At the end of March, patch 92 is bringing reworked PvP and PvE content, so you’ll receive bigger rewards for many activities. Here you’ll find all the details about the changes.
Dungeons and the Path to Level 70
Instead of having both a normal and a hard mode of each instance, most dungeons will have only one difficulty level each as of this update. There will be different rewards depending on the difficulty.We’ve already provided a full list of these changes in our preview - the content was updated- (LINK), and below you’ll find some additions:
Removed Dungeons
In addition to the already mentioned modified dungeons, the following instances are being removed with patch 92:
Demokron Factory (Normal/Hard)
Shadow Sanguinary
Lilith’s Keep (Easy)
Ruinous Manor (Easy/Hard)
Velik’s Sanctuary (Hard)
Thaumetal Refinery
Ravenous Gorge
RK-9 Kennel (Hard)
Antaroth’s Abyss
Dark Reach Citadel
Channelworks
Gossamer Vault
Grotto of Lost Souls
However, the developers have already hinted that some of these dungeons will open their doors again in the future!
Dungeon Changes
Velik’s Sanctuary is now a 5-player instance
Removed Gossamer Vault (Hard) from the season rankings
Adjusted starting position in Lilith’s Trial
Various old armor can no longer be looted in dungeons as new armor has been added
Adjusted loot in the Ghillieglade and other solo dungeons
Adjusted Vanguard Initiative Quests for dungeons
Treasure Maps
This update adjusts the way Wilson’s Treasure Maps work, so instead of having a left and a right half, one of the 5 possible maps can now be obtained in the dungeon directly. The Treasure Maps will be available in the 9 dungeons of item level 453 to 461.
The new Treasure Maps will only remain in your inventory for 3 hour – so be quick with your treasure hunt!Instead of Diamonds, the superior treasure now contains a variety of materials for crafting etchings.
Note: After the update, you will no longer be able to fuse any remaining left and right halves of Treasure Maps. However, you will be able to use extraction to transform them into Wilson’s Treasure Maps [Aurum Road], which also stay in your inventory for 3 hours.
PvP Improvements
More Rewards
Completing the following Vanguard Initiative Quests also rewards you with more Gold:
Win once in Corsairs’ Stronghold: 2,200 > 3,000 Gold
Win in the Underground Battlepit: 200 > 500 Gold
Win in the Shore Hold: 800 > 2,500 Gold Additionally, the amount of skill advancement XP you receive has been adjusted, so you now get a random amount between 30,000 and 200,000.
The Bellicarium Credits Shop will also see some changes:
The prices for purchasing Arborea tokens and plates are reduced by 90%
Added items for improving level 65 Exodor gear and jewelry
Individual Titles and Skins
Each Battleground rankings season, the top-ranked players in the Corsairs’ Stronghold and the Shore Hold will each also be awarded a battleground-specific winner’s trophy.The winner’s trophy can be sold for 250,000 Gold or collected. All winner’s trophies are valid until 31st March 2021. All remaining trophies will be deleted at midnight on 1st April 2021.
Once you have collected 6 winner’s trophies, you can exchange them personalized title created exclusively for you:
Contact our customer support with the title of your choice
You suggestion will be checked for its wording and overlap with existing titles
Your personal title will be passed on to our developers for a future patch (a minimum waiting time of 203 months is to be expected).
Once the title is available, it will be granted to you – and only you!
If you collect 10 trophies, you’ll ever be able to request your own weapon skin for your class! The process is similar – but the wait will be much longer. But if you have the patience and have always wanted to carry a truly unique weapon, it’s definitely worth it!
