Patch Notes : Nurõrgartt
Hello Dragon hunters,
We are delighted to announce that Dragonkin's First Major Update, the Nurõrgartt patch has arrived!
Please take a look at our Trailer:
[previewyoutube][/previewyoutube]
Oh! And Founder Pack 2 is here! Download it right here:
https://store.steampowered.com/app/3594840/Dragonkin_The_Banished__Founder_Pack_2/
This patch introduces our 1st Major Update features and QoL updates requested by the community, along with several bug fixes.
As always, thank you to everyone who reported bugs and provided feedback to us!
Your support is crucial in shaping the future of Dragonkin and thanks to our fans, we’ve been able to go beyond the scope of what was in our initial roadmap.
A quick note regarding Steam Deck support, Dragonkin: The Banished is now officially playable! We’ll continue working toward full compatibility.
Patch notes will feature a [🔥] emoji whenever the change is based on community feedback!
[h3][Highlights][/h3]
[h3][New Features][/h3]
🎮Gameplay
✨Quality of Life (QoL)
🖥️Menu & UI
[h3][Update][/h3]
🎮Gameplay
Loot
⚖️ Balance
Knight
Oracle
Barbarian
Wyrmling
Common
🗺️Environment
🐉Enemies & Boss
✨Quality of Life (QoL)
🖥️Menu & UI
🎥Cutscenes & VFX
🔊Music & SFX
🚀Graphics options
[h3][Fixes][/h3]
🐛Bug Fixes
Quests
[h2]Known Issues[/h2]
With the release of the Nurõrgartt update, we're aware of several issues, some more significant than others.
While none are critical enough to delay the update, we’re actively working on a Hotfix scheduled for release next week. This will give us the time we need to thoroughly test the fixes.
As for now:
We’d like to inform you of a bug we've identified, that we won't be able to fix in the upcoming hotfix.
In the patch notes, we mention a fix where ranged enemies would sometimes get stuck if there was an obstacle (like a rock) between them and the player, only when the player is standing close to that obstacle. This preventing enemies from chasing the player properly.
However, this fix has inadvertently caused the same issue to affect melee enemies, which was not the case before.
Temporary Workaround:
If you encounter this bug, simply moving around should help "unstick" the enemies and get them back on track.
We appreciate your patience and support while we work to resolve these.
[h2]Your feedback helps![/h2]
Thank you for bringing issues to our attention so we were able to fix them quickly!
As usual, if you come across any further issues or bugs, please report them on Discord so we can investigate and get fixes out! Naughty little bugs! Blame this guy 🐛
Also, we’ll say it again, but we’re building this game alongside the community. So if you have suggestions, we want to hear them. Whether our Discord or the Steam Discussions, we’ll be there!
And with that, see you next time!

We are delighted to announce that Dragonkin's First Major Update, the Nurõrgartt patch has arrived!
Please take a look at our Trailer:
[previewyoutube][/previewyoutube]
Oh! And Founder Pack 2 is here! Download it right here:
https://store.steampowered.com/app/3594840/Dragonkin_The_Banished__Founder_Pack_2/
This patch introduces our 1st Major Update features and QoL updates requested by the community, along with several bug fixes.
As always, thank you to everyone who reported bugs and provided feedback to us!
Your support is crucial in shaping the future of Dragonkin and thanks to our fans, we’ve been able to go beyond the scope of what was in our initial roadmap.
A quick note regarding Steam Deck support, Dragonkin: The Banished is now officially playable! We’ll continue working toward full compatibility.
Patch notes will feature a [🔥] emoji whenever the change is based on community feedback!
[h3][Highlights][/h3]
- 6 new character skills
2 for each class, including: the Knight, the Barbarian, and the Oracle.
- 3 new Wyrmling skills
1 for the Ice Wyrmling and 2 for the Toxic Wyrmling.
- 5 new Services in the City of Montescail
The Enchanter, The Memorialist, The Grand Benedictor, The Artificer, The Arsenal will be added to your city.
These are designed to give you more control around your itemization and builds.
- New Biome: Nurõrgartt
4 new levels in The Tundra and the Glacier environments.
