Tag Archives: Combat

v1.21 Patch Live

With the 21st patch we are happy to introduce a few adjustments based on feedback received and a fairly sizable adjustment to all items in the game to provide a better progression for new weapons upon leveling.

First, we made some small adjustments to combat. There are now improved blocking and parrying animations on both players and some NPCs. These are on a blended animation channel so they can play with the animation currently playing. We also introduced a new knockback effect in VR where you can knock back an enemy if you have high enough energy.

Moving on to the larger chunk of updates in this patch. We adjusted the available level for nearly everything in the game. Some items are able to be earned earlier, some later than before. Weapons (melee in particular) were clumped together at certain intervals and now they will be spread out a few more levels. This was done for every item in the game. You might now have items you shouldn’t have yet if you are playing and some items that are slightly less effective than before if they are a lower level than before. For the most part quite a few things were made more effective than less effective.

To go along with this we made a lot of stat adjustments as well as weapons changed levels. We adjusted the damage scale quite a bit. Early weapons (Level 1-5) might do a bit less damage than before, later game weapons (15-20) now will do more damage (a lot more if they are 18+). Energy was adjusted as well along with magic and you should see a similar change in values. Since weapons are doing more damage the actual energy/magic to DPS should be similar though. Quite a few weapons are now higher level than before and will do more damage as a result.

Magic damage scale was all over the place for magical weapons and all magical weapons were adjusted. Those were tweaked and adjusted with mostly an increase across the board, in particular for AOE weapons (Arcane Staves, Wind Staves, and Earth Staves). Arcane Staves in particular received large damage improvements in some cases doubling their damage. The Conjuration and Necro Staves also received damage updates making them more effective to use as projectile weapons if you are into using pets. Fire and Lightning Staves received less of a bump, but the higher end ones do more damage to go along with the adjustments for all other weapons.

To go along with the these changes we identified a few gaps and introduced a few new weapons at the higher end (15+) and a few new uncommon variants of existing weapons improving coverage in those areas and should make earning those levels a bit easier than before due to more weapons and the weapons at the higher levels now hit a lot harder than before. For a full list of items added please see the notes below.

Animations

  • Block and parry animations now support being played on a reaction channel allowing them to blend better during combat.

 

Combat

  • Melee attacks will now have a chance to knockback enemies in VR mode which is increased by your energy level. If you rapidly attack and drain your energy these will be completely ineffective.

 

Items

  • All weapons received a level adjustment. They were clumped together before around the same starting level (in particular melee weapons). You will find now they are split across more levels now. This resulted in a lot of weapons getting tweaked as they are higher level than before.
  • Tweaked the damage stats for weapons. Lower level weapons do slightly less damage than before and higher level weapons now do higher amounts of damage. Along with the level changes mentioned above most melee and magical weapons were adjusted as a result.
  • Magic damage was adjusted as well. Values were a bit erratic before, they now follow a more strict formula. This mostly increased damage across the board, arcane staves in particular received the largest boost.
  • Magic cost was tweaked along with magic damage. They were sort of tied together and it was adjusted to a different formula. The end result is a slight reduction early on and a higher cost later, but magic damage was also increased with higher level weapons making it a bit of a wash.
  • Cost of weapons were adjusted. It was mostly a net reduction in cost, but a few things might of went up due to level adjustments.
  • Adjusted and tweak cost of armor and rings as well to match the new changes.
  • Introduced new higher level stave variations.
  • There are now additional items which are loot only and can not be obtained from vendors.
  • Introduced a new uncommon Leather Armor variant: Hardy Leather Armor. It provides an extra point of armor and +10 HP. It is level 3.
  • Introduced a new Sword: Sword of Light. It is at level 15 and is a common drop.
  • Introduced a new Mace: Fire Mace. It is at level 16 and is a common drop.
  • Introduced a new Axe: Ice Axe. It is at level 17 and is a common drop.
  • Added an uncommon variant for the Lighting Dagger called the Overloaded Dagger.
  • Added an uncommon variant for the new Ice Axe: Frozen Axe.
  • Mithril helmet is now introduced at level 14, Mithril armor at 16. This is down a few levels from what it was before.
  • Exceptional Mithril Armor was moved down to level 18 (Uncommon armor) to provide a bit of extra help for armor. It also has a slightly higher loot chance than most uncommons.
  • Mithril Helm of Health had an increase in armor value from 5->7 as it is a 21+ dungeon only drop.
  • Introduced a new uncommon Mithril Helmet variant: Sturdy Mithril Helmet at 17. It has 6 armor and a health bonus. It has a slightly higher loot chance than most uncommon items.
  • Staggered the level 1 rings. They are now 1-4 so they are not all available right off the bat. This should improve getting other weapons as well as it takes 3-4 rings out of the loot pool early on.
  • Introduced a new ring: Ring of Stone. It is a Level 21+ drop, improves armor.

