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Dev Log #11: Corpses, Controls, and Combat Polish

This article describes work in progress, not changes already released to the live client.

Another week of focused improvements


This Dev Log covers work completed between August 18 and August 25. It is a shorter period than our previous update, but a productive one filled primarily with player-reported issues, including several problems that had remained unnoticed in the game for a long time.


All client improvements described below have already been included in the latest Client Alpha patch and are available for players to test today.


Continued combat timing improvements


We continued refining combat timing following the movement rewrite introduced in the previous update.


Knockdown previously released the character as soon as the initial hit timer ended. With lighter attacks, this could happen before the falling animation had finished, allowing the player to act or even use a skill while still visibly in the air.


Knockdown duration now respects the full length of the falling animation. Characters cannot act again until they would realistically be back on their feet.


Guard can now interrupt a basic attack at any point during the swing instead of only near the end. This removes the delay that could make guarding feel less responsive than intended.


We also removed a manually adjusted guard window that did not match the original game. Guard timing is now determined directly by the data of each skill.


Further network movement improvements


We applied another round of refinements to the network movement system introduced in the previous Client Alpha update.


Other players now begin walking on the expected animation frame instead of appearing to respond a moment after movement begins.


Characters also turn correctly according to their camera direction during quick changes of direction. Drawing or sheathing a weapon while walking no longer causes visible sliding or synchronization problems on the screens of nearby players.


Login and character selection


The password field on the login screen was displaying question marks instead of the usual concealed characters because of an encoding problem. Passwords are now displayed correctly.


The character selection screen now remembers the character you were previously using. Before this correction, returning to the character list after logging out would always select the first character on the account.


Quest tracker improvements


Accepting a quest now highlights it in the quest tracker immediately instead of waiting for the player to select it manually.


The tracker also remembers whether each entry was expanded or collapsed. These preferences are preserved after logging out instead of being reset every session.


Long-duration buffs


Buffs lasting longer than approximately 17 days could exceed an internal time limit and display a completely incorrect remaining duration. For example, a 365-day buff could appear to have only around 17 days remaining.


Buff durations are now displayed correctly regardless of how long they remain active.


New control options


The side buttons found on many mice can now be assigned to skills through the control settings.


We also added the missing keybind options for switching directly between the three main action bar pages.


Two leftover control options that accepted key assignments but had no function were removed from the settings screen.


Window behavior


Removing the padlock from a window allows it to close automatically when the player walks away. This preference now remains saved after logging out instead of resetting during every session.


We also reverted an earlier change that accidentally caused every window to behave as if it were permanently pinned. Walking away from an unpinned window now closes it as intended.


Action bar and NPC information


Dismounting could occasionally remove every skill and item from the action bar until the player logged in again. This has been fixed.


NPCs without a configured clan name no longer display a raw internal error message above their heads. When no clan information is available, the corresponding field remains empty.


Corpses that stay dead


If a world boss died while a player was outside the surrounding area, returning later could make the boss appear to be standing alive until its corpse finally disappeared. World boss deaths are now represented correctly even when the player did not witness them.


A similar issue affected party members. If a party member died outside another player's immediate vicinity, they could appear to be standing with full health instead of being shown as defeated. Their state is now synchronized correctly.


We also corrected a specific corpse NPC that was intended to fall once and remain on the ground. It repeatedly played its death animation and slowly moved away from its original position because the client interpreted movement contained in the animation as actual NPC movement.


The NPC now falls once and remains in the correct position.


Mount corrections


Attracting the attention of a monster while mounted could remove the mount's entire movement bonus, including its dash speed, even though the player had not been dismounted. Mount speed is now preserved correctly when entering combat.


Name plates above other mounted players were also positioned noticeably too high. Your own name plate appeared correctly, but those of nearby players did not. All mounted name plates are now aligned properly.


Visual and crafting improvements


NPC conversation and quest icons could appear duller than intended when displayed indoors. Their brightness and color have been corrected to better match the vivid appearance of the original game.


Learning a new crafting recipe now adds it to the quest tracker automatically, making it easier to find without searching through the journal.


The notification displayed when a new recipe becomes available now shows the correct item icon instead of an empty space.


Faction reputation


Faction reputation is now handled consistently using its full numerical value throughout the game.


This corrects an issue where reaching the maximum reputation with a faction could incorrectly change the displayed relationship from ally to enemy.


Improved stability during zone transitions


We fixed a crash that could occur when traveling to a new zone while another area was still loading in the background.


The client now handles overlapping zone-loading operations safely, improving stability during travel.


What's next


Dev Log #11 brings the Client Alpha development record up to date through August 25. This period focused on making combat more responsive, movement more natural, controls more flexible, and everyday systems more reliable.


Many of these corrections came directly from player reports. Continued testing and detailed feedback remain essential as we refine Client Alpha and prepare it for the future of RaiderZ Global.