Universe 51: Tannhäuser Wars - Techframe Gaming & Entertainment
Come join us for another Tannhäuser Night tomorrow at 7pm UTC!
This is a weekly event where you can chat with the developers about U51:TW!
The changes we've recently made in regards to networking seem to have worked, but we're still wanting more and more players to play at the same time for better testing of the limits. We're expecting some full matches and we're counting on you to help!
The complete Patch Notes spans two Announcements, as they are too long to be contained in a single one.
This announcement covers General Changes and Bug Fixes. You can find all changes regarding the game balance in this announcement.
QUALITY OF LIFE CHANGES
Implemented Item Locking Functionality.
Improved the Quick Mark Functionality to now also include Legendary, Apocalypse Epic and Apocalypse Legendary rarities.
Changed the behaviour of the camera when sprinting to make the sprint behaviour between "Toggle" and "Hold to Sprint" consistent. The camera will no longer turn when players are sprinting.
ENDGAME CHANGES
Apocalypse Tier Leveling
Starting from Apocalypse Tier 20, the requirement to level up each Apocalypse Tier has been reduced by 10%.
Resources & Anomaly Extract
The amount of Anomaly Extract gained has generally been improved and the amount of Anomaly Extract gained in Tarya Gratar's Troves has been increased by 500%.
A full run-through of Tarya Gratar (including Troves) should now net out at around double the amount of Anomaly Extract earned per run when compared to before this patch.
Boss-rushing the final Arbiter will net slightly more Anomaly Extract than before, but this will not be the most efficient route for Anomaly Extract farming.
Crafting and Upgrading
Starting at Item Level 50, the Anomaly Extract costs required to upgrade gear has been reduced by 5%.
Between the two above changes (Increased Gains and reduced Costs), players should be able to support upgrading two full sets of gear per Apocalypse Tier level. This should enable a greater amount of experimentations and limit the need to hoard resources in order to be able to upgrade the currently equipped set.
Apocalypse Gear Drop Rates
Starting at Apocalypse Tier 11, the "Increased chance for Apocalypse variant gear" has been increased for each Apocalypse Tier.
Expeditions
Expedition Rewards have been increased in order to make Expeditions feel more viable alongside Tarya Gratar. The "Loot Gained per X Time Investment" should now feel quite similar between Expeditions and Tarya Gratar.
Players should now receive a greater amount of Epic and Legendary Items and comparatively fewer Rare items in Expeditions.
Anomaly Extract farming should now also feel much more viable to do in Expeditions.
BUG FIXES
PROGRESSION RELATED BUGS
Fixed a bug that allowed players to miss a Pax point if they transitioned out of the Fisherman fight too quickly.
Fixed a bug that prevented characters transferring to Worldslayer from obtaining their first Ascension point.
Fixed a bug that could prevent co-op players from leveling up even if they had acquired all required experience but the party had been wiped out during combat.
Fixed a bug that cause player's health to be improperly calculated if they levelled up immediately after dying. The correct value would be display if they died again.
BUG FIXES SKILLS AND NODES
Fixed a bug that was causing the "Twisted Rounds", "Volcanic Rounds" and "Blighted Rounds" skills to be blocked when firing any one-shot weapon.
Fixed a bug that prevented the mods "Minefield" and "Legendary Minefield" from triggering more than once per enemy.
Devastator:
Fixed a bug that prevented the Devastators Pax nodes "Finishing Touch" and "Earthen Shell" from properly working after the player transitioned from a no-weapons-area.
Technomancer:
Fixed a bug that prevented Technomancers from activating the "Pain Launcher" skill if they were too close to covers or walls.
Fixed a bug that prevented Technomancers from cycling between camera sides when using the Tools of Destruction Minigun.
Fixed a bug that caused the stats screen of Technomancers to display abnormal results while the Tool of Destruction skill was active.
Trickster:
Fixed a bug that prevented the Tricksters "Hunt the Prey" skill from triggering if enemies were using cover.
Fixed a bug that caused Tricksters to lock up if they used "Hunt the Prey" on an enemy who died at the same time.
Fixed a bug that could cause Tricksters to get stuck in geometry on certain levels when using "Hunt the Prey".
Fixed a bug that could cause the Tricksters "Twisted Round" skill to remain active indefinitely if player was staggered during the reload animation.
Fixed a bug that was causing the "Venator's Knife" skill to deal inconsistent damage when used in combination with certain mods.
- Fixed a bug that was caused the "Time Rift" mod "Weightlessness" to show in incorrect duration of 5 seconds in it's tooltip. The correct value is 3 seconds, which is now correctly displayed.
BUG FIXES GEAR
Fixed a bug that prevented the Technomancer's Grim Inventor set bonus from triggering consistently in combination with the Pain Launcher skill if there was only one rocket remaining in the RPG.
Fixed a bug that was causing Status Power provided by items to be multiplied instead of decreased as players increased their Apocalypse Tiers. This could unintentionally lead to increases as high as 700% Status power at Apocalypse Tier 40.
Fixed a bug that prevented the Mycologist's Set from behaving properly in the Transmog menus.
Fixed a bug that allowed the game to drop a Headgear item called "Wraith's Mask" for which there is no Transmog design.
BUG FIXES MODS
Fixed a bug that caused the "Shock and Awe" mod to trigger more often than intended.
Fixed a bug that caused the "Relativity Theorem" mod to inconsistently refresh and in some cases even extend cooldowns.
Fixed a bug that caused the "Untamed Power" mod to skip the cooldown for the Trickster's Hunt the Prey skill.
Fixed a bug that prevented the Pyromancer mod "Ember Shield" from triggering more than one stack if the player had the skill node "Master of the Resistance" active.
Fixed a bug that prevented the Trickster's "And Another One" armor mod to not function for killing shots.
Fixed a bug that prevented the Devastator's "Reflect Bullets" mod "Equator" from working in relation to Melee Enemies.
Fixed a bug that prevented the "Concussive Force" mod from increasing the damage dealt by the Devastator's "Chip Off The Old Block" mod effect.
Fixed a bug that caused the "Self-Medication" mod to fully restore players' health every time it triggered.
Implemented changes to the "Death Ray" mod's VFX so that the mod effect is not overly bright in certain areas.
BUG FIXES ENEMIES
Fixed a bug that could cause enemies from being properly affected by or not animating and despawning properly when hit with either the Devastators Impale and Earthquake, Pyromancer's Feed the Flames and Overheat or a Technomancers Cold Snap or Cryo Turret skill while the enemy was affected by the Phoenix Aura effect.
Fixed a bug that caused Skirmisher Warlords to appear on the Trial of Tarya Gratar's score screen multiple times.
Fixed a bug that could cause the Arbiter to be locked in a melee attack loop if the player targeted them with the "Hunt the Prey" skill at a certain moment.
