A very rare Friday hotfix has just gone out! There are a few good fixes with this one and we are continuing to review the bug reports that have been reported recently. Please keep reporting bugs and feedback to http://tl3feedback.echtragames.com so we can continue to fix any remaining issues and prepare new content for upcoming updates.
Thank you again for all the support and feedback over the last week! We are extremely excited watching all the new adventurers that have been joining us and we are all very thrilled to see more of the world join us next week!
- Echtra Bean
GENERAL General
Added logging to help find issues with singleplayer save files. Dev Note: If you are still continuing to experience singleplayer save issues, please send us your logs so we can continue to investigate this issue further.
How to find your logs! Good for travel issues, combat issues, rubberbanding/lag, odd failures/issues, inability to login. * Copy this: %localappdata%/frontiers/saved/logs * Paste it into your explorer window to directly navigate to your logs.
Saved Game Files can be found in: Good for single-player related issues. * Copy this: %localappdata%/frontiers/saved/savegames * Paste it into your explorer window to directly navigate to your saved game files. Please zip the save data folder and send the entire folder to us.
You can send logs, save files, details, and any other information this issue to feedback@echtra.net
Performance
Fixed server crash if the hazard ends up invalidating itself in the status effect clear action.
Fixed a server crash that can happen if a root motion occurred that ended up with a duration that was too short.
MONSTERS General
Fixed an issue where the player may not receive the reward for opening the boss chest if he is doing it simultaneously with other team members.
Fixed an issue where Sadista disappears completely.
We have a quick hotfix this morning to address several issues including a potential fix for players who noticed progress lost in single-player. While this did not seem to occur for everyone playing in single-player, some users have been experiencing a case where they maintain account progress, but lose their character progress, including levels and gear. This hotfix will attempt to prevent cases where progress can be lost in single-player mode. If you continue to experience progress lost in single-player after updating the game, please reach out to us in Discord so we can continue to troubleshoot with you further.
Thank you again for a wonderful stress test yesterday and remember to pick up your Netstrike Banner in your multiplayer mailbox if you haven’t already. It will expire here in a few hours and will no longer be obtainable.
See you soon Goblin smashers!
- Echtra Bean
GENERAL General
Editor tool to spit out Skills data for fansite consumption.
Fixed several rare crash cases for clients and servers.
In some circumstances, players were losing their levels and gear but not the quest progress in Singleplayer mode. This prevents that loss from occurring.
USER INTERFACE User Interface
Fixed an issue where manually inviting to the party by typing the Player Name can not be processed if both players are added to the Steam Friends List.
Fixed an issue where 'Party' and 'Whisper' buttons are initially not displayed in the 'Steam Friends' tab.
Fixed an issue when members of a party are not within the same level, their party icon displays them as dead.
RELICS Electrode
Fixed the 'Chaotic Strikes' Tier 1 bonus that was not functioning.
CLASSES & SKILLS Dusk Mage
Fixed an issue where Consecration buff does not go away.
Fixed Damnation with the tier 3 bonus unlocked that does not immobilize enemies.
Fixed Dark Spear tier 3 bonus that did not deal damage upon activating the skill.
Fixed a case of Consecration base increase of damage that does not work.
Fixed Netherlings summoned by Spirit Well that do not attack enemies.
Sharpshooter
Fixed the Scout's Bones Tier 1 bonus that was not granting an additional stack of the Precision Skill buff.
Forged
Fixed the Furnace Blast Tier 3 bonus that fails to function.
Railmaster
Fixed the tier 3 of the Pound skill that fails to function.
Fixed an issue where area quests would not be added if the quest service takes too long to return quest progress.
Reduced required count of Lost Remains from 12 to 10.
Increased progressive drop chance of "Lost Remains" quest.
Adjusted required count of Netherim to complete the "For Science!" quest. Updated quest tasks to show percentages.
Text & UI
Fixed obsolete quest dialogue text from the Mysterious Wanderer.
Fixed an issue with the Electro Converter quest object not being highlighted in any way but on the mini-map by adding a deactivated material to make it clear it's done.
ITEMS & GEAR General
Adjusted how items are spawned on ground so that they shouldn't occasionally be placed under the floor.
Fixed some cases where item spawning could fail completely.
Fixed a very limited amount of available valid magic quality armor for Dusk Mage and Sharpshooters from level 46-59.
Adventurer's Luck now applies to players with party members in their same instanced area instead of applying strictly by distance.
Re-instituted bonus gear luck for playing at higher difficulties:
Hard: +5% gear luck
Painful: +10% gear luck
Ridiculous: +20% gear luck
Removed affixes that add to proc chances for various things like bleed, stun, etc. They did not function without a duration.
Items (including those from the gambler) will now only drop with poison defense affixes between levels 16 and 30, then 46 to 60.
Items (including those from the gambler) will now only drop with electric defense affixes between levels 31 and 60.
Consumables
Increased the potion cooldown from 5 seconds to 6. You're supposed to be challenged to find the right time to use your potion and watch that you don't get surrounded or overwhelmed while it is on cooldown. Previously, there was more of an element of just needing to plan enough in advance to bring plenty of potions and make sure you hit them as soon as they come off cooldown. Hopefully this change forces players at the higher difficulties to be more careful.
Legendarium
Fixed an issue where players cannot equip some legendary affixes from the all affix list if they have more than 10 unlocked.
Fixed an issue where picking up a legendary pet item doesn't unlock the legendarium affix.
Affixes
The Stun resistance affix will no longer drop, as we don't really have stun applied against the player often enough that it's worth having.
Gear
Egg of Mayhem once again uses the correct Electrode relic skill.
Updated the wording of the Railmaster Legendary Items Doompipe, Shotgonner's Shield, and Blast Breaker.
Enchanting
Readjusted the rest of enchanting to use proper affixes, allowing two of the same affix on an item.
Visual
Fixed an issue where the Sharpshooter's head can be seen through Mask of Akaman when any Staff is equipped.
FORTS General
Reduced fog settings to accommodate higher camera position.
Decorations
Fixed an issue where the Luck Tree could not be placed in your fort to complete the "Tutorial: From a Humble Seed" quest if your fort appeared somewhere other than Trevail Passage.
Fixed an issue where a fort prop (e.g. Enchanting Altar, Pet Shelter, Wardrobe) could not be placed in your fort to complete a tutorial quest if your fort appeared somewhere other than Trevail Passage.
Added Netstrike Banner fort decoration to be granted for participating in stress testing.
