Two weeks focused on authenticity
This Dev Log covers work completed between September 16 and October 1. It is larger than usual and has a clear focus: returning to the original game, measuring how its systems behaved, and correcting our client to match.
This work covers formulas, combat timing, movement, cameras, interfaces, and detailed rendering behavior. Alongside these corrections, several entirely new features were also introduced.
RaiderZ - Early Access, version 2.0.0
The game window and launcher now display RaiderZ - Early Access instead of the old internal AlphaRZ name.
The client version has also been increased to 2.0.0 to mark this stage of development.
This change does not affect your account, characters, progress, settings, or local game files. It only changes the name and version number displayed by the game going forward.
Combat formulas rebuilt to match the original game
We reviewed the core combat formulas individually and corrected several calculations that did not fully match the original game.
This includes critical hit chance, the amount each attribute contributes to attack power for every weapon type, and the way armor reduces physical and magical damage.
Level differences between the attacker and defender now affect damage mitigation correctly. Previously, the level difference had little or no effect in situations where it should have mattered.
Weapon enchantments now scale their bonus critical points correctly instead of applying only their percentage bonus.
We also corrected player movement speed to match the original game, including forward and backward movement, guarding, and swimming. Several specific combinations, such as swimming while guarding, were using incorrect values.
On the server, we rebuilt how individual hits are resolved over time. Attack speed, casting speed, and their corresponding timing windows now follow the original combat behavior more closely.
Guard finally behaves correctly
Several players reported that guard could appear to break during combat, causing the weapon to lower and rise again after blocking an attack.
The cause was the handling of partial blocks. Any block without a shield, or a shield block that did not result in a perfect parry, was incorrectly processed as though the player had released and raised guard again.
This also caused stamina to be consumed for every blocked hit instead of only when guard was first raised.
Partial blocks now maintain guard in the same way as perfect blocks. The weapon no longer drops between hits, and stamina is not repeatedly consumed for every attack received.
We also fixed the server canceling the player's own attack when guard was raised during a swing. That behavior could leave behind a delayed phantom hit and prevent the next skill from activating correctly.
Casting, combos, and weapon corrections
Awakening's casting-time reduction now actually increases casting speed. The value was previously calculated but never applied to the skill.
Aimed skills, ground-targeted skills, and one-click skills now use the targeting and miss rules of the original game. They no longer activate too early or cancel unexpectedly.
The dagger's advance attack can now continue into its second strike.
Cyclone Kick modified by the Pushback talent now continues the combo correctly instead of breaking the attack sequence.
Walls also stop characters reliably during combat. Fighting near a corner or playing at a high frame rate could previously allow certain attacks to move the character through a wall.
Targeting, name plates, and cameras
The crosshair, target lock, and target frame now follow the original game's rules for when they appear and how they behave.
We added a Show Target Outline option, allowing players to decide whether interactable objects and one-click targets receive an outline.
Player and NPC names now scale and position themselves according to distance using the original behavior. Names also disappear correctly behind walls instead of remaining visible through solid objects.
The original free camera behavior has been restored for players with sufficient access grade and can be activated with the comma key.
The Arena's separate seated spectator camera has also been restored. These two camera modes had previously been combined by mistake.
A major visual authenticity pass
A large number of rendering details were corrected to bring the client closer to the original game's appearance.
Color grading and light shafts have been restored, while reflections and specular highlights on characters now behave more accurately.
Shadow quality received further improvements. A visible cascade transition that could appear when turning the camera is now smoothed using a proper shadow cache.
We corrected how translucent effects and particles are drawn and layered, along with a problem that could hide weapons sheathed on the character's back.
Trees received additional corrections to texture filtering, level-of-detail distances, and leaf transparency.
We also fixed a sky-rendering problem that could corrupt an uncompressed texture.
FXAA anti-aliasing is available again in the video settings alongside supersampling.
Several smaller effects were also corrected, including spider webs, lava, ghostly transparency, and opacity-masked textures.
