1. Last Epoch
  2. News

Last Epoch News

Beta 0.7.3b Release and Patch Notes

Skills
  • Added a Transform tag to all transform skills.
  • Black Hole
    • Cooldown reduced to 16 seconds (from 20 seconds).
    • Damage increased by 17%.
  • All types of Bone Golem now have 60% more melee damage, but 36% less melee attack speed than the regular Bone Golem had in 0.7.3.
  • Forge Strike
    • Strength now increases all Forge Strike damage, not just physical damage.
    • Attunement now increases damage similarly to Strength, rather than adding flat physical damage.
    • Attunement now also increases the damage of Forged Weapons.
    • Your weapon’s attack rate now applies to Forged Weapons.
    • Forged Weapons expire after 10 seconds by default rather than having decaying health.
    • Forged Weapons now gain 15 health per character level.
    • Forged Weapons now draw slightly less aggro.
    • Forged Weapons now use Forge Strike’s icon and a new model.
    • Added the Minion tag to Forge Strike.
  • Manifest Armour
    • Stats granted by your body armour, helmet, gloves and boots now also apply to your Manifest Armour.
    • Slightly increased base movement speed.
  • Reaper Form
    The aim of these changes is to address the fact that many nodes only benefit Reap.
    • Added a new node that grants a chance to mark enemies for death on hit while in Reaper form (with the chance doubled for Reap).
    • Added a new node that grants a chance to cast blood tether on attackers when hit.
    • Added a new node that makes the amour bonus from Soul Shroud also apply to Poison and Necrotic Protection. (this replaces the node that granted increased armour and protections if you had killed an enemy with Reap recently).
    • Dark Harvest makes Reap kill enemies below 6% of their maximum health per point (up from 5%).
    • Death’s Door now also grants 25% increased damage while at low health in Reaper Form and can have 4 points allocated (up from 3).
    • Deathtouch Scythe now grants +2 necrotic damage with spells and attacks while in Reaper Form, doubled for Reap (from +5 necrotic damage with Reap), and can now have 4 points allocated (up from 3).
    • Harbinger of Blood now also grants 10% increased health leech while in Reaper Form.
    • Herald of Rot now also grants 10% poison chance per point while in Reaper Form and can have 5 points allocated (up from 3).
    • Ravenous Doom now grants 5 health gained on kill while in Reaper Form, doubled for Reap (from 10 health gained on kill with Reap).
    • Stable Disturbance now also grants 10% increased damage over time while in Reaper Form.
    • Sweeping Scythes makes Reap move you 15% further per point (up from 10%), but can only have 2 points allocated (down from 3).
    • Venomous Coating now also grants 10% poison duration while in Reaper Form.
    • Adjusted node connections.
    • Players with Reaper Form specialized will receive a free respec.
  • Sacrifice’s Altar of Flames now gives Sacrifice the Fire tag.
  • Shatter Strike
    • Winter's Boon can now have only one point allocated (down from 3), but increases the threshold by 25% per unique ability used (up from 5% per point).
    • Whiteout now also reduces attack speed by 10%
    • Obliteration increases the threshold by 50% per point (up from 40%).
    • Adjusted connections.
    • Players with Shatter Strike specialized will receive a free respec.
  • Sigils of Hope
    • Amended the description to clarify that it only affects you and not allies (it will affect allies in future).
    • Changed the description to clarify the effects of the buff.
    • Now increases health regen by 20% per Sigil (up from 10%).
  • Static Orb
    • Increased damage of the orb itself by 50%.
    • Halved the added damage effectiveness of the orb to keep its damage stats in line with other skills.
    • Explosion damage increased by 67%.
  • Increased Storm Totem damage by 43%.
  • Changed Summon Skeleton’s Impatience node
    • Can now have 4 points allocated (up from 3).
    • Now also increases Bone Armour duration by 1 second per point.
    • Now grants 30% cooldown recovery speed per point (down from 35%).
  • Increased Thorn Totem damage by 25%.
  • Vale Spirits
    • Can no longer take damage (previously they couldn't be hit, but could take damage over time).
    • Now deal physical damage instead of lightning damage.
    • Adjusted spell hit vfx and sound to feel more fitting.
    • Adjusted their spell's base damage and added damage scaling so that their ratio is more similar to other skills.
    • Reduced base damage by 18%.
    • Increased added damage scaling by 50%.
  • Warpath’s mana drain per second is now on its main tooltip, rather than alt. Warpath has an initial mana cost of 10, then costs 20 per second.


Passives
  • The Necromancer’s Effigies node no longer gives you a chance to sacrifice your minions and heal to full instead of taking lethal damage. It now gives you a chance when you take a hit on low life to consume one of your minions, stealing its current health for yourself.


Items
  • Added a new unique body armour, Valeroot.
  • Added a new unique 1h axe, Tempest Maw.
  • Added Forest Garb, a new body armour base type that grants armour and healing effectiveness.
  • Added Bladed Mace, a new 1h mace bace type that grants increased physical damage.
  • Added Raider Axe, a new 1h axe base type that grants added crit chance.
  • Adjusted defensive affix rarity
  • Elemental, Poison and Necrotic Protection suffixes are more common and start spawning slightly earlier.
  • Suffixes that give you a chance to retaliate with an ailment when hit are less common.
  • The added potion health prefix is rarer.
  • The increased health regen on potion use prefix is rarer and starts spawning later.


Enemies
  • Rare Fallen Osprix now deal 13% less damage with their fire aura.
  • Increased Zerrick’s health by 20% in Titan’s Canyon.
  • Added a new entrance animation for Zerrick.
  • Voice lines for Harton and Zerrick are no longer played in a random order.


UI
  • Buff and Debuff icons no longer show the seconds remaining as a number in the center of the icon. This will return as an option later.
  • Hardcore and Solo Challenge are now always available when creating a new character
  • Masochist is still only selectable if you have completed the campaign at least once.


Performance
  • Improved the performance of Lightning Nova.
  • Improved the performance of abilities that attach to targets.


