Funded! This project was successfully funded on May 2, 2013.

Update #13

Real-time Armies (Evening Update #2, April 10, 2013)

Hi everyone! Andrew here.

In my first update last week, I showed off some of the rendering tech we want to use for Camelot Unchained, and talked about why we need to build a renderer and certain other components ourselves: Off the shelf, there's nothing that scales up to the epic battles we want to create.

Then, our art team showed off two of the races we're planning to put in the game: The Tuatha Dé Danann and the Vikings. There's some great concept art in those updates, as well as high-quality models for in-game.

Obviously, the next step is to put them together -- so we did! There are some further refinements and optimizations to the engine, and plenty more to be done, but I'll let the video speak for itself. 

The next step for this, in terms of showing off what we want to do, is to hook this up to the networking layer of "CSE SmackHammer" from last week. We're working hard on this and a whole lot more, but for now, enjoy the show!

-Andrew

p.s. - We'll have a part 2, with even more video, first thing tomorrow morning.

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Comments

    1. Fb_profile_picture.small

      Creator Jace Carlson on April 15, 2013

      You guys who don't know what collision detection is... never played EQ1 where a Troll/Ogre stood in a doorway and stopped EVERYONE from going past him ;)

    2. Missing_small

      Creator Thomas A Hutto on April 13, 2013

      ME TOO! CD even if you have to write all assembler code and scale the game back some. Ill wait another year even after delivery if MJ will promise its coming. He alrdy has my money so what the heck am I saying.

    3. 3776.small

      Creator Kris Anderson on April 13, 2013

      I agree with the many others about collision detection. I liked what werwolfe said and concur.

    4. Missing_small

      Creator Werwolfe on April 13, 2013

      Give us collision detection. It should be possible to hold the line against an enemy attack, not just have people randomly charge right through you to steamroll your archers. Just as with environment interaction, it is much better to give players, just as you would rocks or trees, a physical presence on the field.
      Breaking the enemy line should be an actual event in itself, like carving a canyon in the terrain, physically manifested by a change in your options for movement across the battlefield. If it means scaling battles down a bit, then what are we talking about? From a thousand or five hundred down to four hundred? Three hundred?
      Big battles are excellent, but they are meaningless if they devolve to a team deathmatch with no reward for planning or foresight, just mindless twitch-gaming. We need ways to control the field, and collision detection, making your cannon fodder a meat shield, is one of the best ways to do that.

    5. Tensigil_128x128.small

      Creator Tenebrus on April 12, 2013

      I definitely see how full time CD is not something that is conducive to lag free large scale combat. But... One person brought up the idea of CD-like abilities. Take "knockback" for instance. You can simulate short term CD with a "0 distance" knockback mechanic, that might not necessarily be as resource intensive as an "always on and every gets it" CD. Or as the poster below stated "wall" type abilities.

    6. Missing_small

      Creator David Schrank on April 12, 2013

      I would rather have collision detection at all costs. In warhammer that feature made battles so much better. You could implement strategies, it made playing melee classes a lot more fun and multi- dimensional.

      Terrain and Summon able walls would rock also. This would be different and fun. I want a tactical pvp game where player decisions create as much variation as much as new maps.

      Don't have random foot holds. Let players have ladders that can be blocked and burnt. If a castle is breached tanks should be able to sacrifice them selves to prevent entry.

      Wizards given time could summon walls while the tanks keep people out. The more interactive the better.

      Plus its frustrating when another person runs threw you then spins back and then attacks. Its not realistic and its annoying.

    7. Missing_small

      Creator Patrick T. Marasco on April 11, 2013

      Andrew, very much like that you mentioned "no two characters should look alike" I hope that stays true for when the game goes live. Also like that you mentioned crafters can create unique looking items. All good stuffs.

    8. Aura_detail_1.small

      Creator Hunter Wild on April 11, 2013

      Great goddamn job!

    9. Aip_duck.small

      Creator KimGee on April 11, 2013

      My suggestion was along the lines of the ability lasting ~10 seconds with a cool-down (beginning with the triggering of the ability) of 20-30 seconds...perhaps longer (like you said, Kappen, to facilitate more strategic use of the ability).

    10. Cu2_feat_foundation01.small

      Creator Kappen on April 11, 2013

      @Etienne That sounds like a possible compromise. Just make an ability that causes CD to trigger when a tank needs to block. Should be better than every character always running checks for it. It could be on a long timer, 20 or 30 minutes, so they're not being fired off constantly. I'm sure tanks don't like the sound of that, but I wouldn't mind the return of the long timer for strategic use.

    11. Aip_duck.small

      Creator KimGee on April 11, 2013

      @Etienne, I posted a similar suggestion a few comments ago lol

    12. Duck.small

      Creator Etienne Ramstein on April 11, 2013

      Maybe the collision detection could be used only in specific cases, for example an ability for warrior classes to stand and prevent any ennemy to go through them. It would retain the strategic aspect of the "shield wall" without adding a lot of useless calculations. The trick would be that instead of checking each and every character positions vs each other, only the warriors with that ability activated would trigger a check if someone is trying to go through them, and if yes, "bump" them back a meter or two in the opposite direction. So it would more a "pulsing pbae pushback" than a real collision prevention, but would create more or less the same result.

