Another update for the test builds! This time it's a lot of fixes and general tweaks and improvements, but also an auto sort and quick sell option to the inventory and shops! Additionally, I've added 3 full new Legendary sets for the Templar, and some nice new art for loading screens and the menu.
I know many of you are waiting for it, so I'm also happy to announce that the next update will be the Berserker one!
Many thanks for all the feedback you've been giving me so far - the game is really shaping up nicely! Keep it up!
090916:
Test build specific:
New characters in the test build now get a new special "cache" item on creation, each cache contains a full legendary set
(this prevents flooding the ground and your bags with everything)
Visuals:
All ground burn effects now have smaller flames to less obstruct the view
Medella now shows a red barrier on herself when going invulnerable (when going nuts, and when teleporting)
Interface:
Added auto sorting button for the inventory
Added quick sell buttons for common, uncommon, and rare items
Added new menu background and loading images
Minimap now reveals walls in a larger radius around the player(s)
New internal handling of interface redrawing and updates (much faster, no more stuttering on low end machines), let me know if anything appears odd
Added tooltip info that you can hold ctrl to spend 5x points in skill tree
Mastery level ups now display similar to regular level ups
Updated the stat screen making it more readable, and adding the new stats such as Reach, and some additional tracking such as crystals spent on resurrections, etc
Stat screen will now also show class specific stats, but only to characters of that class (eg blocking for Templar)
Enchanting:
Adjusted material costs to make better use of Magic Essence
Rerolls are now cheaper, and augments more costly (let me know if *too* costly)
Anomalies & Difficulty:
Adjusted the progress calculations to be more accurate, especially in smaller and high level anomalies
Resistances are now reduced by an additional 1% per 10 floors after floor 30 (it used to cap at -30% on floor 50)
Adjustments has been made to all difficulty settings and difficulty scaling, both in story mode and Anomalies. More adjustments will be made (in particular monster health and damage on higher levels)
Difficulty information updated
Loot & Items:
Reduced the rate of which Elite monsters drop Magical Essence
Caine's Battlegear 4 set bonus: Blaze now deals 600% extra damage, up from 500%
Health on Hit has been limited to Weapon, Ring, and Offhand (shield, tome, arrow, etc)
Mana on Hit has been limited to Weapon, Amulet, and Spellbooks (Warlock offhand)
Added a Bleed Damage% enchant to items. May roll on weapons, offhands, and rings.
Renamed "Armor of the Valkyrie" to "Armor of the Shield Maiden" to not be confused with new Valkyrie set Added 3 new Templar sets!
War God
Soulpurger's Regalia
Valkyrie Battlegear
(New lightning set coming soon)
Monster skills:
Meteor spell now drop less meteors but with a larger range and larger damage
Blizzard, Meteor, Thunderous, Flailing, and Eruption deals increased damage for each level of difficulty
Templar skills:
Magnetic Overload now has 6/8/10% chance to pull on spawn, rather than 100%
Molten Armor now splashes molten steel around the Templar when recieving damage, rather than dealing thorns damage as fire
Blaze damage increased to 125/160/195% from 110/140/170%
Flare proc chance increased to 15/20/25% from 9/12/15%
Expulsion proc chance increased to 35/40/45% from 6/8/10%
Expulsion range reduced to 2/2.5/3 meters from 3/3.5/4 meters
Swapped places of Sword and Magic mastery lines
Respawning & Death:
Respawning now grants a 2 second invulnerability buff that is cleared if you attack
Increased speed of respawning
Changed visuals of respawning somewhat
You no longer lose experience on death before level 5
Mastery experience isn't lost upon death until Mastery level 5 (approx character level 21)
Dying inside a challenge area now resets all your cooldowns
Choosing to spawn in town will also reset all cooldowns
Sounds:
Tweaked some sound effect volumes (particularly lightning/chain lightning sounds and explosions) Performance:
Pretty much everything related to interface, like stash, inventory, skill trees, etc. has recived a performance boost and all known stutters/chops have been removed
Other:
Preparations for Berserker
Preparations for something secret :^)
Fixes:
Death now correctly also steals 5% Mastery experience (as it does regular experience)
Fixed Self Buff and Aura use function not properly activating passives
Fixed the 3 set bonus of Caine's Armor not being applied until 4 pieces were worm
Fixed issue where monster levels weren't updated on level up (thus lowering exp gain)
Fixed some skills such as Repulse and Magnetic lock shaking the screen like crazy
Fixed Wish not granting critical hit chance
Fixed being able to exit anomalies during bossfights if going through the entrance portal
Fixed cooldowns on the display not scaling with a display of 200% or more in size
Fixed skills being queued up prior to death being performed after reviving
Fixed active skill selection popup drawing rectangles outside the popup when moving the mouse outside
Fixed issue with Expulsion not dealing damage correctly
Fixed particles of Expulsion showing too short range
Fixed loading issue that could cause crash on load screens, especially Anomalies (there may still be issues here.. let me know if it freezes or becomes unresponsive!)
