was mentioned in the previous streams that the combination was to be Blood/Assault Rifles, and someone seems to be rockin’ an AR in the stream!  Can’t wait to be able to give you a review of this class!

ABILITY RELATIONSHIPS:  Question from the stream was “What is the relationship between Basic abilities and your other abilities? Can Basic Abilities build energy?  What is the intended use?”

TSW had Builders and Consumers. Use a Builder, and depending on how many combo points you built up, your consumer would do an appropriate amount of damage, or effect.  That is NOT the case in SWL.

SWL has energy, that will be used for your main attacks, and will automatically replenish over time.  Your Main Weapon energy will recharge twice as fast as your Secondary Weapon energy.  Basic Abilities do NOT consume energy, so if you are running energy starved, you can use your basic abilities to fill in the time it takes to regain energy so you can use your main abilities again.  The goal of the game is to Balance the energy consumption of your Main attacks and the regeneration of that energy during a given fight.

In addition to this mechanic, is your weapon ‘Gimmick’.  each weapon has it’s own flavor of Gimmick, and they have differing levels of complexity.  Chaos being one of the easier ones, and Shotguns being one of the hardest ones to master.  There will be more on these Soon™.

PRIMARY/SECONDARY WEAPON CHOICE: Another question from the stream was if you can choose which weapon is your primary and which is your secondary?  Yes.  As in TSW, the weapon on your Left, is your Primary, and weapon on the Right is your Secondary.  All you have to do is swap which weapon goes where and you are good to go!


The People’s Eyebrow Lives!

Yes, If you aren’t crazy to begin with when you start working at FunCom, you soon will be!  Especially if you go without sleep as they three have!


Wow… colors man…

Colors of the missions will tell you how difficult they are in relation to your current level.  If the color coding is White, Yellow or Blue, you should be good, but if it’s Red, come back Soon™.

NEXT BETA PHASE:  To be adding Transylvania and the respective dungeons! Blade Weapons coming too! First iteration of the Dressing Room! (Plan for the next phase or maybe the one after.) All this Coming Soon™!

STORY MISSIONS: Story Missions will NOT be repeatable, until you reach Tokyo.  It is something that they want to do, but in order to do that, they would almost have to rebuild the game from scratch.


Boldly going where no CM has gone before….

ISSUES:  Question from the stream had to do with how Issues were being handled.  All Issues are going to be baked into the game.  They are still intended to be followed in order.  But they will be weaved into the storyline in a way that makes more sense in terms of continuity and chronologically.

This sounds like as you complete the zone these missions are focused on, you will be able to run the issues.  Tyler Free Born (issue 5) was in Blue Mountain. After that, Last Train to Cairo (issue 6) was in Scorched Desert.  And A Dream to Kill (Issue 7) was in Transylvania.  That does seem to follow along with your progression in the game.   Let’s see if I’m right about this!

LAST WORD:  Those of you that are in the Beta, Please Leave Feedback on the Beta Forums!  Even if it’s something you think they already know, tell them.  They see us in Global Chat saying things like “Yeah, they’re working on that…” and really they aren’t!  They didn’t know it was a thing!

And not just negatives as well, but things that you do like!  Usually the negatives will be more vocal, so they will go to fix it, but not realize it’s something that others actually like!  So make sure you tell them EVERYTHING!  Something that I like to say is, “The one time you don’t say something, is the one time you needed to!”

LAST LAST WORD:  If you got a Beta Key, Make sure you register it on your account by Monday morning!  Or they will go dead!  This is something they do to avoid the issues of people selling Beta Keys on Ebay or something.

ANDY’S BIRTHDAY!:  Andy’s Birthday was Saturday!  HAPPY BIRTHDAY!  You look great for being over 200 years old…!

“Goodnight, sweet prince, and flights of angels sing thee to thy rest…”

And that’s it for this week’s stream!  A lot of things that were covered in previous streams, but good to touch upon once again.  Some new things, somethings that were incidental notices.  In any case, there’s some good information to be had!

Thank you for stopping by, and I hope to see you in The Secret World!

DevStream 2 – 2017-0421

This is for the second DevStream featuring Secret World: Legends.

Second DevStream from 2017-0421 Located Here!

(Stream Fully starts at about 6:20, with actual content beginning at about 8:00.)

They start off pushing the Reticle mode and how they are still working on it.  They do want to please as many people as they can with it, but do acknowledge that this is a very polarizing topic for TSW Veterans.  It is still a work in progress, but there is more to come and they are listening to what we have to say about it.

