We have finally reached a new stage of our project - polishing and optimization. This means that patches will be released more often. The Normal server might even be updated without an announcement of a patch note. Or we will at least post a local patch note on the forum, like we did last week.
We appreciate the help ROG Club gives us with testing and bug reporting.
Access to the PTR server is closed for the community because the Normal server will not be far behind the PTR..
ROG’oms up!
List of Changes 0.86.064 from 15/07/2022
Added (temporary and technical):
Translucent clouds covering the areas of the map that are not supported by the servers (if the player leaves it they will fall through the landscape);
Emergency respawn button;
Skip tutorial stage button;
Added:
1.1 | UI/UX:
Information in food tooltips;
Information in weapon tooltips;
Information in powder tooltips;
A separate frame for usable items;
A limitation for the number of symbols that can be entered;
A frame for items that a player adds to trade;
The sound button state in main menu will be saved;
The scale and position of the map will be saved between game sessions;
The custom map on the flag will be saved between sessions;
Changes:
1.1 | (Fixed) Crashes:
Crash of the arena server;
Server crash on saving some buffs;
Client crash if there was an error with custom LODs load of cells;
1.2 | (Fixed) Seamless:
Invisibility after the transition;
Character respawning on another server after a transition;
Capsule jitter after a transition;
Pouch window logic (cells disappeared after the transition);
P2P trade window logic;
Quest Giver and Quest Journal windows logic;
Issues with despawning buffs’ VFXs;
Other characters had wrong appearance after the transition;
1.3 | Main Menu / AFK System / Chat:
(Fixed) Issues with choosing/deleting character and quick launch from the main menu;
(Fixed) Increased the time before being kicked after being AFK (5 min);
(Fixed) AFK timer now registers mouse cursor movement;
(Fixed) Other menus opened while typing in chat;
(Fixed) The unsent messages are saved;
1.4 | Character:
(Fixed) Uncontrollable instant height shift of the character capsule from their actual height to minimum and back;
(Fixed) Character spawned being zero size (because of this it fell through the landscape);
(Fixed) Character didn’t save correctly when logging out;
(Fixed) A number of items didn’t save on saving/sending the character;
1.5 | Combat System / Magic:
(Changed) Melee weapons physics;
(Fixed) A number of issues, visual improvements and update of the physics of magic projectiles;
(Fixed) Healing and mana restoration;
(Fixed) Buffs were not deleted on death;
(Fixed) Constant invulnerability after teleporting to the Arena;
(Fixed) Character overweight;
1.6 | Tutorial:
(Added) Tutorial saves player’s current stage after logging out / dying;
(Fixed) Character death and respawning (including darkness after respawning);
(Fixed) A new check for the dispel stage in the tutorial;
(Fixed) Visual fog that affects brightness;
1.7 | Loot/Items/Resources/Refining/Craft
(Fixed) Fixed the way randomness works in mob drops;
(Fixed) Issues with picking up items while in the combat stance;
(Fixed) Item requirements were ignored;
(Fixed) Time of day requirements for crafting powders;
(Fixed) Crafting powders consumed resources and didn’t give powders;
(Fixed) Resource refining into first level materials;
(Added) A separate slot for a recipe book;
(Fixed) Issues with container widgets;
1.8 | Quests:
(Fixed) Couldn’t complete quests of the types “Collect”, “Satisfaction”, and “Meet Requirements”;
(Fixed) Quests of the “Kill” type were completed instantly after killing the objective;
(Fixed) Quest indexation didn’t work correctly;
(Fixed) Display of progress for the quests of “Satisfy Requirement’ type;
1.9 | AI:
(Fixed) Incorrect behavior of AI when they reached spawner boundaries;
(Fixed) Arrows stuck mid air after killing an AI;
(Fixed) AI walked without animations in some cases;
1.10 | Visuals:
(Changed) The brightness and saturation of the lighting;
(Fixed) Incorrect movement of the sun and the moon (a day could pass in a minute of the in game time);
(Fixed) Returned the SFX (vocal) of hits;
(Fixed) SFX/VFX of magic, including correct consideration of rebase;
(Fixed) On projectile impact there was the VFX/SFX of it unsuccessful dispersion;
(Fixed) Self-cast magic now has a default self-casting crosshair;
(Fixed) Window headers are the areas for window dragging;
(Fixed) Modular system on character / NPC LODs;
(Fixed) 1H weapon display on the back behind the shield;
(Fixed) NPC animation jitter;
(Fixed) Container shutting sound played twice;
(Fixed) Character eyes disappeared when they got undressed;
(Fixed) Hands in First Person (equipping any weapons activated the crossbow stance;
(Fixed) Music in the appearance editor;
1.11 | UI/UX:
(Fixed) Item tooltips;
(Fixed) Sub-tooltip of item quality and color description for the item frame;
(Fixed) Item tooltip didn’t disappear after closing P2NPC trading window;
(Fixed) Base open coordinates for UI windows;
(Fixed) Pop-up windows appeared behind all opened UI windows;
(Fixed) Sounds on opening special containers (token bags, recipe bags, etc.)
(Fixed) Display of the minimum sum of the Share Capital (10 000) when creating a guild;
(Fixed) Guild menu;
(Fixed) Party interface issues;
(Fixed) Подложка технических дебафов;
(Fixed) Теперь первом открытии карты она будет на максимальном отдалении;
(Fixed) При максимальном отдалении карты метки игрока теперь не такие большие
(Fixed) Окно выставления предметов на продажу (игрок-игрок);
(Fixed) Party UI;
(Fixed) Item widget in trade UI;
(Fixed) Removed the information about item characteristics if it isn’t a piece of equipment;
Game World:
2.1 | (Content and Balance) General Added:
Enemy drops for:
Stickman;
Wolf;
Boar;
Bear;
Deer;
Hare
Resource refiners in the refineries (stone, wood);
Temporary post-refiners in Harbur (wood, leather, fabric);
Recipes for armor and weapons (T1-T2);
Named mob spawners (in the forest behind the lake in Harbur, in the forest behind the wheat farm, in the forest around the lumber camp near Daerkunn);
Librarian NPC in the library of Harbur;
Changed:
Enemy balance:
Stickman;
Wolf;
Boar;
Bear;
Weapon damage;
Hunger accumulation speed;
Increased the number of animals in the forest areas;
Fixed:
Zero and negative prices for merging / splitting materials;
Zero prices for resource refining;
The stickman in the tutorial was too strong;
Items didn’t wear when hitting or getting hit;
Animals in some locations didn’t move at all;;
2.2 | (Environment) General Added:
terrain objects for Birch and Broadleaf biomes;
Changed:
Increased the level of detail of roads;
Optimized:
LOD’s of all trees;
Landscape material;
Distance texture scaling function;
2.3 | (Environment) Oer County Added:
A village;
2.4 | (Environment) East and West Continents Changed:
Fixed lumber camps;
Moved spruce tree forests;
Update 0.86.037
It was the longest period of silence about the condition of the project. But there’s also the largest patch note in its history.
At the end of February we decided to dedicate all our resources to development, without straying to make interim patch notes for the Normal server.
There are just 2 global mechanics left (Market Square, Count) before early access. This means that between tests we will not be developing any new mechanics. Instead, we will concentrate on polishing and creating new content.
Unfortunately, there are also some issues that we are completely aware about. But we will address them along the way, making regular updates for the Normal server.
Soon enough, there will be news about the road map and the distribution of access keys for technical Alpha. Its primary goal will be testing the server part of the project.
The “Game Mechanics” section is aggregated as much as possible. There are no details regarding changes/optimization.
We wish you good health and good weekends, ROG’oms up!
