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Dev log

UI & Systems Evolution in Adrullan Online Adventures

by Lucerin ยท Interface ยท Systems

While the world was being filled with ten thousand NPCs and every class was getting tuned from the ground up, the entire layer between the player and the game was being augmented. The interface, the combat engine, the way you group, the way you die, the way you see damage... all of it. What started as a functional-but-spartan alpha UI has grown into a deeply featured, responsive interface sitting on top of game systems that have been rewritten, re-tuned, and stress-tested across hundreds of hours of community play. If the world is the stage and the classes are the actors, this is everything else: the lights, the sound, the seats, and the physics holding it all together.

Here's most of what's changed under the hood and on the screen since Community Alpha Test 6.

๐Ÿ–ฅ๏ธ The Interface Overhaul

The interface has gone from "it works" to "it works well." Nearly every window in the game has been touched; some redesigned, some built from scratch, and a mountain of small fixes that collectively make the experience feel more polished.

Character & Group Windows

The Character Sheet now displays your Mitigation stat, all Magic Resists, and dedicated readouts for Spell Crit Chance, Melee Crit Chance, and Ranged Crit Chance. A new Factions Tab lets you track your standing with every faction you've interacted with. The "Crafting" tab has been renamed to Tools, and the More Stats area has been expanded to accommodate the growing number of tracked values (looking at you, Bards).

The Group Window now shows each member's level and class icon, making it instantly clear what your party composition looks like. Right-clicking a group member opens a context menu to Set Assist, Promote to Leader, or Remove โ€” no more slash commands required. Small icons now indicate the current Group Leader and Main Assist.

Class icons have been added across the board โ€” Group Window, Player Window, and Target Window all display them consistently.

Paperdoll & Inventory

The paperdoll in the Character Window now supports click-and-drag rotation with camera gaze and snapback, so you can actually admire your gear from all angles. Drop-to-equip on the paperdoll has been restored, along with a full right-click context menu for equipped items.

Inventory management received a sweeping pass:

  • Shift+hover on any inventory item now shows a side-by-side comparison with your currently equipped item in the same slot
  • Right-clicking a primary/secondary item prioritizes empty slots first; Shift+right-click gives you a slot selection menu
  • You can right-click items from worn slots back to inventory, and to and from the Trade Window
  • Toggle All Bags now includes bank containers when you're actively banking

New Windows

  • Recipe Book Window โ€” Added to the Tools tab on the Character Window, showing all known recipes and their ingredients at a glance
  • Corpse Window โ€” Lists all your corpses with zone, XP status, rot timer, and whether loot remains
  • Confirmation Windows โ€” Revive confirmation separated from other confirmation windows to avoid conflicts; timed confirmation added for resolution changes

Other Interface Improvements

  • Toggle Helmet Display via clicking the icon above the helmet slot or typing /hidehelm
  • Animated Chat Typing Indicator โ€” You can now see when nearby players are typing in /say
  • Emote Bubble Aggregation โ€” Rapid emotes consolidate instead of stacking, and emote bubbles avoid overlapping text chat bubbles
  • Debuff Stacking โ€” Debuffs that stack (like Hex-Knight's Hex) now aggregate to a single icon with a stack count in the corner
  • In-Client Patch Notes now fed from the CMS, so you're always reading the latest
  • Journal now supports Enter for new lines in the Notes interface
  • Bug Report Window restyled to match the rest of the UI
  • Additional hotbar options: Hotbar 3 & 4 can be toggled on, second hotbar position saves correctly, and Reset UI properly resets all hotbars to default

โš”๏ธ Combat Systems

The combat engine has been substantially reworked. The biggest systemic change:damage from combat abilities now scales with weapon DPS rather than flat weapon damage, is covered in the Class Rebalance update, but the underlying systems that support it all live here.

Mitigation & Damage Model

Player mitigation now directly reduces incoming damage, replacing the old system that skewed hits toward the lower end of the damage range. The mitigation formula has been rebalanced: tanks received a meaningful bump, pure casters took a nerf, and a global increase to player mitigation was applied alongside an increased tank multiplier. An AC clamp fix ensures armor class behaves predictably at all levels.

