We are busy putting together our next big update and we’ll have more details for that coming very soon. In the meantime, for this week’s State of the Game, we wanted to spotlight some class build blogs created by Torchlight III Game Designer Michael “Mayhem” May to get your creative juices flowing.
There has been some extremely cool class builds coming after our last few updates and we are interested in seeing the most unique, over-powered, and interesting builds you can come up with.
We’ll have much more news to share with you next week so until next time, keep slayin’ and see you on the frontier soon!
- Echtra Bean
ONE-MAN WRECKING CREW
Railmaster + Flaming Destroyer
Do you like swinging massive weapons in the face of your enemies? Is the Railmaster’s Train not to your liking? We’ve got you covered! With this build, your Railmaster becomes a one-stop shop for widespread destruction.
This melee build is for people who like to bring the pain and rain flames without a train!
If you like covering the screen in magic bullets, this is the build for you. This build launches an absurd number of magic projectiles in combat for clearing out most enemies while keeping powerful cooldowns in reserve for stronger foes.
This shocking build is for someone who wants a little jolt ‘n’ bolt in their Shadow Step.
Never go into battle alone, bringing with you a wide variety of summoned allies. Ghosts, Goblins, a giant Ice Golem, Rizzi’s Spirit, and the most loyal of doggo’s will all be at your beck & call.
A build for those who want to feel a little less lonely.
A quick hotfix this morning to address a few bugs that went out with the “Update for Dummies” patch last Tuesday. This should alleviate a few of the critical issues that players have been reporting, but we are still in the process of reviewing incoming bugs and feedback for the next upcoming update.
- Echtra Bean
ITEMS & GEAR
Fixed an issue where Weapon proc affixes were not applying properly.
CLASSES & SKILLS
Fixed an issue where charge counts and the relic charge bar weren’t updating sometimes.
Railmaster
Fixed an issue where the lead car from Build Train wouldn’t properly deploy or spawn rear cars.
We recently just released another massive patch ”An Update for Dummies” full of content updates, tuning, quality of life improvements, and bug fixes. We are currently scouring the web and our Support Center for feedback and bugs in preparation for launch and have even begun very early conversations and content planning for post-launch updates.
As a team, we’ve been working hard to prepare a launch for several platforms, multiple languages, and for players all around the world. We are excited to bring new adventurers to the frontier who will be experiencing it for the first time and to expand on the content that already exists in the game once we launch.
We are getting closer and closer to that day and soon we'll be revealing the details about the last wipe and a launch date. It’s taken several years to get to this point, and we are incredibly proud to bring the third installment of the Torchlight series to life.
Our community has been a core part of the game’s creation during its development process. From the business model to end game updates, our players have been pivotal in helping us to succeed; we are very much looking forward to having you alongside us at launch and beyond. It has been a core strategy of ours to put the game in front of our community very early, warts and all, which entails a certain amount of risk and trust. Our community came through for us, and we are eternally grateful for their passion, their hours spent giving us quality feedback, and even when the feedback was negative, it came from a love of the Torchlight franchise, and that’s exactly what we wanted and needed.
We hope that each update during Early Access has shown our commitment to making Torchlight III a great successor in the series. We have every intention of working on this project for as long as the community support for the game exists. We know we still have work to do and there are a few notable bugs that went out in this most recent update, but overall, and with your help, we have made massive improvements and progression during Early Access and we can’t thank you enough for that.
I’ll see you again… soon.
- Max
P.S. EARLY ACCESS GIFTS HAVE ARRIVED! You can find them in your Mailbox by pressing escape to get to your options menu.
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.
HOW TO REPORT A BUG! The best way for us to resolve an issue is with visual/audio reporting (screenshots, audio, video), logs, debug info, and reproducible steps. Other useful information might include: if you were playing in a party, if you noticed any additional strange behavior, if others have experienced the same issue, etc. Please report any new or existing submissions here: http://tl3feedback.echtragames.com (It is better to upvote a current/existing bug or suggestion than to create a new, duplicate ticket.) You can send additional information, like logs, to feedback@echtra.net with your Nolt link in the body of the email. You can discuss bugs on Discord, but they may not get a full review without a Nolt ticket, debug info, logs, or other details.
HIGHLY REPORTED & KNOWN ISSUES
FROM “THE UPDATE FOR DUMMIES” MAINLINE PATCH
Players are reporting that Charge Based Skills are not working properly.
Players are reporting that Heat and Endurance gauges can get stuck.
Players have reported that Mimics are still not totally hidden via nameplates.
Railmasters are reporting problems with their trains either disappearing or feeling clumsy.
Reports of forts disconnecting after placing objects like the Luck Tree or Grindy Mill.
Australian servers are still not up. We are getting very close!
Added a failsafe to 'draining' relic powers, so they will deactivate if for some reason the proc that should decativate them fails. It appears to fail if the player is stunned in that exact moment.
The 'Drain the Bar' series of Relic skills now show their Buff indicator on the Buffs UI.
Elemental damage provided by Relic passives have been standardized to 25%, the intended value (some were still at 50%).
Fixed several relic skill animations that did not play properly.
Fixed an issue where creatures summoned via Relics Skills (e.g. Ice Golem) do not follow player inside or outside side dungeons or to the boss areas.
Relic 'Weapon Mastery' skills no longer give bonuses to all relic damage while that weapon is equipped. Each of those passives now has a new unique proc effect on basic hit:
Flaming Destroyer's Giant Swings - Now grants a chance on basic hit to trigger a powerful flame shockwave
Electrode's Shocking Force - Now grants a chance on basic hit to quickly call down three lightning strikes
Blood Drinker's Blades for Cutting - Now grants a chance on basic hit to create a Death Blade, a smaller version of Dance of Death, for 6 seconds
Bane's Staffing Up - Now grants a chance on basic hit to summon an Enchanted Staff for 20 seconds
Coldheart's Large Bores - Now grants a chance on basic hit to fire a trio of icicles in a tight cluster.
Updated Blood Drinker relic skill descriptions for clarity.
Blood Drinker Bloodseekers buff now fires double missiles at tier 3.
Fixed inconsistency between the title and its tier bonuses in Living Barrier.
Changed Spinning Blade relic energy cost back to 25 instead of 20, to put it in line with all other relic 25 skill cost skills.
Made the proc Spinning Blades from the tier 1 bonus actually appear on the client.
Updated Coldheart relic skill descriptions for clarity.
Fixed a case where blob shadow meshes were picking up a Status Effect from Cold Heart relic skills.
Fixed a case where using Coldheart with Shadow Quality set to Off the player would look like a big grey box.
Frost Nova passive now functions, the trigger on removing Frost Skin was not hooked up.
Frost Skin (passive) now triggers Frost Nova. Previously it only triggered from the Barrier skill.
Fixed an issue where Snowstorm does minimal damage.
Updated Electrode relic skill descriptions for clarity.
Localized Storm's hit skill shape now replicates which should help fix missing VFX.
Fixed an issue where Electrode's Localized Storm would mistakenly target the Sharpshooter's Ghostly Brute.
Updated Flaming Destroyer relic skill descriptions for clarity.
Removed errant Coldheart info that was present in Flaming Destroyer's power.
Removing an errant burn status effect on base Flaming Destroyer.
Added the word "chance" to Firestorm description so it reads correctly.
Fixed an issue with Flaming Destroyer's Magma Burst skill not having a skill description.
Fixed an issue where Flaming Destroyer Summoning Smash Tier 1 does not spawn at target location.
Updated Bane skill descriptions for clarity.
Spider Queen from Bane milestone's Web now properly interacts with enemy monsters.
PETS
Fixed an issue where Defensive Posture was not replicating its visuals.
Adding missing asset file for pet glittersprite
Pets no longer take damage from exploding barrels.
Fixed an issue where the player’s pet keeps attacking inactive Netherim Pylons.
Fixed an issue where the player's pet could get stuck trying to cast Healing Friendship instead of fighting.
Renamed the Black Cat the Blue-Gray Cat, because um, actually.
Pet cages no longer stay locked after boss death.
CLASSES & SKILLS
An extra skill point is granted every five levels, up to level 50. This results in 10 more skill points in total from levelling 1-60, for a new grand total of 70.
Removing many instances of skills calling other skills errantly.
Fixed (another) issue where charge cooldowns sometimes display incorrectly on the skill bar.
Fixed an issue where cooldowns did not display correctly.
Fixed the case where skills can double cast on the client because their active trait resource hasn't been replicated yet.
Adjusted teleports and dashes for better precision and feel.
Increased the range Spirit Well can summon its minions to prevent them from getting stuck on environment objects.
Fixed an issue where enemies would appear to lose a large chunk of health immediately when hit by Holy Fury in online mode.
Fixed an issue where Holy Bolt's tier 3 bonus would be disabled if you had the Dusk Mage set Pants equipped with their set bonus active.
Adjusted description of Entropy's tier 1 milestone for clarity.
Energy Spike is now correctly classified a cooldown for purposes of triggering Legendary and other effects.
Light Spear - 550%, up from 170% (larger increase, this was incorrectly tuned prior)
Reworked Absolver: Now while light charged the Dusk Mage infuses their targets for 2s. Causing the enemies hit to explode around them for weapon damage every second.
Dusk Mage base skill tuning adjusted, increasing core damage skills, minor reductions to over time skills: Absolver: 260% (was 190%), Dark Spears: 90% (was 100%), Energy Spike: 570% (was 440%), Entropy: 120% (was 90%), Holy Bolt: 250% (was 180%), Holy Fury: 330% (was 260%), Light Spear: 870% (was 550%), Radiant Blast: 170% (was 130%), Spirit Well: Unchanged, Unholy Bolt: 140% (was 100%)
Dusk Mage base Mana regen increased slightly
Light and Dark buff are now intertwined as "Harmonic Form", which increases both mana regeneration and damage by 50% (Mana Regeneration remaining the same from former Light Buff, damage buff reduced from 75% from former Dark Buff). It requires both bars be full before activating. Mechanically, the player must still deal damage in a relative equal manner with both Light and Dark skills before gaining the Dusk Mage's innate power advantage, but the buffs are now intertwined. By doing so, they can afford a more potent tuning than if they remain separate. Harmonic Form has been given a material override to make it look more special, but this is optional and can be skipped. VFX could give it a better treatment.
