From Dark and Darker Wiki
(patch 7 notes) |
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==Hotfix 74== | |||
Patch Notes: | |||
* Fixed an issue where EA Season #4 rewards might not be paid out properly. | |||
* Fixed an issue where clicking the DLC purchase button in the Epic Games client could lead to an incorrect link. | |||
* Fixed an issue where only some characters could not log in. | |||
* Fixed an issue where the game could end abnormally after setting the audio device. | |||
* Fixed an issue where users with different gear score gaps could enter the same dungeon in the High Roller Dungeon. | |||
* Fixed an issue where you could attempt Shield Slam without equipping a shield. | |||
* Fixed an issue where the Sorcerer could not appear properly on the Karma page. | |||
* Fixed an issue where there could be a slight delay when a Sorcerer casts a spell with bare hands. | |||
* Fixed an issue where magic could be used while moving when using a magic weapon after equipping the Sorcerer's Apex of Sorcery. | |||
* Fixed an issue where the Lightning Storm spell could be intermittently cancelled. | |||
* Fixed an issue where sound could be heard throughout the map when using the Sorcerer's Electric Dash. | |||
* Fixed an issue where the Sorcerer's Flamethrower spell effect could remain even after finishing using it. | |||
* Fixed an issue where the effect size of Sorcerer's Water Bolt could look different than intended. | |||
* Fixed an issue where the function could be paralyzed when equipping the Sorcerer's Time Distortion and firing a barrage of spells. | |||
* Fixed an issue where spells such as Sorcerer’s Elemental Bolt could be fired from behind and hit allies behind them. | |||
* Fixed an issue where the collider of Sorcerer's Fire Arrow, Ice Spear, and Flamefrost Spear was abnormally large. | |||
* Fixed an issue where the stealth effect could persist even when using magic. | |||
* Fixed an issue where monsters positioned at player spawn locations could kill players who had joined the session. | |||
* Fixed an issue where you could spawn in the same location as other users. | |||
* Fixed an issue where walls and doors in random dungeon maps could not be properly synchronized. | |||
* Fixed an issue that could cause matching to fail intermittently. | |||
* Fixed an issue where delay motion did not appear during the Troll's attack pattern. | |||
* Fixed an issue where sounds could sound strange inside dungeons. | |||
* Cleric's Locust Swarm attribute bonus ratio changed from 0% → 50%. | |||
* Sorcerer's Vigor changed from 9 → 10, Agility changed from 11 → 10. | |||
* Sorcerer's Apex of Sorcery magical damage bonus changed from 100% → 25% and spell casting speed bonus changed from 100% → 25%. | |||
* Sorcerer's Time Distortion cooldown time increase changed from 5x → 4x. | |||
* Sorcerer's Lightning Storm channeling duration changed from 8 → 5, area radius changed from 250 → 175, and damage changed from 15 → 10. <i>Note: Damage was already at 10</i> | |||
* Sorcerer's Electric Dash area radius changed from 100 → 80. | |||
* The visual effect when the Sorcerer’s Thorn of Earth disappear has been changed. | |||
* Improved Crystal Sword animations. | |||
Developer Comments: | |||
This hotfix addresses several high priority issues as we begin tuning the Sorcerer and the Continuous Matchmaking features. We have scaled back the power of Sorcerer spells and perks that were too excessive. The update also fixes a setting with the Continuous Matchmaking that allowed players to spawn too closely to other players and monsters upon loading into the dungeons. Now that that issue is fixed, we will continue to monitor our logs and will adjust various factors such as the cutoff time for when new players can enter a session and number of players per floor. Please note that the values for these settings were set aggressively for the initial iteration so we could gauge the extremes. We’d also like to clarify that going down a level does NOT transfer you to a higher gear score session. The gear score of your initial dungeon will always determines the matchmaking pool until you exit that dungeon series. We encourage looting and trying to gain a gear score advantage on the upper floors as we believe there should always be a risk/reward consideration on when you go down a floor. We thank you for your patience and we’ll see you in the dungeons! | |||
==Patch 7== | ==Patch 7== | ||
