top of page

Patch Notes
Patch 0.6.0
Universal UV Race Models
- New Enhanced Universal UV System Implemented
- All Existing Race Models Reworked (including Human)
- Most Player Race Models Complete
UI 2.0 Conversion
- Base UI in Progress
- PaperDoll Animator Link
- Avatar Window
- Added First Person / Body Aware Weapons toggle
- Added Head Bob with Sensitivity and Optional Z Rotation Options
Systems
- Implemented Weather System
- Implemented Fog Blending
- Converted to VFX Graph
- Spell Skills Added
- Fizzle!
- Lighting Rewrite
- Networking and Client Loading Optimizations Across Systems
- Self Portrait System Added
- Group Portrait System Added
- Target Portrait System Added
- Generic Entity Target Portrait System Added
- "Soulbound" Items
Content
- Caravans are now operational across Adrullan bringing mobile Merchants, Quests, and Work Orders (WIP)
- Breakable Objects can now be found in Adrullan
- Paladin Overhaul
- Aspiring War-Wizard's can find training at The Tempest Academy
- Additional Sounds and Animations
- Many New Mapped World Voxel
- New Environment Definitions Added
- Enhancements to Environment and Weather Definitions
- Prop Reworks (Harbourview, Leont, minor locations)
- Reworked NPC Models (Gnolls)
- New NPC Models (Mammoth, Moose, Walrus, Yeti..)
UI/Chat
- NPC Quest Dialogue Keywords are now displayed with more modern formatting and clicking on the term will continue the conversation allowing you to quickly work through dialogue trees
Technical
- Unity 2021 LST Minor Version update: 2021.3.16f1
- Updated MineCraft Build Server to 1.18.2 and added new Build Tools
Patch 0.5.15
Content
- Updated Music Zones
- Owl Bears have returned to Adrullan!
- Improved Lighting and Performance of Lights and Flicker Effects
- Illusions!
- Warriors can now Frenzy while in Battler stance!
UI/Chat
- UI 1.0 Skinning - Dark Mode UI available in Options
- ESC to Close Windows
- Updated World Shadow settings and updated Shadow Distance menu setting slider for URP
- Added FoV Slider to Video Settings (Min / Max is wide to facilitate exploration of future limits)
- Reply can now be Remapped in Keybindings
Bugs
- Corpses of all types should start dead and not die before you.
- Hide Sell Value of No Drop Items
Workflow
- Connected Project Management system to Discord Bot
Patch 0.5.8
Content
- Added 'Liquid Breathing' type spells
- Added new fish model and started water combat and pathing.
Gameplay
- NPCs should stop and face the player when hailed or traded with.
- Improvements to NPC wandering in spawn areas.
- Improved the look of leaves in the world.
- Tweaks to fog system.
- Water shader improvements.
- Added more music to the world
- Lots of swimming skill and systems. (Breath, Swim Speed, Buoyancy)
- Added pathing debug paths to client
UI/Chat
- More robust player chat help system. Type /help to try it out.
- Changed player height to something that makes more sense.
Bug Fixes
- Fixed a bug with tell target (/tt)
- Added some code to help players who fall through the world.
Patch 0.5.7
Content
- Added undead fear spell to necro / cleric / paladin spell lines
- Bellowing Scream is now a Combat Ability and not a Spell
- When you buy the Impalement combat ability, you now get the associated skill
- The rogue class should be a lot more fun to test
- Harbourview Hamlet got a bit of a facelift
- Player buffs can now be dispelled (and vis-versa for NPCs)
- Some vendors may now require specific faction amounts to use them.
- There are now environmental traps in the world that can be triggered by players!
- Added Sense Trap skill to rogues
- Added Disarm Trap skill to rogues
- Raise Corpse - Necromancers may now raise corpses to use as servants for a duration. This spell can be bought at the necromancer spell vendor under Leont
- Warrior abilities revamped
- Lots of random combat ability fixes / tweaks to get AE / Cone combat abilities working
- Added a bunch of passive melee abilities: Block, Dodge, Parry, Riposte, Shield Block
- Started work on food system including the concept of 'social meals'
- Lockpick can now critically fail and break your pick
- Several skills had their formulas adjusted
Gameplay
- There should be slightly less hitching due to garbage collection
- Lights should now be visible from further away, and fade in instead of pop-in
- Grass / bush shader now moves the grass in both x and z direction
- The menu scene now caps at 30FPS, so people's graphics cards wont spin at 100k rpm
- Improvements to block tiling / rotating / randomization
- Props should now be lit by sampling light from the center of the prop, instead of the anchor position
- We now have the ability to have per-zone environment profiles (fog, skycolor, star amount, sun light intensity, etc)
- Cross region group chat now shows player names
- Player consider colors are now correct
- You can now walk backwards and strafe up and down stairs
- Chance of skilling up is easier at lower levels, and raises exponentially as you level
- Bushes should no longer z-fight in the world
- Traversable voxels may now have increased or reduced friction (e.g. slippery ice)
- NPC Shadows are re-enabled
- Fishing loot can now vary per water depth
- Fixed light not penetrating certain voxels
- Paper Doll camera is now disabled when inventory is closed
- Allow abilities of certain target types to not require a target
- Fog was adjusted in some zones
- Camera Height adjustments
- Fixed where some chunks were not loading correctly
UI/Chat
- Pure melee classes UIs now hide the mana bar, spell bar, spellbook icon, and prevent you from opening a non-existent spellbook!
- There is now a limit to chat message size
- If you have an item on your mouse and you click the UI, you will no longer get the drop item prompt in some cases
- Clicking on pet window will now target your pet
- Added screen effects for blindness, drunken and poisoned states
Bug Fixes
- Dark elves should no longer wear robes on their faces
- Improvements on transparency sorting
- Your vsync / FPS settings should now apply when logging in
- You no longer walk on the sea floor, but float above it
- Fixed a missing material on rat teeth!
- Clicky items no longer require mana to cast
- Fixed a bug causing you to run slow when you logged in with a run speed buff
- Fixed a bug where you could attack other people's pets
- Fixed Npc Talking / Emoting range
- Fixed some water shader visual glitches
- Fixed the weird lines / checkerboard patterns on voxel terrain
- Items stolen no longer have wrong quantity stacking text
Patch 0.5.x
Systems
Engine
Since the last test, we moved from the 'Built In' to the 'Universal' rendering pipline in Unity. We also moved to the latest LTS.
We also implemented shader-based lighting system that allows an insane amount of (limited functionality) lights for a very low cost.
Rendering
The ECO team wrote their own voxel rendering system from scratch, instead of relying on a 3rd party asset. There is still lots of work to be done, but its a massive step for the project.
Pathing
The pathing system has also been written from scratch, instead of using a graph database (Neo4j). Moving this system in house will allow us to do all kinds of neat pathing depending on the type of block, etc.
bottom of page