Unlearning an Ascendancy Class will now cause the Unequipped Ascendancy Relic to be Locked in order to prevent accidental scrapping.
Flasks now list their chance not to consume charges in their description.
The Mission menu will now indicate which missions have unspent expertise passive points.
Added a new setting to the Prepare Mission Menu that allows for the duration of the mission restart timer to be customized.
Updated the text of the "+ Rare Resource on Harvest" attribute for tools to better indicate that it will only grant extra rare resources when procing a rare harvest.
Added additional save file protections.
Updated the Damage Meter to provide the option to toggle overkill damage and display DPS instead of damage. It is required to reset the damage meter in order for this functionality to work correctly.
Balance:
Ancient Reliquary Rank 1 will now unlock two additional mission expertise upgrades:
A single point passive that will disable the ability for a Treasure Dummy to spawn.
A 5 point passive that will provide +0.1% chance for a Treasure Dummy to spawn per rank.
Bug Fixes:
Fixed a crash that could occur when loading a save file with an active Endless Spires run.
Fixed a text issue where Ancient Reliquary Rank 1 incorrectly stated that it granted a 0.1% chance for a Treasure Dummy to spawn instead of 0.5%.
Fixed a bug where the Material Master achievement could be granted too early.
Fixed a bug where Execute Damage was not being added to the Damage Meter.
Fixed a bug where the Flask capacity currency cost was not being updated correctly.
Fixed a bug where Triple damage was being undervalued by the damage comparison.
Fixed a bug where the Upgrade Attribute craft would show the wrong result text.
Fixed a bug where the Necrotic enchant would not refresh after reaching 90 stacks.
Fixed a bug where ending a mission would not update the Mission preview order which could cause the mission slots to change order after a reload.
Miscellaneous text fixes.
Lootun 0.6.3 Update Notes
General:
Added the ability to toggle Tools to be "Always Scrapped" in the Glossary Menu.
The Health Regen value shown in the Character stat sheet now takes into account the active Healing Effectiveness of the character.
Added an item tooltip display for the Autoscrap Type of each item.
Added rarity backgrounds for Gems and Materials in the Glossary.
Added the material tier prefix to each Profession gathering option.
Updated the Ascendancy Challenge hint text to include character level where required.
Balance:
Increased the amount of Armour Penetration available from Ascendancy Passives and Relics.
Flask of Elements has been renamed to Flask of Abrasion and now grants Physical Penetration in addition to Elemental Penetration.
Debuff duration will now reduce the total damage dealt by Bleed, Poison, Ignite and Stagger.
Quality of Life:
Added the option to Scrap Items in the Item Comparator and a new setting to set Scrap Item to be the default behaviour. Scrapping Items via this method will place the item into the Scrapper. Locked Items will not be placed into the Scrapper.
Bug Fixes:
Fixed a crash when loading a character with the Determination buff.
Fixed a bug where the "Replace Worst" option for Tools would not show up if both tools had the same stats (but different item levels).
Fixed a bug where the Auto Open Reward bags setting would show on first load.
Fixed a bug where Meteor – Silent Strike was causing Meteor to deal much more damage than intended to targets above 80% HP.
Fixed a bug where Class Relics would sometimes not be auto salvaged correctly.
Fixed a rare bug with the Transmute Attributes craft that could allow a defensive / utility attribute to be changed to an offensive attribute.
Miscellaneous text fixes.
Lootun 0.6.2 Update Notes
General:
Material Tier information has been added to the "Salvaging" page in the Game Mechanics Glossary.
Updated the Skill Effect info for Rend and Poison Sting to better demonstrate that both Skills apply their Damage as Damage Over Time effects.
Added info to the Critical Strike glossary entry indicating that Damage Over Time abilities cannot Critically hit by default.
Introduced tutorials for Material Donation, the Material Storage and the Community Upgrades.
Added a warning message when attempting to purchase a Community Upgrade Passive without the required amount of Donation Credits.
Added a red outline for materials that have reached max capacity in the Material Storage Menu.
Introduced a number of additional bag icons.
Added a new Max Consecutive Completions stat for each Map. This can be tracked in the Glossary Menu under each Map. Note that this stat is not retroactive.