FAZEER’S DUN’DJINN General
Adjusted the bonus damage factor that is applied in Fazeer's Dun'djinn to start off more gradual, plateau at a lower total.
Reduced greatly the amount that monster damage is scaled up by per challenge level in Fazeer's Dun'djinn, as you would quickly reach a point at higher difficulties where even regular monsters could one-shot you. You should now be able to make it to the end on Ridiculous without normal monsters one-shotting you. Champions and bosses, on the other hand? No guarantees. Good luck!
Fixed an issue where you could revive, but die so quickly you couldn’t be revived again.
Reduced monsters spawner packs by 50% in a specific instance of the Echonok Exterior Boss arena.
Affixes
Fixed the Angered Ancestor dealing massive one-shot damage when he finally tracked you down.
Fixed an issue where the Extreme-Close Up affix does not cancel out the camera pull-back on bridges.
Added explosive barrels to an area where affix specifically called for them.
Replaced the "Mega Packs" affix that was set for various Fazeer's Dun'djinn level sets, to help with performance.
Re-enabled the "Shifting Shackles" affix for random challenge level cards.
MONSTERS General
Adjusted the scale that champion versions of monsters are set to so that it's consistently smaller than the boss versions (or vice versa).
Increased minion quality champions' health from 4x of normal monsters to 6x of normal monsters.
Reduced monster base hit points from level 2 to level 7, to give players more time to get a second damage-dealing skill or improve their damage output through better gear at lower levels. This should hopefully reduce some of the slog remaining on champions on higher difficulties at the lower levels.
Decreased player damage vs. champions and bosses from 45% to 40% on Painful and from 30% to 25% on Ridiculous.
Decreased player damage in a party of 2 from 60% to 50%, in a party of 3 from 50% to 40%.
Increased the hit points from minion quality champions from 250% of normal monsters to 400% of normal monsters (before other difficulty tuning factors).
Fixed an issue where enemies from the Mini-Side Dungeons can damage a character outside of the dungeon and vice versa. Skill range checks now also check the Z distance. If it is over 20 meters, it is out of range
Boss/Pet Chests
Fixed an issue where players sometimes couldn't open pet cages in boss arenas after killing the boss.
Fixed an issue where boss chests and pet cages don't activate if you are too far away from them when the boss dies, or if you run too far away after the boss is dead
Fixed boss and pet chests that can sometimes fail to unlock after defeating the boss in The Kennel.
Fixed an issue where players couldn't open Carrion Killer's chest on specific area seeds.
Fixed an issue where goblin boss chests could sometimes not spawn loot.
Affixes
Increased the randomness of the siege affix (falling boulders) to try and alleviate the clustering.
Fixed an issue where minion add ons from Legendary quality champions were getting affixes like Stormbringer when they shouldn’t.
Hazard radius for Rising Strike slightly reduced (intentionally smaller than visual suggests).
Mobs
Fixed an issue where reviving all players in a party causes the boss to disappear.
Champion and minion packs can now only spawn at level 5 or later, whereas solo champions (Unique and Legendary) can spawn from level 3 onward.
Fixed an issue where spawn timers weren’t respecting their limits causing Champion packs to be larger than intended.
Reduced all spawners by 50% in Firebelly Village, Sundered Throne, and Acrid Plains.
Tweaked the spawn rates of monsters so that rare monsters (like the Thorned Strider, Varkenin Brute, etc.) spawn more
consistently across the various areas.
Renamed "Bruce Killis" to "Master Marrow, Scorcher of Bones". It was a good day to die hard.
Removed the unused stationery automaton turret monster and direct references to it.
Reduced the pack sizes of goblin lumberjacks and increased their damage, hitpoints and experience value to compensate for the reduction.
Increased the chance that Firebelly goblin lumberjacks will spawn in areas in which they are valid.
Reduced the pack sizes of some monsters to help performance on low end hardware. Increased these monsters' hitpoints and damage accordingly, to compensate for reduced average pack sizes.:
Netherling: from 2 - 6 to 2 - 4
Netherim Spellbreaker: from 2 - 4 to 1 - 3
Netherim Slugger: from 2 - 3 to 1 - 3
Forest Lurker: from 2 - 3 to 1 - 3
Hyvid Drone: from 3 - 6 to 2 - 4
The Netherim Herald (and the mini-bosses built off of it, like Grundlepox and Algramath) now deals 75% of its normal damage for its faster claw attack, 100% of its normal damage for its bite attack and 200% of its normal damage for its longer, well-telegraphed teleport slam skill.
Fixed an issue where Mimic chests have a 'Treasure Chest' label above them when the 'Always Show Nameplates' option is on. Also adjusted Mimic chest collision so that nameplate shows up closer to the chest.
Improvements to help the Varkenin Brute:
Increased health by about 10%
Shifted him within his collision volume so that his mass is more centered within the volume, so he doesn't have to get so close up on you to attack.
Reduced the largest pack size down to 3.
Hooked up a new, quicker attack animation for the regular Varkenin Brute's attack skill.
Fixed the Fire and Physical custodian automata not using the right skills for their ranged attacks, dealing too much damage.
Bosses
Fixed several issues with Shriekbeak's transition between phases. The coils at the edge of the arena should now properly activate and send a beam to Shriekbeak when he switches to a new phase. The coils will now properly only appear charged when they are ready to fire, and appear deactivated if they have a charge ready (before, their visual state did not always reflect their gameplay state).
Fixed adds not spawning during the fight against Krrank (mapworks boss).
Fixed an issue where occasionally, Netherlings may get stuck behind environment assets during the fight with Grundlepox in Den of Upheaval.
Fixed players being able to get a Psora phased boss before having completed the boss fight story quest.
Visuals
Adjusted shadow size and sockets on monsters in low graphics mode.
Create a 50% scaled automata custodian to fix spawn animations.
Automaton spawn suite, montages and updated base BP for scaled down "small" custodian.
Fix to Mossrat Den climb up spawn of the larger Mossrats so that the animations look nicer.
Attempt to fix an issue where Goblin Bombers are sometimes invisible.
Attempt to fix an issue where some Voltura Gunners remain invisible after spawning.
Fixed champion automaton custodians being smaller than the normal-sized monsters.
Fixed monsters that have color occlusion after they die.
RELICS General
Fixed Relic Weapon passives (and several other recently made proc effects) being triggered by Minion/Pet attacks.
Coldheart
Coldheart's Ice Barrier skill base duration increased to 5s (up from 3s).