Fixed a bug that allowed players to interrupt Adherent enemy abilities with regular weapon shots.
Fixed a bug that allowed players to enter cover when affected by the Executioner's Chain Lock ability.
Improved the consistency of the Shadowbeast's Melee attack in relation to the claw's VFX.
Fixed a bug that was causing co-op players to be momentarily held back if hit by a Forest Strix projectile.
Fixed a bug that allowed Vanquisher enemies to rotate while executing the "Suppressive Fire" skill.
Fixed a bug that caused Snow Behemoths to become idle if their "Rock Plower" skill was avoided by Devastators using the Gravity Leap skill.
Fixed a bug that could cause enemies to be stuck in an animation loop by players using the "Concentration Blast" mod or Pyromancers using the Overheat skill.
Fixed a bug that prevented the Crawler in the "Cliffside Path" arena from moving away from its spawn location.
Fixed multiple bugs that prevented Melee enemies from reaching players in certain locations.
Multiple Improvements to make the VFX of enemy abilities more consistently timed with their effects.
BUG FIXES GENERAL
Fixed a bug that reset Auto Loot filter settings after returning to gameplay from the lobby.
Fixed a bug that caused Worldslayer and Apocalypse gear to appear in Tiago's rotation for players who had not upgraded to Worldslayer.
Fixed a bug that caused client players to see an incorrect number of retries remaining for the Trial of Tarya Gratar when exiting to lobby and using "Continue".
Fixed a bug that was causing the Armour worn by other players to jitter and jump in Multiplayer.
Resolved Clipping Issues.
Resolved issues related to camera movements during cutscenes.
Implemented multiple improvements and resolutions for issues related to light and shadow.
Improvements to certain areas where FPS drops were observed.
Multiple bug fixes related to audio and SFX not playing or not ending properly.
Multiple improvements to geometry, collision and placement of enemies or items.
Multiple bug fixes related to quest progression blockers.
Various other minor bug fixes.
Crash Fixes
That's it for General Changes and Bug Fixes - Thank you for reading this far! For all Balancing Changes, please visit the other announcement.
The complete Patch Notes spans two Announcements, as they are too long to be contained in a single one.
This announcement covers all changes regarding the game balance. General Changes, New Features and Bug Fixes are in this announcement.
PREAMBLE
All changes made in today's patch have been very carefully considered and many of them are the results of direct feedback and discussions with and within the community.
For additional context around what we chose to address: A few weeks after Worldslayer had launched and we had been able to gather enough data, we drew up a full view of which Pax Nodes were being used by what percentage of the player population.
This task highlighted that a small number of nodes were seeing usages of 40% to 60% or more. On the other hand, some other nodes were seeing 1% or similar usage. The reasons for this are two-fold: Many of the highly used nodes were in a state where to not use them would be to deny oneself a lot of damage output - they were must haves in the eyes of players. These are the kind of nodes that allowed players to kill bosses within seconds, to become immortal or to even entirely ignore cooldown mechanics and in a few cases these unintended performances were the result of bugs within the node mechanics. On the other hand, the lesser picked nodes were not considered valuable enough when compared to the others.
We primarily saw this behaviour on the Devastator, Pyromancer and Technomancer trees. The Trickster Pax Tree was seen to be very balanced overall, with most nodes seeing an average 25% pick rate, which indicates that players are much more able to play according to their style, without being forced into "must have" nodes.
As has ever been our goal, we want players to have as much choice and as many viable build options as possible. When new players join Outriders, we do not want there to be a single answer to questions regarding "what build should I play?"
While today's balancing contains a very large number of changes that will make many things more powerful and viable, none of those changes would matter if we left the over-performers entirely unchecked. However, please bear in mind that even if a handful of nodes and mods have seen their power curtailed, we have generally tried to compensate for that power loss in other areas of the game.
We hope you will enjoy the new balancing in Outriders Worldslayer - see you on Enoch!
BALANCE CHANGES
General Balance Changes
Apocalypse Tier Leveling
Starting from Apocalypse Tier 20, the requirement to level up each Apocalypse Tier has been reduced by 10%.
Resources & Anomaly Extract
The amount of Anomaly Extract gained has generally been improved and the amount of Anomaly Extract gained in Tarya Gratar's Troves has been increased by 500%.
A full run-through of Tarya Gratar (including Troves) should now net out at around double the amount of Anomaly Extract earned per run when compared to before this patch.
Boss-rushing the final Arbiter will net slightly more Anomaly Extract than before, but this will not be the most efficient route for Anomaly Extract farming.
Crafting and Upgrading
Starting at Item Level 50, the Anomaly Extract costs required to upgrade gear has been reduced by 5%.
Between the two above changes (Increased Gains and reduced Costs), players should be able to support upgrading two full sets of gear per Apocalypse Tier level. This should enable a greater amount of experimentations and limit the need to hoard resources in order to be able to upgrade the currently equipped set.
Apocalypse Gear Drop Rates
Starting at Apocalypse Tier 11, the "Increased chance for Apocalypse variant gear" has been increased for each Apocalypse Tier.
Expeditions
Expedition Rewards have been increased in order to make Expeditions feel more viable alongside Tarya Gratar. The "Loot Gained per X Time Investment" should now feel quite similar between Expeditions and Tarya Gratar.
Players should now receive a greater amount of Epic and Legendary Items and comparatively fewer Rare items in Expeditions.
Anomaly Extract farming should now also feel much more viable to do in Expeditions.
Balance Changes - Devastator
Earthen Shell
Added a 0.5 second cooldown.
Note that due to a display rounding quirk in the engine, this cooldown will be displayed as being 1 second. It is, however, 0.5 seconds in actuality.
Greatly increased shield generation values.
Explanation:
Earthen Shell has been identified as being slightly too strong, so we’re applying a brief cooldown to the shield generation that was being abused through excessive animation cancelling. This will give some enemies a little more opportunity to be able to damage Devastators, who were otherwise immortal. We have compensated the implementation of the cooldown with an increased Shield generation per skill used so that Earthen Shell will still provide great value but without the potential for abuse.
Multistrike
Stored damage is now capped at 700% of Anomaly Power.
Explanation:
Multistrike’s untamed potency has been a topic of discussion since the launch of Worldslayer. In an attempt to not completely gut its numbers, we have applied a cap to add a movable (through Anomaly Power) ceiling to the node.
Terms of Engagement
Stored damage is now capped at 700% of Anomaly Power.
Explanation:
Much like Multistrike, Terms of Engagement suffered from a bug that allowed players to store up an unlimited amount of damage and then release it as a one-hit kill against any enemy in the game, including bosses. Our approach has been the same as with Multistrike, whereby we have applied a cap to the total amount of damage these nodes can store.
Finishing Touch
Increased the Ammo-to-Weapon Damage coefficient provided by this node.
