A new fragment joins the family, burning reminder. I plan to make some fragments that share effects but the activation conditions are different. In burning reminder's case, it increases movement speed while you are on fire. This also means that the speed increased compared to acquitted crimes is greater.
The Lair
Welcome the lair as the first "event" in the game. Events will occur in your runs based on a few conditions and aren't a guaranteed.
Interactable Objects
Some objects can now be interacted with namely...
To enter a lair, you must find a sealed entrance which as previously stated spawn under a few conditions. You cannot find this entrance in the realm of knowledge except for the Forgotten Padoga which has a permanent entrance. This permanent entrance however will not stay for the eventual live release and exists for the sake of playtesting.
Once found press the interact button, E, and you will find be teleported into the lair. So what makes the lair special?
Fragment Trade
In the lair, you can trade fragments and you are also safe from all enemies. Though there might be a few more enemies than you bargained for on your return if you dilly dally. Basically for objectives that spawn enemies infinitely, they will continue to do so.
Anyway, the trade pool is formed based on fragments that you own so it is always worth checking out. Press E at a trade station to perform the trade. That is unless you have no plan to change the fragments you have at hand. But who isn't up for some experimenting?
Balancing
The Dregs now move faster while burning - They now receive additional speed when burning and a separate multiplier when in the vicinity of the player. Previously it would only receive this multiplier when in the vicinity of the player or when it was burning.
Changed player crouch movement speed
Bug Fixes
Jumping with space no longer grants more height and speed and than with up arrow or W.
Letting go of crouching also no longer makes you faster.
Yes, you read that right – the time has come for the official Puzzle Quest 3 Gear Rework!
Quick note before we get started though- while we would’ve loved to have gone into as much detail as our Spell Rework blog, given that the release of 3.0 is right around the corner, we wanted to focus on getting the information out to you folks in a timely manner.
So, this blog will give you the details, the FAQ, and a bit of a light explainer of where we were coming from, with the rest of the 3.0 Patch Notes to follow later in the week!
What are we trying to do?
In a nutshell, we’re trying to both simplify things, and make sure it always feels fun to get Gear no matter where you are in your journey!
Our goals were:
Reduce the complexity of the Gear System (in the early-game there can be quite a lot of cognitive-load tied up in choosing what to upgrade or not upgrade)
Reduce the investment required for specific pieces of Gear to allow for more flexibility
Not change too much about the inner workings of the Gear itself
Gear will now drop with Core Stats (Armor, Block, Resistance, Attack, Mastery) and Attributes determined by the Rarity of the Gear
Quality
Stats and Attributes will fall within a range based on an item’s Rarity. This is referred to as “Quality.”
This is not so much a change to the types of numbers you’d see associated with Gear, just a more visible gauge of how good the number on the stat/attribute is within the possible range.
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Higher Rarity items will have a higher floor and ceiling on their Quality ranges
The overall Quality of an item is summarized in its Quality value
Higher Quality Mythic items also have an accompanying word to describe their Quality:
Note: This does not have any impact on gameplay. They are just words that are used as shorthand for the upper range of Mythics due to the size of the range.
Battle Scrolls
Much like Spells, we’ve removed the need to Level-up specific items by essentially transferring those Levels over to 3 new Battle Scrolls:
Item levels have been consolidated into 3 Battle Scrolls per Hero:
Offense - Affects Weapons and Shields Defense - Affects your Helm, Shoulders, Chest, Legs, Gloves, and Boots Utility - Affects your Necklace, Belt, and Rings
Leveling up each scroll improves all of the relevant item’s Attributes
Leveling up a scroll uses Gold, Shards and then Glyphs at the higher levels
Battle Scroll levels are capped at your Hero level
Honing
Individual items can now be Honed! Honing an item uses Runes and Relics to improve the core stat and all the attributes on an item by a small amount. Think of Honing as though you are sharpening your blade or polishing your shield!
Items of different rarities can be honed different amounts:
Common: N/A
Uncommon: Up to Tier I
Rare: Up to Tier II
Epic: Up to Tier III
Legendary: Up to Tier IV
Mythic: Up to Tier X
The costs for Honing each Tier are the same, regardless of the rarity of the item
Honing Tier is represented by pips on the left side of the item display
Any resources used in Honing are returned if the item is Salvaged
Items of different rarities can be honed different amounts:
New Resource: Aether
Aether is a new crafting resource and is collected from Salvaging Rare or better items
Rare: 1 Aether
Epic: 4 Aether
Legendary: 20 Aether
Mythic: 100 Aether
Follower Update
Toragon, Gemka, and Soulchaser have all had 3 crafting options added.
