A new patch is now out with the following changes/bugfixes:
The tooltip system in the inventory has been re-worked, and now tooltips should appear much more reliably and more quickly when hovering over items.
In addition, the Armor (for equipment) and Attack (for weapons) now appears as a small number on top of the icon visible at all times to help easily distinguish items from each other.
Fixed the Fireball and Fireball Lvl2 spells to be much more distinct. Also fixed a bug which could sometimes lead to a “rounded B” causing Fireball Lvl1 to cast instead of Lvl2.
A new option was added to the Locomotion menu where you can now disable the Vertical Direction mattering for sliding locomotion. So you can have your controller pointed downward and as long as you are going fully-forward according to the thumbstick/trackpad, you will go at full speed.
The amount of time an enemy stays around after dying has been increased a bit so you can better see the XP and damage done at the end of the fight.
If you equip your Warrior sword into your left-hand, your combo detection is now automatically switched so that left/right swings are reversed. A note was added to the Journal about this as well.
If using your Compass while you retrieve your gravestone, it should no longer become stuck. Should also prevent “North” indicators from getting duplicated and stuck as well.
Items with 0 durability will now show up with a Red background anywhere in your inventory, not just when equipped. However, note that when you repair your items at an Apprentice Blacksmith, only the equipped items will be repaired.
If you have the Journal open when a quest is updated or a new page is added, the blue “new page” exclamation mark will no longer appear on your Player Compass.
All fish now correctly weigh 0.1 lbs in your inventory.
We now pre-bake collision meshes rather than doing them at runtime which will hopefully lead to some performance improvements when switching between zones.
Re-worked the Guild Hall with some miscellaneous changes including better lighting.
A new patch is now out with the following changes/bugfixes:
The tooltip system in the inventory has been re-worked, and now tooltips should appear much more reliably and more quickly when hovering over items.
In addition, the Armor (for equipment) and Attack (for weapons) now appears as a small number on top of the icon visible at all times to help easily distinguish items from each other.
Fixed the Fireball and Fireball Lvl2 spells to be much more distinct. Also fixed a bug which could sometimes lead to a “rounded B” causing Fireball Lvl1 to cast instead of Lvl2.
A new option was added to the Locomotion menu where you can now disable the Vertical Direction mattering for sliding locomotion. So you can have your controller pointed downward and as long as you are going fully-forward according to the thumbstick/trackpad, you will go at full speed.
The amount of time an enemy stays around after dying has been increased a bit so you can better see the XP and damage done at the end of the fight.
If you equip your Warrior sword into your left-hand, your combo detection is now automatically switched so that left/right swings are reversed. A note was added to the Journal about this as well.
If using your Compass while you retrieve your gravestone, it should no longer become stuck. Should also prevent “North” indicators from getting duplicated and stuck as well.
Items with 0 durability will now show up with a Red background anywhere in your inventory, not just when equipped. However, note that when you repair your items at an Apprentice Blacksmith, only the equipped items will be repaired.
If you have the Journal open when a quest is updated or a new page is added, the blue “new page” exclamation mark will no longer appear on your Player Compass.
All fish now correctly weigh 0.1 lbs in your inventory.
We now pre-bake collision meshes rather than doing them at runtime which will hopefully lead to some performance improvements when switching between zones.
Re-worked the Guild Hall with some miscellaneous changes including better lighting.
A new patch is now available with the following changes and bugfixes:
Lore Books have been added to the world. These are books which are located in various locations throughout the game. Like the Player Journal, they can be picked up and read. When you're done reading them, just grab it by the spine and give it a little toss, it will go back to its original position. You can return and read these later if you wish. Some of these contain information that was put in your Journal during quests. We will be removing those Journal pages in a future update since it wasn't intended to stay in your Journal long-term.
Fixed an issue with the underlying voice chat system which could cause errors which would cause hiccups when invalid packets were delivered.
Fixed the spawners for herbs in various zones which were leading to an unintended level of scarcity of those items, particularly Weeping Krodo and Sydazoran.
Changed the PvP Bandit system. Now, there is a five minute "Bandit with No Bounty" penalty that will be applied for the following actions:
Attacking a player in the Wilds who is not a bandit, but the player surviving the attack
Picking up tradable loot on the ground which was not originally dropped by you. Note that Player Loot (as opposed to Monster-dropped loot) now appears as a Backpack in-game rather than a Loot Bag.