      Not sure if that works though ^^

    13. Missing_small

      Creator Jason Haefner on April 11, 2013

      CD is nice, but it's in part what made Warhammer Online's RvR lagtastic and what brought the servers down constantly. CD is resource intensive. Unless some code magician has figured out a way to do it w/o adversely affecting gameplay in RvR situations, it should not be in CU.

    14. 0aa8195480bc4596d15025d7797fd225_bigger.small

      Creator Slaughty8 on April 11, 2013

      Like I said, Collision Detection will cause insane problems vs what we want and what CU wants to achieve. 500 vs 500 battles with Collision Detection are probably impossible with keeping performance we all want. I think CollDet is possible but at a huge cost of performance. I would instantly throw away CollDet for a smooth and great 500vs500 battles.

    15. Me-avatar.small

      Creator Chad Stovern on April 11, 2013

      great update andrew! very excited about your engine coding prowess! ^_^

    16. Ratatoskr.small

      Creator Archie Sokolik on April 11, 2013

      It's not morning anymore, Andrew... where's our update?

    17. Sad.small

      Creator xavier muylaert on April 11, 2013

      i think everyone who asks for collision detection never played DAoC where there was no collision detection and it wasn't needed there.

      as long as there are no caps on the amount of people that can be hit with an AE, col.det. is not needed because you can make walls of AE and CC at choke points.

    18. Missing_small

      Creator Jiiub Rorgash on April 11, 2013

      I also think we need some kind of collision, otherwise battles will just become blob wars and not real battles... i think its worth testing once people can log in and run at each other.

      Im sorta playing GW2 WvW only, and its just blob vs blob, running around, hitting at everything, no real fighting in the big fights.

    19. Missing_small

      Creator Jiiub Rorgash on April 11, 2013

      Waaaaaaaaaaaaaaaaagh! the Future is bright, gonna be a fun year starting 2014 :D

    20. 1.small

      Creator Andrew Tucker on April 11, 2013

      friendly fire would never work and should never ever be implemented.

      Collision detection is good for tank walls in keep defences but in open battles a nightmare. I opt for none to keep this game smooth.

    21. Missing_small

      Creator Tyrex (deleted) on April 11, 2013

      No collision detection in CU pls. Like it was in daoc, and daoc had no coll. detc.
      Collision dtection have been tried in warhammer and the result was : a pain to play, englued whit friendly players collision, very bad perfromance on high end computer. In short, coll. detect, was a fail in warhammer. Dont make again this error.

    22. Aip_duck.small

      Creator KimGee on April 11, 2013

      Also, this ability should not be a toggle ability. It should, when activated, last for a certain amount of time and then the cool down should be double that. So if the ability lasts for 10 seconds, the cd should be 20 seconds.

    23. Aip_duck.small

      Creator KimGee on April 11, 2013

      Regarding collision detection: how about a compromise? Perhaps give tanks an ability that creates a barrier mimicking collision. But it isn't on all the time, it's something they have to use in reaction to an advancing force. And I wouldn't want to see ridiculous knock-back with it.

    24. Missing_small

      Creator blackdaze on April 11, 2013

      I don't think collision detection is needed.. In daoc for instance you really didn't want to be standing in the open near a doorway. You would have 20 spears and a bunch of nukes raining down and would likely die. It was more about guerilla tactics. However, I do like the idea to avoid those melee battles where its run into person/stick turn/back or side style... Always thought it was kind of cheap (even if I was the one doing it :p)

    25. Fb_profile_picture.small

      Creator Ken Pereira on April 11, 2013

      Well, if there is going to be collision detection because it makes the game more realistic (combat-wise) and makes for greater defensive strategies, then why draw the line there? How about, adding "friendly fire?"
      If people think it's silly that a DPS can run through a shield wall and head towards the clothies in the back, then isn't it equally silly that the clothies behind the shield wall can lob hundreds of ligtning bolts and fireballs and arrows literally through their own defenders causing no damage, only to hit their opponents standing toe to toe with the melee and having them take damage from it?
      At some point there has to be a line. Where should it be?
      Personally, I'd love collision, but I'd also love friendly fire. Past experience leads me to believe that friendly fire is a pipe dream. Too bad though. Seems like a poorly aimed catapult should/could have hilariously catastrophic results to your own team.

    26. 1362565359_it-pennywisewp06.small

      Creator Naezgul on April 11, 2013

      Collision detection is going to lead to few victories by the aggressors. I played WAR for a short time...throw some tanks at the door...maybe nine....and 4or 5 healers prevented any deaths
      They will have to figure one thing out.......

    27. Duck1.small

      Creator D Yashkir(Thelg/Tlear) on April 11, 2013

      Thing with collision detection is that it adds a huge amount of processing to the server and in tight spaces like forts it can be a huge issue

    28. Turk.small

      Creator Turk on April 11, 2013

      I need collision detection for the whole 3 way , and trinity mechanic to really work imho. Also while it is nice watching the models walk around, bloom, lighting and particle effects are needed to really see things in progress

    29. Cu_logo.small

      Creator Tierless on April 11, 2013

      I a HUGE fan of collision detection, if it works. The idea of a shield wall meaning something is great and adds a lot of true strategy to battle.

    30. Art.small

      Creator Brandon on April 11, 2013

      I'm on the "I want collision detection!" bandwagon. As much as it's hated on, WAR was easily one of my favorite MMOs that I've ever played. The collision detection system in the game, while it did cause some odd network/other issues, it gave a distinct feeling of defense... Of not being able to just send a DPS running through a warrior, screaming, to hit the backlines of a fight.