Item stacking in the world should no longer stack with stuff out of reach or behind walls
Another update for the test builds! This time it's a lot of fixes and general tweaks and improvements, but also an auto sort and quick sell option to the inventory and shops! Additionally, I've added 3 full new Legendary sets for the Templar, and some nice new art for loading screens and the menu.
I know many of you are waiting for it, so I'm also happy to announce that the next update will be the Berserker one!
Many thanks for all the feedback you've been giving me so far - the game is really shaping up nicely! Keep it up!
090916:
Test build specific:
New characters in the test build now get a new special "cache" item on creation, each cache contains a full legendary set
(this prevents flooding the ground and your bags with everything)
Visuals:
All ground burn effects now have smaller flames to less obstruct the view
Medella now shows a red barrier on herself when going invulnerable (when going nuts, and when teleporting)
Interface:
Added auto sorting button for the inventory
Added quick sell buttons for common, uncommon, and rare items
Added new menu background and loading images
Minimap now reveals walls in a larger radius around the player(s)
New internal handling of interface redrawing and updates (much faster, no more stuttering on low end machines), let me know if anything appears odd
Added tooltip info that you can hold ctrl to spend 5x points in skill tree
Mastery level ups now display similar to regular level ups
Updated the stat screen making it more readable, and adding the new stats such as Reach, and some additional tracking such as crystals spent on resurrections, etc
Stat screen will now also show class specific stats, but only to characters of that class (eg blocking for Templar)
Enchanting:
Adjusted material costs to make better use of Magic Essence
Rerolls are now cheaper, and augments more costly (let me know if *too* costly)
Anomalies & Difficulty:
Adjusted the progress calculations to be more accurate, especially in smaller and high level anomalies
Resistances are now reduced by an additional 1% per 10 floors after floor 30 (it used to cap at -30% on floor 50)
Adjustments has been made to all difficulty settings and difficulty scaling, both in story mode and Anomalies. More adjustments will be made (in particular monster health and damage on higher levels)
Difficulty information updated
Loot & Items:
Reduced the rate of which Elite monsters drop Magical Essence
Caine's Battlegear 4 set bonus: Blaze now deals 600% extra damage, up from 500%
Health on Hit has been limited to Weapon, Ring, and Offhand (shield, tome, arrow, etc)
Mana on Hit has been limited to Weapon, Amulet, and Spellbooks (Warlock offhand)
Added a Bleed Damage% enchant to items. May roll on weapons, offhands, and rings.
Renamed "Armor of the Valkyrie" to "Armor of the Shield Maiden" to not be confused with new Valkyrie set Added 3 new Templar sets!
