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Ranger Specializations - Highlights



The Ranger class in Dark Envoy presents a diverse set of specializations, each offering unique skills to overcome the impending challenges. Among them are the Sharpshooter, Gunslinger, and Bounty Hunter, each with distinctive abilities that cater to different playstyles. Let's delve into the little details of these specializations and explore how they contribute to shaping the destiny of your Ranger class.

[h2]Sharpshooter[/h2]
Sharpshooter is a ranged attacker who gains power from good positioning. The sharpshooter can eliminate primary targets from a distance without being noticed. To achieve this, he has a Scouting drone that sends an untargetable drone in the chosen direction. It can bounce off walls and reveal the area around it.



It is worth noting that enemies detected in this way are marked, meaning they receive an additional 25% damage. This strengthens each subsequent attack, making it easier for the Sharpshooter and his team members to defeat enemies.



[h2]Gunslinger[/h2]
Gunslinger, quick on their feet and even quicker with their gun. One of their basic active skills, Stream of Metal really shows how useful a fast-shooting skill can be.



And if you decide to choose the alternative version of this skill Stream of Fire, which is able to penetrate enemies, it can be even more useful in some scenarios.



[h2]Bounty Hunter
[/h2]Bounty Hunter is a meticulous mercenary who attacks their prey when least expected. Through a wide range of traps, Bounty Hunter controls the battlefield and limits their opponents' capabilities. He is also nasty enough and can berserk enemies so they turn on each other, by using a alternative version of Smokescreen



Sharpshooter, Gunslinger, and Bounty Hunter bring a dynamic blend of skills to confront the challenges that lie ahead. Whether you choose, each specialization has a role to play in shaping the gameplay style of your Ranger class.

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Please continue to share your feedback with us. Best way to do it is via the in-game Report Issue option or by joining our Discord https://discord.gg/eventhorizon and sharing it there.

We're committed to make this game as perfect as it can be,
Event Horizon team


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Patch 1.1

First Major Patch: Enhancing Gameplay, Graphics, Co-op Stability, and More
Download: 14.5 GB due to heavy changes to graphical assets


Following the initial three hotfixes, we are excited to present the first major patch, addressing gameplay quality of life features, graphic improvements (including new lip-sync and some fixes to the animations), increased co-op stability and introduction of new mechanics in co-op, and additional bug fixes that should have significantly limit experienced issues. We've also incorporated the first set of quality of life features and gameplay changes based on your requests.

This significant update has been made possible largely due to the extensive feedback received from our player community, and for this, we express our immense gratitude. As a small studio, your input has been invaluable in shaping Dark Envoy into a more polished and enjoyable experience.

In response to your reports and reviews, both negative and positive, we are meticulously reviewing and actively working to enhance various aspects of the game. The journey doesn't stop here—our team is already hard at work on the second major patch, scheduled for release in early December.

It's important to us that you know we are creating Dark Envoy with your satisfaction in mind, not for ourselves. Please continue sharing your feedback as we are committed to making Dark Envoy as close to perfect as possible.

Thank you all for being an integral part of this journey! We look forward to your continued support and input.

[h2]Gameplay Quality of Life[/h2]
  • Companions no longer have preassigned specializations so that you can now specialize them to better accommodate your party’s needs.
  • Added a slider in the settings for adjusting game speed in Tactical Mode. Note: In multiplayer host’s setting will apply for both players. (you can go for between 1% - 200% slow time, where going above 100% will accelerate the game).
  • Added an adjustable limit for the amount of quick saves - old quick saves will be safely moved to a backup folder.
  • Added tab for saves, that filters between auto, quick and manual saves.
  • Added context tooltip with descriptions for stats in the player menu and enemy popups.
  • Improved visual feedback when the currently selected unit is unable to move and/or use skills - red marking around the HP bar and portrait - should improve general responsiveness by a lot.
  • Improved controls on the world map. It will now adjust accordingly when zooming in/out near the outer bounds instead of getting stuck. Reaching locations placed near the map’s edges should no longer cause any issues.
  • Various tall objects will now dynamically fade instead of obstructing the player's view to improve visibility.
  • Reworked Gamepad Pointer.
  • Added different icons for enchantment rarity, so they are easier to shop for at merchants.
  • For multi-monitor setups, you can now change your current display in the game settings.


