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Starstruck update | Patchnotes

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STARSTRUCK UPDATE | PATCH NOTES
[p][/p][h2]NEW GAME MODE[/h2][h3]Adventure Mode – The Frozen Path[/h3][p]Adventure Mode is a high-stakes run through all of Kru - your ultimate test of survival, strategy, and endurance. In The Frozen Path, your team battles across five unique regions within Kru to reclaim the stolen Evercore Fragments. Longer runs, bigger risks, and wild, game-breaking builds await![/p]
  • [p]Adventure Mode is the main mode of the game and can be played in any way:[/p]
    • [p]Solo Matchmake to join a party of 3[/p]
    • [p]Duo Matchmake for 2+1 parties[/p]
    • [p]Play as Duo and Trio Premades[/p]
    • [p]Solo Mode[/p]
  • [p]Adventure Mode is available to select on the new Co-Op Mode screen or in the Solo Mode screen.  There is no pre-requisite to access The Frozen Path.[/p]
  • [p]As players progress through The Frozen Path, they will be rewarded instantly with Evercore Fragments at certain points during the adventure. We anticipate a large portion of players not making it to the end on every run, but you can still play this way as you’ll be rewarded for progress.[/p]
    • [p]Players will receive the same amount of Evercore Fragments in Co-Op or Solo Mode, but they will continue to receive a bonus for Valor Badges when playing Co-Op.[/p]
  • [p]Players will encounter new variations of Enemies in each major region of Kru. Enemies and encounters have a unique balance setup in The Frozen Path that is separate from Co-Op or Solo Strike missions.[/p]
  • [p]Players will see an Island Tracker system during Adventure Mode, so they can track their progress run to run.[/p]
    • [p]NOTE: we are aware that on occasion, the Island Tracker may not display the correct landscape.[/p]
  • [p]To promote The Frozen Path and keep matchmaking flowing smoothly, the existing standalone co-op maps of Shiverforge Mines and Stormspire Summit are now under a section called Co-Op Quick Strikes, and are available as premade Duos and Trios.[/p]
[p][/p][h2]NEW HERO[/h2][h3]Ace Everstar[/h3][p]Ace is a gunslinger who shoots enemies with his dual blasters as well as his razor sharp wit.  He’s a fluid ranged attacker who can dial in targets via his unique Nemesis system, for maximum damage.[/p][p]Ace’s Abilities:[/p]
  • [p]\[PASSIVE: NEMESIS] Ace randomly marks an enemy as Nemesis, and will apply 25% increased damage against the market target with all attacks.[/p]
  • [p]\[HEADSHOT] Ace targets a direction and fires a piercing bullet that will do damage to all enemies in its range. If the bullet passes through his Nemesis, he will apply a guaranteed Critical Strike to that target.[/p]
  • [p]\[VAULT] Ace leaps over a target and fires two Basic Attacks at it, allowing for any Basic Attack “on hit” effects to activate.[/p]
  • [p]\[MARKING SHOT] Ace does damage to the first target he hits, and that target now becomes his Nemesis.[/p]
  • [p]\[ULTIMATE: SHOWDOWN] Ace fires a barrage of bullets into the air, and after a short delay the bullets all fly towards his Nemesis. If there is no Nemesis, it will target the closest enemy.[/p]
[p]NOTE: Ace’s ultimate is meant to apply heavy damage to a single target, and thus is overall less powerful than Cynder, so it should be available more frequently during play.[/p][p][/p][h2]QUALITY OF LIFE IMPROVEMENTS[/h2]
  • [p]\[HERO MOVEMENT & ATTACKS] We have reworked our animation system and Hero Animations to allow for more upper and lower body blending. The result should be smoother motion and better feel for all heroes.[/p]
  • [p]\[DISPLACEMENT ABILITIES] Heroes will now displace enemies where appropriate on either Basic Attacks or Abilities. This should result in more impact when certain hits land, as well as making it easier for some heroes to skirmish.[/p]
    • [p]NOTE: We anticipate some existing players will take a little time to get used to the new system, and we want to strike a good balance between precision and feel. We will continue to tune and refine this system in future updates.[/p]
  • [p]\[SHARDS IN SOLO MODE] We’ve removed certain “co-op only” shards from Solo Mode in the Flame and Wild trees.[/p]
    • [p]NOTE: We are aware that sometimes some players might see instead of the correct name, and are continuing to track these issues down.[/p]
  • [p]\[ENEMIES AFTER A DISCONNECT] Enemies will now scale if someone drops from a Co-Op game on the next Island.[/p]
