Papanda 2855 Опубликовано: 13 часов назад Рассказать Опубликовано: 13 часов назад Liberta Ultimata Alpha 1 Expansion 5 Dear friends, We're introducing some new features and updates. As development progresses, we'll continue to publish similar materials detailing changes, improvements, and fixes. The main patch notes will be updated regularly, and separate posts will help you more easily track the changelog and stay up-to-date on the latest developments. Updates are scheduled to be released on a regular basis, every one to two weeks. Work on the project is ongoing. Skills and mechanics: Learning skills: Eye of Hunter (Warlord, Gladiator) — Now replaces Detect Insect, Detect Plant, and Detect Animal Weakness when learned Eye of Slayer (Warlord, Gladiator) — Now replaces Detect Beast and Detect Dragon Weakness when learned This change will reduce the number of unnecessary skills for classes, as Eye of... skills are more effective and once learned, there is no need for the old skills. Blinding Blow: Improved logic and corrected skill mechanics. Breath of Death (Necromancer): The skill now functions as an aura, which the player can toggle on and off depending on the situation. While charges are constantly accumulating, the explosion effect itself will only activate when the aura is enabled, allowing the player to control when the skill is triggered. Divine Strike (Paladin, Temple Knight): Power increased by 38% to 65-120, depending on the skill level Cast time reduced by ~21% to 1.5 sec. The skill now deals Over-hit Vicious Stance — removed from Orc Raider (Destroyer) Hammer Crush — Overlord and Warcryer research levels have been corrected Onslaught of Pa'agrio (Overlord): Changed the trait type to neutral (trait={trait_fire}) to match Burning Chop A target limit has also been set to match Burning Chop mechanics to maintain balance and consistency across skills Hardened Weapon Hardened Armor: The effects of these skills now use a separate, fourth block of active effects and no longer occupy a regular buff slot In one of the next updates, these effects will be reworked into auras with the ability to freely turn them on and off The changes apply to both normal and mass versions of these skills Blazing Skin Freezing Skin Sand Skin: These skills can now only be used on yourself or a party member Optimization of the nicknames, titles, and game tags: We've been looking for a way to make nickname display clearer and more stable without sacrificing performance, especially in crowded locations like Giran. How it worked before: Nicknames, titles, war and siege icons, and other markers were displayed on a special 3D panel above the character. An interface element with text and icons was projected onto it. This approach allowed for combining multiple elements into a single panel and maintaining acceptable frame rates thanks to instancing materials. However, it had significant limitations: Traders and chat messages required separate panels, which significantly increased the load in areas where players congregated. Nicknames were influenced by environmental and camera effects: blur, antialiasing, reflections and changes in the field of view. The text size depended on the FOV, and moving the camera required additional complex calculations. In the current version of Unreal Engine 5, some of these calculations are unstable, which could cause nicknames to become blurry. What has changed: We've redesigned the label display system. Now, text and service data are generated in a dynamic texture in memory, rather than being recalculated for each 3D block with each camera change. All elements — nicknames, titles, trade messages, chat, and other game labels migrated to a new instancing system. What will this give to players: Clearer nicknames without blurring when turning the camera. Stable text size in pixels: it no longer depends on FOV. The display of markers is no longer affected by environmental effects, camera movement, and 3D scene features. Significantly lower load in crowded locations and when many traders are present. The new system required reworking some of the core game modules, so its further development will require careful refinement. Currently, this is the most productive of the tested options, although we will continue to look for improvements in the future. Other: Poison & Bleed: The levels of Poison and Bleeding effects applied by monsters have been adjusted. Vitalize, Purify, and their equivalent skills now function according to the level of the effect. For example: A level 42 monster applies effects that are removed by level 1 Purify A level 56 monster will inflict stronger effects that will require level 2 Purify to remove The levels of the epic bosses Queen Ant, Core, and Orfen, as well as the levels of their guards, have been increased to 66 Improved display of item bonuses when enchanting: Fixed display of HP bonuses when enchanting to +3 Improved visual design and display order of bonuses in item descriptions Fixed bugs related to the multi-sell system A number of game effects have been adjusted and related bugs have been fixed Fixed various issues with NPC merchants Geodata has been corrected to improve the correctness of interaction with the game world Fixed collision issues with some environmental objects: players can no longer move through certain trees Various interface changes have been made Added the ability to minimize your character's status bar, freeing up more screen space: For this purpose, a special button has appeared in the upper left corner, switching between full and compact display modes In future updates, the compact mode will also appear in the group window Hidden text New services We understand that any changes to the