Patch Notes 1.1.0

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Hunts: The hunts are a new gameplay feature found in the Story and in the end game mode. Events and choices lead you to the prey that you will be chasing in 4 new environments (3 of which will be replayable in the end game mode).

The storyline has been adapted to the new Chronicle and now contains 3 new narrative missions.

Currency: A new currency has been added to the game, tied to the Hunts, it will be used to purchase new gear to a new dedicated NPC in Stormfall.

Tributary Affixes: Tributary Affixes are new affixes that you be able to get via the Hunts. They are more powerful than regular affixes but always come with a malus.

Chronicle rewards: Exclusive armor sets and pets awarded to players who participate in the new Chronicle.

Pets: You will now be able to obtain dogs, wolves, and drakes to follow you along while helping you trace your Prey.

A new skill: Talon Shot is a new skill usable with Daggers, Bows, and Guns.

Active Skills Modifiers: We added more than 70 new Damage type Modifiers, alongside 40 new minor Modifiers. You will be able to select the Damage type Modifiers independently from other modifiers, meaning you’ll be able to turn almost every Skill in the game in 3 to 6 different elements, every elemental variant will have its own VFX and icon.

Out of the 41 Skills present in the game, 38 will benefit from these new Damage type Modifiers, these are just a few examples:

  • Feeding Swarm: Can now be converted into Fire, Aether, Toxic, Rend or Lightning damage.
  • Bladestorm: Can now be converted into Frost, Fire or Toxic damage.
  • Stings of Krearion: Can now be converted into Toxic, Frost, Sacred or Fire damage.
  • Slayer’s Flurry: Can now be converted into Shadow, Lightning or Toxic damage.

This will allow you to further personalize your builds no matter what Skills you want to use.

Cosmetics: Two new cosmetics armor sets for Heavies and Bruisers (Obtainable in a new city building).

We also sent/will also send the cosmetics Kickstarter rewards (LINK KS FAQ?).

Items: 5 New unique items have been added to the game.

Monsters : 3 new bosses and 11 different elites for the Hunts. Some Monsters will now also react to Area-Of-Effect skills.

Ailments stacks will now appear on the enemy’s health bar.

Crafting: A new crafting UI made to help you clearly understand how you are modifying your items.

Loot filter: You will now be able to filter out the loot you want to appear on the screen based on item type and Rarity.

Quality of life: We have added several quality of life features and improvements to the game.

  • The number of summons currently alive will be visible next to your character portrait.
  • Item classes will now be displayed directly on the loot when dropping.
  • Map modifiers will be displayed on screen during expeditions.
  • Newly looted items will be highlighted in your inventory.
  • Gate of Fates search function : A new search function for the Gate of Fates, making it easier to target specific nodes rapidly.
  • It is also now possible to remove points individually, with a proportionally reduced Primordial Affinity cost, making it possible to have s

It is also now possible to remove points individually, with a proportionally reduced Primordial Affinity cost, making it possible to have small tweaks done to your Gate of Fates without having to completely reset it.

Gate of Fates search function: A new search function for the Gate of Fates, making it easier to target specific nodes rapidly.

It is also now possible to remove points individually, with a proportionally reduced primordial affinity cost, making it possible to have small tweaks done to your Gate of Fates without having to completely reset it.

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As we announced in a previous news, we worked on an overhaul of the general balancing of the game, it implies:

  • New values for affixes on items, Gate of Fates nodes, Skills, and Attributes.
  • A brand new formula for character damage computation.
  • New damage and health values for monsters.

The objective of these changes are as follow:

  • Increase the impact of the choices a player makes in building its character archetype.
  • Reduce the damage and health values of characters as well as monsters in order to improve readability.
  • Reduce the inequality in effectiveness between the different archetypes and ways of playing the game.

What you should expect is having smaller values on everything (items*, attributes, Gate of Fates nodes), dealing less damage and having less health and force shield. But monsters also deal less damage and have less health, so, in the end, the difficulty of the game shouldn't be impacted.

Finally, experience values from level 70 and up have been reworked. They have been increased compared to the latest version but are still way inferior to the release version.

*NOTE: Items already in your possession might not have been impacted by these changes. They are now tagged as being Legacy.

Gameplay

Attributes:
In previous versions, bonuses to damage from attributes were way too important. Characters could reach more than +600% damage just by investing in their attributes. As a result, bonus damage from other sources (items and Gate of Fates nodes for example) had close to no impact.

We reduced the amount of damage given by attributes but made it multiplicative with other sources of damage. It now amplifies other sources of damage instead of overshadowing them.

We also reworked the score formula a bit so that bonuses to critical chance score and ailment chance score from Ferocity and Wisdom have a larger impact in your final critical chance and ailment chance value.

  • There are no longer primary, secondary, tertiary, and quaternary attributes.
  • Attributes bonus to weapon damage has been greatly reduced: from approximately 0.5% per point to 0.05% per point.
  • Agility now increases the attack speed and cast speed by 0.05% per point.
  • Toughness' impact on health has been reduced: from 0.75% to 0.4% per point.
  • Toughness' impact on force shield has been increased: from 0.25% to 0.4% per point.

