<?xml version="1.0" encoding="UTF-8" standalone="no"?><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:discourse="http://www.discourse.org/" version="2.0">
  <channel>
    <title>Ymirheim</title>
    <link>https://forum.ymirheim.org/c/announcements/35</link>
    <description>Ymirheim is a community-driven project aimed to resurrect an unfinished MMORPG “Ragnarok Online 2: The Gate of the World”.</description>
    <language>en</language>
      <lastBuildDate>Tue, 31 Mar 2026 17:17:13 +0000</lastBuildDate>
      <atom:link href="https://forum.ymirheim.org/c/announcements/35.rss" rel="self" type="application/rss+xml"/>
        <item>
          <title>[2006-03-31] ...Wait, 2006? Oops!</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2006-03-31-wait-2006-oops/2452/2">Versão Portuguesa</a></p>
<hr>
<p>I’m sorry guys… I’ve been experimenting with Shmoogle’s new antimatter sub-quantum computing platform to make it build and deploy the game updates.<br>
But I made a typo in the release date when starting the deployment and mistakenly entered “2006-03-31” instead of “2026-03-31”.<br>
<strong>And now looks like the whole game has been teleported back in time into the year 2006.</strong> <img src="https://forum.ymirheim.org/images/emoji/twitter/face_exhaling.png?v=14" title=":face_exhaling:" class="emoji" alt=":face_exhaling:" loading="lazy" width="20" height="20"></p>
<p>It will probably take me <strong>a day or two</strong> to solve the temporal entanglement and bring the game back to the usual state.</p>
<p><strong>UPD: Because of multiple requests, the event has been extended until Monday. Have fun exploring!</strong><br>
<strong>UPD2: The world has been restored to the original state.</strong></p>
<p>I’m aware that the game is very unstable at the moment (see below). So I’d recommend not to focus on the character progression for a little bit and just enjoy exploring the ancient world. Share your screenshots and videos here or on Discord. We’ll probably never have a chance to do it ever again.</p>
<h3><a name="p-6996-known-problems-1" class="anchor" href="https://forum.ymirheim.org#p-6996-known-problems-1"></a>Known problems</h3>
<ul>
<li>The in-game world has been reverted back to the state of <strong>Korean Closed Beta Test <span class="hashtag-raw">#1</span></strong>, which took place in 2006:
<ul>
<li>Hoddmimis looks completely different to what we’re used to. It’s much smaller, with confusing intertwined roads. At least the waterfall is nice to look at.</li>
<li>Prontera looks almost the same, with the biggest differences being the Royal Castle (it’s completely different on the inside) and the entrance to the culverts (it’s under the water in central pond).</li>
<li>The fields surrounding Hoddmimis and Prontera look completely different, but the general layout is somewhat familiar.</li>
<li>Time in Prontera and the surrounding zones has stopped completely. There’s no day-time cycle and the sky always looks the same.</li>
</ul>
</li>
<li>Most NPCs and monsters have found a place for themselves within this old world and are unaware of any changes around. Although, sometimes they seem to have hard time navigating in here, ignoring solid objects and bending the laws of physics.</li>
<li>Sometimes the modern world reality “seeps through” and shows up in a form of various flowers, mushrooms and chairs floating in the air, or invisible objects that the players can sometimes stumble upon.</li>
<li>Your character may appear extra three-dimentional than usual on certain locations.</li>
<li>The start of the main story quest is temporarily disabled because the boat location did not exist back in 2006.</li>
<li>Some quests may be broken because of missing objects or NPCs being stuck.</li>
<li>Ferry between Hoddmimis and Prontera is temporarily free.</li>
<li>Don’t trust the marks on your map. They lie to you.</li>
</ul>
<h3><a name="p-6996-unknown-problems-2" class="anchor" href="https://forum.ymirheim.org#p-6996-unknown-problems-2"></a>Unknown problems</h3>
<ul>
<li>What did I have for breakfast in March 31 2006? <img src="https://forum.ymirheim.org/images/emoji/twitter/thinking.png?v=14" title=":thinking:" class="emoji" alt=":thinking:" loading="lazy" width="20" height="20"></li>
</ul>
            <p><small>2 posts - 2 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2006-03-31-wait-2006-oops/2452">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2006-03-31-wait-2006-oops/2452</link>
          <pubDate>Tue, 31 Mar 2026 17:17:13 +0000</pubDate>
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          <source url="https://forum.ymirheim.org/t/2006-03-31-wait-2006-oops/2452.rss">[2006-03-31] ...Wait, 2006? Oops!</source>
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        <item>
          <title>[2026-02-12] Stability improvements</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2026-02-12-stability-improvements/2444/2">Versão Portuguesa</a></p>
<hr>
<p>This update is aimed to fix some of the most critical problems with the game, including memory leaks and crashes.</p>
<p>One of the biggest problems with the game so far was the instability of the client, which was constantly crashing. Mainly this happened due to various memory leaks, which led to running out of available memory.<br>
Previously, the game was running in the default 32-bit process mode, that allows the process to use only 2GB of memory for everything (including the code itself, mapped files, etc.). This ended up way too low for the game, leaving only about 700MB of free memory after loading into the game. Which then usually was quickly consumed by various memory leaks.<br>
Interestingly enough, the game was much more stable when <a href="https://wiki.ymirheim.org/en/Running_the_game_on_Linux">running on Linux</a>. Which led me to discover some important clues to locate the problems and I was able to fix a few of the biggest memory leaks in the game. In addition to that, the game now can use full 4GB of memory, maximum possible for a 32-bit process.</p>
<p>Another game-breaking problem was invisible or stuck monsters and NPCs. When the monsters were supposed to be rendered by the client, but the client couldn’t render them, or when they were rendered in a wrong place as uninteractable models. This was especially prominent on low-end hardware. This now should be mostly fixed, but there’s still a chance that on your particular hardware it can glitch out. Please let me know if you’re still experiencing this problem.</p>
<p>Other changes were focused on various stability improvements of the client, server and the project infrastructure overall.</p>
<p>Some of these changes affected a huge portion of the project codebase and because of that they can uncover smaller bugs, that were never showing up before.<br>
So please use the crash reporter and notify me about any new bugs or crashes that you may stumble upon and I’ll try to fix them quickly.</p>
<h2><a name="p-6965-full-changelog-1" class="anchor" href="https://forum.ymirheim.org#p-6965-full-changelog-1"></a>Full changelog</h2>
<h3><a name="p-6965-changed-2" class="anchor" href="https://forum.ymirheim.org#p-6965-changed-2"></a>Changed</h3>
<ul>
<li>Game client switched to the large address mode to access full 4GB of RAM (maximum for 32-bit processes) instead of the default 2GB.</li>
<li>“Reduced visual effects” option no longer disables all projectors. Now it only hides the ones that are specifically marked as visually intensive. Shadows and AoE markers are now visible again even with this option is turned on.</li>
<li>Server engine updated to use the latest versions of libraries/frameworks.</li>
<li>Various server-side performance optimizations.</li>
</ul>
<h3><a name="p-6965-fixed-3" class="anchor" href="https://forum.ymirheim.org#p-6965-fixed-3"></a>Fixed</h3>
<ul>
<li>A few most significant memory leaks in the game client fixed.</li>
<li>A few race conditions fixed on the client side, which should fix most (if not all) problems with invisible monsters and stuck monster models.</li>
<li>A few more client crashes are now fixed.</li>
<li>Fixed client freeze when exiting the game.</li>
<li>Incorrect out of memory error text fixed.</li>
<li>Various improvements and fixes for the server-side time-related calculations.</li>
<li>Fixed a server-side bug, because of which some NPCs and monsters were getting stuck and couldn’t move.</li>
<li>Various fixes for the error reporter.</li>
<li>Various server infrastructure fixes and improvements.</li>
</ul>
            <p><small>3 posts - 3 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2026-02-12-stability-improvements/2444">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2026-02-12-stability-improvements/2444</link>
          <pubDate>Thu, 12 Feb 2026 14:36:05 +0000</pubDate>
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          <source url="https://forum.ymirheim.org/t/2026-02-12-stability-improvements/2444.rss">[2026-02-12] Stability improvements</source>
        </item>
        <item>
          <title>[2025-08-12] More fixes and improvements</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2025-08-12-more-fixes-and-improvements/2417/2">Versão Portuguesa</a></p>
<hr>
<p>A few more various small fixes and improvements.</p>
<h2><a name="p-6900-full-changelog-1" class="anchor" href="https://forum.ymirheim.org#p-6900-full-changelog-1"></a>Full changelog</h2>
<h3><a name="p-6900-added-2" class="anchor" href="https://forum.ymirheim.org#p-6900-added-2"></a>Added</h3>
<ul>
<li>Low ammo and no ammo popup notifications added when the ammo goes below 10 and below 1 respectively.</li>
</ul>
<h3><a name="p-6900-changed-3" class="anchor" href="https://forum.ymirheim.org#p-6900-changed-3"></a>Changed</h3>
<ul>
<li>Range accuracy no-penalty distance reduced from 3m to 1m, but now it accounts for body radius of the source and a target, measuring the actual distance between the two entities, not the distance between their center coordinates.</li>
<li>Health and Mana regen bonus when resting now only affects the base natural recovery rate, leaving any bonuses unaffected.</li>
<li>Party invitation timeout increased from 15 to 30 seconds.</li>
<li>Call For Help NPC skill casting time reduced from 2sec to 1sec.</li>
<li>Thief Bug spawns slightly adjusted to make the map less crowded.</li>
<li>Pumpkin spawns slightly adjusted to increase the amount of pumpkins available.</li>
<li>Max stack quantity increased from 1 to 20 for Small Bib, Rat Tail, Steel Chon-Chon Shell, Chon-Chon Stinger.</li>
<li>Recruit’s Aiming Shot skill now generates 1 rage point on use.</li>
<li>White Mushroom mana recovery rate changed from +0.4/0.8/1.6 for 5 mins to +0.3/0.5/0.7 for 3/4/5 mins.</li>
<li>Shark and Mermaid Archer spawns adjusted to fix some of the overly crowded areas.</li>
<li>Mermaid and Mermaid Archer attack slightly reduced.</li>
<li>Tagata Clan Thug and Tagata Clan Thief attack slightly reduced.</li>
<li>Pukui attack slightly reduced.</li>
<li>Sword Mastery skill enabled for Priests and Enchanters.</li>
</ul>
<h3><a name="p-6900-fixed-4" class="anchor" href="https://forum.ymirheim.org#p-6900-fixed-4"></a>Fixed</h3>
<ul>
<li>Various fixes and improvements for gamepad controls and the netcode of the gamepad-induced movements.</li>
<li>Glitchy jumping netcode fixed to make the other player jumps appear more smoothly.</li>
<li>Fixed a bug that made the players to appear running indefinitely when initiating a dialog with an NPC while still running.</li>
<li>Fixed a bug that caused the character to pause for several seconds before starting to attack the next target right after killing the previous one.</li>
<li>Fixed incorrect weight limit percentage coloring in the top panel when the weight is between 60 and 61%.</li>
<li>Fixed a crash when minimizing the game window.</li>
<li>Audio and input related logic related to the window focus is restored.</li>
<li>Missing icon for the Poison aura fixed.</li>
<li>A few small UI layout fixes.</li>
</ul>
            <p><small>2 posts - 2 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2025-08-12-more-fixes-and-improvements/2417">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2025-08-12-more-fixes-and-improvements/2417</link>
          <pubDate>Tue, 12 Aug 2025 15:03:51 +0000</pubDate>
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          <source url="https://forum.ymirheim.org/t/2025-08-12-more-fixes-and-improvements/2417.rss">[2025-08-12] More fixes and improvements</source>
        </item>
        <item>
          <title>[2025-08-06] Small bug fixes</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2025-08-06-small-bug-fixes/2412/2">Versão Portuguesa</a></p>
<hr>
<p>Just a few bug fixes and improvements, mostly for the Zadoras and the Prontera Culvert regions.</p>
<h2><a name="p-6892-changelog-1" class="anchor" href="https://forum.ymirheim.org#p-6892-changelog-1"></a>Changelog</h2>
<h3><a name="p-6892-known-issues-2" class="anchor" href="https://forum.ymirheim.org#p-6892-known-issues-2"></a>Known issues</h3>
<ul>
<li>The feature to mute the sound when the game window is not in focus is not working. Also you may experience problems with your mouse becoming “stuck” when switching back to the game window. I’m trying to find and fix a problem with video memory leaks and client stability problems when alt-tabbing. Please let me know if the current update helps with the crashes (or doesn’t).</li>
</ul>
<h3><a name="p-6892-changed-3" class="anchor" href="https://forum.ymirheim.org#p-6892-changed-3"></a>Changed</h3>
<ul>
<li>Monsters now enter the “Returning” state after 3 seconds of not able to reach the player instead of 10.</li>
<li>Rotten Poisonous Mushroom, Coal Dust, Withered Chamomile/Dandelion/Amaryllis/Tulip are now guaranteed to drop if you didn’t get the better items.</li>
<li>Call for help skill added to all Zadoras monsters.</li>
<li>Zadoras spawns are slightly adjusted to prevent killing them while being unreachable by the monsters.</li>
<li>Monster Cloaking and Hiding casting effect sound updated to be a little less obnoxious.</li>
<li>Thief Bug spawns slightly updated to provide more slightly safer spots to hunt the Culvert Thief Bugs.</li>
<li>All emotes except the Dance emote can now be used while in combat.</li>
<li>All projection visual effects (including shadows) are now get disabled when the “Reduced visual effects” option is enabled.</li>
</ul>
<h3><a name="p-6892-fixed-4" class="anchor" href="https://forum.ymirheim.org#p-6892-fixed-4"></a>Fixed</h3>
<ul>
<li>Fixed a bug that caused the projection visual effects to act as obstacles when trying to select a target (notably, the ventilation shafts in the Prontera Culverts).</li>
<li>Fixed a bug that caused the client to get stuck in infinite skill casting state under certain circumstances.</li>
<li>Fixed a bug that prevented item skill casting animations to be rendered when used by other players.</li>
<li>Fixed a bug that caused aura effects to render as duplicate and never expire on the client side under certain conditions.</li>
<li>Various small Prontera Culvert monster navigation fixes.</li>
<li>Fixed an incorrectly assigned item ID for the Bayonet Stance skillbooks.</li>
<li>Server stability improvements.</li>
</ul>
            <p><small>2 posts - 2 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2025-08-06-small-bug-fixes/2412">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2025-08-06-small-bug-fixes/2412</link>
          <pubDate>Wed, 06 Aug 2025 19:54:32 +0000</pubDate>
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          <guid isPermaLink="false">forum.ymirheim.org-topic-2412</guid>
          <source url="https://forum.ymirheim.org/t/2025-08-06-small-bug-fixes/2412.rss">[2025-08-06] Small bug fixes</source>
        </item>
        <item>
          <title>[2025-08-02] Experimental controller support</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2025-08-02-experimental-controller-support/2411/2">Versão Portuguesa</a></p>
<hr>
<p>Now you can play the game using your favorite gamepad. Please read this post if you want to start using a controller.</p>
<p><strong>Important!</strong> If you have the game already installed, please reset all your game settings. This can be done by deleting all files under <code>C:\Users\USERNAME\Documents\My Games\Ymirheim\Option\</code> (alternatively, you can delete only <code>DefUser.cni</code>, <code>DefUserMinimal.cni</code>, and <code>User.cni</code> to make it work, this way you can keep your shortcut settings).</p>
<p>The game supports only <strong>Xbox 360 compatible controllers</strong>. If you want to play with a PlayStation controller, please use <a href="https://ds4-windows.com/">DS4Windows</a> (make sure the “Ex” column is checked). In fact, using a DS4/DS5 controller with DS4Windows is probably the best option, since it supports mouse via touchpad. Unfortunately, a lot of in-game actions require you to use the mouse and having it right on your controller is very convenient.</p>
<p>In this initial release it’s impossible to remap the analog sticks and triggers (I’ll try to implement it later). As of now, the analog mappings are as follows:</p>
<ul>
<li><code>Left Stick</code>: Movement. Only direction, speed doesn’t depend on how far the stick is deflected. Dead zone is 10%.</li>
<li><code>Right Stick</code>: Camera rotation. Not inverted (turn the stick to the left to look left, up to look up). Rotation speed depends on how far the stick is deflected. Dead zone is 10%.</li>
<li><code>Left Trigger</code>: Equivalent of the Ctrl key. While you’re holding the trigger, the game thinks that you’re pressing the Ctrl key. Trigger depressed above 10% considered as a pressed key.</li>
<li><code>Right Trigger</code>: Equivalent of the Alt key, similar to the left trigger. Pressing both triggers at the same time does nothing (shared axis).</li>
</ul>
<p>Any controller button can be mapped to any action that you can normally map to a keyboard key. Triggers acting as Ctrl/Alt modifier keys give you three different button layouts that you can map freely: normal, with a Left Trigger pressed, and with Right Trigger pressed.</p>
<p>There is one limitation, if you’re mapping a shortcut to a button, it makes the button exclusive to that shortcut, no other actions can be mapped to the same button even with the LT/RT modifiers. This is because when you press LT/RT (or Ctrl/Alt), the shortcuts panel temporarily switches to the previous/next page, effectively mapping three different shortcuts to a single button automatically.</p>
<p>Another limitation is the game currently still requires the mouse to perform a lot of operations, like clicking on active objects, managing inventory, etc. But you still can control some of the UI with the controller: most of the dialog windows support D-pad to navigate to the next/previous button within a window, <code>A</code> can be used to confirm the selection and <code>B</code> to exit. You can also select one of the first 4 buttons or options with your D-pad: Up=1, Right=2, Down=3, Left=4. I know this is not ideal, I’ll try to implement proper selection functionality later.</p>
<p>Default mappings were also updated, to include the controller buttons.</p>
<p>Default button mappings (can be changed):</p>
<ul>
<li><code>D-pad</code>: Shortcuts 1~4 (use LT + D-pad or RT + D-pad to activate shortcuts from the next/previous page, giving you total of 12 shortcuts).</li>
<li><code>Left Stick Click</code>: Toggle Stance</li>
<li><code>Right Stick Click</code>: Reset camera (point it to where the character is looking).</li>
<li><code>A</code>: Jump</li>
<li><code>B</code>: Cancel/Quit</li>
<li><code>LT + B</code>: Quest widget: next page</li>
<li><code>X</code>: Action (attack/talk)</li>
<li><code>LT + X</code>: Loot everything</li>
<li><code>Y</code>: Switch weapon set</li>
<li><code>RB</code>: Select next NPC as the target</li>
<li><code>LT + RB</code>: Select previous NPC as the target</li>
<li><code>LB</code>: Select next player as target</li>
<li><code>LT + LB</code>: Select yourself as a target</li>
<li><code>Menu</code>: Next shortcut page</li>
<li><code>LT + Menu</code>: Open map</li>
<li><code>RT + Menu</code>: Quests</li>
<li><code>Back</code>: Previous shortcut page</li>
<li><code>LT + Back</code>: Inventory</li>
<li><code>RT + Back</code>: Equipment</li>
</ul>
            <p><small>2 posts - 2 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2025-08-02-experimental-controller-support/2411">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2025-08-02-experimental-controller-support/2411</link>
          <pubDate>Sat, 02 Aug 2025 20:07:09 +0000</pubDate>
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          <source url="https://forum.ymirheim.org/t/2025-08-02-experimental-controller-support/2411.rss">[2025-08-02] Experimental controller support</source>
        </item>
        <item>
          <title>[2025-08-01] Various gameplay fixes</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2025-08-01-various-gameplay-fixes/2410/2">Versão Portuguesa</a></p>
<hr>
<p>This update includes a small Recruit rework, and various fixes and improvements to the quests and items.</p>
<h2><a name="p-6887-changelog-1" class="anchor" href="https://forum.ymirheim.org#p-6887-changelog-1"></a>Changelog</h2>
<h3><a name="p-6887-known-issues-2" class="anchor" href="https://forum.ymirheim.org#p-6887-known-issues-2"></a>Known issues</h3>
<ul>
<li>The feature to mute the sound when the game window is not in focus is not working. Also you may experience problems with your mouse becoming “stuck” when switching back to the game window. I’m trying to find and fix a problem with video memory leaks and client stability problems when alt-tabbing. Please let me know if the current update helps with the crashes (or doesn’t).</li>
</ul>
