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



Good morning Torchlight adventurers!

We just released a mainline patch this week with some of the community’s biggest requests, including the addition of an entirely new end game experience. Check out the patch notes for all the details regarding the Fazeer’s Dun’djinn Challenge update.

Right now the team is focused on fixing bugs and polishing the upcoming Relic Subclass update and while we’ll have a more detailed preview next week. This week we wanted to provide you with a few important upcoming/ongoing events and dates.

  • 4-person Fazeer Dun’djinn Developer stream on Twitch:
    This week will be particularly fun as we attempt to get as far as we can in the Fazeer’s Dun’djinn Challenge! Check out our Friday Funday stream this Friday (and every Friday) at 11pm PT.

  • Mayhem Mondays in Discord every Monday (mostly…)
    Chat with Michael, one of the Torchlight III game designers every Monday at 1pm PT in the Mayhem Monday Discord channels. This upcoming Monday we’ll try to answer all your questions about the upcoming Relic Subclass update.

  • Relic Subclass Update preview will be pushed to PTR for early testing/review.
    Week of July 27th (next week).

  • Relic Subclass Update preview stream on Twitch:
    July 31st! We’ll show off and try out all the Relics on our Friday Funday stream.

  • Relic Subclass Update pushed to Live.
    August 4th. This will also include a full account/character wipe. This could be delayed, but this is our current goal and timeline.


We’ll feel like the prettiest Hyvid at the Brall Ball when the Relic Subclass update goes LIVE! Until then, I’ll get back to preparing all of the details for next week's State of the Game and I’ll let you get back to your... Goblin clobbering… addiction tendencies hobby.

- Echtra Bean


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



Good morning Torchlight family!

We’ve pushed out a really quick hotfix that includes the following fixes/updates.

We are aware of some reports of worsened rubberbanding or lag; if that has been the case for you please send us any logs, debug info, and details that you can provide so we can continue to work to improve the gameplay experience.

- Echtra Bean

CTRL + D copies your Debug information to your clipboard. Logs can be found in your %localappdata%\Frontiers\Saved\Logs windows folder.


GENERAL
  • Updating reporting to make sure all failure logs report correctly.



QUESTS
  • Fixed issue with Silky Threads quest where the player cannot finish the quest due to the insufficient amount of objects to defeat/collect on a specific seed.



MONSTERS
  • Made Goblins and Skeletons tougher in Challenge Dungeons.
  • Nerfed Hyvid Soldiers.
  • Swapped the Goblin Blaster instead of the Goblin Gunners and added the Goblin Rider into most of the goblin Mapworks.
Torchlight III - Echtra Bean
Check out our Discord, Facebook, Twitter, and Twitch to get the latest development news and updates.






ITEMS & GEAR

  • Fixed a small chance of Scrolls of Unbinding dropping.
  • Reduced chance of Scrolls of Lifebound dropping from champions, bosses and chests from 1 in 6 to 1 in 12.
  • Fixed common pet tags spawning without affixes (other than enchanting slots).
  • Addressed issue with digitus description saying it still limited targets hit.
  • Fixed a few cases that could cause non-lootable item drops.
  • Scroll of Lifebound no longer indicates that legendary items are valid targets.
  • Set the following legendary weapons to only drop at level 60: Herman's Masterwork, Molten Reach, Panoptifist, Head of Blastbutt, Soulflask, The Tenderizer, Berserk Crusher, Wingspan, Firewall, The Holy Icon, Bonerazor, Maestro's Sword.
  • Fixed a typo in affix data that could lead to helm or shoulders having evasion affixes with upwards of 90%. The evasion trait is hard-capped at 40%.
  • Fixed issue where skills in the Legendarium are not saved if the player presses escape out of the legendarium menu before hitting equip.
  • Fixed issue with Dusk Mage Molten Reach tentacles that deformed during the idle animation.
  • Increased the defense affixes by 10% so you can get better damage mitigation.
  • Fixed secondary pet gear affix spawning.
  • Fixed so you can use the Scroll of Lifebound on Pet Collars and Pet Tags.
  • Fixed pet collars and tags not being able to be disenchanted.
  • Corrected the valid classes for the rare Goblinstalker pants.
  • Updated Mapworks portals to properly say Mapworks Dungeon Portal.
  • Fixed issue where Lifebound items from the stash are displayed on the death screen after the playable character dies.
  • Lifebound scroll quest rewards no longer display using the wrong material.
  • Improved a confusing issue where optional/repeatable side quests (specifically "Defense Boost") immediately restarts after completing the quest while still in the area. The quest now requires that you leave the area before it can be restarted again.
  • Fixed ‘Musketeer Cavalier Hat’ that was named ‘Musketeer Gloves’ when dropped from monsters or chests.
  • Fixed so that Act 1 monsters reliably drop health potions, Act 2 monsters provide antidote potions and Act 3 monsters provide polarized potions.
  • Fixed some issues with Snecko Stick's missile targeting.
  • Replaced the very specific mapworks scroll bundles with bundles that give you one each of Blazing, Venomous and Voltaic map scrolls, but now the positive affixes on those scrolls is rolled from a number of different beneficial affixes.
  • Low level magic gear should now drop with the terracotta and tan colored gear instead of the bright red.
  • Addressed issue with Digitus description saying it still limited targets hit.
  • Quest rewards now deliver random fort decorations from Contracts loot pool, instead of the random fort plans. This will prevent the player from receiving duplicate copies of fort plans as rewards.
  • Increased the general potion drop project from normal monsters by 20% (which decreased by that amount the gold drops).
  • Removed the +20% potion luck from Normal and Hard difficulty levels, Reduced the +30$ potion luck on Painful to +10% potion luck, reduced the +40% potion luck on Ridiculous to +20%.
  • Increased the weighted chance that potion drops from luck will happen at lower levels, flattening out at level 10.
  • Scaled down all of the focus items in the player's hands.
  • Legendarium affixes now apply set bonuses correctly.
  • Wideload's Shield Bag consumable now drops directly into your inventory if there is enough room.
  • Reduced the chance that Scrolls of Lifebound drop from normal (non-champion, non-boss) monsters to somewhere between 0.25% and 2%, depending on the monster.
  • Removed the Scroll of Unbinding. This will no longer drop. Be careful with which items you choose to lifebind.
  • Scroll of Lifebound no longer indicates that legendary items are valid targets.



FORTS

  • Added Fazeer fort decoration and new Adventuring tab in the Functional fort edit menu.
  • Returning back to a fort from a mapworks area should now attempt to return you to the same fort that you left.
  • Fixed issue where Goblin banner is placed too low above the ground.
  • Fixed up UI for traveling among forts:
    • If you're in the world, including one of the other passageways - even if it contains your own fort or a party member's fort - you can travel to your fort by clicking on "My Fort".
    • If you're in Trevail's Passage and it has your own fort in it, you cannot click on "My Fort".
    • If you're in Trevail's Passage and it has somebody else's fort in it (like a party member), then you can click on "My Fort" to go to your fort in Trevail's Passage.
    • If you're out in the world, including one of the other passageways - even if it contains your own fort or a party member's fort - you can travel to the party leader's fort by clicking on "Trevai's Passage".
    • If you're in Trevail's Passage with anybody's fort in it, then you cannot click on Trevail's Passage.
    • In fact, if you're in ANY place and you click on the place that you're at in the waypoint map, you cannot travel there.
    • If you're in the world, including one of the other passageways - even if it contains your own fort or a party member's fort - you can create a portal to your own fort
    • If you're in Trevail's Passage and it contains your fort, then you cannot create a portal to your fort.
    • If you're in Trevail's Passage and it contains somebody else's fort, then you can create a portal to go to your own fort.
    • If you're out in the world, including one of the other passageways - even if it contains your own fort or a party member's fort - you can create a portal to a party member's fort
    • If you're in Trevail's Passage and it contains your fort, then you can create a portal to a party member's fort.
    • If you're in Trevail's Passage and it contains somebody else's fort, then you can only create a portal to a party member's fort if the fort doesn't already have that player's fort in it.
  • Fixed cases where trying to go to your fort would potentially take you to somebody else's fort:
    • If you used the waypoint map to travel to Trevail's Passage, it could take you to a random player's fort. It should now take you to the party leader's fort.
    • If you were in town and used the Z portal to travel to a party member's fort, it could take you to a random player's fort. It should now take you to the specified player's fort.
    • If you were in a mapworks area that was generated from the fort and then died and chose to resurrect back in the world, it could have sent you to a random fort.



