Postby Gregory » 11 May 2013, 18:11
- Probably fixed all the crap around NPCs falling through gameobjects/mapobjects
- Also probably fixed swimming NPCs falling to the ground level in water, as well, as i.e. using blink in water.
- Completelly rewritten Blink mechanism
- You can now blink almost everywhere on flat surface, unless there's something in the way
- Blinking up some small hills should not teleport you under the ground ("texture")
- Blinking through the entrance to some cave or building will teleport you to the edge of indoor-outdoor transition.
- Also applied some safeness checks to avoid falling under the ground and so
- If you attempt to blink to the point, that's in 6y or more different height, you will be teleported to not exceed the 6 yards height difference (bigger hills)
- ...oh, and also attempt to make use of dynamic trees generated with new version of vmaps to not allow to blink through dynamic objects
- Whirlwind (warrior) - cooldown reduce by 6 seconds if hit 4 or more targets
- Demonic Leap (warlock, metamorphosis) will not ignore buildings and gameobjects