Posted January 19, 2018
high rated
Changelog for Patch 0.5.0.4a (added 18 January 2018): - Part I
GENERAL:
- All characters and stashes have been reset in order to avoid conflict between the old and the new content.
- Monster density has been overhauled, with less monsters on screen at the same time and more space between packs in most areas. This should help with both performance and balance for melee-oriented characters.
- Monsters have slightly reduced detection range, which should help players engage enemies on their own terms, and reduce the feeling of being overwhelmed by monsters that you can't see.
- Inventory and item sizes have been revamped. The inventory size is now 10 columns, 6 rows. Items now take either 1 cell, or 2 cells (vertically).
- Gems and corresponding gem sockets have been added to the game.
- The Game should properly handle inverted Left and Right mouse buttons.
- Fixed the invisible corrupted enemies issue
- Fixed the gem required level mechanic
- Fixed various game crashes
- You can now hit Corrupted Hearts with Pistols
- Fixed gems gold value
- Fixed belt items unlocking
- The bandit camp has been opened. You'll find two new enemies to fight there.
VISUALS:
- The visuals of the PST links, rings and nodes have been reworked to improve readability at both close and far zoom level.
- Frenzy and Fear particles have been reworked.
- The game now starts at night time.
- Fixed “replace me” textures in corrupted area
UI:
- The whole character sheet UI has been revamped and many displayed values have been tweaked.
- The UI icon for customizing a spell when it levels up is now only displayed when the spell reaches a step where it can unlock a new variant.
- Top-screen Health bars are now shown for Corrupted Nodes and Hearts.
TECHNICAL:
- Fixed a memory leak related to the merchant items
- Improved performances for item instantiation
AUDIO:
- We've added a New Housing music !
ENVIRONMENT:
- Various small improvements and optimizations.
CHARACTERS:
- Weapons are now 10% smaller on the female player character.
- The female character's idle position has been slightly improved. More improvements will come later regarding her global animations.
- An Archivist NPC is now available in Amarth and other locations. You can sell Spellbooks to him and earn Knowledge, which you can use to increase the experience level of your other spells.
- A Jeweler NPC is now available in Amarth and other locations, and will remove the socketed gems from your favorite items for a reasonable fee!
LOCALIZATION:
- A global unification pass has been done over the Character Sheet, Passive Skills, Active Skills and all gameplay strings of the game. In particular, Poison Damage is now called Toxic, while Poison designates the Status Ailments inflicted by this Damage type. The same goes with Rend Damage which inflicts Bleeding.
GAMEPLAY:
- Attributes calculation and effects on gameplay have been completely refactored, changing the whole dynamic of the gameplay. Balancing this may take a little time, but we're sure you'll find investing in attributes more useful than ever.
- A true Damage Conversion feature has been added to the game. Conversion is applied very early in the Damage calculation process, meaning that you will benefit from the Damage bonus modifier and the Status Ailments of the converted type, not the original type. You'll begin to find Damage Conversion in the game from time to time, starting with PST skills for now.
- Corpses have been added to the game: when killing an enemy, it has a chance to leave one or more corpses bits on the grounds, which are used as Resource for Spells and passives. This will be a very important mechanic for Necromancers, and Maleficients already make a small use of them.
- The Pistols weapon class is now available. Pistols can be used single-handedly, in pair or mixed with a Melee weapon (and soon with a Shield). Shift-clicking while holding a hybrid gear will force the use of the equipped Ranged weapon instead of moving into Melee. In the future, they will work with everything that affect Crossbows (Ammunitions, bouncing, splitting, etc.) but right now they only take Ammunitions into account.
- Several modification have been brought to Corrupted nodes and hearts regarding spells compatibility and targeting, with the exception of Arrows Rain which will be fixed in the future.
- Just like other Damage types inflict their own Status Ailments, all Physical Damage sources now have a chance to Stun enemies.
- Insta-kill mechanic (PST) has been fixed and should not trigger Overkills of all types anymore.
