When you next log on to Conclave and start playing with a character, you'll see a new "Friends" option in the top navigation bar. Click on it, and you'll see a list of all your friends - which is to say none right now! You can add friends by directly typing their usernames into the list, or by clicking on their character, then clicking on the username that now appears on their character sheet and selecting "add friend." You'll get to see a profile of that friend while you are at it.
Once a player is in your friends list, you can invite him or her to a party at any time! Just press the "invite" button next to your friend's name on the friends list. He or she will receive an email, as well as an in-game message, both inviting participation in whatever party you are in at the time you send the message. Note that, as always, you can only invite additional party members if you are the party leader.
As just mentioned, you can now view a profile of a player by clicking his or her name from a character sheet. This profile shows the following info:
- Player name
- Time since joining Conclave
- Honors earned
- Characters owned
Don't want to share this info publicly? Just go to Edit Account and click the new "Hide account details" checkbox.
While friends lists were not a guaranteed Kickstarter feature, we wanted to make sure to put them in place as we know how common it is to find a player or group of players you enjoy playing with, finish playing with that party, and then not know how to reach out to those players again. We hope you enjoy using them!
Line of sight
Next, a big change to combat: walls now block arrows! They also block most other effects in the game. So you can hide behind pillars and trees... and so can your foes. Note that there are few abilities which ignore obstacles, especially those that rely on sound to do their thing.
Most of the current battles are not much affected by line of sight. This was intentional: we knew it was an issue of the current game engine, so we avoided battlemaps that called attention to the problem! Now we'll have freedom to make more use of intervening obstacles, which you'll see appear more often in battles in upcoming quests.
Two notes on our line of sight implementation: first, combatants do not block line of sight. We didn't want True Bows and Runecasters to have to waste lots of time trying to get clear of allies before using their abilities, nor for Beacons to stop being able to reach over allies with their polearms.
Second, the algorithm we use for line of sight is very conservative about blocking. Basically, if any part of a combatant's token can see any part of another combatant's token, targeting is possible: partial blocking is not enough. We'd rather you be surprised that you can hit somebody than the opposite.