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Dev Log #5: Combat Timing and Enchant Glow

Este artigo descreve trabalho em andamento, não mudanças já lançadas no cliente público.

Performance in crowded areas


We fixed a stutter that happened when characters or objects were removed from the world, and improved performance in crowded areas by reducing detail on distant particle effects. We also tried reducing animation detail on faraway characters to help frame rate, but it caused visible issues, so we reverted that particular change for now. Waterfalls and rivers no longer disappear due to overly aggressive effect cleanup, and we fixed a bug that could leave a boss appearing to die while still standing up or sliding along the ground.


Combat feel and timing


A wide pass went into skills and NPCs behaving the way they were originally designed to. Projectile skills now follow their intended arc instead of a generic one, characters face the correct direction when a skill is thrown or fired, NPCs use their proper recovery time and step correctly while casting instead of standing frozen, arena cooldowns reset properly at the start of a match, and skills no longer occasionally fire twice while spamming an "already in use" message. Certain talents that were misfiring or not activating under the right conditions were fixed, impactful skills now shake the camera based on how strong the hit is, and Ice Block properly freezes its caster in place with correct effects.


Enchant glow refinements


Enchant glow on weapons continued to get more accurate: dual wielded weapons now glow on both hands, the glow no longer shows the wrong color in certain equip combinations, its intensity scales correctly with your enchant grade, and glow and shadow issues while mounted or after certain buffs were fixed.


Everyday bug fixes


We fixed multi-page NPC dialogs closing after your first choice, the loot key not picking anything up while a loot window was already open, NPCs becoming impossible to interact with after reconnecting, a bug that could show two weapons on login, and two more crashes, one caused by two things trying to load the same resource at the same time and one inside the physics system.