New dungeon purification: The Ice Cavern.
New enemies, and bosses to discover.
- New endgame activity: Test of Will
In this mode, you'll face wave after wave of enemies while dealing with a mix of temporary buffs and debuffs, along with permanent bonuses that last throughout the run.
- New kind of reward: Gift of the Eternal
In our ongoing efforts to enhance player agency and reward progression, we'd like to introduce a new kind of reward: Gift of the Eternal.
Our goal with that new reward is to provide meaningful choices that respect your time and investment in the game. By allowing you to select rewards that align with your goals, we aim to enhance your gameplay experience and progression satisfaction.
- 🔥New Storage Chest for Fragments
Many players have expressed frustration over the limited storage space for Fragments and we've heard you!
That’s why we introduce the Fragment chest! You’ll now find several Fragment chests scattered throughout the city, right alongside the familiar Equipment chest.
- 15 new endgame hunts
New rewards to unlock on the Hunting Board for chaos hunts and for the Gift of the Eternal. Most Hunts happen in the new biome “Nurõrgartt”.
- 🔥Progression & loot adjustments
Your feedback highlighted how the overall level progression, especially between levels 30 to 45 could feel underwhelming and unrewarding.
With this patch, we’ve taken the first steps to make leveling more satisfying by allowing players to obtain more interesting and high-rarity drops much earlier.
Our intention is to add more 'wow' moments for the player and make progression before max level feel exciting.
As such, Divine & Draconic are now available starting at level 1 and Mythical items drop from level 30 instead of 45. The Gift of the Eternal, which can drop in the storyline and offers rarer items, should help reinforce that rewarding sense of progression.
- 🔥Gameplay adjustment
This patch brings a wide wave of gameplay refinements aimed at making the core experience feel better. As such, we’ve touched many parts of the gameplay.
Expect: increased enemy density, combat feel and responsiveness, loot visibility, difficulty adjustments, and of course overall skill balance.
- Quality of Life (QoL) & New options
We are adding in-game guides, features like level-up notifications, and improving tooltip readability.
We also really want our players to customize their experience.
That’s why we’re adding plenty of settings for you to mess around with, such as high-contrast cursor, minimap transparency, camera distance, NPC and Enemy Highlight options, Colorblind mode and more.
- Founder Pack 2 available
Dragonkin: The Banished. Founder Pack 2 contains:
6 exclusive pieces of equipment including a chest and a helmet for your heroes (2 per character)
6 exclusive visual effects allowing you to add a trail to your Wyrmling.
The exclusive pack “Day of the Dead Dragon” includes cosmetic elements for your city: statues, roofs, flags and pennants.
[h3][New Features][/h3]
🎮Gameplay
- 2 New skills for each class, including: the Knight, the Barbarian, and the Oracle
Knight- Compressed Air
Lothair pulls enemies inward and deals fire damage to them. While this ability has no cooldown and can be cast repeatedly, each use consumes Fuel.
- Offensive Rempart
Lothair braces his shield in a chosen direction, channeling for a few seconds. During this time, he gains a huge chunk of armor and delivers continuous strikes in front of him while blocking incoming projectiles from the front.
Oracle- Psychokinesis
Electrane unleashes a shockwave that pulls enemies after a few seconds, briefly stunning them and dealing physical damage afterwards.
Vision: Instantly pulls enemies and deals damage, allowing you to use it as a reaction spell.
- Electric Wall
Electrane creates a passable electric wall. Enemies that pass through it are slowed and take damage over time while allies who pass through the wall gain increased movement speed.
Vision: The wall increases in size, letting you cover larger areas and better control chokepoints.
Barbarian- Battering Ram
Rurik charges in a direction, steering his charge slightly. He deals ice damage to enemies along his path and at the end of the charge explodes in a blizzard of ice damage.
- Ancestral Totem
Rurik summons a totem that periodically emits pulses of ice damage to nearby enemies. While active, it empowers the attacks of allies within its radius. The totem can draw enemy aggro and be destroyed.
