Now grants 1% block chance per strength against enemies within 4m (from 100% block chance against enemies within 4m).
Changed base type from Kite Shield to Old Kite Shield. This reduces block chance to 14% (from 25%) and block effectiveness to 320-400 (from 600-800) and adds 4-10 strength.
Is rarer and has a lower chance of having legendary potential.
Scrolling up in chat now prevents the chat window moving down to show the most recent messages. However, the chat messages you’ve scrolled to will be overwritten once enough new messages are received.
When typing a chat message it is now color-coded to the channel it will be sent to.
Pressing the up arrow key in the chat input box will re-type your previous message if the input box is empty.
Added info about item linking to the chat help page.
Towns were re-enabled live last week. While playing solo, entering a town will now match you with other players in the same region so you can meet other players in Eterra. If you find yourself already in a party, you will instead be given a town instance for just your party.
When in a town scene you can now click on the player nearest to you (Right click with Mouse and Keyboard or Left Bumper/L1 with Gamepad) to open up a menu of interaction options. The options are currently the same as if you right clicked their username in chat.
Reworked phases 1 and 3 of the Lagon boss fight (both campaign and monolith versions).
You can no longer directly attack Lagon. There are instead two large tentacles, one at each end of the arena, that share health with each other and with Lagon.
Lagon still attacks as normal.
The tentacles attack the same way as regular lagon tentacles with the same damage, but with a 56% larger area.
This change was made to bypass the numerous bugs that occurred due to trying to attack a boss that was so far away from and below the walkable area.
Fixed Lagon Tentacles being tricky to hit with some projectiles like Fireball.
Fixed Lagon Tentacles’ swipe attack not hitting in Multiplayer.
Added a ground visual effect around Lagon Tentacles.
Overhauled rat enemies with new visuals, abilities and sounds.
Voidfused Forge
Magma pools appear on the ground slightly faster and deal ~23% less damage.
Melee attacks deal twice as much damage.
Updated Immortal Eyes and Oculus Mortis enemies with new abilities, including new visual effects and sounds. Their death explosions deal ~33% more damage.
Added new idle animation variations for Wolf enemies.
Updated the visual effects for killing enemies with Necrotic or Void damage.
Updated the casting visual for Winged Fire skybeams.
Adjusted the coloring for Fume enemies and their abilities.
Updated the visuals of Osprix Lightmage meteors.
Updated the Tri-Nova and death visuals of Flame Gryphons.
Updated the visuals of Lightning Elementals.
Updated the snow visuals on Wengari Outriders.
Updated the weapon models used by skeleton enemies.
Made the sizing of skeleton enemies more consistent.
Most skeleton enemies now have physics on death, their bones falling to the ground.
Ability icons on the actionbar are now greyed out while in a town in Online mode to show that they can’t be used.
Added a “shine” effect to ability icons when they come off cooldown.
Adjusted the colors for mouse over outlines to be less saturated. Neutral objects now have a slightly blue outline.
Added a slight outline around chat text to make it more visible.
The World Map now shows the level of the zone you have selected.
The crafting window now shows how many runes are left of the current active rune.
The crafting window now shows more clearly which affixes will be affected by the procedure, for example, highlighting the flows to empty slots that will be filled.
The orange glow effects in the crafting window are now animated.
There is now a brief delay between dying and the death screen appearing so that you can see your character’s death animation.
There is now a brief timer before you can click the respawn button.
This patch includes a lot of low-level changes to the game’s networking, improving performance. The game isn’t fully converted yet, so there are more improvements to come and we will be monitoring our metrics to identify what to address next.
Improved the server-side performance of several player abilities. We’re trialing this change on some of the heavier abilities so we can monitor the effects before taking it further.
Improved transition times when connecting to a new server by up to 6 seconds (i.e. going to a new campaign zone in a party, or going to/from a town). This was done by refactoring systems to run in parallel so we aren’t bottlenecked.
Matchmaking can now occur during the cutscene for creating a new character. This means if you don’t skip the cutscene, you should instantly connect to the server.
Improved the performance of abilities being created.
Improved the performance of various abilities that targeted minions (such as Sacrifice).
Significantly improved the performance of pathfinding for minions, enemies and NPCs.
Improved the performance of Osprix enemy models, especially when ragdolling.
Improved the speed of party updates (sending/accepting invites, etc), there is more that we’re doing to improve the speed and reliability of this in the upcoming patches.
Improved the performance of skeleton minion/enemy models.