1. Reign of Guilds
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  3. Update 0.94.610

Update 0.94.610

  • Fixed:
- 2 causes of server crashes;
- (crafting) 0 durability recipes weren’t deleted from containers;
- (crafting) crafting depleted the durability of the wrong recipes;
- (crafting) issues with displaying CDs of crafting abilities in the widget;
- (crafting) using a crafting ability while it was cooling down;
- (quests) quests rewards were destroyed if players didn’t have enough slots or carry weight in their
  • inventory;
- (quests) the order of Vocation stage quests;
- (client) glittering grass/foliage with FSR turned on;
  • Changed:
- a large server optimization update (that we weren’t able to finish before PT#7);
- Removed storekeepers. Instead of them, players will have real estate shared between all characters on their accounts;
- immersive mode nameplate visibility was increased from 20 to 30 meters;
- crafting weak battle powders yields 12 times as much as buffs, while crafting medium battle powders yields 8 times as much;
- weapon damage is 15-25% less affected by centrifugal force;
- number of herbs and mushrooms spawned in Dwarrhan was increased by 1.8 times on average;
- a considerable decrease of raw material weights (until we add pack mounts);
- a number of boss trophies became items that are always dropped on death;
- increased bosses’ chance to drop trophies;
- gem drops (who drops them and how much);
- island mob only drop items up to T2;

  • AI (in more detail)
Dwarrhan
- Added about 15% spawners to remove blank spots;
- number of mobs spawned increased by an average of 2.3 times;
- spawn rates increased 5 times, and respawn rates decreased 3 times;
- changed spawn spots generation algorithm to prevent mobs from getting stuck;
  • Mines
- fixed AI getting submerged underground;
  • General AI changes:
- minimized the ability to “spin” the mobs around;
- backpedaling is no longer effective to avoid mob attacks;
- changed the logic behind mob rotation, unified mob accuracy and aiming process;
- changed the attack distance and attack rates;
  • Wolf:
- only runs away once, the chance of running away decreased 4 times, distance of running away decreased by 20%;
- decreased the number of jump triggers;
- a slight decrease of CDs between regular attacks;
- jump attacks won’t bump the character around so much;
- regular wolf’s attack rate and move speed allow to run away from the wolf using sprint; but there’s no - use in running away from the White Wolf;
  • Boar:
- floating attack CD;
- decreased the chance to make successive attacks;
- changed the general behavior pattern: it’ll rather toss you than push around all the forest and is much - quicker to change its behavior;
- character can interrupt the charge without jumping or dodging;
  • Bear:
- doesn’t allow fleeing from it, but has a lower chance of a continuous chase, only attacks once while chasing;
- emphasized the difference between attack types: a quick bite with a smaller attack area, and a large - swing with a bigger attack area;
  • Humanoid mobs:
- can’t catch up with a sprinting character;
- can catch up a character running with regular speed;
- different CDs of different attacks (some are better for chasing and some for dealing damage);
  • Bosses:
- fixed short mini-boss respawn rates;
- a considerable increase of respawn types;
- the golem is always vulnerable, even while the small golems are alive;
- decreased the number of regular trolls on swamps but also turned on the ecosystem effect;