Playing together
One player hosts a world from their game and friends join it. You build, gather and fight in the same land, and players can fight each other too, under the law. Playing together is new and still growing.
Hosting and joining
On the Play screen, beside Play, choose who can join: Just me, My network, or Friends with a password. When you host, the log tells you the address your friends join at. To join, open Join a friend and type in that address and the password. If the password is wrong, or there is no world at that address, the Play screen says so. For now friends join on the same home network or over a private network between your computers; public worlds and a list of servers come later. Coming
Talking
Press Enter to type, Enter again to send, and Esc to close. On a controller, Create then “Say something” gives you ready phrases. Typing on a controller is not in yet. Coming
What you share
- Building, digging, and what is in the storage chests.
- Gathering: a tree or a rock has one count for everyone, and the farm field is shared.
- Ponds you pour, loose stones (whoever picks one up first has it), and moored boats anyone can board.
- The world’s creatures, fought side by side. Whoever lands the killing blow gets the loot.
- The village. A world has one; whoever lights its hearth first founds it. Only the founder and the builders they allow build on its land, and only the founder takes the hearth down or changes its flag. See Villages.
Your character on each server
Your name, look, people, path and element are the same everywhere. What you earn belongs to each world you play in: skills, stats, karma, trees and arts, your spells, backpack and bank, your pets, and where you stand. The first time you join a world you start fresh there, with your people’s first skills and plain clothes, and when you come back you pick up where you left off. Nothing comes home from someone else’s world, and nothing goes there from yours.
Fighting each other, and the law
The host chooses whether players can fight each other. When they can, the law watches:
- Names show what you are: blue for the innocent, grey for a criminal, red for a murderer.
- Attacking an innocent makes you a criminal for two minutes. Hitting back, or hitting someone wanted, is no crime. Stealing from someone harmless is a crime too.
- Killing an innocent is murder. Five murders make you a murderer, and one fades every ten minutes.
- Killed by a player, you drop everything you have on you, worn things too, as your remains. Anyone can loot them for twenty minutes, first come first served.
- Kills move your karma, and so does killing creatures: hunting evil things raises it, killing good ones costs it.
- Two guards stand by the magistrate in the camp and go for anyone wanted who comes near. Every hamlet has a guard by its fire as well.
- A big enough bounty on your head brings bounty hunters after you, more the bigger it is. One that kills you takes the bounty.
- The magistrate tells you where you stand and takes your bounty. A criminal can be pardoned; a murderer never is.
- The arena’s ring is free ground: nothing done there counts.
Still to come
Public worlds and a server list, accounts that live online, caves, arenas and raids together, a joined player’s pets, and guards in your own villages. Coming