Follower Crafting will be updated further in Update 3.1
Follower Level
Ability
Cost
30
Craft Random Epic Weapon or Shield/Accessory/Armor
20 Aether
40
Craft Random Legendary Weapon or Shield/Accessory/Armor
100 Aether
50
Craft Random Mythic Weapon or Shield/Accessory/Armor<
500 Aether
Salvaging Update
With the removal of Levels from Gear pieces, the chance of getting the Rune or Relic from a salvaged item is now based on the item’s primary stat, Quality, taking into account the Rarity of the item.
Generally, the better an item is in comparison to other items of its rarity, the better the chance of salvaging the Rune or Relic
e.g. An Epic Buccaneer’s Charm with 258 Resistance (the Primary stat for Accessories) has a 4.6% chance of getting a Rune and 4.6% chance for a Legendary Relic vs an Epic Buccaneer’s Charm with 301 Resistance (%6 for a Rune, %6 for a Legendary Relic)
A set amount of Aether is Salvaged from Rare or better items
Salvaging a Honed item will return the materials used in Honing that item
Gear Vault
The Items in the Gear Vault have had their display updated to reflect the system changes
The different tabs in the vault are now named, rather than using icons
Items & Minions can now be quickly equipped without opening the full info screen (similar to Spells)
Compensation/Transition
All of your Gear will be converted straight to the new system.
All Rarities will remain the same
No Gear pieces will be removed
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All Gear will be converted to keep the existing stats as similar as possible. Everything converted should end up similar if not better than what they are currently.
You will receive 4 Tier IV Relics per Mythic in your Inventory.
Your Battle Scroll Levels will be set based on the highest level Gear piece in each Battle Scroll category, capped at each Hero’s Level.
Example:
I have… A Level 47 Savior’s Locket A Berserker at Level 50 A Shaman at Level 35
My Berserker will have a Level 47 Utility Scroll, and my Shaman will have a Level 35 Utility Scroll.
FAQ
Q. But how will my Gear be affected? Will my Hero be weaker after the update since there is more ways to upgrade Gear with Honing and Battle Scrolls?
A. All your gear will remain the at least the same, if not improved.
Q. Is anything changing with Gear drops in Chests?
A. Yes. We are making changes to the drop rates for Chests to better support the new system, such as reducing the chances of seeing Common and Uncommon Gear at higher player/Chest levels with the chance being 0% at Level 100 in Ruby and Diamond Chests. As of right now, these are still being adjusted in the lead-up to the release of 3.0.
Q. Has anything changed in rerolling Attributes? Or is it the same as before, just now there are the Honing and Battle Scroll bonuses on top?
A. This is the same as before - the Quality of an Attribute will stay the same, but the Attribute itself can change.
Q. Are there any more details about the Follower changes coming in 3.1?
A. There are limited details we can share for the moment, however, this is what we’re aiming for with our beloved Toragon, Gemka, and Soulchaser:
Ensure that their abilities are integrated better with the new system
Open up some of their abilities earlier so newer players can benefit from them earlier
Allow more flexibility for players in how their abilities are used
Preferably move away from having one giant horizontal list with every possible option for each of them (i.e. we’d like to streamline the UI and crafting flow)
Q. Will Seasonal Caches continue to drop only Legendary versions of the Season 3.X items?
A. They can drop at Mythic or Legendary now. In 3.0 you may notice it will have multiple of the same rarity piece of Gear with various percentage chances. This is to show the chance for the different Quality ranges. In 3.1 we will update how this information is displayed so it is easier to understand at a glance.
Q. How is Gear Score and “perceived strength” determined after these changes?
A. The calculations for perceived strength are based on actual stats, so the calculation is unaffected. The final value will change based on the character’s new stats. The Gear Score calculation does not take an item’s Quality into account.
Q. What can I do with Shards and Glyphs after my Battle Scrolls are Level 50
The Follower Crafting changes discussed above will assist somewhat with this, but overall we’re developing other late-game systems that can continue to utilize resources.
