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Genre: Role-playing (RPG), Adventure, Indie

Chronicon

Update 0.97.1 - Fixes

Hey everyone!

Thanks for the quick reports - I have fixed the issues that popped up with all the new stuff.
Hopefully that's all for a while!

I'm glad to hear so many are enjoying the new update too!

Thank you!

0.97.1:


Voices:

  • Added a slight cooldown to the "not enough mana" and "not yet" error speech. Note that you can hold keys to attack rather than spam click, and this will make your characters speak much less frequently and also prevent that ARPG RSI. :-)

Fixes:

  • Fixed an odd crash when generating runes at the end of Anomalies.
  • Fixed character's endlessly saying "Not yet" when having skills on cooldown and using click-to-move.
  • Fixed the codex not scanning your equipment and stash on load.
  • Fixed Potions, Elixirs, and other misc items not displaying their descriptions.
  • Fixed issue where Anomaly would get stuck on ~97% progress.

Update 0.97.0 - Codex, Build Export/Import, Voice Acting, and much more!

Hey everyone!

This update took a lot longer than intended, simply because I decided to cram in most of the planned pre-release features into a single update! That's right, aside from fixes, QoL, and smaller updates, the next big one will be 1.0! Of course, it'll be a while before then - it's gonna be a pretty huge update, after all.

So what's in the update?
In short:
I've added a build export/import system, so you can now save your builds and quickly swap between them. This includes both skills and masteries, and the builds can be loaded up on any character of the same class. Even your friends' characters if you send them your build files. Or attach them to your build guide! Just talk to Korem or Tinka and they'll let you export & import.

There's an in-game Codex that tracks and lists progression in terms of areas visited, waypoints found, unique monsters killed, regular monsters killed, unique+ items obtained, runes obtained, and several other nice and helpful stats and tidbits of info, such as rough indicators of how to obtain items you don't have.

I've also added a few new items and added new and more interesting effects to some existing ones, such as the oddly useless Quadruplets. I think you'll find them more useful now!

Last but not least: I've worked with a number of skilled voice actors who have added countless of voice lines to bosses, npc's, and --- your characters! Yes, your characters will now grunt and shout at you when you don't have enough mana, and react to certain in-game events, such as killstreaks, and much more!

And as always there is a bunch of requested QoL features and fixes!

And, finally, a big thank you to everyone who has been reporting bugs, posting suggestions, and participating in the discussions both here on Steam and on Discord!

I hope you enjoy this update - have fun and stay safe!

Here are the full notes:


0.97.0:


New feature - Build export & import!:

  • You can now export your current build (skills & masteries) to a .build file (saves to ...\AppData\Local\Chronicon\save\builds\) and name it whatever you want.
  • You can now import builds (will completely overwrite your current build, but not edit any exported builds) - any build matching your class that is in the builds directory will be available to pick from here.
  • This is all done by talking to Korem in The Chronicon or Tinka in Tinka's Domain - similarly to how Skill/Mastery resets work.
  • Note:
  • Your character must be level 100 to gain access to the import/export features.
  • This build format will easily work with third party tools, such as build planners (in both directions), and you can easily share your build files and include them in guides, etc.

New feature - The Codex!:

  • The Codex will record most aspects of your adventures!
  • It has a complete list of all enemies and bosses in the game, and will provide useful info and lore on them, as well as showing stats such as kills and deaths.
  • It also has a complete list of all areas in the game, showing wheter or not you've explored it, found the waypoint, found the zone-specific unique foe (if any), and other neat stats.
  • In addition to this, it has a complete index over all Runes and equipment of Unique or higher quality. It will list how many times you've found each item, as well as any powers and "implicit" stats on the items.
  • It'll also tell you the minimum level required to find the item, if it's from a unique foe, quest reward, or from crafting - etc!
  • All in all it's like a mini wiki and stat tracker at the same time - perfect for the completionist!
  • Note:
  • All tracking is done locally and is considered "account wide" - so all your characters will have shared tracking and progression in the Codex.
  • You'll need to enter the game with each of your characters to have their inventories and personal stashes scanned and added to the Codex!
  • (Unfortunately, monster kills and some area-related stats can not be added retroactively, so you'll have to re-visit areas to fully complete them in the Codex)

New feature - player voices!
<*>Player characters now have voices for error speech, pain grunts, attack grunts, misc dialog prompts, low health warning, killstreak "cheers", and more. More details below!

Anomalies & Endgame:

  • Added new rare Anomaly monster spawn combinations, such as "only King Slimes", and varying types of "only Minions". More things like this to come!

Ultrawide Support:

  • Added experimental support for 21:9 2560x1080 and 3440x1440.

Enemies & Combat:

  • Added new monster affixes:

    • Sorcerer and Embershot.
    • Sorcerer:
    • Grants them Firebomb and Frost Spear spells.
    • Embershot:
    • Grants them the "Embershot" ranged attack - can only be rolled on bow-users (Elves and Skeletons).

