We've made good progress on the first part of our Road Map. However, we've been delayed quite a bit by the numerous bug patches and by upgrading our Game Engine, which was mandatory to let everyone play the game.
Releasing The Prison Update as a whole in July is unfortunately no longer an option for us. That being said, we've decided to cut it in half so we still plan to deliver actual new (and hopefully fun) content by the end of the month.
The Prison Update was supposed to be:
New Feature: Breach Events
New Endgame Content: The Tower of Despair
5 New Enemies
New Act (New Story Missions and Bosses) - Delayed
New Ancestral Tree Tier - Delayed
Increased Level Cap - Delayed
Basically, we're going to cut it in half, and deliver the new Feature, new Endgame and the new Enemies in time for July and take the month of August to work on the new Act.
We're sorry about the delay. We definitely made a mistake by announcing the release date of an Update even before the actual release of the game and without a single clue of the amount of feedback and bugs and issues we were going to get.
The July Update should be available anywhere between July 26 and 31. Depending on the time we need to polish things out. The rest of the Update should come around August-September.
Now, I'd like to develop on bit on what's to come in July, and what we have in store:
The Endgame Content: The Tower of Despair
First thing first, this was a placeholder name and it has been renamed to "The Slorm Temple". It still kind of is a Tower, but there's Slorm instead of despair in it... That would be a different story if the game was called The Despairmancer...
Anyway. At first, it was supposed to be a basic "ladder" kind-of content where you could just endlessly grind environments and climb up harder and harder floors to figure out where your character/build stands against others.
It has evolved quite a bit even though the idea remains the same: You progress through harder and harder floors of The Slorm Temple but unlike Battlefield Expeditions, floors reached are "unlocked", meaning that if you reach Floor 32, you can come back to Floor 32 whenever you want from the Expeditions menu. There's actual progress to be made. Enemies there benefit from various multipliers for most of their stats based on the Floor you're in so it shouldn't be as straigthforward as climbing Wrath Levels.
The Slorm Temple also has its own unique environment. It wasn't planned but we had cool ideas we wanted to try, so we did! It is an ancient Temple that builds itself along the way so you never know where you're going or where it ends.
Your goal in The Slorm Temple is to get to the end of a Floor where you'll find a Slorm Shrine containing Pure Slorm. Which brings me to my next point:
We are introducing two new Endgame currencies that will be used to access and upgrade Endgame modes.
Elder Slorm (Black Slorm): it is found on Elite enemies and allows you to access The Slorm Temple.
Pure Slorm (White Slorm): It can only be found by completing floors in The Slorm Temple. The more you progress in the Temple, the more Pure Slorm you will find.
Now here's the twist: Olorin the Archmage (an NPC that will become available with this Update) is the one that can open The Slorm Temple, and he has to stay inside the Temple for you to make progress. However, he is also the one selling the various Upgrades that you can purchase with Pure Slorm. Which means that in order to purchase Upgrades, you have to get Olorin back to the Village, causing The Slorm Temple to collapse and your progress to reset (basically, a "Prestige" mechanic, if you're familiar with the idea).
If you make good progress in The Slorm Temple, and if you use the right tools and upgrades, you will then be able to climb back up faster and find better Rewards along the way.
This means we're also introducing Olorin as a new "Merchant". He does various things:
Selling Upgrades for Elder Slorm and Pure Slorm: Purchasing those will let you get back faster in The Slorm Temple and also get better Rewards.
Selling Upgrades for Pure Stats: We've introduced Pure Stats in our latest update, and Olorin will let you upgrade the Drop rate of Pure Stats but most importantly their Max Roll. Basically a Pure Stat was able to roll between 101 and 110% of a regular Roll. Olorin sells a +0.45% Boost to that roll, that you can purchase up to 200 times for a +90% upgrade on Max Rolls. Meaning that if you bought all the upgrades, you will be able to roll Pure Stats up to 200%.
Selling "Visions": These are buffs that you purchase and that are triggered whenever a condition is met. Example: "Vision of Purity" is triggered whenever you loot an item with Pure Stats that says: "The next Pure Item you find will have at least 2 Pure Stats." They are quite expansive but they're also quite strong, and their effect can also be upgraded with Pure Slorm.
Trading Slorm and Pure Slorm for Elder Slorm: So if you're sitting on a huge amount of Slorm, you will be able to trade it for Elder Slorm and get into The Slorm Temple as soon as possible. Rates are horrible though (but can be upgraded), so make sure you have nothing left to do with Slorm.
The New Feature: Breach Events
We're introducing various Events that can occur when you open a Breach, to cut with the monotony of Expeditions / Grind. We're starting with the following additions with more to come.
Breaches Types: There are 3 kind of Breaches that you will be able to find:
Standard Breaches: The ones you're used to. They will remain the most common type of Breach you can find.
Cataclysmic Breaches: Enemies inside the Breach will come with 1 or more unique effects called Cataclysms that you will have to take into consideration. We will start with about 15 Cataclysms and expand from here. You can expect this kind of effect:
Reincarnation - Enemies are revived once upon dying.
Avengers - Enemies gain +10% Increased Damage whenever you kill an enemy nearby.
Explosive - Enemies explode when dying, dealing Skill Damage in a small radius.
Unified - Enemies have +5% Increased Damage for each other enemy within a small radius.
Jetlag - Enemies are immune to damage during 2 seconds upon spawning.
On top of that, Cataclysmic Breaches will also grant Loot once you close them.
Exalted Breaches: Closing an Exalted Breach will grant you an Exaltation for a set duration. These are superstrong bonuses that will last for a small duration. We will also be using these as an introduction to "Imbued Attacks" since some of these Exaltations will add Elemental effects (the cool-looking attacks you can see on the Trailers) to your skill (and modify their look). You can expect this kind of effect:
Fire Exaltation - Fiery Weapon is equipped and at Max Rank, meaning your Skills will Burn enemies and deal Fire Damage. The Exaltation also grants quite a large Elemental Damage bonus.
Lightning Exaltation - Electric Overcharge is equipped and at Max Rank, meaning your Skills will cast Electric Arcs toward nearby enemies.
Speed Exaltation - Will grant you +70% Attack Speed.
Resilience Exaltation - Will grant you +1000% Retaliation and +100% All Damage Reduction.
Additional Waves: On top of new types of Breaches, each Breach will now spawn a set number of waves of enemies ranging from 1 to 3. Each completed Wave will trigger the Breach Reward (Slorm and Goldus). Additional Waves will also grant you % Gold Reward and % Slorm Reward Multipliers for the rest of the Expedition, meaning that the longer you stay inside an Expedition, the better the Rewards are for closing Breaches.
At the moment of this Slormite Chronicle, we have nothing but prototypes so we have no screenshots or footage to show for it.
New Enemies
Five new enemies are on their way and will be available for the Update in July:
The Entangling Spider: casts a Web that roots its target. The Elite version also spawns eggs that will then spawn new Spiders unless destroyed.
The Howling Bat: continuously casts an Area of Effect dealing damage and applying a strong knockback.
