1. Dragonkin: The Banished
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  3. Multiplayer Patch Notes!

Multiplayer Patch Notes!

[p]Hello Dragon hunters,[/p][p]We're very excited to finally release Dragonkin's Third Major Update![/p][p][/p][p]This patch introduces post level 50 progression, a reworked skill and city progression, multiplayer and many other QoL features and additions requested by the community, along with additional crash and bug fixes.[/p][p][/p][p]❗ABOUT MULTIPLAYER: If you've been following our recent announcements, you know that the multiplayer feature has been enabled on a different branch as we improve stability before the 1.0 update on March 16th. If you want to access it, please check our blog post:[/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]Patch notes will feature a \[🔥] emoji whenever the change is based on community feedback![/p][p][/p][h3]\[Highlights][/h3]
  • [p]Online Multiplayer[/p]
[p]TL;DR:[/p]
  • [p]City Hub: Up to 50 players, with 16 online simultaneously[/p]
  • [p]Quests: Up to 4 players can team up for Story or Endgame content[/p]
  • [p]Shared Progression: Level up the City together[/p]
  • [p]Level Catcher: Lower-level players level up faster if a high-level player is present[/p]
  • [p]Friend-Oriented: Share items freely without global economy[/p]
  • [p]Transfer characters: Move your characters across online and offline Cities anytime[/p]
  • [p]Teleport: Instantly teleport to other players in the party, even mid-quest[/p]
  • [p]Revive: Bring fallen allies back into the fight or after combat[/p]
  • [p]Loots: Drops are for you only (but you can give them to anyone)[/p]
[p]Please note that Dragonkin will always be fully playable offline.[/p]
  • [p]🔥Spender ‘only’ system[/p]
[p]Since the very beginning of Early Access, the Generator-Spender has sparked a lot of discussion, and we’ve heard you loud and clear.[/p][p]Many players told us that the system can feel outdated or even frustrating at times, which sometimes makes it less fun to engage with.[/p][p]As such, we removed the Generators and made them optional via a dedicated modifier. We added a rank system for skills and made balance adjustments to mana regen that now appears on equipment.[/p]
[p] [/p]
  • [p]🔥New City of Montescail Progression System [/p]
[p]We’re introducing a more linear progression as well as an upgrade tree. [/p][p]Each service will now unlock at a specific City level, while letting players upgrade the service they want along the way. [/p][p]With this approach, we aim to solve various problems by providing more guidance, while still allowing players to unlock all services naturally and maintain a certain flexibility in how they develop their city.[/p]
[p] [/p]
  • [p]Post-50 Progression[/p]
[p]This patch introduces post-max-level progression called Ancestries and Tributes.[/p][p]Once the player reaches level 50, they begin earning experience for an ancestor, which can be selected at any moment. [/p][p]There are 14 ancestors in total, each granting progressive stat bonuses as they level up, along with a unique passive ability when they are “activated”, and another one when they reach max level.[/p][p]Tributes will be obtained through the story, but also during endgame hunts. Players can place those Tributes on a wall to “activate” specific combinations of Ancestors through an “affinity” system.[/p][p]A new location is added in the Cathedral of Montescail, where the endgame hunts start and the Tribute's wall can be accessed.[/p]
[p][/p]
  • [p]🔥New Hunting Board & Endgame Hunts Reworked[/p]
