1. Torchlight III (Beta)
  2. News

Torchlight III (Beta) News

Mainline Patch - May 5, 2020

Originally posted by Team
To work closely with the Closed Beta testers, we continue to do weekly updates. While it means that some bugs might make it past our QA team, it does help us get more immediate feedback from our changes.

A "mainline" patch brings all of the past week's development work into the Closed Beta test. There will be a maintenance downtime during this patch release, after which the patch will be released for download.

Bug reports in the Steam Bug forum, via Feedback button in-game, and through Discord are incredibly helpful, thank you! Players will notice many of their reports listed as fixed in today's Patch Notes.

It’s another terrific Tuesday Torchlighters!

And today’s patch brings some pretty significant changes to how skills are dispersed! Previously players were required to spend skill points on previous skills (points in tab) before being able to open up new skill options. This has been updated and skills will now become available as a player’s level increases (currently these levels are set at 5/10/15/20). We have also limited the points from 100 to 60 in order to increase the importance of skill point allocation.

Additionally, many skills were moved around so that there are generally 3 skills unlocked at a time. We will continue to be moving skills around in the coming weeks as we look at each class's gameplay. Because this update is such a big change to the way skills are currently handled, we are forcing a skill respec to all characters. When you log back in today you should expect to see your character skills reset so that you can rebuild them the way you want with the new skill updates implemented.



We received a lot of great feedback asking for more class/build options; the team believes this will help give players more build flexibility and earlier opportunities for customization as they can now choose to hoard their points in order to invest in skills that are unlocked at a later level. We will continue to work on other areas to encourage more build variety in the coming weeks.

Additionally, the design team has been tackling the tuning of specific skills and classes, below you will notice some updates for both Sharpshooter and Forged alongside some designer’s notes.

Thank you again for continuing to test and providing your feedback / bug reports! You are helping us make Torchlight 3 better one bug report and suggestion at a time.

See you in-game!
- Echtra Bean

PATCH NOTES

[h2]GENERAL[/h2]
  • Fixed a treasure chest that could spawn underground in certain underground levels (like The Shattered Void).
  • Fixed issue with ‘Hold Position’ not working after first traveling to Edgewood Bluff for the first time.
  • Reduced the expected armor values at each level to set goals that at the average defense per level can get you close to 60% mitigation.
  • Introduced greater granularity for getting greater amounts of defense than expected for more mitigation at lower levels.
  • Decreased the factor of difficulty on incoming monster damage based on difficulty level to reduce instances of getting one-shot.
  • Increased the range of expected defense values on the lower end so that if you have the minimum amount of defense for an area (from a full set of expected quality armor), you can get to around 25% mitigation. When you have an average amount of defense for an area (from a full set of expected quality armor), you can get to around 50% mitigation.
  • Increased the granularity for expected defense value gains above the average so you can see more gradual increases in mitigation. Currently maxes out at 89%, but many levels below your armor level.
  • Fixed Logaan, potion vendor in Trevail Point, as you couldn't buy the Antidote Potion and he didn't have any Polarized Potions in stock.
  • Painful and Ridiculous Difficulties should now always be unlocked.
  • Turning on client side root motion by default to resolve charges / knockback stutter.
  • Fixed a situation where a party member would exit from the game during travel (or a few other rare situations), and would result in an inconsistent state between the rest of the party members and that party member. Now the party member that dropped out will be removed from the party after a timeout and can then be re-invited. If it was the party leader that dropped, then a new party leader will be automatically selected and the old party leader can be re-invited after the timeout.
  • Fixed Relic Collector Achievement being impossible to earn.
  • Fixed dead players not showing up on the minimap
  • Guards in Echo Landing, McTyres' Cove, and Trevail Point are a little chattier.
  • SFX Updates:
    • Rescuing Hix and Kenik now have cocoon splat audio.
    • Berserker monster affix audio designed and implemented.
    • Spirit Well promoted legendary affix audio implemented.
    • Fixed ambience not playing in some levels.
    • Fixed scatterer instruments in 2D sounds not being audible.
    • Scatter shot sounds updated.
    • Goblin Legion and Shasta skill sounds implemented.
    • Exploding barrels now have a tell sound.
    • Added additional generic guard quips (VO and bubble text). There might even be a joke in there.
    • Mother and Ordrak VO implemented.
    • Ordrak boss music implemented.
    • Squawkclaw VO implemented, remixed.
  • VFX Updates:
    • Leaf Pile Leaves FX now playing
    • Shockwave Stomp (Work in Progress)
    • Ordrak Death
    • Ordrak Invulnerability
    • Brall