On the offensive side, physical damage now scales down to 0% when fighting targets 10 or more levels above you. The NPC damage curve has been adjusted so earlier levels are less punishing, and dungeon-tier and harder mobs received a slight HP increase to compensate for player power gains.

Combat Mechanics

  • Most combat abilities now check Line of Sight โ€” no more hitting things through walls
  • Certain combat ability effects (debuffs, procs) can now be resisted by NPCs
  • Secondary weapons can now critical hit on melee swings
  • Moving while casting immediately interrupts the cast, instead of checking at the end
  • Casting automatically cancels if your target dies mid-cast
  • Throwing weapons can now critical hit based on your Range Crit Chance
  • All damage shields have had their durations normalized to AOA standards, with duration scaling linearly for players below the caster's level
  • NPC crowd control spells now have a base 20-second recast across the board
  • Dispel abilities now suppress buffs temporarily instead of permanently removing them

Player Defenses

Players gained several new defensive interactions:

  • You can now partially resist NPC nukes instead of taking full damage or fully resisting
  • Tick-based resist checks allow players to break out of roots, snares, mez, and fear early
  • Sitting or meditating bonuses only apply if you've been seated for the full tick

๐Ÿ“œ Spell Sets & Memorization

A complete Spell Set system has been introduced, giving casters the flexibility to maintain multiple loadouts and swap between them.

Spell Set Memorization is accessible via the Spell Book and Spell Bar context menu. Every player starts with one set, gaining additional sets at levels 10, 20, 30, 40, and 50. Sets can be renamed by double-clicking the tab, and a Clear Tab button removes all memorized spells (with a confirmation dialog, because accidents happen).

Swapping between spell sets automatically updates your Hot Bar icons, and spells occupying the same slot across different sets preserve their cooldown timers โ€” so you can't dodge a cooldown by swapping sets and back.

You can also now pre-scribe spells that you don't yet meet the level requirement for, so they're ready the moment you ding.

๐Ÿ‘ฅ The Social Window

The Social Window is an entirely new system, built from scratch and accessible via "P" or the /social command. It consolidates what used to be scattered slash commands and missing features into a single, tabbed interface. An icon has been added to both the Horizontal Bar and Action Bars for quick access, and the window remembers your last opened tab during the session.

Tabs

  • Who Tab โ€” Search and filter online players by class, name, and zone. Results are capped at 50 for performance, with min and max level filters added. It's now the first tab to open by default, with the Friends tab swapping positions. Filter scroll bars have been fixed to scroll at the correct speed, and results properly truncate after counts complete
  • LF Group Tab โ€” Flag yourself as looking for a group with customizable options
  • LF Players Tab โ€” Flag yourself as looking for additional players
  • Friends Tab โ€” Manage your friends list with add/remove functionality
  • Ignore Tab โ€” Track, add, and remove ignored players and accounts
  • Recent Interactions Tab โ€” Automatically tracks players you've interacted with in the last 7 days

๐Ÿ“ฌ Mail System

A full in-game mail system has been added. Seek out your nearest bank for a public mailbox โ€” they've been placed in every major hub, including Willowbrook (after removing some sticky Brookberry jam from the first one), Dunnock Hills, and The Down Below, with refreshed mail station models across the world.

Players now see a visual icon on-screen when they have unread mail, and the inbox properly reflects which messages have been read. On the backend, CSR tools allow Game Masters to send in-game mail to players through external GM tools, enabling support and event communication without requiring the player to be online.

Mail sending and receiving is integrated into the Social Window's Interactions tracking.

๐ŸŽฏ Targeting & Feedback

How you receive information during combat has been completely overhauled. The goal: you should always know what's happening, to whom, and why.

