![]() ![]() Now, whenever you open your shop, the server will remember your listings for you so that if you disconnect or return to the game later you can quickly and easily setup your shop again. In this patch we've made some changes to how personal shops work. As a first experiment, we made some changes to the way water is rendered to add a blending effect which makes the whole animation much smoother: With a modern graphics API we'll be able to implement new rendering techniques which opens a lot of opportunities for the future in terms of new visual features (GPU animations, lighting, shadows, etc.) and the potential for massive performance improvements. For example, going forward we can now upgrade to Directx10 then Directx11 or port our renderer to a new technology stack and leverage Vulkan or Directx12. Converting the engine to shaders is the first step in a process to truly upgrading the engine. However, our main motivation for these improvements was to invest in the future of ROSE Online and bringing it to modern standards. For our players, this should be a transparent change but you may experience a minor performance improvement depending on your hardware. From a technical perspective we have converted all the fixed function code to a shader pipeline. This update we've made some pretty significant upgrades to the engine. Mana Shield scales on maximum mana so this will reduce the maximum defense the shield can provide while still maintaining the utility of the shield itself. With this adjustment, we hope to see a reduction of Mana Shield/Flame "spam" in group PVP without a big impact on PVM.įinally, for mages we have reduced the scaling on some passives to reduce their maximum potential mana and increased the cooldown of the Fortified Mana Shield. Down the road we would like to re-visit the taunting mechanic in general.įor clerics, we have increased the cooldowns for Mana Shield (4 sec -> 6 sec), Salamander Flames (2.5 sec -> 6 sec) and Mana Flames (2.5 sec -> 6 sec). Knights will continue to be able to taunt their enemies using Impact Wave but will no longer be able to use Sacrifice in PVP. ![]() This is a very strong skill that was quite dominant in PVP gameplay, especially in group dynamics. As always, nothing is set in stone and we will continue to make changes based on feedback and information we gather.įor knights, we have converted the "Sacrifice" skill to be exclusively a PVM skill. The changes we've made here are based on feedback we've received from a variety of sources and players, including those that exclusively play PVM! We hope these adjustments will change the PVP landscape a little and provide more balanced gameplay. We've heard player's feedback regarding PVP and made adjustments to some contentious skills for Clerics, Mages and Knights. This patch includes a variety of changes but a few that we wanted to highlight! Hello all, we're excited to release a new update today.
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