[h2]ENVIRONMENT[/h2]
  • Ferns wiggle for less time when run over now.
  • Replaced an unbreakable empty crate in the Occupied Trevail Point with a breakable crate, so you can BREAK ALL THE THINGS!
  • Fixed Empty title card on destructibles.
  • Temporarily removed shaking from explosive barrels.
  • Fixed boss chests that were erroneously appearing in various Hyvid hub areas.
  • Change Warp portal to appear after opening the boss chest, not when you kill a boss.
  • Fixed Netherim Pylon that was spawning in an unreachable location in the Guarded Path.

[h2]MONSTERS[/h2]
  • Fixed boss warpback portals that were not spawning.
  • Removed the generic warps from both Brall and Sadista's arenas, put the warpback location closer to the boss chest.
  • Brall no longer floats in the air after dying.
  • Fixed Ordrak's Shockwave Stomp not functioning properly. Goblin Chanter, Brute and Riders no longer spawn below ground.
  • Voltura Gliders now have a Behavior Tree hooked up again.
  • New Sadista Glaive draw and montage for updated Boss fight design.
  • Fixed Galvanic Slayers dealing fire damage instead of electric.
  • Accentuated Stone Elemental death.
  • Fixed missing poison debuff description when poisoned by Venomfang Spiders.
  • Reduced the chance that Sadista and Brall will focus on your pet instead of the player's character.
  • Sadista's Ultimate Form Leap missiles' damage reduced significantly
  • Sadista's Ultimate Form now properly spawns Nether Well hazards in her arena as intended
  • Sadista's Glaive Throw and Leap attacks no longer fail to deal damage
  • Fixed Squackclaw improperly rotating when he returns from his 'laser eyes' phase, resulting in being permanently pitched downward.
  • Fixed Squawkclaw being targetable still during 'laser eyes' for a brief moment
  • Fixed Squawkclaw continuing to rotate towards the player while recovering and taking a knee after using its spin attack.
  • Squawkclaw's electric ball projectile no longer has a ground telegraph, and no longer immobilizes you. The skill is simply too quick for this punishing effect..
  • Boss Tuning (all bosses are currently undergoing a tuning review):
    • The health of most major story bosses has been doubled:
    • The health of Wideload & Strongtusk have been doubled.
    • Strongtusk's Pylons HP has been tripled.

[h2]QUESTS[/h2]
  • Fixed an issue where the task to "Find Hix" in Bolt Town for the quest "To the Rescue" would sometimes not complete.
  • Fixed an issue where party members were unable to collect important quest objects because they missed the gadget interaction.
  • Fixed typo in "Excavated Workshop" task of "Ancient Weaponry" quest.