Guild War in Velika
Entry is now possible from 2 hours before the start, rather than 30 minutes. Here’s a quick recap:
Guild wars take place every Sunday at 5 PM
The new times mean you can enter the zone from 3 PM
Other Changes:
Points for killed opponents have been significantly increased
Participation is only open to guilds with a sufficient number of Valderion Tokens
Towers of guilds with fewer than 5 members will be destroyed shortly before the start
The 1st-place rewards have been increased, while rewards for 2nd-5th are shared between 2nd-20th
Supply crates for 1st-5th places are now given to 1st-40th places with the contents different depending on the rank
Regal Guild Supplies (1st place)
5x Exodor Equipment Chest (randomly)
1x 150,000 Bellicarium Credits
100-200x Violet Particle
10-30x Violet Plate
100-200x Azure Particle
10-30x Azure Plate
1x Riding Skill: War Lion
Princely Guild Supplies (2nd-3rd place)
3x Exodor Equipment Chest (randomly)
1x 100,000 Bellicarium Credits
70-140x Violet Particle
7-21x Violet Plate
70-140x Azure Particle
7-21x Azure Plate
Baronial Guild Supplies (4th-10th place)
2x Exodor Equipment Chest (randomly)
1x 75,000 Bellicarium Credits
60-120x Violet Particle
6-18x Violet Plate
60-120x Azure Particle
6-18x Azure Plate
Ducal Guild Supplies (11th-40th place)
2x Exodor Equipment Chest (randomly)
1x 75,000 Bellicarium Credits
50-100x Violet Particle
5-15x Violet Plate
50-100x Azure Particle
5-15x Azure Plate
Guild Emergency Missions
The rewards for Guild Emergency Missions have also been updated with the crates listed above given as rewards depending on the scores of the various participating raid parties:
1st place: Princely Guild Supplies
2nd-3rd place: Baronial Guild Supplies
4th-5th place: Ducal Guild Supplies In addition, the HP of the 3 boss monsters has been increased and their spawn locations are now determined at random.
Other Changes
Exodor Islands
The locations and behavior of many opponents on the Exodor islands have been adjusted:
They knock you down and interrupt you less often
Reduced HP of normal and medium opponents
Boss monsters now appear randomly when hunting normal monsters (no longer at a random time)
Possible loot for the boss monsters has been adjusted
New: Condensation methods for dark shards
Removed: Skill advancement XP
Changed: Crates will no longer be available as group loot
Game Interface and Items
New elements added to the menu to access the various social media pages and the official homepage
Added various colors to highlight important items (items that are dropped by bosses)
Leveling
Various improvements for new players, this time levels 50 to 65
Regional Changes
The second season of our [Battle Pass] event started with patch 91. As the event is affected by changes in patch 92, the corresponding changes can be found here.
Dungeon Selection
The [Battle Pass] Random Dungeon Ticket now only offers 3 mission chests to choose from: [Battle Pass] Dungeon Group I Mission
Contains the 5 instances of levels 65 to 69
[Battle Pass] Dungeon Group II Mission
Contains the 5 instances of levels 65 to 69
Contains the 4 instances of item level 456
[Battle Pass] Dungeon Group III Mission
Contains all 12 instances for level 68 and up (i.e. all dungeons except Macellarius Catacombs)
[Battle Pass] Selection Dungeon Ticket
The available dungeons have been reduced to the remaining instances
Battle Points
Adjusted the number of BP of various dungeons to the new item levels
Further adjustments made to the Ear-Ringing audio effect in-order to make it feel less intrusive.
Gunplay
Bornheim No.3 and all its variants have their effective headshot ranges reduced from 68m to 60m.
Bornheim No.3 and all its variants have their damage reduced from 84 to 74
Derringer has its damage reduced from 84 to 74
Developer Note: The adjustments of the projectile curves let the Bornheim and Derringer receiving too much of a boost, making them both able to kill with 2 shots to the chest at short range instead of the previous 3 shots. This has now been adjusted and both should be closer to their previous weapon balance settings.
UI
Fixed an issue where big health chunks couldn't be purchased during matchmaking.
Fixed a bug where health chunks couldn't be purchased during matchmaking on the Roster screen.
Fixed a bug where the Deadeye variant of the Springfield 1866 Compact appeared transparent.
Fixed some incorrect or missing damage values in damage history.
Fixed a bug where the friendly fire text was still visible after killing yourself.
Other than the mentioned Bug Fixes, the list of Known Issues remain the same.
Today we’re going to talk through some of the design changes coming to the vehicle roster and the meta behind it.
If you’ve followed us from our Kickstarter days, you’ll know that we’ve always intended to build out the real-time strategy elements behind the game - in order to put greater weight on strategic choices, resource management and how each battle is played.
This is why we’re now excited to start unveiling some of the new mechanics we’ve had on the backburner for the last six months!
