The Convergence Update - Beta 0.9 Patch Notes

Rogue Skills

Charged/Channeled Skills

  • The charged up versions of Puncture and Detonating Arrow no longer lock your target direction while charging and also now require a button press for each cast. This prevents an awkward double cast when holding down for just longer than the max duration and makes them feel more purposeful to use.
  • Fixed a bug where you sometimes could not rotate while charging up Puncture or Detonating Arrow.
  • Fixed a bug where melee puncture would cast towards the original target location regardless of rotation while charging.
  • Fixed a bug where charged up melee puncture did not play any sound unless it hit an enemy.
  • Fixed a bug where Detonating Arrow played its use sound at the start of the charge rather than the end.
  • Charged versions of Puncture now have casting vfx (shadow by default, poison or cold for conversions).

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Acid Flask

  • Flammable Concoction now gives 25% ignite chance as stated (was giving 20%).
  • Firebomb Cocktail gives 12 additional throwing fire damage (was giving 6 additional fire damage, description was 6 additional throwing fire damage).

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Ballista

  • The Flaming Shots node no longer adds a fire tag, to make it clearer that it does not convert damage.
  • Tainted Ammunition now also gives the Ballista 25% more poison damage per point when you hit it with Acid Flask and can have 4 points allocated (from 1)
  • Fixed a bug where explosive bolts gained the area bonus from the Armed Construction node
  • Explosions from Explosive bolts and Armed Construction deal 25% more damage
  • Fixed a bug where Explosions from Explosive Bolts and Armed Construction scaled with minion throwing damage instead of minion bow damage
  • The Explosions from Explosive Bolts now have 23% more radius
  • Fixed the visuals of Explosions not lining up with their actual radius
  • Armed Construction now gives the ballista explosion 1% more damage and area per Dexterity (from a flat 75% more damage and area)
  • Sturdy Foundation now gives 25% more health as stated (was giving 20%).

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Cinder Strike

  • Improved targeting for bow Cinder Strike. The hitboxes for all 3 shots are now consistent.
  • Soot and Ash now grants 20% chance to apply Blind and Frailty per point (from 10%).
  • Ignition now grants 20% ignite chance per point (from 10%).
  • Kindling now grants 20% fire resistance shred chance per point (from 10%).
  • Flame Alchemist now grants 15% chance to throw an Explosive Flask per point and can have 4 points allocated (from 10% and 1 point).
  • Over Exertion now only costs 30 mana (from 40).
  • Fixed a bug where triggering multiple Volatile Flasks from one use of Cinder Strike did not allow enemies to be hit by more than 1 of those Volatile Flasks.
  • Fixed a bug where Cinder Strike’s Explosive Impact node did not affect the damage of Volatile Flasks cast by Cinder Strike’s first strike.
  • Fixed a bug where Cinder Strike’s Volatile Flask was not affected by other nodes in Cinder Strike’s tree.

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Dancing Strikes

  • Fixed a bug where Dancing Strikes’ 1st and 2nd attack hitboxes were not affected by increased area, and the visuals for its 3rd attack were not affected by increased area.

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Dark Quiver

  • Fixed Lacerating Arrows and Toxic Quiver stating they gave resistance shred chance when they actually give penetration.

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Decoy

  • Throwing and detonating a Deocy now requires a button press (i.e. holding down the button while it’s on cooldown will not activate the ability).

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Detonating Arrow

  • No longer converts all added damage to lightning
  • The explosion now has 2 base lightning damage (from 30) to bring it in line with other weapon attacks
  • Added bow damage applies to the explosion at 200% effectiveness (from 150%)
  • Added bow damage applies to the arrow at 125% effectiveness (from 100%)
  • Fixed a bug where the arrow had 100% base crit multi instead of the standard 200%
  • Scorpion Arrow now converts Detonating Arrow’s base damage to physical and adds a physical tag. It still also adds a poison tag.
  • Frostfang Arrow and Dragon Arrow now only convert base damage to cold and fire respectively, not added damage.
  • Fixed Frostfang Arrow saying that it only converted shock chance from the tree (it converts shock chance from all sources).

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Flurry

  • Fixed a bug where Flurry’s chance to slow on third strike from the Hamstring node was negatively impacted by Flurry’s less ailment chance.
  • Compounding Toxin now grants Flurry +10% Poison Penetration with Poison (from 10% more poison damage).
  • Fusillade now only replaces every 6th Arrow with multishot, but adds 8 to channel cost (from 12), and no longer reduces arrow frequency by 25%.

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Hail of Arrows

  • Costs 55 mana (from 60)
  • Added damage is applied at 325% effectiveness (from 300%)
  • The conversion nodes now only convert base damage (from also converting added damage)
  • Steady can have 3 points allocated (from 4)
  • Blot Out The Sun gives 25% Dusk Shroud chance each second (description was previously 20%).

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Lethal Mirage

  • Lethal Mirage’s tooltip now specifies how many mirages it has by default (6).
  • Shocking Grasp now also converts Lethal Mirage’s base damage to Lightning

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Multishot

  • Costs 8 mana (from 10)
  • Piercing Shots causes multishot arrows to pierce 1 enemy per point (from having 15% chance to pierce all enemies per point).
  • Strong Pull now gives 55% more hit damage as stated (was giving 55% more damage).
  • Critical Arrows now gives 15% additional critical strike multiplier as stated (was giving 10%).
  • Heavy Arrows gives 35% more damage (description was previously 25%, actually granted 30%).

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Puncture

  • Inescapable now gives 5% more hit damage per stack of slow as stated (was giving 4%).
  • Fixed a bug where you could not path through Seized Prey to Rapid Strikes in Puncture’s skill tree.

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Shadow Cascade

  • Added a new node, Shadow Step, which allows you to swap places with a targeted Shadow when you use Shadow Cascade, but consumes mana based on how many times you have done this in the past 5 seconds.
  • Battle Trance grants 20% more dodge rating during use (from adding 100 dodge rating during use)

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Shift

  • Rogues with Shift specialized will receive a free respec for its tree.
  • Velocity gives 4% increased cooldown recovery speed and 16% mana efficiency for Shift (from giving the next ability use 25% increased damage). It can have 3 points allocated (from 4).
  • Replaced Head Trauma (15% increased damage and 30% increased stun chance with your next ability after using Shift) with Deadly Ambush, which gives 4% more damage with your next ability after using Shift.
  • Braskula’s Hesitation grants 10% more damage with your next ability after using shift (from 50% increased)
  • Consumed by Shadow grants 4% kill threshold (from 5%) and can have 4 points allocated (from 3)
  • Elusive grants 20 dodge rating per dexterity (from 30) and can have 4 points allocated (from 5)
  • Momentum requires 2 points in Velocity (from 3)
  • Jagged Cuts can have 3 points allocated (from 2)
  • Critical Opening requires 2 points in Jagged Cuts (from 1)
  • Shadow Recuperation can have 4 points allocated (from 3)

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Shurikens

  • Fixed a bug where shurikens used by shadows when you had the Blade Shield node would shotgun (i.e. be able to all hit the same target).
  • Keen Throw grants 12% more damage per projectile (from 10%).
  • The Charged Steel node now grants 5 lightning damage (from 3) and now also grants 25% of Base Damage converted to Lightning. It can have 4 points allocated (from 5).
  • Shuriken Storm requires 3 points in Charged Steel (from 4).
  • Replaced Fan of Knives (one of the two +2 shurikens +3 mana cost nodes) with Flip of a Coin, which grants a 50% chance for 4 additional shurikens. It now requires 2 points in Toxic Tips (from 3).
  • Renamed Thin Shurikens (the other +2 shurikens +3 mana cost node) to Fan of Blades, and removed its +3 mana cost.
  • Deep Cuts grants 20% bleed chance (from 10%).
  • Toxic Tips grants 20% poison chance (from 10%).
  • Floating Blades can have 3 points allocated (from 4).
  • Exuberance now also grants 10% increased cooldown recovery speed.
  • Throwing Star now more consistently targets enemies with each shuriken.

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Smoke Bomb

  • Impending Gloom grants 10% increased area and growth rate (from 10% increased starting radius, 10% maximum radius, and 10% growth rate)
  • Generosity grants 20% increased area (from 20% increased starting radius and 20% increased maximum radius - this previously made it take longer to reach maximum size)
  • Blood Bandit now gives 2% melee and throwing leech as stated (was giving 4%).

