This post in other languages: Versão Portuguesa, Українська версія
This update includes hundreds of various changes to the combat system, stats, skills, items, and monsters, aimed to fix and balance the combat gameplay.
Even though this update contains a huge amount of various changes, this is still not the final version of the combat mechanics. We will have much more finetuning in the future. Also hopefully I can get some more user feedback.
Inventory Weight
Every item in the game now has a certain weight, including not only the weapons and equipment pieces, but all kinds of items including random loot and the quest items.
Your character has a specific weight capacity of 25.000
, which can be increased by increasing your Strength. Each point in Strength additionally increases your weight capacity by 0.300
.
- If your total inventory weight (including the equipped items and all weapons that you carry) gets over 60% of your weight capacity, your Health and Mana Recovery gets disabled.
- If you go over 80% of you weight capacity, your Movement Speed is going to be decreased by 20% in addition to the disabled Health/Mana Recovery.
- And if you go over 100%, you also won’t be able to attack or use any skills in addition to the effects described above.
Equipment Weight
Every item that you equip (including weapons/shields in both of the equipment sets, but excluding the ammo), contributes toward you total equipment weight. When your equipment weight goes over 5.000, your Evasion, Balance, Attack Speed, and Casting Speed gets reduced (the heavier the equipment, the greater the effect). Your total weight capacity affects by how much these attributes are going to be reduced. Having the equipment weight greater than your weight capacity reduces those attributes down to 0.
OverEncumberedPenaltyFactor = ((totalEquipmentWeight - 5000) / (weightCapacity - 5000))
You can see your total equipment weight in the equipment window under the equipment slots. Total inventory weight (including equipment) is displayed at the bottom of the inventory window and also in the top panel next to your money. Weight of every item can be seen in the item details pop-up when you hover your mouse over the item.
Stats and attributes
The equipment window layout changed a lot: the basic stats got removed (you can still see them in the Stats window, but now also with the bonuses for each stat), and all important combat-related attributes are now grouped into three tabs: for Melee, Ranged, and Magic related attributes. Now this window should provide all important information about your character’s attributes without the need to type the
/attributes
into the chat.
Mana
- Base Mana Recovery Rate increased from 0.4 to 0.9. Normal mana recovery rate on level 1 with no intelligence/mana bonuses is now 3 mana points per tick instead of 1, basically tripling your natural mana recovery rate, even in combat.
Defense
- Defense per Vitality changed from an exponential formula to a linear progression. Each Vitality point now gives you 1 Defense point. This means that you now receive more Defense per each Vitality point on low values of Vitality and less on high values of Vitality compared to the previous implementation.
- Old formula:
DefensePerVitality = (Vitality / 2.0) + Math.max(Vitality * 0.03, (Math.pow(Vitality, 2) / 150.0) - 1)
- New formula:
DefensePerVitality = Vitality
- Old formula:
- Each Defense point now gives you 0.5 flat damage reduction instead of 1.0. But in the end, in combination with the previous change, the actual effect of the Vitality points on your ability to reduce the damage should be very similar.
- Old formula:
DamageReductionPerDefense = Defense
- New formula:
DamageReductionPerDefense = Defense / 2.0
- Old formula:
- Defense damage reduction calculation adjusted to apply the flat damage reduction after the percentage reduction, making it slightly better on higher levels.
- Old formula:
Damage = Math.max((attack - DamageReductionPerDefense(Defense)) * DamageReductionFactorPerDefense(Defense), 1)
- New formula:
Damage = Math.max((attack * DamageReductionFactorPerDefense(Defense)) - DamageReductionPerDefense(Defense), 1)
- Old formula:
Hit Chance
- Hit Chance calculation changed, making the difference between the attacker’s Accuracy and defender’s Evasion more prominent.
- Old formula:
HitChance = 85.0 + ((SourceAccuracy - TargetEvasion) / 2.0)
- New formula:
HitChance = 85.0 + (SourceAccuracy - TargetEvasion)
- Old formula:
- Hit Chance caps slightly modified: Lower cap changed from 5% to 2% (meaning that your attacks now have only 2% chance to miss even if your Accuracy is way higher that the target’s Evasion); Higher cap changed from 98% to 95% (meaning that your attacks now have 5% chance to hit the target regardless of the target’s Evasion).