Explanation:
As part of our drive to make Firepower Devastators more viable, we are increasing the conversion of missing ammo to Weapon Damage by upping the value to more than it's previous 1:1 relation.
Impact Point
Increased damage scaling from 30% to 50% of Anomaly Power.
Explanation:
This buff forms part of the overall power shift this patch is introducing for Devastators. The overall aim is to move the Devastator meta way from it's current form and instead open up multiple new viable options for play.
Obliteration
Increased base Anomaly Power and Resistance Piercing from 6% to 10%.
Explanation:
Obliteration is being buffed to make it a more competitive choice when considered against Puncture. This buff forms part of the overall power shift this patch is introducing for Devastators. The overall aim is to move the Devastator meta way from it's current form and instead open up multiple new viable options for play.
Upheaval
Increased the percentage of stored damage from 10% to 15%.
Fixed a couple of bugs that caused the Devastator's "Upheaval" Pax node to act in unexpected and inconsistent ways, such as acting differently when triggered by the Impale skill.
Explanation:
As we have applied a cap to Multistrike and a bug fix will now make Upheaval only store the activating player’s own damage (as was always intended), we are increasing the amount of stored damage as part of the overall Devastator power shift.
Elitism
Fixed a bug that prevented the Devastator Pax node "Elitism" from correctly working on Bosses.
Reduced the cooldown on Elitism from 5 seconds to 1 second.
Explanation:
The bug fix supported the node's core purpose: providing power when fighting Elite and Boss enemies. However, during our analysis of Elitism's usage and behaviour, we identified that its previous uptime was clocked at around 50% at best. Reducing it's cooldown should allow players to maintain Elitism almost perpetually when fighting elites and bosses.
Overwhelming Force
Increased Armor-to-Damage conversion from 40% to 60%.
Explanation:
Overwhelming Force's conversion is being buffed in order to incite more players into trying playstyles it supports while also providing a competitive synergy between this Pax node and changes we have made to some Devastator Legendary Sets.
Paladin / Champion
Removed the PROTECTION keyword requirement and changed both nodes to activate on any skill.
Explanation:
After long discussions, we came to the conclusion that in order to truly unlock Devastator build variety, we had to remove the hindering factor of Protection keyword on both of these multiplier nodes. This change is part of our overall power shift to make more Devastator sets and playstyles more viable.
Mighty Tank
Increased the percentage cap from 40% to 50% for both Anomaly Power and Firepower.
Explanation:
We are raising the ceiling for Warden Devastators so they can reap more benefits from fully committing to Armor stacking.
Despair
Reduced the percentage of it's Anomaly Damage multiplier from 100% to 30%.
Explanation:
Despair-empowered Gravity Leap has dominated the Devastator meta as an omni-tool since Worldslayer launched. It has providing both uncontested survivability and damage debuffs while also being a powerful gap closer.
While the survivability is a unique characteristic of Gravity Leap, with Worldslayer we introduced a systemic solution to debuff mods. At the time, we equalized them across the board to 30%, but Despair was the single outlier. This led to the Anomaly Power Devastator meta becoming extremely static, with the most dominant build continuing to be "Leapquake", as it already was during the base game's lifecycle. This was the result of being able to access both the old Paladin node and Despair at the same time and acquire effects that other build permutations could not achieve. Today's change removes the ‘must have’ nature of Gravity Leap, allowing it to be traded with other skills that can provide a comparable debuff. Coupled with Unshackled, Paladin should greatly expand the Devastator build variety.
Bullet Acceleration
Increased base damage from 33 to 60.
Explanation:
With Paladin and Champion unshackled from the Protection keyword, we are keen to add offensive value to Reflect Bullet, so that it is not a lost and abandoned skill. This should give players incentive to keep the skill for its full duration.
The Strongest First
Increased damage to the enemy with the highest HP from 50% to 75%.
Explanation:
With Paladin and Champion unshackled from the Protection keyword, we are keen to add offensive value to Reflect Bullet, so that it is not a lost and abandoned skill. This should give players incentive to keep the skill for its full duration.
Bannerlord Legendary Set
Added extra functionality that provides 35% Anomaly Power bonus.
Note: Fundamental changes made to any gear pieces may not apply to existing items, due to the way the game spawns and stores loot. Any newly dropped gear pieces should include the stated changes if the existing items remain unaffected.
Explanation:
The Seismic Commander set has long been the dominant Devastator pick due to it's multipliers, required skill sets and its effective values concerning cooldown reduction when compared against damage multipliers. Giving the Bannerlord set extra Anomaly Power should help make it more competitive against the Seismic Commander set.
Marshal Legendary Set
Increased both percentages of shared Physical and Anomaly damage from 30% to 50%.
Explanation:
As mentioned in the Bannerlord explanation, the Seismic Commander set is too much of a powerful all-rounder, which prevents other sets from being considered viable. Our philosophy believes that sets that fill a certain niche (such as the Marshal set) should excel in their tailored environments and should visibly outperform jack of all trades sets such as Seismic Commander.
Concussioner Legendary Set
Primary attribute switched to Bonus Firepower.
Secondary attributes switched to contain Close Range Damage and Status Power.
Note: Fundamental changes made to any gear pieces may not apply to existing items, due to the way the game spawns and stores loot. Any newly dropped gear pieces should include the stated changes if the existing items remain unaffected.
Explanation:
The Concussioner set suffered from a severe case of identity crisis. The set was initially designed as an Anomaly Power bruiser, but progression layers within certain Pax nodes were not cooperating with the set’s premise. We have decided to shift the set to support Firepower builds in the same way the Deathproof set might. For both of these sets, damage is generated primarily from Armor stacking and the set bonus’ effect. This change for the concussioner set should also unlock better synergy with the Pax nodes through the Overwhelming Force path.
Statue’s Legs Slot
Item now provides Bonus Firepower instead of Max Health.
Note: Fundamental changes made to any gear pieces may not apply to existing items, due to the way the game spawns and stores loot. Any newly dropped gear pieces should include the stated changes if the existing items remain unaffected.
Explanation:
With Worldslayer we rolled out changes to attributes for legendary sets to make them more coherent and appealing to players. This change is the ‘finishing touch’ of those efforts.
Balance Changes - Technomancer
Lethal Devices
Added a 0.2 second cooldown to this nodes secondary effect.
Explanation:
Lethal Device's secondary effect was fairly overwhelming when used with a few builds that capitalized on an excessive amount of damage events occurring within a second. This change should control the excessive amount of events slightly without killing the node’s damage effect.
Twin Reaper
Increased Echo damage from 25% to 35%.
Fixed a bug that prevented the Technomancer's "Twin Reaper" Pax node from functioning properly after loading into a level.
Explanation:
In order to stimulate the Sniper archetype presence, we are increasing the Echo damage provided by Twin Reaper in order to support the fantasy of precise sniper shots being a deadly threat.