CHARACTER SHEET REVAMP:  8:27 gives us a first look at the new character sheets:

As you can see, the layout is pretty clean and well organized.  You don’t get a full compliment of Talismans, and some of the equipment shown appear to have Levels associated with them.  We will get into this more later.

I like seeing the stats and being able to check how equipping certain things will affect those stats right there with your gear, no extra clicks.  Pets and sprints are available through here as well.  SUGGESTION – Since they are already reworking the interface, what says that Sprints and Pets need to be accessible from the same button and then have us swap tabs?  Why not give each their own button, and they can have their own screen.  I, for one, am constantly having to swap what tab I’m on because invariably, I need the OTHER tab whenever I open it.  Please?  For me?

And we also see that the Dressing Room is still under construction.

“Please Wait! This Feature will be coming soon™!”

Next, they talk about how they’ve changed certain aspects of the Character sheet screen.  It used to be as you open it, or the alt screen, you would be Rooted and it was kind of a pain to get out of it in the event you were attacked.   They’ve since changed it so you can just move and the screen will pop off. Or if you are still moving when you open it, it will stay open as long as you keep moving in that direction.  Change direction though, and it will close on you and you’ll be back in Reticle mode, ready for combat, or whatever.

Oh, and map screen does the same thing.

KEYBOARD TURNING IS A THING:  Another thing that was quite an issue for certain players was the need for keyboard turning.  There is a fairly good sized segment of the TSW community that are keyboard players.  Some play on laptops and don’t use a mouse. Others just prefer it that way.  So now the Arrow Keys will allow you to turn left/right, and you may rebind those as you see fit.

I’ll be happy because if you use the directional keys to turn, instead of strafe when using Hoverboards, Skates, motorcycles, or whatever mount, and you get an almost proper Lean effect and feels more natural and kinda fun!

TARGETING IMPROVEMENT:  Next item that’s been improved is you no longer need to point directly AT your target in order to USE that item.  (I still have issues trying to loot or grab mission items when grouped with people and they get there first.  It keeps trying to interact with that person instead of the item.  So PLEASE, can we have our ‘U’ Key back for an omni-directional ‘Use’?)

BUG FIX – DODGING:  In the first Beta revision, there was a bug where you were not able to double-tap a direction to dodge to the sides.  Forwards and backwards were not affected by this bug, but it has been fixed so you may once again dodge normally!  Or you can hold the shift key and a direction to dodge as well, but who’s got time to reach for another key when you need to dodge?  Seriously, if you NEED to dodge, there’s a reason why, and every nano-second counts!  Right..?


Icons, Icons, everywhere!

As you can see, there are a LOT of icons on the map now. They are more dynamic and will show you where you have missions available, where you’ve done them already, and Anima Wells you’ve discovered.  They will also show up based on you meeting the requirements for these missions.  And possibly more things.  Currently, they all kinda look alike, but they state that these are still in work and will show more of a difference in the next iteration of the Beta.

RETICLE CUSTOMIZATION:  Next version of the Beta (or one after that) they will be introducing new ways to customize the visuals of the Reticle.  This will include, Faction logos and other designs, including the ability to remove the reticle entirely so you don’t have this dot floating over your head onscreen.  HOWEVER, removing the reticle  from being seen does NOT take you out of reticle mode.  Apparently, reticle mode is here to stay.  (*grumble*)

Whoever told them that Reticle Mode is the New Black…?  You’re fired.

VANITY CAMERA: First Iteration of the Vanity Character coming Soon™!  This will let you rotate around your character, Zoom In/Out, and give you a better view of your character, similar to how we can already do that in TSW.  The Zoom In/Out will be a welcome addition, but I feel it’s much better to be able to do this on the fly, even in the midst of battle.  Sometimes you realize you’re zoomed too far out and need to zoom in, or vice versa to see around you, and being able to do this on the fly makes it so much easier in the midst of a fight.  Especially if you accidentally pull extra adds nearby, and we’ve all done that before!

ALT MODE: They are still working on this screen but it will not darken the entire screen as it does now.  However there will be some kind of visual queue to remind you what mode you are in.  Again, still a work in progress, but should be available in the next beta phase.