[h2]UI/UX[/h2]
  • Increased the size of the legendary affix header icon.
  • Fixed Railmaster: 'Hardened Craftsman's Mask' item name overlapping the 'Level' text string in the displayed description window.
  • Exit button in the menu dialog is no longer overlapping other buttons.
  • Centered the class mechanic screens in the panel better.
  • Sharpshooter: Helm, boots, gloves icon updates.
  • Railmaster: Boots and Gloves Icon fixes.
  • Duskmage: Helm Icon fixes.
  • Forged: Armor, Locomotion, Chest, Cannon, Shoulders and Gloves Icon fixes.
  • Revised and standardized Sharpshooter skill tooltips and descriptions for grammar and spelling.
  • Fixed Spirit Well summon duration typo.
  • Revised and standardized Dusk mage skill tooltips and descriptions for grammar and spelling.
  • Updated DPI curve to scale the UI correctly at 4K.
  • More enchanting UI polish.
  • Increased the size of the Essence currency.
  • Increased the disenchant dialog blur intensity and added the gold currency to that layout so it is not blurred.
  • Increased the size of the disenchant button in anticipation of future potential loc issues.
  • Fixed overflowing text in Reliquary and Enchanting tutorials when playing in Russian or Brazilian Portugese.
  • Fixed the title of McTyre's Cove Portal in Trevail Point - it was too low

[h2]FORT[/h2]
  • Fixed issue with Dusk Mage being unable to interact with Arcanum.
  • Fixed oversized alpaca pet preview in the Pet Shelter.
  • Fixed issue with character getting stuck behind the lantern located in front of the big tree in the Fort,
  • Fixed it so that the Jawbreaker Hunter (Sharpshooter) wardrobe is properly given to you when you use the unlock item.
  • Fixed it so that the unlock item cannot be sold.
  • Set the display name for all the monuments so that the correct names will display when you toggle on the nameplates

[h2]RELICS[/h2]
  • Blood Drinker Spinning Blade reworked to last longer visually on screen.
  • Firestorm proc given a 4s cooldown.
    Designer’s Note: We like the fireballs falling randomly, but even with a 10% chance to occur they were happening ALL. THE. TIME. Thus we added a 4s cooldown, which still allows it to happen frequently, but not so much that it feels busted.
  • Adjusted Flaming Destroyer's "Reign of Fire" skill duration from 10s to 6s, and changed the time between meteor spawns from every .2s to every .4.
    Designer's Note: This skill was not only very taxing on many PCs, networks, and super overpowered, but it also started to look terrible with so much vfx hitting all at once. This slight adjustment in missile spawn time feels good to us now, and the decreased length is still long in game terms, without just feeling never ending. We may adjust damage up in the future to compensate but will have to see.

[h2]ITEMS & WEAPONS[/h2]
  • Fixed it so that the secondary affixes on 2H weapons are never of a different element than the primary damage affix.
  • Fixed crit chance vs. bleeding targets enchanting recipe so that it gives a chance for common quality weapons.
  • Updated texture colors on some Legendary Sharpshooter sets.