Kinetic Converter
Reduced cooldown from 5 to 1 second.
Explanation:
The healing path for Technomancers has long been underrepresented, so we are increasing this Pax node's frequency to ensure the benefit for Overhealing occurs more often and can more effectively be utilized in combat.
Hastened Influence
Increased the cooldown reduction from 0.5 to 1 second.
Explanation:
We feel the node didn't really hasten a Technomancer’s influence over enemies and are therefore giving it a boost. Winter is coming.
Burrowing Charge
Reduced cooldown from 5 to 3 seconds.
Explanation:
Burrowing Charge is performing well in terms of numbers so we’re targeting the occurrence rate to make it more fluent during hectic multi-enemy encounters.
Blightfire
Fixed a bug that caused the Technomancer's Flame Leper's Blightfire set bonus to consume and trigger off of Toxic that had been applied by other players, which in turn denied those players their application of Toxic.
Fixed a bug that prevented Toxic multiplier mods from correctly working when applied to Blightfire.
Explanation:
Shit was broken. We fixed it.
Downpour Legendary Set
Increased clusters scaling from 100% to 115% of Anomaly Power.
Explanation:
We are increasing the cluster scaling as compensation for some still visible issues with targeting, travel time and detonation time of Scrapnel.
Balance Changes - Pyromancer
Carbon Footprint
Increased cooldown reduction from 0.5 to 1 second
Explanation:
The Immobilize path in the Pax skill tree is underrepresented so we are increasing the cooldown reduction from weaving both Immobilize skills to stimulate builds relying on constant Ash application.
Carbonization
Increased damage multiplier from 20% to 25%.
Explanation:
The Immobilize path in the Pax skill tree is underrepresented so we are increasing the cooldown reduction from weaving both Immobilize skills to stimulate builds relying on constant Ash application.
Convection
Reduced cooldown reduction from 4 to 2 seconds.
Explanation:
Convection launched in an undesired state with improper values. As a result of this, it has completely overshadowed the Arsonist path due to the positive feedback loop it generates. We are shifting its nature slightly to chip away cooldowns instead of fully resetting them. Low cooldowns and Skills on Tap remain one of Outriders Worldslayer's key tenets, but launch-day Convection went too far down this path.
Arsonist
Reduced cooldown from 5 to 4 seconds.
Explanation:
Arsonist has been overshadowed by Convection, which fulfilled the former’s role entirely in the short cooldown environment Worldslayer introduced. In order to make Arsonist a more appealing choice, we are trimming Convection and increasing frequency of Arsonist through reduced cooldowns. Increasing the percentage chance to proc would be counterproductive to the node’s nature and its maximum gain, which is refreshing as many skills as possible.
Solar Flare
Increased Critical Damage per stack from 10% to 15%.
Explanation:
Similarly to the Immobilize paths struggles, the Critical path was overshadowed by Bullet Frenzy. We are increasing the Crit Damage multiplier to make it a more appealing and competitive choice.
Critical Mass
Increased duration from 2 to 5 seconds
Explanation:
Critical Mass was designed to be a baked-in Embalmer’s Rage and was meant to offer a competitive choice to Bullet Frenzy, but this was not achieved at launch. We are providing more leeway to this node through it's increased duration, so that players can enjoy guaranteed Crit Shots for longer periods of time while also offsetting troubles with scoring a Critical Shot on beast enemies or very mobile humanoids.
Master Exploder
Reduced conversion rate from 100% to 50%.
Explanation:
Master Exploder has been overperforming when combined with the amount of Resistance Piercing players are gathering from multiple sources. Master Exploder completely outshined Trigger Sequence. We are committing to a power shift inside the branch, relaying power from Master Exploder into Trigger Sequence to make the apex node an appealing choice.
Backdraft
Reduced Anomaly Power ramp per stack from 30% to 25%.
Explanation:
Trigger Sequence has been overshadowed by the value brought by Backdraft. We are trimming a bit of power in Backdraft and compensating Trigger Sequence in order to make it a more desired node.
Trigger Sequence
Increased damage ramp per stack from 25% to 35%.
Explanation:
As stated in the Master Exploder notes, Trigger Sequence has been overshadowed by combination of an interim node and the Coming in Hot node. While we do not want to curtail players’ freedom of selection which Pax nodes they choose, we do still strive to make apex nodes provide the highest benefit so that using them feels worthwhile.
Burnt Offerings
Increased damage ramp per tick from 10% to 20%.
Explanation:
Burnt Offerings is ramping too slowly in the encounter pacing that emerged post launch, so we are expediting it to make the node reach considerable amounts of damage from Burn Offerings faster and more reliably.
Wildfire / Conduction
Fixed a bug that prevented the "Wildfire" and "Conduction" Pyromancer skill tree nodes from being effective if players were pushing the limits of their Cooldown Reduction.
Explanation:
The nodes were not working as intended and was being diminished by the global cooldown reduction cap which is achieved rather easily in Worldslayer.
Mark of the Anomaly
Increased the damage against Marked enemies 10% to 12%.
Explanation:
This is part of an overall change in which we are providing some extra power across all Firepower builds in the base game's Class Trees.
Susceptibility
Reduced Resistance reduction from 40% to 30%
Explanation:
In Worldslayer, we introduced a systemic solution to Resistance reduction mods, but Susceptibility evaded that adjustment. We are amending that in order to even it out with mods such as Asunder.
Reforged Legendary Set
Increased Thermal Bomb damage from 100% to 200%.
Increased Feed the Flames damage from 100% to 200%.
Explanation:
The niche that Reforged was filling was overtaken with the introduction of the Heatseeker set. We are therefore looking to differentiate them by making Reforged play around BIG Thermal Bombs in comparison to the MANY Thermal Bombs that Heatseeker provides. Additionally, this change is another step in making Feed the Flames a competitive choice for Anomaly Power builds who want to play around single target / cleave profile.
Torturer Legendary Set
Increased damage shared from 30% to 50%.
Explanation:
Similarly to the Marshal set, we want to make niche sets excel in their designated environment (for the Torturere set this is the "Cleave" environment), without letting them be outperformed by ‘jack of all trades’ sets.
Balance Changes - Trickster
Quantum Entanglement
Increased shared damage from 20% to 30%.
Explanation:
Quantum Entanglement is currently competing with the Pain Transfer mod and much to our dismay it consistently loses the arms race. We are therefore increasing its value so it can shine as THE cleave node while also alleviating the overwhelming need to play with Time Rift.
Special Tactics
Increased duration from 3 to 5 seconds.
Explanation:
We are adding a bit of breathing room for players running Special Tactics when searching for new Elites on the battlefield so that they can keep stacking the ramp.
Cheap Shot
Increased debuff duration from 5 to 10 seconds.
Increased Armor/Resistance shred from 30% to 40%.