Dark and Light bars no longer decay.
As the 'duality' nature is now directly required, Light skills charge the Light bar, and Dark skills charge the Dark bar. The cross-tree encouragement is already present by way of the dual bar requirement - one must include skills from both trees to make use of the buff, just as each buff required before they were combined.
The UI for Harmonic Form doubles as its Duration indicator, draining the two bars while the buff is active and lasting until the bars are drained.
The UI now shows the entirety of the Light/Dark bar, rather than just the top 75% of the bar. The emblems at the bottom of the Mana UI were dragged down just slightly so the bars are not covered.
Help Text, Legendary Affixes and Milestone bonuses updated to refer to Harmonic Form (there aren't many)
Mouseover tooltip for Harmonic Form dynamically adjusts based on bonuses from milestones and legendary affixes (rather than a previously obtuse implementation involving alternate status effects)
SHARPSHOOTER
Editing description for Shasta skill to match the actual summon duration.
Reload now accurately displays the cooldown reduction it gets for its charges as you put points into it.
Fixed a typo in Scout's Bones name.
Pre-loading various sharpshooter procs to make them more performant.
Onslaught Performance Improvements to Missiles.
Fixed an issue where Ghost Visage removed bonus stacks when dealing with a ranged skill instead of when starting one.
Rizzi's Fate - 70%, up from 50%
Sacrifice to Goose - 60%, up from 40%
FORGED
Improved Forged's Vent: Furnace Blast's usability. The skill now can be interrupted much faster than before, and can interrupt itself, so holding down the skill hotkey will allow very quick repeated casts. The cone shape has been slightly widened. The skill no longer attempts to move into proper position, instead always firing at the direction given, so it always fires the skill whenever the button is pressed.
Fixed an issue where the heat meter would not update correctly in some circumstances.
Fixed it so the tier 1 milestone for Poison Dart both slows and damages enemies.
Power Projection no longer heals enemies.
Improved Forged's Vent: Furnace Blast's usability. The skill now can be interrupted much faster than before, and can interrupt itself, so holding down the skill hotkey will allow very quick repeated casts. The cone shape has been slightly widened. The skill no longer attempts to move into proper position, instead always firing at the direction given, so it always fires the skill whenever the button is pressed.
The Forged Legendary 'Servo-Blade' now functions once again as described. The repeated series of uppercuts no longer fails to deal damage.
Fix for Forged tread shadows.
RAILMASTER
Fixed an issue where railmaster train cars could get horribly messed up.
Torque Swing - 260%, up from 210%.
Fixed an issue with Flamethrower and Shotgun car's endurance bonus never deactivating.
Flamethrower Car's Active skill's damage is now completely frontloaded - no Damage over Time effect is applied with this skill.
Fixed incorrect cooldown time displayed on Spike Drive.
Fixed text format in: Flamethrower Car, Shotgonne Car, Shield Car, Mortar Car
Changed Endurance degen from having the Train out to be a Drain effect instead of a negative Regen, so it doesn't show up in the stats panel.
Fixed decal amd combatFX issues with ghost shaded monsters.
Fixed an issue with spawn spider webs.
Added hitflash VFX
Goblin Monument Level up transition FX for each level / Goblin Fury Sacrifice FX
Caged Townsfolk VFX
Friendly Netherling VFX added
Fixed an issue where the revive VFX material on players appears pixelated.
New RM hammer attack trails.
Fixed issues with censored blood.
Fixed never ending environment VFX
Railmaster Pound fixes.
Explosive end fixes
New/Updated Hyvid Monument VFX
Gold Monument Sacrifice FX
New Quest Item FX
Skeleton Fire Warriors swords more fiery.
Celebratory Card FX
TargetDummy CombatFX
New animation to replace stand in for ShriekBeak Phase change.
Boss Chest revision
Illusionist Affix fixes
SFX Updates/Fixes:
All Class Skill SFX have been reviewed.
New Sketchy / Afraid Idle Run SFX
Cage opening SFX added
Updated pet noises in character select screen to be less loud.
Added Relic selection hover SFX
All locales now use English VO.
Living Barrier tier 3 explosion SFX
Added a sound for Thousand-Volt Burst tier 3 electric balls.
Reduced the duration of Thousand-Volt Burst snapshot triggering.
Made the Forge's mincart movement sound less annoying.
Added sound when switching skill/inventory tabs.
Added sound for Spinning Blade SFX
Added sound for Localized Storm skill SFX
Fixed missing VO from Phix.
Arachnid Assault SFX added
Poison Nova SFX added
Spectral Spider SFX added
Bane Miasma SFX added
Audio changed so owl attack only plays once instead of 3 times.
New Cluster Window SFX added
Audio measurements have been tweaked to average between -19 to -27
Scattershot charged and release will not loop anymore upon holding the charge.
Custodian poison missile lowered.
Added clicking sound to gamepad tab menu in skills window.
Golem fix.
Fixed some Relic audio aura type SFX
Fixed/Reviewed Explosive End SFX
QUESTS
Brall Brawl and Sadistic Sorcery quest reward choices are now given as the default rewards (i.e. you're awarded all choices instead of picking one option).
Fixed an issue that caused double quest reward chests to spawn.
Updated the following quest rewards in: Unearthed Evidence, Expansion Pack, The Astral Door.
Wideload's Decorative Shield (fort prop account reward) will unlock upon turning in the quest, "Unearthed Evidence," to General Graye for the first time.
The Shared Stash Tab story quest rewards upon completing Brall Brawl, Sadistic Sorcery, and The Core Gateway are each granted once per account.
Updated Tutorial: Consumables. Changed quest tutorial to drop the consumable item from any chest instead of from any monster. This still activates after completing A1C1Q0.
Reduced required count of Automaton kills from 105 to 60 for the "Deactivation" quest.
Reduced required count of Automaton Arms for the "Part Picking" quest from 8 to 6.
Reduced required kill count of Netherim in "For Science!" quest from 25 to 20.
Increased the progressive drop chance of quest items for Automaton Arms and Cogs from the "Part Picking" quest.
Increased progressive drop chance of Silky Webbing for the "Silky Threads" quest.
Increased progressive drop chance and overall drop chance of Firing Pins for the "Unpinned" quest.
Increased drop chance of Netherim Jawbones/Hides for the Nether Inkling quest as the player progresses through the level.
Increased the progressive drop chance of Netherim Jawbones for Nether Inkling quest.
Increased the rate at which quest items drop for the Musky Business and Lost Remains mapworks quests.
Fixed looping escape animation of Hix and Kenik during the "Untangled Web" quest.
Fixed Gravestone animation resetting upon completion of the Restless Heroes quest.
Updated Phase Dungeon Portal help tutorial text.
Updated Town Portal tutorial text.
Updated "Unlocking Skills" tutorial text.
Removed task to talk to Sgt. Klive from the "Tutorial: From a Humble Seed".
Updated "Legendarium Unlocked" pop-up tutorial text when playing on gamepad to: "Press <hotkey> then navigate to the Legendarium tab from the skills panel.
Fixed typo in "Untangled Web" quest text.
Removed some old/obsolete quips from the Mysterious Wanderer NPC.
Updated Kenik's dialogue text to match the audio/VO in Fortuitous Arrival.
ITEMS & GEAR
Fixed cases where players could consume items without gaining their benefits.
Fixed an exploit where it was possible to sell potions in a way that replenishes potion stacks in inventory, giving the player a way to obtain an infinite amount of gold.
Decreased the chance that potions drop from champions slightly, from 33% to 30%.
Resolved issues where the stash limit was reached sooner than expected: Shared Stash Tab consumable item can now be destroyed.
The consumable item, "Pancakes of Champions," now has a stack count of 5 instead of 1 in the consumable inventory. The health boost itself is still restricted to 1 stack (i.e. buff does not stack).
Contracts now reward individual map scrolls instead of bundles of 3 map scrolls.
Shifted some of the map scroll rewards in contracts around so that they do not drop from the first 20 or so contract levels.
Reduced the number of map scroll rewards in the once-through section of the Adventurer's contract from 5 to 3. Reduced the number of map scroll rewards in the looping section of the Adventurer's contract from 2 to 1. Dev Note:Map Scroll dungeons are intended to be a fun diversion from the story path of the game or something that you use to grind out XP and collect gear if you get behind at higher levels, but we have found that if players ran the Map Scroll dungeons as soon as they got them, they were early enough level that the XP and gear from the Map Scroll dungeons could boost them enough that they would be over-leveled for subsequent dungeons in the story. By giving you fewer of these and shifting them to later in your progression, we hope that tackling a dungeon or two won't ruin your normal sense of progression.
Map scrolls no longer change their affixes on pickup and stack when they shouldn't.
Map scrolls now vary solely by their beneficial affix. The primary element of the dungeon it will summon will now be a surprise to you, but the benefit is not. Are you prepared? Is it worth taking the chance?
There are Supply Run, Gold Rush, Lifebound and Harvest maps in both rare and legendary quality, all of which stack up to 20 in a stack now.
The maps awarded from contracts now vary by contract, so you'll find lifebound and gear luck maps in the Adventurer's contract, gold maps in the Homesteader's contract and harvest maps in the Craftsman's contract.
Fixed Phase Dungeons not always giving Scrolls of Lifebound from Bosses and Boss Chests.
