Version_0.2.0e
Old: chuanhsing#2097 2025-04-10 13:25:02
New: chuanhsing#2097 2025-04-11 05:57:08
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1 | - | ||
1 | + | 0.2.0e Patch Notes | |
2 | 2 | ||
3 | - | <div class="box-content m-pad"> | |
4 | - | Yesterday we listed a bunch of changes that we are making to improve the game. 0.2.0E will be deployed tomorrow at around 3PM PDT or (Apr 10, 2025 6:00 AM (GMT+8) in your local time), it will contain all the changes we have posted about from the last few days as well as some other things we have been working on today. | |
5 | - | <br><br> | |
6 | - | This following list of the changes are just the changes that have been made so far, these are not the only changes we are investigating and they do not represent a full list of what players are reporting to us. | |
7 | - | <br><br> | |
8 | - | <h2>Monster Speed Changes</h2> | |
9 | - | <br> | |
10 | - | Many players have been reported being overwhelmed by monsters. The cause of this is a variety of factors and we are addressing them on a case by case basis. We have listed monster changes act by act below, but we also made the following changes more generally. | |
11 | - | <ul> | |
12 | - | <li>Many human monsters including the Cultists in Freythorn, the Faridun and the Tribal Humans in Act Three have behaviour where they can interrupt their melee attacks if the player moves too far out of range during the attack, especially for attacks that have multiple hits like a swipe left into swipe right. These interrupt events have been primarily removed especially on things that were attacking very fast as it caused the monsters to be relentlessly able to pursue and attack you giving you no time to engage or use skills between their attacks.</li> | |
13 | - | <li>The Haste Aura monster modifier no longer appears on monsters that are already fast.</li> | |
14 | - | </ul> | |
15 | - | <br> | |
16 | - | <strong>Act 1</strong> | |
17 | - | <br> | |
18 | - | <ul> | |
19 | - | <li>Werewolf Prowlers and Tendril Prowlers now will enter a walking stance (as opposed to running) after performing a melee action, they will only begin running again if you get a certain distance away from them. This behaviour has been applied to many faster monsters.</li> | |
20 | - | <li>Hungering Stalkers now have 12% less Life and Damage, they were already relatively weak but we have lowered it a bit further to account for their high movement speed and attack speed. They are intended to engage and attack quickly, but be weak and die fast.</li> | |
21 | - | <li>Reduced the number of Bloom Serpents in The Red Vale.</li> | |
22 | - | <li>Halved the number of Venomous Crabs in the Hunting Grounds.</li> | |
23 | - | <li>The Cultists in Freythorn no longer have interrupt events on their attacks as described above.</li> | |
24 | - | <li>The Cultists in Freythorn wielding Axes and Maces in Freythorn now walk after performing a Melee Action, only running again once you exit a certain distance.</li> | |
25 | - | <li>Blood Cretins on death Blood Pools have had their duration decreased from 6 seconds to 4 seconds, and fixed the area of effect to match the visual more closely.</li> | |
26 | - | <li>Reduced the overall density of more challenging monsters in Ogham Manor.</li> | |
27 | - | </ul> | |
28 | - | <br> | |
29 | - | <strong>Act 2</strong> | |
30 | - | <br> | |
31 | - | <ul> | |
32 | - | <li>The Boulder Ants in Titan Valley have been replaced by Risen Maraketh, as the area had too many monsters that had irritating movement.</li> | |
33 | - | <li>The Faridun have all been modified to remove the interrupt events on their attacks as described above..</li> | |
34 | - | </ul> | |
35 | - | <strong>Act 3</strong> | |
36 | - | <br> | |
37 | - | <ul> | |
38 | - | <li>Diretusk Boar and Antlion Charger's are now more likely to push you to the side instead of pushing you along with them when they charge you.</li> | |
39 | - | <li>The Lost City monster pack composition has been adjusted to result in less ranged monsters</li> | |
40 | - | <li>Massively adjusted the Azak Bog, firstly by the aforementioned changes to interrupt events, but also changed the monster composition of the area to have less Ranged and Elite monsters. </li> | |
41 | - | <li>Fixed an issue where the Slitherspitter's poison spray in Venom Crypts was dealing Chaos Damage instead of Physical Damage unintentionally.</li> | |
42 | - | </ul> | |
43 | - | <br> | |
44 | - | We have also identified another issue that affects some areas in which potential monster spawn locations have inconsistent density in different rooms. This leads to situations where some rooms are much denser with monsters than others in an unintended way. We have a fix for this problem but it did not make it into this patch, and will be deployed in a later patch. | |
