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Patch 20 - Patch Notes

Patch Notes

Overall
Patch 20 is a substantial patch in terms of overall performance upgrade to the game. It establishes a framework for many of the content improvements that will go into the game in the coming weeks.

General & Performance
• Optimized distance-shadowing on meshes to reduce cost of far shadows
• Fixed several broken and missing LODs
• Fixed cull distances on foliage that were missing them causing proper removal at invisible distances
• Remove memory reservations for static light maps which are not used in the game
• Integrated Unreal Engine 4.12 and updated all game runtime libraries
• Integrated and updated Coherent UI
• Integrated and updated Simplygon
• Moved all armor and weapon meshes to be dynamically loaded, resulting in large reductions of memory usage
• Moved data loading previously done during game launch to first-load when connecting to character selection, resulting in much faster game launching
• Fixed a crash caused by some cases of asynchronous level loading
• Fixed a crash caused by some cases of asynchronous character data loading
• Fixed behavior of graphics options sliders that were not always setting correct values
• Remove superfluous objects from the network range of players, resulting in less network traffic
• Overhaul net-code of dungeon objects to fix issues of initially invisible characters, improve loading behavior, resolve crashes and in general improve efficiency
• Doors now dynamically update navigation; this causes AI to switch back to their previous action if doors are closed when navigating (i.e. closing doors will reset NPC’s)
• Removed expensive collision causing server load times and latency when multiple physics interactions are occurring
• Changed Ice Cave level requirement to 15 to prepare for Ice Cave revamp
• Fixed issue that would cause players to be stuck in group
• Seamless travel performance has been improved
• Fixed a dungeon issue that would sometimes cause doors or caps not to spawn creating an opening into space
• Players will now spawn into dungeons with full health. Fixed issue that would cause players to spawn into dungeons either dead or damaged.
• Fixed several world seam issues that would allow players to fall through world
• Fixed many collision issues that would cause players to get stuck
• Interaction with Ladders and climbing has been improved

Features

• Mounts have now been added to the game. They may be purchased for a limited time from Ava in the stables in Everdale for 1 silver. The Founder’s Wild Steed is a unique item and you may only have one per character. After that other mounts will be available for purchase (at a much higher price)
o Mounts will function as an item and are able to be placed in your action bar.
o Once mounted you may dismount at any time by pressing your action button “G”

• Alchemy has been implemented as an additional crafting profession. Morfec the Great is the trainer and can be found in the Mage district just as you enter it. His assistant Sebrig has many herbs required for Alchemy. There are many Alchemy recipes available to players. There is an Alchemy crafting station in the open area near the Alchemist. There are several higher level recipes (level 5) that are planned for the dungeon revamp and will be found in those dungeons.
o Alchemy potions can be “Refined” which is the same as salvaging (will still say Salvage for the time being). We found that this was a fairly large part of the crafting curve to not include. Please keep this in mind when salvaging items via any automated means as potions will now be salvaged also.
o For the time being you will be able to utilize the forge area for refining, in future patches the Alchemy refining will be moved to the Alchemy table found at Morfec’s house.

• Downed Status – When players enter a downed state a recovery timer will display, should the player make it to the end of the timer without dying, the player will recover and be alive. The player will receive a debuff reducing damage for a short amount of time (3 minutes)

Items
• Unique items will now be Unique per character and one in the bank. The Bank will no longer store multiple Unique item. Existing Unique Item in the Bank can still be retrieved and will persist until removed.
• Interacting with the Painter will move the camera to look at player in third person mode to let player try the color before purchasing
• Support has been added to allow for “Refining” of stackable items (salvaging alchemy items)
• Fix town's guard weapon stats not reflecting his level
• Fixed weapon FX that was cached in the lobby when selecting different character
• Support for fist weapons due in future patches
• Added Rim shader to all drops in the dungeon
• Fixed an issue Loot is not affected by the in dungeon difficulty
• Fixed an issue where merchant can recreate item twice
• Fixed some armor with incorrect armor factor
• Fixed items not displaying the proper spell and ranged crit
• Added level range restriction to items
• Block value now shows correct value, if two shields equipped will only use and show the highest value equipped
• Weapon trail fx fixed
• BindStone will now send you to town instead of spawning portal (implemented already)
• Some items have had their stats fixed, many items will be revised within the next couple of patches

Crafting

• Fixed issue where crafting UI would potentially get stuck when crafting
• Fixed several crafting recipes with bad ingredient lists
• The smallest item stack of crafting materials will now be used first
• Optimized Crafting network performance
• Crafting timer is affected by player's crafting level, the higher the level the lower the crafting timer
- Salvaging timer is also reduced by level
• Salvaging items will now return greater materials based upon your skill level compared to the item to be salvaged.
• Blacksteel Bars have had their Death Remnant requirement reduced to 2.
• All crafted models have been adjusted to be more distinct. All models for a given tradeskill should no longer look identical.

Tailoring
• Fixed an issue where recipes were using the incorrect components

UI
• Fixed Paperdoll Menu showing the character's torso
• Improve camera mode response to (1st person and 3rd person view for item viewing)
• Fixed Camera not switching properly with UI menu
• Fixed camera mode fighting with UI menus and abilities
• Map menu will be closed upon menu open/camera mode set to non-1st person, and upon interaction.
• Fixed Character camera issues
• Fixed issue with character creation performance
• Fixed appearance customization option updates when switching races
• Fixed issues with nameplates and cleaned up the look
• Title System Implemented (for use with PvP implementation)
• Optimize UI initial loading
• Fixed UI input focusing issues

AI
• Improved Navigation for large NPC’s (Ogre’s or larger)
• Cacodemon’s phase port has been adjusted to allow more consistent combat for melee classes (will not move through players any longer when using bite attack)

NPC
• Adjusted NPC text during interaction’s
• Reduced the Blacksmith’s hammering frequency
• Enabled NPC interaction to allow for Quests and Merchant interaction at singular NPC
• Town guard has received training making him immune to stuns while allowing him to stun others
• NPC’s will no longer play audio on every interaction, rather they will play audio at timed intervals should interaction continue over a long period of time.
• Voice Over added to several NPC’s

Abilities

• Fixed invisible stacking issue on Camouflage and Invisibility
• Fixed hamstring so it slows your movement speed down
• Skin of Stone should not prevent healing
• Taking a hit while Skin of Stone is active will break sleep type CC but not cause damage
• Shield wall behavior has been improved
• Cleave and Mighty Blow can't be used with bows anymore