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Lootun Early Access Roadmap

Greetings everyone.

As you may be aware Lootun will be launching into Early Access on the 31st of August. I wanted to take this opportunity to provide a development roadmap for Lootun during Early Access to give an idea of what content updates to expect.

Please note that that is roadmap is a work in progress and subject to change. I will do my best to keep things updated as development progresses.


General Updates:
  • Character Loadouts that store Equipment, Passives, and Skill Masteries.
  • Tactics panel for Characters allowing you to control when Cooldowns are used.
  • New Offensive and Defensive Cooldowns for each Class.
  • New item attributes. (Ailment Effect, Ailment Duration, Glancing Blows, Curse Protection + many more).
  • Item Imbuement: A new craft that transfers the Attribute Distribution of one item to another, the source item is destroyed and all attributes are copied to the target item. Both items must be of the same type.
  • Gem Socket infusion: A new character upgrade using your spare Socket Shards to upgrade Gem Socket slots causing gems within the socket to provide additional attributes.
  • General balance, bug fixes and quality of life updates.

[h2]Agony System:[/h2]
  • New endgame progression system for Missions.
  • Customize each mission with new monster modifiers to increase the agony level and obtain exclusive rewards.
[h2]Item Upgrades:[/h2]
  • Bosses on agony levels can drop new Weapon, Armour and Offhand kits that can be used to upgrade the permanent stats of each item. (Weapon Damage, Armour, Adaptive Damage, etc.)
  • Each agony level and monster modifier will also introduce new special item drops to hunt for.
[h2]Ascendancy Rework:[/h2]
  • All Ascendancy Classes will be reworked to move away from providing Ascendancy Cooldowns and instead provide passive bonuses that greatly affect how the class plays.
  • Each Ascendancy Class will also have a large number of impactful single point passives to provide greater customization.
[h2]Ascendancy Rework Examples:[/h2]

[h3]Barbarian:[/h3]
  • All Attacks Bleed the target for 20% - 40% of base Damage.
[h3]Barbarian Passive Examples:[/h3]
  • Gain 10% More Attack Speed when hitting a target that is not Bleeding. Lasts 10 Seconds.
  • Take 35% Less Damage while under 33% HP.
  • Lose 2% of HP per second but gain 20% More Attack Speed.
  • Gain 0.1% of Max HP on hit for each stack of Bleed on the target.

[h3]Marksman:[/h3]
  • Hitting a target grants a stack of Focus providing 1-2% More Damage and causing you to take 1% More Direct Damage. Stacks up to 30. When hit by a direct attack lose all stacks of Focus.
[h3]Marksman Passive Examples:[/h3]
  • Using an Offensive Cooldown will grant 10 stacks of Focus.
  • When hit by a Direct Attack you only lose half your Focus stacks.
  • Each stack of Focus causes you to take 0.5% Less Area Damage.
  • When hit by a Direct Attack gain 0.5% of Max HP for each stack of Focus lost.

[h2]Faction Dungeons:[/h2]
  • Faction dungeons are long and difficult dungeons with many stages and multiple bosses to face throughout the dungeon.
  • Faction dungeons come in 4 different tiers each progressively more difficult than the last but will provide more faction reputation for clearing.
[h2]Faction Alignments:[/h2]
  • Each Character can align themselves with a faction and begin earning reputation to improve their combat prowess based on the strengths of the chosen faction.
  • Each Faction Alignment will grant a new Offensive and Defensive Cooldown which can be used in place of the existing Class Cooldowns.
[h2]Item Upgrades:[/h2]
  • Item Blessings: Item Blessings come in 4 different forms and are a guaranteed drop from completing a faction dungeon. The type of blessing is dependant on the tier of the faction dungeon completed.
  • Using a blessing on an item will improve it’s bonus attribute value by 25% allowing for a 100% increase with 4 different blessings used.
  • New Faction Specific Enchants.
  • New Faction Specific Item Drops.