 

Miscellaneous

  • Made some tweaks to the lockpicking system to try to fix a bug which could cause online clients to get stuck in lockpicking mode.


NPCs

  • Some NPC types (typically humanoids) now support reactionary block or parry animations.
  • Increased Skeletal Soldier, Skeletal Sorcerers, Liches, Ratling Warrior, Ratling Rogue, Reincarnated Ratlings, and Ratling melee attack ranges.

 

User Interface

  • Added an option to disable Anti-Aliasing to the Options window.

v1.09 Patch Notes

The v1.09 patch is now online and includes an assortment of bug fixes, and game refinements. This includes improved golem pets, ability and item improvements, crypt optimizations, improved hit reactions, new particle effects, more challenging low level bosses, and more.

Audio

  • Added an audio effect when you gain a new level.
  • Added a new sound effect that is played any time you train a skill.

Combat

  • Made improvements to the hit reaction system for both players and NPCs.
  • Arcane Staves’ attack radius (Blinding Light)  has been reduced slightly.
  • Fixed an issue with Nullification not firing when using an arcane staff in the right hand.

Graphics

  • Blinding Light features new and improved casting particles.
  • Added summoning particles to Necromancer, Affliction, and Dark Summoner Staves.
  • Improved blood particles.

Items

  • Granite Skin on earth staves was not working properly. It should now give an armor and max Hit Point bonus.
  • The Fog ability has seen significant adjustments. It is no longer effective against boss or mini-boss NPCs, but is more effective than was previously the case against other NPCs.
  • Increased Summoner’s Staff Damage up by 1 (3 to 4).
  • Fixed a bug which was preventing the Staff of the Necromancer from summoning its Zombie pets.

Levels

  • Optimized Crypt theme layouts.
  • Added collision to some shrines in Crypt Themes where it was missing.
  • Moved a book collectible spawner which was hidden in a very tough to see spot in one of the crypt maps.
  • Fixed a location in the southwest corner of the tavern where you could move through the wall.

Miscellaneous

  • Particles for Earth Staves should now be properly firing in the correct direction.
  • Particles for Wind Staves should now be properly firing in the correct direction.
  • Reduced client memory usage.
  • Fixed particles for Root Ability as well.

NPCs

  • Some of the lower level bosses have been made more challenging.
  • Spiders now support pain reactions.
  • Shrooms now support pain reactions though they are very subtle due to blending issues with their whirling attacks.
  • Increased Orc attack ranges.

Pets

  • The golem pet is now faster and slightly bigger.
  • The golem pet’s animations are now much better looking, it should swing much more vigorously now.
  • Golem pets stats were adjusted. The highest end staff should now load a slightly stronger golem than before.
  • Fixed an issue with pets not rotating properly to face an opponent that was causing them not to engage in combat.
  • Fixed an issue with the golem pet not being able to land attacks. It should be much more effective now.

User Interface

  • Bonus damage caused by Flanking Attacks will now appear above the player’s head when they are successfully executed when in third person.
  • The Exit Dungeon button is now disabled when you are in the Tavern.
  • Moved the Screen Scale slider up to where the Sensitivity and Invert Control buttons are and away from the UI Distance slider. This was done because the UI Distance Slider alters the window with a motion controller and you typically click the trigger to end the interaction but if you accidentally hit the Screen Scale slider and didn’t realize what you were doing you could adversely affect performance.

v1.08 Patch Notes

This patch is released a bit early to fix an issue that could cause the options menu to crash the client. It also fixed an issue with using the gamepad in VR mode in the tavern. Along with these fixes we introduced some new body location based damage points for NPCs and adjusted parry and dodge attempts. There were also some difficulty adjustments put in place with more coming.