Patch Notes | ===Patch Notes=== | ||
* Fixed an issue where the Marketplace would not properly unlock after gaining Legendary status. | * Fixed an issue where the Marketplace would not properly unlock after gaining Legendary status. | ||
* Fixed an issue where a merchant requested an item of 'any rarity' would not properly be submitted. | * Fixed an issue where a merchant requested an item of 'any rarity' would not properly be submitted. | ||
Line 60: | Line 97: | ||
* Experimental) The maximum movement speed of fighters and barbarians has been changed from 330 → 350. (Canceled) During internal testing this change was canceled with the decision to revisit at a later date. | * Experimental) The maximum movement speed of fighters and barbarians has been changed from 330 → 350. (Canceled) During internal testing this change was canceled with the decision to revisit at a later date. | ||
* Barbarian's Iron Will additional magic resistance changed from 60 → 100 due to the adjustments to the new Magic Resistance curve. | * Barbarian's Iron Will additional magic resistance changed from 60 → 100 due to the adjustments to the new Magic Resistance curve. | ||
* The new Sorcerer class has been added. Please note that this class is currently a work in progress, and we look forward to your feedback. | * The new [[Sorcerer]] class has been added. Please note that this class is currently a work in progress, and we look forward to your feedback. | ||
* New Sorcerer focused armor items have been added. | * New Sorcerer focused armor items have been added. | ||
* Added a new Nameplate system that allows you to change the appearance of your in-game nameplate. We plan to add many more nameplate designs to unlock in the future. | * Added a new Nameplate system that allows you to change the appearance of your in-game nameplate. We plan to add many more nameplate designs to unlock in the future. | ||
* Added a Socket System that allows you to customize the secondary attributes of your items by inserting gems. | * Added a [[Socket]] System that allows you to customize the secondary attributes of your items by inserting gems. | ||
* Added the first version of our Achievement system. We plan to allow players to unlock cool rewards by completing these achievements in the future. | * Added the first version of our [[Achievement]] system. We plan to allow players to unlock cool rewards by completing these achievements in the future. | ||
* Upgraded the Quest system so it now tracks your progress across your account. | * Upgraded the Quest system so it now tracks your progress across your account. | ||
* Added random rewards to the Quest system. Some quests will now reward you with a reward that is selected from a specific pool of rewards. | * Added random rewards to the Quest system. Some quests will now reward you with a reward that is selected from a specific pool of rewards. | ||
Line 86: | Line 123: | ||
* EA4 Adventure Rank Season Reward will be issued soon. | * EA4 Adventure Rank Season Reward will be issued soon. | ||
Developer Comments | ===Wiki notes=== | ||
====Stat Curve changes==== | |||
<div style="width:500px;> | |||
[[Stats#Physical Damage Reduction]]<br> | |||
<b>Before:</b><br> | |||
-300 Armor Rating starts at -619% Physical Damage Reduction. | |||
*-300 -> -619% | |||
*-300 to -3 = 2% each, up to -25% | |||
*-3 to 20 = 1% each, up to -2% | |||
*20 to 30 = 0.5% each, up to 3% | |||
*30 to 45 = 0.4% each, up to 9% | |||
*45 to 65 = 0.3% each, up to 15% | |||
*65 to 85 = 0.25% each, up to 20% | |||
*85 to 170 = 0.2% each, up to 37% | |||
*170 to 300 = 0.15% each, up to 56.5% | |||
*300 to 353 = 0.1% each, up to 61.8% | |||
*353 to 500 = 0.05% each, up to 69.15% | |||
{{#widget:Chart|uniqueId=PhysicalDamageReductionbefore|data=[{"x": -300,"y": -6.19},{"x": -3,"y": -0.25},{"x": 20,"y": -0.02},{"x": 30,"y": 0.03},{"x": 45,"y": 0.09},{"x": 65,"y": 0.15},{"x": 85,"y": 0.2},{"x": 170,"y": 0.37},{"x": 300,"y": 0.565},{"x": 353,"y": 0.618},{"x": 500,"y": 0.6915}]|color=orange}} | |||
<b>After:</b><br> | |||
-300 Armor Rating starts at -619% Physical Damage Reduction. | |||
*-300 -> -619% | |||
*-300 to -3 = 2% each, up to -25% | |||
*-3 to 20 = 1% each, up to -2% | |||
*20 to 30 = 0.5% each, up to 3% | |||
*30 to 45 = 0.4% each, up to 9% | |||
*45 to 65 = 0.3% each, up to 15% | |||
*65 to 85 = 0.25% each, up to 20% | |||
*85 to 200 = 0.2% each, up to 43% | |||
*200 to 300 = 0.15% each, up to 58% | |||