Fixed an issue where Coldheart's Frost Shock was not able to fire up ramps.
Electrode
Updated Lightning Strike tooltip description.
Updated Electrode (Localized Storm) description for consistency in text format.
Fixed an issue where Conjure Electrode was only ever hitting enemies once with all its missiles.
Fixed Electrode’s Chaotic Strikes so it works again, and made it work with Egg of Mayhem.
Flaming Destroyer
Updated Flaming Destroyer so that proc’d fireballs have impact effects.
Reduced damage on Flaming Destroyer's sword smash by 20%.
Fixed an issue where Flaming Destroyer's Cloak of Flames Tier 3 bonus' additional fireballs would spawn from the location where the skill was cast, not the location of the character.
PETS General
Pets rotate to their movement direction faster.
Fixed Pet retriever Idle montage to eliminate freezing in place.
CLASSES & SKILLS General
Updated various skill description text for consistency.
Fixed an issue where some Area of Effect skills wouldn't deal damage.
Fixed issues where multiple Area of Effect skills didn't deal damage to monsters in some situations.
Forged
Servo-Driven Uppercut now costs 12 Heat, and its Tier 1 bonus is changed from doubling stun chance to "when the stun triggers, deals damage twice with a giant fist"
The Brawl tree skill unlocks have been changed: Fracking Strike now Tier 3, Power Projection tier 4, Cyclone Mode tier 5. This means when you get your first high heat-generator (Uppercut) you also have a third Vent option available - the weaker, but reliable any-time Venter.
Buffed Servo-Driven Uppercut from 180% to 200% weapon damage.
Vortex Bomb ability can no longer be interrupted.
Vent: Furnace Blast damage increased to 100% for both base damage and burn damage (up from 50%), burn duration reduced to 2 seconds, but stacks infinitely.
Vent: Fracking Strike animation speed increased, base damage increased to 80% (up from 40%)
Slug Shot Tier 3 Milestone now triggers every 4th shot, instead of every 5th.
Rapid Strike base damage increased to 60% (from 50%).
Servo-Driven Uppercut base damage increased to 180% (from 160%).
Poison Dart's missile speed doubled, interrupt window reduced and animation speed increased, making the skill fire much quicker.
Railmaster
Fixed an issue where the Railmaster's own Flying Picks could poison or bleed their spectral allies.
Torque Swing's Tier 3 Milestone now makes the Endurance Bonus thrown hammer boomerang back to you, dealing damage twice.
Spike Drive damage increased to 250% (up from 200%).
Shield Car Tier 1 and Tier 3 milestones flipped. Persistent Shield is now a Tier 1 Bonus, and healing is now a Tier 3 bonus, upgraded to 5% HP per second.
Fixed an issue where Shield Car active (50% damage reduction) could get permanently applied to the character.
Dusk Mage
Removed the allied movement speed component from Luminous Run.
Fixed an issue where Luminous Run could be activated while it was already active, consuming the 2nd charge and sending you right back where you started.
Added some additional bulletproofing to help the harmonic form trigger more reliably.
Unholy Bolt base damage increased to 170% (up from 140%).
Damnation's Tier 3 milestone now also removes its Mana cost.
Dusk Mage Luminous Run visual fixes.
Sharpshooter
Fixed an issue where Precision skills with Explosive Arrow tier 2 passive can cancel boss's attacks which leads to invisible fire AoE spawning.
Tight Grouping damage reduced to 150% (down from 200%).
Fixed an error with Sharpshooter Goblin bonus tooltip.
Welcome to the last update before we launch to the world and multiple platforms on October 13th! We are very excited for our Early Access players to have this update and the launch version one-week ahead of the rest of the world and platforms. You will be the ushers and mentors for those who start playing for the very first time on October 13th.
This patch concludes our major Early Access updates and we are so thankful and appreciative for the support, bug reports, feedback, memes, streams, poems, and alpaca pics you’ve sent our way! The community’s help and guidance through our development process and Early Access has been invaluable for us. Here are the details for the final Early Access ‘Mainline’ patch, “Welcome to the Frontier”.
- Echtra Bean
LAST ACCOUNT WIPE This is the last account wipe for Torchlight III! All account data (other than Alpha and Early Access gifts) will be wiped from your account and you will start fresh alongside everyone else in Early Access. To reiterate: there are no more wipes remaining.
SINGLEPLAYER MODE UNLOCKED Single-player mode is now available via the main-menu. It does not require an internet connection to play, but still relies on Steam in order to play.
You will now be able to play Singleplayer without restrictions, but you will notice some differences when playing Singleplayer.
FORGED There are a few updates for Forged to check out, most notably the Brawl tree skill unlocks have been changed, Vortex Bomb can no longer be interrupted, and there are several skill updates that you can read about below.
There are several updates to Forged in this patch, including skill tuning and changes to unlock order.
UI SCALING The UI scaling option now works without needing to restart the game client.
RE-INSTITUTED BONUS GEAR LUCK FOR PLAYING AT HIGHER DIFFICULTIES After the larger review of difficulties, including drop rates, increased ‘Gear Luck’ has been re-instituted for higher difficulties. Read the patch notes below for details on each difficulty’s increased gear luck bonuses.
Playing on Ridiculous will now earn you 20% bonus gear luck.
ADVENTURER’S LUCK APPLIES TO ENTIRE INSTANCE Adventurer's Luck now applies to players with party members in the same instanced area instead of applying strictly by distance.
GENERAL General
Single-player unlocked and now available.
Performance
Fixed hitch caused by Spectral Spider when its first tier bonus is unlocked.
Hitch fixed by adding the spawn/despawn effects to the preload assets for Bane's enchanted staff summon.
Fixed disconnect caused by placing some fort decorations like the Luck Tree or Grindy Mill.
Champion Teleport affixes don't cause a big hitch anymore.
Reduced hitches when actors are replicated from the server.
Fixed a hitch related to loading wardrobes.
Changed party member and pet portraits to load async to avoid hitching.
Effects Quality now scales how many particles are emitted and simulated, which improves performance for machines that need it.
Fixed instances of finding frozen monsters frequently when not in the same immediate area as the rest of the party.
Critter spawner performance adjustments.
Fixed a crash in the chat channel code.
Fixed an infinite loading screen during portal to party members.
USER INTERFACE General
Removed reference to Early Access from Welcome Screen.
Updated the Welcome screen Sharpshooter image to look crisper.
Updating Steam splash image to match other platforms.
More Post Process Material refinement.
Options
UI scaling feature now working without restarting the game client.