<h3><a name="p-6887-added-3" class="anchor" href="https://forum.ymirheim.org#p-6887-added-3"></a>Added</h3>
<ul>
<li>Tons of brand new item icons, drawn by <a class="mention" href="https://forum.ymirheim.org/u/arqueduck">@arqueduck</a> (Thank you!). Now all the question mark icons should be gone and it should be much easier to identify the items in your inventory just by looking at the icons. Some older icons were also updated to better indicate the type of the item they represent.</li>
</ul>
<h3><a name="p-6887-changed-4" class="anchor" href="https://forum.ymirheim.org#p-6887-changed-4"></a>Changed</h3>
<ul>
<li>Recruit:
<ul>
<li><strong>Rifle Mastery</strong> distance is greatly increased at early levels. Now it starts at 10m (instead of 5) and gets increased by additional 2m every level.</li>
<li><strong>Ranged accuracy penalty</strong> now doesn’t depend on your Rifle Mastery level, and now doesn’t get applied up to 3m distance to the target, after which it gradually decreases your accuracy, becoming 50% at 15m distance and gets reduced further if the range gets higher.</li>
<li>New stance skill: <strong>Bayonet Stance</strong>. Allows you to fight in melee using the bayonet on your rifle, increasing your melee attack at the cost of melee accuracy.</li>
<li><strong>Armor Breaker</strong> skill can now only be used while in Bayonet Stance. While it still uses your ranged attack to perform the shot, the range is limited to 3m. But now it has 100% chance to apply the broken armor debuff and does an increased attack damage.</li>
<li>Base <strong>Rifle melee balance</strong> reduced by 10(%). Ranged balance is unchanged.</li>
</ul>
</li>
<li>Party loot distribution is now set to “Random each time” by default.</li>
<li>Brewing The Moss quest: amount of items required reduced from 25 to 18.</li>
<li>Collecting Poison Spores quest: amount of items required reduced from 50 to 30.</li>
<li>Fresh Crab Meat Needed quest: amount of Vadon Claw required reduced from 10 to 5.</li>
<li>Stolen Fertilizers quest now gives 10 Garlic as an additional reward, the money reward decreased from 500 to 400 Rupee.</li>
<li>The Mice Infestation quest: 2x Broccoli added as an additional reward, money reward decreased by 50 Rupee.</li>
<li>Milking quest: added an additional item reward, Milk. Money reward reduced from 680 to 650 Rupee.</li>
<li>New item: Milk. Regenerates 180 Health and 60 Mana over 30 seconds.</li>
<li>Stony Spider Melee Shield skill usage probability lowered.</li>
<li>Wolf Skin item is now called Wolf Tail and now it has a much higher drop chance.</li>
<li>Animal Skin item renamed to Animal Hide and now it has a higher drop chance from Wolves.</li>
<li>Spore Skin item renamed to Spore Cap.</li>
<li>Broccoli item: chance to cure bleeding increased from 20% to 60%.</li>
<li>Chamomile added as a part of the Medium Healing Potion recipe.</li>
<li>Old Rag Bag is now essentially a loot box. You can open it and obtain a random item (the list of items is limited and the chances of getting something very valuable is lower compared to other items).</li>
<li>Emotes can now be activated while sitting. The character now automatically stands up to perform an emote and then sits back down. I’ll look into a way to make the emote animation play while the character is sitting later.</li>
</ul>
<h3><a name="p-6887-fixed-5" class="anchor" href="https://forum.ymirheim.org#p-6887-fixed-5"></a>Fixed</h3>
<ul>
<li>Udar Clan Thief Spirit now gives flat +2 melee critical hit chance instead of +2% of your current value.</li>
<li>Party settings window now correctly indicates the current state when opened.</li>
<li>Loot drop chance calculation fixed for items that can drop in multiple quantities. Now the chance is calculated for each instance of such item separately, instead of choosing the quantity after the drop chance calculation.</li>
<li>Added a missing system chat message when acquiring an item from a loot box.</li>
<li>Fixed incorrect market types for some items.</li>
</ul>
            <p><small>2 posts - 2 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2025-08-01-various-gameplay-fixes/2410">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2025-08-01-various-gameplay-fixes/2410</link>
          <pubDate>Fri, 01 Aug 2025 19:19:12 +0000</pubDate>
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          <source url="https://forum.ymirheim.org/t/2025-08-01-various-gameplay-fixes/2410.rss">[2025-08-01] Various gameplay fixes</source>
        </item>
        <item>
          <title>Ymirheim API</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2025-08-01-ymirheim-api/2409/2">Versão Portuguesa</a></p>
<hr>
<p>After a few weeks of development and testing, I’m glad to introduce a new service in our ecosystem: <strong><a href="https://api.ymirheim.org/">Ymirheim API</a></strong>.</p>
<p>It allows 3rd-party applications to integrate with our project, providing more features outside of the game to our community. Now anyone can try their skills in building an application that can integrate with the Ymirheim world.</p>
<p><strong>Ymirheim API</strong> provides secure access to real-time game world state and player data, and allows to perform limited gameplay operations on behalf of the players, and access useful game data and translations. But players don’t have to worry about it, as their data is still secure and cannot be accessed by any 3rd-party application without the player’s explicit consent given during the authorization that involves Ymirheim ID.</p>
<p>You can find the documentation at <a href="https://api.ymirheim.org/">api.ymirheim.org</a>.</p>
<p>At the moment, it’s still in testing and it’s pretty limited, but I’m hoping to add more functionality in the future.</p>
<p>If you’re interested in creating your own app that uses Ymirheim API, please contact me here or on Discord, and we can arrange the access for you (at the moment, there is no way to create a custom OAuth2 client in Ymirheim ID).</p>
            <p><small>2 posts - 2 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/ymirheim-api/2409">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/ymirheim-api/2409</link>
          <pubDate>Fri, 01 Aug 2025 18:38:11 +0000</pubDate>
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          <source url="https://forum.ymirheim.org/t/ymirheim-api/2409.rss">Ymirheim API</source>
        </item>
        <item>
          <title>[2025-07-12] Various improvements and fixes</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2025-07-12-various-improvements-and-fixes/2400/4">Versão Portuguesa</a></p>
<hr>
<p>AoE, loot, and ammo indicators, boss monster summons, updates to Amulet of Promises, improved skill book availability, new repeatable quests, better health potions, graphics improvements, and much more…</p>
<h2><a name="p-6871-full-changelog-1" class="anchor" href="https://forum.ymirheim.org#p-6871-full-changelog-1"></a>Full Changelog</h2>
<h3><a name="p-6871-added-2" class="anchor" href="https://forum.ymirheim.org#p-6871-added-2"></a>Added</h3>
<ul>
<li><strong>Area of effect</strong> (AoE) skills now show proper <strong>indicators</strong> of the affected region on the ground.</li>
<li><strong>Ammo count</strong> is now displayed on the weapon icon on your shortcuts panel when the weapon requires an ammo to use. When your ammo count drops below 10, the counter’s color will change to orange, and when it drops to 0 it will be displayed in red.</li>
<li><strong>Boss monster summons</strong> implemented. Summons now spawn together with their master, can follow it and engage in combat when the master is being attacked. For now the summons have been only added to the Boss Pukui for testing purposes. Other bosses will follow soon.</li>
<li>A new type of items added: <strong>Tools</strong>. These are similar to the consumable items except they can be used multiple times. Some tool items can have a durability, which decreases by 1 each time you use the tool and when it drops down to 0, the tool will break.</li>
<li><strong>Loot indicator</strong>: a visual effect that shows if the monster corpse has any loot for you to pick up. Only accounts your personal loot (if any), not your party member’s loot.</li>
<li><strong>Sheep Shearing</strong> feature introduced: now you can buy Shears from a Prontera tool shop and obtain wool from sheep using the tool.</li>
<li><strong>3 more repeatable level 9 quests</strong> added for Prontera: Collecting Wool, Harvesting Pumpkins, Milking.</li>
</ul>
<h3><a name="p-6871-changed-3" class="anchor" href="https://forum.ymirheim.org#p-6871-changed-3"></a>Changed</h3>
<ul>
<li>Amulet of Promises is now free to use, but it now also has a 10 minute cooldown after usage.</li>
<li>Saving at Kafra is now a paid service and the cost depends on your level. But it’s needs to be done just once when you wish to save in a new town.</li>
<li>Hoddmimis Cattleya shop now includes all skill books up to class level 15.</li>
<li>Prontera Cattleya shop now includes all skill books up to level 25, and also includes all the Hoddmimis skill books.</li>
<li>Health Potion healing effect increased: Small Healing Potion now heals for 180 health instead of 60; Medium Healing Potion: 480 instead of 180; Big Healing Potion: 960 instead of 480 health during 30 seconds. Price remains unchanged.</li>
<li>Power of each monster (based on the level difference between your character and the monster) is now indicated using different colors of the level value in the target info widget. Level difference calculation is also adjusted to feel more natural. You can read more on this <a href="https://wiki.ymirheim.org/en/Experience#Level_difference">on the wiki</a>.</li>
<li>Color correction graphics shader updated to reflect dynamic changes of the time of the day and the weather. It’s now almost the same as the latest versions of the original game client had. Color correction option is also now removed from the video setting and is not optional any more.</li>
<li>Party chat messages are now also being displayed as chat bubbles on top of the character’s head.</li>
<li>When a skill requires a specific aura/status effect on the target, it now displays the name of the aura that’s missing in the popup message instead of just a generic fail message.</li>
<li>Active structures that are not harvesting nodes can now be used while the character is over encumbered.</li>
<li>Monster and structure spawn logic reworked, the crystal spawns in the Cave of Ymir are now back to the way they were working the first time they were introduced, grouped based on their location on the map, not by their type.</li>
<li>Quests within the same quest group are now automatically shuffled randomly every in-game day, allowing more variety in repeatable quests. Previously you had to complete the previous quest within a group to get access to the next one.</li>
<li>Over Encumbered debuff changed slightly, now 80% of the weight limit slows down the player by 25%; 100% of the weight limit slows down for 30% (previously it was 20% slow down for all tiers).</li>
<li>NPCs now stop when a player interacts with them if they were moving.</li>
<li>Berserker’s Quicken Attack bonus changed from +30 to +60 attack speed.</li>
<li>Cave Puffer’s Release Toxic Smoke skill now slows then down significantly, allowing players to run away.</li>
<li>Flatro Tail and Flatro Shell drop chance increased.</li>
<li>Shark Teeth drop chance increased.</li>
<li>Boss Pukui movement speed decreased slightly, Puku-Puku movement speed slightly increased.</li>
<li>Shark Overpopulation quest time availability updated, now it’s 1:00pm to 11:00pm.</li>
<li>Poison Studies quest: Poison Sack drop chance slightly decreased (it was wrongly increased before in an attempt to fix a bug).</li>
<li>Letter for the Lighthouse Keeper quest time availability updated, now it’s 2:00pm to 9:00pm.</li>
<li>Stolen Fertilizers quests adjusted. Now it’s split into two batches, reducing possible weight limit problems for the players.</li>
<li>Alignment and position of various UI windows adjusted to better fit widescreen monitors.</li>
<li>World map transparency effect removed.</li>
</ul>
<h3><a name="p-6871-fixed-4" class="anchor" href="https://forum.ymirheim.org#p-6871-fixed-4"></a>Fixed</h3>
<ul>
<li>Fixed incorrect personal quest loot distribution when playing in party with other players. Previously personal quest drop was triggering only for the highest damage dealer, now it applies to all party members nearby the killed monster.</li>
<li>Fixed incorrect formatting of the remaining cooldown time in the pop-ups.</li>
<li>Fixed incorrect page count calculation for the quest widget, which led to some quests steps not being shown under certain circumstances.</li>
<li>Fix for the player characters getting stuck in the casting animation sometimes when cancelling/failing an item usage.</li>
<li>Fixed a bug that was causing an active structure to be activated twice for a single use sometimes.</li>
<li>Visual effects of some lanterns in Hoddmimis fixed to have a more balanced lighting.</li>
<li>Fixed a bug that prevented Granny to give you biscuits during the first story quest.</li>
<li>Fixed a bug that allowed the players to start the Lunch Delivery quest from the board right after they’ve completed the personal version of the quest.</li>
<li>Fixed incorrect assignment of NPC roles for the Cows and Sheep.</li>
<li>Fixed various visual bugs in the Gears UI skin.</li>
</ul>
            <p><small>4 posts - 4 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2025-07-12-various-improvements-and-fixes/2400">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2025-07-12-various-improvements-and-fixes/2400</link>
          <pubDate>Sat, 12 Jul 2025 16:51:03 +0000</pubDate>
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          <source url="https://forum.ymirheim.org/t/2025-07-12-various-improvements-and-fixes/2400.rss">[2025-07-12] Various improvements and fixes</source>
        </item>
        <item>
          <title>[2025-05-31] New server</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2025-05-31-new-server/2391/2">Versão Portuguesa</a></p>
<hr>
<p>We’re moving to a new server with a completely different infrastructure setup. No gameplay changes in this release at all. If you notice any changes in the game behavior please report as a bug.</p>
<p>I’ve been working on a big server infrastructure overhaul for the last month and a half. Which also involved a lot of changes in the server engine, some parts of which got completely rewritten.<br>
This update should improve the server performance and server administration capabilities. It’s going to be much easier for me to release new updates, monitor the server and debug any problems, and scale the server up when needed quickly.</p>
<p>As mentioned above, this update doesn’t include any gameplay or game content changes. From the player point of view, the game should behave absolutely the same way as it was before this update. Of you notice any changes, if something is not working or you’re having unusual connection issues, please let me know.</p>
            <p><small>2 posts - 2 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2025-05-31-new-server/2391">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2025-05-31-new-server/2391</link>
          <pubDate>Sat, 31 May 2025 10:44:15 +0000</pubDate>
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          <source url="https://forum.ymirheim.org/t/2025-05-31-new-server/2391.rss">[2025-05-31] New server</source>
        </item>
        <item>
          <title>[2025-04-12] Small quest fixes, server stability improvements</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2025-04-12-small-quest-fixes-server-stability-improvements/2377/2">Versão Portuguesa</a></p>
<hr>
<p>A small update that includes some fixes for the new quests introduced in the previous update and some server-side fixes.</p>
<h2><a name="p-6827-changelog-1" class="anchor" href="https://forum.ymirheim.org#p-6827-changelog-1"></a>Changelog</h2>
<h3><a name="p-6827-changed-2" class="anchor" href="https://forum.ymirheim.org#p-6827-changed-2"></a>Changed</h3>
<ul>
<li>“Poisonous Mushroom Hunting” quest now requires 3 Medium Poisonous Mushrooms instead of 10.</li>
<li>“Brewing The Moss” now requires 25 Stony Spider Moss instead of 30.</li>
<li>“Mushroom Hunting” now requires 5 Small White Mushrooms and 1 Medium, instead of 10 and 2 respectively.</li>
<li>“Seashell Powder” quest now requires 4 Sea Shells instead of 8.</li>
<li>“Stolen Fertilizers” quest now requires 9 Dung Balls instead of 10.</li>
<li>“Collecting Pearls” quest now only requires 1 Small Pearl instead of 3. Quest money reward also got lowered, subtracting the selling price of the 2 small pearls.</li>
</ul>
<h3><a name="p-6827-fixed-3" class="anchor" href="https://forum.ymirheim.org#p-6827-fixed-3"></a>Fixed</h3>
<ul>
<li>Fixed a bug that caused a player disconnect while in combat sometimes.</li>
<li>Small server-side logging fixes.</li>
</ul>
            <p><small>5 posts - 3 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2025-04-12-small-quest-fixes-server-stability-improvements/2377">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2025-04-12-small-quest-fixes-server-stability-improvements/2377</link>
          <pubDate>Sat, 12 Apr 2025 16:23:09 +0000</pubDate>
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          <guid isPermaLink="false">forum.ymirheim.org-topic-2377</guid>
          <source url="https://forum.ymirheim.org/t/2025-04-12-small-quest-fixes-server-stability-improvements/2377.rss">[2025-04-12] Small quest fixes, server stability improvements</source>
        </item>
        <item>
          <title>[2025-03-30] New repeatable quests, new ammo, food items, and more</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2025-03-30-new-repeatable-quests-new-ammo-food-items-and-more/2370/3">Versão Portuguesa</a></p>
<hr>
<p>More accessible rifle ammo, new repeatable quests, line of sight checks for monster aggro, new effects for the food items, bug fixes, monster balancing and more…</p>
<h2><a name="p-6797-new-repeatable-quests-1" class="anchor" href="https://forum.ymirheim.org#p-6797-new-repeatable-quests-1"></a>New repeatable quests</h2>
<p>This update adds 21 new quests, split between the Hoddmimis and Prontera regions.<br>
These are very simple, small repeatable quests that you can pick up on a Bulletin Board. Nothing special, but they allow more activities in the game and more ways to earn experience and money. I will be adding more serious story quests later, but until then, these simple repeatable quests should provide a little bit more variety to the gameplay.</p>
<h2><a name="p-6797-consumable-food-items-2" class="anchor" href="https://forum.ymirheim.org#p-6797-consumable-food-items-2"></a>Consumable food items</h2>
<p>You may have already noticed some food items in the shops, like Grapes, Mushrooms, etc. Previously they were unusable and were acting as a common loot.<br>
Now each food item has its own unique properties: some items can heal you or recover your mana, some can cure poison or give you more attack speed, and more. Also, there are new food items available in the game. Check out in-game shops or harvest certain plants in the world to find out which item does what.<br>
There is one limitation: you can only have one active aura from a food item at a time. When you consume a food item, any previously active effects from other food items are going to be replaced with the new one.</p>
<h2><a name="p-6797-bullets-and-weapon-type-change-3" class="anchor" href="https://forum.ymirheim.org#p-6797-bullets-and-weapon-type-change-3"></a>Bullets and Weapon Type Change</h2>
<p>One of the major problems with Recruits since the start of the Closed Beta was the price of the bullets. They were barely affordable, especially on the lower levels, making you spend sometimes even more on the bullets than you get from selling the loot from the monsters you kill with those bullets.<br>
Partially this problem came from the fact that it’s not possible to have an item in a shop cheaper than 1 Rupee, but even though bullets cost just 1 Rupee each, it’s still way too expensive.<br>
Along with that, price of changing the weapon type was way too high for low level players, even though it’s a required step to become a Recruit, with no way around it. You had to collect at least 1500 Rupee before changing the class just to be able to use the Rifle.<br>
All this was hindering the progress of Recruits, making it hard to buy skill books, equipment, etc.</p>
<p>To solve this, we’re introducing the following changes:</p>
<ol>
<li>Price of changing weapon type at the blacksmith is temporarily decreased from 1000 Rupee to 250 Rupee (until the class quests are properly implemented, which will allow you to change the weapon type for free if you need it for the class).</li>
<li>New item type: Boxes of Bullets. They contain a full stack of bullets, have the same weight, and they convert into the corresponding stack of bullets when opened. But they can be bought for cheaper and can be sold back to the NPCs for more than 0 Ruppe (like it’s in case of individual bullets). NPCs now only sell boxes of bullets instead of individual bullets.</li>
<li>Bullets now are not just a meaningless consumable, required to attack with a Rifle. Now they have specific bonuses and effects when fired.</li>
<li>New type of bullets added: Stone Bullets, which are much more affordable.</li>
</ol>
<p>Differences between the bullets:</p>
<ul>
<li><strong>Stone Bullet</strong>: A cheap round stone bullet.
<ul>
<li>Weapon Ranged Attack +1</li>
<li>Consumes 2 times more weapon durability when fired, compared to other bullet types.</li>
<li>Box of Stone Bullets costs 65 Rupee to buy from an NPC.</li>
</ul>
</li>
<li><strong>Common Bullet</strong>: An ordinary bullet for your rifle.
