Patch Notes: Transition to Client 2.0 and Experimental Combat Update
Important notice: Transition to Client 2.0
As of today, the NA Legacy client is no longer available on our download page.
Players who still have the old client installed will soon be redirected to Client 2.0. This transition is necessary for us to continue moving RaiderZ Global's development forward.
Client 2.0 connects to the same server and uses the same accounts, characters, and existing progression.
About this experimental update
This server and Client 2.0 update was developed using technical data, measurements, and references from the official version of the original RaiderZ.
The purpose of this build is to reproduce the behavior of the original game more faithfully, including its formulas, combat timing, movement, skills, and many details that can only be properly evaluated during real gameplay.
The server and client were updated together. Client 2.0 is required to properly test all the changes included in this patch.
Because this update changes several fundamental game systems, we will carefully monitor the results and community reports. Individual changes that do not meet our expectations may be adjusted or reverted.
Combat and server rules
Monsters and NPCs can now land critical hits according to their own attributes, as they did in the original game.
Critical hits now correctly multiply the final damage after defenses have been applied. Damage also uses the correct rounding behavior, ensuring that a valid hit deals at least 1 point of damage.
Critical healing uses the correct 1.5 multiplier.
Weapon damage is now reduced only when the weapon's durability is compromised. Missing a weapon mastery no longer reduces damage incorrectly.
Critical bonuses granted by buffs are now correctly determined when the buff is applied.
Perfect Guard
Perfect Guard chance has been corrected to use the original game's formula and now progresses properly according to the skill's rank.
Guard also correctly blocks the main damage, additional effects, and area portion of an enemy attack. Buffs and healing from allies continue to reach a player who is guarding.
A Perfect Guard performed with a shield correctly grants the Defender's Counter focus, allowing Heavy Strike to be used.
Damage and healing over time
Damage-over-time and healing-over-time effects can now produce critical results individually on each tick.
These effects continue working even if the character who applied them dies or leaves the game. Their number of ticks also no longer depends on the server's current workload.
Slows and defense buffs take effect immediately and now stack and expire correctly.
Auras also work at regular intervals again:
Ice Barrier deals damage every second.
Guardian heals every second.
Ice Prison applies its freeze once.
Guided skills used against a group hit each target only once. Area skills also reach characters whose physical area touches the edge of the effect.
Regeneration
Regeneration once again follows the original game's rules and occurs every 5 seconds.
Remaining AFK does not stop regeneration. Guarding pauses only stamina regeneration, while sitting increases the regeneration rate.
Arena and PvP no longer apply an additional regeneration penalty.
Skill costs
Skill costs are charged only once and no longer produce incorrect insufficient-resource warnings.
We corrected a problem involving items required by skills when activation coincided with root or sleep effects. Consumption is now processed once and at the correct moment, preventing duplicate results or inconsistent states.
Invulnerability after reviving lasts approximately 3 seconds, matching the intended behavior.
Skill points received when leveling up are added to both the Main and Backup builds. Each build maintains its own TP total.
PvP, Arena, and duels
Life drain is now processed after a riposte. A guarded attack no longer restores health to the attacker.
Unanswered duel invitations are canceled after 60 seconds. Leaving the area during the initial countdown no longer interferes with the duel, and hitting another player outside a duel no longer gives the attacker a red name.
At the end of a duel, a mounted player no longer becomes stuck, and the winner's celebration begins immediately.
Potions and other consumable items cannot be used in Brune's Glory, including by spectators. The interface displays the correct Arena message.
In level-restricted PvP areas, characters outside the permitted range are not assigned to a team.
The manual revive button sends the character to the map's first spawn point. Automatic revival correctly chooses between the PvP area, checkpoint, and Soul Binding point.
Enemy health bars update with every hit. A fatal attack correctly shows 0%, and a duel opponent's health visibly decreases with each successful strike.
Skills and combat responsiveness
Using a skill while another skill is still in progress once again follows the original game's rules.
Combo follow-ups must be used within their correct window. Near the end of a skill, only the weapon's own dodge actions can interrupt it.
A refused skill no longer leaves an invisible record capable of blocking later actions.
The Assassin's teleport is canceled correctly when the server refuses its use.
HP, EN, and STA costs are predicted only once per use and refunded once if the server refuses the skill.
