MàJ 5D : du druide, du dresseur, du danseur, du duvet, de la dépense

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Grosse mise à jour pour Projet Gorgon : du druide, du dresseur, du danseur, du duvet, de la dépense !

Du druide ?

Suivre la voie du druide vient avec un avertissement majeur : tu dois veiller sur la nature. Si jusqu'à présent, ce n'était que paroles dans le vent, ce n'est plus le cas. Des événements "naturels" viennent perturber le quotidien des druides. Ceux-ci doivent impérativement répondre présent, sous peine de ne plus gagner d'expérience, jusqu'à résolution de l'événement. Ceux qui participent reçoivent une bénédiction de la nature et des jetons pour acheter compétences et équipements spéciaux auprès de certains personnages. Les non-druides peuvent également contribuer et recevoir une forme de récompense, mais ne sont pas impactés par l'arrêt du gain d'expérience.

Du dresseur ?

Pour résumer : refonte du système. Les animaux ont maintenant chacun une "attaque" et un "tour", selon l'espèce et la classe. Par exemple, un rat de champs peut dé-aggro et soigner, tandis qu'un rat des égouts dé-aggro et affaiblir la cible au poison. Dans l'ensemble, ils sont moins résistants, mais plus percutants, et choisir un animal plutôt qu'un autre est moins linéaire, et plus un choix basé sur leurs compétences. On peut maintenant dresser des rats et félins comme avant, et les ours entrent dans la liste (non définitive).

Du danseur ?

Jouer d'un instrument apporte un bonus aux spectateurs basés sur la qualité du joueur, la diversité du groupe, et le nombre de joueur. Ce bonus s'applique aux compétences martiales uniquement. Auparavant, un bonus à l'artisanat était également appliqué. Désormais, les artisans devront regarder des danseurs pour recevoir un bonus. La commande générale /danse est retirée du jeu, et seule la compétence Dancing permet maintenant de danser.

Du duvet ?

Les humains et les elfes ont maintenant des barbes. Les nouveaux personnages peuvent choisir, mais les anciens personnages ont une surprise. En effet, jusqu'à présent l'option "barbe" était bien présente à la création, mais invisible sur le personnage. Les mâles humains et elfes ont donc une barbe surprise à la connexion, sans possibilité d'en changer, pour le moment. D'ici quelques mois, le métier de barbier sera ajouté, et il sera possible de changer partiellement d'apparence. En attendant, c'est pochette surprise !

De la dépense ?

Le prix des recettes a subit de nombreux ajustement afin que le produit final ne coût pas énormément plus, ni moins, que le coût des ingrédients individuellement. Les recettes sont toujours volontairement déséquilibrées, cela fait partie de "l'exploration" du jeu, pour trouver les plus rentables etc, mais maintenant le déséquilibre est moins prononcé et plus harmonieux.

Ce n'est pas tout, mais traduire l'ensemble des notes du patch est trop fastidieux et vu le nombre de lecteurs... Par exemple, l'écholocalisation de la forme Chauve Souris a changé pour être plus utile la nuit et en intérieur sombre, façon infrarouge, plutôt que le précédent et affreux filtre jaunâtre pisseux qui ne servait à rien. Les Cochons ont aussi quelques ajustements, etc.

Citation :
Publié par "srand" post=15551
Animal Handling

This update includes a major revision to the Animal Handling skill! You can find a handy overview in our recent blog article "Animal Handling Revisions".