Distributed armor colors across gear levels and rarities.
Added more variety to the color of lvl 60 armor drops.
Fixed several imbalances with Basic Attack weapon damage across the various weapon types. Basic Weapon damage has been changed, as follows:
Bow - Unchanged
Digitus - Unchanged
Great Weapon - Now deals 350% (up from 175%) Net Change: +175%
Mace - Now deals 150% (down from225%) Net Change: -75%
Pistol - Now deals 90% (up from 75%) Net Change: +15%
Rifle - Now deals 140% (up from 100%) Net Change: +40%
Sword - Now deals 110% (up from 75%) Net Change: +35%
Railhammer - Now deals 290% (up from 200%) Net Change: +90%
Staff - Unchanged
Fixed an issue where Weapon Damage percentage numbers are set to 0 for all skills (class,relic,pet), players receive 'Equip Weapon to Deal Damage" message in combat, even with a weapon equipped.
Fixed cases where starting boots would get too much defense and cases where normal quality chest armor could get too little armor.
Players should be able to unlock legendary affixes on pickup.
Set some status effects to properly respect immunity affixes.
Fixed Wideload's Cavebreaker's legendary affix only working when in Legendarium, not on the item itself.
Removed the mana cost reduction affix for Shadow Step. It no longer uses mana.
Reduced freeze chance on weapon affixes, and reduced the duration across all rarities.
Legendary affixes that refer to the Relic Power no longer drop until level 20.
Set affixes that enhance other affixes (like + chance or +duration) to not drop on items until level 20, when you are more familiar with the status effects and have likely started to opt more into one of them.
Increased the chance values for many elemental proc status effects (including DoTs) to make them more worth using.
Removed affixes that add chance to elemental proc affixes from weapons, added them to gloves.
Removed affixes that add duration to elemental proc affixes from weapons, added them to boots and hatches.
Fixed cannons not dropping with a primary critical hit affix and bonus secondary affix like 2H weapons (except for your starter cannon).
The Raging Beater legendary affix now functions again as described.
Fixed Legendary Cosmic Pants (for the Railmaster) that referred to an old skill "Glacier" instead of Frost Blast.
Fixed an issue where the Cosmic Pants set bonus does not give 100% Endurance restore chance on Spinning Blade.
Fixed herman archers from using Tight Grouping continuously when there are no enemies around.
Fixed an issue where older Mountain King feet items for Forged appeared in Legendarium. Only the Wheel exists in actual play, so the Tentacle and Treads have been removed from the list.
Corrected Sharpshooter armor assets that were swapped in quality (common and magic).
Changed rare Sharpshooter helm, shoulders, gloves and boots that were dropping in Act 2 to be dropped in Act 3 instead, along with new accompanying Act 3 themed chest and pants armor.
Fixed magic quality armor that was using reused assets for the Sharpshooter.
Sharpshooter trinkets no longer trigger in the skill bar.
Added new rare Sharpshooter helm "Wanderer's Hat" and shoulders "Cords of the Moon," which drop from Act 1 onward.
Added new rare Sharpshooter helm "Expedition Hat" and shoulders "Champion Pauldrons" which drop from Act 2 onward.
Fixed 1-handed mace animations.
Adjusted Forged movement with 1H sword attacks. Also adjusted all sword and mace based animations with Snake, Ball, Treads and Crab.
Fixed issue with flippy animations for armor and weapons go over head height.
Fixed an issue where boots remains on Dusk Mage's legs when they are unequipped
Fixed an issue where bow & staves clip into the Sharpshooter when during the equip animation.
Fixed an issue where the Sharpshooter's placeholder bow wouldn't animate when using Tight Grouping.
Fixed issue where Skittering Shoulders have Woodsbeast Shoulders sticking out of them.
Fixed issue where Bullshot Bow's adornment snaps to a bent position after returning to idle.
FORTS
Increased the camera distance for Forts, reduced depth of field so that things aren't blurry from that distance, fixed the rotation of fort passages to be more head so that objects on the left side of fort can be seen.
Enabled the Training Dummy in the fort.
Made a ‘better’ default fort.
Players can now report forts as inappropriate.
Fixed an issue where a fort asset preview & description stop updating to the current selection after you've placed a decoration.
Fixed an issue where the second pet tag cannot be removed from the Bronze Dusk Mage Statue under specific circumstances.
Lowered the prices on all common and magic quality fort buildings. Lowered the harvesting and refined resource prices on some of the rare decorations, increased the gold prices a bit on some of the rare and legendary fort decorations.
Fixed an edge case where quest rewards that go into the fort inventory could be lost.
Fixed Sgt. Klive sometimes appearing in other locations around your fort.
Fixed an issue that prevented the Luck Tree from being interactable after initially placing it.
Updated the tuning on the fort monument leveling rate to better match our goals. The Goblin and Hyvid monuments increased in required currency, whereas the automaton monument decreased (slightly).
Temporary fix for pet enchantment Resistance being not functional.
Fixed an issue where the enchanting description would show a different possible affix each time rather than all possible affixes.
Moved the Enchanting Altar from the Skill Stations subcategory (what was it even doing there?) to the Crafting subcategory.
The Enchanter's Altar once again unlocks after completing "The Core Gateway". (Other prerequisites include: "Tutorial: Legendarium" and "Tutorial: Props & Property").
Sgt. Klive will unlock the Enchanter's Altar fort prop in the "Tutorial: Simply Enchanting" account quest. The prop will no longer appear under the Functional tab by default until then.
Updated Legendarium and Enchanting tutorial pop-ups to no longer require the Enchanter's Altar to break down Legendary items to gain Legendarium passives since they unlock automatically on pick-up.
Fixed an issue with some Enchantment slots in Pet Tag & Collar being locked after the item was equipped.
FAZEER’S DUN’DJINN
Fixed an issue where the Angered Ancestor ghost does not follow the player if they run too far away.
Fixed an issue where leaving and re-entering the area in multiplayer spawns an additional Ancestor Ghost.
Lowered the chance that a pet cage is in the boss arena at the end of mapworks (Fazeer's Dun'djinn, Phase, or Map Scroll) dungeons from 50% to 30%.
The Fazeer's Dun'djinn beneficial affix Reliquarian and the detrimental affix Cursed Relic will no longer be picked for the same card.
MONSTERS
Fixed issue so that dying monsters won’t show their health bar.
Fixed an issue where players would sometimes miss out on boss kill credit.
Reduced the number of monsters in Spider, Netherim, Hyvid packs.
Fixed an issue where Status Effect diminishing returns are not functioning.
Changed the monster spawn logic for many areas so that they do not request common rarity monsters, or request them less often, so that we don't get an imbalance in the rarity of monsters, leading to things like the Phase Beasts, Witches or Fire Sentries spawning too frequently.
Converted regular boss spawners to triggered boss spawners in mini boss/cul de sac areas to prevent wandering creatures and premature fights.
Monster Hazard updates: Doubled goblin grenade damage & decreased damage from Acidic End poison hazard from 150% to 120%
Fixed an issue where monster hazards were not applying their touch or motion factors, which caused them to be too hazardous.
Reduced damage from the Blazing affix, prevented pets from being damaged by it. Created a separate version specifically for Bruce Killis to reduce his threat without having to lower the difficulty of the affix throughout the game.
Chill now reduces monster move speed down to 25%, regardless of difficulty, instead of 50%, as when that is applied on Ridiculous difficulty, it essentially just puts monsters at normal move speed.
Increased the duration of the base chill affixes slightly.
Gravity Well is now an affix only for the Challenge Dungeon.
Netherwell now is picked for champions half as often as other affixes.
Fixed an issue where Champions with the 'Berserker Rage' affix have their Rage indicator displayed after death.
Fixed an issue where Storm's End affix would sometimes stick around after the pack of champions has died.
Increased the cooldown on the "Nether Well" monster affix from 6 seconds to 10 so that you get a bit more breathing room between Nether Well hazards.
The monster affix 'Nether Well' now cannot appear until level 15 zones.
Mimic chests no longer add a nameplate to themselves when hiding.
Fixing mimics as part of: Holding down ALT should show gadget nameplates.
Voltura Gliders when spawned via a breakable trap now use the Spawn Emerge animation.
Spider Queen web will now actually overlap with enemies.
Netherim Heralds no longer have a decal on the ground (like other bosses that do not have normal population equivalents).
Fixed Goblin for Rapid Strike knock back.
Increased move speed on Infested Goblins.
Increased hitpoints and damage dealt from Infested Goblins.
Fixed the Fiery Custodians who were using the wrong animation to attack. These now deal actual, real live damage (fire, in particular). Look out!
Automaton and undead mapworks dungeons should now have a better mix of champion types, as the shield bearing Skeletal Knight undead are now spawned as Legendary or Unique solo champs and the Custodian automatons now spawn as elite quality pack champions.
Adjusted Automaton Hulk turn speed to align with size and movement speed changes.
Adjusted Automaton click and main capsules.
Fixed an issue where automatons click space was too small, making it near impossible to melee them.
Reduced the scale of the Automaton Emberhulks to 75%, reduced the move speed to the same scale.
Skeleton Melee, shield and ranged all use proper spawn climb distance when entering gameplay from a cliff.
Fixed an issue where Skeletal Slayer's shield floats in the air during the spawn from the tomb animation.
Addressed outrageous numbers of mossrats spawning in the Mossrat Den.
Mossrats, Cragrats, and Mossrats of Unusual Size now do not get quite so large when spawned as champions.
Fixed Mossrats of Unusual Size not casting shadows.
Mossrats now use climb up spawn distance instead of emerge when climbing up cliff sides.
Reduced the size of the Netherim Brute's collision mesh, so you can get closer to attack them at melee range, not look like you're swiping at the air.
Gave the Netherim Champion some missing spawn skills to help it spawn more reliably, especially when a mini-boss.
