
Hello warriors!
New update is live, and this time we have something big – the combat update! Addressing your feedback, we focused on increasing the combat dynamics and expanding the significance of the player’s skill. More details below – we hope that you’ll like these changes as much as we do!
There are also numerous gameplay improvements, including better streamlined-experience in the Ismirean starting questline and many bugfixes.
See you in battle!
Changelog v.0.8.7.2

Combat Dynamics Update:
This update includes numerous changes done to the combat dynamics, in order to enhance the experience and skill factor. We’ve focused on addressing the following problems:
– For a significant part of our Community, the combat wasn’t dynamic enough yet
– Despite that dynamics issue, there was not enough reaction time for blocking attacks in the attack’s aim/hold state
– In effect, the reaction time issue was going even further as it eventually led to promoting side-attacks which would reduce the enemy’s reaction time during the attack’s release
– The overall combat needed many anti-spam systems, however, they weren’t effective enough
We took our time to identify reasons for these problems and rethink the combat assumptions. We've come with the following solutions:
– Increased the attacks release speed, mostly for 1-handed weapons – it might take some time to older players to get used to it but this change allows better feeling the successful attacks and aiming, as well as increasing the combat dynamics
– The long axes’ attacks release speed wasn’t increased significantly but their powerbar’s loading times are shorter now, matching those of longswords
– Slightly increased the knives’ attacks holding time without changing the overall attack’s length
– Reduced the time it takes to return to the base stance after performing an attack, so from now on, a player will have more opportunities to successfully hit enemies when being outnumbered, i.e. in the 2v1 scenario
– Increased the reaction time for quick attacks, while for strong attacks (full powerbar) it remained unchanged
In total, these changes give higher combat dynamics, though at the same time the attacked player has more time to perform a successful block, which is crucial for an MMORPG game with region-based servers and non-target combat where the player’s skill matter. We hope you’ll like these changes as much as we do!
Gameplay:
– Disabled using bandages while swimming
– From now on, bleeding effect is applied only with strong attacks
– Improved the forest stage of Ismirean starting questline – hunting and fighting poachers – enhancing the location layout and visuals, as well as improving the NPC enemies placement, in order to provide a better experience for new players
– From now on, the second daily restart is being performed right before the server’s local primetime
– From now on, the Dukla’s 1st daily PVP tournament starts 2 hours earlier in order to cover the Oceania region’s primetime
– Removed the Halloween decorations
Fixes:
– Fixed an issue causing that some players couldn’t build Bloomery – instead, a tent was being placed
– Fixed an issue allowing to pass through the closed palisade gate
– Fixed an issue allowing to attack party members in the arena
– Fixed numerous cases of wrong textures applied on the environment models – there might still be some edge case issues remaining, so we’ll be thankful for reporting them using the in-game tool!
– Fixed displaying the nation color on the Storm Guard’s Salad feather
– Fixed the Praetorian’s Closed Greaves clipping issue
– Fixed an issue causing that the teleport to arena could be triggered by re-doing and finishing the previously interrupted item equipping progress bar
– Fixed several issues allowing to escape the ranked duels’ arena by moving to the capital city and main arena