The Executioner: Stays idle and applies a strong buffs to his allies if surrounded by at least 3 allies. If left alone, he will relentlessly hunt you down, dealing quite a bit of damage.
The The Suffering Soul and The Condemned Prisoner are the last two enemies we are working on so I have no fresh screenshots. The Suffering Soul is a ghost that can get past through enemies and walls, it is immune to Crowd Control and knockback. It will try to get past through you and it will deal damage over time if it does. The Condemned Prisoner is a cute little fella stuck in a door throwing boulders. His door will absord the next 3 hits he receives before breaking, at which point he will be defenseless.
That's about it! If something is not clear, or there is something that you don't understand, feel free to ask questions!
Sorry again for the delay on Act 2. We're doing the best we can to deliver this Update as soon as possible.
We've been working on new content for our upcoming Major Update lately but we've had reports of a few annoying bugs that needed to be fixed.
BUGS: - Breaking Pots and Graves should no longer reduce your FPS - You should no longer get stuck in walls when opening a Breach
MINOR BUGS: The Slormancer can sometimes be flagged as a spyware or ask you to Check File Integrity since the 0.2 build. That is caused by an extension we use for the "Lock cursor to Screen" option. If you are not using said option, you can disable the flagged file "display_mouse_lock_x64.dll", the game should run fine without it. We should have a solution for it soon.
Legendaries: - Using Shackles of the Forest should no longer crash the game
Ancestral Legacy: - Burning Shadow: The "%" should now appear in the cost
Attributes: - Zeal 15: should no longer affect the Mana Lock cost of Auras
The Fierce Huntress: - The Awoken should now work properly with Immortal Arrow's Fulfilling Moments - Fist of the Wild: Windsurfer: Unequipping the Upgrade should now properly remove the Buff. - Stab's Backstab now displays the correct Damage
QUALITY OF LIFE ADDITIONS: - Auto Pickup radius has been doubled. - There is now a "Sort" button in your Inventory (that, well... sorts your inventory) - For clarity, while crafting at Friedrich's, Stats that can't be rolled because they already appear on your Item are now shown in grey.
That's not much since we're focused on actual additional content lately, but these are the few things I felt were relevant and not too time consuming on our side.
We'll be back on July 6 for our Slormite Chronicles #3 and a lot more infos on what's to come, and when it's coming.
The 0.2 patch has been tested on the Experimental branch for about 2 weeks so we're confident on the stability of the build. However, since we've made major changes to some systems and because upgrading a game engine is no easy task, some things might be broken or lag or freeze. If so, please report your issue on Steam or on Discord and we'll do our best to fix your issues as soon as possible.
Patch 0.2 was mostly about us upgrading the game engine so everyone could enjoy the game without black screen or texture issues but we've also made balance changes that can be found below.
Patch 0.2.05
If you've played on Experimental and if you've already read the 0.2 Patch Note, there are a couple of changes that have been made :
Movement Speed no longer works with Diminishing return. So it will stay the way it was during 0.1.94. The cost on fun was a bit too high compared to the effect on balance, so we'll propably come back to Movement Speed at some point with a smarter change but not right now.
Elite Life Multiplier has been reduced by 25%. So the difference between Elites and regular enemies has been slightly reduced. We're aware that Elite enemies are currently quite tedious to fight and we have plans to rework them deeply. Until then, this felt like an appropriate change.
Here's the rest of the 0.2 Patch Note that was available on Experimental:
Patch 0.2
Game Engine Migration
We've upgraded our game engine. Hopefully, all black screen issues should be resolved.
Everyone with proper specs should now be able to play the game. If not, let us know!
This also means that you should have better performance overall and slightly less FPS drops.
This means that you might (will) run into things that no longer work anymore. If so, please let us know as soon as possible.
Resolution & Quality of Life
The Slormancer now supports the following resolutions:
2560x1440
3840x2160
WINDOWED FULL SCREEN !
You can now change the monitor where the game is displayed (by dragging it or by pressing WIN+SHIFT+(Left or Right)) to change it.
Fonts should no longer be blurry/fuzzy. Text should be nice and sharp under every circumstance.
Added an option to customize Interface and Damage Font Sizes.
Added an option to Lock Cursor to screen.
Added an option to hide Slorm when it is being gathered for readability.
Balance
Pure Stats
Stats found on items can now roll Critical scores and have a score ranging from 101% to 110% of their base value.
Critical rolls are called "Pure" stats.
A Pure stat whose score or stat is modified by Friedrich loses its Purity and gets back to a regular stat.
Pure stats cannot be rolled by Friedrich and can be found on looted equipment or at Jemma's store.
Pure stats are shown on Tooltips, and Items on the ground with a Pure stat are highlighted.
Pure stats can be rolled on any stat (and on every stat, if you're lucky) of an item.
Pure stats can only appear once level 25 has been reached.
Craft
Slormandrite of True Potentiel now increased the Level of your item by 1, up to your current level, instead of instantly bringing it to your current level.
The Gold cost to Reroll Scores has been reduced by 60%.
Gold cost to Add Stats and change the rarity of an item has been increased by 60%.
The Gold cost of Rerolling Stats or Score and Locking and Unlocking Epic stats has been reduced by 40%.
Gold cost of all operations on Reaper, Mastery and Attribute stats have been increased by 1000% as this should be late-game min-maxing, not something to consider doing on every new item equipped.
The appearance rate of Reapers, Mastery and Attributes stats on looted items has been increased by 100%.
Slormites and Reinforcement
Important: Reinforcement now offers diminshing returns. +1 Reinforcement gives a +15% bonus, +2 gives +14% bonus, up to +15 and above granting a +1% bonus to the Reinforced stat. That is instead of the former Reinforcement that granted +15% bonus to stats, at any Reinforcement level.
Reinforcement cost rarity multiplier has been greatly reduced. On average, Reinforcement costs on Magic and higher items have been reduced by about 50%.
This change also applies to Potential rarity multiplier, so it should be easier to increase the Potential of Rare+ items.
Important: Bonus Reinforcement Chance given by Slormelines during Reinforcement have been changed. Instead of giving +10% Chance on items of equal rarity, Slormelines now work for every item regardless of rarity with the following rate:
Normal Slormeline: +0,1% Reinforcement Chance.
Magic Slormeline: +0,5% Reinforcement Chance.
Rare Slormeline: +2% Reinforcement Chance.
Epic Slormeline: +15% Reinforcement Chance.
Legendary Slormeline: +75% Reinforcement Chance.
Changes on Items
The following changes only concern rolls you can get on Items.
We realized how easy it was to get to high % stats on items, due to various factors, including how generous items were. As an example, it was quite easy to reach +100% Critical Strike Chance with a few pieces and a bit of crafting. This is true for most % stats, including game-breaking ones such as All Damage Reduction.
Also, an important thing to keep in mind is that Level 40 items that you can currently loot right now ARE NOT rolling the highest % value. An item rolling Critical Strike Chance at Level 40 can grant up to 3% Critical Strike Chance while the same item rolling at level 70 will grant 5%.
The following stats have been reduced by 50%:
Raw Damage %.
Elemental Damage %.