- Old formula:
HitChance = Math.max(Math.min(HitChance, 98.0), 5.0);
- New formula:
HitChance = Math.max(Math.min(HitChance, 95.0), 2.0);
- Old formula:
- Amount of Accuracy points you receive per Concentration and Evasion per Dexterity changed from a linear progression to a diminishing returns formula: now you receive more Accuracy/Evasion per each new Concentration/Dexterity point early, and less and less the higher your Concentration/Dexterity values gets. Also, you receive 20% less evasion than accuracy for the same amount of points invested into the stats.
- Old formulas:
AccuracyPerConcentration = Concentration
EvasionPerDexterity = Dexterity
- New formulas:
AccuracyPerConcentration = Math.pow(Concentration, 0.8) * 2.5
EvasionPerDexterity = Math.pow(Dexterity, 0.8) * 2
- Old formulas:
- Accuracy drop for ranged attacks changed from 70% drop at the maximum range to 50% drop.
- Old formula:
AccuracyMultiplierPerDistance = Math.max(0, 1.0 - (distance / maxAttackDistance * 0.7));
- New formula:
AccuracyMultiplierPerDistance = Math.max(0, 1.0 - (distance / maxAttackDistance * 0.5));
- Old formula:
- Previously it was impossible to hit a target if it moved farther away than your maximum attack range while you were casting a skill. Now it is possible, but the accuracy will drop even more below the 50%.
Speed
- The amount Casting Speed, Cooldown Speed, and Attack Speed you receive per single Dexterity point changed from an exponential formula to a linear progression:
- Old formulas:
AttackSpeedPerDexterity = Math.pow(Dexterity, 1.5) / 5.0
CooldownSpeedPerDexterity = Math.pow(Dexterity, 1.5) / 40.0
CastingSpeedPerDexterity = Math.pow(Dexterity, 1.5) / 3.0
- New formulas:
AttackSpeedPerDexterity = Dexterity * 1.75
CooldownSpeedPerDexterity = Dexterity * 0.25
CastingSpeedPerDexterity = Dexterity * 3.0
- Old formulas:
- Hard Cooldown Time limit changed from 150ms to 200ms, meaning that maximum theoretically possible attack speed is lowered from 6.6 hits per second to 5 hits per second.
Aura resistances
Each stat now gives you resistance against certain types of auras.
- Strength: Stun and Burning
- Concentration: Sleep and Blind
- Intelligence: Silence and Freeze
- Dexterity: Root and Slow
- Vitality: Poison and Bleeding
- Luck: resistance against any type of auras, but at a much lower rate compared to the other stats.
AuraResistancePerNormalStatValue = Math.pow(value, 1.5) / 35.0
AuraResistancePerLuck = Math.Pow(luck, 1.5) / 100.0
New attributes
- Lucky Dodge attribute added, giving you a chance to completely evade an attack (even magic and critical hits). By default you have 1% of Lucky Dodge and each new point in Luck increases this value by additional 0.1%.
- Critical Hit Evasion attribute added, allowing you to mitigate your opponent’s Critical Hit Chance. Each point in Critical Hit Evasion effectively decreases your attacker’s Critical Hit Chance by 1%. By default you have 0 Critical Hit Evasion, and for each point in Luck you receive additional 0.16(6) percents in Critical Hit Evasion.
CriticalHitEvasionPerLuck = Luck / 6.0
FinalCriticalHitChance = SourceCriticalHitChance - TargetCriticalHitEvasion
Other attribute changes
- Attribute names normalized, many of the attributes were named inconsistently throughout the game (e.g. Hit Rate vs. Accuracy, Magic Attack vs. Magical Power, etc.). This is now fixed.
- Skill Attack Power extracted into a separate attribute. Previously it was applied to your normal attack attributes, acting as an additive bonus to the other attack multipliers. Now it applies after all the attack bonuses, making the calculation more intuitive.
Combat mechanics
- Monsters now slightly delay their next attack if they’re forced to move/rotate even if their target is within range. This allows you to receive less hits if you move around the monster or kite it, compared to standing still in front of the monster. Because the delay is fixed, this is more noticeable on monsters with higher attack speed.
- Normal attack global cooldown greatly decreased, meaning that the skills that you use between the attacks have to wait less amount of time before activating. But at the same time, the interval between your normal attacks is unchanged. This should make the combat feel more responsive.
