Hey everyone, after a beta period of 2 weeks, the Ruins of Guild City is now officially available, with full progress achievements and loot.
It features 5 unique bosses each with challenging mechanics. There is a rare Raid Boss Pet that drops off of the fourth boss, new Raid armor and weapons, as well as unique dyes which you can acquire. So gather your party and venture forth to take on this new content today!
In addition to the Raid, we've got a bunch of other fixes and improvements to the game, including a new accept/decline prompt for queue pops, fixes for Shaman and Bard bugs, and more.
Here are the patch notes for this morning's update.
The adds on Boss 2 of the Raid have had their health and damage decreased a bit.
The amount of time given to complete Boss 3 before the enrage has been increased from 5 minutes to 6 minutes.
Fixed a bug which was causing stats not to show up in along the left-hand side in the inventory screen of new players.
When the Trickster Goblin dies, a Public Event beam will now appear at the location where it died for 2 minutes.
When entering a zone (e.g. logging in or teleporting in), you will now have a 5 second invulnerability during which time you cannot attack or be attacked by anyone with PvP enabled (assuming you yourself have PvP enabled as well).
Trickster Goblin token carriers can now be attacked in safe zones by other players even if that other player is themselves in the safe zone.
The Trickster Goblin will now spawn every 4 hours (instead of 6.5).
The Paladin’s protection shield will no longer show up in the the Transmog station.
Fixed Public Event zone circles showing up opposite of what they should be.
The amount of XP received when using the Grinding Tool has been significantly increased and is now a total of 40,000 XP for a full Level 1-5 charge.
When utilizing the Grinding Device, when an eligible creature is killed nearby, you will now see a visual effect showing that the grinding device received the essence. This should make it easier to tell when you are killing the correct creatures for the level you are charging the device.
The Scoundrel’s non-PvP base damage has been increased by 10%.
The Warrior’s shield recharge time has been restored to 10 seconds. The Paladin’s anti-tankbuster mechanic cooldown has been changed to 12 seconds. Tankbuster mechanics have been re-balanced to accommodate.
Fixed a bug which could cause the Scoundrel’s card deck to become un-grabbable in some circumstances.
Pet crates will now show up correctly on the Auction House.
Hey folks, huge update today, we're excited for you to get your hands on all the new content.
Overworld Quests
- More than 15 new quests have been added to the Overworld, including the Explorer’s League Output quest chain, as well as side quests involving the Brotherhood and more. - These quest lines are tied into the Main Story via Randel, and grant XP and another way for new and existing players to level up their characters. - The Explorer’s League Outpost quests will lead to actual changes to the world including new Apprentice Smith vendors available in the Overworld. - Additional steps to the Explorer’s League questlines will be added in future patches.
Great Recombinant Introspective Never Dull Ingenious New Gathering (GRINDING) Device
- The GRINDING device can be acquired from the “G.R.I.N.D.I.N.G Inventor” located in the Odd’s and End’s shop in Highsteppe. - The device can be deployed onto the ground. Once deployed, it will absorb essence from nearby monsters which you kill, storing up both XP and loot rolls based on the monsters’ loot table. Note that it will only function in the Overworld. - After a certain number of monsters are killed, you will level up the device, receiving a bonus chest of extra loot rolls from the monster, as well as loot rolls unique to the device, such as transmog styles and a mount. - Note that as the device reaches higher levels, you will receive a higher chance of getting these unique rolls. You will also receive larger bonuses of XP. In exchange, the device can only be charged at higher levels by defeating higher-level monsters (based on the monster’s absolute level). Therefore you will need to go to some of the farthest reaches of the Overworld if you want to fully charge your device. - After the device has been fully charged past Level 5, it will reset to Level 1 so you can begin the process over again. - The unique rewards for the device are all either tradable or come in crates which can be traded until they are opened, which means these are great medium- and very-rare items which can be sold or traded to other players. Trickster Goblins
- Trickster Goblins will spawn every 8-10 hours in a random overworld zone. A notice is sent to all players on the server when this occurs. - Trickster Goblins can only be damaged by players with World PvP Enabled. When they are killed, they will drop a chest which can only be looted by players with World PvP Enabled, which contains one or more Trickster Goblin Tokens. - These tokens are not soulbound, and therefore will drop if you are killed with PvP Enabled. - If you are in possession of one of these tokens, you are unable to use Mage Portals or Teleport Pillars, Safe Zones will not protect you nor let you trade with other players, and you will have to wait 10 minutes to logout of the game. - These tokens can be safely stashed in your Player House until you acquire enough of them to make purchases at the Trickster Goblin vendor in Highsteppe, to receive unique items such as transmog styles and a mount.
