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Patch Notes

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A NOTE FROM THE CURATORS

This is a running log of the Pantheon patch notes that Visionary Realms has chosen to release to the public. This is NOT a comprehensive list of all progress made on the game. 

The patch notes below are taken directly from videos and newsletters, and therefore cannot always be searched using the exact terminology found in the Search Guide. Click on "Source" below each heading to see where those patch notes were originally released.

 


 

September 2023

Source

  • Added cougar concept
  • Added new toad concept
  • Completed new boar creature
  • Added new fire beetle creature
  • Finished bear model ready for rigging and animation testing.
  • Completed all male armor. Working on female armor modifications.
  • Added new art assets for loot crates
  • Mostly finished all set dressing items for Avalia and surrounds.
  • Finished first pass of player customization art assets (not code)
  • Finished primary set of player animation for new art style
  • Added new day/night cycle
  • Finished transition to Azure backend
  • Finished quest system
  • Audio integration
  • Creature’s now spawn and de-spawn based on day/night cycle correctly.
  • Completed LFG tool for finding groups.
  • Extra work on crafting/harvesting.
  • New shader tools for grass/bushes to animate in the wind.
  • Lots of bug fixing.

August 2023

Source

  • Added new Gadai camp models
  • Added new crafting station models
  • Added Snake and Cobra models
  • Added new dead Elkhorn trees and stumps
  • Added new bat
  • Added new leather armor
  • Added new chain armor
  • Added new standard plate armor
  • Added new basic robe
  • Implemented more Combat animations
  • Implemented new stealth animations
  • Implemented new player locomotion animations
  • Implemented griffin animations
  • Added more harvestable plants: Flame Lily and Cat Tails.
  • Concept art for the Fire beetle completed
  • Concept art for the Skeleton completed
  • Concept art for the Hornet completed
  • Concept art for the Bear completed
  • Concept art for the Boar completed
  • Concept art for the Fox completed
  • Tower chamber modeled
  • Added new terrain ground textures
  • Added new terrain grass
  • Added new bushes
  • Added new undead ruins models
  • Added loot crate models
  • Completed new cave kit
  • Improved corpse loot
  • Improved quest/objective system
  • Began work on music and sound effects
  • Added footstep detection of surface type
  • Availia conversion to new art nearly complete. All buildings are now complete
  • New quests and objectives designed and data entry started

July 2023

Source

  • A new tree style has been completed – the Butternut tree.
  • The new in-house rats have been completed and are burrowing their way into Thronefast as we speak.
  • The new in-house bats have also started their migration to Terminus.
  • We have 6 variations of the new in-house spider completed.
  • Snakes and Giant Cobras have been concepted and are ready for modelling.
  • Concept work has started on in-house foxes.
  • New grass is now in-game.
  • The Biome tool has undergone improvements.
  • We have added new locomotion animations for player models.
  • The Storm Griffin has been animated.
  • New robe and monk armor sets have been completed for male and female.
  • Updated plate armor sets are almost complete.
  • Caves are undergoing conversion, primarily with updated textures.
  • Major work has been done on corpse looting interface.
  • We are actively working on an improved quest system alongside enhancements to our Merchants and how reputation with Merchants will expand what they have for sale.
  • The Gadai camp is getting upgraded with new art.

June 2023

Source

  • We are nearing the completion of a meta design map tool that supports a deeper level of pre-production and zone design. This tool is going to be very useful as we expand our work into new zones.
  • We are making some IT infrastructure changes that moves us away from our existing backend to one in support of more robust servers, forums, security and reliability.
  • We are systematically removing store-bought NPCs and replacing them with in-house models. The common wolf has been concepted, model complete and animated with 3 variations. The pantheon common rat, bat and spider are in various stages of the process.
  • We are undergoing major work on lighting and atmospherics, including work towards the return of our in-house day/night system.
  • We are implementing fixes and improvements to grass and trees, both performance and aesthetics.
  • We have made updates to lootable container code and how loot sets for those containers are generated.
  • PvP has been enabled for internal testing.
  • We have run initial tests on player customization, varying head styles, hair and facial hair for human male and female
  • 4 existing armor set conversions are now complete with new textures and modeling
  • We have performed update to Awareness and Concealment stats. Awareness determines how effective a player’s stealth detection is, and Concealment determines how effective a player’s stealth is.