Fixed root motion on netherling death_02 - randomized deaths are not working for netherlings and melee goblins.
Fixed Phase Beasts spawning too frequently in Bugswat Burrow (again).
Lowered the spawn rate of Phase Beasts to avoid situations where they spawn often enough that multiple of them are onscreen at a time.
Lowered from 1.28% - to 1.57% chance when spawning (depending on the area) to 1.03% chance in all areas in which Phase Beasts are allowed to spawn (hubs and non-boss arena dungeon areas after level.
Improved AI behavior for Witch and Thorned Strider.
Increased hitpoints of Witches (bosses excluded).
Doubled damage dealt by Witches (bosses excluded).
Fixed Witch boss spawning its army of minions only once.
Gave champion (legendary and unique) witches more interesting unique names.
Monster spawn polish in The Chasm.
Updated Den of Upheaval boss arena to be clear of monster spawns.
Set Acrid Plains to only have 75% of the spawners active at a time to help with framerate issues.
Adjusted the boss fight area in Echonok Vault Challenge Dungeons to resolve instances of bosses that reset when you move too far away.
Fixed an issue where Algramath, Warden of the Falls title bar shows no name and low health.
Fixed Zephoras is facing the wall in Venomous Nest.
Fixed cocooned Zephoras that was missing from specific instances of Venomous Nest in order to complete The Recluse quest.
Fixed Xardox spawning or in an area that the player cannot get to.
Made a bigger level for Ol' Wally.
Added a missing spawn skill for the mapworks miniboss Gundaddy, so he'll more reliably spawn.
Fixed an issue with the trigger for the boss spawner in Psora boss arena for mapworks being too small and causing Psora not to spawn immediately.
Slightly reduced health of Wideload and Secret Weapon.
Adjusted Ordrak's Click Capsule lower so that skillshapes that hit the ground aren't gigantic.
Adjusted chance for elite/champion monsters to ignore pets/minions.
Champion and Boss monsters provide more XP than normal monsters.
Legendary champions now more often spawn with packs of minions, though sometimes just packs of minions may spawn.
Fixed an issue where Champions switch targets too frequently, making their damage output weak.
Improved XP curve for player level. It's now at about 150% of the old XP curve.
Support separate monster damage curves per difficulty level.
Adjusted the monster health curves to make it less of a slog at higher difficulties (again):
Smoothed out somewhat jarring increases in monster health between levels 7 - 10.
Set the monster health at low levels (1 - 20) of Painful and Ridiculous to the same values as those at Normal difficulty.
Adjusted the Painful and Ridiculous health curves to compensate for the base damage reduction by difficulty level.
Dev Note: Adding more health to monsters at higher difficulty levels is necessary to push players to optimize damage dealing, but we went overboard last time and it did not get enough dedicated testing. Too much health leads to combat being a slog, which we do not want. We hope that these new values maintain the challenge we intend at each difficulty level without making damage-dealing tiresome.
Increased regular monster damage vs. players:
Hard: 140% to 300%Painful: 165% to 500%Ridiculous: 240% to 800%
Increased champion monster damage vs. players:
Hard: 125% to 200%Painful: 150% to 400%Ridiculous: 216% to 600%
Increased boss monster damage vs. players:
Hard: 100% to 200%Painful: 110% to 400%Ridiculous: 160% to 600%
Increased player damage vs. regular monsters:
Painful: 40% to 45%Ridiculous: 30% to 45%
Increased player damage vs. champions:
Painful: from 40% to 45%
Increased player damage vs. bosses:
Painful: from 40% to 45%Ridiculous: from 25% to 30%
Raised the amount of player damage applied to monsters due to the number of players in an instance:
2 players: 30% to 60%3 players: 20% to 50%4 players: 15% to 40%
Increased monster move speed by difficulty level:
Hard: +10% to +20%Painful: 25% to +35%
Decreased the base health of immobile, non-attacking monsters (Corrupt Hyvid Crystal, Voltura Coil, Hyvid Egg Pods, etc.) by approximately 25%, so that they are still tough enough to still provide the layering gameplay needed, but at higher difficulties, won't be quite as much of a slog. Dev Note:We also made difficulty choice a required step during character creation, so you don't accidentally get stuck with a difficulty shield you didn't want. Additionally we added a general description to the difficulty menu to explain what changes by difficulty level.
Another day, another update - this week’s update focuses on bug fixes, general quality of life updates, and community feedback we received after the Relic Subclass update.
10 ADDITIONAL SKILL POINTS In order to allow older characters to obtain their additional skill points we had to implement a skill point reset with this update. You will need to spend your skill points again after updating and logging back into the game.
DUSK MAGE Dusk Mage is receiving a big update to its mechanics in order to provide a more balanced and viable class for those who want more flavor and opportunities from its skills. Michael (Torchlight III Game Designer) explained the thought process behind this change further with me in last week’s State of the Game, so check it out if you are interested in more of the background behind the changes.
DIFFICULTY TUNING Additionally, difficulty tuning has been a priority over the last few weeks and we’ve made extensive adjustments based on both feedback and internal testing. You can read in the previous State of the Game or in the patch notes below.
LEGENDARIUM & ENCHANTING To make Enchanting a more understandable experience for new players and those entering late game, we extracted the Legendarium from the Enchanting feature. This means Legendary items should now unlock its affix immediately upon pick up.
OTHER UPDATES A complete review and tuning of all difficulty levels, including various tuning for monsters and players. https://torchlight3.nolt.io/2072
Added 10 more skill points. You will receive an extra skill point every 5 levels until level 50. https://torchlight3.nolt.io/2063
Mini-Dungeons updated with new vfx, names, player spawn point further from the warps and a guaranteed rare loot chest. Some Dungeons have updated monsters and resources. https://torchlight3.nolt.io/2318
GENERAL
Adding another set of changes to traditional chinese localization.
Various performance and optimization updates to skills, animations, sync loading, etc.
Fixed various hitches found in UI, monster/minion spawning, animations, etc.
Asset optimization.
Fixed a crash in PlayerQuestComponent.
Attempt to resolve a client crash that occurs after the server crashes with robustness checks.
Fixed an issue where Steam friends with nicknames cannot be invited to a party from the friends menu (but can from Nearby Players).
Preload audio data in main menu to prevent frequent re-opens of the bank files
Updated "Elite Defense" achievement description: "Equip items with at least 1337 defense."
Added various logging for errors, crashes, save game status, integrity checking, etc.
Created linked arc account feature to enable customer support V2
Enabled Oodle on all platforms.
USER INTERFACE
New Title screen.
Added some names to random player/pet name lists.
Party/Whisper UI elements should now be hidden for players not currently in the game world.
Fixed issue where Sharpshooter's avatar is not displayed in the Party preview tab.
Modal dialog now comes up when you try to invite a blocked player to a party instead of inviting them.
Fixed an issue where there is no way to join a player that is already in a party (or even ask to join)
Updated party member names to be more consistent with other UI.
Fixed an issue where it would take a long time for bidirectional blocking to take effect in party voice chat.
Fixed an issue where players would not be muted in voice chat even if they were blocked.
Fixed an issue where players could be stuck on mute if the platform blocked users check takes longer than the request to mute them in vivox.
Fixed an issue where the loading screen would briefly hide when entering character select.
Added new x-ray shader for monsters & environmental objects.
Added selection highlights for pets and monsters.
Updated fort decoration Hover Effect
Adjusted safety area around some UI for some resolutions and extended/refined blur.
Adding another set of changes to traditional Chinese localization.
Adding another batch of localization, bringing non-English languages up to 99% localized.
Removed instances of ‘Option’ being localized to resolve other errors/issues.
Set some text to not localize on some names that were in the credits screen.
Difficulty selection now pops up at the end of character creation.
Re-ordered hair color options appear to look nicer.
Moved text panel and "continue" button to the right of the screen and character to the left to reduce mouse travel between screens.
Updated the description text with new paragraph about difficulty effect on monsters and champions
Hooked up the credits screen to appear when you finish the game.
Fixed issue where party member name UI doesn't display correctly.
Fixed a redundant PC Profile button is displayed in the Party Social tab after receiving a party invitation.
Added warning "LowHealthLoop" animation to the pet HUD UI.
Fixed issue where pet quality was not shown on the pet rescue UI.
Fixed an issue where the pet notification icon does not notify the player when will the pet return after it has been sent to the town.
Helped keep the "pet acquired" notification from flashing sometimes.
Pet errors and other similar text now shows over the stats menu.
Increased the size of the selection state on skill slots.
Fixed an issue where the number of potions in the active slot is not immediately updated after buying new ones.
Fixed an issue where actors could stop highlighting after picking up an item while hovering over the nameplate.
Holding down ALT should show gadget nameplates.
Fixed an issue where gathering any resources after collecting another resource adds to the amount of the first resource displayed on the prompt
Made 403 login service errors more clear.
Tooltips added to relic energy bar and charge.
Added loading screen tip for Lifebound Scrolls and removed Scrolls of Unbinding loading screen tip.
Fixed absolver tooltip issues.
Fixed typo in Goblin Legion skill tooltip.
Fixed tooltip errors in Eight Legged Allies passive.
Fix for an issue where trying to join a full party would show an 'unable to invite' message instead of a 'that party is full' message.
Decreased the size of the pet header icon and fixed overlap issues with other categories.
Options button is no longer overlapping with the Credits screen close button.
Fixed various overlap found in gear item names.
Fixed various overlap of text in the help/options menu for localized languages.
Fixed an issue where the quest tracker text goes off screen in some languages.
Place name plate no longer overlaps with the target and boss name.
Adjusted stats menu alignment issues if a stat is 100%+.
Added padding to the top and bottom of the options screen and set the panel to scale to fit height.
Applied more consistent highlighting to skill names in gear affix text.