      Fights became "realistic", in the sense that your healers and ranged DPS stood behind the tanks while the tanks pushed forward towards the objectives. In the better fights, the Ironbreakers and Warrior Priests became a wall against a storm of zerging Choppas, while Rune Priests and Archmages in the backlines.

    31. Missing_small

      Creator James Gilbert on April 11, 2013

      Keep up the good work; the tech is progressing so quickly. I pledged and am really excited about CU. I'm trying to get the rest of my old time DAOC amigos to pledge as well!

    32. Missing_small

      Creator Thomas J. Litwinski on April 11, 2013

      Thanks for all your hard work. Take the entire team out for some pressed duck!!!!

    33. Missing_small

      Creator Adam St. Pierre on April 11, 2013

      Wow! Looks great for something done so quickly, even with the unrefined animations!

      Well done, and keep it comin'!

    34. Fb_profile_picture.small

      Creator Thomas H. Thomas on April 11, 2013

      If this was done on the quick, Man, we are going to really enjoy this! I am stunned.

    35. Paintballontherun_notext.small

      Creator James Brainerd on April 11, 2013

      Great work on the tech demo! Look forward to seeing the next step and eventually see some basic combat between the Realms!! I know everything is a work in progress building this engine but you guys are doing a great job so far.

    36. Sad.small

      Creator xavier muylaert on April 11, 2013

      on collision detection.
      while DAoC didn't have collision detection (if you discount a shield to the face), it had some of the best options to block choke points with just a few against many (i'm speaking about up to 10 times more enemies than defenders). CC and AE damage could form effective 'walls' on stairs, doors, openings in walls etc.

      i have no opinion about whether it should or should not be included in CU. in games like GW2 it's not possible to form those walls of AE damage and CC due to the limit of 5 targets for each effect used. without the limit of 5 targets, a few can really stop many.

    37. Missing_small

      Creator lf on April 11, 2013

      no collision ='(

    38. Fb_profile_picture.small

      Creator Dennis Wynjadal on April 11, 2013

      Wow, I can't believe the leaps and bounds you guys are doing in the tech. Very nice to see!
      I can't wait until I get to know about what classes you are thinking about. If there's one thing I love to delve into and analyze its that :D

    39. 0aa8195480bc4596d15025d7797fd225_bigger.small

      Creator Slaughty8 on April 11, 2013

      I am not sure about Collision Detection, because it will cause insane problems with what we (players and CU) are trying to achieve with the game, so massive 500-1000 players battles. WAR had many problems because of collision detection. WoW/GW2 doesn't have collision detection in PvP and they won't implement it for obvious reasons. Yes, it does give alot of tactical use, especially barricading and protecting healers and so, but it is almost impossible to write correctly that it won't cause any problems.

    40. Actually_iz_dolan.small

      Creator Randall B. on April 11, 2013

      I agree that collision detection is a must, I don't see how tanks in PVP would be viable besides the boring fallback of "Give them more health".

    41. 14291206_4e56_625x1000.small

      Creator Peter Eriksen [Aragone/Dezpot] EU on April 11, 2013

      The Engine Work is looking to be realy prommising at this stage / rate!
      keep up the good Work and the great updates!

    42. Fb_profile_picture.small

      Creator Goras on April 11, 2013

      Seems to be a very good job ! I'm looking forward to watching the same battle with collisions and maybe fights (i know it's not for tomorrow lol). I'll support your project until the end of time !!!
      I showed your videos to my prog trainer for the massive battle, it's very interresting !
      Keep going !

    43. Missing_small

      Creator Emil S on April 11, 2013

      If there was one thing WAR did exceptionally well it was its class design, you could tell what's the profession of a certain character just by glancing at it, and armor sets were done in such a way that each higher tier looked like a natural progression of the earlier set and maintained the overall feel of the class. Please draw heavily from it in this regard.
      What it didn't do too good I think was the itemisation itself - every member of the same class was getting the same set of armor in the exact same moment, and that was causing the feeling of everyone looking the same.

    44. 32160_10152492677620018_2039226738_n.small

      Creator Ironknuckles on April 11, 2013

      Awesome job Andrew! I like the way you talk too :) Are you Canadian by chance?

    45. Missing_small

      Creator Christian on April 11, 2013

      Looks really great, keep going :)

    46. Fb_profile_picture.small

      Creator Steve Mato on April 11, 2013

      Like the loads and look forward to seeing more on the character customization Mark mentioned. Too many times Ive wanted my character to be unique but it only ends up looking like everyone else.

    47. 00000ava.small

      Creator Oliver Black on April 11, 2013

      What is really awesome is what Mark was saying : Andrew has been working on this engine for only one month..
      So, when I see this kind of demo, after only one month of work, I think it's really really encouraging !
      Good work guys :)

    48. 5848534e2ece3a01b77c00d61d92c9c1.small

      Creator Dude on April 11, 2013

      you'd think having hundreds on characters on screen should have been priority for other realm-pvp based games already, but nooooooo...

      anyways its looking good and i hope that the engine can take advantage of high end gaming systems, multi-threading and sli when released, to even improve the display quality for people who have those systems. after all we're on pc, and not on toaster (console), and CU being an exclusive PC title it should really support upward scalability and hopefully run as good as possible as opposed to some console ports.

    49. Img_0496.small

      Creator Jean-Francois on April 11, 2013

      great stuff.

