Many problems and bugs have been tackled, but on the side the Samurai got re-worked and many buffs have been done.
Improvements
- Zone Generation is now about 3 times faster than before - Client system re-written should make online play stabler
Fixes
- Fixed false positive bans - Fixed ilevel 1 drops from dungeons and crypts - Fixed synergy and damage calculating for stats runes and hero talents - Re-written how stats are read in the game, everything comes from 1 place now to dodge inconsestancies - Unstable Rift now has an exit portal + wave counter - Fixed memory leaks from the zone generator
Balance
- Increased Hlevel 1 req to 5 mil - Increased chance of an item being a weapon from 23% to 30% - Leviathan balls now have 1 x player_amount of hp instead of 10 x pamount - Improved the drop chances between difficulties, inferno giving much more than hell and hell giving much more than nightmare. - Slightly decreased drop rates for mythics and legs - Decreased manacosts further on physical classes
Samurai
- Fixed For Honor talent texts - Fixed Bushido talent texts - Fixed a bug with shadowstep (can go out of map) - Fixed Shuriken Throw using evasion talent points.
Lancer
- Buffed Counter scaling by 10% per level - Buffed Spike Shield damage scaling - Buffed Charge damage scaling - Buffed Shield Bash damage scaling - Added a graphical indication for Endless Charge
Necromancer
- Fixed Minions not doing anything - Fixed Damned and Melee minion attack frames - Fixed crash on necro when using abilities
For bug reports and feedback you should all join Discord. We Devs are really active there and will answer your questions and you can check bugs that are fixed in real time.
We don't read steam forums that often as discord works so well for these things!
- Wormhole starts from 125, its endgame so you will need a proper gear before going in. - Inferno is now monster level 200, this is an absolute endgame difficulty. - Buffed Gem / Rune drop rate slightly - Buffed weapon damage scale per ilevel slightly - Buffed weapon flat magic per ilevel slightly - Buffed Mythic/Legendary drop rates slightly - You can no longer walk into voids/water, but you can still fall into them if you fail your jump. - Added tooltips to Hero Level Talents - Increased scaling per Rarity on items - Hud Improvements to inventory for more clear read - Added Set bonus effects on full sets in inventory. - Added amazon bow skins - Increased Mythic and Legendary drop chances - Improved Scaling on all item rarities, increasing the gap between them - Set rune rarity colors - Weapon no longer gets damage from elemental runes. - Lowered manacost scaling on physical classes
Fixes
- Wormhole boss kill crash bug fixed - Upgrade screen wont let you back out before the upgrade is done - Fixed color of can upgrade (was red by mistake) - Fixed new gems not working - Fixed upgrade cost on satanics - Fixed a whole bunch of crashes and bugs
- Fixed Homing Rocket tooltip to tell the proc chance - Changed agility to flat 50 MS boost and the damage boost is percentual now - Fixed crit bug on client
- Summon Mauler HP now increases by 15% per level instead of 1% - Summon Mage HP now increases by 10% per level instead of 1% - Summon Mage Damage now increases by 5% per level instead of 1% - Summon Damned Legion HP now increases by 25% per level instead of 1% - Summon Damned Legion Damage now increases by 2.5% per level instead of 1%
Paladin
- Righteous Fury now also increases your attack damage percentually
- Blood Demons fixed - Manacalypse nerfed from 125% start to 10% start and 2.5% per level
Shaman
- Nerfed Elemental Blast and Earth totem damage
Marauder
- Removed damage type and synergy from Heavy Ball - Heavy Ball buffed from 5% starting and 1% per level to 25% starting and 5% per level - Random Scatter proc 42 => 23% - Iron Mark proc 20 => 24%
Plague Doctor
- Plague capped to 10 stacks - Nerfed Crow Mask by 50%
Shield Lancer
- Nerfed Counter scaling from 1% per level to 0.25% per level
DISCLAIMER: If you don't want to loose your saves, leaderboard scores etc make a NEW ACCOUNT for playing the beta. If you use your main account many things will be deleted / reset.
