11.5. - "Man behind the door"

Gregory
Core Developer
Posts: 4921
Joined: 20 Sep 2009, 14:51
Location: near Pilsen
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11.5. - "Man behind the door"

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

Gregory
Core Developer
Posts: 4921
Joined: 20 Sep 2009, 14:51
Location: near Pilsen
Contact:

Re: 11.5. - "Man behind the door"

Postby Gregory » 12 May 2013, 01:11

Note: the Blink target finding algorhitm has to be tested. There is relatively high probability, that something went wrong.

(Naučil jsem mágy blinkat do kopce!)


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