Statistics/Affixes:

  • Attack and Cast speed no longer use a score. Bonuses to Attack and Cast Speed are now final and directly added to your current Attack or Cast Speed. The corresponding values on Attributes, Items and Gate of Fates nodes are rescaled to reflect this change.
  • The Force Shield Regeneration characteristic has been reworked: it previously added a flat value of your Force Shield every second from the moment your Force Shield started to regenerate, it now regenerates a percent of your max Force Shield every second. The corresponding values on Items and Gate of Fates nodes have been rescaled to reflect this change.
  • Block Chance and Block Efficiency are now always added additively. Previously it could be multiplicative with your current Block Chance and Block Efficiency.
  • New modifiers that are used on Gate of Fates nodes and Unique items are added. They are "Multipliers": they affect one characteristic and multiply its final value. For example, if an item gives +10% Fire Damage Multiplier, all fire damage will be multiplied by 1.1 (increased by 10%) when this item is equipped.

Ailments:

  • Burn damage is now affected by % increases to Fire and Elemental damage.
  • Shock damage is now affected by % increases to Lightning and Elemental damage.
  • Bleed damage is now affected by % increases to Rend and Material damage.
  • Poison damage is now affected by % increases to Toxic and Material damage.
  • Burn, shock, bleed, poison ailments first stack damage is greatly increased.
  • Additional stacks damage are reduced: from +100% damage per stack to +5% damage.

Economy:

  • Reduced production bonus multiplier in Champion of Stormfall by approximately 60%
  • It is now possible to reset Gate of Fates nodes individually.
  • Changed the amount of Primordial Affinity required to reassign Gate of Fates nodes: it should cost way less during the campaign and early endgame, and should cost a lot more afterward.
  • Changed the amount of Primordial Affinity given by Enneracts, it now depends on the level of the enneract.
  • Changed the amount of Gold required to reassign attributes: it costs less before level 52, and more after that.

Gate of Fates:
Nodes placement and distance from one another is an important part of character customization. The path you take in your Gate of Fates defines what your character specializes in. We felt that this path wasn't as meaningful as we wanted it to be because it was too easy to take many important nodes no matter how far apart they were. Additionally, we also felt that the Gate of Fates didn't offer enough nodes that would help the players to really specialize their character.

So we added 126 new minor nodes that should increase the distance from one major node to another as well as allow for more choices as to how specialized you want your character to be.

We also rescaled the value of all the nodes to match the new curves and improved some major damage modifiers to make them multiplicative with other sources of damage. For now, it is only sparingly used but, long-term, we plan to make it so every major node will act that way.

Items:
Affixes values on weapons, armors, accessories and gems are rescaled to match the new damage and health curve.

Additional changes have been made to weapons in particular in order to reduce the difference in effectiveness between the different weapons combinations:

  • Dual Wielding (equipping two One-Handed weapons) now has its own advantages.
  • One-Handed weapons now deal more damage: their base damage and the value of their damage modifiers have been increased.

About Unique Items, all their values have also been rescaled to fit the new curves.

We also felt that they were very underwhelming compared to legendary items so we took this opportunity to greatly improve their potency, particularly to make them a more suitable possibility beside their legendary counterparts. Already existing unique items will be fully regenerated with their new values.

  • Base damage of two-handed melee weapons reduced by 30%
  • Base damage of one-handed weapons and bows increased by 25%
  • Staves can now roll weapon damage affixes.
  • All two-handed melee weapons now also have a -25% cast speed modifier.
  • All Bows now have the +25% weapon damage but -25% attack and cast speed modifier (same modifier as the two-handed melee weapons)
  • The attack and cast speed modifier attached to two-handed weapons now acts multiplicatively with the current attack speed instead of additively.
    • Before: with a character that has +60% attack speed, it became +35% (60-25) when equipping a two-handed weapon
    • Now: with a character that has +60% attack speed, it becomes +20% (160 * 0.75) when equipping a two-handed weapon.
  • All one-handed weapons now have a +5% attack and cast speed modifier when dual wielding (no catalyst or shield equipped).
  • The generic %damage modifier can’t roll on armors anymore.
  • Guns now have a +15% critical damage modifier when dual wielding
  • One-handed Swords now have a +5% block efficiency modifier when dual wielding
  • One-handed Axes now have a +15% ailment damage modifier when dual wielding
  • One-handed Maces now have +20% ailment chance score modifier when dual wielding
  • Daggers now have +20% critical chance score modifier when dual wielding
  • Catalysts spell damage has been greatly reduced since spell damage is now also based on the weapon damage of the other weapon.
  • Base force shield, all resistance and health on armors have been reviewed: increased on gloves, boots and shoulders but reduced on chests, helmets and pants.
  • Base all resistance on shield reduced.
  • Base block chance and block efficiency on shield increased
  • Shields can’t roll local block chance percent and local block efficiency percent anymore
  • Reworked most implicit affixes on items:
    • Changed flat Health and Force shield on amulets and rings for Health and Force shield percent
    • Reduced attack, spell damage, and critical chance score on belt: from 10 to 30 → 10 to 15
    • Reduced Ferocity, Toughness, and Agility on amulets: from 10 to 25 → 10 to 15
    • Reduced All attributes on amulets: from 5 to 10 → 4 to 6
    • Reduced resistance score percent on rings: from 15 to 30 → 15 to 20
    • Reduced critical damage on rings: from 10 to 30 → 10 to 15
    • Reduced dodge chance score percent on rings: from 10 to 30 → 10 to 15
    • Rescaled Rage conservation time on weapons: from 2 to 5 → 3 to 5
    • Reduced Movespeed on armors: from 5 to 10 → 5 to 8
    • Reduced attributes on armors: from 2 to 20 → 2 to 10
  • Potions:
    • Number of max charges for low level potions increased: from 20 to 40 → 50.
    • Charge cost increased: 10 → 25
    • Health potions values have been adjusted with the new HP curve
  • Sea Tamer:
  • The lightning procs now have 100% to occur on critical strikes.
  • The lightning procs don’t damage the caster anymore.
  • The lightning procs now deal 100% damage to every target (from 50% to secondary targets)
  • Genesis:
  • The cooldown of the procs has been reduced: from 10 seconds to 3 seconds.
  • The Sacred Ground proc now heals 5% max HP per second.
  • The Macksfesten Enneract:
  • Fixed an issue where the duration of the bonus damage from the last Spell cast lasted for 10 seconds instead of 5 seconds.
  • Vulcaïn Steel Sword:
    • No longer provides a Physical Damage bonus