[h2]Balance Changes[/h2]
  • Some Enemies changed to create a unique identity to the whole family, e.g. Manaless are overall slightly weaker, but have Mana Burn. Hybrids are weaker to elemental damage but have strong lifesteal. The aim was to vary the gameplay more between different enemy families. Changes should not affect your current run significantly yet, we plan more comprehensive rebalancing with the next big Patch planned for early December.
  • Encounters at the end of random dungeons have been rebalanced to pose a greater challenge.
  • Hard and Insane difficulty should be now more challenging, some stats were not scaling properly (e.g. enemy skillpower). Critical Damage builds are still too strong, as we did not dare to ruin present runs. Overall: with Insane difficulty we are still not there yet, we are working on major rebalancing patch.
  • Experience for killed enemies is increased, especially at 10+ levels.
  • Wounded Health is now capped and can no longer reduce Max HP below 30%.
  • Certain status effects and abilities are no longer affected by Tenacity to increase their effectiveness against Bosses and other powerful enemies. These include: Armor Strip, Resistance Strip, Armor Shatter, Resistance Shatter, Taunt and Marked statuses as well as Immolate and Mana Virus skills.
  • Added 2 new types of hackable turrets for increased variety and increased number of places where turrets and other tactical environments appear (e.g. barrels).
  • Signet of Balance now reduces cooldowns by 0.5s per hit instead of 1s.
  • Crafting levels - we simplified the rules here; each Researched level of crafting will always give better crafting stats on items.
  • Boss mana pool and mana regeneration stat were greatly increased so you should no longer be able to drain their mana completely.
  • Damage dealt by Ruga’s summoned eyes was greatly reduced.
  • Inquisitor’s Apostle skill no longer generates stacks from damage over time effects.
  • Fixed the Ricochet Weapon Skill where number of bounces were scaling with Skill Power (it now bounces 2 / 3 / 4 times per Skill level, with increasing bounce range per level).


[h2]Graphics[/h2]
  • Lip-sync - redone lip-sync generation system resulting in a major improvement
  • Various Armor and Clothing updates addressing clipping and rendering issues.
  • Improved lighting in top down cutscenes
  • New Icons for Unique items
  • Reworked Bandit Chief unit model to make it more distinguishable.
  • TAA no longer causes various decals to flicker.
  • Material dither rendering was fixed on spider webs
  • Fixed occasional issues with units being able to move through solid objects.
  • Improved visuals on the Ancient Sentry boss arena: VFX, lighting and level art.
  • VFX Updates for: Grenades, Statuses, Black Holes, Explosions
  • VFX Motion Blur Glitches Fix on various skills or weapons, and statuses
  • Various VFXs shaders were updated to higher quality rendering, on skills and fire explosion
  • Lots of smaller graphics changes across all dungeons


[h2]Co-op[/h2]
We have enabled crafting, research and enchanting on the client side. We had to do some extra long testing to detect edge cases caused by network communication delays and we are sorry that we haven’t managed to ship these features on release.

Note: At this time, crafting can be only done by one player at a time - same as with trading. We will look into improving these features as soon as they’re thoroughly tested.

Known issue: In the ‘learn crafting’ quest, right after entering the City of Bones for the first time, you have to craft an item after buying 3 pieces of iron. The host has to craft this item in order for the quest to be completed.

Known Issue: Client’s weapon attacks sometimes can stop registering correctly. One solution is to reconnect again if that happens. We are working on it and will hotfix it asap.

