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Patch notes · published by the developer

Update 2.1.4: The Long Climb

On Steam

Steam achievements


Aethyr Idle now has 100 Steam achievements, from your very first monster to the deepest Abyss records. Achievements you have already earned in the game unlock on Steam the next time you launch it, so nothing you did before is lost.

A brand new tutorial


I have completely reworked the tutorial so it is much clearer for anyone new to this kind of game. Each tutorial quest now has its own guide: it tells you exactly what to do, lights up the button to press, shows the move in a short animation and counts your progress live. It steps back while you gather or fight, and can be hidden in the Settings. Before the Highwaymen, you now also forge your first bronze weapon and breastplate.

A shared pace for the endgame


The Abyss, the Celestial Islands and Mythic+ now follow one shared experience pace: the deeper you dive, the higher you climb or the higher your key, the more each victory is worth, up to your own level.

  • The Abyss gave far too much (some heroes gained 50 levels a day) and now gives much less.
  • The Celestial Islands, which gave almost nothing past level 150, are now worth as much as the Abyss.
  • Mythic+ keys now pay for their true difficulty.
  • Every experience bonus, the Crucible's Lore track included, counts in all three.

New

  • Repeating Workbench orders: turn on Repeat and a finished batch goes back to the end of the queue for another round. Ten planks, fifteen ingots, ten planks again, endlessly.
  • Stop on a rarity: gear orders can stop on the first Legendary or Mythic item, even offline, without spending materials past it.
  • Change a rune's family: at the Fusion station, turn a rune into another family at the same tier, for gold. Trying a new build no longer means fusing all your runes again.
  • Energy from spells: every spell you cast now gives 2 energy, for every class.
  • Prepare builds mid-fight: talent builds, Tactical Codex presets and equipment loadouts can be edited during combat or a run without touching what you use. Equip them in one click once it is over.

Improvements

  • Fewer pop-ups: quest dialogue, boss phases and enemy techniques now go to the quest journal and the combat log. Minor messages are off by default (Settings > Minor Notifications). Level-ups stay.
  • Abyss blessing cards show the real range of their roll at their rarity, and warn you when a stat is at its limit. Automatic Blessing skips cards that would bring you nothing.
  • Dive again after a fall now lets you pick the starting point: your deepest checkpoint, any other one, or the surface.
  • Travel during the Celestial Islands: you can now move on the World Map while climbing, as in the Abyss.
  • Workbench: each crafting lane keeps its own shortage setting, "Recommended for" starts on your class, "Just Crafted" stays on its own recipe, and a new panel shows your crafting yield (XP per hour, bonuses, offline gains).
  • Tactical Codex: up to three conditions per spell, and buff conditions can be added once per buff.
  • Market: the Woodcutter's, Miner's and Tanner's stalls get a Buy all button, with a confirmation of the total price first.
  • Imperatives you have never met no longer look locked: each card shows its dungeon effect and its mastery bonus.
  • Interface Size: the Workbench and Affixes station keep enough room at larger sizes, and the game tells you when the window is too small for the size you chose.
  • The resource counts on the enchanting stations stay readable over the painted backdrop.

Balance

  • The Abyss no longer kills you in one hit. Deep down, even the toughest heroes fell to the first blow. Enemy damage now grows steadily with depth, so health, armor and healing count again. The Abyss Guardians' fury no longer counts its extra damage twice. Expect some Abyss records to move.
  • Execute threshold capped at 30% from every source combined. In long dives it went past 100% and every enemy, bosses included, fell to your first hit. To make up for it, Headsman and Deathblow now make execute spells hit harder: Carnage ×3.5, and Death Mark ×3.5 below 30% HP.

Fixes

  • Abyss caps removed: your first blessing capped Attack Speed at +150% (and Dodge, Crit, Life Steal, Armor Penetration, Spell Damage), whatever the source. The Abyss now uses the same limits as the rest of the game.
  • Abyss checkpoints: every dive that crosses a checkpoint now saves its blessings there, your latest checkpoints are kept alongside your deepest ones, and a resumed dive no longer empties the checkpoints below its start. Continuing a dive starts from your latest build.
  • Tactical Codex: a buff with conditions but no health threshold was never cast. Vendetta and Defiant Stance are now treated as buffs, not heals.
  • Attack Speed above the Inventory often showed +0%. It now matches your character sheet.
  • Workbench: clicking a required material always opens the right recipe, even with a search or filter on.
  • The "+N more..." line in a resource's tooltip opens the full list of drop places again.
  • Eight spells still said "Haste": they now say "Attack Speed".

Thank you all for your feedback, many of these changes come straight from your reports!

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