[p]We’re giving the Hunting Board a visual overhaul! Now called Hunting Maps, located in the same room where the player can manage their tributes.[/p][p]All endgame hunts have been reworked to be shorter in order to create more intense and focused sessions. This also gives you more downtime to return to the City to theorycraft, sell, and upgrade your gear.[/p][p]To make hunts more engaging, each one will now end with a powerful foe : semi-bosses or champions.[/p][p]Each map requires players to hunt a certain number of foes before you can face down the Dragon lords in a final hunt, and unlock the next map to continue.[/p][p]Regular hunts will now take 10–15 minutes, while final hunts will last 20–25 minutes at most. We’re also reducing unnecessary backtracking that could disrupt the flow of a hunt.[/p][p]Chaos Hunts menu has been changed to be simpler and more straightforward.[/p]
[p][/p]
  • [p]New Champions[/p]
[p]7 major and several minor champions are being added to the world of Dragonkin.[/p][p]Champions are a category of Elite enemies you’ll encounter during endgame hunts.[/p][p]In quests, you can recognize them as they have their own Elite Modifier. Depending on the hunt, champions can also come with various minor modifiers.[/p]
[p][/p]
  • [p]🔥Fragment Rotation[/p]
[p]Coming with the Multiplayer Update, you’ll finally be able to rotate your fragments.[/p][p]The community has been asking for this new feature, and we’ve been working to make it a reality. This should make theorycrafting easier and (we hope) open up new possibilities.[/p][p]It can also help you make extra space in your inventory.[/p]
[p] [/p]
  • [p]🔥New Service & QoL feature : Master of Fragments & Divine Familiar [/p]
[p]We’re introducing a new service to the City of Montescail: The Master of Fragments[/p][p]The Master of Fragments will offer all character’s skills’ and wyrmling skills.[/p][p]The Divine Familiar is tied to a City upgrade and will assist you, gathering gold and resources around you.[/p]
[p][/p]
  • [p]New Talents & Modifiers[/p]
[p]This update introduces a total of 7 new talents and 2 new modifiers:[/p][p][/p][p]Talents:[/p]
  • [p]Arcane Instability (Oracle)[/p]
  • [p]Marching Spirit (Oracle)[/p][p][/p]
  • [p]Sneak Attack (Tracker)[/p]
  • [p]Merciless Reflexes (Tracker)[/p][p][/p]
  • [p]Fighting Fire with Fire (Knight)[/p]
  • [p]Imposition of Strength (Knight)[/p][p][/p]
  • [p]Corrupted Blood (Barbarian)[/p]
[p]Modifiers:[/p]
  • [p]Energy Generator[/p]
  • [p]Ultimate Enhancement 2[/p]
[p] [/p]
  • [p]Founder Pack 4 available[/p]
[p]Dragonkin: The Banished. Founder Pack 4 contains:[/p][p]8 exclusive pieces of equipment including a chest and a helmet for your heroes (2 per character)[/p][p]4 exclusive visual effects allowing you to change the teleportation portal.[/p][p]The pack includes cosmetic elements for your city: statues, roofs, flags and pennants.[/p][p][/p][p]Download Founder Pack 4:[/p]
[p] [/p][h3]\[Update][/h3][p][/p][p]🎮 Gameplay[/p]
  • [p]🔥Overall experience gains have been increased by approximately 30% for the character, the wyrmling and the city[/p]
  • [p]Bosses now drop 2 ‘Gifts of the Eternal’ instead of 1[/p]
[p]Boss fights should be significant gameplay milestones.[/p][p]So, we’re giving them more importance by doubling the number of Gifts of the Eternal that drop from these encounters.[/p][p]On top of that, during the story, Gifts from Bosses and Semi-Bosses now grant better rewards than what you’d normally earn at that stage.[/p]
[p][/p]
  • [p]🔥Increased the drop rates of Pendants on Lords (bosses)[/p]
  • [p]Pendants can now roll with class-specific talents (unusable by other classes)[/p]
  • [p]Champions and semi-bosses can now drop Pendants[/p]