[h2]CLASSES & SKILLS[/h2]
  • All skills layout completely reworked for all classes. Each tier we unlock new skills by level now has three new skills, except for the final tier, which is 2 across all classes.
  • Skills all reworked to be unlocked 1, 2, 1, 2, 1 across ALL classes and trees. This was inconsistent.
  • Skill screen's level requirements should say (Current Level / Level required) instead of referencing the difference between tiers.
  • RAILMASTER
    • Rearranged all the train car skills descriptions to lead with their passive benefit, followed by their active benefit, then noting their mutual exclusivity.
      Designer's Note: This is due to feedback we had that it was a bit confusing to figure out what the train car would do as its default, non-active skill behavior. Hopefully this rearranging helps with clarity.
    • Shocking Rounds damage reduced from 130% weapon damage for the chain lightning to 20% base. Active portion’s lightning strikes are still 130%.
      Designer’s Note: The active skill portion should still feel powerful, but the passive benefit to the main turret was far, far too powerful and overtuned. This was basically just a value thrown in by design during the implementation phase just to see if it worked that should have never shipped to players. Due to this being passive damage from an immortal train that can’t be targeted, and that chains to a second enemy we had to lower it significantly.
    • Torque Swing damage was changed from 200% to 210% weapon damage, costs 3 Endurance, and has had its cooldown removed.
      Designer’s Note: This skill was added hastily during the Milestone rework and as such failed to get a proper tuning pass besides some preliminary guesstimates. Now we’ve put it through our tuning algorithms and reconsidered its place in the kit. As such we’ve removed the cooldown and given it a more substantial Endurance cost.
    • Torque Spin got a cooldown of 8s again.
      Designer's Note: We had this at 12s and after re-tuning it for damage, pushed it to no cooldown with an endurance cost of 3. But the thing is, with its tier 3 restoring endurance this didn't make sense for the feel of the skill or its intended functionality. We have now changed the cooldown back to 8s, while keeping the damage the same as what it was.
    • Revised skill description for Hammerspin to note its escape use.
    • Pound's 0.6 second cooldown (triggered after its 0.4 second contact frame), is now baked into the skill's animation. This means holding the button down will cause Pound to repeat, but no faster than it did before. The skill can still be interrupted after reaching its contact frame, so it will not cause any more amount of 'character lock', being unable to move, than it did before.
  • FORGED
    • Adjusted Forged locomotion and hatches so that they don't implode on low end machines.
    • Forged snake locomotion mace attacks now have slot progression assignments and will show up in game.
    • Cyclone Mode gets a slight damage increase from 30% per hit (hits twice a second) to 40% per hit.
      Designer’s Note: This occurred because we weren’t accounting for the higher heat cost yet.
    • Furnace Blast damage increased from 150% to 210% weapon damage.
      Designer’s Note: Previously the skill shot out a ton of low-damage missiles. After reworking it to be a huge DoT that just hits all at once, and has a cooldown, we failed to run it through our tuning sheet. The end result is that we just input a number we thought was good, but was slightly off.
  • DUSK MAGE
    • Reversed the current positioning of Luminous Run and Consecration
      Designer's Note: This is to add more strategic gameplay in the dusk mage's kit earlier on, while still giving a secondary escape option down the line.
    • Absolver skill damage reduced from 220% to 190% weapon damage base.
      Designer's Note: This errantly was overtuned, so to make it still competitive with other skills but also note its ability to pierce and hit many more enemies at a faster rate than, say, Holy Bolt, we slightly tuned the damage down.
    • Dark Spears weapon damage reduced from 140% to 90% weapon damage.
      Designer's Note: This was originally accounting for it's smaller size and much higher Mana cost. With the size increased and mana cost reduced, we lowered the damage accordingly while still making it threatening at level one to most small mobs.
    • Energy Spike weapon damage lowered from 60% to 40% weapon damage.
      Designer's Note: Energy Spike is still a great skill, and only gets greater with more points into it. It usually hits most targets multiple times, and while we did lower the damage it should be noted that the pathing for the missile is far more predictable (though still chaotic) than it was in previous iterations.
    • Entropy base missile lifetime reduced from 3s to 2s.
    • Entropy tier 1 milestone speed increased slightly, now moves at 25% of base missile, and lasts only 4s instead of 6s. Tier three version that also does blasts of dark energy now adds 30% to the skill's Mana cost.
      Designer's Note: Entropy was made a bit too overpowered in our most recent push to add "milestone bonuses" to all our skills. We had to re-evaluate the speed of the "slow" version, as well as its lifespan which was just way, way too long. With the tier three version the extra damage it added was also extremely powerful, and we felt it needed a mana cost addition to offset how good it was.
    • Holy Fury damage lowered from 290% to 260% base weapon damage.
      Designer's Note: This was simply the wrong number inputted accidentally. Corrected.
    • Light Spear weapon damage decreased from 280% weapon damage to 170% weapon damage.
      Designer's Note: It was simply way overtuned from when it still had a significant cooldown. It would have been lower still, but we removed the default "healing" tag it had since that is now locked behind milestones.
    • Radiant Blast base skill damage lowered from 200% to 160% weapon damage. Secondary blasts remain at 100%
      Designer's Note: This was way overtuned after we removed the knockback effects and also when we removed the waves of missiles slain enemies used to spawn. This has been corrected slightly, but we've left the secondary blasts relatively powerful to give it continued utility.
    • Unholy Bolt weapon damage reduced from 130% to 100% weapon damage.
      Designer's Note: When we got rid of the "shotgunning" ability for Unholy Bolt that was the tried-and-true strategy for so long we overtuned the skill in an attempt to make it competitive with Holy Bolt. It fires three bolts and can still hit multiple targets and needed a very small change in damage. It should still be useful for driving down mobs and raising your dark charge bar.
    • Spirit Well minions lifetime reduced from 60s to 30s.
      Designer’s Note: We wanted this to have less uptime so we reduced it. 30s is still a very long summon duration.
  • SHARPSHOOTER
    • Revised the placement of Goose and Goblin skills in the Adventurer tree.
    • Fixed common helms that resulted in Sharpshooters being bald or otherwise not having an actual helmet mesh.
    • Fixed it so Ghost Visage now gives its Precision Skill bonus again.
      Designer's Note: This was accidentally disabled when we were implementing the skill milestones, and as we implemented the ghostly sharpshooter clone on the tier three for this skill, we forgot to hook up an important blueprint node that continued to grant the bonus charges.
    • Changed the base Ammo recharge rate, increasing it more than 4x from where it was.
      Designer’s Note: We nerfed this way too hard to make Reload more relevant and to make its per-level bonus not too powerful. Basically, we were trying to find a good way for the class to feel based around one skill which was a poor choice. We think we've found a good place where Reload no longer feels essential, but can feel good if you're focusing on Ammo heavy builds such as using Onslaught a lot.
    • Curse of Pi’pi has had its blind removed and had its damage raised from 50% weapon damage to 60%.
      Designer’s Note: As we added a damage component to this, and lowered it’s cooldown from previous iterations, it just didn’t make sense for it to also have a hard crowd control element anymore. This has been removed, which in turn increased the damage for the skill slightly, though it is still not its primary focus.
    • Scattershot default charge bonus changed from 100% to 200% weapon damage for a fully charged shot. With the milestone bonuses, it can go up to 250% instead of 150%
      Designer’s Note: The skill just wasn’t providing the damage oomph we wanted when fully charged, so to make it more worth the charge time we upped the damage.

