Pyke Posted March 9 Share Posted March 9 Dear Players! We would like to remind you that the recent update was a highly complex process. As a result, you might still encounter both old and entirely new bugs in the game. We want to be clear: this is not our final production version yet. It’s a transitional release laying the groundwork for upcoming features. Thanks to these changes, our MU will soon not only run much smoother but also look a lot better. Thank you for your patience! - Engine: Partially migrated from OpenGL Legacy to OpenGL 3.3. This improves overall performance, stability, and enables modern rendering features. - Engine: Fixed various issues with new engine being clanky for AMD and Integra a'ka iGPU's - Engine: Migrated from ancient and outdated font and bitmaps rendering for modern font render with shadow and proper visuals, every part of the game should now be based on new font render engine. - Engine: Implemented Alpha/Fade Culling for NPC's, Monsters and world objects. You'll be no longer bombed with instantly showing/spawning elements but instead all the objects will be preloaded in longer distance with alpha and be shown smoothly instead of instantly. - Engine: Implemented and modified post-processing based on new OGL 3.3 - DOF - Depth of Field is now blurring the world and objects at the longer distance - FOG - Fog is now moved to new logic and it's now working on objects, models, world and particles - Engine: Tons of fixes and tweaks for performance, including fixed in-game graphics level switch - Engine: Reimplemented FXAA support for med-end users to improve edge smoothing for all world objects and models - HUD: as per above, reimplemented font and as we choose the new font - it will be condensed/narrow to fit as much as possible to not destroy any kind of UI elements - HUD: separated HP/Mana from SD/AG and Stack/Skill numbers, so they're now using different logic thanks to which we can choose different font style or size for each part of UI - HUD: changed the bitmap numbers for damage given and taken for real font render with unique font stored in `/Custom/Fonts/damage.ttf` - HUD: changed the bitmap numbers for HP and Mana for real font render with unique font stored in `/Custom/Fonts/hud.ttf` - HUD: AG and SD along with stacks and skills are using global defined font - HUD: Reimplemented some windows and buttons logic and code for scaling conversion to make this game look a bit better - Features: Added new animated items borders with special effects for Excellent, Harmony and Sets (exterior of window border effect) - Features: Added new animated items borders for tooltips with special effects for ranked items like Common (no frame), Rare, Epic, Mythic and Legendary (interior of window border effect) - Features: Added new animated jewel items tooltips. - Features: New item frames mix and hybrid. If items is Legendary Excellent then both effects will be applied on tooltip window making it looks even more powefull - Features: Added rpg-loot visuals for items with special suffixes like (Common) Excellent (green beam with particles), Harmony (heavy blue particles), Set (Heavy magneta particles) and also for gear levels, for every of their color but Mythic and Legendary should have special spiral beam effect and Jewels are showing `blink-blink` effects - Ancient problems: Partially fixed Icarus rendering and blend overlapping for Sky, Clouds and Monsters - Ancient problems: Red and Golden Dragons should no longer disappear in middle of flight and also render should fade from starting smoothly from starting position. - Interface: Partially reimplemented Pegasus theme for interface and buttons with some of positioning - Interface: Reworked the main HUD with skills to looks and feels better (better quality image) - Interface: Changed the Move/Warp window to fit the rest of interface flow - Fix Helper when you close main and helper is run, than when you return helper cant use - Fix Helper Offline item pickup from list - When Party Leader Die unfollow - CRenderMesh fixed - CustomCloak fixed - CustomMonsterEffectStatic/Dynamic fixed - CustomMonsterGlow fixed - Active Quest Disable/Enable - Fix Durablitty Item Value rate And much more! ❤️ 3 Link to comment https://muserver.net/topic/18-pre-release-changelog-update-10-official/ Share on other sites More sharing options...
manowwan1 Posted March 20 Share Posted March 20 I'm really looking forward to it! 1 Link to comment https://muserver.net/topic/18-pre-release-changelog-update-10-official/#findComment-31 Share on other sites More sharing options...
Electro Posted March 28 Share Posted March 28 Perfect & hello :) 1 Link to comment https://muserver.net/topic/18-pre-release-changelog-update-10-official/#findComment-32 Share on other sites More sharing options...
darath Posted 1 hour ago Share Posted 1 hour ago Nice 1 Link to comment https://muserver.net/topic/18-pre-release-changelog-update-10-official/#findComment-33 Share on other sites More sharing options...
Deidad Posted 1 hour ago Share Posted 1 hour ago Nice work mate 1 Link to comment https://muserver.net/topic/18-pre-release-changelog-update-10-official/#findComment-34 Share on other sites More sharing options...
Mimir Posted 1 hour ago Share Posted 1 hour ago This isn't nice. This is amazing! Thanks, guys. You've done a really great job! Glad I met you. 1 Link to comment https://muserver.net/topic/18-pre-release-changelog-update-10-official/#findComment-35 Share on other sites More sharing options...
Nikolay Posted 1 hour ago Share Posted 1 hour ago This is amazing! Thanks, guys. ❤️❤️❤️ 1 Link to comment https://muserver.net/topic/18-pre-release-changelog-update-10-official/#findComment-36 Share on other sites More sharing options...
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