- The blown away mechanic has been improved. Characters do not fall to the ground anymore, resulting in smoother gameplay.
GENERAL:
- All characters and stashes have been reset in order to avoid conflict between the old and the new content.
- Monster density has been overhauled, with less monsters on screen at the same time and more space between packs in most areas. This should help with both performance and balance for melee-oriented characters.
- Monsters have slightly reduced detection range, which should help players engage enemies on their own terms, and reduce the feeling of being overwhelmed by monsters that you can't see.
- Inventory and item sizes have been revamped. The inventory size is now 10 columns, 6 rows. Items now take either 1 cell, or 2 cells (vertically).
- Gems and corresponding gem sockets have been added to the game.
- The Game should properly handle inverted Left and Right mouse buttons.
- Fixed the invisible corrupted enemies issue
- Fixed the gem required level mechanic
- Fixed various game crashes
- You can now hit Corrupted Hearts with Pistols
- Fixed gems gold value
- Fixed belt items unlocking
- The bandit camp has been opened. You'll find two new enemies to fight there.
VISUALS:
- The visuals of the PST links, rings and nodes have been reworked to improve readability at both close and far zoom level.
- Frenzy and Fear particles have been reworked.
- The game now starts at night time.
- Fixed “replace me” textures in corrupted area
UI:
- The whole character sheet UI has been revamped and many displayed values have been tweaked.
- The UI icon for customizing a spell when it levels up is now only displayed when the spell reaches a step where it can unlock a new variant.
- Top-screen Health bars are now shown for Corrupted Nodes and Hearts.
TECHNICAL:
- Fixed a memory leak related to the merchant items
- Improved performances for item instantiation
AUDIO:
- We've added a New Housing music !
ENVIRONMENT:
- Various small improvements and optimizations.
CHARACTERS:
- Weapons are now 10% smaller on the female player character.
- The female character's idle position has been slightly improved. More improvements will come later regarding her global animations.
- An Archivist NPC is now available in Amarth and other locations. You can sell Spellbooks to him and earn Knowledge, which you can use to increase the experience level of your other spells.
- A Jeweler NPC is now available in Amarth and other locations, and will remove the socketed gems from your favorite items for a reasonable fee!
LOCALIZATION:
- A global unification pass has been done over the Character Sheet, Passive Skills, Active Skills and all gameplay strings of the game. In particular, Poison Damage is now called Toxic, while Poison designates the Status Ailments inflicted by this Damage type. The same goes with Rend Damage which inflicts Bleeding.
GAMEPLAY:
- Attributes calculation and effects on gameplay have been completely refactored, changing the whole dynamic of the gameplay. Balancing this may take a little time, but we're sure you'll find investing in attributes more useful than ever.
- A true Damage Conversion feature has been added to the game. Conversion is applied very early in the Damage calculation process, meaning that you will benefit from the Damage bonus modifier and the Status Ailments of the converted type, not the original type. You'll begin to find Damage Conversion in the game from time to time, starting with PST skills for now.
- Corpses have been added to the game: when killing an enemy, it has a chance to leave one or more corpses bits on the grounds, which are used as Resource for Spells and passives. This will be a very important mechanic for Necromancers, and Maleficients already make a small use of them.
- The Pistols weapon class is now available. Pistols can be used single-handedly, in pair or mixed with a Melee weapon (and soon with a Shield). Shift-clicking while holding a hybrid gear will force the use of the equipped Ranged weapon instead of moving into Melee. In the future, they will work with everything that affect Crossbows (Ammunitions, bouncing, splitting, etc.) but right now they only take Ammunitions into account.
- Several modification have been brought to Corrupted nodes and hearts regarding spells compatibility and targeting, with the exception of Arrows Rain which will be fixed in the future.
- Just like other Damage types inflict their own Status Ailments, all Physical Damage sources now have a chance to Stun enemies.
- Insta-kill mechanic (PST) has been fixed and should not trigger Overkills of all types anymore.
- The blown away mechanic has been improved. Characters do not fall to the ground anymore, resulting in smoother gameplay.