Adjusting location of the social tabs to fit the larger tab buttons.
Updated and fixed typo in Legendarium description tab.
Tip text no longer overlaps with the logo in the loading screen.
Fixed misaligned text form of "Travel to Your Fort" help pop-up.
Fixed text formatting of "Return to Town" pop-up tutorial for various languages.
Fort name can now wrap when too long.
Improved the UX flow when account stash fails to load.
You no longer receive a results screen indicating challenge succeeded or failed if you played another person's dungeon that didn't affect your level.
You now receive an additional message if and only if your challenge level goes up.
Removed scaling on dungeon rule text to avoid overly small text situations.
Players at max level (60) will show their highest Dungeon level in most situations.
Fixed an issue where the Fazeer's text box displays 'Result test!' text string instead of the actual result after finishing the dungeon.
Trevail Point map hub no longer partially covered by side panel. Also increased height of the frontier map scroll bar .
Fixed issues with gaps in the mini-map.
Optimizations and profiling for the minimap.
Legendary armor and weapon item drops are now visible on the minimap.
Moved player marker closer to the spoke in the frontier map.
Updated the location of the quest icon for Miasmata to be closer and centered on the hub. Also animated it to read better on the map.
Fixed incorrect scaling on the travel menu images.
Updated skill panel backgrounds.
New hair swatch color icons.
New lore icons for Hix and Wolfram.
Updated skill menu icons to make sure they are more visible.
Updated item menu icons to make sure they are more visible.
Updating icons for some relic skills and correcting inconsistency with Torque Swing icon.
Buff/debuff icons are now tighter to the skill bar when the relic UI is not visible.
New legendary and rare map scroll icons.
Updating Electrode skill icon for Thousand-Volt Burst.
Updating Zephoras' portrait, adding barrier skill icons for Coldheart and Electrode.
Made the skill icons for Duskmage's Dark Spears, and Electrode's Localized storm more different from each other.
Fixed Zephoras' lore speaker icon.
Added Greye lore icon.
Added bolder harvest minimap icon.
Adding target dummy fort prop icon.
Fixed missing hotkey icon from "skills panel" loading screen tip/text when playing on gamepad.
Updated Mctyre's Cove world map icon.
Updated gear category icons.
Fixed an excess flag found in the Early Access roadmap image.
Fixed an issue with Stinging Wing (legendary Railmaster item)'s poison effect not showing a debuff icon.
Made sure that the relic icon fade animation extends to the end, this will insure that the 0 opacity sticks in the event of frame drops.
Fixed an issue where some skills would sometimes not display their icons correctly when you first loaded into the game.
Optimized the generic vendor gear icons to look better.
Fixed an issue where towns don't highlight on the frontier map.
Increased size of loading screen world map to make it more crisp while still compressing.
Added more efficient gamepad targeting.
The in game menu can't be brought up with a controller behind loading screens anymore.
Added gamepad targeting indicator.
Fixed an issue where players can open the debug actor info and debug targeting panel.
The legendarium no longer wraps when scrolling with a gamepad.
Doubled gamepad legend shown at character select screen.
ENVIRONMENT
Fixed an edge case in travel where you could end up going to the wrong area when traveling to a party member.
Players who are disconnected or leave from Mapworks will no longer spawn into any other town than Trevail Point.
Fixed a warp back from Shining Fort that was displayed as 'Under Construction', and the player cannot use it to get back.
Fixed a warp between Well-Trodden Path and Firebelly Village that was hard to click.
Fixed an issue where players cannot follow each other into areas they did not unlock themselves (Portal to party is broken).
Fixed an issue where Mapworks portals could disappear when you created another one. Now you can have as many Phase Portals as you want.
Changed the rule for the Firebelly Village waypoint so that it will always be either directly off the river section or right next to it.
Fixed waypoints that don't work right (like Lake Gobdunk).
Mini-Dungeons updated with new vfx, names, player spawn point further from the warps and a guaranteed rare loot chest.
Fixed an issue where a Mini-Dungeons side rooms spawned no treasure chest.
Adjusted transition fades and settings for making warping into/out of mini dungeons less disorienting.
Added new Goblin themed spike traps and set/swapped them in appropriate areas.
Cleaned up spike traps and adjusted spike traps in the Library, the Armory, and other areas.
Adjusted spike traps in the King’s Plateau.
Increased the time between spikes appearing from the spike hazards to make them less difficult to deal with.
Fixed exploding hazard barrels that were able to deal too much damage.
Fixed a floating clickable in the Den of Upheaval.
Hazards now include the challenge level damage bonus in situations that used to ignore it.
Fixed hazards in various Goblin/Hyvid areas that were doing too little damage.
Voltura Coils removed from Boss lobby areas as not to appear incorrectly broken.
Tweaked the damage calculation for hazards that trigger on touch.
Set hazards in the environment to properly scale with the level of the area, so they don't deal an endgame level of damage to you regardless of where you are (in map scroll or phase dungeons, for instance).
Set all environmental hazards and their DoTs to not apply to your pet, as you don't have a way to make the pet move away from the hazards.
Set the acid vent hazards in Act 2 to apply a poisoned vignette effect while you're taking poison DoT to remind you to move out of the way, the same way we do with the pulsing fire brazier traps in Act 1.
Adjusted the damage values for all environment hazards to be appropriate for the level of the area in which they are placed.
Cleaned up textures on spike traps.
Critters should now only exist on screen which should increase performance.
Increased critter density across various areas throughout the game.
Fixed Townsfolk NPCs that were missing their "rescued" animation/cage prop.
Fixed trapped NPCs that were playing their escape animation every time they came on screen.
Made the stairs in Trevail Point more navigable and moved guards a bit further away from them.
Moved Zaya up the stairs in Trevail Point.
Moved Zaya and General Graye’s Lore objects to be closer to them.
Added some dirt and debris to the fort stairs.
Removed the Bandit from idling in town (Trevail Point). Ne'er-do-wells begone!
Updated map in opening cinematic to read Trevail Point instead of Trevail's Point.
Hix is now visible from any angle, being away from the building.
Fixed an issue where the bottle with message in Trevail Point has not implemented textures.
Fixed Townsfolk NPCs that were missing their "rescued" animation/cage prop.
Fixed player footsteps not working.
Yapper now has a title card when you arrive in burning Trevail.
Fixed Yapper from being too low in the ground during his intro cinematic.
Fixed Strongtusk intro playing more than once while in the same instanced session.
Added a few flags to some Echo Ciff levels.
Added life in Grand Hall in Echonok, it needed movement.
Fixed a soldier's grave is not aligned properly with the statue behind it.
Fixed a cannon that does not fire upon interacting with it.
Echonok Charging Coils destructible reattached and now fall into the ground.
Fixed an untraversable path displayed on both the map and minimap of Trevail Point.
Fixed the Swampseer's alpaca hoarding problem in McTyre's Cove.
Fixed a missing collision on the plaza in Echo Landing.
Add trim to the bottom of the building in the fort.
Replaced banner on top of fort walls with flags.
Updating flag sway in the fort.
Fixed an issue where the player can sink into the ground texture for a moment on a specific seed in Edgewood Bluff.
Fixed a gap that could be seen in the environmental skirting of Edgewood Bluff.
Fixed a lore object that was obscured by decal and foliage in Edgewood Bluff.
Rotated a lore object in Edgewood Bluff.
Fixed floating mushrooms in Edgewood Bluff.
Fixed a floating chest in Edgewood Bluff on a specific seed.
Fixed an issue with an incorrect mini-map in a specific seed of Edgewood Bluff.
Fixed a ground seam found in Edgewood Bluff.
Added stone as well as elementals to Shawn's Stone Quarry.
Renamed "Shawn's Stone Quarry" to "Old Stone Quarry" for better fantasy flavor.
Fixed an issue where there is a visible sky texture between rocks on a specific seed in Heroes’ Rest.
Added some VFX clouds at the crypt entrance of Heroes’ Rest.
Moved a chest to prevent it from clipping in Heroes’ Rest.
Blended terrain in Heroes’ Rest to fix a ground seam.
Replaced some crates with barrels in Heroes’ Rest.
Fixed a nav mesh issue that prevented players from walking into it on a specific seed in the Fields of Unrest.
Filled in a hole in the path in the Fields of Unrest.
Fixed an instance of z-fighting in a specific seed of the Fields of Unrest.
Fixed boss chest clipping issues found in The Chasm.
Cleaned up some clipping issues found in spike props found in The Chasm.
Moved the shrine to a more interesting location in The Chasm.
Moved barrel and shrine in a specific seed of the Trial of Fire.
Fixed an issue where players can see an empty top of rock in the Trial of Fire.
Fixed an issue where the player is able to walk into a wall on a specific seed in the Trial of Fire.
Rotated a lore object in the Trial of Fire for better viewing.
Fixed props that should be breakable that don’t break in Firebelly Village.
Fixed tree stump that was covered with a bit too much dirt decal in Firebelly Village.
Fog is now denser and has an orange tint to better create atmosphere for the fire theme in Firebelly Village.
Fixed an instance of z-fighting found in the Evacuated Workshop.
Fixed an instance of z-fighting found in a specific instance of the Overgrown Trek.
Fixed a nav mesh issue that prevented players from walking into it on a specific seed in the Firebelly Stronghold.
Updated Firebelly Stronghold so that a player cannot walk through a specific Goblin Hut prop.
Fog is now denser and has a green tint to better create atmosphere for the theme in Firebelly Stronghold.
Removed a boat in a particular seed that was getting clipped in Firebelly Stronghold.
Moved the boss chest in Mossrat Den.
Fixed a mini-map seam found in a specific seed of Mossrat Den.
Fixed a pile of boards floating in the air in The Kennel.
Placed a Nav Blocker behind the boss chet in The Kennel.