MONSTERS

  • Fixed boss despawning/respawning in Corpsefire Crypt when moving out of range.
  • Ordrak Breath impact damage reduced, Poison Orb damage rebuilt to not stack and instead deal damage based off of Max HP, Shockwave Stomp damage and Flame Wave damage increased.
  • Fixed an issue with Sadista sometimes no longer performing attacks immediately after switching to her full Netherim form.
  • Monsters will now react to your hits more often. Smaller, squishier monsters will react more frequently than larger monsters, but large monsters are no longer nearly immune to the hit reaction system.
  • Fixed an issue where it was possible to trigger Strongtusk's boss intro per player instead of for all partied players in the area.
  • Fix for Ordrak's dead-but-lingering poison orbs.
  • Fixed an issue where Nether Well projectiles sometimes exploded at the center of the Nether Well, colliding with the ground before being launched into the air.
  • Set all the mapworks minibosses to trigger add spawns when first engaged and at 50% health.
  • Added missing drop and emerge spawn skills to the various stabby goblins, added missing emerge spawn skill to the various shooty goblins.
  • Fixed an issue where Kronch did not spawn in the Chasm during the Nether Inkling and Tutorial: Relics quests.
  • Fixed issue where Electric Widow boss and Electric Spider champions were invisible with shadows off.
  • Fixed Netherim Brute and Netherim Spellbreaker type bosses that were failing to spawn. This also expands the variety of spawn types that these monsters can use, which will lead to them being able to spawn in more levels, potentially with some visible clipping for now, but the increase in variety is preferred.
  • Fixed fame not dropping from champions or bosses.
  • Fixed an issue where the player can distinguish a Mimic from a normal chest by using any spell on the chest.
  • Set the right boss death sequence for the Act 3 random encounter bosses.
  • Set the death sequence for Krrank, random Challenge Dungeon miniboss.
  • Gave all of the major bosses, who normally do not have random affixes, a text-only affix under their health bar, moved their titles to that spot.
  • Fixed the Thunderthighs boss fight in the Archive to have the right add monsters, at the right times.
  • Fixed issue with Custodian automata in Assembly Line that may stop attacking the player or not attack them at all.
  • Fixed issue where Clockwork Core's boss area does not have a Pet cage.
  • Fixed an issue in The Chasm where the Pet Cage is placed in the middle of the Herald boss arena on a specific seed.
  • Fixed issue where Psora can be defeated without entering boss area after dying in boss area and reviving at the level entrance.
  • Fixed an issue where Chargerbug enemies can push the player into textures/out of bounds.
  • Fixed an issue where packs of champions sometimes claim they are massive.
  • Set Klatz to have the standard miniboss status effect.
  • Reduced the movement capsule radius of all monsters by 50%.
  • Fixed issue where Wideload, Chieftain of Snotskins boss is able to target the playable character outside the combat area.
  • Monsters on Ridiculous and Painful move faster now.
  • Fixed Carrion Killer, Singedwing and Sarge minibosses not having the correct death VFX, SFX or summoning adds.
  • Monsters will now react to your hits more often. Smaller, squishier monsters will react more frequently than larger monsters, but large monsters are no longer nearly immune to the hit reaction system.
  • Increased the damage on zombies. Slightly increased the pack sizes on zombies.
  • Fixed an issue where Nyx (and presumably other Netherim Spellbreakers) could get stuck on terrain and stay permanently invulnerable while tethering to its spawn position if the player kited it too far away.
  • Evasion can now appear on Armor! Currently, this is functionally the same as Block, but appears on Armor instead of Shields. In the future, this will not be the case, and these will be differentiated in function. Evasion can appear as both Primary and Secondary affixes, and is capped to 40%.
  • Fixed an issue where Legendary Armor's Primary affix types were not rolling properly. They now have the same primary affix types as other armor rarities, as intended.



RELICS

Reminder: The relics feature will be changed significantly in the next Mainline patch. The next wave of Relic skill fixes, tuning, and content additions players are looking forward to is bundled into that release.

General
  • Changed the Relic activation skill slot to be on the regular skill bar and assignable.
Blood Drinker
  • Fixing Blood Drinker's base activation bleed chance so the activation skill tooltip takes into account the increased bleed chance from points added.
Flaming Destroyer
  • Fixing broken scaling description.
Coldheart
  • Fixing broken scaling description.
Bane
  • Fixed it so all Bane spider summons can be resummoned after the player dies.



PETS

  • Added Buttercup, Forest, and Toasty Glittersprites. They only drop at the level cap (60). You can get them when you reach the end of a level 60 dungeon, be that a Challenge, Map Scroll, or Phase Beast dungeon.
  • The Aubergine Cat color variation has also been added. You can get it when you reach the end of a level 60 dungeon, be that a Challenge, Map Scroll, or Phase Beast dungeon.



CLASSES & SKILLS

General
  • Fixed an issue where head and hair customizations were not appearing correctly for other players.
  • Removed superfluous rounding numbers from the Fighter's Spirit buff.
Railmaster
  • Fixed an issue where removing the train while the Shield car active was activated could result in it having permanent uptime.
  • Disabled errant missile blocking sphere on the Shield Cart for Railmaster that was making it so player missiles were blocked.
  • Railmaster's Flamethrower Car, Shotgonne Car, and Mortar Car now have much more impactful Endurance Bonus effects. Try them out!
  • Fixed issue where Railmaster's Slammer skills displays the 'Lineage' tag.
  • Fixed issue with Railmaster Spike Drive displaying 'charge rate into cooldown' mechanic.
Dusk Mage
  • Fixed the first few levels of Energy Spike failing to cast the skill.
  • Fixed an issue with Entropy where the primary missile was moving too slow, and the milestone missile was moving super fast.
    Dev Note: This was the reverse of the design intent as the milestones indicated. Furthermore, I increased both the overall speed of the base missile and the milestone missile to make it slightly less powerful.
Sharpshooter
  • Made some improvements to Sharpshooter skill procs
  • Changed the description for Sharpshooter's Ghost Visage skill to say that it is interrupted by attacking.
  • Fixed it so Sharpshooter's Shasta summon can be resummoned after the player dies.
Forged
  • Fixed a couple of Forged channeling skills visually animating on the client when they were rejected by the server.
  • Fixed an issue where Forged tails wouldn't animate on other players' machines.
  • Fixed an issue where Ramming Robot's tier 3 effect would sometimes not be removed.


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



Good morning frontier!

Today’s update is extremely exciting! I’ve never been more excited for a Torchlight 3 update! Until the next big one of course...

Not only is Fazeer’s Dun’djinn Challenge now available for everyone, we’re pushing updates that resolve many of the issues which have been widely reported or listed as a priority by the community.

In addition to the new end game experience, which was strongly requested by the community, we’ve updated a few other things that you might find interesting.

