- Update v7.0.3:
- no changelog was posted.
- Update v7.0.2:
- The game now properly clears buffs when changing or loading a different save file.
- -The unstuck command can now be used in the Underworld and on Koren Island.
- -Veles' Books of Madness now properly ignore life-saving skills.
- Update v7.0.1:
- -Selling to a trader when he is out of gold will no longer swap items with equipment.
- -When the setting to move items to the bag is enabled, they will no longer go to the bag from the equipment screen.
- -The Priest Guardian will now try to play the proper music if the fight is restarted.
- -You can no longer solve both the House of Faith and House of Coin faction side quests at the same time.
- -The Beast Watcher may now appear in the base game without the expansion.
- -You can now avoid the fight with the Zagriv brothers during the first 10 days in NG+.
- -There is now a new controls option in game settings to make loot interactions require a separate click.
- Update v7.0.0:
- New Content:
- -There are 10 new craftable potions in the game.
- -Added 1 extra ring for both Beastbane and Doombringer classes, so they now each have 3 rings per class.
- -Added a Ring of Power, which ensures that hunting dogs run away instead of dying, in addition to having more health.
- -Added new expansion challenge rewards (new world events and Eternal Wall).
- Making Save Files More Robust:
- -Now, if 20+ minutes have passed since the last save, the game will auto-save at quest completion. This feature can be disabled in the game settings.
- -The game will now create backup files of your save file on your disk, up to 3 rotating backup files.
- QoL:
- -Added the option to enable old-school textual damage pop-ups.
- -Added the option to enable aura GFX around the player through the game settings.
- Fixes:
- -Fixed an issue where some sound effects would play even when sound for them was muted.
- -This patch also includes all minor asset tweaks collected over the previous 40 days. We had to rebuild assets for these, which made the patch larger in size (e.g., minor improvements to terrain or characters models not holding weapons correctly, repatinted some textures etc.).
- -Fixed a bug where skill cooldowns could go into negative values.
- -A few conversations received minor and improvements.
- -Fixed a few skill tooltips.
- -Fixed an issue where some animals (e.g., rabbits) would always follow you after being petted but never be targeted by enemies.
- -Fixed a bug where over-encumbrance would not trigger after a game load until the inventory was opened.
- -Fixed a bug where weight would not be updated in some cases after switching items between the bag and equipped gear.
- Update v6.5.2:
- Character Selection:
- -You can now reroll characters at the character selection screen after death.
- -Added 12 new characters, each with their own story and a unique talent.
- -The game will try to ensure both genders are represented among the three available characters when possible.
- -Every underworld interaction now includes a way to return as a human and avoid permanent animal form.
- -When gods provide stronger characters due to world events or special interactions, the UI will now indicate this on the selection screen.
- -Polished some existing character stories.
- -Now, after the first 10 deaths, NPCs will start dying in the world for every second death.
- -Updated character generation after death to increase randomness, any character from the pool can now appear from the start.
- 12 new talents:
- -Avenger: When below 50% HP, you deal 30% more damage.
- -Suffering Bringer: All damage-over-time effects (poison, bleeding, ignite) deal 50% more damage. (To you and others.)
- -Distant Hunter: You gain +7 range with bows but deal 20% less damage with melee weapons.
- -Relentless Slayer: You deal 25% bonus damage with melee weapons but 10% less with bows and spellbooks.
- -Arcane Channeler: With spellbooks, your auto-attacks deal double damage, but melee weapon damage is reduced by 10%.
- -Wild-Blooded: In animal form, you have double health.
- -Puppet Lord: Your summons deal 50% bonus damage, but you take 10% more damage.
- -Pack-Hauler: Carry weight +200, but mana regeneration is reduced by 5%.
- -Butcher: You have +5% lifesteal but take 10% more damage from all sources.
- -Doomed: You have 10 times the normal chance to acquire curses and injuries.
- -Opportunist: You earn 5% more coins from all sources.
- -Pathseeker: Sprinting on roads does not consume energy.
- Other Updates:
- -Ironman mode is now more robust, periodic backup save files will be created on your hard drive. These are not visible in-game but can be used if something goes wrong.
- -Fixed an issue where the Cursed Difficulty setting would remain enabled in a new game if it was selected on the game start page and then disabled.
- -Balance fix: Brawler passives no longer apply to spells. The only exceptions are skills related to auto-attacks.
- -You can now continue to NG+ upon death after the Devourer's ending.
- -A new Eternal Wall has been added to the game, its location will be revealed soon.