- Compressed Air
- 3 New Wyrmling skills, including: 1 for the ice wyrmling and 2 for the Toxic Wyrmling
Ice Wyrmling- Frigid Wind
While the Wyrmling inflicts damage over time, has a chance of creating an area that inflicts frostbite the enemies dealing damage over time.
Toxic Wyrmling- Voices of the swarm
While inflicting damage, the Wyrmling has a chance of creating a line of toxic spit across the screen.
- Explosive sickness
While inflicting damage over time, the Wyrmling has a change of hitting the target with an explosion of toxic damage.
- Frigid Wind
- 5 New Services added to the City of Montescail
- The Enchanter
Allows you to modify one of the affixes on a piece of equipment or a “modifier” type hexagon on an ancestral fragment.
- The Memorialist
Visiting the Memorialist allows you to permanently inscribe the bonus effect of a skill modifier, taken from a sacrificed skill fragment, onto a piece of equipment.
- The Grand Benedictor
Allows you to manage your Codex of Talents and Skill Modifiers.
By sacrificing legendary and mythic items, as well as fragments of any rarity, you can permanently record bonuses within your Codex.
- The Artificer
Allows you to transfer the draconic attributes from one piece of equipment to another.
- The Arsenal
Allows you to save up to 4 build presets.
- The Enchanter
- New reward: Gift of the Eternal
- 15 New endgame hunts, including new parameters for chaos hunts along other rewards
- 🔥Improved combat feel:
- Added hit animations to most enemies
- Added screen shake effects when using some skills
- Added flash effects when using some skills
- Added more sound effects to skills
This change was requested by players and aligns with our ongoing goal of improving combat feel. feedback, weight, and impact. More improvements are planned.
Of course, everything can be adjusted in settings. - Added hit animations to most enemies
- 🔥New Storage: Fragment Chest
- Added 4 new wing variations in Founder Pack 1
- New Difficulties unlocked: Calamity II & III
Calamity III is now the minimum difficulty required to farm Divine ingredients.
These are used to craft Divine items such as rings, potions and Wyrmling armors, but also modify your freshly acquired Divine gear via the Enchanter or Memorialist.
- 🔥Gold, dust and crafting ingredients are now shared between all characters
This is a feature a few of our members on Discord suggested.
Since we want to encourage players to create alts, we decided to allow these resources to be shared across all characters on your account, as long as they are created in the same city.
- Selling Mythical equipments & fragments to the Dark Merchant now grants Primordial dust
✨Quality of Life (QoL)
- 🔥Tooltips now display at the bottom of the screen when hovering over an item (optional in settings) and Quest item names are underlined for easier identification
- 🔥Added sounds and updated visual effects when a Draconic and Divine items drop on the ground
- New icons for equipments and Fragments dropped on the ground
This change aims to make it easier for players to quickly identify valuable or interesting drops. Now, you'll be able to instantly recognize if an item is Divine, Draconic, if not both, or another key rarity without having to pick it up first.
Previously, players had to pick up equipment to check its stats or fragment to see what it contains, even if they already knew it was Divine, Draconic or a specific size of fragment.
This wasn’t ideal, especially when the inventory would be filled up pretty fast, forcing players to either drop items on the ground or make trips back to town to sell them.
We want to respect your time and investment, so you can now spot interesting items at a glance and preview their details when you hover them, before committing to pick them up.
- 🔥Added a notification when earning City Prosperity (XP + level up), this change should help you to keep better track of your City progression
- Added a level-up animation for both the player and the wyrmling. Additionally, health and mana are fully restored upon leveling up!
- 🔥A summon portal now appears at the start of the endgame hunt, leading to your first quest destination
This also works for exclusive activity quests like the Dungeon Purification and Test of Will.