Your Army, Your Rules
Until now, our limited roster of vehicles has meant that any additions were made to the “base roster” available to both teams (ie. the vehicles that spawn in-map and continue to respawn throughout the game). What has resulted is a bit of a varied mix across all maps and forces - with some less desirable results.
From now on, we’ll be finalising the base roster of vehicles across all maps. They’ll look something like (this is not final):
3 x troop transport (a half-track, truck and jeep) 2 x supply vehicles (two supply trucks) 3 x medium tanks (three 75mm M4A1 Shermans) 1 x light tank (one Stuart)
3 x troop transport (two half-tracks and one kubelwagen) 2 x supply vehicles (two supply trucks) 2 x medium tanks (two Panzer 4s) 1 x heavy tank (one Panther)
The important thing to note here is that the numbers will vary per force, as we’re keen to reflect asymmetrical balance present in the war (typically - better, but less numerous German tanks vs numerous but less well-armored Allied tanks) and give each force a distinct and historically appropriate flavour.
So what’s new, Commander?
Simply - Fuel abilities.
From the next Update onward, the Commander will have the ability to select specific vehicles to spawn from each of their respective categories. Each vehicle costs an amount of Fuel, and each has a cooldown to stop a Commander cheesing the mechanics by draining their entire Fuel resource.
PLEASE NOTE - The following icons and UI are a work in progress!
Step 1 - Decide you want a vehicle
Step 2 - Select your vehicle and spawn location, fuel allowing
Step 3 - Profit!
Teams that are able to keep spawned vehicles alive will benefit from an overwhelming armor presence on the battlefield, and a clever Commander will be able to run specific strategies as more vehicles are added to the game. We fully expect that some will be map type specific - with Heavy Armor taking a backseat in forest maps while more cheaper, more nimble vehicles join the line. Similarly, a cheaper transport vehicle like a Halftrack may give far greater utility to the battlefield than yet another heavy tank.
The base roster of vehicles will respawn as they always have (costing Fuel each time they respawn), but the additions to the battlefield are where we think you’ll start to see a difference.
As you can imagine, this will place even greater emphasis on team communication, as specially spawned vehicles will provide a greater threat to your team, or may indicate a specific strategy being deployed by the enemy. Calling them out will be crucial.
The first new vehicles to be added to the Commander’s array will be the Recon vehicles for both teams. We know that many of you believe they’re simply a wheeled light tank, so we’re very, very keen to show you exactly what they bring to the battlefield.
In addition to this, the Heavy Tanks for both teams (the Tiger 1 and Jumbos) have been moved to the spawn array too. Over the course of the coming months we’ll slowly be replacing the base roster with much more vanilla everyday variants, and moving the more powerful, interesting vehicles to the Commander’s array.
We’re also keen to assure you that this is still just the tip of the iceberg of what we have planned for Hell Let Loose. There are many more real-time strategy changes and additions to come as we rework the supply, ammo and resource metagames.
That wraps up this week's Developer Briefing - we'd love to hear what you think of these exciting changes coming soon to Hell Let Loose, so drop a comment below for us to read!
I hope you are all healthy and staying safe at home. We are currently working remotely on the Final Episode of Song of Horror, and we will update you on its progress very soon.
In the meantime, we have prepared a new Song of Horror Trailer! This video focuses on the story of Daniel Noyer and his fellow companions so far, with special focus on the two elements responsible for the start of the whole plot: our dear writer Sebastian P. Husher and his cursed music box.
We hope you enjoy this new video! If that's the case, we encourage you to share it with your friends and family.
Fixed you could be awarded the starting pickaxe parts in the lost pack Fixed Praetorian named Oppressor when using laser pointer Tweak Droppod collision Fix droppod missing in loader sequences Fix you could charm a grunt at the same time, making stuff break Fixed treasure boxes rewarding multiple times Fixed two instances (crafting items and weapon skins) where notifications would stay forever Promotion popup shows current class instead of promote able class Laser cannon sound turned down a bit Tweaks to the temperature settings of Oppressor, Dreadnought, and Mactera Bomber. Now they are harder to freeze. Their movement speed will still be reduced by cold. Added a check for when the local player used the chest
Last week’s contest for ten Artificial Extinction Steam Keys still lasts another week! Until now, we’ve had five submissions, not counting Boneidle’s unfinished project above. That means that you’ve got a good chance of winning even without a megabuild that costs dozens of hours to build! You can find the details on how to participate here.