Moved the Report Fort button into the options menu; now only appears when in another players' fort. This is intended to help report inappropriate forts or fort owner names.
Players can now send and receive Voice Chat while in loading screens and during cutscenes.
The Voice Chat: Who’s-Speaking indicator now appears as an overlay on all screens. We do not show the speaking indicator overlay if the device is muted.
Mini-map
Increased the font size on the mini-map markers.
Fixed an issue where when the minimap is not displayed the area name can overlap notification icons.
Icons
Fixed an issue where Quest Icons don't get occlusion/select post process material.
Moved fort decoration item name so that it doesn’t overlap with the fort decoration menu.
Fixed War Planning Table icon as to not spill out of the frame.
Gambler: Added icons for one handed, 2 handed ranged weapons and 2 handed weapons.
User Interface
Fixed an issue where you could revive at the dungeon entrance for free in mapworks dungeons.
Fixed an issue where difficulties of friends are displayed inconsistently between Steam Friends and Nearby Players in the Social Menu.
Updated the message that displays when a player sends an invite to another player who is offline.
Fixed an issue where Hardcore players werenot noted as such in the social menu.
Fixed an issue where the player cannot invite a friend to the party via the 'Invite to Party' option after clicking on their nickname in the chat.
Fixed an issue when members of a party are not within the same level, their party icon displays them as dead.
Fixed an issue where party members appear offline in game, but are online in Steam, after you exit and return.
Fixed incoming Party Invitation options that did not have the same options as provided in the Social Menu.
Added a generic 2-button confirmation window anytime a player tries to accept a party invite with a valid PartyId and is not in town or an open arena.
Panel blur is now sorted correcltly and no longer blurs the panel edge decor.
Fixed an issue where the Arc unlink button is always greyed out.
Fixed an issue where players can't scroll down to see other quests in UI.
Warning dialog when leaving a Map Scroll mapworks dungeon warns about leaving a Phase Dungeon, has now been changed to just "Dungeon".
Localized non-class weapons and non-class armor Legendarium tab titles.
Fixed an issue where Relic energy cost of the skill is not displayed properly in three languages.
Fixed localization errors found on the character select screen.
New localization pass, bringing the game strings to 100% localized.
Updated Legendarium tab to better reflect class items not being in armor/weapon tabs.
Reduced the preview size of the "Pleasing Evergreen Tree" fort prop from the Homesteader's Contract to about half the preview size.
Updated typo/punctuation in the "Lake Lord's Beacon" random boss encounter place name.
Fix to an issue where the UI highlight was shown when viewing fort decoration items closely.
Updated banners for the three Contracts.
Fixed an issue where the Goblin Fury displays a redundant button tooltip upon interacting with it
Gamepad
Updated the d-pad icon for "Send Pet to Town Vendor" to the correct one (up instead of down).
Fixed targeting issues on skills mapped to some alternate gamepad buttons.
Fixed an issue where the targeting indicator fails to appear after setting up your skills with only location/direction skills.
ENVIRONMENT Portals
We now prevent players from accessing portals meant to portal to themselves.
Fixed portal-to-party only taking you to the area, not to the player, when you do it from town.
Fixed an issue where Phase Beast Dungeons don't put you back where the portal generated.
Fixed instances where players could get stuck in Phase Dungeons by way of portaling to a party member.
Fixed an issue where there is a possibility to create a portal inside the dungeon but using it teleports the player to the place from where they entered.
Hazards
Reduced the damage from hazards a bit (20 - 40%) to leave some room at high challenge levels to further increase damage values, hopefully without making them one-shot you.
Cinematics
Fixed Sadista intro triggering again if the player dies and respawns in the area or goes to the previous area and re-enters the boss area.
Fixed Sadista's intro cinematic triggering several times.
Updated Hyvid first time cinematic.
Updated Echonok first time cinematic.
Towns & Forts
Texture updates for Rando and Wilfur.
Added some smoke to the prison area in burning Trevail Point.
Reduced the number of critters in Trevail Point, McTyre's Cove, and Echo Landing.
Increased the time between critter wandering.
Fixed some empty spaces found in the surrounding areas of the fort in Act 3.
Boss Arenas
Fixed a green monster spawner that was visibly present in Krronk boss arena.
Removed breakables found right before entering the Secret Weapon arena.
Updated extra piece of map found in the Trial of Strength arena.
Edgewood Bluff
Fixed an issue where the mini-map shows the underground layout of the Old Stone Quarry.
Fixed a mini-map issue.
The mini-map incorrectly shows an untraversable area on a specific seed even though the player can walk through it.
Fixed artifact found on edge of map.
Cleaned up the area.
Fixed tree clipping.
Fixed nav mesh issues.
Added a permanent chest and statue to an empty area.
Heroes’ Rest
Moved quest grave markers to a better location.
Den of Upheaval
Fixed weird blur on spider web.
Moved boss chest a bit.
Moved some clickables found in the arena to look a little less odd.
Removed clickable to close to warp pad.
Removed a nav blocker to allow better travel.
Trevail Passage
Fixed floating trees.
Fixed visible water edge.
Rotated stone arch a bit.
Fields of Unrest
Moved a shrine to a better location.
Moved a barrel to a better location.
Fixed exploring barrel that clips through the ground.
Fixed a hole in the world.
The Chasm
Fixed weird dip in ground.
Firebelly Village
Moved lore node a bit so it’s not so obstructed.
Fixed the rotation of a door smoke VFX for Excavated Workshop.
Fixed a minor floor seem error.
Moved a breakable that was somewhat unreachable.
Overgrown Trek
Fixed the size of a door VFX for Firebelly village.
Firebelly Stronghold
Fixed a visible hole in the world.
Thorned Ingress
Moved warp out away from the Boss chest.
The Kennel
Moved a clickable that clipped through some rocks a bit.
Watcher’s Thicket
Fixed treehouse prop/spawner doesn't occlude along with the tree leaves.
Lake Gobdunk
Moved a warp VFX down that was floating too far above ground.
Fixed weird intercepting rock.
Hidden Falls
Fixed an environment gap.
Fixed hole above waterfall in specific spot.
Fixed floating foliage.
Guarded Path
Fixed a broken nav mesh near a rock.
Fixed a mini-map seam issue.
Rotated lore object.
Belly of the Beast
Removed a breakable found before the boss arena.
Fixed visible hole in entrance.
Polluted Plateau
Moved a shrine that was obstructed.
Fixed issue where players can walk through wood boards in a specific spot.