Opt into the beta:
Here are the current patch notes for the BETA:
PATCH 3.0
Major Changes
- Whole game engine re-programmed for better performance - Saving and Loading improved for faster speed. - View Port for the game is now 1024x576 instead of 966x544 - Hero Level now has its own talent tree so you can decide how to better build your class - The game now also supports 120FPS which makes it more smoother for good PC's! - You can now jump on any class by default = Spacebar (Xbox "A") or (PS4 "X") - Minions are now Mercenaries and you can choose between melee, ranged and magic mercenary. - Melee merc skill trees are Offensive/Defensive - Ranged merc skill trees are Marksman/Sharpshooter - Magic merc skill trees are Offensive/Healing
Networking
- Every player can now go to any zone without being dependent of the host - Re-written all code in the networking engine for better performance, stability and experience - Fixed host/client dealing and taking damage bugs.
Gameplay
- You can now shoot 360 degrees, any direction you desire. - All items and loot is now pickable and wont be autopicked, including relics gold keys etc. - Enemies can now be seen behind large objects with shader outlines
Loot
- Removed Chest / Helm synergies from the game. - All loot is now hand crafted, no more spell weapons with strength etc. - Weapons now have types, and only specific classes can use specific types
Content
- Death reason is back, better than before! - Weapons now show on your character! (This part took LONG!) - Added 8 unique hand crafted dungeons for EACH ACT! - Added 7 new runes - We have added an additional item slot for SHIELDS! Which can be used with one hand weapons! - 10+ Zone based unique dungeons with specific loot drops added to the game - Unstable rifts added to the game, random portal that spawns and takes you to the rift which gives loot as reward!
Balance
- Max level lowered to 100 - Difficulties lowered to 3 (Normal, Nightmare, Hell) - Enemies now scale based on Areas and difficulty, not player level - Difficulties now only increase loot drop chance instead of quality - iLevel is now capped, and items can be upgraded up to level 10 with satanic dust and rubies. - Runes are now applied into items, the talent rune tab has been removed completely. - Classes no longer have stat synergies that dont work on them (STR classes wont have ENERGY, and wise versa) - There is now 3 different damage factors, Range and Melee that work with STR and Spell that works with Energy (so casters damage scales with energy) - Life & Mana per hit is now determined by your weapon's damage, not players max hp. - Equipping items will keep your mana to max mana and hp to max hp as it was before equipping. - Slow on enemies now also affects their attack speed - Bosses have a 0.5 second immunity upon spawning.
Relics
- Ankh and Holy Water have been removed from the game, HC needs to be HC and people shouldnt be farming for these relics just because "they are mandatory". - Shocker cooldown decreased from 7.5 to 2 seconds.
Graphics
- All loot graphics have been re-made with a higher quality standard - Added enemy death animations - GUI Elements made better - Text more readable - Weapon animations are now shown for idle, walk and attacking.
Improvements
- Movement, glitching etc has a major improvement - Item comparision graphics in your inventory list shows very accurate indications now (Green/Red arrows for offensive, defensive and utility)
Sound
- Soundwork in the game improved, added unique death sounds to all enemies and more! - Added ambient & athmospheric sounds - Added unique attack swing sounds to all weapons - Tuned the overall sound levels, mixed by our new sound guy - Lowered music sound levels
You are free to come by and ask any questions and we will try our best to give you answers! We also take suggestions and like to talk about how to improve the game!!
We have been working quietly and hard for the past 4 months. We are soon ready for public beta on the update, but are still polishing a few things!
Here are some of the 3.0 features!
Items Ton of hand crafted items and more stat varieties like cold damage, lightning damage, poison damage, mana per second, hp per second, mana after kill, hp after kill, magic find etc etc.
Runes Runes are no longer upgraded or have a star rating. Runes are what they are and can be equipped into weapons as well as the new gems!
Satanic Upgrades Since we capped ilevel and hand crafted satanics to suite different classes and playstyles we added a way to upgrade the item 10 times to have a sense of progression!
New Enemies We have been adding quite a lot of new stuff in the game, including new enemies :)
More area varity There will be a bunch of unique dungeons tied to a specific act and zone where specific stuff like runes drop more frequently.
Art improvements All the boss lairs now have a really unique feeling and atmosphere along with the game overall. All weapons in the game can be seen on your hero when equipped, and they all have unique attack animations too! :)
Shield Lancer We are also launching a new class "Shield Lancer" with the 3.0 patch!