Active skills
Because the skills had 90 levels but weapons could scale for more than 120 levels, damage from spells (based on skill level) fell off quicker than damage from attacks (based on weapons).

A second issue with the previous way Spells were scaling is that a Staff that would allow to cast an attack would not be very potent, due to the fact that staves gave spell damage and not weapon damage.
In order to improve spell scaling and also to streamline the way damage for all skills are computed, spell damage is now based on weapon damage. There is still a difference between spells and attacks: some modifiers still only affect spells, and others only attacks.

Active Skill Modifiers (ASM) that modify increase damage or ailment chance now act multiplicatively. This means that if you take a modifier that increases the damage of your skill by 30% it will really deal 30% more instead of just adding this 30% to all the bonus damage you already have, resulting in a net increase of 5% at most.
This change should make the choice of your ASMs more meaningful while making it easier to understand what they really do.

Finally, we rebalanced most skills so that they are more in an equal footing in terms of viability. This makes it so more skills, and builds, can be played effectively during the campaign as well as the endgame.

General:

  • Damage of spells (including summons) is now based on Weapon damage.

Aether jump:

  • Continuum Expertise: Now also increases the willpower cost of the skill by 25
  • March of the Time Devourers: Now also increases the willpower cost of the skill by 25
  • Convolution: Now also reduces the willpower cost of the skill by 25

Annihilation:

  • Increased base damage of the skill by 30%
  • Puncturing Gaze. Now also reduces the damage of the skill by 25%
  • Increment of Infinity: Now also reduces the damage of the skill by 15%
  • One with the Weave:
    • Base cost reduction: from -10 to -15
    • Channeling cost reduction: from 30 to 20 per second.

Anomaly:

  • Transfert time increased: from 1.5s to 2s
  • Critical Point:
    • Damage of the explosion are increased: from 100% of the base damage of the skill to 500%
  • Confluence Of All things:
    • Damage of the explosion are increased: from 100% of the base damage of the skill to 500%
  • Event Horizon: damage of the pull is now 30% of the base damage of the skill (from 100%)
  • Destabilization: Now also reduces the damage of the skill by 20%

Anvil’s Woe:

  • Reduced transfer time: from 2.2s to 1.5s
  • Damage increased by 25%
  • Striking Flint: damage multiplier of the explosions is increased to 80% of the base damage of the skill (from 25%)
  • Crackling Grindstone: Critical hits now have 100% chance to launch a chain lightning (from 50%)
  • Radical Shake: Now also increases the damage of the skill by 100%

Arctic Spear:

  • Base damage increased by 15%
  • Fixed an issue where projectiles would not always directly face the targeted direction.
  • Hiemal Ambush: Bonus damage decreased from +50% to +33% per projectile stack.
  • Sublime Fracture: smaller projectiles now spawn along the path of the main projectile instead of every 5 meters.
  • Shattering Blasphemy: Explosion on frozen kill damage increased from 30% of base damage to 200%

Avenger' Autoturret:

  • Fire rate multiplier when the turret is held is increased from 1.6 to 2
  • Ballistic Reinforcements: Now also reduces the damage of the skill by 15%
  • Flak Launcher: Now also increases the damage of the skill by 20%

Bladestorm:

  • Transfert time reduced: from 2s to 1.5s
  • Damage increased by 50%
  • Unfettered Determination: Now also reduces the damage of the skill by 25%
  • Echoes of Meadhalls: No longer have a chance to drop globes on hit. Now provides 1% life leech.
  • Chaining Wrath: chances to launch a chain lightning increased from 10 to 20%
  • Unrelenting Strikes: damage of the shockwave increased from 75% of the base damage to 200%.

