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Patch #5 (.98a Mk.2) Update

Hey all,

Got a micro patch here. This was supposed to be .98b but I had already uploaded and tested the build by the time I noticed I didn't update the header. So now it's .98a2!

Mostly balance changes from the feedback I've seen today, and a bug fix thrown in for good measure. I'm still looking for more information on the bug where bridges become unusable in the Oasis, so if you've encountered this and can recall anything, let me know!
  • Lowered encounter rate in the Forgotten Forest
  • Lowered encounter rate in the Corrupted Castle
  • Adjusted the scaling of enemies stats universally
  • Adjusted potential stat variation on equipment generation
    Previously, items could generate with up to +4 points in each stat. As of today, they will generate with up to +2 points in each stat.
  • Adjusted scaling of players stat
  • Adjusted damage formulas to be more forgiving
  • Fixed an issue where losing against a boss would still reward the Guardians’ various blessings


Finally, because of the changes in regards to balance today, those of you who have amassed (hoarded) a trove of treasures (Lv. 5 gear) will probably (almost definitely) be a tad overpowered. Last night's 3am patch had some negative impacts on less geared out players, and at the moment it's hard to tell what of that was new gear being had from the update versus scaling changes gone awry. I decided that it's likely better to let the strongest of you have fun whappin' on everything like the brutal loot-seekers that you are, than to punish those who aren't quite at that level yet.

It's incredibly likely that once the balance is in a tolerable, if not a bit painful state, I'll be going through and retuning everything to better fit the current needs of the sandbox. Damage formulas will likely be done from scratch, enemy scaling, equipment scaling, etcetera. Because that's a much larger endeavor than these adjustments I've been making so far, I'm not committing to a specific time frame for that quite yet-- it'll require a lot of internal testing, then probably slowly bringing it for you guys to ensure that it scales well on the higher end.

Again, thank you guys for all the patience as I sort through these issues, and for your awesome (no, seriously, it's amazing) feedback! As always, if there are any problems that flare up, let me know in the discussion forums!

Have fun :)

-- Ryan