Floating Combat Text

Floating Combat Text (FCT) received a ground-up improvement pass:

  • Text now tracks with the target entity instead of floating at a fixed screen position
  • Healers see healing numbers above their target's head, and pet incoming/outgoing damage is now displayed
  • A size slider has been added to Options โ†’ Interface for scaling FCT
  • Certain text colors changed to grey/italicized for better identification of different damage types
  • Lifetap heal amounts now display in both chat and FCT
  • DoT flavor text only appears once when the spell lands, not on every tick
  • A clear combat message now displays when you're stunned

Chat & Communication

  • Heal has its own dedicated chat filter and color
  • Chat font size can now scale larger for high-resolution screens
  • Experience messages now show all bonuses applied โ€” food, race, and server-wide
  • Quest items provide chat feedback when returned to you
  • Better target window display name filtering for player names
  • Parses have their own dedicated chat filter, with /parse supporting detailed and simple modes

Assist System

The Assist system provides proper group coordination tools:

  • A Group Leader can designate a Main Assist via /assistset PlayerName
  • Any member can override their own assist target
  • A default F hotkey has been assigned to Assist (rebindable)
  • A Tab Nearest Player keybinding has been added for targeting

Targeting Logic

  • Right-click now uses a fuzzy targeting system, making looting easier and fixing issues with particle-only NPCs
  • Pass-through targeting now works on NPC pets, so you can target through friendly pets to reach enemies
  • Beneficial combat abilities properly handle pass-through target logic
  • Player beneficial procs now better target their intended recipients

๐Ÿ‘๏ธ Graphics & Rendering

Unlimited View Distanceโ„ข

What started as "LOD Meshing" and "Bognar Vision" has been officially rebranded to Unlimited View Distanceโ„ข and is now enabled by default. The feature has gone through multiple stability passes, with the far clip plane using significantly less memory and a dedicated Clear Cache button added to the Settings screen. Distant tree quality has been improved, fixed Z-fighting on tree leaves, and zones now support separate environment profiles when Unlimited View Distance is active.

Visual Improvements

  • Underwater caustics have returned, along with other underwater visual improvements
  • Environmental particle emission is now a full system: swim animations produce bubble particles, and standing in the Frostfall Foothills gives your character cold breath
  • Ambient Occlusion radius and strength now scale with distance for better contrast and form
  • The water shader now samples environmental sky colors instead of rendering black
  • Less sun shaft and volumetric fog leaking into underground areas
  • Per-zone environment profiles are fully supported โ€” fog, sky color, star density, sun intensity, and more can vary by zone

Display & Resolution

  • Better aspect filtering in Resolution Settings for ultra-wide configurations
  • Alt+Enter full-screen awareness and proper saving of the full-screen setting
  • A timed confirmation window with automatic reset on resolution changes โ€” no more getting stuck in an unplayable resolution
  • Full-screen checkbox and resolution dropdown are now fully functional

๐ŸŠ Movement & Animation

Swimming

Swimming has been rebuilt from a stamina-draining chore into a smooth traversal system:

  • Swimming no longer drains stamina or blocks out-of-combat stamina regeneration
  • Passive sinking has been removed โ€” your character stays at the water surface until you actively dive
  • Jump or Crouch keybinds can now be used to swim up and down
  • Increased underwater vertical movement speed
  • Ambient sounds receive low-pass and reverb filters when the camera is underwater

Fall Damage

Fall damage received a complete overhaul:

  • Minimum damage now occurs at 4 blocks (up from 3) โ€” a more forgiving threshold
  • No damage from landing in 1-high water, from slides, from elevators, or when zoning
  • Higher falls are more punishing to compensate for the raised floor

Animations & Camera

  • Local player ladder climbing animation added with a third-person camera upward bias for better climbing control
  • Turn-in-place shuffle step animations for default locomotion bring natural weight to character movement
  • Three levels of Cinematic Camera (Shift+M) for recording smoother gameplay videos
  • Wolf form sit and stand animations added

๐Ÿ”’ Stealth, Invisibility & Crowd Control

The Stealth & Invisibility Rework

Stealth and invisibility have been completely redesigned into proper tactical systems:

  • Players who are invisible or stealthed can no longer be seen without See Invisible
  • Stealth detection range is now affected by level differences between the sneaker and the detector
  • Stealth breaks on first hit โ€” clean and predictable
  • Group members can see their stealthed or invisible allies
  • Nearby players see stealth/invis effects appear and fade properly on others
  • Damage over Time no longer breaks player invisibility spells, but ranged damage from NPCs does
  • Your local player model shows invisibility effects when active