GROUP FINDER: There are plans to add more things, but something they HAVE added is the ability to queue as a ‘Private Team.”  What this does is allow you to avoid the queues for a dungeon and ignore most of the general requirements of the dungeon.  So you COULD join as only 2 players and/or ignore the level requirements.  Part of why they added this feature is because they know sometimes you want to go back to a dungeon to help someone out who’s lower, or maybe there’s a unique item in that dungeon, so now you can just go and not worry about being too high of a level.

The only requirement is that you cannot enter a dungeon if you are too low of a level, but if you are too high, you can still re-enter that dungeon.  Currently on Beta, the level requirements are still in effect, but will be updated Soon™.

RANDOM QUESTION FROM THE STREAM AUDIENCE: “Will there be more than 15 Active abilities per starter weapon?” Three rows of Five abilities, is what they are shooting for on each weapon.  They have trimmed off a LOT of abilities, but most of them were just ‘Filler’ abilities that no one ever actually used.  They were only purchased to get to the next abilities or to finish out your Panoptic Core.

They do want to give each weapon a different feel.

REMINDER: The UI that you are seeing is not representative of what they have planned.  It is still a work in progress.  They have mock-ups of what they have planned and hope to have it up and running for the next iteration of the beta.  More on this at the end of the stream.

POLARIS DUNGEON:  This is the first of the three dungeons that were “Live” on Beta at the time of this DevStream.   Something you will notice is the dungeon is that it only requires 3 team members.  This is something they are doing for the Normal Dungeons as you level up.  They didn’t want to make the players wait for Tanks/Healers to get into a dungeon.  So they simplified the balance in the dungeon so it can be completed with three of any class. (I’d like to see three pure healers do this!)

It’s also supposed to help introduce the new player to working with others in a “Shared World RPG”.  They will still have the higher end dungeons that require 5 team members and the ‘Holy Trinity” of Tank, Healer, and DPS.  Or if you want to go Private Team and try a Heal-Tank, “Knock yourself out.”  ((The way this was stated, I get the feeling they made it that much harder to pull off a Heal Tank build.))  These dungeons will be at Level 50 only because this is when you have all your abilities and you can play around to make the Deck of your choice.  It’s “When the fun begins.”  These will have Scaling level abilities, going beyond the old NM level.  Sounds like ‘Power Creep’ will not be an issue.

First Boss fight, and Andy goes Full On LEEROY JENKINS! And he stands in the water, while the boss wails on him and dies!  A brief moment of silence for our late, departed Andy…

And if that wasn’t bad enough, he kills himself after the boss fight and they are looting!

Something I want to bring up is the new ‘USE’ icon.  This isn’t just the resolution of the video, although that doesn’t help.  But the color of the text and the gradient used on the icon are both white.  So you can kinda see a letter ‘F’ in the top left corner of the icon, but it is kinda small and hard to see.  Ideally, I’d like to see the size of the letter increased by about 50%, Bolded, and change the gradient of the background so the letter stands out more.  I actually wouldn’t mind the Border area outside the ‘Gear Box’ becoming all black, losing the gradient entirely, so the letter stands out more.  The interior where the gears are shown can keep the gradient.  I just want them to give us some contrast so we can see what’s important.

That letter “F” just seems to blend into the background gradient.

BOSS LOOT:  After the boss dies, this chest will appear.  Don’t ask HOW it appears… just accept it.

Don’t ask where Tilty had this hidden… You probably don’t want to know.

When you get close enough to it, you can click on it and this will be the screen you see:

Looting 101…

First thing to take note of is the small icon in the bottom right of the screen. These are Chest Keys.  Each day you will be awarded a certain number of these keys (To Be Determined), and that is the number of chests you can loot each day.  HOWEVER, you can spend in game currencies to buy more keys.  This currency is the marks of Favor that you earn each day just by logging in and doing certain things each day.  No idea what the price will be per key at this time.  To Loot, currently you have to click on the image of the Chest on the right, just below the mouse pointer.

This particular chest will give you a chance at a Random Talisman, or major Talisman Distillate, or Major Weapon Distillate.  (Mentioned later in the stream, some Loot items are only available in specific dungeons. So if you want those specific items, you’ll have to run that dungeon.)

“What the #@$% is a Distillate?”  I’m glad you asked!

