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Legacy: Steel & Sorcery News

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

Early Access - Update #2

🗒️General Changes
  • You can now delete and rename characters by right-clicking on the character select screen
⚔️Combat
[h3]AI[/h3]
  • Enemies will now always try to return back to their spawns at maximum leash range.
    • This should feel like enemies have a shorter leash range.
  • Fixed an issue where taunted Enemies would remain attacking the downed player who taunted them
  • Fixed an issue where some Enemies would consider downed or dead targets as threats
  • Fixed an issue where Enemies would change targets in the middle of an ability
  • Mor'Thog's goblin allies will now wait for Mor'Thog to call them
[h3]Weapon Swapping[/h3]
  • When switching weapons through the Inventory, the Cooldown of Weapon Skills will activate, and refresh
    Developer Note: Switching weapons mid-fight through the inventory screen is unintended gameplay that we don't expect every player to master in order to succeed. It is also intended to be a unique trait for the Warrior class. This is the start of figuring out how to discourage this type of gameplay.
[h3]Afflictions[/h3] Hemorrhage
  • Doubled the time per tick
  • Doubled damage per tick
Frostbite
  • Reduced Max Health Frostbite damage to 25%, down from 30%
  • Limited the maximum damage frostbite can deal when applied to Huge targets to 5% of Max Health, instead of 25%
🧙‍♀️Classes
[h3]General[/h3]
  • Fixed several bugs that could cause players to get stuck in a slow walk state.
  • Auto Run is now cancelled when interacting with a loot chest.
    Developer Note: We're aware of the source of this issue; a more systemic fix will be added in a future patch.
  • Block now breaks when the value hits zero, fixing issues with being able to hold it indefinitely at zero
[h2]Warrior[/h2] [h4]Mechanics[/h4] Enrage
  • Reduced bonus damage during Enrage to 10%, down from 15%
[h4]Skills[/h4] Iron Grip
  • Reduced tap distance to 7.5 meters, reduced the fully charged distance to 15 meters
Battle Frenzy
  • Now removes Incapacitate on cast as described
Raging Shout
  • Changed the Unstoppable aura to an Unblockable one to better indicate that the status effect application pierces block
  • Fixed an issue where the Incapacitate effect was piercing Evade frames
Chain Pull
  • Fixed a white box appearing when using Chain Pull
[h4]Weapons[/h4] Deathball
  • Unstoppable has been removed from the first two normal attacks
  • Slightly reduced the width of the Evade Attack hitbox
  • Removed the Incapacitate effect from the Evade Attack when hitting targets into an object
Axe
  • Slowed down the Light Power Attack by 20%
  • Decreased damage of the Light Power Attack by 20%
  • Slowed down Heavy attacks 2 and 3 by 10%
  • Fixed an issue where the Axe appeared to have 8 Block
  • Reduced the Flatten time on the full charged Heavy attack to 1 second, down from 1.75 seconds
Mace & Shield
  • Reduced physical damage reduction stat increase to 1% per tier, down from 2%
  • Spread out the hemorrhage buildup on the mace and shield normal attacks instead of all of it being on the final shield hit, they are now as follows
    • Attack 1 - 75 buildup
    • Attack 2 - 100 buildup
    • Attack 3 - 125 buildup
    • Attack 4 - 300 buildup
  • Fixed an issue where the quake aftershock would occur after switching weapons (which means you no longer have the Perk active)
  • Fixed an issue where quake after shock would happen after cancelling the skill, before the impact happened
  • Improved the performance of the Quake VFX
[h4]Traits[/h4] Executioner
  • Reduced damage per ear from 10% to 2%
  • Increased stack limit to 5
Developer Note: This trait was overtuned and had to be brought down. We are continually to monitor Executioner and will make more adjustments as necessary.
Anchored Chain
  • Taking any action will cancel the window for activating the anchored chain
  • Anchored chain animation now has a queue for actions
  • Cancelling out of the anchored chain animation should happen at the end of it
  • Fixed the tether appearing as a white box
Killing Spree
  • Rage gained is now different values depending on the difficulty of the enemy killed as follows
    • Normal Mob - 20 Rage
    • Elite Mob - 30 Rage
    • Player - 40 Rage
    • Special Mob - 60 Rage
  • Fixed an issue where Killing Spree was getting triggered from destroying Beetles, Sentinel Birds, Divine Mirrors, and any Destructibles
Pain Management
  • Percentage of max health applied as an absorb shield reduced to 10%, down from 15%
[h4]Perks[/h4] Bonecracker Shoulders
  • Fixed an issue where Charge distance was getting increased with the shoulders
Ironspike Menace
  • Fixed the Iron Grip distance increase to be 50% instead of 100% as described
Skullcrusher Deathball
  • Fixed tooltip to display 25% crit chance
[h2]Rogue[/h2] [h4]Mechanics[/h4] Evade
  • Fixed an issue where the Long Evade would combo into another Long Evade, instead of the Short one
Teleport Effects
  • Teleports no longer remove Roots, but the teleport still works
Pickpocket
  • Pickpocket is now disabled on invisible targets
  • Fixed an issue where players could duplicate items using Pickpocket
[h4]Skills[/h4] Shroud
  • Invisibility increased to 2 seconds, up from 1
Phantom Veil
  • Invisibility increased to 1.5 seconds, up from 1
Grapple
  • Adrenaline increased to 4 granted after landing the grapple, up from 3
Creep
  • Fixed an issue where Rogues could be stuck in the creep state without stealth if they activated the ability while consuming an item.
[h4]Weapons[/h4] Daggers
  • Cheap Shot
    • The stun no longer pierces Evade frames
    • Changed the Unstoppable aura to an Unblockable one to better indicate that the status effect application pierces Block
  • Spider Bite
    • Doubled the physical damage dealt
    • Added some missing skill cancel windows to the tap, and half charged, version of the attack
[h4]Class Tools[/h4]
  • Fixed other classes being able to use Rogue Class Tools items.
Darts
  • Fixed Poison Dart impact damage to what it was supposed to be from the last patch
  • Projectile speed increased to 60 meters per second, up from 30
  • Fixed an issue where darts could be rapidly fired
  • Fixed an issue where the Paralyzing Dart Incapacitate could Pierce Block and Evade
Smoke Bomb
  • Fixed an issue where Rogue's Smoke Bomb would appear to use 2 stacks of the smoke bomb item, when in fact it used 1
[h2]Hunter[/h2] [h4]Mechanics[/h4] Attacking
  • Fixed an issue where Energy Regen was halved when performing any attack
[h4]Skills[/h4] Sentinel Strike
  • Fixed an issue where the tap version of Sentinel Strike had double the projectile lifespan
Cyclone
  • Added a Cooldown of 10 seconds
Kick Trap
  • Fixed an issue where kicking a trap while a Special Arrow is equipped, would turn the trap into a Special Arrow
[h4]Weapons[/h4] Short Bow
  • Fixed an issue where the Charge shot targeting would work on Invisible and Stealthed targets
Medium Bow
  • Fixed an issue where Elven Dance was missing Evade frames
  • Fixed an issue where Elven Dance would not consume Special Arrows
  • Fixed an issue where tap shooting would sometimes not consume Special Arrows
  • Fixed an issue where fully charged shots were applying Hemorrhage buildup
Long Bow
  • Fixed an issue where fully charged shots were applying Hemorrhage buildup
[h4]Class Tools[/h4] Special Arrows
  • Added an 8 second cooldown to all special arrows
[h4]Traits[/h4] Air Vault
  • Fixed an issue where Air Vault was missing Evade frames
[h2]Priest[/h2] [h4]Mechanics[/h4] Attacking
  • Fixed an issue where Energy Regen was halved when performing any attack
Spirit Flask
  • The Spirit Flask item is no longer usable. It can now be dropped and disgarded.