[h2]Raids:[/h2]
  • Challenging, 6 character encounters that will require you to customise your builds to overcome each challenge.
[h2]Unique Items:[/h2]
  • You first victory over each Raid fight will reward a specific Unique Item based on the fight.
  • Each Unique Item can only be obtained once, has fixed stats and an exclusive enchant.
  • Unique items are extremely powerful and have their own passive tree allowing you to further customise them to your needs.
[h2]Unique Item Example:[/h2]
A Unique Belt that will apply a random selection of flask effects to the wearer every 20 seconds. (These effects stack in addition to existing flasks)

Upgrading this Belt by feeding it lower quality belts will allow you to spend passive points to:
  • Increase the number of flask effects applied.
  • Increase the potency of the granted flask effects.
  • Ensure that certain flask effects will always be granted.
  • Apply some flask effects to party members.

[h2]Reworked Endless Spires:[/h2]
  • Endless Spires reworked into several different wings each with their own upgrade and reward paths.
[h2]Fated Augments:[/h2]
  • Granted by clearing each Endless Spires wing.
  • Each Fated Augment has it's own passive tree and can be upgraded by pushing further into it's associated wing.
  • Each Character can have 1 Fated Augment active at a time.
[h2]Item Upgrades:[/h2]
  • New Endless Spires Specific Enchants.
  • New Endless Spires Specific Item Drops.

Lootun Deep Dive #8: Bounties

Welcome to Lootun Deep Dive #8. There is now less than 48 hours before Lootun releases into Early Access. In this Deep Dive we will be looking at the endgame Bounty system in Lootun.

Bounties:

Bounties are a form of endgame content that can be unlocked after reaching Ascendancy level 50. Bounties are short missions with randomised objectives that need to be completed in order to claim the Bounty reward.



At any given time you will have a choice of three different Bounties. You will be able to view the objectives, modifiers, and rewards for each Bounty in order to make a decision on which Bounty to add to your Bounty Storage.

Once a Bounty is placed into storage it can be run at any time and a new selection of three Bounties is generated. The Bounty storage can be used as a queue system for Bounties allowing your teams to progress through every Bounty you have stored.

[h3]Bounty Modifiers:[/h3]
Each Bounty will have a number of different modifiers. By default each Bounty will have a HP and Damage modifier for all Bounty monsters. In addition each Bounty will have 1 – 3 random modifiers based on the difficulty of the Bounty.

Bounty modifiers will augment the monsters found in the Bounty or reduce the effectiveness of your characters when attempting the Bounty.

[h3]Rewards[/h3]
Monsters slain in Bounties do not reward experience or loot, instead completing the Bounty will reward a large chunk of experience and some valuable item and material rewards.



[h3]Fame:[/h3]
Fame is obtained by completing Bounties and can be spent on Fame Passives. Fame Passives can be used to greatly increase the rewards provided by each Bounty.



[h3]Infamy:[/h3]
As you purchase Fame Passives your Infamy will grow, increasing the difficulty and rewards of each new Bounty mission. The higher the infamy level the more modifiers each Bounty will have and the greater the effect of each modifier.

As your Infamy level grows the number of rewards provided by each Bounty also increases.

At any point in time you may remove your Fame Passives and reclaim the Fame spent. Doing so will allow you to reduce the Infamy level of your new Bounties providing greater control over difficulty.

[h3]Favour:[/h3]
Favour is a new currency that is granted from completing Bounties. Favour is used for some Building Upgrades and can also be used to Reroll your current Bounty selection or Abandon an existing Bounty that you have stored.

[h3]Random Bounties:[/h3]
Random Bounty provides the option to send your team to clear randomised Bounty missions without the need to select and store Bounties.

The rewards for these missions will also be randomised and not known until the mission is complete, at which point the rewards will be automatically placed into your inventory (or salvaged depending on your Autosalvage setup). Failing a random Bounty will reroll the Bounty to a new one.

