Update log
Full Afallon update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Fixes
- Balance
- Events
- Store
- UI and audio
Combat & Stats
Added Dodge and Block stats.
Companion AI
Tank companions have been reworked. They will now try to grab aggro on all enemies currently engaging the group, rather than just attacking their current target.
Fixed an issue where some companions would get stuck in combat and refuse to re-engage until they dropped out of combat entirely.
Companions will now react to boss mechanics and attempt to avoid ground damage. They don't have a 100% chance of dodging these, so encounters feel more dynamic and companions can still fail mechanics just like a real party member would.
Pets and companions now stand further away from the player so they won't block you from looting or interacting with NPCs.
Quest companions will no longer wander away from you when you're interacting with them, such as when accepting a quest.
XP & Loot
XP from NPC kills is now split between you and your companions. The more companions in your group, the less XP you receive per kill. One companion means you get 50% XP, two companions gives you 33%, and so on. Quest reward XP is not affected by this split.
Companions will now loot for you! They'll walk up to loot bags and grab what's inside. Gold is split the same way XP is.
When rolling on loot, companions will always Greed if you press Need on an item. This system will be expanded later so companions can Need on equipment they can actually use and equip.
Weapons and armor drops will now be rolled on.
UI & Quality of Life
If an NPC only offers quests, the quest panel will now open immediately when you interact with them, so you don't have to click through dialog options. Same goes for merchants and other dialog-only NPCs.
Talent tree now shows a green line pointing to the next talent you can learn in a tree.
Learned abilities are now automatically added to your action bar, and automatically removed if you unlearn them.
Auto Attack is no longer placed on the action bar when creating a new character, since it isn't used as a normal ability.
Added a chat window that will tell you what you've looted, when you level up, and gear roll results in parties. This will be expanded on throughout Early Access.
Sockets are now visible on armor tooltips from vendors.
Quest completion text has been added.
Quests that require you to pick up items will now count items already in your inventory.
You can now rebind the Tab Target key.
Auto Walk added, bound to Z by default. Can be changed in keybindings.
Systems
Reworked the saving and loading systems. There should hopefully no longer be issues with characters not being saved or loaded properly.
A/D strafing and turning setting will now load correctly and not reset on every scene change.
World & Content
Starting to redesign Chillwind Heights with visual changes, new NPCs, and some added quests.
Leather gear set bonuses have been added.
Bug Fixes
Several smaller bug fixes.
Coming March 19th
A larger update is on the way with a new dungeon and quest content. This update will introduce a rework of the Corruption system into a dungeon challenge mode, similar to Mythic+ in WoW. You'll have a timer to complete the dungeon, and if you beat it, you'll earn a token for a higher difficulty setting. Higher difficulties will add affixes that modify dungeon NPCs and bosses. This system can scale very high, so if you're looking to really test yourself, this will be a great way
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