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Lootun 0.7 Preview: Agony Missions

Greetings Everyone. Welcome to another preview for the 0.7 content update. In this preview I will be going over the basics for the new endgame system: Agony Missions.

Agony Missions:

Agony Missions can be unlocked after you have made some progression through the Bounty system and are intended to be run alongside the Bounty system initially, before vastly out scaling the Bounty system in terms of both Difficulty and Rewards as you reach the later Agony Levels.

[h2]Map Modifiers:[/h2]
In order to run an Agony Mission you will first need to apply a Map Modifier to it, once you have done so you may run the Agony Mission as many times as you like. As you progress through the Agony system you will gain access to more Map Modifiers allowing you to greatly increase the difficulty and rewards granted by each Mission.



[h2]Agony Levels:[/h2]
Each Map Modifier you apply to a Mission will increase its Agony Level by 1 up to a maximum level of 10. As the Agony Level increases so too does the effect of each Map Modifier further increasing the difficulty.

Each Agony Level will also increase the chance that a regular Monster spawn is replaced by an Agony Monster. Agony Monsters are more challenging than regular Monsters but provide more powerful Equipment Drops. At the later Agony Levels you will also encounter Agony Bosses that provide very powerful rewards but pose an even greater challenge.

[h2]Mission Library:[/h2]
As you progress through Agony Missions you will be able to store different Modifier Loadouts in the Mission Library allowing you to quickly access your save Missions without the need to reselect their Modifiers.

Rewards:

Agony Missions provide a number of different rewards including greater access to Nemesis and Paragon Items as well as many rewards unique to Agony Missions.

[h2]Item Rewards:[/h2]
Each Map Modifier has several associated Item drops that are added to the Reward Chest drop pool when active on a Mission. Theses items typically provide bonus attributes related to the Modifier effect. For example applying the Bleed Modifier will grant some items that boost your Bleed Damage and Bleed Avoidance. There are currently over 40 new Items that can be obtained this way.





[h2]Soul Tools:[/h2]
Soul Tools are a new Tier of Tool that can be obtained rarely from Agony Mission Reward Chests. Soul Tools provide double the normal Attribute bonuses to gathering allowing you to generate a much higher quantity of Materials from Professions. In addition Soul Tools provide access to the new Soul Materials.



[h2]Upgrade Kits & Item Reinforcement:[/h2]
Upgrade Kits are also obtained from the Agony Mission Reward Chests and offer a new form of Item Upgrade; Reinforcement. Reinforcement allows you to improve the default stats of your Weapons, Offhands and Armour. These stats include the Weapon Damage and Armour values provided by each item allowing you to gain a significant power boost through Reinforcement.





[h2]Mission Infusion:[/h2]
By spending Gold to Infuse your Agony Missions you can obtain an additional Reward Chest for each Boss kill and therefore greatly increase the amount of loot you get from each Mission. However, this Infusion process is quite expensive so it’s unlikely you will be able to Infuse every Mission you run.

Wrap Up:

That’s all for this preview, thank you for reading this far. I hope to have some news regarding a 0.7 Beta release within the next week or two.

As always feel free to leave any suggestions or comments here, or on the Discord or Subreddit.

Discord: https://discord.gg/KmpBY9g7j6
Subreddit: https://www.reddit.com/r/Lootun/

Lootun 0.7 Preview: Ascendancy Rework

Greetings Everyone. Welcome to the first of a short series of previews for the upcoming 0.7 content update. In this preview I will cover the changes being made to Ascendancy Classes in 0.7.

[h2]Ascendancy Cooldowns:[/h2]
Currently each Ascendancy Class has a unique Ascendancy Cooldown. While these Cooldowns mean that each Ascendancy has something unique to it I felt that they were not very impactful in terms of either build design or in combat as they simply offered a temporary bonus to some attributes. In 0.7 Ascendancy Cooldowns will be removed and replaced with Ascendancy Powers.

[h2]Ascendancy Powers:[/h2]
Each Ascendancy Class now has it’s own Ascendancy Power which acts as a permanent passive effect for the Character.



[h2]Ascendancy Passives:[/h2]
In 0.7 you will still gain 1 Ascendancy passive point per level but they will be split among 2 different groups of passives:

[h3]Ascendancy Specific Passives:[/h3]
Each Ascendancy Class now has it’s own set of passives to choose from. These passives are typically more interesting than just providing flat attribute bonuses and are often based around the Ascendancy Power of the Class.



At Ascendancy level 50 you will have 10 passive points to spend on these Ascendancy Class specific passives with each passive having a max rank of 1.

Barbarian Passives Preview:



Assassin Passives Preview:



Archmage Passives Preview:



[h3]Generic Ascendancy Passives:[/h3]
In addition to the Ascendancy specific passives you will still have access to the attribute based Ascendancy passives that exist in the game currently along with 5 new attribute based passives.



At Ascendancy level 50 you will have 40 passive points to spend on these generic passives with each passive having a max rank of 4.

[h2]Ascendancy Relics:[/h2]
Finally, Ascendancy Relics are also being updated. The Ascension Bonus of each Relic will now provide the Ascendancy Power of the corresponding Ascendancy Class.