  • Improved latency reporting between connected players. It will no longer get stuck showing 0ms if there is any delay.
  • Fixed client-side skill tree modifications and synchronization. Removed lag and reduced processing costs and data usage on client and host. Players no longer risk losing skill points when the skills are reset by the client.
  • Fixed an issue that would cause passive abilities to still be active on client units after resetting the skill tree.
  • Fixed an issue that would sometimes prohibit the client from using waypoints on procedural dungeons.
  • Fixed various issues causing desynchronization of interactable objects for the client
  • Fixed a bug that would allow the client to load a save game while connected, potentially breaking the game until restart.
  • Hide headgear` option is now correctly synced between units
  • Fixed a bug that would cause client units to repeatedly play the ‘damage received’ audio events while they were assigned certain passive abilities
  • Fixed a bug that would display a ‘Companion has joined your party’ popup on the client’s side each time they exited the player menu. This was temporarily disabled and it will only show up when the host ‘sees it’ in the next patch.
  • Fixed a bug that would assign non-controllable units to the client when joining the game in a hub area.
  • Fixed a bug that would sometimes cancel ability orders issued by the client, causing desync between client predicted actions and host’s game state, as well as various other desync/lag issues caused by casting skills.
  • Fixed dialogue choices not showing up on the client’s side. The client can highlight which choice they prefer and the host will see it on their choice panel. Note: illustrations for choices are not visible for the client. It will be addressed in a hotfix.


[h2]Bugs[/h2]
  • Fixed a bug that caused the game to glitch if a save was loaded during some dialogue cutscenes.
  • Fixed saves for players who started Leon’s companion quest before hotfix 3.
  • Fixed an issue with critical, dodge, evasion and cover occasionally not working until a save is loaded.
  • Enemies health and mana difficulty is updated immediately when changing difficulty. This also fixes an issue with some bosses not using their skills correctly on difficulties other than normal.
  • Fixed an issue where you couldn’t scroll merchant inventory.
  • Fixed overlapping UI texts in the English language. We’re working on addressing this issue in other languages as well.
  • Fixed an issue that caused a few high-level enchantments to never appear in the Relics merchant’s inventory.
  • Unit Popup will no longer flicker when the cursor hovers on another unit.
  • Shield will no longer affect the main hand weapon’s range.
  • Blademaster's Honor Duel skill will now finish correctly when either the caster or its target is defeated.
  • Fixed a bug that caused helmets to remain hidden after cutscenes when the Hide Headgear in Cutscenes option was turned on.
  • Fixed an issue that caused some skill markers to be removed too early.
  • Fixed an issue that caused some skill markers to remain even after the caster died, causing the skill to be interrupted.
  • You can now revive characters using colossus skill safely. Characters no longer go on top of each other when reviving.
  • Characters in the autonomous mode can now transform into the Colossus and won’t exit its form immediately.
  • Story units (e.g. bandits in the first mission) now drop loot when killed.
  • Fixed healing staff applying negative statuses on allies when combined with some buffs, such as the Fire Weapons skill.
  • Fixed the Guardian Flag skill not applying buffs correctly.
  • Fixed the Judgement skill marker.
  • Fixed the Shield Bash weapon skill to correctly apply a Magic Shield buff.
  • Fixed issues with the Defensive Stance skill not regenerating Magic Shield correctly.
  • Fixed a graphic issue causing some projectiles used by the Manaless units to occasionally hover above the caster indefinitely.
  • Fixed an issue that caused Titan (both for enemy units and player summons) to occasionally target allies with their abilities.
  • Fire Weapons skill autocast fixed.
  • Blood Nova skill animation fixed.
  • Sharpshooter skill icons were slightly differentiated to improve clarity.
  • Fixed issue with weight capacity not being updated properly when learning skills that affect it.
  • Fixed an issue causing the player to be unable to replace enchantments even after unlocking the corresponding Research node.
  • Fixed Unknown Visitors side objective not failing in one instance.
  • Fixed side objectives not displaying correctly in The Blue Hand quest.
  • Fixed duplicated lore notes on several quests.
  • Fixed placement of a turret in Untouched ruins so that melee combatants do not get stuck on trying to reach it.
  • Fixed issue that occasionally caused unlocked waypoints on random dungeons to be incorrectly restored upon loading the game.
  • Fixed an issue that could lead to an auto-save made after defeating Bob (the boss) to be corrupted.
  • Fixed an issue that could cause a cutscene to glitch in the Project Terminus quest if the player killed units involved in it immediately before triggering the dialogue.
  • Fixed issues that could prevent a few enemies from the spider family from spawning on random dungeons.
  • Player units will no longer be automatically deselected when inflicted with Fear, Taunt or Berserk.
  • Fixed an issue that caused cinematic subtitles to get stuck on the first line when approaching Free Phoenicia.


