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