April 2023

Source

  • Finished significant rebalancing of dungeon and overland dungeon NPCs
  • Shaman Hurry the Past functions on all HoT spells
  • Rogue traps can now be resisted properly
  • Shadow Walk now has a visual effect on the character
  • Shadow Step now has a max vertical height
  • Wizard Invisibility spell now has a visual effect on the character
  • Invisibility effects now break on cast start
  • Portal spell now has a max vertical height
  • Cleric healing component of Faithful Strike should now heal the marked target
  • Writ of Refreshing now grants a flat bonus to all readiness generated
  • Luminous Surge now heals the Cleric and allies damages and any enemies within range
  • Duration of Enchanter Silence reduced to 5 seconds

September 2022

Source

Animation

  • The in-combat idle and auto-attack animations for 1-handed slashing weapons have been updated.
    • These animations should still be considered a work-in-progress.
    • Some weapon types (e.g. 1-handed clubs and hammers) are sharing this same animation suite, and will be updated to their own animations at a later date.
  • Added in-combat idle and auto-attack animations for Bo Staff.
  • Added Strike, Sweep, and Downward Thrust Staff Technique animations.
  • Adjusted Jogging animation.
  • Added Sprinting animation.
  • Added Near-Death animation suite.
  • Created Dark Myr Swimming animation (not yet implemented).
  • Created Ogre idle animation (not yet implemented).
  • Created Dwarf idle animation (not yet implemented).
  • Created Gnome idle animation (not yet implemented).
  • Rigged new Human Male and Female models and Armor Set, including face rigging to support character customization
    • The below apply to the new rig only, and will not be available in-game until the player character is converted to the new model
      • Remapped 42 animations from old to new rigs.
      • Added new Climbing animations.

Audio

  • A temporary controller has been added for zone and combat music.
  • Combat music has been re-enabled.
    • When transitioning from In- to Out-of-Combat, zone music should resume from where it left off prior to entering combat.

Classes

A full list of Class Abilities available in Pre-Alpha is available on our Pre-Alpha forums.

  • Cleric
    • Cleric has been reintroduced as a Barrier-focused Healer with an emphasis on Melee support.
  • Dire Lord
    • All Dire Lord abilities have had their effects, costs, and durations adjusted.
  • Enchanter
    • All Enchanter abilities have had their effects, costs, and durations adjusted.
  • Monk
    • All Monk abilities have had their effects, costs, and durations adjusted.
    • Added Bo Staff weapons.
      • Unique to Monks, the Bo Staff is a two-hander that will double-attack with each auto-attack.
  • Rogue
    • All Rogue abilities have had their effects, costs, and durations adjusted.
  • Shaman
    • All Shaman abilities have had their effects, costs, and durations adjusted.
    • New Shaman characters will now begin with a Spear weapon.
  • Wizard
    • All Wizard abilities have had their effects, costs, and durations adjusted.

Combat

  • Adjusted the contribution of attributes. Characters will now begin the game with increased attributes overall, see regular attribute growth as they level, and see more impact from attribute-based buffs and debuffs.
    • Different race/class combinations will see differences in their attribute gains per-level.
  • Adjusted the rate at which Health and Mana are recovered, and introduced the Resting mechanic by which this recovery rate can be accelerated.
  • Introduced skill-up system and class-based skill caps.
  • Consolidated Weapon and Spellcasting skills.
  • Disabled the contributions from Offense and Defense skills due to redundancy in combat formula adjustments.
    • These skills will still improve for the time being to award the Second Chance Strike and Advantageous Assault techniques.
  • Adjusted all base formulas that determine the contributions of stats, attributes, skills, and resists to combat outcomes.
  • Consolidated the number of equippable item slots.
  • Removed an innate bonus to threat generation that was granted to tank classes.
  • Added Weapon Techniques and Readiness pool.
  • Adjusted the formulas by which physical attacks derive their damage from equipped Weapons.
  • Adjusted the contribution of off-hand weapon damage.
  • Added attribute bonuses to various Techniques, Spells, and Abilities.
  • Added skill bonuses and scaling effects to various Spells and Abilities.
  • Adjusted the damage multiplier for Critical Hits.
  • Increased the Global Cooldown to 2.5 seconds.
  • Added support for attributes, stats, skills and resists to be driven to negative values.
  • Removed Critical Hits from spells.
  • Removed Global Cooldown from most spells.
  • Added spell resist tiers to Direct Damage and Debuff outcomes.
  • Added Concentration mechanic wherein spellcasting may be disrupted by incoming melee damage.
  • Adjusted experience gains to be consistent between levels and driven by relative enemy level compared to the player.
  • Adjusted the amount of experience required per level.
  • Added group experience split. Experience rewards are now based on the highest level player to have taken action on the target.
  • Added group experience bonuses. Group experience bonuses are reduced when fighting enemies of levels lower than the highest level group member to have taken action on the target.
  • Adjusted the classes assigned to various NPC types, and established variance in attributes and skill levels according to assigned class.
  • Added innate resist strengths and weaknesses for individual NPC types.
  • Re-enabled the ability for NPCs to critically hit. Critical hits are still disabled for NPC Techniques at or below level 3.
  • Added weapon-based Techniques to weapon-wielding NPCs.
  • Adjusted the method by which NPCs receive a contribution to their combat stats from equipped weapons.
  • All NPC abilities have had their effects, costs, and durations adjusted.
  • Added level and skill requirements for relevant abilities to prevent use when leveled down.
  • Standardized the duration of long-duration buffs to 36 minutes.
  • The Disoriented status no longer functions as a crowd control effect.
  • The Disoriented status will no longer be removed on damage taken.
  • Added support for Guards to assist friendly players.
  • Added Near-Death mechanic and Death penalties.
  • Adjusted the parameters of the ‘Rabid’ disposition.
  • Adjusted the parameters of the ‘Bloodthirsty’ disposition.
  • The ‘Near Fire Source’ buff has been hidden to reduce floating combat text spam and make it easier to identify actual buffs/debuffs applied to the player and NPCs.
  • Added an ‘Exhausted’ state to disable Sprinting and Climbing temporarily when players reach 0 Endurance.

