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Broken DivideNewsUpdate 1.1.0
In-game event

Update 1.1.0

Broken Divide · published 24 Aug 2026, 05:22 UTC

All newsPlayers around this dateRead on Steam

Broken Divide is now playable in Simplified Chinese, and the whole campaign has been rebalanced from the Slime Marsh to the Pale Wound.The translation covers everything, not just menus: every item, enemy, ability, zone and skill tree node, the Bestiary write-ups, all eight regions' field intel, every achievement, the guild perk tree, all eleven in-game Help popups, the world map, and the Chronicle in full. Switch languages from the settings screen.The balance pass moved every zone's recommended level, put the back half of the campaign back on a rising curve, reworked four specs and three bosses, and rebuilt how armor works. Every fight also has its own hand-placed battlefield now instead of one layout shared by all eight zones.

Balance Changes

Armor

  • Gear no longer grants Armor directly. Every point of Armor on an item is now a point of Constitution, and Constitution converts to physical damage reduction

  • Damage reduction curve softened: a full Legendary set now reaches 75% instead of 87%, a Zone 8 party 62% instead of 78%, and the early zones 18% instead of 33%

  • Enemy damage reduction is unchanged

Shields

  • Shields weren't delivering quite enough value to be worth using a 1h and shield over a 2h weapon, this has been fixed.

Shop

  • All prices increased by 50%. Sell prices are unchanged

Loot

  • Drop quality now improves the longer you hold a zone. Common/Uncommon/Rare runs 70/25/5 through Stable and Rising, 60/30/10 in Dangerous, then 55/33/12, 50/36/14, 40/41/19, 30/41/29 and 20/40/40 every 20 seconds you survive Overrun. It used to be a flat 70/25/5

Zone Levels

  • Goblin Encampment: 5

  • Bandit Fortress: 9

  • Obsidian Sanctum: 12

  • The Sunken Realm: 15

  • The Fracture Point: 16

  • The Deep Root: 18

  • The Pale Wound: 20

Enemy Scaling

  • Bandit Fortress is about 20% stronger across the board, Warlord Vance included

Obsidian Sanctum

  • Defender health roughly doubled

  • Defender damage increased by about 20%

  • High Priest Malachar health increased from 7,125 to 12,469

  • High Priest Malachar intelligence increased from 40 to 48

  • Ritual of Undoing now calls 3 defenders instead of 5

  • Pulse of Ruin now strikes every 3 seconds instead of every 7

  • Void Infusion now strikes every 6 seconds instead of every 10

The Sunken Throne

  • Health increased from 19,000 to 22,000

  • Strength increased from 58 to 93

  • Weight of the Deep now takes 2.4% healing per second instead of 1.5%

  • Weight of the Deep now stacks to 65% instead of 50%

The Convergence

  • Health increased from 17,500 to 21,000

  • Strength increased from 42 to 98

  • Enemy experience in The Fracture Point reduced.

The Deepmother

  • Reworked. She is no longer untouchable: her health used to drop a third per root cluster and she died on a script. Clearing a cluster now brings her up where you can reach her, and she dies when her health runs out

  • Sending her back down takes a fifth of her health instead of a third, so a clean fight is five exchanges instead of three

  • Health increased from 13,500 to 24,000

  • Strength increased from 30 to 45

  • Root health increased from 850 to 2,200

  • Roots now come on a clock. Any left standing when it runs out are absorbed and heal her

  • Root clusters now run 3, 3, 4, 5, then 5 for every cluster after

  • Her lash-out builds while it lasts, and she gets stronger with every cluster she puts up

The Pale Convergence

  • Breaking a reading now angers it, instead of letting one finish. A party geared for the zone breaks every reading, so the enrage sat on the branch nobody could reach and it finished fights no angrier than it started

  • Verdict escalation per cycle reduced from 28% to 8%, since the enrage now does that job

  • Enrage now caps at 3 stacks instead of 4

Mage - Surge

  • Surge window reduced from 6 to 4 seconds.

Mage - Spell Control

  • Dual Weave's bonus hit now deals a flat 40% of the spell's damage.

