In-game event

Post Launch Patch Notes (Patch 1.0.1)

Ravenbound · published

Greetings Vessels,

It’s our first post launch patch and we have some balancing improvements to share with you. We received a lot of feedback about the randomness in some stats negatively affecting the player experience, so we’ve been tweaking the game’s RNG in order to add an element of predictability to your experience in Ravenbound. We’ve also made some updates that will hopefully improve the difficulty curve as you progress through your runs.

This patch primarily focuses on stability fixes to crashes, bug fixes, and balance changes. Alongside these key areas of focus, we’ve also taken a lot of feedback from our awesome community to help guide us. The changes that we’ve made to the various Wardens in particular are heavily inspired by discussions we’ve seen across our Discord server.

We've also received lots of additional feedback since launch about various aspects of the gameplay experience - we are listening, and we’re keeping very detailed notes on everything you’re telling us! The team is hard at work addressing pain points and feature improvements, so expect lots of additional updates based on your feedback in future!

Read on to learn exactly what’s included in this update.


Players Stats & Damage

We've updated the way damage is handled in the game to improve the impact of Surge and Frenzied as players progress in the game. Previously, Surge and Frenzied didn’t multiply in scale with other stats that increased damage, and we’ve altered this so that Base Damage is now multiplied by Increased Weapon Damage. Due to these changes, several cards related to Weapon Damage have been updated and Multistrike has also been altered to no longer heal the player or apply any stagger.

As a result, the game experience should feel more predictable and rewarding, with better damage scaling.

End of run score

We have completely overhauled the End of Run screen. Players will now receive scores on the following:

  • Elites Killed – Rewards Legacy based on the number of Elite enemies killed
  • Tears of Hatred Cleared – Rewards Legacy based on each cleared Tear
  • Boss Damage Dealt – This stat reflects the amount of damage dealt to bosses
  • Bosses Obliterated – Bosses will count as Obliterated if killed within 30 minutes of the start of a run

Dev comment: These changes aim to better reward actions that progress the game while offering an extra challenge for players who want to play quickly.

Damage Numbers

Damage numbers and the text displayed for effects & conditions have received a visual overhaul – critical hits, effects and conditions should now stand out and be easier to read.

Grey Health

Each weapon type has been given a flat value controlling Grey Health regained when an enemy is hit. Previously, this was a percentage of damage dealt, but now it’s directly tied to weapon attack and doesn’t scale excessively as you progress in the game. This should also make HP recovery feel more predictable, particularly in the early game.

Weapon
Health Regained Per Hit

2H Axe
6

2H Sword
7

Twin Axe
3

1H Sword & Shield
5

Twin Sword
4

Enemies

In order to create a smoother difficulty curve, enemy camps and Wardens have been updated to align with player power progression. Once players have defeated the first Warden, enemy camps and open world bosses will scale in difficulty. Similarly, all Wardens have been balanced to reflect this, and the Tomb of Gales (First Warden) will hopefully feel less punishing to new players. These changes should address the sudden spike in difficulty, and help players have a better idea of what to expect when facing the next Warden.

Late-game enemies are no longer stagger resistant. Enemies will now receive a temporary stagger resistance buff once recovered from being staggered. In order to represent this, the enemy’s Stagger’s bar will remain filled until they’ve recovered from it.

Other Miscellaneous Changes

  • Blacksmith prices have been significantly reduced
  • The damage reduction provided by Armor has been increased, leading to ~10% increased damage reduction at 100 Armor

Bug Fixes

UI, HUD

  • UI scaling on wide resolutions has been improved. Some minor issues may still persist - if you encounter any, please let us know!
  • Inventory screen scaling for 21:9 resolution has been improved
  • Incorrect dialogue boxes no longer appear briefly while talking to NPCs
  • Grave tooltips have been adjusted to prevent accidental card selection
  • “Guardians of the Morning Frost” side quest now has a proper description
  • The timing of the player graves’ tooltip has been adjusted to prevent a situation where players were accidentally selecting a card

Combat, Weapons, Enemies

  • Häxa Elder boss magic attacks should now be more precise
  • Starting weapons and armor can no longer be obtained when empowering fragments

Cards, Relics, Etc.

  • “Captured Flame” relic now provides the correct Focus gain
  • “Decomposing Glove” relic now properly changes the duration of the spored effect
  • “Raumr’s Essence” Drainer Damage proc is now consistent
  • The chance of fragments spawning in unreachable areas has been reduced

Misc

  • Fixed an instance where players were able to leave the tutorial area without having completed it
  • Closing the game in the area where you start your runs no longer prevents receiving an Adventure Quest
  • Healing Vendor now responds appropriately when the player attempts to heal with full health
  • The second platform in the tutorial elevator no longer disappears after reaching the top
  • Fixed numerous bugs related to character momentum, clipping, and sinking

Balance Changes

Cards

Numerous changes have been made to cards, including changes in rarity and Weapon Damage. Overall, this should result in a power increase for players. Relics have also undergone similar changes.

