- New enemy Crazied Orc Grunt basic + Boss
- New abilities for crazied orc grunt
- bugfix Damage input modifier effect instance not using stat scaling properly
- updated damage input/output modifier effects scaling
- Added QoL shift+click on stat point allocation button to add +10 in a single click
- 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
- Slight increase to priest, necro and mage scaling
- Updated overall item drops on all enemies:
- bosses are guaranteed to drop one item
- drops are weighted and with min/max difficulty restrictions
- 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
- added 2 end game sets (mage and vampire)
- updated player health and mana regens (greatly decreased, mostly endgame ridiculous scaling)
- updated movement speed modifier and caps (greatly decreased, mostrly endgame ridiculous scaling)
- 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
- Vamp's Den playable zone (dev level design), pls send help artists
- Vampire playable character class (WIP)
- Bugfixing & changes to enemy spawning system
- voting now fully cancels and clears when atleast one player cancels or closes the voting UI
- when selecting a job and voting, the zone is stored on all players, allowing to load different zones / jobs
- 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
- Added an option for instant effects to generate class resource per hit for the user
- fixed an issue where some extended ability scripts were not spending all required resources (inheritance issue)
- Added a class-based melee ability for Mages
- Added a class Signature ability for Mages to make use of class resource
- 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.
- Added Player account data with list of characters
- Added character selection scene
- Loading and saving characters flow working with account names as filters
- shield wall (second knight ability) added
- ragestorm (ultimate barbarian ability) added
- anti projectile type of spell
- channeled ability type
- small balance changes on abilities and statpoints per level
- added multiple waves of enemies spawn before boss instead of single wave + boss
- added Multi job reward for every X jobs players can claim a bonus reward (using job templates)