As for new features, we added a rotation option to the movement options for each hand in VR. This will allow you to rotate without fully rotating the HMD and your body. This is useful if you plan to simply sit in a chair and swivel around a small amount. This will allow you fully rotate the character while remaining somewhat stationary. The speed can be adjusted by changing the Gamepad Sensitivity in the options.

As you can still control rotation with your HMD it is recommended to do your full rotations with either the HMD or the new option, not both. The rotation is only for the “Yaw” or “Swivel” rotation, so to look up/down you will still need to do that in the headset. This should also keep it from being disorienting when used.

Combat

  • The overall difficulty has increased a bit. Please provide us feedback on how you feel about these changes as we continue to balance.
  • Damage is now adjusted based on the body location damaged. For example, head shots will deal additional damage to most NPCs. This does not affect all NPCs in the same way.
  • NPCs now have a chance to strike through parries.
  • Players should no longer be able to block attacks with the wooden portion of staves.
  • Made damage adjustments to help balance between VR and Non-VR players.
  • Made some small tweaks to the VR fast swing stamina drain whose impact had become reduced after the regeneration changes two patches ago.

Miscellaneous

  • There is now a rotational mode in the movement options. This is for chair VR play so you don’t have to fully rotate your headset/body to play and allows you to use the trackpad/thumbstick to rotate your character. For example, you could use rotational mode in your left hand and teleport or dpad movement in your right, or vice versa.
  • Gamepad Sensitivity should now work in VR mode as well.
  • Reduced stamina regeneration rate.

NPCs

  • Made small tweaks upwards to NPC difficulty to Minion, Mini-boss and Boss NPC ranks.
  • Increased Ratling Warlord difficulty.

User Interface

  • Switching movement modes will now say right or left in the banner text.
  • Switching to a gamepad in VR mode in the tavern should now work properly.
  • Updated the control displays for Touch and  Vive to include the new controls. Also added a few missing controls for holding down the side and top buttons.
  • Fixed an issue that could cause a crash when loading the options.

v1.07 Patch: VR Additions and Fixes

With a quick one day turnaround from the last patch, we put our attention largely on bug fixes today. Cleaning through much of the bug list in one swoop and making online play with multiple VR players much more improved due to multiple bug fixes. There are three noteworthy additions though in today’s build though which are targeted specifically at VR players.

The headliner of those is NPC to VR player collision. In previous versions if an NPC was performing a moving attack or a combination attack their movement could go through players who were playing in VR mode. This should no longer occur.

We had two other smaller but still important additions which came directly from player feedback. We implemented a UI Distance Slider for VR players, which allows you to set the distance at which the interface is rendered using a slider in the options. We also added a new navigation type which works for both Vive and Oculus players and is similar to the DPAD Hover movement mode except that instead of orienting you towards where your controller is facing, it orients you based on where the HMD is facing.

Audio

  • Added pain and death sounds to Orc Warlords.

Combat

  • NPCs will no longer attack through VR players. They will now collide and stop their attacks at the character.
  • Magic was not properly regenerating online for VR players (and possibly for non VR as well). This was fixed.
  • Gestures and trigger presses were not working properly online for VR players. This has been fixed.

Miscellaneous

  • Optimized a piece of code which could cause network performance issues when updating stats on VR characters.
  • Fixed a problem with stat replication on VRPawns which was not sending some stat updates properly to other players.
  • Corrected an issue which could in rare circumstances cause Gestures to not be set up properly in VR mode.
  • Corrected an issue where the hand mesh was not being displayed in VR if playing online (you often had the previous weapon instead).
  • Fixed an issue online in VR where you couldn’t interact with the right hand if it was empty or holding a non projectile weapon.