Other players move and react correctly
A significant rewrite brings the movement, turning, and reactions of other players closer to the original game's behavior.
Remote characters now catch up smoothly to their actual positions instead of snapping or drifting. They turn at the correct speed and properly reflect mount movement speed and transformations.
Another player's guard no longer appears to drop every time they block an attack when their guard never actually ended.
Jump landing behavior has been corrected, and being grabbed or swallowed now interrupts the affected character's stun state as intended.
Players also reappear correctly after cutscenes, visits to the Beauty Parlor, or returning to visible range. They no longer remain frozen or stuck in an outdated pose.
The Beauty Parlor no longer freezes on exit
Leaving the Beauty Parlor could freeze the game on a loading screen.
The salon is now handled as a proper in-game state instead of requiring a complete zone reload, removing the freeze when returning to the world.
NPC and monster behavior
We corrected several monster-specific behaviors to match the original game.
NPCs no longer slide or play incorrect animations in certain states. Monsters are less likely to become stuck outside their intended paths or walk through walls.
Monster scale now affects attack range and reach correctly.
Breakable monster parts, including the frog boss's torch, now break as intended.
New Events window
A dedicated Events window has been added to the game.
Press Ctrl+J or select the icon near the minimap to view the schedule of recurring events and world activities.
The schedule is generated directly from the server's event data, ensuring that the displayed countdowns remain accurate.
New in-game video recording
Players can now record gameplay directly through the client.
Press Ctrl+Print Screen or Scroll Lock to start and stop recording. An on-screen REC indicator shows when recording is active.
Videos are saved as MP4 files in the Documents folder.
Screenshots continue to work independently and now include a new high-quality supersampled mode. Taking a screenshot also no longer causes a brief freeze.
Live skill build switching
Players can now switch between their two skill set builds while in the game world through the appropriate NPC, matching the behavior of the original game.
Each build preserves its own action bar configuration.
We also fixed issues that allowed repeated switching to stack bonus attributes that should not accumulate.
Trade Market corrections
Collecting gold from a completed Trade Market sale could fail because of an old database problem. This has been corrected.
Gems, enchantment grades, and elemental attributes are now preserved correctly when items are bought and sold.
The market registration fee is now actually charged instead of only being displayed.
Item previews and tooltips
The item preview used by the Cash Shop, crafting windows, and recipes now matches the original game more closely for outfits, dyes, camera framing, and lighting.
Item tooltips now display set bonuses, buff descriptions, and gem slots using the original presentation.
Removing a gem from an item now always provides a clear result instead of occasionally failing without a response.
Quality-of-life improvements
The maximum amount of gold a character can carry has been increased to 100,000.
Crafting recipes remain visible when their requirements have not been met, but are displayed in gray instead of disappearing from the list.
Opening a stack of boxes containing an unsupported box type now falls back to opening them individually instead of failing completely.
The simple map window can now be resized.
Default key bindings have been adjusted to match the original game.
The skill tab no longer offers to train abilities from combat styles that the character cannot use.
Launcher proxy option
The launcher can now optionally route the game connection through our proxy server for players who have difficulty connecting directly.
This option is available in Game Settings and is disabled by default.
Do not use the launcher proxy together with third-party ping-reduction tools.
Separate voice language
The language used for character voices can now be selected separately from the language used for text and subtitles.
English voices are used automatically when the selected language does not include its own voice recordings.
New internal development tools
Our internal development tools continued to grow during this period.
New import and export tools for 3D modeling software will make it easier to bring new character assets into the game cleanly.
Development of the editor's own interface also continued in preparation for future content and improvements.
What's next
Dev Log #14 brings our development record up to date through October 1. This period focused on making RaiderZ - Early Access behave, look, and respond more like the original game while introducing useful new features for players.
We will continue sharing development updates in batches like this one so everyone can follow the progress of RaiderZ Global without needing to search through individual technical changes.