-Changed Damage perk scaling to make Ascending pushes more rewarding as these are based on your historical levels capped by your buff limit. -Added Repeat and Shuffle to music controls -Moved music controls -Fixed RS menu creation when hitting stage 1k -Saint it a little more Saintly -New Ascend Art help text added -You no longer need to click your name to leave Guild... -Added another Caidicus Track - Here for you -Fixed the thief mult display on chest -Equip button should no longer light up when you have a +20 equipped and get a higher stage item and higher rarity that doesn't result in an upgrade. -Inventory button no longer blinks -Enchanter being in the group no longer required to get Exotic tokens
ClickRaid542.3 -Fixed gear buff might have forgot to add a 1.... Yea it was literally reducing gear instead of buffing gear Fail.
-Changed Damage perk scaling to make Ascending pushes more rewarding as these are based on your historical levels capped by your buff limit. -Added Repeat and Shuffle to music controls -Moved music controls -Fixed RS menu creation when hitting stage 1k -Saint it a little more Saintly -New Ascend Art help text added -You no longer need to click your name to leave Guild... -Added another Caidicus Track - Here for you -Fixed the thief mult display on chest -Equip button should no longer light up when you have a +20 equipped and get a higher stage item and higher rarity that doesn't result in an upgrade. -Inventory button no longer blinks -Enchanter being in the group no longer required to get Exotic tokens
ClickRaid542.3 -Fixed gear buff might have forgot to add a 1.... Yea it was literally reducing gear instead of buffing gear Fail.
Now that we are few days away from April 1, I think I can put out few dates with more information. The new pathing system will debut this Sunday on Dev Build. It has its kinks here and there and I expect bugs to pop up here and there. Similar to our previous iteration, it will take few patches to stabilize it.
I have introduced three new features to the new pathing system. And they are:
1) Room relocation will wait for the active guests in the room to leave. 2) Guests will roam near a point of interest instead of randomly dozing off. 3) Guests will immediately head to the point of interest.
So far, the 1 and 2 seems rock solid. But 3 seems a bit unstable in my opinion. I am sure as we straighten out bugs here and there it will get there, but just wanted to put it out there.
I am still positive about the new system as it has fixed many internal engine issues that I had implement workarounds to resolve them. Also, given its short development time, it is rather doing quite well :D Hopefully by the end of April, we will be free of AI issues!
Hope this helps!
EDIT: I changed Saturday to Sunday as it is a typo.
Now that we are few days away from April 1, I think I can put out few dates with more information. The new pathing system will debut this Sunday on Dev Build. It has its kinks here and there and I expect bugs to pop up here and there. Similar to our previous iteration, it will take few patches to stabilize it.
I have introduced three new features to the new pathing system. And they are:
1) Room relocation will wait for the active guests in the room to leave. 2) Guests will roam near a point of interest instead of randomly dozing off. 3) Guests will immediately head to the point of interest.
So far, the 1 and 2 seems rock solid. But 3 seems a bit unstable in my opinion. I am sure as we straighten out bugs here and there it will get there, but just wanted to put it out there.
I am still positive about the new system as it has fixed many internal engine issues that I had implement workarounds to resolve them. Also, given its short development time, it is rather doing quite well :D Hopefully by the end of April, we will be free of AI issues!
Hope this helps!
EDIT: I changed Saturday to Sunday as it is a typo.