Hyvid Tunnels
Fixed tentacles you can walk into.
Venomous Nest
Fixed visible hole in ground.
Bogwood Hollow
Fixed a mini-map issue.
Moved lore object out of tent.
Updated odd door frame.
Fixed an issue where the playable character can collapse under the ground and walk through a tree stump on a specific seed.
Foetid Footpath
Fixed decals that cover the stump too much on a tree.
Hyvid Capital
Rotated lore node a bit.
Grand Hall
Updated door so that it opens when the player is further away from it.
Machineworks
Made VFX more obvious for the exit area.
Voltura Village
Fixed a hidden collision.
Sundered Throne
Fixed spike traps to make them less easy to bypass.
The Astral Door
Fixed visual seam.
Secret Trail
Fixed an environmental object so that it doesn’t obstruct the entrance.
Vault of the Goldbeard’s Legacy
Updated a clickable prop that was doubled.
Fixed clickables that weren’t working.
Fixed an odd area in the level.
Challenge Dungeons & Mapworks
Fixed a hole in the world in a few specific seeds.
VFX Updates:
Minion rings / various Sharpshooter minion fixes
Minion rings / Dusk Mage minion fixes
Added a faster base attack for the scaled down Varkenin Brutes in game. VFX and SFX all adjusted for new attacks based on longer flail.
Minor optimizations to boss kill celebrate vfx
Reduced some of the performance issues on Energy Spike by pooling its VFX
Automata custodian scale adjustments
Fixed missing texture for Power Projection
Increased glow on electric skeletons
Ordrak reviewed/updated
Fixed cocoon animation resetting after rescuing Wolfram.
Fixed an issue where the animation of the weapon's VFX stops while transitioning between locations.
SFX Updates:
All monster death sounds now ignore importance.
Also made the spider death sounds a bit louder, since they were very quiet (quieter, in fact, than the other monsters' death sounds).
Disabled the hit test of the relics in Character Create when they are not visible on screen in order to make sure that the sound does not play.
Added miniboss death SFX to netherim boss deaths
Added sfx for toxic, mechanical, and electric custodian attacks.
It’s official we are officially launching on OCTOBER 13th, 2020!
This means we are getting very close to our big launch day and we want to communicate some key points about the remaining Early Access schedule and upcoming events.
What does this mean for Early Access? Early Access is coming to an end on October 13th. Today we released the launch version of the game to the Public Test Realm for our Early Access players to preview. If you are interested in learning how to join the Public Test Realm, please join our Discord server and find details in the #public-test-realm channel: https://www.discord.com/invite/playtorchlight
This is the 1.0 version that will be launched on October 13th. The players who provide bugs and feedback on the Public Test Realm will be helping us get an early start on any critical hotfixes that might need to occur before we officially launch.
So when will this update be available for all Early Access players? October 6th and it will include the very last account wipe.
So this means the wipes are really over? Yes, the wipe that occurs on October 6th will be the last wipe for Torchlight III. All your progress will be maintained after the update and wipe on October 6th.
What about my Early Access gifts? Will I get to keep them? Yes, the Early Access gifts are now part of your game’s DLC content and will remain available for you after the wipe occurs.
What about everything else like my fort? Gone. Everything will be completely wiped. Everyone in Early Access will be starting again from scratch on October 6th. Post those sweet fort pictures in our Discord or Twitter and tag us so we can memorialize them properly on our social media pages.
So does that mean Early Access gets a one-week head start on other platforms and the rest of Steam? Yup. Early Access players will get the 1.0 version one week before everyone else. You will be the guides and mentors for those who join the community at Launch.
Will there be a stress test? What a great question! Glad you asked! We will be conducting a stress test on October 6th to help prepare for the global launch. Anyone who logs in during the stress test period (starting on October 6th after the update and wipe and ending at 10am Pacific Time the following day) can claim an exclusive fort decoration “Netstrike Banner”.
You will ONLY be able to obtain this item during this day (after the update and wipe) by logging in and checking your Mailbox, so definitely remember to set your clocks and reminders!
For heroes that join the call on October 6th. Lets stress the hell out of this test… get it soooo stressy.
Does this mean Australian servers will be up soon? YES, the stress test is the final part of getting the world-wide connection better situated so that we can implement and bring up servers specifically for our Aussie friends.
Will single-player be available in this update since it’s the launch version? IT CERTAINLY WILL! The ‘Singleplayer’ mode found in the main menu will be unlocked for players and is a mode for those who want to play entirely by themselves. It does not require an internet connection to play and if you don’t have an internet connection when it tries to update, you will just continue to play the outdated version. Singleplayer and multiplayer accounts are separate accounts: different characters, currency, level progression, forts, etc. They are totally separate and do not interact with each other in any way. If you delete your single-player progression, you will lose it; we do not store or save your single-player data on our servers. Non-DLC mailbox rewards cannot be obtained in single-player, which means exclusive rewards sent by mail can only be obtained when playing in multiplayer. This does not include mailbox items sent by DLC (like Early Access and Alpha rewards), which are attached to your game/account permanently. And since you are alone on the frontier, when playing in 'Singleplayer' mode you will only find your own fort in the campaign passages, as opposed to encountering other random player’s forts.
Will I be able to crossplay with other platforms at launch? Not at this time, but we may review that again at a later date.
Does that mean content is finished for the game? We’d love to keep making content for Torchlight III for as long as the community is interested in it! We are in the early stages of discussing what updates and content might come after launch. If you have ideas, come hit us up on our Nolt: http://tl3feedback.echtragames.com
We hope to see you in-game to collect your Netstrike Banner on October 6th and you can always follow our Facebook and Twitter to be reminded as we get closer to the upcoming stress test.
We’ll have a launch schedule with activities and streams alongside a special letter from Max and Tyler on next week’s (and the final Early Access) “State of the Game”.
Until next time, see you on the frontier soon!
- Echtra Bean
TORCHLIGHT III OFFICIALLY LAUNCHES OCTOBER 13
TORCHLIGHT III OFFICIALLY LAUNCHES OCTOBER 13
We're incredibly excited to announce that Torchlight III, the light-hearted and fast-paced dungeon crawler, will exit Steam Early Access and officially launch on October 13 for $39.99! Players who have been hacking and slashing their way through the Steam Early Access version of Torchlight III will automatically be granted access to the full version. In addition, all versions of the game will include an exclusive Fairy pet for each platform.