List of Changes 0.86.037 от 04/07/2022
Game Mechanics
Server Functionality | Backend 1.1 | Added:
A manager for exchanging information directly between servers;
A manager for asynchronized creation/saving/deletion of the character and all its child systems (inventory, appearance, buffs, etc.);
A custom logic for separation of the open world into servers;
A custom logic for loading the open world on the client;
1.2 | Optimized:
Seamless transitions;
Network and data packages;
Authorization system;
Main menu requests and enter world logic;
General: 1.1 | Added:
AFK system (kicks players who have been inactive for too long);
Pooling system for deleting excess items in the area around the player;
Starting state tech buffs (no collision, immortality);
Siege resistance parameters for castles;
Black Areas system (no karma penalties, but characters drop items and lose experience);
1.2 | Changed:
Improved the game settings system;
Loading screen system;
Social animations can be interrupted. They also have a cooldown;
Requirements for social animations;
1.3 | Optimized:
Transitions between tutorial stages;
Combat System: 1.1 | Added:
Charge system for melee weapon attacks;
Burn&Drain system for HP/MP/Energy in any combinations;
1.2 | Changes:
Damage formula;
The calculation of the bonus/malus for hitting various body parts;
Economy: 1.1 | Added:
DQB (Dynamic Quest Balance) system: the same as DVB but for quests;
Personal DVB system: price change for a single character;
1.2 | Changed:
Trade Tax: refactored and integrated into NPCs (craftsmen);
DVB: refactored, integrated into NPCs (craftsmen, priests, banker);
Vocations and Vocation Abilities: 1.1 | Added:
Assassin: Invisibility, Poison, Throat Cut;
Barbarian: Telekinesis, Berserk, War Cry;
Thief: Theft, Elusiveness, Impersonation;
Blacksmith: Craft, Hit the Anvil;
Gladiator: Low Blow;
Templar: Time Shift, Blink;
Master of Steel: Whirl of Blades, Steel Onslaught;
Weaponsmith: Craft, a set of abilities to burn/drain HP/MP/Energy;
Hunter: Double Arrow, Reload;
Archmage: Levitation;
Druid: Power of Nature, Gather Party;
Inquisitor: Shackles, Arson;
Enchanter: Craft, Rusty Armor;
Resources/Crafting/Items: 1.1 | Added:
Crafting system 1.0;
Enchantment system 1.0;
Item Quality system 1.0;
Recipe Quality system (crafting and enchantments) 1.0;
Controlled Randomness system for determining the quality of the items appearing in the world (vendors, loot, craft);
Post-processing system for resources and some materials;
Multi-level powder brewing system that is used to create concentrated powders (increases their dispel resistance);
Spawning and refining system for provisions, including the Innkeeper NPC with unique DVB;
Regular item spawner;
1.2 | Changed:
The way resources appear in the world and get refined;
Drop chances on death depends on the type of item;
1.3 | Optimized:
The cooldown of crafting abilities in the crafting window;
AI: 1.1 | Added:
A knight with castle guard and their own spawner type;
World boss spawner (for named nests);
Combining several loot presets inside a single mob spawner;
1.2 | Changed:
The way AI behavior tree works;
Ecosystem;
The behavior and animations of the bear, deer, and boar;
1.3 | Optimized:
All types of spawners;
Navigation;
AI movement controller;
Arena 1.0: 1.1 | Added:
Arena leaderboard system;
Active and inactive requests;
Arena battle ending when timer finishes;
Arena battle can end in a draw;
Sound effects for Wins/Loses;
World Map and Compass: 1.1 | Added:
A map that depends on the quality of the game item (“Map”) that the player carries;
Map legend with settings and display of object on the map;
Location icons on the map;
Display of objects (incl. NPCs) on the compass;
Quest Tracking system. On the map and compass;
Map flagging system;
Game World
General: 2.1 | Added:
Mountains all over Dwarrhan;
Forests on the East and West continents;
2.2 | Changed:
256 cells of the open world were divided into 2-4 sublevels, depending on how many objects there are in the cell;
Daerkunn County 2.1 | Added:
The underground location of a mine (not available for exploration for the time being);
A new castle;
Resource spawners (metals, stones, wood);
Forest Mob spawners (under heavy testing);
2.2 | Changed:
The Archmage's tower was moved to the forest near the city;
Vegetation in the city and the village (more have been added);
The forests were re-generated;
2.3 | Fixed:
The city river;
Due to drastic changes in topography, several locations were moved: a sawmill, a logging site, and a mason;
Some roads;
Moved the ruins where the Master of Steel Vocation teacher is located;
Moved a campsite
Reworked the principle of spawning forests;
Gwasgar County 2.1 | Added:
4 logging sites;
5 sawmills;
4 masonries;
6 quarries;
6 mines;
Forest;
Tanlud County 2.1 | Added:
County border;
2 quarries;
2 mines;
4 farms in the county;
2 masonries;
4 sawmills;
3 logging sites;
Forests;
Gwaal County 2.1 | Added:
County border;
3 masons;
3 quarries;
5 logging sites;
5 farms;
UI/UX
3.1 | Added:
Item repair interface;
Armor and weapon crafting interface;
New icons;
New settings menu;
New game menu;
New party interface;
Various sound effects for the arena;
Various sound effects for the quest log;
Key binding menu;
Auto-assignment of graphics settings;
Icons of professions and skills;
Priest (karma restoration) interface;
Ability to reset graphics settings;
Standard values for graphics settings;
Background for numbers in the hotbar cell;
Added logic for prioritizing widget windows brought up by the player;
Reduction of large numbers in the hotbar;
Custom markers on the map;
The sequence for closing interface windows when pressing Esc;
The map now syncs with the compass;
If the player tries to open the map outside the main world, they get a corresponding message;
New system for item highlighting;
New item icon frames that reflect the item’s quality;
Additional pop-up windows can now be closed by pressing Esc (arena battle invite, item stack separation);
A pop-up that tells the player they should wait after selecting the option “Auto” in the settings;
The values of sliders can now be entered manually;
New map location icons;
New icons (food, locations, materials);
Borders on the map;
Tabs in the settings menu;
Missing control elements;
A button to mark quests on the map;
Highlighting for map icons when clicking on them;
Map legend;
Sound effects for the map interface;
Map filters;
A window appearing when being kicked out;
Saving map filters;
Click sounds for map elements;
Tooltips for technical and regular buffs/debuffs;
3.2 | Changed:
Refactored castle filling widget;
On opening the castle filling widget, it automatically chooses the weakest elixir the player has;
Refactored arena filters;
All arena opponent filters were finished;
Vocation icons;
Arena menu;
The position of the settings menu for different situations;
Removed the settings button from the game interface;
The position of indicators of the number of items and their levels in the inventory cell;
The visual values of the sliders. Now the default value is 100% in the settings;
Pose when heating up mantras;
Complete refactor of the map and the ways a player can interact with it;
The highlighted items update as the player moves (the ones they approach get the highlighting, the ones they move away from lose it);
UI that separates item icons in the inventory;
UI of guild invite;
Better interaction with the logout timer;
Better interaction with the “Accept Arena Battle” window;
The overall design and the width of the marks on the compass;
Map icons system;
New castle icon;
Adjusted the position of tooltips for money and bags;
Added tooltips in the craft menu;
Quality frames for items in the trade menus;
The position of the player character marker on the map;
New tooltip when hovering mouse over crafting materials;
Brand-new UI for resource refining;
The map won’t move beyond the screen;
New window with the information about objects on the map;
Updated some tooltips;
New karma slots in the inventory;
The way the client receives information about objects on the map;
Some adjustments to text in the HP bar;
Rain sounds get quieter from behind the walls;
Improved the algorithm behind map reset;
Player character no longer pants the moment it spawns;
Debuffs window adjusts to the number of active buffs;
FOV when aiming;
Bank interface;
Party interface;
Quest journal interface;
3.3 | Fixed:
Various bugs in the settings menu;
Wrong volumes in some music tracks;
Several issues with the map;
There will be no more unrelated information in the tooltips of items;
All widgets related to trading were given a similar look;
Improved the way interfaces interact with timers;
Issues with buttons in the map window;
Incorrect values of weight in the tooltips;
Map position after clicking the “Reset Map” button;
3.4 | Optimized:
Duplicated value conversion code for inventory cells;
Visuals
4.1 | Added:
Some NPCs can turn their heads towards the player;
Smoother transition and ending animation when the NPC looks at the player;
Distance fog in the main world;
Splash effects for the waterfall in the city;
Sound effects for the arena;
Ability to turn off volumetric fog;
Ability to turn off the reflections of clouds in the water;
Game menu closes on pressing Esc;
LOD for the mountain;
New master material for pickable plants;
Close and open animations for mantras;
A smooth color transition for the fog as the time of the day changes;
Weather system;
Rain sound effects;
Master material for trees;
Visible clothes in the appearance editor;
Added separate animations for jumping while moving;
Visual interaction of the player character with vegetation and water;
The vegetation in swamps and shore regions;
Brand-new roads;
New water material;
Wetness for stuff on shores;
4.2 | Changed:
Slightly changed the lighting in the appearance editor;
The game will work with DX11 by default;
Increased the texture streaming limit;
The position of the crossbow bolt when reloading;
The effects of candlelights and campfires in braziers;
Tree collisions were replaced with capsule collisions;
The nameplate can become invisible during some animations;
The way distance fog works;
The color of distance fog;
Landscape LODs;
The animations of Trolls and Skeletons were completely reworked;
Visual improvements for guard models;
Replaced the models of rocks that spawn over the open areas;
Reworked some foliage types;
New slopes texture;
A small tweak of the vegetation colors;
Draw height of the distance fog;
After a SEAMLESS transition, the camera switches back to the mode it was in before the transition;
The way some materials functions work;
Updated and optimized some materials of forest vegetation;
Weather;
General lighting;
Settings menu;
Cloud reflections;
Increased the level of details of some textures;
Some visual errors with buff effects;
New T1 roads;
Updated some LODs;
4.3 | Optimized:
Character materials;
Drawing eyebrows, nose hair and eyelashes;
The hairs inside characters’ noses no longer cast shadows;
Improved the logic of NPC head turn while talking to a player;
Foliage types on the Birch forest biome;
The flame of the wall torches;
The collisions of the houses in villages;
The collision of tents;
The draw distance of the particles in the world;
Replaced the outdated particle systems in some light sources;
The grass generated on the landscape;
Some particles;
Deleted the dirt layer from forest biomes;
Some tweaks of forest vegetation types: deleted the small objects that merge with the ground and have little effect on the visual (leaves, cones, etc.), similar objects (branches, sticks), all forests now use the same models;