Other Player VFX
- A new setting has been added to the Player Menu which allows you to control whether or not you will see other player’s VFX by class type. - In addition, if you mute a specific player, you will now no longer see their VFX.
Miscellaneous
- The throw distance of physical objects (e.g. Shaman Orbs, Musketeer Turret, etc.) has been increased by approximately 30%. - Decurse (on all classes) will now prioritize Bleed-type effects (which deal damage over time) first. - The dram cap has been increased to 5 million. - Muting a player should now work more reliably. - Legendary Weapon styles have now correctly been added to the game and existing weapons with these skins have been updated accordingly. - The turning feature for locomotion has been improved; now when you use the snap or smooth turn and you are not in the center of your playspace, you will rotate around that point. This should make using the turning when not centered feel much better! - Status effect icons will now stack together and display a number of total active effects when the status effects are the same and the durations are either longer than 2 minutes, or the expiration time is within 1 second of each other. - Additional dye drops have been added to many places in the world, check out this post for more info. Raid Beta
- The Ruins of Guild City Raid Beta is now available to play! - This is a 10-person Raid designed with challenging mechanics. - During the Beta, you access the raid exclusively by using the Queue system in the social menu (the same way you queue for a dungeon). - During the Beta, nothing you do will be saved in the Raid Instance. Also, trash mobs have been removed since we are mostly concerned with testing boss mechanics at this time.
Raid Loot - The Raid Loot system this time around utilizes a token system for each slot of armor. A new vendor will be added to Highsteppe which requires tokens (ranging from 5-8 tokens per piece) to buy items. - For example, the first Raid Boss will drop only gloves, and also only glove tokens. You will get one guaranteed token as well as a chance at a natural drop with each eligible kill. You can do one eligible kill per week. Therefore, you are guaranteed to get a glove roll after 5 weeks of kills even if you get no natural drops due to the raid tokens system. - Natural drops in the Raid are tradable with other party members until you leave the instance (including rare drops such as pets and mounts). Tokens are not tradable. - Non-equipment drops (such as dyes, pets, and mount) can be farmed as many times as you want per week. - Each piece of gear is class-specific, but the tokens can be earned on any class, and when purchasing the item from the vendor, you will receive the item for the token’s slot for whatever class is currently active (useful for gearing up alt classes).
Raid Tuning - The Normal Mode Raid features difficult mechanics which will need to be mastered to complete the Raid. From a damage and health standpoint, the bosses scale up to be approximately as hard (by the last boss) as a low-level Shard Dungeon. - Our goal with the Normal Raid Tuning is to present a challenge to the community that will be mastered over time to allow pick-up-groups to complete the raid. Therefore, we anticipate that veteran groups will be able to complete the Raid without too much trouble once the mechanics are learned. However, please feel free to give feedback on the tuning and let us know if we’re hitting the correct mark.
Class Balance
Ranger
- The base damage of Ranger shots has been increased by approximately 15%. - The damage bonus of Ranger globes has been increased from 14% to 15% per globe. - The damage of Ranger’s Power Shot has been increased by approximately 10%.
Paladin
- The Paladin’s anti-tankbuster mechanic (known now as “Light’s Defense”) is now activated by raising the off-hand into the air. You will see a transparent shield appear in your vision while it is active. It lasts for 1.5 seconds. During this time, the Paladin will reduce all damage taken by 99% regardless of how much energy is absorbed by their hammer. The cooldown on this ability is now 12 seconds. - The Plea talent which was previously activated by raising the hand into the air is now activated by holding the hand at a 90-degree angle to the body, like charging a sword for the Warrior.
Shaman
- The damage of the Shaman’s Lava Totem has been increased by 20%. - The bonus damage of Shaman Weakness when applied to targets has been increased by 10%.
Warrior
- The Warrior’s shield now regenerates in 12 seconds instead of 10 seconds.
Scoundrel
- The base damage of Scoundrel shots has been reduced by approximately 10%. - In addition to this, approximately 15% of the damage from Scoundrel shots has been moved from base bullet damage to damage that can be gained through the Showin’ Off buff. - The formula for determining the rank of the Showin’ Off buff has been modified, such that you can now shoot from a closer distance, or use less curve. You can also make up the difference of one or the other to some degree (e.g. firing from a farther distance will now let you use less curve, or firing with more curve from a closer distance). This should make it more useful to gain the Rank 4 and 5 buffs in more situations.
