Dear friends,

In addition to fixing the crash issue that occurred in some cases during the first launch, we’ve also addressed yesterday’s controversial changes, which were met with mixed reactions:

  • In PvP, the increased speed was, to put it mildly, received poorly;
  • While for non-PvP situations it was received well;

We’ve prepared a series of changes for testing this week and will gather feedback by the end of the week

Our Plans

We want to try the most convenient option for us:

  • Base movement speed will remain increased by 14%;
  • Sprint speed multiplier during combat will be 1.35x;
  • Sprint speed multiplier outside of combat will be 1.75x;
    • The "in combat" status will activate not only when dealing/receiving damage but also during any attack or spell cast;
    • There will still be many questions about why sprinting is slowed due to self-casting, but buffs can include regeneration, and where there’s regeneration, healing (HP/MP, etc.) is often nearby. For now, this is what we’ll stick with.

Movement Speed

  • Base speed remains unchanged (still +14%);
  • Sprint speed multiplier reduced from 1.75x to 1.35x, resulting in an absolute speed close to the previous sprint (now 4.32 m/s, previously 4.23 m/s);

Energy

  • Energy regeneration is now percentage-based (1%/2%/6% of max energy for running/walking/standing still)
    • This significantly surpasses the previous flat regeneration values for higher-level characters;
  • Energy costs adjusted as follows:
    • Sprint: 0.75 units/s + 1.5*(carried weight/carry capacity);
      • Flat cost reduced by 25%, overload penalty reduced by 70%;
    • Jump: 4 + 8*(carried weight/carry capacity) + 20% penalty for repeated jumps within 3 seconds;
      • Overload impact increased by 60%, penalty duration reduced by 2 seconds;
    • Dodging: 8 + 16*(carried weight/carry capacity) + 20% penalty for repeated dodges within 3 seconds;
      • Flat cost reduced by 20%, overload impact increased by 60%, penalty duration reduced by 5 seconds;
    • These changes standardize overload penalties relative to flat costs and adjust cooldowns for repeated jumps/dodges;
  • Energy drain effects now scale as:
    • 1% of dealt damage for melee weapons;
    • 0.75% for crossbow bolts;
    • 0.5% for magic ("projectiles");

Magic and Crossbow Bolt Speed/Radius

Crossbow Bolts:

  • Flight speed increased by 30%;
  • Radius increased by up to 12%;
  • Curvature range set to 50m;

Earth Magic:

  • Small projectile powders: speed +25%.
  • Medium projectile powders: speed +25%, radius +20%;

Air Magic:

  • Small projectile powders: radius +20%;
  • Medium projectile powders: radius +30%;

Water Magic:

  • Small projectile powders: speed +15%, radius +40%;
  • Medium projectile powders: speed +15%, radius +40%;

Fire Magic:

  • Small projectile powders: speed +20%, radius +20%
  • Medium projectile powders: speed +15%, radius +10%.

Best regards,

The Atlant Games Team