Quality of Life:
Added the ability to search for equipment by Bonus Attribute in the Glossary.
Added a toggle in the crafting menu for "Max Sockets".
Balance:
Vigilance – Threaten now grants a 20% chance to Taunt the target per rank (Was 10%).
Frost Strike – Frozen in Anger now grants a 20% chance to Taunt the target per rank (Was 10%).
Firestone, Coldstone, Lightningstone and Arcanestone have had their damage bonus increased to 200% (Was 100%) and Set Bonus increased to 150 Elemental Penetration (Was 100).
Steel Prism has had it's Armour Penetration bonus increased to 150 (Was 75).
Introduced a new Fine Gem – Ferrous Core that provides a bonus to Physical Damage and Physical Penetration.
Increased the amount of Armour Penetration granted by Sundown, Dragonforged Claws and Bludger
Bug Fixes:
Fixed a bug preventing Recipe groups from being expanded or collapsed.
Fixed a bug where Snipe – Frozen Salvo was not correctly converting the damage type to Cold..
Fixed a bug where Berserker Rage – Bloodthirst had no effect.
Fixed a typo with the Goblin Camp Hero Achievement.
Fixed the description for the Frigid Wastelands Hero Achievement.
Fixed a bug where Transmute attribute would cause an items attribute list to become out of order.
Fixed a bug where the Crafting Menu was not correctly remembering the last used Modification Recipe when accessed from "Upgrade".
Fixed a bug where "+X Gold Last Harvest" Would show on the Profession Menu at 0.
Fixed a bug with the "Replace Worst" option for Tools.
Lootun 0.6.1 Update Notes
General:
Blizzard passive tooltips now show Shock instead of Chill when Lightning Storm is allocated.
Increased the font size of the Character Stats.
Added a new enchant, Bane, which causes your Physical attacks to have a chance to cast Poison Sting. Bane can drop from the Spider Queen at level 101+.
Added hints to some Ascendancy Challenges to provide greater direction on how to progress.
Quality of Life:
Introduced the ability to stack reward chests of the same type and rarity via drag and drop.
Bug Fixes:
Pin Down – Faster Bleeding now correctly reduces the Bleed duration.
Fixed a bug where the item level requirement on the crafting menu would incorrectly scale beyond 100.
Fixed a bug where the tooltip for Unwavering Stance would not display the correct duration.
Fixed a bug where Disable would not be cast unless the First Strike passive was allocated.
Lootun 0.6 Bounty Update Patch Notes
The Lootun 0.6 Bounty update is now live! Please find the full changelog below:
0.6.0 Changelog
General:
Settings Menu is now a pop-out Menu with tabs for each type of setting.
Added a master setting for Display Toasts that allows you to disable toasts entirely.
The Average Damage and Damage Per Second of all Default Attacks and Offensive Cooldowns now takes into account DoT Components.
Improved the Damage Per Second calculation method for Poison Sting, Blade Flurry and Arcane Torrent.
Flask Capacity upgrades now additionally grant a chance for the Flask to not consume charges on use.
New Content:
Bounties:
Bounties are new form of Endgame content that can be unlocked once at least one character has reached level 150.
Bounties are randomised missions that require you complete a specific goal, typically slaying a certain boss or monster type a number of times.
Monsters in Bounties do not drop items or reward experience instead the Bounty will have a number of higher value and rarer rewards assigned to it which are acquired upon successfully completing the Bounty.
Fame:
As you complete Bounty missions you will gain Fame.
Fame is a new resource that is used to purchase Bounty Upgrades which can dramatically improve Bounty Rewards. Be sure you spend your Fame but be careful, as you spend Fame your Infamy will also increase, significantly raising the difficulty of your next Bounties. If you can brave these difficult Bounties however, the rewards will be immense!
Favour:
Favour is a new currency that is obtained from completing Bounties and is used to reroll Bounty missions or to upgrade certain buildings.
Paragon Quality Items:
Introduced a new Item Quality: Paragon. Paragon items can be obtained from Bounties or crafted.
Paragon items have a new teal background but retain their rarity meaning you can have Uncommon Paragon items or Mythical Paragon items.
Paragon items can have up to 10 levels with each new level adding an additional maximum rank to each attribute on the item.
