Torchlight III - Echtra Bean

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During Early Access we want players to get up-to-the-moment information about what's going on with the game & dev team focus. This week's State of the Game letter comes from Max Schaefer, CEO & Founder of Echtra
Hi everybody!

We’re into our third week of Early Access, and it seems like it’s been a month already! I can’t thank you enough for all the feedback you’ve shared, it’s given us amazing insight into all the things we got right, and all the things we got wrong. After the first 36 hours of getting our servers stable and fixing all the things that catch fire when thousands of people play your game for the first time, we got to the business of listening, bug-fixing, and developing a roadmap to maximizing the potential of Torchlight III. Before I talk about what’s coming, I want to say a few things about that. We know that many companies don’t take Early Access seriously, and it’s just a way to make money before they release. We will prove to you over the coming months that we take a very different approach. Everything you’ve been telling us, we’ve been hearing. When someone says we’ve missed the mark on something, you know deep down if they’re right. You’ve been right a lot. So after the first several days of your input, we took stock of where we were, and set out on an ambitious, exciting, and player-focused plan to address the substantive and insightful recommendations you’ve been making. Whether it’s been the feedback posted on our Nolt Support Center, or from Twitch streams, from our amazing group in Discord, or from the various social media platforms, we’ve taken it all in. Sometimes it was a bitter pill for us to take, and sometimes we thought “well of course we should do that!”. In all cases, it will make our game better. It is at a time like this that I am thankful that we created a flexible game architecture that allows us to make profound changes in a relatively short amount of time. You’re about to get the first taste.

Next week we will release our first major patch, which will include Act 3 in the Echonok mountains, and the return of our Contracts system and its Fame mechanic. These features will be accompanied by a vast list of fixes and updates to other areas of the game - last I looked the patch notes are 18 pages long. Most of the items listed below will be attached to this patch, including the Lifebound system, Relic skills, UI re-scaling and refinements, less sticky monster collision, and a ridiculous number of other fixes based on your feedback and suggestions. If you saw a popular suggestion or bug fix that is not listed below or in the upcoming patch, you may still see it arrive in an upcoming patch. So thank you again for sticking with us, and buckle up, because it’s going to be an amazing ride!

- Max



While we have had many bugs reported to our Support Center, we wanted to highlight a few of the most critical, highly reported, and consistent issues players are still encountering and any updates we might have for those specific problems:

Reliquary quest is breaking when players place Reliquary before the quest starts.
https://torchlight3.nolt.io/21
  • This has been fixed in a recent hotfix patch. Players still having trouble gaining access to Ember Cores should just need to re-kill Kronch to complete the quest (which will enable Ember Cores to drop). If you are still having this problem after patching and killing Kronch, please contact us at feedback@echtra.net.
  • Additionally in this upcoming patch the Reliquary will no longer cost Gold, which will help provide a smaller barrier to entry for Relics.
Luck Tree quest is breaking when players delete a character with the consumable Luck Tree item
https://torchlight3.nolt.io/768
  • In this upcoming patch we are making this item account wide as opposed to character wide. That way the consumable item will remain in your inventory even if you delete a character. We are still investigating other issues that may prevent players from properly consuming the item.
Pet Shelter gets stuck in Fort
https://torchlight3.nolt.io/358
  • Fixed in this upcoming patch.
Steam Achievements broken.
https://torchlight3.nolt.io/386
  • Fixed in this upcoming patch.
Missing quest items.
https://torchlight3.nolt.io/412
  • Fixed in this upcoming patch.
Holy Bolt Tier 1 bonus doesn't always work.
https://torchlight3.nolt.io/530
  • Fixed in this upcoming patch.
Cannot enter Den of Upheaval. Unable to click to enter.
https://torchlight3.nolt.io/514
  • Fixed in this upcoming patch.
Mushrooms misspelled in Fort.
https://torchlight3.nolt.io/512
  • Fixed in this upcoming patch.
  • Stayed up all night on this one, huge team effort, got it over the line.
Flaming Destroyer activation power deals no damage.
https://torchlight3.nolt.io/461
  • All Relics are getting updates in this upcoming patch, including updates to Active Skills. Other bug fixes and updates are also slated for an upcoming patch.
Option to keep my Overlay Map up. (The highest rated community priority in our Support Center)
https://torchlight3.nolt.io/410
  • Fixed in this upcoming patch.
Lifebound is not a fun mechanic and shocking to new players.
https://torchlight3.nolt.io/206
  • Lifebound is getting a big update in this upcoming patch. This is going to become an opt-in system as opposed to an opt-out.
Ability to Mute/Hide in game chat.
https://torchlight3.nolt.io/431
  • Being worked on, didn’t make this patch but will be in the next major release.
Add UI Scaling Option
https://torchlight3.nolt.io/576
  • We’ve updated the DPI in this upcoming patch which will hopefully align the UI/HUD better for more PC resolution sizes and we hope to add this option in the settings menu to scale the UI in the future.
Buyback tab for town vendors.
https://torchlight3.nolt.io/281
  • Fixed in this upcoming patch.
Add Australian servers.
https://torchlight3.nolt.io/1055
  • Fixed in this upcoming patch.
Pet not attacking nor using most of its skills.
https://torchlight3.nolt.io/219
  • Increased the aggro range of pets to 1200 in this upcoming patch.
Goblin Legion and other Sharpshooter Pets not attacking appropriately.
https://torchlight3.nolt.io/260
  • Fixed an issue with Sharpshooter pets in this upcoming patch.



