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Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

Discuss: Next Steps - Building Titan City

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Red Warlock
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Discuss: Next Steps - Building Titan City

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I think this was a great

I think this was a great update. It gives us an update of what is going on without having to spill the beans quite yet.

Of course I can't be sure if I am the one, or one of the ones, referred to in this update about the quiet period, Q1, but I will say that this update is actually more than I was asking for. I have only ever asked for clear communication, not necessarily more updates or more frequent updates. I understand that often you cannot 'show' updates even though they are happening …like lines of code that doesn't translate to a cool picture or video.

It is exciting to see that enough progress has happened that we will finally get to start seeing some new things soon. I would only ask that you not forget to use your banner in-between updates for those that don't follow as closely. Like today I would recommend updating the banner to add, in between the 2 sections currently on the banner without removing either, something along the lines of "Make sure to check out our April update NEXT STEPS FOR BUILDING CITY OF TITANS and we look forward to sharing our next update with you in May!"...but also have someone keep an eye on that May update so that as soon as you know if its going to slip into June, that you update the banner accordingly.

Compulsively clicking the refresh button until the next update.

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Dark Cleric wrote:
Dark Cleric wrote:

I think this was a great update. It gives us an update of what is going on without having to spill the beans quite yet.

Of course I can't be sure if I am the one, or one of the ones, referred to in this update about the quiet period, Q1, but I will say that this update is actually more than I was asking for. I have only ever asked for clear communication, not necessarily more updates or more frequent updates. I understand that often you cannot 'show' updates even though they are happening …like lines of code that doesn't translate to a cool picture or video.

It is exciting to see that enough progress has happened that we will finally get to start seeing some new things soon. I would only ask that you not forget to use your banner in-between updates for those that don't follow as closely. Like today I would recommend updating the banner to add, in between the 2 sections currently on the banner without removing either, something along the lines of "Make sure to check out our April update NEXT STEPS FOR BUILDING CITY OF TITANS and we look forward to sharing our next update with you in May!"...but also have someone keep an eye on that May update so that as soon as you know if its going to slip into June, that you update the banner accordingly.

Made the change! Thanks for the catch :)


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Thanks for the update. Nice

Thanks for the update. Nice to hear everything is moving along and that interesting stuff is on the horizon!

Just out of curiosity, why is the resolution so low in the screenshots? I'd think if you want to show off some shinies, you'd want them to look their best.

The part of this update that intrigues me the most is the music. I'm loving the various themes. (Am I the only one who pictures Zemo dancing when listening to Weird Sisters?)

Are these all themes that will play upon entering various neighbourhoods, or are some intended for other use?

Also, does the fact that the latter two have 'night' in their names mean there will be different area themes for night and day? (If so, I like that idea a lot.)

Finally, will there also be some classically heroic themes, similar to that of the starting zone in the old game (even if that wasn't written specifically for that game)? I'd love to hear a bit of that type of theme also.

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Dark Cleric wrote:
Dark Cleric wrote:

I think this was a great update. It gives us an update of what is going on without having to spill the beans quite yet.

Of course I can't be sure if I am the one, or one of the ones, referred to in this update about the quiet period, Q1, but I will say that this update is actually more than I was asking for. I have only ever asked for clear communication, not necessarily more updates or more frequent updates. I understand that often you cannot 'show' updates even though they are happening …like lines of code that doesn't translate to a cool picture or video.

Glad you liked it Cleric. We heard from several of you that you wanted to see more updates on a regular basis, so we are going to be doing more regular updates. As this update shares, we have some very exciting progress that we anticipate sharing in the coming months ahead. We will also have some updates which are not big announcements of new released content, but just keeping you all in the loop about things that are happening.

We are SO excited for this game and glad you are too. Thanks for staying engaged with us!

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Red Warlock
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Cinnder wrote:
Cinnder wrote:

Thanks for the update. Nice to hear everything is moving along and that interesting stuff is on the horizon!
Just out of curiosity, why is the resolution so low in the screenshots? I'd think if you want to show off some shinies, you'd want them to look their best.
The part of this update that intrigues me the most is the music. I'm loving the various themes. (Am I the only one who pictures Zemo dancing when listening to Weird Sisters?)
Are these all themes that will play upon entering various neighbourhoods, or are some intended for other use?
Also, does the fact that the latter two have 'night' in their names mean there will be different area themes for night and day? (If so, I like that idea a lot.)
Finally, will there also be some classically heroic themes, similar to that of the starting zone in the old game (even if that wasn't written specifically for that game)? I'd love to hear a bit of that type of theme also.