“The full release of Torchlight III wouldn’t have been possible without all of the incredible work from the entire Echtra team and our excellent community of Early Access players. We’ve put our heart into this new adventure and it has been awesome getting so much support from players while the game has been in live development. With the significant changes we’ve made throughout Torchlight III’s journey in Early Access, we have done our best to meaningfully integrate players’ feedback as much as possible into the game as we march toward launch. Next month, we can’t wait to welcome all players to the Frontier!” - Max Schaefer, CEO of Echtra Games and co-founder of the Torchlight franchise.
Torchlight III will feature all of Torchlight’s signature mechanics, including satisfying hack- and-slash combat, a charming and vibrant world, online 4-player cooperative multiplayer and offline single-player, and the beloved pet system that captured the hearts of ARPG fans. This grand adventure will also introduce new features, such as three epic acts, unique Relic subclasses, fully customizable forts, a challenging end-game experience “Fazeer Shah’s Dun-Djinn”, the multi-tiered progression system “Contracts” that lets players earn Fame and unlock elite items, along with a myriad of quests and boss battles across randomly-generated areas filled with epic loot drops.
In Torchlight III, it’s been a century since the events of Torchlight II, where the great heroes of old defeated The Dark Alchemist and sealed the Netherlord’s heart inside the Clockwork Core. The heroes brought peace to the world of Novastraia, but now the Ember Empire finds itself on the brink of collapse as it’s under threat of invasion by the Netherim and its allies. To save Novastraia, Torchlight III players will need to gather their wits and brave the frontier in search of fame, glory and new adventures to become the legends the world needs them to be.
Travel the Frontier: Players can explore the wilderness, party with friends, gather materials to craft loot, use magical maps to enter unknown dungeons, or show off their spoils in town! There’s always something to do in the new frontier.
Build & Upgrade Your Fort: It’s time to rebuild! Players will enjoy their very own account-based fort, where they can upgrade gear, and make renovations to show it off to their friends and the world. The game allows them to build monuments of power, pet stables, and more!
Choose a Relic: Relics are objects of great power that grant players a suite of active skills and passive skills. Players will choose one of five of these at the beginning of their journey and use skill points to unlock or enhance their relic’s abilities. The relic is an important part of a character's strategy - choose wisely!
Collect Epic Gear: Suit up in a robust variety of armor and weapons found across the frontier including charming hats, pet apparel, and unique locomotion options. Players can select from a wide array of weapons that suit their playstyle and class build. With over a hundred Legendary items,players can permanently acquire their special abilities in order to make themselves more unique and powerful.
Pets are Back: Players can fight their way to fame and glory with loyal companions! Each of the many species comes in a myriad of colors and styles so adventurers shouldn’t settle for the first one they find. They can make these trusty pets stronger by adding skills, equip them with gear to make them hardier, and together battle enemies as a team. Pets also have their own vast inventory for items, and players have the option to have their pets sell items directly in town.
Build Your Hero: With four classes to choose from, along with 20 class and Relic combinations -- each combination offering a unique playstyle -- and a wide range of choices of where to place skill points at, players can utilize class-specific mechanics to maximize damage and their odds of survival. Torchlight III lets them gather epic gear, select your Relic powers, and customize loadouts to create a unique combat style for their heroes.
Torchlight III features four diverse hero classes and five powerful relics with unique abilities and strengths:
The Dusk Mage is an enchanter who harnesses the power of light and dark energy to conjure devastating attacks.
The Forged is a powerful robot who relies on an arsenal of weaponry to build up heat and unleash explosive assaults.
The Railmaster is a locomotive savvy powerhouse who steams into combat with a massive hammer and heavily armed battle train.
The Sharpshooter is a powerful and nimble ranged character who uses incredible skill with ranged weapons and magical trinkets to take on enemies from afar.
Relics
Bane - Summons a cluster of spiders and casts forth volleys of deadly poison.
Blood Drinker - Heals a player’s wounds while enemies bleed.
Coldheart - Controls crowds by freezing, slowing, or knocking back immoderate threats.
Electrode - Unleashes an unpredictable surge of electricity.
Flaming Destroyer - Consistently burns enemies and sets things ablaze.
Torchlight III is the latest successor to the ARPG cult classics, Torchlight I & II, originally developed by Runic Games. This fast-paced dungeon crawler brings fans back to the beloved Torchlight universe to hack and slash their way through a brand new world filled with hordes of goblins, undead and other dangerous Netherim creatures. Adventurers can party up with friends or venture into the vast wilderness alone, where they will find loot, explore dungeons, collect epic gear and build their very own fort to show off to the world. Torchlight III features four unique hero classes (Dusk Mage, Forged, Railmaster and Sharpshooter), plus a myriad of new and familiar combat pets to help players fight their way to fame and glory.
Learn more about Torchlight III at Torchlight3.com. Follow the game on Twitter and Facebook for the latest updates.
We are busy putting together our next big update and we’ll have more details for that coming very soon. In the meantime, for this week’s State of the Game, we wanted to spotlight some class build blogs created by Torchlight III Game Designer Michael “Mayhem” May to get your creative juices flowing.
Do you have a build that we should check out and try? Join our Discord and show us what you’ve made! https://www.discord.com/invite/playtorchlight
Or tag us on Twitter and we might share it for everyone to enjoy! https://twitter.com/playtorchlight
Or maybe we’ll stream it on our Friday Funday streams on Twitch! https://www.twitch.tv/playtorchlight
There has been some extremely cool class builds coming after our last few updates and we are interested in seeing the most unique, over-powered, and interesting builds you can come up with.
We’ll have much more news to share with you next week so until next time, keep slayin’ and see you on the frontier soon!
- Echtra Bean
ONE-MAN WRECKING CREW
Railmaster + Flaming Destroyer
Do you like swinging massive weapons in the face of your enemies? Is the Railmaster’s Train not to your liking? We’ve got you covered! With this build, your Railmaster becomes a one-stop shop for widespread destruction.
This melee build is for people who like to bring the pain and rain flames without a train!
Read all about this build here: https://www.torchlight3.com/en/news-article/11478383
BOLT LAUNCHER
Dusk Mage + Electrode
If you like covering the screen in magic bullets, this is the build for you. This build launches an absurd number of magic projectiles in combat for clearing out most enemies while keeping powerful cooldowns in reserve for stronger foes.
This shocking build is for someone who wants a little jolt ‘n’ bolt in their Shadow Step.