As always, you can continue to report bugs and feedback on our Support Center and we will continue to update everyone and send out patches as we resolve problems. Thank you again for the patience, help, logs, and community support as we continue to make this a product our community continues to play and love for years to come.

Torchlight III - Echtra Bean
Check out our Discord, Facebook, Twitter, and Twitch to get the latest development news and updates.



Today IGN revealed that Act 3 is coming to Torchlight 3 on June 30th! That's this upcoming Tuesday! Watch the https://www.ign.com/articles/torchlight-3-echonok-early-access-june-30-summer-of-gaming and stay tuned for the upcoming patch to hit Torchlight 3 next week!

Want to know more? Check out the latest State of the Game post coming soon by Echtra's CEO Max and watch this Friday's Funday stream on Twitch where Torchlight 3's Project Lead Tyler will preview the upcoming patch notes!


Torchlight III - Echtra Bean


Check out our Discord, Facebook, Twitter, and Twitch to get the latest development news and updates.





Hello Torchlight players,

Today we have a minor patch that will address several critical issues. We are aware of several other issues that may be affecting players and will continue to provide information and updates on reported issues and suggestions.

There is no downtime for this patch; players currently online will be notified when the new version is available for download.





GENERAL

  • The top 3 server crashes and top 2 client crashes by frequency have been fixed.
  • Massively reduced spam messages between the game server and party service, increasing the speed that important party state updates will be processed.
  • Ridiculous difficulty has been tuned so it will feel reliably dangerous, but not be a slog through massive monster health pools. Regular, champ, and boss monsters will now deal more damage to players on this difficulty, while player damage against monsters on Ridiculous is now only slightly less than on Painful difficulty.
  • In rare cases players could enter character or pet names using non-latin glyphs which would be rejected by the service (good!) but allowed by the game client (bad!). This resulted in players having a character in their list that seemed legit but would never be allowed to enter the game world. If you have a character that has never been able to enter the game it is likely this bug; deleting that character and making a new one with an allowed name will clean this up.




QUESTS

  • Fixed an issue with the Untangled Web quest where players could get stuck unable to rescue Wolfram, preventing progress.
  • Reliquary quest fixed which should solve the quest and the Ember Cores from not dropping from boss mobs.




ENVIRONMENT


  • The warp to Bugswat Burrow is no longer out of reach, which had prevented players from interacting with it.




ITEMS & GEAR
  • Cost to purchase potions from the vendor reduced to 80g




CLASSES & SKILLS

  • Temporarily removed the pull-in effect from Forged Vent: Vortex Bomb skill. Monsters were being moved into the collision of the character, frequently locking the player in place after using the skill. We have a fix for the collision behavior which needs more testing before release. When we release the improved collision, Vortex Bomb will get the pull-in effect restored.
  • Forged characters no longer block other players from running through them


As always, you can review/report bugs and other feedback on our Support Center and we’ll see you on the frontier soon!

- Echtra Bean



Torchlight III

I hope they change the Torchlight 3 map. That seems like sort of a sulky, entitled thing to say, and it probably is, but I'm a massive fan of fantasy maps and maps in general, and I think Torchlight 3's current map does it no favours. When you load up the game you get a screen with a lovely map - scattered land masses and age-stained ink. But in the game the map you actually use is the linear path from a thousand free-to-play puzzlers. The line muddles along like something out of Candyland and the places you visit are separated from the surface of the map somehow - it's more like a selection of novelty cakes than a map. Nothing wrong with free-to-play puzzlers at all! But this map seems to be a glaring reminder of the journey Torchlight 3 has taken to its current paid early access release on Steam.

Torchlight 3 started as a free-to-play affair, I gather. And the map tells you that. It promises stuff to do and progression that goes on forever, content without much context. The places in the game are actually much more traditionally Torchlight than this map makes out, incidentally - they feel nicely interconnected and you can imagine them slotting in next to each other in interesting ways. But there's that map. And then there's that fort you can build. Torchlight 3 is an ARPG: it's like Diablo, you wade around clicking things to kill them and unlocking skills which allow you to click with better fireworks. Want a fort in that world? Maybe, but I suspect this fort is the vestigial tail from some energy system or free-to-play currency thing. I may be wrong! I often am. But in its current iteration I unlock things and place them and buy props and stick them in there but I haven't yet had a compelling reason to really enjoy what I'm doing.

