Camera and visual polish
The aiming camera for ground-targeted heals is back, Shadow Strike now has its own cinematic overhead camera, and ground decals no longer smear across nearby walls and ceilings. We also fixed invisible objects appearing on some AMD graphics cards and made sure lighting never drops below a usable quality level regardless of your settings.
A deep pass on performance
A large part of this period went into performance work aimed specifically at lower end and integrated graphics cards, touching how shadows, effects, and the sky are rendered, along with fixing freezes and hitches by making sure the game keeps processing smoothly even under heavy load. This work led directly into new performance presets that detect your hardware automatically the first time you launch the game and offer a Minimum Performance option for weaker machines, alongside a fix for the login screen buttons.
Gems are fixed
Socketing stones into weapons and armor was completely broken and is now fixed, along with a follow up bug that stopped socketing and removing gems repeatedly from working correctly.
Quests, loot, and NPCs
We fixed a freeze that could happen after gathering resources from certain nodes, quest icons that stayed on NPCs after the quest was no longer available, world boss corpses staying visible for other players after the boss was already gone, and a loot glow effect that appeared inside the ground or object instead of floating above it. NPC interactions got a broad pass covering icons, on-screen prompts, quest NPCs, item pickups, and windows that were not closing properly. The tutorial skip button now works, and an item bonus that stayed active after resetting your talents was corrected.
Fairness and everyday polish
We closed an exploit that let players dodge the AFK kick during PvP by running into a wall, fixed arena rankings incorrectly counting different match types together, and fixed skills occasionally leaving your character stuck in an unusual pose after finishing.
What's next
That brings this dev log up to date with where the project stands today. We will keep posting updates in batches like this one going forward, so you can follow along with what is changing without needing to dig through technical details yourselves.