Besides the version upgrade, we've also spent time on other technical aspects of the game, along with a random assortment of other fixes and changes and new stuff.
(Statehelm is still in heavy development, and still 1-2 months away. This is a *big* city -- by far the biggest we've ever done! But it's coming along nicely.)
Art/Props Fixes
- Serbule Inn facelift
- Art revisions to Dark Chapel dungeon
- Tweak waters in all outdoor zones to improve reflections and better reflect the sun/moon light
- Fix graphical issue between fog and trees in Anagoge
- Tweak rock collisions in Kur near Ratuk
- Fix Rahu's horizon
- Fix infernal egg dropped appearances
- Fix broken beds in Eltibule
- Fix for sleeping underneath a bed in Ilmari instead of on top of it
- Fairies should sleep more comfortably in beds now
- Fix coffin in Truxartis' hideout
- You can now strafe left/right while swimming and flying
- Enemies will no longer get stuck on a certain rock in Necromancer's Courtyard
- Fix a few pathfinding issues in Povus Caves,
- Fix some issues with water rendering in Povus Caves (and possibly other dungeon)
New/Changed Content
- A new puzzle has appeared in Rahu, providing Lore XP when solved for the first time,
- Furlak in Rahu offers 2 new quests,
- The quest "Stop the Aktaari! (Repeating)" now requires the player to have at least one level 70 combat skill
- Ungulates are now slightly more abundant in the world, to ease the XP curve when leveling ungulate genetics
- Add more charged boars to Dark Chapel,
- Add dedicated rhino spots to Rahu & Fae Realm,
- Analyzing wild horse genes gives double the experience as it used to
- Add a new Item Sacrifice altar to Serbule Hills - it has existed in our data files for many years but was never actually turned on!
- A lore item in Eltibule that was previously unobtainable can now be interacted with
- Adjust wording of a Strange Altar in Vidaria to better indicate where to go to solve it
- The unmarked altar in Vidaria can now be used every 30 days instead of 90
- Reconfigure the way a certain 6-sided coin works
- Ferris Blueheart is now too busy to chat with anyone below level 30 combat skills, and only accepts gifts from and hands out favors to those with level 70+ combat skills
- Liamu no longer gives a Demonic Research Scroll as a favor-up gift
- Increase spawn rate of Lesser Behemoths in Vidaria
- Adjust spawns of Demonic Overseers and Justiciars in Vidaria, so at least 1 of each type is always present. They still abide by the laws of spawning, so you may have to wait a few minutes after killing one for another to show up
Monster Fixes
- Touch up appearances and animations for dozens of creature types. This includes:[list]
- Fixing animation bugs
- Polish animations, in many cases speeding them up so they look more realistic
- Add idle animations that trigger every once in a while, making the world feel more alive
- Randomize many creatures' idle animation speeds, so 2 of the same type of creature standing next to each other will no longer remain completely in-sync
- AI-driven monsters now adjust between their walk and run animations; previously they always used just the walk animation
- Most non-bipeds now stick to the ground realistically (based on your Non-Bipedal Ground Alignment setting, of course),
UI/Settings Fixes
- Fix missing "Genes" button for some pets in stables
- Fix "0 Quests" being reported in the quest window
- Long character names no longer wrap in the target UI
- Work Order for "Awesome Throwing Knives" is now correctly labeled "Superb Throwing Knives"
- Fix typo in Ratkin Digestif error message (disgesting -> digesting)
- The Lore Skill's report should now be completely up-to-date, and all Max Lore XP values should be accurate.
- Improve shadow rendering; they should not flicker as badly in outdoor zones
- Shadow Distance setting is now capped at 500 (previously 1000)
Skill and Ability Fixes
- Corpse Talking 51-60 unlock now accepts Shamanic Infusion as an alternative to Necromancy level requirements
- There is now an alternative method of unlocking Corpse Talking 61-70, which does not require Priest levels
- Ratkin Digestifs now last through zoning, and correctly give Power Regen instead of Health Regen
- Increase health restored for Reconstruct 7 (200 -> 230), so it's not the same as Reconstruct 6
- Druid treasure effect "While Druid skill is active: abilities that have Burst targeting deal +X Nature damage over 8 seconds" was dealing Poison damage by mistake
- Butterfly Harnesses were racial-slot equipment instead of belt-slot equipment as intended
- Druid treasure effect "Rotskin deals X Nature damage to health over 12 seconds" now displays correctly in the ability tooltip, and actually does direct health damage
- Treasure effect "Embrace of Despair becomes a Sonic ability and deals Nature damage instead of Psychic. Sonic Ability Damage +45% while Vampirism skill active" was accidentally affecting Eclipse of Shadows instead
- Treasure effect "Bite attacks deal +24% damage and hasten the current reuse timer of Blood Mist by 2 seconds" only worked for the two bite attacks in the Vapirism skill; now works for all bite attacks
- Treasure effect "Song of Bravery has a 30% chance every 4 seconds to grant listeners a Moment of Bravery: all attacks deal +50% damage for 5 seconds" actually boosted damage by 25%, not 50%. We've split the difference and now the description and effect both agree that it adds +33% damage
Skill Synergy Bonus Levels
Added some new synergy bonus levels:
- Unarmed: Endurance 60, Cow 75, Deer 75, Pig 75, Rabbit 75, Lycanthropy 75, Giant Bat 75
- Sword: Calligraphy 75, Bladesmithing 25, Bladesmithing 50, Bladesmithing 75
- Lycanthropy: Rabbit 70 (know your prey), Pig 70, Howling 50
- Rabbit: Survival Instincts 60
- Fire Magic: Jewelry Crafting 70, Ice Magic 80, Alchemy 60
- Ice Magic: Ice Conjuration 25