<ul>
<li>Weapon Ranged Attack +3</li>
<li>Box of Common Bullets costs 250 Rupee to buy from an NPC.</li>
</ul>
</li>
</ul>
<h2><a name="p-6797-monster-aggro-changes-4" class="anchor" href="https://forum.ymirheim.org#p-6797-monster-aggro-changes-4"></a>Monster aggro changes</h2>
<p>Previously, aggressive monsters were ignoring any obstacles between them and the player when choosing the target to attack. Even though they were going around the obstacles to reach their target, they were basically seeing through the walls when looking for a new target to attack. Because of that, some locations were way too hard to navigate through (like Prontera Culverts for example, where monsters could see you through walls, but you couldn’t see them until they suddenly appear around the corner running towards you).</p>
<p>Now every aggressive monster only targets you if you’re in their direct line of sigh. That means that you can hide behind walls, trees, rocks to avoid being attacked by aggressive monsters.<br>
Assisting (social) monsters now also only run to help their friends when they can directly see the combat.<br>
Monster hearing got changed too. Now monsters will ignore you if you don’t move and don’t use any skills/attacks even if you’re in their hearing range, which is especially helpful against blind monsters.<br>
This, along with other small changes (see below), should make Prontera Culverts much more accessible. If you’re being careful, you can go through the whole map without being attacked.</p>
<h2><a name="p-6797-changelog-5" class="anchor" href="https://forum.ymirheim.org#p-6797-changelog-5"></a>Changelog</h2>
<h3><a name="p-6797-added-6" class="anchor" href="https://forum.ymirheim.org#p-6797-added-6"></a>Added</h3>
<ul>
<li>Stone Bullets, bullet bonuses, boxes of bullets (see above).</li>
<li>New effects for the food items (see above).</li>
<li>New repeatable quests (see above).</li>
<li>Quest icons on the Bulletin Board and in the quest window now properly indicate the general type of quest, showing if the quest mainly involves fighting, talking to NPCs, etc.</li>
<li>Training dummies are now available in Prontera too. You can find them on each floor of the arena tower.</li>
<li>A new Bulletin Board added next to the Cattleya at the Southwest of Prontera. A couple of guard NPCs were also moved there.</li>
<li>Poisonous Mushrooms scattered around Prontera now actually give items when harvested.</li>
<li>New character title: “the Master of Tongues” for people who made a significant contribution to the <a href="https://translate.ymirheim.org/projects/ymirheim/#information">game translation</a>.</li>
</ul>
<h3><a name="p-6797-changed-7" class="anchor" href="https://forum.ymirheim.org#p-6797-changed-7"></a>Changed</h3>
<ul>
<li>Monster line of sight checks added (see above).</li>
<li>Price of changing weapon type at the blacksmith decreased from 1000 Rupee to 250 Rupee.</li>
<li>Weapon durability now gets decreased for magic and ranged skills even when they miss or get avoided by the target. For melee it’s still the same: the durability decreases only when you actually hit the target or if your attack gets blocked.</li>
<li>Cattleya shops in fields updated, to contain more relevant items for each zone: some common skill books, bullets, potions, maps.</li>
<li>Amulet of Promises casting time increased from 4 to 8 seconds and cannot be used in combat any more.</li>
<li>Aggressive monsters now ignore targets within their hearing range that they cannot see, if they don’t move, and don’t attack or use any skills.</li>
<li>Normal monster hearing range for most monsters tweaked to be more consistent and feel natural.</li>
<li>Some incorrect monster data fixed (incorrect race/size assignments, experience rewards, etc.).</li>
<li>Thief Bugs now use the Hiding skill instead of Cloaking. They now cannot move and they don’t aggro while hiding.</li>
<li>Thief Bugs hearing range reduced.</li>
<li>Brown Wolves attack reduced.</li>
<li>Grey Wolves attack greatly reduced and their Throw Dust skill casting time increased, giving you more chance to dodge it.</li>
<li>Scarabaeus ranged and magic defense reduced.</li>
<li>Magic resistance increased for Poring-type monsters.</li>
<li>Dung Ball weight reduced from 3000 to 2000.</li>
<li>Dung Ball drop rates slightly decreased.</li>
<li>Dospores no longer drop Poison Spores.</li>
<li>Flower Delivery quest renamed to Wildflower Hunting and its level requirement changed according to its difficulty.</li>
<li>Maximum amount of characters per account increased to 8.</li>
<li>Small server performance optimizations and logging improvements.</li>
</ul>
<h3><a name="p-6797-fixed-8" class="anchor" href="https://forum.ymirheim.org#p-6797-fixed-8"></a>Fixed</h3>
<ul>
<li>Quest name truncation on the Bulletin Board fixed to use more space within the window.</li>
<li>Quest list sorting on the Bulletin Boards fixed, to prioritize quest level.</li>
<li>Fixed a problem with trade requests, which allowed anyone to kick a target player out of the game under certain conditions.</li>
<li>A bug in armor damage processing fixed that sometimes forced a player to be disconnected from the server.</li>
<li>Various typo fixes and text adjustments.</li>
</ul>
            <p><small>3 posts - 3 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2025-03-30-new-repeatable-quests-new-ammo-food-items-and-more/2370">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2025-03-30-new-repeatable-quests-new-ammo-food-items-and-more/2370</link>
          <pubDate>Sun, 30 Mar 2025 14:07:40 +0000</pubDate>
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          <source url="https://forum.ymirheim.org/t/2025-03-30-new-repeatable-quests-new-ammo-food-items-and-more/2370.rss">[2025-03-30] New repeatable quests, new ammo, food items, and more</source>
        </item>
        <item>
          <title>[2024-12-26] Bug fixes, combat and quest adjustments and more</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>A small update that fixes some annoying problems with monsters and quests. Also, the <a href="https://forum.ymirheim.org/t/2023-12-24-small-xmas-event/2244">Xmas Event</a> is now back. Sorry for the delay, but better late than never, right?</p>
<h1><a name="p-6778-changelog-1" class="anchor" href="https://forum.ymirheim.org#p-6778-changelog-1"></a>Changelog</h1>
<h2><a name="p-6778-added-2" class="anchor" href="https://forum.ymirheim.org#p-6778-added-2"></a>Added</h2>
<ul>
<li>Xmas event enabled.</li>
</ul>
<h2><a name="p-6778-changed-3" class="anchor" href="https://forum.ymirheim.org#p-6778-changed-3"></a>Changed</h2>
<ul>
<li>Traveler’s Cape made tradeable.</li>
<li>Over Encumbered status effect adjusted: movement speed decrease effect now starts at 60%; Health and Mana recovery gets disabled at 80%.</li>
<li>The Mice Infestation quest: number of mice to hunt reduced from 60 to 30.</li>
<li>Gathering The Mail quest: Cargo Box weight decreased from 12kg to 4kg.</li>
<li>Power of the bleeding effects applied by the monsters greatly reduced.</li>
<li>Monster’s Health Drain, Venomous Attack, and Combo Attack global cooldown increased.</li>
<li>Kui-Kui skills: in close range level of the Health Drain decreased, in long range both level and chance increased.</li>
<li>Pukui and Puku-Puku attack power slightly reduced.</li>
<li>Additional variation of Pukui level 5 added.</li>
<li>More Dandelion spawns added on the Outside Hoddmimis zone.</li>
<li>Flower Delivery delivery quest updated: now it requires only 10 of Kui-Kui Leaf, 10 of Pui-Pui Flower, but also requires 3 Tulips and 3 Dandelions. Also the quest description is adjusted to contain the information needed for the quest completion.</li>
<li>Dandelion drop chance increased slightly.</li>
<li>The Wolf Threat quest now requires only 15 (instead of 30) of each wolves to be killed. Also the description updated to contain more info on the quest.</li>
<li>A proper visual mark added for the Flower Delivery and The Wolf Threat quests to indicate that they’re Kafra request quests.</li>
<li>Experience reward rounding changed to fix exp distribution in party with low exp reward values.</li>
<li>Expert Punching hit box changed to an actual box instead of a cone. This should make it feel much more natural.</li>
</ul>
<h2><a name="p-6778-fixed-4" class="anchor" href="https://forum.ymirheim.org#p-6778-fixed-4"></a>Fixed</h2>
<ul>
<li>Hoddmimis quests are now available on the Lif Island quest boards as they should.</li>
<li>A bug in the skill transfer requirements fixed that was preventing non-adventurer skills from being transferred.</li>
<li>Fixed some incorrectly assigned races for the NPCs and monsters.</li>
<li>Fixed a bug that made some monsters getting stuck after using their skills.</li>
<li>Disappearing aura from the Worn Underwear item fixed.</li>
<li>Fixed a bug that prevented some monsters from dying in some rare situations.</li>
<li>Fixed a bug that made Training Dummies spam the system chat way too much in combat.</li>
</ul>
            <p><small>2 posts - 2 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2024-12-26-bug-fixes-combat-and-quest-adjustments-and-more/2354">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2024-12-26-bug-fixes-combat-and-quest-adjustments-and-more/2354</link>
          <pubDate>Thu, 26 Dec 2024 15:21:12 +0000</pubDate>
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          <source url="https://forum.ymirheim.org/t/2024-12-26-bug-fixes-combat-and-quest-adjustments-and-more/2354.rss">[2024-12-26] Bug fixes, combat and quest adjustments and more</source>
        </item>
        <item>
          <title>[2024-06-23] Combat Mechanics Rework</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2024-06-23-combat-mechanics-rework/2320/2">Versão Portuguesa</a>, <a href="https://forum.ymirheim.org/t/2024-06-23-combat-mechanics-rework/2320/3">Українська версія</a></p>
<hr>
<p>This update includes hundreds of various changes to the combat system, stats, skills, items, and monsters, aimed to fix and balance the combat gameplay.</p>
<p>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.</p>
<h2><a name="p-6722-inventory-weight-1" class="anchor" href="https://forum.ymirheim.org#p-6722-inventory-weight-1"></a>Inventory Weight</h2>
<p>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.<br>
Your character has a specific weight capacity of <code>25.000</code>, which can be increased by increasing your Strength. Each point in Strength additionally increases your weight capacity by <code>0.300</code>.</p>
<ul>
<li>If your total inventory weight (including the equipped items and all weapons that you carry) gets over <strong>60%</strong> of your weight capacity, your Health and Mana Recovery gets disabled.</li>
<li>If you go over <strong>80%</strong> of you weight capacity, your Movement Speed is going to be decreased by 20% in addition to the disabled Health/Mana Recovery.</li>
<li>And if you go over <strong>100%</strong>, you also won’t be able to attack or use any skills in addition to the effects described above.</li>
</ul>
<h2><a name="p-6722-equipment-weight-2" class="anchor" href="https://forum.ymirheim.org#p-6722-equipment-weight-2"></a>Equipment Weight</h2>
<p>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.</p>
<ul>
<li><code>OverEncumberedPenaltyFactor = ((totalEquipmentWeight - 5000) / (weightCapacity - 5000))</code></li>
</ul>
<p>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.</p>
<h2><a name="p-6722-stats-and-attributes-3" class="anchor" href="https://forum.ymirheim.org#p-6722-stats-and-attributes-3"></a>Stats and attributes</h2>
<p></p><div class="lightbox-wrapper"><a class="lightbox" href="https://forum.ymirheim.org/uploads/default/original/2X/8/8f24fa9d3c9937bd0b53434cfef27fae66367fff.jpeg" data-download-href="https://forum.ymirheim.org/uploads/default/8f24fa9d3c9937bd0b53434cfef27fae66367fff" title="image"><img src="https://forum.ymirheim.org/uploads/default/optimized/2X/8/8f24fa9d3c9937bd0b53434cfef27fae66367fff_2_314x250.jpeg" alt="image" data-base62-sha1="kqjvkvkdTPI14XMql7GtZTBm21V" width="314" height="250" srcset="https://forum.ymirheim.org/uploads/default/optimized/2X/8/8f24fa9d3c9937bd0b53434cfef27fae66367fff_2_314x250.jpeg, https://forum.ymirheim.org/uploads/default/optimized/2X/8/8f24fa9d3c9937bd0b53434cfef27fae66367fff_2_471x375.jpeg 1.5x, https://forum.ymirheim.org/uploads/default/optimized/2X/8/8f24fa9d3c9937bd0b53434cfef27fae66367fff_2_628x500.jpeg 2x" data-dominant-color="383632"></a></div><br>
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 <code>/attributes</code> into the chat.<p></p>
<h3><a name="p-6722-mana-4" class="anchor" href="https://forum.ymirheim.org#p-6722-mana-4"></a>Mana</h3>
<ul>
<li>Base <strong>Mana Recovery Rate</strong> 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.</li>
</ul>
<h3><a name="p-6722-defense-5" class="anchor" href="https://forum.ymirheim.org#p-6722-defense-5"></a>Defense</h3>
<ul>
<li><strong>Defense per Vitality</strong> 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.
<ul>
<li>Old formula:
<ul>
<li><code>DefensePerVitality = (Vitality / 2.0) + Math.max(Vitality * 0.03, (Math.pow(Vitality, 2) / 150.0) - 1)</code></li>
</ul>
</li>
<li>New formula:
<ul>
<li><code>DefensePerVitality = Vitality</code></li>
</ul>
</li>
</ul>
</li>
<li>Each <strong>Defense</strong> 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.
<ul>
<li>Old formula:
<ul>
<li><code>DamageReductionPerDefense = Defense</code></li>
</ul>
</li>
<li>New formula:
<ul>
<li><code>DamageReductionPerDefense = Defense / 2.0</code></li>
</ul>
</li>
</ul>
</li>
<li><strong>Defense</strong> damage reduction calculation adjusted to apply the flat damage reduction after the percentage reduction, making it slightly better on higher levels.
<ul>
<li>Old formula:
<ul>
<li><code>Damage = Math.max((attack - DamageReductionPerDefense(Defense)) * DamageReductionFactorPerDefense(Defense), 1)</code></li>
</ul>
</li>
<li>New formula:
<ul>
<li><code>Damage = Math.max((attack * DamageReductionFactorPerDefense(Defense)) - DamageReductionPerDefense(Defense), 1)</code></li>
</ul>
</li>
</ul>
</li>
</ul>
<h3><a name="p-6722-hit-chance-6" class="anchor" href="https://forum.ymirheim.org#p-6722-hit-chance-6"></a>Hit Chance</h3>
<ul>
<li>Hit Chance calculation changed, making the difference between the attacker’s Accuracy and defender’s Evasion more prominent.
<ul>
<li>Old formula:
<ul>
<li><code>HitChance = 85.0 + ((SourceAccuracy - TargetEvasion) / 2.0)</code></li>
</ul>
</li>
<li>New formula:
<ul>
<li><code>HitChance = 85.0 + (SourceAccuracy - TargetEvasion)</code></li>
</ul>
</li>
</ul>
</li>
<li><strong>Hit Chance caps</strong> 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).
<ul>
<li>Old formula: <code>HitChance = Math.max(Math.min(HitChance, 98.0), 5.0);</code></li>
<li>New formula: <code>HitChance = Math.max(Math.min(HitChance, 95.0), 2.0);</code></li>
</ul>
</li>
<li>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.
<ul>
<li>Old formulas:
<ul>
<li><code>AccuracyPerConcentration = Concentration</code></li>
<li><code>EvasionPerDexterity = Dexterity</code></li>
</ul>
</li>
<li>New formulas:
<ul>
<li><code>AccuracyPerConcentration = Math.pow(Concentration, 0.8) * 2.5</code></li>
<li><code>EvasionPerDexterity = Math.pow(Dexterity, 0.8) * 2</code></li>
</ul>
</li>
</ul>
</li>
<li>Accuracy drop for ranged attacks changed from 70% drop at the maximum range to 50% drop.
<ul>
<li>Old formula: <code>AccuracyMultiplierPerDistance = Math.max(0, 1.0 - (distance / maxAttackDistance * 0.7));</code></li>
<li>New formula: <code>AccuracyMultiplierPerDistance = Math.max(0, 1.0 - (distance / maxAttackDistance * 0.5));</code></li>
</ul>
</li>
<li>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%.</li>
</ul>
<h3><a name="p-6722-speed-7" class="anchor" href="https://forum.ymirheim.org#p-6722-speed-7"></a>Speed</h3>
<ul>
<li>The amount Casting Speed, Cooldown Speed, and Attack Speed you receive per single Dexterity point changed from an exponential formula to a linear progression:
<ul>
<li>Old formulas:
<ul>
<li><code>AttackSpeedPerDexterity = Math.pow(Dexterity, 1.5) / 5.0</code></li>
<li><code>CooldownSpeedPerDexterity = Math.pow(Dexterity, 1.5) / 40.0</code></li>
<li><code>CastingSpeedPerDexterity = Math.pow(Dexterity, 1.5) / 3.0</code></li>
</ul>
</li>
<li>New formulas:
<ul>
<li><code>AttackSpeedPerDexterity = Dexterity * 1.75</code></li>
<li><code>CooldownSpeedPerDexterity = Dexterity * 0.25</code></li>
<li><code>CastingSpeedPerDexterity = Dexterity * 3.0</code></li>
</ul>
</li>
</ul>
</li>
<li>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.</li>
</ul>
<h3><a name="p-6722-aura-resistances-8" class="anchor" href="https://forum.ymirheim.org#p-6722-aura-resistances-8"></a>Aura resistances</h3>
<p>Each stat now gives you resistance against certain types of auras.</p>
<ul>
<li>Strength: Stun and Burning</li>
<li>Concentration: Sleep and Blind</li>
<li>Intelligence: Silence and Freeze</li>
<li>Dexterity: Root and Slow</li>
<li>Vitality: Poison and Bleeding</li>
<li>Luck: resistance against any type of auras, but at a much lower rate compared to the other stats.
<ul>
<li><code>AuraResistancePerNormalStatValue = Math.pow(value, 1.5) / 35.0</code></li>
<li><code>AuraResistancePerLuck = Math.Pow(luck, 1.5) / 100.0</code></li>
</ul>
</li>
</ul>
<h3><a name="p-6722-new-attributes-9" class="anchor" href="https://forum.ymirheim.org#p-6722-new-attributes-9"></a>New attributes</h3>
<ul>
<li><strong>Lucky Dodge</strong> 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%.</li>
<li><strong>Critical Hit Evasion</strong> 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.
<ul>
<li><code>CriticalHitEvasionPerLuck = Luck / 6.0</code></li>
<li><code>FinalCriticalHitChance = SourceCriticalHitChance - TargetCriticalHitEvasion</code></li>
</ul>
</li>
</ul>
<h3><a name="p-6722-other-attribute-changes-10" class="anchor" href="https://forum.ymirheim.org#p-6722-other-attribute-changes-10"></a>Other attribute changes</h3>
<ul>
<li>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.</li>
<li>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.</li>
</ul>
<h2><a name="p-6722-combat-mechanics-11" class="anchor" href="https://forum.ymirheim.org#p-6722-combat-mechanics-11"></a>Combat mechanics</h2>
<ul>
<li><strong>Monsters now slightly delay their next attack if they’re forced to move/rotate</strong> 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.</li>
<li>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.
<ul>
<li>Empty hand attacks: 1.7s → 1.0s.</li>
<li>Dagger attacks: 2.0s → 1.0s.</li>
<li>Sword attacks: 2.2s → 1.1s.</li>
<li>Swordstick attacks: 2.2s → 1.1s.</li>
<li>Rifle attacks: 3.0s → 1.2s.</li>
</ul>
</li>
<li>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).
