This announcement is in two parts, the first is for 1.0, early access released and what will happen next.
1.0 soon
I will come and fix the release date for December 18th , during this phase the goal will only be to improve the quality of the game and the balance, the only additions of content that will be to balance certain classes.
I remind you that a backup reset will be done for this 1.0 update
For 1.1 new content will be added: Missions.
This new content will be available without having finished the campaign and the progression will be specific to this new game mode and associate with the account. Among other things, you can capture objectives, escorts, protections, monster wave killings, time trial killings, etc.
The goal of these new additions will be to have several distinct playstyles with several classes that will have their play specialties, new game mechanics will therefore emerge at this time as well as new rewards.
For 1.1 and after new content additions to an already existing base will also be planned, mainly runes but also new epic items, new gems, new talents, achievements and always an improvement in performance, balances, 1.0 and 1.1 therefore do not correspond to the end of game development.
Update 0.9
The list of changes made is not exhaustive, only those that may be of interest have been put below.
Adding content
- Added 24 Epic or Legendary gear or weapons, for a total of 54.
- Added 1 new set for a total of 5.
- Added 17 in-game and 17 steam achievements.
Improvement
- The sacrificial mana, regeneration improvement spells can be found in the status section of the spellbook and no longer in active spells.
- The number of learnable spells is displayed on the current number / maximum number instead of the current number / number remaining for the spellbook, moreover the number now only takes into account your class and no longer the class as well as the main statistics .
- Several spell descriptions have been redesigned to be more understandable.
- Visually changed the Lightning Bolt, Sword of Justice and Lightning Cut spells.
- Changed death sounds of wolves, women, slashing sword and activating beam pylon.
- The "no weak monsters" option is saved for each character instead of being saved for the account and is correctly unchecked when creating a new character.
Balancing
- Noted that balancing only becomes a priority from now on, the goal before that was to have a game that was playable so many changes are yet to be expected.
- Health and Mana Regeneration changed from 0.1% to 0.06% for Vitality and Energy stats.
- Achievements that need to be achieved on a certain difficulty level will now need to be completed with the "Procedural campaign level checked" option.
- Damage increase required for damage-based achievements.
Equipment
- The spells and sets present on armor and weapons have been divided according to their rarity, legendary armor can have access to all the possibilities while those of epic rarity have access only to the less powerful.
- Shields and spell book can belong to item sets.
- Slight decrease in bonus life and bonus in mana on equipment.
- Decreased elemental bonuses, increased total bonuses and increased potency, the goal being to make hybrid builds more viable than they are currently, it is obviously advantageous to have elemental bonuses and to play with certain types of element but this should be seen as a plus, rather than a unique way of playing. So leave the door open to several uses of elements at the same time.
- Helmet that allowed you to directly cast spells with a cast time of less than 0.5 seconds has been changed, instead it reduced the casting time of your power-type spells by 30% and increased their damage by 20% .
Spells
Generic:
- Increased cast time and damage of cast category spells by 50%, in order to make the cast time reduction more interesting, spells now benefit from the cast category, see below.
- 90% mana cost of spells increased by leveling up, from + 10% to + 20% mana cost.
- Player Summons that have hit points deal less damage after player level 20, as a reminder that was put on the previous patch, making them way too strong.
Spells of classes:
- Laceration becomes a spell specific to prowlers.
- Sniping has changed:
Does not cast your projectile skill cooldown if no enemy is within 7 yards becomes: You increase your damage by 10% for each yard separating you nearest enemy, up to a maximum of 120%. - Unison with mana has changed:
Decreases the mana cost of nature spells according to the number of unison with the forest present on you becomes: Decreases the mana cost and cooldown of the set of spells according to your number of unison with the forest present on you. - Gradual Shadow and Light: Increases your damage by 1% for each progressive resistance on you, in addition to the effect already in place which allows progressive resistance to activate when shadow and light activates.
- Encirclement for the gladiator: The maximum bonus is reached for 5 enemies, if only one enemy is present, the bonus is doubled.
- Shaman: Elemental debuff increases damage taken by 10% for each stack of debuffs in addition to having an X% chance to apply elemental debuff.
- Might of the Enraged: Damage bonus increased from + 7% to + 3.5% per stack at max level.
- Mana Reservoir: Damage bonus increased from + 3% per 10 mana to + 1.8% at max level.