[p]We’re adjusting the base drop chances and adding more ways to earn them![/p][p]We want players to get Pendants earlier in their progression. Ultimately, we want players to obtain a Pendant during mid-game, or at the very latest, when they reach the endgame.[/p][p]Champions and semi-bosses now drop Pendants, but still at a lower chance than Lords (bosses).[/p][p]As usual, we’ll be monitoring the changes and may make further adjustments based on your feedback and our observations.[/p]
  • [p]🔥Resource drops increased by 50% and are now occasionally obtainable from destructibles[/p]
  • [p]Mythical and Divine crafting are now available earlier[/p]
  • [p]🔥Added a setting option: “dodge” now goes in the direction the player is facing, instead of towards the cursor[/p]
  • [p]Health bars are now displayed above Champions[/p]
  • [p]All story teleport unlocks have been reviewed; some now unlock earlier to prevent the player to replay the previous content when exiting mid-quest [/p]
  • [p]Reduced Test of Will max waves to 3/4/5 (previously 3/6/10)[/p]
  • [p]The loot filter is now up to 20 rules[/p]
  • [p]Added new potential Draconic Corruption affixes and two new tiers: Draconic IV and Draconic V[/p]
  • [p]Added more difficulties: Calamity IV, Calamity V, Apocalypse[/p]
  • [p]Desolation I now grants access to Primordial Dust (previously Desolation III)[/p]
  • [p]Calamity I now grants access to Divine Ingredients (previously Calamity III)[/p]
  • [p]Fate cards now always grant higher-quality loot BUT doesn't remove the base loot quality malus[/p]
  • [p]Replaced Augmentations unique effects by the Ancestors[/p]
[p]Because we’re adding Ancestors and reworking all rewards from the Hunting Board, it felt natural to remove augmentations and merge most of their effects into the Ancestors.[/p][p]Players familiar with unique passives, such as the Divine Hammer periodically dealing damage, will now find these effects on Ancestors, tied to post-50 progression.[/p][p]Our most attentive players will notice that some effects have been reworked or improved in the process.[/p]
[p][/p][p]⚖️ Balance[/p]
  • [p]Grand Benedictor[/p]
    • [p]Threshold to acquire skills: [c]20 → 8[/c][/p]
    • [p]Thresholds to acquire talents: [c]20 / 75 / 150 → 20 / 100 / 200[/c][/p][p][/p]
  • [p]Draconic Atlas[/p]
    • [p]Reduced the gold reward, and increased the silver reward[/p]
    • [p]Greatly reduced enemy kill thresholds:[/p]
      • [p]Swarm : 500 / 20 000 / 500 000 → 500 / 15 000 / 450 000[/p][p]Minion: 250 / 1000 / 200 000 → 250 / 10 000 / 200 000[/p][p]Assassin: 100 / 5000 / 100 000 → 100 / 5000 / 50 000[/p][p]Tank : 50 / 1000 / 20 000 → 50 / 1000 / 15 000[/p][p]Semi-Boss & Champion : 3 / 30 / 300 → 3 / 10 / 50[/p][p]Lord : 1 / 10 / 100 → 2 / 5 / 30[/p]
[p]Early milestones now grant a slightly higher bonus, making Bronze and Silver tiers more rewarding.[/p][p]While the final tier bonus has been reduced, meant for completionists, it should not be impossible to reach, especially in multiplayer.[/p]
  • [p]Jailer[/p]
    • [p]🔥Reduced unlock and crafting costs for Wyrmling armor at all ranks[/p]
    • [p]🔥Early wyrmling armor crafting do not require specific reactive type (color), and thus are easier to craft now[/p][p][/p]
  • [p]Modifiers[/p]
    • [p]Ultimate Enhancement tag: Core → Instant[/p]
    • [p]Energy Gain tag: Offensive + Character → Offensive[/p]
    • [p]Practice Makes Perfect reworked: The skill benefits from bonus critical damage, chance and armor-piercing every few casts → The skill is automatically critical every few casts, but cannot do critical hits otherwise[/p]
    • [p]The bonus projectile, bonus summon and double attack modifiers now increase the cost of the skill they improve (based on the modifier rank) instead of reducing its damage [/p]
[p]This change enables some new interactions while retiring certain older ones.[/p][p]The new Ultimate Enhancement modifier now uses the Core tag to apply an energy cost. This also means Energy Gain can now trigger from the Wyrmling skill![/p]