<ul>
<li><code>EvasionModifierPerEnemyCount = 1.0 - (0.1 * Math.max(EnemyCount - 2, 0))</code></li>
</ul>
</li>
<li>Critical attacks can now be blocked.</li>
<li><strong>Using skills on a target no longer toggles auto attacking on.</strong> 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.</li>
<li>Pressing the Escape key now cancels the skill casting.</li>
<li>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.</li>
</ul>
<h2><a name="p-6722-skills-12" class="anchor" href="https://forum.ymirheim.org#p-6722-skills-12"></a>Skills</h2>
<ul>
<li>All missing skill icons added. Now you won’t see the question mark icons in your skill list. Special thanks to <a class="mention" href="https://forum.ymirheim.org/u/vano">@vano</a> for the Life Gift icon.</li>
<li>Almost all the skills now have proper character model animations, visual effects, and sounds.</li>
<li>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.</li>
</ul>
<h3><a name="p-6722-common-13" class="anchor" href="https://forum.ymirheim.org#p-6722-common-13"></a>Common</h3>
<ul>
<li>
<p>Dagger Mastery</p>
<ul>
<li>Accuracy bonus reduced to match the new evasion formula: from <code>1+(3*level)</code> to <code>1.5*level</code>.</li>
<li>A level 6 skill book added to the Prontera’s Cattleya shop.</li>
</ul>
</li>
<li>
<p>Sword Mastery</p>
<ul>
<li>Accuracy bonus reduced to match the new evasion formula: from <code>1+(3*level)</code> to <code>1.5*level</code>.</li>
<li>A level 6 skill book added to the Prontera’s Cattleya shop.</li>
</ul>
</li>
<li>
<p>Swordstick Mastery</p>
<ul>
<li>Melee Accuracy bonus reduced: from <code>3*level</code> to <code>1*level</code>.</li>
<li>Magic Accuracy bonus reduced: from <code>1+(4*level)</code> to <code>2*level</code>.</li>
<li>A level 6 skill book added to the Prontera’s Cattleya shop.</li>
</ul>
</li>
</ul>
<h3><a name="p-6722-adventurer-14" class="anchor" href="https://forum.ymirheim.org#p-6722-adventurer-14"></a>Adventurer</h3>
<ul>
<li>
<p><strong>Tactical Scratching</strong></p>
<ul>
<li>Mana cost changed from 12 to 20.</li>
<li>Base Attack Power increased from 150% to 200%.</li>
<li>Bonus Attack Power per level difference changed from 10%~20% to 10%~30% based on the skill level.</li>
</ul>
</li>
<li>
<p><strong>Martial Arts</strong></p>
<ul>
<li>Accuracy bonus reduced to match the new evasion formula: from <code>1+(3*level)</code> to <code>1.5*level</code>.</li>
<li>Attack bonus reduced from 5~90 to 1~46.</li>
</ul>
</li>
<li>
<p><strong>Act Dead</strong></p>
<ul>
<li>Is now off global cooldown.</li>
<li>Burns all Rage (if you have any).</li>
<li>Enmity burn increased from -250 on all levels to -500~-1400.</li>
</ul>
</li>
<li>
<p><strong>Beg For Mercy</strong></p>
<ul>
<li>Cannot be transferred to other classes any more.</li>
<li>Mana and Rage cost removed.</li>
<li>Now can only be used if your Health is below 20% and Rage is at 0.</li>
<li>Chance to apply the Sympathy effect changed to 100% across all the levels.</li>
<li>Duration of the Sympathy effect changed from 20 seconds across all the levels to 5~10 depending on the skill level.</li>
<li>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.</li>
<li>Dealing any damage to the target now breaks the Sympathy effect.</li>
</ul>
</li>
<li>
<p><strong>Unexpected Hit</strong></p>
<ul>
<li>Cooldown now gets reduced with each skill level down to 30s as max level.</li>
<li>Rage requirement changed from 1 to 2.</li>
<li>Star level added.</li>
<li>Instead of increasing your critical hit chance, this skill now produces a critical hit always.</li>
<li>Stun chance reduced from 30%~75% to 20%~40%.</li>
<li>Now also slows the target by -40% for 5 seconds (100% chance).</li>
</ul>
</li>
<li>
<p><strong>Slap</strong></p>
<ul>
<li>Now generates 1 rage point.</li>
<li>Stun duration changed form 2s to 5s.</li>
<li>Stun chance increased from 20%~50% to 50%~85%.</li>
</ul>
</li>
<li>
<p><strong>Expert Punching</strong></p>
<ul>
<li>Range decreased from 3m to 2m.</li>
<li>0.5 second casting time added.</li>
<li>Enmity increased from 20 to 40 per hit.</li>
<li>This is now an AoE skill that can be used on yourself.</li>
<li>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.</li>
<li>Attack Power changed from 200%~300% to 50%~100% based on level, but now applies to each hit.</li>
</ul>
</li>
<li>
<p><strong>Trick Attack</strong></p>
<ul>
<li>Required slots to transfer changed from 3 to 4.</li>
<li>Cooldown increased from 10s across all the levels to 60s~30s.</li>
<li>Is now off global cooldown.</li>
<li>Star level added.</li>
<li>Your character now becomes invincible for 1.5 seconds before attacking the enemy.</li>
</ul>
</li>
<li>
<p><strong>Throw Stone</strong></p>
<ul>
<li>Range increased from 16m to 20m.</li>
<li>Now generates 1 rage point.</li>
</ul>
</li>
<li>
<p><strong>Soul Strike</strong></p>
<ul>
<li>Now generates 1 rage point.</li>
</ul>
</li>
<li>
<p><strong>Phantom Strike</strong></p>
<ul>
<li>Casting time reduced from 1.5s to 1s.</li>
<li>Cooldown increase from 1.5s to 2s.</li>
<li>Mana cost increased from 6 to 12.</li>
<li>Attack Power changed from 20%~70% to 50%~100%.</li>
</ul>
</li>
<li>
<p><strong>Peace of Mind</strong></p>
<ul>
<li>Resting Mana Recovery Rate decreased from +<code>(0.3*level)</code>/sec to +<code>(0.1+(0.1*level))</code>/sec.</li>
<li>Cannot be transferred to other classes any more.</li>
</ul>
</li>
<li>
<p>New skill added: <strong>Combo Attack</strong>. 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.</p>
</li>
</ul>
<h3><a name="p-6722-berserker-15" class="anchor" href="https://forum.ymirheim.org#p-6722-berserker-15"></a>Berserker</h3>
<ul>
<li>
<p><strong>Charge</strong></p>
<ul>
<li>Mana cost increased from 9 to 21.</li>
</ul>
</li>
<li>
<p><strong>Magnum Break</strong></p>
<ul>
<li>Mana cost increased from 24 to 42.</li>
<li>Attack Power changed from 50%~250% to 150%~250% based on level.</li>
</ul>
</li>
<li>
<p><strong>Battle Cry</strong></p>
<ul>
<li>Cooldown reduced from 220s~120s to 120s~60s based on level.</li>
<li>Mana cost increased from 32 to 64.</li>
<li>Rage generation changed from 1~5 based on level to 2 across all the levels.</li>
<li>Chance to stun the enemies increased from 20%~50% to 30%~60%.</li>
</ul>
</li>
<li>
<p><strong>Rage Flow</strong></p>
<ul>
<li>Rage cost changed from 5~3 depending on the skill level to 5 across all the levels.</li>
</ul>
</li>
<li>
<p><strong>Quicken Attack</strong></p>
<ul>
<li>Rage cost changed from 5~3 depending on the skill level to 5 across all the levels.</li>
</ul>
</li>
<li>
<p><strong>Steady Hand</strong></p>
<ul>
<li>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.</li>
</ul>
</li>
<li>
<p><strong>Bash</strong></p>
<ul>
<li>Casting time of 0.8s added, meaning that it can be interrupted/avoided.</li>
</ul>
</li>
</ul>
<h3><a name="p-6722-recruit-16" class="anchor" href="https://forum.ymirheim.org#p-6722-recruit-16"></a>Recruit</h3>
<ul>
<li>
<p><strong>Rifle Mastery</strong></p>
<ul>
<li>A level 6 skill book added to the Prontera’s Cattleya shop.</li>
</ul>
</li>
<li>
<p><strong>Paralyzing Shot</strong></p>
<ul>
<li>Chance of slow down changed from 50%~100% to 60%~90%.</li>
<li>Slow duration increased from 7s to 10s.</li>
</ul>
</li>
<li>
<p><strong>Final Shot</strong></p>
<ul>
<li>Now consumes 2 bullets.</li>
</ul>
</li>
<li>
<p><strong>Mark Target</strong></p>
<ul>
<li>Added bonus accuracy: +50~+150 based on the skill level.</li>
</ul>
</li>
<li>
<p><strong>Aiming Shot</strong></p>
<ul>
<li>Attack Power reduced from 250%~350% to 200%~300%.</li>
<li>Accuracy changed from percentage amount of +50%~+100% to flat amount of +50~+150 based on level.</li>
<li>No longer has critical hit chance bonus.</li>
</ul>
</li>
<li>
<p><strong>Hawk Eye</strong></p>
<ul>
<li>Mana cost increased from 35 to 96.</li>
<li>Accuracy bonus changed from percentage amount of +20%~+50% to flat amount of +20~+50 based on level.</li>
</ul>
</li>
<li>
<p><strong>Firing practice</strong></p>
<ul>
<li>Attack Power bonus got removed.</li>
<li>Attack Speed bonus changed from +1~+10 to +1~+46.</li>
</ul>
</li>
</ul>
<h3><a name="p-6722-priest-17" class="anchor" href="https://forum.ymirheim.org#p-6722-priest-17"></a>Priest</h3>
<ul>
<li>
<p><strong>Heal</strong></p>
<ul>
<li>Mana cost increased from 40 to 94.</li>
</ul>
</li>
<li>
<p><strong>Angelus</strong></p>
<ul>
<li>Mana cost increased from 42 to 52.</li>
</ul>
</li>
<li>
<p><strong>Regen</strong></p>
<ul>
<li>Mana cost increased from 25 to 34.</li>
<li>Regen power increased from 50~700 to 50~1200 health over 20 seconds.</li>
</ul>
</li>
<li>
<p><strong>Rapture</strong></p>
<ul>
<li>Mana cost increased from 82 to 160.</li>
<li>Rage requirement changed from 3~1 based on skill level to 3 across all the levels.</li>
</ul>
</li>
<li>
<p><strong>Suffragium</strong></p>
<ul>
<li>Casting/Cooldown speed bonus changed from +20 to +50.</li>
</ul>
</li>
<li>
<p><strong>Salvation</strong></p>
<ul>
<li>Mana cost increased from 82 to 160.</li>
</ul>
</li>
</ul>
<h3><a name="p-6722-enchanter-18" class="anchor" href="https://forum.ymirheim.org#p-6722-enchanter-18"></a>Enchanter</h3>
<ul>
<li>
<p><strong>Fireball</strong></p>
<ul>
<li>Cooldown increased from 4s to 6s.</li>
<li>Mana cost increased from 56 to 68.</li>
</ul>
</li>
<li>
<p><strong>Ice Wave</strong></p>
<ul>
<li>Casting time increased from 1s to 1.5s.</li>
<li>Cooldown increased from 4s~2s to 4.5s~3.5s based on the skill level.</li>
<li>Now generates 1 rage point.</li>
</ul>
</li>
<li>
<p><strong>Lightning Strike</strong></p>
<ul>
<li>Cooldown increased from 4s to 5s.</li>
<li>Mana cost increased from 64 to 82.</li>
</ul>
</li>
<li>
<p><strong>Memorize</strong></p>
<ul>
<li>Rage requirement changed from 5~3 based on level to 5 across all the levels.</li>
</ul>
</li>
<li>
<p><strong>Fire Mastery</strong></p>
<ul>
<li>Attack Power bonus changed from +10%~+20% to +20%~+40% per each stack.</li>
<li>Now stacks up to 3 times always.</li>
</ul>
</li>
</ul>
<h3><a name="p-6722-knight-19" class="anchor" href="https://forum.ymirheim.org#p-6722-knight-19"></a>Knight</h3>
<ul>
<li>
<p><strong>Reflect Shield</strong></p>
<ul>
<li>Cooldown increased form 7s to 20s.</li>
</ul>
</li>
<li>
<p><strong>Shield Block</strong></p>
<ul>
<li>Effect duration changed from 3s~6s to 10s~15s.</li>
<li>Physical Block Chance bonus changed from +50%~+70% to +20%~+30%.</li>
</ul>
</li>
<li>
<p><strong>Defensive Stance</strong></p>
<ul>
<li>Is now off global cooldown.</li>
<li>Physical Defense bonus changed from +10%~+18% based on the skill level to +20% across all the levels.</li>
<li>Physical Block Chance bonus changed from +10% across all the levels to +10%~+18% based on the skill level.</li>
</ul>
</li>
<li>
<p>New skill added: <strong>Combat Recovery</strong>. Allows you to recover Health in combat (20%~47% of normal health recovery based on skill level).</p>
</li>
</ul>
<h3><a name="p-6722-assassin-20" class="anchor" href="https://forum.ymirheim.org#p-6722-assassin-20"></a>Assassin</h3>
<ul>
<li>
<p><strong>Flee</strong></p>
<ul>
<li>Now burns all rage points (if you have any).</li>
</ul>
</li>
<li>
<p><strong>Deep Cut</strong></p>
<ul>
<li>5 more levels added.</li>
<li>Cooldown reduced from 20s~16s based on skill level to 10s across all the levels.</li>
<li>Attack Power changed from 10% to 50%.</li>
<li>Chance to apply the Deep Cut effect changed from 50%~95% to 60%~90%.</li>
<li>Deep Cut effect duration changed from 5~15 seconds based on the skill level to 10 across all the levels.</li>
<li>Deep Cut effect damage changed from -5~-30 per second to -6~-71 every 3 seconds based on the skill level.</li>
</ul>
</li>
<li>
<p><strong>Hemorrhage</strong></p>
<ul>
<li>Cooldown increased from 10 seconds to 20 seconds.</li>
<li>Mana cost increased from 25 to 32.</li>
<li>Rage consumption and Rage generation removed.</li>
<li>Hemorrhage effect damage changed from -10~-80 per second to -10~-80 every 3 seconds.</li>
</ul>
</li>
<li>
<p><strong>Knock Out</strong></p>
<ul>
<li>Mana cost increased from 32 to 64.</li>
<li>Stun duration increased from 2 seconds to 4 seconds.</li>
</ul>
</li>
<li>
<p><strong>Induce Sleep</strong></p>
<ul>
<li>Mana cost increased from 18 to 38.</li>
</ul>
</li>
<li>
<p><strong>Fatal Blow</strong></p>
<ul>
<li>Casting time of 1 second added.</li>
<li>Global cooldown increased from 2s to 3s.</li>
<li>Mana cost increased from 25 to 64.</li>
<li>Rage generation removed.</li>
<li>Base Attack Power changed from 100%~200% to 150%~200% based on the skill level.</li>
</ul>
</li>
<li>
<p><strong>Quick Step</strong></p>
<ul>
<li>Mana cost increased from 18 to 46.</li>
<li>Effect duration reduced from 30s to 20s.</li>
<li>Bonus Evasion changed from +10~+110 to +20~+50 based on the skill level.</li>
</ul>
</li>
<li>
<p><strong>Hiding Stance</strong></p>
<ul>
<li>Is now off global cooldown.</li>
</ul>
</li>
</ul>
<h2><a name="p-6722-items-21" class="anchor" href="https://forum.ymirheim.org#p-6722-items-21"></a>Items</h2>
<ul>
<li>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.</li>
<li>New item: <strong>Poring Bag</strong>. Gives Weight Capacity +3.000 (but also weighs 0.400 by itself, contributing to your equipment weight).</li>
<li>New item: <strong>Traveler’s Cape</strong>. Gives Mana Recovery Rate +0.5/sec.</li>
<li>Bonuses for most of the equipment items got changed to match the new combat mechanics.</li>
</ul>
<h2><a name="p-6722-monsters-22" class="anchor" href="https://forum.ymirheim.org#p-6722-monsters-22"></a>Monsters</h2>
<ul>
<li>Monster stats adjusted to match the new combat mechanics.</li>
<li>Default monster Mana recovery rate decreased from 3% per second to 1% per second.</li>
<li>Mana cost for monster skills made much more consistent.</li>
<li>Mouse cowardness factor slightly increased.</li>
<li>Gray Field Mouse skill probability lowered to make them less annoying to fight.</li>
<li>Monster’s Appeal Sympathy skill range fixed to be no longer than 16m.</li>
<li>Monsters that used Berserker’s version of Quicken Attack now have their own slightly different version of the skill.</li>
<li>Kui-Kui now uses a higher level of the Health Drain skill.</li>
<li>Drops now uses a higher level of Lightning Strike.</li>
<li>Stony Spider: Spider Web skill chance decreased; Ranged Shield skill removed.</li>
<li>Global cooldown after monster’s Bleeding skill increased.</li>
<li>Scarabaeus now has a higher ranged defense and magic resistance and can use the Throw Stone skill.</li>
<li>Wolf now have cast sensor, their skill chances are also adjusted slightly.</li>
<li>Cave Puffers now have higher chance to release the toxic smoke during combat (before dying).</li>
<li>Poison Spore’s Teleport chance increased.</li>
<li>Mermaid’s attack animation duration increased, forcing them to stay in place a little longer when they attack.</li>
<li>Magician-Cat’s magic skill attack power increased.</li>
</ul>
<h2><a name="p-6722-other-changes-23" class="anchor" href="https://forum.ymirheim.org#p-6722-other-changes-23"></a>Other changes</h2>
<h3><a name="p-6722-added-24" class="anchor" href="https://forum.ymirheim.org#p-6722-added-24"></a>Added</h3>
<ul>
<li><strong>New graphics option: “Reduced visual effects”.</strong> 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.</li>
<li>Remaining aura duration is now visible directly on the aura icon even for the selected target.</li>
<li>Aura power value is now also visible directly on the aura icon.</li>
<li>Additional checks on the server side to detect invalid game data early.</li>
<li>Additional data output for training dummies: now they also tell you your average damage and amounts of hits/misses.</li>
</ul>
<h3><a name="p-6722-changed-25" class="anchor" href="https://forum.ymirheim.org#p-6722-changed-25"></a>Changed</h3>
<ul>
<li>Skills that consume all Mana no longer require you to have at least 1 Mana point.</li>
<li>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.</li>
<li>Ammo can now be equipped/unequipped even when in combat.</li>
<li>Skills now apply auras to the target only after the main skill effect even if it’s a projectile, and only when it succeeded.</li>
<li>Attacking when being invisible now delays the attack slightly to make it proc only after the invisibility effect is broken.</li>
<li>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.</li>
<li>Small initial delays added for some DoT/HoT skill auras to prevent unwanted extra tick sometimes happening at the end of the aura duration.</li>
<li>Various development tool improvements.</li>
<li>Various server-side logging improvements.</li>
<li>Various improvements to the player character position calculation in combat.</li>
</ul>
<h3><a name="p-6722-fixed-26" class="anchor" href="https://forum.ymirheim.org#p-6722-fixed-26"></a>Fixed</h3>
<ul>
<li>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.</li>
<li>Switching targets no longer requires a confirmation from the server to be able to cast a skill on the target, it’s not instant. <a href="https://forum.ymirheim.org/t/priest-targeting-to-buff-heal-players-issue/1960">#1960</a></li>
<li>Client crash fix when a target becomes invisible.</li>
<li>Various damage visual effect rendering issues fixed.</li>
<li>Prevent off-global cooldown skills from resetting previous skill’s global cooldown.</li>
<li>Fixed a bug that caused incorrect default client setting to be saved.</li>
<li>Fixed client crash during the screenshot saving process.</li>
<li>Fix for the player character turning around randomly when casting skills.</li>
<li>Fixed skill experience and training methods not being reset when learning a next skill level.</li>
<li>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.</li>
<li>Fixed a bug causing skill casting effect to become stuck when the caster is stunned.</li>
<li>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.</li>
<li>Fixed a bug that made skills go on cooldown even when the skill fails.</li>
<li>Fixed incorrect rotation for some NPC spawns.</li>
<li>Fix for monsters sometimes being able to execute their skills even if they cannot see the target.</li>
<li>Inconsistent healing after Revive fixed.</li>
<li>Fixed inconsistencies in skill rage requirement checks between the client and the server.</li>
<li>Fixed a bug that made the client produce weirdly named config files in the options folder.</li>
<li>Various monster movement synchronization bugs fixed.</li>
<li>Fixed the bug that made the players run indefinitely when stopped by movement impairment.</li>
<li>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.</li>
<li>Incorrect Fatal Blow attack power calculation fixed.</li>
<li>Fixed the Fire Mastery skill not working properly.</li>
<li>Magnum Break visual effect fixed to appear only once when casted, instead of stacking together for each enemy hit.</li>
<li>Missing Magic Resistance for the Protect skill fixed.</li>
<li>Various problems with the training dummies’ damage and aura processing fixed.</li>
<li>Navigation mesh and a gap in textures fixed on the Northwest of Prontera zone.</li>
<li>Vadon-Z sound volume fixed.</li>
<li>Various inconsistent timings and position between animation and visual effects fixed.</li>
<li>Fixed a glitch in the headgear and cape animation when the character is running.</li>
<li>Fixed inconsistent monster chase range.</li>
<li>Venom aura not getting removed after death bug fixed <a href="https://forum.ymirheim.org/t/a-venom-dot-bug-s/2257">#2257</a>.</li>
<li>Leather Belt now can be traded, it was a bug.</li>
<li>Various small text and translation fixes.</li>
</ul>
<h2><a name="p-6722-changes-released-as-hotfixes-since-the-previous-update-27" class="anchor" href="https://forum.ymirheim.org#p-6722-changes-released-as-hotfixes-since-the-previous-update-27"></a>Changes released as hotfixes since the previous update</h2>
<ul>
<li>April fools event — was released as an unannounced patch.</li>
<li>Fixed a bug preventing players from activating various structures like quest boards.</li>
<li>Various problems with crystal respawning in the Cave Of Ymir.</li>
<li>Fixed a bug preventing users from deleting a friend from the friendlist.</li>
<li>Fix for the client crash that sometimes could happen on AMD graphics cards.</li>
<li>Added a proper error message when cannot allocate video output device.</li>
<li>Various fixes for when user’s Documents and/or AppData folder is unavailable for the client.</li>
<li>Various Linux (Wine) compatibility improvements.</li>
<li>Operating system version detection improvements.</li>
<li>Darkness consumes: dark mode added for the Ymirheim Wiki and Ymirheim Translate.</li>
<li>Fixed a bug with NPCs and monsters disappearing occasionally.</li>
<li>Fixed occasional freezes during zone loading.</li>
<li>Game performance improvements.</li>
</ul>
            <p><small>3 posts - 2 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2024-06-23-combat-mechanics-rework/2320">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2024-06-23-combat-mechanics-rework/2320</link>
          <pubDate>Sun, 23 Jun 2024 12:24:18 +0000</pubDate>
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          <guid isPermaLink="false">forum.ymirheim.org-topic-2320</guid>