Introduction to Item Levels 101

Take a look at Tilty’s Character sheet here.  Notice his Neck and Waist talismans have a red number on them, but the head does not?  As you’ll see later in the video (And I’ll screen cap it when it reaches that point), you can combine other talismans into your current talismans in order to help them level up.  Each item you use in this manner will give your item XP.  Gain enough XP and your item will go up a level!  If you combine a neck talisman into a Neck talisman, you’ll generally gain more points than if you combined a wrist talisman into a neck talisman.  Same thing for weapons.  Pistols into a Elemental Focus won’t give as much XP to your focus as if you used another Elemental Focus.  These Distillates work as if you distilled out the XP from a Weapon or talisman and then you can apply it to any type of weapon or talisman and will not incur any kind of penalty for it not being of the same type.  The only restriction is that you use a Talisman Distillate with talismans, and Weapon Distillate with weapons.

And here’s a shot of the Ability window from after the next boss fight in the stream.

Assembly 101

As you can see, you can combine up to 5 items into one item at a time.  Each item will have a cost associated with it and it will total up the cost and takes it from your available Pax when you click the assemble button in the bottom right of that window.

“It’s getting Hot in Here…”

ELEMENTAL THERMOTICS:  A little more explanation on the Thermotics Bar.  As explained in the previous DevStream, as you use your Elementalism abilities, you will use energy from the bottom bar, and gain heat in the top bar.  The higher your heat, the more damage you will do. But if you overheat, you will be silenced and can no longer use your Elementalism until you cool down.  There are Cooling abilities that you can use in order to control your heat levels, so it becomes a dance of control over heat and energy levels.  Keep in mind that your basic abilities will not use energy, but can still increase your heat levels.


CHAOS BAR:  This is one of the easier weapons skills to use in the game.  As you use your Chaos abilities, they will consume energy, and will sometimes give you another dot on your Chaos bar. Once you fill your Chaos bar, you will do a random ability that will increase your damage for a short time.   Watch the stream and you’ll see him suddenly split into multiple copies of himself, or circles will spring up on the ground around him that will cause damage and a knock down ability.  There are more things that it can do, but probably not at this stage of the game, but they do say to keep at it and you’ll discover more things it can do.

Default Control Layout

This is the default layout for the controls in SWL, but please keep in mind, per the last DevStream you will be able to remap these anyway you want when the game goes live.  Currently, some things cannot be remapped in the Beta.

From this image, we can see:

  • 9-Key is a gadget of some sort.
  • Left Mouse Button is the Elemental Main Attack.
  • Right Mouse Button is Chaos Main Attack
  • Q-Key is a Basic Attack – in this case it’s an elemental attack
  • 1-Button is a Cooling ability, that I also believe causes cold damage to enemies around you
  • 2-Button is what looks like the current Flicker ability, but I’m not sure what ability this is in the Beta.  Being that it is a different color Blue, I’d guess this to be some sort of utility ability, so it could be Flicker still for all I know!
  • The last button is hard to see, but I believe it’s the E-Key, and this is also another Cooling ability.

To me, that kind of a layout doesn’t make any sense to me.  Ok, I can understand the left and right mouse buttons, especially with the reticle mode.  But curling your abilities around the W-Key..?  And then you have to Reach across the entire keyboard to use your gadget?  My preference would have your Basic abilities on Numbers 1, 2, 3, and 4, and then use Q for the gadget.  But that’s just me, I guess.

ASSEMBLY COST: Question from the Twitch Audience was “Does the Cost of Improving your items increase as you get higher in level?” Yes, the cost will increase as the quality of your items increase.  Not YOUR level, but the ITEM’S level.

AEGIS:  Another Question from the Twitch Audience was regarding AEGIS.  Unfortunately, AEGIS is a part of the Tokyo story line, so yes it will be there. HOWEVER, they are working on improving it.  They will talk more about it when they get closer to the release of Tokyo.

BONUSES FOR LEGACY PLAYERS:  Yet another question from the Twitch Stream was if there would be any bonuses for legacy players that bought the game (TSW)?  There are plans for Bonuses for people that Bought TSW, as well as the other packs such as the Massive Edition, Ultimate Edition, and Complete Edition.  They have not announced what those will be, but there will be something for us!

On top of that, we will be able to keep a lot of the items that we’ve acquired in TSW.  Anything that you get from bags, from certain community events,  or the store you should be able to keep.  Currently going through a 6000+ item spreadsheet to identify exactly what those items will be.

RELEASE DATE:  Still not an exact date, but they are still looking at a Spring Release.  This means anytime up to June 19th is still technically Spring.  And yes, Spring 2017.

PATRON/PATREON: Still no announcement as to what this means yet.  they will talk about this more in the future, but just aren’t ready to announce anything on this just yet.