4.4 | Fixed:
A sudden “jump” of clouds on an abrupt change of weather;
Ghost-like grass;
Wrong resolution of some icons;
Issues with the names of map objects;
Issues with some interfaces;
Issues when moving the map;
Issues when clicking on an object on the map;
Some textures;
Tree stumps and fallen trunks will not shake with the wind;
Fixes
Incorrect calculation of the cooldown for the preparation of a charged attack with a two-handed weapon;
Refactored the logic of saving the game settings in order to increase the stability;
The formula for the automatic calculation of the resources needed to craft a powder worked incorrectly;
The stickman in the tutorial could aggro a player in the next room;
A bug where the stage for filling buff slots in the tutorial could not be completed if the slots were already filled before it started;
If a player leaves the tutorial before the end, all their reservations (room, dummies) get canceled;
Token bag widget would stay brought up forever;
Checking the version of the build in the client menu;
Queue server command for Seamless transition didn't work correctly;
Problems with the tutorial confirmation window after creating a new character;
Issues creating/saving character appearance;
Some objects in the tutorial were concealed by invisible doors;
Bugs in the craft windows;
The confirmation window in the arena;
Sound effects on character spawn;
Unnecessarily bright lights emitted by the Stickmen and some other lights in the world;
Additional hair color did not save;
Wrong logout window name;
Issues with extending the game window while playing in the window mode;
NPC sitting animations;
When picking up many items simultaneously the sound effect got amplified making a deafening sound;
The music won’t restart after changing its volume in the settings;
No music would play in the tutorial level;
Stickman’s death now has a sound effect;
The stickman inside one of the storerooms could respawn before a player left the room;
Music volume couldn’t be changed via the game settings;
Players could become invisible;
Entering a storeroom in the tutorial level made the lights turn off;
Accepting a quest in the tutorial before the corresponding tutorial stage made the stage impossible to complete;
If, while writing something in the chat, the player switched the language, the focus from the chat was reset, and it was necessary to click on it again to continue;
Fixed a number of bugs connected to energy consumption (during jumping, frequent dodges, sprinting, etc.);
Sometimes weapons were attached to the character incorrectly;
Incorrect cooldown indicators on the hotbar;
Damage over time effects could drain energy;
When picking up items in a full inventory, they disappeared;
The on-hit damage function did not work on the server;
A bug with distance triggers that caused them to activate randomly;
Formula for repairing items;
Removed forest from under the mountains;
Old settings menu in the character editor;
Crossbow bolt had an incorrect position while reloading;
HP bars were visible through character interface;
AIs did nothing after the first attack;
Teleportation removed overweight;
Cooldown indicators were reset after changing equipment;
After dying during the Defend state, AIs kept moving around their target;
Black market widget did not update. Items that have already been bought did not disappear from the window, although they could not be bought either;
Bug with non-disappearing slowdown visual effect;
Ability cooldown indicators’ bugs;
Master of Steel’s ability "Kamae" did not block jumps;
Error when resetting language;
Distance fog shone through the fade out of the loading screen;
The menu did not close on ESC;
Some items were missing icons;
Icons of equipped items were translucent;
Several issues causing freezes when moving around the game world;
Heating the powders did not require mana;
The formula for calculating rare metals that appear when processing ore did not work correctly;
Fixed camera movement when jumping if it is prohibited;
Backgrounds in the hotbar were displayed even if there were no numbers there;
Distance fog no longer glows at night;
Compass related bugs;
Issues related to bracers;
Transparent surfaces were visible through the distance fog;
Issues related to the main menu interfaces;
Fractional values in the audio settings;
Issues related to sliders in the game settings;
The transition effect between seamless zones turned off too early;
Hitting a player who’s quitting will give no experience;
Issue with several players teleporting to the same place;
Issue with choosing a currency when trading;
Issues with tooltips when trading;
The positions of icons behind the compass;
Some gloves were invisible;
No indication of amount in the tooltip of an item;
Icons on the map would scale indefinitely;
Issues with timers (on log out, etc.);
Issues with player-player trade;
Issues with some sound effects;
Some mobs did not consider their opponents as enemies;
Issues with the replication of player character stats;
Issues with the display of stats in widgets;
Spells of certain types could not be used on self;
Spells of a certain type dealt no damage to other players;
Issues with dummies in the tutorial level;
Player character wouldn’t be loaded sometimes after a transition between servers;
A wrong notification about a level up would appear;
An issue with a transition from the tutorial level to the world;
Wrong character location in the character selection menu;
Player character head jigger when moving camera up or down;
The player character stayed immortal after death;
Head jittering;
The way the crosshair looked on some mobs;
EQS bug;
Floating sun issue;
The character didn’t respawn correctly after dying in the tutorial;
Self-cast crosshair in abilities that can only be cast of self;
Some objects had no reaction to hitting with a weapon;
When returning to the spawn point, AIs walked backwards;
The name of the player location in the character window;
Servers shutting down when entering areas around castles;
The display of checks and request during client authorization;
Server algorithm issue during character saving;
An error in the wear and tear system (current durability wasn’t calculated correctly).
Update 0.71.925
Hello everyone!
This January turned out to be a surprisingly productive month. Apart from adding some new mechanics and the habitual polish of those already in the game, it will be impossible not to notice our new approach to the lighting. It made all the light in the game considerably stabler. Not to mention up to 60% more FPS for the testers and members of ROG Club.
Besides, we added the locations for Vocations and the quests to join them.
Stay in good health, and happy weekends. ROG’oms up
List of Changes 0.71.925 from 27/01/2022
Game Mechanics
General: 1.1 | Added:
Energy usage system 2.0 (that takes into account character’s carried weight);
The system that checks whether a player is online or offline (for game mechanics);
Personal messages in chats (incomplete);
1.2 | Changed:
The crafting station was divided into several objects depending on the Vocation;
1.3 | Optimized:
Increased FPS from 30 up to 50% depending on the graphics preset;
The network part of the items held in left and right hands (attacks, damage, blocking, etc.);
Improved the logic of displaying equipped items on the player character;
Buffs 2.0:
Complete refactor of the (de)buff system;
New timer system for (de)buffs;
Complete refactor of the visuals of applying (de)buffs;
(De)buffs remain applied after relogging the game;
New types of (de)buffs:
Timers add up;
Effects add up;
Rewrites other (de)buffs;
New dispel system and the way it interacts with (de)buffs;
The system for calculations that determine the stage of crafting
Vocation abilities and the tool that affects the stage of crafting;
Item repair system;
Item restoration system;
Quest System (1.0): 1.1 | Fixed:
The error in the way the quests were saved led to critical errors;
Some bugs in the operation of several quests;
Game World
Daerkunn County 2.1 | Added:
The location for the Necromancer Vocation (a shack in the middle of the forest near the mines to the south of Daerkunn city);
The location for the Inquisitor Vocation (ancient ruins not far from Harbur);
The location for the Crusader Vocation (a camp to the southeast of the Arena);
The location for the Gladiator Vocation (in the Arena);
Quests for joining Vocations and corresponding quest givers:
Weaponmaster;
Blacksmith;
Enchanter;
Archmage;
Thief;
Master of Steel;
Barbarian;
Assassin;
Druid;
Hunter;
Necromancer;
Inquisitor;
Quests to find the NPCs that give quests to join the Vocations. Their quest giver is located near the portal in the middle of Harbur village;
2.2 | Fixed:
Minor changes and fixes in Castle 3;
The scale of candles in the light sources;
UI/UX
3.1 | Added:
Tooltips in the crafting window;
Tooltips in the quest window;
Players can scroll through the number of items to craft, instead of writing it manually;
Item repair interface;
3.2 | Changed:
Some number limitations in the crafting window;
The size and location of the icons in the quest menu;
The size of text on the button for choosing recipes in the crafting;
3.3 | Fixed:
The player couldn’t choose the level of the items to craft;
The cells with ingredients shifted when entering large numbers;
Quest window remained brought up when players walked away from the quest giver;
Players were led to the Appearance Editor after pressing Enter World;
Various minor fixes of the UI;
Visuals
4.1 | Added:
Complete refactor of the approach to lighting;
Changed:
Decreased the brightness of dusk and dawn;
Decreased the brightness of fire in the world;
Standard music volume set to 50;
All sounds set to 0 during loading screens;
Step sounds;
4.2 | Fixed:
Lights would suddenly switch off on the tutorial level;
4.3 | Optimized:
Landscape material;
Grass material;
The general optimization of the project (deleted “heavy” models, limited the max size of textures, deleted material functions that made them more complex, etc.);
Draw distances of objects in the world;
The shadows of the sun and the moon in the city;
Clouds;
Draw distances of the pickupable items;
Fixes
The crossbow could shoot two times without reloading;
The two-handed alternative attack could be performed at any moment without preparation;
Character repeated one-handed alternative attack’s animation incessantly;
The error in the calculations of stamina usage of jumps;
Player character would become invisible at the start of the game;
Issues with character initialization;
Issues with the energy use of sprinting;
Turning on and off the recycle window did not remove the materials offered for a resource. As a result, players could get an almost infinite amount of materials at the cost of 1 resource;
Several instances of the same recipe would be displayed as several separate recipes in the crafting menu;
Tutorial widgets were only visible to GMs;
Text background of the tutorial widget would pop up even if there was no text to show;
The buff check stage in the tutorial was updated to support the new buff system;
Malfunction of the queue server;
An error in the formula of item wear;
The door to the storeroom in the tutorial prevented objects from being drawn correctly;
The issues in the crafting menu’s logic;
On entering the storeroom in the tutorial the light switched off for a second;
The tutorial dummies did not react to the two-handed weapon’s special attack;
Update 0.70.908
Hello everyone!