          <source url="https://forum.ymirheim.org/t/2024-06-23-combat-mechanics-rework/2320.rss">[2024-06-23] Combat Mechanics Rework</source>
        </item>
        <item>
          <title>[2024-03-20] Monster skills and movement update</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2024-03-20-monster-skills-and-movement-update/2292/2">Versão Portuguesa</a>, <a href="https://forum.ymirheim.org/t/2024-03-20-monster-skills-and-movement-update/2292/3">Українська версія</a></p>
<hr>
<p>This update introduces the long-awaited obstacle avoidance and movement improvements for NPCs and monsters. Also it includes the final batch of monster skills for Prontera region and some quality-of-life improvements and bug fixes.</p>
<h2><a name="p-6637-pathfinding-and-obstacle-avoidance-1" class="anchor" href="https://forum.ymirheim.org#p-6637-pathfinding-and-obstacle-avoidance-1"></a>Pathfinding and obstacle avoidance</h2>
<p></p><div class="video-placeholder-container" data-video-src="/uploads/default/original/2X/d/d180344d9db7b41bd50778e76b84f49333f8b6ba.mp4" data-thumbnail-src="https://forum.ymirheim.org/uploads/default/original/2X/4/4a7be7609c8cf72be9c7113524673b894b93baa6.jpeg">
  </div><p></p>
<p>No more monsters getting stuck in textures and hitting you from a mile away. Hopefully. <img src="https://forum.ymirheim.org/uploads/default/original/1X/de4909bed65afae950d4ddd3b625b7a22b0e44ac.gif?v=12" title=":ani_swt3:" class="emoji emoji-custom" alt=":ani_swt3:" loading="lazy" width="20" height="20"></p>
<p>Now monsters and NPCs are aware of the level geometry and can plan and follow the path to the target avoiding any physical obstacles along the way, including any fences, trees, walls, bridges…<br>
Monster movement abilities are also taken into account, so for example, fish stays in the water, the monsters that cannot swim don’t enter the water any more, crabs can enter water but cannot float, large monsters cannot enter tight spaces while small ones can, etc.</p>
<p>This is a big change that also affects the gameplay. Now you can use the terrain to your advantage in combat: run away from a monster by jumping over fences, use ranged attacks while standing on a balcony… But be careful, because some monsters do have ranged skills as well, and also if they understand that they cannot reach you, they may try to run away.</p>
<p>In addition to that, movement synchronization between client and the server is now also greatly improved. It’s still not perfect, there’s a lot of room for improvement on that side, but it should already feel much better compared to what we originally had.</p>
<h2><a name="p-6637-monster-skills-2" class="anchor" href="https://forum.ymirheim.org#p-6637-monster-skills-2"></a>Monster skills</h2>
<p>Finally, every monster that you can currently see in the game now has proper skills. And they can use them in combat (and sometimes, out of combat) to their advantage. And every kind of monster has their own set of skills that makes them special.<br>
We still have to balance monster stats, because a lot of these monsters did become more powerful now with these new skills. And we need to make bosses work properly and command their summons. That is going to be taken care of in the next update, it’s the highest priority now.</p>
<h2><a name="p-6637-full-changelog-3" class="anchor" href="https://forum.ymirheim.org#p-6637-full-changelog-3"></a>Full Changelog</h2>
<h3><a name="p-6637-added-4" class="anchor" href="https://forum.ymirheim.org#p-6637-added-4"></a>Added</h3>
<ul>
<li>Proper geodata and pathfinding for NPCs and monsters (see above).</li>
<li>New monster skills for the monsters in the Prontera region (see above).</li>
<li>New chat command: <code>/online</code>, that shows the count of players online on the current world.</li>
</ul>
<h3><a name="p-6637-changed-5" class="anchor" href="https://forum.ymirheim.org#p-6637-changed-5"></a>Changed</h3>
<ul>
<li>Client-server movement synchronization improvements:
<ul>
<li>Collision model adjusted to avoid monsters getting stuck in tight spaces.</li>
<li>Desync detection system added that teleports the monster to the correct position when it detects a synchronization problem between the client and the server.</li>
<li>Various other player and monster movement synchronization optimizations.</li>
</ul>
</li>
<li>Harvestable resources can now be properly looted after harvesting is finished even if you close the loot window pop-up.</li>
<li>Monster spawn system adjusted to take the new geodata into account.</li>
<li>Monster “Returning” state adjusted: it now makes the monster invincible to the damage-over-time auras too; Lasts for 15 seconds regardless of how far the monster has to travel; Health regeneration works even if the monster is still in combat.</li>
<li>The monster “Returning” state now also gets triggered when the monster cannot reach the target for too long.</li>
<li>Natural health recovery in combat is now disabled by default. Later it will be possible to enable/increase it with passive skills and/or status effects.</li>
<li>Small monster stat adjustments:
<ul>
<li>Cats and Zadoras Babies now can try to run away if their health drops below certain point.</li>
<li>Parronite are now restricted to underwater movement, their movement speed is reduced.</li>
<li>Normal attack range slightly increased for Gray Field Mouse and Scarabaeus.</li>
<li>Gray Field Mouse and Stony Spider movement speed slightly increased.</li>
<li>Thief Bugs now detect enemies under the cloaking level 1 effects.</li>
<li>Hydra’s normal attack is now physical ranged and has a shorter range.</li>
</ul>
</li>
<li>Incorrect monster vision cone calculation fixed. Also monster vision is now limited vertically as well.</li>
<li>Added server-side distance checks for NPC dialog interactions, mailboxes, auction.</li>
<li>Various improvements regarding server-side error handling and logging.</li>
</ul>
<h3><a name="p-6637-fixed-6" class="anchor" href="https://forum.ymirheim.org#p-6637-fixed-6"></a>Fixed</h3>
<ul>
<li>Incorrectly assigned NPC/monster body sizes fixed.</li>
<li>Incorrect “backstab” condition check fixed.</li>
<li>Incorrect global skill cooldown check fixed.</li>
<li>Fixed the order of NPC skill checks to fix some monster skills not being used by the monsters with high attack speed.</li>
<li>Fixed a bug that made the client send revive request in the background after the player character has already been revived.</li>
<li>Various server-side distance calculation fixes and improvements.</li>
<li>Fixed various bugs in monster skill usage system.</li>
</ul>
            <p><small>3 posts - 2 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2024-03-20-monster-skills-and-movement-update/2292">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2024-03-20-monster-skills-and-movement-update/2292</link>
          <pubDate>Wed, 20 Mar 2024 14:39:40 +0000</pubDate>
          <discourse:topicPinned>No</discourse:topicPinned>
          <discourse:topicClosed>No</discourse:topicClosed>
          <discourse:topicArchived>No</discourse:topicArchived>
          <guid isPermaLink="false">forum.ymirheim.org-topic-2292</guid>
          <source url="https://forum.ymirheim.org/t/2024-03-20-monster-skills-and-movement-update/2292.rss">[2024-03-20] Monster skills and movement update</source>
        </item>
        <item>
          <title>[2023-12-24] Small Xmas Event</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2023-12-24-small-xmas-event/2244/2">Versão Portuguesa</a>, <a href="https://forum.ymirheim.org/t/2023-12-24-small-xmas-event/2244/3">Українська версія</a></p>
<hr>
<p>Join a small Xmas / New Years event and earn a couple of cosmetic items. The event is active till January 7th.</p>
<p>This event was planned to be a bit bigger and more feature-rich, but unfortunately I got sick before the holidays and couldn’t finish all the features needed to run the event properly. Sorry. Hopefully next time we’ll have something move engaging. But for now…</p>
<p></p><div class="lightbox-wrapper"><a class="lightbox" href="https://forum.ymirheim.org/uploads/default/original/2X/9/9b2abe27d376b02e23ee5713555495481a76a3ac.jpeg" data-download-href="https://forum.ymirheim.org/uploads/default/9b2abe27d376b02e23ee5713555495481a76a3ac" title="image"><img src="https://forum.ymirheim.org/uploads/default/optimized/2X/9/9b2abe27d376b02e23ee5713555495481a76a3ac_2_271x375.jpeg" alt="image" data-base62-sha1="m8FAcEi4HfLatvClOGMxrf6HtfK" width="271" height="375" srcset="https://forum.ymirheim.org/uploads/default/optimized/2X/9/9b2abe27d376b02e23ee5713555495481a76a3ac_2_271x375.jpeg, https://forum.ymirheim.org/uploads/default/optimized/2X/9/9b2abe27d376b02e23ee5713555495481a76a3ac_2_406x562.jpeg 1.5x, https://forum.ymirheim.org/uploads/default/optimized/2X/9/9b2abe27d376b02e23ee5713555495481a76a3ac_2_542x750.jpeg 2x" data-dominant-color="58574A"></a></div><p></p>
<p>You can find a Xmas Tree in each town: in front of the tavern in Hoddmimis and in the central square in Prontera. Near the tree, there is a monkey called <strong>Yordi</strong>. Bring it <strong>25 Snowballs</strong> and it’ll give you either a <strong>Blush</strong>, or a <strong>Red Nose</strong> in return (you’ll be able to choose, or even get both items if you bring enough Snowballs). These items cannot be sold/traded to other players. You have to be at least level 5 to be able to complete the trade.</p>
<p>You can get Snowballs by defeating a monster with the same name.<br>
</p><div class="lightbox-wrapper"><a class="lightbox" href="https://forum.ymirheim.org/uploads/default/original/2X/a/a18a4c216bab60c0114ec2d22313316e5613a04e.jpeg" data-download-href="https://forum.ymirheim.org/uploads/default/a18a4c216bab60c0114ec2d22313316e5613a04e" title="image"><img src="https://forum.ymirheim.org/uploads/default/optimized/2X/a/a18a4c216bab60c0114ec2d22313316e5613a04e_2_136x250.jpeg" alt="image" data-base62-sha1="n33aL1oOn2gO6l61XeQz0qWxFfM" width="136" height="250" srcset="https://forum.ymirheim.org/uploads/default/optimized/2X/a/a18a4c216bab60c0114ec2d22313316e5613a04e_2_136x250.jpeg, https://forum.ymirheim.org/uploads/default/optimized/2X/a/a18a4c216bab60c0114ec2d22313316e5613a04e_2_204x375.jpeg 1.5x, https://forum.ymirheim.org/uploads/default/optimized/2X/a/a18a4c216bab60c0114ec2d22313316e5613a04e_2_272x500.jpeg 2x" data-dominant-color="B6A684"></a></div><br>
They appear in random places on every field location outside towns (they never appear in dungeons or in the towns). Only one Snowball can be found on each map at a time and when you defeat it, it’ll respawn in a new random spot.<p></p>
            <p><small>3 posts - 2 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2023-12-24-small-xmas-event/2244">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2023-12-24-small-xmas-event/2244</link>
          <pubDate>Sun, 24 Dec 2023 19:06:20 +0000</pubDate>
          <discourse:topicPinned>No</discourse:topicPinned>
          <discourse:topicClosed>No</discourse:topicClosed>
          <discourse:topicArchived>No</discourse:topicArchived>
          <guid isPermaLink="false">forum.ymirheim.org-topic-2244</guid>
          <source url="https://forum.ymirheim.org/t/2023-12-24-small-xmas-event/2244.rss">[2023-12-24] Small Xmas Event</source>
        </item>
        <item>
          <title>[2023-12-12] Character titles, Prontera monster spawns, bugfixes and more</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2023-12-12-character-titles-prontera-monster-spawns-bugfixes-and-more/2234/2">Українська версія</a>, <a href="https://forum.ymirheim.org/t/2023-12-12-character-titles-prontera-monster-spawns-bugfixes-and-more/2234/3">Versão Portuguesa</a></p>
<hr>
<p>This update includes the brand new character title system, reworked monster spawns in the Prontera region, training dummies that let you practice your skills, and tons of bug fixes, including the falling through the ground bug fix.</p>
<h2><a name="p-6526-character-titles-1" class="anchor" href="https://forum.ymirheim.org#p-6526-character-titles-1"></a>Character Titles</h2>
<p></p><div class="lightbox-wrapper"><a class="lightbox" href="https://forum.ymirheim.org/uploads/default/original/2X/8/8bdeaa33a75cdb308edd3afa3c96814775a4c759.jpeg" data-download-href="https://forum.ymirheim.org/uploads/default/8bdeaa33a75cdb308edd3afa3c96814775a4c759" title="image"><img src="https://forum.ymirheim.org/uploads/default/optimized/2X/8/8bdeaa33a75cdb308edd3afa3c96814775a4c759_2_143x250.jpeg" alt="image" data-base62-sha1="jXlqo8H9twqXfQPdQEdpgVjPgSd" width="143" height="250" srcset="https://forum.ymirheim.org/uploads/default/optimized/2X/8/8bdeaa33a75cdb308edd3afa3c96814775a4c759_2_143x250.jpeg, https://forum.ymirheim.org/uploads/default/optimized/2X/8/8bdeaa33a75cdb308edd3afa3c96814775a4c759_2_214x375.jpeg 1.5x, https://forum.ymirheim.org/uploads/default/optimized/2X/8/8bdeaa33a75cdb308edd3afa3c96814775a4c759_2_286x500.jpeg 2x" data-dominant-color="988B5D"></a></div> <div class="lightbox-wrapper"><a class="lightbox" href="https://forum.ymirheim.org/uploads/default/original/2X/9/95c8ef0563a34080f55210665576cb03e8bf63c5.jpeg" data-download-href="https://forum.ymirheim.org/uploads/default/95c8ef0563a34080f55210665576cb03e8bf63c5" title="image"><img src="https://forum.ymirheim.org/uploads/default/optimized/2X/9/95c8ef0563a34080f55210665576cb03e8bf63c5_2_345x229.jpeg" alt="image" data-base62-sha1="ln3DLYkLNtkwNIGLz9WFSXmPnx3" width="345" height="229" srcset="https://forum.ymirheim.org/uploads/default/optimized/2X/9/95c8ef0563a34080f55210665576cb03e8bf63c5_2_345x229.jpeg, https://forum.ymirheim.org/uploads/default/optimized/2X/9/95c8ef0563a34080f55210665576cb03e8bf63c5_2_517x343.jpeg 1.5x, https://forum.ymirheim.org/uploads/default/optimized/2X/9/95c8ef0563a34080f55210665576cb03e8bf63c5_2_690x458.jpeg 2x" data-dominant-color="302F2A"></a></div><p></p>
<p>You can now choose a title for your character, which is going to be displayed next to your character’s name and other players will be able to see it.</p>
<p>To change the title, open the character status window (<code>[T]</code> hotkey by default) and click the “Change title” button.<br>
You can only change the title once per one in-game day (2 real time hours), but you can always remove the title and select the same title again without having to wait.</p>
<p>Most of the titles also give you a status effect (it can be positive, negative, or both), which is going to apply to your character when you’re wearing the title. Some status effects are as simple as giving you bonus to your stats, some may be more complex (they apply in the same way the card bonuses work).</p>
<p>When you first create your character, you’ll have no titles unlocked. New titles can be given to you by certain NPCs if they notice that you’ve met certain criteria or by receiving the title as a quest reward. For example, when you reach 99 Strength, you can speak to Morris Scacciano, he’ll get impressed by your strength and will give you “the Strong” title. When you unlock the title, it will become activated on your character automatically (replacing your current title).</p>
<h3><a name="p-6526-titles-with-limited-availability-2" class="anchor" href="https://forum.ymirheim.org#p-6526-titles-with-limited-availability-2"></a>Titles with limited availability</h3>
<p>There are a couple of titles, that you can obtain only during the closed beta test. After the test is finished, there will be no way to get these titles any more (but you’ll still be able to use them if you’ve already unlocked them).</p>
<ul>
<li><strong>the Pioneering Traveler</strong> — just speak to Linda Vesterling before the end of the closed beta.</li>
<li><strong>the Pioneering Hero</strong> — reach base level 25 and speak to Linda Vesterling before the end of the closed beta. The level requirement will be adjusted each time we increase the level cap. So for example, if we increase the level cap to 35 in the future, the title will require level 35 as well.</li>
</ul>
<h2><a name="p-6526-prontera-monster-spawns-rework-3" class="anchor" href="https://forum.ymirheim.org#p-6526-prontera-monster-spawns-rework-3"></a>Prontera monster spawns rework</h2>
<p></p><div class="lightbox-wrapper"><a class="lightbox" href="https://forum.ymirheim.org/uploads/default/original/2X/6/6cba7dca37b31ea5b758fc24a547d739c3f46949.jpeg" data-download-href="https://forum.ymirheim.org/uploads/default/6cba7dca37b31ea5b758fc24a547d739c3f46949" title="image"><img src="https://forum.ymirheim.org/uploads/default/optimized/2X/6/6cba7dca37b31ea5b758fc24a547d739c3f46949_2_517x248.jpeg" alt="image" data-base62-sha1="fvR7BJqBmfHa1JgqM9xLfGvhChH" width="517" height="248" srcset="https://forum.ymirheim.org/uploads/default/optimized/2X/6/6cba7dca37b31ea5b758fc24a547d739c3f46949_2_517x248.jpeg, https://forum.ymirheim.org/uploads/default/optimized/2X/6/6cba7dca37b31ea5b758fc24a547d739c3f46949_2_775x372.jpeg 1.5x, https://forum.ymirheim.org/uploads/default/optimized/2X/6/6cba7dca37b31ea5b758fc24a547d739c3f46949_2_1034x496.jpeg 2x" data-dominant-color="8F8A8C"></a></div><p></p>
<p>Monster spawns in the Prontera region (including the Prontera Culvert) have been completely reworked. Instead of the previous extremely dense grid-pattern spawns that we inherited from the original developers of the game, you now can notice much more natural population of monster on the map.<br>
Monsters can now group together, hide in bushes and away from the active trails, roam around the map much more freely. And you can now much more safely walk through the maps avoiding aggressive monsters (*cough*culvert*cough*).</p>
<h2><a name="p-6526-training-dummies-4" class="anchor" href="https://forum.ymirheim.org#p-6526-training-dummies-4"></a>Training Dummies</h2>
<p></p><div class="lightbox-wrapper"><a class="lightbox" href="https://forum.ymirheim.org/uploads/default/original/2X/e/e3dc06393e02399201c9209a79a3626973bdd5ce.jpeg" data-download-href="https://forum.ymirheim.org/uploads/default/e3dc06393e02399201c9209a79a3626973bdd5ce" title="image"><img src="https://forum.ymirheim.org/uploads/default/optimized/2X/e/e3dc06393e02399201c9209a79a3626973bdd5ce_2_345x176.jpeg" alt="image" data-base62-sha1="wvJMIfhgXni3C6M8Wgfr9tKFOX4" width="345" height="176" srcset="https://forum.ymirheim.org/uploads/default/optimized/2X/e/e3dc06393e02399201c9209a79a3626973bdd5ce_2_345x176.jpeg, https://forum.ymirheim.org/uploads/default/optimized/2X/e/e3dc06393e02399201c9209a79a3626973bdd5ce_2_517x264.jpeg 1.5x, https://forum.ymirheim.org/uploads/default/optimized/2X/e/e3dc06393e02399201c9209a79a3626973bdd5ce_2_690x352.jpeg 2x" data-dominant-color="6B613D"></a></div> <img src="https://forum.ymirheim.org/uploads/default/original/2X/8/88ced8c724d0582442e97b49694951a00779d6bf.png" alt="image" data-base62-sha1="jwg6oD9COO4XaPRz6jXQvfWnknl" width="212" height="136"><p></p>
<p>You can now test your combat skills on various kinds of training dummies. They work similar to any other enemy targets, but they can’t hit you back.</p>
<p>When you attack a dummy, you’ll see your DPS (damage per second) and total damage dealt to the dummy during combat in the system chat. To exit the combat, simply stop attacking the dummy for a few seconds.</p>
<p>There are several types and levels of dummies, each with their specific stats/attributes:</p>
<ul>
<li>Sturdy Dummies have high defense.</li>
<li>Floppy Dummies have high evasion rate.</li>
<li>Elemental dummies have high affinity towards the corresponding element.</li>
<li>And there’s also a hidden dummy that’s in a permanent cloaking.</li>
</ul>
<p>The higher the level of the dummy, the stronger their status effect.</p>
<h2><a name="p-6526-falling-through-the-ground-bug-fixed-5" class="anchor" href="https://forum.ymirheim.org#p-6526-falling-through-the-ground-bug-fixed-5"></a>Falling through the ground bug fixed</h2>
<p>Yes, the old annoying bug that made you fall down to your death sometimes and made the monsters dig deep into the ground and attack you while you couldn’t even target them. Especially this was a huge problem in the caves.<br>
Now this bug is finally fixed. Please let me know if you stumble upon this problem again.<br>
This fix also forced me to manually change the position of every NPC/monster relative to the ground, so please let me know if you notice some NPCs or monsters floating above ground or digging into the ground when they normally shouldn’t.</p>
<h2><a name="p-6526-full-changelog-6" class="anchor" href="https://forum.ymirheim.org#p-6526-full-changelog-6"></a>Full Changelog</h2>
<h3><a name="p-6526-added-7" class="anchor" href="https://forum.ymirheim.org#p-6526-added-7"></a>Added</h3>
<ul>
<li>Character title system (see details above).</li>
<li>Training dummies (see above).</li>
<li>Skill detail window now properly shows all class and weapon availability for each skill.</li>
<li>New character statistics entries added and are now shown in the <code>/statistics</code> command output:
<ul>
<li>Longest quest completion time.</li>
<li>Most often killed monster type.</li>
<li>Most common death from monster type.</li>
<li>Most often killed monster race.</li>
<li>Most common death from monster race.</li>
</ul>
</li>
<li>Some minor zone decorations added for the swamp wolf boss.</li>