Here's some of the highlights:
[ul]
[li]The ability "Tame Pet" has been revised into "Tame Rat". You do NOT need a charmed rat to use it; instead, you cast it on a wild rat. The rat will become aggressive and you must survive its abuse for the 20 seconds it takes to use the ability, but that is not likely to be too hard with nonaggressive rats. If you had Tame Pet, you will already have this ability in your ability list. It still requires cheese.
[li]The ability "Charm Cat" has been retired. You can no longer temporarily charm cats into being your friends. (The stats on high-level wild cats are too high to make this viable... it's just too abusable.) There is a new ability called "Tame Cat". This lets you tame a wild, angry cat and send it to your stable. It has a 20 second casting time, which means you must survive the cat's maulings for 20 seconds in order to succeed, so you will either want to tame a lower-level cat (like a sickly tiger), come prepared with some potions, or have a friend keep the cat's attention (without killing it!).
[li]If you had the old "Charm Cat" ability, you can get the new "Tame Cat" ability just by visiting the cat altar in Eltibule. It will say "you have already received the benefit from this altar", but it will also give you the missing ability. You do not need to re-sacrifice to the altar.
[li]All tamed animals have two unique abilities, a "sic 'em attack" and a "special trick". These vary widely even among animals from the same family. For instance, a field rat has a de-taunt attack and a heal, while a sewer rat has a de-taunt and a poison debuff.
[li]In general, rats have utility powers, cats have attack abilities, and bears are more durable and have taunts. There are several exceptions, however, such as cats that can heal and bears with a lot of damage potential (and no taunts).
[li]Animal-handling pets no longer map directly to their non-tamed counterparts. Many have significantly less health and armor than before, and some have significantly more damage.
[li]Most animals with different names have different stats/abilities. For instance, "Fey Panther" and "Fey Panther Groupie" look the same, but have different health/armor/damage stats.
[li]Note: most of the named fey bears in and around Eltibule end up as the same bear. (i.e. the Mutilator, the Mauler, the Maimer, etc. are all the same bear once tamed, although they will have different initial levels.) This is an exception to the general rule that named animals have unique setups.
[li]There is a new ability called Clever Trick. Different ranks of the ability are automatically learned at levels 3, 25, and 44. (Note: the ability reuses the ID numbers from the retired "Lock Target" ability. So if you had Lock Target 3, you now have Clever Trick 3, etc. But the Clever Trick abilities have higher level requirements than the old ability, so it's possible that it's in your list but you can't use it until you reach higher Animal Handling levels. This is expected behavior and will sort itself out after you reach level 44+.)
[li]The ability Sic 'Em now instructs the pet to perform its "sic 'em attack." The ability's other benefits (speed and damage buff) were reduced in potency, its Power cost was lowered, and the reset time was greatly reduced
[li]The new ability Special Trick instructs the pet to perform its "special trick"
[li]There are many, many new Animal Handling treasure effects
[li]The NPC Gisli in Serbule is now a "real" NPC with favor levels. He can also give you more info about Animal Handling works now
[li]Gisli's stable once again shows a little picture of the pet in each stable slot. (It's been broken for over a year, I think.) It is a known bug that the aspect ratio of the pet image is out of whack. This will be addressed in the bug GUI update
[li]Animal Handling: in-combat abilities that target your pet no longer cause you to turn and face your pet. (Because it's distracting.)
[li]Animal Handling: Fixed missing 1-second casting time on "That'll Do"
[li]When a pet is examined by a player, its owner's name is now listed
[li]When a pet has enough XP to level up, but it can't because the owner's Animal Handling skill is too low, this is now displayed when examining the pet. (Pet level can't be raised higher than the owner's Animal Handling level. This is unchanged; just trying to make it more obvious)
[li]"Hissy" is a little bit smaller
[li]Pet grimalkins (and Hissy) no longer have a chance to flee in fear when their health is very low
[li]Treasure effect "Animal Handling pets bypass 12 mitigation derived from armor" => now bypasses 24 mitigation derived from armor
[li]Pet sewer rats no longer look dead after being manually resurrected
[li]The experimental ability "Lock Target" has been removed from the game
[li]Treasure effect "When you use Sic Em on your pet, its Slashing attacks (if any) deal +36 damage for 10 seconds" => +17 damage
[li]Treasure effect "Shrill Command deals +103% damage" => +121% damage
[li]Treasure effect "Shrill Command has a 70% chance to deal +150% damage" => 50% chance to deal +243% damage
[li]Treasure effect "When you use Monstrous Rage or Unnatural Wrath on your pet, its next attack deals +98 damage" => +105 damage
[li]Treasure effect "Animal Handling Healing +72" => +60
[li]The ability Feed Pet has a much slower reset time
[li]Treasure effect "Nimble Limbs heals your pet for 84 Health/Armor" => 73 health/armor
[/ul]

Druid Events

The time has finally come! Druids can finally fulfill their druidic obligations! "Druid events" are calls to action for the Druids. One hour prior to the event, druids will receive a premonition of pending danger (in the form of a special effect icon). When the event occurs, druids are obligated to go and help with whatever disaster is occurring. You will receive a special quest explaining the details and tracking your progress.

Once the event starts, druids can't earn XP. This is to encourage druids to do their goddamned jobs. But druids can still get loot, and when the event ends, Dreva will send 'blessings' to druids that helped. Dreva's Blessings can be used to purchase abilities and items from the druid pedestal in Sun Vale.