45 | - | <br><br> | |
46 | - | These are not the only changes that we will be making to monsters. Further changes will come in later updates. Some changes we didn't get time to make today, and others require new animations that will take a little longer. | |
47 | - | <br><br> | |
48 | - | <h2>Boss Changes</h2> | |
49 | - | <br> | |
50 | - | Viper Napuatzi is one of the more challenging bosses for players, so we made the following change. | |
51 | - | <br> | |
52 | - | <ul> | |
53 | - | <li>Lowered the amount and size of Chaos Rains (the purple ones) in the Viper Napuatzi fight, and cleaned up the visual left afterwards faster to make the following drop locations more obvious.</li> | |
54 | - | </ul> | |
55 | - | <br> | |
56 | - | Uxmal had various quirks that made him somewhat annoying to fight. We have made a few changes. | |
57 | - | <br> | |
58 | - | <ul> | |
59 | - | <li>Reduced the number of times Uxmal changes locations through the fight</li> | |
60 | - | <li>Uxmal can no longer recharge Energy Shield while in the air.</li> | |
61 | - | <li>Uxmal uses his Flame Breath less often</li> | |
62 | - | </ul> | |
63 | - | <br> | |
64 | - | Xyclucian had some issues with visibility of his effects | |
65 | - | <br> | |
66 | - | <ul> | |
67 | - | <li>The arena of Xyclucian has had its ground foliage removed in order to make his effects more visible</li> | |
68 | - | </ul> | |
69 | - | <br><br> | |
70 | - | <h2>Player Minion Changes</h2> | |
71 | - | <br> | |
72 | - | <ul> | |
73 | - | <li>We have changed the way that minion revive timers work. When your first minion dies, it sets the revive timer to 7.5 seconds as before, but each successive minion that dies increases it by less and less (still capped to a max of 7.5 seconds). This should heavily mitigate the situation where most of your minions are dead, but the revive timer keeps resetting to 7.5 seconds over and over.</li> | |
74 | - | <li>Disenchanting a Bind Spectre or Tame Beast gem will unbind them, allowing you to use them again.</li> | |
75 | - | <li>Tamed beasts can now fit through gaps of the same size that the player can.</li> | |
76 | - | </ul> | |
77 | - | <br><br> | |
78 | - | <h2>Other Player Balance</h2> | |
79 | - | <br> | |
80 | - | We don't have a lot of other player balance changes on top of the ones described yesterday, but we did manage to sneak in the following additional changes: | |
81 | - | <ul> | |
82 | - | <li>Rally support is no longer restricted to Strikes or Slams, and can now support any Melee Attack you use yourself.</li> | |
83 | - | <li>Glory (Used by Hammer of the Gods and Spear of Solaris) is now no longer consumed if you are interrupted while using the skill.</li> | |
84 | - | <li>Fixed a bug where Blood Boils from the Ritualist ascendancy didn't propagate if the monster exploded on death, such as when using Herald of Blood.</li> | |
85 | - | </ul> | |
86 | - | <br><br> | |
87 | - | <h2>Crafting Changes</h2> | |
88 | - | <br> | |
89 | - | <ul> | |
90 | - | <li>We have now finished adding all of the mods to runes for caster weapons. Desert, Glacial, Storm, Iron, Body, Mind, Rebirth, Inspiration, Stone and Vision runes all now work on Wands and Staves, with their own set of modifiers.</li> | |
91 | - | <li>Renly's abandoned shop in the Burning Village now also has a Blank rune which Renly can forge into any elemental rune of your choosing in case you didn't find any up to that point. As mentioned yesterday, 12 Artificers Orb's now drop at fixed locations through the campaign in addition to the random drops and salvageable ones.</li> | |
92 | - | </ul> | |
93 | - | <br><br> | |
94 | - | <h2>Performance Improvements</h2> | |
95 | - | <br> | |
96 | - | <ul> | |
97 | - | <li>The ground foliage in many areas has had an optimisation pass to improve performance.</li> | |
98 | - | </ul> | |
99 | - | <br><br> | |
100 | - | <h2>0.2.0E Deployment Timeline</h2> | |
101 | - | <br> | |
102 | - | And that's all that made it for 0.2.0E. The patch will be deployed at around 10AM NZT. We have also made some more changes internally, but they didn't make it in time for the patch. | |
103 | - | <br> | |
104 | - | The following lists the changes that will be deployed after the weekend. These are not the only changes that will be in that patch. These are just the changes that we already have. | |
105 | - | <br><br> | |
106 | - | <h2>Charm Changes</h2> | |
107 | - | <br> | |