  • Added new monster type affixes:

    • Elemental and Humanoid.
    • Elemental:
    • +10% resistance to all but Physical, -10% Resistance to Physical.
    • Humanoid:
    • No (base) resistances or weaknesses (unlike every other type).
    • All enemies now belong to one type.

  • Enemies with updated types:

    • Slime, Slimeling, Gargoyle, Treant, and Golem: Now Elemental.
    • All kinds of Elves etc: Humanoid, no longer considered Fae.
    • Trog, all kinds of Orc, and all kinds of Goblin: Now Humanoid.
    • Beholder: Now Demon.
    • Stag: Now Beast.
    • All zombies now have the Grapple affix.
    • Fallen Refugee (Zombie) now has the Frozen affix.
    • Ghoul (Zombie) now has the Vampiric affix.

  • Elemental monster affixes (Frozen, Poisoned, Static, Plagued, and Infernal) will now also change certain base physical attacks to equivalent elemental attacks, increasing their damage and making it more visually distinct.
  • Added missing sounds to monsters showing up in endgame content such as Golems and Cerberi.
  • Replaced the default "strike" attack of most Beasts with a new "bite" attack (visual/particles only).

Items & Enchants:

  • Companion's health is no longer affected by gear power.
  • Added new items:

    • Wind Dancer's Elegance:

      • True Legendary Armor, all classes
      • When evading an attack, there is a 10% chance to spawn a Health or Mana pickup. Adds up to 40% to Evasion.

    • Wraps of the Lone Ranger:

      • True Legendary Accessory, Warden only
      • Archery, Storm, and Nature skills deal up to 10% increased damage per meter distance to the foe hit, however this requires that the Warden has no active companions.


  • Improved existing items:

    • Amulet of Despair:

      • Now augments to 25% (up from 20%) and greater augments to 40% (up from 30%).

    • Jeopardy (Ring):

      • Internal cooldown reduced to 0.15 seconds, down from 0.25.

    • Balgar's Binding:

      • Is no longer Berserker only.

    • Entity's Eccentricity:

      • Now also adds up to 100% Satellite Damage as part of the power.

    • Hurtblocker (Templar Shield):

      • Now also increases the effect of Shield Dance by up to 150%.

    • Death Choker:

      • New effect! Picking up Health or Mana pickups no longer instantly restore health or mana, but instead increases HPR, MPR, HoH and MoH by 10%. Stacks 5 times, and is affected by Pickup Strength.

    • Quadruplets:

      • New effect! Summons four skull companions, each skull representing one of the four elements available in the skill trees. The skulls have up to 300% damage of their chosen element and their attacks will trigger player on-hit effects.


  • Added new slaying enchants for the new types:

    • Humanoid, Elemental, Mechanical - works just like previous slaying enchants.
    • Slaying enchants and +element damage enchants have had their roll ranges normalized somewhat (but their caps remain unchanged).
    • Slaying enchants are now also worded differently to not be confused with other effects (now listed as "damage vs. type" instead of "damage to type").


Skills:

  • Improved particle effect of Dragon Stomp (Berserker).
  • (Yep that's all).

Performance:

  • Experimental change: Stat recalculations after buff triggers are now batched to happen less frequently and hopefully save some frames. Should be mostly noticeable on laptops and lower end machines. And definitely in co-op!

Voice Acting & Enemy Sounds:

  • All player characters now have voices. They'll now react to what you do in the world, ie telling you when the inventory is full, if they are missing a key, or if you can't do something, etc.
  • Characters also now have pain grunts for indirect, direct, and critical damage, as well as low health warnings, death cries, and attack grunts & shouts.
  • When you hit a killstreak trigger, such as "BLOODBATH", your character will shout something celebratory :-)
  • Captain Moore and Mundus has new voices and new lines.
  • Medella now finally has a voice.
  • Added voices to the following NPC's:

    • Theo (Transmuter)
    • Chantie (Enchantress)
    • Chantelle (Ancient Enchantress)
    • Tarot (Gambler)
    • Sarek (Potions Vendor)
    • Gemma (Gemcutter)
    • Korem (Guide)
    • Lost Girl (Act 4 quest NPC)
    • Guards & Soldiers (Chronicon, Act2 NPC's)
    • Male and Female Ghosts & Spirits (Act 1 and 3 NPC's)

  • Many NPC's have been granted unique lines related to quests, events, or other triggers; such as fully augmenting or socketing an item.
  • Improved pain grunt playback so that certain sounds are played on critical hits and other sounds on regular hits, etc. (mostly affects bosses and players)

World & Loot:

  • All Chronicon vendors have joined Tinka in Tinka's Domain, replacing the Goblin counterparts.
  • Keras the Shady Dealer can now spawn in Anomalies. (Very rarely!)
  • His stock is more interesting inside Anomalies, and he may be getting access to some... special items, later on.
  • Spike Traps now do a lot more damage to players and companions.
  • Prismatic sockets are now slightly more rare.

