Patchnotes
13.05.2016
General
- First pieces of character LoDing implemented for (Legionnaire and Ranger), please report any oddities with character movement and animations.
- Net code now splits up very big messages. (hold onto your butts)
- Better handling of multiple netcode messages clogging the message queue.
Siege Perilous
- Tweaked some props in Keep.
Archetypes
- There are now three diminishing return categories for crowd control (CC).
- These categories are:
- Hard CCs such as Knockdown/Stun.
- Movement CCs such as slow/pushes.
- Attack CCs such as Suppress/Blind/Cooldown Increases.
- The familiar gold shader is still used to convey immunity to Hard CCs. Movement and Attack CCs are messaged via buff icon.
- Replaced the old powers stat modification system with a new generic, more flexible version. (Expect to see more ad hoc stats which drive aspects of powers)
- Verify new stat mods still alter projectile lifetime and velocity for Confessor + Ranger.
- Full sweep on stats on Archetypes and removed stats from Archetypes that have no use for those stats. (ie mana on a Ranger)
Skills
- Combat Principles Offense and Defense skills now correctly add and remove duration to all CC’s.
Knight
- Added 37 pieces of Flair to Knight basic attack animations.
- Updated timing and damage values on basic attacks to match new animations. (The hit flash +flytext should now display when you would think it would)
Legionnaire
- Updated timing and damage values on basic attacks to match new animations.
- Eternal Rage can now be used on the move.
- Champion
- Updated timing and damage values on basic attacks to match new animations.
Ranger
- Animated left click melee attacks to be split body.
- Sustain now animated as a split body.
- Added jump land animations for both bow and dagger mode.