To join the discussion, share questions or read any further feedback, please jump into our Community Forum here
The achievement "The Benchmark" was impossible to obtain due to a bug in the game and considering it was a bit tough to achieve it I have decided to completely remove it from the game. Completeionists can now achieve all of the achievements!
Hey there, fellow Chat of Goblins! I've got some exciting updates to share about our green buddy's progress. Firstly, I've fixed a bug where the in-game main menu couldn't be closed with "Esc" - a crucial fix for keyboard users, as I mainly play with a controller and overlooked this issue.
Additionally, I've ensured that the main menu won't overlap with the loot bag on screen, making it easier for players who use "Esc" to close windows without interference. It's all about those little details that make a big difference in the gaming experience.
Another significant fix I've tackled is the issue with avatars appearing incorrectly on the winner's banner and player list. It's these small victories that pave the way for bigger and better improvements ahead. Now, onto the roadmap for upcoming features, though keep in mind that nothing is set in stone.
What to Expect (Subject to Change)
Inventory and Weapons During playtesting, I noticed that equipping weapons from the inventory felt clunky, especially in the heat of battle. To streamline this process, I'm working on implementing a "Quick Weapons Menu," most likely a radial menu for easy access. Adding new weapons will take time as I aim to differentiate their attacks for more gameplay variety. Expect UI refinements for the inventory as well.
Fart Bomb
Balancing the Fart Bomb has been surprisingly tricky. I'm considering adding a stat bar akin to mana, making it a consumable that charges up and unleashes havoc when full. It's been a fun challenge to brainstorm.
Animation
Continuous work on animations for our Goblin friend is ongoing to enhance the game's visual appeal and immersion.
Server Host Settings and Maps Currently, maps are randomly selected, but I'm looking into allowing players to choose the starting map or adjusting map sizes based on the number of players for a better gameplay experience.
Death Mechanics
Death in Loot Goblins results in losing loot and resetting scores, but I'm planning to introduce a grade loot chest upon Goblin death to encourage both looting and combat.
Controller Support
Right now there is full Native Xbox controller support. PlayStation is in the works
Customizing the Goblin Yes, customization is on the horizon! While focusing on critical fixes, rest assured that players will eventually be able to customize their Goblins.
Primary Focus
Priority remains on bug fixes when introducing new features or game modes, ensuring a simple yet enjoyable gaming experience.
Stay tuned for more updates as we work towards a strong early access launch!
Build a level that has players completing a circuit (finishing where they start). This could be your own fictional layout or a recreation of a real life racetrack!
Looking for ideas? How about recreating your favourite racetrack, a go-kart track, a rallycross track, a street circuit or a short multi-lap track!
DEADLINE
Your track should be complete and submitted by Sunday, 7th April 2024 at 18:00 BST
Submissions will be combined into a single workshop item after the deadline above
SUBMISSION RULES
You can only submit one level (you can modify or replace your submission as much as you like until the deadline)
Level collaborations are permitted (Maximum of 3 players per level. This counts as a level submission for each individual creator. Please name collaborators when submitting)
The name of the level MUST start with "ZSL - " (e.g "ZSL - My Level")
LEVEL RULES
Scaling track pieces is permitted
Level MUST follow any theme requirements set above
Level MUST be under 4000 blocks
Level MUST have an author time above 30 seconds
Level MUST have an author time under 1 minute 15 seconds (75s)
Level MUST have at least 2 checkpoints. Consider adding additional checkpoints for split timing or where it would prevent a cut, as cuts do not make for good tournament tracks!
Level MUST NOT have risky or hidden finishes/shortcuts (e.g blind shortcuts or using no-collision/invisible blocks to hide a secret path that is NOT the intended route)
Don't have Discord? You can submit your entry by linking your workshop item in the comments section of this announcement post!
WINNERS & PRIZES
Up to 15 of the submitted levels will be used for the next Zeepkist Super League event
The community will vote on their favourite maps from the theme once submissions close
Top 3 in the community votes for Best Decor and Best Track Layout will each win a special hard hat cosmetic in-game. Discord users will also get a `Level Contest Winner` role and 3,000 chat EXP in our Discord server.
BANNER CONTEST
We're also hosting a themed banner contest for our Discord server banner image where you can win a special beret hat!!