Bleeding Edge:

  • Transfert time reduced: 2s → 1.5s
  • Self-adjusting Principle: Now also reduces the damage of the skill by 20%
  • Unstoppable Momentum: No longer reduces the damage of the skill.
  • Astral Orbit: Now also reduces the damage of the skill by 15%
  • Cyclonic Expansion: Now also increases the damage of the skill by 50%

Blood for Blood:

  • Now gives at least 10% more damage as rend. (from 0%)
  • Conniption: now deals 100% of the weapon damage per 10% HP missing. (from 20% weapon damage)

Bulwark of Dawn:

  • Rescaled the cost reduction per level: from -0.8 to -0.5 per level
  • Transfert time increased: from 1s to 2s
  • Everlasting Aurora: Now also increases the willpower cost of the skill by 50
  • Generative Star: The cooldown reduction has been reduced: from -4 to -2
  • Blade of Truth: Now adds a percent of your damage as sacred damage instead of adding flat damage.

Consuming Embers:

  • Heartpiercer: Now also reduces the damage of the skill by 25%
  • Meteor Shower: Now also reduces the damage of the skill by 15%
  • Fervor’s Smoke: The radius of the explosion is increased

Eclipse:

  • Shambling Eyeless: value of the slow increased from 30% to 50%
  • Bursting of Desert Rocks: Damage of the globe explosion increased from 200% of the damage of the skill to 500%

Evasion:

  • Primis Tenebris: Now correctly slows enemies that are affected by the damage zone

Gunslinger’s Brand:

  • Friendly Fire: Now also adds a cooldown of 3s to the skill

Havoc Orb:

  • Base damage increased by 20%
  • Mine Launcher: Now also increases the damage of the skill by 50%
  • Disintegrating Payload:
    • The damage of the additional explosions increased from 50% of the base damage of the skill to 75%.
    • Radius of the additional explosions increased by 100%
    • Number of additional explosions increased from 5 to 6
  • Glory to Mankind: speed of the projectile is increased by 50%
  • Hailing Devastation:
    • No longer reduces the damage of the skill.
    • Now adds a cooldown of 8s.

Infinity Blades:

  • Three-Dimensional Scoring: Now also increases the damage of the skill by 15%
  • Cosmic Recursion: Now also increases the damage of the skill by 15%

Juggernaut:

  • Damage absorption adjusted to the new monsters damage curve
  • Damage dealt is now based on the weapon damage of the caster instead of the current absorption of the shield.
    • A multiplier is still applied depending on the left absorption: the more absorption the shield has left, the higher the damage.

Light-Bringer:

  • Step 1: Time to reach is reduced from 0.7s to 0.5s.
  • Step 2: Time to reach is increased from 0.7s to 0.75s. Damage is increased accordingly.
  • Step 3: Time to reach is increased from 0.7s to 1s. Damage is increased accordingly.
  • Step 4 (Solar Logos modifier): Time to reach is increased from 0.7s to 1.25s. Damage is increased accordingly.
  • Transfert time reduced: from 2s to 1.2s
  • Base damage reduced by 50%
  • Sunstruck: Added cooldown increased from 4 to 8

Mark of Impurity:

  • Big Game Hunting: The damage increase is reduced from 10% to 5%
  • Weight of Culpability: The damage increase is reduced from 10% to 5%
  • Fate of the Unholy: the damage dealt by the explosion is now based on the weapon damage of the caster instead of the maximum life of the target.

Parasite:

  • Base damage increased by 50%
  • Life steal reduced from 50% to 5%

Plagueburst:

  • Willpower cost increased from 100 to 200

Slayer’s Flurry:

  • Zealous Blades:
    • Now increases 2% damage per stack to a maximum of 100% damage.

Solarfall:

  • Base damage increased by 50%
  • Willpower cost per second reduced from 150 to 100
  • Golden Hour: Now also reduces the damage of the skill by 30%
  • Plasmic Eruption:
    • Cooldown of the nova reduced from 4s to 1s.
    • Damage of the nova reduced from 150% of the base damage to 100%

Sovereign Shout:

  • Blood Drunk:
    • No longer generates globes
    • Now allows Sovereign Shout to deal a small amount of damage in its area of effect.
    • Heals the caster for 100% of the damage dealt.

Stings of Krearion:

  • Transfert time increased: from 1.2s to 1.5s
  • Ardent Knock: Speed value reduced from +20% to +15%

Tear of Etheliel:

  • Glass Firmament:
    • Step 2: Time to reach is increased from 0.5s to 0.75s. Damage is increased accordingly.
    • Step 3: Time to reach is increased from 0.5s to 1s. Damage is increased accordingly.
  • Base damage increased by 10%
  • Tear of Etheliel: Transfert time increased: from 1 to 2s
  • Stalactite Rain:
    • No longer adds a willpower cost
    • Tickrate is increased: from 1 per second to 2 per second.
    • Damage reduced: from 100% of the base damage to 10% of the base damage.