Random Bounties provide reduced material and currency rewards over selected Bounties but provide a useful way to gain passive rewards with minimal maintenance.

Item Paragon Levels:

Bounties provide access to a new form of Item Upgrade: Paragon Levels. Each equipment item (barring Relics and Gems) can have up to 10 Paragon Levels. Each Paragon Level grants an additional Max attribute Rank for all attributes on the equipment meaning that a Paragon Level 10 item can have attributes up to Rank 20.



All Bounty equipment rewards have a chance to roll as Paragon. The chance of each item rolling as Paragon is based off the current Infamy level and your Fame Passives.

Salvaging a Paragon item will grant a number of Paragon Orbs depending on the Paragon Level of the item. Paragon orbs can be used to create Paragon items or upgrade the Paragon Level of existing Paragon items. In addition to salvaging, completing high Infamy Level Bounties will also reward a number of Paragon Orbs.

Wrap Up:

Thank you for reading this Deep Dive. Tomorrow I will be uploading a detailed Development Roadmap for Lootun.

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 Demo & Early Access Release Date

I am pleased to announce that Lootun will be releasing into Early Access on August 31st at 8.00 AM PDT.

Lootun Demo

A demo version of Lootun is now available to download and play!

The Lootun demo provides access to all content up to character level 50 (approximately 2 hours). All progress made in the Lootun demo will be transferable to the full game, once released.

What's Next

Over the next two weeks I will be making a few more announcements including:

Deep Dive #8: A look at the endgame Bounty system in Lootun.
Lootun Development Roadmap: An overview of the planned content updates for Lootun Early Access.

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

Discord: https://discord.gg/KmpBY9g7j6

Lootun Deep Dive #7: Glossary and Achievements

Welcome to Lootun Deep Dive #7. This week we will be looking at the Glossary and Achievement systems in Lootun.

Glossary:

Lootun contains a comprehensive in game glossary filled to the brim with information that you may find useful during your time playing. The glossary is split into a large number of different categories allowing you to easily navigate to the information you need.



[h3]Game mechanics:[/h3]
The glossary contains information regarding all game mechanics found in Lootun. This category is a great place to look for information about specific mechanics such as the missions or combat system.

[h3]Attributes:[/h3]
This category contains a list of all attributes that can be obtained within Lootun and provides an explanation for what each attribute does and how it interacts and scales with other attributes.

[h3]Monsters:[/h3]
This category provides information regarding all the monsters available to fight in Lootun, split into two groups, regular monsters and bosses. Once a monster has been defeated it can be selected in the glossary to provide additional information such as the base hp, base damage, damage reduction from armour and the base experience granted.

[h3]Monster Abilities:[/h3]
Monster abilities are split into several groups, default abilities, cooldown abilities and empowered abilities. Once you have encountered a monster ability you will be able to view information about the ability in this glossary category. Each monster ability entry will provide information regarding it’s damage type, damage value, cooldown time and any bonus effects of the ability. This information will allow you to plan your defences to take on more challenging encounters.

[h3]Equipment:[/h3]
Every Weapon, Armour, Accessory, Offhand, Relic or Gem in the game can be found in the glossary. Once a piece of equipment has been discovered (by slaying a monster that can drop it) you will be able to view it’s drop location allowing you to target farm it. Additionally once an item has been obtained you will be able to view information regarding the items inherent stats, (Weapon Damage, Armour, Block chance, etc.) it’s bonus attribute, and how these scale with the level of the item.

[h3]Materials:[/h3]
The material glossary page will provide quick access to each materials description and drop location.



Achievements:

Achievements in Lootun serve the purpose of allowing you to track your progress through the game and to reward you for completing various tasks. As you progress through Lootun you will earn achievements and by doing so you will unlock additional attribute bonuses increasing the amount of experience and gold you find in addition to improving the quantity and quality of your item drops.



