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    • Cavadus

      Senatus Populusque Marianus, Citizen: Enlist today!   09/21/2017

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Posts posted by Cavadus

  1. Hey Vande, welcome :)

    We're doing pretty good.  We got heavy into Mechwarrior a few months ago and then things got really slow around the end of November.  We just recently jumped back into The Division though and it's been a lot of fun.  There's actually lots of stuff to do.  Still just a shooter-looter but it's been good.

    How ya been?  What ya been up to?

  2. Figured I'd do a quick update.  I'll probably do some pics after next month because that'll be three months lifting but the results are already pretty pronounced and I'm quite pleased.

    Overall, I'm down about 15 lbs but I had to get off keto as I was unable to eat the calories I need to keep up with my lifting routine which is six days a week and a combination of the Thor workout and 5x5 Stronglifts.  You can check out my routine here.

    I'm burning anywhere from just shy of 2k calories per workout to as much as 2,500 and on keto the fat just makes everything so rich that I found it hard to eat in great quantity.  As a result, I was getting calorie failures in the gym where my muscles wouldn't tire out and fail but would abruptly stop responding altogether and that was getting frustrating.

    But all of my weights are up considerably since I've started.  I've been aiming for the 5-lbs-per-week rule (increase the weight of everything by 5 lbs at the start of each week).  Having my two co-workers there to help me out and train with has also helped a ton.

    It's been so great seeing my deltoids, triceps, biceps, and trapezius pop out and even though I have chub still I actually have ab lines on the sides and just under my ribcage which is really weird to see.

    I even got hit on at the gym today by some twenty-something undergrad and that made me feel pretty good.  She really liked my workout shirt.

  3. Lightfoot actually talked me into the keto diet as well.  I have stringently followed the diet (not one fucking carb over Thanksgiving weekend! ask @Odin) and I started some pretty heavy duty lifting with a friend and co-worker as well.  Like, the last upper body workout he and I did was a 2,500 calorie burn according to my heart monitor.

    Anyways, we just finished up the second week of that program and, though it's mostly water weight, I'm already down 14 lbs,  I usually weigh myself on Mondays and tend to have my "wooshes" over the weekend so we'll see where I'm at tomorrow.

    My lifting program has escalated to six days a week though, thankfully, somewhat shorter workouts (push, pull, legs, push, pull, legs, rest) of around six top eight exercises.

    This goes for four weeks and then we move on to the 5x5 strong lifts for probably around five months or so and then on to mad cow.

  4. Quote


    0.4 Economy update
    11 August , 2017

    Mercenaries, the summertime is reaching its peak! Even when there is pure Mordor coming down from sky, we still heat up the atmosphere by showing you our next update, which will make you sink into our game for long hours! Each day the team is working to improve the quality of gameplay even more.
    Any hints on how the Edengrad will change this time? Don’t you worry – we will not keep you in the dark!

    The most important and title-giving change that comes with the 0.4 path is improvement of economical part of the game. As you surely remember, we wanted trading within the game to be a key feature of Edengrad and until the 0.4 patch, this function was limited. Which is why we are implementing markets into the game. Those are very particular buildings that every player who have right entitlements can set up in the city. The markets contains of many sorting options, so you could search faster for an item of your interest in a blink of an eye. You can read more about the trading features in the 0.4 changelog.


    The time of harvest has came to the post-apocalyptic world, but in order to receive, one is firstly supposed to sow. In the patch we are implementing also new, advanced farming system and the changes include both cooking and chemistry trees. Players will be given much more tools to take care of the growth of the plants, but also the greenery will require more time and attention. Watering and gathering the wee…, uhm, cotton is no longer enough. Now, in order for the plants to grow, player is ought to fertilize it and protect it from illness. Believe it or not, but it will pay off! All grown plants are now usable. Most of it is edible or ready to be processed in updated cooking tree. Eating not only influence the characters satiety, but also improves the stats (by really large boosts), thanks to the new system of character states.


    Mentioned changes are just the beginning. We also fixed lots of bugs, added new map, improved the functionality of PDA and adjusted some of the animations. Additionally we gave you the opportunity to change the key bindings in any way you want, as you asked for it repeatedly.

    Those of you, who are still experiencing issues with the optimization, should not worry – in the 0.4 patch we also improved the stability of the game, decreased the RAM usage and made the game loading faster.


    We hope, that the newest patch will meet your expectations! Don’t be shy in commenting and giving your feedback on forum, Facebook or Discord!


    If you want to know what we plan in the nearest future, then you should look at our detailed plan describing whole lists of incoming changes:



    Here is the link to the full changelog:



    Originally posted here.

