Skill cooldowns can now scale dynamically based on the character stats relevant to each skill.
Increased the difficulty of lower-level enemies to provide a more balanced early-game experience.
Improved enemy resistance to repeated impact reactions, giving enemies a better opportunity to retaliate.
Mystic martial abilities now interact more appropriately with magical damage resistance.
Added the ability to disable enemy level scaling for testing and balancing.
Improved skill caching and cooldown handling.
Equipment can now provide persistent stat modifiers.
Added reconciliation support so equipment modifiers remain synchronized when item definitions change between builds.
Significantly improved weapon-shattering visuals using physical weapon fragments.
Improved weapon-breaking audio feedback.
Improved right-click behavior when looting items that cannot be equipped or placed in a quick-use slot.
Added the new Well Rested status effect.
Improved sprint exhaustion behavior to prevent repeated bursts of sprinting as stamina regenerates.
Added remaining-duration information to status-effect debugging and UI.
Added a visible countdown when temporary status effects are close to expiring.
Reworked and improved the opening onboarding cinematic.
Fixed an issue where moving before the opening fade completed could prevent introductory enemies from spawning.
Improved the movement tutorial sequence so experienced players can begin moving immediately.
Added a return portal to the onboarding area near the Ruby Key door.
Fixed several cinematic camera, player positioning, and scene-loading timing issues.
Improved the Stranger’s Ruby Key dialogue: it is now triggered by interacting with the door rather than entering a proximity trigger.
Added localized racial visibility descriptions to the character-creation interface.
Improved the reliability of looting and other animated interactions.
Interaction timing is now derived from the relevant animation rather than depending entirely on animation events.
Added defensive handling for interactable objects that become unavailable during an interaction.
Improved forge interaction timing.
Rebalanced and re-baked lighting across several areas.
Corrected overlapping geometry that affected baked lighting.
Added and expanded areas within the Buried Tunnels.
Fixed actors not casting shadows onto parts of the environment.
Added shader variants used by character materials to reduce characters appearing incomplete while shaders initialize.
Improved the main-menu character-card selection presentation.
Fixed corpses appearing or being baked above the ground.
Improved portal traversal and deformation behavior for enemies capable of squeezing through narrow openings.
Fixed resolution auto-detection on the first launch of the game.
Removed an invalid display resolution that could be generated from the current game window dimensions.
Cleaned up unwanted text from a main-menu button.
Added a Nav Mesh Bake Mode tool for enabling and disabling bake-only scene objects.
Improved Nav Mesh blockers, patrol-point selection, and portal navigation setup.
Expanded the character-stat monitor with collapsible sections and active status-effect information.
Added an item-instance inspection tool for examining equipment modifiers during development.