The crypt area in the far north loads faster and runs better (I go from 30 FPS on average, to 55 FPS on ultra with all the graphic options and 4k screens).
The item enhancement vendor sells stat changes.
Balance
Ranged elves only make 1 sphere, with +100% damage, instead of 3.
The boss for the resistance test has a reduction of damage received of 99% if he loses 5% of life.
Chaotic Orbit has a maximum time of 8 seconds.
Mana Siphon (Arcanist), damage +50%
Lightning Incarnation (Sorcerer), damage +50%
Wind Attraction (Forester) does damage.
Morbid Dance (Masochist) damage +100%
Energy Beam (Paladin) damage +200%
Storm of Laziness (Cleric) damage +50%.
Blessing of the Dead: bonus damage +50%.
Demonic Blessing: bonus damage -25%, life cost +100%.
Gems of epic rarity and above no longer grant additional statistics regarding resources and resource gain per second.
The equipment power that allows you to deal damage based on your current number of health has damage divided by 3.
Honor Point rewards no longer take into account the player's level, which is an advantage if you were doing Challenge Tower content before level 100.
Item rewards are base rarity “rare” instead of common.
Item rewards are at least 1, regardless of your performance.
Item rewards no longer take difficulty level into account for quantity, only rarity will be influenced by difficulty level.
Honor point rewards have been changed: (The numbers below are the base values, without taking difficulty level bonus into account.):
Level 1 Arena Boss: 400 instead of 100.
Level 2 Arena Boss: 700 instead of 200.
Level 3 Arena Boss: 1125 instead of 400.
Level 4 Arena Boss: 1500 instead of 800.
Level 5 Arena Boss: 2000 instead of 1600.
Resistance Boss: Gives 2400 maximum, instead of 50,000.
Monster Wave: Gives 400 instead of 100.
Boss Dungeon: Gives 1200 instead of 100.
Monster Dungeon: Gives 800 instead of 100.
The mannequin gives you a maximum of 2,000 instead of 20,000, and 2500 if you kill it.
Bug fix
Lights have been adjusted on several dungeons that were too dark.
Black Hole stuns people in the area while the effect is active, instead stuns them for an additional 6 seconds after the effect ends in addition to during the effect.
The number of Ortharion fragments on the class talent interface now shows the correct maximum number currently present (i.e. 111 instead of 216).
The number of talents currently collected is correctly charged if you have collected them with the guild upgrade interface, avoiding being in the negatives.
Enchanted Mountain Dungeon, the boss spawn area is correctly indicated.
The runic letters on the local map of each region are indicated in the correct place.
Several enemies (usually epic or legendary bosses) no longer have an arrow icon visible on the map.
Fixed the bosses on the crypts of the far north and the legendary boss of the arid desert.
Talents that grant +X% damage correctly grant damage when only 1 point is put into the talent.
Talents that grant +X% damage based on a certain stat correctly grant bonus damage, such as talent 3826 for the arcanist with increased damage for the arcane familiar skill based on your current mana.
Talents that change projectiles from single target to explosive, change the skill from single target category to area damage (talent 2646 mage for example), correctly applying the desired damage bonuses.
It is no longer possible to put runic power on equipment other than necklace, chest, helmet.
The equipment power that allows you to do damage based on your maximum life no longer takes into account the life bonus.
Auras no longer have a bug to kill enemies, sometimes slowing down the game after a certain time.
The dummy no longer updates at the end of the time, allowing you to have the normal rewards and to see the last damage attempt made.
The monster waves stop during the challenge tower if you are dead.
The button to collect the rewards from the challenge tower is no longer directly visible when you perform several events in a row.
The damage texts are no longer destroyed under certain conditions, which could create slowdowns, or even make the game unplayable, because you were no longer doing damage.
The battle banner correctly earns the damage bonus for you, it is not quite an aura yet, I plan to make a next update on 0.4 which will put order in all these aura systems, buff on yourself or on allies, area buff, talent and equipment which allows to make changes in this direction.
