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Lootun 0.6.1 Update Notes

[h2]General:[/h2]
  • Blizzard passive tooltips now show Shock instead of Chill when Lightning Storm is allocated.
  • Increased the font size of the Character Stats.
  • Added a new enchant, Bane, which causes your Physical attacks to have a chance to cast Poison Sting. Bane can drop from the Spider Queen at level 101+.
  • Added hints to some Ascendancy Challenges to provide greater direction on how to progress.
[h2]Quality of Life:[/h2]
  • Introduced the ability to stack reward chests of the same type and rarity via drag and drop.
[h2]Bug Fixes:[/h2]
  • Pin Down – Faster Bleeding now correctly reduces the Bleed duration.
  • Fixed a bug where the item level requirement on the crafting menu would incorrectly scale beyond 100.
  • Fixed a bug where the tooltip for Unwavering Stance would not display the correct duration.
  • Fixed a bug where Disable would not be cast unless the First Strike passive was allocated.

Lootun 0.6 Bounty Update Patch Notes

The Lootun 0.6 Bounty update is now live! Please find the full changelog below:

0.6.0 Changelog


[h2]General:[/h2]
  • Settings Menu is now a pop-out Menu with tabs for each type of setting.
  • Added a master setting for Display Toasts that allows you to disable toasts entirely.
  • The Average Damage and Damage Per Second of all Default Attacks and Offensive Cooldowns now takes into account DoT Components.
  • Improved the Damage Per Second calculation method for Poison Sting, Blade Flurry and Arcane Torrent.
  • Flask Capacity upgrades now additionally grant a chance for the Flask to not consume charges on use.
[h2]New Content:[/h2]
[h3]Bounties:[/h3]
  • Bounties are new form of Endgame content that can be unlocked once at least one character has reached level 150.
  • Bounties are randomised missions that require you complete a specific goal, typically slaying a certain boss or monster type a number of times.
  • Monsters in Bounties do not drop items or reward experience instead the Bounty will have a number of higher value and rarer rewards assigned to it which are acquired upon successfully completing the Bounty.
[h3]Fame:[/h3]
  • As you complete Bounty missions you will gain Fame.
  • Fame is a new resource that is used to purchase Bounty Upgrades which can dramatically improve Bounty Rewards. Be sure you spend your Fame but be careful, as you spend Fame your Infamy will also increase, significantly raising the difficulty of your next Bounties. If you can brave these difficult Bounties however, the rewards will be immense!
[h3]Favour:[/h3]
  • Favour is a new currency that is obtained from completing Bounties and is used to reroll Bounty missions or to upgrade certain buildings.
[h3]Paragon Quality Items:[/h3]
  • Introduced a new Item Quality: Paragon. Paragon items can be obtained from Bounties or crafted.
  • Paragon items have a new teal background but retain their rarity meaning you can have Uncommon Paragon items or Mythical Paragon items.
  • Paragon items can have up to 10 levels with each new level adding an additional maximum rank to each attribute on the item.
  • Salvaging Paragon items will award the new material, Paragon Orbs, which can be used create a Paragon item or upgrade the level of an existing Paragon item.
  • Nemesis Attributes on Paragon items will automatically be levelled up to the maximum rank when obtaining or upgrading a Paragon item.
[h3]New Items:[/h3]
  • Introduced 15 new items that are exclusive rewards from Bounties.
  • Introduced 5 new Enchants the recipes for which can be obtained rarely from Bounties.
[h3]Achievements:[/h3]
  • Introduced a number of new Bounty Specific Achievements to complete.
[h3]Quality of Life:[/h3]
  • Introduced a new crafting method: Transmute Attribute that allows the direct transmuting of one attribute to another. This can be unlocked by purchasing a new upgrade for the Artisans Hall.
  • Introduced the ability to Max an Attribute or Max All Attributes when using the Upgrade Attribute craft.
[h2]Balance:[/h2]
  • Barrier can no longer regenerate beyond it's cap.
  • Ascendancy Cooldowns have had their sources of Increased Damage replaced with More Damage to ensure more consistent damage gains from each cooldown.
[h3]Attributes:[/h3]
  • Attack Speed: Reduced the base value of Attack Speed to 3% at ILvl 100 (was 4%) and 4% at ILvl 150 (was 5%).
  • Critical Chance: Reduced the base value of Critical Chance to 3% at ILvl 100 (was 4%) and 4% at ILvl 150 (was 5%).
  • Critical Damage: Reduced the base value of Critical Damage to 9% at ILvl 100 (was 15%) and 12% at ILvl 150 (was 20%).
  • Block Chance: Reduced the base value of Block Chance to 3% at ILvl 100 (was 4.75%) and 4% at ILvl 150 (was 8%).
  • Block Rating: Block Rating attribute no longer provides a flat damage reduction on successful block and now provides a percentage reduction based on the amount of block rating. The consequence of this is that Block is now more effective against large hits but less effective against smaller hits.
[h3]Items:[/h3]
  • Cleaver Of The Damned: Armour Penetration base value increased to 180 (was 90).
[h3]Enchants:[/h3]
  • Guard: Block Rating value is now -25% (was -50%).
  • Purpose: Now grants -50% Max HP (was -80%).
  • Defiance: Now caps damage to 35% of Max HP (was 30%).
  • Butcher: Now grants 2% More Damage per Boss slain (was 3%).
  • Amplify: Now grants +10% Buff Duration (was 20%).
  • Wither: Now grants -10% Debuff Duration (was -20%).
  • Slaughter: Now grants 6% More Boss Damage (was 10%).
  • Toxic: Poison now lasts 2 Seconds (was 1 Second).
[h2]Skill Mastery Rework:[/h2]
  • All Class Default Attacks, Offensive Cooldowns and Defensive Cooldowns have been reworked and balanced.
  • Removed All "Increased Damage", "Faster Attacks", and "Cooldown Reduction" passives and replaced them with more interesting passives.
  • Most Passives granting flat attribute boosts were also replaced.
  • In general there should be a lot more build variety and balance between the available skills.
  • As a consequence of this balance update all current skill mastery passives have been reset.
  • Raised the Skill Mastery Level cap to 30.
  • Each Skill Mastery Level grants a bonus to the skills effectiveness.
  • Default Attacks gain 2% More Damage Per Mastery Level
  • Offensive Cooldowns gain 2% More Damage and 1% Cooldown Reduction per Mastery Level
  • Defensive Cooldowns gain 1% Cooldown Reduction per Mastery Level
  • Mastery Levels have a new exp curve with mastery level 10 taking as much exp as mastery level 20 previously required.
  • As a result of this all mastery skills will be capped to level 10 when loading into the update.
[h2]Character Passive Rework:[/h2]
  • Character now only have a max of 40 Class Passives Points to spend.
  • All Class Passives now have a max rank of 4 and have had their attribute gains increased to compensate.
  • Default Attack, Offensive Cooldown, and Defensive Cooldown Passives are now linked to Character Level with all 20 being obtained by level 100.
  • Character levels provide passives in the following sequence: Class Passive -> Class Passive -> Default Attack Passive -> Offensive Cooldown Passive -> Defensive Cooldown Passive -> Repeat.
[h2]Character Skill Unlocks:[/h2]
  • Increased the pacing of skill unlocks. All skills will now be unlocked by level 50.
  • Offensive Cooldowns are now introduced at level 3.
  • Defensive Cooldowns are now introduced at level 5.
[h2]Bug Fixes:[/h2]
  • Fixed a bug when comparing an item with an empty equipment slot.
  • Fixed a bug where comparing a valid offhand with an empty offhand slot would not show a comparison value.
  • Fixed a bug where Sunder, Debilitating Strike and Frostbolt stacks were not being replaced correctly.
  • Fixed a bug where resetting the passives of a Default Attack would cause that attack to become active.
  • Fixed a bug where Tattered Wings were providing Light Armour Stats instead of Medium Armour stats.
  • Fixed a bug where the Rebirth enchant was not activating correctly.
  • Fixed a bug where the fixed attributes of Gems were not being correctly shown in the Glossary.
  • Fixed a bug where using Reroll Attributes or Randomise Attribute Ranks on an equipped item would cause Character attributes to become out of sync.
0.6.0.1 Changelog


