GENERAL:
- Arena system has been added to the game.
- Local navmesh has been, allowing for smooth player navigation between monsters.
- Fixed several random crashes.
- Game now save before exiting when hitting alt + F4
- The player does not abusively lean anymore when rotating
- Spell tomes can now only be read once, as giving a percentage of a spell's required XP was too powerful. We will soon add the archivist, an npc that buy your tomes and gives you xp for any spell you know.
VISUALS:
- Introducing lens flares to the game.
- Fixed a bug causing Infiltration to permanently cloak your weapons until unequipped.
- Fixed Frost Giant warcry particle not appearing anymore.
- Brutal Strike look.
- Fixed the fog bleeding in house caves.
- Fixed a bug causing some skill-bound weapon trails to remain on screen indefinitely.
- Current stacks number is now displayed on DOT icons, and all DOT icons have been reworked to better fit the new passive skills icons.
- New portal visuals
- New magic effect globe
UI:
- Umbra, Rage and Health values can now be permanently displayed in the gameplay options. Values are now displayed on top of each gauge.
- In game time of day is now displayed in the top right of the screen
- Active effect tooltip is not removed anymore when the effect expires, but lasts until you move your mouse.
- Defense Regeneration value is now shown in your character sheet.
QUESTS:
- The “Advanced tutorial : Weapons types” quest is now unlocked directly at the end of the “Getting Out” quest.
ENVIRONMENT:
- Fixed a bug that could prevent the ice traps in Hailstone Bay from hitting you.
- Increased the number of chests in the open-world and added new Unique chests locations.
- No more enemies popping when teleporting to Ravengard Fortress
- Fixed a bugging causing Amarth’s blacksmith to disappear.
- Optimization on the PST ring animation.
- Dhur is now bigger, with the Arena entrance at the north of the city.
- Two new Bounty architecture : A fully Corrupted Dungeon and an overgrowth version of the Oblivion Temple.
- Improved the Dungeon architecture “Oblivion Temple”.
CHARACTERS:
- Skeleton warriors have new walks animations.
- The Corrupted Juggernaut is now bigger.
- The giant skeleton boss, Halaku, has his death animation.
- The giant skeleton boss has a blow away animation.
LOCALIZATION:
- Added Chinese localization (Thank you very much wynick27)
- Hungarian, Spanish, German localization update
- Once again, thanks to our awesome community to update localization!
GAMEPLAY:
- The new Defense mechanic is now active for the player.
- Globally improved the responsiveness of the player’s movement
- Fixed a bug causing the Dual Wield Damage penalty to be applied permanently after some time.
- Practice targets (ex: strawmen in the Amarth arena) are now targetable like regular enemies.
- Fixed a bug causing props and static entities (ex: Corrupted Heart) targeting to fail in Melee depending on the weapons used.
- Zombies in the starting area have their intended health amount again.
- Increased the animation speed of the Greatsword weapon style by 33%.
- Decreased the animation speed of the two-handed dual wield weapon style by 15%.
- Fixed the female staff attack animation being slower than intended.
- Fixed a bug causing Rage Generation on received hits to be applied twice.
- Changes have been brought to Damage computation (Resistances, Frozen shatter, etc.), making things clear, simpler and more predictable.
- Fixed a Health computation bug, causing enemies to have incomplete health bars from time to time.
- Fixed an explosion radius calculation bug affecting several skills.
- The DOT Damage and effects computation has been totally reworked, and will lead to a better balancing in the future.
- Inflicting Frailty stacks to enemies slowly depletes all their Protections, at a rate that depends on your Frailty Efficiency.
- Frailty now cuts off your Defense regeneration and your enemies Protections regeneration.
- Weakness now reduces the efficiency of Defense Shattering / Protections Shattering (depending on the Weakness Efficiency).
- Rage-on-hits affixes may now get a chance to apply instead of being a 100% sure thing.
- Decreased the spell damage bonus given by mage staves.
- Teleport will not appear as a champion affix anymore until it is improved.
MONSTERS
- The health and damage values of every monster have been rebalanced.
- Halaku will now always drop its unique sword, in addition to the regular lootsplosion.
- Fixed Halaku having 220% more health than intended.