- Deep Laceration: increased damage bonus from 140% to 100% at max level.
- The Tireless: Damage bonus increased from 2.8% to 1.4% per stamina currently available at max level.
- Insanity: Increased damage bonus from 18% to 10.5% for the number of power stacks the enraged has on you at max level.
- Berzerker: Damage bonus per Attack speed is increased from 120% to 42% at max level.
- Fighter's Knowledge: increased potency from 105 to 210, health increased from 38 to 175, cooldown reduction increased from 8 to 10% at maximum level.
Spells without specific classes:
- Spinning Attack, Heavy Hit, Chain Fire, Target Hit, and Decapitation have weapon restrictions.
- Uncontrollable Projectile no longer has weapon restrictions.
- Energy Shield: Shield recovery increased from 6 to 18, and Energy Shield increased from 120 to 180 seconds at max level.
- Meteor: + 100% damage.
- Lightning Bolt: No longer has a cast time and the cast category has been removed, its cooldown reduced from 20 seconds to 8 seconds.
- Sword of Justice: increased cooldown from 20 to 30 seconds, damage + 10%.
- Cone of Fire: Cooldown changed from 5 to 12 seconds and its channeling time increased from 5 to 6 seconds.
- Sentinels: Cooldown changed from 10 to 70 seconds.
- Voltage: maximum duration changed from 2 to 3 seconds, damage -20%.
- Spinning Attack: Cooldown changed from 6 to 8 seconds.
- Lightning Cup: increased attack range from 3 to 4 meters and angle of attack from 60 to 135 ° C, added mana per level increased from 0 to 2.5 per target hits at level 25, damage - 30%, the incantation category has been added.
- Fire shock: damage -10%, addition of the incantation category.
- Potency: Damage bonus increased from 45% to 30% at max level.
- Progressive toughness: elemental defense increased from 3% to 2%, maximum duration increased from 8 to 10 seconds.
- Shield of the Weak becomes more powerful at level 1, but the damage bonus at level 25 is increased from 60% to 40%.
- Debuff can no longer benefit from increasing its maximum stack count with Global Runes, and the damage reduction is reduced from 10% to 7% at maximum level.
- Reduced damage bonuses by 50% and resistance bonuses by 33% for support spells (such as blade support, pet support, trap support).
- Paper Demon: Damage bonus increased from + 100% to + 60% at max level, cooldown increased from 40 to 60 seconds, mana cost + 20%.
- The incantation category has been added to mental shock.
Enemies:
- Damage to monsters in difficulty 0: + 25%, difficulty 25: -6%, difficulty 100: -15%.
- Monsters and summons have less health: level 10 -13%, level 25 -22%, level 50: -28%, level 100: -33%
- Wolves have 40% lower attack speed on basic attacks.
- Bears have 30% less attack speed on basic attacks.
- Powerful Slam of the Protective Skeleton damage -25%, cast time reduced from 1 to 0.8 seconds.
- The spell applied by the “burn” NPCs deals -33% damage, and the duration is reduced from 8 to 6 seconds.
- Small explosive areas appear more randomly around the player.
- Plains Mage Cold Bell: Maximum distance changed from 20 to 12 allowing the mage to follow you. Cast time 2-3 seconds, damage 120% to 200%.
- Apprentice Mages Fire Eruption deal + 25% damage, cast time reduced from 1 second to 1.3 seconds.
Bug fix
- Mana pool bonuses and mana pool reduction on player gear or talent are correctly taken into account.
- The player no longer remains blocked on death if a channel spell was in use.
- Lightning Shield can properly cause other synergistic spells to activate.
- Blockage Recovery Bonus has been renamed Blockage Recovery Reduction and the calculation has been changed to correctly decrease the time between two blocks.
- Checking for unique gems is also performed when an inventory item with a unique gem wants to be placed on the character.
- Teleporters visible on the minimap are correctly removed if the player returns to the main menu.
- Scrolls in the middle UI of the spell enhancement are correctly deleted when you close the window.
- The attack speed on the character window is constantly updated when it is open and the damage per second calculation takes into account all equipment bonuses.
- When several ice blocks are activated at the same time, all the ice blocks are destroyed and not the first one found.
Known bug still present
- It is sometimes possible to find 2 exactly the same objects in the same area.
- Monsters that are on patrol sometimes do not recognize the player and do not attack him.