  • We’ve included a fix that should improve the rubberbanding/lag. While this might not be a complete resolution, so far this has been an improvement for many players playing on the Public Test Realm. We’re still interested in specific circumstances (party play, a specific level, skills/effects) if players see rubberbanding in future.
    https://torchlight3.nolt.io/1602
  • Boss not spawning in mapworks: All known locations are fixed. Keep posting (Debug info) Ctrl-D to Nolt or Discord if new locations are found.
    https://torchlight3.nolt.io/1495
  • Phase Beast Portals Bugged In Act 3 have had known locations that failed to spawn return portals fixed. Keep posting Ctrl-D if new locations are found.
    https://torchlight3.nolt.io/1338
  • Fixed various cases where we think players have been Teleporting to different peoples areas. It’s still a bit weird that this ever happened, so continue posting client logs if this comes up after the patch.
    https://torchlight3.nolt.io/623
  • Duplicate Legendary Fort plans permanently remain in inventory: Quest and Contract rewards had some overlap which is now resolved. Players should not get new duplicates. Old duplicates can be cleaned up by transferring to a new character and deleting that character. Or keep them as a souvenir.
    https://torchlight3.nolt.io/94
  • Changed the Relic activation skill slot to be on the skill bar. The Relic Activation skill defaults into this slot, and players can re-assign to any other active skill if they desire.
    https://torchlight3.nolt.io/990
  • Made force move a separate, bindable key. The default key is T. This means both "Force Move Click" and "Force Move Hold" are now available.
  • Mapworks scrolls have been updated with some pretty cool changes to allow for randomized positive affixes when you run them
  • There are also 3 new glittersprite pets.

                                        
                              New pets only obtainable once you reach the level 60 cap.          


It’s an awesome feeling to be able to get a bunch of these issues archived in our Support Center! We are already scouring the community feedback / bug reports at http://tl3feedback.echtragames.com/ for more things to include in future updates. If you want to send logs to our team you can do so with the following information:

CTRL + D copies your Debug information to your clipboard. Logs can be found in your %localappdata%\Frontiers\Saved\Logs windows folder. Please send logs and debug information to feedback@echtra.net. You can also post logs and details to any new or existing submissions here: http://tl3feedback.echtragames.com
As another general reminder...

Our next big update is scheduled for early August and will drastically change the Relics system, add a bunch of new active and passive skills, and comes with a full account/character wipe. We will preview this update in next week’s State of the Game and Friday Funday stream on Twitch. Until then we are excited to see the community’s progression through Fazeer’s Dun’djinn Challenge and I’ll see you on the frontier again soon!

- Echtra Bean




FAZEER’S DUN’DJINN CHALLENGE

The revealed end game experience has been added to the game.

One of the first questions that players ask about Torchlight 3 has always been: “what kind of endgame does it have?” It is an important question that we have dodged for long enough. Taking cues from the previous two Torchlight games, our initial ideas for endgame revolved around ideas about mapworks runs, endless dungeons, new game plus, things like that. At the same time, feedback from our closed beta players was very clearly “it had better not be just mapworks.” The things that we heard from the players was that they wanted an activity they could play forever, improve at, keep finding more cool loot, face exciting new challenges, and importantly, show off their accomplishments to others.

To meet these goals, we have created Fazeer’s Dun’djinn. For those unfamiliar, Fazeer Shah is an all-powerful djinni from Torchlight 2 that helped you save the Guardian of Mana, in exchange for retrieving the Lamp of Marvels. Doing so unwittingly freed Fazeer, granting him near-limitless power. Now, over a century later, Fazeer tires of touring the world, and wants to settle down somewhere: your fort.

Read the entire reveal for a full background on Fazeer’s lore throughout the Torchlight franchise. Here are all the details you will need to know about this big feature update!

  • Characters can gain access to the quest that unlocks Fazeer’s Dungeon by completing the game by defeating the last boss on Act 3.

  • This quest will unlock Fazeer’s throne decoration in your fort. Players can gain access to their end game progression and experience through this throne.



  • Each character on your account will progress independently through the Challenge levels.

  • Your experience is shared between all difficulties, meaning you can progress through this experience on any difficulty setting without losing your Challenge Dungeon levels. Keep in mind that your character’s shield will always show the lowest difficulty level that a character has played on.

  • When entering Fazeer’s Dun’djinn you will be confronted with the Challenge Rules on the left side of the screen and the Challenge Levels at the bottom of your screen.



  • The Challenge Rules on the left side of the screen will increase in difficulty as you progress through each set of Challenge Level cards.

  • Each Challenge Level card at the bottom of the screen will provide a set of Challenge Dungeon, each with information as to which elemental affix to expect, which general location/theme the Dungeon will take place in, and a randomly chosen positive and negative effect that will alter the experience for this Dungeon run.



  • If you fail a Challenge Level before completing the last card in a set, you will lose your progress and need to complete the Challenge Levels again.

  • Failing a Dungeon Challenge will also provide a new set of randomly generated Challenge Level card options that are presented to you when you choose a Level.

  • Your progress will be saved each time you complete a set and you can return to these previous Challenge Levels at any time.

  • During your Challenge Dungeon runs you will come across sets of Boss Challenge cards; completing these Challenges will ensure your progress is saved and provides another way to farm loot and revisit popular storyline villains.



  • You can invite up to three other people in your group to join you. Fighting with friends in Fazeer’s Dun’djinn is highly recommended as solo runs can end very quickly without an option to revive.

  • If you are in a group, you can progress together! Progress is saved as long as you have unlocked the end game experience and completed a Challenge Level set. Meaning, if you are in a group, starting from scratch, and decide to run the Challenge Dungeon, all of your progress for everyone in your group will be saved with each set completion. This does not mean you can skip a set of Challenge Levels; you cannot join your friend at Challenge Level 100 and expect to see the same progress in your Challenge Dungeon without completing those Levels at some point previously.

  • Once you clear a Challenge Level after reaching the level cap (currently 60) you will gain an additional embellishment on your overhead badge to show-off your Challenge Dungeon Level progression.

  • One final tip! Once you enter a Challenge Dungeon there is no escape out other than death or victory...



  • Go in prepared; bring friends, buy potions, gear up appropriately (wardrobes in your fort can be used to easily swap gear sets), change up your Legendarium and Pet skills (some of Fazeer’s positive/negative effects are the same ones you might see in the Legendarium, so other Legendarium options may be better suited for that run), and make sure all of your other resources available to you, like fort monuments and equipment enchantments, are as upgraded as they can be!
    (Players should not fail Challenge Dungeons if they leave the dungeon - whether by crash, portal, disconnect, or otherwise.)

  • There are hundreds of Challenge Dungeon Levels and additional updates, rewards, and bug fixes will be coming with future patches.





GENERAL

  • Fazeer’s Dun’Djinn Challenge added. Players must complete the game by defeating the last boss of Act 3 and follow the steps to unlock the end game experience. See above for more details.
  • Fixed a somewhat rare crash on the client when a display metrics change callback ends up getting triggered during garbage collection.
  • Fixed a crash that could occur when serializing certain status effects (Blood Drinker active missiles skill).
  • Fixed a server crash in UPLayerSaveLoad::SavePlayer().
  • Fixed a rare crash when clicking the New Hero button.
  • Fixed a client crash related to travel.
  • Fixed certain Mapworks issues where players would get sent to a blue void when attempting to travel via Phase Dungeons or Mapworks scrolls.
  • We’ve included more fixes that improve the rubberbanding/lag by optimizing bandwidth used for status effects and traits (primarily relevant to combat gameplay).
  • Reduced outgoing bandwidth related to achievement quests.
  • Hooked up Steam DLC APIs to mailbox for upcoming player gifts. :)
  • Updated GPU crash logging.
  • Players can now hide/mute chat with an Options Menu setting.
  • Fixed an issue where players would get a message stating "Failed to Login, Please Wait." sometimes makes the player wait 15000 seconds or more.