[h3]General:[/h3]
General achievements cover a range of tasks that you will complete as you progress through Lootun, these including levelling up your characters and skills, looting, equipping, and salvaging items.

[h3]Combat:[/h3]
Combat achievements track and reward your boss slaying capabilities.

[h3]Crafting:[/h3]
Crafting achievements cover all of the different types of crafting and upgrading techniques you can perform on your equipment.

[h3]Upgrades:[/h3]
Upgrade achievements will track your progress in constructing Upgrade Buildings as you progress through Lootun.

[h3]Collections:[/h3]
Collections are a set of endgame achievements that require you to complete most aspects of Lootun in order to obtain, such as slaying all monsters, collecting all weapons, as well as finding some extremely rare items. Due to their difficulty, completing collection achievements will reward the very powerful Fortune attribute.

Wrap Up:

Thank you for reading this weeks Deep Dive. This will be the final episode of this series for now, so far we have covered all the main features of Lootun. New Deep Dives will be released as new features are developed.

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 Deep Dive #6: Flasks and Gems

Welcome to Lootun Deep Dive #6. This week we will be looking at the Flask and Gem systems in Lootun.

Flasks:

Flasks are an early game mechanic that can be unlocked in Lootun after building the Alchemists Hut. As you upgrade the Alchemists Hut you will be able to craft more powerful flasks and have more flasks activate at one time.

[h2]Basic Flasks:[/h2]
Basic Flasks are the first tier of flasks unlocked, these flasks make use of the standard materials gathered from the Farming profession. You should be able to keep basic flasks active most of the time without running out of the required refill materials.



[h2]Advanced Flasks:[/h2]
Advanced Flasks are the second tier of flasks unlocked, these flasks provide much more powerful bonuses and as such make use of rare materials gathered from the Farming profession, making the use of these flasks much more limited.



[h2]Refilling Flasks:[/h2]
As you complete missions with flasks equipped you will consume some of their charges. The number of charges consumed varies from flask to flask and depends on the power of the effect that the flask grants. Flask charges can be refilled from the Flask Menu if you have the required materials. A late game upgrade will allow you to automate the process of refilling your flasks.



[h2]Upgrading Flasks:[/h2]
As you progress through Lootun you will be able to upgrade your flasks using your spare materials.

[h3]Flask Strength:[/h3]
Flask strength determines the power of a given flask. Higher flask strength will result in a flask granting more of an attribute or healing for more.



[h3]Flask Capacity:[/h3]
Flask capacity determines the number of charges a flask can hold. Upgrading the capacity of your most used flasks will result in you having to refill them less often.




Gems:

Gems are a mid game mechanic in Lootun that allows you to equip each adventurer with up to 24 gems provided you have the required gem sockets.

[h2]Gem Sockets:[/h2]
At level 50+ equipment can begin to drop with gem sockets. Gem sockets on items are denoted by small white dots on the items icon. Equipping items with gem sockets will allow the use of gems which can provided powerful bonuses to your adventurers stats.



[h2]Gem Equipment Tab:[/h2]
Unlike most games, gems in Lootun are equipped to each adventurer directly. All 24 gem slots can be filled regardless of how many gem sockets you have unlocked. Equipping or removing items that provide gem sockets will simply lock or unlock the gem sockets on the menu. Only when a gem socket is unlocked will you gain the benefit of the gem placed inside it.



[h2]Gem Attributes:[/h2]
Most gems will provide basic, fixed attributes tailored to the gems theme.



However some gems will provide randomised attributes allowing you to min max your build by stacking certain attributes.



Set Bonus:
Some gems will provide a set bonus when a number of them are equipped. These set bonuses are generally much more powerful than the standard gem attributes.




Wrap Up:

Thank you for reading this weeks Deep Dive, next week we will be taking a look at in game Glossary and Achievements provided by Lootun.

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/