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First version of new movement system complete + the server logic is now multi-threaded with node workers - this is a major improvement, as the performance bottleneck was instance/monster computing, which is now mostly async and offloaded to other threads. Additionally, there's a new internal cached precomputation system, previously it was done at each server launch. As the new calculations take more than a 100 seconds, it was a must to add this new system. Thanks to it, servers now spin up instantly
New chat typing bubble animation / experiment (Unlaunched)
New name tags! Instead of the original name tags that appeared optionally on the bottom of players and npcs, the new tags are on by default, they appear on top, and extend when a character is focused or hovered on (Thanks to egehanhk's suggestion on Discord)
Monsters also received a new HP bar that includes their level, and there's also a very basic Difficulty calculation (Suggested by ellian very early on)
I've started visiting pinned ideas on #new_ideas, going to implement or eliminate them one by one - first one was Sanguine Amulet and item auras
Thanks for Matin's suggestion on Discord, Phoenix will drop a very very rare new hair
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