Fixed an issue where you could step on a chest near a waypoint in Lake Gobdunk.
Removed a breakable and added navmesh blockers to an area of Lake Gobdunk that should help prevent players from getting pushed out of the terrain.
Fixed a chimney found stuck in a rock in a specific seed of Lake Gobdunk.
Rotated a lore object in a particular seed in Lake Gobdunk.
Fixed a NPC soldier is spawned in the middle of the lake on the specific seed in Lake Gobdunk.
Added a nav blocker to a specific seed of Hidden Falls to prevent the player from walking through some rocks.
Moved a Goblin status found in a specific seed of Hidden Falls to avoid it looking odd.
Moved a clickable rock found in The Shattered Void to avoid clipping.
Fixed an entrance warp that didn’t align correctly in a specific seed of the Guarded Path.
Fixed a mini-map seam issue found in a specific seed of the Guarded Path.
Moved a quest item found in a specific seed of the Guarded Path.
Fixed a wall that blocked the player’s view in a specific seed in the Belly of the Beast.
Fixed an issue where a part of the path is blocked by environment assets with player collision in the Polluted Plateau.
Fixed a little baby fern that could be found flowing in mid air in the Polluted Plateau.
Fixed a mini-map issue found in a specific seed of the Polluted Plateau.
Fixed a floating flag found in a specific seed of the Hyvid Tunnels.
Fixed a mini-map seam issue found in the Foetid Footpath.
Fixed missing fort found in the Foetid Footpath.
Fixed a resource node found in the ground in a specific seed of Bogwood Hollow.
Fixed issue where trees in Acrid Plains fade completely without leaving a stump.
Fixed an issue where the player can move through rocks in a specific seed of the Acrid Plains.
Fixed an instance of a floating clickable found in a specific seed of the Acrid Plains.
Fixed missing audio for Echo Node crystal lore gadgets in Acrid Plains.
Fixed a mini-map seam issue found in a specific seed of Bugswat Burrow.
Fixed an issue where the Alpaca was facing a wall in the Bugswat Burrow.
Fixed guard that was a bit too obstructed and close to a rock in The Protected Trail.
Fixed a hole in the world found in The Protected Trail.
Fixed a floating banner clickable found in a specific instance of Murky Miasma.
Fixed an instance of getting stuck in a corner of a specific seed of Murky Miasma.
Fixed an exit warp in specific seed of the Crystal Passage so that it is viewable by the player.
Fixed a floating piece of geometry in the background of Hyvid Capital.
Fixed a hanging goo prop found in a specific seed of the Sanctum of Swarm.
Updated Bat placement and adjusted a decal in a specific seed of the Sanctum of Swarm.
Fixed a sharp edge found in a specific seed of the Sanctum of Swarm.
Adjusted some trees and rock clipping found in a specific seed of the Ascent of Echoes.
Added some texture to flooring found in the Grand Hall.
Fixed an issue where the player can walk under stairs in a specific spot in Grand Hall.
Added some rocks in the Perilous Climb to make an area feel more inaccessible.
Fixed a resource node found in a specific seed of the Cliffs of Ore so that it is harvestable.
Fixed an instance of z-fighting found in a specific seed of the Cliffs of Ore.
Fixed a floating spike trap found on a specific seed of the Cliffs of Ore.
Fixed instances of missing mini-map areas found in a specific seed of the Amber Hold.
Fixed an instance z-fighting found on wall trim on a specific seed of the Amber Hold.
Fixed an out of place spider web found in a specific seed of the Amber Hold.
Created an alcove in the Library of Firebeard’s Legacy for a monster spawner.
Minimap fixes and small level visual fixes in the Library of Firebeard’s Legacy.
Swapped out a hideable asset that was blocking the player in the Library of Firebeard’s Legacy.
Fixed an issue where the playable character can walk through the bookshelf on a specific seed of Library of Firebeard’s Legacy.
Adjusted window asset found in Library of Firebeard’s Legacy to fade when a player walks through it.
Fixed an instance of z-fighting in a specific seed of Library of Firebeard’s Legacy.
Moved Boss Chest in Machineworks so that the lid doesn’t intersect with the environment when open.
Fixed a missing wall texture found in a specific seed of Machineworks.
Fixed an issue where you can see the edge of pipes in a specific seed of Machineworks.
Fixed a wall that does not align in a specific seed of the Looted Warehouse.
Fixed an out of place spider web found in a specific seed of the Looted Warehouse.
Fixed an instance of z-fighting in a specific seed of Scavenger’s Trail.
Fixed a mini-map issue found in a specific seed in the Scavenger's Trail.
Fixed a floating tree found in a specific seed of the Scavenger’s Trail.
Fixed an issue with a wall that blocks too much view in a specific seed of the Scavenger's Trail.
Fixed an issue where the layer can walk underneath stairs in a specific seed of the Scavenger’s Trail.
Fixed mini-map issue found in a specific seed of Voltura VIllage.
Fixed issue of floor not aligning properly in a specific seed of Volutra Village.
Fixed an issue with the warp not aligning properly in a specific seed of Voltura Village.
Fixed a water edge line seen in The King’s Road.
Fixed a mini-map issue found in a specific seed of Bolt Town.
Fixed an instance of z-fighting found in a specific seed of Bolt Town.
Fixed a piece of floating environment found in a specific seed of Bolt Town.
Fixed a floating pipe found in a specific seed in The Power Line.
Fixed a quest prop that’s a bit off the floor in a specific seed in The Power Line.
Fixed a couple instances of z-fighting in seeds found in the Chop Shop.
Fixed trim issues found in a specific seed of the Assembly Line.
Added a post to a specific seed in the Assembly Line to hide seam in wall.
Removed weapon racks causing nav issues in the King’s Plateau.
Fixed an environment texture gap found in a specific seed of the King’s Plateau location.
Blocked an area that you could walk too far into in a specific seed of Firebeard’s Vault of Legacy.
Fixed a floor texture that was not matching in a specific seed of the Sundered Throne.
Fixed an oddly placed decal found in a specific seed of the Sundered Throne.
Added trim and added column to resolve bad seem found in a specific seed of the Astral Gate.
Fixed an instance of z-fighting found in a specific seed of the Astral Gate.
Moved spawn door triggers and increased size to prevent enemies from clipping through closed doors in the Astral Gate.
Fixed an issue where the playable character can walk off the bridge and stand in the air on some seeds in Challenge Dungeons.
Fixed an issue where you can see out of the world in a certain seed in the Challenge Dungeons.
Fixed a mismatched texture found in a specific seed of a Challenge Dungeon.
Moved a breakable in a specific seed of the Challenge Dungeon to remove clipping.
Moved a rock in a specific seed of the Challenge Dungeons to prevent issues with player movement.
Fixed z-fighting found some specific instances of Challenge Dungeons.
Fixed an instance of a floating shrine found in a specific seed of a Challenge Dungeon.
Fixed an issue with a mini-map seam in a specific seed of a Challenge Dungeon.
Fixed a ground texture seam issue in a specific Challenge Dungeon seed.
Fixed an instance of a boss entrance warp being inoperable in a specific Challenge Dungeon seed.
Fixed a hole in the wall found in a specific seed of a Challenge Dungeon.
Fixed a cable falling through a wall in a specific seed of a Challenge Dungeon.
Widened a bridge in a specific seed of the Challenge Dungeon to avoid a chokepoint.
Fixed an instance of a floating tree in a specific seed of Mapworks.
Fixed instances of z-fighting in some Mapworks instances.
Fixed a ground texture seam issue in a specific Mapworks seed.
Fixed an issue where the player can walk through walls in a specific Mapworks seed.
Fixed an issue where the player can’t walk on clear ground in a specific Mapworks seed.
Fixed an issue with a mini-map seam in a specific seed of Mapworks.
Fixed an inaccessible area seen on the mini-map on a specific seed of Mapworks.
Fixed an alignment issue found with a boss portal entrance on a specific seed of Mapworks.
Fixed an incorrect ground collision near the Hyvid Hatchery warp in Mapworks.
Fixed an issue where you could fall underneath the floor while fighting the Secret Weapon boss.
Fixed an issue where players could get stuck underground after using Shadow Step directly on the Watchdog Alpha mapworks boss
Fixed trim pieces to address seam issues.
Restructured some Phase Dungeon spawning data to separate it out from some stuff in Challenge Dungeon checkpoints that we don't need to do in Phase Dungeons, including disabling cutscenes.
Fixed looping section of Sharpshooter harvest animation.
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 Tyler Thompson, Project Lead at Echtra.
Hello Frontier Family,
Not every feature follows the same path. Each one goes through its own journey. Here is one feature and its journey.
As with many features, the idea came from a few places at once. We had gotten feedback that the UI was too large. We kept shrinking the UI in various ways. Eventually our team was divided: “Make it smaller!” “Make it bigger!”. There was a desire to add a UI slider to Options. Around that time, we also got a specific request via Nolt that we add a UI scale slider to the options - with a ton of votes in Nolt.
Now, as an aside, I hate adding Options. We debate thousands of things during game development. If we ended every debate with something being thrown into Options, it would have hundreds of screens with checkboxes, sliders and drop-downs. QA would have to test the game with thousands of different configurations. Instead of turning everything into a checkbox, I prefer that we find good solutions that truly address a problem - not switches that ask players to figure out what the game should be.
Nevertheless, we decided to add a task to add a UI scale to Options. The task sat in our database for months. It never was urgent to do it. It was not as important as many other bugs, features and content that needed to be supported.
Eventually, I saw the task, realized I could do it, took ownership of it, and started working on it. We already had a few sliders in Options. I found that code, copied a couple of things, and wired it into the DPI Scaling code we already had in place. I tried it out in the editor. Moving the slider adjusted the UI immediately. It looked great. Immediate feedback!