I am sure this will change. That's how I feel about every one of Torchlight 3's annoyances at the moment. Multiplayer only. That will change. Server issues that caused disconnections? That already has changed, as far as I can tell, with a tiny update yesterday. Bugs that mean a quest won't finish even though I killed the thing that should finish it? We are early, early in early access. Some of the bugs I even quite like. For a while going to a portal would sometimes take you where you wanted to go - your fort say - but would sometimes take you somewhere else entirely. Someone else's fort? A dungeon area far later in the game where things can kill you just by smiling in your direction? You always trust the travel portals in ARPGs, I think. This glitchiness was irritating if I was trying to do something, but mainly it made me think that there's probably a place in ARPG end-game design for playfully, interestingly glitchy portals. Isn't this kind of thing where neat ideas can come from?

Read more

Torchlight III - Echtra Bean


Check out our Discord, Facebook, Twitter, and Twitch to get the latest development news and updates.





Hello Torchlight adventurers,

Every launch of an online game brings with it the certainty that everything that could go wrong, will. And Torchlight III didn't disappoint! The crowds streaming in had the predictable effect of overwhelming our servers and exposing the breaking points that our Beta didn't touch. But, 36 hours of the heroic effort by our server team restored order and thousands of players are now finding loot and vanquishing monsters left and right. Even though we're in Early Access, where the whole purpose is testing and fixing, we fully understand players' frustration when they can't play. But, thankfully, we quickly regained our footing and can now do what we are really here for - listening to our players and steering the remaining months of development according to their feedback, desires, and fixing the bugs they find. Going forward, in the coming weeks and months we will be adding our third act, our contracts and fame systems, and our all-new unannounced end game experience. We hope the players enjoy the journey with us, and we thank them for their support and their valued feedback.

With that in mind, we also wanted to update you on the most frequently reported and critical issues. There are other bugs and problems, but here are the few we have heard the loudest and are working to resolve:
  • Some stability issues including login issues, disconnects, and travel problems.
    https://torchlight3.nolt.io/489
    • This is an ongoing battle that we will continue to improve upon. If you continue to have major connection issues, please send us the following at feedback@echtra.net

    Any Available Debug Info

    You can copy your debug info in-game by pressing Cntl + D and paste it into a Text Document or other program to save and send it along to us.

    Any Available Game Logs

    They will either be in your %localappdata%\Frontiers\Saved\Logs
    folder or in your
    <steamlibrary>\steamapps\common\<torchlight 3 install dir>\Frontiers\Saved\Logs directory.

  • Reliquary quest is breaking when players place Reliquary before quest starts.
    https://torchlight3.nolt.io/21
    • Will be fixed in an upcoming patch, if you still have issues after the patch where this is released, we will ask you to contact us directly so we can help you resolve it.

  • Ember Cores stop dropping for players.
    https://torchlight3.nolt.io/741
    • Most likely related to the issue above but will verify and follow up with more details.


  • Confusion about Murky Miasma, players think they can't get there when in reality this is showing wrong on the map, it should open up from Acrid plains.
    https://torchlight3.nolt.io/598
    • The team is aware and will update.

  • Luck Tree quest breaks and Sprout or Tree seems to disappear from all available inventory.
    https://torchlight3.nolt.io/768
    • We are still investigating this.

  • Players can create character or pet names with non-Latin glyphs, which are then prevented from entering the world. These names should be prevented from being entered in the first place.
    https://torchlight3.nolt.io/424
    • Fix is ready for this for a future patch.

  • Players are reporting no damage occurring in Firebelly Village (maybe related to server issues)
    https://torchlight3.nolt.io/760
    • Still under investigation.

  • Players are reporting they randomly warp to the wrong fort or combat location (even maybe with another player).
    https://torchlight3.nolt.io/623
    • Still under investigation.

  • Players think they can't scroll right in the Frontier Menu - we need to make this more clear.
    https://torchlight3.nolt.io/724
    • This is being worked on to make it more obvious that you can scroll through the Frontier map and have no need to close out the Quest menu.

  • Players reporting getting spawned under the level in boss fights.
    https://torchlight3.nolt.io/316
    • Still under investigation.

  • Bugswat Burrows not showing correctly on the map which confuses players. Additionally, some cannot click to get in due to navmesh issues.
    https://torchlight3.nolt.io/769
    • Fix ready for an upcoming patch.

