- Turned multi job reward button click into a whole new content
- Rift raids open up on multijob completion, allowing players to dive deep and take action into the rifts themselves
- Fixed issue on projectile hit events that triggered multiple times.
- Implemented % costs for health and mana
- Updated key binding UI slots to show health costs if present
- New Necromancer projectile AoEOverTime ability: Bonestorm.
- New Vamp/Cultist/Satanist summon ability: Bloody Shadow.
- Build Manager system to allow swapping, saving and loading build setups for characters
- Necromancer new channeled ability: Soulfire
- Mage new melee ability: Cold Slash
- Mage new summon ability: Mirror Image
- Added summon ability support to spawn more than one minion per cast
- Knight Challenging Shout AoE Taunt ability
- Mage Firewall AoE Burn ability
- Added support for movement speed modifier effects to slow enemies instead of only buffing allies.
- Added different movement speed minimum cap to enemies and bosses
- updated all abilities to scale with new stat system
- updated difficulty settings using new stat system
- added S+ difficulty as the end game
- updated items using new stat system
- small re-balance to make things a bit more fun to test
- ALOT of new icons
- Network Area of EffectOverTime With Tick Event ability type
- Movement Speed modifier effect
- Vampire class signature ability
- vampire new ultimate ability
- Targetting tags can now hold more than one tag, keeping IsValidTarget, AlliesContains and HasSameTag checks available.
- Added generic target tags for enemies and players
- Optional specific targetting tags if needed for future enhanced targetting
- Added Necromancer ultimate ability (Summon Golem)
- Updated and bugfixed golem minion
- Added New slam ability for golem
- Bugfixed damage over time effect calculate final damage when owner no longer exists
- Fixed an issue causing items to be vendored even with vendor closed
- increase summon cost
- reduce amount of class resource drained on melee hits
- increased amount of class resource drained on spell with cooldown hits
- minions scaling with owner's stats
- bugfixing npc/minion decision making corner cases
- Players can now die (finally)
- Solo players have a single cheat death per scene (reviving automatically after the first death)
- group players have revive mechanic, where a player faints when his health gets to 0, creating a revive circle around him, other players can stand on it to revive him. if after x seconds they don't get revived they bleed out and stay perma death until scene changes or all players die
- Multiple VFX added using post processing for cheat death, fainting, reviving, and perma death events.
- stopped players from moving and pressing keys when dead
- enemies now change target if they try to attack a dead/fainted target.
- NPC controller reworked completely
- ability priority list for npc's
- npc's with animations
- damage over time effect added
- burn, poison and bleed over time effects added
- Added Player account data with list of characters
- Added character selection scene
- Loading and saving characters flow working with account names as filters