NEWSFEED

Patch Notes – 0.49 Update

Update 0.49 goes live today, and with it improvements to NPC behavior, new music, art updates across Silvermine Mountains, as well as tweaks to dynamic weather and godrays. This build also features several bug fixes for class and archetype abilities, and a resolution for some consumables not properly stacking.

We know that our lighting is an area that’s been a bit hit or miss in the past, particularly with certain times of day feeling far too bright and parts of night feeling far too dark. Changes we’ve made to our lighting should help rein in both of these extremes, ensuring the world is neither blinding you nor leaving you stumbling in the dark. In addition to improving navigation throughout the world, we also feel that this level of lighting is more flattering to the environments that our artists have been working on.

Above: Before our latest updates to lighting, and after.

The updates to NPC behavior in 0.49 include a number of improvements to core combat and search logic. These range from how NPCs choose enemies to attack to how they behave under different, specific circumstances during combat.

The first set of fixes we introduced was to target detection and selection. NPCs will now ignore invisible enemies along with those that are stealthed or in the Veil. They will also correctly abandon targets that enter those states – rather than continuing to attack an enemy that switches from visible to invisible, for example. NPCs will also now choose a more appealing target that comes nearby even if they are chasing an existing target that’s getting away. Whereas previously they would commit to their chosen target indefinitely, they will now potentially switch off to another enemy if the situation calls for it based on proximity to the NPC.

The next set of fixes was broader and more impactful. The core combat behavior had a number of bugs causing the NPC to “stall” movement and potentially go inactive. This was due to both errors in detection as well as logic bugs in the behavior implementation. With these issues fixed, we are seeing the NPCs operate much more effectively as they detect and chase enemies, especially when they lose sight of a chosen target. In this case, the NPC will rush to where it last saw the enemy and begin searching the area for a while. If line-of-sight is reacquired, the chase and combat will resume. Otherwise, eventually the NPC will give up and return to its home location, assume a defensive patrol of the area, and keep an eye out for intruders.

While we’re excited to release Update 0.49, we remain focused on taking in your feedback on other existing and future elements of the game for Update 0.50 and beyond. Rest assured that we are continuing to work towards more significant RvR progression and incentives, and are continually discussing ways to improve the levelling experience across classes, crafting, and gathering.

As always, we can’t thank you enough for your continued bug reports, feedback, and support.

World Changes & Balance

  • Increased both the default and max camera distance for player characters.

Class Changes & Balance

General

  • Fixed a bug causing Mind damage to be registered as Arcane damage instead.
  • Periodic damage can no longer critically hit. This includes things like damage over time, delayed damage, and reflected damage.

Heavy Fighters

  • Fixed a bug causing Juggernaut and Martial Prowess to appear as debuffs.
  • Fixed a bug causing Fianna’s Natural Strength to require Courage in order to use.

Devouts

  • Blessed Crow
    • Abilities that apply to nearby Cauldrons will not activate if there isn’t at least one Cauldron in range.
    • Cauldrons will be destroyed when their summoner moves more than 90 meters away.

Build Updates

Visual Changes

  • Update to water shaders to no longer turn black at specific angles.
  • Updates to dynamic weather effects in the world.
    • Reduction of god rays and blinding sun glares.
    • Night brightness adjustments.
  • Additional set dressing added to Silvermine Mountains around the Keep.

Audio

  • New Point of Interest music for Mines and Fishing in all zones.
  • Update and configuration of Voice Priority and Voice Limiting.

General

  • NPCs will now swap targets when chasing after an enemy, whereas previously they would remain doggedly focused on the first player to draw aggro. NPCs should now focus on targets in close proximity.
  • NPCs should no longer target invisible entities and should lose track of characters that become invisible.
  • NPCs should be significantly less likely to go idle and stand aimlessly.
  • NPCs should more quickly react to targets going into stealth or the Veil. They should stop pursuing those targets immediately rather than after a delay.

Bug Fixes

  • Fixed a bug where some foods and potions would not correctly stack.
  • Fixed an audio bug where events and SFX would not retrigger after player death and respawn.
  • Fixed a bug causing Sleep to be applied for a longer duration when the target was not Panicked, and a shorter duration when the target was Panicked.
  • Fixed a bug where highlights may render incorrectly and look like outlines or bloom.