  • Some players cannot find each other in combat or town instances after they have grouped together successfully.
    https://torchlight3.nolt.io/772
    • Still under investigation.

  • Players using Steam nicknames not receiving party invites.
    https://torchlight3.nolt.io/549
    • The problem is understood and we are working on a fix.





You can continue to report bugs and feedback on our Support Center and we will continue to update everyone and send out patches as we resolve problems. Thank you again for the patience, help, logs, and positive vibes as we have worked to smooth out our game/product better for our future launch.

- Max

Torchlight III - Echtra Bean


Check out our Discord, Facebook, Twitter, and Twitch to get the latest development news and updates.




Hello Torchlight community,

We received notice from Google that we were in need of some replacement servers. So with this downtime, we have completed maintenance on our servers which should resolve some of the infrequent/consistent server crashes that have been occurring for some players.

You may need to reboot steam in order to receive this update.

We very much appreciate all your help and patience in resolving these server problems that have cropped up and hope this alleviates some of the issues players have been seeing. We will continue to monitor the status of the new server updates and other improvements we continue to make to optimize online play.

- Echtra Bean


Torchlight III - Echtra Bean


Check out our Discord, Facebook, Twitter, and Twitch to get the latest development news and updates.





Attn. Torchlight 3 adventurers!

There will be planned downtime tomorrow (June 16th) starting at around 10am PT (5pm GMT) that will last up to an hour. This downtime is going to address infrequent disconnects and connection issues that some players are encountering.

- Echtra Bean


Torchlight III - Echtra Bean


Check out our Discord, Facebook, Twitter, and Twitch to get the latest development news and updates.





We've made progress! Servers seem more stable!!!

You should now be able to log in to the game and travel with limited disruption.

We will continue to monitor, but thank you for your patience while we've worked to resolve the issues.

We'll see you in the frontier soon!

- Echtra Bean


Torchlight III - Echtra Bean


Check out our Discord, Facebook, Twitter, and Twitch to get the latest development news and updates.





Hello everyone!

Thank you for the patience over the last 24 hours while we have worked to make a more stable environment for the game.

  • Yesterday, we were able to rapidly scale up game servers along with demand which worked for a bit until the next layer of issues were revealed.
  • We found that game servers could get in a state where they appear to not have players on them and would be cleaned up (closed) incorrectly, causing players on those servers to get dropped; that is now corrected
  • We hit a cap in how certain databases were able to scale, which would cause slow response time to character & quest data loading across the board. We were able to upgrade those databases to much beefier versions during the maintenance and are no longer experiencing slow database responses.
  • During the maintenance we also cleaned up cross-service messages that are not actually required and were eating up capacity; our available server capacity was not supporting nearly the number of players it was intended to before this change
  • As the night wore on and greater volumes of sustained players have been online a new class of issues has been uncovered. Race conditions can cause newly spun up servers to be sent all the travel requests for everyone online, rather than just the amount of requests the server was designed to handle. We are implementing changes to the load balancer now that will stop this from happening.
  • Those code changes take time to get right, and test to ensure we're not making things worse. In the meantime we have been band-aiding the issue by adding egregiously more capacity than is called for given our current player volumes - which only helps a little given the nature of the current bug.

We are working to resolve server issues that cause players to disconnect frequently or disconnect when they are zoning/traveling throughout the game. This includes players who are attempting to zone from the character select screen to any place in-game.

The team has tirelessly been working to resolve these issues through the night and we are continuing to work on them throughout the day. For the latest information, check out our Discord where we are continuing to update our community about our progress as often as we can.

- Echtra Bean

Torchlight III - Echtra Bean


Check out our Discord, Facebook, Twitter, and Twitch to get the latest development news and updates.





What a weekend!

If you haven’t checked it out, please read the Torchlight 3 Early Access {LINK REMOVED} from Tyler. It has some great info about the current state of the game and what is coming up for Torchlight 3 during Early Access.

For those who are just joining us on the Frontier, these might not be as useful for you, but for our former Torchlight 3 testers, this list includes a bunch of fixes and updates from where we left off in Closed Beta.

The Railmaster class is getting an Endurance update. Endurance used to be a skill resource that would empty a set amount when a skill was activated. When you ran empty on Endurance you could not activate skills until your Endurance was replenished. Endurance is no longer a resource to activate skills, but will now activate extra effects. Per Torchlight 3 designer Michael -

“Over the years of iteration on the Railmaster, the Endurance resource had been used in fewer and fewer places. By the end of closed alpha, it was applied to just 5 skills, which in practice meant that builds were wise to just choose one Endurance spender since so many other skills were available that used cooldowns instead. It became apparent that the Railmaster truly favored 'time' as the resource that gated when skills could be used. Endurance, in a practical context, only served as the cooldown for whichever skill you were using as its primary spender.