Read all about this build here: https://www.torchlight3.com/en/news-article/11478473
CLOCKWORK LAWNMOWER
Forged + Blood Drinker
Spin to win with this whirlwind of a build, remaining tanky and mobile while still cutting a path through swaths of enemies.
This mobile and bloody build is for those that want to spin-to-win.
Read all about this build here: https://www.torchlight3.com/en/news-article/11478643
YOU’VE GOT A FRIEND IN ME
Sharpshooter + Coldheart
Never go into battle alone, bringing with you a wide variety of summoned allies. Ghosts, Goblins, a giant Ice Golem, Rizzi’s Spirit, and the most loyal of doggo’s will all be at your beck & call.
A build for those who want to feel a little less lonely.
Read all about this build here: https://www.torchlight3.com/en/news-article/11478633
A quick hotfix this morning to address a few bugs that went out with the “Update for Dummies” patch last Tuesday. This should alleviate a few of the critical issues that players have been reporting, but we are still in the process of reviewing incoming bugs and feedback for the next upcoming update.
- Echtra Bean
ITEMS & GEAR
Fixed an issue where Weapon proc affixes were not applying properly.
CLASSES & SKILLS
Fixed an issue where charge counts and the relic charge bar weren’t updating sometimes.
Railmaster
Fixed an issue where the lead car from Build Train wouldn’t properly deploy or spawn rear cars.
We recently just released another massive patch ”An Update for Dummies” full of content updates, tuning, quality of life improvements, and bug fixes. We are currently scouring the web and our Support Center for feedback and bugs in preparation for launch and have even begun very early conversations and content planning for post-launch updates.
As a team, we’ve been working hard to prepare a launch for several platforms, multiple languages, and for players all around the world. We are excited to bring new adventurers to the frontier who will be experiencing it for the first time and to expand on the content that already exists in the game once we launch.
We are getting closer and closer to that day and soon we'll be revealing the details about the last wipe and a launch date. It’s taken several years to get to this point, and we are incredibly proud to bring the third installment of the Torchlight series to life.
Our community has been a core part of the game’s creation during its development process. From the business model to end game updates, our players have been pivotal in helping us to succeed; we are very much looking forward to having you alongside us at launch and beyond. It has been a core strategy of ours to put the game in front of our community very early, warts and all, which entails a certain amount of risk and trust. Our community came through for us, and we are eternally grateful for their passion, their hours spent giving us quality feedback, and even when the feedback was negative, it came from a love of the Torchlight franchise, and that’s exactly what we wanted and needed.
We hope that each update during Early Access has shown our commitment to making Torchlight III a great successor in the series. We have every intention of working on this project for as long as the community support for the game exists. We know we still have work to do and there are a few notable bugs that went out in this most recent update, but overall, and with your help, we have made massive improvements and progression during Early Access and we can’t thank you enough for that.
I’ll see you again… soon.
- Max
P.S. EARLY ACCESS GIFTS HAVE ARRIVED! You can find them in your Mailbox by pressing escape to get to your options menu.
We are always in a continuing process to scrub and review bugs that have been reported to our Support Center, but we wanted to highlight a few of the most critical, highly reported, and consistent issues players are still encountering and any updates we might have for those specific problems. This is not an exhaustive or complete list of reported issues.
HOW TO REPORT A BUG! The best way for us to resolve an issue is with visual/audio reporting (screenshots, audio, video), logs, debug info, and reproducible steps. Other useful information might include: if you were playing in a party, if you noticed any additional strange behavior, if others have experienced the same issue, etc. Please report any new or existing submissions here: http://tl3feedback.echtragames.com (It is better to upvote a current/existing bug or suggestion than to create a new, duplicate ticket.) You can send additional information, like logs, to feedback@echtra.net with your Nolt link in the body of the email. You can discuss bugs on Discord, but they may not get a full review without a Nolt ticket, debug info, logs, or other details.
HIGHLY REPORTED & KNOWN ISSUES
FROM “THE UPDATE FOR DUMMIES” MAINLINE PATCH
Players are reporting that Charge Based Skills are not working properly.
Players are reporting that Heat and Endurance gauges can get stuck.
Players have reported that Mimics are still not totally hidden via nameplates.
Railmasters are reporting problems with their trains either disappearing or feeling clumsy.
Reports of forts disconnecting after placing objects like the Luck Tree or Grindy Mill.
Australian servers are still not up. We are getting very close!
Added a failsafe to 'draining' relic powers, so they will deactivate if for some reason the proc that should decativate them fails. It appears to fail if the player is stunned in that exact moment.
The 'Drain the Bar' series of Relic skills now show their Buff indicator on the Buffs UI.
Elemental damage provided by Relic passives have been standardized to 25%, the intended value (some were still at 50%).
Fixed several relic skill animations that did not play properly.
Fixed an issue where creatures summoned via Relics Skills (e.g. Ice Golem) do not follow player inside or outside side dungeons or to the boss areas.
Relic 'Weapon Mastery' skills no longer give bonuses to all relic damage while that weapon is equipped. Each of those passives now has a new unique proc effect on basic hit:
Flaming Destroyer's Giant Swings - Now grants a chance on basic hit to trigger a powerful flame shockwave
Electrode's Shocking Force - Now grants a chance on basic hit to quickly call down three lightning strikes
Blood Drinker's Blades for Cutting - Now grants a chance on basic hit to create a Death Blade, a smaller version of Dance of Death, for 6 seconds
Bane's Staffing Up - Now grants a chance on basic hit to summon an Enchanted Staff for 20 seconds
Coldheart's Large Bores - Now grants a chance on basic hit to fire a trio of icicles in a tight cluster.
Updated Blood Drinker relic skill descriptions for clarity.
Blood Drinker Bloodseekers buff now fires double missiles at tier 3.
Fixed inconsistency between the title and its tier bonuses in Living Barrier.
Changed Spinning Blade relic energy cost back to 25 instead of 20, to put it in line with all other relic 25 skill cost skills.
Made the proc Spinning Blades from the tier 1 bonus actually appear on the client.
Updated Coldheart relic skill descriptions for clarity.
Fixed a case where blob shadow meshes were picking up a Status Effect from Cold Heart relic skills.
Fixed a case where using Coldheart with Shadow Quality set to Off the player would look like a big grey box.
Frost Nova passive now functions, the trigger on removing Frost Skin was not hooked up.
Frost Skin (passive) now triggers Frost Nova. Previously it only triggered from the Barrier skill.
Fixed an issue where Snowstorm does minimal damage.
Updated Electrode relic skill descriptions for clarity.
