Jump to content

Recommended Posts

  • Administrators
Posted
  • Further improvements to buff bars:
    • Added a couple of visual cues to move operations to help explain behaviour:
      buff-bar-visual-cues.gif

      A yellow border will be drawn around the bar you're hovering over, to indicate it will group with that bar.
      A preview of the bar will be drawn in the location the buff bar will try to move to once you let go of the mouse.
       
    • When grouped, bars will now be fully linked with the topmost bar:
      image.gif
       
      • Moving the topmost bar will move all of the explicitly grouped bars below it.
      • Moving linked bars will unlink them.
      • The parent can link with another bar, preserving the order of its children in the new parent.
         
    • Displayed bar order is now consistent and persists across logout.
      • Previously it would only remain consistent until a bar was closed with no more icons. Now they keep the order you set, no matter what.
         
    • You can now change child bar order amongst grouped bars by dragging its children onto the bar you wish to move it below:
      image.gif
       
    • You are now able to finish positioning a bar even after its last icon expires (so long as you were already moving it before it expired):
      image.gif
       
    • Icons will now consistently right-align or left-align depending on where the bar is positioned.
      If it's positioned against the left side of the screen, the icons will align to the left:
       image.png
       
    • Added a setting to flip the buff icon order to behave as in ROFD, where the icons display from oldest to newest:

      MYKO (Newest -> Oldest):
      image.gif

      ROFD (Oldest -> Newest):
      image.gif
       
      • As always, this can be configured realtime via the Options Editor under "User interface" -> "Buff bars" -> "Icon order":
        image.png
         
    • The bar's lock state now persists across logout.
    • Reworked it a little so that we could improve its performance in a few areas, e.g. ensuring we only ever update bar positioning once per frame.
       
  • Added configurable map caching:
    image.gif
     
    • When you enter a map for the second time, it will reload the cached map from memory to considerably reduce subsequent load times of that map.
    • Note that this can use a decent amount of memory, so you should configure appropriately for your system.
    • These options can be found in the Options Editor under "Game" -> "Map caching":
      image.png
       
      • As always, these settings can be configured while in-game and will update immediately upon save.
      • Note that for performance purposes, maps will only expire when either loading a new zone, or when config was updated.
         
  • Optimised out some unnecessary file I/O while walking around ingame.
    • This should be especially helpful to those running the game on an HDD.
       
  • Fixed the time of day incorrectly applying after the load screen finishes.
    • This was causing an unintentional visible lighting change as a result of the sun/moon shifting to different places immediately after the load screen ended.

Finally, we've also fixed a few server issues caused by the 17/04/2025 patch:

  • [Hotfixed live] Fixed a bug causing item sealing/unsealing requests to fail.
  • [Hotfixed live] Fixed a specific case causing the client to give up reconnecting when it should have simply retried.
  • [Fixed in the previous hotfix restart] Fixed a bug on warp causing some players in the area where you are warping to visually have incorrect positions.
  • [Hotfixed live] Fixed a bug causing Lupine Eyes' effect to break for all except the first party member (solo use was fine).
  • Fixed a bug causing name change requests to fail.
  • Fixed a bug causing players to be disconnected again after reconnecting, when originally disconnected by certain cases.
  • Fixed an official server bug causing server-side disconnections to be treated inconsistently, which was sometimes causing it to allow players to reconnect after being intentionally disconnected.
  • Fixed a bug causing dead players (who have somehow regained some HP since) to not be able to respawn after reconnection.
    • Most likely this happened due to a delayed heal at the same time as an NPC attack, but that's a problem for another time; as far as reconnections are concerned, death prompts are now handled consistently with everything else.
  • Like 2
  • Thanks 1
  • 5 months later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...