Dear friends,
At last, we are ready to present the main patch note before PT #4. Here, we’ll tell you about everything we have done since the end of PT #3.
To put it briefly, most of our efforts were invested in refactoring the mechanics that received the majority of bug reports, such as quests and AI Spawners. Apart from that, we have been working on improving Seamless Zones and transitions, abilities, UX design, and the visual aspect of the game.
We are planning another 1 or 2 weeks of work on fixes and adding content to Dwarrhan. This build contains a number of known issues, but the sooner it gets into the hands of the ROG Club, the more known issues we will have ;)
We apologize for not being able to meet the scheduled deadlines for PT-4, but we are trying to really develop the project between playtests, albeit to the detriment of deadlines.
ROG’oms Up!
- Refactored Mechanics
- since these mechanics were completely rewritten it is needless to mention anything about their old bugs that had been reported by players:
- Quests;
- AI Spawners;
- Server Part | Backend | Seamless
- Added:
- New Seamless Zones of different shapes (not just cubes);
- the algorithm for many-staged loading of character inventory;
- the script that automatically reboots servers according to the schedule;
- Changed:
- character saving system;
- (exploit) external container item caching and saving system (bank, chests, etc.);
- (exploit) the process of logging into game, from the point of launching it to the moment of creating the character;
- Fixed:
- (rare) an issue that set the character back to level 1.1 when rebooting the game too quickly;
- hotbar slots emptying on their own;
- Optimized:
- AI and their spawn;
- memory consumption for game servers;
- General Balance | Economy:
- revision of the prices of resources, processing and, as a result, of most of the items;
- revision of equipment bonuses and requirements of levels 2+;
- revision of the proportion of stats values between robes/light/medium/heavy armor, 1H & 2H weapons, weapon types (swords/axes/maces);
- made the process of crafting more rewarding financially;
- revision of the requirements and stat bonuses of the enchantments for Large Gear, Small Gear, and Jewelry;
- new approach to mob stats;
- Tavern (Tutorial Map)
- deleted several more redundant steps from it with accordance to the feedback received from PT #3 participants;
- Inventory| Equip | Containers:
- Added:
- pressing “I” opens both the inventory and the equipped pouch;
- this function can be turned off by pressing the button in the pouch window;
- the button that allows to bring up the pouch window maximized or minimized;
- Changed:
- the number of slots pouches give were considerably increased, limitations being placed on the pouches maximum weight capacity and its own weight;
- increases the number of items in stack for most items;
- Combat System | Magic:
- Added:
- SFX for flying projectiles;
- Changed:
- 2H alternative attack doesn’t need any more “charging” before being used;
- effects that change cooldown also make the animations of the actions they affect quicker;
- energy use and 2H sprint attack effects;
- Fixed:
- an error in technical buff stack calculation, especially with those that deal DOT;
- Optimized:
- server load caused by spell logic and projectiles casts;
- Character| Vocations and Abilities | Quests
- Added:
- new type of abilities - passive abilities that give constant passive bonuses while the ability is slotted in the character window;
- new type of abilities that change the behavior of weapons;
- Changed:
- increased the speed and the distance of dodges;
- decreased the energy use of jumps and dodges, including the penalty for repeated dodging/jumping. The intensity of the penalty for carried weight was increased, however;
- Fixed:
- dodging animation jittering when playing from 3rd person;
- attribute experience transfer powders;
- Archmage’s levitation wouldn’t end after the effect had already expired;
- Resources | Processing | Crafting | Enchantments
- Added:
- messages notifying of crafting or enchantment results;
- Changed:
- enchanted items tooltips;
- Fixed:
- (exploit) errors with using ingredients that aren’t part of a single stack in inventory;
- enchantment: issues with attribute bonuses, requirement multiplier, and added requirements;
- the error that caused jewelry level to change after it was enchanted;
- AI | NPCs:
- Added:
- mobs can now be completely or partially invulnerable to certain weapon/magic types;
- increased the number of bosses on the Island and Dwarrhan;
- every boss is now in the Black Zone;
- wolf;
- Changed:
- brand new system of spawners in Dwarrhan - the quantity of mobs will depend on the biome where they are being spawned;
- a number of mobs had their idle mode turned back on (they can roam the areas around the spot where they have been spawned);
- Fixed:
- wrong level scaling of HP regeneration;
- UI | UX | Visuals | Localization:
- Added:
- “immersive” nameplates (“classic” nameplates can be turned on in the settings);
- animation for turning on spot;
- several voices for character to choose from;
- characters will use vocal reactions in more different scenarios;
- dynamic VFX emissive brightness change according to time of day;
- automatic transition to cursor mode when interacting with NPCs;
- new weapon models (including the replacement of old ones);
- Changed:
- battle log messages made shorter and clearer;
- Improved LODs for a number of objects in settlements;
- Fixed:
- saving hotkeys and displaying hotkeys of the bottom line of the hotbar;
- saving the position of windows after relogging;
- incorrect display of the attack value at the first equip of the powder;
- incorrect display of the amount of powders in the cell when using them through the hotbar;
- the cursor in the aiming mode takes into account the change in the range of the weapon depending on the character's height;
- the character window does not take into account the modified weapon stats;
- FPS drop when playing a number of VFX;
- bug with restarting the global cooldown timer on abilities after transitioning through Seamless;
- localization of different Karma zones;