</ul>
<h3><a name="p-6526-changed-8" class="anchor" href="https://forum.ymirheim.org#p-6526-changed-8"></a>Changed</h3>
<ul>
<li>Monster spawns rework for the Prontera region (see details above).</li>
<li>Switching weapons is now prohibited while the stance skill is active.</li>
<li>Target selection effect (green circle) size adjusted for characters.</li>
<li>A lot of server-side logging improvements</li>
<li>A lot of improvements to the internal development tooling that helped me to work on the game more efficiently.</li>
<li>Various Monster/NPC AI improvements regarding their movement and out-of-range behavior.</li>
<li>Various improvements regarding monster spawning.</li>
<li>Thief Bug Females now aggro when you attack other thief bugs or thief bug eggs (previously they were only assisting other thief bugs when they attacked you).</li>
<li>Gray Saw Shark idle movement speed slightly increased.</li>
<li>Enemy-type based defense card bonuses slightly increased.</li>
<li>Slightly increased body size of Poporing, Mastering, Malanos, and Kerpalos monsters.</li>
<li>Proper monster races assigned to every monster (which for now is only being used for the statistics calculation and character title acquisition conditions).</li>
</ul>
<h3><a name="p-6526-fixed-9" class="anchor" href="https://forum.ymirheim.org#p-6526-fixed-9"></a>Fixed</h3>
<ul>
<li>Falling through the ground in caves now should be fixed completely (finally!).</li>
<li>Invisible walls removed in Hoddmimis Town.</li>
<li>Fixed invisible walls, water texture, duplicated shadows, and glitching textures on Northwest of Prontera.</li>
<li>Invisible water surface removed at the Spore Village. <a href="https://forum.ymirheim.org/t/invisible-pond-surface/1845">#1845</a> <a href="https://forum.ymirheim.org/t/invisible-pond-surfice-2/1847">#1847</a></li>
<li>Floating objects fixed in the Cave of Ymir. <a href="https://forum.ymirheim.org/t/floating-rocks-in-the-cave/1983">#1983</a></li>
<li>Fixed a crash when logging in with a stance active.</li>
<li>Fixed a crash when clicking on an empty dropdown UI element. <a href="https://forum.ymirheim.org/t/client-crash-report/2211">#2211</a></li>
<li>Fixed a crash when attempting to repair too many broken equipment pieces.</li>
<li>Fixed phantom quantity number appearing in the looting window.</li>
<li>Prevent looting animation to be played when the character is dead. <a href="https://forum.ymirheim.org/t/performing-looting-animation-after-character-death/1569">#1569</a> <a href="https://forum.ymirheim.org/t/looting-animation-that-shouldnt-have-happened/1793">#1793</a> <a href="https://forum.ymirheim.org/t/death-and-loot-bug/2194">#2194</a></li>
<li>Mastering floating in the air fixed.</li>
<li>Fixed a disconnect when trying to log in while another session is still active.</li>
<li>Status effects for some cards not working fixed. <a href="https://forum.ymirheim.org/t/prontera-culverts-and-stone-spider-card/2225">#2225</a></li>
<li>Fixed unavailable skills being shown as available for skill transfer.</li>
<li>Friendlist and party state not getting updated when moving between zones fixed. <a href="https://forum.ymirheim.org/t/friends-list-does-not-update/2204">#2204</a></li>
<li>Fixed the bug that sometimes caused the character to suffocate when being on the ground after being teleported from under the water.</li>
<li>Fixed a client synchronization bug when changing weapon type while wearing a shield. <a href="https://forum.ymirheim.org/t/shield-equiped-with-any-weapon/1994/3">#1994</a></li>
<li>Fixed unavailable weapon types sometimes being shown in the weapon type change dialog.</li>
<li>Fixed repairing items that are in the inventory not being synced properly with the client.</li>
<li>Incorrect Anger Management weapon requirements fixed.</li>
<li>Cure skill not removing bleeding effects fixed. <a href="https://forum.ymirheim.org/t/cure-lv2-not-dispel-bleed-lv2-from-sharks/2218">#2218</a></li>
<li>Fixed some attributes being shown incorrectly in the <code>/attributes</code> command output.</li>
<li>Fixed bad chair structure spawn in Prontera City. <a href="https://forum.ymirheim.org/t/improperly-placed-stool/1862">#1862</a></li>
<li>Fixed a bug that prevented non-aggressive monsters from stopping attacking players after inactivity.</li>
<li>Missing weapon icons added.</li>
</ul>
            <p><small>3 posts - 2 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2023-12-12-character-titles-prontera-monster-spawns-bugfixes-and-more/2234">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2023-12-12-character-titles-prontera-monster-spawns-bugfixes-and-more/2234</link>
          <pubDate>Tue, 12 Dec 2023 15:57:28 +0000</pubDate>
          <discourse:topicPinned>No</discourse:topicPinned>
          <discourse:topicClosed>No</discourse:topicClosed>
          <discourse:topicArchived>No</discourse:topicArchived>
          <guid isPermaLink="false">forum.ymirheim.org-topic-2234</guid>
          <source url="https://forum.ymirheim.org/t/2023-12-12-character-titles-prontera-monster-spawns-bugfixes-and-more/2234.rss">[2023-12-12] Character titles, Prontera monster spawns, bugfixes and more</source>
        </item>
        <item>
          <title>Full Portuguese Localization</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/full-portuguese-localization/2223/2">Versão Portuguesa</a></p>
<hr>
<p>Today we’re glad to announce that the Portuguese translation of the game is finished and is no longer experimental.</p>
<p>Huge thanks to all the people who contributed to the project translation on <a href="https://translate.ymirheim.org/projects/ymirheim/#languages">Ymirheim Translate</a>: <a class="mention" href="https://forum.ymirheim.org/u/relliug">@RelliuG</a>, <a class="mention" href="https://forum.ymirheim.org/u/septembr">@septembr</a>, <a class="mention" href="https://forum.ymirheim.org/u/guinarok">@Guinarok</a>, <a class="mention" href="https://forum.ymirheim.org/u/arqueduck">@arqueduck</a>, <span class="mention">@beazux</span>, <span class="mention">@Ephemerol</span>, <a class="mention" href="https://forum.ymirheim.org/u/arkcandjo">@arkcandjo</a>, <a class="mention" href="https://forum.ymirheim.org/u/the_big_lewis">@The_BIG_Lewis</a>, <span class="mention">@Baijiu</span>, <a class="mention" href="https://forum.ymirheim.org/u/imo">@imo</a>, and <a class="mention" href="https://forum.ymirheim.org/u/motoharo">@motoharo</a>.</p>
<p>Special thanks to <a class="mention" href="https://forum.ymirheim.org/u/relliug">@RelliuG</a>, who did enormous work to translate not only the game itself, but all the other components of the Ymirheim project as well (including the homepage, launcher, Ymirheim ID, and more). Now you can enjoy the immersive experience of the game in your native language.</p>
<p><a href="https://wiki.ymirheim.org/pt/Ymirheim_Wiki">Portuguese section of the wiki</a> is now fully translated too. It can help you find some useful information about the game and the game world.</p>
<p>The language of the game can be selected during the first launch or by opening the game settings in the launcher. To make the launcher itself be displayed in Portuguese, make sure that your Windows system language is set to Portuguese as well.</p>
<p>Hopefully we can keep the Portuguese translation up to date in the future, when new content is going to be added. You can also participate in translation or report problems with the translation by joining the <a href="https://translate.ymirheim.org/projects/ymirheim/#languages">Ymirheim Translate</a> project (you don’t have to register there to do that, you can just use your main Ymirheim ID account). This tool is very convenient to see missing or outdated translations and communicate with other translators.</p>
            <p><small>3 posts - 2 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/full-portuguese-localization/2223">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/full-portuguese-localization/2223</link>
          <pubDate>Sun, 29 Oct 2023 07:28:33 +0000</pubDate>
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          <source url="https://forum.ymirheim.org/t/full-portuguese-localization/2223.rss">Full Portuguese Localization</source>
        </item>
        <item>
          <title>[2023-09-24] Screen Reader support and other accessibility improvements</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2023-09-24-screen-reader-support-and-other-accessibility-improvements/2179/8">Versão Portuguesa</a>, <a href="https://forum.ymirheim.org/t/2023-09-24-screen-reader-support-and-other-accessibility-improvements/2179/9">Українська версія</a></p>
<hr>
<p>This update brings the screen reader support into the game, along with tons of accessibility features and improvements that can help blind and visually impaired people to play the game.</p>
<p>Please note that this is an experimental feature and it may not work as expected sometimes. Unfortunately, the keyboard support for the game UI still needs a lot of work, I’ll try to improve that in the future updates. Also I’m personally not very familiar with the screen readers so if you have any suggestions or ideas for improvement, please let me know.</p>
<p>Please check out this video for a short demonstration:</p><p><a href="https://www.youtube.com/watch?v=Hk_A1Xm22pY">Screen Reader Support for RO2 — Ymirheim — Revival of Ragnarok Online 2: The Gate of the World</a></p>

<h2><a name="p-6327-enabling-the-accessibility-features-1" class="anchor" href="https://forum.ymirheim.org#p-6327-enabling-the-accessibility-features-1"></a>Enabling the accessibility features</h2>
<p>Ymirheim client now automatically detects if you have a screen reader running when you start the game and enables accessibility features automatically. Just make sure that your screen reader is running before you launch the game.</p>
<p>List of supported screen readers:</p>
<ul>
<li>JAWS</li>
<li>NVDA</li>
<li>Window-Eyes</li>
<li>SuperNova</li>
<li>System Access</li>
<li>ZoomText</li>
</ul>
<p>In addition to the hotkeys built into your screen reader, you can also use an in-game hotkey to interrupt the screen reader (<code>Ctrl</code>+<code>Shift</code>+<code>I</code> by default, can be assigned to a different key in the control options).</p>
<h3><a name="p-6327-navigating-the-ui-2" class="anchor" href="https://forum.ymirheim.org#p-6327-navigating-the-ui-2"></a>Navigating the UI</h3>
<p>Screen reader announces when a UI control gets focused and when any changes are made with the control (e.g. a checkbox gets checked or a dropdown option gets selected). When a window appears on the screen, screen reader will read it’s title. You can use Tab and Ctrl+Tab to focus the next/previous control in the window and interact with it using the arrow keys, press Enter to confirm/activate and Esc to cancel/exit. For example, when a button gets focused, screen reader will read its label; you can press Enter to activate (press) the focused button or press Tab to go to the next button. When a dropdown or a list control gets focused, you can use your arrow keys to select a value from the list (screen reader will read your current selection) and Enter to confirm the selection.</p>
<p>Unfortunately, some windows still require you to use the mouse to interact with them. Hopefully, in the future we can make every window to be controlled via the keyboard alone, but it’s a long process since it has to be implemented per each window separately.</p>
<p>You can read more on each UI element in detail on <a href="https://wiki.ymirheim.org/en/User_Interface">the wiki page</a> (<em>work in progress</em>).</p>
<h3><a name="p-6327-chat-3" class="anchor" href="https://forum.ymirheim.org#p-6327-chat-3"></a>Chat</h3>
<p>Screen reader will automatically read out any message that appears in your chat window and system chat window.<br>
You can disable specific message types (for example, global messages or the experience gain announcements) in the chat options (<code>Ctrl</code> + <code>Num+</code> shortcut) by unchecking the corresponding checkbox for that message type.<br>
You can also open chat history (<code>Num+</code>) if you miss any messages and the screen reader will read out current page (use <code>Ctrl</code>+<code>Tab</code>/<code>Ctrl</code>+<code>Shift</code>+<code>Tab</code> to switch between the tabs and <code>PgUp</code>/<code>PgDown</code> to scroll through the pages).</p>
<h3><a name="p-6327-npc-dialogs-4" class="anchor" href="https://forum.ymirheim.org#p-6327-npc-dialogs-4"></a>NPC Dialogs</h3>
<p>When you have a friendly NPC selected as a target, press <code>F</code> to initiate the dialog. Screen reader will read any text that appears in the dialog window.<br>
When a next dialog page is available, you will hear the <code>[Next]</code> prompt. Hit <code>Space</code> to proceed to the next page.<br>
When there is a dialog choice option or action buttons available, the screen reader will read a number that corresponds to that option and it’s label. Press the corresponding number key on the keyboard (<code>1</code>~<code>9</code>) to select the option.<br>
Pressing <code>Esc</code> closes the dialog window.</p>
<h3><a name="p-6327-cutscenes-5" class="anchor" href="https://forum.ymirheim.org#p-6327-cutscenes-5"></a>Cutscenes</h3>
<p>In addition to reading out any dialogs that appear on the screen during a cutscene, screen reader will actually describe everything that happens in the cutscene so you don’t miss anything.<br>
The controls are similar to the NPC dialogs: when you hear the <code>[Next]</code> prompt, it means that the “Next” button is appeared on the screen and you can hit <code>Space</code> to proceed.<br>
You now can also hit <code>Esc</code> during the cutscene to skip it.</p>
<h3><a name="p-6327-confirmation-prompts-6" class="anchor" href="https://forum.ymirheim.org#p-6327-confirmation-prompts-6"></a>Confirmation prompts</h3>
<p>Sometimes the game may display a confirmation prompt (for example, when you try to exit the game or destroy an expensive item). Screen reader will automatically read out the text in that window and you can use <code>Enter</code> or <code>Esc</code> to confirm or reject.</p>
<h3><a name="p-6327-world-map-7" class="anchor" href="https://forum.ymirheim.org#p-6327-world-map-7"></a>World map</h3>
<p>Each zone map is now divided by a grid of 8x8 cells to make the navigation easier. When you open the map (<code>M</code> hotkey), screen reader reads any points of interest (like a quest objective or a party member) that appears on the map along with it’s coordinates on the grid. You can also use <code>/pos</code> chat command to find out your current coordinates and the direction to your current target.</p>
<h3><a name="p-6327-entering-new-zone-or-a-region-8" class="anchor" href="https://forum.ymirheim.org#p-6327-entering-new-zone-or-a-region-8"></a>Entering new zone or a region</h3>
<p>When you enter a new zone or a region/building (for example, exit a town or step into the auction house), screen reader will read the zone name that appears in the center of the screen. In addition to that, it may also describe the zone for you (at the moment, only a few regions have descriptions like that).</p>
<h3><a name="p-6327-interacting-with-in-game-objects-9" class="anchor" href="https://forum.ymirheim.org#p-6327-interacting-with-in-game-objects-9"></a>Interacting with in-game objects</h3>
<p>When your mouse cursor hovers over any object in the 3d space that you can interact with (like a monster, NPC, other players, activable structures, etc.), the screen reader will read out its name. Click it to select it as a target (if can be selected as a target).<br>
You can also use <code>Tab</code>/<code>Shift</code>+<code>Tab</code> and the <code>F1</code>~<code>F8</code> keys to select different kinds of targets nearby (please refer to <a href="https://wiki.ymirheim.org/en/Controls">the wiki page</a> for more info).<br>
When a target gets selected, screen reader reads out it’s name and any other available information about the object that can be seen in the target info widget (e.g., its level, amount of health).</p>
<h3><a name="p-6327-combat-10" class="anchor" href="https://forum.ymirheim.org#p-6327-combat-10"></a>Combat</h3>
<p>During combat, screen reader reads attack-related system messages in a very minimalistic way to be able to keep up with the combat in real time. When you deal damage to your target, screen reader will read it as just a number (for example, “14” means you’ve dealt 14 damage to your target); When you receive a damage, the number is going to be negative (“-14”). Screen reader will also read any blocks/evasions/misses as single word. Any other system chat messages (like skill usage) will be read as they appear in the system chat.</p>
<h3><a name="p-6327-sonar-11" class="anchor" href="https://forum.ymirheim.org#p-6327-sonar-11"></a>Sonar</h3>
<p>Sonar is a special feature that allows you to better analyze the geometry of your surroundings in the 3D world. When you use any camera or movement controls (e.g., <code>W</code> <code>A</code> <code>S</code> <code>D</code> keys), a sine wave tone will be generated. The pitch of the tone indicates the distance between your character and the nearest collision obstacle in front of the camera. The higher the pitch, the further away the object.<br>
It works via ray tracing from the current coordinates of your character, to the direction of the camera.<br>
You can rotate the camera left/right and up and down around your character and scan your surroundings with the sonar. It can help you detect any obstacles in front of your character, find doorways/corridors/staircases. Please note that the sonar outputs its tone through the sound engine of the game and not through your screen reader, so you have to have your game audio enabled to hear the sonar.<br>
You can toggle the sonar on or off by pressing <code>Ctrl</code>+<code>Shift</code>+<code>S</code> (can be changed in the controls settings).</p>
<h2><a name="p-6327-full-changelog-12" class="anchor" href="https://forum.ymirheim.org#p-6327-full-changelog-12"></a>Full Changelog</h2>
<h3><a name="p-6327-added-13" class="anchor" href="https://forum.ymirheim.org#p-6327-added-13"></a>Added</h3>
<ul>
<li>Screen reader support and the sonar feature implemented.</li>
<li>New hotkeys added:
<ul>
<li>Interrupt screen reader (<code>Ctrl</code>+<code>Shift</code>+<code>I</code> by default)</li>
<li>Toggle screen reader sonar (<code>Ctrl</code>+<code>Shift</code>+<code>S</code> by default)</li>
<li>Quest widget: Next page (<code>Ctrl</code>+<code>N</code> by default)</li>
<li>Reset camera (<code>Delete</code> by default)</li>
<li>Chat options window (<code>Ctrl</code>+<code>Num+</code> by default)</li>
</ul>
</li>
<li>Added a system message when swapping weapon sets.</li>
<li>Cutscene keyboard navigation and skipping implemented (Space to proceed to the next page; Escape to skip a cutscene).</li>
<li>Added proper character appearance option labels (instead of just “Type <span class="hashtag-raw">#1</span>”, “Style <span class="hashtag-raw">#2</span>”, etc.).</li>
<li>Grid system for the zone maps.</li>
</ul>
<h3><a name="p-6327-changed-14" class="anchor" href="https://forum.ymirheim.org#p-6327-changed-14"></a>Changed</h3>
<ul>
<li>A lot of spatial and environment sound improvements. Footsteps, monster sounds, skill sounds are now much more realistically indicate the direction and the distance to the source of the sound.</li>
<li>A lot of UI keyboard navigation improvements.</li>
<li>Quest boards now show quests even if they’re unavailable to you at the moment. It’s now more clear why each particular quest is unavailable to you.</li>
<li>Survivor NPCs on the ship in the main story quest are now properly named and have low health.</li>
<li>Maximum string length increased for character appearance options to better support translations to other languages.</li>
<li>Looting window position now also triggers the inventory window to be shown; The looting window is now always positioned next to the inventory window.</li>
<li>Camera rotation via keyboard buttons now respects the camera rotation speed setting.</li>
<li>Various improvements for the <code>/pos</code>, <code>/status</code>, <code>/time</code>, and other informational chat commands.</li>
</ul>
<h3><a name="p-6327-fixed-15" class="anchor" href="https://forum.ymirheim.org#p-6327-fixed-15"></a>Fixed</h3>
<ul>
<li>Incorrect reward being shown in the quest window. <a href="https://forum.ymirheim.org/t/2109">#2109</a></li>
<li>Fixed target selection with Tab/Shift+Tab. Now it properly loops over the closest targets.</li>
<li>Fixed duplicate “You’ve got new mail” system messages when you have multiple unread letters in your mailbox.</li>
<li>Fixed a bug that made the “Send via mail” context menu option disappear when interacting with the mailbox.</li>
<li>Skill experience system messages assigned to a proper chat message category.</li>
<li>Fixed a bug that made the NPC dialog box lose focus when accepting a personal quest.</li>
<li>Fixed a bug that made the harvesting to cancel as soon as started when the object is clicked from far away.</li>