If someone in your party becomes a Bandit, then you will become a Bandit with No Bounty automatically as well.
If you kill another player then you will become a Bandit with a bounty, just like previously.
Any loot that you drop while a bandit (either with out without a bounty) is free-for-all loot.
Being a "Bandit with No Bounty" is the same as being a bandit for most purposes. Any player can still attack you, even if that player has their PvP Safety enabled, without becoming a bandit themselves. You cannot be aided unless you are in a party with another player who is also a Bandit. However, the key difference (other than the fact that Players will not receive a bounty for killing you) is that NPC Guards will not attack you, and your name will not be Orange when your bandit status is cleared.
You can now walk through Harvestable nodes in the game world.
Status Effects were previously allowing one more max stack of each effect than intended (if the maximum stack was greater than one). This has been corrected. In addition, when the max stacks of a Status Effect were reached, all instances of that effect were being removed. This has also been fixed.
Fixed an issue which was still causing some Status Effects (such as Bleed from the weapon affix and the Poison status effect for the Musketeer and Ranger) to tick for one less tick than intended in some cases.
Changed the way that the Lifesteal affix works. Now rather than being a very small amount of healing on each attack, instead there is a small percent chance for the affix to proc and return 100% of the damage done by an attack. The overall healing provided by the affix has overall been increased by this change.
Fixed several issues regarding Aberration mobs and aggro, including an issue where if you aggroed the Aberration then caused it to retreat, it would no longer bring its minions with it when subsequently aggroed. The aggro range was also incorrect.
A new patch is now available with the following changes and bugfixes:
Lore Books have been added to the world. These are books which are located in various locations throughout the game. Like the Player Journal, they can be picked up and read. When you're done reading them, just grab it by the spine and give it a little toss, it will go back to its original position. You can return and read these later if you wish. Some of these contain information that was put in your Journal during quests. We will be removing those Journal pages in a future update since it wasn't intended to stay in your Journal long-term.
Fixed an issue with the underlying voice chat system which could cause errors which would cause hiccups when invalid packets were delivered.
Fixed the spawners for herbs in various zones which were leading to an unintended level of scarcity of those items, particularly Weeping Krodo and Sydazoran.
Changed the PvP Bandit system. Now, there is a five minute "Bandit with No Bounty" penalty that will be applied for the following actions:
Attacking a player in the Wilds who is not a bandit, but the player surviving the attack
Picking up tradable loot on the ground which was not originally dropped by you. Note that Player Loot (as opposed to Monster-dropped loot) now appears as a Backpack in-game rather than a Loot Bag.
If someone in your party becomes a Bandit, then you will become a Bandit with No Bounty automatically as well.
If you kill another player then you will become a Bandit with a bounty, just like previously.
Any loot that you drop while a bandit (either with out without a bounty) is free-for-all loot.
Being a "Bandit with No Bounty" is the same as being a bandit for most purposes. Any player can still attack you, even if that player has their PvP Safety enabled, without becoming a bandit themselves. You cannot be aided unless you are in a party with another player who is also a Bandit. However, the key difference (other than the fact that Players will not receive a bounty for killing you) is that NPC Guards will not attack you, and your name will not be Orange when your bandit status is cleared.
You can now walk through Harvestable nodes in the game world.
Status Effects were previously allowing one more max stack of each effect than intended (if the maximum stack was greater than one). This has been corrected. In addition, when the max stacks of a Status Effect were reached, all instances of that effect were being removed. This has also been fixed.
Fixed an issue which was still causing some Status Effects (such as Bleed from the weapon affix and the Poison status effect for the Musketeer and Ranger) to tick for one less tick than intended in some cases.
Changed the way that the Lifesteal affix works. Now rather than being a very small amount of healing on each attack, instead there is a small percent chance for the affix to proc and return 100% of the damage done by an attack. The overall healing provided by the affix has overall been increased by this change.
Fixed several issues regarding Aberration mobs and aggro, including an issue where if you aggroed the Aberration then caused it to retreat, it would no longer bring its minions with it when subsequently aggroed. The aggro range was also incorrect.