Salvaging Paragon items will award the new material, Paragon Orbs, which can be used create a Paragon item or upgrade the level of an existing Paragon item.
Nemesis Attributes on Paragon items will automatically be levelled up to the maximum rank when obtaining or upgrading a Paragon item.
New Items:
Introduced 15 new items that are exclusive rewards from Bounties.
Introduced 5 new Enchants the recipes for which can be obtained rarely from Bounties.
Achievements:
Introduced a number of new Bounty Specific Achievements to complete.
Quality of Life:
Introduced a new crafting method: Transmute Attribute that allows the direct transmuting of one attribute to another. This can be unlocked by purchasing a new upgrade for the Artisans Hall.
Introduced the ability to Max an Attribute or Max All Attributes when using the Upgrade Attribute craft.
Balance:
Barrier can no longer regenerate beyond it's cap.
Ascendancy Cooldowns have had their sources of Increased Damage replaced with More Damage to ensure more consistent damage gains from each cooldown.
Attributes:
Attack Speed: Reduced the base value of Attack Speed to 3% at ILvl 100 (was 4%) and 4% at ILvl 150 (was 5%).
Critical Chance: Reduced the base value of Critical Chance to 3% at ILvl 100 (was 4%) and 4% at ILvl 150 (was 5%).
Critical Damage: Reduced the base value of Critical Damage to 9% at ILvl 100 (was 15%) and 12% at ILvl 150 (was 20%).
Block Chance: Reduced the base value of Block Chance to 3% at ILvl 100 (was 4.75%) and 4% at ILvl 150 (was 8%).
Block Rating: Block Rating attribute no longer provides a flat damage reduction on successful block and now provides a percentage reduction based on the amount of block rating. The consequence of this is that Block is now more effective against large hits but less effective against smaller hits.
Items:
Cleaver Of The Damned: Armour Penetration base value increased to 180 (was 90).
Enchants:
Guard: Block Rating value is now -25% (was -50%).
Purpose: Now grants -50% Max HP (was -80%).
Defiance: Now caps damage to 35% of Max HP (was 30%).
Butcher: Now grants 2% More Damage per Boss slain (was 3%).
Amplify: Now grants +10% Buff Duration (was 20%).
Wither: Now grants -10% Debuff Duration (was -20%).
Slaughter: Now grants 6% More Boss Damage (was 10%).
Toxic: Poison now lasts 2 Seconds (was 1 Second).
Skill Mastery Rework:
All Class Default Attacks, Offensive Cooldowns and Defensive Cooldowns have been reworked and balanced.
Removed All "Increased Damage", "Faster Attacks", and "Cooldown Reduction" passives and replaced them with more interesting passives.
Most Passives granting flat attribute boosts were also replaced.
In general there should be a lot more build variety and balance between the available skills.
As a consequence of this balance update all current skill mastery passives have been reset.
Raised the Skill Mastery Level cap to 30.
Each Skill Mastery Level grants a bonus to the skills effectiveness.
Default Attacks gain 2% More Damage Per Mastery Level
Offensive Cooldowns gain 2% More Damage and 1% Cooldown Reduction per Mastery Level
Defensive Cooldowns gain 1% Cooldown Reduction per Mastery Level
Mastery Levels have a new exp curve with mastery level 10 taking as much exp as mastery level 20 previously required.
As a result of this all mastery skills will be capped to level 10 when loading into the update.
Character Passive Rework:
Character now only have a max of 40 Class Passives Points to spend.
All Class Passives now have a max rank of 4 and have had their attribute gains increased to compensate.
Default Attack, Offensive Cooldown, and Defensive Cooldown Passives are now linked to Character Level with all 20 being obtained by level 100.
Character levels provide passives in the following sequence: Class Passive -> Class Passive -> Default Attack Passive -> Offensive Cooldown Passive -> Defensive Cooldown Passive -> Repeat.
Character Skill Unlocks:
Increased the pacing of skill unlocks. All skills will now be unlocked by level 50.
Offensive Cooldowns are now introduced at level 3.
Defensive Cooldowns are now introduced at level 5.
Bug Fixes:
Fixed a bug when comparing an item with an empty equipment slot.
Fixed a bug where comparing a valid offhand with an empty offhand slot would not show a comparison value.
