The largest amount of time spent on any feature this release was getting the spell particle effects reverse engineered and implemented into Unity. No information about the classic particle format existed so it had to be (painfully) deciphered. The spell casting routine and casting logic have also been added. Data effects (i.e. how the spells affect the player/targets) will be implemented with the combat system.
The base logic for NPC pathing has been implemented and you are now able to see patrollers (NPCs that follow a specific path) and wanderers (NPCs that move randomly in a predefined area). NPCs will also open doors when they encounter them. There is still additional work to do in the future involving NPCs pathing to players.
NPCs can now be killed with the /kill
command and looted. If they have loot which is visible (weapons, shields, etc), the equipment models will appear on the NPC.
One of the goals for this release was to have all zones loading and looking correct. The Lantern Beta team spent a great deal of time going through each zone and identifying dozens of bugs. We're happy to report that most of them have been fixed and as a result, we are now able to load into all 124 zones supported by the client. This includes special cases like the Loading Zone, the Tutorial Zone, and the GM only Sunset Home. Thank you to everyone on the Beta Team for your effort!
One of the biggest performance issues in Lantern has been loading and rendering zones with a large number of objects. In most zones, the overhead (especially on modern hardware) is negligible, but in some Kunark and Velious zones there are upwards of 24k objects. Creating these objects all at once, especially as most of them are animated, has a huge performance impact with load times taking upwards of 30 seconds and the framerate dipping down into single digits. Objects are now intelligenly pooled, and stream in as you walk around the zone, eliminating both loading and framerate issues.
We've added a debug UI which can be accessed via the backtick (`) key. This UI is always loaded, is separate from the game UI, and houses both a debug console and a canvas for custom editor windows. You can try them out by typing /zone
or /spawn
without any arguments. Expect more functionality to be added in the coming releases.
/weather 1
)/kill
command/resetui
command/zone
has no parameters/spawn
has no parametersWindows, macOS and Linux builds are available here: https://drive.google.com/drive/folders/1C9W4mtIOQJ4y2-UwA9VxjIW-AljPlivO?usp=sharing
The following asset bundles have been added:
The following asset bundles have been updated:
We're happy to welcome Landon, community member and Discord server host, to the Lantern team as a Community Manager. Landon deserves special recognition for not only being an early supporter of the project and allowing us to use his server as a home, but for helping us create the type of positive community we want to be a part of. Welcome!
A new website will be up shortly, (finally) containing a roadmap, guide to getting the client set up and an FAQ page. Stay tuned.
- The Lantern Team