- Ogre’s ground pound will now slow and stun their targets, but its damage has been reduced.
- Undead vomitters will now only vomit a single toxic undead at a time.
- Toxic Undead do not emit a poisonous aura anymore, but their attacks can inflict poison.
- Skull Crusher and most orcs now have armor by default.
- Frost monsters from the tundra now have Frost Protection by default.
- Toxic undead and toxic pithuses now have poison resistance by default.
- Skull Crushers now regenerate armor by eating instead of health.
- Skull Crushers attacks now inflict stun.
- Increased the maximum number of zombies spawned by the Grave Digger, but increased the cooldown time of the charge. This should reduce cases of zombies dying in mid-air, and makes the fight slightly less hectic.
- The Grave Digger now stuns you with its shovel.
- Elemental auras will now only roll on champion rank 2 monsters and above.
- Champions now have a chance to spawn with a random protection instead of a resistance.
ITEMS
- All base stats of your weapons and armors have been rerolled.
- Fixed the Glass Sword damage not being appropriate for a level 20 weapon.
- Fixed a bug causing permanent potions effects to be cleared when sleeping at the inn.
- A new system allow 2H weapons position to be adjusted in hand when wielded in 1H (Titan’s Strength). This will result in less awkward stances when Dual Wielding.
- Fixed light arm armor pieces being inverted (left/right) on male characters.
- Spell Books may now have a required minimum level for being read.
AFFIXES:
- Rage on hit received affixes now has a chance to trigger when hit. This notably makes heavy armor less overpowered for melee-oriented characters, but less penalizing for caster-oriented characters if they only wear of few pieces.
- Decreased the amount of physical resistance given by items.
PASSIVE SKILLS:
- Glowing links between rings have been improved, and now better fit the path you are taking in the tree in the event of sections with multiple end-skills.
- You can now cancel a point spent in the PST by re-clicking the node, as long as you have not confirmed it yet and it doesn’t create irregular trees (like orphan nodes).
- The PST camera movement has been slightly tweaked in prevision of future rings accessibility at any zoom level possible.
Legionary:
- Confrontation Damage reduction has been doubled.
Arcanist:
- Umbra Pool Extended is now called Resourceful and now directly increases your Resource pool instead of tweaking your attributes.
- Lethal Magic computation has been modified in prevision of the upcoming Attributes refactoring.
Guardian:
- Heavy Armor Mastery is now called Fencer.
- Guard Mastery is now called Bumping Guard.
Hunter:
- Precise Shot bonus is no longer removed when you start moving.
- Enhanced Reflex computation has been modified in prevision of the upcoming Attributes refactoring.
Trickster:
- Ranged Mastery is now called Gunslinger.
Assassin:
- Light Armor Mastery is now called Lightweight Gear.
Gladiator:
- Titan Strength now specifically states working for Melee weapons only.
- Medium Armor Mastery is now called Chainmail.
- The two skills that improve Killing Chain are now called Killing Spree and Carnage.
ACTIVE SKILLS:
- The damage and cost values of every skill have been changed.
Lasceration
- Now inflicts bleed damage instead of physical damage.
- Increased base weapon damage percent.
Holy Dive
- Is now obtained by buying the tome from the templar merchant at level 14.
Ironguard:
- The semi-passive Blocking chance bonus is no longer implicit, but is now shown in the spell detail window and with an effect icon & tooltip.
Brutal Strike:
- Decreased both its base and upgraded radii. Brutal strike is intended to be used as a means to deliver high damage in small radius in front of the players, and not as the perfect answer to every melee fight.
Tremor:
- Fixed the reduced cooldown rune increasing cooldown.
Whirlwind:
- Now generates some Rage when hitting enemies.
MISC:
- Fixed a bug where the reviving button would not work upon death.
- Hit-particles have been optimized to prevent renderer crashes on huge explosions.
- Orcs are very rude, and will sometimes point their finger at the player when spotting him/her.
- Fixed the end of the two-handed dual wield combo animation.
- Improved the weather system code to prepare for thunderstorm & snowy weather.
- Improved the day/night cycle system code to display the in-game time of day.
- Fixed a bug that caused the player character to sleep indefinitely.