This is the last update of 2021. Here we would like to summarize what has been done for our project during this year: The staff numbers grew many times compared to the beginning of 2021; We’ve finished 100% of mechanics planned for Beta-2 and 80% of mechanics for Early Access; We’ve resolved all most technically complex problems with updating the version of the engine and network (Seamless); Over 40% of the problematic code was refactored; The game world was recreated from scratch, currently, it is many times ahead in its progress than the old version of the world;
Considering all that, it seems to us that 2022 will be critical for our project.
We are truly grateful to all who follow us and support both us and our project.
Happy New Year, see you there. ROG’oms up!
Change list 0.70.908 from 30/12/2021
Game Mechanics
General: 1.1 | Added:
(EPIC) Groups and parties within a single server;
The priest and indulgencies;
The system of experience coefficients, that works depending on the levels of the opponents (separately in PvE and PvP);
Players can’t receive PvP damage in safe zones;
Base character professions mechanic;
Animal skins refinement (part of the crafting system);
Recipe container;
Filtering in several interface windows (trade, arena, etc.)
1.2 | Changed:
Couldn’t unequip the crossbow if the character was reloading it;
The functionality of the interaction menu;
The way some weapon modifiers work, that are used for setting up weapon system;
The system of weapon hit sounds;
Player’s ability to control character while falling;
The system of attribute gains for performing actions;
The way packages are processed (queue server);
In cursor mode, the player can hold Alt to use a usable item on self;
Hot bar slot will be blocked if it contains an item;
The character will respawn with a full HP bar;
Castle gates won’t regenerate HP;
1.3 | Optimized:
Character coordinates request (for spawning character);
The indicators that show server status;
Crossbow no longer depends on ping;
Improved the network interaction between the inventory and character hot bar;
The hit reaction of the shield to being hit by a crossbow bolt;
Spawners operation logic;
The functional errors of the hot bar items queue;
Changing weapons is smoother;
Hotbar network dependency;
Shield network dependency;
Chat (2.0 Beta)
A new chat system (incomplete functionality, only works within a single server);
Whisper (10 metres around the player in the chat);
Ability to mention other players in the chat;
Guild invites via the chat;
A chat for guilds (global);
Vocations and Abilities (2.1) 1.1 | A new concept of the vocation system where players can choose and improve abilities:
integrated into the quest system;
regular and additional abilities;
a preset system for additional abilities in each stage for every vocation;
players can choose what additional abilities to us picking them from the list of ones they selected before;
saves of the progress of the development of the additional abilities on a character;
Quest System: 1.1 | Added:
Questgivers can give several quests at a time;
Players can abandon the accepted quests;
Vocation quests and their requirements;
A sign that shows that an NPC has no quests available;
1.2 | Fixed:
Complete refactoring of the questgiver UI/UX;
Ability to exploit the “collect” quest objective;
Completing several objectives at once created a single fast notification for each one of them;
Music Controller (1.0):
Unique music for locations: tavern, village, city, etc.;
Unique music for times of the day: sunrise, day, sunset, night;
Castle Filling System (1.1): 1.1 | Changed:
Red phase duration depends on the relation of the chosen duration of the blue phase to the maximum duration of the blue phase;
The color of the ray of light in the castle depends on the phase of the castle;
Players can fill the castle only during the white phase;
Any player from any guild can fill any castle;
Tutorial (0.9) 1.1 | Added:
Stages on accepting quests;
Voice acting for some of the stages;
Ability to change the language of the voice acting;
New VFX and SFX (specks of dust, echo, etc.);
An icon that shows that NPC talks to the player;
1.2 | Changed:
During the combat practice stage, players will fight with a Stickman instead of with a guard;
Storekeeper’s stock;
The storekeeper and the chest with powders are unavailable to interact until the corresponding stages;
The order of some stages;
The interface of the tutorial;
All tutorial hints no longer disappear after their corresponding stages, they are now “stored” in the tutorial interface;
Smooth animations for the tutorial interface;
New backgrounds for the tutorial hints;
Optimised the completing logic of the stages;
The intensity of light in the tutorial;
Fade in at the start of the tutorial;
1.3 | Fixed:
Some invisible collisions hindered the rendering of NPC’s names;
Opening the tutorial again after relogging broke its interface;
The crosshair didn’t focus on the Mentor;
Player character received no PvE damage during the tutorial;
VFX from Slow didn’t disappear after dispelling the magic effect;
Absence of the reaction to dummy attacks by player character;
Players, other than the owner, could the room with a stickman;
The door to the storeroom with a stickman wouldn’t close sometimes;
Errors of transition between stages;
Mentor could lose all HP;
Players had no nameplates;
AI Component (2.0 Beta) 1.1 | A brand new AI system; 1.2 | Added:
New reaction triggers:
Sight trigger;
Damage dealt at one time trigger;
State start trigger;
Beyond distance trigger;
Percent of HP trigger;
New reactions:
Transition to state reaction;
Toggle block reaction;
Game World
General 2.1 | Changed:
Weapon and armor crafting recipes were temporarily deleted;
Daerkunn County 2.1 | Added:
Abandoned farm (not far from the abandoned castle);
A bridge not far from Harbur;
Cadaver pit in the Arena of Daerkunn;
Ambient sounds of the lake, village, forests, and river;
Several quest lines that start in the tutorial map and Harbur;
2.2 | Fixed:
Objects that were mistakenly placed beyond the border of the world were moved from there;
Some visual issues (farm near Harbur, abandoned castle);
Visual and technical issues;
County #2 2.1 | Added:
Two woodcutters’ camps;
A lumbermill;
Vegetation and forests;
Two quarries;
Hunter camp;
Ritual site;
Cotton plantation;
Ruined chapel;
Two mines;
Abandoned farm;
2.2 | Fixed:
Changed the position of the plantation;
County #3 2.1 | Added:
5 farms;
5 woodcutter camps;
5 lumbermills;
3 quarries;
3 mason camps;
UI/UX
3.1 | Added:
New interface for crafting stations;
“Take All” button in the container window;
The Token Bag can be placed in a special inventory slot;
Players can take all contents of a container by pressing “E”;
New main menu interface;
New bank menu interface;
Shading for digits in the inventory cells;
New trade window;
New design of windows for accepting a trade, arena fights, and quitting the game;
New notifications (on picking up items, accepting and turning in quests, on completing quest objectives, etc.;
Additional information below the NPC name;
Shadings behind some number in the quest menu;
3.2 | Changed:
Self-cast icon;
The background of the quest widget;
Coin icons;
Mouse cursor reset when dragging interface window;
Proper conversion of numbers in the quest menu;
The design of the heading in the bank menu;
The size of the quest widget;
The design of the quest widget;
The quest journal and quest widget are the same windows;
The wrong size of the buttons in the bank and vendor menus;
Hits won’t leave decals on the dummies;
Hits leave blood decals on NPCs;
Various issues in the quest widget;
The “abandon” button doesn’t render if no quest is selected;
The wrong scale of the buttons in the quest journal;
The icon of the completed quest;
3.3 | Fixed:
Quest widget didn’t close on going away from quest givers;
Several issues with Z-order of some interface elements;
Items tooltips in the trade window didn’t work correctly;
The bank window wouldn’t close on going away from the banker;
Wrong icons in the equipment window;
Bad timings for melee weapon animations;
The initial position of some windows of the player interface;
Invisible interfaces that didn’t let click through it;
No close button for the chest interface;
The tiny heading of the journal interface;
Removed the unnecessary elements of the menu elements;
Bag design now is the same as the inventory design;
New checkbox in the bag interface;
New headings for player interface;
It was impossible to click on close and dock buttons;
It was impossible to press on the item in the trade window;
No tooltips in the “sell” half of the trade window;
Render errors (HP, MP, and energy bars)
Visuals
4.1 | Added:
Changing the position of the shield on the back depending on whether the cloak is equipped;