Fixed a bug where Sunder, Debilitating Strike and Frostbolt stacks were not being replaced correctly.
Fixed a bug where resetting the passives of a Default Attack would cause that attack to become active.
Fixed a bug where Tattered Wings were providing Light Armour Stats instead of Medium Armour stats.
Fixed a bug where the Rebirth enchant was not activating correctly.
Fixed a bug where the fixed attributes of Gems were not being correctly shown in the Glossary.
Fixed a bug where using Reroll Attributes or Randomise Attribute Ranks on an equipped item would cause Character attributes to become out of sync.
0.6.0.1 Changelog
General:
Introduced a Main Menu as the entry point for the game.
Introduced a new save slot system providing up to 5 available save slots.
Moved all Import / Export / Delete logic to the main menu.
Introduced a playtime counter for each save file.
Quality of Life:
Right Clicking completed Bounties will now claim their rewards.
Added the ability to Auto Claim bounty rewards to the Bounty Board Rank 2 upgrade.
Bug Fixes:
Fixed a bug causing Rend to not deal any damage.
Fixed a bug causing bounties to not reward any Skill Mastery Experience.
Fixed a bug where the Map and Bounty detail panels could overlay each other.
Fixed a bug where the Equipment Recipe List on the Crafting menu would not correctly display.
0.6.0.2 Changelog
General:
The Item Comparator will now compare unequipped items that are placed into the current inventory.
The Barrier indicator will now display as a percentage of Max Barrier when Max Barrier is greater than Max HP.
Balance:
Reduced the Favour cost of Bounty Board ranks.
Bug Fixes:
Fixed a bug where the Item Comparator would skip over every other item when manually selecting the best action.
Fixed a bug where Meteor – Shockwave would cause the skill to have the Area damage tag. Shockwave damage is still considered Area damage.
Fixed a bug where the tooltip for the Gauze and Antidote Enchants showed the tooltip for Ground instead.
0.6.0.3 Changelog
General:
Introduced a new background for the combat menu for each Mission Type.
Introduced Background Music for the game. The volume of this music can be changed from the Game Settings tab on the Settings Menu.
Balance:
Traveller's Gloves now grant 5% Attack Speed (Was 3% Critical Chance)
Bug Fixes:
Crippling Poison – Greater Crippling Poison now shows the current number of stacks on the tooltip.
Fixed a bug where Stasis – Press the Advantage and Crippling Poison – Press the Advantage were not correctly triggering.
Fixed numerous spelling mistakes.
Fixed a bug where slaying monsters in a Bounty mission would not correctly trigger monster slain effects.
Fixed a tooltip issue with Sunder – Armour Penetration and Disable – Further Debilitation where the passive value was split over two lines.
0.6.0.4 Changelog
General:
Introduced a new border type for Paragon items.
Added a Paragon Item toggle to the Bulk Scrap menu.
Balance:
Reduced the rate that Monster HP scales with level slightly.
Reduced the base Expertise Experience requirement to 100 (was 500).
Alchemist's Hut Rank 1 no longer requires Dandelions.
Flask of Healing no longer requires Rough Quartz.
Fire Arrow – Ricochet now grants a 4% chance per rank to hit 1 additional target (was 5%).
Fire Arrow – Flammability now grants a 20% chance per rank to apply 2 stacks of Ignite (was 10%).
Chain Lightning – Lone Bolt now grants 3% More Damage per rank (was 2%).
Thunderbolt – Lightning Pulse is now dependant on Lightning Coil.
Bug Fixes:
Thunderbolt – Critical Chance now has only 1 rank.
Thunderbolt – Lightning Rupture now has only 4 ranks and is dependant on Critical Chance.
Fixed a bug where enchant description text was cut off on the Crafting Menu.
Fixed a bug where random bounties would not count towards the Bounty Completion achievement.
Fixed a bug where Slam – Shatter Defences was considered a buff and not a debuff.
Fixed a bug restarting combat on a boss stage would cause you to gain a stack of Slayers Boon.
Fixed a bug where the allocation text was not showing for Mastery Passives.
Fixed a bug where Quick Slash – Recurrence was not triggering correctly.