  • [p]Talents[/p]
  • [p]Control (common)[/p]
[p]NEW: Passively increases the duration of applied crowd control effects.[/p][p]Damaging an elite, champion, or lord enemy while they are impaired slowly fills a gauge. When the gauge is full, the enemy instantly loses 10% of its maximum health, and the gauge is then emptied.[/p][p]Higher ranks in this talent fill the gauge more quickly and increase the duration of crowd control effects. [/p]
[p]The Control talent was simply too strong and too far gone from its initial identity: help control builds deal occasional bursts of damage to major targets. It also required a substantial rework to prevent it from becoming broken in multiplayer.[/p][p]Players often felt compelled to include it when trying to maximize their damage, even when they had not invested in control effects. In fact, a simple slow or pushback effect was often sufficient to fully benefit from it.[/p][p]We still want Control to feel powerful without shaping every build. This adjustment aims to rebalance its power by placing greater emphasis on builds dedicated to crowd control. [/p][p]Note: Enemies that are immune to crowd control (such as bosses) are still affected by the Control talent; however, they do not suffer the disabling effects of stuns, slows, and similar effects.[/p]
[p][/p]
  • [p]Critical Surge (tracker)[/p]
[p]REMOVED: Energy gain bonus: +25% / +50% / +100% [/p][p]NEW: Critical Surge now increases damage dealt by Targeting and reduces cooldown between 2 uses of Targeting[/p][p]Cooldown reduction -15% / -30% / -50%[/p][p][/p]
  • [p]Pack Hunter (tracker)[/p]
[p]REMOVED: Chance to summon a Draghurss[/p][p]NEW: Now always summon a Draghurss when you inflict crowd controls to enemies. This effect has a cooldown, reduced each time a crowd control effect is inflicted on enemies. The maximum number of Draghurss that can be active at once increases with rank.[/p][p]Number of Draghurss 1 / 2 / 3 Cooldown 10s / 5s / 2s[/p]
[p]Pack Hunter was overwhelmingly strong when combined with skills like Deadly Orb or Treacherous Rain, which could reliably trigger multiple Draghurss. When built around, Pack Hunter could deal far too much damage, melting bosses in seconds (and sometimes computers…).[/p][p]This rework caps the number of Draghurss that can appear simultaneously and introduces a cooldown. We believe these changes, alongside the adjustments to the Control talent, will make Pack Hunter less mandatory while still keeping it an interesting pick.[/p]
[p][/p][p]Innate ability[/p]
  • [p]Targeting (Tracker)[/p]
    • [p]Cooldown: 0s → 4s[/p]
    • [p]Base damage: 100% → 150%[/p]
    • [p]Base energy gain: 2 → 5[/p]
    • [p]Execution threshold: 10% → 25%[/p]
    • [p]Can no longer execute semi-bosses[/p]
[p]The Tracker’s innate ability has been reworked to emphasize the feeling of a true execution over spamming for consistent damage. [/p][p]Targeting now deals more damage, has a cooldown, and a higher execution threshold, making it easier to finish off enemies.[/p][p]Critical Surge has been updated to reduce the cooldown between Targeting uses instead of increasing energy regeneration, aligning with these adjustments.[/p]
[p][/p][p]Statistics[/p][p]Bonus area cap for skills maximum: x2 → x3[/p][p]Life drain now grants a flat amount of health, like health regeneration, rather than recovering health based on a percentage of damage dealt[/p]
[p]Life drain based on a percentage of damage dealt meant that as your damage scaled in the late game, your healing scaled dramatically as well.[/p][p]This made health potions far less impactful, since you could recover large amounts of health simply by dealing damage. In many cases, health potions were reduced to merely triggering its effects, with their primary function - healing - becoming irrelevant.[/p][p]This change reestablishes the relevance of health potions and encourages more strategic decision-making, rather than simply “face-tanking” enemies.[/p]