The Ascension Bonus of the equipped Relic stacks with the Ascendancy Power of the same Class by modifying the passive effect value. For example if you have an Assassin using an Assassin Relic your Poison effect will deal 30% Weapon Damage per Second instead of 15%.

Alternatively, as Ascendancy Relics no longer have Class requirements, you could choose to mix and match Ascendancy Powers. For example you could have an Assassin that also applies stack of Bleed when attacking by using a Barbarian Relic. Overall this should allow for more interesting build possibilities.

In addition to the Ascension change Ascendancy Relics have also had their attribute pool updated. The attributes that can roll on an Ascendancy Relic should now be more useful to a greater variety of builds and when combined with the reduced number of attributes in the pool should make finding powerful Relics much more frequent.

[h2]Wrap Up:[/h2]
That’s all for this preview, thank you for reading this far. I am very excited to get 0.7 out for release and am hoping to get a preview of the Agony Missions system out very soon.

As always feel free to leave any suggestions or comments here, or on the Discord or Subreddit.

Discord: https://discord.gg/KmpBY9g7j6
Subreddit: https://www.reddit.com/r/Lootun/

Lootun 0.6.7 Update Notes

[h2]General:[/h2]
  • Updated the Material Storage capacity label to better demonstrate that the capacity limit is for each material.
  • Added an indicator for the current maximum Material amount in the Storage Menu.
  • Added support for Custom Avatars. Custom Avatars can be imported by using the "Import Image" button on the Character Creation / Edit Menu. Custom Avatars must be provided in .png format and at 128x128 pixel size. While in use Custom Avatars are stored at: C:/Users/[USERNAME]/AppData/Lootun/CustomAvatars
  • Increased the Resolution of all Character Avatars.
  • Introduced a new setting "Close Sub Menus by Clicking Outside" in the Display category of the Settings Menu. This setting is disabled by default but when enabled allows you to quickly close most pop-up sub menus by clicking outside of the menu area.
  • Updated the Bounty glossary entry and the Bounty II tutorial to provide information regarding Bounty objective progress being reset upon restarting the mission.
  • Added Steam Cloud support for Windows. Please note that Steam Cloud will serve as a backup system. For transferring data between devices it is recommended to use the Import and Export System.

[h2]Quality of Life:[/h2]
  • Introduced a new Death Log that can be viewed when a character has died in combat.

[h2]Balance:[/h2]
  • Introduced the ability to Craft Tools up to Epic Rarity. Tool crafting unlocks after purchasing Rank 1 of the Mine, Forest, or Farm.
  • Introduced a new Rare Resource from the Skinning Profession which can be crafted into a new Basic Gem.
  • Flame Shield Ignite effect now has the Magic damage tag.
  • Increased the Maximum number of Characters that can be created to 15 (was 10).

[h2]Endless Spires Rebalance:[/h2]
  • Max Monster level is now 999.
  • Monster HP and Damage Scaling has been increased.
  • Luck gain for each floor has been increased.
  • Introduced a new checkpoint system that can be used to start the mission every 10 monster levels once you have cleared the relevant floor.
  • Any active Endless Spires missions will be cancelled upon loading and the Endless Spires Max Consecutive Completions stat in the Glossary Menu has been reset.

[h2]Bug Fixes:[/h2]
  • Fixed a bug where Satin Mantle was labelled as Silk Mantle.
  • Fixed a bug where some Tutorial hints would not show up in the Glossary Menu.
  • Fixed a bug where the Auto-scrap Settings Menu would trigger the unsaved changes pop-up even when there were no changes.
  • Fixed a bug where Item Crafts would forget the last selected recipe when swapping between Categories.
  • Fixed a bug where the Cooldown reduction granted by Skill Mastery was not being taken into account for the Cooldown display in the Skill Passives menu.

Lootun 0.6.6 Update Notes

[h2]General:[/h2]
  • Offensive Cooldowns now also show the Damage Type tag of the currently equipped Weapon to better demonstrate that they inherit the Weapon Damage Type.
  • Enchants are now sorted in alphabetical order in the Crafting Menu.
  • When using the Bounty Queue your team now moves instantly to the next Bounty.
  • When using the Bounty Queue your team will begin running Random Bounties when there are no stored Bounties to run.
  • Added a new page to the Glossary Menu that will store each Tutorial hint you have unlocked.

[h2]Quality of Life:[/h2]
  • Added support for searching multiple terms at once, this can be done by separating each search term with a '+'. For example "attack speed+critical damage" will search for items with Attack Speed or Critical Damage.
  • Added an "Add to Scrapper" button to the Nemesis Infusion craft window. This button only shows when the active item is Nemesis and not equipped.
  • Added a new rank to the Gemcutter's Cabin that grants the ability to have sockets automatically crafted on to an item when it is equipped, should you have the necessary materials.

[h2]Balance:[/h2]
  • Reduced the number of Rare farming materials required in order to upgrade Advanced Flasks and added an additional cost of basic farming materials.
  • Rend now has an attack time of 100% (was 120%).
  • Rend – Increased Duration has been reworked into "Bleed Out" which provides +6% Weapon damage per rank in addition to 0.4 Seconds duration.