Fort Frills, Features, and Facilities

This week we're sharing some of the Fort frills, features, and facilities that will help you grow characters as you progress through Torchlight III!



Missed the 'Fort Your Way' video posted yesterday? Watch it here:

[previewyoutube][/previewyoutube]
Wishlist Torchlight 3 and check out our Discord, Facebook, Twitter, and Twitch to get the latest development news and updates.

Mainline Patch - April 21, 2020

Originally posted by Team
To work closely with the Closed Beta testers, we continue to do weekly updates. While it means that some bugs might make it past our QA team, it does help us get more immediate feedback from our changes.

A "mainline" patch brings all of the past week's development work into the Closed Beta test. Players will need to exit the game in order to download the new version.

Bug reports in the Steam Bug forum, via Feedback button in-game, and through Discord are incredibly helpful, thank you! Players will notice many of their reports listed as fixed in today's Patch Notes.

Good morning Torchlighters!

The patch today includes a fix for the party travel crash that many players have been experiencing. This problem is being caused by our custom portrait feature, which was always being utilized in multiplayer (party) instances. For the moment, we have disabled that feature so that players can continue to test and play the game together without the consistent crashing during travel.

Additionally, this patch is full of skill updates and general updates/bug fixes. Most notably, Railmaster’s skills have been refined even further and you can check out the designer’s notes below for more in-depth information and background into these adjustments.

Thank you again to everyone for your continued testing and for sending in your feedback / bug reports. As always, there is more to come next week and we hope you have a great rest of your week on the frontier!