- Empty hand attacks: 1.7s → 1.0s.
- Dagger attacks: 2.0s → 1.0s.
- Sword attacks: 2.2s → 1.1s.
- Swordstick attacks: 2.2s → 1.1s.
- Rifle attacks: 3.0s → 1.2s.
- Your Evasion now gets decreased depending on the amount of enemies you fight at the same time. With each new enemy you fight, your Evasion drops by 10%, starting with the 3rd enemy (fighting only 1 or 2 enemies doesn’t effect your Evasion).
EvasionModifierPerEnemyCount = 1.0 - (0.1 * Math.max(EnemyCount - 2, 0))
- Critical attacks can now be blocked.
- Using skills on a target no longer toggles auto attacking on. You have to explicitly rightclick or press F for your character to start auto attacking. This is useful for mages and other characters that mainly attack with their skills, not normal attacks.
- Pressing the Escape key now cancels the skill casting.
- For most of the skills, you no longer can interrupt the skill casting by moving once you started it. You have to explicitly press X or Escape to cancel casting and be able to move again. This can be useful when you want to start moving right after the casting is finished. In this case, you can just press and hold the movement key during the casting without being afraid of the casting to be interrupted early.
Skills
- All missing skill icons added. Now you won’t see the question mark icons in your skill list. Special thanks to @vano for the Life Gift icon.
- Almost all the skills now have proper character model animations, visual effects, and sounds.
- Descriptions of all the skills updated to properly describe the skill effect, including all the numeric values, even for DoT effect, target effect values, etc.
Common
-
Dagger Mastery
- Accuracy bonus reduced to match the new evasion formula: from
1+(3*level)
to1.5*level
. - A level 6 skill book added to the Prontera’s Cattleya shop.
- Accuracy bonus reduced to match the new evasion formula: from
-
Sword Mastery
- Accuracy bonus reduced to match the new evasion formula: from
1+(3*level)
to1.5*level
. - A level 6 skill book added to the Prontera’s Cattleya shop.
- Accuracy bonus reduced to match the new evasion formula: from
-
Swordstick Mastery
- Melee Accuracy bonus reduced: from
3*level
to1*level
. - Magic Accuracy bonus reduced: from
1+(4*level)
to2*level
. - A level 6 skill book added to the Prontera’s Cattleya shop.
- Melee Accuracy bonus reduced: from
Adventurer
-
Tactical Scratching
- Mana cost changed from 12 to 20.
- Base Attack Power increased from 150% to 200%.
- Bonus Attack Power per level difference changed from 10%~20% to 10%~30% based on the skill level.
-
Martial Arts
- Accuracy bonus reduced to match the new evasion formula: from
1+(3*level)
to1.5*level
. - Attack bonus reduced from 5~90 to 1~46.
- Accuracy bonus reduced to match the new evasion formula: from
-
Act Dead
- Is now off global cooldown.
- Burns all Rage (if you have any).
- Enmity burn increased from -250 on all levels to -500~-1400.
-
Beg For Mercy
- Cannot be transferred to other classes any more.
- Mana and Rage cost removed.
- Now can only be used if your Health is below 20% and Rage is at 0.
- Chance to apply the Sympathy effect changed to 100% across all the levels.
- Duration of the Sympathy effect changed from 20 seconds across all the levels to 5~10 depending on the skill level.
- The Sympathy effect changed: instead of just reducing the target’s attack power by -20%~-50%, it now prevents any attacks to be used by the target onto yourself.
- Dealing any damage to the target now breaks the Sympathy effect.
-
Unexpected Hit
- Cooldown now gets reduced with each skill level down to 30s as max level.
- Rage requirement changed from 1 to 2.
- Star level added.
- Instead of increasing your critical hit chance, this skill now produces a critical hit always.
- Stun chance reduced from 30%~75% to 20%~40%.
- Now also slows the target by -40% for 5 seconds (100% chance).
-
Slap
- Now generates 1 rage point.
- Stun duration changed form 2s to 5s.
- Stun chance increased from 20%~50% to 50%~85%.
-
Expert Punching
- Range decreased from 3m to 2m.
- 0.5 second casting time added.
- Enmity increased from 20 to 40 per hit.
- This is now an AoE skill that can be used on yourself.