New sounds of money gain/loss;
When reloading a crossbow, a crossbow bolt will be rendered in the hand;
Visual and sound effects of powder explosion;
Checking for a long fall, so that when falling, the animation does not appear immediately;
NPC health bar animations;
Logo when starting the game;
New cursor;
Underwater post-process;
New water material;
Tier 1 road model and material;
New materials to blend roads;
New swamp material;
New swamp water material;
4.2 | Changed:
Lanterns work with new time change notifications;
Refactor of character dodge animations;
Synchronization of the appearance of the crossbow bolt with the charging animation;
Now, when inflicting a fatal blow, melee weapons do not bounce off the target;
The standard brightness value is set to 2;
The game now runs on DX12 by default;
Visual parameters of the sky;
Configuration settings;
Impact decals rotate along the angle of impact of the weapon;
Removed the "resolution size" parameter in the settings;
The color of the health bar depends on the amount of the remaining health of the NPC;
The mouse does not leave the screen in full-screen mode in the main menu;
AI can now have a name, but no health bar;
Reduced the intensity of the shadow during the day;
Reduced the intensity of the glow of the portals at night;
Rendering portals at long distances;
Improved near and far terrain appearance, better blend with vegetation and statics;
More accurate generation of vegetation type masks;
Shadows cast by NPCs;
4.3 | Fixed:
Improved first-person camera shake;
Electricity effects when using air powders are now rendered correctly;
Fixed a bug with double playback of the camera animation when attacking with a weapon;
Fixed several visual bugs related to the weapon system;
Fixed a bug with sometimes not playing cunning when hitting a shield;
Decals didn't blur on first-person models;
Camera animations played when the player was playing in 3rd person;
Playing the started animation of the camera when switching to the 3rd person mode;
Error in placing materials on gloves;
The appearance of incorrect decals on characters;
Repeated playback of the camera animation if a hit has occurred on any surface;
Fonts for the names of characters and mobs;
An error in the animation code;
Clearances in geometry in the tutor;
Displaying tooltips that went beyond the edge of the screen;
The colors of the particles hitting the stone;
Artifacts on the water caused by SSR;
Wrong colors appeared in the vendor “buy” menu;
Nameplate animations;
The flickering of the clouds;
The jitter of the sun animations;
The lightning in the world;
The clouds do not just disappear behind the horizon, but fade out;
4.4 | Optimized:
Volumetric clouds in the world;
Lighting in the tutorial;
Optimized rendering of objects at a distance;
Better ground textures;
Appearance Editor 4.1 | Added:
Widget showing bonuses from changing character height in the Appearance Editor;
4.2 | Changed:
Smoothness when turning the character in the Appearance Editor;
Smoothness when zooming the camera in the Appearance Editor;
Music in the Appearance Editor;
Sounds of interaction with the interface in the Appearance Editor;
Removed the bracer from the appearance editor preview;
4.3 | Fixed:
The value of the sliders of the Appearance Editor always was at the minimum;
Camera jerks when scrolling during character creation;
Incorrect camera height in the character editor when changing height;
An error that caused the animation to play when changing the eye parameters;
No sound when clicking on a button again;
Fixes
Respawn on graveyards did not work;
Large sweeps of the camera to the right and left when moving in these directions;
Players could pick up crafting stations;
Token changes are now indexed and saved;
The local safe zone around the guards is working again;
Chasing criminals now interacts correctly with the new AI system;
After making an attack, AIs rotated to the direction opposite to their targets;
Enemies chose weird directions for "fleeing";
Now, when double-clicking on an item in a container, the item stacks correctly in the inventory;
Objects in the tutorial flew through the floor;
At the beginning of the tutorial, the character fell through the floor into the abyss;
Completed quests could be accepted again;
Mobs could rotate along the Y-axis;
The music controller worked incorrectly;
Incorrect work of mobs (stick insect, rabbit);
Some background sounds were too quiet and others too loud;
Issues with dodging in the tutorial;
In the tutorial, the character appeared in the wrong place;
Errors in the tutorial texts;
Using the crossbow did not give Accuracy experience;
Health did not regenerate after using Bolster Health buff;
The vendor widget didn’t close on moving away from a vendor;
Mobs (guards, stickmen, etc.) spawned on rooftops and in other unwanted places;
An error leading to unlimited waiting time in the queue to connect to the game server, or constant disconnects;
Two-handed weapon special attack issues;
Incorrect work of morph types of gloves in the first person;
Loot containers did not disappear if you took everything from them;
The equipment window displayed wrong item icons;
Weapons in hand were not replicated correctly;
Wrong tooltips for abilities;
The bank interface did not close when players moved away from a banker;
Tabula Rasa disappeared if you used it and closed the interface without selecting anything;
Incorrect display of the duration of technical buffs;
Mantras were disappearing from the hotbar;
After sprinting, its sound continued to play while running;
Players couldn’t place the crafting pot because of the invisible collisions;
Death of a monster did not despawn its collision;
Crossbow went invisible from time to time;
Bad sync between the preparation animation and the actual readiness of the 2H alternative attack;
“Take all” left the cursor mode on;
Errors with cloth simulation on the cloaks;
Hotbar info didn’t save after the transition from the tutorial to the world;
Selling an item doubled the number of talers a player had;
Items dropped near walls got stuck in them;
HP bars ignored vocation buffs;
Issues with shield rendering;
Character attributed with vocation bonuses added up;
Vocation bonus HP did not regenerate;
Vocation skills went on cooldown when the character failed to cast them;
Monsters ignored ranged attacks.
Update 0.68.857
Hi everyone!
During this time, we have focused on fixes and the visual part of our game, as well as the balance of previously written mechanics, which have already been tested on our own.
Have a great weekend, ROG’oms up!
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):
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;
Added buildings and places for NPC and objects that present new gameplay mechanics (library, bank, crafting pot, etc.);
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
Herbs (the resource) spawned upside down;
Melee weapon dealt no damage to mobs;
Many widgets didn’t work correctly: buttons were not clickable, couldn't scroll down texts, etc.;
Chat window was rendered over the main menu;
Players could get stuck between the arena pit and environment collisions;
Equipping and unequipping weapons didn’t sync up well with the animation;
Experience for magic attacks didn’t work correctly;
Clouds jittering;
Artefacts of shadows on grass;
The logic for icons and character abilities;
Shadows from magic effects in character’s hands;
In the arena, a character could get the criminal buff for hitting other players (despite both being inside the arena pit);
Spell VFX didn’t rotate after casting the respecting spell;
Incorrect hitreacts when using shield;
Rendering of the crosshair when using mantras and obelisks;
When teleporting, the player’s screen will fade until the environment around them loads completely;
Couldn’t equip the bag with a double click;
Dying in an arena pit characters dropped items that anyone could pick up afterwards;
Shields didn’t deflect the damage dealt by mobs;
The camera replayed the camera shake when the hit animation played backwards;
Shields and obelisks didn’t work correctly;
Spell VFX didn’t fade out in the distance;
When changing equipment in 3rd person mode, character 1st person model appeared, whereas the right one disappeared;
If the player didn’t have enough stamina for the 2H alternative attack, the stamina would still deplete but the attach wouldn’t play;
Character flew up when teleporting to a place where another character was standing;
Update 0.66.785
Hi everyone!
During this time, we have focused on fixes and the visual part of our game, as well as the balance of previously written mechanics, which have already been tested on our own.
Have a great weekend, ROG’oms up!