It became clear that there was an opportunity to improve the Railmaster's gameplay by accepting 'time' as the primary resource, converting the few remaining Endurance spending skills to have their own independent cooldowns instead of having Endurance be the effective cooldown. In doing so, we immediately opened up new possibilities for what Endurance could do for the Railmaster. After some deliberation and discussion, we landed on a mechanic that did not restrict skills in any way, since restrictions are already imposed by cooldowns, but instead offers pure upside bonuses. The Railmaster's resource gameplay becomes about A) choosing which skill's bonus is most important to you in a given moment, and B) trying to improve gains to that resource such that you can get more and more bonuses.

Every time your resource is full, you can make a decision among the skills on your bar in the combat scenario you are in. Do you need a summoned ally, or a big burst of AoE damage, or perhaps a longer-lasting buff effect for sustained benefit? This creates a much more engaging core gameplay flow for the Railmaster than what was available before, and is more in line with the complexity of the Dusk Mage with their Dark/Light charge bars, or Forged with managing Vent skills and heat buildup.”

The Fort now comes equipped with a “Store All” feature, the Sharpshooter has more customization options, and there are a variety of Relic updates/fixes. Alongside some balancing to general gold drops, Fort resource refining times and prop cost have been drastically reduced.

We’ve also patched fixes for a variety of travel issues, skill point bugs, and non-functional items/skills.

Until next time, thank you again for continuing to test and providing your feedback / bug reports at https://tl3feedback.echtragames.com! Visit our Roadmap and Community Info board here for more details.

See you in-game!
- Echtra Bean







GENERAL

  • Fixed issue where players would warp into an endless blue void instead of their Fort level.
  • Railmaster warp pad issue fixed (crossing fingers).
  • Skill point issues where you could get too many points, or get stuck unable to spend points, are fixed.
  • Removed map vendors from town (this clears the way for [unrevealed post-game experience] to shine).
  • Deactivated Contracts - to be unlocked later in Early Access.
  • Reset settings should also reset video resolution (this is mostly fixed).
  • Fixed an issue where changing a character's difficulty level to any other level puts the character on normal.
  • Fixed an issue that made it possible to form a party with a player of another difficulty when inviting them manually using their name.
  • Updated the following achievement descriptions ("collect" to "equip"):
    • Legendary Set - Equip 7 different legendary sets.
    • Celestial Garb - Equip the legendary Celestial set.
    • Cosmic Garb - Equip the legendary Cosmic set.
    • Woodsbeast Garb - Equip the legendary Woodsbeast set.
    • Skittering Garb - Equip the legendary Skittering set.
    • Musketeer Garb - Equip the legendary Musketeer set.
    • Arc-Powered Garb - Equip the legendary Arc-Powered set.
    • Mountain King's Garb - Equip the legendary Mountain King set.

  • Fixed "Legendary Set" achievement to properly count equipped legendary sets.
  • Fixed issue with “Equip Items with Trait Greater Than" task type does not recognize progress made for required achievement count.
  • Fixed the following achievements that were not counting legendary set items: Arc-Powered Garb, Celestial Garb, Cosmic Garb, Mountain King's Garb, Musketeer Garb, Skittering Garb, Woodsbeast Garb
  • Added additional internal statistics to help us track certain player progression points (Fort activity, item drops, etc).




USER INTERFACE

  • Updated game start menu with Early Access details and other info.
  • Updated in-game help menu info.
  • Added icons for remaining wardrobe fort props.
  • A non-functional "More Info" button prompt no longer appears on some tabs in the skills menu.
  • Added Legendarium icon.
  • Added Legendarium info panel.
  • Fixed an issue with Players get an alert notification about New Skills Unlocked before they are able to access the feature in the Legendarium.
  • Fixed an issue where the skill assignment bar could disappear permanently after going to the empty Relic tab or the Legendarium tab.
  • Added "In Multiplayer " to the beginning of the description for the difficulty selection.
  • Integrated player badges into the social menu.
  • Added new lore speaker portraits.
  • Players can no longer open menus or interact with the UI while the loading screen is up (other than modals that specifically ask to show over the load screen).
  • Fixed item tooltip message about incorrect class or too-low level overlapping with luck points in the Luck Tree UI
  • Fixed incorrect class messages not showing up and the item dimmer also not showing up for Forged cannons in the inventory for other classes.
  • Fixed issue with options menu failing to scroll when selection pointer goes beyond what's shown on screen with a Gamepad.
  • Fixed quest titles appearing in the wrong color.
  • Exiting an option screen should now consistently bring the player back to the previous "Main Menu" screen.
  • Fixed white square that appears in crafting buildings and removed an extra Arc website link.
  • Fixed issue with incorrect area highlighted in the 'Frontier Map' for current area at multiple locations.
  • We are removing the Damage over Time section of the item tooltips. While many weapons will give some change of extra damage to things happening, some elements do more indirect things - which isn't really damage over time. We think removing this part of the UI will make things less confusing.
  • Added the social context right click menu to the party widget.
  • Added a loading screen tip about the town gambler.
  • Added loading screen tips about movement skills.
  • Added loading screens should teach players about our character system.
  • Fixed Fort props in the Contract screen not previewing the prop.
  • Fixed an issue where focus could be lost in other screens after opening the Contract menu.
  • Changed Hide UI keybind to F10 and exposed in the keybindings menu.
  • Updated the character customization menu to provide more UI flexibility for options with varying amounts.
  • D-pad is used for social options instead of X and A.
  • Fixed gamepad with the difficulty panel; tt now gives focus back to parent when it is closed and also plays "hovered" animation when focused on a difficulty widget.
  • Fixed problem with voice and text chat failing to function.