[h2]Miscellaneous[/h2]
  • Fixed some missing strings in the language versions. Remaining issues will be addressed in following hotfixes.
  • Volume of character barks was standardized.
  • Increased the reward for finding a secret room in the Forbidden Fortress
  • To increase random dungeon diversity, each of them will now only include units from a single enemy family, randomly chosen from a pool fitting its theme.
  • Saves can now be manually attached when reporting issues through the in-game tool


[h2]Performance[/h2]
  • Added a script for improved culling of quests assets on dungeons.
  • Improved rendering time for certain enemies.
  • We are aware of still existing problems: 1) occasional memory leaks that cause the game to slow down considerably the longer you play and require restart 2) the game sometimes not shutting down properly. This is our focus for the next Patch.


[h2]Known Issues :([/h2]
Players currently undertaking the quest: "Predator turned prey" in Secret Hideout location may encounter a game-breaking bug where the story fails to progress after defeating the boss (Ruga). This issue stems from previous changes and is being addressed promptly. We are working on a hotfix to resolve this issue as soon as possible.

In the meantime, we recommend one of the following solutions:
1) Load the game from a save point just before entering the dungeon.
2) Please kindly send us the broken save game to [email protected] or join our Discord, and we will manually fix the save for you.

EDIT: Solved in a hotfix released now.



Next patch (early December) will focus on rebalancing the game (this will be a major change), changing/upgrading skills which are deemed as not useful enough, adding DPS testing arena and hand-crafted challenges and score of other requested changes -- as well as -- fixing remaining performance issues, fixing translation errors, further improving animations and visual upgrades to the locations.

Please continue to share your feedback with us. Best way to do it is via the in-game Report Issue option or by joining our Discord https://discord.gg/eventhorizon and sharing it there.

We're committed to make this game as perfect as it can be,
Event Horizon team

HOTFIX 3 - 31.10.2023

HOTFIX 3 - 31.10.2023

[h3]Third hotfix fixes many of the reported co-op and story related bugs. Further improvements will be coming in Patch 1 (scheduled for 9th November).[/h3]

Thank you for all the feedback you have shared with us!


[h3]Story fixes[/h3]


  • Leon companion quest “Stolen ideas, stolen ideals” should now be fixed for new players. Players already affected by the issue who returned to Free Phoenicia will have their saves fixed in Patch 1.
  • Fixed an issue with spawning encounter after load in research lab
  • Fixed Vasso position in a cutscene in Phoenicia Bomb quest
  • Fixed an issue where quest task was not updated after talking to Merchant Lord in Faction Meeting
  • Fixed quest mark after interacting with the gate in Theran quest
  • Fixed quest mark after interacting with the first teleport in Capital Ruga
  • Fixed an issue with loading auto saves when defeated by the inquisitor
  • Fixed an issue with already collected yellow access card reappearing after loading an auto save
  • Fixed an issue with loading an auto save after being defeating during a fight with Joe Mana
  • Fixed an issue with loading an auto save after being defeated in Research Lab
  • Fixed multiple cases of auto saves being triggered in a changing state, which could result in them being broken and unavailable for loading.
  • Fixed potential issues with cameras in cutscenes (substantially more to come in Patch 1)


[h3]Co-op[/h3]


  • Fixed: tactical mode requests toggle from client being processed twice by host after loading a save making them not working ('slow mo not working after a while on client')
  • Fixed: related to the tactical mode not working after load, fixed interactions not being registered from client side ('client can't interact with certain objects after a while')
  • Fixed: a rare occasion that an overhead dialogue ending while in regular dialogue would force UI being visible on client
  • Fixed: revive order desync allowing client to predict that a unit was revived without confirmation from the host
  • Fixed: a bug that would not allow the client to join a coop session after after being connected and the host has ended the game, loaded a save and started a new session
  • Fixed: a bug where procedural locations are not showing on client's world map
  • Fixed: camera position not synced or focused on client's units when going to new locations. There could still be some locations in which the issue occurs due to collisions with walls, but those will be fixed in a future patch.
  • Fixed: revive mechanic should now work properly and an edge case when revive would drop host framerate should be fixed (known issue: ui progress bar will not refresh properly when remote unit is reviving on host/client)
  • Fixed: major remake of skill tree mechanics for client that should fix all known issues concerning skill management (as this feature is a 'hotfix' there might be a noticeable lag when client is managing the skill tree, we will improve this feature in patch 1)
  • Fixed: an issue when loading a save game made on worldmap would leave the client in deprecated menu
  • Fixed: tactical objectives not spawning on client when changing location
  • Added: you can now ping locations you want to visit as client by clicking on the location and clicking 'explore' , the host fill see the icon blink on his world map