Non-druids can help fight back the plagues of evil, too. Anyone who defeats the necessary monsters will advance the special event, whether they're druids or not.

There are several different 'sizes' of each event. When the premonition begins, the number of active players online is checked, and an appropriate difficulty is chosen based on that number. (There are three versions of each event. We'll add more versions down the road.)

For the next two weeks, there will be approximately two druid events each day on a random schedule. After the initial two-week period, we'll re-evaluate how often these events should run, based on your feedback.

Feedback needed! Bug reports needed!

There are currently four prototype events, each using slightly different tech. So it's possible for one event to have a problem that the other events don't have. When reporting a bug please indicate what event is happening!


Hairs and Beards

Humans and elves now have some new hairstyle options. In addition, human males have two beard options. These are just to help flesh out the character-creation process a bit -- they're not the full set of available options we'll have in the final game. When we have the final character artwork done, we'll add a way for existing players to revise their appearance (e.g. a "barber" GUI). That will be some months from now, though. In the meantime, expect surprises and changes as we get everything integrated. Even this batch of hairstyles will be revised to fix some small flaws.

Speaking of surprises: human males, I have some awkward news: do you remember how, during character creation, there was a beard button but no beards actually showed up? Well, you were actually choosing between several invisible beards. But those beards are now visible! So... you might log in and suddenly have a beard. Likewise, the "beard color" button really did work... you just couldn't tell what color it was picking because the beards were invisible. So your spontaneous beard will have a completely arbitrary color.

Sorry about that! As mentioned above, there will eventually be a way to revise your appearance. These are just Alpha Woes.


Eltibule Adjustments

Some modest changes have been made to Eltibule so that it's more useful for players in the intended level range (20-30 or so).

[ul]
[li]Level 10 wolves have been replaced with level 25 Cunning Wolves
[li]Level 15 Black Widow Spiders have been replaced with level 23 Grass Spiders
[li]Added hunting quests throughout Eltibule. These work like the ones in South Serbule: certain random monsters have a floaty icon over their head, and when you kill them you get a quest to kill more of that kind of monster.
[li]BTW: if you are in a group and kill a hunting-quest monster, all nearby group members will get the quest. And killing the appropriate creature will advance the quest for all nearby group members. So grouping up to do hunting quests makes a lot of sense... a lot more sense than competing for kills, at least! (You should be able to share the kills and the quest-bestowal even if you're not in a group, as long as everybody makes at least one attack on the creature. But that is not well tested at the moment, so if it doesn't work please let us know!)
[/ul]

Recipe and Item-Value Changes

Some of the game's most poorly-balanced recipes have been updated, and correspondingly the cash value of many crafted items has changed. In this update we focused on recipes that either gave more than 400% return on investment (that is, the cash value of the output was worth more than 4x than the value of the input), or recipes where you actually lost more than 100 councils' worth of value (that is, the ingredients were worth significantly more than the resulting item). In the future we will narrow this down further. Eventually, very few recipes should cause you to lose cash value, and no single recipe should give more than, say, 300% ROI.

For the record, it's actually intentional that the game's recipes are "warty," not uniform, with odd ingredients, varied output values, and different levels of utility. That's one aspect of the "exploration" part of the game: figuring out what's useful and how to make it work for you. So while there will be a lot more work done on recipes, it will never be an especially ... predictable ... system.

The following notes may be incomplete -- a few alchemical formulae changed many times and may not have been marked here -- but this is the majority of the changes:

[ul]
[li]The cash value of many raw ingredients (such as fruits and vegetables) as increased
[li]The cash value of all prepared food has been lowered by about 10% (except as noted below)
[li]The recipes for acidic cleansers are now more practical to use
[li]The recipe for Strong Acid Resistance potion has an additional ingredient
[li]Laura's Cheesy Beets now serves 2 (and requires less cheese)
[li]Flatbread requires less flour
[li]The recipe for myconutmeg no longer requires rennet; cinnamon is used instead
[li]The cash value of pumpkin soup increased
[li]The cash value of sour cream increased
[li]Cheese and butter items and recipes were changed significantly. Notably, recipes for butter and sweet butter yield double result items
[li]Firkins of sour cream, when ripe, will now yield between 2 and 4 sour creams (randomly generated) instead of always yielding 1
[li]The value of most low-level foods and ingredients increased slightly
[li]The value of mushroom smoothies increased significantly
[li]The value of mushroom suspensions increased slightly
[li]The recipe for Fried Banana (and the fried banana meal itself) is now level 30 instead of level 40, with corresponding changes to item value and food stats
[li]The recipes for silver/gold dragon/gryphon statues require less raw silver or gold
[li]Many leatherworking recipes have reduced requirements
[li]There are now alternate recipes to make leather strips from higher-quality leather. The original version is still the most efficient method; the alternate recipes exist for convenience. They can be learned from a level 20 random-drop recipe book called "Tanning: Every Way To Make Leather Strips". This book teaches all existing ways to make leather strips, including the original recipe that Kleave still teaches
[li]The sale value of some dyes has increased
[li]The recipes for Sanguinizer and Blood Seeker Ointment are greatly simplified. The value of Blood Seeker Ointment is increased to 400
[li]Base value of most mushrooms has increased slightly
[li]The recipe for Ruggedizer is greatly simplified. The level of the recipe is lowered to 15
[li]The recipes for some rafflers and item dispensers are changed
[li]The cash value of reservoir arrows has increased
[li]The cash value of most tool knives has been lowered (and a few raised in value)
[li]The recipe for Lycanspore Bomb has been changed and now creates 3 bombs
[li]Revised cold-boost potion recipes. (Coldgnaw potion required 5x Ice Cores, plus Saltpeter and other ingredients...)
[li]The rage-management alchemy potions are significantly easier to make. (But are the results worth the trouble yet? ... hmm... well... maybe sometimes...)
[li]The completely useless Rage Ointment is much easier to make. However, the potion is still a debuff when drunk, so keep the celebrations to a minimum. (Its actual purpose is as an ingredient in other potions)
[li]The extra-terrible Memory Inhibitor potion is much easier to make. (Again, its actual use is as an ingredient in other potions)
[li]Fire Shield potion now only consumes 1x fire dust and 1x sulfur. (Still too expensive... baby steps)
[li]Fire Shield and Acid Shield potions now deal 25 damage to attackers instead of 5 damage
[li]Recipe for Rawhide Liner has reduced ingredients and creates 2 liners
[li]The recipe for string from spiderweb only requires 1 spiderweb instead of 3
[li]The recipe for semi-loaded baked potato has been altered and now serves 2
[li]The recipe for Myconian Resistance Lager now creates 2 potions
[li]The recipes for Memory Inhibitor and Perfect Memory Inhibitor now create 2 potions
[li]The cash value of Cranium Lotions is lowered
[li]The recipe for Wolfsbane Muffin now requires less wolfsbane and yields more useless, useless muffins
[li]The recipe for Grilled Chicken is easier
[li]Great Hardcore Belt is worth a bit more
[li]Recipe for breadcloth is easier
[li]The recipes for ice fishing gear that require Nightmare Flesh now have a 50% chance of not using up the flesh. Since it regenerates, see? I guess.
[li]The recipe for Candied Lemon now requires 2 lemons
[li]Ur-Bacon is now level 30 instead of 35. The recipe also requires salt where it didn’t before
[li]The recipe for Spicy Lemon Cat now requires fewer ingredients
[li]The recipe for the different kinds of Wolfsbaned Knives is now much less complicated; the cash value of the knives is lower
[li]The cash value of Pineal Juice has changed; lower-level varieties are more expensive and higher-level varieties are cheaper
[li]The cash value of crafted benches, chairs, stools, rafflers, dispensers, and storage crates has changed (some up, some down) so that they correspond more sanely with the cost and difficulty of actually creating the item
[li]Recipes for low-level First Aid Bombs generate more bombs. Cash value of high-level First Aid Bombs is reduced
[li]The existing recipe for Amazing First Aid Kits now requires cheaper ingredients. It is also now named "Amazing First Aid Kit (Combo Method)" to distinguish itself from the mainline recipes for creating kits
[li]Added a new recipe for Amazing First Aid Kits, which can be learned from Yagreet at the Sun Vale tree
[li]The "yeti" recipes for creating first aid kits have cheaper ingredient costs
[li]Changed the recipe ingredients on Spring Fairy Shoes (uses higher-quality leather)
[li]Crafted cow armor recipes are completely changed to be more in line with other high level armors
[/ul]

Many more recipes need tuning in the future!


Work Order Update

We've updated the rewards of work orders to reflect recent changes to item values, and to fix some work orders that were especially terrible.

