Wave 2.2 of the Season 2 PTR introduces bug fixes for the Blood of the Sands seasonal content. Downtime will begin at 11:00AM PT on June 15 and last approximately 90 minutes.
If you encounter a bug, exploit, or have suggestions to improve a feature or piece of content, we’d love to hear your feedback on our Discord (you can also utilize our in-game feedback tool). We will do our best to address as much of your feedback as possible before the content update makes its way to our live servers. Your participation will help us to deliver awesome content and updates in the future!
Check out an in-depth breakdown of the release in our official announcement and stay tuned to our social channels for updates.
Economy, Progression, and Gear
Replaced the models and icons for Artisan items. They no longer use the glass/transparent models but the new, intended ones instead.
The Artisan line of items now have the proper durability and weight assignments.
The Umbral Shard rewards for the Sandwurm encounter have been increased. You now get 500 per kill (previously 100), 2000 in the daily chest (previously 1000) and 8000 in the weekly chest (previously 2000).
Seasonal Content
Fixed an issue where a target marker would appear over a player's head but Hadish Azar would instead burnout towards the center of his arena.
Fixed an issue that would cause Hadish Azar's Meteor Shower warning marker to not appear on both players heads.
Fixed an issue that caused Hadish Azar's Flame Waves to not reach the corners of his arena.
Fixed an issue that caused the Explosive Sulfur Core to kill players with explosive damage after it was destroyed.
Modified Hadish Azar's Flame Vacuum so that it always pulls the player to him.
Fixed an issue that caused the Enraged Devourer Drone to get stuck below ground.
The following changes have been made to the Hatchery Trial rewards based on player feedback:
Corsica Bandit Named Set: replaced Freedom with Human Ward.
Scholarly Jongleur Named Set: replaced Invigorated with Human Ward.
Hordemaster Named Set: replaced Invigorated with Human Ward.
Oasis Graverobber Weapons: first perk bucket guarantees Bane perk, item guaranteed purple rarity or better.
Waterseeker, Wanderer, and Warmonger Armor Sets: first perk bucket guarantees Ward perk, item guaranteed purple rarity or better.
Added 15% chance to get a Golden Scarab from the Bonus Box, and changed the chance of Writ of Adventure to 15%.
Increased amount of procedural gear awarded from a Normal run from 2 to 6.
Raid Groups
Fixed an issue that caused raid members to appear in multiple groups when moved while offline.
UX/UI
Fixed an issue that caused white boxes to show on raid screens.
Trial of the Devourer:
Replaced Average Gear Score with Recommended Gear Score.
Changed the remaining time to show time until reset.
Thanks for your support! We’ll see you in Aeternum.
Before Wave 3 of the Season 2 PTR launches, we will address some Sandwurm and Hatchery bugs for a smoother player experience. Downtime will begin at 10:00AM PT on June 13 and last approximately 90 minutes.
If you encounter a bug, exploit, or have suggestions to improve a feature or piece of content, we’d love to hear your feedback on our Discord (you can also utilize our in-game feedback tool). We will do our best to address as much of your feedback as possible before the content update makes its way to our live servers. Your participation will help us to deliver awesome content and updates in the future!
World Experience
Added collision planes around all areas where players could jump off of the ledge into rock chasms during the Legacy of the Sands Soul Trial.
Combat/AI
Fixed a bug that prevented the acid clouds during the submerge phase of the Sandwurm fight from consistently affecting players.
Fixed a bug that prevented the Sandwurm's stacking empower, applied at the end of every phase cycle, from affecting its acid based attacks.
Addressed an issue that caused max health to not properly increase with the removal of Hale and Hearty when adding attributes into CON.
Game Modes
Fixed an issue that caused consumables in PvP Arena to appear greyed out, and unusable, even though their cooldown was complete.
Economy, Progression, and Gear
All items from the Daily Reward Cache should now raise expertise as expected.
The Artisan Hatchet and Spear are now craftable at the Forge instead of the Workshop.
Sandwurm replicas are now craftable at the correct crafting stations.
Seasons
Fixed an issue that caused players to not receive previous Season Pass rewards when logging in.
Fixed a typo in the "Mutation God" title.
Weapon skins on the season pass rewards track now correctly display that they are skins in their tooltips.
Season Trials
Removed the ability to Stoneform out of the Explosive Sulfur Core.
Increased the damage dealt by Incinerate by 56%.
Incinerate now applies slight knockback on impact.
Thanks for your support! We’ll see you in Aeternum.
Get ready for Aeternum’s greatest challenge yet and an all-new event in wave 2 of the Blood of the Sands PTR.
If you encounter a bug, exploit, or have suggestions to improve a feature or piece of content, we’d love to hear your feedback on our Discord (you can also utilize our in-game feedback tool). We will do our best to address as much of your feedback as possible before the content update makes its way to our live servers. Your participation will help us to deliver awesome content and updates in the future!
During this wave of the PTR, we look forward to hearing your playtest feedback on the following changes:
To help players in the PTR in testing our new Elite Trial we have included a Status Effect available through the backstory. This simulates the bonuses players would experience in Live against Beasts with 3x Major Wildlife Combat Trophies. This does not stack with placed Trophies.