- Now it can hit up to 3~8 enemies (based on skill level) within the range in front of you, dealing 3 attacks to each of them. Each attack can miss, crit, or get blocked independent of the other attacks.
- Attack Power changed from 200%~300% to 50%~100% based on level, but now applies to each hit.
-
Trick Attack
- Required slots to transfer changed from 3 to 4.
- Cooldown increased from 10s across all the levels to 60s~30s.
- Is now off global cooldown.
- Star level added.
- Your character now becomes invincible for 1.5 seconds before attacking the enemy.
-
Throw Stone
- Range increased from 16m to 20m.
- Now generates 1 rage point.
-
Soul Strike
- Now generates 1 rage point.
-
Phantom Strike
- Casting time reduced from 1.5s to 1s.
- Cooldown increase from 1.5s to 2s.
- Mana cost increased from 6 to 12.
- Attack Power changed from 20%~70% to 50%~100%.
-
Peace of Mind
- Resting Mana Recovery Rate decreased from +
(0.3*level)
/sec to +(0.1+(0.1*level))
/sec. - Cannot be transferred to other classes any more.
- Resting Mana Recovery Rate decreased from +
-
New skill added: Combo Attack. Consumes 3 Rage points to convert your next normal attack to a triple combo attack. Each attack acts as a normal attack and can crit, miss, get blocked independently.
Berserker
-
Charge
- Mana cost increased from 9 to 21.
-
Magnum Break
- Mana cost increased from 24 to 42.
- Attack Power changed from 50%~250% to 150%~250% based on level.
-
Battle Cry
- Cooldown reduced from 220s~120s to 120s~60s based on level.
- Mana cost increased from 32 to 64.
- Rage generation changed from 1~5 based on level to 2 across all the levels.
- Chance to stun the enemies increased from 20%~50% to 30%~60%.
-
Rage Flow
- Rage cost changed from 5~3 depending on the skill level to 5 across all the levels.
-
Quicken Attack
- Rage cost changed from 5~3 depending on the skill level to 5 across all the levels.
-
Steady Hand
- Effect changed: instead of giving 2~77 Melee Attack, it now gives Melee Critical Attack (don’t confuse with critical hit chance) +2%~+22% based on the skill level.
-
Bash
- Casting time of 0.8s added, meaning that it can be interrupted/avoided.
Recruit
-
Rifle Mastery
- A level 6 skill book added to the Prontera’s Cattleya shop.
-
Paralyzing Shot
- Chance of slow down changed from 50%~100% to 60%~90%.
- Slow duration increased from 7s to 10s.
-
Final Shot
- Now consumes 2 bullets.
-
Mark Target
- Added bonus accuracy: +50~+150 based on the skill level.
-
Aiming Shot
- Attack Power reduced from 250%~350% to 200%~300%.
- Accuracy changed from percentage amount of +50%~+100% to flat amount of +50~+150 based on level.
- No longer has critical hit chance bonus.
-
Hawk Eye
- Mana cost increased from 35 to 96.
- Accuracy bonus changed from percentage amount of +20%~+50% to flat amount of +20~+50 based on level.
-
Firing practice
- Attack Power bonus got removed.
- Attack Speed bonus changed from +1~+10 to +1~+46.
Priest
-
Heal
- Mana cost increased from 40 to 94.
-
Angelus
- Mana cost increased from 42 to 52.
-
Regen
- Mana cost increased from 25 to 34.
- Regen power increased from 50~700 to 50~1200 health over 20 seconds.
-
Rapture
- Mana cost increased from 82 to 160.
- Rage requirement changed from 3~1 based on skill level to 3 across all the levels.
-
Suffragium
- Casting/Cooldown speed bonus changed from +20 to +50.
-
Salvation
- Mana cost increased from 82 to 160.
Enchanter
-
Fireball
- Cooldown increased from 4s to 6s.
- Mana cost increased from 56 to 68.
-
Ice Wave
- Casting time increased from 1s to 1.5s.
- Cooldown increased from 4s~2s to 4.5s~3.5s based on the skill level.
- Now generates 1 rage point.
-
Lightning Strike
- Cooldown increased from 4s to 5s.
- Mana cost increased from 64 to 82.
-
Memorize
- Rage requirement changed from 5~3 based on level to 5 across all the levels.
-
Fire Mastery
- Attack Power bonus changed from +10%~+20% to +20%~+40% per each stack.