Then I saw what happened when I clicked and held onto the slider. The whole UI wigged out as a feedback loop would both cause the UI to scale and move the slider at the same time. So, I found a way to only apply it when closing the Options. It all looked pretty good. After about 2 hours of work, I sent the code up to be reviewed, cleaned it up after some feedback and then checked it in.
UI Scale, Widescreen, and Safe Adjust setting updates are coming soon to help improve your various gaming experiences.
Features never stop there. At Echtra, we talk about doing “the second 90%” of a feature. A few days after I checked it in, a bug came back from QA saying the UI scaling didn’t work until the game restarted. I opened the game in the editor, tried it out, and saw it working. I scratched my head and looked through the other 100 bugs on the medium priority list, and found something I knew how to fix.
Many weeks later, our bug list was getting smaller. Sara said in Stand Up that she was going to look into the bug. The next day, she said she figured out what was wrong. Apparently, the Unreal Engine updates the UI scale frequently in the editor, but it only does it when the resolution changes in an actual application. So this feature would work in the editor but not in the actual application.
To fix this, we would need to change our copy of the Unreal Engine code. That’s usually not a big deal. We tweak the Unreal Engine when we have to, but this particular change would require releasing a new Engine version across the studio. This is hugely disruptive - usually taking developers several hours to get back up to speed. We do that about every 3-4 months. To make it worse, we had just updated the studio last Friday.
So… this feature is currently broken. We are still not done with the second 90% it takes to get it ready for launch. We almost have a fix ready. However, we will wait until we have a few more similar fixes before hitting the whole studio with the big speed bump it would require.
Additionally, after another round of Options debate for widescreen players, we are working to add a "pillar box" option with black bars on the side so you can play the game on an ultra-wide with full in-game height. This will let you choose between full (ultra) width but squished in-game height or full in-game height with black bars on the sides. This is also not quite ready yet, but we hope providing more options as opposed to less will allow players to enjoy the frontier as they prefer.
Widescreen settings will allow you to choose between a taller view with pillar boxes or a wider, but more squished view.
And although we aren’t quite done yet, that’s a bit of how the sausage gets made. Often it’s more complicated that it seems. It involves constantly adjusting priorities and considerations. It takes a team. It’s messy. I love it.
Today’s update is a preview of the upcoming patch, which is currently scheduled for September 9th (pushed a day because of Labor Day). We are so excited for the upcoming update and you can check it out on the Public Test Realm by joining our Discord server and jumping into the #public-test-realm channel for details.
Beyond some updates to difficulty tuning and Dusk Mage, there are some awesome things coming with this next update, including my favorite and the most recent addition to the fort family! The Training Dummy!
You can now show off and see your damage in a safe space like my very cool training center.
And that’s not all - there is a long list of player feedback we have addressed in the upcoming update including: 10 more skill points! Mimics are hidden now (I promise)! Basic Attack and Weapon Passive updates! Fort Camera pulled further out! Alt shows nameplates (and shader updates too). Instant Legendarium affix unlocked upon pick up. And more bugs smashed than a good night at the local roach pub!
One other important thing to note for next week: There will be a SKILL POINT RESET in order to allow older players to obtain their extra 10 skill points. When you login after the update you will need to spend your points again in order to be back at full-strength!
We’ll post all those details in the patch notes next week (if you want a preview of the patch notes, you can join our Discord to check them out in the #patch-notes channel). For now, we’ll dive into the difficulty tuning and Dusk Mage adjustments.
Why do things now feel like a ‘bullet sponge’? Adding more health to monsters at higher difficulty levels is necessary to push players to optimize damage dealing, but we went overboard last time. Too much health leads to combat being a slog, which we do not want. We hope that these new values maintain the challenge we intend at each difficulty level without making damage-dealing tiresome.
What tuning adjustments have you made for the upcoming update?
Rebalanced XP from champion and boss monsters to provide more XP than regular monsters, relative to the effort/time required to kill them.
Moved the XP curve to level up, to account for additional XP from champion and boss monsters.
Increased the amount of XP given from quest rewards to keep it relative to the new XP curve.
The new XP curve also gets steeper at higher levels (end game), relative to the speed at which players are able to kill monsters at those higher levels. This will likely result in your needing to grind a few (or several) times at particular Challenge Dungeon levels in order to level up to the next level, though if you are able to survive at Challenge Levels that are harder than your current level, you'll earn XP faster.
Besides the XP curve updates, what other changes should we expect to see?
Decreased the base health of immobile, non-attacking monsters (Corrupt Hyvid Crystal, Voltura Coil, Hyvid Egg Pods, etc.) by approximately 25%, so that they are still tough enough to still provide the layering gameplay needed, but at higher difficulties, won't be quite as much of a slog.
Made difficulty choice a required step during character creation, so you don't accidentally get stuck with a difficulty shield you didn't want.
Added a general description to the difficulty menu to explain what changes by difficulty level.
What initially sparked the decision to rework a core mechanic of the Dusk Mage class? In talking with the community and watching metric data, it was clear that Dusk Mage was a divisive character. When played to its maximum potential and optimized fully, Dusk Mage was incredibly potent - but when not played in that manner, it fell behind every class by a large margin. This is due to how much power was located in the Dark and Light buff mechanics, rather than in its base skills.
What exactly was wrong with the current mechanic? To put it simply, if you weren't timing both of your buffs to be up at the same time, you were at less than half of your potential. Having a skill ceiling to master a character is a good thing, but the primary issue here was that the act of getting the buffs up simultaneously was at odds with normal gameplay, so the builds that resulted were at odds with the Dusk Mage's core theme. In practice, Dusk Mage builds either invested heavily into Light and kept a Dark skill around just for triggering a buff, or vice versa with primarily using Dark skills. The Dusk Mage is themed around a balance of Dark and Light, but the mechanics did not support that playstyle as the core effective way to play. We want playing strictly Dark or strictly Light to be viable options, but keeping them in harmony should be the clear immediate path.
So what changes did you make to Dusk Mage and what is the goal for the class as players check out the upcoming update? We made some changes to how the Dark and Light buff operate. Rather than each charge bar rewarding its own buff, Dusk Mages will now trigger Harmonic Form only when both the Light and Dark charge bars are filled. Harmonic Form combines both damage and mana regen elements of the old Light/Dark charge buffs. Charge bars also no longer lose charge over time, so players can much more reliably fill the bars while moving from pack to pack, and players have more control over when to trigger their buff. The goal here is to make the Dusk Mage more approachable by way of a more powerful baseline, while still keeping the feeling of entering into a "super mode" by charging up the Dark and Light bars - all while not needing to take much power away from the buffs themselves.
With all of the updates listed above we are stoked to see these changes hit Early Access next Wednesday - until then, enjoy your weekend and we’ll see you in the frontier soon!
Last week we addressed some of the community feedback we received about the most recent Relic Subclass update. We are still working to adjust and refine our monster tuning, along with an abundance of bug fixes and general performance updates, but we feel more confident every day with our progress as we work closer towards launch.
The updates we mentioned last week may not be final versions, as our small team continues to test and refine the adjustments we have recently made, but we are continuing to listen to all the feedback and are just as anxious as you to get this next update released. We’ll post a detailed preview of the update as soon as we get closer to releasing it.
However, as part of our shift from aggressive content updates to more refined builds for Early Access, we are currently working to ensure this build is ready for release, including testing the tuning for every difficulty and resolving many of the player reported bugs. Because of this, the upcoming update is currently slated for September 8th; we do not consider this date as a firm commitment; our priority is to ensure a stable and improved build to Early Access.
And while delays are never fun, sometimes we just have to cut ourselves a bit of a break. With all the things happening in the world, we are lucky to be doing what we get to do. Life happens and we continue on, with our packs and pets in tow.
Watching (and evacuating) the California fires while welcoming a new Sharpshooter to the party…
Starting new adventures and avoiding the falling trees of 2020…
As we work closer towards launch, we hope that we are able to bring you a product that brings a little light into your life. This community and your support is what brings a little light into ours…
- Max
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.
The best way for us to resolve an issue is with visual/audio reporting (screenshots, audio, video), logs, debug info, and reproducible steps. Other useful information might include: if you were playing in a party, if you noticed any additional strange behavior, if others have experienced the same issue, etc.
(It is better to upvote a current/existing bug or suggestion than to create a new, duplicate ticket.)
You can send additional information, like logs, to feedback@echtra.net with your Nolt link in the body of the email.
You can discuss bugs on Discord, but they may not get a full review without a Nolt ticket, debug info, logs, or other details.
UPCOMING FIXES
The next big update is scheduled for 09/8/2020 and contains fixes for all of the following issues:
Killing Squawkclaw (and other bosses) does not give you credit for completing quests.https://torchlight3.nolt.io/2078 We have updated how bosses are now counted when killed, we hope this will resolve the issue for this boss and others in an upcoming update.
Players are reporting hazards in some areas are producing one-hit kills. https://torchlight3.nolt.io/2081 It appears some players are running into areas where hazards are killing them in one-shot without warning. We are reviewing and adjusting affected hazards.
Players are reporting they are unable to claim chests stuck behind NPCs. https://torchlight3.nolt.io/2053 Chests become inaccessible after being spawned behind a NPC. This NPC is being moved around in town in an upcoming update.
Cannot open pet cage in Thorned Ingress https://torchlight3.nolt.io/2042 Players have reported an inability to open chests in Thorned Ingress. We are reviewing the issue and may have a fix ready for an upcoming update.
There is not supposed to be a secret alpaca level. https://torchlight3.nolt.io/2043 Someone is getting an animal welfare check in McTyre's Cove to check on these poor alpaca living conditions.
Players are reporting their trains are going off the rails. https://torchlight3.nolt.io/2088 We have fixes ready for this for an upcoming update that may resolve many of these train specific issues, but not all Railmaster issues may be resolved in the upcoming update.
