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Patch 1.0.1.2 (2020-06-16)
[ 2025-02-11 20:54:58 CET ] [ Original post ]
Code
Master Server
- Guild names are now unique, meaning you can no longer create a guild with a name which already exists.
- Fixed admin rename command, you can no longer bypass profanity filter, and you cannot use whitespaces in the new name.
- You can no longer kick or ban other admins, as an admin.
- Added infestus_max_characters which allows the server admin to decide how many characters can be created per SteamID. Max is 12 for now, 5 is the default.
NPCs
- Fleeing NPCs will no longer look towards the enemy.
- NPCs that have an enemy, and are not busy in any way will always lock onto (look) their enemy.
- NPCs will start regenerating their health instantly after leaving combat, rather than only doing so when they arrive at their spawn point area.
- Nerfed pushback in the Z direction. No more flying NPCs when shield bashing.
- Fixed attack range issues for NPC monster.
- Stunning an NPC which is in the middle of a spellcast will not make the NPC stuck in spellcasting anims.
- Death anims are now finally smooth, no more jittery madness.
- Improved NPC AI and Squad LoS checks.
- If an NPC fail to return to its spawn at least 10 times, the NPC will be teleported to its spawn point.
- Added input to force the NPC to return to spawn, useful to prevent endless kiting in dungeons.
- Fixed missing Pain sound for combatant NPCs.
- Improved spellcast behavior for NPCs, instant spells are now triggered in a more feasible manner. And can be triggered while moving, no more movement blocking.
- Animation gestures are now properly synced between client & server.
- NPCs will sense more frequently when attacking other NPCs.
- Ranged NPCs will move back away from their foes, while shootin' them arrows. Rather than standing still like brainless monkeys.
Entities
- Arrows, Projectiles, Bubbles, Flares, etc... will now use low resolution origin to save performance.
- Fixed spell object rendering issues, spell objects like the healing circle would not render at certain camera angles. It would be culled.
- You can no longer stack spell objects in the Z direction.
- Increased bounding boxes for spell objects, especially the height. So that it will trigger touches a bit under its origin. Specifically if it was put on top of some stairs.
- Any model can now set IgniteModel in its KeyValues, so that it will light up forever. (particle) Useful for elemental style mobs.
- Spell objects will no longer flicker when they are rendering under water.
- prop_door_rotating, func_door and func_door_rotating will go fully non solid while moving an when opened to prevent NAV issues.
- prop_dynamic_simple, npc_static and mounted player models now have proper baseflex support, meaning they can blink, move their heads, etc.
- npc_static will now loop their idle anims properly.
- npc_static and item_object will have fade values set by default, using sv_items_fade_* and sv_npc_static_fade_*.
- Added distance culling for valid players and NPCs, this will remove said entities from being networked, processed and rendered if you are too far away from them. This is extremely helpful in large open maps where regular map optimization is not possible.
- Added filter_activator_npcid, which can be used to filter NPCs by their NPC ID.
- Doors can no longer be blocked by spell objects, npc static or corpses.
- Hidden item_objects or npc_statics will no longer accept +use inputs.
- Removed item_object_respawnable, respawning is now done internally in the item_object entity. This saves lots of entdata.
- item_chest will blink slowly to illuminate it in the dark.
- prop_dynamic can no longer do any animation related stuff, but can be used for large objects that can be moved around by for ex. a tracktrain. If animations are needed, use prop_dynamic_simple.
Players
- Armor and Weapons are now updated much faster on the client, when the player changes armor and weapons. (equipping)
- Hopefully fixed bugs related to floating armor for a brief amount of time when you enter the PVS of other players. Their armor could be floating around nearby the portal which changed the PVS state.
- Weapons and mounted player should now auto-scale according to the scaling used on the player itself.
- Reduced fall damage when mounted.
- You can no longer regenerate your health while taking continuous drown, acid, fall or poison damage.
- Removed pushback from drown, acid and fall damage.
- Removed all viewpunch related stuff.
- Drown damage will be inflicted every 0.5 sec rather than every 1.0 sec.
- You can no longer use the kill command in a lobby map.
- Fixed broken aiming for players, the crosshair is now accurate. For spells, melee, ranged, etc...
- Player glow effect color will change depending on your relationship towards the player, if the player glows red when you look at him you can attack him. If he glows green he is in your group, and brown means neutral.
- Death anim will no longer glitch out if you die while stunned.
- Camera will finally collide properly with prop door rotating and prop dynamic.
- Added proper client prediction, the prediction for the local player in Infestus has up until now been pretty much non existant. Prediction is very helpful for players with a high ping, because they do not have to wait for the server to confirm certain actions. Such as when you activate a spell, it will insta activate with similar logic for both client and server.
