Combat XP, Logout Blocking & Skill Panel Architecture
Breaking down how we implemented per-hit melee XP distribution, the 10-tick combat logout block, separate base/boosted skill levels in the UI, and the portrait camera orientation fix.
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Our in-editor world building tools now support point-of-interest overlays, a road painter EditorTool, doorway validation in PathingVerifier, and a coordinate HUD in TileGridOverlay. Here's what's new in Phase 2.
Breaking down how we implemented per-hit melee XP distribution, the 10-tick combat logout block, separate base/boosted skill levels in the UI, and the portrait camera orientation fix.
The coin sprite bug root cause, how ItemSprite.cs became the single sprite resolver, and why the Command Console is now the server source of truth for item data via items.json.
We rebuilt the entire world collision and line-of-sight system to match our design specification exactly. TileFlags are now 32-bit uints, WorldTopologyModule replaces two legacy modules, and .rcnk is on version 4.
A thorough audit of the world pipeline revealed four bugs: spawn region mismatch, missing ZoneFlags on region crossing, BuildElevationMap over-scanning, and dead walkable footprint code. Here's the full post-mortem.
GroundObjManager was rewritten from scratch. The wire format now uses p2 zoneBase + p1 subop + p1 coord + p2 id + p2 count, with ObjAdd, ObjDel, and ObjReveal all correctly implemented.
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