A New Tri-Realm MMORPG from Mark Jacobs and City State Entertainment !

Free Image Hosting at www.ImageShack.us
Gamers will be able to support a focused re-imagining of the Arthurian legends through Kickstarter

Feb. 5, 2013 – City State Entertainment revealed today that it will launch a Kickstarter campaign in March, 2013 to help fund the creation of Camelot Unchained (working title), a massively multiplayer online role-playing game (MMORPG). The project is the latest from CSE co-founder Mark Jacobs. An online industry pioneer and founder of Mythic Entertainment, he came up with the concept for and led the team that created one of the genre’s very first international successes, the landmark Dark Age of Camelot ®, which launched in 2001, achieved immediate popularity and critical acclaim, won dozens of awards, and is still in operation.

Free Image Hosting at www.ImageShack.us

The core concept for the new MMORPG focuses tightly on three key elements, RvR, housing and a true player-owned economy. The central conflict encompasses a trio of diverse, competing realms – Arthurian, Tuatha Dé Danann and Viking – each seeking to assert its dominance over an open and persistent world reflecting the universally familiar but greatly re-imagined Camelot and European mythos. All aspects of this RvR-focused MMORPG are tied into and support the three realms’ ongoing battle for superiority and control. The player housing and crafting systems will also be very significant components and both key closely into the RvR theme.

“We believe there’s a small yet viable audience of fans who are very keen to play this type of MMORPG,” stated Mark Jacobs. “However, tightly focused niche games don’t necessarily hold great appeal for traditional publishers who are looking toward the mass market. We see Kickstarter as the best way to reach out directly to the people who will actually play our game for help in funding its creation.”

“Furthermore,” Jacobs added, “we feel Kickstarter is great market research. When we meet our funding goal, the other investors and I will be even more confident about committing the additional money needed to complete development and to launch and operate the game. A successful campaign will provide solid evidence that a truly enthusiastic and committed target audience will be eagerly awaiting its release.”

Over the coming weeks, CSE will focus on building brand awareness for the game prior to the launch of its Kickstarter campaign. Mark and the team will provide developer blogs and release further information on the company’s project page (www.camelotunchained.com) and through leading industry publications.

About City State Entertainment
City State Entertainment is an independent video game development studio founded in March 2011, in Fairfax, Virginia, by online gaming pioneer Mark Jacobs and “top gun” programmer Andrew Meggs. Mark Jacobs previously founded Mythic Entertainment, creator of two of the highest rated MMORPGs to date, Dark Age of Camelot ® and Warhammer Online: Age of Reckoning ®, as well as over 15 other games/expansion packs. Over the last two years, the studio has grown to 13 hard-working, sarcastic, and politically incorrect individuals. In October 2012, they released their first game, March on Oz™, for Apple’s iPad. The studio embodies an “open office” collaborative environment wherein all team members are expected to contribute to the design and the development process. The staff is a very diverse bunch that also includes lots of four-legged mammals, two bearded dragons and a tarantula. The team is currently porting March on Oz to multiple platforms, including the iPhone, select Android tablets and phones and the PC. They are also in pre-production of their second game and working on the Kickstarter project for an MMORPG. For more information about City State Entertainment, please visit http://www.CityStateEntertainment.com.

City State Entertainment, March on Oz and Tri-Realm are trademarks of City State Entertainment LLC. All other trademarks are the property of their respective owners.

Game Update 1.4.6 – 06/05 | Warhammer Online

Free Image Hosting at www.ImageShack.us


Bug Fixes and More

After the introduction of Relics and revival of the Fortresses in 1.4.5, we decided to take some time to work on issues, bugs, and concerns that were on the mind of the community.  With the help of some of our regulars on the Forums and via feedback and other discussions, we created a punch list of popular topics to tackle.  This patch is all about those concerns.  We may not have gotten everything, but it’s a start and we will continue to address more issues as we go forward and roll out new patches.  Thanks to everyone that provided information, steps to reproduce, or just plain feedback on the list contained herein!

Realm vs. Realm Changes

As part of the feedback driven changes, we’ve made a few changes to RvR and the campaign.  There are a number of exciting tweaks or twists to the mechanics of keep siege, city invasion, and more so be sure to read all of the patch notes in that section so you’re prepared for battle!