Raumr’s Essence Drainer

Previous
New

Rarity
Common
Rare

Greataxe of Echoes

Previous
New

Rarity
Common
Rare

Base Damage
26.4
29.7

Mana Cost
6
7

Dusk’s Thunderbolts

Previous
New

Base Damage
18.2
19.6

Mana Cost
6
5

Razorgate

Previous
New

Rarity
Common
Rare

Base Damage
31.2
32.5

Lucky Arms

Previous
New

Rarity
Rare
Common

Longsword of Tempests

Previous
New

Base Damage
36.4
33.8

Mana Cost
6
3


Attacks


We’ve adjusted various weapons to bring their power in line with each other. The main focus here is to ensure that no one weapon is preferable or more powerful than the others, and that players can find equally rewarding play styles with each.

Two Handed Axe

Previous
New

Primary Attack 1
Base Stagger Impact: 25
Base Stagger Impact: 15

Primary Attack 2
Base Stagger Impact: 25
Base Stagger Impact: 15

Primary Attack 3
Base Stagger Impact: 30
Base Stagger Impact: 20

Secondary Attack 4
Damage: 1.1
Damage: 1.2

Secondary Attack 5
Damage: 1.2
Damage: 1.28

Secondary Attack 6
Damage: 1.3
Damage: 1.37

Two Handed Sword

Previous
New

Primary Attack 1
Base Stagger Impact: 30
Base Stagger Impact: 25

Primary Attack 2
Base Stagger Impact: 30
Base Stagger Impact: 15

Primary Attack 3
Base Stagger Impact: 30
Base Stagger Impact: 25

Twin Swords

Previous
New

Primary Dodge Attack
Focus Gain: 1
Focus Gain: 0.5

Twin Axes

Previous
New

Secondary Attack 1
Base Stagger Impact: 30
Base Stagger Impact: 25

Secondary Attack 2
Base Stagger Impact: 30
Base Stagger Impact: 15


Open World Enemies

We’ve tweaked a few of the enemies you’ll meet in camps around the Ávalt, with the goal of equalising power across camps of the same difficulty level. With these changes, it should be easier to read the power of each enemy.

Draugr Barbarian

Previous
New

Base Health
545
700

Base Damage
15
18

Hulder (Ranged)

Previous
New

Base Health
1500
2500

Accumulated Impact Tolerance Multiplier
2
1.75

Note: this stat refers to the amount of times needed to trigger a ‘normal’ stagger before the enemy falls.

Hulder (Melee)

Previous
New

Base Damage
Default Attack: 30
Default Attack: 25

Extended Attack: 30
Extended Attack: 40

Slam Attack: 30
Slam Attack: 20

Stagger Impact
Default Attack: 80
Default Attack: 40

Slam Attack: 80
Slam Attack: 150

Utlagi - Human

Previous
New

Stagger Impact
Two Handed Axe: 25
Two Handed Axe: 20

Two Handed Sword: 20
Two Handed Sword: 25

Utlagi - Ulvar (Wolf)

Previous
New

Base Health
500
700

Base Damage
Dual Axe: 15
Dual Axe: 25

Sword and Shield: 15
Sword and Shield: 25

Two Handed Axe: 20
Two Handed Axe: 25

Two Handed Sword: 20
Two Handed Sword: 25

Stagger Impact
Dual Axe: 10
Dual Axe: 50

Sword and Shield: 35
Sword and Shield: 100

Two Handed Axe: 25
Two Handed Axe: 100

Two Handed Sword: 20
Two Handed Sword: 100

Utlagi - Simlar (Deer)

Previous
New

Base Health
500
700

Base Damage
Dual Axe: 20
Dual Axe: 12.5

Sword and Shield: 20
Sword and Shield: 17

Two Handed Axe: 25
Two Handed Axe: 20

Two Handed Sword: 25
Two Handed Sword: 20

Stagger Impact
Dual Axe: 10
Dual Axe: 15

Sword and Shield: 35
Sword and Shield: 70

Two Handed Axe: 25
Two Handed Axe: 40

Two Handed Sword: 20
Two Handed Sword: 50

Open World Enemies Group Composition

We’ve added some new group compositions to the camps around Ávalt, along with tweaking the difficulty rating of some existing camps. Some of these were slightly out of line with the amount of power we wanted them to have, so this should help to balance the power level of camps with the same difficulty rating.