- Added rarity and size filters to the Ancestral Grid keyword search
- 🔥Added buttons and keybinds to sort the Fragment inventory (globally or per page)
- Loot text for all countable items now shows quantity
- Added a small animation and sound when the player attempts to pick up loot with a full inventory
🖥️Menu & UI
- Tooltips now display more detailed information, including damage and duration for summoning skills
- 🔥Game Guide has been updated to include all player skills, elite modifiers and the new town services
- Customization City menu has been improved
- Added a zooming camera when upgrading or customizing your city, so you can actually see what you're changing
- Gamepad input for the World Map updated (Select -> DPad Right) and Pause changed (None -> Select)
- Added more loading screen variations themed to different environments
- 🔥Added Hit flash and Screen Shake settings
- Added character, npc and enemy highlight options in the option menu
- Added a Colorblind mode option
- Added a Large Text Size option
That option is enabled by default on Steam Deck.
Please note that some layout issues may still occur on certain menus.
- Added an option to mute the barks of your character
- Added a changelog button on the Main Menu for quick access to recent updates
- Added a Help Button to the Hunting Board
- The option menu now remembers your last position when closed and reopened
- The "New" icon is now automatically removed from items when they are sold
[h3][Update][/h3]
🎮Gameplay
Loot
- 🔥Divine & Draconic items are now available starting at level 1
- 🔥Mythical items now drop starting at level 30+ (previously 45+)
- 🔥All rarities (Uncommon, Rare, Legendary, Mythical) are now obtainable 10 levels earlier. This change does not affect fragment drops
- Draconic & Divine loot rate has been adjusted
- Reduced loot drop quantity from trash mobs and swarm, in response to increased population
The current progression system felt too slow and lacked excitement.
That’s why we’ve made some adjustments to progression and loot based on the feedback many of you shared.
To address this, we made changes on the loot curves and rates for equipment. With these tweaks we aim to create more memorable moments when you find something “cool”, while also smoothing out the overall itemization as you level up.
One of the goals here was to reduce the feeling of getting stuck with low or mid rarity gear for too long. And while It’s true that we are lowering the overall drop rates a bit, you’ll now start seeing higher and more varied rarities and kinds of equipment earlier in your progression.
We also fixed some issues with Divine and Draconic drops, they were showing up way less than intended at low levels, and a little too frequently in endgame.
While this isn’t a full overhaul of the loot system, with the introduction of Eternal Gifts, earlier access to higher rarities, and new properties that equipment can roll with, we hope these first changes will make the experience feel smoother, more engaging and more fun overall.
Of course, we’ll be keeping a close eye on how all of this plays out and make changes if needed in the future based on your feedback.
- Pendants can now be Legendary and Divine
Legendary pendants grant 1 Talent Point. Divine grant 1 extra Talent Point (+3).
- Low-tier gear can roll with a talent, and equipment can spawn with a linked mod
- Loot quality now scales more accurately with difficulty levels
- 🔥Removed the following affixes from equipment slots
- Gold
- Max health
- Elite resistance
- Thorn damage
- Block
- Barrier
- Reflex
- Damage reduction
Left & right hand
Left hand only
- Gold
- Updated skills
- Reworked Knight skill: Shattering Shield to become a larger, scalable AoE with the keyword “Area of Effect” replacing the previous “projectiles” keyword
Knight
- Skills with vision now cost 0 energy (for a short time if channeled)
- Updated some skills when using Vision:
- Ethereal darts now immediately shoots around the target on-cast
- Electric wave now goes faster and returns to its cast position
- Lightning beam now features a secondary beam behind the Oracle
Other Skills
- Ethereal darts now immediately shoots around the target on-cast
- 🔥Updated all skill modifiers with a new intermediary tier (1 > 3 > 7 > 15 > 30)
Previously, hitting the final 2 tiers felt pretty hard to grab the strongest bonuses.
To address that issue, we added an intermediary tier to smooth out the progression and give more power-spikes to your build.
Additionally, bonuses values across all tiers have also been adjusted accordingly.