Buffs that change the character's stance, such as Shadow Walk, no longer visually cancel the skill currently being used.
Haste and attack speed now correctly accelerate the animations of melee skills used while the character is standing still.
Weapon combos
Several weapon sequences were corrected to match the original game:
The staff draw stance.
Follow-up attacks after drawing the weapon.
The dagger chain through its fifth hit.
Advance attack links for the one-handed sword and blunt weapon.
The draw attack performed with W and the left mouse button.
Stun-immunity buffs now correctly prevent the effect. Repeatedly pressing keys also no longer allows a character to recover before a knockdown has ended.
Elixir 113456 can be used while rooted or asleep, matching the original behavior.
Attacks from several characters at the same time are processed immediately when a stun or knockdown is applied.
Jumping no longer cancels a cast. Emotes are correctly refused while the character is mounted or transformed.
Out-of-range ground-targeted skills, such as Meteor, once again follow the original behavior.
Magic projectiles avoided by a dodge disappear without producing an impact. A guided projectile also ends quietly if its target dies.
Skill camera shake is disabled by default.
Hit effects now follow the direction of the attack and the weapon type being used.
The animations for Draconic Leap and Veil of Darkness have also been corrected.
Movement and synchronization
Character movement is now transmitted using the behavior of the original client.
Other players can correctly see a dodge performed while running. Beginning a cast while running also no longer causes it to be canceled incorrectly.
Victims of Buffalo Charge, Bash, and other knock-up effects now correctly report where they landed. Follow-up attacks connect with the target in the expected position.
When using click-to-move, activating a skill or emote stops the walk instead of allowing the character to continue sliding.
Other players turn with A and D at the original speed. A 90-degree turn takes approximately half a second.
Players who prefer the previous instant turning behavior can enable it in the combat options. The text for this setting is available only in English for now.
A player who dismounted or lost a buff outside your field of view no longer reappears mounted or using incorrect skills when returning to the screen.
Jumping during a skill turns the character correctly. Ground-area skills used on slopes also maintain the correct height.
While mounted, guarding, drawing a weapon, attacking, or sitting produces no action. Switching weapons changes only the displayed model.
Transformations designed to remain active after receiving damage now work correctly.
Guarding while walking stops movement. Guarding or dodging also stops auto-run.
Targeting enemy players once again uses the original body area, making target lock more consistent against moving characters. Targeting monsters also uses the original range.
Players gathering resources or mining display the correct tool and name.
Items, equipment, and gems
Heavy armor pieces are counted correctly even when the character does not have the corresponding mastery.
Equipment with zero durability immediately loses its attributes and gem effects. Repairing the item restores those bonuses.
Equipping a broken item is refused and displays the appropriate warning icon.
+0 items no longer receive a hidden physical and magical attack bonus.
Gem buffs remain active when switching sets or weapons and cannot be removed by dispel.
Gem effects with a 2-second cooldown activate no more than once every 2 seconds. Premium buffs remain active after death.
The PvP medal helmet gem works correctly after logging in, changing servers, or switching channels without needing to be re-equipped.
In Client 2.0, the speed bonus from speed boots was being counted twice. This duplication has been corrected, and the boots now provide the intended 3% movement speed.
Mount speed can no longer become negative.
Changing equipment during combat
When a weapon is drawn during combat, attempting to change equipment from the bag displays a message in chat.
Equipment cannot be removed while the character is stunned or grabbed.
Left-hand weapons are correctly accepted in appearance slots.
Mount and transformation items remain in the bag when they cannot be used during combat or in a restricted area, accompanied by the appropriate message.
Revive Here uses the first available revival item according to the list order.
Return Scrolls are refused in areas without a valid portal.
The rename item now correctly sends the name entered by the player.
Opening a random box from the action bar displays the same window used by the inventory, and bulk opening remains available.
Item information correctly indicates when an item cannot be used in battle or is restricted to an Internet Cafe.
A successful elemental enchantment plays the success sound. A failed attempt remains silent, matching the original game.
Bosses and NPCs
The red warning circle beneath certain bosses, including Veinus' earthquake and Tyrant's drums, is visible again.
NPC attacks that cannot be guarded display the original warning effect again.
