In addition to the 5 keys that are already in the game, you can now upgrade your items into ancient artifacts! There is a section in the progress log that has been added to explain how to do this. Ancient artifact upgrades allow your equipment to no longer have durability, so they can be upgraded infinitely, but you are only allowed to have 1 ancient artifact item on you at a time!
Upgrade
Improved 10 visuals for some buff skills.
Added a merchant to the guild, there will now be a merchant specializing in selling upgrade component items for gold coins and another for honor points.
Balancing
The prices of upgrade components have been reviewed and harmonized by rarity, they are generally more expensive.
bug fix
Changing the stats of necklaces no longer crashes the game.
The skills mana explosion and energy explosion correctly do damage.
The Lich (Necromancer) skill now correctly passes projectiles through and all similar buff skills have also been modified to ensure that they do not have the same kind of problem.
Projectiles with “explosion on hit” are only actually activated once, the bug occurred on skills that had explosion + Pass through.
The quest “Improve an item” (Rank 2 advancement log) also works if you only have 1 consumable in the stack currently in use.
The talent icons that allow you to place specific ailments have icons corresponding to the skill.
The value of the equipment statistics “Bonus level on spells” and “Bonus level on buffs” works correctly.
0.4d
Improvement
On the character sheet, when the character interface is open, it automatically updates every 1 second, in order to update the statistics that require you to have, for example, less than 40% life or more than 75% life.
Modification of the description of the life or mana regenerator effect when you go below 40% life, allowing you to improve your regenerators by 12%, but not making you regenerate 12%.
Balancing
The skill “Static Fields” (divine for all classes) obtains the satellite category.
The skill “Flying Knives” (normal rarity for the ranger) obtains the satellite category.
Salvo (ranger): Attack range increases from 20 meters to 30 meters.
Monsters in the dungeon now have the level of the player player.
bug fix
The runic pillar on the Granock Citadel is correctly placed. The runic pillars in the tutorial area are correctly recoverable. The damage bonuses below 40% health or above 75% health are correctly taken into account. On the character sheet, the damage bonus calculation has been redone to match what is actually done in the game. On the character sheet, the reductions in damage taken correctly take into account the damage reductions when you have less than 40% health and you have 100% health. On the character sheet, the critical chances are no longer counted twice. When you open the skill book, you systematically see the learned powers, instead of having every other time all the skills in the game or the learned skills. For satellite skills: Only aura skills that do damage are visible. The durability of equipment is shown even if the equipment has a value of 100%. Satellite Set Bonus 4 only activates offensive category satellites and no longer activates skills that can activate/deactivate. The currently available elemental symbiosis damage bonuses are correctly calculated. Information on the skill “Rapid Affliction”: now correctly says that it is a single-target skill. The maximum amount of elemental symbiosis is correctly updated when it is changed.
0.4c
Balancing
Reduced damage from random boss puddles by 25%.
bug fix
Fixed a bug that caused season 2 clans to go out of season when launching the game. All map completion achievements are no longer validated when completing an achievement. Classes are correctly visible when clicked on in the choice interface. The special resource bars on the right (rage, elemental symbiosis, soul) are correctly updated when a skill is learned and automatically implemented in the action bar.
0.4b
Season 2 launches with new rankings!
Improvement
Starting the game with a new character who is on an account that already has Ortharion fragments allows you to directly validate the “Recover Ortharion fragments” advancement objective.
Added several anti-cheat systems that are put in place when loading your character, there is currently no penalty, but this allows you to be certain that certain values cannot be exceeded.
bug fix
Large area map completion achievements give +5% damage bonus and small areas +2%, instead of the opposite.
Fixed 3 achievements that were validated at the same time as other achievements.
Some achievements are no longer present in duplicate in the achievement area.
Several achievements that were not up to date have been removed or updated, including area bosses and arena bosses.
Achievements on Steam have been updated and can now all be completed.
The names of several skills are correctly visible.
0.4a
New content
The skill book offers more filters to view skills, view skills that do not require a class, and view multiple categories at the same time.