Oracle
- Reworked Knight skill: Shattering Shield to become a larger, scalable AoE with the keyword “Area of Effect” replacing the previous “projectiles” keyword
- Adjusted keywords and modifier compatibilities on a lot of Character & Wyrmling skills
- Adjusted summons’ combat AI to be able to fight even when the caster is not nearby, and teleport when too far away
- Summons are now correctly affected by mods and talents
- Adjusted stats for all summoning abilities: summoned creatures (soldiers, sentinels, insects) now scale with the damage, armor and health multipliers of the summoning character, including elemental damage multipliers and summon stat bonus
- Reworked all wyrmling summon skills:
- The electric wyrmling now summons a frail but friendly harpy that fires piercing projectiles
- The fire wyrmling’s summon is a friendly damned creature that strikes all-around it
- The ice wyrmling now summons tougher melee skeletons
- The toxic wyrmling still summons tons of insects, but they’re no longer invincible (they continue to avoid aggro, though)
We’ve updated all summoning skills to better scale with the caster’s statistics. We also took this opportunity to make each skill feel more unique.
We still have some work to do so that every interaction (mostly with passive skills and modifiers) works correctly with summons. If you felt that summon builds were too weak to try before, now is the time to check them out again!
- The electric wyrmling now summons a frail but friendly harpy that fires piercing projectiles
- Some modifiers can now add keyword to skills, making them compatibles with others modifiers (for example, adding a cooldown to a skill now add the “Cooldown” keyword)
- Reduced crafting costs for Potions, Rings, Ornamentalist gear, and Wyrmling Armor
This change should help to make early and mid-game progression smoothe
Crafting
- Potion effect quality now scales with rarity, meaning higher rarities give better stats
- The Dark Merchant now sells common items and starter skill fragments
Misc.
- Destructibles can now drop gold, because destroying stuff should be somewhat rewarding
- All enemies are cleared and spawners disabled when the final room portal appears during dungeon purification
- Barrier regeneration is now gradual rather than in fixed intervals
- Players can now interact with each relic only once
⚖️ Balance
Knight
- Show of Force
- Cooldown removed: 0.5s → 0
- Cooldown removed: 0.5s → 0
- Blazing Arrow
- Energy cost reduced: 10 → 0
- Now deals +20% damage to enemies affected by damage over time
- Energy cost reduced: 10 → 0
- Martyr for the Eternal
- Summon stats increased:
- Attack: +100%
- Health: +600%
- Attack: +100%
- Summon stats increased:
- Intense Propulsion
- Now works with the Double Strike modifier
- Now works with the Double Strike modifier
Oracle
- Chain Lightning
- Deals +20% damage to enemies afflicted with a status effect (e.g., stun, slow)
- Deals +20% damage to enemies afflicted with a status effect (e.g., stun, slow)
- Writhing Cyclone
- Duration increased: 2 loops → 2.5 loops
- With Vision, now lasts 3.5 loops instead of 2.5 loops
- Duration increased: 2 loops → 2.5 loops
- Chaotic Armor
- No longer interrupts other skills
- Can now be cast during abilities like Lightning Beam
- No longer interrupts other skills
- Draconic Ally
- Energy cost reduced: 40 → 20
- Summon stats updated
- Attack: +100%
- Health: -75%
- Armor: +50%
- Duration: 30s →s 8s
- Attack: +100%
- Energy cost reduced: 40 → 20
- Atomic Storm
- Cooldown increased: 15s → 20s
- Cooldown increased: 15s → 20s
- Ethereal Sentinel
- Energy cost reduced: 30 → 15
- Summon stats updated:
- Attack: +100%
- Attack: +100%
- Energy cost reduced: 30 → 15
Barbarian
- Survivor’s Spirit
- No longer interrupts other skills
- No longer interrupts other skills
- Resonating Strike, Hailstorm Barrage, Bloody Assault and Wings of Ice
- Now works with the Double Strike modifier
- Now works with the Double Strike modifier
Wyrmling
- Electrifying Charge
- Now has a maximum range and prioritizes closer enemies
- Now has a maximum range and prioritizes closer enemies
- Winged Invocation
- Now attacks from afar with piercing projectiles
- Summon stats updated:
- Health: +100%
- Armor: -75%
- Health: +100%
- Now attacks from afar with piercing projectiles
- Spontaneous Combustion
- Cooldown decreased: 2s → 1s
- Attack coefficient increased: 15% → 25%
- Cooldown decreased: 2s → 1s
- Redemption of the Damned
- Now attacks all-around
- Chance to trigger increased: 5% → 15%
- Summon stats updated:
- Health: +500%
- Armor: -75%
- Health: +500%
- Now attacks all-around
- Blizzard
- Smarter homing projectiles
- Smarter homing projectiles
- Frozen Armour
- Cooldown increased: 1s → 2s
- Duration reduced: 1.5s → 1s
- No longer stacks with itself but now refreshes its duration instead
- Cooldown increased: 1s → 2s
- Frost Army
- Chance to trigger reduced: 50% → 25%