World Experience
Quests
The Runed Haft, the Staff Head, and the Angry Earth Seed will now disappear from the player’s inventory when they are not on a quest that specifically needs or uses them.
Once the player has collected enough scrolls for the quest A Curious Child, additional scrolls will no longer appear collectable.
Scrolls are now easier to spot at Shattered Obelisk for the quest A Curious Child.
There's a tower door that is unlocked during the quest Hope Springs Eternal at Skyview Repose. Once opened, this door will now remain unlocked forever, allowing players to return for any chests they may have missed after the quest.
Notable Fixes
Fixed an issue that caused players to teleport under their house after recalling.
Fixed an issue that caused Smelter Chimneys to not animate when the player spawned into the area.
Fixed an issue in the quest Guardians’ Secrets that created an extra empty bullet point.
Removed a Grey Box from the First Light wall.
General
Reduced the collision height on the Brimstone Sands settlement bridges.
Expeditions
General
Fixed an issue in some Expeditions that caused particle effects to appear larger than intended.
The Depths
Fixed an issue that prevented multiple players from looting Thorpe's key.
Reduced the health of Apocalypse Mines in Mutator mode.
AI
Revised Expedition Elite enemies to remove pushback applied from player attacks that don't cause a stagger (Ex - light attacks)
Fixed an issue that caused Grunts to not move toward players when attacked from a distance.
Game Modes
Outpost Rush
Fixed a UI alignment issue with the Corrupted Portal Timer.
War
Fixed an issue that caused the attackers in War to not be able to purchase siege weapons.
3v3 Arenas
Players will no longer hear the Announcer voice lines like, "I'll dredge up a few more challengers, Let's wait, there's no challenge in an uneven fight or do I have any eager spectators who wish to try their luck" when waiting to start matches.
ECONOMY, PROGRESSION, & GEAR
Notable Fixes
Fixed an issue that prevented the Azoth Staff from maxing out its tier at Legendary.
Fixed an issue that prevented players from getting max rank tokens.
Fixed an issue that allowed inapplicable Craft Mods to be selectable on Fishing Poles.
Fixed an issue that caused crafted Winter Convergence items to lack event tags.
General
Doubled the cap for Faction tokens at all levels. The new cap at maximum reputation with your Faction is now 150,000.
Renamed Old Jewelry to Exemplary Jewelry and added a description.
Weaver's Fen Faction Control Bonus has been changed from "-10% Global Tax Value" to "+10% Global Refining Yield". This was previously assigned to First Light.
Base Weight Weapon Changes
Changed the base weight of the following weapons:
Swords to 3.
Rapiers to 2.5.
Hatchets to 4.
Greatswords to 8.5.
Hammers to 8.5.
Great Axes to 8.
Spears to 6.
Bows to 6.
Muskets to 7.
Blunderbuss to 7.
Fire Staffs to 7.
Life Staffs to 7.
Ice Gauntlets to 3.
Void Gauntlets to 3.
Gear Changes
Equipment items that drop in the world of Aeternum have been updated to use new perk buckets based on content types. Players should no longer see perks like Resilient, Family Wards, and Banes dropping together on gear. Following these changes:
You can now replace Gems in Invasion and Breach Closer Trinkets
Fixed some inconsistencies in the way some families of AI rolled perks when providing loot. All AI families should now roll loot more consistently.
Corrupted Breaches rewards have also been updated with new armor and weapons:
These new items are guaranteed to always roll 1 Family Bane or Ward perk when dropped for players, and use the appearances of previous Corruption Breach items.
The old armor and weapons will no longer drop.
New Elite items can now drop, plus Family Bane/Ward perk crafting mods.
Updated the following Named Equipment that drops from Corrupted Breaches:
Ice Gauntlet, Glacial Rage - Updated to always drop at 590 Gear Score, Kind swapped to Pylon Burst, and added a 5th perk, Keenly Empowered.
Longsword, Moonless Night - Mortal Lifesteal swapped to Human Bane
War Hammer, Portalsmasher - Mortal Lifesteal swapped to Enchanted
Fire Staff, Flames of the Breach - Mortal Fortification swapped to Empowering Incinerate, Keenly Fortified swapped to Keenly Empowered
Great Axe, Dark of Night - Mortal Lifesteal swapped to Keenly Jagged
Rapier, When They Come - Mortal Fortification swapped to Keenly Jagged
Musket, Breach Bloodied Rifle - Mortal Lifesteal swapped to Refreshing Power Shot
Ice Gauntlet, Frostbitten Mitt - Siphoning Blow swapped to Unbroken Winds, and Mortal Refreshment swapped to Keenly Jagged
Added a new Tier 5 Blunderbuss, Cannonade, that can drop from Corruption Breaches.
The previous versions of these items will remain unchanged in the player’s inventory.
Season Pass
Crafting with Infused Orbs at the Gypsum Kiln will now grant small amounts of seasonal XP.
Fixed an issue that allowed any song to complete the "Call of the Ancients" Season Journey task.