List of changes 0.67.811 from 19/10/2021
Game mechanics
General: 1.1 | Added:
Tag system for buffs. It’s a part of the magic and buff systems refactor;
Start preset for player stats and equipment;
An option that toggles off and on the ability to deal damage to players (damage dealt in PvP, that is);
1.2 | Changed:
Queue server for SEAMLESS transitions;
Stats Сomponent was divided to support different classes;
Crossbow reloading montage will sync with its cooldown;
Refactored turn rate calculation algorithm for mobs;
Refactored interactive doors;
Portals and tokens system;
The tokens will lead to particular portals, instead of to any portal within a continent;
1.3 | Optimized:
Improved the code that updates the parameters of powder heating;;
Castle Filling System (1.0): 1.1 | 3 phases of castle progression:
Blue:
Common karma rules;
The castle can’t be captured;
ALL the gates are invincible and surrounded by a blue sphere;
Red:
Active war zone;
Fort gates have no spheres;
Castle gates have red spheres and are invincible until forts haven’t been burnt;
White:
Active war zone;
The castle can be captured;
You can use an elixir and make the castle “blue” - i.e. fill it;
Castle gates have white spheres and are invincible until forts haven’t been burnt;
1.2 | Elixir prototype; Food System (1.0):
The parameter of satiety that affects character main stats;
New items - food. Eat them to restore your satiety;
Satiety depletion (from 0 to 100):
1 point of satiety per minute played;
For restoring 1 point of stamina;
For buffs;
Combat System (2.9) 1.1 | Combat system physics:
1H and 2H weapons were divided into different types (sword/axe/mace);
For instance, attacks made with a 2H mace are considerably slower than those made with a 2H sword. Not only in terms of CD but also in terms of physics;
1.2 | Changed:
We started the overhaul of combat system sound design;
Algorithm of attack distance calculation (to consider the centrifugal force);
1.3 | Fixed:
Damage formula that calculated the damage dealt with alternative attacks hitting head;
Stamina cost for alternative attacks;
Tutorial(0.8) 1.1 | Changed:
Progress hints for certain stages (“Hits: 1/4");
Location design was edited to be more player-friendly;
Cut down the number of stages necessary to complete the tutorial;
Improved the lighting, also the time of day in this location syncs up with the time in Dwarrhan;
1.2 | Optimized:
Completely refactored tutorial operation logic;
The structure of the stages was significantly changed so that designers and developers could much easier fix issues and make changes;
All stages algorithms were placed in separate object classes;
1.3 | Fixed:
Now players will have 2 adjacent training dummies to practice;
Deleted meshes with obtrusive collisions;
Dummies would start rotating infinitely if the player to whom they were allocated logged off;
Skipping all stages did not finish the tutorial;
Game World
Daerkunn County 2.1 | Added:
Farm near the village of Harbur and Daekunn;
Ancient ruins in the vicinity of Daerkunn;
A bank in Harbur;
2.2 | Changes:
A considerable rearrangement of Harbur Village, that is supposed to make the village more understandable for new players;
Reworked Stickman’s animations and behavior;
2.3 | Fixed:
Some technical and visual issues;
UI/UX
3.1 | Added:
Interface for castle filling functionality;
Interface to help track tutorial stages and information about them;
3.2 | Changed:
Interface for the quest log;
Interface for accepting/turning in quests;
Active interface windows will always appear over all others;
Visuals
4.1 | Added:
A new landscape material;
The bolt will be visible when reloading the crossbow;
Capsule shadows from indirect lighting for characters;
Placed new lighting at the training level;
Contact shadows for some objects;
Missing recoil animation for crossbows;
New sky, weather and lighting system in the world;
Godrays for the sun;
Volumetric fog in the world;
Added smooth rotation of the character in the appearance editor;
Added animation in the character editor;
A slight displacement of the magic VFX in the hands of the player during movement;
Added smooth transition between different modes of eye adaptation for different times of day;
Added adaptive brightness compensation for the night time;
4.2 | Changed:
Vegetation (grass) for all landscape layers;
Tweaked texture colors to better match each other and the surrounding world;
Character skin material;
Motion blur is now disabled as default;
The position of some meshes in the tutorial;
DF models for some objects for the correct display of shadows in training;
Lighting in the appearance editor;
Sun flares are off by default;
Removed unnecessary post-process effects from the map;
4.3 | Optimized:
Improved the function that allows the character’s hands and weapons to be displayed in first person, on top of other objects;
Removing unnecessary objects in the character editor;
4.4 | Fixed:
Removed grass models that had display issues in the game;
Glowing hairs on characters;
Shading skin materials for characters;
Distortion of the geometry of melee weapons while moving;
Offset of legs in the tutorial level for a player character from the first person;
Displaying the material of the crossbow for the player in the first person;
Crossbow bolt display for other players in multiplayer;
Twitching and distortion of shadows from some objects;
Launching Steam VR on game launch;
Crossbow bolt on the loaded crossbow from 3rd person perspective;
Incorrect displacement of some weapons from the first person;
Magic rendering;
Materials for magic VFX;
Displacement of camera animations;
Errors overwriting eye adaptation values;
Materials for magic effects;
Incorrect bone position for some weapon models;
Sky flickering at some camera angles;
Absence of materials on some models;
Fixed item tooltip positioning: now it will only appear over other windows;
Fixes
(SEAMLESS) removed invisibility after the transition;
(SEAMLESS) camera bug after the transition;
(SEAMLESS) display of quest log after the transition;
(SEAMLESS) display of inventory after the transition;
After Seamless transition, lighting in the world breaks down;
Public objects can be picked up many times in a row, even though they visually disappear;
Incorrect display of the HP bar;
AOE spells in rooms were covered by ceilings and therefore did not work correctly;
When taking damage from powder heating failure in the city, the player received a Criminal Debuff, and the guards attacked him;
You could start two battles in a row in the arena as one character;
Crossbow reload error when using zoom;
The character played the animation of jumping with a weapon after having already unequipped it;
The guild rank was not displayed;
Exit from the tutorial map happened after a delay:
At the start, the cursor mode was turned on by default;
The character could become invisible;
With the interface windows open, moving the cursor could make the character's hands move from the first-person perspective;
On the tutorial map, heating the powders consumed two powders;
The owner of the castle was not updated after it had been captured;
The character's body at the start of the game moved forward until the first equipment of the weapon;
(SEAMLESS) The transition caused an endless cooldown;
The Criminal widget was interfering with interface interaction;
If you ran out of powder in a quick slot, it broke the equip and unequip of the weapon;
Crossbow did not start reloading when equipped from a quick slot;
New guild members were not visible in the rooster;
If you die on the tutorial map, the wrong character appeared;
Twitching of equip and unequip animations;
Guards were sometimes spawned on roofs;
Dying on the Arena would drop items from the inventory;
Incorrectly displayed body in 1st person mode;
Couldn’t equip the bag with a double-click;
In the material map, characters gained experience for hitting other characters;
Failing to heat a powder would deal your character damage, which tagged it as a criminal.
Update 0.66.785
Hi everyone! For 3 long months, we have been incessantly working. We employed new staff and dived deeper and deeper to the bottom of our concept. Mostly, because of how many mechanics we were developing at the same time and of the sheer size of our project as it is, we shifted away from the rule of open, twice a month updates of our normal server, since we want to concentrate on exactly the development process.
A shrewd observer would notice that, concerning the mechanics, we are just a couple of steps away from the planned early access, having almost completely resolved lots of technical issues and limitations.
What does that mean? Firstly, we are well off in terms of finances. And, yes, we do not depend on anyone. Secondly, it means that in the stage of early access the game will be much deeper and of significantly better quality. Thirdly, the future tests will be more public and much more mature in terms of network architecture and mechanics. Fourthly, before that, we definitely have to fix errors, improve the visual and sound part, and fill the world with all that we have created.
P.S. We have paused pre-purchases for a variety of reasons. The main one is player loss because of refunds. We will start again on releasing Alpha.
Thank all of you who follow us.
Have a great weekend, ROG’oms up!
List of changes 0.66.785 from 29/09/2021
Game mechanics
General: 1.1 | Added:
(EPIC) Updated the engine to 4.26.x;
(EPIC) (0.6) Server, queue, and player room manager;
(EPIC) (0.8) Visible 1st person body, and 1st person camera motion;
(EPIC) A base for the profession system;
Character appearance editor;
Technical buffs system;
Zlatys circulation;
Players able to quit game before the quit timer expiring;
Color hint for equippable items;
1.2 | Changed:
Nameplate refactoring:
Time controller;
Scrolling system for 3rd person camera;
Complete refactor of dodges;
Refactored jumps for version 2.0;
Blend system for combat stances animations;
Fall damage formula now operates using character carried weight system;
Sound system;
Full refactor of log widget. FastMessageLog and RegularMessageLog. Now they both are displayed in the same widget.
Added a 10 message limit for RegularMessageLog. On receiving an 11th message the 1st will be deleted.