Bug Fixes
  • Fixed various bugs with the search bar for passives and specialization trees.
  • Fixed a bug with passive respecs where the system only checked for if you had enough points to reach the next row of passives, rather than checking that you could reach the next highest node you invested in.
  • Fixed a bug where Hollow Finger wasn’t dropping.
  • Fixed added and increased sources of the same stat in a single tree overriding each other (ex. Holy Aura’s Redemption grants added health regen and Vital Boon grants increased health regen).
  • Fixed a bug where entities would sometimes stop moving towards a target and attack while just out of range.
  • Fixed a bug where Pyre Golems, Blood Golems, and Spectral Golems were attacking 20% more slowly than regular Bone Golems.
  • Fixed Hungering Souls’ tree not working.
  • Fixed Ring of Shield’s Enduring Defense node lengthening the duration of Ring of Shields incorrectly.
  • Fixed Shatter Stike’s Whiteout saying that it increased mana cost by 50% per point when it actually increased it by 75% per point.
  • Summon Skeleton Bone Armour
  • Fixed a bug where instead of reducing damage taken, Bone Armour would increase damage taken by a larger amount each time the Skeletons cast it.
  • Fixed a bug where Bone Armour's base cooldown was 0.9 seconds instead of 10 seconds
  • Fixed a bug where Skeletons would not cast Bone Armour on allies even if you had the correct node.
  • Fixed Skeleton Rogues having a higher aggro range than intended.
  • Fixed Summon Spriggan’s nodes not applying stat buffs.
  • Fixed allocating a point into Summon Spriggan not resummoning your Spriggan.
  • Fixed Death Knights not having minion healthbars.
  • Fixed Pyre Golem’s fire visual being below the ground.
  • Fixed an object blocking the camera in The Immortal Summit.
  • Fixed a pillar blocking the camera in Barren Aqueduct.
  • Fixed a navigation issue in the Oracle’s Abode
  • Fixed a navigation issue in the Upper District.
  • Fixed the character sheet tooltip for intelligence showing that it gave 5% ward retention if you hovered over the number.
  • Fixed a few bugs with minion ability tags for Summon Skeleton and Summon Skeleton Mage.
  • Fixed the mana globe appearing empty and the health globe overflowing on some Linux systems.
  • Fixed the option to disable the health bar directly above the player not working until you exited to character select.