*300 to 374 = 0.1% each, up to 65.4% | |||
*374 to 500 = 0.05% each, up to 71.7% | |||
{{#widget:Chart|uniqueId=PhysicalDamageReductionafter|data=[{"x": -300,"y": -6.19},{"x": -3,"y": -0.25},{"x": 20,"y": -0.02},{"x": 30,"y": 0.03},{"x": 45,"y": 0.09},{"x": 65,"y": 0.15},{"x": 85,"y": 0.2},{"x": 200,"y": 0.43},{"x": 300,"y": 0.58},{"x": 374,"y": 0.654},{"x": 500,"y": 0.717}]|color=orange}} | |||
[[Stats#Base Health]]<br> | |||
<b>Before:</b><br> | |||
0 Base Health Rating starts at 60 Base Health. | |||
*0 -> 60 | |||
*0 to 10 = 3 each, up to 90 | |||
*10 to 50 = 2 each, up to 170 | |||
*50 to 75 = 1 each, up to 195 | |||
*75 to 100 = 0.5 each, up to 207.5 | |||
{{#widget:Chart|uniqueId=BaseHealthbefore|data=[{"x": 0,"y": 60},{"x": 10,"y": 90},{"x": 50,"y": 170},{"x": 75,"y": 195},{"x": 100,"y": 207.5}]|color=orange}} | |||
<b>After:</b><br> | |||
0 Base Health Rating starts at 80 Base Health. | |||
*0 -> 80 | |||
*0 to 34 = 2 each, up to 148 | |||
*34 to 50 = 1.5 each, up to 172 | |||
*50 to 75 = 1 each, up to 197 | |||
*75 to 100 = 0.5 each, up to 209.5 | |||
{{#widget:Chart|uniqueId=BaseHealthafter|data=[{"x": 0,"y": 80},{"x": 34,"y": 148},{"x": 50,"y": 172},{"x": 75,"y": 197},{"x": 100,"y": 209.5}]|color=orange}} | |||
[[Stats#Magical Damage Reduction]]<br> | |||
<b>Before:</b><br> | |||
-300 Magic Resistance starts at -595% Magical Damage Reduction. | |||
*-300 -> -595% | |||
*-300 to -15 = 2% each, up to -25% | |||
*-15 to 10 = 1% each, up to 0% | |||
*10 to 250 = 0.25% each, up to 60% | |||
*250 to 350 = 0.2% each, up to 80% | |||
*350 to 500 = 0.1% each, up to 95% | |||
{{#widget:Chart|uniqueId=MagicalDamageReductionbefore|data=[{"x": -300,"y": -5.95},{"x": -15,"y": -0.25},{"x": 10,"y": 0},{"x": 250,"y": 0.6},{"x": 350,"y": 0.8},{"x": 500,"y": 0.95}]|color=orange}} | |||
<b>After:</b><br> | |||
-300 Magic Resistance starts at -595% Magical Damage Reduction. | |||
*-300 -> -595% | |||
*-300 to -15 = 2% each, up to -25% | |||
*-15 to 8 = 1% each, up to -2% | |||
*8 to 18 = 0.5% each, up to 3% | |||
*18 to 33 = 0.4% each, up to 9% | |||
*33 to 53 = 0.3% each, up to 15% | |||
*53 to 85 = 0.25% each, up to 23% | |||
*85 to 280 = 0.2% each, up to 62% | |||
*280 to 340 = 0.15% each, up to 71% | |||
*340 to 430 = 0.1% each, up to 80% | |||
*430 to 500 = 0.05% each, up to 83.5% | |||
{{#widget:Chart|uniqueId=MagicalDamageReductionafter|data=[{"x": -300,"y": -5.95},{"x": -15,"y": -0.25},{"x": 8,"y": -0.02},{"x": 18,"y": 0.03},{"x": 33,"y": 0.09},{"x": 53,"y": 0.15},{"x": 85,"y": 0.23},{"x": 280,"y": 0.62},{"x": 340,"y": 0.71},{"x": 430,"y": 0.8},{"x": 500,"y": 0.835}]|color=orange}} | |||
</div> | |||
===Developer Comments=== | |||
All characters have been reset for the start of this new early access season. We have also reset the Triumph levels for all accounts. | All characters have been reset for the start of this new early access season. We have also reset the Triumph levels for all accounts. | ||
This season introduces several new systems as we return to our roots of building an engaging multiplayer dungeon crawler. EA Season 4 & 5 introduced changes that made the dungeons too predictable and led to a stagnation of gameplay. Our goal this season is to return some of the unpredictability and mysteriousness to the dungeons. | |||
We have now implemented our first iteration of a random dungeon system. We will start off by using the ‘Crypts’ dungeon as the testing ground for this system while we fine tune the settings to generate compelling dungeons to explore. We plan to progressively adapt more and more dungeon biomes to work with the random generation system throughout this season. The other advantage of this system is that it significantly reduces the overhead to add new dungeon modules, which we plan to take full advantage of this season. | We have now implemented our first iteration of a random dungeon system. We will start off by using the ‘Crypts’ dungeon as the testing ground for this system while we fine tune the settings to generate compelling dungeons to explore. We plan to progressively adapt more and more dungeon biomes to work with the random generation system throughout this season. The other advantage of this system is that it significantly reduces the overhead to add new dungeon modules, which we plan to take full advantage of this season. |
Latest revision as of 01:23, 21 December 2024
Hotfix 74
Patch Notes:
- Fixed an issue where EA Season #4 rewards might not be paid out properly.