Explanation:
Cheap Shot is greatly underrepresented so we are adding duration and increasing shred capacity to allow players a bigger scope of debuffing enemies across the battlefield while also allowing the debuff to last longer without players having to get up close and personal every few seconds.
Spectral Spike
Cooldown reduced from 1 to 0.5 sec
Explanation:
Similarly to the Pyromancer's Burnt Offerings change, we are shortening the time for the Spectral Spike's ramp to reach its max potency. This should make the buildup more fluent in the emergent Worldslayer combat pacing.
Temporal Blade
Base cooldown reduced from 19.8 to 16.8.
Explanation:
We looked at Anomaly Power builds which run on a singular damage source (Temporal Blade) and this change is a slight push to make its combat loop more fluent through faster access to Temporal Blade.
Wind Slash
Increased base damage from 6.5 to 13.
Explanation:
Cyclone Slice is having a hard time fitting into the Worldslayer environment so we’re giving it a boost to base damage to make it a more viable choice.
Slow Trap
Cooldown reduced from 10 to 8 seconds
Explanation:
This change is another step in making Slow Trap more portable for the dynamic playstyles that the Trickster represents.
Terminal Velocity Legendary Set
Weapon Damage bonus increased from 60% to 80%.
Explanation:
Firepower Tricksters are underperforming slightly in comparison to Anomaly Power Tricksters so we are adding extra power into the set bonus to even it out with the Shieldbeast Set.
Balance Changes - All Classes
Maxwell’s Demon Legendary Set
Fixed an issue with the set bonus only accounting for Bonus Firepower instead of Total Firepower.
Explanation:
The Maxwell's Demon set was drawing from only a part of the player's Firepower which was not the intended outcome. This fix increases the power of the bonus.
Trigger Twitch Legendary Set
Increased the Firepower coefficient from 40% to 280%.
Fixed a bug that prevented the Trigger Twitch set from prioritizing targets properly.
Explanation:
Trigger Twitch was launched with incorrect values, making the set severely underperform. This is an adjustment to bring it to the intended power level.
Mage’s Rage
Fixed a bug that was causing unforeseen issues with the amount of stacks and the Anomaly Power calculation
Fixed a bug that was preventing stacks from dropping away as intended when player's swapped weapons
Explanation:
Mage’s Rage provided over twice of what it was supposed to give in terms of Anomaly Power. This change sets the mod into the right place power-wise. While this change may feel significant for any players who were exclusively relying on Mage's Rage, our overall balancing has ensured that not all the excess power has been lost. Rather, it has flowed into other mods and combinations in order to provide a greater spread of viable builds.
Self-Medication
Fixed a bug that caused the "Self-Medication" mod to fully restore players' health every time it triggered.
Explanation:
This is a simple bug fix, as the mod was clearly acting different to what it's description said.
No Resistance Against the Fortified
Reduced conversion rate from 100% to 65%.
Explanation:
No Resistance Against The Fortified (NRAF) was launched with unintentionally high value. However, after seeing how dominant it has since become in builds, we are only trimming some of its power instead of fully reverting it. This change should diminish the ease of exceeding 100% Resistance Piercing, which was the main cause of unintended, unfixable damage increases.
Dark Sacrifice
Reduced Health drain from 50% to 25%.
Increased damage boost from 25% to 35%.
Explanation:
Dark Sacrifice was hit too hard with the launch of Worldslayer so we are restoring some of its power while also reducing the amount of drain.
Killing Spree
Increased damage boost per stack from 10% to 13%.
Increased duration from 8 to 15 seconds.
Explanation:
Similarly to Dark Sacrifice, Killing Spree was hit too hard with the launch of Worldslayer so we are restoring some of the power it lost.
Fortress
Increased damage boost from 20% to 25% at max stacks
Explanation:
We are restoring some of the offensive power it previously lost, so that the mod can keep up with other amplifier mods that are getting buffed with this patch.
First Things First
Reduced Armor Piercing value from 50% to 30%.
Explanation:
We previously increased the value on First Things First but this had led to the overbearing gameplay patterns of players intentionally not shooting guns at all. We tackled this to an extent when reworking Fortress last November. With that in mind, we have reduced the value of First Things First to encourage more active gunplay, as we want players to go into combat thinking about what they're doing rather than relying on stat sticks and skill spam.
Tactical Retreat
Increased base damage from 54 to 62.
Explanation:
We are increasing damage of this mod to make it more competitive with golden standard mods like Thunder’s Legacy. As Tactical Retreat requires additional planning and effort in using the mod effectively, it should feel rewarding to rely on.
Shock and Awe
Increased range from 5 to 10 m.
Fixed a bug that caused the "Shock and Awe" mod to trigger more often than intended.
Explanation:
We are increasing range to make the mod compete better with similar mods from the same category which do not require being struck by enemies.
Anomaly Power class nodes
Increased Anomaly Power value from 10% to 15%.
Explanation:
As part of our compensation for power vacuum created by fixing Mage’s Rage, we are amplifying the class nodes to return part of the power lost.
Weapon Damage class nodes
Increased Weapon Damage value from 8% to 15%.
Explanation:
This change is intended to bring Firepower builds across all classes in line with Anomaly Power builds.
Gloria Victis: Medieval MMORPG - Black Eye Games Comm Manager
Greetings, Warriors!
A new update is live! It always brings tweaks to the various systems, enchanting your game experience, bringing some gameplay improvements, and fixing reported bugs. You are receiving a new minigame for progress bars, dedicated to farming and crafting, adding some more active layers to those activities.
You also can feast your eyes with a fully renewed Coat of Arms Editor, many new animations on playable characters and emotes for them!
On top of that, we’re introducing some balance improvements, such as tweaking the experience gain ratio, Siege Events continuations, and possibilities of nation change in the game. Check the details below and see you in the game!
Have you ever wanted to shorten the progress bars of various activities in the game? Now you can! Crafting and farming progress bars now have a minigame to shorten their timers by actively participating.
Minigames are tools that have a positive impact on various aspects of the game, for example, they increase the feeling of being rewarded for your efforts, and give bonuses for more active gameplay. It is also a great help to train your reaction time and muscle memory, which is useful in combat. This is why you could find some similarities between combat and recently introduced minigames of fishing and mount taming.
How does the new minigame work?
After starting an interaction or crafting action, you will see a bar with a hovering indicator above the progress bar. The indicator will move from left to right, moving through the separated highlighted area. When the hovering indicator is over this area, press the interaction button (default [E]), and the time of the interaction will be shortened. The highlight zone can change its placement and size. Each press of the interaction button costs 100 stamina, and the correct ones will speed up the indicator movement. Please note, that this minigame only affects the time to craft, not the quality of the item created.
On the occasion of adding a new minigame here, we are balancing the timers of farming and crafting interactions. Most timers were not extended more than one second. Only queued, multiple crafting actions may feel slightly longer.