Interface & Text:

  • Added info on stats with diminishing returns to the help index.
  • Added new keyboard shortcut and keybind for Codex (default "O").
  • Changed "proc rate" to "increased chance to trigger" in powers where it was listed.
  • Clarified some gamepad tooltips.
  • If an item card is too big to fit the game window with a low resolution or high interface scale setting, it'll now re-adjust its own scale so it always fits.
  • Mana and Health Injectors MK2 are now properly marked as "crafted".
  • Player, pet, and enemy overhead healthbars are now different colors.
  • Player, pet, and enemy overhear healthbars can now be individually scaled via the Interface settings.
  • Runes now display the Greater Augment cap as well.
  • Seasonal items (like Red Holiday Hat) now have a "Seasonal" tag.
  • Improved popup boxes with new functionalities such as text input and wider confirmation possibilities for future QoL changes and new stuff.
  • Visual aids for colorblindness setting now changes player icons on the minimap to white so they are easier to make out.
  • Updated credits.

Linux:

  • Improved Linux launch script.

Fixes:

  • Fixed crash when disconnecting DS4 controller.
  • Fixed crash when hitting Esc when receiving certain popups.
  • Fixed some issues with skill edits where it wouldn't properly account for minimum points spent requirements of all tiers when subtracting in early tiers.
  • Fixed issue with aspect ratio detection being too sensitive, and reverting to 16:9 with some odd resolutions in certain aspect ratios.
  • Fixed issue where, since adding the new save system, stash data wasn't always verified to be up to date.
  • Fixed missing punctuation on some item sets.
  • Fixed issue where the healthbar gave a low health warning when you had a massive amount of shield.
  • Fixed issue where the Wind Ranger (Warden) base passive wasn't considered a base passive.
  • Fixed issue where the Shroomtender (Warden) 3 part set bonus didn't apply the additional stacks from Sporelings.
  • Fixed rare crash from some debuff and affix combinations on enemies.
  • Fixed rare crash from Razor Wind when used by enemies in combination with the Flailing affix.
  • Fixed companions not being able to trigger some of their own "on cast" effects, such as Sporelings (Warden).
  • Fixed Dragon Soul, Dragon Storm, and other skills using the Dragon spirit type attacks breaking breakable stuff in a huge range.
  • Fixed issue where Chain Lightning enchant procs didn't account for bonus damage vs. enemy types, like undead, crowned, etc.
  • Fixed issue where companions from passives and items didn't always count for "no companion" requirements.
  • Fixed issue where in some cases "no companion" requirements would erroneously pass even if you had companion skills.
  • Fixed Expulsion not benefiting from critical strike damage stat.
  • Fixed Item-granted companions not being affected by the damage boost of Master's set.
  • Fixed many boss fight rooms having the wrong Shrines present.
  • Fixed issue where Unstable Dimensions & Anomalies could be empty.
  • Fixed a big issue in co-op where waypoints would overwrite locked states when players weren't synced in progress, meaning players could lose waypoints.
  • Fixed rare issue where in co-op, during certain save triggers, player data could be mixed together and overwritten.
  • Fixed issue where in co-op, some areas would get scrambled between visits due to generation seed mixups.
  • Fixed "The Archdruid" (Act 2 last quest) not having a final objective in the log and tracker.
  • Fixed issue where in Act 1, you were able to access Upper Temple Halls before getting the quest to do so.
  • Fixed issue where the Desecrated Spirit wouldn't spawn and warn you of the cursed door in the Temple Gardens.
  • Fixed issue where the corpse of Captain Moore and Medella would disappear during the cutscene and make the camera yank around.
  • Fixed issue with boss corpses not being properly depth sorted and disappearing under ground effects etc.
  • Fixed issue where in Anomalies, Elite squads spawned around Champion monsters didn't count toward to total monster count of the area.
  • Fixed issue with Rocs causing healthbars to be very far above their heads.
  • Fixed Tinka saying his intro when talking to him each time entering Tinka's Domain.
  • Fixed several boss voice lines that weren't considered "speech" in the volume settings and would follow the general "sound" setting.
  • Fixed npc's not playing their intended greetings and just defaulting to the default speech/interact sound.

Locale:

  • Added locale:

