Dear friends,
This update includes the main objective of Chapter 2: the damage formula and other changes in PvE damage calculation.
Tutorial 2.0
Added technical buffs for new characters:
- “Rookie” karma level:
- No experience or item loss upon death (except "red" items);
- Killing a character with such karma level decreases karma by 1000 points;
- Removed upon reaching level 31 or after killing 3 characters;
- Tax Exemption:
- Exempts players from paying castle taxes;
- Removed upon reaching level 21;
T2 County: Unsund
- Added 2 settlements:
- Added T7-T9 powder merchants;
- Added T4-T6 equipment merchants;
- Planned for the near future:
- Settlement minimaps;
- Addition of T7-T9 equipment merchants, quest givers, and other NPCs;
- Real estate;
Damage Formula 2.0 (General and PvP)
A complete overhaul of the damage formula with several changes/fixes:
- Formula no longer smooths out significant advantages of attack over defense;
- Removed effective melee weapon range and hidden additional critical damage chance stats;
- Minimum damage when defense exceeds attack is now simply "1" (was 10% of attack value), with simplified attack/defense comparison;
- Body parts and hitboxes:
- Head/neck hits: pull weapon damage toward MAX attack value and add damage multiplier ONLY to weapon attack (x1.5 crossbow, x1.4 melee, x1.45 magic);
- Torso/arms: No modifiers;
- Leg hits: pull towards MIN weapon attack, multiplier (x0.8 crossbow, x0.9 magic), energy drain increased 2-2.5x;
- Improved and fixed hitboxes for male and (significantly) female characters;
- Powder heating: Fixed incorrect bonus calculation. Heating bonus now only affects powder's own attack value but stacks with headshot bonus;
- Planned for the near future:
- Balance adjustments for new formula;
- Rework of minimum damage to move away from "1" damage;
- Rework of shield interactions with different weapon types, including AOE magic;
Damage Formula 2.0 (PvE and Scaling)
- Added a "partial scaling" mechanic when the character level significantly exceeds the AI level:
- The greater the positive delta between character and AI level, the more attack value the character loses and the AI gains;
- Fixed formula error causing double attack values for certain AI attacks;
- Fixed experience calculation error for killing blows – now considers all attack values instead of just weapon attack;
- Due to overlapping new damage formula, scaling mechanic, and AI stat revisions, we apologize in advance for potential artifacts;
Combat System:
- Disabled prediction system for melee weapons:
- Client now always waits for server response about attack results instead of simulating parallel calculations;
- This will add ping-based delay to hit reaction SFX/VFX (hit sounds, blood, crosshair color, weapon recoil animation, etc.)
- But eliminates discrepancies between client/server calculations (where client showed hit but server registered miss)
- Fixed crosshair focus issue when target is in range;
- Increased melee weapon recoil animation speed;
Disenchantment Changes
- The concept of "disenchanting" has been removed along with its overly strict rules;
- Enchanted items can now be re-enchanted without prior disenchanting;
- However, re-enchanting requires a recipe of EQUAL OR HIGHER quality than the item;
- Initial enchanting still allows using lower-quality recipes with risk of failure and item breakage;
Changes
- Increased sprint speed in Red and Black zones by 11% (now 4.8 m/s);
- Increased crossbow bolt speed and flatness by 20%;
- Reduced radius of Air magic S_/M_ missiles by 10% and 15%, respectively;
- Increased Shroom spawners in Daerkunn, Unsund, and Oer;
- Removed Vocational quest CD;
- “Tax Evader” karma now gives the same penalties as “Bad” karma;
Optimization
- Various background sublevel loading improvements;
- Loading screen no longer disappears prematurely;
Best regards,
The Atlant Games Team