Two clients in one day
Release 0.1.21 in the small hours with the framed HUD, the F8 card and the item tiers; release 0.1.22 at night with Savhamn lit at dawn under a cloud deck, four people to talk to and a journal, the bag on I, chat on Enter, two abilities on 1 and 2, a body in the character creator and a Controls page in words. And what is not in it, which starts with copper.
Two clients went out today, and the rule here is that a client is an event and not a habit: improvements gather on the branch and a build is cut when the person paying for the game says so, because each one costs an hour of wall clock, a third of a gigabyte in a bucket with a ceiling, and a network version the zones have to be re-cooked against. Release 0.1.21 went out in the small hours, at half past one by the clock the servers keep, with what the branch held then: the HUD on its painted frame, a card on F8 for telling us what went wrong, a tier and a colour for every item, and the first deer standing in the marsh. By the evening the branch held a day's work by many hands again, most of it the kind where the server and the client have to change together, and the word came to run all of it, so 0.1.22 was published at twenty past nine the same night. It was cooked twice. The first client build was played before it was published, and on its Settings card the Controls page had grown from nine rows of key bindings to twenty-one and spilled past the bottom of the card, over the buttons and out onto the HUD's key strip, with several rows reading as the code's own names for things, MoveAction four times over, rather than as words. That was fixed, the fix was checked and photographed, and both halves were cooked again before anything moved; the second client cook took four minutes and ten seconds. The client archive grew from 315.5 MB to 346.8 MB; the four bodies' new texture maps are the likely reason, and nobody has read the build's own manifest to say so.
The first thing a player sees is the world, and it is lit differently. Savhamn now sits at dawn under a cloud deck: in the arrival photograph the sky is a deep blue-grey, the lantern on the tower's mast burns warm against it, the boardwalk's planks catch a low sun and throw long shadows, the pale pyramid roofs of the huts stand beyond the deck, and thin green lines of the Weave's light run across the ground on either side. It is still a place made of blocks, the huts, the tower and the deer alike, over a smooth ground with no surface on it yet; but the peoples' bodies and the one prop placed in the map so far, a round shield, no longer shine like wet plastic, because the material they wear was rebuilt and a probe now goes red on any import that skipped it. The rest of what you look at the world through is 0.1.21's, so here it is once. The HUD stands on a frame that was painted first and cut into parts afterwards, so the client stretches the middles and keeps the corners. At the upper left is the character's plate: a stand-in portrait, the name, the level, and the health as two figures over a bar. Along the bottom run eight dark wells on a rail with their key figures, 1 to 8, engraved in a strip beneath. At the lower right are nine small bronze squares with a glyph in each, for bag, crafting, the Weave, journal, character, map, guild, settings and menu; five of them open something in 0.1.22 and the other four say so by name, in the band above the wells, when pressed. At the upper right, in a bronze ring with a star at its top, is the minimap: Savhamn captured from above, north up, 140 metres of world across the disc, the player's chevron at the centre turning with the camera, and dots for the creatures and players the client knows of. The ring's picture was retaken under the new light for 0.1.22; in it the water reads pale blue, the land dark, two creeks glow green across the disc, and the settlement at the upper left still burns out to white, because the capture is exposed for the marsh in a ridge's shadow and the settlement pays for it.
Then the people. Four doorways have been cut into the huts of Savhamn, each with a stoop of four treads stepping down to the ground, and behind three of them somebody keeps: Sanna Fenrow the herb bench, Orm Bogiron the forge, Vessa of the Long Road the northernmost hut. The fourth, Halla Tideward, keeps the harbour from the deck at the tower's foot. Stand within three metres of one of them and press E, and the journal opens on what they have to say (Halla's first line is that the tide brings what it likes, and this morning it brought you); J opens the journal on its own. Two quests are in the marsh: What the Tide Left, from Halla at level one, which asks for five reed fibre cut on the way back from the flats, and Too Many Deer, from Vessa at level eight, which she will not give until the first is done. Accepting, marking and turning in go through the zone to the character service under one key each, so a lost connection cannot accept a quest twice; a turn-in takes the fibre, gives the Reedwoven drawing and the experience the row promises, and writes down the copper it owes without paying it, because copper is not in this release. What this release cannot do is put the fibre in your bag: there is no reed to cut and nothing that drops one yet, so the first quest can be accepted and its second step stands at nought of five, and the second quest waits behind it. In the photograph of the journal the card reads JOURNAL, then Halla Tideward, her offer on two lines, the quest's name beneath, and CLOSE, DECLINE and ACCEPT; it was taken in the client's preview with a stubbed person. The doorway photograph, from the editor, shows a figure standing in the smith's doorway at the top of the treads with her arms held out, the forge's window lit behind her, which is the pose a body takes when no idle plays. Whether she stands at ease in the live zone is one of the things this release will teach us: the two players the release gate sent in had their journals read and found empty, and that is as far as the people have been watched.