See you in-game!
- Echtra Bean

PATCH NOTES

[h2]GENERAL[/h2]
  • The warp from the Defender's Gate is now a one-way warp to the Last Passage. The returning warp from the Last Passage will no longer go to the Defender's Gate. This warp will now return players to the Murky Miasma from the Last Passage. Players will need to traverse through the Murky Miasma in order to fight Krronk again.
  • Fixed the ToS not showing up.
  • Fix Kenik missing from McTyres Cove.
  • Made lore lines and quest lines interruptible.
  • Crash fix for party travel. Problem with custom portraits was causing players to crash during travel. Custom portraits have been disabled until a fix has been deployed. This should resolve crashes involving party travel.


[h2]FORT[/h2]
  • Adding icons for several of the Sharpshooter Wardrobe Fort props.


[h2]ENVIRONMENT[/h2]
  • Set the damage from the fire hazards in the Occupied Trevail Point (intro) to 10% normal damage, so you really have to try to kill yourself with them.
  • Added Void Ember Barrier in the Last Passage before the Hyvid Capital.
  • Adjusted traps from breakables for Fields of Unrest so that it doesn't try to spawn goblins there, as goblins are not valid for Fields of Unrest.
  • Added lore gadgets to Echo Landing & Trevail Point.
  • Set the Zephoras lore item about Echonok and the Voltura to drop in McTyre's Cove from Zephoras' Keepsakes after you complete the quest Sadistic Sorcery (unlocking McTyre's Cove).
  • Fixed a Kenik lore item to attempt to play audio correctly.
  • SFX Updates:
    • Wideload remixed and implemented.
    • Shriekbeak VO and skills sounds.
    • Sadista Audio finished.
  • VFX Updates:
    • Ordrak Poison Orb
    • Ordrak Flame Wave
    • Fixed issue with Imperial Outpost Intro Warp.
    • Ordrak Melee Combo
    • Fixed multiple issues with warps and particle sorting.
    • Monster fixes: Capsule revisions, hitfx unification, material improvements, other misc fixes.
    • Automaton Sentry: Fixed capsules, variant meshes, parenting, and combatfx.


[h2]ITEMS & GEAR[/h2]
  • Updated the color of the ember core currency icon to match the one that drops in the game (orange instead of blue).


[h2]MONSTERS[/h2]
  • Yapper no longer sinks into the ground upon defeating him in Occupied Trevail Point.
  • Improved Electric Zombie's leap movement to be more fluid and smooth.


[h2]QUESTS[/h2]
  • Changed "Restless Heroes" task description to "Explore Heroes' Rest" instead of "Find Bruce Killis".