Crafting – each proper minigame click reduces total time by 20%:
– materials, 3 seconds interaction time (2 seconds before) – foods and alchemy, 5 seconds interaction time (2 seconds before) – weapons and armors of tier 3 or lower, 10 seconds interaction time (2 seconds before) – weapons and armors of tier 4, 15 seconds interaction time (2 seconds before) – weapons and armors of tier 4.5, 20 seconds interaction time (2 seconds before) – weapons and armors of tier 5, 25 seconds interaction time (2 seconds before)
Farming: each proper minigame click reduces total time by 25%:
– Planting crops. Increased the interaction time from 3s to 5s – Watering crops, 5 seconds interaction time (not changed) – Fertilizing crops, 5 seconds interaction time (not changed) – Gathering mushrooms, 3 seconds interaction time (1 second before) – Gathering crops, timer depends on tool gathering multiplayer (not changed) – Gathering wild herbs, timer depends on tool gathering multiplayer (not changed)
Other interactions: each proper minigame click reduces total time by 25%:
– Gathering water from a well, 3 seconds interaction time (2 seconds before) – Reading treasure maps (not changed) – Gathering beehives. We changed the gathering type from 2x2s to 1x5s interaction – Gathering clay. We changed the gathering type from 4x3s to 1x15s interaction – Use a water/fertilizer bucket. Increased the interaction time from 3s to 5s – Upgrade location, 10 seconds interaction time (not changed)
On top of that, each click reduces the time left by a percentage of the max time, meaning that, for example, the crafting minigame reduces the crafting time by 20% per click, while crafting a tier 5 armor it reduces the time by 5s per click!
New animations
Our company acquired a professional mocap suit! Thanks to that we can make the world of Gloria Victis more alive and immersive. It is nice to have such a possibility in-house as most of the animations on the market are relatively modern, so it is better to record them from scratch with our setting and lore in mind. We started with easier animations, as we are slowly learning how to use the new tools and create a proper workflow. As we have to drag all the NPCs across the map to their new spawn points in replaced capital cities and questing areas, we are holding on to adding more animations to them on the current global servers, as it would be doubling the work. So, you can expect cities that will feel more lively along with the refreshed world map in the second half of August. There are over 100 animations already recorded and pushed on production for further processing.
But we are not leaving you empty-handed today! We were able to add a lot of new interaction animations and emotes to playable characters!
You can find new taunts, facepalms, bow downs and greetings in the emotes selection wheel. You will see new animations when you will be bandaging yourself or allies, reviving players, eating, drinking, calling horses, extinguishing a fire, or capturing a flag. There are also new idle animations for the drunken state, a few versions of sitting, and on top of that – we have improved the animation mixing and all should be more fluid now!
Tweaking the experience gain ratio
As you know, leveling in Gloria Victis is quite fast, as we want players to reach the endgame quickly and participate in the game's core features. Yet after observing the speed and ways to gain levels in the game, it became visible, that it should be toned down a little.
We noted some issues with the arena system, where players were able to join an arena duel basically naked, lose the fight quickly and still receive a lot of experience. It was not only kind of an exploit, but also reduced the fun and worth of the other contestants' efforts. From now on, experience from Arena duels is based on the time spent in the arena, and the gap between experience gained by the winner and loser is not too big if the duel was balanced and close.
We are also slightly reducing the experience gained in raids (Ragi/Sirius/Brandon, Catacombs, Sea Wraiths, Sorcerer’s Towers, Volcano, Frontier Pass), as it allowed very fast exping, but in the end, could lead to reaching the top level too fast, and it was unhealthy, especially for new players, who could lose one of the game goals quickly and find himself a little lost in the world before he learned combat and the territory control systems.
The last thing that we are addressing is experience from building locations: while upgrading buildings, the event was a significant part - whether it was a part of the Wall on level 1 or Keep to level 6, the event always gave the same amount of experience. From now on, donating materials to scaffoldings is boosted and will give two times more experience, and more for each upgrade level, but event exp was significantly reduced. This way, the reward will be much more proper and linked to the effort put into building and upgrading locations.
Nation Change Scrolls
Nation Change Scrolls were removed from the game in the past because of their impact on servers' balance and community. And yes, it helped us to balance the servers in the short run, but new issues emerged soon after. Tweaking the underdog system was too little to limit or block exploiting the nation change system. Sadly the situation started creating pressure on our players, which resulted in taking a break from the game and encouraging others to follow, sometimes trying to get Underdog status this way, so their friends could change the nation". We do not want players to feel trapped in the nation, especially in situations where guild or friends of a player transferred to Underdog nation, and someone was left due to inactivity or simply missing the opportunity.
So, okay - we are making a test, and we're bringing the nation change scrolls back in slightly changed form. Restoring them should help the world to shuffle and settle before the official release. There are some circumstances that are allowing us again to test such a feature. For example, guilds are not losing donated Nation Points when a player leaves a guild, so this will not have a negative impact on the guild's morale and position in server ranking.
You can acquire a Nation Change Scroll from the Supporter Shop for 2000 Ambers or 39 000 Contribution Points at the Glory Quartermaster. The Scroll can also be listed for gold at the Auction House, so there is also a way to buy them with a basic coin.
We are keeping the existing rules and adding the new ones regarding the Nation Change Scrolls:
You can change the nation once before you reach 70 lvl with any of your characters on the account from the character selection screen. (It means one per account, not per character) After that milestone, there are three ways to change your nation in the game:
1. Remove all characters from your account to be able to pick a new nation. 2. Use a dedicated NPC that spawns when another nation on the server receives a long-term underdog status. This NPC allows transferring to long-term underdog nations for free. OR 3. Use a Nation Change Scroll, allowing players to move freely to any nation that is not dominant on the server.
Important notes:
– Items and gold stored in the depot are account-wide and are not lost when changing nations. – All nation changes and main server changes trigger cooldowns on nation change and main server change. – Changing the main server set proper cooldowns on nation change and main server change. – Balance status data that is allowing or preventing transfer to a given nation. Check the Nation Change Card tooltip for exact information on which nations are currently available as a destination. This info is tied to data from the account's main server. – It is possible to move between nations with Underdog status. – It is not possible to move to the dominant nation (the strongest one – when the other two nations have Underdog status). – Known issue: To move to another nation please fully restart the game after using the Nation Change Card. The change nation button will be available on the character selection screen. Moving to the character selection screen will not refresh the status of available nation change points.
The switching nation with a Guild:
Guilds no longer lose donated Nation Points when members leave them, so members should transfer using the available methods to change nations (delete characters/NPC/SCROLL).
The guild leader can ask us to help transfer his account along with the guild to another nation with a few restrictions: – Mercenary Recruiter must be present on the server, allowing transfer to the desired nation, or the leader has a Nation Change Scroll and the destination nation is not marked as dominant. – The leader has to be the only member of the guild. – Leader's characters on the account cannot be in any other guild. – The Guild cannot have any provinces.