Fixed a bug where Fire Arrow – Flammability was not showing the correct tooltip values.
Fixed a bug where Armour Break – Critical Assault and Critical Overwhelm were not providing the correct attribute values.
Fixed a bug where Disable – Replenishing Strikes was not correctly triggering.
Fixed a bug where Stampede was classified as Direct Damage instead of Area Damage.
Fixed a bug where Vanish – Rapid Recovery was not correctly triggering.
Fixed a bug where Frostbolt – Frigid displayed the wrong tooltip value.
Fixed a bug where Firestorm – Critical Chance was not applying the correct value.
Fixed a bug where Arcane Cloak – Active Protection was incorrectly causing the amount of Area damage taken to be increased.
Fixed a crash that could occur when Returning to the Main Menu with an item in the Crafting Menu.
0.6.0.5 Changelog
General:
Introduced a new Target Frame Rate setting (Desktop version only).
By default all Combat Encounters will now be paused while a Tutorial message is shown, this can be disabled from the settings Menu.
Introduced the ability to pause each combat encounter.
Active Material tooltips will now update when the number of materials changes.
Active currency costs on the Flask and Upgrade menus will now update when the amount of available currency changes.
Balance:
Increased the rate that Monster HP scales after level 100.
Increased the rate that most Bounty Modifiers scale with Infamy Level.
Curse of Frailty now reduces Physical Resistance and Elemental Resistance instead of All Resistances.
Bug Fixes:
Fixed an issue where Offensive Splinters were incorrectly labelled as Defensive Splinters.
Fixed an issue where Scavenging Gloves were incorrectly labelled as Skinning Knives.
Fixed a crash that could occur when loading a save file with a restarting encounter.
0.6.0.6 Changelog
General:
Updated the names and descriptions of several Achievements.
Added support for Steam Achievements (Steam version only).
Updated the Paragon item indicator.
Added a last played label to the Save file display.
Introduced a new icon for Bounty Enchant Scrolls.
Updated the icons for the Bounty Enchants, Paragon Equipment and Paragon Levels achievements.
Bug Fixes:
Fixed a bug where the Sentinel enchant was granting a 10% chance to reset defensive cooldowns instead of 1%.
Fixed a bug where Heart of the Abyss could roll Bounty enchants. Existing Heart of the Abyss gems with a Bounty enchant will be rerolled upon loading the update.
Lootun Early Access Roadmap
Greetings everyone.
As you may be aware Lootun will be launching into Early Access on the 31st of August. I wanted to take this opportunity to provide a development roadmap for Lootun during Early Access to give an idea of what content updates to expect.
Please note that that is roadmap is a work in progress and subject to change. I will do my best to keep things updated as development progresses.
General Updates:
Character Loadouts that store Equipment, Passives, and Skill Masteries.
Tactics panel for Characters allowing you to control when Cooldowns are used.
New Offensive and Defensive Cooldowns for each Class.
New item attributes. (Ailment Effect, Ailment Duration, Glancing Blows, Curse Protection + many more).
Item Imbuement: A new craft that transfers the Attribute Distribution of one item to another, the source item is destroyed and all attributes are copied to the target item. Both items must be of the same type.
Gem Socket infusion: A new character upgrade using your spare Socket Shards to upgrade Gem Socket slots causing gems within the socket to provide additional attributes.
General balance, bug fixes and quality of life updates.
Agony System:
New endgame progression system for Missions.
Customize each mission with new monster modifiers to increase the agony level and obtain exclusive rewards.
Item Upgrades:
Bosses on agony levels can drop new Weapon, Armour and Offhand kits that can be used to upgrade the permanent stats of each item. (Weapon Damage, Armour, Adaptive Damage, etc.)
Each agony level and monster modifier will also introduce new special item drops to hunt for.
Ascendancy Rework:
All Ascendancy Classes will be reworked to move away from providing Ascendancy Cooldowns and instead provide passive bonuses that greatly affect how the class plays.
Each Ascendancy Class will also have a large number of impactful single point passives to provide greater customization.
Ascendancy Rework Examples:
Barbarian:
All Attacks Bleed the target for 20% - 40% of base Damage.
Barbarian Passive Examples:
Gain 10% More Attack Speed when hitting a target that is not Bleeding. Lasts 10 Seconds.
