Writing sub-server functionality;
Master server is ready for managing sub-servers;
Servers operate dynamically, i.e., they do not exist permanently but are created as needed;
This feature allows creating dungeons and unloading servers with unused locations (for example, if players have been absent from a location for more than 10 minutes, it’s better to terminate the work of this sub-server due to irrelevance);
It provides a solid foundation for horizontally scaling online player numbers without being limited by Unreal Engine features;
Writing storyline and quests;
Character attributes added, giving 3 points per level to distribute among them;
Attributes affect health size, mana pool, regeneration speed, strength, etc., also influencing new dialogues appearing;
Added function to check character stats in dialogues (as seen in many RPG games where skill checks occur); additional dialogue branches may open up;
Progressing through the main plot line. Nearly finished the first act (preliminary testing will be sufficient), which covers extensive game mechanics;
Approaching demo release moment, scheduled for January on VK Play and February on Steam. Full release depends on fixing bugs found after the demo;
The demo includes many aspects of the gameplay, but does not represent a complete narrative or all mechanics; I want feedback from players before finalizing everything;
New craftable items added;
A new workbench has been added;
More loot drops from mobs;
Upon death, 10% of maximum experience is deducted, but never below zero (no deleveling occurs, current level remains unchanged);
Each completed quest now rewards extra experience along with other rewards (previously some did not provide any reward, but I've changed that logic so progression should always be rewarded);
Cosmetic adjustments made to male character model because he looked too thin;
Finalized new and final location for Chapter 1;
Fixes:
Block incorrectly modified characteristics;
Landscape collision issue fixed;
