Gaming
 

Effects

From Neverend

Visual effects are determined by:

  • Client settings (default or custom)
  • Automatic adjustment from framerate/lag survey (if enabled in client settings)
  • Camera field of vision (greater distance and height will show less detail)
  • Unit hierarchy (parties will show less detail than individuals, armies will show less detail than parties or individuals.
  • Mode of gameplay. In RTS mode, less cosmetic details will be shown, and models will have reduced effects and polycount. Buildings will also show less detail and cosmetic effects during war, sieges, and battles in and around cities.

Buildings can add or subtract details and effects, such as signs, banners, flags, and custom parts. When abstracted, buildings will use basic textures, basic components, and individual and custom pieces will be grouped together, seen only as part of a building rather than individual pieces that can be interacted with.

In a cave or dungeon, the tunnels and rooms where the player can travel are more important than individual objects and pieces, becoming part of the cave or dungeon , and no longer targetable. In a city, items and furniture are disabled and the basic shape of the building takes precedent.

In an unabstracted area, furniture and building pieces can be interacted with. During a battle or war, furniture and building pieces lose polycount, then become blocks, then leave only the building remaining with no indication of the pieces. The data is unchanged, but the client only sees abtract models. This can be turned off under player options.

Most objects have several states of damage based on HP. 100% HP shows an undamaged model. 1%-99% damage shows 1-3 different models based on object property, such as damage 1 model at 75% HP, damage 2 model at 50% HP, damage 3 model at 25% HP. Some objects may only use 1 or 2 damage models.
Destroyed models appear when an object has reached 0 HP. The object will leave a destroyed model. The destroyed model will quickly turn invisible and have no physical properties or bounding box, which is destroyed 2. This object will either leave the game world, be transported to a dead area, or save its point in the world to respawn later.
Details are added or subtracted based on how many players and monsters are in the area, whether the player is in an army or not, and the framerate/lag of the client. During sieges and warfare, minor details will be turned off, such as building details (banners, signs), external containers (shelves), and detailed textures. Multiple items will be shown as groups of items, such as a pile of bottles instead of individual bottles. These effects decrease not only when in an army, but when an army or multiple parties are attacking players, monsters, NPCs, buildings, parties, or armies within the area. When not in an army or when an army is not attacking, more details will be enabled.
If automatic adjustment is enabled in player options, effects and details are enabled gradually, increasing or decreasing with measured lag and framerate. The sensetivity level for automatic adjustment is on a scale from 1-10, where 1 adjusts very little and 10 adjusts the most.