Thunderstrike:

  • Base damage increased by 20%
  • Willpower cost reduced from 100 to 85
  • Now has +20% damage per bounce instead of -10% damage.
  • Knees Hitting Ground: Now also increases the damage of the skill by 100%

Wailing Arrows:

  • Transfert time increased: from 1.2s to 2s
  • Spirited Advance: Now also increases the damage of the skill by 50%
  • The Black Cloud: Now also reduces the cooldown of the skill by 4 seconds.

Winter’s Grasp:

  • The duration of ailments applied by the skill is now correctly affected by increases to ailment duration.
  • Skill modifiers that change the damage type of the skill now still allow the character to apply the Freeze ailment in cases where it can apply more than 1 ailment.
  • Glacial Blast: chance to trigger the ice nova increased from 15% to 50%
  • Immortalized Perfection: now increases the duration of all ailments applied by the skill. Bonus duration to ailments other than freeze is increased: from +1s to +2.5s

Enemies:

  • Slightly adjusted difficulty of the different encounters of the campaign so that there is less of a spike of difficulty between intermediate bosses and Chapter bosses.
  • The “Unstoppable” Modifier doesn’t remove the break bar anymore. Now doubles the HP of the break bar instead.
  • The “Fast” Modifier doesn’t increase the attack and cast speed of the monster anymore. The movement speed value is increased: +10% → +35%
  • The modifiers “Fire Imbued”, “Lightning Imbued”, “Frost Imbued” “Physical Imbued”, “Rend Imbued”, “Sacred Imbued”, “Shadow Imbued”, “Toxic Imbued”, “Aether Imbued” and “Powerful” bonus damage value has been reduced by 75%.
  • Blue, Yellow , Orange and Red monsters no longer have a movement speed and attack speed bonus.

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  • The Gate of Fates node “Elementary Destabilization” (Oracle of the Trinity) now properly scales with the player’s maximum HP rather than the enemy’s.
  • The Gate of Fates node “Academic Fieldwork” (Exorcist) now properly increases damage by 15% after killing a Champion enemy instead of 5%.
  • The Gate of Fates node “Safe from Afar” (Ranger) now correctly increases projectile damage based on the target’s distance.
  • The Gate of Fates node “Stunning Presence” (Alastor) now properly reduces the Power Charge cost of skills.
  • Fixed an issue causing Luring Untainted in offline mode to cost 2000 primordial affinity instead of 1000.
  • Changed the “Strike By Lightning” node from the Cabalist part of the Gate of Fates to share the same values as the other “Strike By Lightning” nodes.
  • Fixed an issue where the Chapter 3 Boss would sometimes fall through the ground and disappear when surrounded by enemies near a pillar.
  • Fixed an issue where summons would sometimes stop attacking if the player stayed inactive for too long.
  • Fixed an issue allowing the player to perform an Active Dodge Roll while channeling the Town Portal.

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  • The unique helmet “Genesis” now correctly heals the player when Bulwark of Dawn is cast via the item’s last affix.
  • The unique armor “Bio-Flow symbiosis” now correctly allows the player to use Deathgazer Railgun.
  • Fixed an issue preventing the player to use the Lightning variant of Livor Mortis when using the unique sword “Zephyron, Herald of Change”.
  • Fixed an issue preventing the staves projectiles to not bounce when the unique amulet “Mark of the Blackstaff” was equipped.

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  • Arctic Spear: The player now correctly loses all of the stacks gained from the “Prolonged Deceit” Modifier when missing a target.
  • Bladestorm: Fixed an issue causing the “Unrelenting Strikes” (formerly “Imposing Will”) Modifier to launch several waves instead of one.
  • Bulwark of Dawn: Fixed an issue causing the “Vitality Exhumed” Modifier to fully regen the player’s HP instead of increasing the tick rate of the heal.
  • Feeding Swarm: The Modifier “Saturated Tissue” now correctly increases the damage of the Skill and explosion when the player reaches the maximum number of Summons.
  • Infinity Blades: The “Static Environment” (formerly “Field of Sapience”) Modifier now correctly inflicts Stasis on blocked hits.
  • Juggernaut: The “Crushing Wall” Modifier now correctly reflects damage based on the enemy’s weapon damage instead of the player’s.
  • Livor Mortis: Fixed an issue where the skill would still cost Willpower instead of Rage despite having equipped the unique "Veiled Eclipse" if the “Dusklight Guardian” (formerly “Ravenous Reach”) Modifier was equipped.
  • Plagueburst: The “Erupting Flesh” (formerly “Loser’s Gift”) Modifier now correctly increases the average damage of the skill by 10% instead of 1%.
  • Slayer’s flurry: Fixed an issue making it possible to use this skill with any type of weapon if the “Piercing Shadows” Modifier was used alongside the unique item “Veiled Eclipse”.