1.3 | Optimised:
Cosmetic equipment system;
System for storing items in a DB;
System for spawning items in the world - it reduces their physics and thus deals with the errors that occurred because of it;
1.4 | Fixed:
Over 70 bugs of all kinds;
Tutorial (0.7) 1.1 | Over 40 steps meant to introduce core game mechanics to new players; 1.2 | Overhauled tavern location; 1.3 | Tutorial is played by several players simultaneously; 1.4 | New type of world items available for every player to pick up; 1.5 | Temporary: you can skip tutorial or any of its steps (press - or + on the NumPad to do so); Player-to-player trade (0.9): 1.1 | One-side offer to any number of players; 1.2 | Two-sided closed trade session at invitation; 1.3 | Prices in both Talers and Zlatys; 1.4 | Offering N number of goods with defining a minimal amount for a transaction; Guilds (0.8): 1.1 | New guild system tied to the Royal Bank;
paid creation;
renaming;
Disbanding;
1.2 | System for guild bank account:
Replenishing the account with personal transfers, money withdrawal;
1.3 | System for guild Authorized Capital:
Replenishing and using it;
1.4 | System for guild levels depending on the size of the AC; 1.5 | System for titles and title rights; Resources/Recycling/Craft (0.9): 1.1 | Added:
Craft stations;
Requirements
1.2 | Powder crafting:
Magic level requirements and dependence on the time of day;
To craft powders you will have to use a portable brewing pot;
The pot may be placed in the world, and put or stolen back into the inventory;
Powders are crafted at a rate of 100 at a time;
Depending on the level and quality of the pot it loses durability after being used (base 100 durability points);
Every powder has 12 tiers, each has its own resource and level requirements;
1.3 | Changed:
Crafting now supports crafting multiple items at a time;
AI: 1.1 | New spawners and their types;
Dependent - it deletes AI when there are no players around;
Autonomous - for AIs that live without players around;
Autonomous for travelling AIs;
1.2 | Optimized server spawner logic; 1.3 | Dynamic spawner:
That spawner procedurally creates AI in a certain range of levels;
For this purpose it uses a table of bonuses or maluses for each type of AI;
1.4 | Loot preset system for spawners including loot refactor:
Now a spawner decides what loot a mob drops instead of the mob;
The items are stored in a DB and are changed in real time;
A tool for creating/editing loot presets;
1.5 | Ecosystem (Spawner 2.0):
Killing mobs players cull their population and the population of dependent AI types;
Meanwhile, the population of independent AI types grows;
After a while, the spawner will restore;
1.6 | Changed:
System of spawn spots for AI to come back to;
System of distance assessing depending on the animation;
Changing location after an attack for AIs;
Teleportation System (1.0): 1.1 | Portals:
with tokens;
without tokens to a certain location;
1.2 | Tokens; 1.3 | Token bag; 1.4 | Teleportation rules with tokens (including between continents and counties) Combat System (2.9): 1.1 | Physics of Combat System (spherecast):
the number is doubled;
the diameter is drastically reduced;
changed the method for calculating the range of the spherecast;
changed the height of sending spherecast and their direction, depending on the animation;
1.2 | System of melee weapon damage (including damage formula refactor):
mathematical interpretation of the efficiency loss due to not yet recruited or already lost centrifugal force;
this system is reflected in the damage, i.e. striking from the correct side and at the correct distance, the damage tends to the MAX damage on the weapon;
each weapon has its own meaning of dependence on a given system;
1.3 |Warming up the powder and mantras:
Activated on RMB;
according to the result of a mini-game with a slider, the player receives a bonus / malus to efficiency or detonation to himself;
Safe slots no longer drop loot on death according to inventory loot drop system;
Profession System (0.8): 1.1 | Basis for adding profession, grades and prof. abilities:
requirements;
bonuses/maluses;
limitations;
integration to the quest system;
1.2 | Slots for prof. abilities:
5 slots for prof. abilities;
3 of them are occupied by prof. abilities, and have the same grade as the profession;
2 other slots are free to fill with additional abilities;
completing quests will give a certain number of additional abilities and improve them;
You can only use 2 of them at a time;
Game World
General 2.1 | Added:
Obelisks (a magical counterpart for shields) and recipes to craft then;
Tutorial level 0.7;
Daerkun County 2.1 | Added:
2 castles, one of them has the necessary elements for capturing (early stages)
2 new pits;
5 teleports for travelling across the world
; 2.2 | Changed:
Issued in the city of Daerkun (we improved interiors and the overall location design);
Extraction locations (lumber mills, mines;
The location of Arena (we improved interiors and location design);
Renewed mob and guard spawners;
UI/UX
3.1 | Added:
Appearance editor window;
Player-to-player trade window;
3.2 | Temporary windows:
Craft;
Guilds;
3.3 | Changed:
Castle Siege UI;
Known Issues
Log off crash (on timer expiry);
Invisible mantras;
Invisible braces;
Respawning in Harbur doesn’t spawn guards;
Procedurally added walls/fences/piles lost some of their elements;
If you die with a settings window on, it will get stuck and won’t close;
Getting killed by a guard launches a character 100-200 metres away;
Chat log disappears after death;
Dodging while reloading the crossbow should interrupt it;
Weapon VFXs aren’t shown correctly;
Modular system has visual errors when in 1st person mode;
If you unequip a powder during charging you don’t spend it;
Walking animations jitters when moving left with obelisk and 1h weapon equipped;
Player character won’t unequip the weapon after death;
Player character receives criminal tag outside the necessary location;
Update 0.59.680
Hi everyone! We didn’t tell you anything for a while, but only because of hard work and active recruitment. Anyway, our patch note will tell you more. Be sure, we are proud of it ;)
Have a great weekend, ROG’oms up!
Change list 0.59.680 from 24/06/2021
Game mechanics
General: 1.1 | Added:
(0.6) Seamless travel - seamless transition between servers in the open world, or, yet, almost seamless :);
Social animations;
Faction system for players and NPCs - as an extension of dynamic tag system, that allows NPCs to change their opinions about players and even other NPCs;
NPC visual equipment system (however, for the time being, you will have to watch naked men again);
1.2 | Changed:
First person camera shake system (complete refactor);
Sprint motion controller;
1.3 | Optimised:
Modular equipment system (complete refactor);
Quest system (0.5): 1.1 | Functionality in general: accept/track in journal/complete; 1.2 | Quest making tool for game designers; 1.3 | All quest data is stored in a database, so that we could:
change anything without patches;
for dynamic requirements and rewards (DRR) depending on general game statistics. (e.g.: in the DB we can see how many rabbit skins players currently have, if there are too many, the quest giver will ask for more skins for the same reward);
payments in kind because of count’s influence on recycling;
Black market, which appears when counts don’t invest in recycling;
Splitting and merging materials with the help of recycler NPCs;
1.3 | Craft:
currently, it is available for everyone and is not bound to crafting stations (right ALT to call the menu);
recipes;
recipe requirements to profession/magic level;
simple recipe making tool for game designers;
AI: 1.1 | Added:
ability to change amount of damage, range, area, and the offset of that area for each animation;
1.2 | Changed:
Crime system was integrated into the faction system;
Karma and zone system: 1.1 | Zones:
Open world;
War zone;
Safe zone (complete refactor);
Ability to mix rules within a single zone;
New display of location names in the top right corner with a color tip on what karma rule is working in this zone;
1.2 | Graveyards:
Now they work differently depending on player’s amount of karma;
1.3 | Karma (depending on zone and karma):
Player’s name colour depends on karma;
Penalties for killing other players;
Experience loss on death (complete refactor and changed formula);
Item drop on death;
Safe inventory slots (highlighted with current karma color);
Game world
General 2.1 | Added
T1 and T2 armor, weapon and powder recipes;
Daerkunn County 2.1 | Added:
Forests;
4 lumberjack camps;
Roads;
3 arena pits;
Market at the arena;
Mobs: stickman, wolf, boar;
Resource spawners and recycling;
2.2 | Fixed:
100+ remarks/errors;
UI/UX
3.1 | Added:
Resource recycling window;
Craft window (temporary);
Quest journal;
Ability to minimize battle log;
3.2 | Changed:
Battle log size;
Fixes
Arena pits don’t have the restricting collisions;
First weapon equipment doesn’t work after death;
NPCs’ and players’ names and HP bars are invisible;
Character is 10 cm above ground until jumping for the first time;;
No SFX/VFX effects when weapons hit objects until first death;
On client, arrows that hit character hover in the air where they hit;
If two buttons in the hotbar have the same 2H weapon it remains on character’s back when unsheathed;
There would still be a weapon behind character’s back even if there were none on the hotbar;
Weapon doesn’t drop from hands after death;
World map determines wrong player coordinates;
Sprint gets stuck when energy gets low;
Artificial light doesn’t turn off depending on the time of the day, and leads to dramatic FPS drops;
Crossbow shoots like a rifle (when using RMB);
It’s impossible to shoot animals with a crossbow, because they have different animations on client and on server;
Effects (shooting magic) don’t work;
Character hit animations only play on the client of the player that gets hit;
Character ragdoll stops moving after some time after death;
Quitting game with Alt+F4 when the character is dead cancels respawn;
Magic has a shadow (powder pouch
Renewable chest for social animations;
Social animations break spherecast motion or direction when hitting in third person or free camera mode;
Crossbow zoom doesn’t turn off on death;
Weapon disappears from hands after some time;
Holding RMB does alt attack for 1h and 2h weapons;
Fixed timings for shperecasts;
Crossbow doesn’t shoot where the crosshair points;
Magic projectiles were askew to the right;
Character performs an attack when releasing RMB or LMB;
2h weapon sprint attack doesn’t work;
Arrows spawn both on client and server without replication;
Dwarrhan npc stopped moving around;
Impossible to kill rabbits and rats because of different poses on server and client;
Fixed issue with magic (unnecessary VFX would spawn and remain in character’s hands, there was no visible projectile on the client);
Removed shadows cast by rebase.
Known issues
Character is invisible (after Seamless transition);
Time widget disappears (after Seamless transition);
Getting hit in block deals full damage, like if there were no block;
Jumps work with drained stamina (camera)
Issues with display of material slots on character (on LODs above 0);
New character mesh doesn’t have morph types;
Cross (to close the window) doesn’t work in craft widget;
Guards deal zero damage;
After RMB attach with a 2h weapon you can perform an LMB attack;
Arrows get stuck midair;
Mobs do not attack if you attack them from distance long enough;
Can’t perform a melee attack after dodge;
If you die with a settings window on, it will get stuck and won’t close;
If you pick up a powder after holding a shield with a weapon, the shield gets stuck in the hand;
After being killed by mob, it keeps hitting the spot where player stood for some time, and think that this spot has a collision a couple of minutes after;
Chat log gets cleared after death;
Agro widget always shows “1”;
Karma in character window is always “Neutral”;
After respawning, sprinting doesn’t drain stamina;
After death, respawning in Harbur doesn't trigger guard spawn;
Procedurally added walls/fences/piles lost some of their elements;
Can’t raise a shield when holding powder + shield;
In Dwarrhan, character receives x50 damage on falling after launch attacks;
Getting killed by a guard launches a character 100-200 metres away.
Update 0.57.641
Hello everyone! Two weeks ago we missed a regular update for the Normal server because we had to simultaneously work on new mechanics and on complete refactoring of the old ones, but you’ll see everything for yourself. However, there’s a fly in the ointment - there are multiple known issues with refactoring the main logics. But they’ll be fixed in the nearest updates.
