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Early Access Patch Notes - The Breach Hotfix #3

Hey everyone,

We’re back once again with yet another Hotfix! We’ve analyzed more and more of your data and made some more changes that should really help to tighten up your experience as you make your journey through Isola Sacra!

Apart from fixing bugs and some performance issues that were reported, there’s also bigger quality of life changes in here like allowing players to carry a much bigger stack size per item. We’ve also fine-tuned some of the level scaling in order to create a smoother leveling experience.

And we’re not done yet, we’re already hard at work on a bigger patch that will add more features to No Rest for the Wicked!

As always, we hope you’re having a great time exploring and fighting your way through Sacra - Here’s the full list of changes:

🛠️ Early Access Patch Notes - The Breach Hotfix 3

Hey everyone,

We’ve received some great feedback following our recent hotfixes, and we're glad to hear the experience is finally aligning with what we initially envisioned. We're constantly working to make things even better for you, so every bit of feedback truly matters.

That said, today’s update includes a few more improvements to help smooth out your gameplay!

⚔️ Performance:
  • Optimized IK Look and IK Hits
  • Optimized performance for The Shallows
  • Optimized Static rune so it no longer causes performance spikes


⚔️ Quality of Life Improvements:
  • Enemies no longer spawn in immediately after the Plague is cleansed in an area
  • Increased the drop rate of Repair Powders
  • Evasive Combo renamed to Pestilent Recoil
  • Charged Spells’ descriptions have been changed to emphasise that you should charge them for them to be fully effective


⚔️ UI:
  • Improved the Bounties Menu
  • Exiting Vendor Screens will now go back to the Selection Menu instead of exiting the vendor interaction


⚔️ Balance:
  • Rebalanced level scaling of areas after campaign completion:
    • Shallows, Mariner's Keep, Orban Glades will be Level 21
    • Nameless Pass, Black Trench will be level 23
    • Marin Woods and Lowland Meadows will be level 25
  • Increased the height you need to fall from to start taking fall damage
  • Increased Poise of Wands
  • All dodges now cost the same amount of stamina
  • Slightly reduced the damage value on “Homing Frost”


⚔️ Gear:
  • Quicker Input Queuing for the first attack on Hoar Frost Sickle
  • Fixed Gear not being able to be repaired when durability hits 0


⚔️ Loot:
  • Increased max inventory stacks from 20 to 99
  • Increased drop rate of gems
  • Slightly decreased drop rate and value of Fallen Embers
  • Gordon Tier2 now has Fruit Pie Recipe instead of Dracaena Dumpling Recipe
  • Rebalanced drop rates at dig spots


⚔️ Enemies and Bosses:
  • Slightly rebalanced Falstead Darak


⚔️ Bounties:
  • Increased available daily bounties from 3 to 4.


⚔️ Localization:
  • Improved translations for multiple items in various languages


⚔️ Bug Fixes:
  • Fixed crash and performance hit in Lowland Meadows
  • Fixed Water Channel Key in The Black Trench not spawning if player is stuck in the old bugged state
  • Fixed the door to the West Bridge of Mariner’s Keep closing by itself
  • Fixed Lara forgetting how to walk on the way to the elevator in Weeping Sisters
  • Fixed kickback on various 1H weapons
  • Fixed enemies being able to leap in from outside of the player’s camera
  • Fixed being able to get stuck in certain NPC dialogs
  • Fixed health bar not updating when Drain Health in Combat enchantment is equipped
  • Fixed buff icons not displaying remaining time
  • Fixed deformed model for Torn Colossus
  • Fixed elemental infusion gems being able to be exalted but not actually be treated as exalted, taking resources and preventing the item from being fully exalted.
  • Fixed character ledge climbing like they had one too many to drink
  • Fixed Masterworks background sticking to common items
  • Fixed Illuminate rune's light affecting cinematics
  • Fixed light leaking from Illuminate rune
  • Fixed petaled spear run attack sometimes missing its target
  • Fixed seaweed having a sharp cut off against rocks
  • Fixed face blurriness when moving sliders in the character creation
  • Fixed Halberds using the wrong roll animation
  • Fixed Danos Screen projects panel taking a hike after completing a project

Early Access Patch Notes - The Breach Hotfix 2

🛠️ Early Access Patch Notes - The Breach Hotfix 2

No Rest for the Wicked, indeed! After we landed Hotfix 1, we fixed another set of things we’ve seen that we wanted to quickly address.