108 | - | Charms are a system that we never adequately expanded on, and have had several problems that we will finally be addressing. Overall we want charms to be more useful, and for you to be more easily able to use more of them. | |
109 | - | <br> | |
110 | - | First, the changes to charm slots | |
111 | - | <br> | |
112 | - | <ul> | |
113 | - | <li>Charm slots on belts are now granted by implicit mods that are added to belts depending on the level of the area that dropped them. The number of slots is random up to a cap depending on how high level the belt is. You can use a Divine Orb to reroll the number of slots.</li> | |
114 | - | <li>Belts have 1 charm slot until level 32, up to 2 until level 64 and up to 3 from level 65 and onwards.</li> | |
115 | - | <li>Unique Belts can always have up to 3 charm slots.</li> | |
116 | - | <li>For now, Unique Belts with mods that increase the number of charms will still be capped to 3, later on we will remove the cap.</li> | |
117 | - | </ul> | |
118 | - | <br> | |
119 | - | Then changes to the charms themselves. | |
120 | - | <br> | |
121 | - | <ul> | |
122 | - | <li>Several charms were not protecting you from the hit that activated them, these cases have been fixed to work properly.</li> | |
123 | - | <li>We have also done a pass on Charm mods to make them more powerful and rewarding.</li> | |
124 | - | </ul> | |
125 | - | <br><br> | |
126 | - | <h2>Stash Tab Affinities</h2> | |
127 | - | <br> | |
128 | - | We are adding Stash Tab Affinities for the following categories of items | |
129 | - | <ul> | |
130 | - | <li>Socketables</li> | |
131 | - | <li>Fragments [Which includes Tablets and Trial Keys]</li> | |
132 | - | <li>Breach</li> | |
133 | - | <li>Expedition</li> | |
134 | - | <li>Ritual</li> | |
135 | - | </ul> | |
136 | - | <br> | |
137 | - | We will also be allowing Charms to go in the Flask stash tab or any tab with the Flask affinity. | |
138 | - | <br><br> | |
139 | - | <h2>Atlas Bookmarks</h2> | |
140 | - | <br> | |
141 | - | We have added the ability to bookmark locations on your atlas to find them easily later. | |
142 | - | <br> | |
143 | - | <ul> | |
144 | - | <li>Right clicking a node will allow you create a bookmark by picking an icon and optionally adding a label you can type in.</li> | |
145 | - | <li>You can have up to 16 bookmarks at a time.</li> | |
146 | - | <li>They will appear as icons around the outside of the screen with a direction allowing you to scroll to them easily, or you can click on them to instantly take you there</li> | |
147 | - | <li>You can also view a list of bookmarks under the legend and click them to go there.</li> | |
148 | - | </ul></div> | |
3 | + | This patch contains many of the changes discussed in our recent news posts, including changes to Act 3, player balance changes and new Runes for attributes, as well as other improvements and bug fixes. | |
149 | 4 | ||
150 | - | ||
5 | + | Changes to Act 3 Areas | |
151 | 6 | ||
152 | - | Today we are continuing to work on changes based on player feedback and this is a list of the updates that we have finished internally. We will be deploying the following changes over the next few days. | |
153 | - | <br><br> | |
154 | - | This is just a list of the changes that have been made so far. These are not the only changes we are investigating and they do not represent a full list of what players are reporting to us. | |
155 | - | <br><br> | |
156 | - | <h3>Player Balance Changes</h3> | |
7 | + | * Removed the dead end in The Drowned City as well as the part of the level that leads up to it. This reduces the overall size of the area quite a lot, but more importantly prevents the frustrating situation where you go the wrong way and have to backtrack. | |
8 | + | * Utzaal had the exact same problem as the Drowned City and we are doing exactly the same fix, but in addition has had a second dead removed where the entrance to the Treasure Vault is located in the Present version of this area. | |
9 | + | * The Apex of Filth has had the layout updated to resemble more of a linear flow, like Aggorat, making it smaller and faster to navigate. | |
10 | + | * The Azak Bog is now more rectangular, and slightly smaller. | |
11 | + | * The Infested Barrens now has a bottleneck requiring you to go past the entrance to The Matlan Waterways near the start meaning that there are less things you need to try to find in this area. | |
12 | + | * The Jungle Ruins exit to the Infested Barrens has been made more clear, and moved the checkpoint further so that you are more likely to see it. This area has also been made slightly smaller. | |
13 | + | * Some variations of the Chimeral Wetlands have had the Temple of Chaos and Jiquani's Machinarium entrances moved closer together to reduce backtracking. | |
