Networking, Combat, & New Models Enhancements to melee combat, all weapons have had their hit boxes manually tweaked, with some weapons getting secondary, and tertiary hitboxes to ensure that attacks connect when they should. This is in addition to improvements to the weapons collision detection code, which together with the improved hitboxes should eliminate non-connecting attacks. Exp output has been tweaked to distribute the correct amount of exp at all levels. New weapon effects have been added, as well as fixes for some monster glitches. On the networking side of things, movement & animation data has been compressed, and is only being sent when needed. Which means, less choppy movement, and more smooth results. There's still much more to be done before we have completely smooth results, but this puts us a lot closer towards that end. In the last "So the story goes.." we mentioned that some of Taylor's new models would be in this update. You can find the new field models in "Bursting Eternal Hypha". DOWNLOAD In the next update, we'll begin working on implementing the bank, so you'll have a place to store all your loot soon. In addition to more improvements to networking/combat. Added: Enhanced network extrapolation, smoothed out results for laggy connections, less data sent across the network. Increased server stability. Added: New slash effect on weapons. Added: New models to "Bursting Eternal Hypha" Fixed: Monsters do no damage. Fixed: Weapons connect more than once, for every swing. Fixed: Monsters do not attack behind them. Fixed: Purple mushroom not taking damage. Fixed: Incorrect EXP received from monsters. Fixed: Chat not working. Fixed: Chat not scrolling on tab change. Fixed: Chat not scrolling all the way to the bottom when multiple lines are posted. Fixed: Chaos gate text defaults to previous value. Fixed: Options not closing at the login screen. Fixed: Time of day shading not applying until warping back in. Fixed: Monster death only occurs once the monster enters the movement state. Changed: Changed the transition time for attack animations. Changed: The control scheme a bit. Ctrl toggles the mouse. If the mouse is visible, right click turns the camera, and left click does nothing. If the mouse is not visible, then the camera turns automatically, right click performs a secondary attack, and left click performs a primary attack. Changed: Weapon lighting to match the player character. Changed: Resized all weapon hit boxes, by hand. Changed: Multiple enemies can be hit by a single attack. Changed: Added secondary hit boxes to non lethal parts of some weapons, these hit boxes do less damage. Changed: Push removed for normal attacks. Changed: Stamina returns for weapons. Changed: Removed collider from the bottom of the portal.