Crafting

  • In order to successfully smelt ore, a character must have the Smelting skill at rank 1 or higher. Sadie Flintfinger will grant this as part of her dialogue.

Gathering

  • Mining has been enabled. To gain their first pickaxe and start their mining journey, characters should speak with Foreman Hynes in Availia.
    • In order to see results from mining, a character must have the Mining skill at rank 1 or higher. Foreman Hynes will grant the skill as part of his dialogue.
  • The Mining skill now tracks properly in the character sheet.
  • The Mining skill will now persist on characters across logins.

Art & Graphics

  • Converted Pantheon game client to HDRP.
  • Added global Water volume.
  • Added global Sky system.
  • Added new Weather profiles.
  • Added additional rock types.
  • Adjusted the coloration of Thronefast city architecture.
  • Added support to point lights for atmospheric light scattering.
  • Increased the contribution of ambient light from the moon.
  • Increased the distance at which NPCs will begin to render.
  • Added new mining node variants.
  • Added new Human Male and Human Female models.
  • Added new Armor mesh fitted for new Human models including material variants.
  • Added additional weapon models.
  • Added new bespoke scene objects for Wellpond and Mad Moor POIs.

Quests

  • Performed an initial tuning pass of rewards for functioning quests.
  • Removed Monk starting task reward Frayed Hand Clothwraps
  • Kal Whittick now sends adventurers to a more level-appropriate location. However, he also requires them to bring back something found there as proof of their visit.
  • When assisting Zora LaBelle, adventurers will need to interact with her lost pet in order to complete the task.
  • Wilbur Arkwright now requires proof of the demise of the creatures that plague him.
  • Farmer Thaddy Rae now requires proof of the destruction of the wolves menacing his chickens.
  • Tula Whisperblade now requires proof that young rogues are truly practicing the techniques she has taught them.
  • Explorers have reported that necrolescent crystals may once again be found among the ruins near Availia.
  • Due to changes in Gadai movements, various members of the Thronefast military are re-evaluating the tasks they need adventurers to perform. It is likely they will have work for interested individuals at a later date.
  • After lengthy debate, Instructor Gnossa has been persuaded to provide more precise instructions on how to obtain the sample he needs.
  • Woosas the Owl has returned from his travels. He has found a new place with a great view where he contemplates important matters.
  • After a recent meeting at an undisclosed location, Master Anzel denies any knowledge of cursed blades, and refuses to speak any further on the matter at this time.
  • Realizing that they were being taken advantage of by adventurers, Finn Kalvoy and Ravis Anekoth will now only reward adventurers with a single item. They no longer offer additional rewards for bringing them the same materials again.

Systems & Tools

  • Added new biome generation tools.
  • Added new cliff-building spline tool.
  • Added new road generation spline tool.
  • Added new crafting recipe editor tool.
  • Added tool to export ability and buff data to CSV files.
  • Added Crafting Station world item category.
  • Added support to differentiate NPCs by Kind (Humanoid, Undead, etc.), including references in ability graphs and conditions.
  • Added support to define skill levels on NPC templates.
  • Added 34 new stat types to support itemization and background formulas.
  • Added back-end support for Bo Staff attack animations.
  • Added Bo Staff double-attack mechanic.
  • Added RNG-compensation formulas to adjust for Hit and Crit events.
  • Added support for automatic granting of abilities upon reaching skill thresholds.
  • Added support for ability groups with shared cooldowns.
  • Adjusted ability graph nodes to support revised combat formulas.
  • Added graph nodes to support long-term storage of VFX, Damage Type, and Entity data.
  • Added graph node with expanded weighted randomization functionality.
  • Added graph node to detect player distance from crafting stations.
  • Added graph node to modify an entity’s assigned faction at runtime.
  • Added graph node to modify an entity’s name at runtime.
  • Added graph node to parse Wizard focus pool data.
  • Added graph node to read ability costs.
  • Added graph node to read applied buff category.
  • Added graph node to stop a cast outside of interrupt functions.
  • Added graph node to detect position of entity relative to other entities.
  • Added graph node to detect whether an entity is facing another entity.
  • Added NPC AI supporting the addition of Techniques and Readiness.
  • Added support for abilities learned on first acquiring an item.
  • Added support for abilities learned while equipping an item.
  • Initial functionality for corpse-summoning
  • Added support to define item buy/sell values independent from each other.
  • Added Deathbound and Lifebound item flags.
  • Added support for Magic item flag.
  • Added support for Temp item flag.
  • Added condition to check caster class level.
  • Added condition to check caster skill level.
  • Added condition to check caster has weapon type equipped.
  • Added Durability values to items in advance of future integration.
  • Refined Designer tools for defining faction relationships.
  • Refined Designer tools for defining NPC loot tables.
  • Refined Designer tools for defining NPC dialogues and event behaviors.
  • Added support for NPCs to equip a weapon based on their potential loot pool.

