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Patch 1.0.0.9 (2019-01-14)
[ 2025-02-11 20:51:09 CET ] [ Original post ]
Code
Core & Misc
- Added support for Discord RPC, on Windows.
- Added full dedicated server support for Linux!
- Major performance & network optimizations + refactoring.
- The Item Creator tool is now available to the public!
- NPCs & Player Models will no longer twitch randomly and uncontrollably.
- buildcubemaps will no longer cause the game to enter a deadlock.
- Applied a simple fix for the FMOD mute logic, whenever a new sound would play, the volume would not be set to 0, if mute was enabled. So for a brief second you would hear tiny high pitch noises every time a new sound was being played.
- Added graceful termination for Linux DS, using a proper signal handler.
- All gameservers will now set -nohltv by default, to prevent hltv from taking up an unnecessary port for each server.
- Fixed a race condition which would occur when a client connected to a server, the client would execute a ClientCMD on another thread, while already executing other ClientCMDs on another thread!
- Added new localization files, gamemisc_english and gamedata_english. The first one is used for map localization, while the second one is used for all item localization, automated through the ItemCreator tool.
- Reverted to 66 tickrate for local test servers, dedicated servers use 33 tick by default.
- Improved debugging for the master & gameserver + RakNet debugging. Using the sv_debug_raknet cvar.
- Removed a lot of legacy code and content.
- Boss Corpses and Treasure Chests will not despawn in dungeons!
Master Server
- Fixed some strange exceptions related to item equipping, in some cases where you would unequip, re-equip, swap items, it would crash when storing the changes to MySQL.
- Fixed bad quantity removal, some items would have their quantities decreased twice.
- Added proper password support.
- Added an online client list, so we don't have to iterate through too many players in the long run, when we don't care about offline users.
- Player names are being properly hashed, so that we can do lookup by name faster, for instance when adding a friend, inviting someone by name, etc...
- Optimized many calls to use the new online client list, rather than checking through a much larger list, when we only care about online users.
- Fixed sorting issues if the data had to be sorted using an integer greater than 32-bits.
- Improved speed of sorting algorithms used.
- Gameservers will not send any data before they have been successfully registered @ master.
NPCs
- Added interaction dialogue messages, which will be triggered if you were unable to interact with an NPC.
- Non-BaseCreature NPCs will now be fully immortal, NPCs like Seagulls, Crows, etc...
- NPCs will now use proper pathfinding when trying to flee from an enemy.
- NPC names are now being localized.
- NPC Auto-Spawner will use a smaller HULL when checking whether or not an NPC can be respawned in its original position, checking for free space.
- Fish NPCs will panic whenever someone dies near them.
- NPCs will fade-in on spawn. NPCs can also be faded-out before being killed, corpses will also fade-out.
- Corpses will fade-out.
- Optimized NPCs network vars, to save as many bits as possible...
- If an NPC is returning to spawn, other NPCs will ignore this NPC, even if they are enemies.
- Added InputPrintDialogue input, which can be used to print dialogue to nearby players.
- Improved NPC Squads to properly communicate whenever an NPC needs help, for example when an NPC wants to flee, the NPC will run to a nearby ally, and return with aid.
- You can set if an NPC should notify all of its squad members regardless of distance, when being attacked. Defaults to distance based, if you engage with an NPC in a squad, the NPC will tell its squad mates to come help.
- NPCs can now use ranged weapons, and will prioritize ranged weapons over melee whenever possible.
- NPCs will notify other allies whenever they took damage from an NPC or Player.
- Added TypeOverride for npc_static, so that a dialogue based NPC can still be used as a banker NPC for example.
- Improved AI when in a dungeon, NPCs will chase enemies forever if in a dungeon.
- Made some minor changes to how factions work for NPCs, NPCs that have a relationship ID will become your enemy if you have less than 0 reputation for that repID, only if this NPC is set as an ally for that relationship ID, otherwise neutral.
- Added massive changes to the AI Spellcast Behavior, NPCs can now cast projectiles, spell objects, AOE spells, healing spells, heal allies, any melee/ranged spells, etc... Plus they will now use a proper cooldown system! And play the appropriate spell sounds.
- Thanks to the new Spellcast Behavior changes, NPCs will select their spells more wisely, prioritizing magic whenever possible.
- Fixed NPCs assuming that every Main Hand slot weapon was a 2H weapon.
- Added NPC Escort functionality, simply do StartEscort, the activator must be a player if you want to progress a potential quest related to the escort. This new feature will allow mappers to make quests where you have to either protect or escort some NPC.