Players have described traveling to a Blue Void (dead space). Post Relic Subclass Update. https://torchlight3.nolt.io/2065 Players describe getting stuck in a Blue Void (dead space) after traveling. We need logs and debug info for this info to help resolve this. Please send these forward and we will review - see details above on how to find your logs and send them to us.
OPEN ISSUES
Lag, Desync, and Rubberbanding - Post Relic Subclass update https://torchlight3.nolt.io/2066 Some players are reporting issues with performance/lag/rubberbanding after the latest update. Please send us any details, logs, and debug info you can in order for us to better resolve hitches, lag, loading screen issues, and other areas of stability.
Monsters Stuck in an Invulnerable Status https://torchlight3.nolt.io/1971 We are looking for logs and reproduction steps for this issue. Please review the info above on how to find and send your logs.
Wow! Last week’s update and news spawned a bunch of new activity, players, and feedback for the game! It’s been awesome to watch guides come out for all the various class combinations and seeing everyone play the game from start to finish with all of the content finally in the game.
We spent the week collecting and reviewing the feedback about the Relic Subclass update from all over our community. We know there were some pretty strong and valid opinions about some portions of the update, so we drilled into some of the larger concerns and have some updates for those below.
Why didn’t you add more skill points to the Relic Subclass update to let us use more skills or increase their power? We received a lot of feedback regarding this topic and while we initially believed that the current amount of points would make for interesting choices and trade-offs when making builds, we received some fair criticism from players about wanting to feel more powerful or have fuller skill bars with more options/power.
We have updated the total skill point up to 70 in an upcoming update. An additional skill point will be awarded every five levels until level 50.
Why does everything feel so hard now? Adding more health to monsters at higher difficulty levels is necessary to push players to optimize damage dealing, but we went overboard last time and it did not get enough dedicated testing. Too much health leads to combat being a slog, which we do not want. We hope that these new values maintain the challenge we intend at each difficulty level without making damage-dealing tiresome.
Smoothed out somewhat jarring increases in monster health between levels 5 - 9.
Lowered monster hit points on Painful difficulty at lower levels, starting at 83.33% of Normal difficulty, gradually approaching 100% of the hit points at level 20, then increasing to 156.50% of Normal difficulty at level 60, which is 73% of what it was in the previous release.
Lowered monster hit points on Ridiculous difficulty at lower levels, starting at 58% of Normal difficulty, gradually approaching 100% of the hit points at level 20, then increasing to 203.50% of Normal difficulty at level 60, which is 66% of what it was in the previous release.
The lower hit point values at lower levels are necessary at higher difficulties to compensate for the overall player damage reduction versus regular monsters at higher difficulties, but allowing you some time at lower levels to gear up, skill up and optimize your builds.
Lowered player damage vs. regular monsters reduction to 80% on Hard, 60% on Painful, and 45% on Ridiculous.
Increased player damage versus champions:
Hard: from 60% to 80%
Painful: from 40% to 60%
Ridiculous: from 30% to 45%
Increased player damage versus bosses:
Hard: from 60% to 80%
Painful: from 40% to 60%
Ridiculous: from 25% to 35%
Why did you make relic skills have passives that relate to a specific weapon? This feels too limiting... These skills were pretty controversial! We are changing the relic skills that are associated with weapon passives so that don’t lean into a specific weapon. They will now focus on basic attacks.
Flaming Destroyer's Giant Swings: Now grants a chance on basic hit to trigger a powerful flame shockwave
Electrode's Shocking Force: Now grants a chance on basic hit to quickly call down three lightning strikes
Blood Drinker's Blades for Cutting: Now grants a chance on basic hit to create a Death Blade, a smaller version of Dance of Death, for 6 seconds
Bane's Staffing Up: Now grants a chance on basic hit to summon an Enchanted Staff for 20 seconds
Coldheart's Large Bores: Now grants a chance on basic hit to fire a trio of icicles in a tight cluster.
Why about those broken nameplates? The change in behavior for nameplates was widely reported as a bug and had some feedback that players would prefer to retain this option.
We are going to change the behavior so that ALT will bring up all environmental objects. In addition, we are making improvements to environmental object shaders to help improve visibility.
Is this the highlight of this blogpost?
Why did you move enchanting and why am I still getting all these recipes I can’t use yet? We received a bunch of feedback regarding enchanting and how it is less used and useful early game than when you are working towards getting deeper in Fazeer’s Dun’djinn. While we aren’t moving enchanting back to the early game, we are making updates to make it less confusing.
Because of this, the legendarium will now unlock abilities without needing to disenchant so the enchanting table can actually move to endgame. In this upcoming update, when you obtain a legendary for the first time, you will also receive its legendarium affix.
Why won’t you let me use my first Skill Point? We are considering a change to allow players to select their first skill point. We recognize that some players may have a preference for which type of class they would like to create and since respecing your character comes far from your first skill point, we recognize the work it takes to feel like your build is being created the way you want it to be.
We are considering ways to remove the friction for those who want to dive into their intended class earlier.
What are map scrolls even for? Why were they moved out of Contracts? Map Scroll dungeons are intended to be a fun diversion from the story path of the game or something that you use to grind out XP and collect gear if you get behind at higher levels, but we have found that if players ran the Map Scroll dungeons as soon as they got them, they were low enough level that the XP and gear could boost them so that they would be over-leveled for subsequent dungeons in the story. By giving you fewer of these and shifting them to later in your progression, we hope that tackling a dungeon or two won't ruin your normal sense of progression.
Contracts now reward individual map scrolls instead of bundles of 3 map scrolls.
Shifted some of the map scroll rewards in contracts around so that they do not drop from the first 20 or so contract levels.
Reduced the number of map scroll rewards in the once-through section of the Adventurer's contract from 5 to 3. Reduced the number of map scroll rewards in the looping section of the Adventurer's contract from 2 to 1.
Why does my movement skill feel so clunky? Movement skills have not received the love and care they have needed. Beyond bugs, there are other things we can do to improve the feel of them.
All movement skills, including teleports, are being updated for smoothness and functionality (including dropping that 2s cooldown on teleports, which helps prevent accidental double-casts but is too limiting on the skill’s use).
There are so many bugs!!! Yes, this is true. We have some bugs to chew out. But we are smashing ‘em by the hundreds each week.
There were some pretty visible bugs in the last update that were constantly in your face, including some pretty harsh Unreal crashes for Forged players and some annoying HUD messages that would never go away. Now that we have pushed out our biggest content updates of Early Access our focus is to prioritize bug fixing, tuning, and other areas that need polish and improvement. This means our priority has shifted from aggressive content updates to making sure these updates feel noticeably better each update, both in bug fixes and polish.
We are excited to see the updates listed above get pushed into the game. We currently have the next update scheduled for September 1st, but because of our slower pacing this may get delayed if we don’t feel the build is ready. We hope this will help provide a better balance of fun when adventuring in the frontier, especially for those who are just starting off in their journey.
- Max
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.
The best way for us to resolve an issue is with visual/audio reporting (screenshots, audio, video), logs, debug info, and reproducible steps. Other useful information might include: if you were playing in a party, if you noticed any additional strange behavior, if others have experienced the same issue, etc.
(It is better to upvote a current/existing bug or suggestion than to create a new, duplicate ticket.)
You can send additional information, like logs, to feedback@echtra.net with your Nolt link in the body of the email.
You can discuss bugs on Discord, but they may not get a full review without a Nolt ticket, debug info, logs, or other details.
UPCOMING FIXES
The next big update is scheduled for 09/1/2020 and contains fixes for all of the following issues:
Killing Squawkclaw (and other bosses) does not give you credit for completing quests. https://torchlight3.nolt.io/2078 We have updated how bosses are now counted when killed, we hope this will resolve the issue for this boss and others in an upcoming update.
Players are reporting hazards in some areas are producing one-hit kills. https://torchlight3.nolt.io/2081 It appears some players are running into areas where hazards are killing them in one-shot without warning. We are reviewing and adjusting affected hazards.
Players report being unable to interact with their Luck Tree. https://torchlight3.nolt.io/2083 Klive appears to randomly disappear or move in the fort which can cause confusion when trying to complete quests. Completing the Monument quest by talking to Klive should resolve this issue. A couple fixes for this issue are being readied for an upcoming update.
Players are reporting they are unable to claim chests stuck behind NPCs https://torchlight3.nolt.io/2053 Chests become inaccessible after being spawned behind a NPC. This NPC is being moved around in town in an upcoming update.
OPEN ISSUES
Cannot open pet cage in Thorned Ingress https://torchlight3.nolt.io/2042 Players have reported an inability to open chests in Thorned Ingress. Please post debug logs to the link above to help us resolve this issue.
There is not supposed to be a secret alpaca level. https://torchlight3.nolt.io/2043 Someone is getting an animal welfare check in McTyre's Cove to check on these poor alpaca living conditions.
Players have described travelling to a Blue Void (dead space). Post Relic Subclass Update. https://torchlight3.nolt.io/2065 Players describe getting stuck in a Blue Void (dead space) after traveling. We need logs and debug info for this info to help resolve this. Please send these forward and we will review - see details above on how to find your logs and send them to us.
Lag, Desync, and Rubberbanding - Post Relic Subclass update https://torchlight3.nolt.io/2066 Some players are reporting issues with performance/lag/rubberbanding after the latest update. Please send us any details, logs, and debug info you can in order for us to better resolve hitches, lag, loading screen issues, and other areas of stability.
Players are reporting their trains are going off the rails. https://torchlight3.nolt.io/2088 Please post more instances with debug info, screenshots, and video of any misbehaving rail issues.
It's been reported that there are not enough quest items to complete the 'Deactivation' Quest https://torchlight3.nolt.io/2092 Please send us debug information for instances of missing quest items.