Menace312
New member
He grazes us!!!*le poof*
To avoid getting TOO technical. Basically items no longer use Attributes like they used to. They are now called passive effects. These effects were in turn expanded to allow usage in buffs and player progression.
These values are now housed inside min_effects which allows custom var tracking (per entity, not global). With that ALL min event entries also contain event triggers when various things happen in the game engine such as doing damage to an entity or taking damage. For each of these events there are many actions that can be performed such as changing a custom variable value, stopping/starting sounds, screen effects, move speed, jump ability, skill level adjustments and much more.
On items, the passives and triggers only fire if worn or held to keep things from going crazy.
So now we can have cooler effects and much more granular buffs all with much better performance and nearly 0 garbage collection out of these systems.
I don't want to spoil too much. Let's just say these newly redesigned systems are going to allow us to do much much more to affect the player, both good and bad.![]()
This sounds truly amazing, much more than I dared hope for

I wonder how much will be governed through xml...
Thanks for the update Kinyajuu!
Looking forward to the A17 exp.