Critical Strike Chance.
Ancestral Strike Chance.
Elite Damage Reduction.
Melee Damage Reduction.
Projectile Damage Reduction.
Area of Effect Damage Reduction.
All Damage Reduction.
Movement Speed %.
Life Leech %.
Mana Leech %.
Pierce Chance %.
Fork Chance %.
Rebound Chance %.
Area Increased Size % (Decreased by 25%).
Area Increased Effect % (Decreased by 25%).
The following stats have been increased by 50%:
Life Regeneration %.
Life on Hit %.
Life on Kill %.
Mana on Hit %.
Mana on Kill %.
Inner Fire Damage %.
Overdrive Damage %.
Overdrive Bounce Number % (Increased by 100%).
Additional Changes on Items:
Important: An item can no longer roll the same stat multiple times. Meaning if you have +10% Max Life as a Magic Stat, it can no longer be rolled as a Base, Rare or Epic stat. That is true for both crafting and loot. If you have items with multiple rolls of the same stats, you will be able to keep them for now and slowly transition to items of higher levels when we roll new upgrades and increase the level cap. These items will become invalid once we reach 1.0.
Melee, Projectile, Area of Effect and All Damage Reductions are now capped at 75%.
Movement Speed now offers diminishing returns.
[/strike]
Life Regeneration % can now appear on Belts as a Magic/Rare stat.
Raw Damage % can no longer appear in Armors, Belts and Boots as a Magic/Rare stat.
Elemental Damage % can no longer appear in Belts, Shoulders and Bracers as a Magic/Rare stat.
[/list]
Attributes
Savagery 5 and 10 (Critical Strike Damage) have been swapped with 35 and 40 (Reaper Damage Multiplier)
Savagery 60 is now based on the difference between your Raw Damage and Elemental Damage instead of Skill Damage and Elemental Damage.
Fury 30: Reaper Damage Multiplier is now 30% instead of 50%.
Fury 45: Increased Attack Speed is now 20% instead of 50%.
Willpower 30 (Elemental Prowess) now gains +2% Elemental Damage per trait instead of 1%.
Willpower 30 (Elemental Prowess) has been swapped with 60 (Elemental Resistance).
Bravery 15 (Increased Elemental Damage based on Legendary numbers) has been moved to Bravery 75. Other Greater Traits have been moved down so Bravery 30 is now at level 15, Bravery 45 is at 30 etc...
Ancestral Legacy
Cold Snap now deals 80% (+10% per rank) Elemental Damage instead of 40%+5%.
Burning Shadow now grants 10%+2% Raw Damage and 25%+3% Critical Strike Damage instead of 20%+3% and 50%+5%. Burning Shadow now costs 5% Life instead of a flat Life cost and lasts 7 seconds instead of 12.
Scorched Earth now deals 15%+8% Elemental Damage instead of 15%+3%.
Elemental Emergency now grants 110+50 Elemental Damage instead of 110+18.
Reapers
Reaper of the Recruit now deals 10 times your Experience Find as Additional Damage instead of 1.
Big Fury Reaper now has +4 Max. Raw Damage per level instead of +2 and has +0.5% Raw Damage Multiplier per level instead of +1%.
Primordial Big Fury Reaper now has +3% Raw Damage instead of +4%.
Reaper of Ferocious Affinity now grants +8% of your Max Mana as Raw Damage instead of +5%.
Primordial Reaper of Ferocious Affinity now grants +15% of your Max Mana as Elemental Damage instead of +20%%.
The Most Powerful Reaper now has +1% Reaper Damage Multiplier per level instead of +2%.
Reaper of the Sharpshooter now fire +3 Additional Projectiles instead of +2 while Idle.
Reaper of the Larva/Chrysalis/Butterfly: Movement Speed multiplier is not 0.3% per level instead of 0.5%.
The Ancestral Legacy Reaper: Power Crystals now deal 100% Elemental Damage instead of 30%.
Reaper of the Goldfish/Magnificent Leviathan: Skills now have a 60 second Cooldown.
Primordial Reaper of the Goldfish/Magnificent Leviathan: The Primordial Malediction now only prevents you from benefiting from Attributes' Greater Traits instead of all Traits.
The Mighty Knight
Practice Makes Perfect's Critical Strike Chance is now +0.5% per rank instead of +1%.
Miracle: Call of the Wild now fires 6 Additional Projectiles instead of 10.
Triple Fun now has +10%+2% per rank to fire +2 Additional Projectiles, and 100% Chance is the cast is Fortunate or Perfect instead of +2 Additonal Projectiles and +4 if Fortunate or Perfect.
Upheaval Strike's Silence duration has been increased to 1 second, from 0.5 seconds.
Shining Star's Blind duration has been increased to 8 second, from 4 seconds.
Friendly Knight now has increased Critical Strike Damage equal to the highest Level among The Fierce Huntress and The Mischievous Mage instead of the total of both.
To Glory now increases the Luck by 2 instead of 3.
Never Skip Leg Day now has +10%+3% Chance to Stun instead of 30%+3% Chance.
Static Vortex no longer removes Whirlwind's CD.
The Fierce Huntress
So Many Arrows now costs 64+64 Mana instead of 31+31.
Heavy Rain now deals +15% Increased Damage instead of +30%.
Backstab now deals 0%+2% Increased Damage instead of 0%+3%.
Punishing Fence now grants 25%+5% Critical Strike Damage instead of 50%+10%.
The Weight of Sorrow now grants 10+6 Life on Hit instead of 5+2.
Know your Enemy now grants 5+3% Projectile Damage Reduction instead of 10+4%
Superior Endless Quiver now grants +2 Additional Projectiles and another +3 Additional Projectiles when Tormented, instead of +5 Additional Projectiles (at max rank).
The Mischievous Mage
Experienced Battlemage now grants Critical Strike Damage equal to half the level of The Mischievous Mage instead of being equal to the level of The Mischievous Mage.
Protective Ray now deals 15%+3% Elemental Damage instead of 5%+2%.
Concentrated Ray now deals 30%+7% Increased Damage instead of 60%+24%.
Prismatic Ray: Side Rays now deal 50% Reduced Damage.
Autobiography now grants Ancestral Strike Damage based on the number of fully upgrades Passives and Upgrades instead of twice that number.
Reap what you Sow now grants +0.5% Mana Max per rank instead of +1% and 2+1 Mana Regen instead of 1+2. Reap what you Sow no longer counts multiple times enemies in range of multiple breaches.
Gravitational Force now costs 249 Mana instead of 0.
Rifts of Oblivion now costs 0 Mana instead of 27+27 per rank.
Orb of the Obliteration Master now only casts a single Orb regardless of Additional Projectiles.
Orb of the Temporal Master now only casts a single Orb regardless of Additional Projectiles.
Arcanic Leyline now grants 10%+2% Increased Area Size instead of 10%+3%.
Remnant Clouds now deal 25%+10% Elemental Damge instead of 10%+4%.
Mana Protection now grants Armor equal to 5%+3% of your Mana Max instead 0%+2%.
Changes on Clones
Skills cast by Arcane Clones now cost you Mana as if you were casting them.