[h2]General:[/h2]
  • Introduced a Main Menu as the entry point for the game.
  • Introduced a new save slot system providing up to 5 available save slots.
  • Moved all Import / Export / Delete logic to the main menu.
  • Introduced a playtime counter for each save file.
[h2]Quality of Life:[/h2]
  • Right Clicking completed Bounties will now claim their rewards.
  • Added the ability to Auto Claim bounty rewards to the Bounty Board Rank 2 upgrade.
[h2]Bug Fixes:[/h2]
  • Fixed a bug causing Rend to not deal any damage.
  • Fixed a bug causing bounties to not reward any Skill Mastery Experience.
  • Fixed a bug where the Map and Bounty detail panels could overlay each other.
  • Fixed a bug where the Equipment Recipe List on the Crafting menu would not correctly display.
0.6.0.2 Changelog

[h2]General:[/h2]
  • The Item Comparator will now compare unequipped items that are placed into the current inventory.
  • The Barrier indicator will now display as a percentage of Max Barrier when Max Barrier is greater than Max HP.
[h2]Balance:[/h2]
  • Reduced the Favour cost of Bounty Board ranks.
[h2]Bug Fixes:[/h2]
  • Fixed a bug where the Item Comparator would skip over every other item when manually selecting the best action.
  • Fixed a bug where Meteor – Shockwave would cause the skill to have the Area damage tag. Shockwave damage is still considered Area damage.
  • Fixed a bug where the tooltip for the Gauze and Antidote Enchants showed the tooltip for Ground instead.
0.6.0.3 Changelog