- Duration increased: 10s → 15s
- Summon stats updated:
- Attack: +100%
- Health: +400%
- Armor: -75%
- Attack: +100%
- Chance to trigger reduced: 50% → 25%
- Poison Strike
- Attack coefficient increased: 15% → 25%
- Attack coefficient increased: 15% → 25%
- Insect Ally
- Chance to trigger reduced: 15% → 5%
- Summon stats updated:
- Attack: +50%
- Health: +100%
- Armor: -75%
- Attack: +50%
- Chance to trigger reduced: 15% → 5%
Common
- Adjusted many skills to scale with the “bonus duration” or “dragon bonus duration” stats
- Nerfed the Potion Debuff affix in endgame hunts: -75% → -50% healing
- Adjusted elite affixes:
- Sage affix aura now grants a stronger barrier but reduced max health
- Healer affix now grants less max health to elite enemies
- Guardian affix aura now reduces incoming damage from outside the shroud by 50% instead of 100%
- Nerfed the reflex and thorn-related mutations
- Sage affix aura now grants a stronger barrier but reduced max health
🗺️Environment
- New Biome: Nurõrgartt, including 4 new levels in the Tundra and the Glacier
- New dungeon purification: the Ice Cavern
- Added new blocks and lighting for the Jungle and Underwater Dungeons
- Adjusted the spawn position of various resource spots in certain maps
🐉Enemies & Boss
- Reworked elusive elite affix (formerly named imperceptible) along with Cursed, Unstable and Siphon affixes
- Ghoul aura now provides crowd control reduction and bonus maximum health, instead of attack and life drain
- 🔥All biomes now feature a denser population and more variety, especially in endgame
This should help environments feel more alive and reduce the sense of emptiness.
- Dungeon population is now more randomized for variety
- 🔥Reduced control duration for enemies with stuns (corrupted oracle, corrupted bandit) and reduced the overall damage of some dangerous enemies
- Significantly reduced Thorn values on enemies to prevent players from being one-shotted
- Crawling corruption now erupts passively while moving
✨Quality of Life (QoL)
- New option to change the camera distance
- Current difficulty is now displayed above the minimap
- The battle log is no longer reset between maps
- Materials are now sorted by their reactive / color type
- Added a "skip prologue" button in the prologue popup on the first launch
🖥️Menu & UI
- Values in the Stats menu now accurately display the final calculation (Attack, Armor, Attack speed, Barrier…)
- Added a statistic to display the induced Damage Reduction from the armor score
- BattleLog:
- Damage from summons is now registered
- Now features a DPS column (calculated over 5s)
- Damage from summons is now registered
- 🔥Reordered the skill grid slot tooltip info
- Added a gamepad input display submenu in the settings
- Added symbiosis and keyword info to player skill tooltips
- Highlighted keywords given by symbiosis in tooltips with a color
- "More information" input action now appears in the action bar when Ctrl is held and more info is available in tooltips
- Damage numbers in the option menu now appear in three lines for better readability
- Replaced the text display for Mouse Scroll Up and Down with an icon for better clarity
- Adjusted the PS5 R3 / L3 and Share button sprites to the correct size
- Updated gamepad cursor texture
- Updated the "favorite" icon for equipment and fragments when marked as favorite
- Various improvements on the world map, including default zoom behavior
- The character customization menu UX has been improved
- The recall button is now hidden when in the city
- Help button added to a few menus (Hunt board, difficulty management, etc…)
- Skill grid mini-tab slots now have borders to show fragment shape more clearly
- Health bar update: separated barrier from health
- Updated the visual of unspent points on attributes and wyrmling menu
- Multiple stats added for display in the stats menu, because we know you like that
- Main menu updated: selection step added before choosing a character to play or delete
- Sort your equipment now ranks items by power
- "Sort all" button now sorts all inventory tabs
- "Sort" input action now sorts the current inventory tab
- Added keyword search highlight animation to the skill grid mini-tab slots
- Any character skill in symbiosis now has a visual animation in the Ancestral grid on the equipped skill slots
🎥Cutscenes & VFX
- Fixed one of the cutscene sub-boss cinematics in the Swamp of Jak’Sara
- Added new panoramas for the Plains of Domistria
🔊Music & SFX
- Integrated time out and tier reached visual effects on the Dragon Rift menu in the Dungeon Purification
- Reworked Barbarian impacts, fixed missing impact on whirlwind
- Reworked the basic attack sound design impacts of all characters
- Added and updated audio for loot, UI (user interface) and several chests
We still have much to do on SFX (UI and more) that will be worked on gradually throughout development.