[h2]CLASSES & SKILLS[/h2]
  • RAILMASTER
    • Lantern Flash damage increased from 40% to 70%.
      Designer's Note: This accounts for the fact that it no longer blinds by default and has a long default cooldown.
    • Mortar Cart default attack damage increased from 100% weapon damage to 150%.
    • Flamethrower cart default attack increased from 33% to 50%
      Designer's Note: We decided to change the skill tuning modifier for auto turrets, resulting in a boost to almost all train car passive skills.
    • Mortar Car active skill damage changed from 60% to 80% weapon damage.
      Designer's Note: We weren't accounting for the skill's long, 10s cooldown, resulting in a small damage increase.
    • Pound damage decreased from 300% weapon damage base to 230% and Endurance cost changed from 2 to 1.
      Designer's Note: The hope is that pound becomes the go-to melee choice here, but it did lose a small amount of damage to account for the reduced Endurance costs. It previously received a small reduction for being able to hit multiple targets, but we removed this because the Area of Effect was so small.
    • Shotgonne Turret active skill damage decreased from 300% to 280% weapon damage base. However missile size was increased significantly to hit more targets as it pierces.
      Designer's Note: This is to help the missile hit closer groups of enemies together while accounting for a previous miscalculation in the damage tuning.
    • Spike Drive damage increased from 150% to 200% weapon damage.
      Designer's Note: This is to account for the fact that it isn't an AoE skill anymore, but instead focus on missiles that move forward from your placement. It was also previously tagged in the backend as a "ranged" skill, which lowered the tuning, but it ultimately is still used in a melee setting so this was changed.
    • Blasting Charge cost reduced from 2 Endurance to 1, with damage reduced from 110% to 60%
      Designer's Note: This is because the skill is primarily about leveraging the additional damage from its Vulnerability application. This makes ALL your other skills do a lot more damage, so the skill itself isn't really about doing damage as much as being a key part of a rotation.
    • Turret Basic Attack: Increased damage from 20% to 30% based on skill tuning pass.
      Designer's Note: This should make the base turret a bit more powerful and feel good as a level one choice.
    • Flamethrower Car Active Skill: Increased damage from 66% weapon damage to 170% weapon damage.
      Designer's Note: This accounts for the skill rework. It used to fire a string of fire missiles and did a ton of damage in very small increments. Now it only hits once and sets enemies burning for 6s. Hopefully this accounts for that perceived damage loss, as well as accounts for it's relatively short range.
    • Ghost Train damage reduced from 290% to 160%, but Endurance cost reduced from 4 to 3.
      Designer's Note: The lower endurance cost, combined with the previously unaccounted for knockback power resulted in a nerf.
  • SHARPSHOOTER
    • Goose damage decreased.
    • Heartseeker damage decreased.
    • Pipi skill damage decreased.
    • Rizzi skill damage decreased.
    • Shasta skill damage increased.
    • Explosive Arrow: Took damage from 230% weapon damage to 280% weapon damage. Removed its 2s cooldown.


[h2]UI/UX[/h2]
  • Fixed broken tooltips in Sharpshooter Shasta Skill.

Home Sweet Home in Torchlight III

Forts are your personal mark on the world of Torchlight 3. Plant a lush garden, make a monument to your success, or memorials to the thousands of Goblins that stood in your way. Read all about customizing your Fort on the Torchlight 3 blog here.



Wishlist Torchlight 3 and check out our Discord, Facebook, Twitter, and Twitch to get the latest development news and updates.

Mainline Patch - April 14, 2020

Originally posted by Team
To work closely with the Closed Beta testers, we continue to do weekly updates. While it means that some bugs might make it past our QA team, it does help us get more immediate feedback from our changes.

A "mainline" patch brings all of the past week's development work into the Closed Beta test. Players will need to exit the game in order to download the new version.

Bug reports in the Steam Bug forum, via Feedback button in-game, and through Discord are incredibly helpful, thank you! Players will notice many of their reports listed as fixed in today's Patch Notes.

Happy Tuesday!

First things first - thank you very much for all the comments, feedback submissions, and emails! We thoroughly appreciate all the bug reporting and reviews you’ve sent in since last week’s level cap update and wipe. We hope to have some larger updates to share in the near future, but for the moment, this week’s patch is full of bug fixes.

One very noteworthy update: monster rubber banding should now be greatly improved (other than charge skills and knockback). We know this has been something players have been reporting for a while, so please let us know if you do or don’t see improvement.

New languages are now available, a few skills updates, and a variety of other bugs squashed. As always, more to come next so thank you for all the feedback, bug reports, and testing!

See you in-game!
- Echtra Bean

PATCH NOTES

[h2]GENERAL[/h2]
  • Updated new languages to show as available in game (at about 90% localized): Chinese (Simplified), Chinese (Traditional), Brazillian Portugese, Russian, Spanish
  • Fixed an issue where no missiles would fire if the player quickly released the button.
  • Properly disabled the exit from the boss arena with Brall in Mapworks.
  • Some Steam achievement fixes. May resolve problems with: Break All the Things!, Replenished, Millionaire, Heavy Metal

[h2]FORT[/h2]
  • Set the player's fort to always be in Trevail Passage (after clearing out the invaders during the Fortified Invader quest), so you can exit your fort to Edgewood Bluff or Fields of Unrest.