This hotfix will solve a bunch of the most obvious issues that were left-over, such as invisible enemies spawning sometimes, addressing quite a bit of combat feedback, beds are now a dream to sleep in and so on and so on. Here’s the breakdown:

⚔️ UI:
  • Higher Level Enemies now have a skull icon above their health bar


⚔️ Balance:
  • Increased Poise Damage on Axes, Clubs, Hammers, Maces, Straight Swords and Wakizashis
  • Reduced health on bounty enemies
  • Resting in a bed now gives Rest Bonus immediately instead of after set duration, will also immediately heal players now
  • Removed armor penetration from enemies
  • Increased Lifesteal Coefficient from 0.2 to 0.3
  • Increased Health Regain Coefficient from 0.02 to 0.04
  • Increased values on all Health Regain Enchantments
  • Added ‘Offscreen Protection’ so that enemies don’t immediately attack from off-screen
  • Decreased costs for enchanting or infusing gear at Eleanor’s
  • Amethyst, Quartz, Ruby, Sapphire Gem Changes:
  • Now grants Elemental Infusion on Weapons and Bows
  • Increased values for all deal damage on block enchantments


⚔️ Enemies and Bosses:
  • Rebalanced Caretaker and Shade of Piety bosses
    • Improved gameplay around him teleporting around and more opportunities to fight back
    • Nerfed timings on attacks so we don’t annoy players with slower weapons too much 🙂


⚔️ Loot:
  • Increased loot drop rate on bosses
  • Increased loot drop rate on elite enemies
  • Increased loot drop on beasts
  • Increased chance of dropping 2 Wood from trees
  • Increased fishing drop rate


⚔️ Quests:
  • Caroline now offers Innkeepers Husband side quest immediately after entering Sacrament instead of after Inquisition Arrival cinematic


⚔️ Bug Fixes:
  • Fixed Water Channel key being unavailable
  • Fixed Lara not being able to continue the Weeping Sisters
  • Fixed invisible Balak Taws
  • Fixed Gordon key spawning after the quest is over
  • Fixed explosion on kill effect
  • Fixed sorting order on new categories in activity screen
  • Fixed wall lever pull timing in marin and mountain pass
  • Fixed timing on enemy knife antic
  • Fixed enemy not being visible due to lighting in Marin Woods
  • Fixed icon on Scorched Broadblade and Whetted Wedge
  • Polished Activities Log

Brutal soulslike ARPG No Rest for the Wicked buffs loot drops as reviews plummet

As Grinding Gear Games buffs its unforgiving loot drops in Path of Exile 2, fellow ARPG No Rest for the Wicked is getting similar treatment from developer Moon Studios. Several months in the making, new NRFTW update The Breach introduces more zones, weapon types, boss fights, and endgame systems to the soulslike spin on Diablo. However, it might have been a little too vicious - with the arrival of The Breach, the game's recent Steam reviews have fallen dramatically to just 43% positive. In an attempt to course correct, Moon Studios delivers a first major hotfix to make overcoming the hordes more manageable.


Read the rest of the story...


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Early Access Patch Notes - The Breach Hotfix 1

Hey everyone,

Since The Breach dropped, we’ve seen your feedback roll in, and we want you to know, we hear you. As Thomas mentioned in his recent post, not everything landed the way we hoped, and that’s on us.

While we truly believe this is one of our most ambitious updates yet, it’s clear there are areas we need to improve by a lot. Our team has already worked on a hotfix and quality-of-life adjustments that will address most (if not all) of your issues.

Thank you for sticking with us. We hope these fixes make your time with No Rest for the Wicked better. Please continue to share your feedback with our team. We are fully committed to delivering an amazing experience, and with your help, we will.


⚔️Performance:
  • Improved performance for the final cinematic and boss fight
  • Improved performance for Inquisition Arrival cinematic


⚔️ Quality of Life Improvements:
  • Increased the speed for backstab indicator appearing and disappearing
  • Moved the starter weapon shiny on The Shallows to be closer to the Mariner’s Keep entrance to avoid being missed


⚔️ UI:
  • Added disclaimer about Legacy saves to the Main Menu and Realm Screen
  • Updated Bounties and Challenges Screen
    • Added weekly/daily category label to activity screen under both bounties and challenges.
    • Added active/complete category label to quests in the activity screen.
    • Added weekly/daily labels to the bounty/challenge columns in Randolph’s menu to explain the difference.
    • Added red border on weekly bounty and challenge icons in Randolph’s menu to emphasize they are more difficult.
    • Added danger level label of the bounty’s target area to both Randolph’s menu and the activity screen.
    • Colored skull icon on bounty target health bar to yellow/red for daily/weekly respectively to indicate difficulty.


