Equipped with a ton of data and feedback from Preview, we are back in development and heading forward into Alpha Testing! Like previous Alpha Test phases, this phase will be confidential as we implement changes, experiment with design ideas, and break things in the pursuit of making them much better. Although we will be working with a small group of testers, we do want to make sure everyone can follow our progress. Stay tuned to NewWorld.com and our social media for updates on this effort.
For a chance to participate in Alpha Testing, please sign up on our Tester Signup page. Please note that Previous participation in Alpha Tests, Density Tests, and the Preview Event or your Pre-order status does not guarantee participation in the current Alpha Test. Additionally, at the start of this testing phase, we will only have NA servers, EU servers will be added in the future.
If you are interested in helping us test, you can sign-up here. Testers will be invited as needed, the first wave will venture to Aeternum on October 20th.
In the spirit of transparency we are committing to publicly sharing a version of our Alpha release notes moving forward. These notes will highlight the newest changes and content coming to New World. This is the first of many updates that will come to the game during Alpha, check them out below!
Weapons & Skills
Spear - New melee weapon offering both long distance pierce damage and some ranged capabilities:
Scales primarily on Dexterity but also benefits from Strength
Zoner Skill Tree
Specializes in keeping enemies at a distance and throwing spears from range
Impaler Skill Tree
Specializes closing the gap and quicker attacks that impart status effects
New quest line for Legendary Spear (Heavensplitter)
Per weapon cooldowns - Provides more options in combat and makes weapons selection even more valuable:
Each weapon will now have independent cooldowns, meaning you can use all 3 abilities on your hatchet and then switch to your warhammer and use all three of its abilities.
Weapon switching is sped up enabling you to more easily switch between weapons and create combos between them.
You can now dodge roll without stamina after being stuck in multiple consecutive reactions.
Abilities interrupted or canceled before the active frames of the attack will no longer be on cooldown.
Berserk reduced to 10 seconds
Berserking Endurance reduced to 2 seconds
Cull the Weak changed to Heavy attack
Rejuvenating Kills reduced to 5%
Relentless Fury reduced to 5%
Reduced homing on 2nd and 3rd light attacks
Decreased speed of light distance by 50% and increased cooldown to 25 seconds
Fixed healing abilities not providing mastery experience
Any melee attack that hits an enemy's back now gets backstab damage bonus
All melee weapons currently have a 1.3x backstab damage bonus (Note this will be tuned per weapon in the future)
Backstabs no longer cause knockdowns
Housing will now display the following:
Number of items you have placed
Maximum count on the decoration UI
New Threat System (Part 1) - Adjustments to make enemy targets more understandable and controllable:
Introduced a new threat system where a single threat value is calculated per player. Higher threat greatly increases the chance to be selected as the enemy's target.
Created logic for how threat is calculated. Currently damage and threat perks are the main determined, but expect specific attacks to add / remove threat in the future.
Note: Healing does yet affect threat generation (this will change for Life Staff users soon).
Economy / Progression
Progression Changes - Reduced the speed of leveling and increase the relative value of questing XP .
Reduced the XP players get from Corrupted Breaches
Reduced the XP players get from killing creatures
Reduced the Weapon Mastery XP required to level up weapons by 25%, to compensate for the lower XP from killing creatures
Reduced delivery missions XP & rewards
Attribute Changes - Increased the attribute pool to add a meaningful amount to gear and introduce diminishing returns to increase build variety:
Increased the amount of attribute points you get from leveling
Added attribute points to gear
Adjusted focus attribute to be the primary scalar for Life Staff, it no longer affects cool down rate.
Note: Our long-term goal is to have Focus be the attribute for healers / support characters, while Intelligence becomes the attribute for damage dealers / mages.
Gems no longer give attributes but instead provide elemental damage for weapons and family banes for armor
Diminishing returns were added to all attributes.
Gear & Rewards
Adjusted level requirements and rarity mapping for gear, in preparation for a strong end-game gear chase:
Gear now has a specific level requirement (previously all gear from a tier was available at a single level threshold):
The level requirement of a piece of gear is based on its grear score
Higher rarity gear has a lower level requirement than lower rarity gear with the same gear score (making rarity even more valuable)
Rarity mapping change so that legendary gear can now be crafted and dropped from the world.
16 new perks added to the game:
9 perks that will reduce the weight of specific classes of items. For example Gourmand's Burden will reduce weight of raw and cooked food
7 perks that will affect threat generation
Stay tuned for more information on other changes coming to New World! For a chance to participate in another Alpha testing phase of New World, please signup using the Tester Signup Page.