- -Fixed a bug where the Herbalist talent would trigger on dropped plants.
- -Now, Fortune Clone properly uses weapons for dual wielding.
- Update v6.4.5:
- -Added Cursed (Insane) difficulty to the game start page.
- -Added an option to enable level scaling or time scaling, it is disabled by default and will remain optional. This is also experimental feature that can be removed and we are looking for feedback.
- -The third Insane difficulty option is called "Unwelcoming World," and it does not include scaling.
- -Item weight now scales down with item quality.
- -Split the in-game settings menu so that options are categorized.
- -QoL: Now, staying on the road will ramp up the buff. Up to 2 seconds off-road is allowed while keeping the buff active, preventing the character from slowing down due to small road gaps.
- -QoL: Character comments about the environment are now set to true by default in game settings.
- -QoL: All Devotion interventions now trigger below 50% HP.
- -Buffed Feral Rage passive—its health now scales with Constitution.
- -Update: Renamed about 20 quests to the names of metal songs.
- -Fixed a bug where some boss fights would not play properly if music was disabled.
- -Fixed two characters who had missing stories on character selection page.
- -Fixed a bug where Seraphim lasers would not disable if the player died in certain cases.
- -Fixed a bug where, after completing the alternative main story, the base main story could still be continued if one of the story sieges was active.
- -The damage counter on the progress page is now a long number type to capture higher values beyond the integer limit.
- -Fixed a bug where three priests east of Grad would reappear upon game reload after being slain.
- -Reduced Dragon Beasts' drop rate of Beast Meat and lowered the Beast Scales requirement for the Gusar quest from 30 to 5.
- -Fixed a bug where, if the player progressed the alternative story, allied with the Horde, and then switched back to the base story, they could not complete a quest requiring them to fight certain Horde members.
- -Small nerf to the newly introduced Magma Veil.
- -Fixed bug where negative talent brute would multiply damage more than intended.
- -Some adjustments to how doombringer damage is calculated so it doesn't scale so high in late game. (Chaos rampage is now applied after doombringer multiplers, not before.)
- -Doombringer healt scaling to negative talents got reduced.
- -Now you can't get more than 15 negative talents with doombringer lunar reverse skill.
- -Reworked the controls settings UI.
- -Replaced some tavern music compositions.
- -Increased game+ enemy power by about 25%
- -Made small rebalances to animal form strength.
- -Removed interaction where Veles book of madness death could be prevented.
- -There is now a tip serving as warning about alternate main quest and base main quest canceling each other at the ending.
- -Fixed a bug where the Ignite skill would not reset if an enemy died from a skill upgrade effect.
- -Addressed an issue with prolonged slowdown after using the new Glacial Sanctuary skill.
- Update v6.4.0:
- Class Balance Update
- Defender:
- - Added one new offensive passive which scales with character health pool.
- (The Defender is performing as intended, making the player tanky and winning battles through enemy attrition. We will introduce one new passive to further reinforce this playstyle.)
- Blademaster:
- - Added a new defensive passive skill that heals the player based on the amount of bleeding.
- - Small buffs to two weaker passives; "Spin to Win" can now be upgraded further.
- - As an indirect buff, two-handed weapons received some buffs.
- (Blademaster's gameplay, centered around reapplying bleeds, scales very well from mid to late game. However, it can struggle a bit in the early game. We have introduced a new early-game passive to help with this.)
- Berserker:
- - Slight nerf to the lifesteal percentage of Perun's Rage upgrade.
- (We are happy with how the Berserker plays. However, in the late game, it can become overwhelmingly strong, so we are slightly reducing its late-game power. The change is minor, and it should still remain one of the stronger classes.)
- Fortune:
- - Added one new passive for earning coins based on critical chances.
- - "Duplicate" now properly deals damage when the player is unarmed.
- - "Duplicate" now also applies Brawler passive buffs.
- - Fixed an exploit with bounty hunts and enemies immune to dying. Also, bounty hunts no longer reward overkill on small creatures.
- (Another class that is performing as intended, it serves well as a supportive class similar to the Defender or Runebinder. With the new passive, we aim to further solidify its intended role. A few additional fixes should also help off-meta Brawler builds.)
- Trapper:
- - Added two new passives that reward dodging enemies and sneaking around them.
- - Slight buffs to Explosive Barrel and Arcane Grenade.
- (The Trapper isn't necessarily weak, but it lacks excitement as a class. With two new unique passives, we hope to make it more engaging for players.)