<li>Various text fixes across the UI, quests, and dialogs for better screen reader support.</li>
<li>Various small UI rendering bug fixes.</li>
</ul>
            <p><small>9 posts - 4 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2023-09-24-screen-reader-support-and-other-accessibility-improvements/2179">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2023-09-24-screen-reader-support-and-other-accessibility-improvements/2179</link>
          <pubDate>Sun, 24 Sep 2023 07:21:17 +0000</pubDate>
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          <source url="https://forum.ymirheim.org/t/2023-09-24-screen-reader-support-and-other-accessibility-improvements/2179.rss">[2023-09-24] Screen Reader support and other accessibility improvements</source>
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        <item>
          <title>[2023-05-28] Game UI scaling and bug fixes</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2023-05-28-game-ui-scaling-and-bug-fixes/2140/2">Versão Portuguesa</a>, <a href="https://forum.ymirheim.org/t/2023-05-28-game-ui-scaling-and-bug-fixes/2140/3">Українська версія</a></p>
<hr>
<p>In-game UI scaling implemented, adding support for high-DPI screens and fixing a bunch of UI-related bugs along the way.</p>
<p>On screens with high pixel density (like Retina displays on Macbooks for example) it may be desirable to make the game UI bigger to play comfortably. Previously, the only way of doing this was to decrease game resolution, which made the game look blurry and pixelated. This also should improve the playing experience for the visually impaired people or in situations when the game is running on non-standard screens.</p>
<p>Now it’s possible to select desired game UI scaling in the <strong>game options in the launcher</strong>. Also, the game now properly communicates to the operating system that it supports high-DPI screens.</p>
<p>You can choose among 75%, 100% (default), 125%, 150%, 175%, and 200% scaling.</p>
<p></p><div class="lightbox-wrapper"><a class="lightbox" href="https://forum.ymirheim.org/uploads/default/original/2X/8/83858a239cc19011a801be57ecf6cceb96e261da.jpeg" data-download-href="https://forum.ymirheim.org/uploads/default/83858a239cc19011a801be57ecf6cceb96e261da" title="Ro2Shot_20230528_162440294"><img src="https://forum.ymirheim.org/uploads/default/optimized/2X/8/83858a239cc19011a801be57ecf6cceb96e261da_2_338x190.jpeg" alt="Ro2Shot_20230528_162440294" data-base62-sha1="iLuEFkTMmSiG9ORjCs5vdGDbIYa" width="338" height="190" srcset="https://forum.ymirheim.org/uploads/default/optimized/2X/8/83858a239cc19011a801be57ecf6cceb96e261da_2_338x190.jpeg, https://forum.ymirheim.org/uploads/default/optimized/2X/8/83858a239cc19011a801be57ecf6cceb96e261da_2_507x285.jpeg 1.5x, https://forum.ymirheim.org/uploads/default/optimized/2X/8/83858a239cc19011a801be57ecf6cceb96e261da_2_676x380.jpeg 2x" data-dominant-color="7C7347"></a></div> <div class="lightbox-wrapper"><a class="lightbox" href="https://forum.ymirheim.org/uploads/default/original/2X/f/fa540cc68ad4c067d4133dc80b5fc7655e024f08.jpeg" data-download-href="https://forum.ymirheim.org/uploads/default/fa540cc68ad4c067d4133dc80b5fc7655e024f08" title="Ro2Shot_20230528_162604007"><img src="https://forum.ymirheim.org/uploads/default/optimized/2X/f/fa540cc68ad4c067d4133dc80b5fc7655e024f08_2_338x190.jpeg" alt="Ro2Shot_20230528_162604007" data-base62-sha1="zIvrvAEzlngy8Iv22KQhdQN2D0I" width="338" height="190" srcset="https://forum.ymirheim.org/uploads/default/optimized/2X/f/fa540cc68ad4c067d4133dc80b5fc7655e024f08_2_338x190.jpeg, https://forum.ymirheim.org/uploads/default/optimized/2X/f/fa540cc68ad4c067d4133dc80b5fc7655e024f08_2_507x285.jpeg 1.5x, https://forum.ymirheim.org/uploads/default/optimized/2X/f/fa540cc68ad4c067d4133dc80b5fc7655e024f08_2_676x380.jpeg 2x" data-dominant-color="857A45"></a></div><p></p>
<p>This feature introduced a lot of changes to almost every part of the game UI system and some UI elements may now look or behave slightly differently compared to the original game. A lot of bugs related to the UI layout and UI rendering have been also fixed (notably, <a href="https://forum.ymirheim.org/t/game-settings-the-v-looks-weird/1320">#1320</a>, <a href="https://forum.ymirheim.org/t/game-settings-scroll-bar-point-animation-stuck/1380">#1380</a>, <a href="https://forum.ymirheim.org/t/weird-dots-on-the-cast-bar/1891">#1891</a>).</p>
<p>Unfortunately, there are some known regressions, which hopefully can be fixed later:</p>
<ul>
<li>The color palette in the chat color picker window is not scaled properly.</li>
<li>Party leader and party looting leader icons are hidden behind the mana bar of the party members.</li>
</ul>
<p>Please let me know if you stumble upon any other problems that appeared after this update.</p>
            <p><small>3 posts - 2 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2023-05-28-game-ui-scaling-and-bug-fixes/2140">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2023-05-28-game-ui-scaling-and-bug-fixes/2140</link>
          <pubDate>Sun, 28 May 2023 14:33:59 +0000</pubDate>
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          <source url="https://forum.ymirheim.org/t/2023-05-28-game-ui-scaling-and-bug-fixes/2140.rss">[2023-05-28] Game UI scaling and bug fixes</source>
        </item>
        <item>
          <title>[2023-03-12] Server infrastructure, gameplay improvements, bug fixes</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2023-03-12-server-infrastructure-gameplay-improvements-bug-fixes/2112/2">Українська версія</a>, <a href="https://forum.ymirheim.org/t/2023-03-12-server-infrastructure-gameplay-improvements-bug-fixes/2112/3">Versão Portuguesa</a></p>
<hr>
<p>Game server infrastructure improvements and a small update that addresses a couple of gameplay problems.</p>
<p>I’m now testing the automatic game server scaling feature. Please let me know if your client sometimes can’t connect to the server when you’re trying to log into the game.</p>
<h2><a name="changed-1" class="anchor" href="https://forum.ymirheim.org#changed-1"></a>Changed</h2>
<ul>
<li>Game server infrastructure improvements.</li>
<li>Game server monitoring improvements.</li>
<li>Various monster/resource spawn system improvements to introduce more variety in spawn patterns and make it less predictable.</li>
</ul>
<h2><a name="fixed-2" class="anchor" href="https://forum.ymirheim.org#fixed-2"></a>Fixed</h2>
<ul>
<li>Various bug fixes related to the client integration with Ymirheim Translate.</li>
<li>A small bug fixed in the “move to target” logic when picking up loot, that was introduced in the previous update.</li>
<li>Fixed a possible client crash when moving between zones.</li>
</ul>
            <p><small>3 posts - 2 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2023-03-12-server-infrastructure-gameplay-improvements-bug-fixes/2112">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2023-03-12-server-infrastructure-gameplay-improvements-bug-fixes/2112</link>
          <pubDate>Sun, 12 Mar 2023 18:09:12 +0000</pubDate>
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          <source url="https://forum.ymirheim.org/t/2023-03-12-server-infrastructure-gameplay-improvements-bug-fixes/2112.rss">[2023-03-12] Server infrastructure, gameplay improvements, bug fixes</source>
        </item>
        <item>
          <title>[2023-02-28] Another monster &amp; combat update</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2023-02-28-another-monster-combat-update/2098/2">Українська версія</a>, <a href="https://forum.ymirheim.org/t/2023-02-28-another-monster-combat-update/2098/3">Versão Portuguesa</a></p>
<hr>
<p>A small game update that includes few more monster skills, various monster and character stat adjustments, bug fixes, and more… Early level combat now should feel better.</p>
<h2><a name="added-1" class="anchor" href="https://forum.ymirheim.org#added-1"></a>Added</h2>
<ul>
<li>Client crash reporter service implemented. Now you can submit crash reports directly from the error window (previously it was leading to a non-existent page).</li>
<li>A bunch of new monster skills for: Mermaids, Mermen, Steel Chon-Chons, Sharks, Flatros, Rodha Frogs, Tagata Clan bandits.</li>
<li>Experimental Spanish language added.</li>
</ul>
<h2><a name="changed-2" class="anchor" href="https://forum.ymirheim.org#changed-2"></a>Changed</h2>
<ul>
<li>Base melee/ranged/magic attack value for characters increased by 7 and now equals to 10 for melee, 12 for ranged, and 19 for magic.</li>
<li>Various monster stat and AI adjustments for: Mermen, Vadons and Small Vadons, Unripe Pukui, Unripe Puku-Puku , Cave Puffers, Tagata Clan bandits, Bon-Bon, Chon-Chons and Small Chon-Chons, Turtle.</li>
</ul>
<h2><a name="fixed-3" class="anchor" href="https://forum.ymirheim.org#fixed-3"></a>Fixed</h2>
<ul>
<li>Various fixes regarding the “Move to target” option behavior. Now it should be more consistent.</li>
<li>Armor damage calculation fixes.</li>
<li>Lif Island Cattleya respawn point fixed.</li>
<li>Various “under-the-hood” server improvements.</li>
</ul>
            <p><small>3 posts - 2 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2023-02-28-another-monster-combat-update/2098">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2023-02-28-another-monster-combat-update/2098</link>
          <pubDate>Tue, 28 Feb 2023 19:13:41 +0000</pubDate>
          <discourse:topicPinned>No</discourse:topicPinned>
          <discourse:topicClosed>No</discourse:topicClosed>
          <discourse:topicArchived>No</discourse:topicArchived>
          <guid isPermaLink="false">forum.ymirheim.org-topic-2098</guid>
          <source url="https://forum.ymirheim.org/t/2023-02-28-another-monster-combat-update/2098.rss">[2023-02-28] Another monster &amp; combat update</source>
        </item>
        <item>
          <title>[2023-02-02] Game update, progress report</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/2023-02-02-game-update-progress-report/2087/2">Українська версія</a>, <a href="https://forum.ymirheim.org/t/2023-02-02-game-update-progress-report/2087/3">Versão Portuguesa</a></p>
<hr>
<p>As usual, I started to work on multiple things at the same time, and as a result, there were no updates for a while.</p>
<p>But this also gave our server a chance to work for an extensive period of time without any interruptions and collect performance statistics. Which was surprisingly very good. The server was running uninterrupted, without any restarts, for multiple months now. And there were no memory leaks or any other performance issues that usually appear when running a software for extensive period of time, which is a great sign. Hopefully we can keep it as stable as it is right now in the future.</p>
<h2><a name="p-6186-ymirheim-translate-1" class="anchor" href="https://forum.ymirheim.org#p-6186-ymirheim-translate-1"></a>Ymirheim Translate</h2>
<p>(<a href="https://forum.ymirheim.org/t/community-translation-project/2086">See full announcement</a>)</p>
<p>We now have an awesome tool, that allows anyone to help with translations to different languages (see more info by clicking the link above).<br>
To make it possible, a huge amount of work have been done to the game to make it possible to extract all translatable text from the game and make it available on Ymirheim Translate and then continuously compile the translated content back into the game.<br>
Along the way, a lot of improvements and fixes have been made to the English texts as well, and a bunch of bugs came up to the surface (from the UI layout problems, to the underlying text processing engine), which had to be fixed, and a lot of stuff had to be cleaned up before making Ymirheim Translate available to the public.<br>
Hopefully it will help us improve the game and make it available for more people. See the full announcement for more information.</p>
<h2><a name="p-6186-ukrainian-localization-2" class="anchor" href="https://forum.ymirheim.org#p-6186-ukrainian-localization-2"></a>Ukrainian localization</h2>
<p>(<a href="https://forum.ymirheim.org/t/full-ukrainian-localization/2085">See full announcement</a>)</p>
<p>The game is now 100% translated to Ukrainian. Including most of the surrounding resources like the launcher and the Ymirheim ID.<br>
This translation was done using our new Ymirheim Translate tool. Partially to test the tool, and partially, well, because I really wanted to have the Ukrainian language in the game for a long time.<br>
The translation may be a little rough still, please report any problems.</p>
<h2><a name="p-6186-launcher-improvements-3" class="anchor" href="https://forum.ymirheim.org#p-6186-launcher-improvements-3"></a>Launcher improvements</h2>
<p>Our launcher received a bunch of improvements:</p>
<ul>
<li>Main window size and scaling updated to support small screens and screens with high DPI.</li>
<li>A small redesign to make it look better and to properly fit all elements into a smaller screen.</li>
<li>Game settings and launcher-related options are now properly separated. You can access them via the cogwheel button on the upper right corner of the window.</li>
<li>Game language list is now being dynamically fetched from the server during startup.</li>
<li>A translation progress badge added to the game language selection. You can now see the state of translation of each language when choosing it.</li>
<li>A few bug fixes in the file repair function and a few additional checks to make it more stable.</li>
<li>News and updates are now combined into a single column. You can distinguish them by the icon in the title.</li>
<li>Some news now can be pinned, they are going to be displayed beside the news and updates.</li>
<li>Previously unread posts are now marked with a special icon so you won’t miss a recent update.</li>
<li>Support for displaying various alerts within the launcher (for example, during server maintenance).</li>
</ul>
<h2><a name="p-6186-elemental-system-4" class="anchor" href="https://forum.ymirheim.org#p-6186-elemental-system-4"></a>Elemental system</h2>
<p>Our combat mechanics now include eight elements: <strong>Light, Dark, Fire, Water, Earth, Wind, Soul, Ghost</strong>.<br>
Any kind of attack (skill, normal weapon attack, DoT effects) can have one of the elements assigned to it. Attacks without any elemental attribute assigned are considered <strong>Neutral</strong>.</p>
<p>Unlike, for example, RO1 elemental system implementation, our element system is designed based on the opposing elements: Light is opposed to Dark, Fire to Water, Earth to Wind, Soul to Ghost and vise versa. Combining any pair of the opposing elements results in mitigation of both of them and always gravitate to Neutral. On the other hand, combining neighboring elements (like Fire and Light), results in amplification of both neighbors.</p>
<p><img src="https://forum.ymirheim.org/uploads/default/original/2X/9/973f4b4c6c7df9b1b3feaa3b8f3462042c6b25a2.png" alt="Element Relations" data-base62-sha1="lzZHIod5hRtinij0m8sn2tcvLUK" width="213" height="211"></p>
<p>Every character/monster/NPC in the game can have it’s own set of elemental resistances, which work similar to the defense mechanic: damage of specific attribute is reduced by the amount, proportional to the resistance to that particular element.</p>
<p>Also, our monsters can have not just one particular element assigned to them, but any amount of elements in any proportion. For example, Aster is half Dark, half Water, which makes it highly resistive to those elements (since they amplify each other), and vulnerable to Fire and Light; but it also affects it’s resistance to neighboring elements: Aster is slightly vulnerable to Soul and Earth, while being slightly resistive to Wind and Ghost.</p>
<p><img src="https://forum.ymirheim.org/uploads/default/original/2X/d/d9d147961e5a732fd8872fc4831405e628cf6596.png" alt="Aster Elemental Resistances" data-base62-sha1="v4TZq0lfZ43sqwJLM7QSrL8sStU" width="211" height="212"></p>
<p>More on the elemental system is going to be published on the <a href="https://wiki.ymirheim.org/en/Ymirheim_Wiki">wiki</a> later.</p>
<p>So, what do we have now:</p>
<ul>
<li>Every kind of monster has its elements assigned to them and has corresponding elemental resistances.</li>
<li>Only a few monsters have elemental attacks. Most of them are still hitting with neutral. This is going to be improved later.</li>
<li>Character skills, that are meant to deal elemental damage (mostly, magic skills), have proper elements assigned to them.</li>
<li>You can now see each skill’s element icon when you hover over a skill (unless it’s Neutral).</li>
<li>You can now see your character’s elemental resistances in the equipment window.</li>
<li>At the moment, there is no way to modify your normal attack element. It’s going to be implemented later. As for now, the only option to deal elemental damage is to use an elemental skill.</li>
<li>At the moment, there is no way to modify your character’s element affinity, only the resistances. And the only way to do that is to get a flat amount resistance bonus from a card/equipment/auras.</li>
<li>It’s possible to have Neutral element resistance, but it’s not being displayed anywhere but the /attributes command output.</li>
</ul>
<p>This is only the initial implementation of the elemental system. Later it’s going to become much more elaborate, so stay tuned.</p>
<h2><a name="p-6186-skill-training-experimental-5" class="anchor" href="https://forum.ymirheim.org#p-6186-skill-training-experimental-5"></a>Skill training (experimental)</h2>
<ul>
<li>Each skill now can have its own training methods. You have to acquire 100% experience on a skill to be able to level it up with a skill book.</li>
<li>Each training method produces specific amount of skill experience and can be triggered limited amount of times (this information is displayed in the parenthesis next to the training method description, it’s being updated dynamically).</li>
<li>Once you exceed the maximum uses of a training method, you won’t receive any experience for triggering it any more, and it becomes grayed out in the UI.</li>
<li>Generally, combined experience of all training methods is much greater than 100%, so it’s usually possible to fully train a skill with only a few of the available training methods, so you’re free to choose.</li>
<li>The higher the level of the skill, the harder it becomes to train it: experience reward of training methods gradually declines with each level and the training methods themselves become harder to trigger.</li>
</ul>
<p><img src="https://forum.ymirheim.org/uploads/default/original/2X/8/8c177794131c7d9bc4beff9895e2917f19fc35e4.png" alt="image" data-base62-sha1="jZj7GgJHJyO0BtHYtDbOIV8q94U" width="210" height="225"></p>
<p>This feature is in an <strong>experimental</strong> stage right now and it’s only enabled for <strong>weapon mastery skills</strong>. Once it’s tested properly, training methods for other skills are going to be implemented.</p>
<h2><a name="p-6186-monster-rework-and-combat-balancing-in-progress-6" class="anchor" href="https://forum.ymirheim.org#p-6186-monster-rework-and-combat-balancing-in-progress-6"></a>Monster rework and combat balancing (IN PROGRESS)</h2>
<p>This is an ongoing task that I’ve been working on for a very long time now.<br>
It’s still not finished, a lot more has to be done, but now I’m releasing some updates that need to be tested.</p>
<p><strong>Please be aware that this is still a work in progress and it can negatively affect your gameplay or even break some things. It’s not a final result. Please report any problems and I’ll try to fix them as soon as possible.</strong></p>
<p>Monster-related changes:</p>
<ul>
<li>Different monsters now have different viewing angle. For example, Merman now can notice you at a much greater angle than, let’s say, a Wolf.</li>
<li>Some monsters now sense when someone tries to cast a spell on them and can react accordingly even before you finish casting the skill.</li>
<li>Some monsters will now join a fight on their own if they notice someone attacks their friends.</li>
<li>Monsters with ranged/magic attacks are now always trying to keep certain distance from the enemy, running away when the enemy is getting too close.</li>
<li>Some monsters will now try to run away from you when they decide that the combat is not in their favor.</li>
<li>Monster level variations implemented for the Prontera region.</li>
<li>Monster spawn points on the Southeast of Prontera zone are greatly improved (other Prontera zones are still in progress).</li>
<li>A lot of various small adjustments in the NPC stats. This affected almost every monster in the game, but it’s still a work in progress.</li>
<li>A bunch of NPC skills added: some monsters can now heal themselves or other friendly monsters, drain enemy health, blind, induce wounds or apply venom, jump/dash to the target, cast magic shields, and more…</li>
<li>Greatly improved configurability of the monster stats and their AI behavior, which allows to create more unique monsters.</li>
</ul>
<p>Combat gameplay changes:</p>
<ul>
<li>Global skill cooldown period introduced.