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Umbral Blades

  • Rogues with Umbral Blades specialized will receive an automatic free respec for its tree
  • First part of the combo costs 12 (from 3)
  • Second part of the combo costs 0 (from 3)
  • The third throw added by Twilight Assault costs 0 mana (from 3)
  • Nightmare Dash now also causes you to regain 2 mana per blade recalled.
  • Subzero Intrusion now converts base damage (from all damage). It now adds 24 Freeze Rate (from 40 stated, 20 actual) and no longer converts shock chance to frostbite chance
  • Fixed Subzero giving Bladestorm and Explosive Blades freeze rates of 20 and 12 respectively rather than 24 like the base skill
  • Fixed Coldsnap Strike’s freeze rate bonus not applying to Bladestorm and Explosive Blades
  • Fixed Umbral Blades’ distance varying based on angle when you had the node to make them stop at the target location
  • Fixed increased blade storm area having a disproportionately high effect on visuals
  • The effect on area of the radius increase from Sword Thrower is now additive with other sources of increased area for Umbral Blades’ subskills
  • Precision Cuts now grants 5% increased attack speed (from 5% more damage)
  • Explosive Blades now applies a 20% less attack speed modifier (from 15%)
  • This and the Precision Cuts change result in 6% less DPS if you have no other sources of increased attack speed and around 8% less if you have lots of increased attack speed from other sources.
  • Bladestorms hit 3 times per second (from 2), but each enemy can now only take damage from one Bladestorm at a time. This is to encourage the playstyle of throwing Bladestorms at different targets.
  • Coldsnap Strike gives 12% chill chance (from 20% stated, 6% actual) and 12 Freeze Rate (from 20). It can have 2 points allocated (from 1).
  • Slice the Legs’ slow and bleed chance is no longer affected by Umbral Blades’ penalty to ailment chances.
  • Cut and Leave gives 8% bleed chance (from 10% stated, 6% actual).
  • Twilight Assault requires 2 points in Jagged Carvings (from 1)
  • The third throw added by Twilight Assault contains 4 blades (from 5)
  • Duskhunter can have 2 points allocated (from 1) - allowing the third throw to still reach 6 blades.

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4 Likes

Sentinel Skills

Abyssal Echoes

  • Deep Expanse grants 20% increased area (from 25%)
  • Void Purifier heals for 60 (from 50)
  • Nether Coasting from the Embrace the Darkness node lasts 5 seconds (from 4) and gives 5% more damage vs blinded enemies (from 25% increased damage over time).
  • Myopia requires 1 point in Turbulence (from 2)

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Anomaly

  • Emission grants 25% increased area (from 40%)
  • Time Wave deals 25% more damage
  • Time Lock adds 15 mana cost (from 20)
  • Temporal Expanse grants 25% increased area (from 40%) and 50% more hit damage (from 40%)
  • Fixed Temporal Expanse saying that it gave more damage for time wave rather than more hit damage
  • Time Bubble now shreds void resistance (it previously stated that it increased void damage taken, but did not have this effect in practice)

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Devouring Orb

  • The void rifts created by the Void Eruption from the Cataclysm node no longer have an inherent 20% increased radius, but are now affected by void rift area modifiers from the rest of the tree. They are still not affected by the area growth from Devouring Orb’s base effect.
  • Increased cooldown recovery speed from the Orb Master and Dust Channeller nodes is now additive with increased cooldown cooldown recovery speed from other sources.
  • The Void Eruption from the Cataclysm node now only has 4 projectiles (from 7)
  • Orb Master grants 18% increased cooldown recovery speed (from 30%), but now also grants 18% more void eruption damage per point
  • Abyssal Expanse grants 20% increased area per point (from 30%)
  • Dark Torrent has been renamed to Chaotic Torrent and grants 15% to 35% increased Abyssal Orb frequency, randomised from one devouring orb to the next (from a fixed 30% increased frequency). It can have 4 points allocated (from 5)
  • Hollow Orb grants 40% increased duration (from 50%)
  • Void Adept now grants 2% more void damage and 2% increased mana regen, both doubled with 90+ Vitality (from a fixed 15% increased void damage)
  • Distant Satellite now also grants 5% more damage
  • Extinction’s description was updated to clarify that it affects only the damage of the orb colliding with enemies, not the rest of the skill.

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Erasing Strike

  • All melee base damage is now void (from 50% void 50% physical)
  • Implements of Destruction now grants 15% more void damage with a 2h mace, 25% increased cooldown recovery speed with a 2h sword, and 25% increased area with a 2h axe (from 25% more void damage with a 2h mace, 2h sword, or 2h axe)
  • Renamed the Void Beam Damage node from Regicide to Void Lens (there is another node called Regicide on this tree).

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Forged Weapons

  • Fixed the Summon Forged Weapon sub skill tooltip being outdated (the up to date description was present on the Forge Strike tooltip).

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Forge Strike

  • Heavy Strike grants 8% more damage (from 10% more hit damage) and 16% increased stun chance (from 10%)
  • Fixed Well Forged Weapons saying that it only affected Forged Weapons summoned by Forge Strike
  • Goliath Strike grants 25% more hit damage against rares and bosses (from 20%)
  • Replaced Strike Smash (30% increased area with Forge Strike) with Engines of War, which grants 20% increased area with Forge Strike and 20% increased area for Forged Weapons.
  • Anvil Blow now also grants 100% increased stun duration and requires 3 points in Engines of War (from 4 in Strike Smash)
  • Spear Forge reduces area by 35% (from 40%)
  • Serrated Blade now also grants 10% increased bleed duration
  • Reinforce Weapon grants 5 melee damage (from 5 melee physical damage)

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Hammer Throw

  • Now hits enemies more consistently in a slightly wider area.
  • Is slightly more lenient about hitting scenery (i.e. it needs to be slightly closer to it before the hit counts and can stop the hammer).
  • Hammer Throw deals about 5% less damage (see Items section for changes to Throwing affixes).
  • Avatar of the Spire grants +12 throwing physical damage (from +4)
  • Added damage now applies to Disintegrating Aura at 125% effectiveness per second (from 50%)
  • Reduced Disintegrating Aura’s base damage by 17%
  • Fixed a bug where the damage increase from Rapid Disintegration only applied to Disintegrating Aura’s base damage, not its total damage.
  • Fixed a bug where Avatar of the Spire was not giving +12 Physical Damage.
  • Fixed a bug where each hammer only applied ailments to an enemy the first time it hit it. For example if you threw a hammer through a target and it came back and hit it on the return, that second hit would not apply ailments. This bug also applied to spiralling hammers.
  • Rapid Throw now gives 5% increased attack speed as stated (was giving 6%).
  • Ricochet now correctly says “reduced stun chance” instead of “increased stun chance”. It has also been clarified that it causes hammers to no longer return to you.
  • Fixed a bug where Hammer Throw’s Chaining Hammers node was providing more attack speed instead of less attack speed…

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Holy Aura

  • Fixed a bug where Holy Aura would intermittently consume on-use effects such as Paladin’s Alignment.
  • Fixed a bug where Holy Aura’s passive effect would re-enable while still on cooldown with the Concentration node.
  • Fixed a bug where Holy Aura’s passive effect would be disabled while on cooldown if you had Faith’s Reward without Concentration.
  • Flame Burst now causes your melee hits to apply 10 stacks of Fiery Inquistion and the melee hits of other allies affected by the aura to apply 1 stack. Flame Burst is procced on an enemy when it reaches 60 stacks. It requires 3 points in Burning Blows (from 4).
  • Added a new node, Inner Flame, which causes your melee attacks to apply an additional stack of Fiery Inquisition and gives Flame Burst 25% increased area if you’re the one to proc it. It can have 2 points allocated.
  • Burning Blows requires 1 point in Rahyeh’s Devotion (from 2).
  • Fanaticism grants 3% increased attack and cast speed (from 4% increased attack speed). It can have 3 points allocated (from 4).
  • Expedite grants 3% increased throwing attack speed (from 4%) and 3% chance to gain haste (from 4%). It can have 3 points allocated (from 4).
  • Concentration requires 1 point in Expedite (from 3).

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Javelin

  • Added melee damage from spears applies to Javelin at 30% of its normal value (from 20%)
  • Javelin hits deal 10% less damage
  • The Holy Spears node no longer adds a lightning tag
  • The Divine Throws node now swaps Javelin’s Physical tag for a Lightning tag, but now only converts base damage rather than all damage.
  • Fixed a bug where Javelin with the Siege Barrage node did not receive the lightning tag when converted to lightning.
  • Banner Rush no longer puts Lunge and Shield Rush on cooldown, but Surprise Initiative (the node that grants it) adds 2 seconds to Javelin’s cooldown.
  • Battle Standard grants 2% increased damage (from 4%) and 2 endurance threshold (from 4% increased armour) per attunement.