USER INTERFACE

  • DPI curve update for 4K resolution.
  • Experience level UI HUD polish/updates.
  • Fixed an issue where quest reward icons can sometimes go outside of the frame.
  • Added "Adventure" icon to be used for the new fort category.
  • Adjusted E-Z Open Hatch fort decoration icon to have transparent background and fit in frame.
  • Added fort decoration icon for Giant Mysterious Crystal.
  • Fixed minor typo in Mini Legendarium Help UI to keep text numbers consistent.
  • Added help tutorial pop-up for Legendarium upon reaching level 3.
  • Added additional loading screen tips to explain the fact that you can encounter other player's forts.
  • Updated Relic passive skill icons.
  • Added new icons for the vendor "For Sale" and "Buy Back".
  • Updated all atlases to make the UI smooth like butter (It was set to the wrong setting).
  • Fixed the hide/show account names option for player nameplates.
  • Adding final gear category icons for many of the weapon categories as well as Shadowstep and Localized Storm.
  • Added updated icons to Vampirism and Necropupper pet skills.
  • Fixed issue with missing images and PNG1 dups in the HUD atlas.
  • Legendarium panel fits the height of the content. No more extra space at the bottom.
  • Updated centering of player info and panels in inventory, wardrobe and skills screen.
  • New ‘Lock’ and ‘Unlock’ icon styles.
  • Updated all missing icons in the active relic panel and hooked up the missing backgrounds for Cold Heart and Electrode.
  • Fixed issue with map markers that remain on minimap for inactive actors (like resource nodes).
  • Fixed an issue where lower tier locked Fame rewards show up as claimed in the contracts if Higher tier rewards are claimed.
  • Added area Dungeon info to Debug/CTRL+D log.
  • Added tooltip for Pet skills that are locked.
  • Improved readability of warp text.
  • Completed NearbyPlayer widget polish to read better at smaller screen size and updated the location of the action buttons to fit better and be consistent with the other social widgets (info on top - action at bottom).
  • Fixed issue where damage numbers only show up if the local player is the damage source.
  • Added a new batch of localized text.
  • A few localization updates to correct spelling/typographical/overlap errors.
  • Fixed issue where 'NEW' labels overlap each other.
  • Fixed issue where the player was not notified what happens to a pet after dismissing the pet's panel while releasing it from the Pet Cage. Now there is a UI notification if a pet is acquired (swapped or sent home)
  • Help text for Discord, Twitter and Twitch no longer disappear when controller is connected.
  • Fixed blank UI space when Relic notification is not active.
  • Fixed the item tooltips in the buyback menu.
  • The price of stackable items are now shown as a sum, but show individual sell cost.
  • Increased the item tooltip width to fix weird overlap issue.
  • Fixed an issue where quest reward icons can sometimes go outside of the frame.
  • Fixed issue where some pictures are shifted to the left and overlap the text in the Credits screen.
  • Add a tooltip to the energy HUD UI with current and total.
  • Added "Adventure" icon to be used for the new fort category.
  • The gamepad "Play" action for the character select screen now has the correct text for the current online mode.
  • Fixed an issue where the 'Buy Back' tab is unaccessible by the player after engaging a trade with the vendor if a controller is used.
  • Fixed incorrect gamepad prompts on the PC gamepad controls screen.
  • Removed Quest Consumables Help UI as we now automatically give the player relevant recipes, instead of having them learned from a consumable. Quests that require an intermediate “use the consumable to learn the recipe” step should be considered bugged, and get squashed.
  • All vendors & pet rescues now give an inventory full message if player inventory is full.
  • Consumable items no longer incorrectly display tooltip text that they require a different class.
  • Fixed minor typo in Legendarium Help to keep text numbers consistent.
  • Added help tutorial pop-up for Legendarium upon reaching level 3.
  • Reordered the skill tabs.
  • Updated trophy pack and achievement icons.
  • Revised difficulty descriptions to include monster move speed increase instead of noting about bosses resetting.
  • Fixed an issue where pressing the 'Q' button to use potion while the user does not have any potion left, displayed improper error messages.
  • Made force move a separate, bindable key. The default key is T. This means both "Force Move Click" and "Force Move Hold" are now available.
  • Fixed the Hide/Show AccountNames option for player nameplates to properly toggle nameplate visibility. The setting defaults to Off.
  • Fixed an issue that made players unable to untrack quests from the Quest Log found in the Fullscreen Map.
  • Fixed an issue where not all defense elements were showing in the player stats.
  • Added tutorial for Phase Dungeon Portals.
  • Fixed an issue where players could get stuck on enemies when using mouse/keyboard input.



ENVIRONMENT

  • Increased damage on Act 3 environmental hazards.
  • Updated some broken environmental hazards.
  • Increased damage dealt by spike traps in Vault of Goldbeard's Legacy.
  • Fixed a bug where the Astral Gate would drop items/gold upon interacting with it.
  • Made mapworks and dungeon portals have a larger selection collision. (It was hard to click on them.)
  • Fixed end cinematic triggering before defeating the boss and exiting the area.
  • Fixed a case where it was possible to re-enter and exit the area to trigger the end cinematic again.
  • Sadista's boss intro cinematic no longer triggers when entering Trial of Strength.
  • Fixed an issue where it was possible to skip the Sadista boss intro cinematic before warping down to the boss arena.
  • Fixed an issue where the end cinematics only played once per player.
  • Added cinematic to trigger upon portaling out of the final boss arena in Act 3.
  • Fixed Thunder Thighs clipping through the Dwarven Codex during his intro cutscene.
  • Fixed issue with ‘The Ruin That Resounds’ warp-to-boss location that was covered with a wall on a specific map seed. Moved the trigger for the cinematic intro closer to warp, moved the trigger to spawn the boss to after the cinematic trigger but before the teleport pad.
  • Boss arena areas now prevent the player from using skills, and prevent monsters from attacking the player. Teleport decals give the player a visual clue as to where they are heading from lobby overlook.
  • Fixed issue where players were able to clip into a wall of Amber Hold.
  • Fixed issue with two shrines being right next to each other on a specific tile of Amber Hold.
  • Fixed an issue where a specific rock had no collision implemented in Firebelly Village.
  • Fixed Machineworks Map not showing a traversable path on a specific map seed.
  • Fixed Firebelly Stronghold Map not showing a traversable path on a specific map seed.
  • Updated Firebelly Village and Lake Gobdunk to be a bit less predictable.
  • Updated Trial of Fire, The Kennel, Mossrat Den, and The Shattered Void to be less linear.
  • Fixed an issue where there was no waypoint present in Scavenger’s Trial.
  • Fixed the "Goblin Graffiti" lore object in the "Belly of the Beast" boss arena to provide the correct lore instead of random goblin lore.
  • You can no longer operate a gadget that plays a lore line if you are currently listening to a lore line.
  • Fixed an issue where it was too easy for cannon on the path to the fort entrance to steal mouse movement.
  • Fixed an issue where player movement jitters near the lamp post behind 'Wolfram' at 'Echo Landing'.
  • Fixed issue where Echo Node is blocked by environment on a specific seed in the Polluted Plateau.
  • Fixed issue where Echo Node is blocked by environment on a specific seed in the Firebelly Village.
  • Removed a random Boss Chest in Acrid Plains that did not open and was not attached to any quests/monsters.
  • Adjusted the lobby of Brall’s arena as to better overlook it.
  • Fixed issue in Voltura Village where the character collapses under the bridge on a specific seed.
  • Fixed issue in Edgewood Bluff where a goblin's hut had no collision implemented.
  • Fixed an issue in the Trial of Fire where floor textures are not linked properly on a specific seed.
  • Removed wooden ramp and added in level warp in Den of Upheaval.
  • Fixed intersecting mining node found in The Chasm.
  • Fixed issue where clickable prop leaves collision after clicked.
  • Fixed issue where player clips through ground at the very end of a cliff in Firebelly Village.
  • Fixed issue where player character clips through multiple game objects & environments in 'Perilous Climb'.
  • Fixed issue where player character clips through the side wall in Polluted Plateau.
  • Fixed issue where player clips through multiple environmental props in ‘Sundered Throne’; also moving chandeliers up so they don't clip through floor.
  • Fixed issue where player clips through multiple walls in various locations within the Library of Firebeard’s Legacy.
  • Fixed issue where player clips through multiple walls in various locations within the Vault of Firebeard’s Legacy.
  • Fixed issue where player clips through multiple environmental props in Astral Gate.
  • Fixed issue where player character clips through multiple game objects & environments in 'Perilous Climb'.
  • Fixed issue where player clips through multiple game objects & environments in 'Grand Hall’.
  • Fixed issue where player clips through multiple game objects & environments in 'Assembly Line'.
  • Fixed issue where player collapses under the bridge in the Fields of Unrest.
  • Fixed issue where player clips through multiple rocks in 'Cliffs of Ore'.
  • Fixed issue where player clips through multiple game objects & environments in 'Machineworks'.
  • Fixed issue where player clips through multiple environmental props in Kings’s plateau.
  • Fixed issue where player clips through multiple game objects & environments in 'Chop Shop'.
  • Fixed issue where player character clips through multiple game objects & environments in 'Secret Trail'.
  • Fixed issue where Treasure Chest clips through the floor in Firebelly Village on a specific seed.
  • Fixed issue where wooden hut steals clicks.
  • Fixed an issue where Sharpshooter Explosive Arrow triggering mass shadowing.
  • Updates to characters on character creation screen.
  • Adjusted the monster spawns in Bugswat Burrow to account for there being no common monsters for this area.
  • Fixed Z-fighting present on the rock path placed in the Fort.
  • Fixed issue where Railhammer shader turns grey when approaching a certain location in a specific Mapworks seed.
  • Fixed an issue that caused players using the Guarded Path waypoint to go to wrong location.
  • Fixed issue that sometimes occued when the fade in transition didn't fully complete the fade and the screen would be semi-transparent.
  • Removed the alpha reward preview wardrobes and old mapworks portal platform that were outside of Trevail Point.
  • Fixed instances of portals not spawning after defeating bosses in mapworks.
  • Fixed issue where boss Skittles can be attacked from up on the platform.
  • Fixed an issue where Gundaddy Boss was missing from the boss arena in Valley of Wisdom.
  • VFX Updates/Fixes
    • Removed unwanted emitters and modules / set bounds.
    • Chest gold piles (work in progress).
    • Unified player combat FX and fixed an issue with censored blood.
    • Removed blood from censored states for several monsters.
    • Fixed, revised, and optimized variety of waterfall related VFX.
    • Alpaca (monster) combat fx fixes.
    • Clockwork Boss Level / Mist revisions/fixes.
    • Monster hit flash updates.
    • Added 'On Death' FX to all Bane spiders.
    • Fixed issue where VFX was sticking around on monsters after they die.
    • Fixed an issue where Torque Swing's hammer VFX could look weird when cast near a wall.
    • Fixed and optimized Goblin Brute fire hazard.
    • Fixed issue with red lines appearing on Shocking Burst.
    • Optimized Town Portals and added selection highlighting.
    • Fountain VFX & Water material improvements, fixes, & optimizations.
    • Quest Rewards chest revisions. Quest reward chest now shakes the screen on drop.
    • Optimized all fire skeleton persistent particles.
  • SFX Updates/Fixes
    • Defense Boost activation implemented.
    • Fixed issue where quest audio sometimes spams when re-entering town.
    • Fixed cinematics not having any sound.
    • Updated consumable objects that needed drop sound to play.
    • Fixed an issue where ‘Thunderthighs’ arena fails to play music upon entering the combat area.
    • Quests now share the similar sound UI as the lore objects and continue playing when the player accepts the quest.
    • Skills no longer play multiple sounds when dropped onto a slot.
    • Updated so the game stops playing lore lines when you start traveling.
    • Endurance charged audio implemented.
    • Coldheart activation implemented.
    • Railman endurance bonus implemented.
    • Electrode active skill implemented.
    • New clickable sounds.
    • New Coldheart skill updated.
    • Goblin Brute death lowered.
    • Shatter sound lowered.
    • Forged locomotion sounds updated.
    • Spike traps sfx added.
    • Summoning Smash Relic explosion implemented.
    • Explodobots and Drones audio added.
    • Pet preview snapshot added.
    • Snapshot for menus implemented.