LOOT CHEST:  Apparently Loot chests will sometimes be upgraded to RED chests and give you ‘Cooler Things™!’  It sounds like this is from the Final Boss only, mentioned later in the stream.

Next Phase of Beta will be starting Soon™ and more invites will be sent out. If you do get an invite, please use your key as soon as you can, they will be inactivating them after a few days!  ((Apparently, someone was selling them on ebay..?))

Also it is advised that you PLEASE leave feedback on the Beta Forums. They are reading all posts and want your input!

Next Phase of Beta will be adding Egypt! Also they expect to be done with revamps to the ability bar and ability window.  Also adding new weapons: Blood!

DECKS:  “Will this still be a thing in SWL?”  When you start the game, you are given a ‘Class’ which has two weapons that they chose for us because they seemed to work well together.  You are NOT Bound to any of it, you just start the game with two weapons.  You can unlock any of the other weapons, and you will get bonuses for the more weapons you master.  There are passives that will be on you, no matter what weapons you are using.  The idea is that you are constantly getting stronger.  You can use any weapon with any other weapon.

WEAPON MOLDS/COSMETICS:  No information at this time. They want to wait till the new Dressing Room is ready to discuss this later on.

LESSONS LEARNED FROM TSW:  Last question from the stream was “What kind of lessons have you learned from TSW going into SWL?”  In a nutshell, what they have with TSW is a game that they strongly believe in.  They love the story, and feel it’s rather unique, even compared to single player RPG’s, it’s an engaging world.  They hope for the game (SWL) to be more successful than it (TSW) was.  One of the biggest reasons it wasn’t was the combat. So the idea behind the Relaunch was to help make it more engaging.  Another thing was the Cost of the game, so they wanted to embrace the Free-to-Play model, which is very common now.  It becomes harder to compete with other games when you get to try them for free.  So they looked at whether or not they could just make TSW Free-to-Play, or if it would be better to fix a lot of the issues with a new game that was designed from the get go so everything worked properly rather than being slapped on.  It was very important for them to make sure the Free-to-Play model worked, and wasn’t using Pay-Gates in order to access parts of the game.  You will never be asked to spend money if you don’t want to.

NEXT STREAM: They are looking at continuing with the Bi-weekly structure, so the next DevStream should be on May 5th!

They do plan on having more Developer Blogs/Vlogs, going more in depth on the changes they will be making to the game!

And that’s it!  If you made it this far, Thank you for sticking with me!  I know this is late, but I had a few things in RL taking up my time last week when I should have been playing catch up.  I should be good for the next Stream this coming Friday, so keep your eyes peeled for more updates!

(Also, don’t forget about my Twitter Follower Give Away!)

Thanks again, and I’ll see you in The Secret World!


DevStream 1 – 2017-0407

You’ll have to excuse me for covering some old news.  I’m playing catch up at the moment because I couldn’t come up with a Blog name!  So I’ll be covering both the DevStreams first, and then some of the announcement communications we’ve seen, before delving into what I want to see, and don’t want to see.  This is the first DevStream featuring the new, Relaunch title, Secret World: Legends!


The audio starts at about 1:50, and video shortly thereafter.

Stream starts off introducing @Spynosaur as a new Community Manager!

6:10 – Character Creation review begins.  What you see is them starting a Female character in the Dragon Faction.

Character Creator has had a HUGE Revamp!  Some good, some bad:

  • LAYOUT:  Overall Layout looks good! It’s very different from what we are used to, and a lot more simplified.  But as they say, beauty is only skin deep.


  • PRESET HEADS:  So far, the consensus is BAAAAD!!!  The selection of Preset heads appears to be very limited, and from what they showed, not very good. At 8:50, Andy asks for someone in the stream, “Are we sticking with Presets?” And Tilty’s answer was that some of the faces would change in size and some of the sunglasses were clipping and made things much more difficult. This is being done so they can have better control.  “It’s for the best of the game.”

This particular subject has been a HUGE negative feedback topic from Twitter and the forums.  They are removing our ability to customize our characters as we see fit, over something that I have yet to see a problem with, nor has anyone else been able to come forward with examples of this clipping being a problem.   And if it is a problem, then it’s a problem for a select few, and as far as I know, would only appear on their screen. (But what do I know? Right?) And yet they are probably going to leave certain ‘Features™’ in game, like our inability to use chairs properly, or the ‘Resting Bitch Face’ when we are using chairs, and no skirt friendly /sit animations. (Seriously, NO ONE SITS CROSS LEGGED ANYMORE!!!)  And these are things that everyone in the area has to see, yet they think the facial sizes needing to be limited because they can’t scale sunglasses and other accessories together?!  (/salt)

This is going to be the FIRST Thing new players (and returning players) are going to see, and it’s going to be your only chance to make a first impression. Don’t shoot yourself in the foot with it!