We’ve kept making good progress on the statistics menu and it’s getting close to a quality that is ready for release. There are now icons on the right side of the map to indicate which items lines represent. That makes the graph a lot more usable.
Zun also added numbers and lines on the x-axis, and lines to indicate midnight on the y-axis. There’s also a new button to switch between linear and logarithmic scale. The logarithmic scale inflates the lower end of the graph, which is often crowded by plenty of items. This makes it easier to recognize and distinguish trends there while simultaneously keeping track of more plentiful items. To demonstrate this effect and others, we made a short and simple video:
https://youtu.be/m8pyi0G1bCg The basic features of the graph seem mostly done. It still needs a search bar with the option to filter categories. And we’d like to add a second tab with “non-stockpile” information, like data concerning happiness. When that’s done, the update will be released!
One of the pillars of The Riftbreaker project has always been Community-Driven Development. It means that we keep in touch with our community at all times, informing you what is going on in the studio, as well as listening to the feedback you keep providing. We can’t even begin to tell you how grateful we are for that. Your ideas, comments and opinions have already made many elements of the game better, from minuscule UI changes to Ashley’s backstory itself.
Now, it is your opportunity to impact another aspect of The Riftbreaker. Most of you have already got to know the Survival Mode in some form, either by watching streams or playing it by yourself. The time has come to flesh out the Campaign Mode. Our vision for this has been thoroughly described in this article. We expect that it will take quite a long time to reach its final form, so there is plenty of time to come up with ideas and propose changes. Let’s dive into the world of game design.
There are two approaches when it comes to designing your campaign - top-down or bottom-up. The former puts the story first, adapting the entire mechanical side of the game to fit the narrative. The latter puts the emphasis on engaging and meaningful mechanics that can hold their own even without the story. For this project, we decided to take the second approach. The depth of our game mechanics gives us plenty of options to avoid falling into unneeded grind.
The Riftbreaker is not going to become a ‘FedEx’ game. You won’t be forced to constantly find MacGuffins and bring them home. We want to offer a variety of activities in the game world with a natural variety to them. Some tasks will focus on high-octane action, while others are going to be more subtle. This contrast reflects Ashley’s role as a combination of both a scientist and a commando. We don’t want to reveal too much, but here are a couple of ideas for missions in the game:
An earthquake is coming and there is a chance it will obliterate your base. Scan the geological structure of the area and place seismic stabilizers in suitable spots to minimize the effects.
Find a rare creature, isolate it and stun it in order to research it.
Lure a group of useful creatures and start herding them.
Quests like these mixed with our traditional ‘blow up half of the planet’ missions should give you a nice variety and keep you entertained. However, something is missing here…
Your input. Do you have a cool idea for a mission? Something that has never been done before? Or perhaps something that you’ve seen in another game, but would like to see our take on it? We would like to hear those ideas!
Don’t worry about lore or rewards for completing the mission. The bottom-up approach gives us a lot of flexibility - the quests become puzzle pieces that we can easily fit into any part of the game.
Focus on the mechanics, similarly to the examples we gave you above - what the player is supposed to do.
Don’t be afraid to break the rules. Sometimes encouraging the player to make-do without an ability they relied on for a long time can lead to interesting situations.
Go crazy! If some things turn out to be too difficult to implement for us, we can always find a way around.
What’s in it for you? Eternal fame and glory. Your name in the Community Section of the game Credits. A special place in Void’s heart.* And for the best of you - SWAG. (as soon as the postal services start working again).
*While supplies last.
WHERE DO I SIGN? To keep everything in one place we have opened up a google form. Simply provide your nickname and tell us your idea for the next Riftbreaker mission.
We promise to discuss all the ideas internally and take everything into consideration. We’re sure you’re full of great concepts, and while we can’t promise to fit everything into the game, there’s a good chance that you will leave a mark on the game for posterity.
Get a intense top down shooter with loads of guns, enemies and complete madness along with a physics platform shooter with tons of violence, action and high precision control!
Here is what you will get and you wont pay a dime more!