1. Rune Knights
  2. News

Rune Knights News

New Endgame: Invasions

Invasions - Beta
Once the campaign has been completed on Commander difficulty, a random map will be invaded by powerful monsters. This map will be purple on the World Map. These invasion enemies start at level 35.

  • If the invasion boss is defeated, enemies will give up invading that area, and send more powerful foes to invade a new area. These enemies will be 5 levels higher than the previous invasion. There is no enemy level cap for invasions.
  • If all players die during an invasion, enemies will take over that zone and, unimpressed by your resistance, send weaker enemies to invade another zone. These enemies will be 5 levels lower than the previous invasion, to a minimum of level 35.
  • Invasion enemies have a higher chance to drop enhanced gear and legendaries, which increases further with their level. Invasion bosses drop especially valuable loot.
  • Invasions are unique per player (not character), and hosts in multiplayer games will be able to bring allies into their invasion.
  • Invasions are exclusive to Commander difficulty.
  • If you have already completed the campaign on Commander difficulty, enemies will invade a random zone.


Dev notes: This is the quickest functioning version of the system I could put together. Invasions will see significant changes to gameplay in the coming weeks.

BALANCE
Infinite Arena Wave Completion Rewards
  • Base Bonus Magic Find increased by 2.5x
  • Magic Find per wave completed increased by 5x


Enemies above level 30 now have bonus magic find applied to their drops equal to 3% per level above 30.

Poison Novas now do an initial Hit of damage.

Fixed Act Bosses sometimes spawning with less health than intended

Localization Update

Updated translations

Bow Crescendo Fix

Fixed a bug where Crescendo rolls on bows would reset once upon being equipped.

2H Buff, Bow Variants, Bow Re-balance, Grasping Vines Fixes + Nerf, Meteor Forge

Two-Handed weapons now roll all mods at double strength and consume 2x crafting mats (crafting items that don't affect mods, such as Course Correction, are unaffected).

Bow Variants: Bows now drop as either High-Damage or High-Attack Speed. High-Damage bows will have an attack speed rating around 0.6, and High-Attack speed bows around 0.9. Existing bows will automatically adopt High-Damage values.

Bow Re-balance: Bow base damage reduced by 12.5%.
Dev note: Bows were already in a good spot (maybe too good) and didn't need the additional buff of double mod strength. Bows should deal slightly less damage overall.

Grasping Vines
-Root duration decreased from 4 to 3 seconds
-Cooldown increased from 8 to 9 seconds
-Mana cost increased from 75 to 100
-Increased the speed that enemies are pulled.
Dev note: Old values allowed this skill to have 100% uptime with CDR and trivialize content.

FIXED
Fixed meteors spawned by Meteor Forge not dealing the intended amount of AoE damage.
Fixed a bug with items changing price after being moved in inventory
Potential fix for minions spawning under geometry
Potential fix for Grasping Vines crashes

Inventory hotfix

Fixed a bug with items changing price after being moved in inventory