in-game store are particularly sensitive. Therefore, we want to explain upfront why we continue to develop our service system and what boundaries we set for ourselves. Maintaining and developing a full-fledged game project requires constant effort: a development team, server infrastructure, technical support, bug fixing, and the creation of new systems, events, and content. The in-game store is one of the resources that allows us to continue this work and consistently develop the project. We are open about adding new services and features to the store. At the same time, it is crucial for us that the store does not become a source of direct combat power or replace the gameplay. Players should not receive equipment, resources, consumables, or full progress simply by paying. Core gameplay values are still earned within the game world: through quests, monster hunting, trading, character development, participating in group activities, and battling epic bosses. Gameplay should remain the primary source of development and achievement. Paid services will focus primarily on convenience and additional features. They may simplify interaction with individual systems, but should not replace participation in the game or provide an advantage that cannot be obtained through gameplay. A separate goal of the new services is related to the Gamma economy. Over the server's existence, players have accumulated significant reserves of Adena and Master Coin. We want to give these resources more practical uses so they can once again participate in the economy: by being used in transactions, supporting trade, and creating new points of interaction between players. We understand that words alone are insufficient, so we're setting specific restrictions right away. When the new servers launch on July 31st, the store will retain its current format: no sets containing equipment, consumables, resources, or other items that directly replace game progress. The only temporary exception will be experience runes, available only on Gamma. We're clearly outlining this to avoid ambiguity: runes affect experience gain, but they won't be added to the inventory on new servers. Our goal isn't to move character progression to the store. We want to maintain a clear distinction: the player earns their primary rewards in the game itself, while the store supports the project's development and offers additional services without disrupting the core value of gameplay. We'll closely monitor how new features impact the game and the economy and adjust them as necessary. It's important for us not only to continue developing the project but also to maintain the trust of the players accompanying us on this journey. Game market and trading: The minimum character level for trading has been increased to 10 The maximum number of trade slots has been increased to 20: 5 slots are available by default to all characters 5 additional slots with a Premium Account 5 additional slots with a Trading License 5 additional slots with Expand Inventory Trading License: Offline trading duration +12 hours (total 24 hours) 5 additional buy/sell slots You can purchase a trade license from the new Offline Trade Manager NPC: Day 1 20 000 3 days 50 000 7 days 100 000 14 days 150 000 30 days 250 000 100 days 500 000 Expand Inventory: Weight Limit +50% Inventory Size +30 slots Warehouse Size +50 slots Mail Size +8 slots 5 additional buy/sell slots You can purchase the Inventory Expansion from the Adventurers' Guide in-game and in the Personal Account store: Day 1 4 3 days 10 7 days 20 14 days 30 30 days 50 100 days 100 The in-game market can seem chaotic and difficult to navigate — and there's some truth to that. The trading system is unique and a crucial part of the gaming experience, but many of its elements are outdated and require improvement. Our goal is to improve the market's usability and functionality while preserving its core strengths: lively player interaction and the feeling of a true in-game economy. We closely monitor market activity, analyze feedback, and recognize both the strengths and weaknesses of the current system. Changes will be introduced gradually to allow players to adapt and maintain a stable server economy. This work will focus on two areas: technical client optimization — improved display of merchants, signs, graphics, and loading logic, which will improve performance; and gameplay changes that will make trading more convenient and efficient. One of the first results will be a reduction in the number of trading characters by expanding trading slots. This will allow for more goods to be placed on a single character, reduce the need to create additional traders, and make trading areas more comfortable for all players. We strive to preserve the atmosphere of a classic market while making it more modern, convenient, and ready for further development. Bonuses and extensions Base value Premium Expand Inventory Final maximum Inventory More storage space for resources, equipment, and consumables 100 slots (120 for dwarves) +50 slots +30 slots 180 slots (200 for dwarves) Market More active slots for buying and selling items 5 slots +5 slots +5 slots 20 slots (+ Trading License) Mail Increased limit on shipments 12 slots - +8 slots 20 slots Personal Storage More space to store rare items and supplies 100 slots +50 slots +50 slots 200 slots Weight Allows you to carry more items without having to return to town 100% +50% +50% +125% (×1.5 ×1.5) Sub-to-Main: With the July 20th update, a new Sub-to-Main feature will be available, allowing you to make any of your subclasses your main class. You can change your main class at the Adventurers' Guide in any city. The change is available once a week. The