- Added sounds to the Oracle’s Vision
- Reworked and added sounds for characters taking damage and being low-life
- Added barks to all available characters
They now have something to say, but you can mute them in the options if you want!
- Overhaul of hostile sound mix priorities
Bigger enemies should be more easily distinguished from smaller ones.
🚀Graphics options
- Added Intel XeSS support
- Updated NVidia DLSS 3.7.2 to DLSS 4.0.0 (multiple frame generation available for Nvidia 5000 serie GPU)
- Updated AMD FSR 3.1.0 to FSR 3.1.3
- Added Dynamic Resolution and minimum screen percentage options for more compatible upscalers
- Added FSR Frame generation support with compatible upscalers (thanks to the FSR 3.1.3 update)
- 🔥Forced FPS limit to 60 during loading times
- Added a “Character” quality setting that adjusts the level of detail for all in-game characters and enemies, as well as the number of NPCs visible in the city
Some graphics options will be reset with the update, so please check them to make sure they match what you want.
[h3][Fixes][/h3]
🐛Bug Fixes
Quests
- Fixed automatic dialog saving, causing dialogs to replay when changing maps / restarting the game
- Fixed one of Gerome’s dialogs being played twice during the story
- Fixed enemies that weren’t attacking during protect events
- Fixed a bug that replayed the cinematic against the swamp semi-boss Jailanung
- Fixed swamp villagers being in T-pose during some dialogs
- Fixed an issue where players could interact with interactables before reaching the objective in the endgame quest “Treasures of the Swamp”
- Fixed the failed protection objective not resetting correctly in the endgame quest “The Pilgrimage”
- Fixed an issue where cultists in the swamp of Jak’Sara would ignore the player in the endgame quest, “No more”
- Fixed an issue where certain enemies were not attacking during protects or wave events
- Fixed an issue where items wouldn’t get equipped when dragged onto the character preview
- Fixed an issue where the BattleLog button would get focused in certain cases after a cinematic
- Fixed activation issues when using a gamepad, specifically when opening the world map while the quest log was focused
- Fixed hold buttons showing progress animation even when a city upgrade is locked
- Fixed an issue that would occur when trying to craft a potion while having no inventory space available
- Fixed scroll bar issues with mouse interaction on the difficulty selection popup
- Fixed flickering when placing the cursor between two fragments
- Fixed a bug where floating fragment count and keyword search wouldn’t update correctly
- Fixed an issue where the relic count in the world map would sometimes fail to update
- Fixed an issue with the Ornament slot 4 number not displayed correctly
- Fixed the position of an inaccessible chest in the plains, making it properly accessible
- Fixed an issue where difficulty settings wouldn’t persist across menu resets
- Merged the behavior of damage over time effects for better consistency and scaling across abilities
- Fixed an issue causing endless elite spawns during wave-based events
- Fixed a bug where passive skills would be lost on death if the player met their attribute requirements through equipment
- Fixed the Barbarian’s Meteoric Projection not triggering some Wyrmling skills
- Fixed the Barbarian’s War Cry talent, it was not supposed to be already available but is now working properly
- Fixed the Toxic Wyrmling’s Dark Affliction skill not triggering
- Fixed the Big Hitter passive skill (bonus damage with reduced attack speed)
- Fixed the Vengeance potion effect not being applied correctly
- Fixed a bug that occurred when stacking the Vision of the Oracle class
- Fixed the elite damage multiplier and resistance not being correctly used in the damage calculations
- Improved pathfinding for ranged enemies to reduce instances of them getting stuck behind obstacles and walls
- Fixed infinite range attacks from Dragon Flowers and Mutant Bandits