- If an NPC is following a patrol route, OnPass will be fired for each node reached, if using path_corner, or path_corner_crash.
- NPCs will regen health more rapidly when not in combat.
- Added KillFade Input, can be used when you want to kill the NPC but want the NPC to fade-out first, won't spawn a corpse! (client-side fade)
- NPCs can now dual wield properly.
- Fixed NPC engaged idle anims, they should play properly now when an NPC is in combat.
- In Hammer you can set if an NPC can Flee or not, set the blood color/type and the hull type/size.
- Setting the Long Range/Distance Shoot flag for NPCs will no longer break their AI, previously this flag would give their weapons infinite range, so they wouldn't bother moving.
- Added support for patrol interruption strictness, you can set if the npc should care to engage in combat, or only if blocked, etc...
- NPCs max armor has been set to 2000.
- Added new dropchance calculation logic, it should be more randomized now.
Entities
- Added 'master' support for checkpoint entities, to prevent people from spawning in (0,0,0) if no checkpoint was available.
- Soundscapes now work properly for Linux systems.
- Soundscapes are now fully client-side, rather than using the server to figure out for each player which soundscape they should trigger, this is now done per-local-player-locally! Simply by checking if you're within any of the defined soundscapes. See func_soundscape, func_soundscape_simple, func_soundscape_area for more.
- You can also define a default soundscape for your map through the map properties, if you want to trigger this particular soundscape no matter what, when no other soundscape is available/nearby.
- Glow Outline Color is now fully client-side.
- Reworked client-side gib code.
- Added logic_npc_dialogue, which can be used to print NPC dialogue for a specific NPC even if that NPC is not in the actual map, if in a dungeon it will print to all players by default.
- point_viewcontrol will now apply to everyone in the map, can be used in dungeons for small cutscenes. These cutscenes can be interrupted locally by hitting the JUMP button.
- Added item_chest, a treasure chest, can be used to distribute secret/rare snacks. Works like regular looting, when looting a corpse.
- Spell Projectiles + Arrows now use a proper collision group, to prevent them from colliding with each other.
- Spell Projectiles should be removed properly now, previously the entity would linger, even for minutes after impact...
- Disabled blood decals from being emitted.
- Model particles have been fully fixed to work for Infestus, the model particles will also be properly purged whenever the model changes or the entity is removed. Also fixed a memory leak which would occur when parsing the particle keyvalues and not finding the particle or attachment itself, it would return prematurely.
- Spell Objects will now do proper damage impacts.
- Added universal input to toggle entity collision (ToggleCollision), can be used for doors, if you don't want the door to be affected by NPCs or players, simply disable its collision, this is also good for navmesh, since the door will block parts of the nav when opened.
- Added game_chat, similar to game_text, however this entity simply prints to the chat instead, no fancy effects.
- Added a new collision group which can be used for NPCs and Players when we fear they might be stuck or if they might get stuck, enabling this collision group will disable collision until there is space.
- Fixed a rare exploit which could be used by players to loot corpses that didn't belong to them.
- Added ProgressAll for logic_quest_progress, this can be used to progress a quest for everyone in a dungeon or in a group.
- Players & NPCs can now cast more complex spells.
Players
- Added AFK Kick manager, the max AFK time depends on the map type, whether you are in the lobby, a dungeon or in the world.
- Added major fixes to the thirdperson camera, it now updates more smoothly with the world, little to no clipping through the world.
- Added thirdperson camera alpha changes when the camera zooms-in further than the minimum distance, making your player + armor + weapons transparent so that your view won't be fully obscured in this situation.
- You can no longer do camera free rotation while dead.
- Fixed cam collision while dead, should no longer clip through floor.
- Holding in free rotation before dying and not letting go until respawning would leave your character in a permanent free view mode, this has been fixed.
- Fixed issues related to trading, if you traded multiple items of the same ID, you would only trade one of these items successfully, meaning you'd lose the rest!
- Fixed ClientCommand/MasterBroadcast issues which could occur if you had a large ping and sent multiple commands within a short time period, this could result in the server processing the same stuff more than once, normally this is not a problem, but when you want to hand in a quest, you could've handed it in twice!
- Dormant armor and weapons will no longer do any thinking.
- Removed client-think for players, except for the local-player.
- Prevented a potential exploit which would allow a player to hand-in a quest to any NPC if certain conditions were met.
- Added a time-out feature for the dungeon loading screen, if you wait longer than 2 min, you will be disconnected from the dungeon, assuming it didn't start.