- Fixed an issue where clicking the DLC purchase button in the Epic Games client could lead to an incorrect link.
- Fixed an issue where only some characters could not log in.
- Fixed an issue where the game could end abnormally after setting the audio device.
- Fixed an issue where users with different gear score gaps could enter the same dungeon in the High Roller Dungeon.
- Fixed an issue where you could attempt Shield Slam without equipping a shield.
- Fixed an issue where the Sorcerer could not appear properly on the Karma page.
- Fixed an issue where there could be a slight delay when a Sorcerer casts a spell with bare hands.
- Fixed an issue where magic could be used while moving when using a magic weapon after equipping the Sorcerer's Apex of Sorcery.
- Fixed an issue where the Lightning Storm spell could be intermittently cancelled.
- Fixed an issue where sound could be heard throughout the map when using the Sorcerer's Electric Dash.
- Fixed an issue where the Sorcerer's Flamethrower spell effect could remain even after finishing using it.
- Fixed an issue where the effect size of Sorcerer's Water Bolt could look different than intended.
- Fixed an issue where the function could be paralyzed when equipping the Sorcerer's Time Distortion and firing a barrage of spells.
- Fixed an issue where spells such as Sorcerer’s Elemental Bolt could be fired from behind and hit allies behind them.
- Fixed an issue where the collider of Sorcerer's Fire Arrow, Ice Spear, and Flamefrost Spear was abnormally large.
- Fixed an issue where the stealth effect could persist even when using magic.
- Fixed an issue where monsters positioned at player spawn locations could kill players who had joined the session.
- Fixed an issue where you could spawn in the same location as other users.
- Fixed an issue where walls and doors in random dungeon maps could not be properly synchronized.
- Fixed an issue that could cause matching to fail intermittently.
- Fixed an issue where delay motion did not appear during the Troll's attack pattern.
- Fixed an issue where sounds could sound strange inside dungeons.
- Cleric's Locust Swarm attribute bonus ratio changed from 0% → 50%.
- Sorcerer's Vigor changed from 9 → 10, Agility changed from 11 → 10.
- Sorcerer's Apex of Sorcery magical damage bonus changed from 100% → 25% and spell casting speed bonus changed from 100% → 25%.
- Sorcerer's Time Distortion cooldown time increase changed from 5x → 4x.
- Sorcerer's Lightning Storm channeling duration changed from 8 → 5, area radius changed from 250 → 175, and damage changed from 15 → 10. Note: Damage was already at 10
- Sorcerer's Electric Dash area radius changed from 100 → 80.
- The visual effect when the Sorcerer’s Thorn of Earth disappear has been changed.
- Improved Crystal Sword animations.
Developer Comments: This hotfix addresses several high priority issues as we begin tuning the Sorcerer and the Continuous Matchmaking features. We have scaled back the power of Sorcerer spells and perks that were too excessive. The update also fixes a setting with the Continuous Matchmaking that allowed players to spawn too closely to other players and monsters upon loading into the dungeons. Now that that issue is fixed, we will continue to monitor our logs and will adjust various factors such as the cutoff time for when new players can enter a session and number of players per floor. Please note that the values for these settings were set aggressively for the initial iteration so we could gauge the extremes. We’d also like to clarify that going down a level does NOT transfer you to a higher gear score session. The gear score of your initial dungeon will always determines the matchmaking pool until you exit that dungeon series. We encourage looting and trying to gain a gear score advantage on the upper floors as we believe there should always be a risk/reward consideration on when you go down a floor. We thank you for your patience and we’ll see you in the dungeons!
