In-game event

v0.7.8

Grimveil · published

Action bar improvements


Right-click the action bar and choose "Lock Bar" to prevent spells and items
from being dragged around or off it. Handy if you keep bumping your hotkeys
mid-fight. Right-click again and choose "Unlock Bar" to rearrange as normal.

Right-click a bar's tab (Bar 2, Bar 3, ...) to rename or remove it.

Choose your own portrait


Head to your character's page on the website and hit "Change" next to your
portrait to pick from 40 new portrait options and set a custom background
color. Your choice shows up everywhere your portrait already did — your own
character panel, party member cards, and your public character profile.
Leave it on default and nothing changes.

Full Map Overhaul


Pressing M to open the full map got several improvements:

Pressing M again (or Esc) now actually closes it — previously it
would reopen itself immediately due to a conflict between two separate
close handlers.
All-new icons for placing map markers — pick from 27 icons(house, skull, portal, chest, campfire, and more) instead of the old
generic shapes.
New ▲ / ▼ buttons on the map let you browse floors you've already
explored without having to physically go there — fog of war is preserved
per floor, so unexplored areas stay hidden.

Note: old player-placed map markers were reset as part of this upgrade —
you'll need to re-place any markers you'd added.

Knight Balance Pass


Knights were falling behind other classes at similar gear/level, so
we've given them a buff:
Auto-attack damage scaling increased by ~10% (strength scaling on melee
damage).
Whirlwind, Ground Smash, and Fury damage scaling increased by ~15%(scales with level and strength, so the boost grows as you do).
Ground Smash's range increased significantly, from 46 to 96 — now the
largest AOE radius of the three.

Combat & Balance


Rebalanced elemental and physical resistances across the mob roster:

Vampires and Shadow Vampire were incorrectly resistant to physical damage(up to +35%) — they're now weak to it instead, as their glass-cannon,
magic-focused theme intends.
Imps were incorrectly resistant to holy damage — flipped to a mild
weakness in line with their demonic theme.
Shadow Vampire/Lord/Elder had holy vulnerability as extreme as -95%,
making holy damage wildly overtuned against them. Scaled back to a-30% to -50% range, with higher-tier shadow mobs now the least
vulnerable rather than the most.
Physical resistance was cut across the board (roughly 60% of prior
values, new ceiling ~35% down from 60%) — several mobs, especially
golems and undead, were shrugging off nearly half of all melee damage.
Physical builds should feel noticeably better against these targets.

Event & promo email notifications


Added an opt-in checkbox at signup ("Notify me about game events and
promotions") and a matching toggle in Account settings, so you can choose
to hear about live events like double XP weekends and other promotions by
email. Every notification email includes a one-click unsubscribe link.
Everyone is opted out by default.

Diminishing Returns on Stat Investment


All four primary stats (Strength, Agility, Vitality, Intelligence) now taper
off once one stat makes up a disproportionate share of your total stat points
Any stat contributing up to 40% of your total is completely unaffected —
a hunter leaning hard into Agility, a mage into Intelligence, or a tank
into Vitality all see no change.
Beyond that share, extra points still help, just progressively less, so
going all-in on a single stat — including pure Vitality for HP, or pure
Strength for carry capacity — is no longer strictly optimal.
This affects auto-attack damage, all ability/spell damage and heal power,
max HP, max mana, carry capacity, move speed, and defense/resist from
Agility/Intelligence.
Existing characters are affected immediately — this only changes how your
current stats translate into these totals, I will be giving every single
character a respec potion so they can adjust if needed.

Combat & Balance


Fixed HP/MP steal (lifesteal/manasteal) affixes stacking once per target hit
on AoE abilities (Fire Wave, ground hazards, and other multi-target spells),
which let players farm effectively unlimited HP/MP by hitting many mobs at
once. Steal now grants credit for at most your 3 biggest hits per cast,
instead of every mob you hit.

Total HP/MP steal from gear is now capped at 30% each, no matter how much
you stack.

Damage dealt can no longer exceed a target's remaining HP — an overkill hit
against a nearly-dead mob no longer inflates the displayed damage number,
loot/XP attribution, or steal healing beyond what was actually taken off.

Existing gear with hp_steal_pct/mp_steal_pct affixes has been rescaled to
match the tuned-down values.

Favorite Items in Storage


You can now mark items in your account storage as favorites. Right-click a
stored item to star it, then use the new ★ Favorites filter to quickly pull
up everything you've marked — handy for keeping track of items you don't
want to accidentally sell or lose track of in a big stash.
Weapon/magic skill now contributes more to auto-attack damage for all
classes (skill-level damage bonus increased from 1.5 to 1.65 per level),
so training your skill stays meaningful at higher levels.

Fixes


Removed HP/MP steal affixes from amulets (Siphoning, Draining, of Bloodthirst, of Mana Hunger). Steal affixes remain available on rings.
Fixed idle-disconnect not sticking — a player kicked for inactivity could immediately log back into the same character. Idle kicks now hold the character out for 5 seconds before it can rejoin.
Fixed a bug where players with a large loot skip list could get disconnected after editing it, causing the next drop/pickup action to silently fail.
The time it takes to push past a mob blocking your path now scales with its level relative to yours — lower-level mobs clip out of the way faster, higher-level ones resist longer (0.15s-1.5s range).
Raid bosses (Rat King, Grimroot, Lord Valdrak) can no longer be pushed through — they hold their ground no matter how long you press into them.
Fixed monsters being able to walk on top of players instead of moving around them.
Fixed party member portraits staying stuck on-screen after a quick disconnect/reconnect, even though you'd already been removed from the party server-side.
Fixed the storage quantity dialog (Ctrl+Shift+Click to withdraw a partial stack) withdrawing the entire stack when you typed a number and pressed Enter instead of clicking Withdraw.
The Character window (C) now shows your name, class, and level up top, and
the Combat section lists your current auto-attack damage range.

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