Improvement
Secondary resources such as soul, elemental symbiosis, rage are displayed on a secondary bar on the right of the screen.
Balancing
Modification on several categories on spells and classes.
bug fix
The descriptions of legendary random items show the correct percentage number of having an item and the chances of having a divine item are also visible.
It is no longer possible to see the window to resurrect when you arrive in town after being killed.
Monsters are visible from further away (depending on the desired graphic resolutions in the options) and more homogeneously than before.
Fixed several issues in the Arid Desert (chest in the rock, hole in the terrain, collision on trees and rock).
Added collision on the walls of the entrance to dungeons to avoid falling into the void.
For Archer Mage Talent 2181, a line is now correctly visible to indicate that the skill is linked to the previous one.
The skill “Powerful Shout” is now correctly visible, with the correct rarity and with the insane class assigned correctly.
Bosses are no longer disabled when you move slightly away, allowing the boss in the Resistance Arena to continue its attack.
Infinite Mana Aura (Paladin) costs 5 health per second, down from 50% at level 1.
Talent 3065 (Druid): Now has a maximum of 1 point.
Skill rank cannot be increased above 5.
Passive skills purchased from the Skill Book are no longer placed in the action bar.
0.4 official launch
le problème de mise à jour est résolu, la mise à jour 0.4 est maintenant public !
Des mises à jours arriveront prochainement, avec des mises à jour de bug ainsi qu'amélioration de qualité de vie avec un système des recherches
Update 0.4
The version presented here is only available on the test server, I have an update problem on the default branch. I contacted support, this should be implemented quickly. You can already play 0.4 on the test server! The saves will be the same!
There are still improvements to be made, especially concerning the arena bosses and legendary bosses of the campaign, these improvements will come as 0.4 progresses as well as during season 2, which will normally start on November 15.
Adding content
Adding a very large number of talents.
3 “doors” (or ritual to activate to be teleported) are present in the game, 2 in the guild, 1 elsewhere. To open them, you will need a certain number of elements that have been added in-game, visible from your map completion interface, knowing that the content is still being created, the elements are not all present and the doors cannot be opened yet.
You can now merge 3 gems together to receive a higher quality one.
Your characters in season mode will switch to off-season mode, your off-season accounts will now be merged and the season mode will start again only for season 2.
You have new bonuses by increasing the difficulty level of the game.
Added new powers for equipment.
Added 4 new improvements on the guild improvement (linked to the account and unlockable with the currency recoverable in the challenge tower)
Added 10 new statistics, which have been added to several places in the game (talent, equipment, skills).
Improvement
Skills now gain rank thanks to honor points, which you get in the challenges of the challenge tower.
In the challenge tower, on the waves of monsters, killing all the monsters in the current wave starts the next wave.
Enhancement skills that can be cast automatically no longer use an animation.
Change to the item sorting system, the best items are placed first, regardless of their rarity.
Skills that can be cast automatically no longer have an animation for their launch and when automatic activation is enabled, you can now set how many seconds you want your skill to be used.
The item comparison system to know if you are gaining in robustness has been removed, in fact the goal being to specialize, rather than looking for % of stats, often allows you to improve your damage, so I preferred to remove this system which diverted from the right way to play: look at the stats of your equipment and choose how you want to play.
It is no longer possible to open the difficulty selection panel during a mission, so as not to change chest or boss rewards along the way.
Visual improvement of several areas.
Learned skills are put directly in the action bar.
The description of talents that gain stats that are linked to skills make the skills visible on another infobox, for example +3% damage on targets suffering burn, or +5% chance to activate Ninja every 50 meters traveled.
Two new advancement quests are available: “Buy a skill from the skill book” and “Guild improvement”.
Balancing
There is no longer a statistic for out-of-combat regeneration.
Ortharion fragments gain 2 talent points instead of 1.
You recover gold from each monster killed, as well as from chests.
The chances of having an item on a monster go from 30% to 20%.
The chance of having a consumable item (which concerns potions, item upgrades, keys to the challenge tower) goes from 30% to 18%.