Now I can’t remember where I heard it, but theoretically, they will be adding more presets. When and how many is what I want to know. And can we submit faces for review and possible use?   What I’d like to see is maybe keep presets to help expedite the character creation process for those that don’t mind it so much.  But also have a toggle for a more advanced character creator for those of us that like adding those extra finishing touches.  Now call me cynical, but what I DON’T want to see is a more Advanced Character Creator brought out later, hidden behind a paywall.


  • HAIR: Long have I said that I envied Luella’s hair rendering, and now, I can have it!  Hair has been revamped, and new hair styles added!  However, it appears they left out the BLUE Hair, and my own personal favorite, black hair with frosted streaks.  It’s my hope they ‘remember’ about these and add them back in soon™.


  • EYES:  You can’t really mess up the Eye color picker.  Basically looks like you get a standard color, and then three shades of that color.  There’s more that they don’t scroll through, but it’s pretty standard.  Like i said, No real way to mess this up, but on the flip side, no way to WOW someone either.


  • FACIAL FEATURES:  This appears to be a combination of some of the old TSW makeup options, mixed in with some newer tattoo features.  Tattoos were always something the community kept demanding they follow through with.  It looks like they finally did! Now, it’s not what I was thinking of when I heard tattoos, I mean I was thinking at least something on the arms, maybe the back too.  And whether or not they’ll give us that tattoo parlor in Seoul remains to be seen!  Obviously this is still in Beta, and again, I’m not sure where I heard it, but more options will be appearing here eventually.  (This is a temporary grade until they follow through.)


  • MAKEUP:  They said straight out that they are still working on this feature. Judging from the selection shown here, there remains a lot of work that can be done on this one.  (Again, temporary grade until they follow through.)


  • HATS:  The hat selection is still limited, after all this is just the starting character creator.  And I’m not much for any of the hats in game anyway.  BUT, you’ll notice how much better the hair renders with the hats!  Someone’s been working on this aspect and it looks great!


  • ACCESSORIES:  Unfortunately, they did not look at these so I can’t show you anything from here.  But the rest of the clothing options they pretty much raced through, so I’ll just give them all a collective grade.

  • CLOTHING OPTIONS:  They’ve expanded the clothing options in the Character Creator!  Some of the clothing shown are items from the Current Darkside vendor, and the fur collar vests that cost 100K Pax in Pangea!  This is good news!  Unfortunately, Tilty didn’t scroll through the options available in game, which is unfortunate as there is more that I’d like to praise, but NDA…. *Grumble grumble*

WISH LIST: One thing that I hope to see is complimentary colors and styles across all clothing slots.  Something they COULD do, (hint hint!) is coordinate the styles and colors so that if you choose the third item in each slot, or maybe the 7th item, or 10th item, whatever, if you pick the corresponding item in each slot, they would compliment each other.  We can still mix and match as we please, but this would at least make it easier for those of us that like to be Fashionistas!

Overall, the expanded selection and new interface make this look really nice!

((There are other things I’d like to praise, in regards to selection, but since they didn’t scroll through the available options, I can’t say anything about them yet. *sigh*))


  • CLASSES:  Classes? Wait, what? o.O

Yes, you heard it right, we will have Starting CLASSES in SWL.  As Tilty calls it, “Class is your starting deck, in terms of TSW…” But as you progress in the game, it will still be all about creating your deck/class.  This is JUST your starting two weapons for your character.

Now the stream had the talking heads superimposed over the bottom of the Starter Class list, so I can’t exactly comment on how many there are (Effing NDA!), but as you can see in the stream, there are at least 7 starter classes, but having only 7 classes doesn’t quite sound right.  I mean, 7 is a prime number, how would you end up using a prime for something like this?  Besides, looking at the original skill wheel, you get 3 schools of combat: Magic, Melee, and Projectile.  Each with 3 specialties, making 9 total schools.  And the original TSW had 9 starter decks, so I would like to think they keep some kind of continuity with that.

