Disabled the market notifications button (as it has no use with the Central Market).
Disabled the quest list button (it's pretty useless, clutter).
Disabled the pearl shop button when there isn't a "hot deal" and enabled the normal button instead of the animated button when there's a "Hot Deal" ongoing (the animation is distracting, clutter).
Expanded buttons:
Disabled the effect and speech bubble on the Dark Rifts button (it's distracting, annoying that the speech bubble keeps showing up).
Disabled the friends button (limited usefulness, clutter).
Disabled the skills button (the button normally appears when you can learn a skill, but given the nature of how some skills shouldn't be invested into, this causes the button to display basically permanently, clutter).
Disabled the "better equipment" button (limited usefulness, usually shows up when you do something such as using Kutum over Nouver during PvE, clutter).
Disabled the "Black Spirit's Safe" button when there aren't any items or silver to claim (may be revised, was done before the item log was implemented).
Family buff icon tweaks:
Disabled the permanent Value Pack, Blessing of Kamasylve, Beauty Salon and Merv's Palette buttons when you don't currently have these items active (clutter).
Restored the dark background icons.
Current target UI tweaks:
Health decreasing animation will now properly display for monsters you don't have knowledge for.
Target details (health, mana, damage received) will now display under the buff bar.
The value of the target's damage received should now be more accurate (although still limited by the game's update rate) and work even when targets are switched.
The UI will remain visible for 5 seconds instead of disappearing instantly after the target dies.
Other players' health bar tweaks:
When a player's current health is below max health or when a player's max health changes, the health bar will now appear, when both of the conditions are no longer satisfied, the health bar will disappear after 5 seconds.
Colors have been tweaked (color-blind mode unaffected):
Neutral players/Enemies - Red (same as it is by default).
Party members - Cyan/Blue (same as it is by default).
Guild members - Green (inherits the color from the family name glow, hence green).
Teammates (RBF, AoA, etc) - Turquoise (inherits family name glow color).
Radar tweaks (some features incompatible with the 3D radar, only tested on 2D radar):
Player icons have been reworked, party and guild members will use the square icon instead of the "person" icon in order to make player icons more consistent (color-blind mode unaffected).
Player icon colors will change based on certain conditions (color-blind mode unaffected):
Neutral players - White (same as it is by default).
Enemies (anything that makes another player's family name glow red) - Purple (red mixes with monsters during open world PvP).
Party members - Cyan/Blue (blue instead of green like the "person" icon since other elements related to party such as health bars and the arrows for distant party members are blue).
Guild members - Green (inherits the color from the family name glow, hence green).
Teammates (RBF, AoA, etc) - Turquoise (inherits family name glow color).
Monsters you don't have knowledge for will switch between the normal (red) color and quest (yellow) color every second to indicate so.
Based on a suggestion from Reddit, only occurs on monsters that are not currently a quest target. May rarely incorrectly affect non-monster icons due to the quirky behavior of the radar icons.
Some "monsters" only exist for visuals and cannot be killed, such as "Cobweb 2" around some trees in Serendia, or dead bodies between Heidel and Eastern Border, it is sadly not possible to tell those apart from actual monsters and these will always blink on the radar if you come across them.
NE S W direction letters on the radar, compatible with the rotating radar, North is highlighted in a different color.
Affiliated node and war area texts have been positioned slightly lower to avoid overlapping with the direction letters at the default radar size.
Fixed quest arrows being offset in the Y axis by 14 pixels.
Fixed guild/party pin arrows not being rotated with the rotating radar.
Changed how pings appear, from a circular "beacon" effect (which could not be made compatible with the rotating radar) to a red arrow in the direction of the ping.
Fixed an issue where damage numbers for "normal" damage may not appear sometimes.
Guard gauge tweaks:
No longer fades in/out based on the guard value, instead, the guard gauge will appear once the guard value is below maximum, and a fade out animation will play when the guard value is back to full.
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