1. Legacy: Steel & Sorcery
  2. News

Legacy: Steel & Sorcery News

Weekend Deathmatch


[h2]Get ready for some intense action this weekend with 2v2 Team Deathmatch and 1v1 DMs![/h2]

Heya everyone!
Get ready for some intense action this weekend with 2v2 Team Deathmatch and 1v1 DMs!

[h2]📆 Saturday, April 5th - 2v2[/h2]
⌚ Time
7:00 PM to 9:00 PM GMT+0
11:00 AM to 1:00 PM PST

📏 Rules
Preset Loadout of Legendary Gear and Consumables

🏆 Objective
First team to 4 kills wins

📣 Important
If you party up as 3 players, you’ll get stuck on “Waiting for Party” forever. Only queue as 2 players or use Mixed queue with team fill checked!
Players are immune to all damage and effects for the first 10 seconds after spawning (to prevent spawn camping). This immunity is broken if the player moves or uses an ability!

[h2]📅 Sunday, April 6th – 1v1 [/h2]

⌚ Time
7:00 PM to 9:00 PM GMT+0
11:00 AM to 1:00 PM PST

📏 Rules:
Preset Loadout of Legendary Gear and Consumables

🏆 Objective
1 life only! As soon as you kill your opponent, the match is over!

Good luck, and see you on the other side!

To join, hit the Map Selection button in the bottom-right of your main HUD and switch to "The Crypts." (See image below.)

Meet The Devs Episode 11: One Month Later and Q&A

Hello Adventurers,

We have just uploaded Meet the Devs: Episode 11!

Little over a month in Early Access, we are back with another Meet the Devs session, where we go over our community's major feedback and questions.

If you weren’t able to catch it live, you can watch the full session here!

[previewyoutube][/previewyoutube]

Weekend Deathmatch


[h2]Get ready for some intense action this weekend with 2v2 Team Deathmatch and 1v1 DMs![/h2]

[h3]📆 Saturday, March 29 - 2v2[/h3]
  • Time: 1PM PST to 3PM PST
  • Rules: Bring your own gear and consumables
  • Objective: First team to 4 kills wins
  • Important: If you party up as 3 players, you’ll get stuck on “Waiting for Party” forever. Only queue as 2 players or use Mixed queue with team fill checked!
  • Additionally: Players are immune to all damage and effects for the first 10 seconds after spawning (to prevent spawn camping). This immunity is broken if the player moves or uses an ability!


[h3]📆 Sunday, March 30 – 1v1 [/h3]
  • Time: 1PM PST to 3PM PST
  • Rules: Bring your own gear and consumables
  • Objective: 1 life only! As soon as you kill your opponent, the match is over!


Good luck, and see you on the other side!

To join, hit the Map Selection button in the bottom-right of your main HUD and switch to "The Crypts." (See image below.)

Early Access - Hotfix #8

  • Players who are banned will now see information related to their ban, rather than be stuck in an infinite loading screen
  • Fixed an issue where items on cooldown could be dropped
  • Crash Fixes
  • Players can no longer move or drop bags or toolbelts if there is a movement restriction (such as item on cooldown) applied to an item in that bag or toolbelt
  • Reduced the effectiveness of sprint efficiency on gems. Was 10/15%, now 8/10%
  • Raw Carrots now grant Max Stamina instead of Sprint Efficiency
  • Tomatoes now grant Rot Resistance instead of Sprint Efficiency
  • Increased the effectiveness of Stamina Regeneration gems.
  • Fixed issue that caused Warrior's Iron Grip tap to not be restored to the distance of 10 meters
  • Priest's Ascend perk can no longer be activated when the Priest is out of stamina
  • Priest Mirror's hitbox has been made larger to better cover the lower part of the mirror
  • Fixed Rogue's dagger evade attack not removing the Rogue from stealth
  • Rogue Claws, Blade Rush, Hunter's Shortbow Windstrike, and Priest's Sword and Buckler's Weapon Skill can now be used while sprinting.

Early Access - Hotfix #7

  • Fixed Gems giving their bonuses to players based on the item level of the parent item, not the gem itself.
    • Gems will now give the stats they say they give.
  • Fixed an issue where Dormant AI would get stuck in dormancy if they were stunned or hit reacted while dormant
  • Fixed an issue where players would lose the ability to jump if they were rapidly jumping in high latency situations
  • Fixed some abilities applying their resource costs inconsistently
  • Fixed Snare effects scaling the movement of Mantle
  • Fixed Traits not working after respawning in Deathmatch
  • Fixed an issue where Blade Rush could summon multiple phantoms for the Dunestalker perk if animation canceled by Phantom Veil


[h2]Warrior[/h2]
[h3]Skills[/h3]
Iron Grip
  • Increased the distance of the fully charged version to 20 meters, up from 15
Battle Frenzy
  • Attempted fix at Battle Frenzy still not breaking the player out of Incapacitate

[h3]Weapons[/h3]
Axe
  • Removed hit reaction from the Giant's Guillotine aftershock damage
    Developer Note: The goal of Giant's Guillotine is more damage, but was becoming used more as a way to chain stun unintentionally.
Mace and Spiked Shield
  • Attempted fix at the Quake weapon swapping

[h3]Class Tools[/h3]
Sickle
  • Reduced Wound and Missing Health damage scalars by 30%
    Developer Note: The long-term goal with this ability is to have a cooldown, but this is tricky for us to implement in a hotfix at the moment so we are temporarily reducing its effectiveness by a large margin.
[h2]Hunter[/h2]
[h3]Skills[/h3]
Cyclone
  • Increased cooldown to 8 seconds
    Developer Note: We love that Cyclone has been a popular choice for Hunters and creates a lot of exciting gameplay moments, but its frequency and ease of use is a bit too high which can cause Hunters to "kite" too easily.

    We've been adjusting the cooldown and observing changes, and will continue to adjust until we feel like its right. Previously the cooldown was 5, and now we are adjusting to 8 sec.

[h3]Weapons[/h3]
Swift Bow
  • Fixed the swift bow Evade Attack not consuming special arrows
[h2]Priest[/h2]
[h3]Skills[/h3]
Gleaming Star
  • Damage increased by 30%
Guided Star
  • Damage increased by 6.5%
Bouncing Star
  • Damage increased by 10% on the explosion and bounce hits
    Developer Note: We want to create an interesting decision between Heaven's Fury and the Stars, as well as encourage them to be used as a combo together. Heaven's Fury (and its alternates) are great choice because of its strong stun, and we'd like to encourage more use of the Stars because of its damage, so we are increasing its damage.
Heaven's Ward
  • Fixed an issue where Heaven's Ward was not costing Energy

[h3]Weapons[/h3]
Scepter
  • Restored the total follow distance of charged Scepter projectiles to 45 meters, up from 30
    Developer Note: The Scepter Charge Attacks (Press and Hold), like many mechanics in Legacy during Early Access, are a work in progress design. Currently, the Charged Attack (called Light Array Volley) will home onto targets, following them around terrain and the environment until they deal damage. If a player Evades, the projectile will fizzle and won't continue to follow the player.

    We are adjusting with the distance and power of this effect, but based on your feedback have realized that a mid-season hotfix isn't the right time to experiment with this and are reverting it back.

[h3]Traits[/h3]
Redemption
  • Fixed Redemption to once again restore 30% of the target's max HP on reviving a downed player
Star Burst
  • Attempted fix at an issue where Heaven's Ward and Heaven's Wrath Consecration areas would not work with the Star Burst traits