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Judgement

  • Judgement’s melee base damage is now fire (from physical)
  • Replaced the Searing Faith node (more fire damage, but consecrated ground does not heal) with Warrior’s Tithe: Judgement’s melee attack heals you and nearby allied players by 10 health for each enemy it hits. Affected by increased healing effectiveness (4 points allocable).
  • Replaced the Holy Fire node (more fire damage) with Prophesied Immolation: Judgement’s melee attack cannot be dodged and deals 1% more fire damage (multiplicative with other modifiers) per 10% increased healing effectiveness (1 point allocable).
  • Fixed a bug where Judgement’s Pious Offering could prevent going below 0 mana when casting Judgement
  • Consecrated Ground’s radius is increased by 35%. This is to bring its area in line with the hit from Judgement.
  • Fixed a bug where Consecrated Ground’s healing area was not affected by area modifiers.
  • Increased Holy Eruption’s size to match Consecrated Ground.
  • Fervent Impact gives 25% more critical strike chance against ignited enemies (description was previously 15%).
  • Purifying Flame now gives 15% more hit damage against ignited enemies as stated (was giving 20%).
  • Punish now gives +25% critical strike multiplier as stated (was giving 0%).
  • Fixed a typo where Judgement’s Swift Verdict node errantly referred to Consecrated Ground instead of Judgement.
  • Fixed a bug where Judgement’s Holy War node did not grants its mana on hit effect to Rive.

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Lunge

  • Crusader’s Fury now grants void penetration if Lunge is converted to Void, or fire penetration if Lunge is converted to Fire.
  • Voidbringer now only converts Lunge’s base damage (from also converting all added damage). It still converts Bleed to Time Rot.
  • Torchbearer now only converts Lunge’s base damage (from also converting all added damage). It still converts Bleed to Ignite.
  • Visceral Path grants 12% more damage along its path and with its final hit (from saying that it granted 20% more damage along its path, but actually giving you 20% more damage with other skills cast while moving with lunge and having no effect on lunge itself).
  • Visceral Path now gives 20% more damage (was giving 20% more melee damage).

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Manifest Armor

  • Forged Fire grants 50% reduced forgebreath cooldown (from 50% increased forgebreath cooldown), but only grants 50% ignite chance (from 100%). It can have 2 points allocated (from 1).
  • Redistributed Steel requires 1 point in Iron Grasp (from 2).
  • Fixed a bug where Manifest Armor would sometimes attempt to cast Forgebreath on enemies that are out of range.
  • Forgebreath deals 17% more damage and has 10% more cast speed.
  • Platemail grants 40% increased effect of stats from body armour (from 50%).
  • Iron Grasp grants 60% increased effect of stats from gloves (from 75%).
  • Steel Greaves grants 60% increased effect of stats from boots (from 75%).
  • Great Helm grants 60% increased effect of stats from helmt (from 75%).

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Multistrike

  • Nullifying Carve now gives Void Cleave 15% more damage per stack (from 10%) and 15% increased area per stack (from having a multiplicative effect on radius equal to the effect on radius of granting 10% more area per stack if there were no other radius or area modifiers - this was similar to the 10% more area stated, but more powerful).

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Rive

  • Characters with Rive specialized will receive an automatic free respec for its tree
  • The third hit no longer applies Laceration.
  • Removed Initiative (added physical damage with first strike)
  • Removed Hamstring (slow chance with first two strikes)
  • Added a new node Foe Cleaver: If you are using a two handed weapon, stats on that weapon that directly add or increased damage or add a chance to apply an ailment on hit have double effect for Rive (for example if your weapon grants +10 melee damage, Rive will gain +20 melee damage instead of +10). This requires 3 points in Bound Weapon.
  • Replaced Overwhelm (removes laceration and gives 40% more damage with third strike) with Laceration (causes Rive’s third strike to Lacerate enemies on hit).
  • Replaced Insidious (added void damage) with Weapon Specialist: Rive deals additional melee void damage per point of Vitality if you are using an Axe, additional melee physical damage per point of Dexterity if you are using a Sword, and additional melee fire damage per point of Attunement if you are using a Mace.
  • Replaced Gaze Into The Abyss (increased void damage, no attack speed scaling) with Temporal Warrior: more void damage and double echo chance.
  • Replaced The Abyss Gazes Back (added void damage with Rive’s third strike) with Ripples of Oblivion: Rive deals more damage, tripled for echoes.
  • Rapacious Mind has been renamed to Azure Crescendo. It grants 5 mana per point (from 6), but now also grants 12% more damage with Rive’s third strike. It can have 3 points allocated (from 2) and requires 1 point in Cadence (from 1 point in Gaze Into The Abyss).
  • Execution has been renamed to Flame Drinker’s Blade. It now grants 3% physical penetration per stack consumed (from 15% increased physical damage per stack consumed), and the buff now lasts 3 seconds (from 2), but it now only consumes ignite stacks applied by you, not by your minions or allies.
  • Assassin’s Sustenance grants 3% leech (from 5%) and can have 1 point allocated (from 3), lasts 3 seconds (from 4), and now only procs when Flame Drinker’s Blade does. It still cannot stack.
  • Trampling Ahuizotl has been renamed to Champion
  • Bound Weapon now also grants 4% chance to summon a Forged Weapon on hit against bosses and rare enemies (it still also has a 6% chance on kill). It requires 1 point in Champion (from 2).

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Shield Bash

  • Incinerating Blows now also converts base damage to fire, and swaps Shield Bash’s physical tag for a fire tag.
  • Incinerating Blows’ more fire damage per block chance bonus has been moved to Flame Coating. It still requires that Shield Bash has a cooldown.
  • Flame Coating adds 8 melee fire damage (from 10), no longer adds a fire tag, and can have 4 points allocated (from 5).
  • Steel Coating adds 6 melee physical damage per point (from 5 base physical damage) and can have 5 points allocated (from 4)
  • Juggernaut increases mana cost by 25% (from 20%).
  • Concussive Attacks now also grants 8% increased stun duration.
  • Fixed a bug where Shield Bash’s Broadened Shields node did not increase the width of its visual effect.

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Shield Rush

  • Warrior’s Entrance grants 24% increased area (from 35%), but now also gives 4% more damage.
  • Obliterating Rush now gives +40% critical strike multiplier as stated (was giving 4%).
  • Fixed a bug where Shield Rush’s Mana Memory node would not restore your mana to the correct amount when rapidly recast.

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Shield Throw

  • Fixed a bug where the “Chance to Deal +20 Fire Damage with Shield Throw” idol affixes had no effect. The wording on this affix has also been improved and it has been changed to give +30 Fire Damage rather than +20 (though it was 0 in actuality).
  • Shield Throw deals about 6% less damage (see Items section for changes to Throwing affixes).
  • Manifest Inspiration node has adjusted functionality: If your Manifest Armor is hit by the shield, it performs a sweeping melee attack. This attack cannot be triggered when the shield has no ricochets remaining.
  • Armoring Aegis grants 25 armour (from 40) and can have 4 points allocated (from 5).

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Sigils of Hope

  • Each sigil grants 3 fire damage (from 4) and 30% increased health regen (from 25%).
  • Empowering Sigils grants 5% increased damage (from 6%).
  • Iron Sigils grants 15 endurance threshold (from 40 armour).

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Smelter’s Wrath

  • Increased Area for Area Skills stats increase Smelter’s Wrath’s charge speed
  • Soldering Strike grants 30% ignite chance per second (from 10%) and requires 1 point in Blacksmith’s Breadth or 1 point in Whetstone (from 2 points in Blacksmith’s Breadth).
  • Added a new node that prevents Increased Area for Area Skills stats from increasing Smelter’s Wrath’s charge speed, but instead causes them to give it 3% more fire damage over time per 1% Increased Area.
  • Whetstone grants 4% more melee, 4% more fire damage, 2% more melee damage per second charged, and 2% more fire damage per second charged (from +2 melee physical damage and +2 melee physical damage per second charged).
  • Bury The Hatchet grants Axe Volley 2% more hit damage per Dexterity (from 40% more hit damage).
  • Bolster grants 15% more armour and endurance threshold while charging (from 100 armour and 15% fire res).
  • Fixed Bellows, Heavy Strike, Bury the Hatchet, and Tempered Blows saying that they gave increased damage when they actually give more damage.
  • Detonation adds 20 mana cost (from 10).
  • Tempered Blows gives 12% more damage per second charged (from 10%) and 12% less charge speed (from 10% reduced charge speed). It can have 3 points allocated (from 1).
  • Stinging Steel now gives +6% critical strike chance per second channeled (was giving 10%, description was 1%).
  • Fixed a bug where Smelter’s Wrath’s charge speed did not visually change when taking the Blacksmith’s Breadth node.

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Smite

  • Soothing Balm now gives 50% increased health regeneration (was giving 40%).
  • Fixed a bug where the reduced cast speed on Smite’s Conviction node did not scale with points allocated.
  • Fixed a bug where Smite’s Fissure’s visuals were not affected by increased area.

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Vengeance

  • Riposte deals 50% more damage
  • Double Riposte now causes Riposte to be reduced to 16% less damage taken as stated (was previously 12%).
  • Fixed a typo where Vengeance’s Smelter’s Vengeance and Molten Riposte nodes referred to “fire protection shred” instead of “fire resistance shred”.