Take 35% Less Damage while under 33% HP.
Lose 2% of HP per second but gain 20% More Attack Speed.
Gain 0.1% of Max HP on hit for each stack of Bleed on the target.
Marksman:
Hitting a target grants a stack of Focus providing 1-2% More Damage and causing you to take 1% More Direct Damage. Stacks up to 30. When hit by a direct attack lose all stacks of Focus.
Marksman Passive Examples:
Using an Offensive Cooldown will grant 10 stacks of Focus.
When hit by a Direct Attack you only lose half your Focus stacks.
Each stack of Focus causes you to take 0.5% Less Area Damage.
When hit by a Direct Attack gain 0.5% of Max HP for each stack of Focus lost.
Faction Dungeons:
Faction dungeons are long and difficult dungeons with many stages and multiple bosses to face throughout the dungeon.
Faction dungeons come in 4 different tiers each progressively more difficult than the last but will provide more faction reputation for clearing.
Faction Alignments:
Each Character can align themselves with a faction and begin earning reputation to improve their combat prowess based on the strengths of the chosen faction.
Each Faction Alignment will grant a new Offensive and Defensive Cooldown which can be used in place of the existing Class Cooldowns.
Item Upgrades:
Item Blessings: Item Blessings come in 4 different forms and are a guaranteed drop from completing a faction dungeon. The type of blessing is dependant on the tier of the faction dungeon completed.
Using a blessing on an item will improve it’s bonus attribute value by 25% allowing for a 100% increase with 4 different blessings used.
New Faction Specific Enchants.
New Faction Specific Item Drops.
Raids:
Challenging, 6 character encounters that will require you to customise your builds to overcome each challenge.
Unique Items:
You first victory over each Raid fight will reward a specific Unique Item based on the fight.
Each Unique Item can only be obtained once, has fixed stats and an exclusive enchant.
Unique items are extremely powerful and have their own passive tree allowing you to further customise them to your needs.
Unique Item Example:
A Unique Belt that will apply a random selection of flask effects to the wearer every 20 seconds. (These effects stack in addition to existing flasks)
Upgrading this Belt by feeding it lower quality belts will allow you to spend passive points to:
Increase the number of flask effects applied.
Increase the potency of the granted flask effects.
Ensure that certain flask effects will always be granted.
Apply some flask effects to party members.
Reworked Endless Spires:
Endless Spires reworked into several different wings each with their own upgrade and reward paths.
Fated Augments:
Granted by clearing each Endless Spires wing.
Each Fated Augment has it's own passive tree and can be upgraded by pushing further into it's associated wing.
Each Character can have 1 Fated Augment active at a time.
Item Upgrades:
New Endless Spires Specific Enchants.
New Endless Spires Specific Item Drops.
Lootun Deep Dive #8: Bounties
Welcome to Lootun Deep Dive #8. There is now less than 48 hours before Lootun releases into Early Access. In this Deep Dive we will be looking at the endgame Bounty system in Lootun.
Bounties:
Bounties are a form of endgame content that can be unlocked after reaching Ascendancy level 50. Bounties are short missions with randomised objectives that need to be completed in order to claim the Bounty reward.
At any given time you will have a choice of three different Bounties. You will be able to view the objectives, modifiers, and rewards for each Bounty in order to make a decision on which Bounty to add to your Bounty Storage.
Once a Bounty is placed into storage it can be run at any time and a new selection of three Bounties is generated. The Bounty storage can be used as a queue system for Bounties allowing your teams to progress through every Bounty you have stored.
Bounty Modifiers:
Each Bounty will have a number of different modifiers. By default each Bounty will have a HP and Damage modifier for all Bounty monsters. In addition each Bounty will have 1 – 3 random modifiers based on the difficulty of the Bounty.
Bounty modifiers will augment the monsters found in the Bounty or reduce the effectiveness of your characters when attempting the Bounty.
Rewards
Monsters slain in Bounties do not reward experience or loot, instead completing the Bounty will reward a large chunk of experience and some valuable item and material rewards.
Fame:
Fame is obtained by completing Bounties and can be spent on Fame Passives. Fame Passives can be used to greatly increase the rewards provided by each Bounty.