- Added a dungeon limit reply, if there is no dungeons available, you will be notified of this.
- Bots are now working properly, can be used for testing purposes, in a local game. Use RemoveAllTestBots to kick all bots from the game, if needed.
- Money is now being clamped properly to prevent it from going out of range.
- You can no longer halt your respawn timer by holding down any buttons.
- Fixed player death angle and animation, should no longer glitch up for players entering the PVS just after someone died, or for instance if you entered the game after someone recently died, stuff will be rendered correctly.
- Added support for ranged weapons.
- Whenever you attack with ranged weapons, your arrows will glow locally, to help you see the trajectory, especially in darker areas.
- Fixed a null-pointer crash in the footsteps code.
- Fixed a bug in the inventory and banking system, basically you could move an item onto another item, and not do a swap, if you didn't know that there was in fact an item already in that slot, if the master disconnected due to a crash you could move items onto other items, stacking them all in the same slot. When the master came back up, you'd suddenly have those items in one slot.
- You can no longer enter a dungeon when you are dead, observing, not fully connected or when in combat.
- Added a teleport sound which will play whenever a player is being teleported.
- Added missing JUMP animevent.
- Players will no longer play engaged animations when all weapons have been holstered.
- Combat State has been improved, you should no longer be plagued by 'You cannot do this while in combat' stuff, when you recently left combat.
GUI & HUD
- Fixed some minor issues related to the user search feature, some systems would not register the ENTER key, which would trigger the search itself, now it may trigger directly as you write.
- You can no longer swap equal items between bank and inventory, for now.
- You can now see your reputation state for each reputation, simply hover over the reputation value to see your standing.
- Fixed Quest Tracker HUD, sometimes the tracker HUD would report faulty values.
- Fixed invalid pointers being stored for some HUD elements.
- Added quest auto-tracking feature, which is triggered if you for example hand-in a quest, and then pickup a follow up quest which required the quest you just handed-in, this will auto track the new quest.
- You can no longer open any GUI menus in the lobby map.
- Fixed various HUD & GUI issues on Linux/OSX, the 2D Info HUD would only render the first letter of an NPC or Player name.
- Reworked the Item Tooltip logic, it is now rendered properly, more compact, and will clamp to the screen if it becomes too large.
- Misc/Ranged weapon will be rendered on the back, in the character preview screen, rather than in the left or right hand, which would be weird if you also had a main & off hand weapon equipped.
- Your ping and world number will now be rendered in the bottom right corner of the main menu, the amount of players online in all of the worlds combined will also be displayed there, plus other misc stuff.
- Fixed a horrible bug which would break the Item Tooltip rendering, if you had a low fps, lower than 25, the tooltip would flicker or not render at all, due to some inefficient visibility check that would not be called often enough if you had lower than 25 FPS.
- Item Tooltip will now display both negative and positive values for different stats.
- The mouse cursor will now be properly positioned in the middle of every GUI panel, however on Linux it may not center properly, yet.
- Experience bar and text will no longer be rendered at max level.
- Layout and update response times in the inventory GUI should be faster.
- Character Stats will now show negative values, if any. Plus the armor stat will show exactly how much damage reduction you will do for your level, and how much move speed + cast speed changes have been applied.
- User Search will now display how many results were found compared to the total online players active throughout the master itself. (all worlds)
- Clamped progress bars for XP, health and focus to stick between 0-1, in some cases the progress bars could've been rendered wrong if for some reason this fraction went out of range.
- Added a combat indicator, on your local character HUD in the top left corner, there will be a flashing red circle behind your character model.
- Item Tooltip sell price, Merchant Buyout Price, etc... now use the money icon instead of just plain text.
- You can no longer spam other players by inviting them continuously, which would reset their notification panel state every time. The same fix has been applied to the trading panel.
- Updated Quest Tracker title colors, when the quest is ongoing/not finished it will render in a cyan/brown color, if it is finished it will render as green, red if failed.
- Fixed character HUD being delayed slightly for the local user, due to waiting for the playerID to be set on the next frame.
- Made sure to set default values for the character preview debug cvars.
- Minimap will no longer go crazy/twitch when you die while allow rotation is enabled.
- Added an option to render minimap transparently, with no background or border image. If disabled, a black background will be rendered + the frame.
- 3D Info HUD (NPC Names & Corpse Names) can now be disabled through the options, you can also set the max amount of names to render at once, I've also made sure that any names that render at an angle greater than 90 from your view will not be rendered at all.