Crowd Control & Diminishing Returns

  • Diminishing Returns on CC abilities have been introduced โ€” repeated stuns and fears become shorter
  • If diminishing returns reduce a stun to zero seconds, the spell still lands (prevents "immune" edge cases)
  • Mezzed/unmezzed states now correctly trigger particle effects
  • Players can now be mesmerized, with damage breaking the effect
  • Fear has its own diminishing returns system
  • Feared + rooted NPCs fight back until the root breaks; feared + snared NPCs move at the snare's rate

PvP Foundations

The foundational systems for player-versus-player combat were laid during this period:

  • Dying to a player no longer causes experience loss
  • Losing a duel releases you where the duel happened and restores HP % you started with; non-pet NPC aggro ends the duel
  • Global spell damage reduction: Player-to-player spell damage reduced to 70%
  • Sitting players in PvP cannot dodge and always take maximum damage
  • Taunt abilities work on players
  • Pets auto-aggro players who attack their owner, attack enemy players in valid PvP, and pet kills count as duel deaths
  • Ground target spells now work in PvP
  • Casters are notified when a PvP spell is fully resisted
  • Several combat abilities have been fixed to work properly in PvP, including Hallowed Ground, Purified Ground, and others

๐Ÿพ Pet Systems

Pets have evolved from simple follow-and-attack companions into a nuanced system with real feedback and control.

Pet HP and damage scaling now follow a level-based curve after level 10, with multiple passes reducing pet power to keep them impactful without being dominant. Beastwarden companions have had their follow distance increased, giving players room to set up Coordinated Strikes from opposite sides.

The Pet Window now displays your pet's abilities, with Beastwarden-specific pet abilities properly separated from other pet classes. HP percentage is shown directly on the Pet Window, with happiness and fullness displayed as tooltip percentages. Pet abilities are now saved between sessions.

Healing player pets now shows proper heal chat messages and floating combat text โ€” healers can finally see the numbers. Pass-through targeting works on NPC pets, so you won't accidentally target a friendly pet when you're trying to reach the mob behind it.

Additional pet improvements:

  • Pets auto-aggro players who attack their owner
  • Stay command added for precise pet positioning
  • You can level new animal companions on trivial NPCs
  • Charmed NPC pets break if their master dies and leash if they get too far
  • Pets can no longer accept No Drop items
  • If a pet has to travel too far to attack, it no longer glitches out

๐Ÿ“Š Stats & Character Sheet

The Stat Rework

A sweeping change to how character stats contribute to secondary benefits:

Stat Change Old New
โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€
Spell Power Dexterity Intelligence
Heal Power Constitution Wisdom
Pure Caster Mana โ€” Wisdom (primary), Intelligence (secondary)
Healer Mana โ€” Intelligence (primary), Wisdom (secondary)
Melee & Range Crits Intelligence Dexterity
Wisdom HP Regen UI Only Removed

This realignment makes stat choices more intuitive โ€” Intelligence powers spells, Wisdom powers heals, and Dexterity drives physical precision. Many items have been rebalanced to reflect these changes.

Character Sheet Additions

  • Mitigation is now visible on your Character Sheet
  • Resists properly displayed in the stats section
  • Charm Power tracked and displayed, with significant impact on charmed target control
  • Spell, Melee, and Range Crit Chance all have dedicated readouts
  • Improved Charisma tooltip with additional information about its effects

โš–๏ธ Experience & Progression

Death Penalty

Experience loss on death has been increased to 10%, raising the stakes for risky pulls and bad positioning. Weariness, the debuff after being revived, is now undispellable.

Group Experience

The group XP system has been loosened to support more natural grouping:

  • As long as all group members are within grouping range, remaining players get experience even if the enemy is green to some of them
  • 1-5 Leveling Experience killing blues has been made far less tedious. The curve has been smoothed to get players some of their class specific tools and prepared to work together.