Epic consumables go from 8% to 4% chance of loot.
Several areas of the game have been redone to be done without needing to use the dash.
Guild improvement: The level of the improvements to a maximum level of 20.
The rank 4 advancement quest “Map exploration” for having completed a zone at 100% is now rank 2, gives less experience and gives 3 rare scrolls instead of 3 epic armor.
By moving or using the revelation zones, you discover a larger part of the map.
The area quests do not require as objectives to kill elites before level 5, because the chances of finding them are greatly reduced.
Quest Rank 5 reward gives choices a divine weapon, in addition to giving a divine weapon and 3 divine armors.
Enemies and bosses
Several bosses have changed location and rarity, the goal being to have 1 legendary boss on each large area and then only secondary bosses.
The arena now has epic bosses at the start, instead of rare.
The secondary bosses in the areas are now random and more powerful than before.
The bosses have 30% more health.
The explosive shields of the bosses now take into account the maximum health value of the boss, instead of being a fixed value.
The enemies no longer have rotation or movement for cone attacks.
The classic attacks of the destroyer of the group of transformed men no longer put poison.
The kamikaze attacks of the special transformed men only trigger after 4 to 10 seconds after the start of the fight, the damage is increased by +20%.
The minimum level of the monsters during the wave of monsters is that of the player.
Skills
Most damage reduction and damage bonus skills have smaller level increases, some skills that were already nerfed have not been touched, it is a matter of balancing the others.
Weakening Debuff (all classes): reduces the opponent's damage from -1.2% to -3% per stack.
The debuffs all last 6 seconds, some had 5 or 4 seconds.
Lightning Jet (Elementalist): Damage +100%
Lightning Shield (Protector): Becomes a status buff for all classes, instead of an activatable buff, with 5 maximum stacks instead of 1, damage +100%.
Sand Tornado (Gladiator): Added tornado category.
Blade of Despair (Duellist): Cooldown reduced from 20 seconds to 8 seconds.
Progressive Power (Thief): Becomes a skill for all classes.
Wild Vine (Druid): Added Classic Attack category.
Blessed Hammer (Paladin): Added Classic Attack category, the skill passes through enemies.
Blood Spray: Renamed Blood Flood and gains the Tornado category.
Explosive Skull (Necromancer): Becomes a Priest skill.
Pure Energy Bolt (Bard): Becomes a skill available to all classes.
Regenerative Wait (Gladiator): Life regeneration as a % of total no longer increases as you level up, down from 10% per second to 5% per second at max level.
Shield of the Weak (Archer), +50% absorption.
Elemental Shield (Battlemage): No longer grants maximum elemental resistance and the absorption amount has been increased by +50%, cooldown reduced from 30 seconds to 20 seconds.
Improved Defense (Warrior): Increased from 12% to 20% damage reduction at level 1 and from 36% to 33% at max level.
Paper Demon (Brawler): Increased from 20% to 40% bonus damage at level 1 and from 60% to 80% at max level.
Familiar of Eternal Cold (all classes): When leveling up, it correctly increases the chance to activate the absorption shield with cold damage, increasing from 10% to 30% at maximum level.
Blood Pact (Paladin) and Lich (Necromancer) also increase the damage bonus below 40% health when leveling up.
Cold Storm: Cooldown reduced from 16 to 12 seconds.
The “Storm of X” skills are now in the storm category, 4 classes are affected: Blade Master, Cleric, Sorcerer, Elementalist.
Several skills have had their resource type changed to mana: Explosive Ball (Pyromancer), Acid Blade (Chaos Manipulator), Bramble (Forester)
Several skills that were previously rare have reduced usage conditions.
Your satellite skills are no longer destroyed if you touch walls or the ground.
Equipment
Equipment effect: 75% of the effects have been improved, the goal being to have almost all the effects on the same power, you only have to really choose what you want to play as a character, rather than building around a few very powerful effects compared to the rest.