A new patch is now available for download with the following changes:
Fixes for some crash-related issues
Based on your feedback and our own internal metrics, there’s more grinding that’s required than we were targeting especially if you are a mostly-solo player. As of this patch the amount of XP gained from monster kills has been boosted by approximately 30%.
Stacking the Lifewell orb, where you have 2 or 3 of them going at once under the same target, seems to be breaking a lot of the difficulty of some mechanics, e.g. making it to where the tank doesn’t even have to worry about dodging attacks. This isn’t an issue in small group or dungeon play where you are typically only bringing one healer, but in large group fights it’s leading to unintended strategies. As of this patch, we are modifying the way that the Lifewell orb works (more on this below).
The health bar on other players has been moved up a little to hopefully cause it not to be blocked by players wearing some helms.
Fixed a bug where when you exited the Jungle house you always ended up below ground.
Fixed a bug which was causing the Autorun to trigger only when grabbing an object, rather than only when not grabbing an object, as it should be.
Fixed a bug which could allow you to Shield Bash friendly targets such as guards.
House keys now have a weight of 0, so just keep them in your inventory all the time :-)
When spawning in, you now have a period of approximately 10 seconds where you will not aggro any monsters to give yourself time to load in.
The numbers appearing above another player’s ghost to tell you how long they must wait to be resurrected should now properly show in minutes rather than seconds.
Fixed a bug which was causing some Status Effects to “tick” for one less total number than intended.
Lifewell Orb Changes
The Lifewell Orb is intended to serve as a small heal over time that can be used after incoming group damage to heal up a whole party or group, or provide some healing over time for the tank to counteract ongoing damage. However, by stacking 2 or 3 (or more) of these on top of each other, players were able to become nearly invincible in a lot of situations, which was unintended.
Now, when you are standing on at least one Lifewell, you will receive a short-term buff similar to the Renew orb which grants you healing over time. The buff is automatically refreshed every few seconds as long as you are standing on a Lifewell. However, like the Renew buff, it cannot stack multiple times, and as such standing on top of more than one Lifewell has no additional benefit.
This also provides two additional advantages:
1. You can now easily tell if you are correctly standing on the Lifewell, as you will see the buff appear. 2. You can actually move through the Lifewell and receive healing for a short duration even after you leave its location, which can be useful in fights where there is a lot of movement or for example if you were standing on a well that you need to leave due to e.g. a danger zone appearing there.
Note that the total amount of healing you receive if you stand on a Lifewell from the beginning until it expires is unchanged.
A new patch is now available for download with the following changes:
Fixes for some crash-related issues
Based on your feedback and our own internal metrics, there’s more grinding that’s required than we were targeting especially if you are a mostly-solo player. As of this patch the amount of XP gained from monster kills has been boosted by approximately 30%.
Stacking the Lifewell orb, where you have 2 or 3 of them going at once under the same target, seems to be breaking a lot of the difficulty of some mechanics, e.g. making it to where the tank doesn’t even have to worry about dodging attacks. This isn’t an issue in small group or dungeon play where you are typically only bringing one healer, but in large group fights it’s leading to unintended strategies. As of this patch, we are modifying the way that the Lifewell orb works (more on this below).
The health bar on other players has been moved up a little to hopefully cause it not to be blocked by players wearing some helms.
Fixed a bug where when you exited the Jungle house you always ended up below ground.
Fixed a bug which was causing the Autorun to trigger only when grabbing an object, rather than only when not grabbing an object, as it should be.
Fixed a bug which could allow you to Shield Bash friendly targets such as guards.
House keys now have a weight of 0, so just keep them in your inventory all the time :-)
When spawning in, you now have a period of approximately 10 seconds where you will not aggro any monsters to give yourself time to load in.
The numbers appearing above another player’s ghost to tell you how long they must wait to be resurrected should now properly show in minutes rather than seconds.
Fixed a bug which was causing some Status Effects to “tick” for one less total number than intended.
Lifewell Orb Changes
The Lifewell Orb is intended to serve as a small heal over time that can be used after incoming group damage to heal up a whole party or group, or provide some healing over time for the tank to counteract ongoing damage. However, by stacking 2 or 3 (or more) of these on top of each other, players were able to become nearly invincible in a lot of situations, which was unintended.