  • [p]\[HERO PRICING] With the addition of Ace, we have lowered the price of all heroes going forward, to allow for a smoother ramp as players unlock new heroes. [/p]
    • [p]NEW HERO PRICING[/p]
      • [p]\[HERO 1] 0 Evercore Fragments, 350 Valor Badges[/p]
      • [p]\[HERO 2] 3 Evercore Fragments, 750 Valor Badges[/p]
      • [p]\[HERO 3] 4 Evercore Fragments, 1000 Valor Badges[/p]
      • [p]\[HERO 4] 6 Evercore Fragments, 1500 Valor Badges[/p]
    • [p]NOTE: The system does continue to scale based on how many heroes you’ve unlocked, as we feel this gives you the best choice when deciding who to play.[/p]
[p] [/p][h2]BALANCE CHANGES[/h2]
  • [p]\[ENEMIES & DAMAGE] Enemies overall have had their Health and Damage reduced, while we have increased the number of enemies in encounters. This is intended to both provide a more distinct feel when fighting different enemies as well as make damage overall less spikey.[/p]
    • [p]We have also reduced the amount of Health scaling between Solo, Duo, and Trio modes for certain enemies, as we don’t want small enemies to be damage sponges. Heroes should continue to feel powerful against small enemies in all modes.[/p]
  • [p]\[HEALING OVERHAUL] We wanted to increase the viability of hero comps in duos and trios that don’t include a Support Hero. While we want each role to have a specific purpose and unique feel, we want players to be able to make a conscious decision on comps and what they’re willing to bring (or forego) on a run.[/p]
    • [p]\[LOTUS & BEKO] have both had their healing reduced overall, with Lotus being impacted more than Beko, as she’s been very strong on all fronts.[/p]
    • [p]\[HEALING ORBS] will now drop occasionally from barrels and enemies, and heal the party for 5 health. They will cause certain shards and other effects to activate as well.[/p]
    • [p]\[RAMEN] Your individual healing potion, or Ramen, now heals for a flat amount and has a cooldown. [/p]
  • [p]\[SOLO MODE BALANCE] With the changes to Enemies, Damage, and Player Healing, Solo Mode should be much more smooth for all hero types (with some variation amongst specific heroes still of course).[/p]
    • [p]\[STORMSPIRE SUMMIT & SHIVERFORGE MINES SOLO] are both now marked as “two diamonds” for difficulty.  We wanted to normalize the difficulty, but present players with different enemies and environmental gameplay without wildly scaling enemies.[/p]
  • [p]\[SHARDS] all shards now have 5 levels of Upgrades, up from 4. Several shards have had their power redistributed to be at the start and end levels. This allows players to try and maximize power in a variety of ways, such as going for variety, or trying to max out a few key shards.[/p]
    • [p]All shards have been altered in some form. Here is a list of some of the larger changes worth noting:[/p]
    • [p]\[Basic Attack and Ability Power] have had their initial values reduced, to allow for more levels and incentivize more active shards.[/p]
    • [p]\[Parting Gift] has had its initial damage values reduced, but has a much higher output at level 5 than previously.[/p]
    • [p]\[Flex Armor] has been rebalanced significantly.[/p]
    • [p]\[Jagged Stoneskin] has been significantly increased in the damage that is returned.[/p]
    • [p]\[Bomb Rush] will now displace enemies in the area of the bomb detonating.[/p]
    • [p]\[Happy Gardner] has been changed to do a flat amount. Previously it was applying healing based on the caster’s Ability Power.[/p]
    • [p]Players will receive a “MAX LEVEL” notification when they are presented with a shard that is already at its highest level. Please don’t select this, as it won’t do anything!![/p]
  • [p]\[NEW SHARD – Fists of Fury] grants additional Attack Damage based on the amount of Luum you currently have. The more Luum, the more Attack Damage. This shard will occupy the “Basic Attack” slot.[/p]
  • [p]\[FROST EFFECTS] Players can no longer DASH out of Frost Stacks. As well, the Ice Block effect has been increased in duration to 4 seconds.[/p]
    • [p]NOTE: We felt this trivialized the challenge of Frost Enemies, and as we move damage down overall, we wanted other types of dangers. The stack count remains at 6.[/p]
  • [p]\[WALLUMPS THE WICKED] has been tuned again for both its Amber as Frost variants.[/p]
  • [p]\[ENCOUNTERS - GAUNTLET] This encounter has been tweaked so that enemies now spawn in waves, allowing players to clear enemies quickly and make capture progress.[/p]
  • [p]\[ENCOUNTERS – SURGE] The number of enemies in all versions of Surge have been increased, to account for the enemy rebalance, and to make these encounters more of a threat.[/p]