Beta 0.7.3 Release and Patch Notes

Respec Systems
  • You can now remove individual points from a skill’s specialization tree.
    • Each point removed decreases the skill’s level by 1. You level up the skill as normal to regain the points removed.
    • You cannot remove a point that would invalidate other nodes you have taken in the tree. If you want to remove a point that other nodes depend on, you need to remove the dependants first.
    • The Despecialization process has not changed for switching which skills you are investing points into.
  • Reworked the system for passive respecs
    • You can now respec any passive point, if the following requirements are met:
    • You must meet the requirements for all nodes you have after the respec occurs (e.g. if you have points in a node that requires level 15 in a mastery then you must maintain at least 15 points allocated to nodes with a lower requirement in the same tree).
    • If you have unlocked the mastery classes then you must maintain at least 20 points in the base class when respeccing.
    • The gold cost for respecing a passive point from a node now depends on the number of points you have invested in the node, the level requirement of the node, and whether the node is in a mastery class.
    • Gold cost no longer increases based on how many points you have refunded previously.
    • Respecs must still be performed at a Chronomancer.
  • It is now possible for us to grant free respecs when a skill specialization tree or set of passives is changed in an update. This will be handled on a case-by-case basis.
  • Characters brought forward from previous updates will have the correct number of passive and skill points, but they will be unallocated.
Buffs and Debuffs
  • Buffs and debuffs on your character now appear as icons right above the action bar.
  • Each effect has a border to indicate its duration, in addition to a number counter.
  • Buffs have circular icons with a green border.
  • Debuffs have hexagonal icons with a red border.
  • Effects with multiple stacks will have the number displayed at the bottom right of their icon.
  • Mousing over an icon will display a tooltip with the name and details of the effect.
  • Not all effects currently appear, but the most common ones do. We will be adding support for more.
Campaign
  • Implemented the sixth chapter of story content, including new zones, monsters and quests.
  • Revamped the boss fights with Admiral Harton and Spymaster Zerrick, including new models, animations, skills, sounds and voice acting.
  • Moved the encounter with Spymaster Zerrick to Titan’s Canyon and adjusted the zone’s layout.
  • Reworked Maj’elka into two separate zones.
  • Remodeled the Oracle’s Abode.
  • Adjusted the enemy types present in Maj’elka and Titan’s Canyon.
  • Added a new side quest to the Majasan Desert.
  • Added the Wraith Caller to the Wraith Dunes. This is an imperial construct that can be destroyed to stop the wraiths from spawning.
  • Updated chain models in zones close to the Temple of Eterra.
  • Sheltered Wood is now accessed from Council Chambers after you reach the Lower District.
Social
  • Added the Social panel, opened with H. (S, O, C, I, A, L and F were taken)
  • You can now send whisper messages to other players with a variety of commands, followed by a space and their username. (/tell, /msg, /w, @, /dm, /message)
  • Usernames with spaces have been converted to use underscores so message commands work correctly.
  • You can now add other users as friends. One user sends the other a request, and if the request is accepted, the two become friends.
  • You can now set a status, which will be visible to people looking at their friends lists.
  • You can now block other users, preventing you from seeing their messages.
  • Improved the visibility of chat text.
  • Increased the character limit of chat messages to 220 (from 140).
  • You are now required login to the game using your email, which avoids what you use to login (previously username) being very public. You can choose to hide what you enter into the email field (like the password field does by default).
Skills
  • Summon Skeleton is now two skills: Summon Skeleton and Summon Skeleton Mage.
  • Added a skill tree for Forge Strike.
  • Added a skill tree for Frenzy Totem.
  • Added a skill tree for Ring of Shields.
  • Added a skill tree for Soul Feast.
  • Added a skill tree for Spriggan Form.
  • Added a skill tree for Summon Scorpion.
  • Added a new skill tree for Summon Skeleton.
  • Added a skill tree for Summon Skeleton Mage.
  • Added a skill tree for Tempest Strike.
  • Changed Companion Activatable Abilities.
    • Each one is now an instant cast skill.
    • Wolf - Howl
      • Now grants 50% increased damage (up from 10%).
      • Now also grants frenzy (20% increased attack and cast speed).
      • Increased area of effect by 96%.
      • Lasts 3 seconds (down from 6).
      • Mana cost is now 40 (up from 18).
      • Cooldown is now 10 seconds (up from 4).
      • Can no longer stack.
    • Bear - Bear Roar
      • Now taunts enemies instead of fearing them.
      • Now heals the Bear for 50 health for each enemy taunted.
      • Increased area of effect by 125%.
      • Mana cost is now 40 (up from 18).
      • Cooldown is now 12 seconds (up from 6).
    • Sabertooth - Flurry Swipe
      • Increased base damage by 400%.
      • Increased area of effect by 125%.
      • Now has 50% reduced added damage scaling.
      • Mana cost is now 36 (up from 18).
      • Cooldown is now 10 seconds (up from 6).
    • Scorpion - Venom Nova
      • Now also releases a spiral of poisoning projectiles.
      • Poison from Poison Nova has 100% increased effect (up from 25%).
      • Mana cost is now 45 (up from 18).
      • Cooldown is now 10 seconds (up from 6).
    • Spriggan - Rejuvenating Wind
      • Now restores 150 health (up from 90).
      • Now also restores 15 mana.
      • Mana cost is now 36 (up from 18).
      • Cooldown is now 12 seconds (up from 6).
  • Aura of Decay now reduces poison damage taken by 45% while active (down from 50%).
  • Bone Golem
    • Now has a 15% chance to retaliate with Bone Nova when hit (previously they retaliated after taking damage equal to 12.5% of their maximum health).
    • The Bone Hail node now gives +5% chance to retaliate per point (from 5% reduced health threshold for retaliation), but can only have 5 points allocated (down from 8).
    • The Flight of the Femurs node no longer increases the health threshold for retaliation, but now increases the projectile speed by only 25% (from 50%).
    • Added a new node, "Betrayal", which triples the chance for Bone Nova retaliation when a Bone Golem is hit by its summoner or one of their allies.
  • Changed Eterra's Blessing mana cost to 32 (from 40).
  • Stats from your equipped shield now apply to the shields summoned by Ring of Shields.
  • Shield Rush’s movement speed now scales with increased movement speed.
  • Spriggans now gain 4% increased healing effectiveness per point of attunement.
  • Tempest Strike
    • Northern Wind now has a chance to freeze.
    • Adjusted the base damage of spells so that their damage is higher and more similar to each other (with cold being lower to compensate for it having a larger AoE and a chance to freeze).
    • Adjusted skill description.
  • Increased the radius of Werebear Form’s Roar by 50%.
  • Clarified the tooltips of many augment tree nodes that add attribute scaling.
Passives
  • Acolyte
    • Added a node which grants your minions increased armour and protections per character level.
    • Unnatural Preservation now grants 8 necrotic and poison protection (up from 7), but can only have 4 points allocated (down from 5).
  • Beastmaster
    • Healing Bond now also increases companion revive range by 10% per point.
    • The Chase now also increases companion revive speed by 6% per point.
    • Partner now also increases companion revive speed by 10% per point.
  • The Mage’s Elemental Cunning now also grants 5% increased elemental damage.
  • Necromancer
    • Added a new node that increases your maximum number of Skeletons by one.
    • Added a new node that increases your maximum number of Skeletons by one per point, but reduces their health..
    • Added a new node that increases your maximum number of Skeleton Mages by one.
    • Added a new node that grants ward on minion death and ward retention.
    • Added a new node that increases your minions health and armour and makes them reflect a flat amount of damage to attackers.
    • Added a new node that grants you intelligence and grants your minions increased critical strike chance.
    • Added a new node that grants your minions critical strike multiplier and chill chance.
    • Added a new node that gives a chance per point for minions to die instead of you if you take lethal damage, which also increases your minions' fire damage and bow damage.
    • Added a new node that gives you and your minions a buff on potion use, which grants health gained on hit and increases attack and cast speed. Also grants flat health.
    • Removed Bone Brewer (flat health, gain armour on potion use).
    • Removed Grave fragments (increased minion health, armour, and physical damage).
    • Removed Reconstruction (increased health regen on potion use).
    • Removed Sharpened Bones (minions have increased crit chance, but take increased physical damage).
    • Removed Sharpened Souls (minions have additional crit multi, but take increased necrotic damage).
    • Removed Taste of Death (physical and necrotic penetration).
    • Removed Undead Intellect (intelligence and chance to take less damage on minion skill use).
    • Removed Undead Devotion (chance for minions to die instead of you).
    • Removed Ward Vortex (increased ward retention and increased ward gained from Wisp Weaver).
    • Blood Armour can now have 8 points allocated (down from 10)
    • Empty The Graves no longer requires you to have used a minion skill recently, but grants 4 armour per point (down from 5), and can only have 4 points allocated (down from 5)
    • River of Bones now also increases your minions freeze chance.
    • Wisp Weaver now grants a 13% chance per point to gain ward (up from 7%) and can have 8 points allocated (up from 5).
    • Rearranged a lot of nodes and connections.
    • As an experiment this tree has many more connections than other mastery trees.
  • The Sentinel’s Retribution counterattack now has a 0.2 second cooldown.
  • Sorcerer
    • Added a new node that grants chill chance and a chance to chill attackers when hit (the chance to chill is doubled for cold skills).
    • Added a new node that grants increased spell damage (doubled if you have used a high cost skill recently).
    • Added a new node that grants a chance to cast spark nova on distant enemies that you crit.
    • Added a new node that grants increased elemental damage, elemental protection, and stun chance with elemental spells.
    • Added a new node that grants ward equal to your intelligence when you use a potion.
    • Removed the Brilliance nodes.
    • Removed Serum Visions (increased ailment duration).
    • Removed Reaction Point (mana cost reduction on lightning crit).
    • The nodes that grant penetration for a single element (e.g. fire penetration) now give 40 penetration (up from 30) and also grant health leech for damage of that type.
    • Arcane Avalanche no longer increases stun chance, but now freezes nearby enemies when a hit leaves you below half health. It also now grants 25% increased freeze chance per point (up from 15%).
    • Arcane Current now grants 50% increased shock effect per point (from 30%), but can only have 8 points allocated (from 10).
    • Arcane Insight's buff now grants 15% increased spell damage and ward retention (from 15% increased elemental damage).
    • Crackling Precision now grants 10% increased crit chance, doubled for lightning skills (from 12% increased crit chance for lightning skills).
    • Cryomancer now gives 15% increased freeze chance per point instead of 2% chill chance per point.