Arcanic Delegation now costs 54 Mana instead of 18.
Clone of Obliteration now costs 306 Mana instead of 116.
Temporal Representant now costs 300 Mana instead of 100.
Pulsating Clone now costs 174 Mana instead of 58.
Orb of the Arcane Clone now costs 612 Mana instead of 204.
Defensive Clone now costs 126 Mana instead of 0.
Legendaries
You now have to deal damage to enemies hit to trigger Golden Fleece of Midos and not just hit them.
Inextricable Torment now reduces the damage by 10% (+0.5% per Reinforcement Level) instead of 40%+2%, it increased the Attack Speed of enemies by 50%+5% instead of 40%+0% in a 4 yard radius instead of 2. Inextricable Waistguard was initially designed for Thorns/Retaliation builds, and not as a defensive item. Hence the changes.
Additional Balance Changes
Inner Fire's base Damage has been increased to 50% Raw Damage from 25%.
Overdrive's base Damage has been increased to 60% Raw Damage from 30%.
Projectiles can no longer Pierce AND Fork. A Projectile will try to trigger the highest stat first, and try to trigger the second stat only if the first has failed.
Early Game Life Regeneration Changes
To ensure that it is a bit easier for new players to recover Life at the early stages of the game, we've made the following additions:
The Mighty Knight now has +2 Life Regeneration at Level 1.
The Fierce Huntress now has +1 Life on Hit at Level 1.
The Mischievous Mage now has +3 Life on Kill at Level 1.
Mastery Changes
Characters will now gain a permanent +2% Mastery Gain per level so gaining Mastery gets easier over time.
Every time a Skill gains Mastery, other equipped Skills will gain a small portion of Mastery as well.
Enemies Changes
The Movement Speed, Cast Time and Attack Speed of The Skeleton Soldier and The Rogue have been increased by quite a bit.
Hi everyone! Update 0.2 is now available on Experimental!
Experimental: Please read carefully
We are using the Experimental branch to test important changes that may make the game unplayable on some systems until we feel the version is stable enough to move to the Public branch.
The Experimental period should not last long. However, at this time, progress made in the Experimental version will not be transferred to the public/regular version of the game once the Experimental period ends.
If you want to keep your progress, we encourage you to play on the Public branch of the game and wait for the official update.
If you are willing to test out the latest changes, that's awesome! Please remember to report bugs found on our Steam forums or on our Discord.
Just so you can quickly test our your current builds and changes made to them, your Save files will be loaded into Experimental so you will be able to continue your game as you left it in the public/regular version of the game.
TL;DR: WARNING! Your progress in the Experimental branch will be reset at the end of the Experimental period.
How to access Experimental?
On your Steam Library, right-click The Slormancer>Properties>Betas and choose the "Experimental - Testing Branch" beta. Then close the menu and download the update.
If you want to leave Experimental and get back to the regular version, simply choose "None" from the Betas menu.
Here is the complete list of changes.
Game Engine Migration
We've upgraded our game engine. Hopefully, all black screen issues should be resolved.
Everyone with proper specs should now be able to play the game. If not, let us know!
This also means that you should have better performance overall and slightly less FPS drops.
This means that you might (will) run into things that no longer work anymore. If so, please let us know as soon as possible.
Resolution & Quality of Life
The Slormancer now supports the following resolutions:
2560x1440
3840x2160
WINDOWED FULL SCREEN !
You can now change the monitor where the game is displayed (by dragging it or by pressing WIN+SHIFT+(Left or Right)) to change it.
Fonts should no longer be blurry/fuzzy. Text should be nice and sharp under every circumstance.
Added an option to customize Interface and Damage Font Sizes.
Added an option to Lock Cursor to screen.
Added an option to hide Slorm when it is being gathered for readability.
Balance
Here comes the very first balance changes of the game. We are mostly trying to rework BIG chunks rather than making minor changes.
We've noticed that we were absolute mad lads with some numbers and systems so we mostly fixed those.
Also, we've said it in our previous Slormite Chronicles: It was never intended for players to reach Wrath 10 at this point in development (with so many build options and items missing). So you may not be able to clear the content you used to, and we believe that it is fine. You will be able to climb back up in difficulty with our upcoming Major Updates and the increase of level cap.
Pure Stats
Stats found on items can now roll Critical scores and have a score ranging from 101% to 110% of their base value.
Critical rolls are called "Pure" stats.
A Pure stat whose score or stat is modified by Friedrich loses its Purity and gets back to a regular stat.
Pure stats cannot be rolled by Friedrich and can be found on looted equipment or at Jemma's store.
Pure stats are shown on Tooltips, and Items on the ground with a Pure stat are highlighted.
Pure stats can be rolled on any stat (and on every stat, if you're lucky) of an item.
Pure stats can only appear once level 25 has been reached.
Craft
Slormandrite of True Potentiel now increased the Level of your item by 1, up to your current level, instead of instantly bringing it to your current level.
The Gold cost to Reroll Scores has been reduced by 60%.
Gold cost to Add Stats and change the rarity of an item has been increased by 60%.
The Gold cost of Rerolling Stats or Score and Locking and Unlocking Epic stats has been reduced by 40%.
Gold cost of all operations on Reaper, Mastery and Attribute stats have been increased by 1000% as this should be late-game min-maxing, not something to consider doing on every new item equipped.
The appearance rate of Reapers, Mastery and Attributes stats on looted items has been increased by 100%.
Slormites and Reinforcement
Important: Reinforcement now offers diminshing returns. +1 Reinforcement gives a +15% bonus, +2 gives +14% bonus, up to +15 and above granting a +1% bonus to the Reinforced stat. That is instead of the former Reinforcement that granted +15% bonus to stats, at any Reinforcement level.
Reinforcement cost rarity multiplier has been greatly reduced. On average, Reinforcement costs on Magic and higher items have been reduced by about 50%.
This change also applies to Potential rarity multiplier, so it should be easier to increase the Potential of Rare+ items.
Important: Bonus Reinforcement Chance given by Slormelines during Reinforcement have been changed. Instead of giving +10% Chance on items of equal rarity, Slormelines now work for every item regardless of rarity with the following rate:
Normal Slormeline: +0,1% Reinforcement Chance.
Magic Slormeline: +0,5% Reinforcement Chance.
Rare Slormeline: +2% Reinforcement Chance.
Epic Slormeline: +15% Reinforcement Chance.
Legendary Slormeline: +75% Reinforcement Chance.
Changes on Items
The following changes only concern rolls you can get on Items.
We realized how easy it was to get to high % stats on items, due to various factors, including how generous items were. As an example, it was quite easy to reach +100% Critical Strike Chance with a few pieces and a bit of crafting. This is true for most % stats, including game-breaking ones such as All Damage Reduction.
Also, an important thing to keep in mind is that Level 40 items that you can currently loot right now ARE NOT rolling the highest % value. An item rolling Critical Strike Chance at Level 40 can grant up to 3% Critical Strike Chance while the same item rolling at level 70 will grant 5%.
The following stats have been reduced by 50%:
Raw Damage %.