- Now stacks up to 3 times always.
Knight
-
Reflect Shield
- Cooldown increased form 7s to 20s.
-
Shield Block
- Effect duration changed from 3s~6s to 10s~15s.
- Physical Block Chance bonus changed from +50%~+70% to +20%~+30%.
-
Defensive Stance
- Is now off global cooldown.
- Physical Defense bonus changed from +10%~+18% based on the skill level to +20% across all the levels.
- Physical Block Chance bonus changed from +10% across all the levels to +10%~+18% based on the skill level.
-
New skill added: Combat Recovery. Allows you to recover Health in combat (20%~47% of normal health recovery based on skill level).
Assassin
-
Flee
- Now burns all rage points (if you have any).
-
Deep Cut
- 5 more levels added.
- Cooldown reduced from 20s~16s based on skill level to 10s across all the levels.
- Attack Power changed from 10% to 50%.
- Chance to apply the Deep Cut effect changed from 50%~95% to 60%~90%.
- Deep Cut effect duration changed from 5~15 seconds based on the skill level to 10 across all the levels.
- Deep Cut effect damage changed from -5~-30 per second to -6~-71 every 3 seconds based on the skill level.
-
Hemorrhage
- Cooldown increased from 10 seconds to 20 seconds.
- Mana cost increased from 25 to 32.
- Rage consumption and Rage generation removed.
- Hemorrhage effect damage changed from -10~-80 per second to -10~-80 every 3 seconds.
-
Knock Out
- Mana cost increased from 32 to 64.
- Stun duration increased from 2 seconds to 4 seconds.
-
Induce Sleep
- Mana cost increased from 18 to 38.
-
Fatal Blow
- Casting time of 1 second added.
- Global cooldown increased from 2s to 3s.
- Mana cost increased from 25 to 64.
- Rage generation removed.
- Base Attack Power changed from 100%~200% to 150%~200% based on the skill level.
-
Quick Step
- Mana cost increased from 18 to 46.
- Effect duration reduced from 30s to 20s.
- Bonus Evasion changed from +10~+110 to +20~+50 based on the skill level.
-
Hiding Stance
- Is now off global cooldown.
Items
- Maximum stack amount for ammo items reduced from 999 to 250. If you had stacks with quantity greater than 250 in your inventory/equipment/storage, they will remain the same until you try to move them to a different place (e.g., unequip the ammo stack), in which case they will automatically split into multiple stacks.
- New item: Poring Bag. Gives Weight Capacity +3.000 (but also weighs 0.400 by itself, contributing to your equipment weight).
- New item: Traveler’s Cape. Gives Mana Recovery Rate +0.5/sec.
- Bonuses for most of the equipment items got changed to match the new combat mechanics.
Monsters
- Monster stats adjusted to match the new combat mechanics.
- Default monster Mana recovery rate decreased from 3% per second to 1% per second.
- Mana cost for monster skills made much more consistent.
- Mouse cowardness factor slightly increased.
- Gray Field Mouse skill probability lowered to make them less annoying to fight.
- Monster’s Appeal Sympathy skill range fixed to be no longer than 16m.
- Monsters that used Berserker’s version of Quicken Attack now have their own slightly different version of the skill.
- Kui-Kui now uses a higher level of the Health Drain skill.
- Drops now uses a higher level of Lightning Strike.
- Stony Spider: Spider Web skill chance decreased; Ranged Shield skill removed.
- Global cooldown after monster’s Bleeding skill increased.
- Scarabaeus now has a higher ranged defense and magic resistance and can use the Throw Stone skill.
- Wolf now have cast sensor, their skill chances are also adjusted slightly.
- Cave Puffers now have higher chance to release the toxic smoke during combat (before dying).
- Poison Spore’s Teleport chance increased.
- Mermaid’s attack animation duration increased, forcing them to stay in place a little longer when they attack.
- Magician-Cat’s magic skill attack power increased.
Other changes
Added
- New graphics option: “Reduced visual effects”. When enabled, replaces normal visual effects with their less visually intensive versions. May be helpful for people with light sensitivity. This affects most of the skill visual effects, coronas from the Sun/Moon and light sources. For now, this option just completely disables most of the visually intensive effects, but later we will work on a proper implementation of reduced versions of every visual effect so you can still understand correctly which skill is being casted/used.