So hard work, sleepless nights and overall stress has paid off, we have pretty much finished doing all the weapon animations so you can expect to show off your swaggy weapon in 3.0 to everyone ;)
We are also adding plenty of new zone specific dungeons where you can farm for certain stuff, for example the "Old Tower" in ACT 1 Zone 4 has 3 levels with a "miniboss" that drops runes with the highest chance in the game.
We wanna put more weight on different areas in the game, so the player can do more than just grind wormholes. Also "Magic Find" stat is added to the game, to increase drop chance for special items.
Networking engine re-work now enables players to have individual gaming experiences within the same game. The host no longer determines where you can go and when you have to leave a certain place, you can now just venture on your own while chatting with other players and join them via town portal if you wish!
All weapons also have unique sound work done to them for the best audio-visual feedback.
Currently we are re-writing the networking code and working on rest of the weapon attack animations etc. The Networking code re-write will feature the system where clients are no longer host dependent, everyone can go wherever in the game they please so if the host leaves a zone the clients wont longer follow the host.
What we have already done:
- Cleaned all the code in the game, removed around 10000 lines of useless code. - Ported Hero Siege from GMS1 to GMS2 - Made loading and saving 10 times faster - Made animations for every weapon in the game by hand, yes pixel art in this is kinda crappy since you cant just make a model and put it into a skeleton like in 3D - Improved a boat load of things in the game art, sound and game play wise.
Here are the notes for what they are now, we will have a longer list closer to beta:
GENERAL
- Whole game engine re-programmed for better performance - Max level lowered to 100 - All loot is now hand crafted, no more spell weapons with strength etc. - Due to new loot statistics and hand crafting there is now way more variety in the game! - Weapons now have types, and only specific classes can use specific types - Removed Chest / Helm synergies from the game. - You can now shoot 360 degrees, any direction you desire. - Saving and Loading improved for faster speed. - View Port for the game is now 1024x576 instead of 966x544
Content
- Weapons now show on your character! (This part took LONG!) - Added 8 unique hand crafted dungeons for EACH ACT! - Added 7 new runes
Balance
- Difficulties lowered to 3 (Normal, Nightmare, Hell) - Enemies now scale based on Areas and difficulty, not player level - Difficulties now only increase loot drop chance instead of quality - iLevel is now capped, and items can be upgraded up to level 10 with satanic dust and rubies. - Runes no longer have star levels, drop rates are much lower and upgrades cost more but are instant and have a 100% success rate - Max rune level is now 6 - Classes no longer have stat synergies that dont work on them (STR classes wont have ENERGY, and wise versa)
Graphics
- All loot graphics have been re-made with a higher quality standard - Added enemy death animations
Sound
- Soundwork in the game improved, added unique death sounds to all enemies and more! - Added ambient & athmospheric sounds - Added unique attack swing sounds to all weapons - Tuned the overall sound levels, mixed by our new sound guy - Lowered music sound levels
We have transfered Hero Siege from Game Maker Studio to Game Maker Studio 2 and since we need to do quite the clean up we decided to do a really BIG clean up, so practically re-write the game again.
Over the years starting from being beginners in programming, making the game for 6 years and picking new skills and logical thinking the game has become a layered mess of new systems on top of old systems and newer systems on top of new systems. It's really hard to add content and fix bugs since many things are done in multiple places.
What can you expect from this cleanup?
- Better performance, higher FPS - Getting rid of the multiplayer problems and bugs in the process. Since systems will be implemented better and smarter, the whole multiplayer code will be optimized for maximum performance. - More frequent balancing which is now 100 times easier and faster to do since everything is managed by 1 script instead of 4-5 different scripts. - Easier to add content such as new enemies, items etc. - Faster work pace for us developers.
Sorry if the text is confusing, Its 7 AM and I still havent completely woken up yet. Anyways good things are coming! :) Cheers, and thank you for supporting the game!!!
Features we are working on, and that will be in future update:
- 360 direction attacking, we will get rid of the 4 direction combat. - Bigger view scale to get rid of distorted pixels in 4K screens etc. - Completely new item art and item system - More things to craft! - More exciting things... more later ;)