QUESTS

  • Fixed an issue where quest tasks could not be turned in to Sgt. Klive whenever he appeared in the passage areas of other player's forts. Players should now only see him appear in their own fort instance.
  • Act 3: Removed The Lil' General quest reward option from The Core Gateway quest.
  • Improved a confusing issue where optional/repeatable side quests (specifically "Defense Boost") immediately restarts after completing the quest while still in the area. The quest now requires that you leave the area before it can be restarted again.
  • Fixed an issue where General Graye would disappear mid-sentence after turning in "The Core Gateway" quest in Echo Landing.
  • Fixed issue with an unusable item version of magic essence being given out as part of the enchanting tutorial quest, "Simply Enchanting". Now correct, usable magic essence is given.
  • Updated quest rewards in Nether Inkling, The Recluse, and Knowledge is Power quests to award Random Fort Decoration instead of Random Fort Decoration Plans.
  • Fixed an issue where Cocooned Wolfram was not interactable to complete the rescue objective after defeating Skittles.

Jul 20, 2020
Torchlight III - Echtra Bean


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



Hello homies,

The next mainline release, with the Challenge Dungeon enabled, is looking really good and has a lot of other updates included with it that we are really excited about. We have a few last minute fixes that the team wants to make before we go live, so the patch will be rescheduled.

We believe Wednesday is the likely day for the patch to go live. Players on PTR have shown us some issues that, while infrequent, can prevent players from completing a challenge run. Because these can cause progression setbacks we want to complete the following before players dive into Challenge Dungeon in earnest:

  • Fix all known areas lacking a boss or warp spawn.
  • Make it so if the player doesn’t die, the challenge isn’t failed. That means if the player has to bail from the map for any reason, their challenge progress is not reset. They will still need to beat the map in a single start-to-finish run.
  • Add dynamic drop rate for quest items. We are already tuning the number of item drops required on certain quests. This will also ensure that if you had bad luck early in a run you are able to get enough drops overall.

If you are interested in knowing more, you can always drop into our Discord server for more detailed information and chats with the development team.

- Echtra Bean

Torchlight III - Echtra Bean

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



Hello Torchlight fam!

It’s officially been over a month since we released Torchlight 3 on Early Access, and while we are always excited to share the latest upcoming news, this week we wanted to take a bit of a break from our usual updates and highlight some of the other heroes that make this game possible.

Without further ado, a photo gallery and tribute of the pets, plants, and people who influence and support Torchlight 3’s development less... directly.



And while that is pawesomely adorable, we wouldn’t leave you without some sort of Torchlight 3 update or news; so in addition to the very important content above, we wanted to provide additional details about the incoming exclusive gifts. While we don’t have a specific date to mention yet, we do plan to release these gifts over the next few weeks/updates! Additionally, for those who had access (or should have) to previous Alpha/Extra Life gifts, those will be mailed out separately within the next few weeks as well.

EARLY ACCESS REWARDS
Players will receive this automatically when the gift / update is live if they purchased Torchlight 3 during Early Access.
Reignited Banner
          
Thank you gift for participation in Early Access, 2020.
 
 
 
 
 
 
     
Reliquary
          
Since Relics are receiving a major update, the Reliquary will no longer be used for
storing Relics. This will now become an exclusive fort decoration for those who
were around before Relics were cool...
 
 
 
 
 
A big shout out to all the pets, plants, and people in your life that make long days quicker, video games more fun to play, and in general, make it just a little bit easier for you to breathe each day.

- Echtra Bean



We are always in a continuing process to scrub and review bugs that have been reported to our Support Center, but 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. This is not an exhaustive or complete list of reported issues.