- Remaining aura duration is now visible directly on the aura icon even for the selected target.
- Aura power value is now also visible directly on the aura icon.
- Additional checks on the server side to detect invalid game data early.
- Additional data output for training dummies: now they also tell you your average damage and amounts of hits/misses.
Changed
- Skills that consume all Mana no longer require you to have at least 1 Mana point.
- Weapon type change dialog now shows all possible weapon types, but displays an error message when you don’t have the appropriate mastery skill learned.
- Ammo can now be equipped/unequipped even when in combat.
- Skills now apply auras to the target only after the main skill effect even if it’s a projectile, and only when it succeeded.
- Attacking when being invisible now delays the attack slightly to make it proc only after the invisibility effect is broken.
- When a monster drops multiple pieces of the same item, they are no longer being grouped, allowing you to pick items one by one if you don’t have enough space in the inventory for all of them.
- Small initial delays added for some DoT/HoT skill auras to prevent unwanted extra tick sometimes happening at the end of the aura duration.
- Various development tool improvements.
- Various server-side logging improvements.
- Various improvements to the player character position calculation in combat.
Fixed
- Various problems fixed regarding the skill queue, when trying to activate a skill while the character is in process of using/casing another skill, or when a global cooldown or an normal attack cooldown is active.
- Switching targets no longer requires a confirmation from the server to be able to cast a skill on the target, it’s not instant. #1960
- Client crash fix when a target becomes invisible.
- Various damage visual effect rendering issues fixed.
- Prevent off-global cooldown skills from resetting previous skill’s global cooldown.
- Fixed a bug that caused incorrect default client setting to be saved.
- Fixed client crash during the screenshot saving process.
- Fix for the player character turning around randomly when casting skills.
- Fixed skill experience and training methods not being reset when learning a next skill level.
- Fixed a bug that sometimes prevented you from unequipping an item saying that you don’t have enough space even when you do have enough space in the inventory.
- Fixed a bug causing skill casting effect to become stuck when the caster is stunned.
- When your skill casting gets interrupted, it gets properly interrupted on the client side as well, without forcing you to finish casting before failing the skill.
- Fixed a bug that made skills go on cooldown even when the skill fails.
- Fixed incorrect rotation for some NPC spawns.
- Fix for monsters sometimes being able to execute their skills even if they cannot see the target.
- Inconsistent healing after Revive fixed.
- Fixed inconsistencies in skill rage requirement checks between the client and the server.
- Fixed a bug that made the client produce weirdly named config files in the options folder.
- Various monster movement synchronization bugs fixed.
- Fixed the bug that made the players run indefinitely when stopped by movement impairment.
- Fixed a few bugs that sometimes caused aura disappearance or duplication when recasting the same aura or when the duration of the aura is too short.
- Incorrect Fatal Blow attack power calculation fixed.
- Fixed the Fire Mastery skill not working properly.
- Magnum Break visual effect fixed to appear only once when casted, instead of stacking together for each enemy hit.
- Missing Magic Resistance for the Protect skill fixed.
- Various problems with the training dummies’ damage and aura processing fixed.
- Navigation mesh and a gap in textures fixed on the Northwest of Prontera zone.
- Vadon-Z sound volume fixed.
- Various inconsistent timings and position between animation and visual effects fixed.
- Fixed a glitch in the headgear and cape animation when the character is running.
- Fixed inconsistent monster chase range.
- Venom aura not getting removed after death bug fixed #2257.
- Leather Belt now can be traded, it was a bug.
- Various small text and translation fixes.
Changes released as hotfixes since the previous update
- April fools event — was released as an unannounced patch.
- Fixed a bug preventing players from activating various structures like quest boards.
- Various problems with crystal respawning in the Cave Of Ymir.
- Fixed a bug preventing users from deleting a friend from the friendlist.
- Fix for the client crash that sometimes could happen on AMD graphics cards.
- Added a proper error message when cannot allocate video output device.
- Various fixes for when user’s Documents and/or AppData folder is unavailable for the client.
- Various Linux (Wine) compatibility improvements.
- Operating system version detection improvements.
- Darkness consumes: dark mode added for the Ymirheim Wiki and Ymirheim Translate.
- Fixed a bug with NPCs and monsters disappearing occasionally.
- Fixed occasional freezes during zone loading.
- Game performance improvements.