Three keys do something new in the zone. I opens the bag: a card that says how many of forty slots are taken and lists each stack with its name in its tier's colour, a thin frame at the row's start where the icon will go, a count, and the word bound where a thing is bound; in the photograph it holds one reed bow. Enter opens the chat box in the framed corner at the lower left. A line typed there goes to the zone, which judges it (ten refusals of its own, from an empty line to a whisper aimed at nobody) and hands it to the social service, which keeps it and names who should hear it; the zone then delivers it to everyone seated in the zone. /w and a name whispers to somebody in the same zone, /g would speak to a guild, and nothing in the game lets you join one yet, arrivals and departures are the zone's own words in the ash ink, and the last twenty lines are shown a step dimmer when you join. Every refusal is a sentence on the band: Nobody called Ylva is here, You cannot whisper yourself, Slow down, You are not in a guild. Keys 1 and 2 cast. The two abilities a Calling starts with sit in the first two wells as their initials, because no icon is drawn yet; for a Warden they are Calm Beast and Stand Fast. Press 1 and the band says Casting Calm Beast (1.2 s) while a teal well rises in the tile; when it lands on a marsh deer within twenty metres the deer stops and stands, and twelve seconds later it is gone from Savhamn and counted into Askvidderna, the region next door, by the service that keeps the populations. It does not walk there. Stand Fast is instant, on a twelve-second cooldown that counts down in its well, and for eight seconds it makes the character take seven tenths of any damage; nothing in the marsh hits back yet, so that is an ability waiting for its first enemy. Both cost stamina. A level-one Warden has four points of it, Stand Fast takes one and Calm Beast two, and it refills at a point a second. There is no bar for it on the screen: the pool is a number the band tells you only when it refuses you.
Two things that went out in 0.1.21 belong here because that release was never written up. Press F8, or REPORT A BUG in the pause menu, and a card opens: six words to pick from with OTHER already chosen, a box for up to two thousand characters, and two switches that ship on, the screenshot, taken before the card is drawn so the card is not in it, and the last 64 KB of what the game wrote this session, with anything shaped like a token, a ticket, an e-mail address or a user name in a profile path replaced before it is kept. The report lands as one row under the account you signed in with; the same report sent twice is one row; a report that cannot be sent waits in an outbox of up to twenty; and one account gets five an hour and twenty a day. This morning the card's sentence about the team reading these on Discord was ahead of the truth. Tonight the forum channel exists, the service reports that posting is on, and the first report filed will open its own thread there with the picture inside it; none has been filed since it was turned on, so no thread exists yet. And every item is in one of five tiers with a colour each, its name drawn in that colour on the crafting rows and in the bag, a card on a quarter-second hover naming the tier, the slot, the damage or the armour, the level and the sell price, and the numbers on that card derived from a budget rather than typed: a base by level, times the tier's multiplier, times a weight for the slot, with each tier's main number at least the tier below's plus one. Applying the rule moved twenty-six of the thirty-one pieces of equipment and corrected the two the catalogue had out of order. The catalogue is fifty items, seventeen common, eighteen uncommon, thirteen rare, two epic and no legendary, and nothing rolls; two reed bows are the same reed bow.
Before the zone, the character creator has a body in it. Choose a people on the Weavers' side and a figure stands in a panel to the left of the choices, lit by two lights of its own and nothing else, and turns under the mouse at half a degree a pixel or in fifteen-degree steps on the two TURN buttons; in the photograph it is the Reedfolk's body, a woman in a fur-collared coat with a satchel on her belt and long fair hair, standing. That body is a generated rig, one per people, and it says so by what it cannot do: the face is the one face, the coat is the body, the Wanderers stand as the Reedfolk because their own body is the Reedfolk's under another name, and a Tearer people shows a portrait and a sentence saying its body is not made yet and in the zone it wears the Reedfolk's until it is. The faces to come are another road. In Settings, the Controls page reads as words now, Chat, Report a bug, Open the journal, Talk to a person, Strafe right, in a scroll box, and the four movement rows are named from what the key does and not from the key, so a player who moves forward to K still reads Move forward beside K; photographing that fix found a second fault nobody had seen, that rebinding a key moved its row to the end of the list, and that is fixed in the same release. And the interface scale reads as a percentage of the intended look rather than as a raw number, so the size every screen was designed at reads 100 and not 70.
What is not in it, plainly. No copper. The harbour trade exists in the data with three things on its shelf, the crafting attempt has a price written for it, and the half of the character service that would charge it is deliberately not running, because at a balance of nothing it would refuse every craft and there is no way yet to earn a coin; the counter you would walk up to and the quest's payout are being built now, and until they land crafting costs nothing and a turned-in quest's copper is a number the zone writes down. No way to gather: the reed beds are a mesh you walk through, the deer drop nothing when they fall, so the arrival quest cannot be finished and the tracker's cannot be taken. No equipment panel: the character glyph refuses by name, and the paper doll is designed and not built. The wells past the first two are empty, and the two that are full carry initials because no icon is drawn. The creator's body is a generated rig and not a face anyone chose. The cloud deck's cost was measured on one desk's card in a viewport a quarter the size of a 1080p frame and scaled up by arithmetic, so on a small card it is a guess until somebody measures it, and the deck stays on at every preset until they do. The ground is a plane, the huts and the deer are blocks, the settlement in the minimap is blown to white, the word under a glyph still sits in the engine's own white box, a whisper reaches only somebody in the same zone, and nothing on the screen shows you your stamina until you run out of it.