OPEN ISSUES

CTRL + D copies your Debug information to your clipboard. Logs can be found in your %localappdata%\Frontiers\Saved\Logs windows folder. Please send logs and debug information to feedback@echtra.net. You can also post logs and details to any new or existing submissions here: http://tl3feedback.echtragames.com

Occasionally bosses in Mapworks are dropping level 5 loot.
https://torchlight3.nolt.io/1408
  • The team is investigating this and could use additional info - thank you for sending logs, posting debug info, and posting screenshots to Discord and by email!
Pets not attacking.
https://torchlight3.nolt.io/219
  • No updates at the moment, still investigating.
Achievements are triggering for players upon logging into the game for the first time.
https://torchlight3.nolt.io/386
  • We are aware of this issue and are investigating it further. We don’t have any further updates on whether these achievements will be removed at launch or not.
Teleporting to Fort should spawn you at the waypoint.
https://torchlight3.nolt.io/317
  • This is a good suggestion, we will implement in a future patch.
Ultrawide resolutions don’t fit perfectly.
https://torchlight3.nolt.io/576
  • We are continuing to work towards a UI scaling option within our settings menu. In the meantime we are reviewing various resolutions for more ways to improve those who have really big monitors.
It is not possible to disenchant Pet Collar and Pet Tag.
https://torchlight3.nolt.io/56
  • We have fixed this before, but player reports indicate the issue has come back. We are investigating.
UPCOMING FIXES
The next big update is scheduled for next Tuesday (07/21/2020) and contains fixes for all of the following issues:
Rubberbanding’ and General Lag
https://torchlight3.nolt.io/1602
  • We’ve addressed two of our biggest offenders in a recent hotfix, but we are testing and ready to push two additional fixes that we believe will help resolve the issues. After this fix goes out we will review feedback coming in about stability and determine what additional work can/should be done.
  • As always, if you continue to experience disconnects, lag, and connection issues, please send your logs and debug information (see above) to feedback@echtra.net with an appropriate title for the problem.
  • Australian servers are not yet available, but we still plan to bring them online in a future patch.
Not enough quest items to complete quests.
https://torchlight3.nolt.io/1568
  • Fixed known quests with too few drops. Keep letting us know about specific quests that may not have enough drops.
We are aware that some Mapworks are not producing an exit portal.
https://torchlight3.nolt.io/1338
  • This appears to affect specific levels, which we have now been fixed in an upcoming update based on player submitted debug info. If you find more, please share the Ctrl-D from the location where the boss portal should have spawned, and we'll get it done!
We are aware that some Mapworks are not spawning bosses.
https://torchlight3.nolt.io/1495
  • This is fixed for an upcoming update.
Some players are reporting getting stuck in loading screens while attempting to travel to Mapworks.
https://torchlight3.nolt.io/1527
  • The team has a fix ready for a future update. Anytime you experience infinite loading screens, travel issues, connection problems, weird black screens, etc - please send us your debug info and logs (see details above) and we will try our best to do what we can to get the issue resolved.
When attempting to travel, players get stuck in a blue void.
https://torchlight3.nolt.io/186
  • We have a fix ready for an upcoming update.
Phasebeast Portals not returning you to your original location.
https://torchlight3.nolt.io/1223
  • We have a fix for this coming in a future patch.
Multiple duplicate Fort Decorations cannot be deleted, sold, or removed from your inventory.
https://torchlight3.nolt.io/94
  • Quest rewards should no longer be giving fort items that are duplicates of Contract rewards. . For the moment, you can create a new character, transfer the excess items to that character via the Shared Stash, and delete the new character to delete the items from your account.
Resource Nodes stay on the map.
https://torchlight3.nolt.io/61
  • Fixed in a future patch.
Boss Chests or Boss encounters are not dropping loot.
https://torchlight3.nolt.io/1362 / https://torchlight3.nolt.io/1491
  • Reported cases are fixed in the next patch. Let us know if additional bosses have this problem.
Players are reporting invisible enemies.
https://torchlight3.nolt.io/298
  • Fixed in the next patch.
You are teleported to the Guarded Path instead of Lake Gobdunk.
https://torchlight3.nolt.io/623 / https://torchlight3.nolt.io/602
  • Fixed in the next patch.
Ember Cores have stopped dropping for some players.
https://torchlight3.nolt.io/1394
  • This should not have occurred, but the good news is that Ember Cores will be removed from the game entirely in an upcoming patch due to the aforementioned updates to Relics. That’s one way to solve a problem!
RECENTLY PATCHED
Luck Tree is still not available to some players who may have deleted it or had their quest break.
https://torchlight3.nolt.io/768
  • If you are missing your Luck Tree Sprout, check your mailbox in the settings menu for mail! This message/item will expire on August, 2nd, 2020.
While trying to travel to or from the Fort, players report continuously DCing until they reboot or use Z to travel.
https://torchlight3.nolt.io/1430
  • Hotfixed 7/9
Map incorrectly shows Bugswat Burrows connects to Protected Trail.
https://torchlight3.nolt.io/769
  • Hotfixed 7/9
TROUBLESHOOTING
Unable to login to the game.
https://torchlight3.nolt.io/1105
  • If you are having trouble logging into the game we have the following suggestions to try before sending us more info.
  • Are you connected to the internet and launching the game through the Steam library?
  • Have you rebooted the game, your PC, and verified the Steam files?
  • Are any 3rd party apps (like torrent software, anti-virus, firewalls, etc) or ISP blocking your connectivity or ports?
  • Is your clock properly set?
  • If you have confirmed all of the above and still haven’t been able to login, please send us your logs in an email and we will review the issue further.
Your bugs and feedback are greatly appreciated and can be posted on our Support Center at any time. We will continue to post updates and want to thank you again for the patience, reports, logs, and for stomping out our Goblin problem… (it’s kind of gotten out of control).

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



Hey ya’ll!

We are super excited to announce that we now have a Public Test Realm (PTR) available for players to check out and join!

Some people may think it’s odd to have a Public Test Realm during Early Access, but we believe this is yet another avenue for us to expand our community’s involvement during this process and further refine the game prior to launch.

In addition to more eyes previewing features in development, we believe the Public Test Realm will provide an alternative and more lax place to play Torchlight 3. It gives us as a team an environment to attempt quick patches, a place where the community can have additional characters/accounts to play (and break), and a whole bunch of players (away from the Live servers) for one community manager to torment with Giant Yapper town battles (don’t say I didn’t warn you...). ːsteamhappyː

We eagerly await your Fazeer’s Dun’djinn Challenge feedback! A few things we want to mention about this Public Test Realm:



  • It is currently restricted to US players. We will remove this restriction once we bring more server locations online for the PTR (hopefully with the next PTR Relic Subclass update). Those who find a way around this restriction may find their experience to be laggy as they will be connecting to servers located in the US.
  • This PTR is considered a developmental environment. This means you may see game breaking bugs, unannounced downtime/updates, frequent wipes, and other random experiences that you might not see in the Live servers.
  • There is a ‘cheat’ NPC that is located on the docks of Trevail Point. This NPC is currently set to prepare you for the end game experience - Fazeer’s Dun’djinn Challenge. You can interact with this NPC in order to help you grab gear, boost your character to a higher level, and complete the game so you can skip straight to the end game experience.
  • You can gain access by finding the code within the #public-test-realm channel topic of our Discord server. You can enter this access code by right clicking Torchlight 3 within your Steam library, choosing the Properties option, and navigating to the BETAS tab to enter the code. Entering the access code here will give you an additional environment to choose from within the beta drop down options. You must be out of your game to change this dropdown and each time you swap from environment to environment, your game will update its client files to match the environment. If you have any issues swapping between the two, restart your Steam and try again.

  • The PTR will not always be available! If you are unable to connect to the PTR verify that the current PTR is not disabled. You can view this in the BETAS tab in the Properties menu mentioned above.
  • You can chat about the #public-test-realm on our Discord server and send feedback by selecting the PTR option on http://tl3feedback.echtragames.com/. This is also where we will try to post early/rough Patch Notes for PTR (and upcoming Live patches) and other information regarding the Public Test Realm. You can stream the PTR, but we would advise streamers to indicate they are on a Public Test Realm to avoid confusion for their audience.
  • Your characters will not persist from the Live server. The characters that exist on the Live servers will not exist on the Public Test Realm. As mentioned above, we may also be liberal with character/account wipes so you may login one day to see your PTR characters completely gone. #blameyapper
  • This is a place to test things, have fun, and give early feedback. We are hoping that having more eyes on features in development, as well as an alternative place to play and break things, will provide for an unusual, albeit entertaining and experimental place to play Torchlight 3 that we can continue to have available far into the future.

We will continue to refine our approach to this Public Test Realm as we progress through Early Access, but for the moment we are really excited to hear all your early Fazeer’s Dun’djinn Challenge feedback and be able to provide an alternative and more loose/fun place to playtest, patch, and get grade-A goblin wacky!