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Void Cleave

  • Sentinels with Void Cleave specialized will receive a free respec for its tree.
  • All base damage is now void (from 50% void 50% physical)
  • Rift Flame now converts 50% of base damage to fire to match the tag change, and now also grants +1% Fire Penetration with Ignite per 10% increased void damage.
  • Annuling Presence’s area modifier is no longer multiplicative with other modifiers
  • Into the Depths’ area modifier is no longer multiplicative with other modifiers
  • The Dark Forging idol affix grants 18% - 40% increased Area with Void Cleave (from 11% - 30%)
  • Fixed a bug where Void Cleave’s visuals did not scale with area modifiers.
  • Deadly Omen now requires 1 points in Armor Sunderer (from 1 point in Precognition).
  • Added a new node, Gravity’s Edge, which grants 275% more max distance, but adds 1 second to the cooldown duration and makes Void Cleave count as a traversal skill.

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Volatile Reversal

  • Fixed a bug where Volatile Reversal was not affected by the movement skill increased cooldown recovery speed from Sentinel’s Valiant Charge.
  • Volatile Reversal’s cooldown is now 24 seconds (from 18).
  • Timelost Vitality grants 60% increased cooldown recovery speed (from 200%).
  • Timelost Wisdom grants 300% increased cooldown recovery speed (from 400%).
  • Time Sap now grants 12% chance per point to recover 10% remaining cooldown on kill and 4% chance per point to recover 10% remaining cooldown on rare or boss hit (from always recovering 3% total cooldown on kill).
  • Phased Reality grants 120 dodge rating (from 50).
  • Food for Wyrms now also grants you a buff that causes you to deal 1% more void damage per stack of Time Rot on the target. It can have 4 points allocated (from 2).
  • Shifting Power now also grants you a buff that causes you to deal 8% more void damage to stunned targets. It can have 4 points allocated (from 2).

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Warpath

  • Apocalypse Whirl now also converts base damage to void and removes Warpath’s physical tag.
  • Earthscorcher now also converts base damage to fire and removes Warpath’s physical tag.
  • Fixed a bug where increased area from outside the tree was incorrectly multiplicative with increased area from inside the tree.
  • Fixed a bug where Warpath did not scale with physical melee attack speed, just melee attack speed (similarly it didn’t scale with fire melee attack speed or void melee attack speed when converted).
  • Fixed a bug where using Warpath after using Lunge could prevent moving with Warpath.

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5 Likes

Passives

Bladedancer

  • Shadow Master now gives 20% increased shadow damage as stated (was giving 2%).
  • Flash of Steel grants 12% increased melee and throwing attack speed while dual wielding with 5 points allocated (from 15%).

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Mage

  • Mages will receive a free respec for their passive trees.
  • Scholar gives 12 health (description was previously 10).
  • Reactive Ward now grants 1 ward per 10 max health (from 20 ward)
  • Mage Flurry now also grants 9% increased cooldown recovery speed for teleport and snap freeze if it has at least 3 points allocated.
  • Arcane Current can have 6 points allocated (from 5). If it has at least 5 points allocated Arcane Lightning always crits.
  • Arcane Flames can have 6 points allocated (from 5). It it has at least 5 points allocated your hits deal 5% more fire damage to ignited enemies.

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Sorcerer

  • Arcane Current grants 2% increased shock duration, 4% shock chance, and 8% increased stun duration with lightning spells (from 5% increased shock effect and 10% increased stun duration with lightning spells).
  • Calculated Destruction grants 1 intelligence per point (from 20% increased spell critical strike chance), and if you have 5 points in it, it also grants 3% increased spell critical strike chance per intelligence.
  • Removed Brainstorm (increased spell damage and mana regen)
  • Mana Shell grants 15 armour (from 10)
  • Wisdom now grants 3 mana and 3% increased mana regen per point (from 1 intelligence and 3 mana), and if you have 6 points in it, it now also grants 3% increased mana regen per 100 max mana.
  • Reworked Arcane Momentum: it now grants a stacking Arcane Momentum buff which grants 5% increased cast speed per stack and has 1 maximum stacks per point. Gaining a stack refreshes the duration of existing stacks. It is now at the base of the Sorcerer tree (from requiring 5 points in it)
  • Added a new node, Essence of Celerity, which causes Arcane Momentum stacks to last 10% longer and also each grant 2% increased spell damage. If you have 6 points in it, it also gives 10% increased movement speed while at maximum Arcane Momentum stacks. It requires 2 points in Arcane Momentum and 5 points in the Sorcerer tree.
  • Afterglow grants 3% increased spell damage and 3% ward retention (from 5% increased spell damage). It affect is doubled if you have cast a 40+ mana cost spell or started channelling an 8+ mana per second channel recently (from only doubled if you have cast a 40+ mana cost spell recently). It can have 8 points allocated (from 5) and requires 5 points in the Sorcerer tree (from 15).
  • Lost Knowledge grants 1 ward per 10 max mana (from 7 ward). It now requires 15 points in the Sorcerer tree (from 5).

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Spellblade

  • Awe Strike grants 6% increased melee shock duration (from 5% increased melee shock effect)
  • Crackling Aura gives 8% increased lightning damage (description was previously 7%).
  • Flamewalker gives 10% chance per second to trigger Fire Aura (description was previously 5%).

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Necromancer

  • Harvested Legions now also gives Skeleton Vanguards 30% increased health per point.
  • Dark Retribution gives a 4% chance to summon a Skeleton Vanguard on minion death (description was previously 5%).
  • Dark Retribution now also gives Skeleton Vanguards 4 added melee physical damage per point.

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Primalist

  • River Spirits’s threshold bonus also gives your minions +40% chance to inflict Frostbite on hit (this was absent from its description).
  • Woodland Beings now gives 8% increased minion healing effectiveness as stated (was giving 8% increased healing effectiveness).

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Beastmaster

  • Rattlesnake Rattlesnake causes Aspect of the Viper to grant you 4% Poison Penetration (from 5% increased poison effect).

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Druid

  • Primordial Resonance grants 7% elemental penetration while transformed (from 10%).
  • River Spirits grants 5% increased cold damage for you and your minions (from 6%).
  • Piercing Gale grants 2% cold pen for you and your minions (from 3%), but if you have 6 points allocated it gives your locusts and crows 16% increased attack and cast speed (from 15%).
  • Rageborn grants 3 Rage on Crit (from 2).
  • Harmonious Wisdom grants 3% crit avoidance per 5 attunement (from 1% crit avoidance per attunement) if you have 8 points allocated.

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Shaman

  • Replaced Ancient Stones (5% increased damage and stun chance for you and your minions) with Sky Warrior, which gives 5% increased damage for you and your minions, and if it has 5 points allocated also gives 10% increased cooldown recovery speed with Fury Leap and Crowstorm.

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Sentinel

  • Valiant charge grants 6% increased movement skill cooldown recovery speed (from 7%) and 6 health (from 7).
  • The “Gladiator” node, which grants block chance, has been renamed to Stalwart. (The dual wielding node is still called Gladiator).