User Interface

  • Added over 4,000 new ability and item icons.
  • Added a window to the character sheet displaying skills and their present vs. maximum values.
  • Removed deprecated item slots from the character sheet.
  • Floating Combat Text (FCT) has been updated with additional information and improved colors for visibility and comprehension of combat events.
    • FCT will now display for both outgoing and incoming damage/healing and buff/debuff events.
      • Only events relative to the local player will be displayed.
    • For non-auto-attacks, FCT will now display the ability name associated with a damage/healing event.
    • The ability to filter and/or disable Floating Combat Text will be added at a later date.
  • Messaging has been added to floating combat text for Resist events on direct damage spells.
  • The Character Creation scene has been updated.
    • There is a known issue in which character models are not displayed in the character selection or creation scenes.
  • The position of nameplates and chat bubbles have been adjusted to allow for additional cast bar data.
  • A UI element has been added to player health bars to reflect when an absorption shield, such as those applied by Clerics, is active.
    • This element should display as the total value of the shield relative to the player’s maximum health, e.g. if a player has 100 max health and a shield of 20 is applied, the UI element will appear as 20% of the player’s total health bar.
  • Ability scrolls have been updated with descriptions of the abilities/spells/techniques they impart.
  • Abilities in the codex now display their minimum level requirement.
  • Abilities which cannot be used due to an incorrect weapon equipped, insufficient character level, or insufficient skill level will now be greyed out in the ability codex.
  • Enemies will no longer display their levels to players. Relative enemy difficulty may be determined by targeting an entity and using the /consider function (default hotkey C).
  • Adjusted the criteria and messaging for Consider messages.
  • Numerical experience gains are no longer displayed to players.
  • Item values have been restricted to only be displayed in item tooltips while interacting with a vendor.
  • The Enter and Backslash keys no longer open the chat window input while a player is editing a macro.
  • An initial Crafting UI has been implemented.
  • An initial Banking UI has been implemented.
  • The Endurance resource has been removed from the character resource window and a new dedicated UI element has been created to display it when being consumed or regenerating.

Zone Design & Population

Initial NPC Pathfinding corrections have been implemented, allowing NPCs to navigate across tiles within a zone.

  • Thronefast
    • Collision volumes have been added to the water surface volume and the borders of Thronefast, to prevent players from traveling underwater or into other zones, respectively.
      • These volumes will be removed as swimming and additional zones are made available.
    • Adjusted the placement, volume, spawn rate, and types of all enemy and NPC spawns.
      • Certain quests have been temporarily deprecated as a result of their targets no longer existing.
    • Adjusted the placement and footprint of major camps and POIs.
    • Adjusted the layout of Availia and the placement of POIs therein.
    • Adjusted the available level bands of roaming, camp, and mini-dungeon content.
    • Expanded the zone footprint including additional explorable mountains, plateaus, and caves.
  • Avendyr’s Pass
    • Adjusted the placement, volume, spawn rate, and types of all enemy and NPC spawns.
    • Certain quests have been temporarily deprecated as a result of their targets no longer existing.
    • Adjusted the placement and footprint of major camps and POIs.
    • Adjusted the available level bands of roaming, camp, and mini-dungeon content.
    • Expanded the zone footprint including additional explorable mountains, plateaus, and caves.
  • Halnir Cave
    • Updated Halnir Cave lighting and materials for HDRP integration.
  • Wild’s End
    • Created new art assets and established scene composition for Ghaldassii Ruin, Daedrym Talon, The Gate, Sorhiryth, Mad Moor, and Wellpond POIs.

