Game update

Update 1.0.1 update

Broken Divide · published

Big New Feature: Queued Marches


You can now queue repeat runs from the world map. Pin a zone and you'll see a second march button with a count toggle: x5, x10, x20, or infinite. Runs chain automatically, win or lose; fleeing stops the chain. Once you've cleared a zone, an Auto-challenge boss option appears that engages the boss the moment its window opens, so a queued farm actually finishes its runs.

The results screen understands chains too. After a queued march it reports the whole haul: runs completed, total waves, total run time, boss kills, gold, XP, and every item that dropped across all runs.

To go with it, battle speed is now remembered. If you run at 3x, every future battle starts at 3x, across sessions and not just zones. (This was always supposed to work. It didn't. Now it does.)

Class & Balance

Paladin got a real damage identity. A full hybrid pass:

  • Righteous Fury now adds your healing power to your attack damage. Wisdom sharpens every strike, abilities included.
  • Judgment cleaves onto two additional targets (three struck in total).
  • Crusader's Strike as your Ultimate now spends Holy Power for +25% damage per point instead of the old heal.
  • Guardian's Wrath is no longer reactive. It actively strikes the enemy paying you the least attention and builds extra threat on it.
  • Bug fixed: Sacred Reckoning's damage and party heal were landing but never showing in the battle log or DPS meter. Your Paladin was always hitting harder than the numbers said.


The Deepmother (Zone 7) fights back now. Severing Roots have more HP and no longer have a grace period before their first burst; previously a fast party could delete two of her three root clusters before they did anything at all. Root bursts and her own burst windows hit harder, and root cross-healing now shows in the battle log. Zone 7's Deep Anchor, Deep-Bonded and Deep Colossus also hit harder.

Two-handed weapons buffed across the board. All 28 two-handers were re-budgeted, and they now carry the stat premium that giving up an off-hand deserves. Staves and greatweapons in the later zones gained the most.

Rare drops are rarer (30% down to 15% of eligible drops). With one-click farming in the game, the old rate would have put you in full Rares within a queue or two. Deep Overrun still escalates the Rare chance the longer you hold out.

Headhunter (guild perk) reworked: tavern rerolls cost 50% less, replacing the free reroll per visit (which could be farmed by walking in and out of the tavern).

The shop's Optimize also stops recommending White Mage staves to your Mage. Wisdom was being wildly overvalued for a class that can't use it.

Learn the Game Without Hovering

  • Class resources are now explained on screen. The ability screen shows a panel under your loadout, and the skill tree has a dedicated panel on the right: how your resource builds, its cap, and what spending it does, including a full explanation of the Mage's SURGE window. Rules granted by your skill choices show in green, and the text updates live as you spec.
  • Masteries (formerly capstones) moved to their own panel on the left of the skill tree. All four tiers are fully written out with unlock requirements, instead of a cramped card at the bottom of the tree. If you unlock a second Tier 4, the inactive one is clearly marked, and activating a T4 tells you which branch's Tier 4 it switches off.
  • Slot 4 is now called your Ultimate everywhere (formerly "Spender").
  • Item Codex & Bestiary: undiscovered "???" entries are now clickable and tell you where to find them ("Zone 3 Boss", "Summoned in Obsidian Sanctum") without spoiling what they are.
  • Every Help (?) popup was audited and brought up to date.
  • Skill tooltips now tell the truth about stacking. Bonuses that stack on top of a base now state their own value (+8%, +15%) instead of quoting totals that went stale the moment you took an upgrade. Corrected: Eagle Eye and Hawk's Precision (Ranger), Aggressive Stance and Blessed Ground (Paladin), and the Heavy Swing line (Knight), where Heavier Impact actually grants +12% and the Crushing Force Mastery adds +10% on top.
  • Ability descriptions now separate the base effect from the Ultimate effect with a blank line, on all 36 abilities.

Quality of Life

  • Audio controls in battle and on the results screen. The settings cog opens a volume popup so you never have to abandon a run to turn the music down. Default master volume lowered for new installs.
  • Storage cap: the guild vault holds 100 items. Loot that overflows mid-run auto-sells your least valuable item (lowest level first, boss items protected) and logs it. The shop simply blocks purchases while you're full.
  • Roster: drag to reorder, and click anywhere on a hero's row to open them.
  • Hero screens: clickable < > arrows at the screen edges cycle heroes, same as Q/E. They stay nearly invisible until your mouse approaches that side.
  • Equip Best (Party) now shows a summary of what changed: party power before and after, and each member's stat gains.
  • Equipment lists sort highest item level first.
  • Guild Hall shows your guild summary line, and Roster / Items / Party counts everywhere now display as current / maximum.
  • Guild Perks: the whole tree fits on screen (the bottom row used to be cut off), and you can pan with left-click drag.
  • The skill tree is properly centered, and Mage tooltips reflect Deep Focus / Improved Focus correctly.

Fixes

  • Pressing ESC while a screen was still fading in no longer backs you all the way out to the hub. This could fire from any screen; the Chronicle was the easiest place to trigger it.
  • Relentless Finish can no longer strike the Deepmother between root clusters while she is untargetable.
  • Battle speed no longer resets to 1x every battle.
  • The equipment screen's Help button no longer duplicates itself.
  • Field intel for the Goblin Encampment now points the right way (north-west of Greyward).
More from Broken Divide

Other announcements

All events