[h2]ENVIRONMENT[/h2]
  • Adding Zeppelin prop to Hyvid and Echo towns.
  • Updated goblin caves ground textures to be less flat.
  • Changed collapsing planks to not use a trap.
  • New ToD lighting for Corrupted Vein, Twilight Depths, Mossrat Den and The Shattered Void.
  • Increased lighting brightness for Clockwork boss arena so Ordrak doesn't look too dark.
  • Art Updates to InfestedForest3, unified colors a bit; updated acid pool material.
  • VFX Updates:
    • Environment bug fixes.
    • Witch.
    • Small fix to mapworks portal.
    • Warp revisions.
  • SFX Updates:
    • VO for NPC’s finished, waiting for final Lore objects to be completed before setting them live (coming soon).
    • VO added to Brall.
    • VO added to Ordrak.
    • Fixed sadista missile not having sound.
    • Sadista VO implemented.
    • Quests VO implemented.
    • New audio for sadista (summon).

[h2]UI/UX[/h2]
  • Adding a new icon for Bane's Fanged Maw Skill.
  • Increased the width of the skill description tooltip.
  • Added scale to text that could run too long. It will auto scale slightly to fit the space when it needs to.
  • Added blur behind tooltip.
  • Update the top header title placement.
  • All titles should now be left aligned.
  • Fixed the anchoring of the menu so that the category button titles no longer overlap for some languages.
  • Fixed multiple grammatical errors:
  • ‘Hammer Spin cooldown' is spelled without space as 'Hammerspin cooldown' in 'Hammer Spin' skill description.
  • Make' is spelled with a capital 'M' after 'Active:' in 'Mortar Car' skill description hence creating a standardization error.
  • 'Loyal Shasta' skill description is missing summon duration.
  • Sharpshooter: Ghost Visage has some grammatical errors

[h2]ITEMS & GEAR[/h2]
  • Harvest buff raised a little bit.
  • Shock Nova (Railmaster Legendary Set) now does electric damage instead of fire damage.
  • Fixed texture issue on male Sharpshooter magic helm.
  • Fixed an issue with Blast Breaker (Legendary) doubling Endurance cost instead of removing it.

[h2]MONSTERS[/h2]
  • Improvements to fix status effect network bandwidth. Monster rubberbanding (other than charge skills and knockback) should be greatly improved.
  • Enabled the Cocooned Goblin monster type in Hyvid Tunnels, Bogwood Hollow, and Hyvid Hatchery.
  • The Blazing monster affix no longer has a fire trail behind where the enemy is walking. The forward-firing snaking fire missiles that leave a trail remain.

[h2]RELICS[/h2]
  • Blood Drinker (Relic)'s Spinning Blades skill now activates instantly on cast, rather than being delayed according to the player's animation.

[h2]QUESTS[/h2]
  • Fixed "Tutorial: Relics" Ember Core Tutorial Bundle should now give 24 Ember Cores instead of 23.

[h2]PETS[/h2]
  • Increased the power of the pet defender Aura.

[h2]CLASSES & SKILLS[/h2]
  • FORGED:
    • Fixed Rapid Strike often missing monsters running away.
    • Fixed Slugshot failing to trigger on every 10th shot of rapid fire.
    • Fixed a minor targeting issue with Coal Launch, occasionally making it not fire exactly where it was instructed to when targeting near an enemy.
  • SHARPSHOOTER:
    • Adjusting some descriptions for Sharpshooter skills so that they don't mislead about what the vfx and animation should look like: adjusted Rizzi’s Fate and Curse of Pi’pi’.
    • Adjusted the rate of Reload recharge down and adjusted the per level bonus for Reload.
    • Fixed 'Curse of Pi'pi' 'Adventurer's Bonus' failing to apply to precision skills.
    • Fixed an issue with Sharpshooter's Onslaught not calculating bonus damage correctly or displaying floating damage numbers.