We have been at it nonstop since the last announcement! A lot of things have changed, and we have worked hard with a few hardcore players from the community to iron out the balance to make the game challenging in both early and end game!
As always, let me know what you think and what needs work in your opinion on the comments below :) We'll make an effort as a community of devs and player to bring everyone the best Hero Siege possible!
Here are the patch notes:
General
- All monster affix except enchants are displayed as icons below the health bar. - Reduction now starts at 12.5% per armor point and grows 1% per level per point - Player Reduction is now maxed at 95% of enemy damage, so blocking damage completely is impossible now. - Player Buffs and Debuffs are now drawn on top of the exp bar. - Polished world map - Water and space levels now have less gravity - Removed damage scaling on enemies per player in multiplayer - Lowered Exp gain a bit, current system you outlevel too hard - Increased high rarity monsters damage scale a bit - Increased item damage scale per rarity by 10% - Slightly increased enemy base DMG scaling - Added new grid based pathfinding for the enemies - Chat now makes a global message of all players who die in HC and who find an angelic weapon
Items
- Nerfed some stats that scaled too hard with ilevel - Added scaling to items with AS
Fixes
- Fixed crash with more than 3 players - Fixed Multishot for clients on Marksman - Fixed stucking in enemies - Fixed going to right side at any difficulty in town - Fixed Rune drops, no more OX spam. Also gives now 3 rolls for high mid and low rune per drop - Fixed drawing APS on different FPS settings (was messed up AF) - Fixed a shop crash with melee minion skins - Fixed Steel Shields some times not doing damage on Paladin - Fixed Shattered Katana damage - Fixed Shadow Anomaly bat damage - Fixed a bug in the shop - Fixed a one handed sword being two handed - Fixed Elemental flat damage not drawing - Fixed invisible enemies - Fixed Dragons Head relic OP - Shrine Damage Boost and Exp Boost is now working correctly - Fixed all the crashes from bug reports
Classes Overall
- Buffed all ability damage scaling by 10%
Lancer
- Increased Counter starting amount from 10% to 20%
Samurai
- Omnislash now hits targets around the target (bigger mask)
Paladin
- Holy Hammer cooldown reduced to 1 second. - Increased Shield Bash starting damage - Holy Hammer Mask is now way bigger than before - Steel Shields now have a orbit radius of 64 px instead of 32
Nomad
- Sand Throw now has a bigger Mask - Vanish Illusions now have correctly placed and bigger Mask - Demolishing Tornado Mask is now bigger and tick rate is faster
So we reset the beta to gather valuable data from a fresh start perspective! Go out there and try how the game feels, all the feedback is welcome and you should definitely join our discord since we read the threads there every day!
- Fixed a crash with minion - Fixed enemies hugging the east wall - Re-wrote the whole enemy step code for better optimization - Relic system re-written + all stat relics revisited - Nerfed minion attack cooldown - Fixed crash with mercenary - Fixed scattershot scatters not dealing damage - Fixed killing the dummy in town - Fixed minion taking ghost damage - Fixed a dupe glitch - Fixed Pirate Talent 9
General
- Increased satanic drop rates drastically - Increased ilevel gap for mythic and down to 150 - ilevel on drops can now be on a -2 to +2 range of the monster level - Every kill now randoms only 1 slot it drops for satanics instead of rolling for all of them - Flying now only works on voids / water but no longer for other objects - Improved talking to NPC's, made it impossible if you are on top of an item that needs to be picked up - Improved balacing so that trash mobs have less HP than rare ones. - Improved Quest log placement and visuals - Enemies now have specific multipliers for rarities such as more HP, more Armor, Block etc. - Optimized Minimap - Improved starting area graphics - Slightly bumped EXP gain
- Nethermancer skin added - Dark Mage skin added - Moved reset vote above "Exit" - Unstable rifts now save so cannot be exploited with TP - Frozen enemies now explode into ice pieces - Added bunch of new sound effects - Satanics now have an unique drop sound
Fixes
- Fixed Solo WH - Fixed a false positive ban - Fixed Rune duplication - Fixed a crash when using active items and killing an enemy with it. - Fixed a UI bug - Fixed minion resurrection bug and multiple resurrection flags - Fixed "Always show loot" option not saving - Fixed navigation in socket clear prompt - Fixed Trading flagging anti-cheat - Fixed boss bug in WH if other player opens the portal - Fixed Reset Vote not working - Fixed forehead bullets on guns
Samurai
- Fixed Samurai's Warrior Plunge damage calculation - Sound effects done for all spells
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.