  • Note: this patch was supposed to contain a fix for client not participating in choices, after QA we had to push this fix for the next patch due to issues detected in release build not seen in the development environment.


[h3]Miscallenous[/h3]
  • Codex search will now work on content, not just the title
  • Fixed an issue with shelter skill that caused players to get maximum critical chance and maximum critical damage. Players affected by the issue will have their stats restored to proper values.
  • Improved unit overlay slightly, to better show currently selected units
  • Healing staff will no longer heal wounded health.
  • Armor Strip, Resistance Strip and Death Mark are no longer affected by tenacity. You can now stack them as they should be stacked.
  • Fixed an issue with Might and Mastery milestone effects not working correctly


First big Patch, mostly focusing on graphical aspects (proper lipsync and dialogue animation) as well as reported issues to unit responsiveness is already in the works and is planned for 9th November.

Please continue to share your feedback with us. Best way to do it is via the in-game Report Issue option or by joining our Discord https://discord.gg/eventhorizon and sharing it there.

Cheers,
Event Horizon team

HOTFIX 2 - 27.10.2023

Patch size: 2.5GB

[h3]BUGFIXES[/h3]
  • Fixed issue with “auto attack enemies in range” setting not being respected by characters with ranged weapons
  • Fixed a potential issue with auto saves not being loadable if made with a non-active combat barrier
  • Fixed wrong map icon for quest objectives
  • Removed input settings for ability 6, 7, 8 since these are were not doing anything
  • Removed game version info in lower right corner
  • Kills by player summons and kills by destroying explosive environments are correctly counted for kills achievements.
  • Fixed issue with black screen after interaction with woman phoenicia agent quest
  • Added quest mark after interaction with Hallas to Travel to Ancient temple to show where player should go (to ship)


[h3]FEATURES[/h3]

  • Autosave is created on every interaction with the Healing Fountain with a 10 second cooldown.
  • Added special indicator to health bar and character slots which better shows which unit is selected
  • Enemies will now be auto looted if they only have gold or ingots. As bodies without loot disappear after a while, it reduces battle body clutter and improves performance in heavy battles.


[h3]GAMEPLAY CHANGES [/h3]

  • Hackable Turrets are much stronger now and more frequent. We also added the Ancient Turret variant.
  • Added more tactical enviro (like barrels) and placed them more tactically, so they are easier to use efficiently.
  • Tweaks to some more difficult encounters with reinforcements, so they are less chaotic.
  • Reflect damage no longer bypasses magic armor - it will now deal damage to magic armor first and then to health
  • Balance changes to the companion quests - certain fights were unintentionally too difficult
  • Changed stats of Benedict’s companion quest miniboss - to be in line with other minibosses


[h3]CLASSES[/h3]

  • Player Summons (Turret, Golem, etc..) are boosted, as they were quite weak early.
  • Engineer: Increased damage on Discharge Blast and increased Stun duration
  • Engineer: Increased damage on Charge Ground
  • Bounty Hunter's agility passive icon updated
  • Fixed Sharpshooter's headshot damage calculations based on consumed mana
  • Fixed Inquisitor's unstable orb rectangle width to match actual aoe radius
  • Fixed Gunslinger's tnt barrel synergy always triggering even without required statuses applied on target unit
  • Fixed reversed Blademaster's honor duel effects on duel end.