  • [p]\[CYNDER] Cynder’s Ultimate Ability Burning Heart has been increased in cost, as it’s extremely powerful and encounter changing (as intended). We didn’t want to reduce his power, so we’ve made this available less often.[/p]
[p][/p][h2]BUG FIXES[/h2]
  • [p]\[BASIC ATTACKS] Fixed a bug that was sometimes causing “stutter stepping” on melee heroes, leading to a combo flow that was not smooth. Holding down or tapping the Basic Attack button should now be equally smooth.[/p]
  • [p]\[SHARDS & SOULBOUND BLOOMS] We’ve implemented more fixes for rewards that should make them more reliable to grant.[/p]
    • [p]NOTE: We are aware that sometimes some players might see instead of the correct name, and are continuing to track these issues down.[/p]
  • [p]\[SOULBOUND BLOOMS] Players will no longer be presented with Soulbound Blooms that they already posses.[/p]
    • [p]NOTE: we will be adding more levels of Soulbound Blooms in the future, as players technically could run out of choices and be presented with “Reward Name” blank choices.[/p]
  • [p]\[KYROSS THRASHCLAW] the pillars in this encounter will now more reliably block Kyross’s eye beam.[/p]
  • [p]\[KRAGGOR THRASHCLAW] we have temporarily reduced the damage and added other mitigating factors to help with the Prism Laser sometimes de-syncing.[/p]
    • [p]NOTE: We are continuing to investigate and fix the root issue of the de-sync.[/p]
  • [p]\[HEROES] we have fixed several abilities that could cancel themselves or get into a bad state.[/p]
  • [p]\[UI] we have continued to fix various UI issues and loss of focus issues.[/p]
  • [p]\[SOUND] All Hero VO, Sound Effects, and UI Sounds should respect the Volume sliders in the options menu.[/p]
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Starstruck update spotlight

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Greetings Heroes!
[p][/p][p]Welcome to a special spotlight for our first major update: Starstruck! [/p][p][/p][p]This is our biggest update yet, and we’re excited to reveal what’s coming your way! Starstruck introduces a brand-new game mode, improved combat and pacing across the board, and of course - a totally new hero to master: Ace Everstar.[/p][p][/p][p]Mark your calendars as the update will drop Tuesday, July 29th. That’s right… it’s almost here!![/p][p][/p][p]We’ll be sharing the patch notes soon, but for now here are some of the biggest features of the update![/p][p][/p][p][/p][p][/p][h2]Venture down The Frozen Path![/h2][p]We're excited to give you a look at the brand-new mode included with this major update; The Frozen Path![/p][p][/p][p]This mode is an epic run through ALL of Kru and the ultimate test of survival, strategy, and endurance whether you're playing solo, as a duo, or as a full team of three![/p][p][/p][p]The Frozen Path has you start out in Ironcrag Hollow and journey through five distinct parts of Kru, on a journey to recover the stolen Evercore Fragments.[/p][p][/p][p]Let’s dive in![/p][p][/p][p][/p][p]Travel through ALL of Kru in ONE epic run![/p][p][/p][h2]The Ultimate Gauntlet[/h2][p]The Frozen Path is the ultimate gauntlet - the way we imagined Ascension to be played with friends. Longer runs, higher stakes, and way more room to break the game wide open with the most absurd builds you can dream up![/p][p][/p][p]The deeper... Uh, higher you venture, the more the difficulty ramps up! Not just through boosting enemy stats but by introducing unique enemy variants with tweaked abilities in each region you visit![/p][p][/p][p]But it’s not just about surviving, we’re changing how rewards work too! The Frozen Path is brutal by design, and we don’t expect you to finish it every time you play. So instead of locking rewards behind completion, you’ll earn Evercore Fragments based on how far you make it. Progress is progress, and every step counts![/p][p][/p][p]Higher risk, bigger rewards. Every island you clear will hit harder - and feel better![/p][p][/p][p]Let’s see how far you can go![/p][p][/p][h3]Blast off as Ace Everstar![/h3][p]Of course it wouldn’t be the Starstruck update without the star of the show himself, Ace Everstar! We’ve already previewed him HERE but he’ll be arriving in this update as well![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Ace will follow our existing Hero Pricing model, meaning his cost depends on how many heroes you’ve already unlocked - using in-game currency only (Evercore Fragments and Valor Badges).