[h1]Character Controller Overhaul:[/h1] [h3]The character controller for Ilysia has been rewritten. This affects all aspects of movement, including walking, jumping, crouching, swimming, sprinting, climbing, and gliding. In addition to the fundamental rewrite, the following new actions can be used:[/h3] [list] [*]Climbing: Climbing has returned to Ilysia! Players can now climb ladders, ropes, pitons, etc. Climbable objects in the world are shown via a patch of yellow coloring. When successfully grabbed, climbing points will give feedback to the player. Additionally, players will find 'ledges' they can grab to teleport them to the top of a ledge at the end of a climb. [*]Zip Lines: Players can now use zip lines to traverse the world. Grab the yellow handle to ride a zip line. You can depart by letting go at any time during the ride. [*]Airship Travel: After much tinkering, Airships in Ilysia now function as intended – you may ride airships to your heart's content without jittering and sliding off. Several new airships have been added to aid players in their journey. Currently, you cannot use your backpack/Codex while riding – we're working on it! [*]Sprinting: Players can now use arm movement instead of joystick control to Sprint. [*]Swimming: Players can now use arm movement to swim. Swim direction while underwater is now based on HMD orientation. [*]Hand gestures: Hand poses such as thumbs up/down, pointing, and fists have returned to Ilysia! [*]World Item Pickup: Players can grab objects on the ground from a distance without reaching down to pick them up. To aid in this, a laser pointer and an 'open hand' gesture have been added when reaching for an object you can pick up. [*]Combat Sprinting: You can no longer Sprint while in combat; you may still run away from mobs to get them to exit combat, or you can root them via a skill but cannot simply sprint through packs of mobs. [/list] [h1]Combat Overhaul:[/h1] [h3]Base combat for Ilysia has been rewritten on both the client and server sides. This affects ALL types of combat in the game, as well as several individual feature changes and updates described below:[/h3] [h3]Melee Changes:[/h3] [list] [*]Cooldown Removed: Along with several adjustments for hit detection, the cooldown on melee strikes has been removed. We have redesigned our system to ensure players cannot surpass the maximum DPS of their weapons without relying on a cooldown. [*]Swing detection: Players must move their controller a minimum distance to register a valid hit. This threshold is low to allow players with more limited mobility the ability to enjoy Ilysia still. [*]Dual Wield Changes: Dual wielding in Ilysia has been nerfed. Players can now dual wield for additional damage; however, the damage rate is capped. New skills that extend this damage range will be coming in the future. [*]Shield Blocking: Besides providing boosts to your base Armor class, blocking with shields is now functional in Ilysia. To block an attack, hold your shield up in real-time during combat when a strike is incoming. An indicator on the back of the shield will tell you when your shield is in the correct orientation to block an incoming attack. Damage blocked will be dealt to the shield versus your health pool, and the shield's health is indicated as a ring on the back. When the shield has been depleted, your shield will cease to block incoming damage while it regenerates. After blocking a hit, the shield's health pool will stop regenerating briefly. [*]Skills Overhaul: The Martial Tree skills melee combos are now functional. [/list] [h3]Ranged Changes:[/h3] [list] [*]Core Mechanics: Bows have had their mechanics redone, like melee; you can now fire as fast as you like but with diminishing returns not to exceed the DPS of the ranged weapon and a shorter range on fast shots. [*]Trajectory indicator: Bows show your arrow trajectory in real-time to assist in lining up shots. [*]Skill physics: Warden archery skills should now respect arrow physics. [/list] [h3]Caster Changes:[/h3] [list] [*]New Quick Cast Base Spell: All caster weapons now have a new 'quick cast' basic attack mechanic that will help them to get out of bad situations and offer additional DPS opportunities. "Flick" your wand/scepter/staff up and down to activate your 'quick cast' dart. The ring of floating projectiles around your caster weapon displays the number of darts you can fire. Don't worry if you run out – charges regenerate over time. These base attacks consume no mana. [*]Added a notification when trying to cast a spell you haven't learned yet. [*]Added a notification when trying to use a skill that is on cooldown. [*]If a charge is loaded, you can now cancel a quick cast and start drawing a rune by holding down the trigger [/list] [h1]MobAI/Combat state Changes:[/h1] [h3]Mobs in Ilysia have been updated to include core rewrites to AI states. This will lay the groundwork for future updates to add more immersive action/reaction-based combat.[/h3] [list] [*]Mob AI States: Mobs in Ilysia will now circle strafe and sidestep ranged attacks to be more responsive during combat. More changes are coming; this is just the beginning. [*]Mob Hit Distance: The range at which a mob can hit you in melee has been reduced. [*]Mob AI Pathing: Mobs behavior in getting to the player has been updated to be more effective. [*]Mob AI Range: Mobs will now properly react to being hit from max range of ranged weapons. [/list] [h1]VOIP Overhaul:[/h1] [h3]VoIP has been overhauled to be more reliable and effective.