We are working on an automated system that will allow guild leaders to transfer their accounts along with the guild if the conditions above are met, so it will not require our help to transfer guilds between nations in the future.
We hope you will be happy to have more freedom once again and restoring this feature will be warmly welcomed
Quality of Life
New Coat of Arms Editor
With a redesigned, convenient, clear, and intuitive editor, it will be a pleasure to design and admire your own creations of personal and guild heraldry. We have combined the old three-separated windows editor into a single, easy-to-use system, with graphical and technical upgrades. From now on, you can preview your designs on heraldry emblems, shield models of various shapes, and the flag banner. We have also added the most-wanted “undo-redo” functionality, which allows the system to remember the last 15 changes that you can navigate between by clicking back and forward. We are planning to continue work on this system later when we will polish the Interface after replacing all game windows with the new ones.
Siege Events tweaks
There were a few issues with Siege Events that required attention:
We are correcting wrong assumptions, causing the events to count their start timers from a fresh event timer (around 25 minutes), which resulted in event continuations not working properly. From now on, if the Siege Event is finished before 5 minutes to its end, the time left will be transferred to the continuation event, and an additional 5 minutes will be added to the timer.
We are adding continuation to three-way siege events. Earlier, when any nation capped the flag in just 3 minutes after the event started, a continuation event would not happen and everyone would be disappointed. From now on, in such cases, we start the continuation of this event, just by starting the event in the same location, but with a new defender, who just captured a flag. Additional 5 minutes are added to the event timer.
Lastly, when we had one nation that was a defender in a siege event that was much stronger and would push out attackers, we changed the Defense event to Attack or Linkwar event, adding 10 minutes to the timer. This time was too long and sometimes resulted in infinite siege events. As we would like to standardize all siege continuation cases, we are changing this added time from 10 to 5 minutes.
Other improvements
– Added confirmation window on Return to the character selection menu. – Tweaked the big battering ram colliders so the player can get the right position to drive it without snaps and teleporting. – Added input field in character development experience conversion window. – From now on, NPCs won't walk underwater.
Fixes
– Fixed the issue where handicap limits in events were incorrectly blocking players' registration. Handicaps should limit players only in certain cases:
1. If the nation is the underdog 2. If a nation attacks its native castle (mids attacking Waterford/Blackrock) 3. In the nation fight on the native non-loot zone (Dundrum fort for midland)
However, the bug was limiting players in additional few cases that were not in the design. It created many cases when forces were unbalanced in terms of numbers, especially when link-war took place at two native locations of one nation (Dimar - Scarsdale). The fix should reduce cases when forces are unequal without reason. Remember, that there are other systems that may limit players in events, for example, limiting defenders if there are not enough attackers. And thank you for your reports that helped us to find the source of that problem!
– Fixed an edge case in Fabia’s dialogue, preventing players from completing the quest. – Fixed edge case issue where arrow particle trail was not turning off if arrow collided on the very first rendering frame on the client side – Fixed a bug where crafting was continued after the next progressbar (i.e. interaction with something) – Fixed Bear’s animations, and adjusted their attack speed. – Fixed an issue making it possible to gain incorrect bonuses to deactivation points on servers other than the main one.
Community Breakdown
Every two weeks, we’re rewarding active content creators who spread the word about Gloria Victis, so we have some new videos to share with you! Click the links, subscribe to the channels of those awesome people, and leave some love in the comments!
#gloriavictis and #playgloriavictis are becoming even more visible thanks to your help and contributions. Be sure to use them in your video descriptions, and share with us your creations on our official Discord.
Thank you for reading to the end, and see you on the battlefield!
Today, we look at followers, which is going through a major rebalancing and update in Age of Sorcery. These changes come through various new features and improvements, such as the new attributes and perks, new followers gained through sorcery, and changes made directly to all followers.
After the 3.0 update, you will have more diverse choices to shape your character, and one of the major aspects of this is the changes to followers. Whether you tread the dark path of sorcery or not, you can specialize as a leader who sends his loyal warriors into battle. It is up to you whether those warriors are human, demon, or undead.
Balancing
When we looked at the changes we wanted to make to followers, we knew we needed to rebalance them towards choice rather than a necessity. The result is that in Age of Sorcery, followers will have lower health and damage as their baseline, but if you want to, you can invest in making them more powerful through the Authority attribute and perks.
With these changes, you will not feel as disadvantaged without a follower, but if you do choose to use followers, it can also be far more rewarding.
We have an additional feature in the works related to survivability of followers, but we will detail this at a later date, since it will arrive after Age of Sorcery.
New Attribute – Authority
One of the new attributes in Age of Sorcery is Authority. With each point put into Authority, you will increase the damage dealt by your followers and improve your ability to knock humans out to be taken as thralls or... let us say fuel... for rituals.
Authority’s perks also improve your followers in various ways such as making enemies focus on them more over you and increasing their survivability through health regeneration and healing received. The final perk choice is between choosing to have one additional follower or giving your active followers significantly increased attributes. For the first time, you will be able to have two thralls follow you as your personal guard.
With sorcery, additional options are open to you as you increasingly corrupt your Authority attribute, replacing your uncorrupted perks. The first perk you get causes your attacks to have a chance to make your followers enter a frenzied state, making them temporarily deal increased damage. Each corruption invested past the first perk will increase the potency of it.
The final perk is Demon Lord. With each hit, there is a chance for a demonic follower to appear through a tear in reality and help you destroy your enemies. Although they only remain for a short time, you can summon several demons this way, if you are lucky.
Demonic and Undead Followers
A Sorcerer often imposes his will through servants, be they willing or otherwise. In Age of Sorcery, you can summon demons and raise the dead to do your bidding, provided you give yourself to corruption and make the necessary human sacrifices.
You can now create a Circle of Power in your base to serve as your window into an abyssal realm. With the correct ingredients, you can lure its denizens out of their plane and into yours.
Only by blood – demonic and human – can they be summoned. Bring through a powerful demon to vanquish your foes, and call an abyssal horse or rhino to carry you into battle beside it. These are no ordinary mounts. The Abyssal Rhino is a force to behold and has a devastating charge.
With the Battle Pass, you will also see several new skins, such as the undead horse and the wight horse.
Meddling with the dead is also one of the Sorcerer’s ways. Bring an unconscious thrall to a Shallow Grave to perform a ritual to reanimate its lifeless corpse. The attributes of the living thrall will reflect its stats in death. These are powerful followers that start at level 20 (max follower level) and have three perks.
But with time, even the dead may die. A corpse follower will gradually and visibly wither until they fall and a new body must be procured to replace it.