War God
Soulpurger's Regalia
Valkyrie Battlegear
(New lightning set coming soon)
Monster skills:
Meteor spell now drop less meteors but with a larger range and larger damage
Blizzard, Meteor, Thunderous, Flailing, and Eruption deals increased damage for each level of difficulty
Templar skills:
Magnetic Overload now has 6/8/10% chance to pull on spawn, rather than 100%
Molten Armor now splashes molten steel around the Templar when recieving damage, rather than dealing thorns damage as fire
Blaze damage increased to 125/160/195% from 110/140/170%
Flare proc chance increased to 15/20/25% from 9/12/15%
Expulsion proc chance increased to 35/40/45% from 6/8/10%
Expulsion range reduced to 2/2.5/3 meters from 3/3.5/4 meters
Swapped places of Sword and Magic mastery lines
Respawning & Death:
Respawning now grants a 2 second invulnerability buff that is cleared if you attack
Increased speed of respawning
Changed visuals of respawning somewhat
You no longer lose experience on death before level 5
Mastery experience isn't lost upon death until Mastery level 5 (approx character level 21)
Dying inside a challenge area now resets all your cooldowns
Choosing to spawn in town will also reset all cooldowns
Sounds:
Tweaked some sound effect volumes (particularly lightning/chain lightning sounds and explosions) Performance:
Pretty much everything related to interface, like stash, inventory, skill trees, etc. has recived a performance boost and all known stutters/chops have been removed
Other:
Preparations for Berserker
Preparations for something secret :^)
Fixes:
Death now correctly also steals 5% Mastery experience (as it does regular experience)
Fixed Self Buff and Aura use function not properly activating passives
Fixed the 3 set bonus of Caine's Armor not being applied until 4 pieces were worm
Fixed issue where monster levels weren't updated on level up (thus lowering exp gain)
Fixed some skills such as Repulse and Magnetic lock shaking the screen like crazy
Fixed Wish not granting critical hit chance
Fixed being able to exit anomalies during bossfights if going through the entrance portal
Fixed cooldowns on the display not scaling with a display of 200% or more in size
Fixed skills being queued up prior to death being performed after reviving
Fixed active skill selection popup drawing rectangles outside the popup when moving the mouse outside
Fixed issue with Expulsion not dealing damage correctly
Fixed particles of Expulsion showing too short range
Fixed loading issue that could cause crash on load screens, especially Anomalies (there may still be issues here.. let me know if it freezes or becomes unresponsive!)
Item stacking in the world should no longer stack with stuff out of reach or behind walls
<Test build update> I've previously only written these announcements for larger or more significant updates, and just quietly published small updates. I figured I'd ask if you want an update note like this for each update! Please leave a comment to let me know what you think!
Anyway, I've taken care of the issues reported and tweaked and changed some stuff too. You should for example find more Crystal Essences now!
Let me know if you encounter any more problems. Thanks!
<Test build update> I've previously only written these announcements for larger or more significant updates, and just quietly published small updates. I figured I'd ask if you want an update note like this for each update! Please leave a comment to let me know what you think!
Anyway, I've taken care of the issues reported and tweaked and changed some stuff too. You should for example find more Crystal Essences now!
Let me know if you encounter any more problems. Thanks!
It's been a busy couple of weeks, but finally the first crafting mechanic, Enchanting (to some known as reforging), has been added to the test build!
I've also done a lot of work with various quality of life things, and a lot of polish. Among other things, you should find both combat and movement more responsive, and stackable items now automatically stack on the ground with nearby items of the same kind. Pretty nifty!
Anyway.. thanks for all the feedback so far! I'm looking forward to hearing your thoughts on the Enchanting system!
Speak to Chantie in the Chronicon to start a quest to unlock Enchanting
With Enchanting you can..
Scramble items, generating a fresh set of enchants (locked enchants remain)
Re-roll selected unlocked enchants for a random strength
Augment selected enchants, locking them and improving them beyond the roll caps (based on quality of item)
Movement and Collision:
Players no longer collide with eachother in multiplayer
Walking through foes or objects now slows you by 40% instead of forcing a set 50% base movement speed (so if you have higher movement speed, you can move through stuff faster now)
Health and Mana pickups:
Health and Mana pickups are now a bit more regular, and more frequent while above 50% health/mana (they will appear up to 70%)
Health pickups are also no longer guaranteed when at low Health, but the rate is still significantly higher than when at high Health
Health pickups now restore 20% health (down from 30%)
Mana pickups now restore 15% Mana (down from 25%)
Champions, Elites, and Unique monsters now drop health pickups more frequently
Pickups fade away faster
Skills:
Blaze: Maximum damage increased by 30%, flame size reduced for visibility