Musketeer
- Added a charged shot (1.5s trigger hold to charge) that interrupts the opponent - Reduced cooldown on Cure Wounds to 12s
Weakness Orb - Affected creature takes 5% increased damage from all sources - Affected creature takes 20% increased damage from Musketeer - Reduced cooldown on Weakness to 6s
- Frost Orb has been replaced with Impact Orb
Impact Orb - Does a large amount of damage to a single target - Splits damage among all targets in affected area - Does 50% increased damage in combination with Weakness - 10s cooldown
- Gravity Orb now slows all affected enemies in addition to its normal effects - Reduced cooldown on Decurse to 4s - Total Recall is now an innate Musketeer ability - Empowered Turret is now an innate Musketeer ability - Lifewell is now a permanent ability attached to the avatar’s body
Tier three musketeer talents have been replaced
- Curative Shield: Your shield orb now does a small amount of healing immediately - Explosive Shield: Your shield orb will now explode, dealing a small amount of damage to enemies within 4 meters
The Empowered Turret talent has been replaced
- Charged orb: Hitting an enemy with an orb fired from a charged shot will increase the orb’s range
The next major update to OrbusVR will land on June 11th, and includes both the beta of the 10-player Raid, as well as a set of new content and features based on your feedback.
Bringing Back the Overworld
As we already previewed in a previous post, we've heard your feedback that you want us to provide more content in the Overworld besides just Missions and Public Events. With the June 11th patch, we'll be introducing several new NPCs and questlines to the game which take place in the overworld, including the Explorer's League Outposts (Phase One), the Brotherhood, and more. In total more than 15 new quests will be included in the update. The Outposts questline is also the first time that we're introducing a quest which will change the world as you complete it; you'll see the outposts begin to take shape, and new NPCs will appear in the world as you progress.
Trickster Goblin
The Trickster Goblin is a rare spawn indeed.
The Trickster Chest was a popular PvP activity in the original game, and gave a nice rallying point for Open World PvP players to fight against one another on a regular basis. With this patch we're introducing a similar mechanic in the form of Trickster Goblins. These are special creatures which will spawn every 8-10 hours in a random overworld location. When they spawn, a server-side announcement will be broadcast to all players informing them of the zone that they are in.
Killing a Trickster Goblin will spawn a chest which can only be looted by players with PvP Enabled. Inside this chest will be Trickster Goblin tokens, which are tradabale (and therefore will be dropped if you are killed). A new vendor has been introduced in Highsteppe which will allow you to purchase some unique items with these tokens including new dyes, a cape, a helm and shoulder transmog set, and the Magic Carpet mount, which is only available via this vendor.
Great Recombinant Introspective Never Dull Ingenious New Gathering device
For those players that enjoy setting up camp and farming some monsters, a new NPC has been introduced which will provide you with the Great Recombinant Introspective Never Dull Ingenious New Gathering (or GRINDING for short) device. This amazing device can be deployed in the overworld near your location. Once it's active, every time that you kill a mob, a little bit of that enemy's chaos essence will be gathered by the device.
After enough essence has been gathered, the device will charge up to a new level, and deploy a reward chest which features items from the loot tables of the mobs that you were grinding, as well as some additional rewards specific to the device itself. However, each time that the device levels up, it will require more powerful enemies to charge it, based on the enemy's non-scaled level. Therefore, if you want to charge the device all the way to the maximum level, you will need to adventure throughout the farthest reaches of the realm.
In addition to the extra loot drops you will get from the enemy loot tables, you'll have a chance to get two unique dyes, a transmog helm and shoulder set, and the Arcane Mount from the device. In addition to that, all of these items will be tradable but only usable by one person, just like the very rare overworld drops.
Preview of the Magic Carpet and Arcane Mounts
The GRINDING device is a great way to not only boost your overworld drop farming, but also to gain some unique items that you can keep for yourself or sell to other players for a tidy profit.
Ruins of Guild City Raid Beta
The Raid Beta will begin on June 11th when the patch launches at approximately 12 PM (Noon) US Central Time. There is a new option in the Queuing system which will allow you to queue into the Raid. If you join as a party of 10 players you will all be kept together, otherwise you will be matched with other players attempting to keep a Raid-ready configuration if possible. Note that you will enter the Raid instance with all of your current stats, gear, etc. when you queue, but nothing that happens in the instance will be saved -- so you can feel free to experiment without worrying about wasting resources.
