1. Evercore Heroes: Ascension
  2. News
  3. Demo Patch Notes 1.0.1

Demo Patch Notes 1.0.1



Thank you so much for getting in and playing the first Demo of Evercore Heroes: Ascension! Your feedback has been really valuable, so keep it coming. There's more to come in the demo as well, so stay tuned!

We've got our first patch for you today, mostly focused on some bug fixes and quality of life improvements, with a few small balance changes as well.

[h2]Bug Fixes & Quality of Life Improvements[/h2]
  • Fixed various issues with menus not behaving properly while using Keyboard.
  • Fixed an issue preventing AZERTY Keyboard users from being able to rebind controls.
  • Fixed a rare issue that was causing players to lose some functionality after interacting with an NPC.
  • We've temporarily removed the Abandon Run button from Hero mode.
  • Note: this is related to why you must quit the game each time, as sometimes players are getting into a bad state after a run, allowing them to matchmake, but preventing them from getting into the match (and thus ruining it for all players). We're working hard on a fix for this issue and will share more updates as they become available.
  • Fixed a rare issue where a player might go through a teleporter and straight back to the main menu in Hero Mode.
  • The Contest of Fortitude and Gauntlet objectives should no longer progress while a player is dead.


[h2]Balance[/h2]
NOTE: we're preparing a larger set of balance changes when we introduce Core Powers, but these are just some quick changes in response to early feedback.

  • Wallumps the Wicked should be slightly more wicked now.
  • Snowgobblers should now correctly ranged attack, making the Thrashclaw fight more difficult.
  • Increased Fyn's basic attack slightly
    Note: we'll keep an eye on the big guy for a larger balancing pass, but for now this is just to help Fyn players a small amount.
  • Increased the duration of the Stun effect applied on Fyn's Shield Toss ability.
    Note: we want Fyn to be able to effectively disable in co-op, as well as have windows of opportunity to apply damage in Hero Mode. We will continue to refine his core ability loop in future patches.
  • Increased the base damage of the Poison status effect (found in Wild).
    Note: while Wild has a lot of shards that play off one another, we felt like the base damage of the effect needs to come up. We will make more changes to this tree in an upcoming patch.
  • Poison Pop (Wild) should now apply 2 stacks of Poison on application.
  • Diamond Cells (Invention) has had its refresh rate lowered from 15 seconds to 10 seconds.


[h2]What we're working on[/h2]
  • The team is working on fixing an issue that will allow us to get rid of the pesky forced "Quit Game" flow. This is a tricky one, but we'll keep you posted - thanks for your patience!
  • We're aiming to get the Core Powers system enabled soon. You can currently gain Core Keys and Core Gems in runs, which will save to your account if you want a head-start.
  • When we enable Core Powers, we will have a large set of balance changes at the same time, taking the game from Rogue-like to its intended Rogue-lite and allowing progression.