    • All monster names, titles, and lore text is now in a new locale file labeled "monsters".
    • menu/CONTROLS OPTIONS/key_codex
    • menu/GENERAL/select
    • menu/GENERAL/erase
    • menu/INTERFACE OPTIONS/player_healthbar_scale
    • menu/INTERFACE OPTIONS/companion_healthbar_scale
    • menu/INTERFACE OPTIONS/enemy_healthbar_scale
    • interface/POPUPS/popup_build_input_title
    • interface/POPUPS/popup_build_export_txt
    • interface/POPUPS/popup_build_name_exists_txt
    • interface/POPUPS/popup_input_title
    • interface/POPUPS/popup_build_load
    • interface/POPUPS/popup_build_level_100_txt
    • interface/MISC/txt_processing
    • interface/CODEX/codex_main_title
    • interface/CODEX/codex_item_title
    • interface/CODEX/codex_rune_title
    • interface/CODEX/codex_foe_title
    • interface/CODEX/codex_area_title
    • interface/CODEX/codex_item_collected
    • interface/CODEX/codex_item_unobtained
    • interface/CODEX/codex_item_source
    • interface/CODEX/codex_foe_kills"
    • interface/CODEX/codex_foe_deaths
    • interface/CODEX/codex_foe_variations
    • interface/CODEX/codex_foe_types
    • interface/CODEX/codex_foe_general_stats
    • interface/CODEX/codex_foe_total_kills
    • interface/CODEX/codex_foe_total_deaths
    • interface/CODEX/codex_area_kills
    • interface/CODEX/codex_area_deaths
    • interface/CODEX/codex_area_waypoint
    • interface/CODEX/codex_area_no_waypoint
    • interface/CODEX/codex_area_uniques
    • interface/CODEX/codex_area_no_uniques
    • interface/CODEX/codex_area_main
    • interface/CODEX/codex_area_optional
    • interface/CODEX/codex_area_boss
    • interface/CODEX/codex_area_visit
    • interface/INVENTORY/text_page
    • items/GENERAL/tag_quest_reward
    • items/GENERAL/tag_unique_drop
    • items/GENERAL/tag_world
    • items/GENERAL/tag_chest_reward
    • items/GENERAL/tag_seasonal
    • items/ITEMS/ 773, 787
    • npc_text/NODES/node_export_build
    • npc_text/NODES/node_import_build
    • npc_text/NODES/node_refresh_builds
    • stats/STAT NAMES/stat_humanoid_slaying
    • stats/STAT NAMES/stat_elemental_slaying
    • stats/STAT NAMES/stat_mechanical_slaying
    • enchants/ENCHANT/ enchants 129-131,
    • enchants/POWER/ 1172, 1173

Update 0.96.2 - New runes, QoL, Fixes

Hey everyone!

Here's another small update with some new stuff, some tweaks, some mechanic changes, and fixes. A few issues remain, so you can expect a few more small updates like these going forwards.

0.97.0 will likely be ready sometime (late) next month, and it'll feature the much requested build saving! That means creating, saving, loading, and sharing character builds easily! So stay tuned for that :-)

Thanks for your reports, comments, and suggestions!


Here's the full notes:

0.96.2:


Items & Runes:

    Added new runes:

    • Lesser Rune of Potency (All) - Active skills deal x% increased damage based on their percentage cost in mana.
    • Lesser Rune of Frozen Graves (Warlock) - Foes affected by Frozen Fate have a 0.xx% chance per missing health percentage to instantly die and cause Corpse Shatter when struck.
    • Lesser Rune of The Devouring Star (Warlock) - Deathly Barrage now spawns a single powerful star. It will periodically absorb any Frigid Star that comes within 4 meters, refreshing its own duration and gain xxx% of the absorbed spell's damage.

    Improved item:

    • Tome of Vengeance (Templar) - now allows the Dancing Blades to trigger Sharp Steel at up to 200% efficiency.
    • Now also rolls Companion Damage instead of Physical damage.


Interface & Visuals:

  • Added a "reverse nova" type of particle effect, which is used on the following skills (so far):
  • Revert, Healing Touch, Taunt, and The Devouring Star effect.
  • Crafted items now have a "Crafted" tag on them - making it much easier to distinguish dropped vs transmuted Runes, for example. (Not retroactive currently)

Mechanics:

  • Augmenting an enchant that has had its minimum roll increased (or added) in an update now automatically brings it up to the new minimum value, rather than having to augment all the way up from 0. (Normally the changed enchant or power is automatically updated on all your items, however this is not always possible)
  • Enemies who are not damageable/targetable now skip most checks, such as collisions, buffs, etc. improving performance, pathfinding, and hit checking somewhat.
  • You can now target and damage enemies which have had their spawn animation triggered, and no longer need to wait for them to "finish" spawning.

Fixes:

  • Fixed the gamepad disconnection popup being able to pop during loadscreens / dungeon generation and kinda wrecking it all. It will now nicely wait until you have loaded in.
  • Fixed the stat cap visual indication not actually updating.
  • Fixed skill reset Achievement not popping with the new skill reset method.
  • Fixed Expulsion visually appearing on the Templar instead of on the target it triggers on.
  • Fixed many skills targeting enemies which couldn't be targeted or damaged at the time.
  • Fixed buffs and effects going off on enemies which aren't able to be damaged.
  • Fixed minor typo in Act 3 summary dialogue.
  • Fixed some recently changed enchants & powers that didn't update to their new roll ranges.

Locale:

  • Added locale:
  • items/GENERAL/tag_crafted

Update 0.96.1 - Fixes, QoL, and some tweaks!

Hey everyone!

After a refreshing holiday I am back, and what better way to start off the year than with a big bug fix?