Scenario Shakeup

One of the biggest changes that came out of the feedback threads is a change to how we handle Scenario queuing.  In the past you could queue for Scenarios based on the tier of your character and your Renown Rank didn’t make a difference.  To help alleviate that and change up the action in the scenarios, we’ve changed the ranks so that the initial queue covers the same level range it always did, but after that we divide the action by Renown Rank. For details on this change, see the section on Scenarios.

Realm versus Realm


  • Thanquol’s Incursion: The Cloud of Corruption now correctly applies Inoculation to players within close proximity. Pets, however, are still immune to the effect.
  • Players should no longer fall through the ship’s deck at the Nordland XI battlefield objective.
  • The walls and structures in the Land of the Dead Warcamps are no longer accessible from the surrounding hills.
  • The hill between Verentane’s Tower and Passwatch Castle should no longer be passable.
  • Falling off the Eternal Citadel bridge near the Destruction Respawn in the Contested Inevitable City will more reliably pull players back onto the bridge.
  • A number of Keep area definitions have been extended or filled in to better cover the defensible locations.
  • Some of the RVR Lakes have been smoothed out and filled in, to be more continuous and match the maps.


  • Rams no longer block being repaired due to their combat status.
  • Keep doors are now vulnerable to single-target deployable siege.  This adds an alternative method of taking down a keep door. Rams will still be the most efficient method for taking down a keep door. Fortress doors, however, continue to be immune to such attacks due to their superior construction, and are vulnerable to attacks made by rams only.
  • Rams can no longer be staggered, knocked back or knocked down.
  • Siege engines inside War Camps now deal massive damage to enemy players. Kills made with these siege engines have their rewards significantly reduced.  Keep a wide berth of enemy camps or face the consequences!


  • All Tier 4 lakes will now bolster players below Renown Rank 80 to level 45.  Because of how players at Renown Rank 80 or above are handled, they will be bolstered based on the following scale.
    • RR 80-83: Bolster to 44
    • RR 84-87: Bolster to 43
    • RR 88-91: Bolster to 42
    • RR 92-95: Bolster to 41
    • RR 96-100: No Bolster
  • Players that die in a Keep area (enemy or friendly) will respawn in their Keep while players that die in the RVR Lake will respawn in the Warcamp.
  • WAR Report: Chaos Wastes Keep under attack event will no longer teleport players to Ostland.
  • WAR Report: The timer between uses of the WAR Report has been significantly reduced.
  • WAR Report: The WAR report can no longer be used while in combat.


  • We’ve made a number of changes to the background mechanics that govern Relic status.  This includes changing where and how you get the messages for current Relic status.  You will now get the Relic status message when you enter the Fortress zone area, rather than just the immediate Fortress area.
  • Fixed a rare issue where the Relic status on the UI would not match the Relic status in game.
  • Fortress Foremen have been added inside the main Fortress upon being claimed by a Guild. This ensures there is always a Foreman available whenever any claim has been staked.
  • Relic Barriers have been added around the whole of the top ledge of the Fell Landing Fortress.


  • Interact time for picking up Relics has been increased.
  • The status of relics will persist between server downtimes.

City Invasion

Based on feedback we’ve changed how the City Invasion mechanic works.  Rather than multiple instances of the City Invasion potentially being ongoing and imbalanced, we’ve shifted the focus to a singular instance to promote more exciting battles.  Details are as follows:

  • Only one new city-invasion instance will be created within a set amount of time.
  • The city invasion instance that is available will support 60 players of either realm. Once that number is met for a particular realm, no further reinforcements will be allowed.
  • Once a city-invasion has been concluded there will be a brief cool-down period of five minutes and then a new instance will be available, provided the city has not moved from the overall one- hour invasion period into the rebuilding phase.


Scenario Brackets

With this version we have changed the brackets for the Scenarios.  They are now based on either character level or Renown Rank, depending on the bracket.