- Fixed potential crash in the loading screen GUI.
- Ban reason message should now appear correctly if you are disconnected from a server due to ban.
- Fixed potential buffer overflow issue in the chat system.
- Chat Channels have now been given unique colors, Global & Local uses the same color, Whisper/Private has its own color and Group chat has its own color.
- If an NPC or Corpse is fading in/out, 3D info and 2D info will not be rendered for this entity.
Weapons & Combat
- Improved melee hit detection further, also made sure that attacks will not affect enemies who are directed roughly greater than 75 degrees from the attack position, meaning you are fully safe when attacking someone from the behind.
- Equipping a new weapon while having a weapon drawn, will draw this weapon directly, assuming it was an off-hand or main-hand, while having melee drawn.
- Weapon data no longer cares about weapon pos and angle, the wielder model will have defined some necessary attachments, which have the predefined perfect position and angles instead.
- Weapon position & angle is now updated in realtime @ client, it has a much more accurate position than before, previously you could notice that the weapon did not always move perfectly with an NPCs or Players hand.
- Improved the Combat Log HUD to display damage reduced due to Armor, Resistances and Blocking, a simple damage report.
Maps
- Added Capital Outskirts Catacombs dungeon map. You can get extra rare loots if you complete the dungeon in less than 15 min! (HARD ~ bring 4 pals)
- Fixed flickering windows @ Cathedral in Capital Outskirts
Balancing & Item Data
- Changed how armor works, armor is now calculated using this formula: Level*Level + Level*11 + 65, this represents the max armor for the desired level, if you have max armor or more, you will reduce melee or ranged attacks by 65% if the opponent is equal to your level, otherwise you use the smallest level and check how much armor you can decrease against that level.
- Max Armor will slow you down by maximum 25%.
- Max Armor will slow your casting speed by maximum 35%.
- Agility will increase your running speed by maximum 50%.
- Intellect will decrease casting time by maximum 30%
- Ring of Immense Power and Warrior's Blessing have been changed, you can now buy more rings, with different type of stats to satisfy different kind of builds.
- It is now possible to add items with sell price 0, meaning FREE.
- Weapons now have an extended set of flags, so we can define different behaviors for different weapon types.
- Armor & Weapons can now increase or decrease your total focus value.
- Food items will now have a short cooldown when consumed.
- Spells now have a much more concrete layout, allowing for more variety.
- Added support for pure junk inventory items.
New Items, NPCs, Quests & Spells
- Added 2 2H weapons, blunt weapons, with new animations!
- Added 3 1H weapons.
- Added 2 gloves.
- Added 4+ helms.
- Added 1 chestguard.
- Added 2 bows.
- Added 10+ shields (not all are obtainable yet, 7 are obtainable now!)
- Added 3 rings.
- Added a new necklace.
- Added 6 new awesome spells, proper tanking spells are amongst them.
- Added 5 new quests for the new dungeon map! Get crackin, folks!
- Added 10 new NPCs.
- + Various misc items...
Misc
- Optimized the game folder, it should now be roughly around 3GB! (the dedicated server is less than 700MB)
- Game should boot & load faster!
[ 2025-02-11 20:51:09 CET ] [ Original post ]
Infestus
Team Infestus
Developer
Team Infestus
Publisher
1970-01-01
Release
Game News Posts:
20
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
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The Kingdom of Arngor is in turmoil, mercenaries are frequently attacking villages, dark forces are gathering in the North.
A dark priestess has risen and she will reveal Arngor for what it really is.
Which side will you fall for? Who will you end up serving?
A dark priestess has risen and she will reveal Arngor for what it really is.
Which side will you fall for? Who will you end up serving?
Key Features
- Dozens of quests, items, spells & secrets waiting for you
- Dungeon/Instance system - gather up to 10 friends, claim your loot!
- Party/Group system - up to 10 players, share loot, xp and epic moments!
- Friends & Guild system
- Reputation/Faction system - a faction can offer exclusive items and quests!
- Trading & Banking
- PvP in selected unsafe areas
- Singleplayer & Co-Op for those who would rather play alone or with friends only
- Playable on PC & Linux with multiplayer cross-compatibility
- Dedicated Server Support for PC & Linux
MINIMAL SETUP
- OS: Ubuntu 14.04LTS or better (highly recommend non-LTS latest)
- Processor: Dual core 2.8 GHz processor or betterMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: Radeon HD 5000 Series or nVidia GeForce 200 series or betterNetwork: Broadband Internet connection
- Storage: 3 GB available space
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