After this update I will be working on getting some more content out, such as new items and runes, and something else... You can also expect small fixes here and there as per usual.

This year will also be a big year for Chronicon - 1.0 release year!
I will be making a post on what that means and what you can expect, sometime in the near future.

Many thanks for the suggestions, reports, and comments!

Here's the full notes of this update:

0.96.1:


Linux:

  • Updated the launch script to work on more distributions (thanks to "[Linux] Liam" on Steam!)

Interface:

  • You can now drag items from equipped slots directly onto stash tab icons to place them in the tab.
  • Stat system caps made more flexible in order to properly display when an increased cap has been reached, and to allow future cap improvements via skills and powers.
  • Items with internal cooldowns (Jeopardy, Hellstone, etc) now lists the cooldown in the description.

Items, Runes, & Sets:

  • Templar:

    • Ring of Blades now notes it is affected by Companion Damage.
    • Because of some funky interactions between Tenacious Defender and Art of Combat, Tenacious Defender now resets its counter when 3 Cleaves are reached, rather than rolling back 3.
    • Shields can now roll Damage Stagger.


Mechanics and AI:

  • Dots/debuffs on players have always had a very low damage cap - this cap now grows with difficulty up to Mythic 1, to approx 65% higher than before.
  • Effects which require no companion skills now also consider skills that are primarily of a different type (ultimate, passive) and provide companions, such as the Warlock's Infernal Demon Ultimate skill, the Templar's Soul Replica, etc.

Performance & System:

  • Improved Stash saving timings further.
  • Improved performance of some heavier particle effects, most notably the spells cast by Blood Mages.
  • The overlay map setting is now saved per character.

Skills & Masteries:

  • Templar:

    • The Templar now has access to two Companion Health and Companion Damage nodes in her Mastery tree.
    • Clarified description of Fulmination that it strikes within melee range.
    • Consecration is now limited to a single instance.
    • Soul Purge now allows Expulsion to crit.
    • Banished Evil (Mastery) now increases the chance of Exorcism to trigger multiplicatively, rather than additively. Additionally, it now goes up to a 100% increase, instead of a +30% chance, resulting in a much lower total.

  • Warden:

    • Fairy Ring mushrooms now have a set timer of 5 seconds before they spontaneously explode, and this is now also noted on the skill card.

  • Warlock:

    • Volatile, Demonic Strength, and Pestilence are now affected by Companion Use and Passive Effect stat.
    • Ritual Of Summoning's use effect now affects Infernal Demon and Ritual of Necromancy.


Fixes:

  • Fixed being able to scroll the gem page with the mouse wheel without actually being on the gem page (caused lag).
  • Fixed dragging an item to the inventory tabs causing it to get stuck on the cursor.
  • Fixed not being able to click RMB on equipment to unequip into inventory while accessing the stash.
  • Fixed not being able to click RMB to deposit an equipped item into the stash.
  • Fixed some inventory inconsistencies in tooltip delays.
  • Fixed tooltip delay not being considered when hovering HUD elements such as buffs, skills, belt slots, etc.
  • Fixed the auto-loot radius display not dynamically updating to reflect changes in pickup radius.
  • Fixed issue where the overlay map would reset to the default mode when pausing the game.
  • Fixed containers having the wrong names and texts.
  • Fixed missing Undead, Crown, etc slaying stats from the stat page.
  • Fixed issue where using the interface hotkeys (inventory, quest log, etc) from the skill edit mode would remove some interface buttons.
  • Fixed issue where stats weren't re-calculated when resetting skills via Korem.
  • Fixed several issues with the skill point removal in local co-op.
  • Fixed issue where when editing masteries, it was possible to lower a mastery below the minimum required of the next tier.
  • Fixed Flamebound Armor (Berserker) having a 1-1 roll range on its effect.
  • Fixed Rune of Shattered Spirits (Warlock) not always triggering as intended.
  • Fixed Field Training (Templar Aura) not being properly affected by most +Aura Effect passives.
  • Fixed Magnetic Orbs (Templar) in some cases fading away before the effect fades, leaving you with the buff and no orbs to deal damage.
  • Fixed Expulsion, Divine Salvo, and Divine Blade's (Templar) visual effects having incorrect radius.
  • Fixed Dragon Leap, Thundering Roar, and Dragonwarp (Berserker) not breaking breakable objects.
  • Fixed Sporelings (Warden) triggering on hit instead of the intended on attack.
  • Fixed Bramble Storm (Warden) being able to go over its instance cap.
  • Fixed Fiery Soul (Warlock) causing combustion for 0 damage on enemies who are not affected by Flaming Hells.
  • Fixed several Nova skills occasionally changing their visual radius seemingly at random.
  • Fixed Hand of Death not being affected by enemy DoT damage limiters when cast by enemies.
  • Fixed most set-related passives being able to trigger without any points in the skills simply by reaching to 100% proc rate set bonus.
  • Fixed several AoE skills and effects that would target dead, invulnerable, or otherwise non-targetable enemies.
  • Fixed issue where companion evasion would just stack endlessly in some cases.
  • Fixed x-mas trees flickering in dungeons (although I guess you won't see this until next year).