February 2022

Source

Tech:

  • Implemented a Biome and Terrain texturing system
  • Completed initial implementation of water tech

Art:

  • Implemented additional NPC models and variants
  • Refined Thronefast environement design

Design:

  • Brought Dire Lord, Shaman and Rogue to play test ready state
  • Decimated Thronefast animal population
  • Repopulated Thronefast with more Thronefastian animals
  • Accidentally summoned throngs of undead in the process
  • Provided both Undead and Animals a slew of new abilities with which to hunt, maim and kill players
  • Reviewed and corrected placement of mining nodes against updated terrain
  • Updated experience requirements per level
  • Implemented spell interruption chance on physical damage taken
  • Trained spiders, snakes and other forest critters to stop parrying

October 2021
Source

  • Officially graduated from Unity 2019 to Unity 2021 Beta
  • Code Stripping has been implemented (server specific code has been decoupled from the client)
  • Client compiling switched to il2cpp
  • Shaders are now being based on Unity native HDRP shaders
  • New “Dedicated Server” build target in Unity is being utilized to optimize memory usage
  • Several Playmode optimizations in Unity have improved work time

September 2021

 Source

  • Fixed an issue with faction standing persist when factions were first discovered
  • Modified the Armor Class formula to make the stat much more impactful
  • NPCs can no longer naturally critically hit players
  • First pass of Cleric and Warrior classes added to build
  • Expansion of Gadai bandit camp into overland dungeon status in Thronefast
  • Added node hooks to leverage Entity Kind in abilities (i.e. abilities that only work on animals, Undead, etc.)
  • Creation of several new VFX for the Cleric class
  • First pass of Ranger’s Withdraw and Engage animations
  • Several fixes and improvements to bone masking governing the behavior of weapon bones while animating.
  • Added support for spawn groups and spawn rules
  • Added support for world item/interactable object spawn groups and spawn rules
  • Added support for giving Gathering nodes varying amounts of health (currently only mining support)

August 2021

Source

  • First pass of Ranger added to build
  • Completed and hooked up first pass of several Ranger animations
  • Complete Wild’s End greybox zone added to build
  • Conversion of Oldwood, Sleepless and Thronefast assets to HDRP compatible versions
  • Added several new buckets of functionality to support various combat awareness mechanics for NPC combat
  • Added Master Trapmaker functionality for NPCs to support up to 100 traps.
  • Added Frozen status with support to pause animations
  • Several improvements to line of sight calculations under certain conditions
  • Added optional custom positions to line of sight nodes
  • Wrath and Reckoning Points combat resources implemented
  • Celestial Power and Celestial Bond combat resources implemented
  • Implemented and expanded the notion of NPC kinds (Undead, Animal, Insect, etc.)
  • Implemented Thief of Eternity fight mechanics
  • Several new VFX created to support new Class & NPC abilities
  • Several VFX timing improvements
  • Player model proportion improvements
  • Added Leap and Charge movement generators

July 2021

Source

  • Combat awareness for NPC
  • Monk Class implementation
  • Adjustments to Dire Lord "Thresh" and "Sanguine Blade" abilities
  • Shaman "Vision" resource has been added
  • Updates to Rogue specific UI art
  • Adjustments made to the Wizard's "Arcane" line of spells
  • Improvements made to the Immunity systems, including the ability for Immunity to specific abilities
  • Lots of Animation work to ensure smooth transitions between attacks and casting animations, etc

June 2021

Source 1
Source 2

Class Highlights:

  • Monk Class implementation
  • Shaman's "Surging Power" master upgrades are now fully functional
  • Wizard Arcane abilities no longer strip runes from other schools of magic
  • Introduced a new spell line for Wizards
  • Shaman Vision combat resource fully implemented with functional UI art
  • Dire Lord Thresh bleed effect now scales based on target’s health
  • Dire Lord Sanguine Blade now gives returns more health the lower your health is when used
  • Updated UI Art for Rogue Opportunity

Programming Highlights:

  • Finished the development of our NPC Combat Awareness system, allowing us to create flavorful, interesting and challenging NPC behaviors and synergies in combat.
  • Finished integration of the NPC immunity system and the precursor to the diminishing returns system.
  • We are nearing completion of proving out the full pipeline for our procedural terrain generation tooling. This is a vital step in our soon-coming focus on converting the project to HDRP, getting our terrain streaming tech online and beginning to beautify the world of Terminus.
  • Improved NetData profiling to AI and network ticks
  • Added support for modifying cast times and cost per ability from buff graphs

Animation Highlights:

  • Improvements to animation blending when many animations are firing at once or in rapid succession.
  • Improvements to the queue processing and blending of entity actions.
  • Adjustments to animation transitions going from Idle into any movement.
  • Added 3 new Monk combat animations: Mountain Pose, Iron Palm and Chi Spear
  • Several updates and improvements to NPC rotation. NPCs should now properly turn and look at things they are interacting with.
  • Several PC animation improvements

