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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!

[h2]List of changes 0.66.785 from 29/09/2021[/h2]
[h3]Game mechanics[/h3]
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;
  • Effectiveness: damage / healing, buff duration, cast range;

1.4 | Obelisks:
  • shield;
  • wall;
  • sphere;

1.5 | Mantras;
1.6 | Added:
  • Shield push during spring;
  • 1h attack while blocking;
  • Shield attack on stopping blocking before 1h weapon attack;
  • Alternative attacks received bonuses;
  • 1h powder equipped in both hands has shorter cool down;

1.6 | Changed:
  • RMB with 1h weapon uses stamina;

1.7 | Optimised:
  • CD system;
  • Projectile physics;
Castle Siege System (0.8):
1.1 | Forts;
  • Capturing, destroying and fast travel from castle to fort;

1.2 | Castle and fort gates:
  • rules for (in)vulnerability;
  • rules for opening/closing, timers and a cool down for these actions;
  • recovery;
  • parameters for future castle grades;
  • visual destruction;

1.3 | Сapture points:
  • to capture a castle, get t3 of these, 1 of them must be the Donjon;

1.4 | UI and notification system;
Karma System:
1.1 | Added:
  • Karma grows on killing enemy AI;
  • Karma decreases on killing guards in a safe zone;

1.2 | Changed:
  • 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;



[h3]Game World[/h3]
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;


[h3]UI/UX[/h3]
3.1 | Added:
  • Appearance editor window;
  • Player-to-player trade window;

3.2 | Temporary windows:
  • Craft;
  • Guilds;

3.3 | Changed:
  • Castle Siege UI;


[h3]Known Issues[/h3]
  1. Log off crash (on timer expiry);
  2. Invisible mantras;
  3. Invisible braces;
  4. Respawning in Harbur doesn’t spawn guards;
  5. Procedurally added walls/fences/piles lost some of their elements;
  6. If you die with a settings window on, it will get stuck and won’t close;
  7. Getting killed by a guard launches a character 100-200 metres away;
  8. Chat log disappears after death;
  9. Dodging while reloading the crossbow should interrupt it;
  10. Weapon VFXs aren’t shown correctly;
  11. Modular system has visual errors when in 1st person mode;
  12. If you unequip a powder during charging you don’t spend it;
  13. Walking animations jitters when moving left with obelisk and 1h weapon equipped;
  14. Player character won’t unequip the weapon after death;
  15. 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!

[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);
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);

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;
Resources/Recycling/Craft (0.6):
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;
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);

[h3]Game world[/h3]
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;

[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]
  1. Arena pits don’t have the restricting collisions;
  2. First weapon equipment doesn’t work after death;
  3. NPCs’ and players’ names and HP bars are invisible;
  4. Character is 10 cm above ground until jumping for the first time;;
  5. No SFX/VFX effects when weapons hit objects until first death;
  6. On client, arrows that hit character hover in the air where they hit;
  7. If two buttons in the hotbar have the same 2H weapon it remains on character’s back when unsheathed;
  8. There would still be a weapon behind character’s back even if there were none on the hotbar;
  9. Weapon doesn’t drop from hands after death;
  10. World map determines wrong player coordinates;
  11. Sprint gets stuck when energy gets low;
  12. Artificial light doesn’t turn off depending on the time of the day, and leads to dramatic FPS drops;
  13. Crossbow shoots like a rifle (when using RMB);
  14. It’s impossible to shoot animals with a crossbow, because they have different animations on client and on server;
  15. Effects (shooting magic) don’t work;
  16. Character hit animations only play on the client of the player that gets hit;
  17. Character ragdoll stops moving after some time after death;
  18. Quitting game with Alt+F4 when the character is dead cancels respawn;
  19. Magic has a shadow (powder pouch
  20. Renewable chest for social animations;
  21. Social animations break spherecast motion or direction when hitting in third person or free camera mode;
  22. Crossbow zoom doesn’t turn off on death;
  23. Weapon disappears from hands after some time;
  24. Holding RMB does alt attack for 1h and 2h weapons;
  25. Fixed timings for shperecasts;
  26. Crossbow doesn’t shoot where the crosshair points;
  27. Magic projectiles were askew to the right;
  28. Character performs an attack when releasing RMB or LMB;
  29. 2h weapon sprint attack doesn’t work;
  30. Arrows spawn both on client and server without replication;
  31. Dwarrhan npc stopped moving around;
  32. Impossible to kill rabbits and rats because of different poses on server and client;
  33. Fixed issue with magic (unnecessary VFX would spawn and remain in character’s hands, there was no visible projectile on the client);
  34. Removed shadows cast by rebase.