      As a lot a people asked, I'm also in favor of player collision for a few reason.

      1) it adds another layer of tactical decision on the battlefield
      2) it gives tanks a real awesome job
      3) positioning and situational awareness becomes paramount (see 1)
      etc.

      It still "bugs" me to see Adrew demoing on his mac and not have a native OSX client (I know it might be coming) but on the other hand I'm sure that the new iMac I just bought will run the game smoothly :) So I'm happy.

    50. Missing_small

      Creator GassMann on April 11, 2013

      Looks really good, for a test this early stage.
      A couple of questions. 1) Real physics? How much will the players engage with the environment? Lets say a boulder from some kind of siege machine lands beside you, will it affect you, and will it leave an imprint in ground?
      2) Footprints in the snow and mud? Will we be able to track players in their bootprints through the environment?

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    HERO FOREVER - DIGITAL ONLY ============================== The PLEDGE OWNER RECEIVES all the HERO rewards + a FOUNDER’S STATUE outside the backer’s house + FOUNDER’S HOUSING ITEMS + THESE UPGRADES: AN ADDITIONAL 50 FOUNDER’S POINTS (100 total) + THREE-YEAR SUBSCRIPTION that is renewable, after three years, for $1 per year (as per Kickstarter policy) + PLATINUM FORUM BADGE + ALPHA ACCESS + BETA INVITES UPGRADED TO THREE AND TOTAL NUMBER OF CHARACTER SLOTS AT LAUNCH UPGRADED BY THREE. You also receive an EXTRA DIGITAL COPY OF THE GAME (redeemable at the WARRIOR level benefits only). Estimated delivery of Alpha Access: August 2014.

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    25 backers Limited (475 left of 500)

    PHYSICAL PHAT LEWT FOREVER – PHYSICAL REWARDS ============================== With this very limited tier, The PLEDGE OWNER RECEIVES all the PHYSICAL PHAT LEWT rewards + FOUNDER’S HOUSING ITEMS + THESE UPGRADES: AN ADDITIONAL 15 FOUNDER’S POINTS (75 total) + THREE-YEAR SUBSCRIPTION that is renewable, after three years, for $1 per year + BETA INVITES UPGRADED TO 4 AND TOTAL NUMBER OF CHARACTER SLOTS AT LAUNCH UPGRADED BY 4. In addition, you receive an EXTRA DIGITAL COPY OF THE GAME (this copy can be redeemed at the WARRIOR level benefits only). Estimated delivery of Alpha Access: August 2014.

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  • Pledge $450 or more
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    22 backers Limited (228 left of 250)

    SIGN RIGHT HERE – PHYSICAL REWARDS ============================== With this non-repeatable, limited tier the PLEDGE OWNER RECEIVES all the PHYSICAL PHAT LEWT rewards + THESE UPGRADES: AN ADDITIONAL 15 FOUNDER’S POINTS (75 total) + a TOTAL OF 12 MONTHS SUBSCRIPTION TIME (renewable at the regular rate) + FOUNDER’S DISCOUNT OF NO LESS THAN 10% PER MONTH + BETA INVITES UPGRADED TO FOUR AND TOTAL NUMBER OF CHARACTER SLOTS UPGRADED AT LAUNCH BY FOUR. You also receive FOUNDER’S HOUSING ITEMS + a MINIATURE OF THE CAMELOT UNCHAINED race of your choice + a CAMELOT UNCHAINED POSTER signed by the team + your CLOTH MAP SIGNED BY MARK JACOBS and an EXTRA DIGITAL COPY OF THE GAME (this copy can be redeemed at the WARRIOR level benefits only). Estimated delivery of Alpha Access: August 2014.

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  • Pledge $500 or more
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    204 backers Limited (1796 left of 2000)

    THE WHOLE SCHMEAR - DIGITAL ONLY ============================== The PLEDGE OWNER RECEIVES the HERO FOREVER rewards + THESE UPGRADES: AN ADDITIONAL 60 FOUNDER’S POINTS (160 total) + BETA INVITES UPGRADED TO FOUR AND TOTAL NUMBER OF CHARACTER SLOTS UPGRADED AT LAUNCH BY FOUR. You also receive FOUNDER’S HOUSING ITEMS + STATUE IN FOUNDER’S ROW + ALL FUTURE CAMELOT UNCHAINED EXPANSION PACKS FOR FREE + TWO EXTRA DIGITAL COPIES OF THE GAME (redeemable at the WARRIOR level only). Estimated delivery of Alpha Access: August 2014.

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    23 backers

    GUILD OF THE VEIL - DIGITAL ONLY ============================== Our first guild-oriented tier includes all the WARRIOR rewards for you and 9 of your friends + RESERVED NAMING RIGHTS for your guild (unless the guild's name is trademarked/copyright by someone else) + BETA 1 ACCESS + 300 TOTAL FOUNDER’S POINTS to be split between guild-mates (as determined solely by the owner of this pledge) + an ADDITIONAL ONE MONTH OF SUBSCRIPTION TIME (THREE months total) for each copy (non-transferable) + FOUNDER’S DISCOUNT upgraded to 2% (only for owners of the 10 original copies; other guild members will not receive the discount) + FORUM BADGE UPGRADE TO SILVER + TOTAL NUMBER OF EXTRA BETA INVITES UPGRADED TO FOUR (PLEDGE OWNER ONLY) AND TOTAL NUMBER OF CHARACTER SLOTS UPGRADED AT LAUNCH BY FOUR (ALL COPIES). All TEN digital copies come with BETA 1 ACCESS. Estimated delivery of Beta 1 Access: February 2015.