Other Highlights:

  • Significant updates for Halnir Cave, specifically the deeper areas
  • New stats are being introduced to the NPC templates as part of overall tuning and balance passes, such as dodge and hit rating
  • Significant changes made to "Spell Power". Formerly, it was 5-1 which meant you required 5 Spell Power to gain 1 point of damage or healing. Now, it is true 1-1.
  • Added "Stuck"/"Unstuck" commands
  • Made Line of Sight calculations more robust 
  • Fix for Stealth fading conflicting with models that had constat fade amounts already set
  • Adjustments made to climate-based screen effects - they will now be fully mitigated and invisible with max Acclimation for that Climate
  • Work done on the Target Graphs integration
  • Added more waymaking POI objects to help with navigation within Thronefast
  • First draft of new NPC ability loadouts
  • Added Filter nodes for classes and roles and sort nodes for threat to the Ability Tool in the Graph Framework
  • Players have been hooked into the Wind System. Players can be pushed/pulled by environments and abilities via this system.
  • Lots of improvements to the client's handling of different problematic situations, such as missing abilities.
  • Fixed and cleaned up several things with the client Tool Tip calculations for abilities, enabling players to hover over abilities and see what the ability will do given current attributes, etc.

April 2021

Source

  • Fixed the the shield for bone mask for casting animations
  • Massively huge server performance gains from spawn system optimizations and memory use reductions
  • Massive rpc performance improvements
  • Animator calling updates 
  • Optimized light culling
  • Optimized action animations
  • Several fixes to equipment rendering
  • Massive client-server performance improvements related to inventory modifications, crafting and vendors
  • Fixes to world item responsiveness, including a fix to prevent gaining extra loot when spam-clicking a spawn with high latency.
  • Fix for items overflowing in the Crafting UI
  • Item buffs now reapply on resurrect if they don’t persist death. 
  • Several font rendering improvements
  • Improved character ground snapping with high movement speed
  • Improved climbing hit detection
  • Fixed issues with transitions between climbing and hanging
  • Fixed several issues with world items becoming unclickable when moving between zones
  • Massive work has been done with the terrain tech
  • Elkhorn and Birch Trees variations have been completed and are in place in Avendyr’s Pass

February 2021

Source

  • Added in a new projectile system
  • Finished hover animation suite for NPCS and PCs
  • Several improvements to the AI pursuit code
  • Updates to the audio trigger system
  • Pyrophobic Disposition is functioning and in game
  • Improvements to camera zooming and first person perspective
  • New dynamic tool tip system has been added
  • Adjustments to how buffs and debuffs are displayed on NPCs on both their nameplates and the target window.
  • Melee combat now respects positioning - combatants can no longer shield block, dodge or parry from behind, except the Monk class.
  • Crafting system is being brought online

December 2020

Source

  • A new dungeon, Manglerock, is being worked on.
  • Itemization work has been done
  • Refactored Player Trading window has been added
  • Significant progress made for the World Item system
  • Revamped the Door and Key system
  • Post refactor work has been done for both The Sleepless and Gnashura encounters
  • Post refactor Acclimation system has been added
  • Several new animations added and polish to existing animations
  • Post refactor Enchanter class has been added

October 2020
Source

  • Post refactor Rogue & Wizard implemented
  • Lots of work done on the Mastery System and its upgrades
  • Continued content development in areas of Faerthale
  • Initial development process has started for the Kingsreach zone tentatively called the Eastern Plains
  • Massive build-level optimizations, reducing the client size by 75.9% and the runtime memory by 21.8%
  • UniTask has been implemented for easy Async code
  • Considerable work done on integrating Houdini
  • Improved rapid melee combat animations
  • Initial Refactor completed for the player Trade window and Merchant window

September 2020

Source

  • Post refactor Avendyr’s Pass has come online
  • Complete chat system overhaul
  • Faction system implemented
  • Post refactor itemization now includes class and race restrictions
  • Rework to NPC leashing when the NPC is unable to reach PCs
  • Improvements to Aggro and Assist radius 
  • Battle Meditation has been added
  • The “Bag of Experimentation” has been added, which is a placeholder name for a container that allows players to make simple meals out of World Items
  • Bind Stones have been added as a way for Testers to experience the Binding systems
  • Reworked a bit of the Dire Lord’s ability progression
  • Improvements to Player loading
  • Fixed a bug with healers not getting experience when only healing during a fight
  • Fixed the ability to pull threat from a PC with healing
  • Kills by party members now count toward each party member’s progress
  • Fixed several issues with Auto Run
  • Fixed several bugs related to Item Stacking
  • Fixed an issue with Defensive buffs which allowed them to stack with themselves
  • Fixed issues with Climbing
  • Fixed issues where equipment was sometimes not visibly being un-equipped to other players.
  • Fixed issues with particle effects on the hands stacking on themselves.
  • Fix for NPCs not attempting to continue rotating toward their target
  • Adjusted NPC movement speed universally
  • Fixed several animation blending issues
  • Fixed several issues with proximity agro
  • Fixed Guards improperly showing as enemies when their faction standing with you is neutral or lower
  • World Props now disappear for all clients when picked up
  • Migrated the Pesist system to now use the synchronous API
  • Fixed an issues while logging out dead which would put players into pseudo immortal states
  • Fixed leashing NPCs not returning to their proper position if no one was around to see the NPC when it happened
  • Fixed an issues with leashing NPCs overriding their return position while in a complex encounter, such as one with lots of death and aggro swapping
  • Improved AI handling of Line of Sight casts