14 | + | * Added an extra Soul Core to both Jiquani's Machinarium and Jiquani's Sanctum to reduce the average amount of time it takes to find them. | |
15 | + | * The checkpoint at the end of Jiquani's Machinarium has been moved to be beside the final Stone Altar, so you can quickly return to the Altar upon finding the Soul Core. | |
16 | + | * Some sections of water in The Matlan Waterways have been merged together to reduce the total amount of necessary levers to pull. | |
17 | + | * Increased the instance timeout time for areas with side-ares off them. This should reduce how often you return from a side area and find the main area has been reset. | |
18 | + | * Added a few more checkpoints to a handful of areas that didn't have sufficient checkpoints. | |
19 | + | * The density of areas has been adjusted to account for level generation changes in this patch. | |
157 | 20 | ||
158 | - | Now that we have a lot of the nerfs out of the way, we can concentrate on buffing things that are not performing well. | |
159 | - | <br><br> | |
160 | - | <strong>Sorceress Specific Changes</strong> | |
161 | - | <ul> | |
162 | - | <li>Arc now does a lightning explosion when it hits a shocked enemy but can no longer shock. It does not consume the shock.</li> | |
163 | - | <li>Eye of Winter now gains bonus elemental damage when passing through other elemental orbs like Solar Orb, Orb of Storms or Frost Bomb.</li> | |
164 | - | <li>Incinerate's exposure duration has been increased to 8 seconds from 2 seconds.</li> | |
165 | - | <li>Mana Tempest can now be used with all spells, and has been changed to cause empowered spells to split to additional targets instead of chaining or forking.</li> | |
166 | - | <li>Frostbolt explosion radius has been increased by 50%.</li> | |
167 | - | <li>Ice Nova's freeze buildup has been increased significantly.</li> | |
168 | - | <li>Frost Bomb exposure duration has been increased to 8 seconds from 5 seconds.</li> | |
169 | - | <li>Mana remnants has been changed to work with other elemental ailments than just shock.</li> | |
170 | - | <li>We are lowering the delay for Ignites spreading from sources such as the Wildfire support to 1 second from 2 seconds, but the radius has been decreased slightly.</li> | |
171 | - | </ul><br> | |
21 | + | Player Balance Changes | |
172 | 22 | ||
173 | - | <strong>Bleed/Chaos Innoculation</strong> | |
174 | - | <ul> | |
175 | - | <li>Energy Shield no longer prevents bleeding from being applied.</li> | |
176 | - | <li>Chaos Innoculation now prevents bleeding.</li> | |
177 | - | <li>The passive clusters that grant you additional stun threshold based on your maximum energy shield now also increase your ailment threshold so you will no longer be ignited/chilled/frozen/shocked as often while using CI if you take these passives.</li> | |
178 | - | </ul><br> | |
23 | + | Bleed/Chaos Innoculation Changes | |
179 | 24 | ||
180 | - | <strong>Huntress Specific Changes</strong> | |
181 | - | <ul> | |
182 | - | <li>Parried enemies can no longer evade your attacks.</li> | |
183 | - | <li>The spear stuck in enemies by Rapid Assault now always bleeds on hit when you detonate it, the AoE has been increased by 20% and the detonate does 67% more damage.</li> | |
184 | - | <li>Spearfield's spear duration has been increased to 10 seconds from 6 and had it's damage growth increased, dealing 30% more damage by level 20.</li> | |
185 | - | <li>Herald of Blood no longer deletes the corpses of Rares or Uniques, allowing you to use Ritual Sacrifice on the rares.</li> | |
186 | - | </ul><br> | |
25 | + | * Bleeding no longer only considers damage dealt to the target's life. Damage dealt to energy shield (or mana) can now cause bleeding. | |
26 | + | * Chaos Inoculation now additionally makes you immune to bleeding. | |
27 | + | * Most Passive Skill Tree clusters that granted additional Stun Threshold based on your maximum Energy Shield now also grant additional Ailment threshold based on your maximum Energy Shield. | |
28 | + | * Added new Jewel and Time-lost Jewel modifiers for additional Ailment threshold based on your maximum Energy Shield. | |
29 | + | * The Jewel Modifier for additional Stun Threshold based on your maximum Energy Shield now rolls 5-15% (previously 5-10%). Existing items can be improved to the new ranges by using a Divine Orb. | |
30 | + | * The Time-lost Jewel Modifier for additional Stun Threshold based on your maximum Energy Shield now rolls 1-2% (previously 1%). Existing items can be improved to the new ranges by using a Divine Orb. | |
187 | 31 | ||
188 | - | <strong>Warrior Specific Changes</strong> | |