About the pixelation - these were photos taken in Editor mode and so they are not in the high resolution quality you will see in the game. To get a better idea of the game quality, look at the film we put out in January on Old Bradford/Downtown - that will be more the resolution quality you can expect. As we are going to be doing updates more regularly, we will be grabbing photos more quickly for content - the resolution may be a little lower for some of the photos...

And regarding the themes for music, these were all themes designed for the specific neighborhoods and groups of characters (like the Weird Sisters) that are planned for the game. When and where the music will play exactly is still being orchestrated within the game.

And yes, there is a plan to have 'day' music and 'night' music for the feeling of the environments to change day and night...

And I anticipate there will be some hero themes... We may even have some finished already but I need to look at our sound library to see...

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Red_Warlock wrote:
Red_Warlock wrote:

About the pixelation - these were photos taken in Editor mode and so they are not in the high resolution quality you will see in the game. To get a better idea of the game quality, look at the film we put out in January on Old Bradford/Downtown - that will be more the resolution quality you can expect. As we are going to be doing updates more regularly, we will be grabbing photos more quickly for content - the resolution may be a little lower for some of the photos...

Aye I recall that video. Just thinking it might help in promoting the game if the updates had better quality screenshots (imo).

Red_Warlock wrote:

And yes, there is a plan to have 'day' music and 'night' music for the feeling of the environments to change day and night...

Excellent!

Red_Warlock wrote:

And I anticipate there will be some hero themes... We may even have some finished already but I need to look at our sound library to see...

No rush, but if you do happen to find one it would be cool to hear; thanks. :-)

Spurn all ye kindle.

Red Warlock
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Cinnder][quote=Red_Warlock
Cinnder][quote=Red_Warlock wrote:

About the pixelation - these were photos taken in Editor mode and so they are not in the high resolution quality you will see in the game. To get a better idea of the game quality, look at the film we put out in January on Old Bradford/Downtown - that will be more the resolution quality you can expect. As we are going to be doing updates more regularly, we will be grabbing photos more quickly for content - the resolution may be a little lower for some of the photos...

Aye I recall that video. Just thinking it might help in promoting the game if the updates had better quality screenshots (imo).

We will work on improving those in the coming updates...

Environmental Artist, PR Editor

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Thanks for the update!

Thanks for the update!

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As always more news/info is

As always more news/info is nice to have. I definitely liked the music samples - much of it reminded me of "sci-fi" sounding electronica music from shows from the 80s and 90s. ;)

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This update rekindled my

This update rekindled my interest. I am really liking what I see, I kinda figured you had systems written and waiting to plug together, still a lot more work ahead but very real progress here.

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ivanhedgehog wrote:
ivanhedgehog wrote:

This update rekindled my interest. I am really liking what I see, I kinda figured you had systems written and waiting to plug together, still a lot more work ahead but very real progress here.

Welcome back Ivan! All of us at CoT are happy you are here, and that we are rekindling interest - There are a lot of exciting things to come!

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Yeah, I used to call that

Yeah, I used to call that type of music "Techno". Aurora Night is a little bit Techno, a little bit of Funk.
Interesting, I know this is just a VERY TINY sample and I'm hoping we have a lot more variety in musical styles and sounds.

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StellarAgent wrote:
StellarAgent wrote:

Yeah, I used to call that type of music "Techno". Aurora Night is a little bit Techno, a little bit of Funk.
Interesting, I know this is just a VERY TINY sample and I'm hoping we have a lot more variety in musical styles and sounds.

This is absolutely only a sample. We have many, many more completed already and are continuing to build the library...

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Wait. Just making sure I'm

Wait. Just making sure I'm not going insane here. The "travel powers" that are available in the island are just the movement and the high jumping that is always on

I thought for a second that power activations were added at some point on the island.

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We still don't have

We still don't have individual powers or power "activations" on the island. The default movement we currently have is likely suppose to mimic what the "Super Speed" and "Super Leap" travel powers will be like once we have them in game.

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It's very nice to be able to

It's very nice to be able to hear more of the music that'll be in the game. I don't think we've heard anything since Hellwreckage went on to do 'grown up' stuff (IIRC).

I believe I read (probably on Discord) that there are no travel powers active on the island. What's available now is from UE4. Or maybe I extrapolated that from powers not yet being available on the island.