[p][/p][p]Affixes on gear:[/p][p]REMOVED:[/p]
  • [p]Energy gain[/p]
  • [p]Life drain (%)[/p]
[p]ADDED:[/p]
  • [p]Life drain (flat)[/p]
  • [p]Energy regeneration (flat)[/p]
  • [p]Bonus attack (%)[/p]
  • [p]Bonus armor (%)[/p]
  • [p]Bonus maximum health (%)[/p]
  • [p]Some affixes have been moved around on gear slots (such as healing recevied and life drain)[/p]
  • [p]Maximum energy affix has been buffed to grant more[/p][p][/p]
[p]Overall skill tweaks [/p]
  • [p]Most Core and Utility skills have had their damage reduced to take into account the new rank system[/p]
  • [p]Most Core skills had their cost adjusted to consider the new rank system and the absence of energy-generating skills [/p]
  • [p]Most Basic skills have had their damage increased for the same reason, and because they no longer generate energy[/p]
[p] [/p][p]Oracle[/p]
  • [p]Energy Projection[/p]
    • [p]Auto-range reduced to make targeting more accurate[/p]
    • [p]Now deals 25% more damage if energy is high (>90%) [/p][p][/p]
  • [p]Electric Wave[/p]
    • [p]No longer do an automatic movement toward the target when casting [/p]
  • [p]Ethereal Darts [/p]
    • [p]Number of projectiles per second: 3 → 2[/p]
    • [p]Now increases ALL damage dealt for 3s, after channeling it for 2 [/p]
  • [p]Electric Wall[/p]
    • [p]Bonus speed adjusted: 40% → 30%, stackable up to 3 times[/p]
    • [p]Now can be cast while moving [/p]
  • [p]Chain Lightning[/p]
    • [p]Bounce count fixed (was sometimes not bouncing as much as it should)[/p]
    • [p]Now can bounce multiple times on the same target [/p]
  • [p]Ethereal Sentinel [/p]
    • [p]Vision gain reduced: 20 → 10 [/p]
  • [p]Psychokinesis[/p]
    • [p]Keyword: Utility → Core[/p]
    • [p]Now a channeled projectile that can be exploded after the channel ends, channeling for longer increases its damage and area of effects Vision: the projectile grabs all enemies towards its center while traveling forward [/p]
  • [p]Draconic Ally[/p]
    • [p]Keyword: Core → Utility[/p]
[p][/p][p]Knight[/p]
  • [p]Blazing Arrow[/p]
    • [p]Cone radius reduced to make it easier to hit with multiple projectiles [/p]
  • [p]Martyr of the Eternal[/p]
    • [p]Keyword: Core → Utility [/p]
  • [p]Offensive Rempart[/p]
    • [p]Keyword: Utility → Core[/p]
    • [p]Bonus armor: 50% → 20%[/p]
    • [p]Now is a channeled continuous attack that still blocks projectiles[/p][p][/p]
  • [p]Rapid Strike[/p]
    • [p]Now grants 6% attack speed for 1s, stackable up to 3 times[/p][p][/p]
  • [p]Shielded Attack[/p]
    • [p]Blocking added to damage dealt: 20% → 40%[/p]
[p][/p][p]Barbarian[/p]
  • [p]Earthen Rage[/p]
    • [p]Buff duration increased: 2s → 3s (can now scale with Duration)[/p]
    • [p]Now can be cast while moving[/p][p] [/p]
  • [p]Survivor Spirit[/p]
    • [p]Now heals all allies, including summons and NPCs[/p][p][/p]
  • [p]Hailstorm Barrage[/p]
    • [p]Now deals 5% of total thorn per hit[/p][p][/p]
  • [p]Spear of Ice[/p]
    • [p]Now repels enemies affected by crowd controls[/p]
[p][/p][p]Tracker[/p]
  • [p]Ricochet Shot[/p]
    • [p]Damage reduced: 50% → 40%[/p][p][/p]
  • [p]Draghurss’s Call[/p]
    • [p]Keyword: Core skill → Utility skill [/p][p][/p]
  • [p]Dance of Dagger[/p]
    • [p]Projectile per second: 4 → 3 [/p][p][/p]
  • [p]Hunting Trap[/p]
    • [p]Keyword: Utility skill → Core skill[/p]
    • [p]Cooldown: 10s → 0s[/p]
    • [p]Immobilisation duration reduced: 3s → 1s[/p]
    • [p]Now only deploys one trap at a time, on target (instead of a fixed distance) [/p][p][/p]