189 | - | <ul> | |
190 | - | <li>Temper Weapon on Smith of Kitava now adds 3 empowerments per strike of your weapon, and is 25% faster. The damage might need to come down a little.</li> | |
191 | - | <li>Shield Wall is now detonatable with Warcries.</li> | |
192 | - | <li>Armour break being applied to players by monsters no longer has the 20% extra physical damage modifier that was intended to only be a buff to players, and we have also reduced its duration to 4 seconds from 12. In addition, there was a bug where partial armour breaks were never removed on the player.</li> | |
193 | - | </ul><br> | |
32 | + | Sorceress Specific Changes | |
194 | 33 | ||
195 | - | <strong>Ranger Specific Changes</strong> | |
196 | - | <ul> | |
197 | - | <li>Stormcaller arrow now proliferates shocks to nearby enemies in a small radius and has had its AoE radius increased by 50%.</li> | |
198 | - | <li>Lightning Rod damage has been increased by 30%, and their duration has been increased to 20 seconds.</li> | |
199 | - | <li>Lightning Arrow has had the radius at which it arcs to targets increased by 50%.</li> | |
200 | - | <li>Tornado Shots maximum duration has been increased to 15 seconds</li> | |
201 | - | </ul><br> | |
34 | + | * Arc now releases damaging pulses when Shocked enemies are Hit, but can no longer Shock. It does not consume the Shock. The Arc now deals 9 to 51 at Gem level 1 (previously 9 to 50), scaling up to 82 to 462 at Gem level 20 (previously 72 to 410). The Pulse deals 5 to 31 Lighting Damage at Gem level 1, scaling up to 49 to 277 at Gem level 20, and has a radius of 1.5 metres. | |
35 | + | * Eye of Winter now gains bonus elemental damage when passing through other elemental orbs like Solar Orb, Orb of Storms or Frost Bomb. | |
36 | + | * Incinerate's Fire Exposure Duration is now 8 seconds (previously 2 seconds). | |
37 | + | * Mana Tempest can now be used with all spells, and has been changed to cause empowered spells to split to additional targets instead of chaining or forking. | |
38 | + | * Frostbolt's Explosion radius is now 2.4 metres (previously 1.6). | |
39 | + | * The Freeze Buildup from Ice Nova and Ice Nova when cast near a Frostbolt are now matching. Ice Nova now has 100-157% more Freeze Buildup at Gem levels 1-20 (previously 50% only when cast on Frostbolt). | |
40 | + | * Frost Bomb now has an Exposure duration of 8 seconds (previously 5). | |
41 | + | * Mana Remnants now has a 25% chance to spawn a Remnant on killing an enemy affected by an Elemental Ailment (instead of only Shock). Now Spawns a Remnant on Critically Hitting a target affected by an Elemental Ailment, no more than once every 2 second (instead of only Shock). | |
42 | + | * Spreading ignites, such as from Wildfire Support or the Cracklecreep Unique Ring, now occurs after a 1 second delay (previously 2 seconds). | |
43 | + | * Wildfire Support now causes ignite to spread to enemies within a 1.5 metre radius (previously 2 metre). | |
202 | 44 | ||
203 | - | ||
45 | + | Huntress Specific Changes | |
204 | 46 | ||
205 | - | ||
206 | - | ||
207 | - | ||
208 | - | ||
47 | + | * Parried enemies can no longer evade your attacks. | |
48 | + | * Rapid Assault's Explosion now inflicts Bleeding on Hit, and has a radius of 2.4 metres (previously 2 metres). The Explosion now deals 142-312% of Attack Damage at Gem levels 5-20 (previously 85-187%). | |
49 | + | * Spearfield now has a Spear duration of 10 seconds (previously 6). The Explosion now deals 17-49% of Attack Damage at Gem levels 5-20 (previously 17-37%). | |
50 | + | * Herald of Blood no longer destroys the corpses of Rare and Unique monsters when they explode, allowing you to use Ritual Sacrifice on the Rare monsters. | |
209 | 51 | ||
210 | - | ||
52 | + | Warrior Specific Changes | |
211 | 53 | ||
212 | - | Delirium encounters now last approximately 2.5x longer. | |
213 | - | <br><br> | |
54 | + | * The Temper Weapon Skill, granted by the Smith of Kitava's Against the Anvil Ascendancy Passive Skill, now causes each strike of the anvil Empowers your next 3 Melee Attacks while Channelling (previously 1). Now has a maximum of 12 Empowered Attacks (previously 4), and now Channels 25% faster. Combust now deals 80-290% of Attack Damage at Gem levels 1-20 (previously 175-714%). | |
55 | + | * Shield Wall can now be detonated by Warcries as well as Slams. | |
56 | + | * Armour break inflicted on players now lasts 4 seconds (previously 12). Armour break inflicted on non-players still lasts 12 seconds. | |
57 | + | * Fully broken armour inflicted on players no longer causes the player to take increased physical damage. Fully broken armour on non-players remains unchanged at 20% increased physical damage taken from hits. | |