User Interface

  • We have added a new navigation type which is available for both Oculus Touch and Vive motion controllers: HMD Hover. This mode is similar to the DPAD Hover mode but using HMD orientation.
  • Added a VR UI Distance slider to the Options. This slider is used for VR players. It allows you to set how far in front of you the GUI will be rendered.
  • Increased the length of time that Ability Displays remain on the screen after switching to a weapon from 5 to 10 seconds.
  • Ability Lists will not display while you are in the tavern.
  • Fixed an issue with VR players where the interaction components were not being initialized properly when playing online resulting in the right trigger not working until the UI was opened.
  • Worked around an issue where the pointer in VR was not working well in the tavern due to a bug in the engine. The hud will be “hidden” now in the tavern if the UI is not active such as the menu or the storage chest.

v1.04 Patch Notes

While the first three patches of Early Access were almost entirely responsive to player feedback, this patch is a mixture of that and some new features.

The largest of which is a new NPC scaling system which can increase NPC stats based on the dungeon level the role of that NPC in the dungeon. For example, in some higher level themed dungeons the standard mobs were previously several levels below the bosses. In the new version the standard mobs will be upscaled in levels but with lower stats than the bosses. This change will make dungeons more challenging and allow some NPCs to have a wider level range of representation than was previously the case.

The treasure system has seen similar changes, and is now adjusted based on the NPCs category, as well as the dungeon level. Coin loot has also been increased.

 

Audio

  • Added new rockslide sound effects.

Combat

  • If a player, pet, or NPC is stunned or mesmerized it will now display stars around their head to make it easier to notice.
  • If a player, pet, or NPC is hit with a movement impairment it will now display brown particles which start at the head and then swirl to the legs. This is a uniform indicator that the impairment has taken effect, and is in addition to other spell or ability specific effects.
  • Fixed a bug which was causing VR gamepad swings to miss.

Graphics

  • Created new particles to indicate status effects on players, pets,  or NPCs.
  • Added new wood splintering effects.
  • Added a new door arch type.
  • Improved level of detail of some of the cave pieces.
  • Added new particles which are used as dust after a rockslide.

Interactive Objects

  • Collectible objects can now display optional and per-object definable particle effects when destroyed or collected.
  • Barrel collectibles now display splintering particles when they are collected.
  • Introduced a new door type which can be locked by external objects. It will be used in the upcoming tutorial, but could also be reused in future dungeons.
  • Added new prop types which incrementally update the quest helper and objectives, and can unlock doors or sections of a dungeon incrementally. These are being utilized in the upcoming tutorial but could later be used in future dungeons.

Items

  • Increased the size of the collision areas of numerous weapons.

Levels

  • Introduced a new Cave based layout which culminates in a wave event forced after a rockslide blocks your exit.
  • Improved cave1 lighting.
  • Tweaked spawn rates in the fortress wave event level.
  • Fixed a spot in the cave1 map where VR teleports would fall through the floor.

Miscellaneous

  • Increased DPAD movement speed when using motion controllers.
  • Potentially fixed an issue related to interacting with potions with multiple VR players if you were a client.
  • Fixed a discrepancy in the energy calculation between VR and non-VR players.

NPCs

  • NPCs now use a new scaling system for their stats based on their difficulty and the quest level. Some NPCs this will have little effect, others it might make them harder or easier. If the NPC is now a higher or lower level than before this of course will impact them as well.
  • Treasure rewards from NPCs should now be consistent based on the difficulty. Minions will reward no treasure, Normals rarely, Tough a bit more often, Mini-bosses half the time, and bosses all the time. Gold rewards were upped as well.
  • NPCs are now able to stun players with melee attacks.
  • Mini-bosses and Bosses received a slight bump from these new changes and should be a little bit harder, but not massively.
  • NPC corpses should be easier to fire past.

v1.03 Patch Notes

We’ve released the third patch of Early Access, v1.03 is live.

NPCs and AI were once again at the forefront. We wanted to thank all of the players for their feedback and suggestions. It is extremely helpful as we refine and get everything right. NPCs should now rotate more smoothly towards players, and we’ve introduced numerous balance, range, and AI tweaks in this patch.

Melee swings which make contact with worn NPC armor will now see some of their damage absorbed by that armor. The amount absorbed varies by the armor type. We also spent some time tweaking particles, audio, and performance, and fixing bugs.