    • Dragon Breath now goes in the opposite direction by default and the direction can be reversed by Mirror Breath (just like Dragon Mage).
    • Inferno now gives 8% increased elemental damage over time and 2% increased ignite duration (from 12% increased fire damage over time).
    • Mana Shell now gives 4 mana per point (up from 3).
    • Warder now grants 10 ward per point when you hit an enemy with a fire, cold, or lightning spell (with a separate 10 second cooldown for each element), but no longer grants health or ward retention.
    • The vitality node now also grants 4% increased chill, shock, and ignite duration per point (from 3 armour per point).
    • Many node positions have changed, especially in the top half of the tree.
  • The Shaman’s Heorot's Path node now gives 30% increased freeze chance per point (up from 25%) and can have 10 points allocated (up from 8).
  • The Spellblade’s Shiver Armour node now also grants 20% chance to chill attackers when hit per point.
Mechanics
  • Base mana is now 50 at level 1 (down from 100), but characters now gain 0.5 mana per level (scaling to 100 at level 100).
  • Hardcore characters are now converted to softcore on death.
  • They lose the hardcore tag when they die.
  • Their progress no longer affects the hardcore ladder after they die.
  • They have access to the softcore stash instead of the hardcore stash after they die.
  • Adjusted the bonuses that “magic” rarity enemies get.
  • Now: 80% more health, 35% more damage, 20% more item drops.
  • Previously: 120% more health, 40% more damage, 25% more item drops.
  • Protections on enemies now scale to maintain the same mitigation percentage when their health is scaled from rarity or area level. Most enemies don’t have protections.
  • Masochist and Solo Challenge can now be disabled for a character in the settings window. They cannot be re-enabled once turned off.
  • AI range calculations now take the size of their targets into account. This should prevent minions running into large enemies rather than attacking them, and similar issues.
Items
  • Added 4 new uniques.
    • Cinder Song, a wand.
    • Hollow Finger, a ring.
    • Morditas’ Reach, a polearm.
    • Orian’s Eye, an amulet.
  • Bone Harvester now also grants 9 Intelligence.
  • Added a new suffix for 2h weapons that adds to all your attributes (strength, dexterity, intelligence, attunement, and vitality).
  • Added a Chance to Shock Attackers suffix that appears on Shields and Relics.
  • Added a Flat Damage Reflected to Attackers prefix that appears on Body Armour and Shields.
  • Added a Percent Damage Reflected prefix that appears on Body Armour and Shields.
    • The amount of damage reflected is calculated after your damage mitigations are applied. The damage reflected cannot be mitigated by enemies.
  • Added a Critical Strike Avoidance suffix for gloves, helmets, boots, rings, and belts.
    • If you have 20% Critical Strike Avoidance means crits against you have a 20% chance to be downgraded to regular hits.
    • You can get 100% crit avoidance from 3 well rolled T5 crit avoidance suffixes.
  • Added Mana suffix
    • Increased the values at higher tiers.
    • Can now roll on gloves and helmets.
    • Increased drop rate due to the changes to the mana system.
  • Buffed freeze chance affixes
    • Increased the values of the Increased Freeze Chance affix. Values are about 60% higher at tier 5.
    • Increased the values of the Freeze Chance and Cold Protection affix. Values are 100% higher at tier 5. Cold protection values were not changed.
    • The Freeze Chance and Cold Protection affix can now also roll on gloves.
  • The "Increased Health" and "Increased Armour and Protections" suffixes can no longer roll on gloves.
  • Reduced the gold dropped by each stack of gold by about 30%.
  • Adjusted item cost formula. The new formula takes affix tiers and base type level requirement into account so late game items will cost more gold. Different item types also cost different amounts of gold. For example, rings and amulets are more expensive than other items.
UI
  • Updated the login screen with a new background, new information and the ability to change settings.
  • Added new portraits to many NPC conversations.
  • Updated the text for enemy names and modifiers.
  • Made it much easier to read, as was done with other text in 0.7.2.
  • Normal enemies have white names, while Magic enemies have blue names, Rare enemies have gold names, and Unique enemies (i.e. bosses) have pale gold names.
  • Item comparison tooltips now show the change in attack rate (for weapons) alongside the other stat changes.
  • Added new icons for Skeletons and Skeleton Mages.
  • Improved minimap icons for minions.
  • Portals now appear on the minimap.
  • Added on hover glows to dialog options.
  • Updated the UI for loading screens.
  • Added a “Defense Stats” tab to the character sheet.
  • More stats are now shown in the character sheet
    • Critical Strike Avoidance
    • Health Gained on Hit
    • Health Gained on Melee Hit
    • Health Gained on Kill
    • Health Gained on Block
    • Damage Leeched as Health
    • Melee Damage Leeched as Health
    • Spell Damage Leeched as Health
    • Damage Dealt to Attackers
    • Percent Damage Reflected
    • Maximum Companions
    • Increased Companion Revive Speed
    • Increased Companion Revive Range
    • Chance to Shock Attackers
    • Increased Healing Effectiveness
    • Increased Cooldown Recovery Speed
  • Improved the appearance of the FPS display.
  • The color of the FPS display is now changed by pressing shift + f11.
Sound
  • Added a new music track to the title screen.
  • Added a new music track for sidezones in Chapter 2.
  • Every category of item (i.e. bladed weapon, blunt weapon, armour, jewellry, crafting material) now has its own set of sounds for being dropped by enemies.
  • Added more sounds for melee weapons.
  • Added a new sound for allocating passive and skill points.
  • Added a new sound for using a potion.
  • Added new crafting sound effects.
  • Added a new Primalist Swipe sound.
  • Replaced old hit sound effects for Acolyte minions.
  • Added a new sound for summoning wraiths.
  • Added new sounds for entering and exiting Reaper Form.
  • Added a sound effect to the sliding door in The Oracle’s Abode.
  • Removed sound effects for consuming corpses with Exhume. (Exhume still has a sound effect).
  • Balanced sounds for Primalist and Acolyte abilities.
  • Turned down combat dialogue lines slightly.
  • Turned down void enemy death sound effects.
  • Fixed Wandering Spirits rapidly repeating its sound.
  • Fixed some dialogue not being affected by the Voice Acting sound slider.
Performance
  • Implemented better compression and storage techniques for most textures and UI pieces. This results in less disk space being used, and less memory usage.
  • Improved the performance of overlooks in zones (especially in the Imperial Era Ulatri Cliffs).
  • Improved the performance of many particle effects by removing unneeded elements.
  • Improved load times of many zones by simplifying colliders where possible.
  • Rewrote the system for detecting what targets each ability hits. This should improve the performance of most abilities, player or enemy.
  • Improved the performance of fading objects that block the camera.
  • Improved the performance of skills that cast multiple smaller parts (ex. Charged Ground, Meteor Shower, Flamethrower).
  • Improved the performance of move-to-attack abilities.
  • Improved the performance of levelling up (less delay).
  • Improved the performance of breakable objects.
  • Significantly reduced the poly count of spider enemies.
  • Reduced the poly count of many tiles in levels.
  • Reduced extraneous log file entries.
Visuals
  • Tweaked town portal visuals.
  • Alric now has his own portal effect.
  • Upgraded Tempest Strike’s visuals.
  • Updated Manifest Weapon’s visuals.
  • Added new visuals for Ice Thorns when converted to physical.
  • Added a new visual for the end of Rebuke.
  • Replaced the Acolyte's wraiths with a new model.
  • Added ragdolling to several types of enemies and adjusted it for enemies who already had ragdolling.
  • Shield Throw, Hammer Throw, Axe Thrower, Dark Blade, and Voidfused enemies now use updated weapon models.
  • The player light can no longer cast shadows.
  • Hit flash intensity for larger enemies is now reduced linearly with radius, rather than quadratically (i.e. hit flash intensity reduces much less drastically as enemy size increases).
  • Fixed some issues with the hit flash system that prevented it from looking as intended.
  • Improved visibility of zone transition labels.
Bug Fixes
  • Fixed a bug where Bone Golem’s Flight of the Femurs node did not cause bone nova to pierce.
  • Fixed a bug with Elemental Nova where taking certain nodes in addition to the Luminaire node would cause the skill to stop dealing damage.
  • Fixed Manifest Armour not taking half damage from all sources, like other minions.
  • Fixed Mark For Death’s Bone Prison node adding a cooldown of 31 seconds instead of 20.
  • Fixed Mark For Death’s Bone Prison being labelled Frenzy Totem on mouseover.
  • Fixed the maximum for Reaper’s Mark scaling incorrectly, resulting in a much higher cap than intended.
  • Fixed a bug where enemies hit by one of Tempest Strike’s effects could not be hit by any of the other effects triggered by that Tempest Strike.
  • Fixed Tempest Strike’s physical spell counting as a melee attack instead of a spell.
  • Fixed Tempest Strike’s cold spell dealing partially physical damage.
  • Fixed Tempest Strike’s effects playing incorrect sound effects.
  • Fixed a bug where Sabertooth’s Camouflage node did not cause the Sabertooth's dodge rating to scale with your dexterity.
  • Fixed Sabertooth’s Flurry Swipe only being able to hit a single enemy 2 times, instead of 3.
  • Fixed ground effects projecting onto the Sabertooth.
  • Fixed the Scorpion playing Wolf sounds when using abilities.
  • Fixed a bug where companions other than wolves would not retain names after zone transitions.
  • Fix a bug where move-to-attack commands could sometimes cause the player to move slowly or awkwardly when close to the target.
  • Fixed a bug where using a skill with multiple projectiles on an enemy at very close range could destroy all the projectiles even though only one hit.
  • Fixed a bug where skills that cast multiple parts could cast more slowly than intended at low framerates (especially if they were supposed to cast particularly quickly).
  • Fixed the Lich’s Survival of the Cruel node granting too much leech.
  • Fixed the Spellblade's Shiver Armour not proccing as it should.
  • Fixed a bug where ward did not have any effect on stun chance when you had negative stun avoidance.
  • Fixed the health and mana numbers at the bottom of the screen and in the character sheet not matching due to different rounding.
  • Fixed a bug where scaling decimal values in tooltips were displayed incorrectly for some people depending on system locale.
  • Fixed the affix range display on item tooltips being incorrect for some hybrid affixes when the item had an affix effect modifier (for example, rings have no affix effect modifier but affix values on one-handed weapons are 50% higher).
  • Fixed a bug where the item comparison tooltip did not show the attack rate of the equipped item.
  • Fixed affix shards being displayed incorrectly while being hovered over.
  • Fixed Nodachi being rotated incorrectly.
  • Fixed Blood Scorpions creating blood particles after death.
  • Fixed Phrax enemies not outlining correctly.
  • Fixed a rock blocking the camera in Broken Hills.
  • Fixed a wall blocking the camera in the Temple of Eterra.
  • Fixed some crates being inside a rock in the Shattered Valley.
  • Fixed a chest in Forlorn Streets being inaccessible.
  • Fixed the player floating above the ground slightly in Ultatri Cliffs.
  • Fixed the waypoint being off-center in the Temple of Eterra.
  • Fixed stashes in the End of Time not having waypoint icons.
  • Fixed a bug where challenge modes were enabled before you had beaten the campaign on one character.
  • Fixed an issue preventing the ladder from updating.

