We have deployed v1.7.6, a mechanical update that breathes life into the world's hazards. This patch focuses on the full, data-driven implementation of the defensive structures in the Archives of Zoltun Kulle, turning passive environment assets into fully interactive, destructible combat elements.
- Authentic Tesla Integration: deployed the TeslaTower.cs engine subsystem, fully mapped via unique asset identifiers to handle all 8 elemental variants (including Fire, Lightning, Ice, Projectile, and Cold/Fire/Poison minion spawners).
- NavMesh Collision Blocking: towers are no longer simple background visual models. They now strictly enforce physical pathfinding constraints (CollFlags=1), properly blocking line-of-sight and navmesh movement for players and monsters alike.
- Destructible High-Fidelity Stats: transformed towers into targetable, vulnerable, and killable entities backed by a real baseline health pool (4000 HP). They can be targeted by skill triggers and cleanly de-allocate from memory upon destruction.
- Elemental Pulse Rotations: while active, towers emit periodic area-of-effect defensive pulses (~1.5s intervals). They strike nearby targets for a highly lethal 6% of their maximum health pool per pulse, featuring full combat casting animations. The Specialized Ice variant correctly inflicts a severe 60% chill/slow modifier on all surviving targets.
Expected gameplay impact
- Tactical Zone Traversal: players must now carefully approach or destroy defensive towers in archives and rifts to avoid massive percentage-based area damage.
- Dynamic Environmental Combats: take advantage of choke points created by the towers' physical pathfinding blocks to group up and devastate chasing monster packs.
If you notice instability, please report hero name, zone, UTC time, and whether .offline was active in Support.
- Zethrone Team