- Fixed the fire Elite affix incorrectly applying effects at unlimited range, this affix also now disappears shortly after the Elite’s death
- Fixed an issue where some elite enemies were not receiving the proper bonus statistics from their affixes
- Fixed the visual effects of dodge flask augments not adapting to the Wyrmling’s elemental type
- Fixed lingering remnant visual effects on dead enemies
- Fixed a bug causing bad interactions between the Barbarian’s jump and boss phase transitions
- Fixed a positioning issue where the wyrmling would appear in the wrong location after using a teleport skill in combination with a Wyrmling skill
- Fixed a bug where the healing orb talent wasn’t properly healing
- Fixed an issue where the Knight’s Rallying Banner wasn’t correctly applying elemental resistances
- Fixed an issue where the Control talent was not applying the correct number of marks when triggered by very short status effects or continuous stat effects
- Players can no longer die during cinematics
- Fixed an issue where players had to leave and re-enter the city for newly unlocked upgrades to take effect
- Hunt augments are now disabled during a story group, as they do not have access to the augments menu in that context
- Fixed animation issues with Wyrmlings wearing an armor during cinematics
- Fixed an issue with MyNacon's email validation where valid domains like .co.uk were incorrectly marked as invalid
- Fixed an issue where torch and brasero light flickering was unnecessarily heavy on CPU usage
- Fixed a bug where playable characters could still be rotated while dead
- Fixed an issue where Cyrrha’s panorama would not correctly unlock the associated minimap area
- Fixed Chaos Hunt generation not selecting the correct biome when using a specific boss rule
- Fixed visible gameplay visual effect appearing during cutscenes
[h2]Known Issues[/h2]
With the release of the Nurõrgartt update, we're aware of several issues, some more significant than others.
While none are critical enough to delay the update, we’re actively working on a Hotfix scheduled for release next week. This will give us the time we need to thoroughly test the fixes.
As for now:
- "Fire by Fire" (endgame quest) cannot be completed.
- "The Gift of the Eternal" does not give Divine Resources.
- The Safe Distance modifier is currently non-functional.
- The elite affix "Guardian" can stack indefinitely, potentially preventing enemies from being killed.
- A crash may occur when rerolling a Hexagon from a Fragment using the Enchanter.
- Chaos Hunt settings reset after returning to town post-hunt.
- The Ice Wyrmling Armor "Okaenos Cobalt Armour" has a wrong talent.
- The "Elementary pseudopod" enemy is incorrectly providing constant shield regeneration
We’d like to inform you of a bug we've identified, that we won't be able to fix in the upcoming hotfix.
In the patch notes, we mention a fix where ranged enemies would sometimes get stuck if there was an obstacle (like a rock) between them and the player, only when the player is standing close to that obstacle. This preventing enemies from chasing the player properly.
However, this fix has inadvertently caused the same issue to affect melee enemies, which was not the case before.
Temporary Workaround:
If you encounter this bug, simply moving around should help "unstick" the enemies and get them back on track.
We appreciate your patience and support while we work to resolve these.
[h2]Your feedback helps![/h2]
Thank you for bringing issues to our attention so we were able to fix them quickly!
As usual, if you come across any further issues or bugs, please report them on Discord so we can investigate and get fixes out! Naughty little bugs! Blame this guy 🐛
Also, we’ll say it again, but we’re building this game alongside the community. So if you have suggestions, we want to hear them. Whether our Discord or the Steam Discussions, we’ll be there!
And with that, see you next time!