Beta 0.7.2b Patch Notes

UI
  • Overhauled the appearance of NPC dialog windows. Some additional changes are planned.


Skills
  • Improved Minion Command system (A)
    • If there are no enemies near the target point minions will attack the closest breakable to the target point
    • If there are no enemies or breakables near the target point minions will move to the target point
    • Improved the performance of giving minion commands
  • Aura of Decay’s Aura of Terror node now grants 34% chance to fear per point (up from 11%).
  • Ice Thorns
    • Reduced damage and freeze chance by 10%.
    • The Farwood Heart node now gives 25% increased cold damage and freeze chance per stack (from 20% increased damage and freeze chance per stack).
  • Reaper Form
    • Removed the node that causes you to cull enemies with any skill while in Reaper Form.
    • Added a new node that increases the health that Reap restores on hit and increases your healing effectiveness while in Reaper Form.
    • Replaced the node that gave you poison chance while in Reaper Form with a node that poisons all nearby enemies when you enter Reaper Form
    • Dark Harvest causes Reap to instantly kill enemies below 5% health per point (down from 10%).
    • Death Comes Quickly now gives 25% chance per point to gain swiftness (up from 20%), and can have 4 points allocated (up from 3).
    • Haunting now gives 20% increased area of effect per point (up from 7%), but can only have 2 points allocated (down from 3).
    • Stable Disturbance causes your health to decay 10% slower per point (down from 20%), but can have 4 points allocated (up from 3).
    • Reaper's Curse now gives 25% increased damage and crit chance (from 20% increased crit chance and no increased damage).
    • Death's Door gives 1% more damage for each 1% missing health (from 10% increased damage).
    • Cursed with Knowledge now gives 1 armour per point per intelligence (from 1 health per point per intelligence).
    • Phantom Restoration now grants flat ward on hit with reap, and ward retention while in Reaper Form (from giving you ward equal to a percentage of the base amount you heal when you hit an enemy with reap).
    • Sharpened Scythes now gives +10% crit multi per point, doubled for Reap (from 10% increased crit multi).
    • From the Grave now resummons up to 1 Skeleton per point (used to give ward retention).
    • Infected Steel now gives Reap +100% poison chance, but stops it critting. It now also changes Reap’s visual to be poison themed.
    • Grave Chill now converts poison chance from the tree to chill chance and gives reap a freeze rate based on your intelligence. It now also changes Reap’s visual to be cold themed.
    • Reaper's Mark can now stack up to 25 times (up from 20).
    • Sweeping Scythes makes Reap move you 10% further per point (up from 5%), but can only have 3 points allocated (down from 5).
    • Changed several node names and descriptions.
    • Rearranged some nodes.
  • Adjusted the area of effect for Rebuke to better match its visuals.
  • Shatter Strike
    • Icy Flow now grants 20% mana efficiency per point (from 25% per point).
    • Razor Ice now increases frostbite effect by 30% per point (from 5% for each point of intelligence).
    • Chillflame now requires 4 points in Razor Ice.
    • Adjusted node descriptions.
  • Transplant
    • Adjusted Bone Armor to be [4%] less damage taken and [100] armor per point instead of [10%] less damage taken per point.
    • Plated Bone now multiplies Bone Armor’s effect by 10% per point rather than adding another 10% less damage taken modifier per point.
  • Werebear Form’s Overwhelm node now causes enemies to be stunned for 1 second rather than the default 0.4 seconds.


Voice Acting
  • Disabled out of mana line
  • Reduced the chance for being-hit and on-kill voice lines to play.


Visuals
  • Improved the visuals for Shield Rush.
  • Updated the visuals for Volcanic Orb.
  • Updated the visuals for Void Arrow (enemy attack).
  • Updated Ice Vortex visuals.
  • Updated visuals for Argolos the Blessed.
  • Updated Alric’s portal visuals.
  • Updated the fire visuals in End of Time.
  • Tweaked waypoint visuals.


Animations
  • Improved Primalist run animations.
  • Improved the Sentinel’s run animation bobbing.