July 2020

Source

  • Work has been done for the Dire Lord and Shaman’s Mastery
  • Significant blocking progress made on Grandfather Thorn in Silent Plains
  • Fixed resizing issues with the chat and combat windows
  • Fixed a race specific condition error on the client side
  • Added PoI and perception pings to various zones
  • Several fixes to the ability bar
  • Significant refactoring of the Inventory system
  • Started updating several of the two-handed animations
  • Several new casting animations
  • Updated the Character Creation and Character Select screens
  • Scripts can now be applied to the mesh of a 3d object itself, allowing mass adjustments to props
  • Plenty of updates, fixes and general polish to visual effects

June 2020

Source

  • Zones will now default to spawning players at the same spot they zoned in, but on the other side of the zone line - zoning should now feel more organic.
  • A teleport to zone has been implemented, allowing a location marker mask to determine where the character will be spawned - this governs things like Wizard teleportation
  • Finishing passes on Black Rose Keep
  • Implemented the new login screen layout and art
  • Implemented the new character creation screen
  • The new loading screen is being implemented
  • Added two-handed slashing combat idle animation
  • Added two-handed slashing auto-attack animations
  • Added Unarmed hand-to-hand combat animations and idle
  • Added two-handed staff combat animations and idle
  • Polish passes made on spell casting animations
  • The Lava/Sap shader system is ready to be implemented
  • Improvements and fixes to the visuals and the performance of the new fog and water surface systems
  • Phase two art of the Player and NPC chat bubbles and underlying functionality
  • Converted all current race specific Humanoid NPCs to use the player character model
  • Deep refactoring of the NPC animation architecture
  • Checks are in for NPC chat text which are Italics - the system will adjust the messages to the proper formatting
  • Significant blocking and zone development of the Silent Plains
  • Normalized several font types and resolution across many user interface assets
  • Support for interacting with mesh objects

May 2020

Source

  • Completed the refactor pass on AI
  • Preliminary work on the HUD
  • The Codex now scrolls properly
  • Fixed a bug for Mastery not updating properly when spent
  • Interactive props now distance check now based on line-of-sight collision to collision box
  • NPCs are being hooked into appropriate stat combination formulas with full support for NPC class setting
  • Final tuning, balancing and itemization passes across level one to fifty have begun
  • Fixed an off-by-one error with NPC experience causing them to spawn one level lower than intended
  • Fixed a bug where Players could not drag abilities around on the hot bar if the was not locked in place
  • Deep amount of combat system refactoring 
  • Lots of polish to synchronization and ability animation queuing
  • Fixed a bug that allowed NPCs to chat with Players while dead
  • Fixed a bug with Threat generation by DoTs if the target was dead
  • A few world building secrets have been sprinkled in
  • Thronefast Quarry blocking is complete
  • Sight Stone block within Thronefast is complete
  • Several areas within Hanggore have had greybox replaced with their final art
  • Finish setting Black Rose Keep into its new location
  • Increased max possible shadow distance in the Player Options
  • Various material and texture fixes for the Gnome
  • Lots of finishing work and rounding out of the greybox elements of the UI
  • Massive amounts of Quest and Perception work has been done
  • Added NPC to NPC enter and exit range event nodes - NPCs can path into range of another NPC and chat with them
  • Added compare entity status node
  • Factions now support starting values for Players which can be set at faction level or per class/race 
  • Player starting attributes (before Racial modifiers) now start at 1.
  • Several hitbox adjustments made to the targeting of NPCs of all different shapes and sizes
  • Added tags to items
  • Lots of work on Dire Lord and Shaman abilities
  • Monk’s Wheel Kick animation has been adjusted
  • Added the Monk’s Chi Blast, Blazing Hand Strike, Backflip and Double Backflip animations
  • Added two-handed slashing and two-handed blunt combat idle and attack animations