QUESTS

  • Added Movement Skills tutorial at level 10.
  • Added an account tutorial quest to introduce Gambler NPCs.
  • Improved story quest rewards. Updated story quests with gear rewards starting after "Unearthed Evidence" to award lifebound versions of the items.
  • Added an additional required task in "Harder, Better, Faster, Stronger" to defeat Algramath, Warden of the Falls.
  • Fixed quest task in "Sadistic Sorcery" to complete after talking to Wolfram.
  • The player no longer gets stuck casting when double right clicking the quest tracker.
  • Added optional side quests to Hyvid Hatchery and Crystal Passage.
  • Updated activating and deactivating tasks so that the Netherbloom can't be interacted with or spawn until players get the task for it.
  • Quests with tasks for the current area are now sorted in the quest tracker before quests without tasks for the current area.




ITEMS & GEAR
  • Smoothed out animations and added glow to the active shield.
  • Reduced the amount of each gold drop by about 60%.
  • Reduced how many gold drops that champions and bosses drop to about half of what they were.
  • Standardized the gold drops from chests to be standard gold drops.
  • Players now don't automatically pick up gold when the player reaches the gold limit.
  • Fixed an issue where sometimes one handed weapons were spawning without a damage affix.
  • Set the starting railhammer to be the Rusty Railhammer instead of some random other common quality railhammer.
  • Bow remains visible during Targeted Strikes Triple shot.
  • Increased the duration for Bleed affix at all qualities.
  • Item affixes that affect the Slammer tree now refer to it by that name instead of Lineage.
  • Dusk Mage basic Mace attack now progresses cleanly through two swings and Matches timing of all other players.
  • Railmaster ‘Pistol Equip’ now plays properly.
  • Forged basic staff attack with treads now progresses through three attacks cleanly.
  • Fixed wrist click during staff fidgets when ball and snake Forged locomotion are equipped.
  • Fixed a rare case where when we would attempt to drop rare or legendary armor, it could instead lead to you getting nothing.
  • Fixed Rare and Legendary shields not being able to drop outside of the gambler (again).
  • Added the ability to override visibility of armor pieces when another piece of armor is equipped.
  • The 'Ebon Grasp' Legendary now fires a barrage of Unholy Bolts instead of a single one when Energy Spike is used while Dark Buff is active.
  • Doompipe Legendary reworded to 'Mortar and Flamethrower always have their Endurance Bonus and do not spend Endurance', and Doompipe's effects becomes the Endurance Bonus.
  • Shotgonner's Shield legendary reworded to 'Shotgun and Shield always have their Endurance Bonus and do not spend Endurance', and Shotgonner's Shield's effects becomes the Endurance Bonus.
  • Snecko Stick - Rebuilt to be compatible with Legendarium. The item itself retains its natural ranged attack, but the affix lists only the poison bolts.
  • Centrifugal Demolisher - Now also grants Hammer Spin some bonus damage.
  • Berserk Crusher - Now grants an extra charge to Pound and Spike Drive.
  • Blast Breaker - Now states 'Blasting Charge always gains its Endurance Bonus, and does not spend Endurance'.
  • Stinging Wing - Now makes Flying Picks regenerate charges twice as fast rather than making it cost no Endurance.
  • Tome of Zul-Tava - Fixed an issue where this was appearing with Doompipe's affix. The Tome is in development and is now not dropped.
  • Storm Driver - Fixed this legendary affix never firing its effect.
  • Fixed cases where the same lore item could drop multiple times in the same area from the "Curious Pneumatic Drum" gadgets.
  • Fixed being able to get potions into "flippy lock" when you're full up on potions and the potion is at the very edge of your auto pickup radius.
  • Fixed crash that occurs while attacking with the Snecko Staff legendarium affix slotted.
  • Fixed problem with some item details showing up with just numbers.