[h3]Known issues[/h3]
  1. Character is invisible (after Seamless transition);
  2. Time widget disappears (after Seamless transition);
  3. Getting hit in block deals full damage, like if there were no block;
  4. Jumps work with drained stamina (camera)
  5. Issues with display of material slots on character (on LODs above 0);
  6. New character mesh doesn’t have morph types;
  7. Cross (to close the window) doesn’t work in craft widget;
  8. Guards deal zero damage;
  9. After RMB attach with a 2h weapon you can perform an LMB attack;
  10. Arrows get stuck midair;
  11. Mobs do not attack if you attack them from distance long enough;
  12. Can’t perform a melee attack after dodge;
  13. If you die with a settings window on, it will get stuck and won’t close;
  14. If you pick up a powder after holding a shield with a weapon, the shield gets stuck in the hand;
  15. 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;
  16. Chat log gets cleared after death;
  17. Agro widget always shows “1”;
  18. Karma in character window is always “Neutral”;
  19. After respawning, sprinting doesn’t drain stamina;
  20. After death, respawning in Harbur doesn't trigger guard spawn;
  21. Procedurally added walls/fences/piles lost some of their elements;
  22. Can’t raise a shield when holding powder + shield;
  23. In Dwarrhan, character receives x50 damage on falling after launch attacks;
  24. 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:
  1. Seamless - has been adapted for 4.25, but still doesn’t work well with spawning/removing characters;
  2. Craft (0.5) - will be available for everyone to test, regardless of profession;
  3. Combat System (to version 2.8);
  4. Embedding the finished tutorial into StartMap (main menu tavern)
  5. Scaling troll’s AI logic and principles for other mobs;
  6. And of course filling Daerkunn county with forests, mobs, NPCs, etc.;



Have a great weekend, ROG’oms up!

[h2]Change list 0.57.641 from 30/04/2021[/h2]
[h3]Code[/h3]
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;
  • Battle timer (120 sec) wouldn’t start, infinite match;
  • 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;

[h3]Game world[/h3]
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;

[h3]UI/UX[/h3]
3.1 | Added:
  • Sound and color effects for item requirements;
  • New work logic for blocking attributes;

3.2 | Fixed:
  • Over 20 minor fixes;

[h3]Known isseus[/h3]
  1. Characters’ and NPC’s names and HP bars are not displayed;
  2. First equipped weapon doesn’t work after death;
  3. Character is 10 cm above ground until jumping for the first time;
  4. No SFX/VFX effects when weapons hit objects until first death (world origin rebase);
  5. On client, arrows that hit character hover in the air where they hit;
  6. If two buttons in the hotbar have the same 2H weapon it remains on character’s back when unsheathed;
  7. Weapon doesn’t drop from hands after death;
  8. Quitting game with Alt + F4 after death cancels respawn;
  9. World map determines wrong player coordinates (world origin rebase);
  10. Sprint gets stuck when energy gets low;
  11. No names and HP bars (world origin rebase?);
  12. After death respawning in Harboud doesn’t spawn guards;
  13. Procedurally added walls/fences/piles lost some of their elements;
  14. 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:

  1. 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;
  2. 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;
  3. 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;
  4. 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;
  5. After updating the Arena to version 0.6, we are planning a small tournament with rewards;
  6. 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!

[h2]Change list 0.54.602 from 04/02/2021[/h2]
[h3]1 | Code[/h3]
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.


[h3]2 | Game world[/h3]
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.

[h3]3 | UI/UX[/h3]
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;
  • Displaying min / max - HP / MP recovery.

Updates 0.52.554 and 0.53.578 review

Friends! Here's a short video review of key features presented in 0.52.554 and 0.53.578 updates.

[previewyoutube][/previewyoutube]