Patch 7
Patch Notes
- Fixed an issue where the Marketplace would not properly unlock after gaining Legendary status.
- Fixed an issue where a merchant requested an item of 'any rarity' would not properly be submitted.
- Fixed an issue where the Leathersmith requested the incorrect materials for some crafted items.
- Fixed an issue where Frostlight items could have incorrect attributes.
- Fixed an issue where the Barbarian class could wear the Frostlight Warden Outfit.
- Fixed an issue where the Bolt of Darkness effect could appear incorrectly after transforming with the Warlock's Blood Pact skill.
- Fixed an issue where the ending sound would not be played after using the Fighter's Sprint skill.
- Fixed an issue where the particle effect would remain on users who were hit by Francesca Axe.
- Fixed an issue where the hit sound would not play when blocking an attack with the Frost Lantern Shield.
- Fixed an issue where the quick slot would intermittently not display the crossbow bolt information.
- Fixed an issue where items equipped in slots 3 and 4 would not display in the hand when swapped.
- Fixed an issue where some monster projectile attack effects could appear differently than intended.
- Fixed an issue where the movement could appear choppy when a Mummy was hit by Savage Roar while appearing from the ground.
- Fixed an issue where the Living Statue attack sound would play when it was in the wrong state.
- Fixed an issue where the corpse of a Living Statue would disappear after dying.
- Fixed an issue where Harpy would occasionally get stuck in certain areas.
- Fixed an issue where the corpse of a Wraith would not appear correctly after dying.
- Fixed an issue where Lich's Magic Missile attack would pass over the player's head.
- Fixed an issue where Frost Giant Berserker could not attack players.
- Fixed an issue where the Skeleton Mage's invincibility shield effect would not disappear.
- Fixed an issue where the player's movement would be restricted even after destroying the prison created by the Warlord.
- Fixed an issue where the Ice Abyss Imp could get stuck in certain boxes within the Ritual Rooms module.
- Fixed an issue where you could get stuck in the Roaster in the Ice Abyss Charnel House module.
- Fixed an issue where arrows could pass through the Frost Giant's Shield.
- Fixed an issue in the Ruins Outer Cemetery module where it was possible to see through floor and walls.
- Fixed an issue where players could travel to unintended locations through holes in the floor in the Ruins Tower Bridge module.
- Fixed an issue where zombies could get stuck in rocks in the Ruins Watering Hole module.
- Fixed an issue where monsters could immediately attack players in some spawn locations in the Crypt.
- Fixed an issue where objects placed in the Crypt could appear buried in the walls.
- Fixed an issue where gold and silver coins that fell on the floor could not be picked up in the Crypt Vault module.
- Fixed an issue where duplicate monsters would spawn in the Crypt Altar Room module.
- Fixed an issue where monsters could get stuck in certain locations in the Goblin Cave Goblin Prison B module.
- Fixed an issue in Goblin Cave Valley A module where the player could get stuck behind the Resurrection Altar.
- Fixed an issue where monsters could immediately attack players in some spawn locations in Goblin Cave.
- Fixed an issue where it was possible to enter gaps in the wall and floor at certain locations in the Goblin Cave Cave Maze module.
- Fixed an issue where players could get stuck between lanterns in certain locations in the Goblin Cave Cave Maze module.
- Fixed an issue where players could get stuck in certain locations in the Goblin Cave Cavern Lake module.
- Fixed an issue where stackable items could not be combined properly.
- Fixed an issue where an error code would appear when requesting to join a party from an offline user.
- Fixed an issue where items could be lost after disconnecting from the Arena.
- Fixed an issue in the Arena Ice Cavern module where the subboss monsters could block the waiting room entrance.
- Fixed an issue where some torches next to doors in the Arena Crypt map could not be seen.
- Fixed an issue where a torch could get stuck when thrown on the ceiling of the Arena Crypt waiting room.
- Changed the game so that if you force quit the game and try to reconnect, you will return to your previous session instead of the lobby.
- Updated the button placements in the Lobby UI.
