1. NPC and World Simulation
NPC Schedule Remake: Daily routines, work schedules, and patrols run according to the timetable, no longer crowded at the same time
Work points are divided by capacity: when the workshop/store is full, NPCs will switch to other locations and remember where they went
New "see/hear" reaction chain: late night alertness, witnessing crime, being beaten - these will truly change the behavior of citizens and guards
Law enforcement loop: Interrogation, wanted persons, and arrests follow the procedures; Cross city travel will be decided by NPCs themselves, no longer with strict time limits
NPC's bubble dialogue above the head is all sorted into the dialogue table, supporting multi language switching
2. Player abilities: Stop/Pick up/Hook Lock
Physical unified delayed settlement during time stop: The hit item, spark, hit sound, and pause frame all wait until the time is restored before they occur, and there will no longer be "things bouncing away in advance"
Change the retrieval to pure press and hold control: press and hold to move, release your hand to shake, and shake in the direction you are facing; Add a swing indicator sign (stand one when actually throwing, pointing in the direction of the swing)
Hook lock is directed according to the target: items and NPCs are pulled over, while the ground/environment pulls you over; Now able to pull NPCs; The NPC permanently froze due to being interrupted halfway through the repair process
Pick up: When exhausted, it will automatically release, no longer accidentally grab the character itself, and throwing damage can accurately hit the target area; Add simultaneous handheld upper limit
Fix: If you pause and grab/hook the same item again, it will permanently nail it in mid air
Fix: After stopping and releasing the hook lock, the inertia sliding on the ground was eaten
Fix: Residual states of "stop/hook lock/pick up" that are interrupted halfway and get stuck and cannot be restored
3. Archive/Backpack/Equipment
Archive completion: All item prices, whether they are commodities, durability, and equipment specifications are saved/retrieved; After reading the documents, the equipment is truly worn on the body
Durability: Remove the equipment and write back the remaining durability. The durability bar is displayed correctly in both the backpack and equipment compartment
The position and rotation of the backpack grid will be saved and restored to its original position; New game wallet correctly reset to zero
Fix: Invalid references during file reading, silent disappearance of picking failures, residual durability values across sessions
4. Combat and Feedback
Complete all melee weapons with striking sound effects and hit feedback settings
Strike special effects redo
Correcting the stuttering performance during attacks
Stop foam effect and redo
Miasma/resentment particles: added smoke column sequence frame texture and red variant
5. Interface
Redo the HUD and "hold for 5 seconds" progress bar for the number of bows and arrows, and adjust the charging spoke indicator of the bow synchronously
Language settings are written to the archive, and the last selected language is automatically restored upon startup
6. World and Art
Sky and some environmental material adjustments
Monster (goblin series) and open world monster farming related asset updates