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  • The Demon of Souls will no longer be able to be teleported to Stormfall with the player when using their teleporting skills.
  • Fixed an issue causing the Golden Scarabs to sometimes disappear, not move or not cast their skill after moving
  • Fixed an issue where the enemy’s animations would glitch when trying to hit the player will they stand still.
  • Fixed an issue where enemy’s animation-driven movement skills would sometimes glitch out.
  • Fixed an issue where the Spiker’s skill would go over the player’s hitbox, and thus not doing damage.
  • Fixed an issue where Rats would collide with other entities.
  • Fixed an issue preventing the minimap to display a portion of a pathway inside of Stormfall.
  • Mercy’s arena’s gate’s clickable area now properly matches its visual.
  • Fixed a bug where the Vault’s door to reach the second part of the Helion could be closed shortly after opening, preventing the player from being able to go through it.
  • Fixed an issue allowing the player to go through an immaterial tent during the story.
  • Fixed an issue making it look like two guards were levitating in Stormfall Palace.
  • Removed a placeholder that was present on a wall in the Inn.
  • Fixed several issues where the player could randomly get stuck in the environment when using Wings of Ishmir.
  • Fixed an issue causing some statues to not fade out when the player passed behind them.
  • Fixed an issue causing some ground textures to sometimes glitch underneath specific barrels in Stormfall.
  • The Navmesh around the Waypoint in the “Conflux Platform” is now properly displayed.

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  • Fixed a localization issue in the City building screen: Renovate Institute (East) in Primordial Institute (East) stating that it gave one Gate of Fates point instead of two
  • Fixed a localization issue in the “Incendiary Rounds”’ Modifier’s tooltip (Deathgazer Railgun) stating that a trail would be left at minimum charge rather than maximum.
  • Clarified the tooltip of the “House of Leeches” Modifier from Parasite.
  • The correct value is now displayed in the “Immortalized Perfection” Modifier’s tooltip.
  • The unique gloves “Argand’s Hearth”’s tooltip now properly specifies that the dash attack cooldown is only reduced on kill.
  • The tooltip for the “Relentless Pursuit” Modifier from Wings of Ishmir doesn’t specify that the skill costs Rage anymore.
  • The tooltip of the “Erratic Progression” Modifier from Anomaly has been clarified to specify that the movement speed buff triggers when stepping in the skill’s area of effect.
  • The tooltip of the “Shockwave” Modifier from Flight of Gaavanir now correctly specifies that the enemies have a chance to be stunned when hit by the hammer rather than exclusively along its recall trajectory.
  • Clarified the tooltip of the “Feeding the Spirit” Modifier from Tracker’s Reach that led to thinking the Skill already had a chance of dropping Health Globes when it did not.
  • The tooltip of the “Augmented Ammunition” Modifier from Gunslinger’s Brand now correctly specifies that the base Physical Damage can be converted to a random damage type rather than only an Elemental one.
  • Fixed an issue in the tooltip for 'Bleeding Edge' describing it as a 'projectile' when it is not counted as one.
  • The tooltip of the node “Captured Velocity” now properly specifies that Supernatural Paradox and Earthly Paradox points are gained when inflicting Stasis with an Attack or a Spell instead of when hitting an enemy in Stasis.
  • The node “Unbridled Rage” now correctly reads “+10 Rage per hit taken” rather than “+10% Rage per hit taken”.
  • The tooltip of the node “Take All Challengers” now properly states that the Radius for enemies to be considered Nearby is increased by 2m.
  • The tooltip from Plagueburst now properly states that the skill will be cast on the character’s location and not on the cursor’s location.
  • The tooltip of the “Toxic Entropy” Modifier from Annihilation has been clarified and now correctly states that it grants a Buff to the Damage Type you inflict with this Skill.
  • The tooltip of Parasite now specifies the possessed limitation for Underlings and Specialists.
  • Fixed a text format issue in the “Salt Baths Of Stormfall” project.
  • Fixed the description of the “Establish Contract: Golden Child” that was missing apostrophes.
  • The tooltip of the node “Studied Pursuer” has been clarified and now properly states that it changes the interval between gaining Cold Blooded points by 1s.

ui_bt.png

  • Fixed an issue where “dialogue bubbles” were sometimes flickering.
  • The main menu now correctly displays the progression and parameters based on the team leader rather than the player.
  • Fixed an issue allowing the player to open several menus during the cinematics.
  • Fixed an issue causing the “Game Settings” button to be hoverable and clickable when greyed out.