Draugr

Previous
New

Difficulty - 3 Warriors
Medium
Hard

Difficulty - 2 Warriors (New)
N/A
Medium

Vittra

Previous
New

Difficulty - 2 Vittra
Medium
Easy

Difficulty - 2 Vittra Tempest
Hard
Medium

Difficulty - 2 Vittra Tempest, 1 Vittra (New)
N/A
Hard

Difficulty - 2 Vittra, 1 Vittra Tempest (New)
N/A
Hard

Open World Bosses

We tweaked the health pools of a couple of our open world bosses to make sure they align with the level of challenge we want to create.

Troll Elder

Previous
New

Base Health
15,000
25,000

Häxa Elder Sky

Previous
New

Base Health
10,000
15,000


Boss Fights

As we mentioned earlier, all Wardens have been rebalanced. These changes should make it a bit easier to understand the difficulty of each Warden, while making the first Warden (the Tomb of Gales) slightly less punishing for new players. We’ve also heavily tweaked Stagger resistance across all Wardens, which should make fights feel a bit fairer and give the player extra chances to punish downtime from the Warden!

Fire Warden (2H Axe)

1st Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
1.5

2nd Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
1.75

Stagger Impact Resistance
0.25
0.15

Base Health
8,000
12,000

Default Attack Damage
50
40

Default Attack Stagger Impace
130
90

AOE Attack Damage
50
40

Slam Attack Damage
75
60

3rd Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
2

Stagger Impact Resistance
0.5
0.3

Base Health
18,000
25,000

4th Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
2

Stagger Impact Resistance
0.6
0.45

Base Health
20,000
30,000

Whirlwind Attack Damage
50
40

5th Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
2

Stagger Impact Resistance
0.85
0.6

Base Health
25,000
35,000

Earth Warden (Dual Axes)

1st Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
1.5

2nd Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
1.75

Stagger Impact Resistance
0.5
0.15

Base Health
6,000
10,000

Default Attack Damage
30
25

AOE Attack Damage
40
35

Combined Attack Damage
60
50

3rd Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
2

Stagger Impact Resistance
0.5
0.3

Base Health
15,000
20,000

4th Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
2

Stagger Impact Resistance
0.6
0.45

Base Health
18,000
25,000

5th Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
2

Stagger Impact Resistance
0.75
0.6

Base Health
20,000
30,000


Spirit Warden (1H Sword and Shield)

1st Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
1.5

2nd Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
1.75

Stagger Impact Resistance
0.25
0.15

Base Health
6,000
10,000

Default Attack Damage
40
32.5

Heavy Shield Barge Attack Damage
50
40

Thrust Attack Damage
60
50

3rd Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
2

Stagger Impact Resistance
0.5
0.3

Base Health
18,000
20,000

4th Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
2

Stagger Impact Resistance
0.6
0.45

Base Health
20,000
25,000

5th Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
2

Stagger Impact Resistance
0.75
0.6

Base Health
25,000
30,000


Ice Warden (Dual Swords)


1st Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
1.5

2nd Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
1.75

Stagger Impact Resistance
0.25
0.15

Base Health
6,000
10,000

Default Attack Damage
30
25

Combined Attack Damage
60
50

Thrust Attack Damage
40
35

Whirlwind Attack Damage
50
40

3rd Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
2

Stagger Impact Resistance
0.5
0.3

Base Health
15,000
20,000

4th Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
2

Stagger Impact Resistance
0.6
0.45

Base Health
18,000
25,000

5th Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
2

Stagger Impact Resistance
0.75
0.6

Base Health
20,000
30,000


Sky Warden (2H Sword)

1st Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
1.5

Impact Depletion
25
15

Impact Depletion Pause Time
5
4

2nd Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
1.75

Impact Depletion
25
15

Impact Depletion Pause Time
5
4

Stagger Impact Resistance
0.25
0.15

Base Health
8,000
12,000

Default Attack Damage
30
25

Combined Attack Damage
50
45

AOE Attack Damage
50
45

Heavy Attack Damage
65
57.5

3rd Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
2

Impact Depletion
25
15

Impact Depletion Pause Time
5
4

Stagger Impact Resistance
0.5
0.3

Base Health
18,000
25,000

4th Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
2

Impact Depletion
25
15

Impact Depletion Pause Time
5
4

Base Health
20,000
30,000

5th Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
2

Impact Depletion
25
15

Impact Depletion Pause Time
5
4

Stagger Impact Resistance
0.75
0.6

Base Health
25,000
35,000


Betrayer

1st Fight

Previous
New

Accumulated Impact Tolerance Multiplier
1.25
1.5

Impact Depletion
400
20

Impact Depletion Pause Time
5
4

Base Health
30,000
60,000

2nd & 3rd Fights

  • Added scaling based on starting difficulty

And after that long read, we'd like to thank all our players for your comments, reviews and feedback. We're really enjoying reading you all discussing strategies and sharing your wins and losses with each other. Make sure to join our Discord community if you'd like to share run records and clips, discuss the game and share your feedback, and be notified of any future events!

See you in Ávalt.

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