Now, when you are standing on at least one Lifewell, you will receive a short-term buff similar to the Renew orb which grants you healing over time. The buff is automatically refreshed every few seconds as long as you are standing on a Lifewell. However, like the Renew buff, it cannot stack multiple times, and as such standing on top of more than one Lifewell has no additional benefit.
This also provides two additional advantages:
1. You can now easily tell if you are correctly standing on the Lifewell, as you will see the buff appear. 2. You can actually move through the Lifewell and receive healing for a short duration even after you leave its location, which can be useful in fights where there is a lot of movement or for example if you were standing on a well that you need to leave due to e.g. a danger zone appearing there.
Note that the total amount of healing you receive if you stand on a Lifewell from the beginning until it expires is unchanged.
Has a new implementation for playing video cutscenes which should hopefully resolve the crash issues some users were experiencing, as well as provide better performance.
Enables Static Batching for increased performance in some areas.
Fixes the auto-run so that it will not trigger when you press the Grip button while grabbing other objects such as your Pickaxe or Compass while moving. Adds the ability to grant surnames to Level 20 Characters.
Fixes a bug where blocking attacks of neutral NPCs (such as the Pilgrim) with your shield would cause them to aggro you.
Updated graphics in various places of the world including the walls around Guild City, as well as additional decorations and “static” NPCs throughout the world.
Fixed an issue where players on the SteamVR version of the game were no longer sending data to the server when their SteamVR overlay was active. This was probably leading to all kinds of weird behavior including getting disconnected or even crashing.
Fixed numerous reported crash-causing bugs and exceptions.
Added an additional locomotion option under the Turning options called “Strafe + Snap.” This is the same as the “Strafe + Turn” option but uses 45-degree snap turning instead of smooth turning.
Made the Ranger trap lighter weight so it’s easier to throw. Also increased the size of the collider for detecting if an enemy walks over it by approximately 50%. Finally, the trap’s cooldown will no longer trigger if the trap is thrown and doesn’t land on the ground. So now if for example you throw it on top of an enemy and it gets stuck there, you can try throwing it again a couple of seconds later.
The Character Login screen, when logging into your account the first time, should now correctly support all characters that are available on our keyboard. In addition, when you press “Enter” after entering your password it will show as asterisks like a standard website form.
The aggro ranger of low-level characters in the Wilds has been reduced to make up for the fact that the Wilds elites have a much larger-than-usual aggro range in general. In addition, we’ve moved the spawn points of the Wilds groups so they are less-close to the graveyard and zone entrance.
Increased the spawn rate of the Redtails at Cenn’s Farm – there are still a lot of new people joining who are getting stuck there waiting.
Re-did grass in the Jungle so the main road is more obvious.
Has a new implementation for playing video cutscenes which should hopefully resolve the crash issues some users were experiencing, as well as provide better performance.
Enables Static Batching for increased performance in some areas.
Fixes the auto-run so that it will not trigger when you press the Grip button while grabbing other objects such as your Pickaxe or Compass while moving. Adds the ability to grant surnames to Level 20 Characters.
Fixes a bug where blocking attacks of neutral NPCs (such as the Pilgrim) with your shield would cause them to aggro you.
Updated graphics in various places of the world including the walls around Guild City, as well as additional decorations and “static” NPCs throughout the world.
Fixed an issue where players on the SteamVR version of the game were no longer sending data to the server when their SteamVR overlay was active. This was probably leading to all kinds of weird behavior including getting disconnected or even crashing.
Fixed numerous reported crash-causing bugs and exceptions.
Added an additional locomotion option under the Turning options called “Strafe + Snap.” This is the same as the “Strafe + Turn” option but uses 45-degree snap turning instead of smooth turning.
Made the Ranger trap lighter weight so it’s easier to throw. Also increased the size of the collider for detecting if an enemy walks over it by approximately 50%. Finally, the trap’s cooldown will no longer trigger if the trap is thrown and doesn’t land on the ground. So now if for example you throw it on top of an enemy and it gets stuck there, you can try throwing it again a couple of seconds later.
The Character Login screen, when logging into your account the first time, should now correctly support all characters that are available on our keyboard. In addition, when you press “Enter” after entering your password it will show as asterisks like a standard website form.