Mage - Arcane Expenditure

  • Reworked into a burn spec. It was well behind the other two Mage specs on bosses

  • Burns now stack instead of overwriting each other

  • Controlled Burn: spells cast during Surge now burn for 12% of their damage over 3 seconds, up to 50% stronger the more Focus you hold. It used to be a Focus-loss ward

  • Tempered Flame: burn duration increased from 3 to 5 seconds

  • Cinderbrand, formerly Ashen Ward: +10% spell damage against burning enemies

  • Smoldering Resolve: recovers 10 Focus when a burning enemy dies

  • Arcane Overload stacks no longer decay between surges

  • Volatile Casting: casts made at 50+ Focus count as two ramp steps

  • Volatile ramp now caps at +24%

  • Reckless Ignition now reaches that cap in 3 casts instead of 6

  • Forceful Release: echo damage now scales with Focus spent, up to +25% at 100

  • Sustained Pressure (T1): Surge casts extend the window by 0.5s, up to +3s per surge

  • Afterglow (T2): a Surge ending refunds 20 Focus

  • Infernal Echo (T3): Forceful Release primes two echoes per spend

  • Incendiary Mastery T1-T3 no longer require Arcane Overload

Mage - Arcane Annihilation

  • Now casts on cooldown at any Focus. It used to require 40 Focus, which kept it off the field

  • At a full bar in the Ultimate slot it ignores armor and gains +1% damage per point spent

Knight - Vigilant Strike

  • Now strikes an enemy that turns away from the Knight and generates threat equal to 3x the damage dealt. It generated no threat at all before, despite saying it pulled attention back

  • Its Ultimate now hits every enemy instead of only those already targeting the Knight

Knight - Warlord's Challenge

  • No longer forces every enemy onto the Knight. It now generates threat equal to 4x the damage dealt

  • No longer requires two or more enemies attacking your allies before it will cast

Paladin - Crusader's Strike

  • Damage increased from 150% to 200% of attack

Paladin - Guardian's Wrath

  • Damage increased from 180% to 230% of attack

  • Now strikes the enemy paying the Paladin the least attention and builds threat on it, instead of only firing when an ally below 50% HP is hit

Paladin - Sacred Reckoning

  • Damage increased from 110% to 140% of attack

  • Cooldown reduced from 22 to 15 seconds

Paladin - Avenging Wrath

  • Now casts on cooldown at any Holy Power. It used to refuse to cast below a full bar

  • Below a full bar it lands the strike and the party heal without spending; at a full bar in the Ultimate slot it still spends for bonus damage and cleave

Paladin - Wrath of Heaven

  • Tier 1 mastery is now Consecrated Might: healing power increased by 60% of Strength. It replaces Amplified Wrath, which gave +1% Holy Power damage per point spent

Ranger - Rapid Fire

  • Now casts at any Tension. It used to refuse to cast at max Tension, which made its own Ultimate impossible

White Mage - Sanctuary

  • Now casts on cooldown. It used to require an ally below 60% HP, which brought a damage-reduction window online after the hit instead of before it

  • Benediction and Healing Grace keep their thresholds

Quality of Life

Language

  • The game can be played in Simplified Chinese, switchable from the settings screen

Battlefields

  • Every zone now has its own hand-placed battlefield. Both sides used to be spread down the screen by a method shared by all eight zones, so units floated over water or stood inside scenery

Bestiary

  • Boss abilities now give real numbers instead of flavour text. Damage reads as a number rather than a multiplier, and an ability that grows between phases gives each phase in order, so Heavy Swing reads "234/300/395"

Equipment

  • Optimize now gears a hero for the mastery they are running, rather than averaging every branch by spent points. A Wrath Paladin gets two-handers and Strength; a Protection one still gets the shield

Battle Log

  • Heals now show what actually landed, with the wasted amount in brackets: "for 124 HP (284 overheal)".

Interface

  • The DPS tab's hover breakdown now updates live instead of freezing at the numbers it opened with

  • The title screen's Settings button is now a cog in the top right, reachable from the opening screen as well

Bug Fixes

The Deepmother

  • Fixed later Root clusters piling on top of each other instead of standing in their own spots

Bloom-Tender

  • Fixed Contagion never expiring. It renewed itself in full every time it leapt.

Hero Sheet

  • Fixed skill-granted stats being left out entirely, so a Paladin with Righteous Fury read the same attack damage as one without

  • Fixed primary stat tooltips printing a doubled plus sign

Results Screen

  • Fixed the header totalling experience across a whole multi-run march while each hero's row showed only the final run

World Map

  • Fixed The Fracture Point and Goblin Encampment staying half buried in fog after you had charted them

More from Broken Divide

Other announcements

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