Patch Notes

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Below you'll find information on each major playtest release, including what's been added/changed. As we move forward in the testing schedule we will eventually switch to a more traditional versioning system.

April 20, 2017

Welcome to the first test of the OrbusVR Closed Alpha! We're thrilled to have you back with us in-game. From here on out things are going to move very quickly. If it's your first time here, please be sure to review the Getting Started guide. There is not yet a full in-game tutorial so it's important to review the guide before starting otherwise you will have a hard time playing the game.

If you're coming back after participating in a previous Stress Test, here's what's changed:

Major New Additions

  • Re-tuned combat to be more appropriately challenging, especially for solo adventurers at lower levels. Generally speaking, a same-level monster should be a challenge for a solo player but beatable, and solo players should have a hard time taking on 2 on 1 or more. An elite should require 3+ adventurers to defeat.
  • Re-did underlying network architecture to be more reliable for spotty Internet connections.
  • Added grass to the ground
  • Added the Player Compass to the game, including Party Voice chat.
  • New icons for the inventory screen that actually match what they're for.
  • New launcher which will auto-update your game files to make sure you're always on the newest version of the game.
  • Introduced day-night cycle which is now synced to the server, so all players will see the same sky.
  • Added first version of Player Housing to the game. You can enter your player house next to where you start the game in Highsteppe. There's nothing to do in your house currently other than enter it and exit it, though.
  • The Warrior class has been re-worked. Now your shield can actively block all attacks from enemies and has a separate health pool which will cause to temporarily "break." Blocking attacks also generates aggro.
  • Added support for long-range grabbing of items such as loot bags. If you see a white circle in-game, hold your hand toward the item and the circle will widen, then you can use the Grip button to grab the item.
  • Added basic support for currency in the game. There's not really a way to get any yet, though.
  • Added new Character Creation screen, which allows you to customize the skin tone, eyes, and mouth that are used for your Character in-game.
  • Introduced the official Naming Policy for the game.
  • In-game health bars will now always face your position, rather than face toward the direction the creature is looking.
  • There is now an in-game line which will appear when another player is teleporting to show you where they are going.
  • Added the new Guild City to the game world.
  • You can now reach M'aat's Keep in the game world by going through the cave near the bridge to the Guild City. The entrance to the cave dungeon has moved to where the Pigmen spawn.
  • There is now an indicator in-game which appears next to the player's name to show who is talking. Eventually the player faces will animate to show this as well.
  • If you are using the Front-Facing setup, you can now use the thumbstick/touchpad to turn left/right in 45-degree increments without holding down the Grip button.
  • If you wipe on the Rock Golem boss in the dungeon, the key mechanic will now reset so that you can attempt it again without needing to reset the whole dungeon.

Major Bug Fixes

  • Fixed an issue preventing you from picking up loot sometimes.
  • Fixed LOD issues on housing models in Highsteppe.
  • If a monster is unable to path to a player, it will now immediately reset instead of getting stuck running in-place and becoming unattackable.
  • Fixed missing death animations for some creatures such as the Sheep and Wolf.
  • Runemage rune detection has been loosened so it should now be slightly easier to cast spells successfully.