GENERAL:
- Arena system has been added to the game.
- Local navmesh has been, allowing for smooth player navigation between monsters.
- Fixed several random crashes.
- Game now save before exiting when hitting alt + F4
- The player does not abusively lean anymore when rotating
- Spell tomes can now only be read once, as giving a percentage of a spell's required XP was too powerful. We will soon add the archivist, an npc that buy your tomes and gives you xp for any spell you know.
VISUALS:
- Introducing lens flares to the game.
- Fixed a bug causing Infiltration to permanently cloak your weapons until unequipped.
- Fixed Frost Giant warcry particle not appearing anymore.
- Brutal Strike look.
- Fixed the fog bleeding in house caves.
- Fixed a bug causing some skill-bound weapon trails to remain on screen indefinitely.
- Current stacks number is now displayed on DOT icons, and all DOT icons have been reworked to better fit the new passive skills icons.
- New portal visuals
- New magic effect globe
UI:
- Umbra, Rage and Health values can now be permanently displayed in the gameplay options. Values are now displayed on top of each gauge.
- In game time of day is now displayed in the top right of the screen
- Active effect tooltip is not removed anymore when the effect expires, but lasts until you move your mouse.
- Defense Regeneration value is now shown in your character sheet.
QUESTS:
- The “Advanced tutorial : Weapons types” quest is now unlocked directly at the end of the “Getting Out” quest.
ENVIRONMENT:
- Fixed a bug that could prevent the ice traps in Hailstone Bay from hitting you.
- Increased the number of chests in the open-world and added new Unique chests locations.
- No more enemies popping when teleporting to Ravengard Fortress
- Fixed a bugging causing Amarth’s blacksmith to disappear.
- Optimization on the PST ring animation.
- Dhur is now bigger, with the Arena entrance at the north of the city.
- Two new Bounty architecture : A fully Corrupted Dungeon and an overgrowth version of the Oblivion Temple.
- Improved the Dungeon architecture “Oblivion Temple”.
CHARACTERS:
- Skeleton warriors have new walks animations.
- The Corrupted Juggernaut is now bigger.
- The giant skeleton boss, Halaku, has his death animation.
- The giant skeleton boss has a blow away animation.
LOCALIZATION:
- Added Chinese localization (Thank you very much wynick27)
- Hungarian, Spanish, German localization update
- Once again, thanks to our awesome community to update localization!
GAMEPLAY:
- The new Defense mechanic is now active for the player.
- Globally improved the responsiveness of the player’s movement
- Fixed a bug causing the Dual Wield Damage penalty to be applied permanently after some time.
- Practice targets (ex: strawmen in the Amarth arena) are now targetable like regular enemies.
- Fixed a bug causing props and static entities (ex: Corrupted Heart) targeting to fail in Melee depending on the weapons used.
- Zombies in the starting area have their intended health amount again.
- Increased the animation speed of the Greatsword weapon style by 33%.
- Decreased the animation speed of the two-handed dual wield weapon style by 15%.
- Fixed the female staff attack animation being slower than intended.
- Fixed a bug causing Rage Generation on received hits to be applied twice.
- Changes have been brought to Damage computation (Resistances, Frozen shatter, etc.), making things clear, simpler and more predictable.
- Fixed a Health computation bug, causing enemies to have incomplete health bars from time to time.
- Fixed an explosion radius calculation bug affecting several skills.
- The DOT Damage and effects computation has been totally reworked, and will lead to a better balancing in the future.
- Inflicting Frailty stacks to enemies slowly depletes all their Protections, at a rate that depends on your Frailty Efficiency.
- Frailty now cuts off your Defense regeneration and your enemies Protections regeneration.
- Weakness now reduces the efficiency of Defense Shattering / Protections Shattering (depending on the Weakness Efficiency).
- Rage-on-hits affixes may now get a chance to apply instead of being a 100% sure thing.
- Decreased the spell damage bonus given by mage staves.
- Teleport will not appear as a champion affix anymore until it is improved.
MONSTERS
- The health and damage values of every monster have been rebalanced.
- Halaku will now always drop its unique sword, in addition to the regular lootsplosion.
- Fixed Halaku having 220% more health than intended.