  5. Quote


    The nearest future
    New features that will be appear in the upcoming (2-3) updates


    Phoenix Suburbs map and quests
    The map is divided into two areas: grassy plains with bison herds and a factory with a reloading station resemble a combination of the previous maps in the arid Arizona climate. The suburbs, located in a trough, are a completely new location, full of items to collect and enemies to encounter. The map is distinguished by the number of details used to fill the narrow streets and buildings. The underground sewers will also be available and they will be a separate location.

    The continuation of the shelter plot on the maps of Yuma, Oak Creek Canyon and Phoenix Suburbs
    New quests available on these maps will mainly concern the W.A.R.P. organization, but there will also be some new side quests. For example, there will be a historian, who will supply us with many new, interesting facts about the universe of Edengrad.

    A medieval town on the map of Walnut Canyon
    The story in this town is secondary to the main plot and even though the quests may seem detached from the post-apocalyptic reality, they lead to a surprising finale.


    Active fighting skills system
    (mechanics (changes/news)/items/skills)
    Active skills are a difficult, yet very important matter. Every aspect of the gameplay will be based on them. Adding them completely changes the fighting system and will need balancing on many levels. Our goal is to merge classical skills present in many other mmo productions, without losing the real feel of the game, so important in the post-apo genre.


    Passive skills for the character development tree
    (mechanics (changes/news))
    Spending  skill points in the character development tree meant rarely meant huge changes for the character. Adding passive skills at the end of each branch of skills will be noticable and will change the gameplay entirely, depending on which direction the player chooses.


    PVE and PVP arenas
    (mechanics (changes/news))
    We divided the PVP into two separate categories. The first one concerns the activity of towns and organizations and the second one concerns single players. The later will gain the ability to carry out 1v1 fights and of other useful skill checking activities. PvE arenas are now based on the formula of never-ending waves of enemies, but in the future we will add other modes (also multiplayer).


    (mechanics (changes/news))
    The exchange of goods has been divided into market exchange and direct trade between players. The first option will allow putting the players’ goods up for sale and will develop the economy in the game.


    Repairing/retrieving materials from objects
    (mechanics (changes/news)/items/skills)
    Temporary repair option at Bob’s will be removed and the players will gain new repair skills in their skill trees. Every player will be able to repair their items, but only a qualified craftsman will do it well and cheap.


    Balance system
    (mechanics (changes/news))
    With the character’s balance system, players will have to think their actions through more carefully.  Every move and attack will have impact on his and his enemies balance indicator. Making an enemy fall over will not be easy, but crucial, if the player wants to win. There will be special skills serving this purpose e.g. kicking.


    New farming system
    (mechanics (changes/news)/items/trees)
    Farming will be the first profession to undergo renewing. Looking after the crops will be rebuilt to a level seen in farming games and will become a kind of „game in a game”. New, more detailed plants will be created and cropping them will be profitable due to the planned changes in cooking.


    New crafting window
    There will be a new clear window, with an advanced sorting option and a search engine. It will also indicate the amount of raw materials owned by the player.


    New HUD
    New HUD design will merge the new features from the recent patches and will highlight important information without covering the screen.


    The quest log will list every quest, including the ones already finished by the player and the ones the player has accepted. The log will be full of additional descriptions and illustrations.


    A list of organizations and leaderboards
    A new window allowing the player to find the organization he seeks will be implemented. It will also allow filtering.


    Improved location maps
    The interface of the location maps will be renewed along with particular maps, so that they become more clear.


    Weapon and armor statistics
    The equipment will be enriched with quality system and statistics similar to those in the character development tree. This will ensure that the equipment is diversified and the player will seek items due to their statistics. Crafting will also benefit from that.


    Further future
    New features that will be appear after we’ve implemented the ones above.


    A test season of PvP with ranks and rewards
    (mechanics (changes/news))
    PvP is as important as PvE, but the implementation of PvP is much more difficult. Introducing the wars of the cities proved that this part of the game is extremely important and we need to develop it further. But mere fighting without rewards would not be interesting to the player. Some players like to gather quality equipment. The PvP rank would be dedicated to them.


    (mechanics (changes/news))
    The player will gain the possibility of grabbing edges of different objects and climbing them. In the future walking through crevices could be added as well as automatic jumps to lower parts of objects.


    (mechanics (changes/news))
    The player will be able to swim underwater, which will give us new opportunities to develop the levels. We could also add hidden crates and treasures.


    (mechanika (zmiany/nowości))
    Trade is a very important functionality and will supplement the market exchange. It will allow the players to trade their goods even if there is no settlement in the vicinity. It will also allow them to omit taxes.