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5 Likes

Uniques & Sets

  • Aergon’s Refuge
    • Grants 10% to 20% of current mana gained as ward when you cast a fire spell (from 10% to 15%).
    • Grants 100 to 750 ward gained when you cast Flame Ward (from 100 to 250).
    • Now also grants 10% less damage taken if you have at least 1000 ward.
  • Arrowguard is less likely to roll legendary potential.
  • The ward gain effect for Ashes of Mortality now has a 2 second cooldown (from 1).
  • Fixed a bug where Ashes of Orchirian’s “21% increased Critical Strike Chance with Physical and Fire Spells” was only applying to Physical Spells.
  • Bastion of Honour now grants 100% block chance against enemies within 4 meters (from 6 meters).
  • Battlemage’s Endeavor
    • Grants 18 to 24 melee cold damage, melee lightning damage, spell cold damage, and spell lightning damage (from 18). These are all determined by the same roll.
    • Grants 24% to 36% chance to cast Lightning Blast (from 12% to 18%).
  • Fixed a visual bug with the Blade of the Forgotten Knight’s 3d model.
  • Calamity grants 100% to 150% ignite change with fire skills (from always 150%).
  • Chronostasis now grants +melee damage when it consumes ward (from +melee physical damage)
  • Fixed a bug where Corsair’s Blood Cowl was secretly giving 17-35% less Necrotic Damage taken on Block. It no longer gives this stat.
  • Curse of Perseverance
    • No longer grants a chance for Hungering Souls to fire additional projectiles
    • Now causes Hungering Souls projectiles to be fired in sequence, allowing them to all hit the same target, but also causes Hungering Souls to deal 63% less damage.
  • Fixed a bug where Dragonsong said it gave 24-34% increased attack and cast speed (it actually gives 12-17%).
  • Fixed a bug where Frozen Eyes of Formosus said it gave 70-120% increased Minion Cold Damage (it actually gives 80-140%).
  • Forgotten Knight Set Bonuses
    • The 2 set bonus is now +70% Void Penetration with Time Rot (from 50% increased Time Rot Effect).
    • The 3 set bonus is now 2% More Void Damage per stack of Time Rot (from +15% Void Penetration).
  • Fulgurite Shard now also converts 60% of Shurikens and Lethal Mirage base damage to Lightning
  • Fixed a bug where Grim Harvest from Death’s Embrace was giving 32% increased radius instead of 100% increased area. This is a buff, unless you have at least 97% increased area from other sources.
  • Invoker’s Frozen Heart
    • Grants 30% to 75% increased Freeze Duration with Snap Freeze (from 50%).
    • Fixed a bug where its increased Freeze Duration did not apply unless you also had freeze duration modifier from the Snap Freeze tree.
  • Invoker’s Static Touch grants 5% to 10% chance to gain 75 ward when you hit a shocked enemy (from 5% to 10% increased shock effect).
  • The spell damage buff from Immolator’s Oblation now only scales up to 40 stacks of ignite (from unlimited).
  • Jungle Queen’s Chaps of Holding
    • Now gives +12 potion slots (from +6), for a max of 16 including the implicit (from 10).
    • Now gives 5 to 10 dexterity (from 5).
    • Now gives a multiplicative stacking 10% more dodge rating buff for 4 seconds when you use a potion (from a non-stacking 25%-50% increased dodge rating buff).
  • Ocreareon grants 1% more damage per stack of Shock (from 10% to 20% increased shock effect).
  • Fixed a bug where Orian’s Eye said it gave 50-150% increased Stun Immunity Duration (it actually gives 75-150%).
  • Plaguebearer’s Staff now grants 10-20% more Damage over Time against Enemies afflicted with Plague instead of 10-20% Blinding Poison Chance.
  • Shattered Chains now also grants 5% more melee damage per stack of Doom.
  • Shroud of Obscurity now grants 13-19 ward per second instead of 13% increased dodge rating.
  • Soulfire
    • Grants 100% to 160% ignite chance with fire and necrotic skills (from 120% to 210%).
    • Grants 6% to 10% more spell damage to ignited enemies (from 60 to 70 health).
  • Stormhide Paws
    • Now grant Swipe 30-45 Melee Lightning Damage every 3 seconds (from 30)
    • Now also grant Swipe 100% of Base Damage converted to Lightning ever 3 seconds
  • Stormtide grants 10% to 15% increased shock duration (from shock effect).
  • Each of Throne of Ambition’s stacks grants 2% more armour and 2% more fire and cold damage (from 20% increased in both cases).
  • Wings of Argentus
    • Grants 40% to 160% increased Melee Fire Damage (from 40% to 100%).
    • Grants 40% to 160% increased Melee Cold Damage (from 40% to 100%).
    • Grants 20% chance to gain Haste on hit (from 40%).
    • Grants 20% less damage taken while moving (from 40%).
    • Grants +2 to Fire Melee Attacks (from 1).
    • Grants +2 to Cold Melee Attacks (from 1).

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New Uniques

  • Added 18 new unique items.

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New Models

Added new models for these old uniques:

  • Alchemist’s Ladle
  • Bloodgeon
  • Branch of Hallows
  • Culnivar’s Claim
  • Rainbow Edge
  • Undisputed

We have a lot more models for unique items that have been made, but they weren’t ready in time for the release of 0.9.

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Items

Item Base Types

  • Each class has received several new armor 3d models, allowing us to retire older models that aren’t as high quality.
  • Alongside the new armor models, most of the helmet and body armor base types have been changed, reshuffled, or reworked. All classes now have 9 body armor and 9 helmet types.
  • Crystal Swords now grant 40% to 100% increased melee elemental damage (from 100% to 160%).
  • Wengari Axes now grant increased bleed duration (from increased bleed effect).

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Affixes

  • The Increased Throwing Damage affix has been replaced by Added Throwing Damage, which is slightly more common than Increased Throwing Damage was.

  • The Throwing Damage and Throwing Mana Cost affix now grants +Throwing Damage instead of +Throwing Physical Damage (damage type adapts like +Melee Damage or +Spell Damage).

  • Added Throwing Damage affix now spawns on belts instead of shields and is rarer. Existing shields with an Added Throwing Damage prefix now have an Increased Physical Damage Prefix instead.

  • The added throwing damage affix can no longer roll on mage, primalist, or acolyte relics.

  • The Idol affix that converts Shield Throw’s damage to void now only converts base damage (from all damage), but it is now a hybrid affix and also grants increased void damage for Shield Throw.

  • The Shurikens Lightning Damage idol affix grants 4 to 8 Lightning Damage with Shurikens (from 2 to 5) and now also grants 50% to 80% of Shurikens Base Damage converted to Lightning

  • The Shurikens Lightning Damage equipment prefix grants up to 44 Lightning Damage with Shurikens at T7 (from 27) and now also grants 50% to 64% of Shurikens Base Damage converted to Lightning

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Bug Fixes

  • Fixed a bug where bees from Keeper’s Gloves did not scale based on player stats as described by its Swarm of Bees ability. They receive 3 health and 4% increased damage per point of attunement, and 3 health per level.
  • Fixed a bug where the Boardman’s Legacy Set Helmet was not providing the stated Lightning Resistance.
  • Fixed a bug where the effects of Zeurial’s Hunt could be triggered by bow or throwing abilities that did not have the lightning tag.
  • Fixed a bug that caused all of the stat rolls on Coral Aegis to be linked to each other.
  • Fixed Halvar’s Stand not stating the duration of Haste it grants.

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Enemies

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New Ruined Era Enemies

  • Added several brand new types of enemies.
  • The new Void Despair, Void Drone, Void Maggot, Void Grub and Void Penance enemies have replaced Void Spectre, Void Worm, Void Maul, Abyssal Crawler, and Void Bull enemies throughout almost all of Chapter 2.
  • The new Hollow Druant, Rotfly and Rotfly Hive enemies have replaced Myrcfeet, Hiveless Phrax and Lupine Remnants in The Sheltered Wood.
  • Added a new miniboss to The Temple of Eterra.
  • Several enemy types have been overhauled, having new visuals, animations and abilities:
    • Voidfused Bats
    • Maddened / Voidtouched Groles
    • Voidtouched Scholars
    • Pannion’s Students
    • Voidfused Armor
    • Voidfused Earth
    • Temple Guardian

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Monster Mods

  • Added the “Rampaging” mod - “keeps gaining power once in combat”
    • Once the monster has used an ability or taken damage it gains 10% increased damage each second, up to 10 stacks.
    • Prefix that can spawn on all rare monsters, except non-damaging ones, from level 58 onwards.
  • Added the “of Thunder” mod - “shocks on hit and deals more damage per shock”
    • Gives the monster 100% chance to shock on hit and 8% more damage per shock.
    • Suffix that can spawn on rare monsters and on magic monsters with small pack sizes, from level 24 onwards.
    • Can only spawn on lightning enemies.
  • Updated the visual effects related to the following enemy mods:
    • “Familiar” (resurrects self)
    • “Twinned” (creates a copy at half health)
    • “Protective” (nearby allies take less damage)
    • “of Rage” (enrages at half health)
    • “Vengeful” (frenzies when allies die)
  • “of Rampancy” mod changes
    • Increases enemy size by 20% (from 33%)
    • Increased vfx size by 12.5% and improved positioning

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Ragdoll Improvements

  • Improved the ragdoll death for Meruna Sirens. It should now be knocked backwards rather than crumpling on the spot and be less prone to glitches.
  • Improved the ragdoll death behavior of the Void Cultist, Silent Disciple, Void Zealot, Void Prophet, Dark Seer, Void Cleric, and Void Thrall. The knockback should feel faster and less floaty than our previous ragdoll knockbacks.
  • The weapons of Void Cultists, Silent Disciples, and Void Zealots, no longer float in the air after they die.
  • The weapons of Void Clerics no longer stick to their hands after they die.