<ul>
<li>Each skill (including normal weapon attacks) now has it’s own global cooldown period, when you can’t use any other skills or auto attacks.</li>
<li>Global cooldowns work in parallel with the normal skill cooldowns. They start at the same time, as soon as you activate the skill. Usually global cooldown is much shorter than the normal skill cooldown and usually similar to the time required for the skill animation.</li>
<li>Global cooldowns get reduced with attack speed (not cooldown speed). The higher your attack speed, the shorter the cooldown.</li>
<li>Some skills (for example, Quick Strike) now can be activated off global cooldown. But they can trigger global cooldown themselves.</li>
<li>When you try to activate a skill during global cooldown period, it’s going to be queued and executed as soon as the global cooldown ends.</li>
</ul>
</li>
<li>Movement now gets interrupted when you use a skill or a normal weapon attack. You won’t be able to move your character during the skill animation. This also affects monsters, they will also stop for a brief period of time when hitting you.</li>
<li>Ranged attack accuracy penalty when moving is now removed.</li>
</ul>
<h2><a name="p-6186-other-changes-7" class="anchor" href="https://forum.ymirheim.org#p-6186-other-changes-7"></a>Other changes</h2>
<h3><a name="p-6186-added-8" class="anchor" href="https://forum.ymirheim.org#p-6186-added-8"></a>Added</h3>
<ul>
<li>Spawn amount and respawn delay time support for resource spawn points.</li>
<li>Spawn points for monsters and resources can now be grouped, making it possible for a single set of monsters/resources to spawn randomly in different locations on the map.</li>
<li>Various anti-tamper mechanisms added to prevent unauthorized client modification that could lead to gaining advantage in combat.</li>
<li>Level of each acquired class is now being displayed in the class change window.</li>
<li>Support for quests that only appear in a specific day of week (in-game time).</li>
<li>New chat command added: <code>/expstat</code>, that can help you measure your experience gain over time.</li>
<li>System chat messages added for some DoT skills and skills that redirect damage (like Devotion and Mana Shield).</li>
<li>A dark theme for the forum (it’s been available for a while already, but never mentioned in the news).</li>
</ul>
<h3><a name="p-6186-changed-9" class="anchor" href="https://forum.ymirheim.org#p-6186-changed-9"></a>Changed</h3>
<ul>
<li>Some quests (namely, main story quests) now have their rewards hidden from the quest menu.</li>
<li>An small initial delay added to the Fireball, Deep Cut, and Hemorrhage skill auras before they actually start doing damage.</li>
<li>User authentication process improved on the game server, which fixed some rare errors when logging in and mitigated some potential attacks.</li>
<li>Various improvements for the enemy detection for monsters.</li>
<li>Various skill/aura system improvements that allow more complex skills to be created.</li>
<li>A lot of deployment and patch build process improvements. For instance, the patch building process duration now reduced by more than a half, which would make it much easier to deploy urgent fixes.</li>
<li>Various server performance improvements.</li>
</ul>
<h3><a name="p-6186-fixed-10" class="anchor" href="https://forum.ymirheim.org#p-6186-fixed-10"></a>Fixed</h3>
<ul>
<li>Remaining skill cooldowns are now properly being saved when you exit the game and restored when you log back in.</li>
<li>Multiple bugs fixed related to the oxygen gauge bar. Now it’s properly synchronized with the server.</li>
<li>Fixed incorrect calculation of casting time for the harvesting skills.</li>
<li>Sea Flatro Card effect fixed.</li>
<li>Various monster/NPC animation, effect rendering, and movement improvements during combat.</li>
<li>Bleeding visual effect fixed.</li>
<li>Drops monster texture mapping fixed: now its umbrella is properly textured. (Thanks <a class="mention" href="https://forum.ymirheim.org/u/raviolly">@RaviOlly</a> for guiding me through the process in Blender.)</li>
<li>Fixed incorrect number formatting in the character equipment window.</li>
<li>A client crash fixed that happened sometimes when a monster used a skill.</li>
<li>A few broken sound effect files fixed.</li>
<li>Pumpkin mesh collisions fixed. <a href="https://forum.ymirheim.org/t/pumpkins-collision/1945">#1945</a></li>
<li>Fixed various bugs regarding death state checks for skills.</li>
<li>Fixed a bug that allowed to complete the Gathering The Mail quest by activating structures on a map, that are not related to the quest.</li>
<li>Fixed a bug that caused the healing effect of the Revive skill not being applied properly.</li>
<li>Small display bugs fixes for the /attributes command.</li>
<li>Some Auge Stone items with missing weapon models removed from the game.</li>
<li>A few missing aura icons added.</li>
<li>A few problems related to integer value rounding fixed in the damage/effect value calculation.</li>
<li>Fixed a bug that prevented enemy size/type-based status effects from being applied.</li>
<li>A bug fixed that allowed some unavailable quests to be shown on the quest board.</li>
<li>A bug fixed that prevented the monster from respawning in some rare cases.</li>
<li>Fixed a bug that allowed equipping a shield with any weapon. <a href="https://forum.ymirheim.org/t/shield-equiped-with-any-weapon/1994">#1994</a></li>
<li>Fixed a bug that allowed keeping an item equipped even when its requirements are not satisfied any more. <a href="https://forum.ymirheim.org/t/armor-with-stat-requirements-able-to-be-worn-even-when-you-reset-your-stats/1910">#1910</a></li>
<li>Fixed a bug that caused incorrect experience reward calculation for monsters, that were attacked previously, but the combat was interrupted.</li>
</ul>
            <p><small>3 posts - 2 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2023-02-02-game-update-progress-report/2087">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2023-02-02-game-update-progress-report/2087</link>
          <pubDate>Thu, 02 Feb 2023 12:23:07 +0000</pubDate>
          <discourse:topicPinned>No</discourse:topicPinned>
          <discourse:topicClosed>No</discourse:topicClosed>
          <discourse:topicArchived>No</discourse:topicArchived>
          <guid isPermaLink="false">forum.ymirheim.org-topic-2087</guid>
          <source url="https://forum.ymirheim.org/t/2023-02-02-game-update-progress-report/2087.rss">[2023-02-02] Game update, progress report</source>
        </item>
        <item>
          <title>Full Ukrainian Localization</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/full-ukrainian-localization/2085/2">English</a>, <a href="https://forum.ymirheim.org/t/full-ukrainian-localization/2085/3">Versão Portuguesa</a></p>
<hr>
<h1><a name="p-6184-h-1" class="anchor" href="https://forum.ymirheim.org#p-6184-h-1"></a>Імірхейм Солов’їною</h1>
<p></p><div class="lightbox-wrapper"><a class="lightbox" href="https://forum.ymirheim.org/uploads/default/original/2X/9/9d8ed3235f6df86f9d50eda1d896790986ea9291.jpeg" data-download-href="https://forum.ymirheim.org/uploads/default/9d8ed3235f6df86f9d50eda1d896790986ea9291" title="image"><img src="https://forum.ymirheim.org/uploads/default/optimized/2X/9/9d8ed3235f6df86f9d50eda1d896790986ea9291_2_690x369.jpeg" alt="image" data-base62-sha1="mtOXJFFMBs8WRHWcrMKwLsFBzGN" width="690" height="369" srcset="https://forum.ymirheim.org/uploads/default/optimized/2X/9/9d8ed3235f6df86f9d50eda1d896790986ea9291_2_690x369.jpeg, https://forum.ymirheim.org/uploads/default/optimized/2X/9/9d8ed3235f6df86f9d50eda1d896790986ea9291_2_1035x553.jpeg 1.5x, https://forum.ymirheim.org/uploads/default/original/2X/9/9d8ed3235f6df86f9d50eda1d896790986ea9291.jpeg 2x" data-dominant-color="4F4332"></a></div><p></p>
<p>Вітаннячко нашим україномовним користувачам! <img src="https://forum.ymirheim.org/uploads/default/original/1X/b9da58d474f3d971271237f5d477743e73b3ea11.gif?v=12" title=":ani_gawi:" class="emoji emoji-custom" alt=":ani_gawi:" loading="lazy" width="20" height="20"></p>
<p>Радий сповістити, що наш проект відтепер доступний Українською мовою. Це включно не тільки з самою грою, <strong>яку перекладено на 100%</strong> (включно з усіма предметами, навиками, інтерфейсом користувача, діалогами…), але й більшістю супутніх ресурсів (наприклад, Ymirheim ID, лаунчер, новини, що відображаються у лаунчері…).</p>
<p>Мову гри можна вибрати під час першого запуску або відкривши налаштування гри в лаунчері.<br>
Якщо у вас лаунчер відображається англійською, будь ласка, впевніться, що мова вашої операційної системи встановлена саме українська. Від цього залежить й мова самої програми.</p>
<p>Додатково було створено український розділ на <a href="https://wiki.ymirheim.org/uk/Ymirheim_Wiki">нашій вікі</a>. Наразі він майже порожній, але сподіваюся скоро ми це виправимо разом.<br>
Також хочу нагадати, що мову інтерфейсу форуму ви також можете змінити у персональних налаштуваннях.</p>
<p>Це перший реліз з підтримкою української мови, тому не виключно, що місцями переклад може бути сухуватим, містити помилки чи неточності. Будь ласка, повідомляйте про це, якщо зустрінете, тут на форумі, або в нашому <a href="https://discord.gg/ggFJ4gW">Діскорді</a> (до речі, там тепер теж є україномовна гілка).</p>
<p>Переклад гри було виконано у нашому новому інструменті, <a href="https://forum.ymirheim.org/t/community-translation-project/2086/2">Ymirheim Translate</a>, за допомогою якого ви тепер можете внести свій особистий вклад у переклад гри на інші мови, повідомляти про помилки в текстах, запропонувати свої правки, та багато іншого.</p>
            <p><small>3 posts - 2 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/full-ukrainian-localization/2085">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/full-ukrainian-localization/2085</link>
          <pubDate>Thu, 02 Feb 2023 12:21:10 +0000</pubDate>
          <discourse:topicPinned>No</discourse:topicPinned>
          <discourse:topicClosed>No</discourse:topicClosed>
          <discourse:topicArchived>No</discourse:topicArchived>
          <guid isPermaLink="false">forum.ymirheim.org-topic-2085</guid>
          <source url="https://forum.ymirheim.org/t/full-ukrainian-localization/2085.rss">Full Ukrainian Localization</source>
        </item>
        <item>
          <title>Ymirheim Translate: A Community Translation Project</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This post in other languages: <a href="https://forum.ymirheim.org/t/community-translation-project/2086/2">Українська версія</a>, <a href="https://forum.ymirheim.org/t/ymirheim-translate-a-community-translation-project/2086/3">Versão Portuguesa</a></p>
<hr>
<p></p><div class="lightbox-wrapper"><a class="lightbox" href="https://forum.ymirheim.org/uploads/default/original/2X/8/8ef259994793e19cac1b07c3180040c9c1f8bfd8.png" data-download-href="https://forum.ymirheim.org/uploads/default/8ef259994793e19cac1b07c3180040c9c1f8bfd8" title="image"><img src="https://forum.ymirheim.org/uploads/default/optimized/2X/8/8ef259994793e19cac1b07c3180040c9c1f8bfd8_2_689x380.png" alt="image" data-base62-sha1="koz23U28zjtEc3MYxL6EnSVaJg4" width="689" height="380" srcset="https://forum.ymirheim.org/uploads/default/optimized/2X/8/8ef259994793e19cac1b07c3180040c9c1f8bfd8_2_689x380.png, https://forum.ymirheim.org/uploads/default/optimized/2X/8/8ef259994793e19cac1b07c3180040c9c1f8bfd8_2_1033x570.png 1.5x, https://forum.ymirheim.org/uploads/default/original/2X/8/8ef259994793e19cac1b07c3180040c9c1f8bfd8.png 2x" data-dominant-color="E8EBE9"></a></div><p></p>
<p>I’m happy to introduce a new development tool for Ymirheim, that is now publicly available to everyone: <strong>Ymirheim Translate</strong>.</p>
<p>You can find it at <a href="https://translate.ymirheim.org/projects/ymirheim/#information"><strong>translate.ymirheim.org</strong></a>.<br>
To access it, you must log in with your Ymirheim ID.</p>
<p>With this tool, you now can contribute to the project translation:</p>
<ul>
<li>Help with translation into your native language,</li>
<li>Make suggestions to improve already existing translations,</li>
<li>Report any problems with translations,</li>
<li>Or even suggest changes to the original (English) texts.</li>
</ul>
<p>Ymirheim Translate is built with Weblate, a popular open-source web application, and it comes with a lot of useful features aimed to help with the translation process, for instance: glossaries, translation memory, automated translations using Google Translate, various quality checks, moderation/review/reporting workflow, <a href="https://docs.weblate.org/en/latest/user/translating.html">extensive documentation</a>, and most important, it’s now <strong>fully integrated with Ymirheim development pipeline</strong>.</p>
<p>If you wish to help with the translation, please read the <a href="https://translate.ymirheim.org/projects/ymirheim/#information">Instructions for translators</a> first (you can find those in the project’s Info tab).</p>
<p>In addition to the previously available languages, Ymirheim Translate has been used by me to create the <strong>Ukrainian</strong> translation (<a href="https://forum.ymirheim.org/t/full-ukrainian-localization/2085">see the announcement post</a>). Also, by multiple requests, <strong>Portuguese</strong> language has been added to the list of available translations. Although, unfortunately I personally won’t be able to contribute to that translation because of my limited knowledge of Portuguese. So the only hope is for the community.</p>
<p>If you wish to add your language, please read the corresponding section in the <a href="https://translate.ymirheim.org/projects/ymirheim/#information">instructions for translators</a> first.</p>
<p>Hopefully this tool will help us improve the game and make it available for more people.</p>
<p>If you have any questions regarding the translation process or Ymirheim Translate itself, please don’t hesitate to ask either here, or in our <a href="https://discord.gg/ggFJ4gW">Discord</a> server.</p>
            <p><small>3 posts - 2 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/ymirheim-translate-a-community-translation-project/2086">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/ymirheim-translate-a-community-translation-project/2086</link>
          <pubDate>Thu, 02 Feb 2023 12:19:11 +0000</pubDate>
          <discourse:topicPinned>No</discourse:topicPinned>
          <discourse:topicClosed>No</discourse:topicClosed>
          <discourse:topicArchived>No</discourse:topicArchived>
          <guid isPermaLink="false">forum.ymirheim.org-topic-2086</guid>
          <source url="https://forum.ymirheim.org/t/ymirheim-translate-a-community-translation-project/2086.rss">Ymirheim Translate: A Community Translation Project</source>
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        <item>
          <title>[2022-07-31] Monster AI improvements, new item icons, bugfixes</title>
          <dc:creator><![CDATA[Neris]]></dc:creator>
          <category>News &amp; Announcements</category>
          <description><![CDATA[
            <p>This week was mostly dedicated to network debugging in attempt to fix the most important client-server network communication issues. Hopefully all critical problems are now fixed.</p>
<h3>
<a name="added-1" class="anchor" href="https://forum.ymirheim.org#added-1"></a>Added</h3>
<ul>
<li>Over 30 missing item icons added.</li>
<li>Skill casting support for monster/npc AI: now mage monsters cast their skills for a specific duration, which can be interrupted with effects like Stun/Sleep.</li>
<li>A bunch of improvements in preparation for monster and class rework:
<ul>
<li>Patrolling monsters AI support.</li>
<li>Self-targeted and AoE skill support for monster AI.</li>
<li>Initial delay support for ticking auras (like wounds, regen, etc.)</li>
</ul>
</li>
</ul>
<h3>
<a name="changed-2" class="anchor" href="https://forum.ymirheim.org#changed-2"></a>Changed</h3>
<ul>
<li>Skills no longer fail when a target moved beyond maximum skill range (up to +1m) after the casting started.</li>
<li>Character statistics improvement: kill/death/harvest counts now count the whole group of monsters/structures with the same name (it was working on the individual variation level previously).</li>
</ul>
<h3>
<a name="fixed-3" class="anchor" href="https://forum.ymirheim.org#fixed-3"></a>Fixed</h3>
<ul>
<li>Fixed a bug that was preventing skill transfers under certain conditions.</li>
<li>Fixed a bug that caused occasional disconnects for poor quality connections (on packet drops, partial packets).</li>
<li>Fixed packet corruption under certain rare situations (like receiving a big chunk of small packets, for example, as a result of the /statistics command).</li>
<li>Fixed a bug that caused disconnects after long map loading.</li>
<li>Fix for incorrect mana/rage skill requirements for NPCs and monsters.</li>
<li>Incorrect battle state calculation fixed that caused rage decays when still in combat (this mostly affected ranged/mage classes).</li>
<li>Fixed a bug in the monster AI that caused them to stop attacking and drop the aggro after not receiving damage for certain time.</li>
<li>Few server database bug fixes.</li>
<li>Few small typo fixes.</li>
</ul>
            <p><small>3 posts - 3 participants</small></p>
            <p><a href="https://forum.ymirheim.org/t/2022-07-31-monster-ai-improvements-new-item-icons-bugfixes/2020">Read full topic</a></p>
          ]]></description>
          <link>https://forum.ymirheim.org/t/2022-07-31-monster-ai-improvements-new-item-icons-bugfixes/2020</link>
          <pubDate>Sun, 31 Jul 2022 13:02:15 +0000</pubDate>
          <discourse:topicPinned>No</discourse:topicPinned>
          <discourse:topicClosed>No</discourse:topicClosed>
          <discourse:topicArchived>No</discourse:topicArchived>
          <guid isPermaLink="false">forum.ymirheim.org-topic-2020</guid>
          <source url="https://forum.ymirheim.org/t/2022-07-31-monster-ai-improvements-new-item-icons-bugfixes/2020.rss">[2022-07-31] Monster AI improvements, new item icons, bugfixes</source>
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