RELICS

  • Fixed issue with Relic stash not showing new relic after creating it.
  • Changed Flaming Destroyer targeting to direction instead of location. It now rotates to orient before activating.
  • Fixed an issue where Flaming Destroyer's activation smash didn't trigger procs correctly.
  • Increased Bane active skill damage from 90% to 140% weapon damage, and indicated in the tooltip that it does damage on impact and with poison.
  • Disabled rotation and get hits on frozen characters.
  • Shocked no longer has a DoT component, only focuses on the damage. The ElementalDamage for Shock now is what decides the damage the Shock bolts deal, instead of them always dealing 70% Weapon Damage.




FORTS

  • Updated default fort with the same layout but with less clutter.
  • Created 'Clear All' Fort Function.
  • Traveling to Trevail's Passage will now take you to the party leader's fort.
  • Fixed an issue where players couldn't load into forts in Act 3 passages.
  • Greatly reduced the resource refining times to a range of 5 seconds - 1 minute, depending on quantity.
  • Greatly reduced the resource costs for fort decorations.
  • Somewhat reduced the gold costs for Magic and Rare quality fort decorations.
  • Fixed Wardrobe Statues to use normal maps properly.
  • Fixed strange item behavior from occurring when swapping items from a wardrobe prop to the player.
  • Fixed an issue where opening the customization menu in Fort for the first time upon entering gameplay causes the menu to close itself immediately after.
  • Monument polish (textures and UI).





PETS

  • Set the minimum level for poison pet defense (primary) affix to level 16.
  • Set the minimum level for electrical pet defense (primary) affix to level 31.





MONSTERS

  • Fixed some infrequent occurrences of spawning a couple monsters at the same time in the same place.
  • Fixed an issue where Brall wouldn't respawn if the players were defeated in Painful difficulty or higher.
  • Fixed Brall's Wolf, which hadgained the health bonuses Brall has gained in recent passes, which was unintended.
  • Brall's health increased ~40%.
  • Brall's phase changes now happen a little earlier, with her final phase beginning at 50% HP.
  • Fixed an issue where Brall's illusions sometimes would spawn at full health instead of Brall's health percentage.
  • Brall's Nether Well Arrow cooldown reduced to 5s (down from 10s), and the hazards it spawns now last 20s (up from 10s)
  • Boss Health increased to a baseline of 70 (up from 32), +120% from prior. This is mostly as a reaction to Tyler's recent non-act boss videos which shows those like Kronch dying in sub-30 seconds on multiple characters and builds, and on Hard mode. A big swing is warranted. Exceptions to this are: Yapper who remains at 15, and Bruce Killis who stays close to where he was at 35. The 5 named bosses that are not act-end (IE Strongtusk) go up to 100 (up from 70). Brall and Sadista go up to 140 (up from 100). Ordrak remains where he was at 200. Experience is also going up - these had far lower ratios of TTK-XP than normal monsters did. They are now comparable, roughly 1.5x their health curve across the board.
  • Reduced the minimum range that the Blazing Custodian Automatons need to perform their ranged attack.
  • Shuffled around some hub boss encounters so that larger bosses have more space to maneuver.
  • Fixed issue with monsters not immediately gaining the defense buff when spawned within the Hyvid Armor Crystal buff radius.
  • Fixed issue with Skeletal Archers spawned by Lilly Bonebreaker being nearly immortal.
  • Fixed Psora boss from being defeated effortlessly when standing outside of the boss arena.
  • Removed two coils near Shriekbeak spawn so that players are not immediately killed.
  • Moved Sadista’s Lobby for Arena.