- Updated the Lobby Skin system so that it can be displayed to the whole party. If the party leader has a Lobby Skin equipped, it will be displayed to all other party members who have the default lobby skin equipped.
- Updated the purchase confirmation pop-up to a simple toast message in the marketplace to streamline the customer experience.
- Updated the random properties of merchant items so they are now hidden until the item is purchased or crafted.
- Updated the drop rate of Hunting Loots.
- Updated the stack count of Hunting Loots and Ore to improve convenience.
- Gems are also stackable now to improve convenience with the socket system.
- Updated the dungeon selection process. Players will now actively select the gear score range of the dungeon.
- Improved the animations for the 'Harpy' and 'Ice Harpy'.
- Improved the layout of the Arena Guard Post module.
- Updated the Max HP curve table to give more HP, especially at the lower end.
- Updated the Armor Rating curve table to give slightly more PDR at the upper end.
- Updated the Magic Resistance curve table to give slightly more MDR at the lower end and slightly less MDR at the upper end.
- Experimental) The maximum movement speed of fighters and barbarians has been changed from 330 → 350. (Canceled) During internal testing this change was canceled with the decision to revisit at a later date.
- Barbarian's Iron Will additional magic resistance changed from 60 → 100 due to the adjustments to the new Magic Resistance curve.
- The new Sorcerer class has been added. Please note that this class is currently a work in progress, and we look forward to your feedback.
- New Sorcerer focused armor items have been added.
- Added a new Nameplate system that allows you to change the appearance of your in-game nameplate. We plan to add many more nameplate designs to unlock in the future.
- Added a Socket System that allows you to customize the secondary attributes of your items by inserting gems.
- Added the first version of our Achievement system. We plan to allow players to unlock cool rewards by completing these achievements in the future.
- Upgraded the Quest system so it now tracks your progress across your account.
- Added random rewards to the Quest system. Some quests will now reward you with a reward that is selected from a specific pool of rewards.
- Added 'Stream Sniping' to the Report Player system.
- Added the ability to change your Audio Device in the Options menu.
- Added the new Continuous Matchmaking system. You can now enter a dungeon that is currently in session. You can also extract or go down to the next floor much earlier. We will be tuning the parameters for this system in real time, including the player density, the entrance cutoff time, and other values to improve the dynamic feel of the dungeons.
- Added a Random Dungeon generation system. Please note that this system is only working on the ‘Crypt’ dungeon at this time. Modules in the ‘Crypt’ are now randomly placed, adding an element of mystery and unpredictability. Once we establish a good baseline with the ‘Crypt’ dungeon, we will adapt and introduce the remaining dungeons to work with this system throughout this season.
- Added Fog of War feature to ‘Crypt’ dungeon to synergize with the random dungeon system. A Fog of War appears over the map and minimap of the Crypt and is only uncovered for areas you have explored.
- Added an Endless Portal in the Inferno dungeon. The Endless Portal unlocks when the boss in the Inferno level is defeated and can be used to extract by everyone.
- Added a leaving penalty when using the ‘Exit to Lobby’ without extracting or dying in the dungeon.
- Added a new Gold Coin Pouch.
- Nightmare difficulty added for several Ruin subbosses.
- Additional Hunting Loots from the Frost Wyvern.
- Added new Arena modules.
- Updated the Arena result screen.
- The Holiday Event begins. During the event, Candy Canes and Gingerbread will drop from dungeons. Visit Nicholas to show you’ve been a good adventurer.
- New lobby skin 'Holiday Haven' released.
- New item skins 'Candyflame Torch' and the 'Winterflame Roast Campfire' released.
- New motions 'Roasting Marshmallows' and 'Dalgona' released.
- New Races 'Dark Elf' and 'Felidian Panther Woman' released.
- EA4 Adventure Rank Season Reward will be issued soon.
Wiki notes
Stat Curve changes
Stats#Physical Damage Reduction
Before:
-300 Armor Rating starts at -619% Physical Damage Reduction.
- -300 -> -619%
- -300 to -3 = 2% each, up to -25%
- -3 to 20 = 1% each, up to -2%
- 20 to 30 = 0.5% each, up to 3%
- 30 to 45 = 0.4% each, up to 9%
- 45 to 65 = 0.3% each, up to 15%
- 65 to 85 = 0.25% each, up to 20%
- 85 to 170 = 0.2% each, up to 37%
- 170 to 300 = 0.15% each, up to 56.5%
- 300 to 353 = 0.1% each, up to 61.8%
- 353 to 500 = 0.05% each, up to 69.15%
After:
-300 Armor Rating starts at -619% Physical Damage Reduction.