[h2]General:[/h2]
  • Introduced a new background for the combat menu for each Mission Type.
  • Introduced Background Music for the game. The volume of this music can be changed from the Game Settings tab on the Settings Menu.
[h2]Balance:[/h2]
  • Traveller's Gloves now grant 5% Attack Speed (Was 3% Critical Chance)
[h2]Bug Fixes:[/h2]
  • Crippling Poison – Greater Crippling Poison now shows the current number of stacks on the tooltip.
  • Fixed a bug where Stasis – Press the Advantage and Crippling Poison – Press the Advantage were not correctly triggering.
  • Fixed numerous spelling mistakes.
  • Fixed a bug where slaying monsters in a Bounty mission would not correctly trigger monster slain effects.
  • Fixed a tooltip issue with Sunder – Armour Penetration and Disable – Further Debilitation where the passive value was split over two lines.
0.6.0.4 Changelog

[h2]General:[/h2]
  • Introduced a new border type for Paragon items.
  • Added a Paragon Item toggle to the Bulk Scrap menu.
[h2]Balance:[/h2]
  • Reduced the rate that Monster HP scales with level slightly.
  • Reduced the base Expertise Experience requirement to 100 (was 500).
  • Alchemist's Hut Rank 1 no longer requires Dandelions.
  • Flask of Healing no longer requires Rough Quartz.
  • Fire Arrow – Ricochet now grants a 4% chance per rank to hit 1 additional target (was 5%).
  • Fire Arrow – Flammability now grants a 20% chance per rank to apply 2 stacks of Ignite (was 10%).
  • Chain Lightning – Lone Bolt now grants 3% More Damage per rank (was 2%).
  • Thunderbolt – Lightning Pulse is now dependant on Lightning Coil.
[h2]Bug Fixes:[/h2]
  • Thunderbolt – Critical Chance now has only 1 rank.
  • Thunderbolt – Lightning Rupture now has only 4 ranks and is dependant on Critical Chance.
  • Fixed a bug where enchant description text was cut off on the Crafting Menu.
  • Fixed a bug where random bounties would not count towards the Bounty Completion achievement.
  • Fixed a bug where Slam – Shatter Defences was considered a buff and not a debuff.
  • Fixed a bug restarting combat on a boss stage would cause you to gain a stack of Slayers Boon.
  • Fixed a bug where the allocation text was not showing for Mastery Passives.
  • Fixed a bug where Quick Slash – Recurrence was not triggering correctly.
  • Fixed a bug where Fire Arrow – Flammability was not showing the correct tooltip values.
  • Fixed a bug where Armour Break – Critical Assault and Critical Overwhelm were not providing the correct attribute values.
  • Fixed a bug where Disable – Replenishing Strikes was not correctly triggering.
  • Fixed a bug where Stampede was classified as Direct Damage instead of Area Damage.
  • Fixed a bug where Vanish – Rapid Recovery was not correctly triggering.
  • Fixed a bug where Frostbolt – Frigid displayed the wrong tooltip value.
  • Fixed a bug where Firestorm – Critical Chance was not applying the correct value.
  • Fixed a bug where Arcane Cloak – Active Protection was incorrectly causing the amount of Area damage taken to be increased.
  • Fixed a crash that could occur when Returning to the Main Menu with an item in the Crafting Menu.
0.6.0.5 Changelog

[h2]General:[/h2]
  • Introduced a new Target Frame Rate setting (Desktop version only).
  • By default all Combat Encounters will now be paused while a Tutorial message is shown, this can be disabled from the settings Menu.
  • Introduced the ability to pause each combat encounter.
  • Active Material tooltips will now update when the number of materials changes.
  • Active currency costs on the Flask and Upgrade menus will now update when the amount of available currency changes.
[h2]Balance:[/h2]
  • Increased the rate that Monster HP scales after level 100.
  • Increased the rate that most Bounty Modifiers scale with Infamy Level.
  • Curse of Frailty now reduces Physical Resistance and Elemental Resistance instead of All Resistances.
[h2]Bug Fixes:[/h2]
  • Fixed an issue where Offensive Splinters were incorrectly labelled as Defensive Splinters.
  • Fixed an issue where Scavenging Gloves were incorrectly labelled as Skinning Knives.
  • Fixed a crash that could occur when loading a save file with a restarting encounter.
0.6.0.6 Changelog

[h2]General:[/h2]
  • Updated the names and descriptions of several Achievements.
  • Added support for Steam Achievements (Steam version only).
  • Updated the Paragon item indicator.
  • Added a last played label to the Save file display.
  • Introduced a new icon for Bounty Enchant Scrolls.
  • Updated the icons for the Bounty Enchants, Paragon Equipment and Paragon Levels achievements.
[h2]Bug Fixes:[/h2]
  • Fixed a bug where the Sentinel enchant was granting a 10% chance to reset defensive cooldowns instead of 1%.
  • Fixed a bug where Heart of the Abyss could roll Bounty enchants. Existing Heart of the Abyss gems with a Bounty enchant will be rerolled upon loading the update.

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