The bonus level thanks to consumables goes to +10 at most, this is retroactive, so your items with an item level higher than 10 will now have a bonus level of +10.
Equipment now has statistics with Tier, ranging from 1 (the best), to 7 (the worst), reducing the power of the items, except tier 1 which is an improvement, tier 2 corresponds to the power of the items before this patch.
Durability on low rarity items has been reduced.
The selling price of the items you have when you start the game has been set to 20.
The number of stats that a piece of equipment can have is now random: Rare 3 to 4, Epic 3 to 5, Legendary 4 to 6, Divine 5 to 6.
Weapons have 1 less stat, in addition to having a random number of stats.
The blocking time with a shield goes from 6 seconds to 2 seconds at level 100 (this was partly a bug).
The power on equipment that allows you not to use endurance out of combat has been modified, it now allows you to increase the maximum amount carried, as well as to increase breath regeneration.
Talent
Talents for the protector: He no longer has a talent related to energy shield, which have been replaced by talents for blocking.
Talent: Blocking talents go from 0.4% per point to 1% per point.
Druid Talent: No longer has talents related to blocking.
Power talents for the beginning of the game have been removed, these talents were too powerful at the beginning, leaving no room for diversification of choices.
Defense talents against a type of element go from 0.5% to 1% per point.
Forester talents no longer have anything to do with using cold skills, but with physical skills instead.
bug fix
Godly rarity items dropped on the ground are red instead of white.
Satellite projectiles are no longer destroyed by loot bags on the ground, as well as life globes.
Uncontrollable Tornado (Chaos Manipulator): Correctly shows the total damage at the end of the description.
Fixed a bug on the absorption shield when you were not equipped with an item with the effect that does damage when the shield disappears.
The acrobat and hunter classes have their categories correctly visible on the class description.
Berserker's Rage (Berserker): Leveling up is correctly taken into account.
Talent 980 (Insane) is correctly visible.
Talent 1281 (Duelist) is correctly visible and works correctly.
The button to change class is correctly visible if you have the maximum number of classes learned.
The skill “Rain of Arrows” can only be cast with a bow and uses a bow animation.
Special gems such as -5% damage received and +10% damage dealt by divine item are calculated correctly, no longer making your character invulnerable.
Set bonuses: Bonus 2 life globes and bonus 4 classic attack are correctly added separately, they were previously merged, not allowing you to benefit from both bonuses at the same time.
Set bonus text information is correctly visible at the top of your action bar.
Fixed a visual effect on a legendary dagger that could slightly reduce the number of FPS.
It is no longer possible to open the gem management interface on equipment present in the improvement interface (crafting), avoiding a bug to have infinite gems.
Passing an item from your character sheet to the crafting interface correctly removes the item's statistics from your character.
Elemental Symbiosis regeneration is no longer triggered by enemies.
Update pending verification
I have connection problems and steam does not want to put the game on the main branch without double authentication. I have launched a request for help through support.
You can play now on the test branch, I was planning to put this version on the main branch, it is the 3rd test version and is therefore perfectly playable.
Sorry for the inconvenience.
0.4 on test server
Hello,
Update 0.4 is almost finished, but before launching it for everyone, I will do things in several stages:
I am launching version 0.4 on the test servers now, version 0.4 will then be put on the classic servers towards the end of the week. Season 2, with new improvements, will arrive on November 15.
I will just leave a summary of what has been done for update 0.4, I will put it with more details at the end of the week.
New content
Addition of a very large number of talents.
15 "keys", grouped into 3 large groups are available in the game, but very well hidden. You will not be able to open anything with them for the moment.
You have new bonuses by increasing the difficulty level of the game.
Addition of improvements in the guild panel.
Addition of new statistics, which have been added to several places in the game (talent, equipment, skills).
Added new powers for equipment.
Improvement
Skills now gain rank thanks to honor points, which you get in the challenges of the challenge tower.
Skills that can be launched automatically no longer have an animation for their launch and when automatic activation is activated, you can now set how many seconds you want your skill to be used.
Visual improvement of several areas.
