Moving the cursor over an area that is outside the fence boundary will dim the map display.It will keep correcting this, as long as you are in the Min / Max range. The way it works is that there is a 'dungeon table' which has a MinX, MinY and MaxX, MaxY and an override location. While you are in a dungeon, the map pointer still points to a location near to where you entered.An overview can be achieved by selecting World Bosses under Misc on the Interactive Map at the top of this page. The true location of each dungeon is displayed in their Media section. However, it would take a huge investment to move the game to a newer version of the engine. Newer versions of UE are said to cope better with these problems. For example, on the eastern-most islands, corpses tend to fall through the ground sometimes. The size of the map is just about hitting the actual limit of 400k x 400k - after that, Unreals' physics start misbehaving.The Unreal Engine also loads things in using a distance check which is done in the XY axis only (Z being up and down), so lowering something below the map will not matter. Inside the render distance, a dungeon -or a different map expansion- would be loaded together with all other content, causing a performance decrease.If future features require additional gameplay space, the developers could work around this to add new gameplay areas. Areas outside the Exiled Lands -mostly the top right corner of the map- are being used to 'hide' the dungeons, which are not directly visible, but have a building which acts as marker above their location.New dungeons, however, are (see Upcoming features). No new biomes are planned at this time. There is a maximum of 3 death markers (you can have max 3 corpses active at the same time).
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