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    33 backers Limited (167 left of 200)

    HANDILY DONE – PHYSICAL REWARDS ============================== With this non-repeatable, limited tier, the PLEDGE OWNER RECEIVES all the SIGN RIGHT HERE rewards and THESE UPGRADES: AN ADDITIONAL 75 FOUNDER’S POINTS (150 total) + SUBSCRIPTION IS EXTENDED TO 18 MONTHS (renewable at the regular rate) + FOUNDER’S DISCOUNT OF A MINIMUM OF 10% + INTERNAL TESTING ACCESS (with no requirement of participation but still subject to the NDA). In addition, the PLEDGE OWNER RECEIVES ALL FUTURE CAMELOT UNCHAINED EXPANSION PACKS FREE + ONE PHYSICAL COPY OF OUR “REJECTED ART BOOK” + your CLOTH MAP SIGNED by MARK JACOBS + ONE HAND-SIGNED PIECE OF CONCEPT ART, and ONE HAND-SIGNED UNIQUE PIECE OF CONCEPT ART. In addition, you receive TWO DIGITAL COPIES OF THE GAME (redeemable at the WARRIOR level). Estimated delivery of Internal Testing Access: January 2014.

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  • Pledge $1,000 or more
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    100 backers All gone!

    LIVING LARGE – DIGITAL ONLY ============================== With this non-repeated, limited tier the PLEDGE OWNER receives all the rewards from THE WHOLE SCHMEAR and THESE UPGRADES: an ADDITIONAL 40 FOUNDER’S POINTS (200 total) + DRAGONIUM FORUM BADGE + INTERNAL TESTING ACCESS (with no requirement of participation) + INTERNAL BETA LIST FOR ALL FUTURE CAMELOT UNCHAINED EXPANSION PACKS (which you also receive free) + BETA INVITES UPGRADED TO FIVE AND TOTAL NUMBER OF CHARACTER SLOTS AT LAUNCH UPGRADED BY FIVE. Best of all, you will work with our team to design a custom-built house in the realm of your choice. The pledge owner also receives THREE DIGITAL COPIES OF THE GAME (REDEEMABLE AT THE WARRIOR LEVEL ONLY). This package will not be available after release. Estimated delivery of Internal Testing Access: January 2014.

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    18 backers Limited (32 left of 50)

    NAME YOUR POISON – DIGITAL ONLY ============================== With this non-repeated, limited tier the PLEDGE OWNER receives all the rewards from THE WHOLE SCHMEAR and THESE UPGRADES: an ADDITIONAL 40 FOUNDER’S POINTS (200 total) + DRAGONIUM FORUM BADGE + INTERNAL TESTING + INTERNAL BETA LIST FOR ALL FUTURE CAMELOT UNCHAINED EXPANSION PACKS (which you also receive free) + BETA INVITES UPGRADED TO FIVE AND TOTAL NUMBER OF CHARACTER SLOTS AT LAUNCH UPGRADED BY FIVE. Best of all, you will work with our team to choose a tasteful name that is consistent with our game’s lore for a liquid substance of your choice based on when the pledge occurred and we received their contact information. The pledge owner also receives THREE DIGITAL COPIES OF THE GAME (REDEEMABLE AT THE WARRIOR LEVEL ONLY). This package will not be available after release. Estimated delivery of Internal Testing Access: January 2014.

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    6 backers

    GUILDMASTER SPECIAL - DIGITAL ONLY ============================== PLEDGE OWNER only receives all the GUILD OF THE VEIL rewards + an ADDITIONAL 400 TOTAL FOUNDER’S POINTS (700 total) to be split between guild-mates (as determined solely by the owner of this pledge) and TOTAL OF 5 BETA INVITES (Beta 3) + 10 ADDITIONAL DIGITAL COPIES OF THE GAME (20 total, redeemable at WARRIOR level). All digital copies come with FOUR EXTRA CHARACTER SLOTS AT LAUNCH + an ADDITIONAL ONE MONTH OF SUBSCRIPTION TIME (four months total) + FOUNDER’S DISCOUNT UPGRADED TO 4% (only for owners of the 20 original copies, no other guild members will receive the discount) + GOLD FORUM BADGE + BETA ACCESS 1. The guild will receive a SPECIAL IN-GAME GUILD HONOR in the realm of its choice. All 20 digital copies come with BETA 1 ACCESS. Estimated delivery of Beta 1 Access: February 2015.

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    20 backers All gone!

    LIVING LARGE 2– DIGITAL ONLY ============================== With this non-repeated, limited tier the PLEDGE OWNER receives all the rewards from THE WHOLE SCHMEAR and THESE UPGRADES: an ADDITIONAL 90 FOUNDER’S POINTS (250 total) + DRAGONIUM FORUM BADGE + INTERNAL TESTING ACCESS (with no requirement of participation) + INTERNAL BETA LIST FOR ALL FUTURE CAMELOT UNCHAINED EXPANSION PACKS (which you also receive free) + BETA INVITES UPGRADED TO FIVE AND TOTAL NUMBER OF CHARACTER SLOTS AT LAUNCH UPGRADED BY FIVE. Best of all, you will work with our team to design a custom-built house in the realm of your choice. The pledge owner also receives THREE DIGITAL COPIES OF THE GAME (REDEEMABLE AT THE WARRIOR LEVEL ONLY). This package will not be available after release. Estimated delivery of Internal Testing Access: January 2014.