- Marksman:
- - Quality-of-life improvement for bow kiting movement, plus a new game setting to ignore attacking forest animals while moving. v6.3.5
- - The ricochet skill was nerfed in v6.3.5; some of ricochet damage was restored back in v6.4.0.
- - Buffs to Bowman passives.
- - A few bows received buffs as inderect buffs to class.
- (We see the Marksman as being in a good place. What we did was redistribute some of Ricochet's power to other areas, as it was overshadowing other skills.)
- Hunter:
- -Added a new passive that buffs damage while in animal form.
- -Slight nerf to Doggo Nourishment.
- -Slight nerf to Mana Strike damage.
- -Buffs to spear passives, spear items, and spears are now slightly easier to find.
- (In the past, Hunter needed some help, so we ended up overbuffing hunting dogs' permanent scaling with bones and Mana Strike. Now, we’re pulling back some of that power while compensating with buffs in other areas.)
- Rogue:
- - Added a new passive related to poisons.
- (This class is also in a good place. We are adding a new poison-related passive to further promote this playstyle, rather than relying too much on instantly executing enemies.)
- Frostshaper:
- - Increased intelligence scaling and damage on frost skills; these skills can now be upgraded further.
- - Added one new active defensive skill and one new passive defensive skill.
- (Frostshaper scaled poorly into the late game due to long cooldowns, extended casting times, and late-game immunity to freezes.
- We will keep the longer cooldowns but have increased some values to make skills feel more impactful when they land. Additionally, we have added a new defensive active skill for late-game survivability, along with a useful defensive passive to provide another incentive to choose this class.)
- Flamekeeper:
- - Buffed scaling for fire spells and reduced their cooldowns.
- - Added one new passive defensive skill and one new passive offensive skill.
- (Flamekeeper already scales well into the late game in terms of damage, but it is very weak defensively and was at risk of being quickly burst down.
- This class should feel destructive in the late game, so we have reduced some cooldowns and given it a bit of extra scaling. Additionally, we introduced one new offensive passive and one strong defensive passive to help it compete with other stronger late-game classes.)
- Necromancer:
- - Necromancer hat has been reworked, it now buffs skeletons based on the number of stacks of Soul Collector.
- - Buffed Necromancer skeleton stats, intelligence scaling, and Corpse Explosion damage.
- - Added one new passive to strengthen summons.
- (The Necromancer feels strong in the mid-game but can fall off in the late game, especially in some arena runs or boss fights where bosses have strong AoE skills.
- While it has the Soul Collector skill, which scales infinitely, this mechanic pushes it away from its intended gameplay. To address this, we are giving skeletons more late-game power. We will monitor the impact of this buff and may adjust Soul Collector’s burst damage if it proves to be too strong.)
- Runebinder:
- - Added a new passive that makes all spellbook projectiles homing.
- - Runic Whirlpool now sticks to the player when cast.
- (Runebinder is a solid supportive class that holds more power than one might initially expect. We have added a new passive to support greater build variety and adjusted Runic Whirlpool, as casting it on the ground felt frustrating when enemies could quickly walk out of it.)
- Beastbane:
- No changes.
- (Beastbane feels like a melee glass cannon. While it has a weaker early game, it scales insanely well into the late game in a satisfying way. We won’t be making any changes.)
- Doombringer:
- - Slight nerfs to passive damage multipliers.
- (This is a very strong class where each skill is powerful on its own. The main issue arises when it is used as a secondary class, as its passive multipliers can overly boost other classes. To address this, we will slightly reduce its power in that area.)
- Item Balance Update
- - Critical chance on weapons now increases with weapon upgrades, now scaling much higher.
- - Some bows, spears, and two-handers have received buffs.
- - Some items have received unique tbuffs, and certain item buffs have been slightly improved.
- - Added a ring that provides lifesteal. (But only when a lifesteal weapon is not equipped.)
- - Expansion class rings are now slightly easier to find.
- (We are simply pushing for more variety by buffing weaker options so they are on par with the most popular ones.)
- Achievements Rework
- - 86 achievements can now be acquired outside of Ironman mode, while 5 game ending ones remain exclusive to Ironman.
- Performance
- - Introduced a new set of performance optimizations. The game will now consume significantly fewer resources when paused or while hovering over the UI.
- Boss Battles Balance
- - Reduced Zagriv Brothers' stun duration.
- - Bear Guardian and Last Guardian received health pool buffs.
- Clarity
- - Clarity updated: Around 20 passives that require a condition to be active (e.g., a certain weapon) will now display a buff icon in the bottom right corner when requirements are met.