Fiery Blaze: Now also adds 20% movement speed to Blaze
Holy Fire: now triggers on hit effects
Using an Aura/buff's "Use" effect now has an animation and will trigger "on cast" and other special passive effects and skills
You can now right click (or (Y) on gamepad) a selected skill with 0 points spent in it to bring up the skill select again if you want to change it
Hitting a skill key will now queue up that skill to be performed next
There is a half second window in queuing up skills, meaning you can queue something that is just about to come off cooldown, and it'll be performed as soon as possible
Hitting a different key will override the queued up skill if there is time (eg mid-animation of another skill)
You can hold down any other skill key while queuing up other skills - whatever you queue is performed in between the skill that you are holding down, if possible
Skills are now placed at the target / location of your aim at the time of the button press, rather than at your target / location at the time of animation end
Unstable Dimensions:
Smaller in size
Doesn't spawn as frequently
Misc:
Added new loading screen illustrations and a simple loading bar
Music for the next zone starts directly on loading screen rather than after entering now
Cooldowns and buff durations no longer tick during cutscenes
Holding a movement key while holding an attack key no longer moves your character slightly between attacks
Blocking now displays a "Blocked!" text if enabled
Repeated info text from the same source no longer create multiple texts
Items & Loot:
Items now stack in 100 instead of 99 cause that was stupid
New item type: Crafting Material
New items:
Magical Essence (material)
Crystal Essence (material)
Soul Essence (material)
Crafting Material stack in 1000
Nearby stackable items of the same type will now stack up as they drop, so the ground is less cluttered and you do less clicking
Item tags now also show quantity
Added a small effect to items stacking and picking up items
Added a crystal counter that adds upp all crystals collected within a few seconds
Sound:
New sound effects for interacting with npc's, gaining mastery levels, some skills, and a lot of interface stuff
Fixes:
Fixed incorrect swapping of belt slots when stacking items
Fixed issue with mastery experience not being reset when creating a new character after playing an existing, causing the new character to end up in negatives
Fixed Holy Fire buff tooltip showing incorrect amount
Fixed Shield Slam getting assigned all points that was spend in your Mastery Tree
Fixed crash from speaking to Tinka's Other Brother before reaching level 10
Fixed the skill select popup being active and in the wrong place after swapping skill tree with it open
It's been a busy couple of weeks, but finally the first crafting mechanic, Enchanting (to some known as reforging), has been added to the test build!
I've also done a lot of work with various quality of life things, and a lot of polish. Among other things, you should find both combat and movement more responsive, and stackable items now automatically stack on the ground with nearby items of the same kind. Pretty nifty!
Anyway.. thanks for all the feedback so far! I'm looking forward to hearing your thoughts on the Enchanting system!
Speak to Chantie in the Chronicon to start a quest to unlock Enchanting
With Enchanting you can..
Scramble items, generating a fresh set of enchants (locked enchants remain)
Re-roll selected unlocked enchants for a random strength
Augment selected enchants, locking them and improving them beyond the roll caps (based on quality of item)
Movement and Collision:
Players no longer collide with eachother in multiplayer
Walking through foes or objects now slows you by 40% instead of forcing a set 50% base movement speed (so if you have higher movement speed, you can move through stuff faster now)
Health and Mana pickups:
Health and Mana pickups are now a bit more regular, and more frequent while above 50% health/mana (they will appear up to 70%)
Health pickups are also no longer guaranteed when at low Health, but the rate is still significantly higher than when at high Health
Health pickups now restore 20% health (down from 30%)
Mana pickups now restore 15% Mana (down from 25%)
Champions, Elites, and Unique monsters now drop health pickups more frequently
Pickups fade away faster
Skills:
Blaze: Maximum damage increased by 30%, flame size reduced for visibility
Fiery Blaze: Now also adds 20% movement speed to Blaze
Holy Fire: now triggers on hit effects
Using an Aura/buff's "Use" effect now has an animation and will trigger "on cast" and other special passive effects and skills
You can now right click (or (Y) on gamepad) a selected skill with 0 points spent in it to bring up the skill select again if you want to change it
Hitting a skill key will now queue up that skill to be performed next
There is a half second window in queuing up skills, meaning you can queue something that is just about to come off cooldown, and it'll be performed as soon as possible
Hitting a different key will override the queued up skill if there is time (eg mid-animation of another skill)
You can hold down any other skill key while queuing up other skills - whatever you queue is performed in between the skill that you are holding down, if possible
Skills are now placed at the target / location of your aim at the time of the button press, rather than at your target / location at the time of animation end
