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  • Fixed other players' merchant stalls wrongfully rendering underneath objects (e.g. stairs) instead of on top:
    image.png
     
  • Players will now see each other in the exact location they are on their own screen.
    • Due to it being slightly inaccurate, it was previously (and officially) possible for players to stand close to objects, such that other players would incorrectly consider them to be inside/behind the objects instead. Generally speaking, this is no longer possible.
       
  • Fixed Guard Tower death notices showing in all zones.
    • They will once again only show in the zone the death occurred in.
       
  • Skills will now tick and expire more consistently.
    • Previously, and officially, there would be a slight delay when DoTs tick or buffs/debuffs expire. This unnecessary delay has been removed.
       
  • Fixed a rare official bug causing sessions used for the very first time to prevent players from logging in.
    • It should be noted that when it did occur it wasn't that noticeable, as the client would simply reconnect anyway.
       
  • Fixed an official bug causing El Morad's cursor to reset to the Karus cursor while typing in an edit control, instead of its own. 
     
  • Fixed an official bug causing a couple of issues with King capes:
    • Officially, other players wouldn't see the new King's cape until they're refreshed. This is now immediate.
    • Officially, the new King themselves wouldn't see their own cape OR be able to equip their scepters until they relogged (typically, though there's ways to trigger it). They now see their new cape & are able to equip their scepters straight away.
       
  • Implemented support for automatically reconnecting to the server after a disconnect:
    image.png

    image.png

    This allows players to get straight back into the game with minimal interruptions (currently only while the client stays open, though this may change in the future as we extend and improve support).
     
    • You are currently able to automatically reconnect from the point of having selected a character -- including reconnecting during load screens.
    • Players in parties will not be removed from their parties (they can still be manually kicked as normal).
    • Your party members will see that you are disconnected:
      image.png
       
    • Merchants will be automatically resumed upon reconnection.
    • Regarding events, it should be noted that while you are disconnected:
      • You will still not receive event rewards.
      • You will not be removed from an event's signup queue when you disconnect, but you will not be eligible for participation until you log back in.
        • Basically: once you've signed up, so long as you get back ingame before signup ends, you will still have a chance at participating in the event, without having to sign up again.
      • You will be removed as a Bounty Hunt target.
      • Capture the Enemy Flag event flag holders will lose the flag.

      It should also be noted that these are just some of the key points worth noting; it is not an exhaustive list of all such changes.

      Generally speaking, anything disrupting normal player behaviour (e.g. holding the flag in an event, trading with someone, accepting a party invite) is cancelled/removed upon disconnection to minimise the impact of your disconnection on other players.
       
  • With this automated reconnection support, eligibility for being able to log back into events (after restarting the client and logging back in manually) is also a little more strict. This has always been intended for players who crash or disconnect; behaviour should not change for these players.
     
  • We have also updated the buff bar to allow players to have separate bars for scrolls AND for debuffs:
    image.png

    Due to the changes, the position of your existing bar will most likely change the first time you log in.
    Once you've logged in and moved it where you want, it should return to the place you've saved it on future logins.

    • As always, this can be configured in the Options Editor via User interface -> Buff bars.
    • The new buff bars work similarly to official but not exactly; we took some liberties with how it works due to how buggy official's is.
    • Its behaviour will likely be changed in future, but for now, a few notes on how it behaves:
      • Bars will always expand from the place you moved it to.
      • The bars don't "lock" together exactly, but they do automatically stack when near each other.
      • If you want your bars to always stack, just drag them on top of the existing bar you want them to stack under. They will  consistently stack under anything set there.
      • There's somewhat of a "priority" system involved; if you move a bar, you'll cause it to lose its priority and it will be dropped below anything that exists.
      • New or moved bars will always move to the bottom of other bars, never the top (as per official).
         
    • As demonstrated in the first example above, you can now also configure how many icons are shown per row in the Options Editor:
      image.png
       
  • With this restart, we will also be replacing one of our other servers with our own implementation, as part of our ongoing efforts to control the entirety of the codebase (and not rely on official files):
    • This tends to affect most features, so please be sure to report anything that seems off or may be erroring so we can be sure to address it promptly.
       
  • The merchant system has also been fully replaced, transitioning from the official version to our own.
    • If you notice any abnormal behaviour, please report it.
    • Typing into the merchant chat field is no longer required when setting up a merchant.
       
  • Finally, the following other server-side systems have been swapped over from the official implementation to our own, so please be sure to report any issues you may encounter with the following:
    • Character selection
    • Party creation/invites
    • Private messages
    • Session logout behaviour
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Posted

If finish prepare to new one can we get real update for playable?

Thats need about contunity and playable updates for players.

Super trina maybe for +8 etc.

Enchant for unige weapons etc. for new quest.

New mobs or new quests not to big different for new ones.

Everyone want to new reason to play just it. Because many user finish to in mind to them quests and when say 'im done what can i do more' its gona be boring.

You dont need to come full of it just give players to 1 reason for pk farm for etc.

Too many good idea on suggest topic but need to using 1 by 1 for players doing new things.

Best regards.

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Posted
1 hour ago, Neptun said:

If finish prepare to new one can we get real update for playable?

Thats need about contunity and playable updates for players.

Super trina maybe for +8 etc.

Enchant for unige weapons etc. for new quest.

New mobs or new quests not to big different for new ones.

Everyone want to new reason to play just it. Because many user finish to in mind to them quests and when say 'im done what can i do more' its gona be boring.

You dont need to come full of it just give players to 1 reason for pk farm for etc.

Too many good idea on suggest topic but need to using 1 by 1 for players doing new things.

Best regards.

This is probably the biggest technical update we've done so far -- or at least one of the biggest, following the updates of : 

With so many parts of the game impacted by this update, please try to keep things on topic and let us know if you hit any big bugs.

Regarding your requests, there's an existing topic where you can share your feedback : 

For anything not listed, you can submit your suggestions at : 
https://forums.professionalko.com/index.php?/forum/13-suggestions-feedback-sugerencias-y-comentarios-öneriler-geribildirim/

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