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    47 backers Limited (53 left of 100)

    BSC COLLECTOR’S EDITION – PHYSICAL REWARDS ============================== With this non-repeatable, limited tier the PLEDGE OWNER receives all the HANDILY DONE rewards and THESE UPGRADES: an ADDITIONAL 250 FOUNDER’S POINTS (400 total) + THREE-YEAR SUBSCRIPTION renewable, after three years, for $1 per year + INTERNAL TESTING ACCESS (testing requirement waived) + BETA INVITES UPGRADED TO FIVE AND TOTAL NUMBER OF CHARACTER SLOTS AT LAUNCH UPGRADED BY FIVE + a FOUNDER’S STATUE will be placed with your name on it in Founder’s Row + INTERNAL BETA LIST FOR ALL FUTURE CAMELOT UNCHAINED EXPANSION PACKS (which you also receive free). Best of all, you will receive a HAND-PAINTED (BY THE CSE TEAM) MINIATURE of a Camelot Unchained race of your choice from the game. The pledge owner also receives THREE DIGITAL COPIES OF THE GAME (these copies can be REDEEMED AT THE HERO LEVEL ONLY). This package will not be available after release. Estimated delivery of Internal Testing Access: January 2014.

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  • Pledge $1,500 or more
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    9 backers Limited (11 left of 20)

    THAT’S MY VOICE - DIGITAL ONLY ============================== So, you want to be “in the biz” eh? Well, here is your chance. This tier entitles the PLEDGE OWNER to all THE WHOLE SCHMEAR rewards with the FOLLOWING UPGRADES: an ADDITIONAL 90 FOUNDER’S POINTS (250 total) + BETA INVITES UPGRADED TO FIVE AND TOTAL NUMBER OF CHARACTER SLOTS AT LAUNCH UPGRADED BY FIVE + DRAGONIUM FORUM BADGE + INTERNAL TESTING ACCESS (requirement of participation waived). Best of all, the pledge owner will also work with our sound engineer to place your voice into our game. You may choose any one realm you want, and you will be given the chance to record 30 seconds of dialogue, sound effects, etc. of our choice, which will be placed somewhere in the game. We reserve the right to revoke this offer if you cannot deliver the dialogue/sound effects correctly, in which case we will allow you to select any other tier of equal/lesser value and we will cheerfully refund the difference if any. Estimated delivery of Internal Testing Access: January 2014.

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  • Pledge $1,700 or more
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    6 backers Limited (14 left of 20)

    GIANT GUILD- DIGITAL ONLY ============================== PLEDGE OWNER ONLY receives all the GUILD OF THE VEIL rewards + an ADDITIONAL 900 FOUNDER’S POINTS (1200 total) + TOTAL BETA INVITES UPGRADED TO FIVE + an ADDITIONAL 20 DIGITAL COPIES (30 copies total, redeemable at WARRIOR level only) of the game. All copies come with BETA 1 ACCESS + ADDITIONAL ONE MONTH OF SUBSCRIPTION TIME (four months total) + FOUNDER’S DISCOUNT UPGRADED TO 5% (original copies only, other guild members will not receive the discount) + GOLD FORUM BADGE + TOTAL NUMBER OF CHARACTER SLOTS UPGRADED BY FIVE AT LAUNCH and the guild will receive A SPECIAL IN-GAME GUILD HONOR in the realm of their choice and the guild’s beta access is upgraded to Beta 1. Estimated delivery of Beta 1 Access: February 2015.

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    9 backers Limited (11 left of 20)

    ONE HOME WITH A VIEW – DIGITAL ONLY ============================== With this tier PLEDGE OWNER ONLY receives the LIVING LARGE rewards and THESE UPGRADES: a REALM-LOCKED PLOT on top of the ONE Realm’s “border mountains” (part of a SAFE zone), a TOTAL OF 300 FOUNDER’S POINTS + RESERVED NAMING RIGHTS for a guild you start (unless the guild's name is trademarked/copyright by someone else and secondary to buyers of Guild Tiers) + TOTAL NUMBER OF BETA INVITES UPGRADED TO SIX + TOTAL NUMBER OF CHARACTER SLOTS UPGRADED BY SIX AT LAUNCH. Your mountain top plot will contain enough room for ONE HOUSE ONLY (the LL reward house) and both plot and house designed with the help of CSE and the plot will be reachable only by flier. Because this house will be literally built into the mountain, IT CANNOT BE BLUEPRINTED. Your plot will remain your property as long as the game is operating, even if the account goes inactive. While we guarantee that you’ll have a plot somewhere in your server of choice (based on when you backed this game), not all plots are created equal. Plot size in this tier is approximately 20% of the size of our “Island” tier. In addition, pledge owner receives THREE DIGITAL COPIES OF THE GAME (redeemable at the HERO LEVEL ONLY). Backers will be contacted based on when they pledged for Camelot Unchained and gave us their contact information. This tier will not be available after release. Estimated delivery of Internal Testing Access: January 2014.