⚔️ Balance:
  • Rebalanced the Danger Levels for the Overworld before Tier3:
    • Post-Sacrament Orban Glades: Level 3
    • Early Nameless Pass: Level 8
    • Quarry Nameless Pass: Level 11
    • Black Trench: Level 15
  • Slightly increased XP from enemies and bosses
  • Removed XP cap on higher level enemy kills
  • Fixed Backstab detection angle bug
  • Buffed Parry window for enemy attacks
  • Buffed the i-frames for Medium roll
  • Increased value and duration for all conditional enchantments
  • Significantly reduced focus cost for firing arrows
  • Gear Upgrades now cost 1/3 as much
  • Repair now costs 1/3 less than before
  • Fixed Tutorial enemy health and damage being too high
  • Reduced focus cost on Illuminate Rune by 1/2
  • Reduced focus cost of Return Rune by 3/4


⚔️ Enemies and Bosses:
  • Polished Caretaker boss balance
  • Bonded Witch, Nith Screamer and Shackled Brute attacks can now be interrupted by any weapon


⚔️ Loot:
  • Weapon damage and Armor no longer initialize a value from an interval when spawned, instead will use a set value
  • Improved Gear Score system to increase the chance that a REALLY nice item drops for you every once in a while
  • Decreased drop rate of Plagued Gear
  • Increased drop rate of Herbs
  • Increased drop rate of Fallen Embers
  • Increased drop rate of Weapon Shards
  • Increased drop rates on Ore Veins
  • Increased loot chances on Brutal Couplet bounty bosses for the Savage Pair bounty
  • Added more tier1 food recipes
  • Added 2 more weapons to early game Filmore for more variety
  • Added more blueprints to Tier3 Filmore
  • Filmore now sells 5 ingots and 1 Weapon Shard a day
  • Whittacker now sells 5 planks a day
  • Cleric armor set is now craftable


⚔️ Bug Fixes:
  • Fixed Elemental Damage affixes not working on enemies
  • Fixed description of Blade Oil not displaying correctly in Quick Menu
  • Fixed rune extraction sometimes showing the wrong input key on Keyboard and Mouse.
  • Fixed lighting and skybox in the Inquisition Arrival cinematic
  • Fixed foliage trying to steal the show in the Inquisition Arrival cinematic
  • Fixed certain mesh trails that were flickering
  • Fixed Blight Hearts lighting that would stick after they die
  • Fixed player highlight showing the whole square sprite from torches
  • Fixed player unable to Exalt items with materials from house storage
  • Fixed The Great Beak having the wrong armor
  • Fixed player being able to pass through the gate for the temple in Marin Woods
  • Fixed root motion for the Riven Twins spin attack
  • Fixed Sacrament interior music audible in combat
  • Adjusted music spatial room borders to avoid gate ambience getting stuck
  • Fixed Alton spawning under the ground in Sacrament after campaign end
  • Fixed certain Blight tentacles not despawning
  • Fixed Lowland Meadows whisper near the plague bear arena not showing up on the map after it becomes available
  • Fixed spatial room for music at the Cerim Gate during Servant of God
  • Fixed spot where you can get stuck in collision in Orban Glades
  • Fixed goat in the boat on a moat shining like a deity (it wasn’t happy about that)

The Breach - Hotfix #1 Info

Hey folks,

As you might imagine, we spent the entire time today analyzing what's going on and addressing some concerns that came up for the Breach Update.

Our goal was initially to get this hotfix out tonight still, but we've been working on quite a lot of things at the same time until now and we'd like to still have our Quality Assurance team test the hotfix before we release it - so we'll release it tomorrow instead, probably around 5pm CEST.

I wanted to summarize some of the changes that we've made based on the data we're seeing. The goal here as always is not to dumb down Wicked or to appeal to one crowd or the other. Instead, we're doing what Early Access is for: We're carefully evaluating all data and are making changes based on actual telemetry to ensure that people get the experience we're after!

