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Faris - 09/12/2022

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  • Faris - 09/12/2022

    Geodata Updates

    We've redid quite a bit of the code structure with regards to movement and geodata, and many improvements have been made. However, this is an experimental update, as we've changed a lot so we don't know how everything will behave on the live server. Therefore, this update can be reversed if something unforeseen happens.

    Character movement in general, while not perfect, is much better and more synchronized.This will reduce several weird little BUGs we were used to.

    Pathfinder improved.

    A new follow system have been created. Your character from now on will always follow the target regardless of obstacles. You will no longer see the "Cannot see target" message. Instead, the character will find the best route until it is possible to see the target to attack.

    BUG in which the character was teleported to another floor ("falling into geodata") has been resolved. At least in our tests it didn't happen again. Falling under the map can still happen when you jump from a mountain for example, but we've created a system that will validate your position, "pulling" the character back up.

    Magnetic wall BUG has been resolved, but if it still happens, we have created a system in which you can unbug yourself with 4 clicks. If you get "stuck" to the wall, click back a few times and you should unbug.

    Skills and Spells will now fail if the opponent hides behind obstacles during casting. You will see the "Cannot see target" followed by the "Attack failed" message.

    Hit with Bow will be evaded if the opponent hides behind an obstacle during the arrow's flight. You will see the "Miss/Evaded" message.


    Olympiad Changes

    We've changed the Olympiadas damage tiebreaker system to what we'll call "Permilage". From now on, to determine who won the fight by damage we will consider the percentage of health you took from the opponent. Whoever takes more percentage of life from each other, wins the fight by damage.

    For example, Opponent A took 55% (550 Permilage) of Opponent B health.

    Opponent B, took 40% (400 Permilage) from Opponent A.

    So, opponent A won the fight.

    Note that even if you do more damage on the damage counter, you can lose the fight if the opponent has more life than you.

    In addition, the minimum damage, in this case the minimum "Permilage" to win the fight by damage is 500 (50%).

    This modification was made so that fights be more like fights, and less like races. Making it harder to see who will win through the damage counter and forcing more damage to be dealt overall.


    Interface Updates

    Removed unused remnants from the interface, making it cleaner and lighter.

    Implemented auto-enchant skill (only for Premium Characters)

    Auto-Element fixed

    New skills window with 7 columns instead of 6

    New button to show inventory in Buy, Private Store, Warehouse and Multisell windows.


    Others

    Archer BUG stopping to attack resolved.

    Report us anything that is not correct or odd, especially regarding movement and Geodata updates.


    Search our Website and Forum before post.
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