0.3i
Balancing
The resource cost at level 0 of skills has been reduced by 15% (there is a bug fix that increases the mana cost when leveling up).
Slight reduction in summon damage based on the skill level.
Slight increase in enemy damage at higher levels.
The explosion of “transformed men - special” goes from 3 seconds to 2.3 seconds of casting time.
The amount of energy shield gained with lightning ball increases with level gain.
All equipment effects have been revised to do more base damage, since a bug concerning the consideration of power has been fixed, so they will be more powerful for low levels and more powerful afterwards. I also tried to make sure that optimizing your statistics increases the damage even more, for example the bonus 4 of shadow movement deals 100% damage per second remaining instead of 30%.
The equipment effect that does damage with the explosion of your blades is the only effect that has been reduced.
The equipment effect that does damage once infinite block reaches its maximum does damage multiplied by the number of stacks, multiplied by your amount of blocked damage.
bug fix
The buttons on the guild improvement interface correctly raise the right line.
Fixed a bug that prevented area quests from being collected, the bug occurred especially on large maps, where you had spent a lot of time on it. The same bug prevented new equipment or weapons from falling to the ground as loot on NPCs or chests after a certain time.
The identification of scrolls with a gold amount has a correctly calculated gold amount.
The keys to the challenge tower can be obtained in arcade mode.
Several elements in the character window have been correctly removed or updated.
On the area of the beginning cemetery, some rocks are correctly charged.
The resource cost when leveling up is correctly calculated (the mana cost has been reduced to level 0 to compensate)
Description of lightning ball (sorcerer): It is correctly shown that the player gains energy shield.
Chaotic Orbit (chaos manipulator) works correctly.
The damage of powers on equipment took into account the power in a multiplicative way at 1%, this is no longer the case, unless otherwise indicated. (if you had 1000 in power, it did you X10 damage).
The power effects that had effects when you lost an absorption shield work correctly (it activated each time you were attacked).
Statistical changes thanks to the crafting system work correctly.
0.3h
Improvement
All vendors are on the 1st level of the Guild Tower.
A Challenge Arena Key vendor has been added.
Balance
Single-target ranged skills have had their range increased from 15 to 25 overall.
Bard's Pure Energy Bolt: Casting category has been removed (the skill had no cast time.).
Monster wave spawn rate in the arena has been increased from 5 to 10 seconds.
Monster wave spawn rate in outdoor event areas has been increased from 15 to 10 seconds.
Elves who throw stunning rocks and Elves who throw fireballs have been swapped, so that you'll see the stunning ones less often.
Damage for Cult of Light Destroyer Mages +100%.
bug fix
The guild upgrade interface updates correctly when opening.
It is possible to collect rewards from the challenge tower.
Issue with 3D element loading too late on the small bandit terrain at the beginning.
Enemies on the “The Summits” area are loaded at the right times.
Season 1 Start - 0.3g
New Content
Start of Season 1, with a separate save system so that everyone starts over at the same level.
Account upgrade system, with currently 7 types of upgrades, which are infinite, you must have high-level currency to make these upgrades.
Improvement
It is possible to change classes.
On equipment, set bonuses are only offered if you have the right classes, allowing you to have fewer useless sets for your character. There are only 2 sets out of 24 for now: Shadow Shift (class: Ranger) and Ice Pet Set (class: Archer).
Balancing
Old powers on equipment were more likely to be assigned than those released in 0.3, this is no longer the case.
bug fix
Fixed a description on an equipment power that gives +X% power bonus.
0.3f
I forgot to put 0.3f at the bottom left of the screen
Bug fix
Fixed a bug that sometimes affected skills with absorption amounts, making them useless. (absorption shield, weakling shield, cold armor).
Opening a chest that counts in the map completion system does not give an additional damage bonus to what it should give.
Unkillable Bonus Set 4: The description and real value were different, they are now 5 dodge/parry/block for casting absorption shield.
Fixed a bug related to the gem that allows you to activate bonus sets 4 with 3 items: it gave the bonuses several times when loading a game for certain specific sets.