- -300 -> -619%
- -300 to -3 = 2% each, up to -25%
- -3 to 20 = 1% each, up to -2%
- 20 to 30 = 0.5% each, up to 3%
- 30 to 45 = 0.4% each, up to 9%
- 45 to 65 = 0.3% each, up to 15%
- 65 to 85 = 0.25% each, up to 20%
- 85 to 200 = 0.2% each, up to 43%
- 200 to 300 = 0.15% each, up to 58%
- 300 to 374 = 0.1% each, up to 65.4%
- 374 to 500 = 0.05% each, up to 71.7%
Stats#Base Health
Before:
0 Base Health Rating starts at 60 Base Health.
- 0 -> 60
- 0 to 10 = 3 each, up to 90
- 10 to 50 = 2 each, up to 170
- 50 to 75 = 1 each, up to 195
- 75 to 100 = 0.5 each, up to 207.5
After:
0 Base Health Rating starts at 80 Base Health.
- 0 -> 80
- 0 to 34 = 2 each, up to 148
- 34 to 50 = 1.5 each, up to 172
- 50 to 75 = 1 each, up to 197
- 75 to 100 = 0.5 each, up to 209.5
Stats#Magical Damage Reduction
Before:
-300 Magic Resistance starts at -595% Magical Damage Reduction.
- -300 -> -595%
- -300 to -15 = 2% each, up to -25%
- -15 to 10 = 1% each, up to 0%
- 10 to 250 = 0.25% each, up to 60%
- 250 to 350 = 0.2% each, up to 80%
- 350 to 500 = 0.1% each, up to 95%
After:
-300 Magic Resistance starts at -595% Magical Damage Reduction.
- -300 -> -595%
- -300 to -15 = 2% each, up to -25%
- -15 to 8 = 1% each, up to -2%
- 8 to 18 = 0.5% each, up to 3%
- 18 to 33 = 0.4% each, up to 9%
- 33 to 53 = 0.3% each, up to 15%
- 53 to 85 = 0.25% each, up to 23%
- 85 to 280 = 0.2% each, up to 62%
- 280 to 340 = 0.15% each, up to 71%
- 340 to 430 = 0.1% each, up to 80%
- 430 to 500 = 0.05% each, up to 83.5%
Developer Comments
All characters have been reset for the start of this new early access season. We have also reset the Triumph levels for all accounts.
This season introduces several new systems as we return to our roots of building an engaging multiplayer dungeon crawler. EA Season 4 & 5 introduced changes that made the dungeons too predictable and led to a stagnation of gameplay. Our goal this season is to return some of the unpredictability and mysteriousness to the dungeons.
We have now implemented our first iteration of a random dungeon system. We will start off by using the ‘Crypts’ dungeon as the testing ground for this system while we fine tune the settings to generate compelling dungeons to explore. We plan to progressively adapt more and more dungeon biomes to work with the random generation system throughout this season. The other advantage of this system is that it significantly reduces the overhead to add new dungeon modules, which we plan to take full advantage of this season.
We have also implemented a continuous matchmaking system. The continuous matchmaking system means that players can join a dungeon that is already in progress and are no longer limited to entering only at the start of a session. This system gives greater agency to players so they can simply select the dungeon and difficulty without needing to wait for a map rotation. This system also allows us to more efficiently populate dungeons, leading to better quality sessions even for low population regions.
This season introduces the new Sorcerer class. The sorcerer is a master of the elements and can weave together multiple spells to devastating results. Please note that the current implementation is a work in progress as we build on offering a unique spell casting experience.
We have also added several improvements to give players additional goals. A new item socket feature allows users to customize their items by infusing the power of gems. A new achievement system allows adventurers to track special accomplishments with the future goal of unlocking cool in-game rewards. We’ve also updated the quest system, so progress is now synchronized across all characters on an account.
We have a lot of exciting updates planned for this season. Prepare for the inaugural season of the Arena with a full ranking system and rewards. We also plan to augment the Religion system to offer more incentives to donate to a god of your choice. Now that we have a better handle on the item balance, we look forward to finally improving the versatility of the character builds with some big changes. We thank you for your support and see you in the dungeons!