NPC elemental damage now uses each creature's own elemental attributes. Because of this correction, some enemies and bosses may show noticeable differences in the damage they deal.
Certain NPC healing skills, such as Vitalize, now correctly include their elemental portion.
NPCs act immediately after a skill finishes. This significantly reduces the duration of situations such as Beinus' rockslide.
Veinus no longer performs teleport-like jumps between skills.
Aggro and returning monsters
Healing now generates aggro correctly.
Ranged attackers positioned outside the original spawn area are now pursued by enemies.
Immortal quest NPCs can no longer be killed.
A creature pulled too far away returns immediately to its original position without remaining idle for 3 seconds.
When a boss resets, its skill cooldowns are preserved. This prevents its strongest attacks from becoming immediately available after returning.
In content that uses this system, boss health can now be adjusted according to the number of players present in the area. We will monitor this behavior during testing to confirm that it creates balanced encounters for groups of different sizes.
Enemies respawn more quickly on crowded channels.
Some bosses ignore slowing effects, and certain NPC forms do not regenerate health.
Troll Priests neither attack nor receive damage from players above level 27.
A scripted boss death grants only one reward, and sequences involving cages after swallowing a player now finish correctly.
Minions once again follow the original behavior. The explosive minion always self-destructs, and the character who summoned it no longer dies with it.
Cerberus below 50% health no longer causes an additional stagger.
Colt bosses choose another action when a skill is on cooldown.
Unnamed NPCs, including training dummies and gathering points, no longer open a target window.
Interface
The character window now calculates and displays damage, critical, and PvP attributes according to the original behavior.
Critical values are shown with the appropriate precision, and the displayed level updates immediately when the character levels up.
Inspecting another player also follows the original calculation rules:
The belt is included.
Stacked gems are added per slot.
Costumes are not included in the calculation.
Passive skills are included.
Wing effects such as Blue Butterfly Wings appear correctly in the item preview. Previously, they could be displayed as large distorted surfaces.
Wings and body decorations correctly follow the character's body. Transformations hide them, and invisibility causes them to fade with the player.
Buff icons once again use their original position. The icon for a buff applied by a hit appears when the attack connects.
The HUD clock and FPS counter have returned to their original positions.
The quest tracker displays progress using the current/total format. Recipe materials appear as icons, and each failed objective displays FAILED.
Item icons in the quest window have also been corrected.
Damage numbers remain on the screen for 1.5 seconds. Damage received is displayed as a negative value.
Full Resistance appears when an attack is completely resisted, and dodges play the appropriate sound effect.
Attacks that deal zero damage do not produce blood. The low-health screen effect begins when the character reaches 20% HP.
The item-use bar appears only after the server accepts the action.
Interface information displays the character's real guard and dodge values.
Performance and power saving
Fullscreen mode once again works like the original game. It uses a borderless window with the best refresh rate available for the selected resolution.
Ultrawide 21:9 monitors use black bars instead of stretching the image.
Alt+Enter switches between windowed mode, borderless full-desktop mode, and the previous window size.
When using Alt+Tab, the desktop returns to its normal resolution. In fullscreen mode, the cursor remains inside the game window.
With Frame Limit enabled, the cap is 60 FPS. When disabled, the cap is 500 FPS.
New power-saving mode
The game reduces its frame rate to 15 FPS when the window loses focus and enters a minimal-resource state when minimized.
After remaining stationary and AFK for 5 minutes, the client also reduces its frame rate to 15 FPS.
Normal performance returns immediately when the player returns to the game.
This change significantly reduces resource usage for players who keep several clients open.
Timed particle effects, including boss warning circles, no longer disappear before their intended time.
What we need you to test
This update changes several fundamental systems. Please pay special attention to the following areas:
Aiming and target lock against moving players.
Dodges and casts as seen by other players.
The final position of victims hit by Bash and Buffalo Charge.
Using skills during click-to-move.
Duel endings involving mounted players.
HP and stamina regeneration in PvP and while guarding.
The PvP helmet gem after logging in or changing channels.
Boss ground warnings and monster critical hits.
Power-saving mode with several clients open.
When you encounter a problem, please include the time, location, skill or item being used, and what was happening at that moment.
This information helps us reproduce the behavior and correct the problem more quickly.