Locale:

  • Added locale: items/CONTAINERS with container names and texts.
  • Added locale: stats/STAT NAMES with names for Undead Slaying etc stats

Update 0.96.0 is live!

Hey everyone!

This update adds a much requested way to remove single skill points instead of having to reset all of them at once. The skill reset Elixirs have also been removed, and you'll now either reset all points or remove as many as you wish by speaking to Korem in The Chronicon, or Tinka in Tinka's Domain (endgame). No more accidentally binding a full mastery reset to the belt slot (yikes!).

I've also added a few new items, a rune, and tweaked and improved several existing items by adding more interesting powers to them.

In addition to this I've also fixed many reported issues and added a lot of requested quality of life features such as spell persistence between loading screen.

And finally, with this update the Holiday event is active! Help Tinka clear out the corruption from his secret workshop, and maybe find some fancy holiday equipment and a bag while you're there!

If the need arises, you can expect some smaller bugfixes in the coming weeks, as usual.

Thanks everyone, and happy holidays!

0.96.0:


New Feature:

  • You can now remove single skill points rather than doing a full reset!
  • Skill and Mastery resets are now also free.
  • You can reset and edit Skills & Masteries by talking to Korem in The Chronicon, or Tinka in Tinka's Domain.

Items, Runes, and Sets:

  • New Items:

    • Hammerblade (Templar) Legendary Sword (lvl 30+): Chance on attack to cast Hammerstorm. Hammer skills deal x% increased damage and attacks x% faster.
    • Ring of Blades (Templar) Legendary Ring (lvl 40+): Any active Dancing Blade companions will mimic any Blade Conjuration skills used by the Templar, at x% efficiency.
    • Dragonring (Berserker) Legendary Ring (lvl 40+): Damage taken from burn effects now trigger Molten Veins. The triggered Molten Veins' damage is increased by x% for each percentage of health lost from the damage taken.
    • Hydraloop (All) Legendary Ring (lvl 20+): Chance on attack to summon a Rank 5 Magma Hydra.

  • Tweaked Items:

    • Demon Claw (Berserker) now rolls +damage to Demons instead of attack speed.
    • Wrathborn Helmet (Berserker) now automatically generates rage per second in addition to making it never fade.
    • Flamebound Armor (Berserker) now also grants HPR via Embershield, which is tripled if the Berserker is on fire.
    • Helm of Might (Berserker) now properly adds to the "rage based passive effect" stat rather than being its own special thing, so it is now additive with similar effects, such as Strong Bloodline (Mastery).

  • New Runes:

    • Lesser Rune of The Dragon Flame: Embershield, Flame Roll, and Flamewrath deal x% more damage and no longer have a cooldown, but causes a burn on the Berserker that deals 1% of his Health as fire damage per second, for 7 seconds. This effect stacks up to 10 times.

  • Tweaked Runes:

    • Lesser Rune of the Living Forest: Now also provides increased damage and thorns of Treants.

  • Tweaked Sets:

    • Master's Command: set bonus companion damage increased to x5, up from x3.


Mechanics:

  • Added an experimental buff purge to prevent snapshotting abuse and winding up glass cannon builds and switching to tanky builds/gear.
  • Buffs/Debuffs displayed on your target now use shortened numbers for stack counts.

Monsters & Companions:

  • Added full sound effects for Imps and Little Devils.
  • Enemies now grunt less frequently when being critically hit.
  • Removed internal cooldown of thorns on Companions (enemies have a half second cooldown on thorn procs).

NPC's:

  • Added Tinka's missing proper dialogue options to both The Chronicon and Tinka's Domain (although he is still not happy to talk to you).
  • Sarek no longer sells Elixir of The Mind and Elixir of Mastery.
  • You now talk to Korem or Tinka (endgame) to reset Skills and Masteries, for free. They can also let you edit out individual points.

Performance / System:

  • Improved auto-save timings - "important event" auto-saves can only happen if no save has happened in the last 15 minutes. Stashes no longer read & write so frequently.
  • Added controller disconnection detection and a rebind menu that pops up, so you can swap to a different controller or to the keyboard.
  • You can now also once again swap between controller and keyboard via the pause menu.
  • Added entry to help index stats about Companion Passive and Use Effect.