  • [p]Explosive Shot[/p]
    • [p]Damage-over-time removed[/p]
    • [p]Has been converted into a ranged area-of-effect ability, but still scale with bonus projectiles modifier to fire in multiple areas[/p][p][/p]
  • [p]Acrobatic Strike[/p]
    • [p]Grants +20% reflex for 1.5s → Grants +20% attack speed for 2s[/p]
    • [p]Now inflicts a damage-over-time effect [/p][p][/p]
  • [p]Ricochet Shot[/p]
    • [p]Now has 10% chance to mark enemies on-hit (innate passive)[/p][p] [/p]
  • [p]Volatile Decoction[/p]
    • [p]Now also deals instant damage, and slows affected enemies by 20% for 3s[/p][p][/p]
  • [p]Windbreaker[/p]
    • [p]Now grants +20% reflex while attacking[/p][p][/p]
  • [p]Noxious Star[/p]
    • [p]Aim angle narrowed to make targeting more precise[/p]
[p] [/p][p]Wyrmling[/p][p]Wyrmling talents now have subtle element-based differences to strengthen their identities[/p]
  • [p]Elemental Discharge[/p][p]The Wyrmling fires projectiles whenever the player deals damage of the same element[/p]
    • [p]Fire → Fires large, piercing projectiles[/p]
    • [p]Electric → Fires small missiles, with a chance to fire additional ones[/p]
    • [p]Ice → Fires bouncing projectiles that slow enemies[/p]
    • [p]Toxic → Fires slow-moving orbs, with a chance to launch a larger piercing projectile[/p][p][/p]
  • [p]Draconic Protector[/p][p]The Wyrmling occasionally protects the player[/p]
    • [p]Fire → Instantly strikes the attacker for 300% Fire damage[/p]
    • [p]Electric → Grants +30% Movement Speed for 3s[/p]
    • [p]Ice → Significantly reduces incoming damage (x2)[/p]
    • [p]Toxic → Grants Stealth for 3 seconds[/p]
    [p][/p]
  • [p]Dragon Wisdom[/p][p]NEW: After triggering 5 different Wyrmling abilities, gain the following effects for 5 seconds[/p]
    • [p]Fire → +30% to ALL Area Effects and restores some Energy[/p]
    • [p]Electric → +1 to ALL Projectiles and restores some Energy[/p]
    • [p]Ice → +30% to ALL Area Effects and increases effect duration[/p]
    • [p]Toxic → +1 to ALL Projectiles and increases effect duration[/p]
    [p][/p]
  • [p]Wyrm Expertise[/p][p]Whenever the player dodge, the Wyrmling attack enemies[/p]
    • [p]Fire → Strikes enemies around the player, dealing heavy damage over time[/p]
    • [p]Electric → Charge forward, slowing them for 2 seconds[/p]
    • [p]Ice → Strikes enemies around the player, slowing them for 2 seconds[/p]
    • [p]Toxic → Charge forward, dealing heavy damage over time[/p]
[p] [/p][p]Common passive skills[/p]
  • [p]Endurance[/p]
    • [p]Increases energy gain by 20% → Reduces skill costs by 20%[/p]
  • [p]Regen[/p]
    • [p]Energy regen: +10% → +20%[/p]
  • [p]Full of energy[/p]
    • [p]Bonus maximum energy: +10 → +20[/p]
[p] [/p][p]✨ Quality of Life (QoL)[/p]
  • [p]Added a new player circle highlight setting with a targeted icon above enemy heads[/p]
  • [p]Tooltips now display talent descriptions when holding Ctrl on PC[/p]
  • [p]Players can now mark items and fragments as favorite even if they are currently equipped [/p]
  • [p]Volcano hazards are now disabled during dialogs, preventing the player from dying while interacting with NPCs[/p]
  • [p]A small visual effect now appears around Son-kan whenever he stops during the quest “By Kalaarang’s Design,” for better visibility[/p]
  • [p]Son-kan can now heal himself, making him a little harder to fall in combat[/p]
  • [p]Players can now select a teleport directly on the current level’s map to teleport there, instead of searching for it on the Area Map[/p][p][/p]
[p]🗺️ Environment[/p]
  • [p]Updated visibility and visual effects for panoramas[/p]
  • [p]Tweaked panoramas sequences across all biomes[/p][p] [/p]
[p]🐉 Enemies & Boss[/p]
  • [p]Boss (Lords) attack increased by 30%[/p]