214 | 58 | ||
215 | - | ||
59 | + | Ranger Specific Changes | |
216 | 60 | ||
217 | - | We've added several Artificers Orb's to fixed locations throughout the campaign allowing you to craft with them more often. | |
218 | - | <br><br> | |
219 | - | We have also added runes for attributes allowing you to fix early game requirement issues. | |
220 | - | <br><br> | |
221 | - | We are also updating all runes to also apply to Wands and Staves. This work will require adding specific mods for these items. We are unsure if Soul Cores and Talismans will be able to be added at the same time, but it is our intention to attempt to make this change. | |
222 | - | <br><br> | |
223 | - | <h3>Finding Rares in Endgame</h3> | |
61 | + | * Stormcaller Arrow's Bolt now has an impact radius of 1.6-2.4 metres at Gem levels 3-20 (previously 1.1-1.9 metres). If any target is hit by Stormcaller Arrow's Bolt is Shocked, it now also Shocks Enemies within a 1.7-3 metre radius at Gem levels 3-20. | |
62 | + | * Lightning Rod now deals 26-94% of Attack Damage at Gem levels 1-20 (previously 20-72%). Now has a Maximum Arrow duration of 20 seconds (previously 12). | |
63 | + | * Lightning Arrow's beam targeting radius is now 3.2 metres (previously 2.4). | |
64 | + | * Tornado Shot now has a maximum Tornado duration of 15 seconds at all Gem levels (previously 7-7.9 at Gem levels 11-20). | |
224 | 65 | ||
225 | - | During endgame a common issue is missing a Rare in the corner of the map that you didn't happen to explore. In order to mitigate this issue, we have changed rares to show up on the minimap at all times. | |
226 | - | <br><br> | |
227 | - | <h3>Matlan Waterways</h3> | |
66 | + | Other Player Balance | |
228 | 67 | ||
229 | - | We have made a change to Matlan Waterways to merge some sections of water together, reducing the average number of levers that you will encounter while playing it by 6 levers. | |
230 | - | <br><br> | |
231 | - | <h3>Monster Speed</h3> | |
68 | + | * Rally support is no longer restricted to Strikes or Slams, and can now support any Melee Attack you use yourself. | |
69 | + | * Glory (used by Hammer of the Gods and Spear of Solaris) is now no longer consumed if you are interrupted while using the skill. | |
232 | 70 | ||
233 | - | One of the issues that is often reported is getting swarmed by monsters. We are currently doing a pass to investigate this issue and can probably talk about specific changes tomorrow, but the changes are likely to be targeted at specific monsters that are too difficult, especially in zones that have a lot of fast monsters. | |
234 | - | <br><br> | |
235 | - | <h3>A Note About The Ritual Exploit</h3> | |
71 | + | New Support Gem | |
236 | 72 | ||
237 | - | Recently there was an exploit involving reducing the deferral cost of Ritual items in combination with using a Unique Tablet that allows for unlimited rerolls. This occurred during the middle of the night and unfortunately due to an internal miscommunication, we didn't fix the exploit until around 8 hours after. We have banned 301 accounts that were clearly exploiting this, and they will remain banned until the end of the current league. Thankfully, the economic impact outside of the banned accounts is relatively small. | |
238 | - | <br><br> | |
239 | - | And that's all the changes that we have finished today. The changes in this post will be deployed over the next few days, but we should have more to report tomorrow.</div> | |
73 | + | * We have added a support gem called Inhibitor that prevents charges being consumed but increases the damage of the supported skill by 4% for each type of charge you have. Inhibitor is offered at uncut support tier 2+. | |
74 | + | ||
75 | + | Delirium Changes | |
76 | + | ||
77 | + | * Delirium encounters now last approximately 2.5 times longer. | |
78 | + | * The front of the Delirium Fog can now continue expanding while doing other mechanics, though the back of the fog will still pause. This prevents scenarios where you pause the fog while on the edge of it and accidentally end the Delirium. | |
79 | + | * Strongboxes now pause Delirium fog when they are opened, in addition to the pause they already had on completion. | |
80 | + | ||
81 | + | Monster Speed Changes | |
82 | + | ||
83 | + | * Many human monsters including the Cultists in Freythorn, the Faridun and the Tribal Humans in Act Three have behaviour where they can interrupt their melee attacks if the player moves too far out of range during the attack, especially for attacks that have multiple hits like a swipe left into swipe right. These interrupt events have been primarily removed especially on things that were attacking very fast as it caused the monsters to be relentlessly able to pursue and attack you giving you no time to engage or use skills between their attacks. | |