Audio

  • Fixed an issue with rolling sounds on non VR players.

Combat

  • Melee swings which contact armor on an opponent will now do reduced damage, rewarding players for aimed shots.

Graphics

  • Added a new sparkle particle effect to be used on some collectible items.
  • Optimized Dragon Fireball particles.
  • More tweaks were made to flaming sword particles.
  • Added new tanning and arch props.

Items

  • You will no longer receive stats from weapons or held items unless that item is currently being held.

Miscellaneous

  • Fixed an inconsistency in the maximum stats between VR and Non-VR modes.

NPCs

  • NPCs should rotate more smoothly before attacking if they didn’t have to move, only face toward you.
  • Undead Dragon slashing attacks now deal damage. A collision issue was preventing that in previous builds.
  • Drak Tailspin attacks now deal physical damage so they can be absorbed properly by armor.
  • Reduced Drak Tailspin damage.
  • Reduced golem size to make it easier for them to fit through spaces.
  • Golems (both Ice and Rock) received a small boost to their hit points.
  • Reduced Fairy Dragon healing effectiveness.
  • Ratling Shaman will not try to heal dead NPCs any longer.
  • Orc Warlord should perform mostly abilities that will hit you head on now, there are still a few wild ones in there to catch you off guard though. He also is slightly less defensive than before and hits a bit harder than before with both weapons.
  • Lizardman Chieftain and Darkwater Guardian now chases a bit faster than before like his LIzardman brethren.
  • Adjusted Drak AI so it shouldn’t go into odd rotations due to attacks and defense getting mixed together.
  • Ghouls are now less defensive.
  • Werewolf Pack Leader values were fixed up, looks like they got reset.
  • Darkwater Warlock like earlier caster fixes will not cast through walls.
  • Drak Shaman is slightly less defensive than before and will heal more often.
  • Troll is slightly less defensive and won’t attack as far out as before.
  • Ogre animations are now playing more cleanly.
  • Wyvern now moves a bit faster.
  • Skeletons now attack from a little further away so they crowd you less.
  • Goblin defensive jumping reduced a bit as it was causing it to get locked in odd rotational angles.
  • Increased goblin attack range.
  • Fixed a Chimera animation that wouldn’t hit you.
  • Fixed an issues where dragons would not properly rotate and couldn’t attack.
  • Fixed up some animation issues on dragons. They should look better.
  • Fixed a missing emitter for the fire breath attack on the red dragon.
  • Fixed a rotational issue with VR and npcs facing toward you properly in some rotational scenarios.

Quests

  • Collectible Tomes and Crystal Balls now have a sparkling particle to make them a little bit easier to spot.

Spells and Abilities

  • Circle of Healing can now restore health to pets, in addition to players.
  • DoTs were not applying properly on players, they will now properly tick every second until they expire.
  • Corrected a bug which was causing Holy Wrath and Holy Strike abilities to deal more damage than was intended.
  • Fixed a bug with Circle of Healing which was healing targets more than once per tick in some cases.

User Interface

  • NPCs now receive a floating text message when healed with the amount.

v1.02 Patch Notes

Another day and another patch. The v1.02 is now live. This patch focuses again on input and feedback from Early Access players.

The primary focus was on combat, including improvements the blocking system, NPC nameplates, as well as motion controller strafing and attacking. The largest changes though came to NPC AI as we refine and polish combat.

Audio

  • Increased the volume and altered the sound of shield blocking sounds to make it easier for players to realize they have blocked.

 

Combat

  • Adjusted parrying in VR gamepad mode, so that it can not eat up incoming attacks when in the idle position.
  • Fixed a bug which was preventing players from blocking or parrying attacks from mobs were not wielding weapons.

 

Graphics

  • Optimized Flaming Sword and Staff of Fire particles and reduced their brightness.
  • Reduced the brightness of Lighting Staff core particles.

 

Levels

  • Turned off collision on some objects which didn’t need it (things on top of tables, etc) in the Tavern as they were intercepting motion controller rays in some cases and causing issues selecting dialog options from certain angles.