- Ogre’s ground pound will now slow and stun their targets, but its damage has been reduced.
- Undead vomitters will now only vomit a single toxic undead at a time.
- Toxic Undead do not emit a poisonous aura anymore, but their attacks can inflict poison.
- Skull Crusher and most orcs now have armor by default.
- Frost monsters from the tundra now have Frost Protection by default.
- Toxic undead and toxic pithuses now have poison resistance by default.
- Skull Crushers now regenerate armor by eating instead of health.
- Skull Crushers attacks now inflict stun.
- Increased the maximum number of zombies spawned by the Grave Digger, but increased the cooldown time of the charge. This should reduce cases of zombies dying in mid-air, and makes the fight slightly less hectic.
- The Grave Digger now stuns you with its shovel.
- Elemental auras will now only roll on champion rank 2 monsters and above.
- Champions now have a chance to spawn with a random protection instead of a resistance.
ITEMS
- All base stats of your weapons and armors have been rerolled.
- Fixed the Glass Sword damage not being appropriate for a level 20 weapon.
- Fixed a bug causing permanent potions effects to be cleared when sleeping at the inn.
- A new system allow 2H weapons position to be adjusted in hand when wielded in 1H (Titan’s Strength). This will result in less awkward stances when Dual Wielding.
- Fixed light arm armor pieces being inverted (left/right) on male characters.
- Spell Books may now have a required minimum level for being read.
AFFIXES:
- Rage on hit received affixes now has a chance to trigger when hit. This notably makes heavy armor less overpowered for melee-oriented characters, but less penalizing for caster-oriented characters if they only wear of few pieces.
- Decreased the amount of physical resistance given by items.
PASSIVE SKILLS:
- Glowing links between rings have been improved, and now better fit the path you are taking in the tree in the event of sections with multiple end-skills.
- You can now cancel a point spent in the PST by re-clicking the node, as long as you have not confirmed it yet and it doesn’t create irregular trees (like orphan nodes).
- The PST camera movement has been slightly tweaked in prevision of future rings accessibility at any zoom level possible.
Legionary:
- Confrontation Damage reduction has been doubled.
Arcanist:
- Umbra Pool Extended is now called Resourceful and now directly increases your Resource pool instead of tweaking your attributes.
- Lethal Magic computation has been modified in prevision of the upcoming Attributes refactoring.
Guardian:
- Heavy Armor Mastery is now called Fencer.
- Guard Mastery is now called Bumping Guard.
Hunter:
- Precise Shot bonus is no longer removed when you start moving.
- Enhanced Reflex computation has been modified in prevision of the upcoming Attributes refactoring.
Trickster:
- Ranged Mastery is now called Gunslinger.
Assassin:
- Light Armor Mastery is now called Lightweight Gear.
Gladiator:
- Titan Strength now specifically states working for Melee weapons only.
- Medium Armor Mastery is now called Chainmail.
- The two skills that improve Killing Chain are now called Killing Spree and Carnage.
ACTIVE SKILLS:
- The damage and cost values of every skill have been changed.
Lasceration
- Now inflicts bleed damage instead of physical damage.
- Increased base weapon damage percent.
Holy Dive
- Is now obtained by buying the tome from the templar merchant at level 14.
Ironguard:
- The semi-passive Blocking chance bonus is no longer implicit, but is now shown in the spell detail window and with an effect icon & tooltip.
Brutal Strike:
- Decreased both its base and upgraded radii. Brutal strike is intended to be used as a means to deliver high damage in small radius in front of the players, and not as the perfect answer to every melee fight.
Tremor:
- Fixed the reduced cooldown rune increasing cooldown.
Whirlwind:
- Now generates some Rage when hitting enemies.
MISC:
- Fixed a bug where the reviving button would not work upon death.
- Hit-particles have been optimized to prevent renderer crashes on huge explosions.
- Orcs are very rude, and will sometimes point their finger at the player when spotting him/her.
- Fixed the end of the two-handed dual wield combo animation.
- Improved the weather system code to prepare for thunderstorm & snowy weather.
- Improved the day/night cycle system code to display the in-game time of day.
- Fixed a bug that caused the player character to sleep indefinitely.