The Ruins of Guild City Raid features 5 unique bosses each with complicated and challenging mechanics which will test your group's skills and coordination. If assigning players to a mechanical rotation, dodging projectiles, healing raid-wide damage, and positioning bosses to avoid wiping the group all sound like a good time, then this raid's for you!
In terms of difficulty and tuning, the Normal Mode Raid's tuning is designed similar to a low-level shard. The mechanics will need to be done correctly to complete it, but there is some room for recovering from error and you don't have to be flawless by any means. The Hard Mode Raid on the other hand will be tuned similar to the Expert Mode Raid from the previous game, and will require incredibly precise execution of mechanics (including a few new ones that will be Hard Mode-only) to succeed.
Referring to our original end-game content blog post for Reborn, the Normal Mode Raid will drop +2 Epic equipment. Note that with Raid gear, the gear itself is specific to each class rather than armor type. Like Shard Dungeons, drops in the Raid can be traded until you leave the instance.
As with previous Raids, the Ruins of Guild City Raid will also feature some rare drops in addition to the equipment. Both Raid modes have a chance to drop two new unique dyes, and each have their own unique cape which drops off the final boss. The Normal Mode Raid has a very rare drop in the form of a Raid Pet. And for the first time in the Hard Mode Raid, we'll feature a very rare mount drop.
Assuming all goes well, the actual Normal Mode Raid will launch 2 weeks after the Beta, on June 25th. The Hard Mode Raid will follow after that by a few weeks for those groups who want an even tougher challenge.
There's a lot of content launching in this new patch, and we're very excited to see players tackle the Raid, go on some new quests, and engage in some new overworld activities. See you in-game soon!
There’s a new patch out today on client and server with the following changes:
Hit detection on ranged classes was re-worked a bit to make it more reliable when enemies are moving quickly.
Fixed an issue which could cause the first boss in the Crypt Dungeon to get stuck sometimes.
Fixed an issue with a couple of legacy achievements (one was removed which was never obtainable in the old game).
Made some changes to the AoE warning indicator so it should work more reliably and also not turn off prematurely when you aren’t actually out of the AoE area.
There’s been some updates to the Auction House UI to remove the drop-down menus and instead switch to a system of icons for the categories along with a scrollable list for the items. This should be compatible with Quest and just in general be faster to use.
Note: Artificing Tile names are still not showing properly, we are working on a fix.
Fixed an issue which could cause your grabber to stop working (e.g. unable to grab things like loot or chests).
Bolt-casting enemies (e.g. the ones that fire Wild Bolts) will now always cast both bolts in the same direction no matter what.
Thanks! We're also getting ready to unveil some of the next content that's coming in our June 11th patch, keep an eye on our blog for more articles coming soon!
Hey folks, we have another patch today adding quality of life features and fixing some remaining bugs.
The Relocation Anchors have been added to many other class items, as well as player avatar items including your tool slots and your Player Compass.
When accepting a Mission via the Mission Credits system, you will now get any mission for which you have reached the minimum level, regardless of if you have previously completed it. If you get a mission you have not previously completed, you will get full rep credit for it rather than reduced credit, but it will still spend a credit.
When accepting a Mission via the Mission Credits system, you must now turn in the mission on the same class which you accepted it.
There is a new menu option which can be used to disable the Grip to Autorun feature.
Inventory control buttons (such as destroy, use, etc.) now look more like buttons.
You can no longer use Teleport Pillars or Mage Portal spheres if you are currently in combat. It never really worked before and could cause a desync.
Fixed some minor miscellaneous bugs which could cause crashes on the server-side.
A new patch is going out this afternoon with a number of bug fixes and quality of life improvements. In detail:
The Ranger’s weak spots should now appear in front of spell effects.
King Sweetie Apples should now be much easier to harvest.
The Auction House will now correctly show the symbol for Runesmith Tiles to make it easier to identify.
We will only show a re-roll confirmation if you try to use a shard on an equipped item (before the confirmation would show but nothing would happen if you clicked accept.)
Icons for the very rare overworld drops and the Defend the Realm crown have been updated.
Randel’s location has been moved to be more obvious to new players.
Music and SFX have been updated in several zones.
The size of Runemage missile explosions has been reduced by around 50%.