Infamy:
As you purchase Fame Passives your Infamy will grow, increasing the difficulty and rewards of each new Bounty mission. The higher the infamy level the more modifiers each Bounty will have and the greater the effect of each modifier.
As your Infamy level grows the number of rewards provided by each Bounty also increases.
At any point in time you may remove your Fame Passives and reclaim the Fame spent. Doing so will allow you to reduce the Infamy level of your new Bounties providing greater control over difficulty.
Favour:
Favour is a new currency that is granted from completing Bounties. Favour is used for some Building Upgrades and can also be used to Reroll your current Bounty selection or Abandon an existing Bounty that you have stored.
Random Bounties:
Random Bounty provides the option to send your team to clear randomised Bounty missions without the need to select and store Bounties.
The rewards for these missions will also be randomised and not known until the mission is complete, at which point the rewards will be automatically placed into your inventory (or salvaged depending on your Autosalvage setup). Failing a random Bounty will reroll the Bounty to a new one.
Random Bounties provide reduced material and currency rewards over selected Bounties but provide a useful way to gain passive rewards with minimal maintenance.
Item Paragon Levels:
Bounties provide access to a new form of Item Upgrade: Paragon Levels. Each equipment item (barring Relics and Gems) can have up to 10 Paragon Levels. Each Paragon Level grants an additional Max attribute Rank for all attributes on the equipment meaning that a Paragon Level 10 item can have attributes up to Rank 20.
All Bounty equipment rewards have a chance to roll as Paragon. The chance of each item rolling as Paragon is based off the current Infamy level and your Fame Passives.
Salvaging a Paragon item will grant a number of Paragon Orbs depending on the Paragon Level of the item. Paragon orbs can be used to create Paragon items or upgrade the Paragon Level of existing Paragon items. In addition to salvaging, completing high Infamy Level Bounties will also reward a number of Paragon Orbs.
Wrap Up:
Thank you for reading this Deep Dive. Tomorrow I will be uploading a detailed Development Roadmap for Lootun.
As always feel free to leave any suggestions or comments here, or on the Discord or Subreddit.
I am pleased to announce that Lootun will be releasing into Early Access on August 31st at 8.00 AM PDT.
Lootun Demo
A demo version of Lootun is now available to download and play!
The Lootun demo provides access to all content up to character level 50 (approximately 2 hours). All progress made in the Lootun demo will be transferable to the full game, once released.
What's Next
Over the next two weeks I will be making a few more announcements including:
Deep Dive #8: A look at the endgame Bounty system in Lootun. Lootun Development Roadmap: An overview of the planned content updates for Lootun Early Access.
As always feel free to leave any suggestions or comments here, or on the Discord.
Discord: https://discord.gg/KmpBY9g7j6
Lootun Deep Dive #7: Glossary and Achievements
Welcome to Lootun Deep Dive #7. This week we will be looking at the Glossary and Achievement systems in Lootun.
Glossary:
Lootun contains a comprehensive in game glossary filled to the brim with information that you may find useful during your time playing. The glossary is split into a large number of different categories allowing you to easily navigate to the information you need.
Game mechanics:
The glossary contains information regarding all game mechanics found in Lootun. This category is a great place to look for information about specific mechanics such as the missions or combat system.
Attributes:
This category contains a list of all attributes that can be obtained within Lootun and provides an explanation for what each attribute does and how it interacts and scales with other attributes.
Monsters:
This category provides information regarding all the monsters available to fight in Lootun, split into two groups, regular monsters and bosses. Once a monster has been defeated it can be selected in the glossary to provide additional information such as the base hp, base damage, damage reduction from armour and the base experience granted.
Monster Abilities:
Monster abilities are split into several groups, default abilities, cooldown abilities and empowered abilities. Once you have encountered a monster ability you will be able to view information about the ability in this glossary category. Each monster ability entry will provide information regarding it’s damage type, damage value, cooldown time and any bonus effects of the ability. This information will allow you to plan your defences to take on more challenging encounters.