Localized Storm's hit skill shape now replicates which should help fix missing VFX.
Fixed an issue where Electrode's Localized Storm would mistakenly target the Sharpshooter's Ghostly Brute.
Updated Flaming Destroyer relic skill descriptions for clarity.
Removed errant Coldheart info that was present in Flaming Destroyer's power.
Removing an errant burn status effect on base Flaming Destroyer.
Added the word "chance" to Firestorm description so it reads correctly.
Fixed an issue with Flaming Destroyer's Magma Burst skill not having a skill description.
Fixed an issue where Flaming Destroyer Summoning Smash Tier 1 does not spawn at target location.
Updated Bane skill descriptions for clarity.
Spider Queen from Bane milestone's Web now properly interacts with enemy monsters.
PETS
Fixed an issue where Defensive Posture was not replicating its visuals.
Adding missing asset file for pet glittersprite
Pets no longer take damage from exploding barrels.
Fixed an issue where the player’s pet keeps attacking inactive Netherim Pylons.
Fixed an issue where the player's pet could get stuck trying to cast Healing Friendship instead of fighting.
Renamed the Black Cat the Blue-Gray Cat, because um, actually.
Pet cages no longer stay locked after boss death.
CLASSES & SKILLS
An extra skill point is granted every five levels, up to level 50. This results in 10 more skill points in total from levelling 1-60, for a new grand total of 70.
Removing many instances of skills calling other skills errantly.
Fixed (another) issue where charge cooldowns sometimes display incorrectly on the skill bar.
Fixed an issue where cooldowns did not display correctly.
Fixed the case where skills can double cast on the client because their active trait resource hasn't been replicated yet.
Adjusted teleports and dashes for better precision and feel.
Increased the range Spirit Well can summon its minions to prevent them from getting stuck on environment objects.
Fixed an issue where enemies would appear to lose a large chunk of health immediately when hit by Holy Fury in online mode.
Fixed an issue where Holy Bolt's tier 3 bonus would be disabled if you had the Dusk Mage set Pants equipped with their set bonus active.
Adjusted description of Entropy's tier 1 milestone for clarity.
Energy Spike is now correctly classified a cooldown for purposes of triggering Legendary and other effects.
Light Spear - 550%, up from 170% (larger increase, this was incorrectly tuned prior)
Reworked Absolver: Now while light charged the Dusk Mage infuses their targets for 2s. Causing the enemies hit to explode around them for weapon damage every second.
Dusk Mage base skill tuning adjusted, increasing core damage skills, minor reductions to over time skills: Absolver: 260% (was 190%), Dark Spears: 90% (was 100%), Energy Spike: 570% (was 440%), Entropy: 120% (was 90%), Holy Bolt: 250% (was 180%), Holy Fury: 330% (was 260%), Light Spear: 870% (was 550%), Radiant Blast: 170% (was 130%), Spirit Well: Unchanged, Unholy Bolt: 140% (was 100%)
Dusk Mage base Mana regen increased slightly
Light and Dark buff are now intertwined as "Harmonic Form", which increases both mana regeneration and damage by 50% (Mana Regeneration remaining the same from former Light Buff, damage buff reduced from 75% from former Dark Buff). It requires both bars be full before activating. Mechanically, the player must still deal damage in a relative equal manner with both Light and Dark skills before gaining the Dusk Mage's innate power advantage, but the buffs are now intertwined. By doing so, they can afford a more potent tuning than if they remain separate. Harmonic Form has been given a material override to make it look more special, but this is optional and can be skipped. VFX could give it a better treatment.
Dark and Light bars no longer decay.
As the 'duality' nature is now directly required, Light skills charge the Light bar, and Dark skills charge the Dark bar. The cross-tree encouragement is already present by way of the dual bar requirement - one must include skills from both trees to make use of the buff, just as each buff required before they were combined.
The UI for Harmonic Form doubles as its Duration indicator, draining the two bars while the buff is active and lasting until the bars are drained.
The UI now shows the entirety of the Light/Dark bar, rather than just the top 75% of the bar. The emblems at the bottom of the Mana UI were dragged down just slightly so the bars are not covered.
Help Text, Legendary Affixes and Milestone bonuses updated to refer to Harmonic Form (there aren't many)
Mouseover tooltip for Harmonic Form dynamically adjusts based on bonuses from milestones and legendary affixes (rather than a previously obtuse implementation involving alternate status effects)
SHARPSHOOTER
Editing description for Shasta skill to match the actual summon duration.
Reload now accurately displays the cooldown reduction it gets for its charges as you put points into it.
Fixed a typo in Scout's Bones name.
Pre-loading various sharpshooter procs to make them more performant.
Onslaught Performance Improvements to Missiles.
Fixed an issue where Ghost Visage removed bonus stacks when dealing with a ranged skill instead of when starting one.
Rizzi's Fate - 70%, up from 50%
Sacrifice to Goose - 60%, up from 40%
FORGED
Improved Forged's Vent: Furnace Blast's usability. The skill now can be interrupted much faster than before, and can interrupt itself, so holding down the skill hotkey will allow very quick repeated casts. The cone shape has been slightly widened. The skill no longer attempts to move into proper position, instead always firing at the direction given, so it always fires the skill whenever the button is pressed.
Fixed an issue where the heat meter would not update correctly in some circumstances.
Fixed it so the tier 1 milestone for Poison Dart both slows and damages enemies.
Power Projection no longer heals enemies.
Improved Forged's Vent: Furnace Blast's usability. The skill now can be interrupted much faster than before, and can interrupt itself, so holding down the skill hotkey will allow very quick repeated casts. The cone shape has been slightly widened. The skill no longer attempts to move into proper position, instead always firing at the direction given, so it always fires the skill whenever the button is pressed.
The Forged Legendary 'Servo-Blade' now functions once again as described. The repeated series of uppercuts no longer fails to deal damage.
Fix for Forged tread shadows.
RAILMASTER
Fixed an issue where railmaster train cars could get horribly messed up.
Torque Swing - 260%, up from 210%.
Fixed an issue with Flamethrower and Shotgun car's endurance bonus never deactivating.
Flamethrower Car's Active skill's damage is now completely frontloaded - no Damage over Time effect is applied with this skill.
Fixed incorrect cooldown time displayed on Spike Drive.
Fixed text format in: Flamethrower Car, Shotgonne Car, Shield Car, Mortar Car
Changed Endurance degen from having the Train out to be a Drain effect instead of a negative Regen, so it doesn't show up in the stats panel.