The position of the notification that appears for successful Runesmith tile procs has been shifted downward, and the performance of those notifications has been increased.
Fixed a bug where the empty bottle by the Alchemy Station could activate sticky grip, causing issues.
Made chests a little easier to open overall.
Fixed an error which was happening sometimes with Voice Chat.
If you are disconnected from an active Battleground game and you re-login while the game is still going on, you will now be placed correctly back into that game.
When you leave a matchmade instance (e.g. from a Dungeon Queue), you will now be returned to your original party, or no party if you were not in a party when you joined the queue.
A few of the pulls in the Sewer Dungeon were re-worked to be less severe in high level shards.
Fixed a potential bug which could cause the Lich King to get stuck in a loop.
Grogon boss eggs and hatchlings will no longer count toward shard trash completion percentages.
If you die while PvP is enabled, you have a short period of time (currently 5 minutes) to disable PvP while you are in a safe zone.
Fixed a bug which could cause Warriors to teleport up high in the air after sword rushing to friendly targets.
Fixed a bug which would cause weird issues when attempting to swap the position of a max-stack item with another stack of the same item in chests.
If you press the “do cast” button twice in a row, once to submit a cast and again to actually cast the spell, and the spell verification hasn’t returned yet from the server, you will auto-cast that spell as soon as the verification does arrive.
Fixed the Arcane Explosion pillar to show the correct spell.
Fixed a bug with not being able to slide/teleport around a small area on the Airship docks.
Cloth Bravery gear will now correctly drop in the Overworld, not dungeons.
Sunfish, Bass, and Catfish are now easier to catch in general.
Dram rewards will now be given to shard activators who don’t get gear drops.
Resiliency (-1% Crit Damage) will no longer apply to incoming heals.
OrbusVR: Reborn launched a bit over two weeks ago, and since then we've seen a re-invigoration of the OrbusVR community, with many new and returning players joining us to play the game. We set new records for most concurrent players at launch, and the game continues to bring in lots of fresh faces every day.
Since launch we've been listening to your feedback and putting out patches multiple times per week to address bugs, add requested quality of life features, and just generally keep improving the game to make it even better. I wanted to take a moment to sketch out a quick roadmap for where the game is going over the next couple of months and what the community has to look forward to as we continue to add new content to the game.
(Quick note: we just pushed out Patch 10.83 fixing some more issues and adding some new quality of life features.)
June 11th: Raid Beta
Above; early work-in-progress on the Ruins of Guild City Raid
Beginning June 11th, we will have the Ruins of Guild City Raid available to beta test. During this time, you will be able to play the Normal Mode version of the Raid to help test boss mechanics and fights. We're still deciding exactly how this will work, but either we will bring back the Beta Launcher and copy over current game data to a development server, or we will offer it as a queue option in the live game, but like a Battleground nothing you do in the instance will be saved when you exit.
The Ruins of Guild City Raid will feature 5 new bosses with fun and challenging mechanics for 10 player groups. The Normal Mode version of the Raid will be tuned such that most players in OrbusVR who reach max level can complete it given a bit of effort, it should be possible for pick up groups to defeat it, etc.
Barring any major issues, the Raid will launch out of Beta and live for all to play on June 25th.
June 11th: Explorers League Outposts
In addition to the Raid Beta on June 11th, we'll be launching the beginning of a piece of new content based on your feedback. We've heard from many players that they miss the old Orbus overworld's sense of exploration, with multiple areas to visit and an over-arching questline. Although we provided a series of Lore Quests in Reborn, many players want something that takes them through the whole game from 1-30 in a cohesive fashion.
Your heroic efforts to aid Highsteppe and reclaim the realm have not gone unnoticed, and the Explorer's League has begun making plans to take back the desolate wastelands and battlefields of Patreayl one outpost at a time. With this patch, a series of camps have been established by the League throughout the realm, and they are requesting your assistance to bring supplies and aid, as well as to defend, these camps as they begin to rebuild.
Each camp will have a series of quests (like those from the original game/the lore quests from Reborn) to complete, and along the way you will begin to unlock things such as Apprentice Smiths at each camp, with future content leading to actual rebuilding of the camp itself into an outpost. All of this will also begin to tie in to an extension of Randel's questline, allowing us to provide further quests in the overworld and tell another part of the ongoing story.
Note that the June 11th patch will be the first phase of the release of this content, with further content coming every few weeks until the entire questline is implemented.
