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Camelot unchained combat
Camelot unchained combat












  • Plots in the battleground zone are no longer editable when they should not be.
  • Added a missing save flat to items which marks if they are dynamic or not.
  • Fixed a bug where plots in the battleground appeared to be “in-combat” even when they were not.
  • Fixed a bug where in certain situations statuses were not showing up in the hud.
  • Fixed a bug where ability components that used “exclude tag” rules (such as Black Knight’s Commanding Guidance) were being treated as “include tag” by the UI.
  • Bugs related to stamina and panic not working right when your corresponding resource bar was at the max/min have been fixed.
  • Recovery times on abilities can no longer be bypassed.
  • The VFX for Life Strike now properly shows up on friendly characters.
  • Ability builder art for support classes has been added.
  • HUD borders for devouts and support classes now show up.
  • camelot unchained combat camelot unchained combat

    The Kickstarter for Camelot Unchained states that their goal is to 'Maintain an absolute minimum of 30 FPS in battles of up to 500 people.' That's why they're building a custom engine: no one else, apparently, has built an available engine that. Fixed several missing trait icons so that they now show up I'm pretty tech-ignorant, so I'm looking for some expert opinions.The team also tackled a bunch of bug fixes in July, including: The aim here is to have NPCs react contextually.įinally, pathfinding is set to receive a significant overhaul which will allow them to better navigate buildings, structures, and player-created structures. Additionally, behavior logic is being improved to allow NPCs to stop one behavior and start another, higher priority behavior. NPCs should be able to just grab a battering ram when a player is controlling one, thus further helping the player.

    CAMELOT UNCHAINED COMBAT UPDATE

    The latest update cites a host of improvements to NPCs as their target this month, including such things as variable rates of movement, which “allow much greater control of their motion while executing various behaviors, and allows for more interesting combinations of behaviors that require speed and direction changes.” This will result in more natural and fluid motion for NPCs.Īdditionally, NPCs will be able to help players push battering rams during sieges.












    Camelot unchained combat