    Developer Note: The Spirit Flask is a tool used by the Priest to restore Spirit, which is used as the resource for her heals (The Q on the Scepter and Staff weapon types). This item is in the process of being updated and we temporarily have to disable it until that update is ready. In a future patch, this item will be restored to its former self. For now, we have doubled the Priests total Spirit and made it so that interacting with the Statues in the map will restore Spirit without needing the Flask.
  • Increased Priest base Spirit pool to 600, up from 300
  • Praying at the Statues grants 60% of Spirit instantly
[h4]Skills[/h4] Mirrors
  • The Mirrors will no longer look cracked and broken when they are at full health.
Heaven's Fury
  • Increased the radius of the stun and damage effect to 3 meters, up from 2.5
  • Reduced the radius of the consecration area to 3 meters, down from 3.5
  • Reduced the damage of the charged version by 30%

    Developer Note: By holding down Heaven's Fury (press and hold of the ability), you can increase its damage and make it cast faster. However, the damage that it was dealing when using the press-and-hold version was a bit too high.
  • Removed a stagger effect on the damage, resulting in the initial impact doing more Resilience damage than intended
Heaven's Ward
  • Increased radius of initial effect and Consecrate AoE to 3.5 meters, up from 2.5
Heaven's Wrath
  • Fixed an issue where Heaven's wrath would only effect 1 enemy target as it passes through, rather than all targets
  • Reduced the radius of the Damage, Stun, and Consecrate AoE to 2 meters, down from 2.5
[h4]Weapons[/h4] Scepter
  • Reduced the total homing distance of Charged projectiles to 30 meters, down from 45
  • Fixed scepter homing targeting working on Invisible and Stealthed targets
[h4]Class Tools[/h4] Prayer Cards
  • Fixed an issue where Holy Shield would put Spiritual Heal on cooldown when used
[h4]Traits[/h4] Ascend
  • Increased horizontal momentum in the direction held when Ascending

    Developer Note: This change is intended to reduce the gravity with Ascend, so that you move quicker.
Holy Sparks
Developer Note: Legacy has a mechanic called Resilience which will cause you to become immune to stuns when stunned too much in a short time. Holy Sparks was triggering Resilience too quickly and has been adjusted.
  • Reduced how much resilience damage Holy Spark applies in the first 0.2 seconds of it's lifetime, if the target is already affected by a Stun, to zero
    Developer Note: We noticed that the Resilience buff was proccing frequently whenever a Priest would place a Heaven's Fury just in front of targets, applying both the Heaven's Fury Stun, an unintended stagger, and the Holy Spark at the same time, causing a spike in Resilience damage from a single caster.
  • Reduced damage per stack to 5%, down from 10%
  • Increase length of the self buff to 30 seconds, up from 20 seconds
    Developer Note: Holy Sparks is a mechanic on the Priest that summons small spheres of light that when the Priest enters, increases her damage and movement speed. This mechanic is becoming important to the Priests kit to maintain, which isn't intended and the Holy Spark design will likely shift in the future. For the time being, we have reduced its effectiveness.
Prayer Circle
  • Fixed the Prayer Circle trait to correctly function
Improved Levitate
  • Fixed the Improved Levitate trait to correctly function
[h4]Perks[/h4] Star and Moon
  • Fixed an issue where the Star and Moon snare was piercing Snare immunities
Circle of Serenity
  • Fixed an issue where the Circle of Serenity Ray of Light Snare was piercing Snare immunities
Developer Note: We are aware of the number of bugs on other Priest Item Perks. We'll continue to work on fixing them.
🌳World
[h2]Greenwood[/h2]
  • Removed an errant fence that prevents players from walking out along the north road
  • Fixed a number of clipping and inaccessible chests
  • Updated the look of Mor'Thog's bonfire
  • Fixed a missing collision along the river and enable river splashes
  • Improved the look of the Greenwood vista trees
  • Fixed a hard-to-reach hole that could lead outside the map boundary
  • More Fixes to the Mor'Thog room to fix players able to kill Mor'Thog in unintended ways.
Developers Note: We are working on a systemic fix for this issue
  • Fixed a number of ways Rogues can get into unintended areas using Visage
  • Increased the interact range of cellar doors
⚒️Items & Progression
  • Characters now start with 3 minor healing potions and 3 tattered bandages after dying.
  • Added +10% Wound Armor to all foods
  • Removed +50% Wound Armor from Harvest Bread
Developer Note: Wound Armor is a hidden stat that protects the player from receiving any Wound until the armor is depleted, and cannot be refreshed during a match. Wound Armor is a hidden stat because it's a somewhat confusing property (even though we just told you about it)
