Update 1.17.0
패치 노트는 영어로만 작성됩니다. 게임이 모든 언어에서 보여 주는 것과 같은 문구입니다.
Everything that moves in Helbreath Evolution now moves in half-steps. A step is 16 pixels instead of 32 — for your character, for monsters, and for where a spell lands. Walking and running speed have not changed: the steps are half as long and twice as fast, so the world moves at the same pace, just twice as fine. Area spells are round now instead of square boxes, and they land on the half-tile you actually aimed at. You must update your client to log in; the launcher does it for you, just hit PLAY.
New
- Movement is half-tile. Your character now steps 16 pixels at a time instead of a full tile. Nothing about your speed changes — the same walk, the same run — but every step is a decision you can make twice as often. Sidestepping an incoming spell, lining up a shot, backing out of a melee: all of it has twice the resolution it had yesterday.
- Monsters walk in half-tile steps too. They path around corners and circle you far more smoothly. How fast they move and how often they hit are exactly what they were.
- Area spells are round, and land where you pointed. Fire-Ball, Fire-Strike, Ice-Storm, Meteor-Blast and the rest are now circles instead of squares, and their centre follows your cursor at half-tile precision — move the mouse inside a single tile and the area shifts with it. The areas cover the same ground they always did; nothing got smaller.
- A spell hits the body you can see. If any part of a spell's area touches your character, it hits you. It no longer has to cover your whole tile, and it no longer matters which half of a tile you happen to be standing in — two characters standing in the same spot take the same damage from the same cast. This mattered most between players: monsters were always aligned to their tile, other players usually are not, which is why area spells could visibly clip someone and do nothing.
- You can walk right up to walls. The client used to stop you half a tile short of anything solid, and could tug you back when you rounded a corner diagonally.
Improved
- Your name plate and the visual effect of a spell cast on you now sit on your character instead of half a tile to the side. Casting on yourself was the worst case: the spell went off where your name was.
- Footprints, sparks and casting glows land under your feet, on the half-tile you are standing on.
- The coordinates in your HUD now show the half-tile as a decimal —
Aresden (262.5, 331.0). The whole number is the same tile coordinate it has always been. - Linear spells — Fury of Thor, Blizzard, Earth Shock Wave — keep their exact reach and their exact damage. More steps now pass over the same ground, and the extra passes do not add damage.
- Knockback from heavy hits is now half as long. A big hit pushes you 16 pixels instead of 32. This is deliberate, not a side effect: the old shove threw you further than the blow ever looked like it should.
Fixed
- The Zemstone of Sacrifice protects you again. Closing a trade — including the trade cleanup that runs on your own death — could silently wipe the game's record of which bag slot your stone was in. With that record wrong, the stone sat in your bag and did nothing, and you dropped items as if you had never carried one.
- Mob Events no longer spawn monsters that do not belong to the map. IceBound was taking waves of Dark Elves, Tower of Hell 1 was taking Zombies, and part of the Battle Field's event population was a placeholder that spawned nothing at all. Each map now draws its event waves from its own population.
- The Slate fusion window can no longer be closed after the cast has gone out, which left the pieces locked while the server was still resolving the fusion.
