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Dev Log #6: Crashes, Controls, and Cleanup

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

Fewer crashes, better crash reports


This period was heavy on stability. We fixed two crashes tied to certain sound effects, a cutscene camera freeze, another rare crash under specific conditions, and improved how crash reports are generated so we can diagnose problems faster when they do happen. We also closed a security issue in item sorting and hardened the game against leftover data from a previous login session causing problems right after you sign in.


Windows, hotkeys, and everyday controls


Switching between windowed and fullscreen mode is more reliable now, including after alt-tabbing out and back in. We fixed several hotkeys that were triggering the wrong slot or conflicting with debug keys, corrected the Always Show Crosshair option and the reticle not appearing while idle, added right click to unequip items and extra skill bar slots on the F-keys, made sure opening an interface panel does not stop you from walking, and fixed typing in chat accidentally moving your character.


Buffs, mounts, and reconnecting


We fixed buffs and mounts being lost when changing maps, overlapping icons in the buff window, stopped equipment buffs from spamming notifications, and closed a couple of bugs where leftover data from a previous session or character could cause incorrect buff bonuses, arena results, storage, or battleground counts after reconnecting or switching characters. A ground effect left behind by the Pursuit buff that never disappeared was also fixed.


Sound and NPCs


Sound effects that had gone quiet, leaving only music playing, were restored as we finished reworking the audio system. NPCs now defend against physical and magic damage separately for more accurate combat outcomes, and event notices can now be sent to the whole server or just to a specific area.


Early experiments


We also shipped a few experimental fixes aimed at specific reported issues: certain escape skills now work correctly while stunned, a flinch animation bug that made characters look like they were being hit when they were not has a fix in testing, and the assassin's dodge talent got an experimental correction. We are keeping an eye on these and may adjust further based on how they hold up.