· Engine & tools
Vibranium engine iteration speed and PTR test setup
The update attributes much of the recent combat progress to a newer iteration of the project’s proprietary backend and tooling, referred to as Vibranium Engine version 3. This is described primarily as a server solution and development framework that allows faster iteration on MMO systems.
Rapid combat implementation
According to the update, the current battleground combat layer was assembled in a short time frame once the new engine version was in place. The team states that at the end of September there were effectively no implemented combat spells in the showcased build, and that the current battleground-ready combat set was built over the following weeks.
The engine is presented as enabling quick creation and testing of new mechanics once a reusable system exists. One example given is that, after the underlying mechanic is available, adding a new spell can take only minutes rather than requiring a large engineering pass each time.
Tooling goals
The long-term goal described for the tools is to let designers assemble new spells rapidly through internal systems rather than through slow bespoke implementation. At the time of the update, the setup process is still described as somewhat convoluted, but already much faster than before.
Why the next test is PvP-only
The next public test is described as focused entirely on the Morning Pass battleground and its two faction hubs. The hubs are social staging areas rather than open-world zones, and players are not expected to leave them except by entering the battleground.
The reason given for this narrow scope is technical and developmental. The team says that open-world PvE is not ready to test because NPC movement and AI are undergoing major rework. As a result, opening the wider world at this stage would mostly expose players to unfinished or nonfunctional PvE behavior.
PTR structure
The public test realm (PTR) is described as changing role. Players with PTR access can still compare the older public version of the game to the newer direction shown in the update, but after the battleground test goes live, this new PvP-focused build is expected to become the active PTR version until a later replacement arrives.
The test period is intended to gather feedback, reveal combat issues, and support tuning. Rather than treating PTR as a static preview, the update presents it as an ongoing testing environment tied to specific development goals.
Cross-platform implications for controls
The update also connects combat and UI decisions to cross-platform support. Because the game is intended to work across platforms, the team argues against very large action bars filled with many small buttons. This affects both control design and the number of active abilities expected on-screen at once.
Ongoing technical work
Beyond combat systems, the team mentions continued work on locomotion, attack animations, camera behavior, controls, and keybindings. The current build is described as an early version of the intended final experience rather than a finished technical baseline.
Source
- Recording:
Battleground Gameplay & BGS Recap | Scars of Honor Development Update - October 2024 - YouTube: Watch on YouTube
- Published: Monday, October 21, 2024 at 12:10 PM UTC
