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!
[h2]Change list 0.59.680 from 24/06/2021[/h2]
[h3]Game mechanics[/h3]
General:
1.1 | Added:
1.2 | Changed:
1.3 | Optimised:
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:
1.4 | Objectives:
1.5 | Awards:
1.1 | Resource spawn:
1.2 | Recycling resources into materials:
1.3 | Craft:
1.1 | Added:
1.2 | Changed:
1.1 | Zones:
1.2 | Graveyards:
1.3 | Karma (depending on zone and karma):
[h3]Game world[/h3]
General
2.1 | Added
2.1 | Added:
2.2 | Fixed:
[h3]UI/UX[/h3]
3.1 | Added:
3.2 | Changed:
[h3]Fixes[/h3]
[h3]Known issues[/h3]
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!
[h2]Change list 0.59.680 from 24/06/2021[/h2]
[h3]Game mechanics[/h3]
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);
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);
1.4 | Objectives:
- Find a location;
- Interact with an object or NPC;
- Kill an NPC;
- Bring items;
- Reach a certain level of character stats;
1.5 | Awards:
- Thalers;
1.1 | Resource spawn:
- random quality and seasonal characteristics;
- various limits;
- parameters for the count’s influence;
1.2 | Recycling resources into materials:
- including random acquisition of rare metals;
- 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;
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;
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);
[h3]Game world[/h3]
General
2.1 | Added
- T1 and T2 armor, weapon and powder recipes;
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;
[h3]UI/UX[/h3]
3.1 | Added:
- Resource recycling window;
- Craft window (temporary);
- Quest journal;
- Ability to minimize battle log;
3.2 | Changed:
- Battle log size;
[h3]Fixes[/h3]
- 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.
[h3]Known issues[/h3]
- 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.
-