Elemental Damage %.
Critical Strike Chance.
Ancestral Strike Chance.
Elite Damage Reduction.
Melee Damage Reduction.
Projectile Damage Reduction.
Area of Effect Damage Reduction.
All Damage Reduction.
Movement Speed %.
Life Leech %.
Mana Leech %.
Pierce Chance %.
Fork Chance %.
Rebound Chance %.
Area Increased Size % (Decreased by 25%).
Area Increased Effect % (Decreased by 25%).
The following stats have been increased by 50%:
Life Regeneration %.
Life on Hit %.
Life on Kill %.
Mana on Hit %.
Mana on Kill %.
Inner Fire Damage %.
Overdrive Damage %.
Overdrive Bounce Number % (Increased by 100%).
Additional Changes on Items:
Important: An item can no longer roll the same stat multiple times. Meaning if you have +10% Max Life as a Magic Stat, it can no longer be rolled as a Base, Rare or Epic stat. That is true for both crafting and loot. If you have items with multiple rolls of the same stats, you will be able to keep them for now and slowly transition to items of higher levels when we roll new upgrades and increase the level cap. These items will become invalid once we reach 1.0.
Melee, Projectile, Area of Effect and All Damage Reductions are now capped at 75%.
Movement Speed now offers diminishing returns.
Life Regeneration % can now appear on Belts as a Magic/Rare stat.
Raw Damage % can no longer appear in Armors, Belts and Boots as a Magic/Rare stat.
Elemental Damage % can no longer appear in Belts, Shoulders and Bracers as a Magic/Rare stat.
Attributes
Savagery 5 and 10 (Critical Strike Damage) have been swapped with 35 and 40 (Reaper Damage Multiplier)
Savagery 60 is now based on the difference between your Raw Damage and Elemental Damage instead of Skill Damage and Elemental Damage.
Fury 30: Reaper Damage Multiplier is now 30% instead of 50%.
Fury 45: Increased Attack Speed is now 20% instead of 50%.
Willpower 30 (Elemental Prowess) now gains +2% Elemental Damage per trait instead of 1%.
Willpower 30 (Elemental Prowess) has been swapped with 60 (Elemental Resistance).
Bravery 15 (Increased Elemental Damage based on Legendary numbers) has been moved to Bravery 75. Other Greater Traits have been moved down so Bravery 30 is now at level 15, Bravery 45 is at 30 etc...
Ancestral Legacy
Cold Snap now deals 80% (+10% per rank) Elemental Damage instead of 40%+5%.
Burning Rage now grants 10%+2% Raw Damage and 25%+3% Critical Strike Damage instead of 20%+3% and 50%+5%. Burning Rage now costs 5% Life instead of a flat Life cost and lasts 7 seconds instead of 12.
Scorched Earth now deals 15%+8% Elemental Damage instead of 15%+3%.
Elemental Emergency now grants 110+50 Elemental Damage instead of 110+18.
Reapers
Reaper of the Recruit now deals 10 times your Experience Find as Additional Damage instead of 1.
Big Fury Reaper now has +4 Max. Raw Damage per level instead of +2 and has +0.5% Raw Damage Multiplier per level instead of +1%.
Primordial Big Fury Reaper now has +3% Raw Damage instead of +4%.
Reaper of Ferocious Affinity now grants +8% of your Max Mana as Raw Damage instead of +5%.
Primordial Reaper of Ferocious Affinity now grants +15% of your Max Mana as Elemental Damage instead of +20%%.
The Most Powerful Reaper now has +1% Reaper Damage Multiplier per level instead of +2%.
Reaper of the Sharpshooter now fire +3 Additional Projectiles instead of +2 while Idle.
Reaper of the Larva/Chrysalis/Butterfly: Movement Speed multiplier is not 0.3% per level instead of 0.5%.
The Ancestral Legacy Reaper: Power Crystals now deal 100% Elemental Damage instead of 30%.
Reaper of the Goldfish/Magnificent Leviathan: Skills now have a 60 second Cooldown.
Primordial Reaper of the Goldfish/Magnificent Leviathan: The Primordial Malediction now only prevents you from benefiting from Attributes' Greater Traits instead of all Traits.
The Mighty Knight
Practice Makes Perfect's Critical Strike Chance is now +0.5% per rank instead of +1%.
Miracle: Call of the Wild now fires 6 Additional Projectiles instead of 10.
Triple Fun now has +10%+2% per rank to fire +2 Additional Projectiles, and 100% Chance is the cast is Fortunate or Perfect instead of +2 Additonal Projectiles and +4 if Fortunate or Perfect.
Upheaval Strike's Silence duration has been increased to 1 second, from 0.5 seconds.
Shining Star's Blind duration has been increased to 8 second, from 4 seconds.
Friendly Knight now has increased Critical Strike Damage equal to the highest Level among The Fierce Huntress and The Mischievous Mage instead of the total of both.
To Glory now increases the Luck by 2 instead of 3.
Never Skip Leg Day now has +10%+3% Chance to Stun instead of 30%+3% Chance.
Static Vortex no longer removes Whirlwind's CD.
The Fierce Huntress
So Many Arrows now costs 64+64 Mana instead of 31+31.
Heavy Rain now deals +15% Increased Damage instead of +30%.
Backstab now deals 0%+2% Increased Damage instead of 0%+3%.
Punishing Fence now grants 25%+5% Critical Strike Damage instead of 50%+10%.
The Weight of Sorrow now grants 10+6 Life on Hit instead of 5+2.
Know your Enemy now grants 5+3% Projectile Damage Reduction instead of 10+4%
Superior Endless Quiver now grants +2 Additional Projectiles and another +3 Additional Projectiles when Tormented, instead of +5 Additional Projectiles (at max rank).
The Mischievous Mage
Experienced Battlemage now grants Critical Strike Damage equal to half the level of The Mischievous Mage instead of being equal to the level of The Mischievous Mage.
Protective Ray now deals 15%+3% Elemental Damage instead of 5%+2%.
Concentrated Ray now deals 30%+7% Increased Damage instead of 60%+24%.
Prismatic Ray: Side Rays now deal 50% Reduced Damage.
Autobiography now grants Ancestral Strike Damage based on the number of fully upgrades Passives and Upgrades instead of twice that number.
Reap what you Sow now grants +0.5% Mana Max per rank instead of +1% and 2+1 Mana Regen instead of 1+2. Reap what you Sow no longer counts multiple times enemies in range of multiple breaches.
Gravitational Force now costs 249 Mana instead of 0.
Rifts of Oblivion now costs 0 Mana instead of 27+27 per rank.
Orb of the Obliteration Master now only casts a single Orb regardless of Additional Projectiles.
Orb of the Temporal Master now only casts a single Orb regardless of Additional Projectiles.
Arcanic Leyline now grants 10%+2% Increased Area Size instead of 10%+3%.
Remnant Clouds now deal 25%+10% Elemental Damge instead of 10%+4%.
Mana Protection now grants Armor equal to 5%+3% of your Mana Max instead 0%+2%.