Balancing
You recover gold on each monster killed, as well as on chests.
The chances of having an item on a monster goes from 30% to 20%.
Guild improvement: The level of improvements to a maximum level of 20.
Several bosses have changed location and rarity, the goal being to have 1 legendary boss on each large area and then only secondary bosses. Legendary bosses are still to be worked on.
Secondary bosses in the areas are now random and more powerful than before.
Bosses have 30% more life.
Boss explosive shields now take into account the boss's maximum health value, instead of being a fixed value.
Skills
Most damage reduction and damage bonus skills have less significant level increases, some skills that were already nerfed have not been touched, it is a question of balancing the others.
Lightning Jet (elementalist): Damage +100%
Lightning Shield (protector): Becomes a status buff for all classes, with 5 maximum stacks instead of 1, damage +100%.
Progressive Power (thief): Becomes a skill for all classes.
Pure Energy Trait (bard): Becomes a skill available to all classes.
Eternal Cold Familiar (all classes): By leveling up, it is correctly gained in chance to activate absorption shield with cold damage, going from 10% to 30% at maximum level.
Several skills have their resource type changed to mana: Explosive Ball (Pyromancer), Acid Blade (Chaos Manipulator), Bramble (Forester)
Equipment
Equipment effect: 75% of the effects have been improved, the goal being to have almost all the effects on the same power, you only have to really choose what you want to play as a character, rather than building around a few very powerful effects compared to the rest.
The bonus level thanks to consumables goes to +10 maximum, this is retroactive, so your items with an item level higher than 10 will now have a bonus level of +10.
Equipment now has stats with Tier, ranging from 1 (best), to 5 (worst), reducing the power of items.
Durability on low rarity items has been reduced.
The number of stats that equipment can have is now random and depends on the rarity of the item.
The blocking time with a shield goes from 6 seconds to 2 seconds at level 100 (this was partly a bug).
The power on equipment that allows you not to use endurance outside of combat has been modified, it now allows you to increase the maximum amount carried, as well as to increase breath regeneration.
Talent
Talent: Blocking talents go from 0.4% per point to 1% per point.
Power talents for the start of the game have been removed, these talents were too powerful at the beginning, leaving no room for diversification of choices.
Defense talents against a type of element go from 0.5% to 1% per point.
bug fix
Fixed a bug on the absorption shield when you were not equipped with an item with the effect that does damage when the shield disappears.
The button to change class is correctly visible if you have the maximum class learned.
As a reminder, this is only a summary of the most important things, I will put the whole thing together with a better presentation at the end of the week.
update 0.4 for end of 2024
Here are some important dates
End of season 1 and launch of 0.4: November 1, 2024.
I still have to do some testing but normally the content of season 1 will be available in the off-season.
Start of season 2: November 15, 2024
Additions planned for season 2
New talents, the goal being to modify the behavior of certain skills.
Overhaul of many bosses, in particular with existing arena bosses.
Improvement of many little-used skills.
New content for guild improvement, for example the use of teleporters whatever you knew before update 0.3.
Removal of the scroll improvement table, ranks will now be managed with honor points, recoverable in the challenge tower.
Cooldowns will be dynamic, and no longer calculated when the skill is launched.
Improvement of auto cast, with customization available on it.
Rework of several classes in warrior and ranger, in order to have the use of skill with incantation and use of skill not taking into account the basic damage of the weapon, for example the gladiator will be named death knight.
Visual / animation / sound improvement of certain skills.
High difficulty levels will be more rewarded.
Nerf of honor on the challenge tower.
Nerf of summons, but with new improvements, making the builds in the long term as powerful as currently.
Encrypted backup and several systems added to avoid cheating with file editing.
This remains to be thought about, but will season 2 only be for those using backups on the steam Cloud?
5 new status buffs allowing to gain: reduction of cooldowns, Critical Chance, Affliction Chance, Curse Chance, Energy Shield bonus.
Gold will be gained from monsters and less equipment, the goal being to offer more useful equipment to the player, to spend less time looking at his inventory.