service is not available to characters who have already participated in at least one Olympiad match. To use the function, you will need a Proof of Magic Transfer Sub to Main, which can be purchased in the Personal Account store: Cost: 250 Master Coin (before cumulative discount is applied). When changing your primary class, your character's gender remains unchanged. However, your face, hairstyle, and hair color will be reset to the default settings for your chosen race (Option 1): If you want to change the appearance of your character, you can purchase special potions from the Black Marketeer of Mammon, who can be found in the cities of the game world. When you change your primary class, your character's race will automatically change to match the new class. All character stats are retained: levels, accumulated fatigue, learned skills, tattoos, and other parameters remain tied to their classes. Only which class is considered the main class and which is the subclass changes. Example: Before the shift: Character — Orc Destroyer, level 70, 1 000 000 fatigue Subclass — Swordsinger, level 45, 100 000 000 fatigue After the shift: Character — Elf Swordsinger, level 45, 100 000 000 fatigue Sub-class — Destroyer, level 70, 1 000 000 fatigue Sub-to-Main is the ability to change your character's development path without losing any progress. Over time, many players discover that one of their subclasses is more interesting or better suits their playstyle. Previously, such a choice meant creating a new character and starting over from scratch. Now, any of your subclasses can be made your main class, preserving all your progress. Beyond its practical benefits, Sub-to-Main is also a fascinating way to visually change your character. A new main class, a different race, and a different appearance allow you to take a fresh look at a familiar hero and make their development more unique. However, this feature doesn't provide any combat advantages or speed up character development. It's not a way to get a more powerful hero, but a convenience and freedom of choice tool that allows you to more effectively use your time invested and play the class you truly enjoy. Experience and leveling up: Temporary experience runes are now available exclusively for Gamma players. The runes are presented in two versions: for 1 hour and for 5 hours. Runes are sold in transferable boxes: To get a rune, you need to open the box. Once opened, you will receive a personal rune with a timer that continues to count down even if the character is out of the game. The effects of runes of different durations do not stack. Runes can be purchased from the Adventurers' Guide in-game and from the Personal Account store: Box with Rune of EXP & SP +15% for 60 minutes – 3 Master Coin Box with Rune of EXP & SP +15% for 5 hours – 10 Master Coin Experience Runes are designed primarily to save time, not to gain a gameplay advantage. Since they are available as transferable, permanent boxes, they can be purchased in advance, stored, or distributed among characters. For example, one player can purchase runes for the entire group at once, and then each member can open their own box at the right time. After opening the box, you will receive a personal, temporary Experience Rune. This approach makes using runes as convenient as possible and simultaneously allows for more effective use of cumulative discounts in the Personal Account. At the same time, the game's fatigue mechanic eliminates the possibility of gaining a significant advantage over other players. Runes allow you to quickly complete the most routine stages of character development. Experience Runes are especially useful when leveling subclasses, twins, and new characters. They will also help lagging group members catch up faster, reducing development time and allowing them to access high-level content and co-op play sooner. Sight into the future Upcoming plans and changes that are already in active development: Game client: Character nicknames and titles: performance, blur, and size optimization Aden Castle: visual and technical improvements Assist Manager is a system in the final stages of development and testing. Game chat: adaptation to the new interface, familiar useful functionality, and a modern appearance Alchemy: A new game activity that is part of the crafting system Allows you to create various useful potions and elixirs, including Noblesse Blessing scrolls Epic and Raid Bosses: Epic Bosses Update New Epic Bosses New Raid Bosses: New bosses will appear in pools as the server develops. At server level 70: a pool of mid-A-grade bosses and SA leveling up to level 12 Top A-grade boss pool (September/October): Storm Winged Naga Longhorn Golkonda Cherub Galaxia Death Lord Ipos And many other bosses with updated mechanics, top-A-grade loot, and SA leveling up to 13 for Top A weapons. Grand Olympiad: Work is currently underway to create and test arenas for the future Olympiad. The Olympiad is still in its early stages of development, so the system's launch isn't expected anytime soon. We want to carefully consider all elements to create a high-quality and balanced game mode. Follow us to stay up-to-date on all the project's trends, news, and discussions: Telegram: Shilen's Diary — The official public page of the project Lu4 public Safero's personal blog Everyday informal content Radio Discord: The project's official Discord You'll need to use our Launcher for the update to display correctly. We strongly recommend using the Check Files feature, as we regularly release various minor and major updates. With , E-Global & Averia TadasTheLithuanian 1 Ссылка на сообщение Поделиться на других сайтах More sharing options...
Рекомендованные сообщения