For reference, the old brackets were based on Tier as follows:

Tier 1 – Levels 1 to 15
Tier 2 – Levels 16 to 25
Tier 3 – Levels 26 to 39
Tier 4 – Level 40

The new brackets have been consolidated and use Renown Rank as criteria past Tier 1 as follows:

Bracket 1 – Levels 1 to 15 (same as previous)
Bracket 2 – Renown Ranks 0 – 69
Bracket 3 – Renown Ranks 70 – 100

Scenario Bolster

Based on the changes to the bracket levels, the bolster for each bracket has been changed to match the new criteria.

For each bracket, the bolster is as follows:

Bracket 1 – All characters are bolstered to level 15
Bracket 2 – All characters are bolstered to level 40
Bracket 3 – All characters are bolstered to level 45

Scenario Line-Up

In addition to the changes to the brackets, we have changed the scenarios available for each bracket.

The line-up of scenarios that are permanently available has changed. The new list is as follows:

Bracket 1
Black Fire Basin

Bracket 2
Highpass Cemetery
Stonetroll Crossing
Maw of Madness

Bracket 3
Grovod Caverns
Thunder Valley
The Eternal Citadel
Khaine’s Embrace


  • The Overextension debuff will be applied to players attempting to enter the enemy spawn locations.
  • NPC Guards will no longer chase enemy players into the play area.  They will just stand back and nuke any trespassers!
  • All Scenarios have had their preparation times set to 2 minutes, to allow players ample time to finish combat before joining.
  • Fixed how the system handles attempting to load players in flight into a scenario.
  • Mourkain Temple: The spawn locations have been modified to prevent players from getting too close while holding the Artifact and to prevent enemy players from entering spawns without becoming a chicken. Or killed by the guards… or both!

Combat and Careers

General Changes & Bug Fixes

  • Quick Escape Rank 1 has been fixed so it functions the same as the rest of the Quick Escape Ranks.
  • Players summoned by another player will show up at the location where the summon originated.



  • Lightning Rod and Electromagnet objects can no longer be targeted.



  • The flight cinematic has been removed when traveling using the Flight Masters.
  • Several Dwarf NPCs, most notably Kadrin Ironbreakers near the Slayer Keep, will no longer suffer the indignity of wearing clothes designed for Humans or Elves.


  • Removed outdated system generated events from guild calenders.

Public Quests

  • The Tome of Knowledge entries for the following Public Quest Stages will now unlock and display correctly:
    • Greenskin
      • Chapter 9: Long Drong and the Slayer Cove
      • Chapter 13: Priesterstadt, Altstadt
      • Chapter 20: Burnbeard’s Oath
      • Chapter 22: Slayer Keep, Duraz Deb
    • Empire
      • Chapter 6: Slayer’s Demise, The Blighted Farm
      • Chapter 7: Lissariel’s Glade
      • Chaos
      • Chapter 5: Bells of War
      • Chapter 19: The End is Nigh
      • Chapter 21: Hunting the Hunters
      • Chapter 22: Fields of Reikland
    • High Elf
      • Chapter 5: Cold Hearted Predators
      • Chapter 6: Laurilion Caves
      • Chapter 8: Allies of War, Ellyrian Stables, Starbrook Falls
      • Chapter 9: Gates of Elthrai, Shady Tower, The Well Springs
      • Chapter 11: Deathwind Pass
      • Chapter 13: The Ithilmar Tower, Thanon Hall
    • Dark Elf
      • Chapter 4: Stone of Valetear
      • Chapter 5: Rock of Galirian
      • Chapter 8: Monument of Narialle
      • Chapter 16: Loryndaal
      • Chapter 18: Galiron’s Mouth
      • Chapter 19: The Caladain Steppe, The Caladain Gate
      • Chapter 21: Dawnbreak Manor
  • Agymah’s Lair: the Tome of Knowledge entries will now display the correct text for each Stage.
  • Ambush at Garrisonburg: the buildings during Stage I can be captured by killing all of the defenders in front and inside of it.
  • The Wilds of War: All Huntsman’s Horse Traps will despawn correctly during Stage 2.