Visual problem on elite fire projectiles fixed.
It is no longer possible to exploit the infinite experience bug on the quest rendering. The bug is not yet completely finished being fixed.
Fixed a bug where your inventory was almost full to receive mission rewards, allowing you to claim them multiple times.
Resource cost reductions from Rune Letter Pillars are now properly taken into account.
Set 2 bonus to reduce Shadow Move cooldown is now 25% instead of 75%.
Shadow Empowerment (Assassins): This passive that reduces Shadow Move cooldown now gives the correct amount and updates the skill if it is in your action bar.
Update 0.3 finished, launch of Season 1 and update for 0.4
Hello everyone !
The game had big changes to its structure for update 0.3, which is why I preferred to push back the release date of the 1st season of Ortharion The Last Battle, which will be released with update 0.3f or 0.3g next week, Monday July 29!
Update 0.3 made big changes to how you explore the game, more focused on build creation, exploration and having different games each time. I'll let you see all the changes that have been made in update 0.3, as well as all the patch fixes and small improvements that have been made between now and then, thanks again for all the feedback from the community on Discord.
I'm already thinking about update 0.4 which will arrive in about 3 to 4 months, I would like your opinion on the type of content you will find there, I will let you see the message and the associated vote on Discord.
Here is the link to the Discord for the type of content possible on update 0.4: Discord : Update 0.4
The mannequin in the Challenge Tower has a duration of 60 seconds and the conditions for killing it are now possible, so the quest “kill the mannequin” can be completed.
The damage on the mannequin will be visible at the end with K (if you do more than 10,000 damage) and M (if you do more than 1,000,000) damage.
The name of the zones on the challenge tower section as well as on the mission choices are visible.
Added buttons to buy items by x1, x10, x100 from the seller.
Balancing
Blade Whirlwind (Barbarian): Damage +100%
Protective Blade: increased distance to find blades, decreased damage bonuses and the skill now offers reduction to damage taken.
The record value for ranking on the mannequin is 50,000 if you kill the mannequin in 60 seconds. So if you don't kill the dummy, you can have a maximum of 50,000 points. If you kill him, your score corresponds to 50,000 * time to kill him, for example if you kill him in 30 seconds, this will give you 100,000 points (50,000 * 60/30). If you kill him in 15 seconds, 400,000 points (50,000 * 60/15). The goal is to have closer dummy and gear level scores at high levels.
The amount of gold that the player can have on him is 1,000,000,000 in order to avoid having bugs, because if on one of your characters you reach the maximum variable value, i.e. 2,147,483,647, this will create bugs.
Gold and experience rewards from zone missions can no longer exceed level 100.
It is now possible to purchase items in quantities of 10 and 100.
The runic power found on equipment is slightly higher.
The rune words are all of “legendary” rarity now, what you see in the description on the interface was of divine rank, so you will see slightly lower stats, but the stats actually applied to your equipment depended on the rarity of the item. So this is an increase if your gear was rare or epic tier and a nerf if your gear was god tier. The goal is to make the smallest rune words useful at the start of the game and to improve the clarity of the game.
bug fix
Teleporters on the “Arid desert” map are correctly taken into account.
The boss in the “small mountain path” dungeon is correctly findable.
Teleport Pillars are renamed Apparition Pillars.
Fixed a bug that made your character stronger because stacks were incorrectly removed.
When a gem is put into 2-handed weapon equipment, it does not decrease certain stats of the equipment.
Talent 3625 (Chaos Manipulator) correctly increases the maximum teleport distance.
The 15 rune letter pillars are correctly recoverable, and retroactively, so if you had discovered a pillar, without the rune letter being added to your rune word interface, it will be.
Fixed collision on the roofs of Granock Citadel.
Best placement of multiple teleports, wall, event area that was above ground.
Arena bosses are correctly recognized and finishable, as well as for rank quests.
It is no longer possible to have infinite rewards in the Arena game mode.
Approximately 10 talent IDs were duplicated, causing backups to change. (I created a method to spot everything, so you can be sure that it is a 100% reliable version and that there are no more duplicates.).