Bug Fixes
  • Fixed a rock blocking the camera in The Armoury.
  • Fixed some ledges being clickable in The Armoury.
  • Fixed some objects being clickable in the Desert Arena.
  • Fixed the waypoint minimap icon being in the wrong position in Fallen Tower.
  • Fixed a pillar blocking the camera in Flooded Cavern.
  • Fixed some enemies spawning off of the walkable area in Flooded Cavern.
  • Fixed pillars in The Forsaken Trail being clickable.
  • Fixed a tree blocking movement in Frozen Woodland.
  • Fixed a missing texture in Gladiator's Rest
  • Fear not, The Imperial Dreadnaught is now The Imperial Dreadnought.
  • Fixed being able to get past some railings in Imperial Thetima and Lagonian Port.
  • Fixed a navigation issue in Lake Liath.
  • Fixed movement issues with certain tiles in the Lotus Halls.
  • Fixed the minimap for the Maj’elkan Catacombs having a missing segment.
  • Fixed an NPC being inside a cart in The Outcast Camp.
  • Fixed Ruined Shrine not having a minimap.
  • Fixed a chest being unreachable in Serpentine Desert.
  • Fixed an unreachable part of Shrouded Plateau being on the minimap.
  • Fixed a wall blocking the camera in Titan’s Canyon.
  • Fixed some small visual issues in the Ulatri Cliffs (Imperial).
  • Fixed a bug where spires could be pushed or pulled and this could result in them ending up out of bounds.
  • Fixed collision issues with some types of rocks.
  • Fixed a wailing sound effect playing in places that weren’t intended.
  • Fixed the name zones sometimes wrapping to a new line above the minimap.
  • Fixed the Druid’s Woodlore passive granting 2 vitality to the player instead of 1.
  • Fixed Aura of Decay’s Loathing node not working.
  • Fixed Aura of Decay’s Poison Skin node not poisoning enemies.
  • Fixed Aura of Decay’s Poison Skin node not increasing self-inflicted poison stacks per allocated point.
  • Fixed nodes for Fireball that add additional projectiles adding twice as many as intended.
  • Fixed Ice Thorn’s Thorn Shield node causing it to revert to Thorn Burst’s behavior.
  • Fixed the increased area of effect node for Rebuke not increasing the visual size of Rebuke.
  • Fixed Shatter Strike having the wrong icon for its root node.
  • Fixed Shield Throw’s Avenger’s Wrath node granting far too much crit multi.
  • Fixed two of Teleport’s nodes that cast Elemental Nova not stating they do not work when Elemental Nova has a cooldown.
  • Fixed Transplant’s Thanatophobia node stating it has an effect on departure instead of arrival.
  • Fixed Transplant’s Bone Armor triggering without putting points into it.
  • Fixed a bug where the self bleed from Transplant's Hemophilia node was applied to you once for every enemy hit, instead of just being applied once.
  • Fixed Bone Minions counting towards your total amount of Skeletons, meaning they would override summoned Skeletons.
  • Fixed Werebear Form’s Rip and Tear node stating it proc’d on entering Werebear Form instead of on using Roar.
  • Fixed Werebear Form’s Wild Command not working.
  • Fixed Werebear Form’s Wizened Claws snapshotting stat increases.
  • Fixed Werebear Form’s Wizened Claws also increasing melee crit chance.
  • Fixed Entangling Roots being oriented incorrectly when triggered by Werebear Form’s Woodland Bear if you had the Overgrown Path node.
  • Fixed Werebear Form’s Ursine Knowledge node not returning you to human form at 30% health.
  • Fixed a bug where damaging yourself or allies could proc effects like chill and retaliation.
  • Fixed a bug where minions commands would occasionally target the wrong enemy.
  • Fixed using an instant cast skill triggering a voice line.
  • Fixed a number of bugs with the chat system.

