MMORPG news

Reign of Guilds Update 0.68.857

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):
    1. 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;
    2. Added buildings and places for NPC and objects that present new gameplay mechanics (library, bank, crafting pot, etc.);
    3. 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

  1. Herbs (the resource) spawned upside down;
  2. Melee weapon dealt no damage to mobs;
  3. Many widgets didn’t work correctly: buttons were not clickable, couldn’t scroll down texts, etc.;
  4. Chat window was rendered over the main menu;
  5. Players could get stuck between the arena pit and environment collisions;
  6. Equipping and unequipping weapons didn’t sync up well with the animation;
  7. Experience for magic attacks didn’t work correctly;
  8. Clouds jittering;
  9. Artefacts of shadows on grass;
  10. The logic for icons and character abilities;
  11. Shadows from magic effects in character’s hands;
  12. In the arena, a character could get the criminal buff for hitting other players (despite both being inside the arena pit);
  13. Spell VFX didn’t rotate after casting the respecting spell;
  14. Incorrect hitreacts when using shield;
  15. Rendering of the crosshair when using mantras and obelisks;
  16. When teleporting, the player’s screen will fade until the environment around them loads completely;
  17. Couldn’t equip the bag with a double click;
  18. Dying in an arena pit characters dropped items that anyone could pick up afterwards;
  19. Shields didn’t deflect the damage dealt by mobs;
  20. The camera replayed the camera shake when the hit animation played backwards;
  21. Shields and obelisks didn’t work correctly;
  22. Spell VFX didn’t fade out in the distance;
  23. When changing equipment in 3rd person mode, character 1st person model appeared, whereas the right one disappeared;
  24. If the player didn’t have enough stamina for the 2H alternative attack, the stamina would still deplete but the attach wouldn’t play;
  25. Character flew up when teleporting to a place where another character was standing;

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