[/p][p][/p][p]For those of you who already own all current heroes, Ace will cost the same as your sixth unlock. No price hikes, no surprises - just make sure you’re stocked up when he drops on Tuesday![/p][p][/p][p][/p][p][/p][h2]Combat & Pacing Improvements![/h2][p]Based on your feedback, we’ve overhauled combat to make it smoother, snappier, and way more satisfying! We’ve upgraded animations, VFX, and hit reactions to make every swing, shot, and slam feel more impactful than before![/p][p][/p][p]We’ve also rebalanced pacing across the board - you’ll tear through enemies faster now, but don’t get too comfortable. The challenge has shifted to checkpoints, which will be tighter and more intense.[/p][p][/p][p]Healing has also been reworked. We’ve added more ways for you to sustain yourself during runs, giving you new tools to survive without leaning entirely on a Support. While Support heroes will always have a place (and still shine in tough fights), daring duos or trios can now pull off viable runs without one. This opens up more comp variety and will make it easier to experiment. And for you that prefer to play solo? The experience should feel more fair - and more rewarding - than ever![/p][p]
[/p][p][/p][h2]What are you most excited for?[/h2][p]Starstruck is our biggest update yet and we are beyond excited to hear from you on what you are looking forward to the most! [/p][p][/p][p]Drop your thoughts in the comments or hit us up on Discord as we'd love to hear from you![/p][p][/p][p]See you next Tuesday![/p][p][/p][p]~ Vela Team[/p][p]
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First look at a NEW HERO!

[p][/p][p][/p][h2]Straight from the stars - meet Ace Everstar![/h2][p]Some say he came from the stars, others claim he's always been around offering the best goods in the galaxy! One thing is for sure, Ace Everstar never misses his mark and always gets paid![/p][p][/p][p]With dual energy blasters and an irresistible charm, Ace isn’t in it for the glory of saving the world. He’s here for the thrill of the hunt and a nice paycheck at the end of it! Whether he’s chasing bounties or dodging the consequences of last night’s decisions, Ace moves fast, hits hard, and disappears with a big fat tip![/p][p][/p][h3]New to the roster![/h3][p]We’re excited to give you a first look at our next playable hero - Ace Everstar. You might know him as the shopkeeper but there’s way more to him than meets the eye! He’s flashy, he’s deadly, and he’s not above bending the rules if it gets the job done.[/p][p][/p][p]In this sneak peek we'll dive into his playstyle and what you can expect from him joining the crew to save the Evercore.. well, all for a price of course![/p][p][/p][p][/p][p][/p][h3]Playstyle[/h3][p]Ace Everstar is a high-mobility ranged damage dealer - perfect for players who like to stay on the move, pick off key targets, and stay one step ahead of danger.[/p][p][/p][p]Ace focuses on eliminating targets he deems his ‘nemesis’ - every hero needs one after all - and any enemy marked this way will receive increased damage from his basic attacks and abilities. Being the bounty hunter he is, Ace has multiple ways to make sure his targets won’t escape and can put on a chase by jumping over enemies and stopping them in their tracks before delivering the final shot![/p][p][/p][p]What separates a good Ace player from a great one is the ability to mark the right enemies, staying on the move while blasting your nemesis and staying out of danger doing it. His burst damage isn’t as high as Shade nor are his AOE capabilities anywhere near that of Cynder, but you’ll have a lot more consistent damage to play with as well as mobility options to utilize to change the flow of combat in your favor![/p][p][/p][p]As a ranged gunslinger with access to a guaranteed crit ability you’ll do well focusing on (crit) damage and shards that offer on-hit effects. You can’t go wrong with any shard that either uses or compliments your mobility as well! It might be wise stocking up on at least one defensive shard to avoid that unfortunate situation where you do get caught out of position - you'll thank me later![/p][p][/p][p]If chasing down your nemesis with two - pew pew - dual blasters sounds like fun, then he’s the ‘Ace’ up your sleeve![/p][p][/p][h3]Let us know what you think![/h3][p]While working on Ace Everstar we asked ourselves - what do you think? Does Ace fit your playstyle? Do you already have a build in mind? Let us know![/p][p][/p][p]Next week we’ll keep exploring what’s coming next in the major update by taking you on an adventure to to our new game mode, The Frozen Path...[/p][p][/p][p]~ Vela Team[/p][p]
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DUO matchmaking is LIVE!!!