The aggro ranger of low-level characters in the Wilds has been reduced to make up for the fact that the Wilds elites have a much larger-than-usual aggro range in general. In addition, we’ve moved the spawn points of the Wilds groups so they are less-close to the graveyard and zone entrance.
Increased the spawn rate of the Redtails at Cenn’s Farm – there are still a lot of new people joining who are getting stuck there waiting.
Re-did grass in the Jungle so the main road is more obvious.
A new patch is now available for download. The changes include:
Re-worked the way that the Ranger bow’s rotation works such that it should now no longer “go crazy” on Rift setups when holding your wrist straight. The actual aiming of the bow remains unchanged, but it should just no longer rotate in crazy ways when drawing it back.
Players who have been a bandit in the last 24 hours (real-time) will now have their name presented in Orange rather than white.
In the Cave Dungeon, the stalactites will now respawn every 30 seconds to help prevent a situation where there are no stalactites left to fight the boss with.
Vendors will now auto-close when you are walking away from them.
Fixed a bug where the game would begin to lag when walking far away from a Market Stall vendor with the window still open.
The next time you login, any achievements that you previously earned but were not yet recorded on Steam/Oculus (e.g. because they were earned during the Head Start period) will now be credited.
Adjusted the spell pages for the Frostbolt Level 1, Ice Lance, and Arcane Ray spells to better match what you need to do to cast them. The actual spell detection of these spells has not changed.
Fixed a bug which could cause players to be incorrectly labeled with the wrong name and appearance sometimes.
If you die before an enemy dies (such as a boss), you will now always have the same chance of getting loot as everyone else in your party, even if you don’t make it back to attack the boss before it is killed.
When you receive XP for killing a monster, if your current combat class level is less than that of your highest combat class, you will now receive a 33% bonus to the XP to adjust for the fact that there are not many quests to do while leveling your secondary classes.
Fixed a bug which was assigning stats such as Armor to capes from World Boss drops. We have also adjusted all existing inventory to remove these stats from existing capes.
The radius of the Warrior’s taunt horn-blast ability has been extended by approximately 30%.
Fixed a bug which was preventing shards from being acquired from breaking down all items. Now every time you break down a piece of equipment (except Fishing Lures) you should receive a shard.
Warrior shields now have 0 weight in your inventory.
A new patch is now available for download. The changes include:
Re-worked the way that the Ranger bow’s rotation works such that it should now no longer “go crazy” on Rift setups when holding your wrist straight. The actual aiming of the bow remains unchanged, but it should just no longer rotate in crazy ways when drawing it back.
Players who have been a bandit in the last 24 hours (real-time) will now have their name presented in Orange rather than white.
In the Cave Dungeon, the stalactites will now respawn every 30 seconds to help prevent a situation where there are no stalactites left to fight the boss with.
Vendors will now auto-close when you are walking away from them.
Fixed a bug where the game would begin to lag when walking far away from a Market Stall vendor with the window still open.
The next time you login, any achievements that you previously earned but were not yet recorded on Steam/Oculus (e.g. because they were earned during the Head Start period) will now be credited.
Adjusted the spell pages for the Frostbolt Level 1, Ice Lance, and Arcane Ray spells to better match what you need to do to cast them. The actual spell detection of these spells has not changed.
Fixed a bug which could cause players to be incorrectly labeled with the wrong name and appearance sometimes.
If you die before an enemy dies (such as a boss), you will now always have the same chance of getting loot as everyone else in your party, even if you don’t make it back to attack the boss before it is killed.
When you receive XP for killing a monster, if your current combat class level is less than that of your highest combat class, you will now receive a 33% bonus to the XP to adjust for the fact that there are not many quests to do while leveling your secondary classes.
Fixed a bug which was assigning stats such as Armor to capes from World Boss drops. We have also adjusted all existing inventory to remove these stats from existing capes.
The radius of the Warrior’s taunt horn-blast ability has been extended by approximately 30%.
Fixed a bug which was preventing shards from being acquired from breaking down all items. Now every time you break down a piece of equipment (except Fishing Lures) you should receive a shard.
Warrior shields now have 0 weight in your inventory.