Skills:

  • Added a "spell persistence" system which should make all spells attached to the player follow them through portals and load screens.
  • Affected spells are:

    • Magnetic Blades (Templar)
    • Magnetic Orbs (Templar)
    • Magnetic Field (Templar)
    • Dragon Storm (Berserker)
    • Dragon Breath (Berserker, when using Firebreather)
    • Magma Hydra (Berserker, when using associated Rune)
    • Dragmageddon (Berserker)
    • Toxic Storm (Warden)
    • Nimbus (Warden)
    • Circle of Affliction (Warlock)
    • Fire Storm (Warlock)

  • Shield Throw, Exploding Shield, Molten Shield, and Shattering Shield (Templar) now lists their throw ranges and they are now affected by Reach.
  • Dragmageddon (Berserker) now has a slight delay for each fireball dropped.
  • Shrooms (Warden) of all kinds no longer perform line of sight (LOS) checks, because of their random nature and how they frequently plant around corners and pillars, thus meaning they'll more frequently land hits.
  • Barbed Spores (Warden Mastery) now only grows Explosive Mushrooms, not Toxic or Hallucinative ones.
  • Armageddon (Warlock) now has a 15/20/25% chance to reset the cooldown of Meteor/Firestorm/Inferno, up from 12/16/20%.

Fixes:

  • Fixed some minor issues in item generation leading to unintended results.
  • Fixed Gargoylantuan not spawning during the Cursed Statues fight (probably).
  • Fixed enemies spawned by Anomaly bosses remaining after the bosses die.
  • Fixed issue with some stat tracking not being correct when applied to multiple players.
  • Fixed pull effects sometimes doing a lightning line across the screen (I think).
  • Fixed some power descriptions not listing spell ranks of auto-casted/procced spells and effects.
  • Fixed Strong Bloodline (Berserker Perk) not being visually indicated on related skill cards.
  • Fixed Toxicology (Warden) not properly refreshing DoT damage values vs weakened foes.
  • Fixed Magma Hydra (Berserker/Scroll) targeting invincible or spawning foes.
  • Fixed Carriers (Warlock Perk) not properly triggering.
  • Fixed Charge (Templar) not listing its actual knockback distance.
  • Fixed Alacrity's use effect (Templar) not correctly considering Aura Effect (stat).
  • Fixed rounding error which could put you in a deadlock where neither effect would proc when using both Rune of Reaping and Sudden Death (Warlock).
  • Fixed Plaguebearers dealing lightning damage on death (Warlock).
  • Fixed AI and companion thorn cooldowns canceling each other out, so companions would at times get stuck in permanent thorns cooldown vs enemies with a thorns affix, and this not proc anything thorn-related.
  • Fixed several enchants having very low roll ranges compared to their augment caps. (Enrage, Crit Heal, Burst, Kill Hoarder, Kill Explode, Kill Pickups, Kill Damage).
  • Fixed issue where Sludge Threads would deal direct damage.
  • Fixed typos, grammar, and coloring errors on skill, item, set, and rune descriptions, as well as clarifying some with multiple interpretations or vague descriptions.

Locale changes:

  • Added:

    • menu/txt_sp_gamepad_disconnected
    • menu/txt_mp_gamepad_disconnected
    • skills/skill_prev_rank_text
    • skills/notice_editmode
    • skills/hold_5_edit
    • skills/hold_20_edit
    • skills/hold_max_edit
    • skills/action_remove
    • npctext/node_tinka_whatsup
    • npctext/node_tinka_king
    • npctext/node_tinka_anomalies
    • npctext/node_tinka_powerful
    • npctext/node_manage_skills_and_masteries
    • npctext/node_reset_skills
    • npctext/node_reset_mastery
    • npctext/node_edit_skills
    • npctext/node_reset_skills_confirm
    • npctext/node_reset_mastery_confirm


Update 0.95.6 - Fullscreen fixes

Hey everyone!

Another quick update as I missed a few things with the resolution update last week.

This update should fix oddities when using resolutions or aspect ratios that do not match your monitor. This is mostly noticeable when playing on ultra-wide, but should be an improvement all around.

Thanks for the reports!

Here are the full notes:

0.95.6


Fullscreen Resolution Stuff:

  • Improved fullscreen resolution support when using settings that don't match your monitor
  • Improved fullscreen resolution for ultrawide, though while it is not natively supported per se, it doesn't look terrible anymore
  • Slightly improved performance when using lower resolutions
  • Fixed odd stretching and lighting/shadow errors in fullscreen
  • Fixed mouse out of bounds problem when using resolutions that doesn't match your monitor

Update 0.95.5 - Fixes and Fullscreen resolution options

Hey everyone!

This update should take care of most issues, and also adds a fullscreen resolution setting. This should help people playing on large resolution notebooks and similar, as you now should be able to lower the in-game resolution to gain a higher FPS.

I wasn't able to reproduce nor verify a few of the bugs, so if you have experienced any of the bugs listed as "possible fix" near the bottom of the notes, please let me know if this update helped or not.

Thanks for all the reports, suggestions, and comments!


Here are the full notes:

0.95.5


Additions:

  • Added an experimental fullscreen resolution option so you now can downscale for extra frames.
  • Added fullscreen resolution detection to match desktop resolution, however you may need to lower it if playing on a notebook or similar.
  • Improved visual of Divine Salvo with Council's Gavel (Templar).
  • Improved tiling of many area types, preventing ground effects from clipping through ceilings of caves, canopies of forests, etc.