[p][/p][h2]Greetings heroes![/h2][p][/p][p]With the release of this patch we complete our most requested feature (duo mode), add a highly requested quality-of-life change as well as a limited-time bonus event we think you’ll appreciate![/p][p][/p][p]We've halved the in-game cost to unlock Core Powers from now till the end of the weekend! It's the perfect time to jump in, play and unlock some more of the more expensive powers![/p][p][/p][h3]Patch summary[/h3]
  • [p]2+1 matchmaking is now live! You can now queue up together with your friend and find a third player via matchmaking![/p]
  • [p]You can now hold down your basic attack key to keep attacking; No more button mashing! [/p]
  • [p]We've added Tons more bug fixes![/p]
[p][/p][h3]What's next?[/h3][p]With the full launch of Duo Mode now live, we're happy to share that development is moving steadily - and we're currently ahead of schedule on our roadmap!
[/p][p]We're already gearing up for our next major update, which will introduce a variety of new features, including an entirely new game mode and the debut of our first new hero: Ace Everstar.
[/p][p]As always, thank you for your continued support and valuable feedback![/p][p][/p][p][/p]
FULL PATCH NOTES
[p][/p][h3]NEW FEATURE[/h3][p]2+1 Matchmaking – Full Duo Support is Now Live![/p]
  • [p]Simply go to the Match Start screen by visiting the Portal in Castle Everae, add one friend to your match screen, and you will be presented with “Play as a Duo” or “Matchmake”.[/p]
  • [p]For Duos that join the Matchmaking Queue, they will be matched with the first Solo Queue player available, regardless of region.[/p]
[p][/p][h3]QOL Improvements[/h3][p]Updated Basic Attacks. Another point of feedback we wanted to address was improving the Basic Attack feel for all heroes.[/p]
  • [p]We’ve added support to “hold” the attack button now for Basic Attack as well as allowing more movement. [/p]
  • [p]We’ve also tuned some Heroes’ attack timing and VFX.  In some cases, we’ve compensated for changed attack timing with updated damage values. [/p]
  • [p]This is a medium level change, and we’ll be continuing to look at more combat improvements in the future![/p]
[p]Core Keys and Core Gems are now granted immediately upon completion of the Encounter.[/p]
  • [p]Originally, we had designed Gems and Keys to be granted at the end of the game (to help cut down on Leavers in Co-Op), but wanted to be more forgiving and ensure you keep all the Gems and Keys you earn![/p]
[p]The Abandon Run option is now available in Co-Op runs. Originally, we had designed this to help prevent Leaving during Co-Op runs, but we’ve enabled this to make game restarts easier on everyone.[/p][p]Enemies will now Scale automatically on the next Island after a Disconnect. This will ensure that should you lose a player on your run, the balance of the game will adjust accordingly.[/p]
  • [p]NOTE:  If a player is in Co-Op and eventually drops down to one solo player, they will still encounter Co-Op specific objectives.[/p]
[p]Solo Mode now has its own screen on the Mode Selection button, indicated at the top of the screen.[/p][p][/p][h3]Bug Fixes[/h3]
  • [p]\[SHARDS & SOULBOUND BLOOMS] We’ve done a large amount of work to ensure that rewards earned at the end of encounters are granted correctly, as well as improving the performance of the menus themselves under high latency.  This should fix several of the issues players were seeing before.[/p]
    • [p]NOTE: We are aware that sometimes some players might see instead of the correct name, and are continuing to track these issues down.[/p]
  • [p]\[ENCOUNTERS] Fixed a bug where occasionally a small set of Surge encounters would not spawn enemies correctly in Shiverforge Mines.[/p]
  • [p]\[ENCOUNTERS] Fixed a few various issues related to the wrong reward category being granted, and a few encounters that had too many enemies.[/p]
  • [p]\[ENEMIES] Improved behaviour of Enemies so that they should spawn more reliably and stop moving less frequently.[/p]
  • [p]\[SOUND] Hero Attack and Take Damage VO should now respect the VO Volume Slider as expected.[/p]
  • [p]\[SOUND] Fixed a bug that was causing unintended music to play on repeat games.[/p]
  • [p]\[UI] Continued to fix several “loss of focus” issues.[/p]
[p][/p][h3]Balance[/h3]
  • [p]\[BASIC ATTACKS] all heroes have had their animations tuned slightly, with some very minor and some a little more significant.  Shade and Cynder have had base damage turned up to compensate.[/p]
  • [p]\[WALLUMPS] has had his Co-Op Overshield values in each phase increased, making the fight closer to how it was originally intended.[/p]
  • [p]\[CO-OP ENEMIES] several more difficult enemies in Duos and Trios have had their Hitpoints reduced slightly.[/p]
    • [p]NOTE: We’ll be doing a large re-balance in our Starstruck Update to improve game pacing in a more comprehensive way, but for now we’re continuing to touch down enemies that have a longer fight time.[/p]
  • [p]\[SHADE] increased the Critical Strike Chance granted by Blink from 8% to 15%.[/p]
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Patch 2 is LIVE!