[h2]Bug Fixes:[/h2]
  • Fixed a bug where Thunderbolt – Lightning Coil was granting Attack Speed instead of Attack Speed Multiplier.
  • Fixed a bug where Mainhand weapons were considered to be 2Handed by the Item Comparator.
  • Fixed a bug with refreshing buffs that could cause character attributes to become negative.
  • Fixed a bug where the Auto Refill mode of a flask was not resetting correctly resulting in a loss of herbs when returning to main menu and reloading a save.
  • Fixed a bug where the Passive menu would display behind the Combat Pause Menu.
  • Fixed a bug where purchasing a new bag would not unlock the next bag.
  • Fixed a bug where the Master Crafter achievement was granting 10% luck for rank 3 instead of 1%.
  • Fixed a bug where "Always Scrap" glossary settings were not being reset between saves.
  • Fixed a bug where the same Bounty could be run twice under certain conditions.
  • Fixed a bug where Prismatic Barrier was not granting the correct amount of Barrier Regen.
  • Miscellaneous text fixes.

[h2]Upcoming Endless Spire Changes:[/h2]
I just wanted to give a heads up regarding a slight rework to the Endless Spires mission that will take place in the next patch (0.6.7). This is not the rework that will be included in the 1.0 Update but instead some small changes to make the game mode slightly more balanced / less tedious to scale.

[h3]This rework will involve:[/h3]
  • Reducing the maximum floor level to 999 (currently 9999).
  • Increasing the rate that monster HP scales with each floor.
  • Increasing the rate that monster Damage scales with each floor.
  • Increasing the amount of Luck granted for clearing each floor.
  • Introducing a new checkpoint system allowing you to start your progress at certain levels once you have reached them at least once.

As a consequence of this rework any active Endless Spires missions will be cancelled and the "Max Consecutive Completions" stats for Endless Spires will be reset when 0.6.7 Releases.

Lootun 0.6.5 Update Notes

[h2]General:[/h2]
  • Added the ability to Lock and Unlock the contents of an inventory bag.
  • Tools will now show their Autosalvage Type in the item tooltip.
  • Item tooltips will now show the maximum number of sockets that an item can have (if it can have any).
  • Updated the Icon for the Scrapper.
  • Added information to the glossary and character sheet regarding Barriers 50% of Max HP cap.

[h2]Quality of Life:[/h2]
  • The Item Comparator has been reworked to display each characters information within their own row.
  • Displays have been added to the Item Comparator for the currently equipped items. Right Clicking these display will allow for the equipped items to be locked / unlocked.
  • Introduced a new toggle on the Item Comparator menu that can be used to hide a character from the Comparator.
  • Introduced a new toggle on the Item Comparator that can be used to allow a character to ignore 2 Handed weapons.
  • Introduced a new Equip Preference "All Positive" that requires both the Damage and Defence comparison to be positive for an item to be equipped.
  • Added the ability to Right Click the local bag icon for each inventory bag to gain access to the bag options.
  • Added more interaction buttons for each Inventory bag to provide quick access to useful functions.
  • Added the ability to set a maximum Paragon Level for the Auto-scrapper allowing you to auto-scrap low Paragon Level items.
  • Added the ability to set a maximum Paragon Level for the Bulk Scrap tool allowing you to place all items below a certain Paragon Level into the Scrapper.
  • Added a setting to the Bounty Menu allowing you to fade out Item Rewards below a selected Paragon Level.

[h2]Balance:[/h2]
  • Quick Slash – Flurry now has a 10 Second duration.
  • Significantly increased the amount of material rewards and Fame granted by Random Bounties.
  • The Nemesis Chance bounty passive now grants a 0.5% chance per rank for each bounty equipment reward to be Nemesis in addition to it's standard bonus.

[h2]Bug Fixes:[/h2]
  • Fixed a bug where Monsters or Characters that die to health degeneration would not correctly trigger their on death effects.
  • Fixed a bug where the Goblin Mage would appear in the Glossary Menu before the Orc Chieftain.
  • Fixed a bug where Repair and Photosynthesis could cause the Boss to become stuck at high Endless Spire levels.
  • Fixed a bug with the Bulk Scrap menu where selected attributes did not reset when reloading a save.
  • Fixed a bug where loading a save with active combat would grant double Flask effect.
  • Fixed a bug causing the Ascendancy Challenge menu to be empty after completing Ascendancy Challenge 50.
  • Fixed a bug where reaching a new Mastery level for a default attack would not update the average damage calculation on the character stat sheet.
  • Fixed a bug where the Chill effect from Bounties was providing a positive attack speed value instead of a negative one.
  • Fixed a rare bug where buffs could sometimes be removed twice during combat resulting in negative attribute values.
  • Fixed a bug where Barrier could go beyond it's cap of 50% of Max HP without the Purpose enchant.
  • Fixed a bug where Auto-scrapped Tools were not granting the level appropriate Rarity Cores.