audio_bt.png

  • Fixed an issue where a blood sound effect would be played instead of a rock one on some surface type.
  • Anasareth’s beam and the sequence of it activating the Conflux portal now properly displays its sound effects.
  • Fixed Gunslinger's brand activate sound carrying across long distances for party members
  • Fixed Holding turret skill down plays summon sound twice
  • Fixed Republic MortarBeast ranged attack sound cutting off abruptly.
  • Fixed incorrect one-handed mace attack swings and impact sounds on enemies.
  • Added more armor movement and attack foley.
  • Added bespoke Republic Justicar warcry sound, rather than reusing Edric's.
  • Added a helmeted effect to Republic Justicar vocalisations.
  • Added signpost sounds to some Justicar skills.
  • Added player pain vocalisation when approaching low health.
  • Added 12 sets of armor foley which change depending on what you are wearing.
  • Added sounds to breakable objects which were previously lacking them.
  • Added new vocalisations and improved idle vocal sounds for Zombie-like enemies.
  • Added various ambient environmental detail sounds in game areas and cutscenes.
  • New loot and inventory sounds for item drop, pick, select, release and equip.
  • New Unique and Legendary detail sounds added.
  • New stash inventory open, close and item stash & unstash sounds.
  • Enemies now have a chance to taunt dialogue when you encounter them.
  • Pistol bullets now have environment impacts, ricochets and kill sounds.
  • Flight of Gaavanir throw, catch, impact timings improved and explosion modifier sound added.
  • Hauntstones now play rock sounds when damaged.
  • Improved footstep types for different surfaces.
  • Improved the footstep sound rhythm/sync when moving while equipped with dual melee weapons.
  • Improved Melee sounds for impacts on ground.
  • New ambient/environment sounds added across the game to various areas and cutscenes.
  • A Pistol's first shot has extra detail reflections to enhance the feel of entering combat.
  • Groups of enemies now have their own subtle ambient bubble of sound which scales depending on the size of the group.
  • A large pack of dogs will howl and bark, a screen full of ghosts sounds like a spirit vortex, a unit of Infantry will have weapons and armor movement and the legions of undead zombies will moan in chorus.

vfx_bt.png

  • Fixed an issue preventing the VFX of Stings of Krearion to be green when both the “Unnatural Causes” and “Pride of the Deerstalker” Modifiers were equipped.
  • The trail caused by the “Incendiary Rounds” Modifier from Deathgazer Railgun now correctly displays its VFX.

technical_bt.png

  • Fixed an item duplication technique that would happen when losing internet connection while using the Jeweler Zanafer Stark’s interface.
  • Fixed an item duplication technique allowing the duplication of two-handed weapons using the second tab of the Jeweler Zanafer Stark’s interface.
  • Fixed an issue sometimes preventing the player from teleporting back to town or exiting a secondary area.
  • Fixed an issue preventing the Presence statistic to be correctly displayed in the Character Sheet.
  • Fixed an issue preventing two players from entering a dungeon at the exact same time.
  • Fixed an issue where friend requests were automatically accepted if the player was in the initial startup of the game.
  • Fixed an issue making a quest marker sometimes disappear when the player went in and out of a secondary dungeon.
  • Gernese and the Aurora Knight now correctly display their idle animations after their dialog. Additionally they do not turn invisible anymore when the player returns to the main menu and comes back to their location.
  • Fixed a client crash happening when the game files for Dyes were manually modified in the wrong way.
  • Fixed a client crash randomly happening when using Feeding Swarm with the “Cadaverine” Modifier and summoning a zombie at the exact frame it dies and explodes.
  • The player’s Town portal now closes automatically after finishing a Mandate.
  • Fixed an issue where a player joining a party that finished a Sarisel expedition without exiting the area would be able to see a red portal at the end of it.
  • Fixed an issue where UI artifacts were visible just before Operation Dawnbane’s cutscene.
  • Fixed a layering issue preventing Valeria and Gernese character models to correctly disappear after completing the Dawnbringer quest.
  • Fixed an issue where a character would be in T-pose during a cinematic in Chapter 3.
  • The Havoc Orb projectiles’ sound effects and VFX are now properly synced with the visual of the skill.
  • The information regarding Magic Find and Monster level is now displayed on the expeditions’ interface when using a Memory’s Echo.
  • Fixed an issue where the player could get soft locked if they died during the first quest of the first Chapter and clicked “Revive in town”.
  • The “Revive at last checkpoint” option is now correctly displayed when dying rather than reading “Undefined”.
  • Fixed an issue in the dialog before “The Last Stand” event in Chapter 1 that would cut before the female character could deliver her last voice line.
  • Fixed an issue that could cause monsters (including character-summoned monsters) to T-Pose.
  • Fixed an issue causing the encounter to sometimes not reset properly when dying to the Alastor in the Laughing Sea Gal’.
  • The player now properly has the option to return to town when dying during a Boss fight.
  • Fixed an issue causing the player to sometimes be soft locked by opening the Skills UI while channeling Gunslinger’s Brand.
  • Fixed a client crash sometimes happening when minimizing and maximizing the game repeatedly.
  • Fixed an issue allowing the player to teleport to another player after the completion of a Mandate, causing them to fall under the map.
  • Fixed a client crash happening when the player transformed into Aspect of the Apocalypse right when getting impaled by the Untainted Zealot’s charge in Offline mode.
  • Fixed an issue causing the Spider from the Companion Shrines to clip through the map and slide down slopes.
  • The player is now properly teleported at the last checkpoint after dying in the arena during the “Dethrone the Beast” quest in Chapter 1.
  • Fixed an issue allowing the player to use Town Portal during the Merchant-Prince Damaskus’ cinematic.
  • Fixed an issue causing a fresh character to not have the Republican Armor during the prologue.
  • Fixed an issue causing the player to sometimes get soft locked by out-of-range enemies during the quest “The Darkest Dusk”.

