Change list 0.68.857 from 10/11/2021
Game mechanics
General:
1.1 | EPIC:
- (Seamless) Support for teleportation (using tokens) and forced player transition (e. g. on character death);
- (Seamless и ServerManager) “Zone” system. It gives every zone one or more allocated servers and the ability to distribute players between those;
1.2 | Added:
- (1.5) Character progression system;
- Character “noise” system – character makes noise depending on the weight of their equipment;
1.3 | Changed:
- Refactored the way character’s hot bar is being saved: it will be stored in a database now;
Castle Filling System (1.0):
1.1 | Any player can fill a castle (start its white phase) with an elixir:
- there are 2 types of elixir: regular and royal, each subdivided into 12 levels;
- elixirs have requirements;
1.2 | The player chooses the time when the white phase ends;
1.3 | Then they choose an elixir that suits the time, castle type and some other factors;
1.14| These parameters depend on the elixir the player chose:
- How big is the deviation of the time when the white phase ends from the time planned;
- The length of the next red phase and its end-time deviation;
- The rate of the land tax – the longer the white phase, the smaller the tax;
Food System (1.0):
1.1 | Added:
- Overeating (without visualisation);
1.2 | Fixed:
- You couldn’t heal satiety HP bonus;
Combat System (2.9)
1.1 | Added:
- New logic for checking hits at a shield that uses Physical Assets instead of simple collision;
- System for interrupting the attacks with different types of shields including magic shields from obelisks;
- Sound and camera shake system;
1.2 | Changed:
- PvE will use a simplified version of block logic;
- Deleted unused logic from weapon classes;
- Distance calculation for 2H alternative attack;
- Significantly reconsidered weapon attack speed;
1.3 | Fixed:
- 2H alternative attach was visually interrupted regardless of the type of obstruction it hit;
Tutorial(0.8)
1.1 | Changed:
- Stages with powders (minimized the number of necessary powders and actions to complete these stages)
- Added mantras as an unnecessary for completion part of the tutorial;
- Tutorial dummies will have shorter intervals between rotations;
1.2 | Fixed:
- Mobs couldn’t deal damage to the player in the tutorial level;
- Incorrect date;
- Incorrect sun rotation;
- Deleted the “tutorial system is not completed” banner
- Typos;
- Unfinishable powder stage;
AI Component (1.0)
1.1 | AI Component is a new logic that controls the behavior of AIs:
- Optimized the inherited elements and deleted the unused ones;
- Added smart state transition. It changes states depending on previous states. For instance: Ai will make a transition from Defend to Attack if before Defend state it was in the Attack state;
- New reaction system. We can add any number of conditions, when they all are met, the AI reacts to it. E. g.: we can set that if the AI receives over 300 damage and its health drops below 10% it will deal 2 times more damage with its next attacks;
- AI now works directly with our faction system to detect enemies;
- Refactored the agro system;
- Refactored turn logic. Now turn speed will be static;
- Reactions and triggers will have changeable presets;
Game World
Daerkunn County
2.1 | Added:
- 4 ancient ruins;
- Abandoned camp;
- Camp;
2.2 | Changes:
- A considerable rearrangement of Harbur village (starting village):
- The blacksmith, the weaponsmith, and the tavern are placed just outside the isle where players are first spawned in the world: now new players will more easily find them and buy whatever gear they need to hit the road;
- Added buildings and places for NPC and objects that present new gameplay mechanics (library, bank, crafting pot, etc.);
- Added the blank buildings for future mechanics and necessary NPCs (the houses of the skinner, jeweller, auction houses, alchemical shop);
2.3 | Fixed:
- Visual and technical issues;
UI/UX
3.1 | Added:
- Temporary placeholder for castle filling window;
3.2 | Changed:
- The player interface was rendered over the main menu;
- Couldn’t interact with quest interface to take a quest or close the window;
- Position of some interface elements;
Visuals
4.1 | Added:
- New landscape and procedural grass material;
- New character sound system (footsteps, hits, etc.);
4.2 | Changed:
- Turned off unnecessary post-process effects;
- The sun will rise in the east and set in the west;
- Decreased the brightness and size of the moon;
- The speed of clouds;
- The sun and the moon will move smoother across the sky;
- The brightness of lamp posts;
- The intensity of fire particles glow;
- FXAA removed from graphics settings;
- The system of 1st person camera shake;
- Over 400 new sounds for the player character;
4.3 | Fixed:
- Errors in materials;
- Errors in particle systems;
- The positions of item descriptions: it will render over other windows;
- Absence of some materials;
- Sky flickering at some camera angles;
- Absence of leg animation when casting spells on self;
- Incorrect position of mantra VFX;
- Wrong color of blood;
- Character materials in the appearance editor;
- Incorrect rendering of decals spawned by hits on character’s arms;
- Incorrect rendering of decals on animal and human models;
- Errors of appearance editor: camera rapidly changing its position, absence of sound effects when clicking on buttons, absence of music, etc.;
Fixes
- Herbs (the resource) spawned upside down;
- Melee weapon dealt no damage to mobs;
- Many widgets didn’t work correctly: buttons were not clickable, couldn’t scroll down texts, etc.;
- Chat window was rendered over the main menu;
- Players could get stuck between the arena pit and environment collisions;
- Equipping and unequipping weapons didn’t sync up well with the animation;
- Experience for magic attacks didn’t work correctly;
- Clouds jittering;
- Artefacts of shadows on grass;
- The logic for icons and character abilities;
- Shadows from magic effects in character’s hands;
- In the arena, a character could get the criminal buff for hitting other players (despite both being inside the arena pit);
- Spell VFX didn’t rotate after casting the respecting spell;
- Incorrect hitreacts when using shield;
- Rendering of the crosshair when using mantras and obelisks;
- When teleporting, the player’s screen will fade until the environment around them loads completely;
- Couldn’t equip the bag with a double click;
- Dying in an arena pit characters dropped items that anyone could pick up afterwards;
- Shields didn’t deflect the damage dealt by mobs;
- The camera replayed the camera shake when the hit animation played backwards;
- Shields and obelisks didn’t work correctly;
- Spell VFX didn’t fade out in the distance;
- When changing equipment in 3rd person mode, character 1st person model appeared, whereas the right one disappeared;
- If the player didn’t have enough stamina for the 2H alternative attack, the stamina would still deplete but the attach wouldn’t play;
- Character flew up when teleporting to a place where another character was standing;