They did show Class names and two of the class descriptions:

  1. Ravager – No Information on this class at this time
  2. Assassin – No information on this class at this time
  3. Mercenary – No Information on this class at this time
  4. Punisher – Shotgun/Hammer – Favored Role: Survivability
  5. Warlock – No information on this class at this time
  6. Gunslinger – No information on this class at this time
  7. Magus – Elementalism/Chaos – Favored Role: DPS
  8. ??? – No information at this time
  9. ??? – No information at this time

It’s been said that you get your first two weapons for free, and then you have to unlock the other weapons using in game currency that can be purchased through the store, and traded between players.  BUT, two things here: First is that they have stated previously, you can progress through the game and acquire everything without spending any real money whatsoever.  (F2P)  You can earn the currency in game, or even trade with other players in game to do this.  Second, if you already own TSW, you will get all weapon unlocks for free! there are other benefits to owning TSW already and subscribers and grand masters will have their memberships carry through to the new Patreon memberships for their own benefits. More on this later as well.

You might recognize some of these class names, but Ravager is a new one that I don’t recall, and they may or may not follow the original deck’s weapons.  Punisher was Hammer/Assault Rifle in the original TSW, but here it’s Shotgun/Hammer.  Magus here is Elementalism/Chaos, but the original Magus from the Templar Deck was Elementalism/Shotgun.  Plus, since they are using what was a faction specific deck as a starter class name, you won’t be getting the Factional deck uniform with it.  Rather this one looks like it is now using the old Polariser deck Uniform.  (Yet another reason I’d stick with 9 starter classes: getting to use all the old starter uniforms!)

And I believe he said that you get the uniform right off the bat.  But that brings to mind that if you unlock the other weapons pages, do you get the other deck uniforms too?  And do they have the old factional uniforms still in game? How would we earn them? Will they have other deck templates for us to fill out later?  Time will tell in this case.

Something that concerned a number of us, was the fact that we are no longer able to play with the weapons first to see which ones we liked best.  And since we can only have one character slot per account, we’d have to roll a character, try out a class, and then re-roll if we didn’t like that class.  This will get VERY time consuming for someone that didn’t get into Beta to try them all out.  Hopefully, someone can come up with a good way to do this.

I’m not going to grade this just now, as it falls under the game play, and it looks like that’s up next!  It’s a short introduction to the Game play and they don’t go through the whole intro Dream Sequence, so a grade for it will have to wait until I write up the next DevStream.


This has gone through some changes, and the reason being the original introduction ended up being so long without any breaks in it, so people would escape out and miss things.  So here, they’ve broken the sequence up a bit, with the first weapon tutorial shortly after your character starts changing and gains powers. (So now we have to escape out of multiple sections to get to play! ^_~ )

This is something that your choice of starter class has a direct effect on.  And like I said before, you don’t get a chance to experiment with the weapons to see which deck would be best for you.  Now since I’ve played the original, I know what I’m missing out on, and don’t want the change to happen.  If I could change something about this so far, it would be to hold off on the class choice until this stage, and instead of going straight into practice combat like they do here, maybe give us a change to try out each deck here on a zombie like the one stuck under the fence.  Except make it so it either doesn’t exactly die, or it reanimates itself after a short period of time.  But let us cycle through the classes and give us the first couple starter abilities so we can get a feel for how they handle.  Then, once we confirm what choice we want to make, then let us through the next gate and continue the progression of the intro sequence.  But again, this is a WISH LIST thing, and probably not going to happen.

Something they do mention is that the voice acting of the ‘Dream Architect’ is a temporary voice.  They will be replacing that dialog with a professional voice actress later.  Currently, the person who did the voice acting is also one of the graphic designers!


As was announced in the next DevStream, the reticle will have customizable effects including Faction icons and removing the reticle.  However, all this does is take the reticle off the screen, and you will still be in reticle mode.  They seem to be pushing this reticle mode for some reason.  Tilty says “It will make the game play so much better!”  But I would like to hear about what NOT having reticle mode did that was so bad that they needed to enforce it now..?

Again, this is another Hot Topic for the new game.  I have seen numerous posts on twitter and elsewhere™ where people cannot play in reticle mode due to vertigo issues.  They have a tendency to get sick from this mode of play.  I don’t mind the new buttons that need to be used, but why can’t we have tab-targeting as an optional mode of play?  When doing puzzles, we can swap back into reticle mode to activate whatever we need to and then back out to tab-targeting  for combat and travel?

Another issue with the reticle mode is the inability to spin around the camera to take screenshots on a split second’s notice.  They have stated there will be a Vanity camera, but it has not yet made it into the test realm yet, and they will let us know when it does.  Again, more Hot topic items for the new game.