[/h3] [list] [*]Region Chat: Local area chat is automatically joined by default when playing Ilysia. Area chat is distance sensitive; the closer you are to someone, the louder they will be; likewise, if you're too far away from someone, you won't be able to hear them. [*]Party Members are added to 'party chat' and can communicate using in-game voice chat (VOIP). [*]Party chat members can hear each other with unlimited range. [/list] [h1]Party System Update[/h1] [h3]The party system for Ilysia has been completely overhauled:[/h3] [list] [*]Players can now form, disband, and manage parties of up to five members. [*]Party Members share kill XP and will each get credit for quests done together. [*]Players can invite others to party by pointing to another player, pulling trigger and clicking 'Invite to Party'. [*]Party leaders can manage their party from the 'Party' tab in the Codex. [*]Party members can view other party members health and information in the Wrist UI Party menu. [*]Party leaders can kick and promote other party members. [*]If a player is disconnected for more than 10 minutes, they will be removed from the party. [*]If a party leader disconnects, leadership will be passed to the next party member who joined. [*]Parties of 1 will be automatically disbanded. [/list] [h1]Comfort & UI Preference Settings[/h1] [h3]Several new user options have been added to the Settings menu in the codex:[/h3] [list] [*]Added multiple speed options to Smooth turn [*]Added multiple angle options to Snap turn [*]Added enable/disable and strength options for Smooth turn Vignette [*]Added option to enable/disable speed/motion lines [*]Added options to enable/disable and adjust ranged aim assist trajectory [/list] [h1]General Fixes:[/h1] [list] [*]Memory Management: We have redesigned our memory management logic to improve performance on lower-end mobile devices. Help us test via general gameplay [*]Overall weapon damage and mob health balance changes. [*]UI interaction indication/laser has been updated. [*]POI markers for NPCs are now visible on Waydar through the terrain. [*]Increased visible distance for NPC POI markers. [*]Multiple quest changes. [*]The keyboard now despawns when the Codex is closed. [*]The trash can in the backpack confirmation dialog is now in the foreground. [*]The trash can in the backpack delete confirmation text has been reformatted. [*]Our original mob frames have been updated to work with the new system and added back. [*]Signs in the world have been replaced with lamp posts as we work on the mini-map. [*]Grab poses for all weapons and items have been adjusted. [*]Damage zones such as lava now properly hurt the player. [*]The Random grab target U indicator ' visible on the local player body when pointing at yourself has been removed. [*]Stamina is no longer consumed when swimming. [*]Stamina Bar HUD moved down slightly. [*]Diving underwater will no longer cause screen flashing to occur. [*]Bal'Ramos has had a stern talking to, and is back in his office. [*]Gear stats have been adjusted to give more variety on random loot [*]Cooldowns/Buffs now appear next to your mana bar display [*]Grab points for weapons have been moved back down to the player shoulders. [*]World drops/items have been adjusted to be easier to grab off the ground [*]Gliders are now visible when in use by other players [*]Shield health is no longer visible on remote players [*]The sound FX for quick cast reload has had it's volume lowered [*]The Trogre dungeon instance has had it's lighting levels adjusted to not be so dark. [*]Players who die in the Yeti dungeon will no longer respawn on the roof. [*]The Four Seals quest guardians should no longer be in the ground. [*]The Four Seals quest marker POI should be correct. [*]Gliders are now visible when being used by another player. [/list] [h1]Known issues:[/h1] [list] [*]Mobile: On the first launch, you'll be prompted to allow Ilysia to use your microphone. If you say no, you won't have Coms on Mobile, and you'll have to manually grant permission to your library's Ilysa app using the '...' menu. [*]Mobile: Checking to allow first-time Microphone permissions causes a ~30-second pause as Meta returns you to the application. Just give it time; your game has not crashed. [*]Mobile: There is a hole in the ocean where the boat should be on Abermore isle. This will get fixed in a patch asap. [*]Mobile: The 'Charged Shot' ranged skill is not currently working on Quest. This will get fixed in a patch shortly. [*]The text for your stamina/health/mana appears behind the HUD. This will be fixed during PTR. [*]Your hands can often get stuck in a 'grip' fist pose. To clear this, grab anything grabbable. [*]Changing maps (logging out, taking the boat off the tutorial island, etc.) can appear to freeze the game before you see a loading screen. You're not locked up; give it some time. [*]When logging out, you can become stuck in place in the login scene. You should still be able to select buttons, etc. However, if you're too far away, closing and relaunching the game will restore movement in the login scene. [*]Mobile: Setting your headset down and allowing it to enter sleep mode can cause Ilysia to close or black screen. [*]Sometimes, clicking on an NPC can spawn their dialog/buttons behind them. Just click on them again to recenter their UI. [*]Mobs in Ilysia are predisposed to attempt to flank you; this can sometimes cause them to try multiple angles of approach before engaging. [*]Sailor Sam's dialog is incorrect, giving the map/compass the wrong locations. Refer to your Waydar for the correct markers. [*]During Throll's quest to speak to Sailor Isado, the Waydar marker is duplicated. [*]When turning in a quest, the reward table will sometimes appear behind you. If a quest feels like you can't turn it in, look around and ensure they're not waiting for you to select a reward. [*]After logging out, sometimes you'll see floating white hair in the login scene. [*]Voice over dialog is being tested currently, and is only on certain characters in the tutorial zones. Your voice overs didn't suddenly stop working when you left the island - it's us, not you [*]When warping into a dungeon, you will die, but immediately respawn. We'll hit this next patch. [*]When you are on the loading screen, you may hear 'chime' noises. This is VOIP connecting. [*]When loading into a dungeon, the game can appear to lock up - you have not crashed, wait just a minute and the game will resume. [*]When you load into a new area, you must 'Reset Voice Devices' in your Codex Voice tab to re-join local chat. Parties remain unaffected [*]Players in different instances can hear each other in local area voice chat [/list]