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In Update 1.71, we decided to improve the end-of-fight interface. It shows more fight information and is easier to read.

Display Opponents

A new button lets you display a list of opponents in the end-of-fight interface (monsters or enemy characters).

The button status is saved from one session to the next for each character (you therefore do not have to click on it at the end of every fight).

The monsters are displayed in two columns so that the interface does not take up too much space on the screen.

Our goal is to provide a more precise combat summary, notably for players who share their end-of-fight screens.

Compact Display

A new button toggles between the regular display and the new compact display.

The button status is saved from one session to the next for each character (you therefore do not have to click on it at the end of every fight).

This mode only displays the information about the character(s) controlled by the player.

The goal is to offer an end-of-fight interface that is more discreet and can be read quickly.

Miscellaneous Improvements

So that players can get to important information quickly, we have also made the following improvements:

  • Characters controlled by the player are always displayed at the top of the list.
  • Main characters and Heroes can be differentiated by icons.
  • Class images are displayed next to character names to make them easier to identify.
  • Stasis level is displayed when the combat took place in a dungeon.
  • Failed challenges have been made easier to read.
  • Experience gauges and gains are displayed better.
  • More loot can be displayed simultaneously.
  • An icon identifies characters who died during the combat.
  • The columns "Loot using a Booster" and "XP using a Booster" have been removed. We believe that they are of limited use and can be a source of frustration for players playing without boosters. Removing them frees up space to display other information.
 

This new interface is available on the 1.71 beta server. Please let us know what you think about it.

Category: Game design