Beta 0.7.2 Patch Notes

Skills
  • Added an augment tree for Avalanche.
  • Added an augment tree for Rive.
  • Added an augment tree for Reaper Form.
  • Added an augment tree for Shatter Strike.
  • Added an augment tree for Shield Throw.
  • Added an augment tree for Transplant.
  • Added an augment tree for Werebear Form.
  • Thorn Burst is now Ice Thorns
  • Deals cold damage instead of physical
  • Fires less projectiles, but heat seeks towards enemies
  • Re-worked much of the augment tree.
  • Added a new Primalist skill, Tempest Strike, which is a short range melee attack that has a 20% chance to trigger lightning bolts, northern winds, and earth spikes.
  • Removed Summon Vale Spirit. It will be reworked into other skills/passives in the future.
  • Adjusted minion scaling and defences
    • Minions now have half as much health as before, but take half as much damage from all sources. This will make the effectiveness of healing, leech etc. on them more comparable to how effective it is for players.
    • The health of Totems, Manifest Armour, Bone Golems, Scorpions, Skeletons, Spriggans, Wolves and Vine Walls were only reduced by 40% rather than 50%.
    • The health of Wraiths and Revenants were reduced by 60%
    • Bone Golems retaliate with Bone Nova after taking 50 damage (down from 100).
    • Increased Manifest Armour's health scaling because the Sentinel has fewer sources of minion defense.
    • Primal Serpents now gain health per player level, and gain added health per point of strength and dexterity, rather than gaining increased health.
    • Increased Poisonous Vine damage by 11%.
  • Armour Shred now reduces armour by 100 per stack (up from 40)
  • Frostbite now deals 15 damage and subtracts 50 cold protection (from 10 damage and 40 cold protection).
  • Black Hole
    • Changed base cooldown to 20 seconds (up from 10).
    • Reduced outer pull radius by 22%.
    • Reduced pull strength on more distant enemies.
    • We plan to re-work Black Hole in more depth later on, but for now it’s just too strong.
  • Elemental Nova
    • Added a node to the lightning nova area of the tree that makes elemental nova channelled.
    • Added a node that reduces the mana drain from channelling, while also reducing area of effect.
    • Added a node behind the channelled node that disabling lightning nova (allowing non-lightning nova channelled elemental nova).
    • The Ascended Current node now gives 80% increased shock effect per point (up from 50%).
  • Erasing Strike is now unlocked in the Void Knight tree rather than the Sentinel tree. The unlock levels of some other skills have been adjusted to accommodate this.
  • Marrow Shard’s Shredding Bones node now has a 20% chance to shred armour per point (up from 14%), but can only have up to 5 points allocated (down from 7).
  • Rip Blood
    • Rip Blood can now trigger up to 2 blood splatters per cast (up from 1). This means that the Splatter and Eviscerate nodes are no longer mutually exclusive in terms of usefulness.
    • Splatter now has a 20% chance to cause a blood splatter per point (up from 17%).
  • Reworked Shield Throw’s base functionality
    • Now ricochets between enemies and then returns to you.
    • Ricochets to additional 2 targets after the initial target.
    • Also hits enemies it passes through on the way to its targets.
    • Fragments no longer shatter off on hit.
    • Has a 2 second cooldown that starts when the shield returns to you.
    • Reduced mana cost to 20 (from 30)
    • Increased damage by 43%.
    • Increased added damage scaling by 100%.
    • Increased throw speed by 12%.
  • Shatter Strike now creates two ellipse areas of effect which start behind you and end in front of you.
    • Previously, Shatter Strike was a single sweep that traveled clockwise.
  • Smite
    • Fixed some bugs with Smite that made it overpowered.
    • Increased base damage by 20%.
    • Reduced mana cost to 3 (from 7).
Voice Acting
  • Each base class now has some unique voice lines that they say when reaching certain points in the story, for a total of 35 unique lines.
  • Each base class now has voice lines for taking damage, running out of mana, being unable to pick-up/equip items, and being unable to use a skill.
  • Music and other sound effects will decrease in volume when story dialogue plays.
  • Added voice lines for several NPCs
    • Dolus
    • Elder Erza
    • Elder Gaspar
    • Haruspex Orian
    • Keeper Balthas
    • Trader Corbin
Sound
  • Added 6 new music tracks to the start of the game.
  • Added sounds for hovering over and clicking on menu buttons.
  • Added a sound for opening and closing the inventory.
  • Replaced sound effects for all base Mage skills that weren’t changed in 0.7.1
    • Elemental Nova
    • Fire Shield
    • Focus
    • Ice Barrage
    • Lightning Blast
    • Mana Strike
    • Static Orb
  • Replaced sound effects for many Acolyte abilities
    • Exhume
    • Harvest
    • Hungering Souls
    • Mark for Death
    • Marrow Shards
    • Rip Blood
    • Sacrifice
    • Transplant
    • Wandering Spirits
  • Replaced sound effects for several Primalist abilities
    • Fury Leap
    • Ice Thorns
    • Serpent Strike
    • Summon Sabertooth
    • Summon Wolf
    • Thorn Totem
  • Replaced the whoosh and impact effects made by all melee weapons.
  • Replaced or improved sounds for all enemies in Chapter 3.
  • Added a new skeleton death effect.
  • Added multiple sounds for picking up gold.
  • Adjusted the listening perspective. This means that sounds will not fade out as aggressively as the source gets further from the center of the screen.
  • Adjusted the volume of many combat effects such as on-hit sounds, whooshes and void enemy attacks.
Visuals
  • Overhauled the visuals for Chapter 1.
  • Replaced nearly all environmental objects in the Temple of Eterra
  • Overhauled the Imperial Dreadnought zones.
  • Improved Post-Processing in all levels.
  • Added Volumetric Lighting to the light sources and camera of most zones.
  • Improved reflection for most zones and objects by making better reflection probes.
  • Improved Character Selection Screen visuals.
  • Implemented Contact and Soft Shadows
  • Overhauled the vegetation system.
  • Experimental implementation of TAA (disabled by default), which can provide a sharper image and improved appearance of the game in motion.
  • Added new models for breakable objects.
  • Updated the effects for items that are on the ground.
  • Updated on-hit effects for most melee skills.
  • Updated visuals from summoning and around totems.
  • Updated Aura of Decay’s visuals.
  • Updated Avalanche’s hit indicator effect.
  • Avalanche’s impact visual now matches its area of effect better.
  • Improved Elemental Nova’s visuals.
  • Updated Entangling Roots' visual effects.
  • Updated Shatter Strike’s visuals.
  • Spriggan Form’s Vine Walls now have random size and rotation to decrease uniformity.
  • Adjusted Tornado’s visual effects.
  • Updated the lightning storm effect, which is used on skills like Storm Totem and Tornado.
  • Giant Scorpions now play a fiery vfx on their tails during the anticipation of tail attacks.
  • Tweaked Haruspex Orian’s textures.
  • Updated the beam effect for the Oculus Mortis enemy.
  • Updated the attacks of Voidfused Armour.
  • Added an effect for enemy skeletons that rise from the ground.
  • Increased the size of player models by about 4%.
  • Adjusted the maximum zoom level.
  • Temporarily removed stat-based visual effects on items due to the system not supporting our new weapon models yet.
Levels
  • Added 4 new Monolith of Fate layouts.
  • Breakable objects now have an outline when you mouse over them.
  • Some Ruined Era levels now have lootable corpses.
  • Reworked the presentation of time travel events.
  • Re-worked talking to Elder Gaspar when you first enter the End of Time.
  • Added more background NPCs to inhabited zones.
Performance
  • Re-worked the shadows system to use fewer resources by reducing shadow cascades.
  • Improved the Vertical Sync system.
  • Improved item tooltip performance.
  • Improved the performance of the on-hover outline system.
  • Improved the performance of all UI windows, especially parts that fade or animate.
  • Globally improved the performance of spawning enemies.
  • Improved the performance of Static Orb.
  • Fixed a bug where overhead enemy health bars were reducing performance.
Mechanics
  • Items placed in the crafting window are now saved and loaded.
  • The distance at which enemies target the player now better matches the visible area. These means that enemies will generally aggro from further away than before, but are less likely to aggro from below the edge of the screen.
    • Because of the camera angle, the distance between the player and the top of the screen is actually much larger than the distance to the bottom.
  • Reduced the distance minions will target enemies from by 8%.
  • Reduced the distance enemies will follow the player from by 13%.
  • Chill can now stack up to 3 times (from 1) but now inflicts 12% less attack, cast and movement speed (down from 25%).
  • Slow can now stack up to 3 times (from 1) but now inflicts 20% less movement speed per stack (from 45%).

Passives
  • Necromancer
    • Added 4 new nodes.
    • Removed the node that gave you increased crit chance on minion skill use.
    • Tyrant grants 3% increased health per point (down from 6%) and can have a maximum of 8 points allocated (down from 10).
    • Taste of Death grants 35 penetration per point (up from 25).
    • Rotting Army gives 7% minion poison chance and 17 poison protection (from 5% and 15)
    • Undead Intellect has a 5% chance to proc its buff per point (up from 4%), but can only have 15 points allocated (down from 20).
    • Rite of Undeath no longer gives your minions additional necrotic and elemental protection, but instead increases their necrotic and elemental damage.
    • Embrace of the Grave no longer gives your minions elemental protection, but now gives your minions 5% increased armour and physical damage.
    • Marrow Armour now drains 4% of your current health per second, regardless of the number of points invested (from 1% per point).
    • Reconstruction can have 8 points allocated (down from 10).
  • The Paladin’s Divine Essences now last 10 seconds (up from 7).
Items
  • Replaced the 3d models for all weapons.
  • Added a new suffix that gives a chance to chill attackers.
  • Added a new suffix that gives a chance to slow attackers.
  • Added a new suffix that gives increased armour and protections.
  • Added a new prefix for one-handed swords that gives +% base spell damage.
  • The increased spell damage prefix can no longer spawn on or be applied to one-handed swords.
  • The chance to chill suffix on weapons is now called "of Sleet" rather than "of Frostbite" to prevent confusion with the Frostbite ailment.
Animation
  • Added alternate idle animations for each base class which trigger randomly.
  • Updated the attack animations for each base class.
  • Improved animations for the character select screen.
  • Fixed run animations not speeding up in some situations.
  • Updated the Mage’s run animation
  • Improved weapon positioning for the Mage.
  • Fixed some clipping issues with the Mage.
  • Updated the Primalist’s idle animation.
  • Fixed the Primalist’s feet clipping below the ground in some situations.
  • Fixed a rotation issue with a new Primalist armor set.
  • Implemented better animations for all NPCs.
  • Capes on Skeletons (friendly and enemy) now move using cloth physics.
Uniques
  • Arboreal Circuit’s Illusory Tree's now gains health per point of strength and attunement you have, but only lasts 8 seconds (down from 20).
UI
  • Dialogue windows now automatically close when you walk away from NPCs.
  • Added a special notification for entering certain zones that are important to the story.
  • Greatly improved the visibility of text that appears in the HUD (ex. quest objectives).
  • Improved the visibility of the minimap.
  • Improved clarity of all text
  • Updated the appearance of the health bars at the top of the screen for enemies and allies.
  • Text labels above NPCs and doors now stays the same size as you zoom in or as it gets closer to the camera.
  • Improved the visuals (and information of some) for level up, skill unlock, crafting, arena and quest notifications
  • Updated the animations for objectives in the quest tracker panel.
  • Added a text pop-up for picking up gold.
  • Improved the appearance of minimap icons.
  • Added a loading screen tooltip to clarify that minions take 50% less damage.
  • Added an explanation to the character sheet for the behavior of having an ailment chance above 100%.