Tasks we are working on that stand between us and game version 0.60.ххх that would mean closed Alpha:
Seamless - has been adapted for 4.25, but still doesn’t work well with spawning/removing characters;
Craft (0.5) - will be available for everyone to test, regardless of profession;
Combat System (to version 2.8);
Embedding the finished tutorial into StartMap (main menu tavern)
Scaling troll’s AI logic and principles for other mobs;
And of course filling Daerkunn county with forests, mobs, NPCs, etc.;
Have a great weekend, ROG’oms up!
Change list 0.57.641 from 30/04/2021
Code
General: 1.1 | Added:
Update of engine version from UE4.23 to 4.25;
New World Origin Rebase system (resetting to zero coordinates on the local client to avoid animation distortions, issues with arrows and magic);
Correct character spawning system - only necessary cells are loaded (up to10 times less than before);
Correct character teleportation system (including after death) - the character is removed from point A and spawned at point B, instead of being drawn from one point to another loading unnecessary levels along the way;
Logout system (character stays logged in the world for 30 seconds);
Character carry weight mechanic;
Influence of character carried weight on walk physics (acceleration/inertia/viscosity) and on walk speed;
Visual hand inertia and mobility for first person view;
Log with quick messages that are deleted 7 seconds after you receive them. For example, notifications about receiving money from arena;
Log for messages with delayed removal (after some time or an event);
1.2 | Changed:
System for blocking attributes (full and partial);
Vertical camera motion range was set to 160 degrees;
Removed screen shading when turning on cursor mode;
Falling animation starts much later and smoother, which fixes the “pigeon” effect when falling off 50 cm height;
1.3 | Fixed:
Incorrect input mode after logging out;
Incorrect display of level loading progress and freezing while loading;
Error that didn’t let servers update automatically through Steam;
Combat system (2.6): 1.1 | Added:
Unique spherecast timings for each animation. (Example: now 2H weapon hits later than 1H, because of the slower swing. There are exceptions though: quick stab while sprinting with 2H weapon is quicker than regular 1H weapon attacks);
Hit direction is governed by character’s movement direction on the server (when moving right, character will hit left, etc.);
New blocking system - now hitting a raised shield will only be affected by the size of the shield, damage will decrease per shield’s bonus defence, and the hit will be converted to normal regardless of where the spherecasts were directed (head/legs/etc.);
1.2 | Changed:
Spherecasts direction, frequency, and diameters are identical to the weapon movements in attack animations;
Ray that checks hitting on body parts/shield/etc. now moves inside spherecasts instead of flying to the center of the crosshair;
2H attack animations were slowed down;
Now there’s no “delayed” damage, simultaneous kills will be much more seldom;
Slower animation blend after interrupting 2H weapon attack to idle;
1.3 | Optimized (incl. complete refactor):
Complete refactor of weapon, shield system and combat system in general;
1.4 | Fixed:
crossbow zoom wouldn’t turn off on death;
weapon disappeared from hands after some time;
holding RMB returns alt attack for 1H and 2H weapons;
when hitting block weapon dealt full damage;;
crossbow shot not according to crosshair;
magic projectiles skewed right;
attack when releasing RBM or LBM;
2H weapon sprint attack wouldn’t work;
arrows would spawn both on client and server without replication. Now only on server;
Arena (0.6): 1.1 | Added:
Timer visualization: battle and preparation (after appearing on the arena time widgets swaps to battle time or preparation time);
Management fee - n% of the win;
Draw: both players are set to starting positions as before the match;
Characters who quit game when being invited to battle are fined;
1.2 | Fixed:
Characters who quit game during the battle lost battle;
Projectiles and people passed through pit collision;
Doors close with the preparation timer and open with the battle timer;
Visual and sound effects of talers transaction for loss or victory;
After opening, doors could move into the cell;
Player can open and close the doors of their cell only;
AI: 1.1 | Added:
Procedural hit react for all mobs instead of animations;
1.2 | Changed:
Completely changed the work logic for criminals and guards in safe zones;
1.3 | Optimized (incl. complete refactor):
Aggro timer;
1.4 | Fixed:
Criminal debuff would appear when attacking guards;
AI stop being aggressive after character’s death/respawn;
Guard’s weapon collision turns off after his death;
Error when the guards were aggressive towards other players if one of them misbehaved;
Error that occurs when AI detects a player before initialization all of its components;
Error when guards who attacked a player got criminal debuff and were attacked by other guards;
Error when AI would stray out of their average spawn zone;
Error when guards wouldn’t react to the players with criminal debuff after respawn;
Error when AI for some reason couldn’t return to the spawn point (after resetting agro) and would stand in one place invincible and completely passive. Now when AI can’t return, there’s a timer that gets it out of this state;
Error when strike collisions hit invisible collision and ignored the AI inside it;
Error that occured after controller possession system rework when a player wouldn’t get a name tag and AI didn’t react at them because of it;
Game world
General 2.1 | Added:
First tier county borders on the Eastern continent
2.2 | Fixed:
Lighting on the character editor level;
Daerkunn County 2.1 | Added:
3х Mines;
2х Mason’s workshop;
3х Lumbermill;
4х Farms;
RoadsТ1;
2.2 | Changed:
The city of Daerkunn;
UI/UX
3.1 | Added:
Sound and color effects for item requirements;
New work logic for blocking attributes;
3.2 | Fixed:
Over 20 minor fixes;
Known isseus
Characters’ and NPC’s names and HP bars are not displayed;
First equipped weapon doesn’t work after death;
Character is 10 cm above ground until jumping for the first time;
No SFX/VFX effects when weapons hit objects until first death (world origin rebase);
On client, arrows that hit character hover in the air where they hit;
If two buttons in the hotbar have the same 2H weapon it remains on character’s back when unsheathed;
Weapon doesn’t drop from hands after death;
Quitting game with Alt + F4 after death cancels respawn;
World map determines wrong player coordinates (world origin rebase);
Sprint gets stuck when energy gets low;
No names and HP bars (world origin rebase?);
After death respawning in Harboud doesn’t spawn guards;
Procedurally added walls/fences/piles lost some of their elements;
Artificial light wouldn’t turn off depending on the time of the day, it also leads to dramatic FPS drops.
Update 0.54.602
Hello friends!
As briefly as possible about the most important news:
The WN Dev Contest is over for us - we thank everyone who voted for our project, and we will give out awards in the coming days;
The delay in the update is due to the fact that in February-March the project team was doubled, and a lot of new mechanics were work in progress, referring to each other;
We are finishing the refactor (read - “rewriting” the code) of the critical level, which means that from this month almost all 5 programmers will start working on new mechanics and updates of old ones;
In the current updates, there are already features from Beta-1 of Beta-2 - this is due to the ongoing refactor, we will return to the last Alpha features next week;
After updating the Arena to version 0.6, we are planning a small tournament with rewards;
The following videos will tell you about siege towers, arena, physics of the combat system - watch for their appearance;
Because the code update turned out to be large-scale - this is far from the entire list, but only the main systems that are presented in the build.
Have a great weekend - ROGgoms up!
Change list 0.54.602 from 04/02/2021
1 | Code
General 1.1 | Added:
Item requirements;
Siege structures (towers);
Climbing ladders;
Character customization (ver. 0.7);
(prototype) Dummy for training and DPS parser;
Technical buffs (note. “Criminal”).
1.2 | Optimized (incl. full refactor):
Complete refactor of server game time;
Arena (0.5): 1.1 | Added:
The arena itself, fights organizer, pits, cages - which form a single complex;
Formation / acceptance of applications for a fight and their administration by the organizer;
System of bets, fines, compensations and rewards;
Fight type: 1х1;
Timer system for invitation / preparation / fight.
AI 1.1 | Added:
A system of attacks with physical pushing/throwing a target in different directions and with a different impulse;
System of turns to the target during normal attacks;
Agro system (counter, target change);
System of complete reset of aggro;
Dynamic tagging system;
Dynamic tag “Criminal”;
Safe zones system;
Mass threat system (zonal and radial), counter of criminals and AI, alarm and threat response.
1.2 | Changed:
Troll - got all new mechanics, SFX.
1.3 | Optimized (incl. full refactor):
Complete refactor for all types of spawners;
Complete refactor of AI class hierarchy, base class;
Dead NPCs are now removing from the world;
Gradual spawn of NPCs in turn;
1.4 | Fixed:
NPC respawned only once;
NPCs are no longer duplicated when spawning;
HP bar of NPC that remained after death;
Late equip / unequip of weapons from the NPC;
NPCs do not leave the specified area when walking.
2 | Game world
General 2.1 | Added:
Daerkunn town;
Arena of Daerkunn;
2 mines (2 or 3 entrances each);
4 quarries;
Borders of 2 counties (visual).
2.2 | Changed:
Natural lighting;
2 old quarries;
Removed teleports to resource extraction locations.
Items 2.1 | Added:
Requirements for medium and heavy armor (T0);
Weapon requirements (T1);
Requirement for some powders.
Harbour Village 2.1 | Added:
Safe zone.
3 | UI/UX
3.1 | Added:
Agro AI widget;
Displaying requirements in item tooltips;
Bag: checkbox for automatic opening / closing by “TAB” button.
3.2 | Fixed:
Display of the main characteristics on objects (HP / MP);
Tooltip (level l): item type icons, information location, breakage when fixing with “F” button;