Equipment:
Every Weapon, Armour, Accessory, Offhand, Relic or Gem in the game can be found in the glossary. Once a piece of equipment has been discovered (by slaying a monster that can drop it) you will be able to view it’s drop location allowing you to target farm it. Additionally once an item has been obtained you will be able to view information regarding the items inherent stats, (Weapon Damage, Armour, Block chance, etc.) it’s bonus attribute, and how these scale with the level of the item.
Materials:
The material glossary page will provide quick access to each materials description and drop location.
Achievements:
Achievements in Lootun serve the purpose of allowing you to track your progress through the game and to reward you for completing various tasks. As you progress through Lootun you will earn achievements and by doing so you will unlock additional attribute bonuses increasing the amount of experience and gold you find in addition to improving the quantity and quality of your item drops.
General:
General achievements cover a range of tasks that you will complete as you progress through Lootun, these including levelling up your characters and skills, looting, equipping, and salvaging items.
Combat:
Combat achievements track and reward your boss slaying capabilities.
Crafting:
Crafting achievements cover all of the different types of crafting and upgrading techniques you can perform on your equipment.
Upgrades:
Upgrade achievements will track your progress in constructing Upgrade Buildings as you progress through Lootun.
Collections:
Collections are a set of endgame achievements that require you to complete most aspects of Lootun in order to obtain, such as slaying all monsters, collecting all weapons, as well as finding some extremely rare items. Due to their difficulty, completing collection achievements will reward the very powerful Fortune attribute.
Wrap Up:
Thank you for reading this weeks Deep Dive. This will be the final episode of this series for now, so far we have covered all the main features of Lootun. New Deep Dives will be released as new features are developed.
As always feel free to leave any suggestions or comments here, or on the Discord or Subreddit.
Welcome to Lootun Deep Dive #6. This week we will be looking at the Flask and Gem systems in Lootun.
Flasks:
Flasks are an early game mechanic that can be unlocked in Lootun after building the Alchemists Hut. As you upgrade the Alchemists Hut you will be able to craft more powerful flasks and have more flasks activate at one time.
Basic Flasks:
Basic Flasks are the first tier of flasks unlocked, these flasks make use of the standard materials gathered from the Farming profession. You should be able to keep basic flasks active most of the time without running out of the required refill materials.
Advanced Flasks:
Advanced Flasks are the second tier of flasks unlocked, these flasks provide much more powerful bonuses and as such make use of rare materials gathered from the Farming profession, making the use of these flasks much more limited.
Refilling Flasks:
As you complete missions with flasks equipped you will consume some of their charges. The number of charges consumed varies from flask to flask and depends on the power of the effect that the flask grants. Flask charges can be refilled from the Flask Menu if you have the required materials. A late game upgrade will allow you to automate the process of refilling your flasks.
Upgrading Flasks:
As you progress through Lootun you will be able to upgrade your flasks using your spare materials.
Flask Strength:
Flask strength determines the power of a given flask. Higher flask strength will result in a flask granting more of an attribute or healing for more.
Flask Capacity:
Flask capacity determines the number of charges a flask can hold. Upgrading the capacity of your most used flasks will result in you having to refill them less often.
Gems:
Gems are a mid game mechanic in Lootun that allows you to equip each adventurer with up to 24 gems provided you have the required gem sockets.
Gem Sockets:
At level 50+ equipment can begin to drop with gem sockets. Gem sockets on items are denoted by small white dots on the items icon. Equipping items with gem sockets will allow the use of gems which can provided powerful bonuses to your adventurers stats.
Gem Equipment Tab:
Unlike most games, gems in Lootun are equipped to each adventurer directly. All 24 gem slots can be filled regardless of how many gem sockets you have unlocked. Equipping or removing items that provide gem sockets will simply lock or unlock the gem sockets on the menu. Only when a gem socket is unlocked will you gain the benefit of the gem placed inside it.
Gem Attributes:
Most gems will provide basic, fixed attributes tailored to the gems theme.
However some gems will provide randomised attributes allowing you to min max your build by stacking certain attributes.
Set Bonus: Some gems will provide a set bonus when a number of them are equipped. These set bonuses are generally much more powerful than the standard gem attributes.
Wrap Up:
Thank you for reading this weeks Deep Dive, next week we will be taking a look at in game Glossary and Achievements provided by Lootun.
As always feel free to leave any suggestions or comments here, or on the Discord or Subreddit.