Changes on Clones
Skills cast by Arcane Clones now cost you Mana as if you were casting them.
Arcanic Delegation now costs 54 Mana instead of 18.
Clone of Obliteration now costs 306 Mana instead of 116.
Temporal Representant now costs 300 Mana instead of 100.
Pulsating Clone now costs 174 Mana instead of 58.
Orb of the Arcane Clone now costs 612 Mana instead of 204.
Defensive Clone now costs 126 Mana instead of 0.
Legendaries
You now have to deal damage to enemies hit to trigger Golden Fleece of Midos and not just hit them.
Inextricable Torment now reduces the damage by 10% (+0.5% per Reinforcement Level) instead of 40%+2%, it increased the Attack Speed of enemies by 50%+5% instead of 40%+0% in a 4 yard radius instead of 2. Inextricable Waistguard was initially designed for Thorns/Retaliation builds, and not as a defensive item. Hence the changes.
Additional Balance Changes
Inner Fire's base Damage has been increased to 50% Skill Damage from 25%.
Overdrive's base Damage has been increased to 60% Skill Damage from 30%.
Projectiles can no longer Pierce AND Fork. A Projectile will try to trigger the highest stat first, and try to trigger the second stat only if the first has failed.
Early Game Life Regeneration Changes
To ensure that it is a bit easier for new players to recover Life at the early stages of the game, we've made the following additions:
The Mighty Knight now has +2 Life Regeneration at Level 1.
The Fierce Huntress now has +1 Life on Hit at Level 1.
The Mischievous Mage now has +3 Life on Kill at Level 1.
Bugs Fixes
Crashes:- Fixed a rare crash when using Huntress' Turret- Fixed a rare crash when using Autobiography from Book Smash while dying- Fixed a rare crash occuring when rapidly casting skillsBugs:- Sound FXs have been improved in Town (and should be quieter).- The FPS drop when opening the Traits menu should no longer occur.- You can no longer open your inventory right before the Expedition result menu and lose rewards.Knight:- Astral Meteor's tooltip now displays 1.5 yard radius instead of 3.- Elder Lance's Elder Raid should now work properly.- Elder Lance should now properly work with Fury's level 45 Attribute.Huntress:- The first Skill on each Floor should now affect Serenity.- The Huntress should no longer remain untouchable after casting Tumble.- Arrow Shot triggered by Evasive Fire should now behave like a regular Arrow Shot (and inherited Additional Projectiles).Mage:- Clones will no longer stop working when Totem Increased Effect is too damn high.- Ray of Obliteration's Sound FX should properly stop after The Necromancer boss.Have fun!
New Slormite Chronicle for our second month anniversary and we have lots of good things to share!
New Patch coming next week!
First thing first, we have our largest patch to this date coming next week. We've been working on quite a lot of things that we are going to talk about below and detailed Patch Note will be released with the patch.
Also, because we've changed the engine and because various things might break the game, we are going to deploy this patch on the Experimental Branch at first so we can make sure everything is working properly. The Experimental period should not last long if everything works properly.
If you're interested in checking the new patch on the Experimental Branch, please do so. Your feedback matters a lot. Especially, if you have a 1440p or 4k screen, we need to know that everything is working properly. ːsteamhappyː
What's New in Patch 0.2.0
Game Engine Migration
So we've decided to update our Game Engine to a more recent and more powerful version (we moved from GameMaker: Studio 1.4, to GameMaker: Studio 2). We felt that the sooner was the better since we believe that most issues preventing players from entering the game were related to the engine and fixing these issues were our top priority.
Migrating from an engine to another prevented me from working on new features hence the long hiatus. However, I've had to rework multiple systems to make the game work with the new engine so I took the chance to upgrade a bunch of things.
New Settings
The Slormancer now supports 2560x1440 and 3840x2160 resolutions.
Windowed Full Screen is now a thing.
You can change the monitor where the game is displayed.
You can customize FONT SIZE.
Also, fonts should no longer appear blurry/fuzzy on various resolutions. It should be nice and sharp.
You can lock the cursor to screen.
For other resolution settings: 21:9 (and above) support will come later. Due to a pretty rigid UI, I have to rework a bunch of things to make it work but we feel like we've already spent too much time working on technical stuff and not enough on content so we'll switch to content for a while for now.
Balance Changes
We believe that it is too soon to make small changes and tweaks on individual Upgrades, Passives or Skills unless they are widely overpowered so we mostly worked on general things such as Equipment as a whole, and mostly targeted specific stats such as All Damage Reduction.
We are not going to detail everything here, as we'll post a detailed patch note during next week. However, here's what you can expect:
The most important changes are on Equipment. We like how Crafting works in The Slormancer, however it is detrimental to the excitement of looting new gear. So we're introducing a new genre of stat, called "Pure Stats". This is basically a critical roll of a stat on gear.
These can be found on looted equipment but cannot be rolled by Friedrich. Also, if you modify the score or the stat itself at Friedrich's it will lose its Purity and turn back to a regular stat.
Every stat on an item can be Pure, so you can loot an Epic Item with up to 7 Pure Stats.
The difference between the perfect roll of a stat and a Pure roll is between 1% and 10%, so nothing crazy, but quite noticeable.
We also have plans to upgrade Pure Stats chances and scores, but we'll talk about it later.
Items can no longer roll the same stat twice since. The original purpose was to increase the possibility and the number of combinations on each item but it did the opposite, and players tend to just stack the same stat over and over.
Reinforcement now offers diminshing returns. +1 Reinforcement gives a +15% bonus, +2 gives +14% bonus, up to +15 and above granting a +1% bonus to the Reinforced stat. That is instead of the former Reinforcement that granted +15% bonus to stats, at any Reinforcement level.
We've made changes to how Slormelines work during Reinforcement. Players tend to completely bypass the Potential mechanic at the later stages of the game, which was obviously not intended. Instead of giving +10% Chance on items of equal rarity, Slormelines now work for every item regardless of rarity with different rates. The Normal Slormeline now gives +0.1% Reinforcement Chance, Epic Slormeline now gives +15% Reinforcement Chance etc...
We've also reduced the value of some stats that were easily stacked on items, such as Critical Strike Chance or All Damage Reduction.
We've made a lot of other changes but I feel like I'm writing the patch note all over again, so I'll just talk about the most important changes:
Projectiles can no longer Pierce AND Fork. A Projectile will try to trigger the highest stat first, and try to trigger the second stat only if the first has failed. This change was made so you actually have to pick one of these options (or a little bit of both) and build around it. Same as how you can build around Overdrive or Inner Fire but not both while playing Melee.
If you are a Mage using Arcane Clones: Skills cast by Arcane Clones now cost you Mana as if you were casting them. We really love Arcane Clones but we just feel they are just too strong all around. Especially because they can cast Skills with the most expensive Upgrades without batting an eye.
Other Changes
Mastery Changes The following changes were made to keep the original idea of using the actual Skill you want to upgrade but also to offer players an alternative to slowly but passively upgrade other Skills. It should now also be easier to try out a new Skill from the start and level it quicker once your level is high enough:
Characters will now gain a permanent +2% Mastery Gain per level so gaining Mastery gets easier over time.