 

Motion Controllers

  • Opening the System Menu with the left hand grip button will not toggle navigation mode any longer. If you toggle this menu it should not change navigation mode, which was happening in error. A press of the grip button will still change navigation mode, as intended.
  • You can now strafe or move around while swinging and it will not turn off weapon collisions.
  • Fixed an issue with the left hand grip button toggling the system menu even if you released the button first.

 

NPCs

  • Increased goblin attack ranges so that they crowd players less.
  • Fixed Stone Burrower Soldier, Stone Burrower Queen, Granite Crawler Worker, Granite Crawler Soldier to display the proper name.
  • Tweaked Ratling’s defensive adjustment so he was less likely to go into it mid strike.
  • Goblin Swordsman now has a Warrior’s defensive AI (some defense, more offense)
  • Ratling Warrior now has a Warrior’s defensive AI.
  • Shroom and Shroom Guardian now has a Warrior’s defensive AI (slightly more defense than before).
  • Fixed Zombie initial chase so it doesn’t go nuts after it gets in combat range.
  • AoE projectiles were not damaging players if a NPC casted it (ex: Ratling Shaman). This is fixed and now will damage you.
  • Ratling Shaman,  Ratling Witch-Doctor,Skeletal Sorcerer will now respect the walls and not spell cast through them.
  • Fixed a handful of Orc animations there were not playing properly and fixed an issue that would cause odd rotation issues.
  • Skeletal Soldier and Knight will now move around some defensively.
  • Phoenix animations should look better. Added a second beak attack animation for a bit more variety.
  • Lizardman and Lizardman Guardian has a bit more hussle in his step when running after you.
  • All Dragons should now properly rotate toward their target when moving.
  • Undead Dragon will chase a bit faster.
  • Black Dragon is using a lighter material, still black, but has visible white parts now.
  • Fixed Lich casting issues.

 

User Interface

  • Adjusted the tooltips, in particular the equipment ones that were quite a distance from the item.
  • NPCs now have colors on their nameplates corresponding to their difficulty. Minion = grey, Normal = white, Touch = Yellow, Mini-Boss = Red, Boss = Blue.
  • The Cleanse ability now displays the proper Gamepad or Motion Controller buttons when one is used.
  • It will no longer display Holy Wrath as an ability on the ability GUI unless you are holding a Symbol in your off hand. Previously Motion Controllers were displaying it when you were unable to complete the ability.

0.5.8 Patch Notes

The just released 0.5.8 patch includes a new ingame menu, targeting options, improved regeneration and camera work, new weapon abilities, a new cave layout, and projectile improvements. The complete build notes are posted below:

Audio

  • Added new spell effects.

 

Combat

  • There are now auto target options in the Menu. Optimal is new and uses the angle and distance to get a target preferring something in front of you. Last Target uses Optimal, but will keep attacking the target it picked until dead our out of range. Closest is using the previous system that is only distance based and Disabled removes auto targeting.
  • The camera when it swivels for auto target will now only rotate the yaw making it much less jarring as it won’t attempt to straighten the camera’s roll or pitch now.
  • Regeneration has been changed. You will now regenerate fully a lot quicker, but there are now checks in place to prevent regeneration if the stat has been reduced or you attacked.
  • Arcane staves now use a faster overhead animation.
  • Projectile casting staves should all be fixed and much easier to use/aim now.

 

Graphics

  • Added a new leg sweep attack animation.
  • Added particle effects for the new abilities.

 

Items

  • Maces have a new Sweep Legs ability which has a chance to prevent movement by affected NPCs in its sweep radius. This is activated using a sweeping motion for VR controllers.
  • Holy Swords now have a Cleanse ability which is activated by using a circular motion on motion controllers, or the 2 key with hotkeys. Cleanse will cure the wielder of any damage over time, stun, mesmerizing or rooting effect. It does have a 10 second cooldown however. If you have a Symbol equipped it will first attempt to use the longer cooldown cleanse, and if it is on cooldown it will then use Holy Wrath.
  • Light Staves have a new Circle of Healing spell which creates a circle near the caster which will heal any players who stand near it. It lasts for 10 seconds and has a total of 5 healing ticks. It is activated using the third ability key/button, or by using a Rising motion on Motion Controllers.
  • Silver and Lightning daggers are now held better in VR gamepad mode.
  • Warhammers will now falls back to the Wind Up ability if you had a Symbol equipped but Holy Strike was on cooldown. If both abilities are on cooldown it will do a Crush.
  • Minor optimizations in the holy sword ability code.