Currently disabled in the beta, they said. But they do have some ideas about how to do some limited zoom.  They also said they have some plans for the mouse-wheel, so the zoom functions may end up being hidden.  =/


What they show in the tutorial section seems to be an AOE ability, and a single target ability.  This is the Elementalism side of the Magus Class.  Personally, I find it interesting that the AOE ability seems to be your new go to ability, considering AOE abilities were nerfed a few years ago, because they were just too strong. So they made your single target abilities your stronger abilities so you’d use them more often than the AOE abilities.  It was a good change at the time, even though the community balked at first, but it ended up being good for the overall combat in the game.  I just hope we don’t see a repeat of that since they are forcing us to use AOE attacks as our main attacks now.

Another note is the Weapon UI is still a work in progress.  BUT something they do say is that all our abilities will be able to be rebound, INCLUDING the mouse keys if you want to use your keyboard instead! (Tilty says this at 21:00 in the stream.)


Each weapon will have it’s own gimmick that you will need to keep an eye on. Since we are looking at Elementalism here, they talk about THERMOTICS, and how you have to watch your heat level.  Higher heat = higher damage, but if you overheat, you get silenced and can’t use that ability anymore until you cool down.  There will be abilities that you can use, that will cool you down.  I imagine we will see these later.  In fact, there is one noted on the screen cap above showing the Magus class.  And they do end up using it in the stream at a couple points so you can see how it works.

The different weapons are setup with different levels of complexity.  Titly says that shotgun is one of the more difficult weapons on the Beta right now, whereas Chaos you almost don’t even have to think about it.  Passives that you pick up later will give you more ability to control what you want to control.


The old Resources bar is changing from showing the resources you have ‘Built’ using your builder, to being more of a standard ‘ENERGY’ Bar that will replenish over time.  All of your main abilities will use this Energy, and when you run out of energy, you won’t be able to use that ability anymore.  Instead your “Q” attack (default key bind for a ‘BASIC’ attack) is an ability you can use that does NOT use this energy.


They will save this for a future stream.  They promise it will be much more simplified.  We’ll talk about this when we reach that point in the DevStreams.


There had been some concerns about investigation missions getting changed, but Tilty says that the Investigation missions are staying the same as they were, instead the mission flow, basically how you come across the missions, the breadcrumbs that lead you from one hub to the next, is being smoothed out to make it more of a natural progression.


At the time this DevStream went live, they were going through the First Beta Phase.  Phase 1 was concentrated on Kingsmouth, and Savage Coast and getting used to Reticle Combat.

Phase 2 would add in Blue Mountain and the first three dungeons.

They plan to keep adding content and adding more people to the Beta and give the Dev team time to react to the things that are brought up in the forums and bug reports.


Yet another Hot Topic, is what things will be able to transfer over from our TSW accounts to SWL once it goes live?  They are still working on this.  Part of the problem is that there are over 6000 pieces of clothes and Tilty is going through that list manually.  But the idea is anything you bought in the store, anything that came from a bag, collectors edition, community related items you will be able to keep.  Some Achievement based items you might keep and will actually become EXCLUSIVE to former TSW players!  They will not be able to get them again in SWL.  Other achievement based items you’ll be able to keep, and when you earn them again in SWL, you’ll get something new!  But there will be some things, such as the Panoptic Core will be taken away, and you’ll have to earn again..!

Something Tilty teased us with was….. The Mankini might be back…!  This is something that I’m sure the community WILL NOT let him take back!


Second DevStream Spoiler:  The first healing class was intended to be in the next Beta Phase, but was ultimately held back from release to the Beta.  With any luck, we’ll see this come out in the third Beta Phase.  The healing weapons were planned to be Blood and Assault Rifle.


Apparently, when you see the screen go really dark when you hit the ALT key, that is a placeholder screen and it will not go dark when it goes live.  You will be able to pan around your character and screen cap in this screen, but again, this is place holder only right now.  Coming Soon™.


This isn’t a promise, but they are looking into giving us the ability for Cross Faction Cabals!  It’s About Time!

And that was about the end of the Stream and information regarding the game.  My first content post was a LOT longer than anticipated!  If you read this whole thing, Thank you for sticking with me!

I plan to do the same breakdown of the second DevStream in the next couple days.  Followed by my own list of things that concern me, and what I’d like to see happen during the development of this new game.

So thank you again, and I hope to see you soon™!