Note: the system is largely automatic and uses a formula to calculate the cash-value of the work order. Sometimes this results in insultingly bad rewards -- not just "meh" rewards, but "hell no, nobody should ever complete this work order." In those cases, we can add a manual override to improve the reward. We've done that for several work orders reported by players. If you find new ones (or old ones that weren't fixed right), please report them as a bug!


Musical Performance & Dance

[ul]
[li]Revised the formulae for performance appreciation buffs. Performance Appreciation time now accumulates a bit slower, and the buff duration cannot exceed 8 hours (!). If you have a small group of performers, the overall quality of the buff is reduced as well (but the maximum possible buff remains the same)
[li]Crafting XP bonus is no longer given out from music. This is now a benefit gained by watching dancers perform. (See Dancing Skill, below.)
[li]Changed the algorithm so that crappy performances don't hurt high-quality buffs as quickly. Previously, if you listened to a large highly-skilled band for an hour, you'd have a buff that boosted XP and armor regen quite a lot. If you then wandered off and stumbled upon a lone player in the wilderness strumming the lute, your buff quality would instantly drop to the level of the lute player. (The duration would keep going up, but the <i>quality</i> of the buff would drop.) This now happens more slowly. Listening to a crappier performance does slowly drop the quality of your buff, but it now happens over several minutes, not instantly.
[li]A reminder on how musical performance buffs are calculated: for best results, you want a diversity of instrument skills in use. Ideally you'd have at least one wind, one percussion, and one string player. The highest-level performer from each skill determines the basic quality of the buff. In addition, the total number of performers grants a bonus regardless of their skill level or instrument type. (Up to a maximum of 12 performers.)
[li]Dancing is now a skill that can be learned from Lana Songtree in South Serbule.
[li]Watching dancers perform will earn you a crafting XP buff. (Dancers can also provide some other small buffs.)
[li]Dancing can only be done to music.
[li]The /dance command has been retired; you can only dance via the dancing skill.
[/ul]