84 | + | ||
85 | + | Act 1 | |
86 | + | ||
87 | + | * The Haste Aura Monster modifier no longer appears on monsters that are already fast. | |
88 | + | * Werewolf Prowlers and Tendril Prowlers now will enter a walking stance (as opposed to running) after performing a melee action, they will only begin running again if you get a certain distance away from them. This behaviour has been applied to many faster monsters. | |
89 | + | * Hungering Stalkers now have 12% less Life and Damage, they were already relatively weak but we have lowered it a bit further to account for their high movement speed and attack speed. They are intended to engage and attack quickly, but be weak and die fast. | |
90 | + | * Reduced the number of Bloom Serpents found in The Red Vale. | |
91 | + | * Halved the number of Venomous Crabs and Venomous Crab Matriarchs in the Hunting Grounds. | |
92 | + | * The Cultists in Freythorn no longer have interrupt events on their attacks as described above. | |
93 | + | * The Cultists in Freythorn wielding Axes and Maces in Freythorn now walk after performing a Melee Action, only running again once you exit a certain distance. | |
94 | + | * Slightly decreased the number of Cultists in Freythorn. | |
95 | + | * Blood Cretins on death Blood Pools have had their duration decreased from 6 seconds to 4 seconds, and fixed the area of effect to match the visual more closely. | |
96 | + | * Reduced the overall density of more challenging monsters in Ogham Manor. | |
97 | + | ||
98 | + | Act 2 | |
99 | + | ||
100 | + | * Boulder Ants have been replaced by Risen Maraketh in the Valley of the Titans. The density of Monsters in this area has also been adjusted. | |
101 | + | * The Faridun have all been modified to remove the interrupt events on their attacks as described above. | |
102 | + | ||
103 | + | Act 3 | |
104 | + | ||
105 | + | * Diretusk Boar and Antlion Charger's are now more likely to push you to the side instead of pushing you along with them when they charge you. | |
106 | + | * The Lost City monster pack composition has been adjusted to result in less ranged monsters. | |
107 | + | * Massively adjusted the Azak Bog, firstly by the aforementioned changes to interrupt events, but also changed the monster composition of the area to have less Ranged and Elite monsters. | |
108 | + | * Fixed an issue where the Slitherspitter's poison spray in Venom Crypts was dealing Chaos Damage instead of Physical Damage unintentionally. | |
109 | + | ||
110 | + | Boss Changes | |
111 | + | ||
112 | + | * Lowered the amount and size of Chaos Rains (the purple ones) in the Viper Napuatzi fight, and cleaned up the visual left afterwards faster to make the following drop locations more obvious. | |
113 | + | * Uxmal, the Beastlord can no longer recharge Energy Shield while they are in the air, uses his Flame Breath less often, and has had the number of times they can change locations through the fight reduced. | |
114 | + | * The arena of Xyclucian has had its ground foliage removed in order to make his effects more visible. | |
115 | + | ||
116 | + | Player Minion Changes | |
117 | + | ||
118 | + | * We have changed the way that minion revive timers work. When your first minion dies, it sets the revive timer to 7.5 seconds as before, but each successive minion that dies increases it by less and less (still capped to a max of 7.5 seconds). This should heavily mitigate the situation where most of your minions are dead, but the revive timer keeps resetting to 7.5 seconds over and over. | |
119 | + | * Disenchanting a Bind Spectre or Tame Beast gem will unbind them, allowing you to use them again. | |
120 | + | * Tamed beasts can now fit through gaps of the same size that the player can. | |
121 | + | ||
122 | + | Crafting Changes | |
123 | + | ||
124 | + | * We have now finished adding all of the mods to runes for caster weapons. Desert, Glacial, Storm, Iron, Body, Mind, Rebirth, Inspiration, Stone and Vision runes all now work on Wands and Staves, with their own set of modifiers. | |
125 | + | * Renly's abandoned shop in Ogham Village now also has a Blank rune which Renly can forge into any elemental rune of your choosing in case you didn't find any up to that point. | |
126 | + | * Added 12 Artificers Orb's to fixed locations throughout the campaign, allowing you to craft with them more often. | |
