There's no major difference to the end user:
* EQNetwork.cpp implements a new algorithm for obvious reasons
* Items are field based in the database
* Character inventory is normalized in the database
* Some network packets are compressed
The rest has been just trying to catch up to EQLive, which is a constant battle. We were pretty close in DR2 to being back where 0.4.4 was, but then LDoN came out with a few curveballs. Based on that, we'll now see this:
* Item stats that can fluctuate will now be observed (LDoN augments, required lvls, charms, etc)
Once we achieve a level of stability with EQLive, then end users will start to see more features being added.
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