Tome of Knowledge

  • Fixed typos in the notification message of a sizable number of Tome of Knowledge Unlocks.
  • Fixed typos in the entry pages of numerous Tome of Knowledge Unlocks.
  • Corrected the notifications for Completing 25, 100, 250, 500, and 777 Tome of Knowledge Unlocks so that they display the correct number in the popup.
  • Vaulkor has found his way back to The Unshackled Host and his Noteworthy Persons entry can be unlocked once again.
  • A typo in the default title for a Renown Rank 90 Marauder has been corrected.
  • The Great War Against Chaos: this History and Lore unlock is available once again, in the correct location.
  • The Tower of Lysean: the name has been corrected in the High Elf Storyline Chapter 16 section of the Tome.
  • The Murder Wood: tooltip references the correct zone now.
  • Good Night Goblin: This entry can no longer be erroneously unlocked by speaking with a Bloody Sun Blasta in the Greenskins Chapter 1 area.


  • The max stack purchase size has been increased from 20 to 100.
  • Buffs applied by Booster Pets will recalculate appropriately as your base stats change.
  • Squig Herder armor Assassin’s Chewtop and Advancing Sholdateef will no longer use an incorrect visual model.

Game Update 1.4.6 – 06/05 | Warhammer Online.

Dark Age of Camelot Developer Diary: ‘Virtue and Tradition’

Dark Age of Camelot

Image via Wikipedia

Friends and realm-mates,

Passing through the Borderkeeps of Castle Sauvage, Svasud Faste or Druim Ligen, I pause to remember the humble beginnings of our adventures in these lands. We conjure memories of slaying the menacing Skeletons wandering the fields around Prydwen Keep. We recall contending with Njessi, who patrols the waters near Gna Faste and we remember fondly the scores of Water Beetles we slew upon the shores of Lough Derg. Life in the realms has certainly changed since these, our first adventures. Together we have explored new lands, discovered strange and wonderful races and mastered powerful new professions.

With so much opportunity to explore the expansive areas of Dark Age of Camelot, a new or returning adventurer may be hard pressed to find their way at the outset of their journey, so it is with this spirit of nostalgia and warmth in my heart that I would like to introduce you to the new approach to character progression that awaits our new and returning realm-mates in the beloved classic areas of Albion, Midgard and Hibernia.

Along the path to level 50, and the glory of RvR, you will have the opportunity to revisit the towns and villages you know and love. We have transformed these places into level-appropriate areas within which you will find a clear and enjoyable path to achieving the information, equipment and most importantly, the experience required to advance your character more efficiently than ever before.  Adventuring here will provide you with a chance to complete dozens of interesting and enjoyable new quests, powerfully steeped in the Arthurian fables of Albion, compelling Norse mythology of Midgard and the magical Celtic lore of Hibernia.

Accompanying this return to the lore and traditions of the realms are some compelling new quests which I’d like to talk about. These new adventures in moral deliberation will force you to make difficult decisions in the face of extraordinary circumstances. This will make for diverse game-play experiences as well as provide unique item rewards. Choosing these adventures will compel you into finding a compromise between difficult moral choices such as thievery and honesty, vengeance and justice, greed and honor, as well as mercy and sacrifice.

The right choice is seldom the simple choice, nor is it often the most rewarding.  In many cases, the right choice is absolutely unclear. Finally, as my own personal adventure through the development of these quests has taught me, you may find that the ‘right’ choice simply does not exist.  These quests, and many more additions and improvements too numerous to mention here are going to be available very soon.

I’d like to close by recognizing that many of our adventures over the past few years have taken us far from the traditional lands of the three realms. We’ve explored the Shrouded Isles, the forgotten realm of Atlantis and delved into the Catacombs. Together we have faced the demonic damned and have discovered a Labyrinth of immense proportions. Join us now as we return home to the Albion, Midgard and Hibernia of old. Rediscover the towns of Cotswold, Mularn and Mag Mell. Return to Avalon Marsh, East Svealand, and The Silvermine Mountains. In these classic areas, and many others throughout the realm, you will find a more modern approach to ancient life. New adventures in a familiar setting are waiting for your swords, your staves and your bows.

I have had a great time working on content for these locations, and can’t express how many vivid memories have surfaced regarding the early days of Camelot.  To our current players, our returning realm-mates and our new friends we ask you to join us as we celebrate 10 glorious years of Dark Age of Camelot.

Faithfully yours,

Talal Saad

Dark Age of Camelot.