Every time a Skill gains Mastery, other equipped Skills will gain a small portion of Mastery as well.
Enemy Changes We've had lots of feedback talking about how easy the game is or how dumb enemies are. We hear you. But right now, Enemies and Breaches are still missing a good amount of important features that will make the overall experience harder, so we feel like now is not the time to drastically change their behavior.
However, we do feel like Melee enemies (The Skeleton Soldier and The Rogue) are not oppressive enough (or should I say, AT ALL), so we've increased their Movement Speed, their Cast Time and their Attack Speed by quite a bit (if you're a new player, these changes are made throughout the first Act, so you can still get the basics at a comfortable pace).
What's Next
So once the 0.2 build is stable, we are going to focus on adding content for a while. We know we've been working on fixing bugs and technical features for too long and it is now time to add fun stuff!
While working on the 0.2 version, we've made progress on our upcoming Major Update. We have everything sorted out, we now need to move everything into production.
We're happy with what we are about to offer but I can't share much more about it yet. However, I've managed to sneak into the dungeon and take a few pictures of the upcoming enemies. They will introduce new, and hopefully fun, mechanics.
That's about it! We hope you enjoy reading these posts!
The game is 1 month old! Woohoo! So we'll use this opportunity to take a look back at the release and what's to come for The Slormancer.
About the release:
We are very happy with the sales numbers of the game which are way above our expectations, so thank you to all the players who trust us by playing the game during Early Access! We hope you will continue to have fun for a long time!
We are also pleased with the overall feedback from players and the game's reviews in general, however we know that the game is far from perfect and we will work to correct the most important issues raised by the community.
Here are the different major points that drew our attention:
- The Mastery System is problematic because it discourages players from experimenting (same goes for Reapers and Equipment). It also creates an unhealthy meta of "afk-mastery farming".
- The lack of diversity of enemies and environments, but this was expected, and will be corrected throughout the Early Access.
- The Difficulty level and the speed at which players tend to reach the last level of Wrath, while the game is still far from offering all the content to improve his character.
- The Crafting System. We know that it is appreciated overall but we are aware that it is currently too easy to optimize your equipment, starting from any piece, and that it is possible to optimize Craft a bit too easily.
- Stats Generosity. We found that it was VERY easy to get several stats like Fork, and Pierce over 100% without any difficulty. This is partly due to the Crafting system, the Slormite bonuses, but also to the way our items are designed.
Apart from these points, we are very much aware of some technical problems:
- Performance Problems of some endgame builds which are partly related to the generosity of the game but also to optimizations issues.
- Some players still can't launch the game, or run into a black screen problem very quickly.
- The resolution is not suitable for all screen types.
- The Font is too small and can be difficult to read under certain conditions.
There are other problems in the game but these are our top priority.
What's to come:
1. Minor Update
We will make a Minor Game Update in the next few weeks, which will take care of :
Balancing the game, in order to reduce the overall strength of most builds and to fall back to a difficulty level that suits us. Players are already able to easily complete Expeditions in Wrath 10 besides the fact that a lot of customization options are still missing. It is important to understand that as it stands, we have no interest in adding new content, such as new monsters with interesting mechanics, since they will get one-shot before their Breach even opens.
This will be done by updating a number of Skills, and by making important changes to Equipment.
Don't worry too much about balance and please note that our goal will never be to crush builds for absolutely no reason. It is a single-player game after all so fun is more important than a perfect balance. However, we know that players tend to do the most optimal thing even if it's not fun at all, so we have to be careful about that.
An Equipment Overhaul. We want to put the Loot back into the center of the experience. It is currently too easy to find the right piece, and upgrade it through the crafting system, and never have the opportunity or the desire to change it. This is a fundamental problem in a loot game.
The addition of some of the most requested Quality of Life features, especially in terms of inventory management.
2. Engine Migration
Now that the pace is a bit slower, we will take the time to migrate to a more modern Game Engine. This migration should solve a number of compatibility issues along with black screen issues. The operation should not take too long but requires preparation.
3. Major Update: The Prison Update
We're about to finish preproduction of the first Major Update of the game and we'll try to share exciting content when we have something to actually show. Right now, we're at the stage of Excel files and funky prototypes.
The addition of a Minor Update in the calendar and the Engine Migration may delay the release of this Update but we will try to meet our deadlines. Though right now, we feel that the game is not healthy enough to just add additional content on top of it, so the priority goes to stability and balance.
MAJOR BUGS: - Freezes should no longer occur - Breaches should always close when all enemies have been defeated
Since these were top priority bugs, we did not had that much time to work on other things.
Generals: - Projectile Knockback is no longer applied to Melee Skills :x - Critical/Ancestral Damages reduced to 0 should no longer count in the Expedition Recap - Result Menu should now properly display the time
The Mighty Knight - Training Dummy should now properly work - You should now be able to properly cast Banners even when close to a wall
The Fierce Huntress - Light Ballista should now be able to find a target when cast near walls
The Mischievous Mage: - Improved Performance when channeling Ray of Obliteration (clones included), with more to come - Arcane Clones channeling should change their target less often (to prevent the Disco Night Club effect) - Arcane Clones should now be able to find a target when cast near walls - Remnant's Vulnerability now applies the debuff with the proper icon
Another patch to fix bugs, and hopefully black screen issues and/or freezes.
Performances: Hoverall, the game should be much friendlier to low-specs Graphic Cards. If you had Black Screen problems and freezes since last patch, they should be resolved. If not, let me know.
I mostly spent time working on these issues, so not a lot of other changes today.