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Other Changes

  • Improved how quickly attack animations start for large, rare, and boss enemies.
  • Slowed down the Crystal Lotus boss to make it more manageable
    • Repeated Sapphire Slam is 33% slower and only creates seeking projectiles against targets in front of it.
    • Ruby Slam is 25% slower and has a 150% longer cooldown.
    • Ruby Projectile barrage is now a higher priority than Sapphire Projectile, but has an 8 second cooldown, is 30% slower, and includes 5 projectiles (from 6).
    • Sapphire Projectile no longer has a cooldown.
  • Killing Lagon (totally emptying his healthbar) in the first phase of his fight will now end the encounter instead of requiring the player to complete the tentacle phase as well.
  • Improved the hitbox of the Emperor of Corpses’s Soul Bomb ability to better match its visuals.
  • Diamond Nagasa can no longer spawn with the “Familiar” mod (resurrects after two seconds).
  • Adjusted the targeting of Majasa’s Stone Stare ability to avoid situations where you got hit despite feeling like you dodged away in time.
  • The buff that Wengari Brutes gain when they roar now also gives them 50% less damage taken.
  • Adjustments to the Necrotic Arcing Projectile used by the Lion Chimeras and Immortal Overseers:
    • Updated visuals
    • Adjusted targeting so it won’t hit the exact same spot as frequently
    • Reduced the hitbox size since it was much larger than the indicator and explosion
  • The following enemies will now die at the end of their movement abilities if they drop to zero health while moving (the ability will still deal damage):
    • Giant Rats
    • Frostmaws
    • Bristlemaws
    • Volatile Bristlemaws
    • Fallen Osprix
    • The Crimson Blade
  • Updated Phrax to be a variant of Desert Stinger. They’re faster and deal physical damage.
  • Smoldering Lithrac’s Explosive Ground deals 17% more damage.
  • Changed enemy display names
    • Void Husk Nagasa → Nagasa Void Husk
    • Void Nightmare → Nightmare
    • Grael (in Monolith) → Grael - Champion of Heorot

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Bug Fixes

  • Fixed a bug where some enemies that were supposed to drop items after a delay did not drop items at all.
  • Slightly moved spawners in The Strand of Storms that were too close to where the player spawned when coming from The Moonlit Shrine.
  • Slightly moved enemy spawners in The Ruins of Welryn that were too close to the player when you traveled to the zone via the waypoint.
  • Fixed a bug where Void Bolts from Unseeing would completely miss the player if the Unseeing was magic or rare.
  • Fixed Volcanic Pyromancers sometimes holding their staff incorrectly.
  • Fixed a bug where Monolith spires on rare occasions would use lightning nova.
  • Fixed Osprix Zealots holding their weapons incorrectly.
  • Fixed dirt elementals not having hit flash effects.
  • Fixed the “dissolve” visual effect on Winged Fires and other enemies looking incorrect.
  • Fixed a bug where the Prophet of Ruin’s Dark Eruption could damage players after the Prophet of Ruin was defeated.

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5 Likes

Visuals

Player Animations

  • All animations for the Acolyte and Primalist have been updated: idles, runs, attacks, and spell casts, each with multiple versions to match different weapon types.
  • Added a new stabbing animation and visual effect variant for using various skills with a Spear equipped: Vengeance, Multistrike, Mana Strike, Flurry, and Cinder Strike.
  • Tweaked the Rogue’s base character model.

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Graphics Settings

  • Fixed “banding” in shadows at high shadow quality settings.
  • Removed the option for hard shadows and made Low quality shadows more consistent with higher quality ones.
  • Screen Space Reflections are disabled at Medium and below. In this configuration it’s expensive performance-wise and hard to see.

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Skills

  • Updated the elemental casting visuals that appear next to your player when casting a skill.
  • Updated Acid Flask’s base and fire versions, and poison pools.
  • Updated the visuals for Aura of Decay’s Poison Bolts.
  • Adjusted Aura of Decay’s visual to make it more noticeable in different lighting conditions.
  • Updated Avalanche’s Frozen Ground VFX to better represent its coverage.
  • Updated visuals for the Axe Throw sub-ability.
  • Updated the visuals for Bone Curse’s Signet of Agony (aura) node.
  • Overhauled the model, animation and sounds for Bone Golems.
  • Updated the visuals for Death Seal’s physical conversion.
  • Updated visuals for Earthquake’s lightning conversion.
  • Updated icicle projectiles used by Enchant Weapon, Ice Barrage, Skeletal Cryomancers, Ice Beetles and Ice Elementals.
  • Updated the visuals for Fireball.
  • Updated the visuals for Kinetic Burst (Flurry).
  • Updated the visuals for Forged Weapons.
  • Updated the visuals for Greater Ice Vortex (Glacier).
  • Updated Hammer Throw’s visuals, including the void damage aura.
  • Updated the visual effects for Harvest.
  • Updated all of Judgement and Consecrated Ground’s visuals.
  • Manifest Armor has been updated with a new model, animations, and ability visuals.
  • Overhauled Meteor’s visuals.
  • Updated the visuals for the ability proc’d by Reign of Winter.
  • Updated the visuals for Rive.
  • Updated the visuals for Serpent Strike. They also now scale with attack speed to better match when damage is dealt.
  • Added a new Poison variant of Shadow Cascade for the Toxic Whirl node.
  • Overhauled the visuals for Shield Rush.
  • Added a new Void variant for Shield Rush, activated by taking the Dark Rush node.
  • Shield Throw’s visuals now change when it is converted to fire or void.
  • Sped up the movement animations of Skeleton Rogues and Skeletal Mages to better match their movespeed.
  • Skeleton summons and enemies that had trailing visual effects now have glow effects instead. This new effect is more performant.
  • Updated the Slash attack for Death Knights.
  • Updated the shields used by Skeleton Warriors.
  • Reduced the intensity of glow effects on Skeletal Pyromancers.
  • Updated the visuals for Spark Charges.
  • Updated the visuals for Static.
  • Updated the visuals for Summon Spriggan’s Rejuvenating Wind skill.
  • Updated the visuals for Wandering Spirits.
  • Overhauled the visuals for Warpath, including Physical, Fire and Void versions.
  • Updated the visual for Warslash. Its visual now also changes based on Warpath’s tree.
  • Updated the visual effect for summoning Primalist minions.
  • Overhauled the visuals for all Primalist Totems.
  • Updated the visuals for Void Knight echoes.
  • Updated the 3d models for Volcanic Orb and Frozen Orb.

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Hit Events

  • Updated the on-hit visual effects for all damage types.
  • There is now a maximum of one damage type based hit vfx played for each hit (from two).
  • Damage types are weighted so that in cases where the damage from two types is similar enough the more flavourful one is picked rather than the higher one.
  • If two damage number events occur within the same 0.02 second window the resulting damage number will show the combined damage rather than the later damage.
  • Fixed a bug where if a DoT damage number needed to be shown in the same 0.02 second window as a hit then it would prevent the hit flash effect from playing.
  • Minions no longer have hit flash when hit.

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Ailments

  • Updated the visual effects for Haste, Slow, Frostbite, Chill, Ignite, Poison, and Shock.
  • Updated the visual effect for Frenzy (used by enemies).
  • Removed vfx on all shred ailments except for armor shred to reduce visual noise.

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NPCs

Added new models and animations for these NPCs:

  • Alric
  • Elder Erza
  • Elder Gaspar
  • Artem the Gambler
  • Elder Pannion (human)
  • Yulia (Divine and Imperial Eras)
  • Grael
  • Harton (Divine Era)
  • Liath
  • Keeper Leena

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Enemies

  • Updated the model and animations for the Idol of Loathing (and other bosses with the same model).
  • Liath has a new model and animations.
  • Updated the death vfx used by some void enemies.
  • Updated the death animation for Dragon enemies.
  • Updated the visuals of Woven Ice (used by Sleet Weavers).
  • Updated the visuals of abilities used by Wengari Shamans.
  • Adjusted some vfx on Burning Flesh, Fire Lich, and Imperial Pyromancer for visual clarity.
  • Updated the ability visuals for Desecrated Flesh.
  • Updated the projectiles and self destruct of Immortal Eyes.
  • Updated the ability visuals for the Primeval Dragon.
  • Updated some skill visuals for Osprix Vanguards.
  • Updated the visuals for Soul Bolts from Immortal Eye enemies.
  • Updated the visuals for enemy spawners in Arenas.
  • Updated the visuals for Decaying Spriggan’s Poison Clouds.
  • Updated the positioning of the Diamond Nagasa’s buff effect to resolve clipping.
  • Updated the spotlight effect that appears on all Rare enemies.
  • Improved the death ragdoll for all wealth elemental enemies.
  • Updated the visuals for Heorot’s Ice Spear ability in the Monolith.

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Other Changes

  • Updated the visual for gaining a character level.
  • Added a visual effect for skills leveling up.
  • Added new visuals for gaining a passive point from a quest, picking up an experience tome, and choosing a blessing.
  • Updated the model used for potions on the ground.
  • Updated the visual effects for buffs granted by Shrines.
  • Updated the visual that appears around your character while they have negative mana.
  • Updated the visual that appears when using a potion.
  • Added a closing animation for town/player portals.
  • Player health bar and floating name height now varies based on your class and form. This avoids them clipping into your character or being awkwardly high up.

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Bug Fixes

  • Fixed a bug where Teleport’s visuals looked incorrect after the first time you cast it.
  • Fixed many enemies having one or more combat feedback visuals setup incorrectly (outlines, hit flash, freeze effect).
  • Fixed a bug where decals on the ground behind an object would visually pop in when the object faded out.
  • Fixed various visual bugs with shadows for hideable objects.
  • Fixed the bow version of Cinder Strike’s bow attacks not having a directional hit effect.
  • Fixed Skeleton Warriors holding swords incorrectly.
  • Fixed certain ground effects projecting onto Storm Crows.
  • Fixed the puke attack from Volatile Zombies disappearing suddenly after being used.
  • Fixed a bug where the rune visual from the Glyph of Fire node on Volcanic Orb didn’t change when converted to cold.
  • Fixed a bug where cold conversion Warcry was not using cold casting VFX.