And Everything Else

[ul]
[li]Some of the Pig's area-heal treasure effects were not calculated correctly. (This does not represent "balancing" work, just bug fixes.) The affected treasure is listed below:
[ul]
[li]"Porcine Alertness heals all targets for 65 health after a 15-second delay" => 40 health
[li]"Porcine Alertness restores 60 armor to all targets" => 45 armor
[li]"Grunt of Abeyance restores 60 armor to all targets" => 45 armor
[li]"Grunt of Abeyance heals +52 Health to all targets" => 30 health
[/ul]
[li]The default settings for mouse-turning and mouse-panning have been slowed down significantly. If you already had the game installed, this does not affect your settings. (If you go into the config screen and reset the mouse settings to "Default", you'd see the new settings. That's the only way it will affect existing players.)
[li]Cleaned up some of the emote commands, added a few, and documented the available emotes. Use /help emotes to see a list of them.
[li]Documented some commands that were never added to the help screen: /age, /status, /messages, and /stuck. Retired /dance (see the new dance skill)
[li]Removed most of the "flavor text" from the hunting quests in South Serbule. It was too cheesy trying to come up with reasons why you need to kill all these animals. You can only use the "culling the herd" explanation so many times! Now hunting quests just have a couple of sentences about the animal and its place in the ecosystem, and the justification is up to you.
[li]Adjusted the giant bat's "echolocation" ability so that it's more useful (and more obvious) at night. Dark areas become redder at night; contrast and gamma is enhanced. If you log in with echolocation enabled, you will need to disable and re-enable it to get the updated effect
[li]Fixed bug with bat's echolocation that caused screen to get darker and weirder if you changed graphics settings while it was active
[li]Fixed conversion errors in graphics of raven form bird (feathers had "cruft" on the ends)
[li]Fixed bug in guild shop that kept you from buying an item if you had exactly the right amount of guild credits. (But if you had 1+ more than necessary, you could buy it)
[li]Percy Evans has another guild quest available if you complete "Storming the Nexus". He alludes to yet another quest, which is not yet in the game
[li]The stats for knife damage now show up in the Persona window (if they are enchanted or debuffed)
[li]Fixed text bug on "Toughen Up 7" which said it only restored 250 armor. It restores 300 armor; the label was incorrect
[li]Items that altered dehydration rate did not have a correct label
[li]More fixes to the monster visibility system. The system behaves differently than before, so if you find new problems, please report them, even if you reported them in the past!
[li]Fixed bugs with the icons for health/power/armor potions (e.g. some power potions had health-potion icons, etc.)
[li]Monsters now regenerate their health and armor more quickly when out of combat (this is intended to reduce the efficacy of various "zerg" strategies)
[li]Droaches now drop a bit more treasure
[li]Nightshade now sells the recipe for applying augments to knives
[li]Fixed a guild-quest bug where two different guild officers could accept the same guild quest in a shorter time period than 2 weeks. This resulted in some guild members being on the quest while others were not on the quest, because they'd done it too recently. To fix this, we no longer use a per-person timer for guild quests; instead, the quests are on a per-guild timer. This change makes a lot of sense on the surface, but there's a weird side-effect: theoretically, a player can now re-complete the same guild quest over and over with no delay, just by quitting their guild and creating a brand new guild each time. However, this doesn't seem like a useful thing to do at the moment, so whatever. (If you find a practical way to exploit this behavior, report it!)
[li]Nelson Ballard moved closer to the town center so that newbies have a better chance of finding him (as he has newbie-centric information and quests). He wanders between a couple of buildings, but not too far.
[li]Fixed an exploitable scenario where temporary event items (such as the potions given by the crazed alchemist event) could be stored in a raffler, thus letting you have more than 1 at a time
[li]Jace Soral would crash and not say anything to you after you turned in the "kill bleddyn" quest
[li]Fixed an exploitable scenario where a certain piece of Ice Magic gear could give infinitely stacking damage
[li]The server will now disconnect you if you are AFK for more than 15 minutes (!)
[li]The Eltibule Blue Mineral Survey had a usage requirement of Surveying 37 instead of Surveying 27 as intended
[li]The requirement to harvest good metal motherlodes is now Mining 38, the same as the requirement to locate the motherlodes
[li]Fixed an exploitable scenario where you could sell partially-used-up ingredient items back to the vendor for full value. (For simplicity's sake, you can no longer sell these items at all once they are partially used.) The affected items are: Inkstones, Gem Crushers, Firkins, Kilderkins, and Barrels
[li]The work order for Great Leather Leggings was a blacksmithing work order. It is now categorized as a leatherworking work order. As a side effect of this change, it has a new ID number, so if you currently had this in your work order list, it's been cancelled, sorry
[li]The names of the various crafted storage chests (e.g. Awesome Storage Chest) have been changed to have less-impressive titles. (Awesome Storage Chest will be the name for a 40-slot chest, which isn't in game yet.) To clarify: the storage capacity of the storage chests is not changed; only the names of the chests are different
[li]Amutasa in Rahu can now raise your Carpentry level to 60. She also teaches some high level carpentry recipes. Note that equipment recipes require you to have already learned the lower-level versions. (This is consistent with the other equipment recipes that Amutasa teaches.)
[li]The carpentry recipes taught by Ashk and Sirine have been moved to Amutasa
[li]Lamashu in Kur teaches the recipe for the level 60 wooden storage chest
[li]Butter and Sweet Butter are now considered dairy items
[li]Sirine's recipes for high level crafted deer and cow shoes now require you to have already learned the previous-level versions
[li]Wooden deer and cow shoes are now considered "hand-made carpentry items" for purposes of gifting to NPCs
[li]You can no longer set yourself on fire by using Look At My Hammer while wielding the Flame Basher
[li]Comfort Bonuses (such as those received from relaxing in comfortable chairs or power napping on beds) now last longer and are more potent
[li]Gardenmaster Potions last twice as long
[li]The number of items or monsters needed for a few of the guild quests have been adjusted
[li]The NPC "Smalltalk" option is shown earlier in the before the "Give Gift" option so that new players have a better chance of figuring out how the system works (assuming they go down the menu options in order)
[li]Werewolves can no longer eat corpses while in combat
[li]Performance improvement (for some computers) in Kur Mountains. The snow was configured to be obstructed by buildings (so that it doesn't follow you indoors), but it turns out particle physics in Unity is pretty expensive, especially for people who are taxing their computer already. So we aren't using "real" particle physics anymore. Instead, the snow will abruptly "turn off" as soon as you get near a doorway, and turn back on when you go outside. This is a temporary solution; a more nuanced hand-coded solution will be used eventually.
[li]Upgraded patch-versions of Unity engine to hopefully fix some Unity crashes that users have run into recently
[/ul]
http://projectgorgon.com/member-foru...3-update-notes

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