July 9th: Hard Mode Raid
Two weeks after the launch of the normal Raid, we'll launch the Hard Mode version, which will feature significantly higher tuning as well as some other surprises to challenge groups of players who really want to test themselves.
In addition to these major content releases, you can expect additional minor patches in-between with quality of life fixes as well as some work on balancing tanking and healing ahead of the release of the Raid Beta. There's a lot to look forward to coming up for Reborn, and we're glad to have you with us!
Hi, we have a pretty big patch for you today that should fix a lot of remaining issues from launch.
The buyout button now opens a confirmation window before purchasing the item.
The Size, Time Remaining, Bid and Buyout columns are now sortable. Click on the column header to resort the column in ascending, descending or default order.
Auction House results will now be sorted in order of ascending buyout price initially.
Monsters that spawn in groups should now respawn missing monsters after a few minutes when a partial group kill occurs (That missing Sorceress should now respawn). Partial group respawns are disabled in dungeons.
Corrected the orientation of the confetti gun, sparkle gun and tagger tools.
Players are now notified when exiting a PvP safe zone.
Master Second Class and Grand Master Second Class achievements have been fixed.
Reworked the title menu so the background buttons no longer interfere with title selection.
Fixed the bug where lure ingredients wouldn’t show on a lure if you put them on too quickly.
Increased maximum members a fellowship can have.
Players can no longer hit the Guaranteed Roll and Re-Awaken prompt buttons at the same time.
Fixed Warrior war horn not showing/hiding properly.
Fixed war horn and compass sometimes not triggering when put near your mouth.
Defend Fort Event Changes: Mage projectiles ignore crossbow when shield is broken. Increased Crossbow health Crossbow can fire every 3 seconds (rate increased from every 5 seconds) Tuned spawners on the event. Only one shielded mage spawns unless many people show up, then increased to two.
Corrected discrepancies for various weapons and their respective icons
Fixed missing model for Legendary Bow
Break It will no longer apply to Bosses.
The “jerkiness” of catching fish has been adjusted based on the amount of Strength that is available now on your primary weapon (so basically, less is required overall). Really rare fish (like the two new ones) still require substantial Strength to reel in easily (i.e. you may want to drink a potion).
If you snap your line while reeling in a fish, you now lose 5 durability rather than all durability for the lure. 1 durability = 1 cast normally, so it’s still a penalty, but not as severe as it was.
The +2% Crit Damage and Empowered affixes are now working properly.
Made some changes to voice chat to hopefully address remaining issues.
There is now a “voice chat status pane” that will be active if you have enabled the GPU Stats window. This is temporary to help us track down any remaining issues. Disabling the stats window will cause it to be hidden.
Thanks! We'll keep working on some of the remaining issues and we'll have more patches for you soon. We'll see you in game!
A lot of bugfixes in today's patch, here is the full changelog. We are still working on tracking down some of the launch day issues and we will be coming out with some more patches this week as well.
We hope you're enjoying the game and we appreciate the feedback and reports you have given us!
The Paladin has had its damage absorption and energy generation lowered in PvP.
After activating their Super ability, the Paladin can now activate it by holding grip for 0.2 seconds (down from 1 second).
A 5-second cooldown (and associated icon) has been added to the Paladin’s Hammer of Retribution and Hammer of Forgiveness talents.
Fishing bobbers should now appear correctly.
Fishing line should now turn red correctly even in bright daytime conditions.
The Runemage spell lines are no longer transparent so they should be easier to see in all lighting conditions.
Fixed a bug which could sometimes cause the “Continue…” button in dialogues to be incorrectly placed to where it was hard to click on.
Some enemies which were not showing casting bars during abilities such as World Bosses have been fixed.
The Transmog Station scrollbar now behaves the same as the other scrollbars and you can scroll it using the joystick or the laser pointer.
Added the new “Proxied” connection type which may work better for some players.
Randel’s location has been moved closer to the player starting position to make it more obvious that players should speak to him upon first logging in.
Fixed issue with Darius Giant Scav kill mission. ( You must cancel and re-accept to get changes)
When the Reincarnate mutation is activate, you will now receive credit toward completing the trash of a shard dungeon when killing the reincarnation of the mob.
Fixed the Scoundrel slow effect not working properly.
Some public events have now been labeled as Group events to indicate that they are intended to be done with a group and are difficult to solo.
Runemage Portal rituals will no longer cast if you are already in combat (before they wouldn’t cancel until the last step, now they will cancel immediately).