- Echtra Bean

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



Hello Torchlight fam!

Another day, another hotfix! If you haven’t seen it, check out the latest State of the Game to read about the end game reveal, incoming PTR, and upcoming Relic revamp. Thank you again for joining us on Discord and for continuing to report bugs and post suggestions/feedback to http://tl3feedback.echtragames.com.

- Echtra Bean




GENERAL
  • A fix to help improve general lag/rubberbanding related to ActiveTrait.
  • A fix to further protect against cases of getting disconnected when attempting to travel.
  • A fix for Steam party invites that fail if the player has given their friend a nickname.


ENVIRONMENT
  • An update to the Act 2 map to properly show how to get to Protected Trail.

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



Week 4 of Early Access already!

It seems like there are a million things happening all at once. We’ve delivered the third frontier, the Echonok Mountains, we’re currently revealing our end-game system, Fazeer’s Dun’djnn Challenge, and have a major Relic re-work on the way. Your input is working - we’re responding every way we can to the amazing feedback you’ve given us. It’s not just in these big ticket items, it’s all the way down to minor bugs and tweaks. Last update had 18 internal pages of patch notes, and a lot of it was in direct response to your input. We are not done, so please keep it coming! Aside from these new features, we’re always looking at bugs, balance changes, and quality of life additions. We are aware that there are still some problems with rubber-banding, with portalling issues, and with occasional disconnects. Those are ongoing issues, and while we have fixes being delivered, fixes in QA, and fixes still planned, we know they are issues that are bothering you, so rest assured we are going as fast as we can to keep you playing at full speed. Speaking of full-speed, we are also pleased to tell you that we’ll be implementing a Test Realm, where our new content and features can be tested and proved before they are ready for our live Early Access build. This should actually speed us up, letting us work faster on new content, while also preserving the experience and integrity of the live branch. We have promised you an active and responsive Early Access, and we hope to keep delivering on that promise. You are helping us make Torchlight 3 a worthy successor to our franchise, and our development team appreciates every single one of you!

- Max




Fazeer’s Dun’djinn Challenge

One of the first questions that players ask about Torchlight 3 has always been: “what kind of endgame does it have?” It is an important question that we have dodged for long enough. Taking cues from the previous two Torchlight games, our initial ideas for endgame revolved around ideas about mapworks runs, endless dungeons, new game plus, things like that. At the same time, feedback from our closed beta players was very clearly “it had better not be just mapworks.” The things that we heard from the players was that they wanted an activity they could play forever, improve at, keep finding more cool loot, face exciting new challenges, and importantly, show off their accomplishments to others.

To meet these goals, we have created Fazeer’s Dun’djinn. For those unfamiliar, Fazeer Shah is an all-powerful djinni from Torchlight 2 that helped you save the Guardian of Mana, in exchange for retrieving the Lamp of Marvels. Doing so unwittingly freed Fazeer, empowering him with near-limitless power. Now, over a century later, Fazeer tires of touring the world, and wants to settle down somewhere: your fort.



Fazeer conjures a series of dungeons for you that escalate in difficulty, enchanted with dozens of new arduous and bewildering affixes. Fazeer is a sporting sort and will deal you a hand of challenge choices in the form of cards. From these, you can pick the monsters, elements, detrimental and beneficial affixes you will surmount. At regular intervals you must also complete a challenging boss battle to save your progress. That’s right, if you die in this dungeon, your progress will be reset back to the last checkpoint.


As players progress through each set of cards, Challenge Dungeons will become increasingly more difficult.


Successfully completing milestone Boss battles will allow you to progress to a new tier of Challenge Dungeon cards.

What about fabulous gear and rewards, you ask? The quests, champions and bosses you clear within Fazeer’s Dun’djinn will reward you with fame, which you can use to earn all of the unlimited rewards in our contracts. Fazeer’s Dun’djinn also supports party play, so feel free to grab your friends (since you can’t resurrect yourself when playing solo!) and tackle Fazeer’s challenges as a team.


Invite a group to help you traverse through Fazeer’s Dun’djinn and reap the rewards of extra teamwork.

How far can you go? How about on Painful? Ridiculous? As you delve into Fazeer’s Dun’djinn, other players will be able to see the highest level that you have cleared, at your lowest difficulty played. Just how many levels are there? Who will be the first to reach the end? Is there even an end? Surely Fazeer can just conjure more…

- Shawn




Relic Updates

After a closed community focus group, many chats with our fans in Discord and other channels, and reviewing some of the initial impressions we received surrounding skills during the Early Access launch weekend, we are going to make a big update to our skills - with a big focus on the Relic system. This will come in a future patch.

While we aren’t posting all the details yet (as some of them are still being developed, reviewed, and tested), we did want to provide some insight and a general overview of what we would like to accomplish with the Relic system as we move towards a launch product.

The Relic system has always been designed to be a powerful and unique part of your class build. Currently, when new players login for the first time, not only is there a strong barrier to entry to unlock this third skill tree, but it’s also not very clear that Relics are supposed to be an incredibly important part of your class build. There are also several parts of the current Relic system that cause confusion, can create a broken feel (like deleting a character with your Relic on it), and just don’t feel powerful and unique enough.

We also want Relics to have a more important role in the strategy of a character.

When Early Access began, Relics were all pretty similar, with no real attributes to truly distinguish them from each other. By the time we release this update, each Relic will lean heavily into its own strategy: summoning, healing, crowd control, random damage or consistent damage. There will be purpose and meaning to your choice. It will better define your personal playstyle and class build, and cement Relics as a core component of a character. This update to Relics will include new active skills, a revamp to current skills, and a general reinvention of each Relic to ensure each is useful, unique, and powerful.

With this in mind, we are looking to create an experience with Relics that starts with character creation. You will choose the Relic when you first create your character that will ultimately define your build as you play through the game. Ember Cores will no longer be something players loot and use to craft Relics and they will be removed from the game entirely in this update. Additionally, because of the dramatic change we plan to wipe all data on the Live servers when this update goes out in about two or three weeks. We know wipes aren’t something players generally look forward to and we don’t make this decision lightly.

When we have more specific info for this update, as well as a full account/player data wipe, we will post those details so that you are warned in advance and can be better prepared. In the meantime, we are opening up a Public Test Realm (see details below) so that players can enjoy testing out new features in development, have an alternative place to play if their account breaks during Early Access, and enjoy a more lax/loose place to test things with ‘cheat’ NPCs, more available resources, and random Yapper town battles when our community manager wants to cause trouble. We hope this will help bridge the gap for players when the Live multiplayer server is down, wiped, or otherwise unavailable.

- Tyler




Public Test Realm

Next week we are going to open up a Public Test Realm so that players can test new features in development. This Public Test Realm will only be available to US players to begin with, but we plan to update it over the next few weeks to allow everyone regardless of location. Currently the PTR is only configured with US servers and we don’t want to cause lag/rubberbanding confusion for those who attempt to connect elsewhere, especially as we are working to resolve those issues. If you do happen to find your way onto the PTR outside of the US, please understand that you may experience lag/rubberbanding because currently the PTR is only configured with US servers, we will update everyone when this has been expanded to more locations.

We will announce any updates, the steps to access the PTR, and other details pertaining to the PTR on our Discord server within the #tliii-playtest-realm channel. We plan to unlock Fazeer’s Dun’djinn to the PTR next Tuesday for initial impressions/testing - join Discord and keep tabs on the channel to learn how to gain access.

We will adjust our PTR processes as we get more input and involvement from players, but we believe providing a PTR is beneficial for both our team and the community as a whole; we are excited to see how this may help improve our future releases going forward.

As another fun note - Alpha Tester & Early Access gifts are coming soon!!!
  • The Early Access gift should be automatically delivered when the update goes live.
  • The Alpha Gift Codes are planned to get emailed out the week of 7/27 (this is subject to change).
We’ll share those details in another update!