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Darth Fez wrote:
Darth Fez wrote:

I believe I read (probably on Discord) that there are no travel powers active on the island. What's available now is from UE4. Or maybe I extrapolated that from powers not yet being available on the island.

The super speed and super leap on the island are not the actual travel powers. All they do is take the base run speed, jump height, and jump distance parameters and give them larger values.

Which basically is all that it takes to make. But they were there to give an idea what what it will be like, but not definitive.

All our travel powers, super speed and leap will be handled within a trace system which governs them. An additional layer to this is we will add our travel power improvement mechanics to this, which hooks into our power designer outputs which handles in-game values.

This also handles other galaxies such as the cost of use and others that our powers require for game mechanics to function. There is of course also adding how they are activated and hooking to the UI.


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They featured my pic under

They featured my pic under the Powers section!
I'm that hideous monstrosity next the doppelganger I found and posted on Discord. XD

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.Foresight wrote:
.Foresight wrote:

They featured my pic under the Powers section!
I'm that hideous monstrosity next the doppelganger I found and posted on Discord. XD

I thought it looked familiar!

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I just noticed something in

I just noticed something in Old Bradford. There are row-homes that back up to each other. There really should be an alley behind them full of fire escapes and garbage bins. I'm not saying this because I think it would be cool or atmospheric, even though it would. I'm saying this because those blocks really should have an alley between the opposite facing rows. Let's use Boston as our example and do a map search for "public alley" or the rowhomes along Glenville avenue.

Or we can look at New York and see anywhere in Chelsea or Greewich Village for an example of super tightly packed rowhouses. In every case there is an alley between rows.

Personally I think the addition of alleys can only make Titan City more interesting.


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Huckleberry wrote:
Huckleberry wrote:

I just noticed something in Old Bradford. There are row-homes that back up to each other. There really should be an alley behind them full of fire escapes and garbage bins. I'm not saying this because I think it would be cool or atmospheric, even thought it would. I'm saying this because those blocks really should have an alley between the opposite facing rows. Let's use Boston as our example and do a map search for "public alley" or the rowhomes along Glenville avenue.

Or we can look at New York and see anywhere in Chelsea or Greewich Village for an example of super tightly packed rowhouses. In every case there is an alley between rows.

Personally I think the addition of alleys can only make Titan City more interesting.

Yes I'd agree. There should be a huge number of narrow alleyways and back streets everywhere they make sense to be. These would serve as havens for "gang" MOBs as well as plenty of cool places to have personal base entrances.

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Lothic wrote:
Lothic wrote:
Huckleberry wrote:

I just noticed something in Old Bradford. There are row-homes that back up to each other. There really should be an alley behind them full of fire escapes and garbage bins. I'm not saying this because I think it would be cool or atmospheric, even thought it would. I'm saying this because those blocks really should have an alley between the opposite facing rows. Let's use Boston as our example and do a map search for "public alley" or the rowhomes along Glenville avenue.

Or we can look at New York and see anywhere in Chelsea or Greewich Village for an example of super tightly packed rowhouses. In every case there is an alley between rows.

Personally I think the addition of alleys can only make Titan City more interesting.

Yes I'd agree. There should be a huge number of narrow alleyways and back streets everywhere they make sense to be. These would serve as havens for "gang" MOBs as well as plenty of cool places to have personal base entrances.

Street, ground and alley work in Old Bradford is still being finished, so those kinds of final neighborhood touches are definitely coming...

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Huckleberry wrote:
Huckleberry wrote:

I'm saying this because those blocks really should have an alley between the opposite facing rows.

Also as firebreaks between buildings, just in case you don't want to suffer a Great Fire of London situation in the event of a conflagration firestorm.


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Redlynne wrote:
Redlynne wrote:
Huckleberry wrote:

I'm saying this because those blocks really should have an alley between the opposite facing rows.

Also as firebreaks between buildings, just in case you don't want to suffer a Great Fire of London situation in the event of a conflagration firestorm.

Um. Old Bradford has a 'burb called Firetown which specifically references the Great Fire. I don't think Firetown was in London at the time. If it hit an alley it would only be after the broad side of the barn door bolted.

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Yes, a 'Great Fire' is part

Yes, a 'Great Fire' is part of local history and they might have built firebreaks into the re-built town. So alleys and fire escapes might, indeed, be part of the local terrain, now.

Be Well!
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