  • Mydas potion now turns beetles into gold
  • Weapon ability cooldowns are now triggered when the weapon is equipped
  • Fixed the Ogre King Chest crafting recipe trying to pull Ogre Crates from stash upgrade slots, causing the craft to fail.
  • Various fixes for broken requirements on several quests and reducing excessive requirements on others (looking at you, apples). Some quests will now show up that were not before, including quests to defeat other players and difficult enemies
  • Leather, Spider Meat, Seasoned Wolf Haunch, Apple Pie, and toolbelts are now 1x2
  • Added missing sell prices to toolbelts
  • Gem pickups are now always uncut gems. Additionally, you can now disenchant uncut gems into gem dust.
  • Versions of the Golden Cuff treasure item sometimes have minor stats or a random socket (except for red).
  • Animated armor now drops fewer enchanted armor fragments, and the ore obtained from disenchanting them has been reduced. The chance for a rare shard has been slightly increased.
  • Fixed an issue where players could put items into equipment slots that should not be placed in equipment slots, including other classes items.
🪙Vendors
  • The barter for the treasure room key now requires more reagents
  • Toolbelts are now easier to craft, and their rarities have been decreased.
    • The number of slots granted remains the same.
  • Backpacks are now easier to craft
  • Rare quality class bags now require the uncommon quality class bag instead of ogre blood
  • Tavernmaid recipes now grant more reputation
  • Added recipes for baked potato and sliced carrots. The uncooked versions have been reduced in effectiveness, and the new cooked version have the same stats as the original potato or carrot. These recipes were added as a way to incrementally get reputation gains from the Tavernmaid, similar to cloth and leather scraps.
  • Meffin now requires Ghostly Oil instead of Ogre Blood
  • Recipe for Spicy Spider Strips now uses Sliced Carrots instead of Salt
  • Cloudweave Bandages no longer require Dried Herbs
  • All bandage recipes now create 2 bandages
  • Treasurer now has a 12 hour shop reset instead of 3 hours. His inventory has been increased accordingly.
  • Treasurer now sells a Glint Bar at reputation level 5.
  • Recipes have been added to the weaponsmith and armorer at reputation level six to create epic crystals. These recipes require blue crystals and a Glint Bar.
  • The recipes for creating blue crystals have been reduced to level five for the armorer and weaponsmith.
  • Bloodsteel and Maple Heartwood have been moved to reputation level three.
  • Mithril and Ironwood Heartwood have been moved to reputation level four.
  • Reduced the cost to purchase common weapons and armor.
  • Reduced the cost to purchase junk potions and bandages.
  • Reduced the materials to create common weapons and armor.
  • Slightly reduced the materials gained from disenchanting common weapons and armor.
  • Tavernmaid now sells more chopped wood and onions.
  • Grub Oil recipe now creates two oil.
  • Heavy Leather now requires Grave Wax
  • Wild Leather now requires Ogre Fat
  • Reduced the reputation level for Wild Leather and Faespun Cloth to 4
  • Removed class items from newly created characters. The following items are now always available in limited quantities every shop reset: Poison Dart, Heavy Spear, Prayer Card: Holy Shield, Explosive Arrow
  • Increased reputation gains from enchantress recipes with additional increases for rare quality gems.
  • Increased purchase price for blue items from vendors
🖱️UI/UX
  • Added visual feedback for cooldowns on item abilities
  • Fixed a performance issue causing hitches when rendering other player's nameplates
  • Added a UI toast for picking up an item that was made golden with the Mydas potion
  • You can now summon the context menu for items in equipment slots
  • Fixed an issue where you could interact with undiscovered items
  • Item Ability Cooldowns are now shown on item tooltips
  • Teammate colors on the Compass are now synchronized across all members of the team
    • ie, the player who is Blue on the compass is the same for everyone on the team.
  • Fixed the craftable count being incorrect in the crafting screen
  • Upgrading Items now show the base item you own as 1/1 instead of 0/1
  • The Buy Page bottom panel now clears when you buy the last item of that type the vendor has in stock
  • Disenchant now only disenchants one item at a time instead of the whole stack.
  • Fixed an issue where players could get soft locked inside of spectate
🔊 Audio
  • Updated VOIP quality and reliability
  • Updated the footstep sounds for Spiders to play at their location
  • Updated the audio mixing with the greenwood environment sounds
  • Fixed wolves not having spatialized audio
  • Updated Priest exertion sounds
  • Updated the Mor'Thog bonfire sounds