[h3]ENEMIES[/h3]

  • Broodmother (Scorpion Elite) - increased cooldown for 2 summoning skills: Egg and Children
  • Broodmother - Increase damage for Claw skill but increased casting time 1.5s → 2.5s
  • Broodmother - Reduced Health and Armor (as it was too high for fast attack weapons)
  • Fixed Imperial Engineer's invulnerability to all statuses
  • Enemy Engineer's gun turret summon lifetime decreased from 120 to 30
  • Enemy Engineer's cover cooldown increased from 25 to 40


[h3]DIFFICULTY LEVELS [/h3]

  • Hard: Bonus Tenacity reduced from 20% to 10%
  • Insane: Bonus Tenacity reduced from 30% to 20%
  • Insane: Bonus Health - slightly reduced early but scaling more aggressively later. It was unfair early on for certain classes. Changes equal to a previous difficulty setting at level 7 and then slightly increases to level 20.
  • Insane: Enemy Cooldown Reduction: reduced from 30% to 20%, to reduce visual chaos.


[h3]CONTROLS[/h3]

  • Improved control scheme generally and how characters react to commands. It should eliminate most remaining problems regarding seemingly unresponsive characters (when in fact it was accidentally deselected). We will keep working on general responsiveness until we get it 100% right.
  • Updated default keybinds - WASD is now for camera movement and QERTF for skills. To apply these settings you need to use the `Reset To Defaults` option in input settings.
  • Fixed selecting units by pressing DPAD arrows on gamepad
  • Known Issue: you can still double-bind keys, since we did it as a feature (different action depending on context). But since it causes problems, we will remove it in the next patch and show clearly if rebinding given key causes another slot to be emptied.


[h3]CO-OP[/h3]

  • Fixed a critical inventory error that would, on rare occasions, desync the inventory state between players and would cause duplicated items preventing game saving. Added failsafes and validation of guest player’s action on host side to reconcile if a failure was detected.
  • Fixed guest player side units sometimes getting stuck in dashing animation after using a dash-based skill
  • Fixed duplicated loot on client while playing in coop
  • Fixed a critical bug where the game would break on host while a client is joining during combat and an enemy was removed from battle
  • Fixed an issue that caused unique items in coop as counted toward `Journeyman Enchanted` achievement
  • Fixed skill points desync on client after using the skill tree.
  • Combat barriers are now shown on the client side in random dungeons.
  • Known issue: sometimes a barrier on client side might not turn red on a random dungeon when combat is active.

    Upcoming COOP fixes for next patch:
    A full fix for critical skill tree issues like: broken skill tree after resetting skills, point desync, crashes after deselecting certain skills etc, is ready and under QA for the next patch. We are aware of the issues you’re facing and fixes are coming asap.


[h3]TRANSLATION[/h3]

  • We are aware of some issues with translations, especially the Chinese version. We’re working with translation company to address them as soon as possible. We apologize for that.


[h3]OTHER[/h3]

  • Fixed stuttering audio during battles
  • Reduced number of barks of characters in combat
  • Fixed some places when texts were overflowing

HOTFIX 1 - 25.10.2023

[h3]First hotfix addresses most of the reported problems so far.[/h3]
Version: 1.0.1.68345 (download size: 57 mb)

Thank you for all the feedback we have received so far.

  • Co-op region selection is now fixed. People from different locations can play together, however both need to choose the same region.
  • Keybinding resetting or not being accepted when pressing ESC is now fixed. ESC is now blocked temporarily. That was the main cause of most keybinding problems. We will have more comprehensive fix to that in next hotfix.
  • Autosave and Quicksaves can now be deleted.
  • Vertical Sync is enabled by default, which no longer causes high strain of CPU when starting the game.
  • If Vertical Sync is turned off, FPS cap is set to 60 by default. It can be changed in Settings.
  • Improved co-op stability.
  • Small tweak to AI, both for enemies and our party if in autonomous mode. We’ll keep improving this.
  • Multishot item was fixed.


Next hotfix is planned in a few days and we continue to work on further improvements.

Please continue to share your feedback with us. Best way is to do it is via the in-game Report Issue option or by joining our Discord https://discord.gg/eventhorizon and sharing it there.


Cheers,
Event Horizon team