- Fixed weapons not being properly updated while dead.
- Fixed broken footstep timing, footsteps now sync up perfect for the local player and other players.
GUI & HUD
- Fixed faulty mount hint.
- You can now compare items in the player inspection panel.
- You will no longer open the player interaction panel while auto looting, whenever the special GUI action button is pressed.
- You can now set how far away 3D info text and health bars will render, infestus_3dinfo_distance.
- You can now set if you want to render 3D info for yourself, infestus_3dinfo_healthbars_local.
- Fixed 2D info not triggering at the correct position, it would start from the cameras actual position. Rather than the eye position, so if you zoomed far out you would potentially not draw any 2D info for the object you were looking at.
- Fixed +use not triggering when you zoom far out with the camera, due to the above mentioned fix for 2D info. The same problem would happen here as well.
- You can now invite players to join a group, guild, add friend, etc with mixed casing. Previously you had to write the exact name.
- Increased draw length for names in 2D and 3D info HUD.
- The header buttons in the Social Panel Search and Guild tab will no longer go invisible while pressed.
- Fixed centering for the player interaction panel.
- Fixed several issues related to binding problems with the Special GUI action key, if it was bound to multiple keys it would only trigger for one of them.
- You can now bind mouse buttons to the special GUI action key.
- Spells are now alphabetically sorted in the Spell Book Panel.
- Added Quick Mount Menu, which can be opened when pressing the dismount/mount key.
- Spell item tooltips will now specify the damage school of the spell, for ex if it does Fire damage rather than just regular damage.
- Spell item tooltips will now also specify the debuff or buff for the spell in question. For ex, if it will stun the target for X sec.
- Fixed quick item selection menu cooldown items rendering when you had 2 or less items, if you had a third item and it was on cooldown it would still render the cooldown for the non existant item. (missing reset)
- The ranged charge bar will now be properly reset when changing weapons and or mount.
- Combat icon will animate more intensly.
- Who List will no longer ignore your keywords if the keywords were longer than 32 bytes, the keywords will just be cropped.
- You can now search for guilds in the Who List, you can also see what guilds the players are in.
- Chance on Hit tooltips are now generated dynamically, in the item tooltip.
- Fixed 3D info pos for mounted players.
- Increased item tooltip default width.
- Changed item quantity font to a smaller font.
- Minimap will render more smoothly when it is not locked.
Weapons & Combat
- You no longer have to charge crossbows.
- You can now charge bows and keep it charged until you release the attack button, removed the depletion logic.
- Crossbows have to be reloaded. The reload speed depends on your Agility and initial attack speed.
- You may now charge bows faster depending on your Agility and on the weapons attack speed.
- Added proper impact sounds, when hitting flesh based targets.
- Melee weapons will now splash water if the melee attack traces through water.
- Improved melee hit detection further.
- Removed min and max range from the items, min and max range is now decided using different threshold values.
Maps
- Clipped fountain and barrels in Capital Outskirts.
- You can no longer kite bosses far away from their initial spawn points in dungeons.
- Anyone who falls into the pit in Outskirts Catacombs will heal Moroes.
- Moroes will reset critical value counter when leaving combat.
Balancing & Item Data
- Agility will now give increased mobility, 0.125% per point rather than 0.098% per point.
- Intellect will no longer give you super OP focus regeneration rates, the rate has been lowered from 1.5 to 0.105.
- Default focus regeneration rate has been changed from 1.75 to 2.00.
- Movement speed will be slowed down by 13.5% while charging bows.
- Removed item levels, item levels are computed automatically for the wiki items though. For sorting purposes.
- Vial of Demonic Rat Blood is no longer a RARE item.
- Cloth items will no longer give any armor!
- Increased the price for Healing Circle from 145 to 300.
- Increased the price for Crude Crossbow from 250 to 375.
- Nerfed rare loot drop percentages for non-bosses in Outskirts Catacombs.
Misc
- Added Russian translation provided by RedSkill.
- Added German translation provided by Huntereye.
- Added Simplified Chinese translation provided by SilverBob.
- Removed specular maps on bleed, frozen and fire material overlays.
- Released the dedicated server tools, feel free to give them a try! Host your own world!
- Nerfed the FGD files even more. Optimized a lot of client & server code. Removed more legacy stuff.
- Servers will now report the actual player count, but in the maps field.
- Fixed anims for all the current NPCs to use proper gestures! So that NPCs can attack while moving, and be more responsive in general.
- Testing locally is now more feasible as you can use spells properly, equip items, etc...
- Removed unused HL2 script files.
[ 2025-02-11 20:54:58 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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