The player is correctly reborn once in the guild if he died during content in the challenge tower.
Descriptions that sometimes showed "progressive speed" instead of progressive robustness are correctly displayed.
The unlocking system works correctly on terrain with teleportation.
The number of summons is correctly taken into account, for example for the “damage reduction per summon” statistic and the set with bonus 4: Gives +100% damage, divided by the number of summons.
The map completion system, item upgrades, and discovered rune letters are correctly loaded when you create a new character.
The number of items to collect from the Challenge Tower content is correctly set to 0.
When loading, nothing will be displayed on the screen (such as notifications for new spawn zones discovered, or missions that are set up in the zone).
Picking sounds correctly take into account the volume of game effects.
All bosses have skills, several are copy and paste, but another larger update will add greater diversity and real challenge to the bosses later.
0.3d
Improvement
Visual improvement on map elements so that they are better visible, with a colored outline.
Gems that are put into equipment count as item level and the sale price is added to the item price.
Balancing
Player
Reduced damage taken and damage increase for the skill “Mana-Infused Strike” (Fighting Mage).
Increased experience gain on higher quest levels.
Quests reward gold.
Spinning attack, cooldown reduced from 8 to 6 seconds, damage -20%.
Modifications have been made to rage in order to make it viable builds also on bosses and a little less powerful on groups of weak classic monsters: loss per second goes from 2 to 1. Point gained per hit taken goes from 3 to 1. Rage gain per breath point spent is 20% base.
The skills “Superhuman Reflex” and “Lightfooted” are reduced to the amount of resources used.
Enemies
Elves who attack from a distance with stunning rocks: cast time increased from 1.2 seconds to 1.8 seconds. Damage +50%, speed -33%.
Powerful Melee Elves: The skill that reduces damage taken stacks every 5 seconds instead of every 2 seconds.
Elite Random Skill: Cold Zone does 33% less damage and appears every 7 seconds instead of every 5 seconds.
Elite Random Skill: Fire Zone changes from 4 seconds cooldown to 3-7 seconds randomly.
Quests and mission
-20% monsters to kill for small area missions.
+20% elite to kill for medium and high difficulty missions.
Rank 2 progression quests have been changed to “Total Power” (500 changed to 800) as well as “Powerful Equipment” (1000 changed to 400).
It will be easier to find keys for high-level content.
Bug fix
Ranked global quests can now be successfully completed and flash correctly in the UI.
Enchanted Mountain Dungeon Land: The wall at the bottom has been removed, resurrection pillars are correctly counted.
The player no longer goes underground in the crypt area of the town of Granock.
The entrance to the crypt from the town of Granock is correctly closed.
The power on equipment which allows you to have infinite skeletons works correctly.
The power on equipment that causes absorption shield to be gained every X seconds has a good description.
A wall has been added to the southwest area of the swamp in order to reach a chest.
Teleport and Rune Pillar images on the map are correctly loaded and modified if they have already been discovered.
5 bosses have had their rarity changed (3 in the exterior zone and 2 in the interior zone): The goal being to have 1 secondary boss in the smaller zones, and 1 main boss in the larger zones, in order to each times being able to complete zone quests.
All secondary bosses are at least rare in difficulty.
In the Swamp Cave, the Rune Pillar is correctly recoverable.
On the “summits” terrain, Ortharion fragments are correctly recognized from afar.
Skills that have “+X% damage for each summon” as well as “+X% damage for each spirit” are correctly taken into account.
Mass identification uses the right number of scrolls for the right number of objects to be identified.
You are no longer stopped while harvesting an Ortharion fragment if you take damage (which was often the case with damage over time).
Bonus 4 damage bonus per elemental symbiosis present works correctly.
Rune pillars are correctly visible on the minimap.
The 21 lands are correctly available on the zone choice interface.
An image is no longer present in duplicate on the zone selection interface.
Visibility pillars correctly make part of the map visible.
The description of the power which allows you to activate “rapid healing” when you reach 35% of your life points also indicates that you gain “absorption shield”.