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    3 backers Limited (12 left of 15)

    THIS IS MINE! – PHYSICAL REWARDS ============================== With this non-repeatable, limited tier the PLEDGE OWNER receives all the rewards from THE SIGN RIGHT HERE and THESE UPGRADES: an ADDITIONAL 225 FOUNDER’S POINTS (300 total) + THREE-YEAR SUBSCRIPTION renewable, after three years, for $1 per year + DRAGONIUM FORUM BADGE + RESERVED NAMING RIGHTS for a guild you start (unless the guild's name is trademarked/copyright by someone else) + INTERNAL TESTING ACCESS (requirement of participation waived) + TOTAL NUMBER OF BETA INVITES UPGRADED TO 5 + INTERNAL BETA LIST FOR ALL FUTURE CAMELOT UNCHAINED EXPANSION PACKS (which you also receive free). Best of all, you will work with our team to choose a tasteful name that is consistent with our game’s lore for one structure within the realm of your choice. Backers will be contacted based on when they pledged for Camelot Unchained and gave us their contact information. In addition, pledge owner receives FIVE DIGITAL COPIES OF THE GAME (REDEEMABLE AT THE HERO LEVEL REWARDS ONLY). Estimated delivery of Internal Testing Access: January 2014.

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  • Pledge $3,250 or more
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    7 backers Limited (2 left of 9)

    TWIN HOMES WITH A VIEW– DIGITAL ONLY ============================== With this tier PLEDGE OWNER ONLY receives HOME WITH A VIEW rewards and THESE UPGRADES: a LARGE REALM-LOCKED PLOT on top of the ONE Realm’s “border mountains” (part of a SAFE zone), a TOTAL OF 500 FOUNDER’S POINTS. Your mountain top plot will contain enough room for TWO HOUSES ONLY (the HWAV reward house and an additional non-custom house) and both plot and the HWAV HOUSE ONLY will be designed with the help of CSE and the plot will be reachable only by flier. Because the HWAV house will be literally built into the mountain, IT CANNOT BE BLUEPRINTED. Your plot will remain your property as long as the game is operating, even if the account goes inactive. While we guarantee that you’ll have a plot somewhere in your server of choice (based on when you backed this game), not all plots are created equal. Plot size in this tier is approximately 30% of the size of our “Island” tier. Backers will be contacted based on when they pledged for Camelot Unchained and gave us their contact information. Additionally, this tier will come with an additional HERO FOREVER PLEDGE TIER. This tier will not be available after release. Estimated delivery of Internal Testing Access: January 2014.

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    4 backers Limited (6 left of 10)

    TWIN HOMES WITH A VIEW– DIGITAL ONLY ============================== With this tier PLEDGE OWNER ONLY receives HOME WITH A VIEW rewards and THESE UPGRADES: a LARGE REALM-LOCKED PLOT on top of the ONE Realm’s “border mountains” (part of a SAFE zone), a TOTAL OF 500 FOUNDER’S POINTS. Your mountain top plot will contain enough room for TWO HOUSES ONLY (the HWAV reward house and an additional non-custom house) and both plot and the HWAV HOUSE ONLY will be designed with the help of CSE and the plot will be reachable only by flier. Because the HWAV house will be literally built into the mountain, IT CANNOT BE BLUEPRINTED. Your plot will remain your property as long as the game is operating, even if the account goes inactive. While we guarantee that you’ll have a plot somewhere in your server of choice (based on when you backed this game), not all plots are created equal. Plot size in this tier is approximately 30% of the size of our “Island” tier. Backers will be contacted based on when they pledged for Camelot Unchained and gave us their contact information. Additionally, this tier will come with an additional HERO FOREVER PLEDGE TIER. This tier will not be available after release. Estimated delivery of Internal Testing Access: January 2014. Estimated delivery: Dec 2015

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    12 backers Limited (3 left of 15)

    Along the StormWatch– DIGITAL ONLY ============================== With this tier PLEDGE OWNER ONLY receives HOME WITH A VIEW rewards and THESE UPGRADES: a SMALL REALM-LOCKED PLOT in ONE REALM’S STORMWATCH (name subject to change) areas, your HWAV HOUSE will be upgraded to a lighthouse-like structure, and a TOTAL OF 500 FOUNDER’S POINTS. To ensure consistency with the game’s lore, no other structure can be built on your plot but the plot and the LIGHTHOUSE will be designed with the help of CSE to add walls and other protective features. This plot and lighthouse will be SUBJECT TO ATTACK/DESTRUCTION but it will be rebuilt by the REALM AT NO COST to the player. The LIGHOUSE CANNOT BE BLUEPRINTED. Your plot will remain your property as long as the game is operating, even if the account goes inactive. While we guarantee that you’ll have a plot somewhere in your server of choice (based on when you backed this game), not all plots are created equal. Backers will be contacted based on when they pledged for Camelot Unchained and gave us their contact information. Additionally, this tier will come with an additional HERO FOREVER PLEDGE TIER because the STORMWATCH is a lonely job. This tier will not be available after release. Estimated delivery of Internal Testing Access: January 2014.

    Estimated delivery:
  • Pledge $5,000 or more
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    15 backers All gone!