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Sound

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Mixing

  • Most player ability sounds when cast by you now use a 2D mix, meaning they are played equally through both channels. Sounds from other sources are still simulated in 3D. The goal of this change is to make your ability sounds wider and clearer, while other party members’ ability sounds will be localized and more in the background to keep the mix cleaner.

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Skill Sound Reworks

Most skills have multiple sounds that they use. Sometimes, only some of the sounds need updating, or they only need minor changes. These skills have all had substantial reworks:

  • Anomaly (including Time Wave)
  • Arcane Ascendance
  • Aura of Decay (including sub-abilities)
  • Black Hole
  • Bone Golem (and variants)
  • Chakram
  • Cinder Strike (Bow)
  • Death Seal
  • Disintegrate
  • Drain Life
  • Earthquake (and lightning conversion)
  • Elemental Nova (all types)
  • Flame Ward (including conversions)
  • Focus (and Lightning Wave)
  • Fury Leap
  • Hammer Throw (including a new sound for spiraling)
  • Ice Barrage
  • Infernal Shade
  • Judgement (including Consecrated Ground and Holy Eruption)
  • Lightning Blast (and cold conversion)
  • Lunge
  • Maelstrom
  • Mana Strike
  • Marrow Shards
  • Meteor
  • Puncture
  • Reaper Form and Reap
  • Rive
  • Serpent Strike
  • Shield Rush (including void beams)
  • Smite
  • Snap Freeze (and Snap Shock)
  • Static (and Discharge)
  • Storm Crow lightning blast
  • Surge (including conversions)
  • Swipe (including Lighting version)
  • Teleport
  • Tempest Strike
  • Tornado
  • Wandering Spirits
  • Warpath
  • Werebear Form - Lightning Swipe, Rampage and Maul
  • Vengeance
  • Volatile Reversal
  • Volcanic Orb (and subskills)

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Smaller Skill Updates

  • Updated sounds for town portals.
  • Updated the sounds for gaining character and skill levels.
  • Added a new impact sound for the fire conversion of Acid Flask.
  • Updated the sound for Assemble Abomination absorbing a minion.
  • Updated the summoning sound for Assemble Abomination.
  • Added sounds for Bone Nova projectiles.
  • Increased the volume of Crowstorm.
  • Added new sounds for Death Seal’s Death Wave.
  • Updated the sound for Divine Flare.
  • Added a new sound for Decoy exploding.
  • Updated the sound for Flame Burst.
  • Improved mixing for Flame Wraith’s fireball attack.
  • Updated the sound for Kinetic Burst (Flurry).
  • Removed an old sound on Greater Ice Vortex from the Glacier skill tree.
  • Hail of Arrows and Maelstrom now have damage sounds that trigger at a regular interval inside the damage radius.
  • Updated footstep sounds for Skeleton summons.
  • Updated volume balance for Shurikens sounds.
  • Updated the sounds for summoning Primalist Companions.
  • Updated the sounds for Summon Spriggan’s Rejuvenating Wind and footsteps.
  • Updated sounds for the player’s Locust summons.
  • Primal Wolves now have footstep sounds.
  • Thorn Totems have new attack sounds.
  • Added a windup sound for Upheaval.

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Hit Sounds

Updated the sound these skills make when hitting enemies:

  • Assembled Abomination melee
  • Dancing Strikes
  • Fireball
  • Firebrand
  • Flurry (melee and bow)
  • Forged Weapons
  • Hungering Souls
  • Multishot
  • Multistrike
  • Shadow Cascade
  • Shatter Strike and Icicles
  • Shurikens
  • Summoned Abomination
  • Swarmblade (all melee)
  • Swarm Strike now plays a hit sound when consuming at least one Locust.
  • Synchronized Strike
  • Umbral Blades
  • Werebear Swipe and Rampage
  • Wraith melee attacks
  • Volcanic Orb’s Shrapnel

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New Music

Created a new music track for the following zones:

  • Ulatri Cliffs (Ruined Era)
  • Last Refuge Outskirts
  • Council Chambers
  • Last Archive
  • Erza’s Library
  • Pannion’s Study
  • Precipice
  • Upper District
  • The Armory
  • Lower District
  • Sheltered Wood
  • The Surface
  • Forsaken Trail
  • Cultist Camp
  • Ruins of Welryn
  • Welryn Undercity
  • Welryn Docks
  • Ruined College
  • Ritual Site
  • Shattered Valley
  • The Courtyard
  • Temple of Eterra
  • Lotus Halls
  • Sanctum Bastille
  • End of Ruin
  • Outcast Camp
  • Welryn Outskirts
  • Imperial Welryn
  • Soul Warden’s Road
  • Risen Lake
  • Fallen Tower
  • Imperial Thetima
  • Darkling Pier
  • Imperial Dreadnought
  • Dreadnought’s Deck
  • Shining Cove
  • Argolos the Blessed fight in the Wraith Dunes
  • Desert Waystation

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Voice Acting

Added new Voice Acting for these NPCs:

  • Elder Gaspar
  • the Forgotten Knight
  • Alric
  • Yulia
  • Grael
  • Harton (human)

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Enemy Sound Reworks

As with skills, enemies have a lot of sounds. These enemies received the most significant changes:

  • Adrift Meruna
  • Desecrated Flesh
  • Desert Beasts
  • Eber and Eber Riders
  • Idol of Loathing (and related bosses)
  • Liath boss fight
  • Primeval Dragon
  • Profane Flesh
  • Sleet Weaver
  • Teeming Husk (and summons)
  • Void Centipede
  • Voidfire Creepers

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Smaller Enemy Updates

  • Updated death sounds for some void enemies.
  • Added sound effects for Familiar and Twinned monster mods.
  • Added on-hit and stun sounds for Chimera and Bone Cairn enemies.
  • Updated ability and movement sounds for Chitid enemies.
  • Updated ability sounds for Crested Ascendant enemies.
  • Updated the Poison Sting sound for Desert Stinger enemies.
  • Improved audio mixing for Festering Cultist enemies.
  • Ice Beetles now use the same vocals and movement sounds as Chitids
  • Updated sounds for the Crystals summoned by Majasa.
  • Added movement sounds for Marsh Beetle and Marsh Beetle Queen enemies.
  • Meruna Ogres have new foley, vocal and stun sounds.
  • Imperial Pyromancers have new vocals, death and stun sound effects.
  • Updated ability sounds for Scalebane Rogue enemies.
  • Updated the dash and death sound for Siege Golem enemies.
  • Added new vocal and stun sounds for all skeleton enemies.
  • Added footstep sounds for various skeleton enemies.
  • Updated Rock Throw sounds for Skullen Chuckers.
  • Added a new death sound effect for the Void Amalgamation boss and Infernal Husk enemies.
  • Changed the hit sound for Wengari Bone Throw.
  • Updated vocal sounds for all enemy wraiths.
  • Updated sounds for the Wraith Caller in the Wraith Dunes.

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Other Sound Updates

  • Added a new footstep sound for Ice surfaces.
  • Improved footsteps and ambient sound in the Ruined Coast.
  • Updated ambient and atmospheric sounds throughout Chapter 2.
  • Updated the activation sounds for Waypoints and the ambient sounds that play while standing near them.
  • Applied significant compression on impact and indicator sounds to clean up the mix.
  • Updated sounds for when-hit vfx.
  • Refuge Guards now have on-hit sounds.
  • Added a new loop sound for Ice Vortex. This is for both player and frost spriggan enemies.
  • Wengari Hound, Frozen Wolf, Crab Hound and Primal Wolf all have new vocals and death sound effects.
  • Updated Zerrick (ally)’s ability sounds.

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Bug Fixes

  • Fixed a bug that caused sounds to not play for additional projectiles.
  • Fixed Maelstrom’s hit sounds playing from an incorrect location.
  • Fixed Void Dart (enemy ability) not having a hit sound.
  • Fixed an issue with Assembled Abomination footsteps triggering out of time.
  • Made the bees a lil louder.

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7 Likes

Chat & Social

There are various new features in 0.9 to support Multiplayer. Offline mode in 0.9 still involves logging in, and has chat and friends services like it did in 0.8.5. We still plan to make Offline mode fully offline in the future.

  • You can add friends and form a party at any time in Multiplayer through the Social window (hotkey: H) or right clicking on usernames in Chat. Once in a party, right click on their portrait to open a player portal that takes you to their server.
  • The social window now shows the name, level and class of the character you’re playing and what zone you are in.
  • The social window will show who is playing on an offline character and who is playing online so you don’t try to party up with someone offline.
  • Greatly improved the visual design of the social window.
  • You can now link Game Guide articles in chat. You can use the exact name of a page, or text that’s used in the Game Guide to link to it. For example, ??ailments or ??uniques.
  • You now have access to a Party chat channel while in a party.
  • Added a Help channel for asking questions in chat, which you can opt out of.