- Bean



We are still in the process of scrubbing and confirming bugs that have been reported to our Support Center after the last big patch, but 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. This is not an exhaustive or complete list of reported issues.

CTRL + D copies your Debug information to your clipboard. Logs can be found in your %localappdata%\Frontiers\Saved\Logs windows folder. Please send logs and debug information to feedback@echtra.net. You can also post logs and details to any new or existing submissions here: http://tl3feedback.echtragames.com/


‘Rubberbanding’ and General Lag
https://torchlight3.nolt.io/1602
  • This symptom of spiky lag/rubberbanding, especially when playing in a party, is a problem we've encountered and solved before. With all the logs and debug information sent in, we’ve been able to more aggressively attack the issue as it’s cropped up again. The problem stems from the game sending more information to the server and other players than it should be. There is plenty of connection speed and server capacity to run the game smoothly, but if you over saturate the connection with non-critical data, the critical stuff like "where is the player" doesn't get through the pipe as reliably. So you ‘rubberband’ around. We hotfixed the worst offender for this yesterday, but there are 2-3 other spots to address which require a bit more careful surgery to ensure we're not breaking the game. The lag/rubberbanding is our top issue and priority as we know it’s important to our community and to the gameplay experience to be able to play without lag.
  • As always, if you continue to experience disconnects, lag, and connection issues, please send your logs and debug information (see above) to feedback@echtra.net with an appropriate title for the problem.
  • Australian servers are not yet available, but we still plan to bring them online in a future patch.
Unable to login to the game.
https://torchlight3.nolt.io/1105
  • If you are having trouble logging into the game we have the following suggestions to try before sending us more info.
    • Are you connected to the internet and launching the game through the Steam library?
    • Have you rebooted the game, your PC, and verified the Steam files?
    • Are any 3rd party apps (like torrent software, anti-virus, firewalls, etc) or ISP blocking your connectivity or ports?
    • Is your clock properly set?
    • If you have confirmed all of the above and still haven’t been able to login, please send us your logs in an email and we will review the issue further.
Luck Tree is still not available to some players who may have deleted it or had their quest break.
https://torchlight3.nolt.io/768
  • We believe this should not happen for new accounts as we’ve changed the way this item and quest unlocks for accounts, but we believe we may be able to give this item away by mail and will provide an update/information when we have more.
Ember Cores have stopped dropping for some players.
https://torchlight3.nolt.io/1394
  • This should not have occurred, but the good news is that Ember Cores will be removed from the game entirely in an upcoming patch due to the aforementioned updates to Relics. That’s one way to solve a problem!
We are aware that some Mapworks are not producing an exit portal.
https://torchlight3.nolt.io/1338
  • This appears to affect specific levels, which we have now been fixed in an upcoming update based on player submitted debug info. If you find more, please share the Ctrl-D from the location where the boss portal should have spawned, and we'll get it done!
We are aware that some Mapworks are not spawning bosses.
https://torchlight3.nolt.io/1495
  • The team is investigating this - thank you for sending logs, posting debug info, and posting screenshots to Discord and by email!
Some players are reporting getting stuck in loading screens while attempting to travel to Mapworks.
https://torchlight3.nolt.io/1527
  • The team is investigating this. Anytime you experience infinite loading screens, travel issues, connection problems, weird black screens, etc - please send us your debug info and logs (see details above) and we will try our best to do what we can to get the issue resolved.
Occasionally bosses in Mapworks are dropping level 5 loot.
https://torchlight3.nolt.io/1408
  • The team is investigating this - thank you for sending logs, posting debug info, and posting screenshots to Discord and by email!
Map incorrectly shows Bugswat Burrows connects to Protected Trail.
https://torchlight3.nolt.io/769
  • To travel to Murky Miasma, you access it through the "Protected Trail" in Acrid Plains not Bugswat Burrow, the world map is incorrect and will be fixed in an upcoming update.
Not enough quest items to complete quests.
https://torchlight3.nolt.io/1568
  • We have received various reports about players who are unable to obtain the correct amount of items for some quests. While this appears to happen more readily in some seeds/areas than others, this is an issue we are aware of and will require more time to fix.
While trying to travel to or from the Fort, players report continuously DCing until they reboot or use Z to travel.
https://torchlight3.nolt.io/1430
  • This should no longer be happening on the live servers. The minor hotfix we put out yesterday is a partial solution to the root cause of this problem. The full fix to some of these symptoms will be deployed shortly.
When attempting to travel, players get stuck in a blue void.
https://torchlight3.nolt.io/186
  • We are still investigating this issue, but it’s high priority and will be hotfixed when an update is available.
Phasebeast Portals not returning you to your original location.
https://torchlight3.nolt.io/1223
  • We are still investigating this issue, but it’s high priority and will be hotfixed when an update is available.
Multiple duplicate Fort Decorations cannot be deleted, sold, or removed from your inventory.
https://torchlight3.nolt.io/94
  • There are fixes for several of these items in future updates and we may continue to make improvements to ensure items are never stuck in player inventories. For the moment, you can create a new character, transfer the excess items to that character via the Shared Stash, and delete the new character to delete the items from your account. Otherwise, they may stay stuck there until a future update.
Achievements are triggering for players upon logging into the game for the first time.
https://torchlight3.nolt.io/386
  • We are aware of this issue and are investigating it further. We don’t have any further updates on whether these achievements will be removed at launch or not.
Resource Nodes stay on the map.
https://torchlight3.nolt.io/61
  • Fixed in a future patch.
Teleporting to Fort should spawn you at the waypoint.
https://torchlight3.nolt.io/317
  • This is a good suggestion, we will implement in a future patch.
Players reporting the go invisible and are unable to edit their Fort.
https://torchlight3.nolt.io/1357
  • We have only seen a couple of reports of this. Is this happening to you? Please send us your debug info and logs (details above) so we can further investigate.
Ultrawide resolutions don’t fit perfectly.
https://torchlight3.nolt.io/576
  • We are continuing to work towards a UI scaling option within our settings menu. In the meantime we are reviewing various resolutions for more ways to improve those who have really big monitors.
Boss Chests or Boss encounters are not dropping loot.
https://torchlight3.nolt.io/1362 / ]https://torchlight3.nolt.io/1491
  • We are aware of this issue and are investigating further. Please always send any logs/debug info (details above) for any encounters where you feel like loot is not dropping appropriately or otherwise inaccessible.
Players are reporting invisible enemies.
https://torchlight3.nolt.io/298
  • Some enemies are invisible when Shadows are disabled in the settings. We have a fix ready for upcoming patch.
It is not possible to disenchant Pet Collar and Pet Tag.
https://torchlight3.nolt.io/56
  • A fix is ready for an upcoming patch.
You are teleported to the Guarded Path instead of Lake Gobdunk.
https://torchlight3.nolt.io/623[/url] / https://torchlight3.nolt.io/602
  • We believe a fix will resolve this update with certain seeds causing this problem. We will continue to monitor after the fix is released in an upcoming update.
Pets not attacking.
https://torchlight3.nolt.io/219
  • No updates at the moment, still investigating.

Your bugs and feedback are greatly appreciated and can be posted on our Support Center at any time. We will continue to post updates and want to thank you again for the patience, reports, logs, and just for being you and part of this awesome community.

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



Hello Torchlight community!

We have just pushed a hotfix for a couple of issues we wanted to patch before the next big update. The next State of the Game arrives shortly and will have info/details for some ongoing issues and big updates that are coming soon to Torchlight 3. Stay tuned for that to drop this week and thank you again for joining us in Discord and for continuing to report bugs and post suggestions/feedback to http://tl3feedback.echtragames.com/.

- Echtra Bean






GENERAL
  • A fix for MulticastSkillListUpdated calling whenever you kill a monster. This should help improve some general lag/rubberbanding, however this is not a complete fix and we will continue to work to resolve and hotfix/patch the issues that are causing it.



CLASSES & SKILLS
  • Forged
    • Ramming Robot: Using the 'Ramming Robot' skill causes the playable character to start dealing damage to enemies by colliding with them

...