    NO MAN IS AN ISLAND BUT I OWN ONE. PHYSICAL REWARDS ============================== Yes, you can own your own island in our world. With this non-repeated, limited tier PLEDGE ONWER receives all the rewards from SIGN RIGHT HERE and THESE UPGRADES: THREE-YEAR SUBSCRIPTION renewable, after three years, for $1 per year + ONE OF EVERYTHING IN THE FOUNDER’S EXCHANGE + an ADDITIONAL 325 FOUNDER’S POINTS (400 TOTAL) + RESERVED NAMING RIGHTS for a guild you start (unless the guild's name is trademarked/copyright by someone else) + TOTAL NUMBER OF BETA INVITES UPGRADED TO SIX + TOTAL NUMBER OF CHARACTER SLOTS UPGRADED BY SIX AT LAUNCH + DRAGONIUM FORUM BADGE + INTERNAL BETA LIST FOR ALL FUTURE CAMELOT UNCHAINED EXPANSION PACKS (which you also receive free). Best of all, this island will be reachable only by flier and you will work with our team to customize your island. You and your guests will have free and unlimited access to and from your island, and you can even allow them to set up houses there. The island will also have its own mines and resources (but only equal to what is found in other safe areas as per you know who) that you can harvest. In addition, pledge owner also receives 8 DIGITAL COPIES OF THE GAME (REDEEMABLE AT THE HERO LEVEL ONLY). This package will not be available after release. Estimated delivery of Internal Testing Access: January 2014.

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  • Pledge $5,000 or more
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    9 backers Limited (1 left of 10)

    MY INN, MY WAY – PHYSICAL REWARDS ============================== With this non-repeatable, limited tier, PLEDGE OWNER receives THIS IS MINE! rewards and THESE UPGRADES: instead of a structure, pledge owner is assigned ONE OF THE INNS IN THE SAFE AREAS of the world + ONE OF EVERY ITEM IN THE FOUNDER’S EXCHANGE + an ADDITIONAL 100 FOUNDER’S POINTS (400 total) + RESERVED NAMING RIGHTS for a guild you start (unless the guild's name is trademarked/copyright by someone else) + TOTAL NUMBER OF BETA INVITES UPGRADED TO SIX + TOTAL NUMBER OF CHARACTER SLOTS UPGRADED BY SIX AT LAUNCH. Best of all, you will work with our team to both decorate and choose a tasteful name for an inn that is consistent with our game’s lore for within the realm of your choice. As the master of your own inn, you will be able to buy and resell food, drink, etc. but any currency that you hold cannot be shared with other players or even other characters of yours (sorry, but Mark insists, no game-balance altering items). Your inn will remain your property as long as the game is operating, even if the account goes inactive. As the owner of the inn you will not have to pay any rent on the property but you will be managing an inn and have to maintain a positive cash balance or you’ll have to make up the balance from your own in-game (we are not selling gold, ever!) currency reserves. Think of this as a simple inn simulator. While we guarantee that you’ll have a plot somewhere in your server of choice (based on when you backed this game), not all plots are created equal. Backers will be contacted based on when they pledged for Camelot Unchained and gave us their contact information. In addition, pledge owner receives SIX DIGITAL COPIES OF THE GAME (redeemable at the HERO LEVEL ONLY). This tier will not be available after release. Estimated delivery of Internal Testing Access: January 2014.

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  • Pledge $10,000 or more
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    4 backers Limited (1 left of 5)

    A DRAGONWHALE? PHYSICAL REWARDS ============================== With this limited tier PLEDGE OWNER ONLY receive all the rewards from BSC and THSE UPGRADES + ONE OF EVERYTHING IN THE FOUNDER’S EXCHANGE + an ADDITIONAL 400 FOUNDER’S POINTS (800 total) + TOTAL NUMBER OF BETA INVITES UPGRADED TO 12 + TOTAL NUMBER OF CHARACTER SLOTS UPGRADED BY 12 AT LAUNCH + DRAGONIUM FORUM BADGE + INTERNAL BETA LIST FOR ALL FUTURE CAMELOT UNCHAINED EXPANSION PACKS (which you also receive free) + RESERVED NAMING RIGHTS for a guild you start (unless the guild's name is trademarked/copyright by someone else) + TWO ADDITIONAL HAND-SIGNED PIECES OF CONCEPT ART (3 TOTAL) + TWO ADDITIONAL HAND-SIGNED UNIQUE PIECES OF CONCEPT ART (3 TOTAL). In addition, pledge owner receives 10 DIGITAL COPIES OF THE GAME (REDEEMABLE AT THE HERO LEVEL ONLY). Best of all, pledge owner receives INVITATION TO COME HANG OUT WITH CITY STATE ENTERTAINMENT in beautiful downtown Fairfax, Virginia for three days including the Camelot Unchained launch party. You must provide your own transportation to our office, but once here, we will pay for your room at a nearby hotel (you are responsible for your own hotel expenses and you must have a valid credit card), transportation to and from the hotel on a daily basis, all of your meals with the team (unless you go off on your own), special email access to the development team, special credit within the game, the manual and anywhere else we have our credits, and on the final day you get to say the magical words "AOT DEKCUS" and throw your choice of fruit pies at Mark Jacobs during your visit (recorded for posterity of course). Please note: we reserve the right to revoke this package, with no refund, if the buyer doesn’t act in accordance with the standards of a professional workplace upon joining us. No use of recording devices is permitted during this time without our permission and the backer must sign an NDA. This package will not be available after release. Estimated delivery of Internal Testing Access: January 2014.

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    0 backers Limited (5 left of 5)

    A DRAGONWHALE 2? PHYSICAL REWARDS ============================== With this limited tier PLEDGE OWNER ONLY receive all the rewards from A DRAGONWHALE. This package will not be available after release. Estimated delivery of Internal Testing Access: January 2014. Estimated delivery: Dec 2015

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Funding period

- (30 days)