Replies: 16

Created: 7 months, 4 weeks ago

Category: Announcements

Welcome back! Glad to see an update :D Keep up the good work

Created: 7 months, 4 weeks ago

Great patch notes! Can't wait to try my new Ranger build, I hope its decent at end-game. Thanks!

(Edited 7 months, 4 weeks ago)

Created: 7 months, 4 weeks ago

so what exactly changed for summoners? loads of changes , hard to read on my phone so searched for summoner, minion, follower, and found..

..nothing...

ok found it. spell dmg (also summons/minions) based on weapon dmg now.

I liked it that it was completely different/separate from weap/combat skills before,
but guess it will easier to balance stuff from now on..

how will minions perform now, compared to other builds as well?

cause if they should suck or are harder to gear for, I for one wont come back..

its already sad to hear it will again take longer to level up than in current 1.0.17 ...

may I ask why did you change it back...

(Edited 7 months, 4 weeks ago)

Created: 7 months, 4 weeks ago

Wow lots of changes. cant wait to get back into Wolcen. great work guys keep on grinding

Created: 7 months, 4 weeks ago

Let's go !

Created: 7 months, 4 weeks ago

  1. Ребята вы молодцы продолжайте в том же духе

(Edited 7 months, 4 weeks ago)

Created: 7 months, 4 weeks ago

Please add a one-way function to transfer a character from multiplayer to single.It will be great.

Created: 7 months, 4 weeks ago

Please add a one-way function to transfer a character from multiplayer to single.It will be great.

Mitrandiel Original Comment

or, just one-way copy, instead of transferring it.. like you could for instance, in sacred.. you could copy your chars at any time from closed net to local offline mode, just not back, ofc..

it was great back then to tool around and try out stuff..

(Edited 7 months, 3 weeks ago)

Created: 7 months, 3 weeks ago

Go wolcen!!!

Created: 7 months, 3 weeks ago

Nice. Let's test it.

Created: 7 months, 3 weeks ago

enfin la chronique et un patch massif je m'y lance de suite continé comme sa les gars. allez wolcen!!!!

Created: 7 months, 3 weeks ago

To be honest I've already given up on this game since there were zero communication for more than 3 months so I was kind of surprised that this patch hit yesterday.

I've played a couple of hours yesterday, finished CH1, got to like 23 or something in online mode (my first online char I made on release was still level 1 as I couldn't even create a game with it so gave up and went offline).

The game is much smoother now, I din't have any disconnects through the 4-5 hours I played, I had to restart the game once though because skill sounds got messed up a bit but apart from that, I had zero technical issues.

The new attribute system and damage calculation formula seems to be much better, most of the notoriously broken passives that doubled/trippled DPS have been toned down but due to the new damage calculation formula passives in general have a bigger impact now. The new system seems the be solid, let's hope it works out with end-game gear as well (didn't want to test anything with my old character with all that legacy gear). Oh and THANK YOU for listening and making it possible to reassign passive points one by one. That's the biggest QoL improvement I could imagine.

The skills seem to be better balanced now, weapon damage now contributes to spell damage which makes scaling spell damage much easier. I ended up using a pistol and a catalyst trowing fireballs and rain of arrows while my turret is doing its business. The willpower/rage transfer problems that hybrids used to have seems to be fixed, it feels smooth even without -transfer time gems.

The league mechanic is cool for the first league, it blends with the world nicely and the extra loot it gives feels balanced at the level I played. A 20ish pumped up prey dropped a bunch of rares, some of them were upgrades.

Had the game released in this state you would still have 100k active players. According to Steam Charts, player count peaked at around 5k which is a nice jump from the avarage of 2-300 it had last month so people are still interested in Wolcen. Don't screw it up this time and you might actually pull off that second dawn.

Created: 7 months, 3 weeks ago

Great news! Love the patch notes! Many excellent changes. Remains to be seen if these changes are sufficient, but i will definitely come back for another try now!

The state of this game relies on these changes being sufficient enough to avoid forcing everyone into playing Bleeding Edge for a solid end-game.

Fingers crossed for some diverse builds!!

Created: 7 months, 3 weeks ago

I have stopped playing a couple of months ago and thought - seeing all this new content - that I will give it another try.

Guys - COME ON !

Heimlock still disappears in PHASE 3 months and months after the original release ! What have you being doing ?!

I don't have enough energy left to list all the bugs I have encountered ... but what I can say is that fighting enemies stuck into the decor is ridiculous and not-worthy of what this game promised.

DO SOMETHING !

Created: 7 months, 3 weeks ago

Thanks for working through the holidays to get this hotfix out.

Created: 7 months ago

Thanks for working through the holidays to get this hotfix out.

dataphreak Original Comment

i second that! thanks!

Created: 7 months ago

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