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User Interface

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Stash Search

  • When you have searched using the primary search bar and then switch tabs using the vertical display while the vertical search bar is empty, your search from the primary search bar will now apply to the new tab (previously the empty vertical search bar overrode it, even if you had not interacted with it)
  • Changing the contents of the vertical search bar now changes the primary search bar to match, to avoid ambiguity.

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Loading Screens

  • Redesigned the landing / login screen when opening the game.
  • Redesigned the loading screen between zones and added several new pieces of splash art.
  • Loading screen tips now vary with character level, character class, and the Era of the zone.
  • Added 10 new tips and improved some old ones.

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Dialog UI

  • Totally reworked the UI for talking to NPCs. Includes larger portraits, revealing text, and better presentation.
  • Fixed a bug where walking far enough away from an NPC with an open dialog, and then quickly opening another dialog could cause the new dialog to be closed improperly.

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Other Changes

  • Respecing a passive point can now be confirmed by pressing the Enter button.
  • The Crafting UI now shows the exact values that the mod(s) will change to when using a Glyph of Order.
  • The Crafting UI now shows the exact values that the affix(es) will change to when using a Glyph of Order.
  • Improved the presentation of the Transfer Crafting Materials button. The stored items now visually move and the total values climb incrementally rather than instantly changing.
  • The overlay map now has a minimum opacity of 10% (from 0%). Accidentally setting the overlay map to 0% would make it seem like the system wasn’t working.
  • The settings for displaying floating healthbars over minions and enemies now apply to all targets, rather than only newly spawned minions and enemies.
  • Fixed the increased mana prefix showing up in the Sentinel section of the loot filter rather than the mana section.
  • Controller Pointer Velocity can now be adjusted in the keybinds menu.

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Optimization

We have put a lot of work into optimizing Last Epoch since 0.8.5, so you should notice an improvement of average framerates across the game, and fewer performance dips.

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Pooling

  • The visuals of nearly all player abilities are now pooled. This especially helps when a lot of abilities are being used. When a pooled visual ends, it is hidden and added to the “pool” of identical visuals. When the game needs a new copy of that visual, an instance is recycled from the pool rather than creating a new one (which costs more performance).
  • The skills proc’d by several Uniques have been pooled as well:
    • Anchor of Oblivion, Reign of Winter, Melvern’s Writ, Soul Bastion, Volcanus, Alluvion, Riverbend Grasp, Ucenui’s Sphere, Yulia’s Path, Fiery Dragon Shoes, Torch Of The Pontifex, Prismatic Gaze, Gaspar’s Insight and Tempest Maw.
  • Many enemies in Chapters 1, 2, 3, 4, and 5 (and the Void Harton boss fight) also have their abilities pooled. We will continue working on this in future updates.

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Levels

  • Reworked many, many models and materials for background objects and visuals to improve performance.
  • Implemented a new terrain (i.e. ground texture) system that is more performant (and has better functionality for the future).

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General

  • Fixed the game hitching when saving progress, especially when you have a large stash.
  • Improved the performance of all generic on-hit visual effects.
  • Improved the performance of the ability casting visual effects that appear around the player.
  • Improved the performance of the game’s UI by reducing how much needs to be redrawn.
  • Refactored the system for displaying floating healthbars above players, minions and enemies, improving performance.
  • Improved the performance of modifying player skills according to your choice in skill trees, items, etc.
  • Improved the performance of all stun effects.
  • Improved the performance and memory usage of hit flash effects.
  • Improved the performance of hit vfx.
  • Fixed a memory leak that occurred when opening the world map or changing which era is shown on the map.

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Enemy Abilities

Improved the performance of the following enemy abilities:

  • All of the Primeval Dragon’s abilities
  • Lagon’s Moon Blast, Tidal Wave, Lightning Blast and melee attack
  • Emperor of Corpses’ Flesh Shake
  • All of the Idol of Loathing’s abilities
  • Voidfused Forge’s death effect
  • Void Rifts used by the Emperor’s Remains
  • Dash used by Argentus
  • Liath’s mines, teleport and water projectile
  • Most of the Abomination Boss’ abilities
  • Tail Slam and Arching Magma used by Magma Gorn
  • Arching attack used by Drowned Visages
  • Projectile and death effects of Immortal Eyes
  • Both attacks used by Adrift Meruna
  • Dash and arrow projectile used by Siege Golems

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Skill Visuals

Improved the performance of the following skills:

  • Assemble Abomination’s summoning visual effect
  • Aura of Decay
  • Bone Curse
  • Hungering Souls
  • All Rip Blood variants
  • Transplant
  • All of Volatile Zombie’s visual effects
  • Summoning Skeletons and Skeletal Mages
  • Abilities used by various Skeleton and Skeletal Mage minions
  • All variants of Elemental Nova
  • Lightning Blast
  • All Meteor variants, including shrapnel
  • Shatter Strike and Icicle
  • Teleport
  • Avalanche, including fissure and frozen ground.
  • All Earthquake variants.
  • Primal Wolf’s Howl.
  • Storm Crow’s basic and activated ability.
  • Venom Nova (Primal Scorpion ability)
  • Thorn Totem’s Rotten Core
  • Burning Daggers
  • Decoy (throwing them out, specifically)
  • Mirages from Puncture
  • Shadow Cascade
  • Synchronized Strike
  • Consecrated Ground (Judgement)
  • Detonating Ground (Forge Strike)
  • Furnace (Smelter’s Wrath)
  • Hammer Throw
  • Holy Eruption (Judgement)
  • Lunge
  • Shrapnel (Shield Bash)
  • Vengeance

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Changes and Additions

  • Added section for Dread Shade
    • Dread Shade can only be cast on your minions, not allies minions.
    • Symbiotic Apparition now causes Dread Shade to affect you, but not other party members.
  • Added section for Leaderboards
    • Leaderboards will be unavailable during 0.9 and will be returning 0.9.1
  • Added to Void Knight Skill Changes: Anomaly
    • Time Bubble now shreds void resistance (it previously stated that it increased void damage taken, but did not have this effect in practice)
  • Removed incorrect patchnote from Flame Reave:
    • Versatility makes Surge and Mana Strike count toward Rythm of Fire (from Firebrand and Mana Strike). Firebrand’s Incineration and Illumination Fire nodes have been buffed according.

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22 Likes

Ayy lets go! So excited!

1 Like

The time has arrived! Let’s go! Now to sit down and read all of it :')

Edit:

I enjoyed playing Holy Flame Burst during the multiplayer beta, but this seems like a bit of a harsh nerf to me… With the node behind the enabling node for Holy Flame Burst in the Holy Aura tree, you can get 200% more damage if you trigger the Burst yourself (as opposed to an ally), which means you already contribute 3 times as much as allies in terms of damage. Adding an extra factor of 10 or 12 for the amount of contribution to Holy Flame Burst’s damage (through you applying 10 to 12 stacks and allies 1) seems a bit excessive to me.

But maybe it’s balanced when you have some other players applying many hits, like a necro with a whole army or a rogue going zoom, which I didn’t have the time to try, so I might be wrong. ^^ I guess we’ll see!

Is this only for the time being, or will offline characters permanently be unable to access appearance options?

Wow there are a lot more changes to skills than I expected, really impressed that not only is the game being updated at its core but we get an entirely new feel to many characters based on the skill changes. Really good look.

Ooh boy, this will be the perfect thing to read over second breakfast.

2 Likes

As we move towards our 1.0 release, we aim to make offline mode truly offline. This means offline mode will not be able to support things such as the MTX store - as that would require internet connections for verifications and purchases. It’s possible we may find a way to have purchased MTX work in offline mode, though currently is unlikely in order for offline mode to be the true offline we want it to be.

8 Likes

You all have done an amazing job. I hope next week is going to be a massive celebration around the EHG campus, whatever hiccups and problems may arise because this is quite an achievement. Massive undertaking.

Congratulations.

What about changing the appearance of items to other base game items? i.e. making a Volcanus look like a regular base 2H sword, or changing an armor’s appearance to a different set’s?

hype! very nice

Excellent work, i hope in next update You can put the option in spanish language, but if not, i don’t care, the Game is amazing

Localisations will come with 1.0.
And spanish is alreay confirmed to be one of the languages that will be localised.

We’re interested in and have discussed “transmog” systems, but no plans how, or if we will implement it currently.

1 Like

There are a lot of great improvements here, and it’s greatly appreciated.
I will bring up one issue on this post and that’s an issue with the “Tope of Page” links, the vast majority of them do nothing. The same issue exists for the links to take you directly to the section of interest, starting with Gameplay & Mechanics.

Thanks for all the hard work!

Because it’s such a long post, it can depend a bit on how much your browser can remember. The links should add the correct link to the browser - if it doesn’t actually remember where that header was, you can hit enter on the url, and it will re-load the page to go to that link. In the future, we want to have better landing pages for patch notes which will avoid this memory limitation (though these patch notes being so long is also a bit of an exception :wink: )

2 Likes