127 | + | * Added 3 new typs of runes for attributes allowing you to fix early game requirement issues: Adept, Robust and Resolve. | |
128 | + | ||
129 | + | Finding Rare Monsters in Endgame | |
130 | + | ||
131 | + | * During endgame a common issue is missing a Rare Monster in the corner of the map that you didn't happen to explore. In order to mitigate this issue, we have changed rares to show up on the minimap at all times. | |
132 | + | ||
133 | + | Other Improvements | |
134 | + | ||
135 | + | * Added a Rune to a fixed location in The Titan Grotto. | |
136 | + | * Increased the number of Armourer's Scraps and Blacksmith's Whetstones that can be found in the Mawdun Quarry. | |
137 | + | * Dread Servant's undead tornados no longer benefit from additional projectile modifiers, and now deal damage far less frequently. | |
138 | + | * Antlion Charger's charge is now more likely to push you to the sides as opposed to dragging you along with it. They also now have less Antlion's and more fodder when found in Map areas. | |
139 | + | * Rathbreaker and Caedron, the Hyena Lord have had their damage reduced. | |
140 | + | * Added lighting to Rogue Exiles to reduce the likelihood of losing track of them. | |
141 | + | * Further improvements to the pushiness of various monsters (read: less pushing). | |
142 | + | ||
143 | + | Bug Fixes | |
144 | + | ||
145 | + | * Fixed a bug where Blood Boils from the Ritualist ascendancy didn't propagate if the monster exploded on death, such as when using Herald of Blood. | |
146 | + | * Fixed a bug where Divine Orbs were affecting Fractured Modifiers. | |
147 | + | * Fixed a bug where Unique Jewels that affect Passives in Radius were not functioning correctly with small Attribute Passive Skills, or small class-specific Passive Skills. | |
148 | + | * Fixed a bug where partial Armour Break had an infinite duration, if you or the target never had Fully Broken Armour. | |
149 | + | * Fixed a bug where the Combust from the Temper Weapon Skill, granted by the Against the Anvil Smith of Kitava Ascendancy Passive Skill, was failing to deal damage. | |
150 | + | * Fixed a bug where taming a beast in the Trial of the Sekhemas could prevent you from progressing the encounters (for real this time). | |
151 | + | * Fixed a bug where Manifested Weapons could fail to hit a target if they were too close to them. | |
152 | + | * Fixed a bug where Whirlwind Lance just skedaddled when supported by Fork. | |
153 | + | * Fixed a performance issue with Whirlwind Lance. | |
154 | + | * Fixed a bug where it was possible to apply Thorns damage to yourself, such as through using the Crown of the Pale King and Fireflower Unique Items. | |
155 | + | * Fixed a bug where Electrocute was not counting towards "per Elemental Ailment on the Enemy". | |
156 | + | * Fixed a bug where Bloodhound's Mark could have an incorrect Heavy Stun buildup. | |
157 | + | * Fixed a bug where Unsteady Tempo was able to support Channelling Skills, though it had no effect when it did. | |
158 | + | * Fixed a bug where strongboxes could sometimes fail to open. | |
159 | + | * Fixed an issue where cancelling out of the open animation for the Ixchel's Torment Unique Strongbox would cause it to not open. | |
160 | + | * Fixed a bug where Essence of the Infinite was dealing damage far too early. | |
161 | + | * Fixed an issue where the Sandspit Map was generating with too many Monsters. | |
162 | + | * Fixed a bug where a forcefield could appear in the middle of the Boss arena in The Copper Citadel Map. | |
163 | + | * Fixed a bug where you could become stuck in unwalkable terrain when using the Alpine Ridge or Castaway Map Boss Checkpoints. | |
164 | + | * Fixed a bug where Hideout Maps were unable to be completed if Delwyn was present. | |
165 | + | * Fixed a bug that caused desync to occur when trying to walk around the default Map Device in a Hideout. | |
166 | + | * Fixed a bug where Parry could become unbound from your skill bar after changing areas when using a controller. | |
167 | + | * Fixed a bug where skills were disabled if you were revived while spectating party members when using a controller. | |
168 | + | * Fixed a bug where you could be prevented from levelling up your Companions when using a controller. | |
169 | + | * Fixed a bug where the Split keyword popup stated Projectiles that Split fired at a number of targets within 4 metres, when the actual radius is 6 metres. | |
170 | + | * Fixed a client crash that could occur with Ancestral Warrior Totem in party play. | |
171 | + | * Fixed a client crash related to applying the Impaled debuff. | |
172 | + | * Fixed three other client crashes. | |
173 | + | * Fixed two instance crashes. |