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twostars

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About twostars

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    Champion of justice!

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  1. Should all be updated now. Thanks for your patience.
  2. Either turn off antialiasing or blur/postprocessing. They can't both be active together.
  3. Changelog Fix bug causing NPCs to occasionally not spawn correctly. Allow for reducing the number of accessible zone channels (instances). These have now been limited to the 1 instance. Implemented support for account-bound achievements (and quests). Presently all achievements continue to function as character-bound but this will change in future. Tweaked HP/MP drain behaviour: Drain damage is now calculated such that it caps at the player's HP/MP relative to the drain percentage (e.g. a 30% HP drain can only drain, at most, 30% of your own max HP). It is now also randomised, so it can leech anywhere between the weapon's base damage, up to the cap. The official drain implementation scales poorly with the current game, such that it was previously worth using such old weapons just for the excessively overpowered drain modifier. This should help it continue to have value but not be worth taking over current gear that does not have the drain modifier. Drains are also longer considered elemental damage, and is as such no longer restricted to mages when applied from rings. This isn't really an issue presently, because there's currently no gear to support this, but was still an oversight on our part. Fix responses to CONT donation requests; this should now show the correct error (if applicable), and report the correct response. Additionally, we now correctly feed the client your clan's fund everywhere it's expected, so there's no longer a desync. Made several corrections & optimisations to look change requests (when a player changes their equipped/cospre items or toggles their cospre/helmet visibility flag): These will always correctly respect all combinations of visibility flags. These will no longer trigger full character reloads where not required. By the same token, we also fixed cases where it wouldn't respect their current visibility flags correctly for players spawning in. Players will longer disconnect when toggling the facescan checkbox. We probably won't ever actually use this feature, so it's still unsupported and probably always will be -- so the checkbox will end up remaining "stuck", but it won't disconnect you now. Fixed a potential server deadlock.
  4. The way alliances work is you can have 3 subclans in your alliance, but only 1 of them can be promoted. The other 2 must not be.
  5. In the options editor make sure the "Window cursor" option is ticked. For some reason these cursors aren't supported in their software cursor implementation (i.e. they never included them). It has been known to bug out occasionally with the repair cursor but this is a more niche issue which can be fixed ingame by any action that would otherwise change the cursor, e.g. attacking or something, as opposed to the cursors simply not existing for whatever reason (thanks mgame) in the other mode.
  6. Changelog Tweak skill cancellation behaviour to allow us to better distinguish between expected skill failures (from cancellations/resets when the client isn't in sync with the server) and unexpected failures. Fix inventory on Chaotic Generator UI not correctly showing the location of the new item when a fragment stack has been finished. Fix bug causing alliance member removals/withdrawals to not correctly update the player. The alliance UI will now correctly be updated and the client's clan/alliance data should be correctly updated immediately now, without having to re-enter the zone/area. Further improve skill range check behaviour; in the case of party buffs with inconsistent range behaviour (e.g. Sacrifice), it would not know which to correctly enforce, causing it to behave incorrectly in some scenarios. This has been reworked to behave more explicitly, so there should be no more room for confusion (and hence unnecessary lenience) here. Additionally, on the flip-side, certain skills also should fail less now that it definitively knows how to behave in these scenarios. Fix clan CONT accumulation method notice; it would previously sometimes report it being updated to the previous method (e.g. when switching from free ->auto, it would report that it "changed to free"). Update seeking party system Fix a few minor bugs involving data shown (e.g. class icons for wrong nation) and incorrect pagination defaults. Fix level range checks. Implement party requests (i.e. player requesting to join a party). Fix errors not being displayed correctly. Allow for moving Chaos Dungeon event items. Improve skill cancellation behaviour; more closely mimic how it behaves officially with regards to client latency. Fix quest bug caused when a quest no longer meets requirements after being ready for turn-in. Improve range checks on buffs, enforce situational HP/MP recovery from party buffs based on range as per official.
  7. Changelog Fixed a bug causing warp backs on incline detection to reset quest progress. Previewing item/accessory upgrades should no longer require a fee, and will no longer consume this fee in the case of accessories. Additionally, in the case of accessories, they can no longer potentially fail (and hence bug out the item when you switch back to your inventory).
  8. Changelog Fix an issue causing some skills to fail intermittently when used by war commanders. Improve server-side incline checks to fix erroneous detection when climbing some erratic terrain. Fix an issue causing warp backs to sometimes (visually) glitch players through objects.
  9. Based on PMs from affected players, it appears all relevant issues as a result of the patch have been resolved now. Closing this thread.
  10. This issue's been resolved. Players cannot abuse sliding anymore.
  11. Changelog Fixed a bug caused by the previous patch which could cause wildly incorrect (visual) movement of players in low activity areas. This should also fix the walk/run animation of other players being frequently reset.
  12. What's your character name? Aside from increased network activity, nothing directly changed for your own movement - it's mostly aimed at the visual changes of other players. When you say you're lagging, is the client completely freezing (so you can't click or anything), or is it only warping you back (but things are still moving etc)? If it's completely freezing, it may simply be too much traffic for your client to handle at a given time... something I was hoping would be better addressed this time around.
  13. I found an issue that can cause a random visual bug if there's only one movement in an area. This is more than likely the behaviour you were seeing. Once I've gone over a couple things I'll restart to fix that later.
  14. Okay, let me clarify. When I said it shouldn't be possible now, I meant not to the extreme of abuse potential. Yes, because of lag you may still not receive a player's movement change in a given window until it's too late and redirected, but that window is a lot smaller. The only time that would be an extreme issue is if you're lagging, in which case, regardless of how this is implemented, there's no winning for anyone involved. That's just something you have to deal with. So, the question is what were they seeing intermittently? I guarantee the changes are a lot shorter than they used to be, so there's no way it's sliding in its original, extremely abusive form. So what then - a very brief video would be helpful. Or, if you're still ingame right now I'd very much appreciate it if you could demonstrate this to me so I can see what they're talking about directly I'm at the Moradon arena, but invisible, so y'know.
  15. Is your problem that their animation seems to keep resetting? From watching random players, that's the only issue I've been able to observe; their actual speed looks fine, as does their movement in general. This may differ with higher latency, though my own is at 363ms, so I should imagine that's a fair enough test.
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