April 2020

Source

  • The world origin has been located in all zones
  • Several large zones have been split into multiple zones to improve load times
  • The Murk and the Silent Plains are online
  • The new Black Rose Keep location and supporting environment have been updated
  • Updated Mad Run Cave 
  • The new Orc models have been integrated
  • Gamewide stat overhaul and full deep stat integration
  • Everything is now climbable
  • First pass of Mastery experience gain
  • First pass of the new Character inventory
  • Massive amount of progress on the quest and perception system
  • Small refactor around ability cast cancelling 
  • Fix to critical damage bonus from attack and spell power
  • Implemented new spell power conversion formula for damage and healing 
  • Formula scaling for intended top-end of Attack and Spell power at max level
  • Heals can now properly show up as critical heals
  • First pass of partial resists in for spell damage based on the target’s resistances and the new resistance stat system and spell power
  • Aura effect control improvements
  • Fixed a bug where procs could trigger themselves to proc again in an infinite loop
  • Fixed a bug that was removing passives on logging in 
  • Efficiency upgrades for NPC wander behavior and small tweaks to the move around state
  • Fixed melee animations being overridden from entity status type
  • First round of AI and pathing robustness updates
    NPC chat bubbles are now online
  • Adjusted NPC hitboxes across the board to make them easier to select and loot
  • Significant threat refactoring
  • Round of polish on one-handed slashing, blunt and piercing auto-attack animations
  • New emotes for cheering, waving and conversing
  • Lots of work on Monk specific animations

February 2020

Source

General:

  • Massive client side performance improvements (massive UI performance improvements too)
  • Refactored/improved scrolling combat text
  • Pathfinding improvements related to chasing/LoS and spell casting
  • NPC Wander zones defined in game
  • NPC auto attack synchronization fixes
  • Fixed bug where a group member's status bar did not display correctly (as seen on the Dec/19 Cohh stream)
  • Fixed bug where a spell aura buff did not display correctly (as seen on the Dec/19 Cohh stream)

New Things:

  • Codex Replacement
  • Ability Upgrades added to Codex
  • Wizard UI Updated
  • Faction System Updated to meet specs

Fixes:

  • UI (greyed out hp/mana/buttons)
  • Damage Calculations & Randomization

World:

  • Murk Playspace Changes, Collision added to most murk assets.
  • Murk - Glowy orbs, Tree cliffs, Tree Remnants, set dressing, Water Spots added, Fog color scheme changed.
  • OW - Significant additions of: Roots, Rocks, Vines, All terrain sanded down from terraced look.
  • FT - Campfires, General Housekeeping, cleaned up placement in caves.
  • FT - Grass initial changes.
  • FT/Murk - Murk cleanup with caves. Murk fires have been lit. Oldwood set dressing and terrain work.

January 2020

Source

  • Massive client-side improvements that removed nearly all framerate spikes due to memory allocation
  • Massive UI performance improvements
  • Refactored and improved the scrolling combat text 
  • Pathfinding improvements related to chasing, line-of-sight and spell casting
  • Implementation of new NPC wander zones talked about earlier 
  • Auto-attack getting into sync fixes
  • Fixed a group health bug
  • Fixed a spell aura bug
  • Finished a complete replacement of the Codex
  • Several tweaks to class abilities, including the entire ability upgrade system. 
  • Update to entity inspector tool
  • Wizard UI has been updated
  • Faction system has been updated
  • Fixes for auras, the auto-attack system 
  • Significant fixes to damage calculations and randomization
  • Lots of updates to the Murk
  • Ongoing work on the Oldwood in Faerthale

August 2016

Source

  • Visual updates to multiple spell abilities. MOAR SPARKLIES!
  • Scaled attack animations to match characters attack speed. 2016 is just not ready for invisible melee damage.
  • Added a new audio manager, vastly improving sound effect administration. Bigger booms. Less mess.
  • Fixed AoE spells that were causing splash damage to caster. As hilarious as it was to watch newbie wizards blow themselves up ultimately it was decided that this is not conducive to a welcoming environment.
  • Added invert mouse setting to controls for inverted people.
  • Modified location settings in bug reporter for increased accuracy. Now please stop reporting bugs via zonewide /shout.
  • Improved messaging with dodge, block, riposte and parry. Plans for a dramatic reading by James Earl Jones is being looked into.
  • Added and Improved floating combat text messages. Combat window or on screen. You’s gots choices.
  • Root now breaks correctly in all situations. The skeleton that was rooted on the rock by the Thronefast waterfall since January offers his thanks.
  • Added a new zoneline to Avendyr’s Pass. Where does it lead? Zone out and find out.
  • Unwanted items are now easier to delete. Unwanted bad groupmates are still your responsibility.
  • Meditation is now more relaxing. It actually has been for a while but we fell into a wonderful deep sleep for a while after the fix so we couldn’t post it until now.
  • Added Throw and ThrowMiss effects. We need to test this but please be responsible.