  • [p]Enemy armor has been increased on higher difficulties[/p]
  • [p]Enemies now deal less attack damage but gain more health as difficulty increases[/p]
  • [p]The Underwater Biome now features a wider variety of enemies[/p]
  • [p]Reduced Kakomithiel (Champion) hitbox size to allow certain skills to connect properly[/p]
  • [p]Enemies that spawn during boss fights no longer drop loot, preventing infinite farming[/p]
  • [p]Elite enemies have been removed from the third phase of Xhantineos - Banished Lord of Okeanos encounter[/p]
  • [p]Guardian Elite affixe now ignores execution type of damage[/p]
  • [p]Champions now benefit from reduced crowd control effects if multiple effects are applied in a short amount of time[/p][p] [/p]
[p]🖥️ Menu & UI[/p]
  • [p]Added loading screens for all boss areas[/p]
  • [p]The Chaos Hunts menu has been updated aligned with our Hunting Board rework[/p]
  • [p]Added Reflex DoT display in the buff bar[/p]
  • [p]Unlocking the Jailer for the first time in the story now opens his menu automatically after teleporting to him[/p]
  • [p]Added new icons for enemies’ mutations (the simple ones)[/p]
  • [p]Players can now interact with menus even when a tutorial popup is open, except when using a gamepad[/p]
  • [p]Updated game guide and tutorials + Skill codex[/p]
  • [p]Updated various tooltips: reduced maximum fractional digits on attributes and magnitudes[/p]
  • [p]Updated buff descriptions of several modifiers to include data values[/p]
  • [p]Removed unused keyword search in the Talents tab[/p]
  • [p]Fragment-incompatible modifiers are now displayed in quest reward and Eternal Gift tooltips [/p]
  • [p]Highlight compatible skill grid slots when hovering over a modifier in the enchantment or fragment merchant menus[/p]
  • [p]Removed favorite icon on skill grid slots; replaced with golden frames[/p]
  • [p]Added “used in arsenal” icon and text in item tooltips[/p]
  • [p]Now shows a warning when attempting to drop an item marked as “used in arsenal”[/p]
  • [p]Display interact input icons next to loot names for both gamepad and keyboard[/p]
  • [p]Updated “Auto” select material/resource button to now prioritizes lower rarity resources before using mythical ones[/p]
  • [p]Changed brightness of the gimmick bar above the player’s head based on gimmick status to match the player main bar HUD behavior[/p]
  • [p]Updated potion and dodge utility slots to better visualize cooldowns when multiple charges are available[/p]
  • [p]Added feedback when interacting with the Rotating Stones puzzle[/p]
  • [p]Updated the player barrier visual in the player skill bar[/p][p][/p]
[p]🎥 Cutscenes & VFX[/p]
  • [p]Improved the cinematic for Astrea during the quest “Son-Kan’s Destiny”[/p]
  • [p]Updated Teleport Area visual effect[/p]
  • [p]Updated visuals effects of various talents and skills[/p]
  • [p]Fixed Son-kan not leaving the council room after “By Kalaarang’s Design” cinematic[/p]
  • [p]Replaced the long text in the “Meridies Cornelys’ Plot quest with a new cutscene[/p]
  • [p]Added new idle animations in cutscenes and improved character orientations during dialogues[/p]
[p][/p][p]🔊 Music & SFX[/p]
  • [p]Added Tracker barks[/p]
  • [p]Added various sounds for Wyrmling skills[/p]
  • [p]Added a new impact sound for Barbarian runes[/p]
  • [p]Added quest reward sound and hold button sounds[/p]
  • [p]Added various sounds at the end of Act 1, including:[/p]
    • [p]“The Distant Vision Ritual”.[/p]
    • [p]The jungle phase in the Makmur Ruins[/p]
    • [p]Whenever an NPC ally teleports[/p]
  • [p]Adjusted character voice volumes so all voices stand out more clearly[/p]
  • [p]Added new sounds across multiple interfaces[/p]
  • [p]Added new sounds for the latest champions[/p]
[p] [/p][h3]\[Fixes][/h3][p][/p][p]🐛Bug Fixes[/p]