Fixes:

  • Fixed controller detection on main menu not registering the left/right sticks.
  • Fixed keyboard detection on main menu repeatedly detecting keyboard keys at all presses, preventing re-binding of keys.
  • Fixed a large amount of typos and grammar errors on dialogue and lore texts.
  • Fixed Warlock getting stuck inside pillars and walls sometimes when using Soul Warp with the click-to-move control option.
  • Fixed The Cursed Statues in Dark Tower 3 not facing the correct direction.
  • Fixed Gib enchants not being procced from companions and indirect damage.
  • Fixed summoned companion skills, such as Dancing Blades, not properly re-calculating powers and stats based on companion count (and similar effects).
  • Fixed effects based on companions not re-calculating after companions die.
  • Fixed (probably?) the big boss not spawning in Dark Tower 3.
  • Fixed issue where if saving took too long or too many things were in the save queue at once, a load operation could run on a queued file, loading old data which is then re-saved, meaning for example the stash eating what you just put in it.
  • Fixed issue where players 2-4 couldn't see objectives of quests they were tracking that player 1 had already finished.
  • Fixed several tile problems with trees and canopies.
  • Possible fix for map corruption when repeatedly re-entering zones in co-op. (I still cannot reproduce this one, but it may have been similar to the stash saving bug)
  • Possible fix for the Retaliating Companions rune power not always working. (Unable to reproduce as of fixing the summon/death effect recalculations of companions)
  • Treant companions now have a smaller collision box so they are less prone to get stuck on corners.

Update 0.95.4 - Improved controller support for remote play, linux fix

Hey everyone!

This update changes how controllers are detected and handled, so you can now freely pick controllers for each player, rather than having to use them in the order they are connected. You can also freely swap between controller and keyboard in the main menu, and your option doesn't get locked in until you enter the game. This also allows the new steam remote play to work as intended, so you can now co-op with friends far away!

The Linux build should also work again! Thanks to everyone for your reports, support, and patience in the matter. And special thanks to liberodark who, once again, solved the problem!

In addition to this I've fixed some of the issues you have reported.

Expect another fix or two before more content updates.

Thanks again for all the reports, comments, and suggestions!


0.95.4


Gamepad and co-op:

  • Added new experimental gamepad detection and assigning, which is a bit more fluid:
  • You should be able to use any controller for any player.
  • You can now seamlessly swap between controller and keyboard in the main menu, as long as you have not locked in controllers for co-op players.
  • You now lock controllers to players in co-op in the order they press (A) to join, rather than the order the controllers are indexed.
  • Player 1 locks their controller simply by using it to enter the co-op menu.

Loot Filters:

  • Relic items are no longer filtered due to their rarity.

Fixes:

  • Fixed "Primatic" typo on Prismatic Transmutation recipes.
  • Fixed Flutterswarm (Warden Mastery Perk) giving inconsistent amounts of Evasion.
  • Fixed crash from Wall of Fire (Warlock).
  • Fixed Slimelings spawning and getting stuck in their spawn animations... again.
  • Fixed Orcs very rudely covering large sections of the screen with speech bubbles commanding their Hyenas to tear you apart.
  • Fixed issue where players 2-4 in co-op didn't get a visual confirmation when using radial loot (note: radial auto-loot currently only works for player 1).
  • Fixed Halloween collect quests only updating for the player that collected the related items.
  • Fixed damage number setting conflict with indirect/dot numbers and companion hits.


Update 0.95.3 - Fixes

Hey everyone!

Thanks for the reports!
This update should take care of all reported crashes. I will be continuing work on fixes for issues you have reported in the next few days, but I figured I should get the critical ones out of the way first.

Here's what this update fixes:

0.95.3


Fixes:

  • Fixed a small memory leak.
  • Fixed some smaller generation issues.
  • Fixed items with no sell value (unsellable) listing a sell price of 0 crystals.
  • Fixed a crash related to Chain Lightning effects.
  • Fixed a crash with Pods and the Everspring set.
  • Fixed a crash related to the Demon Lord 3) bonus.
  • Fixed a crash related to Flaming Hells triggers.

Halloween Event:

  • Can now start the event from level 1 as long as you have also picked up the initial story quest to activate the waypoint, and entered the dungeon at least once.
  • Farmer Isaac should now take back his sickle as intended.

Updates 0.95.2 and 0.95.1 notes (fixes)

Hey everyone!

Thanks for the reports.
Today I've uploaded 0.95.2 which fixes the last big issue for this update.
There's a few more issues popping up so expect a fix or two in the coming weeks before the next big update.

Here's the notes of this update and the previous quick fix, earlier in the week.

Thanks!

0.95.2


Fixes:

  • Fixed multiple dungeon generation errors which could lead to crashes on loadscreen and incorrectly placed rooms and detail


0.95.1


Fixes:

  • Fixed multiple issues leading to crashes vs. certain endgame bosses
  • Fixed player getting stuck when struck by hallucinative shrooms
  • Fixed some text flickering happening on load screens