[p][/p][h2]Greetings heroes![/h2][p][/p][p]Thank you all for continuing to play and give us feedback on Ascension![/p][p][/p][p]This patch really focuses on finding and squashing some bugs that you've helped report - we've now fixed over 20+ issues that YOU have helped report, on top of our own list! [/p][p][/p][p]In the meantime, we hope you're continuing to enjoy the game, and keep giving us more and more feedback, as we're committed to improving the game as fast as we can. We're continuing to work on some new features, which we'll have more information on soon![/p][p][/p][p]See you in-game![/p][p][/p][h3]BALANCE[/h3]
  • [p]\[TAUNT] Increased the duration of Taunt effects from 5 seconds to 10 to help Tanks control the flow of a fight more.[/p]
    • [p]NOTE: We are working on some further improvements to this system for a future update.[/p]
  • [p]\[SOLO PLAY - ENEMIES] We have reduced the HP of most enemies in Solo Play slightly, to help increase the pace of combat.  Additionally, we have slightly reduced the damage output of most of the Golem enemies in Solo Play.[/p]
    • [p]NOTE: We are continuing to make balance changes to solo mode to bring the pace of encounters up for all heroes. We will continue to make improvements to this mode in coming updates.[/p]
[p][/p][h3]BUG FIXES[/h3]
  • [p]\[REWARDS] We have improved the reliability of the Rewards system, and you should see fewer errors in getting the proper reward or getting stuck on the screen.[/p]
    • [p]NOTE: We are continuing to make this system more reliable and more fixes are being worked on for a future patch.[/p]
  • [p]\[SOCIAL] The Leave Party functionality on the Friends List should work reliably now, enabling you to leave a premade group while in the Hub.[/p]
  • [p]\[UI] Fix for scaling issue on the Post Match screen in the Hero Info tab (hero panels were scaling huge on wider resolutions).[/p]
  • [p]\[UI] Some safety netting around focus issues on the Post Match screen[/p]
  • [p]\[UI] Fix for cursor getting stuck on right click (press & hold) abilities after interacting with some screens (e.g. Options, some Hub screens, inventory in game) [/p]
  • [p]\[UI] Fix for the Abandon Run button appearing where it shouldn’t.[/p]
  • [p]\[UI] Fix for focus getting lost on screens where there’s a scroll bar, such as Options and Hero Unlock screens. Previously, clicking on the scroll bar would result in losing focus and not being able to use the Escape key to close until focus was set again[/p]
  • [p]\[UI] Some navigation fixes on the Core Power screen when unlocking, which could result in not being able to cancel the unlocking process until you navigate back.[/p]
  • [p]\[UI] Fix for ability text not updating on language change on in-game Hero Ability Info Screen.[/p]
  • [p]\[MAPS] Fixed various collision issues in some of the Shiverforge Mines maps.[/p]
  • [p]\[MAPS] Fixed an issue that was preventing some Battlehorn encounters to spawn in solo runs of Stormspire Summit.[/p]
    • [p]NOTE: there is still a known issue where players can enter into the Battlehorn object. This will be fixed in an upcoming patch, but we thought it was important to ensure the encounters were working reliably as soon as possible.[/p]
  • [p]\[MAPS] Breakable Crystals in Shiverforge Mines are no longer displaceable. [/p]
  • [p]\[FYN] Reworked the input for Fyn’s “Get Behind Me” skill which should make his shield come up in the correct direction more reliably.[/p]
  • [p]\[HEROES] Fixed an issue where sometimes Luum pickups could interfere with player movement in high latency scenarios.[/p]
  • [p]\[ENEMIES] We have improved spawning behaviour on some encounters to help ensure enemies do not spawn in bad locations. We are continuing to improve this and will have more updates in future patches.[/p]
  • [p]\[SOUND] Fixed a bug where some ability sounds were not respecting the Sound Effect volume slider.[/p]
    • [p]NOTE: we will have more fixes for sound related issues, and VO in the next patch.[/p]
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