We just published a new patch for Legends of Dawn, so go on and grab it now.
Here's what you'll get:
We made some slight improvements to player movement. As you already know, there are two ways to move player around - using keyboard or by clicking on the place where we wish our player to move. We have added third type of movement now. Keyboard movement works the same way as before, just press the keys and move your player around. Mouse movement is slightly changed. If you click and release mouse button, your player will walk toward the place you clicked on. However, if you click and hold mouse button, your player will walk toward the mouse cursor.
Delay between click'n'walk and hold'n'walk is 450 ms. That means if you hold mouse for longer than 0.45 sec, your player will start following the mouse cursor.
Another small change we made is the way 'Take All' button works.
That's button with hand icon used to take all items when you open chests or crates, or other itemholders. Before this update this button worked in the following way: for each item in the chest, check if there is empty slot in the inventory and if there is, move item from chest to players inventory. And that's it.
Updated version works similar to this with few small changes. Now once you click on the Take All button, program first tries to match items in chest with stackable items in your inventory. If there is enough stack space, item is automatically stacked. If there is not enough space, program will add items to first empty slot, just as before.
On the other hand, few additional bugs are solved.
Slowdown during the combat with turrets has been fixed. All turrets should work fine now.
Player animation freezing during combat is also fixed.
Problem was caused by old animations.package which did not contain two updated animations for one hand+shield attacks. Current Legends of Dawn data tree contains some 91,000+ files sorted in 8,800 folders. These two animations were packed but not commited to current steam/retail versions. We have included those in the 1.51 patch so that should be it.
We have also added some fixes to the French translation of the game.
We are currently working on Wave of Darkness and sorting through the lists for both Legends of Dawn and Wave of Darkness.
There are many features we would like to implement and checking what is possible and/or compatible with current features takes some time.
Anyway, more updates will follow!
We're on a roll here guys :-P
In short - yeah, we listened to your suggestions yet again :-)
Our friends translated Legends of Dawn to the following languages:
- Alexandre Mangin and his team.
- Equipe RPG France
- Chef du projet, traducteur et correcteur-relecteur final : Alexandre Mangin
- Traducteur principal et support technique : targus
- Traducteur : wacas
- Conseiller linguistique et lexicographe : To_an
- Correcteur-relecteur : Geralt
CAMERA VIEW DISTANCE
Some of you have requested moving camera higher up. In this update we have changed maximum camera height so you can see bigger area around the player. There are some technical limitations that we'd like to explain so that you understand how camera position affects world rendering.
LoD world is divided in sectors. Each sector is 48x48 meters square. Number of entities in sector is not limited, but it affects rendering and streaming speed. For example wilderness sectors have mostly trees and rocks and few other objects in them. But towns are another story. You have houses, furniture, NPCs, their equipment and who knows what else. Each of these entities must be streamed in memory to be rendered. Number of visible entities directly affects framerate.
Moving camera higher up is absolutely no problem. It's just number that limits max camera height. Problem that arises with higher camera is that more entities will be visible. If you can see 100 entities while camera is 20 meters in the air, it may be 150 visible entities if you move camera 3 meters higher. That's 50% increase in number of visible entities for just 15% higher camera.
We have slightly modified max camera height. Now you can move it to ~23-24 meters. Note however that this will affect performance. This performance is mostly visible in town. While moving through the wilderness, this will have little or no impact on rendering speed.
Regarding viewing distances such as those in FPS games - LoD was from the start designed to have look similar to games such as Baldur's Gate or Diablo 2. This means camera at fixed distance from ground, with single viewing direction. Over time that changed to freely rotatable camera that can now be zoomed.
Moving engine to first person view is possible but not economically feasible. It would require major changes in level design. And even more importantly, changes in how the game is played.
As we mentioned before if camera is higher viewing area is bigger, thus more models must be rendered each frame. Same goes if camera is horizontal. Imagine camera on the hill looking horizontally over entire town. Now you must render all the entities from the entire town (minus small models culled due to distance from camera) and you must stream them in memory earlier.
So that's first major problem with horizontal/FPS camera. Second is graphics fidelity. Models and textures are not made for view from few meters. While playing in FPS mode, graphics will look much less detailed than graphics with camera 15-20 meters in the air.
Most importantly, moving to FPS view would require major changes in gameplay. Right now you can see monsters coming from all directions, you can cast spells on them, even if you are not facing them directly. That would all have to change if the FPS view is implemented.
Note that we are keeping your wishes in mind regarding FPS view, but for now we plan to keep LOD view mostly like it is. With maybe slight modifications.
Regarding streaming - as mentioned before world is divided into sectors. As player/camera moves around, sectors are streamed in and out of memory. LoD has fixed value of 1 sector around current one that will be streamed at any time. That means that at any given time there are 3x3 sectors loaded into memory. Again, this was mostly due to the 32-bit windows per-process memory allocation limit. We are working to make this configurable option so you will be able to change this using Options panel.
So that's for now. More updates coming soon.
As always, check the Steam for the update and please let us know how did you like the patch and if you have more ideas and suggestions.
Copyright © 2013 Dreamatrix. Developed by Dreamatrix. All rights reserved.
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