    Special weapons
    (mechanics (changes/news)/items/skills)
    Unique weapons with unique mechanics. For example a hand-drill or mini-gun will have unique sounds during attacks.


    First aid tree development
    (mechanics (changes/news)/items/skills)
    First Aid now allows the players to create basic medical objects. In the future it will be enriched with many additional skills, which will allow the players to become skilled medics. Additionally, skilled medics will be able to use objects created by engineers.


    Engineering tree development
    (mechanics (changes/news)/items/skills)
    Engineering is the most neglected development tree right now. We plan to develop it in two directions. Firstly, the players will be able to create materials for other professions, secondly engineering will aid fighting skills through advanced weapons and enhanced armors.


    Chemistry tree development
    (mechanics (changes/news)/items/skills)
    A new development branch will be added to the chemistry development tree. The players will now be able to craft healing gases for first aid but also poisonous ones with many side effects. The players will be able to craft many other stimulants.


    New advanced mob system with enhanced movement, animation and group behavior
    (mechanics (changes/news)/locations/enemies/quests)
    Seeking and navigating path will be improved and will thus enable us to introduce group behavior of enemies, among others. Predators will sometimes travel trough locations searching for prey. New combat behavior for enemies will be introduced, adding dynamics to fights. It will also include npcs  in the game. They will have their own schedules.


    Events/supply drops
    (mechanics (changes/news)/locations/enemies/quests)
    We want the world of Edengrad to be dynamic. Even the maps on the lowest levels should offer the players experience worth remembering and coming back to. A system with dynamic events and supply drops will not only enrich the world but it will also add more space for competition between organizations.



    The division of skill trees into subcategories, advanced talent search engine
    With every update the skill trees become bigger and more cluttered. Dividing them into subcategories will help the player find what he seeks.


    New building mode interface
    Building mode will have a new interface, which will make it easier for the player to access both the needed items and actions. Camera will also be improved.


    Asynchronic real time map loading
    Maps will be loaded in parts for different plots, so that the player doesn’t see the unavailable locations. The loading of the levels will be quicker and will take up less memory, increasing the number of frames per second.


    Distant future
    Distant ideas for the future (the list may undergo changes)


    Different types of ammo and weapon modifications
    (mechanics (changes/news))
    The types of inflicted damage will be assigned to different types of ammo. Each weapon will gain many types of ammo e.g. shrapnel bullets for the shotgun or poisonous bolts for the crossbow. Additionally, weapon modifications, such as riflescopes or grenade launchers compatible with guns will be introduced.


    Renewed building system
    (mechanics (changes/news))
    Renewed building system allowing new, advanced mechanics. The system will allow the player to create structures on uneven terrain. It will also make it easier to locate objects and will add new structures such as slanting walls and roofs. A new construction stability system will be added – the player will not be able to raise a construction in the air. Additionally, rooms and their sizes will be detected, so that an adequate reverberation, dynamic color gradation and reflection probe can be generated.


    Horses and vehicles
    (mechanics (changes/news))
    Additional mechanics – the time needed to travel through locations will be shortened. The player riding a horse or driving a vehicle may be able to use one-handed weapons.


    Siege machines
    (mechanics (changes/news))
    Implementing synchronization methods for the siege machines mechanisms, so that the ones on the clients and servers are the same.


    Mini-games during different works
    (mechanics (changes/news))
    Every chore (e.g. cutting trees, getting water) will be performed with an additional simple arcade mini-game. The player will not have to take part in it, however it will shorten the time needed to complete different activities.


    (mechanics (changes/news))
    Special, randomly generated animations when the player is finishing off his enemy with a final blow.


    Animal breeding
    (mechanics (changes/news)/items/trees)
    The possibility of breeding animals in the cities and assigning special pets to them. Pets are mobs with different purposes, depending on the species of animals. Some of them will aid combat, some will carry goods and others will be fit for locomotion purposes.


    Improving the proportions of characters
    Right now the proportions of the characters are not perfect, which poses different visual problems. Improving the characters will also mean improving all armor sets.


    Day and night mode
    (mechanics (changes/news)/graphics/UI)
    Day and night mode will allow new mechanics to be implemented into the world, for the players, mobs and npcs. The later will gain routines, they will not only stay put in one place.



    Different weather conditions will add some dynamics to the world. The player will encounter storms, rains, draughts, blizzards or fogs, which will not only determine the visual effects but also the way the gameplay is conducted.  In every location in the world of Edengrad, the weather conditions will be different.  This will also affect mobs and npcs.


    Originally posted here.