Summoning followers, demon and undead, mount and fighter, requires preparation and corruption, but the power they afford you is ample. For the experienced summoner, the sacrificial stone will see a steady flow of visitors, but never the same one twice.
The Age of Sorcery is Almost Upon Us
We are getting nearer to the release of this giant update and fundamental change in the development of Conan Exiles, and we could not be more excited to see what all of you will do with it.
Sorcerers, Barbarians, and all of you in between, we urge you to find your favorite way to play as you build, survive, slay, explore, and conquer in the Exiled Lands.
Rocket Panda Games has turned up the heat this summer with the release of Phantom Breaker: Omnia Spicy Edition! This update comes with two scorching new levels of commentary, quality of life improvements, along with some gameplay adjustments.
THE ANNOUNCER He’s back, and his voice is just as buttery smooth as before.
Choose From 2 Levels: Spicy and EXTRA SPICY! In addition to the original announcer, there are now two special commentary tracks available—original commentary by THE ANNOUNCER and fiery hot commentary by THE ANNOUNCER.
Twenty-five Thousand 100% More Spoken Words! This is a lie, but it sounds great, so we’re leaving it in.
It’s Free! THIS INCREDIBLE UPDATE TO PHANTOM BREAKER: OMNIA WILL BE AVAILABLE ON ALL PLATFORMS AND IS SO FREE THAT WE’RE CAPPING EVERYTHING.
Work on Sacred Fire continues full steam ahead despite record-breaking temperatures over here, and here is this month's news.
Act 2 Progress
This is just a quick progress update - unfortunately, Act 2's release won't be in July. All location, character art and voice-over is ready, so the stage is set, but bug-fixing and finishing touches take longer than expected. We will reveal a specific date as soon as we're certain about it.
However, thanks to your feedback, the whole game, including Act 1 will be more polished and immersive than ever before.
UI Testing
We’re testing a new way how to communicate probability in the UI mixing icons and percentages to better represent the importance of different story beats and make choice-making more fluid, with the goal of immersive role-playing in mind. For those who enjoy their number crunching and min-maxing, the numbers only UI option will of course still be available.
Dialogue choices, where dice rolls result in indecision and not outright failure, do not clutter the screen with percentages. This could let you focus more on what you’d really like to do or say.
Of course if you want to bring back the exact probability and tooltips with breakdowns, you can change the UI settings back in one click. The way it works in the new setup is, you’ll slow down to evaluate the probability only if your character is indecisive:
So what we’re collecting feedback on is whether displaying percentages only next to actions where failure consequences can be critical, makes for a more enjoyable role-playing experience.
As always, thank you for your patience and support. We wouldn’t be able to get this far, if not for you, an amazing and supportive community.
Act 2 Testing
If you can’t wait for Act 2 or want to test out the new UI, head over to our Discord, gain access to the Act 2 testing build (with the new UI) and become part of our testing community and leave feedback.
We’re BACK! And we have a bunch of content added to the game for you. In the Glow Up update, we’ve included several new skins, avatars, a new arena - along with new attachments and weapon balancing - and the launch of the Blaston Championship!
New Legendary Skin: Lyxx
Lyxx has always been the face of Blaston, and today we’re switching it up by giving her a new look with a legendary demonic skin. With a more aggressive look, we see this as an alter ego to the main character that you know and love!
New Avatars: Clamos & Argentia
A little over a year ago we launched the singleplayer campaign for the game, and we know you want to be able to become the characters that you face. So we polished the models and made them av ailable to be played. Get them in the store now.
New Arena: Greatstone Valley
Similarly to the campaign characters, a lot of people expressed how they missed playing Quick Draw when it fell out of the seasonal mode. Well, now you’ll at least be able to go halfway there with a classic version of Greatstone Valley.
New Attachments: Ellipse Weapons, Vector, Nova Helix, Nova Hurricane, & Lance Nade
Last update, we brought a new element into the meta with several attachments including bouncing projectiles. This time we’re shifting our focus to the original ellipse weapons, along with weapons we felt like needed some love with the Vector, Nova Helix, Nova Hurricane & Lance Nade. You can now track and complete the attachment missions for these to find new ways to play with them!
New Tournament Circuit: Blaston Championship 2022
Alongside the Glow Up update, we’re launching our first ever competitive circuit for Blaston! If you’ve ever wanted to try competition in the game, now’s your chance. The circuit is divided into 3 phases, with the first starting this August. Players can join by playing the ranked mode, joining the weekly Blastzone Challenges, or participating in community tournaments to fight for their lion share of a total of $11,000 prize pool! Read more on the official webpage at: https://www.resolutiongames.com/blaston/championship
With the launch of the Blaston Championship, we’re adding a few more cosmetics to the game so that you can fully get into the competitive spirit. You’ll now see the Blaston Championship logo in the arenas, and you can also represent your region with the European or North American banners available in the store. Exclusive finalist and winner banners will also be given out to the participants who qualify and win the regional finals. Oh, and we’ve also added Universal Weapon Skin that you can get in the store as well!
Game Updates
New Arena added: Greatstone Valley
New Avatars added: Clamos & Argentia
New Legendary Skin added: Lyxx
Added skins for: Krysox, Cetox, Scrofax, Dracx
Added attachment missions and 3 attachments (each) to: Viper Ellipse, Raptor Ellipse, Hammer Ellipse, Vector, Nova Helix, Nova Hurricane and Lance Nade.
Weapon attachment missions have been rebalanced and the more difficult ones removed.
Weapon Updates & Balancing
Hammer Nade: Attachment 1: Reduced the projectile spread, increased the speed of launching the projectiles.
Hammer Nade: Attachment 3: Projectiles reduced from 20 to 15, reduced the projectile spread.
Lance Rapide: Weapon health increased from 15 to 25.
Luma: Attachment 3: Lowered collision damage from 30 to 5.
Hope you’re all enjoying your summer vacations, frolicking in the sun and whatnot. Actually, that’s what we wanted to talk to you about. Not only summer, but nature.
Today, July 28th, is the World Nature Conservation Day - a day dedicated to raising awareness about the importance of preserving the environment and all its gifts. This year, we wanted to take part in the celebration ourselves, so we made a donation to the Clean Air Task Force, an environmental organization that’s all about reducing global carbon emissions to address climate change.
And that's not all! We came up with a cute new character to remind ourselves always to do our part to protect nature.
Everybody, meet Beanie! The little ecosystem on legs that started in a jar and grew all the way to our hearts.
Beanie will be unlockable for anyone playing online matches between July 28th - August 28th So all you have to do to get in touch with your inner conservationist is obliterate some joes. Easy!
Last but not least, we’d like to encourage each and every one of you to reflect on how you can do your part to preserve and protect this planet we call home. If not for yourself, do it for Beanie!
Take care, and stay hydrated! -Team Move or Die 🐔
PS: Bonus little comic strip about our Beanie already making waves in the MoD team.