So here goes:

1) For now we'll remove the interval we have on weapons and armors. What that means is that if an item had a base value of 10, there was a 30% chance that the item could drop from 7-10. We wanted to remove this for quite some time and instead introduce 'superior' items at some point anyway, but given that people reported issues with weapon damage and armor, we decided that we're changing this now already. With that, any weapon and armor you find will be exactly what the designer intended it to be :)

2) We've also made adjustments to the 'gear score' system, so there's gonna be a higher chance that a REALLY nice item drops for you every once in a while.

3) For Breach, we tried to do something smart that would encourage players to put armor into all equipment slots, but that's backfired since a lot of you apparently want to run around without pants. Fine then, we reverted this to what we had on the previous LIVE build. That should fix the issues people reported about getting killed too easily.

4) A lot of you were bothered about archer builds using focus again for their arrow skill instead of stamina. I tweaked this stuff today so that the arrow skill is quite a lot cheaper now. Please try it and leave feedback if this alleviated your concerns! On a side-note, we will definitely put a LOT of love into Archer builds within the upcoming Combat Update!

5) We saw that you folks are often starved of the earlier herbs, so we increased the drop rates on Artemisia Herbs.

6) We fixed an issue reg. elemental damage affixes on enemies. Some of you tried to make builds around elemental damage and it didn't fire the way you expected and the way it should've worked, so that's fixed now.

7) There was a bug that snuck in that didn't allow players to backstab enemies while they were in certain states. We fixed that and also adjusted the backstab angle to be a bit more forgiving again. We also made the backstab icon appear and disappear more rapidly so that players get clearer feedback.

8) We fixed that silly Blade Oil Description bug :D

9) We increased drop rates on rarer enemy spawns like Sirens and Wolves.

10) We adjusted the parry window a bit. We even had a slew of our non-parry players internally try it and even they felt it was 'challenging, but good!'

11) There was a poise issue with Witches and the Pickaxe Nith enemies. They'll now be instantly interruptible with any weapon, as originally intended.

12) We added some text on the main menu for now to clarify to everyone what's going on with their legacy saves.

13) We fixed the issue where people couldn't exalt items anymore with items locked in their house chests.

14) We removed the XP Cap on higher level enemies. We saw some of you just absolutely determined to beat enemies that are at a far higher level than yourselves and if you manage to do that, that should be properly rewarded!

15) We had an initialEnemyLevel mistake in Nameless Pass that resulted in too high of a difficulty spike once you went from the Pass to the Quarry - Now enemies in the Quarry will be Level12 instead of Level15 to allow for a smoother progression.

16) Medium Roll got a few extra iframes. Keep rolling, rolling, rolling!

17) We lowered the level increase in the later Orban Glades areas a bit so that the difficulty jump for Darak and the enemies in that zone isn't as abrupt.

18) There was a bug that artificially increased the Enemy Levels after the Servant of God and Of Rats and Raiders Quests were completed. We fixed that now.

19) There was another bug that made the enemies in the Prologue too tough to beat. They needed 11 hits or so, which wasn't intentional. Now they're fairly weak again as they should be for the tutorial :)

20) We saw that a lot of you like the Fallen Embers and what they can do for you, but you're using the system a LOT and run out of embers a tad too quickly. Thus, we increased the drop rate of Fallen Embers accordingly.

21) There was an issue with the drop rates of weapon and armor shards that's now fixed.

22) We decreased the drop rate of Plagued Items a bit since for Breach, they were balanced to be more advanced weapons for advanced players that like the challenge of making an entire build around them. Try to be creative with them, don't immediately dismiss an item if you don't immediately like the negative enchantment that's on it - you might just be able to get something out of it ;)

23) We also drastically increased the effects of conditional enchantments. If an enchantment requires you to perform a backstab, a parry or has any other condition like that, the reward should be significant, so that's adjusted now.

And that's just a few of the changes - There's quite a bit more being discussed and we'll have more detailed patch notes for you tomorrow!

And lastly, let me apologize that the Breach Launch might not have went as smoothly as we all wanted it to be. No Rest for the Wicked is an enormously complex project and we tried to squeeze as much new stuff as possible into it, which ultimately meant that some late-stage testing that should've happened didn't happen anymore since we ran out of time.

But we're very carefully listening to all your feedback, we're constantly watching streams, we're looking at all social media channels and we'll be fixing things as fast as humanly possible. We are listening, so please keep sending your feedback our way and we'll promise we'll try to make the perfect ARPG experience for all of you out there!

- Thomas Mahler