Meet The Devs Episode 10: Early Access Week 3 and Q&A

Hello Adventurers,

We have just uploaded Meet the Devs: Episode 10!

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

In this episode, we covered the State of Classes for each class, shared about our newly revamped Creator Program, and introduced the new Legacy Warden status as well. And of course - there’s always a Q&A segment where we address some of the community’s most pressing questions.

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

[previewyoutube][/previewyoutube]

Early Access Hotfix #6

  • Fixed an issue where Warrior Rampage costs double when used at maximum rage
  • Fixed numerous ways to cheese Mor'Thog
  • Fixed a hole in the terrain near the bridge extract that players were falling into
  • Fixed an incorrect value in the Rogue adrenaline trait
  • Additional fixes to prevent Rogues from getting into unintended places with Visage

Early Access Hotfix #5

  • Reverted Monsters will now attempt to attack when players are just outside their attack range
    • This will come back in a future patch
  • More improvements to prevent Rogues from entering the Treasure Rooms with visage
  • Fixed Wraiths having too little health
  • Fixed an exploit in the Mor'Thog room
  • Fixed a chest that was always spawning a ring
    • It will now spawn other items as intended
  • Updated the PSO cache, reducing stutter when viewing certain materials for the first time
  • Fixed an issue where hotkey changes were applied, but not saved unless you hit the "Accept" button.
    • Players who have to re-set their hotkeys every time they start the game should see their hotkeys saved now