  • [p]Fixed random crashes in specific gameplay contexts[/p]
  • [p]Fixed low-life sound not ending when health is restored instantly[/p]
  • [p]Fixed Tracker gimmick “Targeting” visuals on hazards (was dealing damage but not visually throwing)[/p]
  • [p]Fixed gimmick execution not removing marks[/p]
  • [p]Fixed navigation between Attributes passive left & right on gamepad[/p]
  • [p]Fixed collected relic count on the world map not updating in real time[/p]
  • [p]Fixed a blocker upon arriving at the first dungeon in the Jungle during the first hunt of the story[/p]
  • [p]Fixed Wyrmling sometimes teleporting in panoramas[/p]
  • [p]Fixed panoramas not unlocking the map[/p]
  • [p]Fixed invisible walls issues, preventing the player to progress in the Catacombs of Fire, Plains of Koles, and Fafnir’s Glacier[/p]
  • [p]Fixed Grand Benedictor sacrificed/converted lists not scrollable with a gamepad[/p]
  • [p]Fixed default character skills & gear when starting a new character directly in Endgame or in an existing story group[/p]
  • [p]Fixed some Endgame affixes related to mana and regeneration[/p]
  • [p]Changed the Relic position in the Plains of Domistria as it was often too high to reach it[/p]
  • [p]Fixed player getting stuck in dialog sequences if skipped too fast[/p]
  • [p]Fixed quest rewards being empty if dialog is skipped quickly[/p]
  • [p]Fixed talents resetting when Wyrmling attribute points were reapplied[/p]
  • [p]Fixed Oracle “Ethereal Darts” skill targeting the caster.[/p]
  • [p]Fixed Wyrmling skill “Electric Reinforcement” duration scaling[/p]
  • [p]Fixed Wyrmling Passive: Inspiration: Energy passive compatibility[/p]
  • [p]Fixed the Oracle Vision doubling projectile bonus on “Explosive Eruption” and “Ethereal Darts” skill[/p]
  • [p]Fixed Recall ability icon visibility in tutorial[/p]
  • [p]Fixed loot filter rules not updating correctly when changing visibility dropdown[/p]
  • [p]Fixed dungeon teleporter icon disappearing when quest state changes[/p]
  • [p]Fixed HUD sometimes being visible during cinematics[/p]
  • [p]Fixed cinematics that could stop dialogs for next objectives on skip[/p]
  • [p]Fixed “mark as favorite” and “drop” actions appearing when hovering a dragged slot [/p]
  • [p]Fixed “swap / drag” action not showing correctly for skill grid slots [/p]
  • [p]Fixed right-clicking equipped skill slots not sending fragments to the expected storage tab[/p]
  • [p]Fixed “show more info” action appearing even if a slot is not hovered[/p]
  • [p]Fixed auto-canceling of inventory slot dragging not working for drag & drops.[/p]
  • [p]Fixed loot tooltip not closing properly when highlighted loot is valid but lacks a tooltip.[/p]
  • [p]Fixed fragments in blocked slots not being movable or visible.[/p]
  • [p]Fixed Wyrmling character preview not updating when changing armor color; animation state now preserved.[/p]
  • [p]Fixed Son-kan orientation during dialogue with Meridies Cornely after the quest “By Kalaarang’s Design”[/p]
  • [p]Fixed Son-kan in the quest “By Kalaarang’s Design” not being interactible [/p]
  • [p]Fixed the Electric Wyrmling’s Cobalt Dragon’s Aura granting an incorrect barrier amount[/p]
  • [p]Fixed text of the Chaos Talent[/p]
  • [p]Fragments purchased from the Dark Merchant can no longer be offered to Grand Benedictor[/p]
  • [p]Dungeon portal spawn locations have been adjusted to ensure they are easily reachable[/p]
  • [p]When creating a new story group with an existing character, players now start at the quest “A New Weapon”, preventing the need to reselect a Wyrmling[/p]
  • [p]Fixed Wyrmling skill "Power of Ice" stacking issue where losing one stack would refresh the duration of all stacks, making it easy to maintain excessively high Attack bonuses[/p]