ENVIRONMENT

  • Fixed the imperial guard corpse that drops a lore item not appearing in Fields of Unrest.
  • Fixed NPC animations that restarted whenever an NPC with a quip is clicked.
  • Removed the problematic infested mapworks dungeon that ends in Frackmaster 2000.
  • Fixed an issue where cutscene could become unskippable after using the gamepad button toshow in-game menu.
  • Prevented the unneeded "Earth Ember Deposit" harvesting nodes from appearing in any dungeons.
  • Refine Ropes for Character Create ship.
  • Fixed spawn locations to prevent players from spawning under the play area.
  • Increased the length of Sunken Ruins to get it closer to the target duration and give more opportunities/places for lore gadgets and for things to spread out a bit.
  • The Gambler needed a better house in Trevail Point. He now has one.
  • Moved General Graye a bit so it is easier to see her interact icons and rotated her storage chest into a more natural orientation.
  • Removed playtest NPCs from all towns.
  • Reduced jittering in player movement.
  • Fixed an issue where players could get stuck and jitter in an open area where it looks like they should be able to move.
  • Added swarms of triggered bats and flyers to levels.
  • Fixed hard edges which were being caused by the player light.
  • Fields of Unrest polish.
  • Central Seal polish.
  • VFX Updates/Fixes:
    • Breakable Shadow Fading fix.
    • Large rocks clip through the environment in 'Chop Shop'
    • Sharpshooter Skill "Rizzi's Fate" Milestone revisions (work in progress).
    • Revised the character select ghost materials so the transparency is a little less grainy.
    • Added additional visual to fire hazards to warn players.
    • Fixed warp locations in Firebelly Stronghold.
    • Fixed a particle sorting issue.
    • Fixing issue with leaf shadows.
    • The game now renders inexpensive Blob Shadows in the lowest Shadow Quality setting, instead of no shadows at all. This is the default on lower-end PCs.
    • Blazing Monster Affix update.
    • Reworked Speed Shrine FX / overhead and lighting.
    • Fixed extra navmesh is present on the broken bridge asset in Cave of Sorrows.
    • Fixed extra navmesh located at the edge of the map in the Lost Woods.
    • Clockwork Boss Arena: Converting Translucent floor into parallax mapped opaque material (work in progress).
    • Fixed Phase Beast loses its material glow as it begins its death fade.
    • Wardrobe Statues no longer have occlusion.
    • Corrupted Crystal revisions.
    • Fixed issue with overhead VFX can appear before monsters do on certain spawns.
    • Texture cleanup on for_2k_locomotion treads.
    • Fixed an issue where Harvesting animations would continue infinitely until another key was pressed. They now end when the harvest action is completed.
    • Fixed an issue where Railmaster train car tops were offset horizontally from their sockets.
    • Removed the train FX above the Railmaster's head when in Lay Track mode.
    • Fixed Dusk Mage pop animation when stopping or starting moving when carrying a great weapon.
    • Fixed Dusk Mage elbow that pops backwards while idling with a pistol and focus.
    • Fixed issue with Sacrifice the Goose having a big orange polygon.
    • Fixed idle pose mixes that start and end with walking animation on Forged and Duskmage when holding Great Weapon.





CLASSES

GENERAL
  • Fixed client-server sync issues with Nether Wells.
  • Adjusted all player-facing skills to use a new version of the "as percent" blueprint node, which should eliminate all instances of skills ever having more than two numbers after the decimal.
  • Fixed other players getting stuck in their casting animation when they finish their portal skill.
  • Fix for Servo-Driven Uppercut and mace skills (and other skills that are single-target) not hitting sometimes.

SHARPSHOOTER
  • Added more Sharpshooter customization options (work in progress).
  • Fixed issue with Ghost Visage Tier 3 bonus causing the Shasta's status effect icon to be displayed when the skill is used.
  • Fixed Heartseeker’s Bleed status effect missing mouseover text.
  • Onslaught Tier 3 bonus now deals 75% weapon damage with Explosive Arrow detonate.

RAILMASTER
  • Fixed issues with the tier 3 bonus on Shocking Rounds.
  • Blasting Charge now refers to Vulnerability by name, so the tier 1 milestone refers directly to a described effect.
  • Endurance Update:
    • Endurance becomes not a resource to activate skills, but rather one to trigger extra effects.
    • Dealing damage causes Endurance to rise at a fixed rate (still increasing from affixes/items, so itemization hooks remain).
    • When Endurance is full, any non-Train skill will consume Endurance for bonus effects. Endurance never decays.
    • Skills can still be used as normal without Endurance, spending their cooldowns/charges accordingly.

  • Endurance Bonuses:
    • Pound (2s cooldown, 3 charges) - Endurance Bonus: Gain 50% attack speed and 50% damage with Basic Attacks for 10 seconds.
    • Blasting Charge (4s cooldown, 2 charges) - Endurance Bonus: Throws a cluster of 3 charges instead of just one (Legendary that used to do this now states “Blasting Charge always has its Endurance Bonus”)
    • Hammer Spin (same as current) - Endurance Bonus: Gain all charges of Pound, Blasting Charge, and Flying Picks.
    • Flying Picks (4s cooldown, 2 charges) - Endurance Bonus: Summon an immobile Ancestral Spirit who throws Picks at enemies
    • Lantern Flash (same as current) - Endurance Bonus: When the burn duration ends or the enemy dies, they explode for large damage in an aoe
    • Torque Swing (same as current) - Endurance Bonus: A whirling hammer is sent forward (slow moving missile)
    • Spike Drive (1 charge, does not gain charges naturally) - Gains a charge when you use an Endurance Bonus.
    • Ghost Train (8 sec cooldown, 2 charges) - Endurance Bonus: 2 more Ghost Trains are cast following the first one.
    • Shield Car Endurance Bonus: Heals you and nearby allies for 100% of maximum HP
    • Shocking Rounds Endurance Bonus: Increases Endurance regeneration rate by 50% while active.

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