Unstable Dimensions:
Smaller in size
Doesn't spawn as frequently
Misc:
Added new loading screen illustrations and a simple loading bar
Music for the next zone starts directly on loading screen rather than after entering now
Cooldowns and buff durations no longer tick during cutscenes
Holding a movement key while holding an attack key no longer moves your character slightly between attacks
Blocking now displays a "Blocked!" text if enabled
Repeated info text from the same source no longer create multiple texts
Items & Loot:
Items now stack in 100 instead of 99 cause that was stupid
New item type: Crafting Material
New items:
Magical Essence (material)
Crystal Essence (material)
Soul Essence (material)
Crafting Material stack in 1000
Nearby stackable items of the same type will now stack up as they drop, so the ground is less cluttered and you do less clicking
Item tags now also show quantity
Added a small effect to items stacking and picking up items
Added a crystal counter that adds upp all crystals collected within a few seconds
Sound:
New sound effects for interacting with npc's, gaining mastery levels, some skills, and a lot of interface stuff
Fixes:
Fixed incorrect swapping of belt slots when stacking items
Fixed issue with mastery experience not being reset when creating a new character after playing an existing, causing the new character to end up in negatives
Fixed Holy Fire buff tooltip showing incorrect amount
Fixed Shield Slam getting assigned all points that was spend in your Mastery Tree
Fixed crash from speaking to Tinka's Other Brother before reaching level 10
Fixed the skill select popup being active and in the wrong place after swapping skill tree with it open
The public test builds have been updated with a new mechanic: Mastery Lines. This is an additional skill tree and level/point system in which you can spend infinite points!
Additionally, some new and updated Legendary items have been added and some fixes have been applied.
Join the testing now and delve into the new stuff!
The public test builds have been updated with a new mechanic: Mastery Lines. This is an additional skill tree and level/point system in which you can spend infinite points!
Additionally, some new and updated Legendary items have been added and some fixes have been applied.
Join the testing now and delve into the new stuff!
Sorry for my long silence - I've been super busy working on the new skill trees! The final update won't be ready for quite some time, however I've made public test builds available, so you can check out the work in progress!
The Templar is first out, so if you want to give her new skills a spin, read here for instructions to accessing the test builds! (It's quite simple, don't worry!)
What's in the current test build?
All the new Templar skills (she now has approx 180 skills!)
Updated Templar legendary sets
Updated itemization
New stats and mechanics
Update interface visuals
New sound effects & skill visual effects Note: Many sound & visual effects are still missing/being worked on, and some old Legendary items are temporarily removed as they are not compatible with the new skills (they will be re-added with new effects on them, so don't worry!)
A ton of bugs (seriously, these are very rough and un-polished test builds!)
How these builds work
You use separate saves only for these builds
You can get instantly boosted to maximum level and get the update sets (optional)
You gain access to all waypoints
Gambling gives you high quality items at a super high rate
You *cannot* earn achievements, use the shared stash, or use the test build characters in the final builds
Why do test builds?
Feedback, of course! I also want to keep you guys in the loop rather than in the dark, and let you see what's going on.
There's a new sub-forum created for feedback on the test builds, check it out here!
Sorry for my long silence - I've been super busy working on the new skill trees! The final update won't be ready for quite some time, however I've made public test builds available, so you can check out the work in progress!
The Templar is first out, so if you want to give her new skills a spin, read here for instructions to accessing the test builds! (It's quite simple, don't worry!)
What's in the current test build?
All the new Templar skills (she now has approx 180 skills!)
Updated Templar legendary sets
Updated itemization
New stats and mechanics
Update interface visuals
New sound effects & skill visual effects Note: Many sound & visual effects are still missing/being worked on, and some old Legendary items are temporarily removed as they are not compatible with the new skills (they will be re-added with new effects on them, so don't worry!)
A ton of bugs (seriously, these are very rough and un-polished test builds!)
How these builds work
You use separate saves only for these builds
You can get instantly boosted to maximum level and get the update sets (optional)
You gain access to all waypoints
Gambling gives you high quality items at a super high rate
You *cannot* earn achievements, use the shared stash, or use the test build characters in the final builds
Why do test builds?
Feedback, of course! I also want to keep you guys in the loop rather than in the dark, and let you see what's going on.
There's a new sub-forum created for feedback on the test builds, check it out here!