Changelog v. 0.5 Alpha
SERVERS HAVE BEEN WIPED!
Inventory system:
The inventory system has been reworked from scratch – issues like bugging the controller with changing weapons using hotkeys (1-0 keys), problems with drawing or withdrawing the weapons or disappearing items and money should have been fixed.
– Implemented stacks splitting – hold SHIFT and drag a stack to another slot holding LMB
– Implemented expanding the inventory and depot space with additional sacks and bags which can be bought from vendors selling the basic crafting materials and recipes – to be able to expand the storage, first you need to buy an inventory/depot slot clicking LMB on its icon
– Reworked from scratch the quick access bar
NPC shops:
– Reworked the NPC shops interface
– Implemented items sorting in constant order in the shop’s assortment
– Implemented filters of the items in vendors assortment
– Implemented a buy-back tab – available until a player walks too far from the NPC vendor
Reworked the NPC shops controls:
– Buying/selling single items – click RMB or 2x click LMB
– Buying/selling certain amount of items – hold SHIFT and click LMB
– Buying/selling entire stacks of items – hold CTRL and click LMB
Guilds system:
Guilds system has been reworked from scratch. The main focus was to improve its functionality and to fix numerous issues.
– Implemented the guild’s announcements
– Started working on the in-game coats of arms editor
Buffs system:
The buffs system has been reworked from scratch. The main focus was to improve its functionality and to fix numerous issues.
– Food and potions – craftable and the ones that can be purchased from NPC herbalists – should apply buffs and debuffs properly
– Added buffs for conquering and controlling the flags – they will be balanced and tweaked in the nearest future
– Added the first effect caused by the weather system – debuff on stamina regeneration when it’s raining
– Added debuff “fatigue” occurring when stamina is low, signalizing a lower damage output
Building system and territory control:
– Redesigned the structures upgrades window
– Implemented the structures repair mechanics – amount of required materials depends on the lost durability of the structure
– Implemented experience earning for deploying the materials required for upgrades of the structures
– Increased durability of the fortifications
– Reduced amount of materials required to upgrade the fortifications to level 1
– Increased amount of the NPC guards in locations controlled by players
– Rebalanced statistics of the guards in locations controlled by players and increased differences between their levels at various upgrades
– Reduced levels of peasant working at farms
– Reworked capturing the flags mechanics – to capture a flag, killing more than 75% of guards is required (killing the civilians is not required)
– Set various buffs for claiming and controlling the flags – buffs for controlling various locations are being summed, rewarding the nation for domination
Interface:
– Moved health and stamina bars to the bottom of the screen
– Implemented minimizing of the menu icons bar
– Reworked the player-player interactions window
– Implemented the mouse mode – “z” button toggles the cursor visibility and out of mouse mode the camera controls are the same in combat and non-combat stances
– Added character’s level to the experience bar
– Added information about the character’s level and nation to the character’s statistics tab
– Reworked from scratch the character’s statistics tab
Gameplay:
– Equalized the character’s movement speed in combat and non-combat mode
– Reworked character’s stagger when being hit – it’s not being slowed down to the walk speed but cannot sprint
– Added drop from chickens and gooses
– Fixed bug causing that a hand or an arrow were disappearing in FPP mode
– Significantly improved the character’s animations and their blends, removing most of the “spikes”, equalizing the attacks times, removing a blend which was twisting the character and reduced drops of the animations quality on various FPS rates
– Modified AI of NPC enemies – now the ones, who used to stay passive to the higher level characters, step back and warn the players to not come any closer, and small animals run away from players
– Implemented almost 300 new speeches for NPC enemies
– Fixed many spelling errors in English version
– Reduced the aggro generated by archers
– Fixed looting of the NPC enemies, especially detection of clicking on their corpses
NPCs:
– Implemented new NPC enemy – a giant
– Implemented new type of NPC enemies – Darkhounds, which can be found on the Tortoise Island and on the way to a giant’s lair in the northern part of Stoneholm
– Replaced the models of wolves
– Improved visuals of cancelling the sequences of NPC enemies attacks when player blocks them
– Improved smoothness of the humanoid NPCs animations
– Fixed bug causing the female NPCs becoming “ghosts”
– Fixed bug causing that the NPC enemies were using the polearms animations when actually fighting with longswords
– Fixed bug causing that the NPC enemies were gliding forward without moving their legs when blocking
– Fixed bug causing that Ioanna from Audunstede had no animations
World:
– Implemented a giant’s lair at the slopes of a northern mountain
– Implemented a sacrificial hill west to the marsh
– Implemented an “Dead Raven” Inn with a brothel East to the Fangsborough
– Implemented the burial mounds close to the “Dead Raven” Inn
– Updated the in-game map
– Implemented suburbs of Dunfen and Mereley
– Implemented docks in Dunfen
Visuals and sounds:
– Fixed bug causing that after unequipping a part of an armour, character’s body was not being displayed (“Rayman Problem”)
– Reworked the sound effects system (work in progress) – NPC enemies receive a drawn set of sounds and sound of player’s character being hit depends on the equipment of an NPC
– Fixed bug causing that characters were gliding without moving their legs instead of walking
– Fixed animations issues occurring when character was hiding or drawing the weapon
Networking and optimization:
– Added new system of “Area of Interest” on server side
– Reduced the network traffic for about 90%
– Reduced the CPU and GPU usage on client side