Enemies
  • Added a new monolith boss.
  • Changed Void Maggots to Voidfire Maggots that explode on death.
  • Removed Soul Prisons (Soul Cages remain).
  • Void Drain from rare Void Leeches now has a time limit of 3 seconds, but leeches 40% of damage dealt as health (up from 25%).
  • Adjusted Imperial Scouts
  • Increased projectile speed by 36%
  • Reduced damage by 10%
  • Increased movement speed by 10%
Bug Fixes
  • Fixed Aura of Decay’s Corruption node tooltip not changing as you invest more points.
  • Fixed Aura of Decay's Plague Rat node not scaling the visual area of effect.
  • Fixed Frenzy Totem granting an inconsistent amount of Increased Attack Speed.
  • Fixed a bug where Glacier’s Static Collapse node was setting the total added crit chance given by the tree to -5%, rather than just subtracting 5%.
  • Fixed Mark for Death’s Desecration node interacting incorrectly with the skill’s base effect.
  • Fixed using Reap while exiting Reaper Form causing you to re-enter Reaper Form immediately.
  • Fixed a bug where Rebuke's damage did not increase when you were hit while channelling Rebuke as specified in the tooltip.
  • Fixed Rebuke not correctly increasing its damage when the player is hit.
  • Fixed Sacrifice’s Catalyst of Horror increasing mana cost by a different amount than stated.
  • Fixed a bug where Smite’s increased damage from its tree applied twice (multiplicatively).
  • Fixed a bug where added crit multi from Smite’s tree was also being applied as "more base crit multi".
  • Fixed Smite’s Righteous Overload not working.
  • Fixed a bug where the Smite teleport node was not adding a cooldown.
  • Fixed Spriggan Form's Root Wall's health not scaling with attunement or health.
  • Fixed Storm Totem’s Discharge node not causing a nova on death.
  • Fixed Storm Totem’s Frostbite node not working correctly.
  • Fixed Storm Totem’s Icicles node not working correctly.
  • Fixed Storm Totem’s Shockfury node not granting added lightning damage to minions.
  • Fixed Summon Sabertooth’s Heavy Paws node not applying additional damage.
  • Fixed Thorn Totem’s Rotten Core node not working correctly.
  • Fixed Tornado’s increased duration node not working.
  • Fixed using Wandering Spirits with the Spectral Putrescence node stopping player movement temporarily.
  • Fixed a bug where non-transform skills would go on cooldown when you came out of a transformed state.
  • Fixed a bug where Claw Totems were not scaling at all with level or attunement.
  • Fixed a bug where Healing Totems were not gaining extra health per attunement.
  • Fixed Poison Vines not scaling correctly with attunement or health.
  • Fixed Divine Essences only increasing melee damage, instead of all damage.
  • Fixed the Druid’s Defense of the Heart giving a different amount of increased protections than stated.
  • Fixed a bug where the Druid’s Regrowth passive would not grant additional mana if you manually returned to Human Form.
  • Fixed the Lich’s Darkguard passive not working.
  • Fixed the Lich’s Dance with Death node giving you 4x effectiveness at low health instead of 3x as stated.
  • Fixed a bug that made the Paladin’s Aura of Divinity passive not affect the passive part of Holy Aura.
  • Fixed a bug where the Shaman’s Elemental Shrines passive gave stats per totem instead of flat stats.
  • Fixed the movement speed buff from Eterra’s Path working incorrectly.
  • Fixed the elemental protection reduction of shock changing with sources of increased elemental protection.
  • Fixed the armour reduction effect of armour shred changing with sources of increased elemental protection.
  • Fixed a bug where the "gains damage when hit" and "gains haste and frenzy when hit" monster mods were triggering off of any damage, not just hits.
  • Fixed an enemy ability causing log file spam.
  • Fixed being able to Fury Leap through the floor near the Last Refuge Outskirts bonus chest.
  • Fixed Janeus clipping through the ground in End of Time.
  • Fixed the affix list’s scrollbar not moving all the way to the top or bottom of its frame.
  • Fixed the health text above the health globe wrapping to a new line in some situations.
  • Fixed Eterra’s Blessing using different icons in the skills and passive windows.
  • Fixed a visual error with connections to Summon Sabertooth’s Fury Swipes node.
  • Fixed a bug that would not let you shatter a fractured magic or rare item.
  • Added additional failsafes for inventory bugs.

What We've Been Working On Where to Find Us!

It's been a busy time at Eleventh Hour Games! We'd like to provide an update regarding what we've been working on, as well as announcing some changes we've decided on.

  • We are currently working on two upcoming content patches.
    • Our next update, Patch 0.7.2, is slated for early August.
    • Expect to see a Patch Preview thread posted in the near future!
  • Patch 0.7.3 will focus on adding new content to the game in the form of additional Chapter content, Time Rifts, new enemies, new skills - and more!
  • We have changed our position on a public roadmap, and we are actively working on one which we aim to release within the next couple of weeks. The goal will be to balance our need to remain agile and flexible, with the community's desire to have some insight into the order in which things will be developed. The design and level of detail have not yet been finalized. It will not be as precise as our internal roadmap.
  • The free demo is scheduled for release in Q3 2019.
    • This had been deprioritized due to the number of small updates released soon after Patch 0.7, and the delay these caused subsequent content patches.
  • Our KickStarter page contained an estimated release schedule featuring an open beta expected to begin in January. After much internal discussion, we have chosen to remove the open beta from our roadmap. We believe the benefits of being able to concentrate on finishing the game in the final months of pre-release development outweigh the value of having an open beta - particularly when a free demo will be available.
  • We're in the process of reaching out to members of the community entitled to Unique Item Design Collaborations to ask whether they are ready to begin designing their unique items. Thank you for your patience as we work through the list.
    • The wiki has a list of completed community-designed unique items here.
    • We're currently creating a schedule for other types of design collaboration.
  • As you may know, we have been making progress on voice acting. As the VA for playable characters is uniquely capable of conveying useful information to the player, it will be among the first to be made available in future patches.
  • Staves and Catalysts (off-hands) will be the next item types to be implemented. It's currently too early for us to confirm the exact patch they will be introduced in.
  • We're expecting to attend another three conventions this year, and we'll be announcing these closer to the time of our attendance. We look forward to meeting some of you!
  • Six people joined the team across May and June;
    • Three people have joined our art team.
    • One person joined the development team.
    • One person joined the QA team.
    • One person joined the sound team.


We'll have a lot to talk about over the next few weeks!

Historically we've prioritized posted news on our forum and social media. We're going to begin also posting these here so that more information is accessible here on Steam.