 

Levels

  • Introduced a new cave based layout.


Miscellaneous

  • It should now be easier to grab interactive objects with motion controllers.

 

User Interface

  • Added an ingame menu. It currently has Exit Dungeon, Options, and Quit Game.

0.5.6 Patch: UI Work

The 0.5.6 patch has gone live. The biggest changes were UI, Combat, and Camera related.

Camera

  • Camera shifts should now be more smooth.
  • Adjusted the speed and lag settings of non-VR cameras.
  • Added a sensitivity control for the gamepad to adjust the speed of the camera rotation.
  • You can now hold down Caps Lock or Middle Mouse Button to rotate with the camera when stationary.
  • You will now attack toward the direction the camera is facing if you do now find an auto target. This should make it a bit easier in melee and help a lot with ranged attacks.


Graphics

  • The player and NPC burning particle effect should now stop playing as intended.
  • The Earthen Roots spells special effects now last until the spell expires.

 

Items

  • Increased melee weapon damage by 25%.
  • Increased the amount of health healed by healing abilities.
  • Fixed a bug which was preventing armor from displaying in some cases.

 

Levels

  • Adjusted the trap spawners on the Dwarf2 map in a way to prevent an exploit of the bosses.
  • Adjusted the death trigger on the Dwarf2 map so that mobs fall further before dying.
  • Made an optimization pass on all Fortress based maps.

 

Miscellaneous

  • Fixed an input issue where you had to click on the window to force the game to accept focus/input.
  • Fixed a bug which could in some cases could allow the left hand to stay active even after it should have stopped swinging in non-VR mode.

 

NPCs

  • Decreased the chances that NPCs will block or parry incoming attacks.
  • Decreased the amount of time Ratlings spend in defensive mode.
  • Increased the armor level of Giant Spiders.
  • Increased many NPC aggro ranges.

 

User Interface

  • There is now Floating combat text above the head of players which notes which special ability they have used.
  • You can now move items around in the inventory and storage containers using Y on a gamepad.
  • Dropping of items moved to right bumper as not to drop things on accident when you meant to move them.
  • Equipment window is now working properly with a gamepad allowing full movement. Only feature missing that you can do with a mouse is splitting.
  • Added an extra two pixels to the Text Banner area to even out the maximum lines and avoid clipping.
  • Added a small border around the minimap.
  • Increased the NPC/PC tracking speed on the minimap so they will display more smoothly.
  • The map now checks if a NPC is dead and hides their dot instead of waiting until they are purged from the game.
  • Added a new status bar for the player. It has the level, exp circular fill, and the health and energy bars were moved to it.
  • Split the main UI display used for VR and non VR to better able to handle the position of UI elements for both.
  • Adjusted the placement of the VR UI so that it is better centered on the players screen.
  • VR GUI updates are no longer send out updates to other players. This was flagged erroneously.

v0.5.1 Build Notes

Today’s patch adds a mini-map and a new Crypt based layout.

Combat

  • Melee autofacing code has been upgraded to ensure that the client and server are not mismatched.
  • Network combat optimization.

Graphics

  • The glowing blue lights in some Crypt layouts have been improved so that they fade into view more smoothly.
  • Reduced the size of the lightning staff particle emitter.

Maps

  • Added a new Crypt layout.
  • Made some optimizations to the Fortress2 layout. Some of the static props weren’t set up in the hierarchical LOD system and it was degraded performance somewhat.
  • Added more chandeliers to the Fortress2 layout to improve the lighting.

Traps

  •  Triggered Spike Traps now support levers. Previously this only worked for ceiling traps and timed floor spikes.

UI

  • Added a minimap to the game. It can be opened/closed by pressing the M key (needs further updates).
  • The Graphics Detail and User Interface boxes now use the same font size and alignment as the screen settings.
  • Fixed some bad pixels on the edge of the splash/loading screen.