Generals: - Damages to Elites should now be displayed properly
The Mighty Knight: - Vengeance is best served cold should now work properly (and should work fine with Mastering Retaliation) - Elder Armor should now display changes without having to reequip your armor
The Fierce Huntress: - Auto-Aim System should now properly work with multiple projectiles
Legendaries: - Soul Eating Mantle now works with Whirlwind - Soul Eating Mantle no longer works with Arcane Breach (Not a Channeled or Damage over Time skill) - Aestia's Ring of Life's Cooldown should now only start when the effect is over - Aestia's Ring of Mana's Cooldown should now only start when the effect is over - Bulwark's Resolve should now display the correct value
Reapers: - Reaper of the Manabender should now trigger Mana Detonation only with its Primordial form - Manabender's Cooldown should now only start when the effect is over - Vindictive Slam should now be properly triggered be split or forked Projectiles - Reaper of the Vindictive Slam's Holy Ground should now deal the proper damage (from 10% to 30%) - Reaper of the Nimble Warrior should now work properly when 0 damage is dealt
Elements: - Burning Trail's debuff icon should no longer blink
Attributes: - Zeal 15: now properly refers to "Skills" instead of "spells" - Willpower 45: now properly counts Wandering Arrow as a Minion - Bravery 30: You should no longer gain Greed stack when unequipping gear
Crashes: - Fixed a crash when dying while using Book Smash
Generals: - Projectiles should no longer pass through Wall when FPS gets low or when their speed is too damn high! - Elite Damage Reduction wasn't actually working at all (it does now) - Enemies with a Movement Speed reduced by 100% or more should not moonwalk out of the fight anymore - You should no longer be perma-stun when your Tenacity is above 100% - Elite Fallen Knights should no longer be knockbacked toward you - Skeleton Wizards should no longer teleport out of their Breach area - Mastery Notifications should no longer take your Mastery Modifiers from gear into account - Combo & DPS Counter should now pause when a menu is open - In the Expedition Result screen, Total Damage should now be displayed properly, even if it's above GAZILLIONS DAMAGE
- If your Inventory is full while picking an item from a Random Pack, it will be dropped on the ground instead of being destroyed - Same if you buy it from the Sales Tab
- Small QoL: Items with Highlighted Stats will also be highlighted in your Inventory - Small QoL: Potential Progress is now displayed with decimals
Attributes: - Willpower: Rank 30 should now add the correct Elemental Damage (based on Points AND Gear) - Determination: Rank 15 - same as above - Points AND Gear should be taken into account - Fury: Rank 45 should now properly increase Attack Speed even if the CD has started - Bravery: Rank 15 should now properly trigger when picking up Materials and Slormites
Knight: - Deflect should no longer work on Area of Effect Damages - Deflect's Safety Bubble should now properly work - Deflect's Avenging Wrath should now only work when Fortunate or Perfect - Living Blood should now properly move to the closest enemy - Grapplink Hook's Commandeer should now properly work all the time - Grappling Hook's Commandeer should now properly give Attack Speed to minions under your command - Bleeding Overdrive's Trail FX should be of the correct color - Mastering Retaliation should now work properly - Luck should no longer go above 100 - Changing floor with 100 Luck should now properly trigger Perfect Cast effects on your next cast
Huntress: - Volatile Hurricane should now properly spread - When near a top Wall, Arrows should no longer move through the wall. - Evolving Wilds should now properly move to the closest enemy - Legacy of Pain from Turret Syndrom should now properly work - Heavy Explosive Projectile's Auto-Aim System should now properly aim toward target area - Smoke Screen: The game should no longer think you closed a Breach when losing aggro while going Invisible - Hunting Net should now pull enemies to the center before doing damage - Immortal Arrow's Instructions Points should now properly disappear all the time
Mage: - Wall of Omen should stop indefinitely expand on rare occasions anymore (or maybe it won't. This one's a rebel.) - Lost-in-Time should now properly end even if enemies are out of sight (also true for other DoTs) - Time Warp should no longer teleport outside the map on rare occasions - Arcane Sovereign should now properly Fork or split upon hitting Wall of Omen's Temporal Split - Book Smash's Remnants no longer display Heavy Encyclopedia's AoE - Ray of Obliteration should now properly stop when you change its upgrades while casting it - Ray of Obliteration's Armor of Obliteration now properly adds Elemental Resistance - Ray of Obliteration's Armor of Obliteration now also works when Arcane Clones are casting Ray - Against The Necromancer, Remnants should no longer show Damage Numbers when he is shielded and invulnerable - Arcane Breach's Gravitational Force should now only attract enemies within the range of the Breach - Attunement Pulse's Relay Point should now work properly on Arcane Breaches - Two AoEs dealing their damage at the same time such as Temporal Friction triggered by Rift Nova or 2 Arcane Breaches in the same area, should now both properly deal their damage - Remnants of Orb of the Arcane Master should no longer trigger Temporal Friction - School Orbs rotating around the Mage should no longer disappear after Time Warp
Elements: - Burning Trail should no longer slow your FPS down
Legendaries: - Aegis Justice now only triggers when Crest Shield is equipped - Aegis Justice is now fired in the right direction - Sahrusiel's Pact (when used with Reaper of Primordial Affinity) should now properly deal its damage over time and not Afflict you - Inextricable Waistguard now benefits from AoE Increased Effect - Inextricable Waistguard can no longer benefit from more than 100% Aura & AoE Increased Effect
Reapers: - Primordial Reaper of Ferocious Affinity now properly adds 20% Max Mana to Elemental Damage (instead of 100%) - Idle-based Reapers should now properly add or remove their effect when using Click to Move - Primordial Kah Veer can now trigger Thunderstruck with any kind of Critical Strike (except from Thunderstruck) - Primordial Reaper of the Nimble Warrior is no longer removed when received 0 or less Damage - Primordial Reaper of the Nimble Warrior's Critical Strike Chance is now correctly multiplied with Nimble Champion Stacks - Thornbite Reaper should now properly add its Thorns Multiplier when Idle
- If you unlocked Adam Nostrus' Primordial Bow by reaching level 100 with a Primordial Reaper in an older patch, you should now be able to evolve it
UI - UI no longer says "+- XXX" Goldus when purchasing an item - Skills in your Action bar should no longer be erased upon loading - You can now properly select Reapers with a Controller
Performances: - Improved Performances for a couple of upgrades in the Bravery Trait (Rank 15 & 30) - Minor Improvements made to performance (might be a 10-15% FPS Improvement. But hey, that's a start)
Hi everyone! For today's patch, we've worked on the last crashes that we've found and most importantly, on Performance. It's quite far from over but that's a start. We've also been working on Out of Memory issues. It was a complex matter that took me a bit of time, so I didn't had the time to work/fix on a lot of other things.
Crashes: - Fixed a crash occuring when a Boulder would fall while dying - Fixed a crash occuring when casting Ray of Obliteration for too long - Fixed a crash when looking at Ancestral Skills with Swift Wings of Hermesal Equipped - Fixed a crash when closing the Blacksmith with an item being crafted - Fixed a crash when throwing an item away at the Blacksmith
Perfomances: - Drastically Improved FPS on Orb of the Temporal Master. - Drastically Improved FPS on Floating Damage Numbers / XP Numbers / Gold Numbers. - I used the word Drastically twice, so it has to be better. -> Much more to come later on.
Out of Memory Issues: - Fixed Memory Leaks here and there that should greatly reduce the number of "Out of Memory" crashes. - The game should no longer slow down during extended periods of gametime (or at least much less).
Attributes: - Dexterity: Rank 60 should now properly work.
Huntress: - Sharpened Blades now create Ravenous Daggers when hitting a wall. - Ravenous Daggers coming back at you also trigger Ravenous Swirl. - You should no longer get stuck in environment while using Tumble.
Mage: - Clones casting Orb of the Arcane Master will now be casted at the correct place when using a controller. - When using Rapidcast, you can no longer cast Ray of Obliteration while casting the clone (same for Arcane Barrier). - Arcane Clones should now keep casting when their target is out of screen range. - Arcane Clones should now properly attack when close to walls. - Wall of Omen should now stop expanding indefinitely.
Balance: - "Shadow Repercussion" now starts its Cooldown once its effect is over. - Rebound no longer resets the duration of the Projectile after the first Rebound. - Some Auras, such as "Air Conditioner" are now capped to no longer benefit more than 100% Aura/Area Increased Effect (Air Conditioner being the only one right now).
Extras: - You can now take a screenshot via Steam. - You can move up and down Friedrich's store with Mouse-Wheel.