UX/UI
Notable Fixes
Fixed an issue that caused the exit button to not work after renaming a character in the Main Menu.
Fixed an issue with the alignment of the play button on the 3v3 Arenas tab.
Fixed a typo in the Silver and Gold Ingot descriptions.
Fixed an issue where flagging for PvP caused the notification to move on top of pinned Quests in the HUD.
Fixed an issue where the Lock Icon in the inventory was too low of a resolution.
Fixed an issue with Main Story Quest icons were not prioritized over other quest icons when zooming out of a settlement on the map.
Fixed an issue with low resolution icons associated with emotes on the PvP Tracker.
Fixed an issue that caused the Crafting Trade Skill milestone banner to show the recipe result instead of the recipe name.
Fixed an issue that caused the map pin to disappear on the quest Adiana's Fountain, if the second and third tasks were completed, but not the first.
Fixed an issue that prevented visuals from appearing on interactable objects.
Fixed the item type tooltip for the Artisan Shield.
Fixed the item type tooltip for the Artisan Greataxe.
General
Swapped the schematic icon on weapon schematic recipe items. It is now a blank schematic icon to reduce confusion for players.
Increased Musket reticle marker speed to improve clarity during chaotic battles.
Improved pinning for the target POI in the quest 'Down Payment'.
Thanks for your support! We’ll see you in Aeternum.
You can check out what's new in the video below, but in short, we have one MAJOR key development this week:
📈 NEW PROGRESSION SYSTEM 📈
When you level up, you can choose which skills you want to upgrade
With this system, you can cater to any playstyle of your choice
The higher level you are, the more skills you'll have access to
Thank you all for continuing to follow and support the development of Kittens with Cannons. Have an amazing rest of your weekend and see you all next week for another update! 🐱
Join the Devs in a special livestream 19 June 8pm PST!
Death or Glory is the ultimate duelling showdown that plays as a card game by blending fighting game action with deckbuilding mechanics. Venture the new roguelike adventure mode with us to find hidden card combos, upgrade cards, loot treasure and topple the final boss. We are thrilled to announce and showcase all of the updates, remodels and new content we will be releasing in the coming weeks till our Early Access launch.
Join us at Steam Next Fest to celebrate the community!
Get Ready Everybody! The adventure is starting soon! Raven - The Goblin Hunter Demo version is released and we will play the game on Steam Demo Fest on Thursday!
Fixed an issue where losing a life in the air over a deadly area might kill you again when you land into the deadly area underneath (spikes/lava/fog). Now, touching the deadly area will teleport you back to safety with only one life lost.
Welcome back to our ongoing saga, the sixth installment of our cherished dev diary series. This is where we share the magic that happens behind the scenes, offering a glimpse into the monumental strides we've been making recently in our gaming odyssey.
Over the last few months, we've been on an epic quest. Our mission? To unlock the perplexing mysteries that often make strategy games feel like deciphering an alien language or solving a Rubik's cube blindfolded. You see, we understand that complexity can add depth and texture to a game, transforming it from a mere pastime to an intellectual journey. But we also recognize that this complexity can be a double-edged sword.
To illuminate the issues, we've invested countless hours of rigorous research and conducted in-depth conversations with our devoted legion of players. It's through this synergy of science and dialogue that we've arrived at a profound revelation. The crux of the issue isn't complexity itself. No, it's the Herculean task of managing all these intricate components in unison that often overwhelms players.
Allow us to illustrate this with a graph that we meticulously put together. This visual aid pinpoints precisely when and where players begin to lose their foothold on the thrill of the game.
In the honeymoon phase, the initial interaction with the game is pure exhilaration. The world is teeming with features to explore, each one a tantalizing taste of the adventure that awaits. But alas, like all honeymoons, this period is fleeting. Gradually, the intoxicating allure starts to wane. Our players find themselves marooned in a bewildering labyrinth of options, uncertain of how to navigate the game to execute key maneuvers, and grappling to piece together how the different systems intertwine.
And there's another critical ingredient missing from this recipe. Despite the myriad features and options, our players reported feeling a lack of immersion. They crave the heady thrill of stepping into the shoes of a world leader, of feeling every pulse and ripple of the world they rule.
So, how have we risen to these formidable challenges? We've rolled up our sleeves, fuelled up on copious amounts of coffee, and embarked on a full-scale transformation of our game systems. No stone has been left unturned in our pursuit of the ultimate gaming experience.
Policy modification - Before vs After
Health Stats - Before vs After
The redesign process involved constructing an elaborate network of wireframes, creating comprehensive user flows, and conducting additional layers of research. All this to craft an immersive design that would pull our players into the game world with the irresistible force of a black hole.
And oh, the results! The results have left us positively buzzing with excitement. This comprehensive overhaul has transformed our game from a simple on-screen experience into an engaging, immersive, and intuitive world that feels as real as the device you're playing on. Our vision for the future of UI/UX in our game has taken shape, and it's even more spectacular than we'd imagined.
All footage is from the pre-alpha stage and subject to change. These alterations will be implemented for our alpha and beta testers by the end of August.
We hope you're as excited as we are, and that you've enjoyed this read. Thank you, Okron Studio