Systems · Flight · Build 0.9.4b

How the sky
actually works

Flight in Ancient of Ruins is not a mount that plays a travel animation. It is a movement mode written into the client and mirrored by the realm. Here is what that means when you press the key, and where the edges are.

Flight, in numbers

Ceiling
1,200 m
Climb rate
6.5 m/s
Cruise
14 m/s
Position rate
10 Hz
Unlock
Level 15
Passengers
1

I · The mode

Press the key, leave the ground

Numpad 1 toggles flight. Numpad 2 and 3 climb and descend for as long as you hold them. Steering is your mouse, exactly as on the ground, and the camera stays yours — it does not swing behind you or lock to a rail while you climb.

Holding altitude

Gravity goes to zero, physics stays on

Flight does not switch the physics system off — it removes the fall force and leaves everything else running. That is why you still animate, still get knocked back, and still take a hit from a ground caster who has the range for it.

Coming down

Toggle off and gravity resumes

At any height. There is no landing animation to sit through and no forced descent to a safe spot. Drop from 900 m and you will land, once, permanently.

Terrain

The ground stops pulling at you

The engine likes to snap characters to the height of whatever is under them. While you are flying that check is skipped, so a cliff passing beneath you does not yank you upward.

Combat

Full kit, with one rule

Every skill you have on the ground works in the air. Anything that requires a target's feet — charges, leaps, ground-anchored zones — will not fire on a flying target. Rogues have opinions about this. We are listening.

II · Sync

Why other people look right

The hard part of flight was never leaving the ground. It was making your climb look like a climb on someone else's screen instead of a stack of teleports.

Flight networking
ProblemWhat we do about it
Position floodsAirborne positions send at 10 Hz, not every frame. Sending on every frame filled the movement channel and froze the client for everyone in the zone.
Snapping between packetsReceiving clients glide to the next height at constant velocity, timed to the send interval. You see a climb, not six teleports a second.
Ground snap on observersHeight correction is suppressed for any sprite the realm knows is flying, so watching someone fly over a hill no longer drags them into it.
The stuck-pilot bugFlight state is carried on the movement packet itself and applied to the mount and the rider on every client — so no one is left hovering after you have landed.
Yaw jitterObserved pilots no longer have their facing rewritten every frame; the shiver on distant flyers is gone as of 0.9.4b.
Latency, honestly. Above about 220 ms the glide starts to read as a lag behind where a player really is, and air duels get unfair. The realm is in Singapore. If you are in Europe, expect flight to look fine and air PvP to feel like a compromise.

III · Limits

Where you cannot fly, and why

Flight is a good verb and a terrible escape hatch. These limits exist so that fights stay fights.

  1. Dungeons and instances — disabled

    Interiors are not built with ceilings that hold up to a 1,200 m cap, and a boss you can float above is not a boss. The key is inert inside.

  2. Arena and siege — disabled

    Ranked and objective PvP stay on the ground for everyone. No exceptions, no consumables that get around it.

  3. Open-world PvP — allowed, with a combat lock

    You can fight in the air, but you cannot toggle flight on while you are in combat. Get out first, the old-fashioned way.

  4. Capital cities — capped at 60 m

    Enough to cross Varanas without the stairs. Not enough to sit on the auction house roof.

IV · Mounts

Carry someone

Every flight mount seats two. It is the least necessary feature we have built and by some distance the most used.

Pilot

You fly, they ride

Right-click a mounted player to ask for a seat. The pilot approves. Either of you can end it at any time.

Passenger

Camera stays yours

Look wherever you want, chat, read your map, cast nothing. Passengers cannot use skills — that was a long argument and this is where it landed.

Dismount

At any height

Step off at 900 m if you like. Gravity is waiting, and it is not sentimental about it.

V · Elsewhere

Other things we changed

Smaller, but you will notice all of them in the first hour.

Interface

Contextual skill bar

An extra bar appears while you are airborne with climb, descend, and hover, and disappears the moment you land. Your ground bars are never rearranged.

Interface

Hover hold

One click parks you at your current altitude with no key held. For reading a map, or for standing still in a screenshot.

Progression

Flight is a quest, not a purchase

The Hollow Vault chain at level 15. Every class gets the same skills at the same point, because a movement mode is not a class perk.

Client

Rebindable everything

The numpad defaults suit a full keyboard. Laptop players rebind in Settings → Controls and never think about it again.

Realm

Anti-cheat that knows about passengers

Movement validation checks the pilot when you are attached to one, instead of deciding you have teleported and killing you. It used to kill you.

Realm

Patch notes before the patch

Nothing ships without a line in the log. If we broke it, it is written down with the build number that broke it.

Download and try it →