XP Bonuses

  • GMs can now set a server-wide XP bonus while the server is running
  • Experience chat messages now show all additional bonuses applied; food, group, dungeon, and server-wide
  • Homemade Brookberry Pie and Willowbrook Brookberry Pie now correctly give their 5% XP bonus vs. Ogres

๐ŸŽฎ Game Modes

A suite of new game modes has been introduced, accessible through Waykeepers across Adrullan. These are permanent, irreversible choices made directly after logging in with a character for the first time. Seek a Waykeeper if you are interested in the following modes:

  • Hardcore โ€” One life to live, kinda. Your character will be marked as hardcore until their first death. Enhanced death messaging now includes class, location, and cause of death for the server to witness
  • Self Found โ€” No trading, no grouping. Everything you use, you find yourself. Self Found rules extend to Bind Wound, and Buy Back at merchants is permitted
  • Solo Self Found โ€” The ultimate test. Complete self-reliance with no outside help
  • Group Self Found โ€” Lock into a permanent group from Level 1. You can trade and support each other, but no one else

All modes can be combined with Hardcore for maximum intensity. The game validates coin and buff status before allowing mode changes, and tracks what type of Hardcore mode was active upon death. Mail is off limits, and any items not available by default at a vendor will not be able to be purchased.

๐Ÿ› ๏ธ Quality of Life

A mountain of small fixes that collectively make everything feel more responsive and less frustrating.

Inventory & Items

  • Right-click swap equipped items from within bags
  • Right-clicking primary/secondary items prioritizes empty slots first
  • Items with abilities on the hotbar now correctly show their cooldown timers
  • Items with procs display the required level and ability information
  • You can now fast-destroy items with Shift+Click on the Destroy button (must be toggled on in Options โ†’ Interface โ€” be careful)

Spell & Ability Tooltips

  • Range, Radius, and Duration added to all spell tooltips
  • Spell vendors now visually identify spells you've already learned
  • All ground target spell descriptions updated to explain double-tap (cast at feet) vs. single-tap (reticle) usage
  • Duration actively counts down on mouse-over of abilities on both target bar and buff bar

Crafting & Stations

  • Crafting stations now have a tooltip on the Stop button explaining it will stop after the current item completes
  • The Move Ingredients button now automatically moves the first matching fuel from your inventory
  • You can freely switch between recipes that use fuel without removing the fuel first
  • The Salvaging Window transfers output items to inventory when a new salvage item is added, and can be toggled with right-click on salvaging tools

Containers & Windows

  • All containers now respect window anchor settings and properly save their positions
  • A drag handle has been added to the Codex Window
  • The Inventory Window no longer blocks other windows above it
  • You can place empty containers into bank containers

World & Navigation

  • Soulbinders have been renamed to Waykeepers across the world
  • When entering the world, the loading screen will kick you to character select after a few seconds if it can't connect โ€” no more staring at a frozen loading screen
  • Option for Keyboard Turn Speed added, with the default set slightly lower than before
  • /random rolls are now (inclusive, inclusive) instead of (inclusive, exclusive)
  • Music intermission settings added with configurable pause duration and optional skip chance

Guild System

  • Guild Window now refreshes all information live
  • Officers can no longer kick the Leader
  • Leaders must promote a member before leaving
  • Added initial rank of Recruit

Looking Ahead

The systems underneath Adrullan Online Adventures have grown from an alpha framework into something approaching a real production MMO. Social features that didn't exist four months ago; mail, friends lists, LFG tools, spell sets, game modes, are now part of the daily experience. Combat feedback that used to be a guessing game now tells you exactly what happened and why. And the rendering pipeline has gone from "functional" to "Unlimited View Distanceโ„ข."

But we're not done. There are more UI systems to build, more combat tuning to do, and an entire PvP ecosystem waiting to grow beyond dueling foundations. The interface will keep getting sharper. The systems will keep getting deeper. And we'll keep reading every bug report you send from that newly restyled Bug Report Window.

See you in Adrullan. ๐Ÿ–ฅ๏ธ

โ€” The Adrullan Online Adventures Team

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