Icons on the map are correctly removed from one instance to another.
Fixed a bug that was present when an item had runic power and a gem socket at the same time. Now the item shows the runeword interface, when you have a runeword it will then show the gem interface.
The description of the power on equipment which allows you to gain "progressive power" when you do damage is correctly displayed.
In the options the shortcut keys to see: “objects on the ground”, “interact with NPCs” or “pick up objects on the ground” are correctly modifiable.
Objects that are knocked to the ground can be passed through after 0.5 seconds.
The power on equipment that does damage based on the number of your health points does the right amount of damage.
The power on equipment which gives a 10% chance of triggering "fire burst" with a fire/cold/lightning skill does not work well with this type of element and not others.
Upgrading a weapon to legendary rank no longer causes the game to stop at startup.
0.3c
New content
Added a button to the inventory to do mass identification, you identify all the objects in your inventory or you use all the scrolls you have on you.
Improvement
Dungeons in general are brighter.
Added decor elements to dungeons to reduce gaps in the decor.
In the achievements interface, the completion maps have a name corresponding to the zone.
Balancing
The number of secondary bosses to kill in large areas is reduced from 4 to 2.
Mana-Infused Strike (Fighting Mage) is more powerful at level 1 and less powerful once you reach max level.
bug fix
Monsters navigate and use their animations correctly on certain large maps (NavMesh agent has been correctly placed).
The missions to recognize runic pillars 1 and 3 are correctly recognized.
The Ortharion Fragment in the northeastern area of the swamp can correctly be collected.
One of the resurrection zones in the far north crypt zone is correctly visible.
Chests are correctly taken into account in saves and map completions for the Arid Desert terrain.
It is no longer possible to receive zone missions to do events (there are only them in external zones).
Runic pillars correctly have icons on the map.
The total number of runic pillars is correctly updated, visible on the interface and saved.
Map completion achievements work correctly.
Fixed a bug on the death of bosses which created several others (end of dungeon zone of high-level content, zone quest, loot upon death, etc.).
The wizard's talent 2782 which allows magic projectiles to return works correctly.
Visual Mana Infused Strike is no longer sideways and no longer prevents projectiles from passing through.
0.3b
There is still work to be done, but the version is close to being bug-free, certain improvements which will take me more time will arrive during the week, including the use of teleporters on local maps, the correct display of the number of runic pillars on the maps, display with the distance of different elements close to the player.
Don't hesitate to give me feedback on the gameplay in addition to the bugs!
Improvement
Added the last 6 rune pillars to large outdoor terrains.
Balancing
Gladiator's sand tornadoes have a maximum duration of 8 seconds if the maximum distance is not crossed.
Bug fix
The statistics of the character visible on the main menu are correctly updated when you exit the game (this did not change your actual in-game statistics).
Several equipment with spell does not change spell after a load, this was the case for around 15 of them, out of a total of 118.
2 large outdoor areas have their monsters correctly loaded.
Rune pillars can correctly be clicked/collected.
Several elements have been moved to stick to the wall in the dungeons, especially lamps and rings.
Chest and fragment of Ortharion placed correctly on the grounds if this was not the case for some.
All Ortharion Shards can be looted correctly, this was not the case for about 6 of them.
The price and weight of unidentified objects are correctly visible.
The soups were correctly removed.
Once learned, the “support strike” skill no longer becomes “lightning bolt”.
An empty box has been removed from the automatic item sales interface.
Nymphs are properly managed.
Change to the textures of bandits and equivalent models.
Energy Blast, Wind Pull, Black Hole no longer cause enemies to bug and stun them for a while.
Teleports to certain indoor areas have been correctly placed.
Power on equipment that removes the mana pool for skills: “aura of infinite mana” and “aura of life” no longer costs resources instead and saves in reducing the resource cost for epic rarities, legendary and divine.
Fixed several texts not visible on the description of certain runic words.
All chests correctly have the right number of items. 10% to 20% of them had missing elements that could create a bug.