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Steam News26 May 20261mo ago

Season 1 Prep: Fixes and Balancing

Hotfixes Fix: items could appear twice in inventory after a run on Steam — caused by a server-side race where two cleanup paths both persisted the same loot. Thanks propandaplays for reporting.

In this update5

Full notes

Full Epic Idle Quest II update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

6 fixes2 additions23 changes0 removals
  • Server
  • Balance
  • Gameplay
  • Performance
fixedHotfixesFix: items could appear twice in inventory after a run on Steam — caused by a server-side race where two cleanup paths both persisted the same loot. Thanks propandaplays for reporting.
fixedHotfixesFix: tempering a dagger's flat elemental damage attribute rolled in a much lower range than the original. Now uses the same range as when the dagger was generated or reforged (item level to 2× item level).
fixedHotfixesFix: rarely, using a Picky Scroll and immediately starting a run consumed the scroll without applying the filter — normal/common items kept dropping. Thanks Astreavan, categenov, and others for reporting.
fixedHotfixesPerf: lightened the Nightmare fight visual effects (smaller glow, fewer particles) to reduce CPU usage during the fight on PC. Thanks Ok-Championship444 for reporting.
fixedHotfixesFix: rare race after starting a run where the enemy sprite was briefly missing and the HP bar visibly flickered 100→0→100→0 on each hit. Caused by the two server backends occasionally both emitting fight events for the same player after a network hiccup. Fight events now carry a run ID so the client ignores leftovers from a stale loop.
fixedHotfixesFix: crash on launch on Android 9–10 devices (Samsung Galaxy Tab A, Redmi, Evertek, and others). Caused by a display-cutout setting that only exists on Android 12+.
Reduction min12Reduction min increased, buffReflect range changed from 1–5%2Reflect range changed from 1– decreased, nerfDodge range changed from 1–5%2Dodge range changed from 1– decreased, nerfCrit Chance range shifted from 2–8%2Crit Chance range shifted from 2– decreased, nerf

Epic Idle Quest II changes

fixedFix: items could appear twice in inventory after a run on Steam — caused by a server-side race where two cleanup paths both persisted the same loot. Thanks propandaplays for reporting.
fixedFix: tempering a dagger's flat elemental damage attribute rolled in a much lower range than the original. Now uses the same range as when the dagger was generated or reforged (item level to 2× item level).
fixedFix: rarely, using a Picky Scroll and immediately starting a run consumed the scroll without applying the filter — normal/common items kept dropping. Thanks Astreavan, categenov, and others for reporting.
fixedPerf: lightened the Nightmare fight visual effects (smaller glow, fewer particles) to reduce CPU usage during the fight on PC. Thanks Ok-Championship444 for reporting.
fixedFix: rare race after starting a run where the enemy sprite was briefly missing and the HP bar visibly flickered 100→0→100→0 on each hit. Caused by the two server backends occasionally both emitting fight events for the same player after a network hiccup. Fight events now carry a run ID so the client ignores leftovers from a stale loop.

Hotfixes

  • Fix: items could appear twice in inventory after a run on Steam — caused by a server-side race where two cleanup paths both persisted the same loot. Thanks propandaplays for reporting.

  • Fix: tempering a dagger's flat elemental damage attribute rolled in a much lower range than the original. Now uses the same range as when the dagger was generated or reforged (item level to 2× item level).

  • Fix: rarely, using a Picky Scroll and immediately starting a run consumed the scroll without applying the filter — normal/common items kept dropping. Thanks Astreavan, categenov, and others for reporting.

  • Perf: lightened the Nightmare fight visual effects (smaller glow, fewer particles) to reduce CPU usage during the fight on PC. Thanks Ok-Championship444 for reporting.

  • Fix: rare race after starting a run where the enemy sprite was briefly missing and the HP bar visibly flickered 100→0→100→0 on each hit. Caused by the two server backends occasionally both emitting fight events for the same player after a network hiccup. Fight events now carry a run ID so the client ignores leftovers from a stale loop.

  • Fix: crash on launch on Android 9–10 devices (Samsung Galaxy Tab A, Redmi, Evertek, and others). Caused by a display-cutout setting that only exists on Android 12+.

Behind the Scenes

  • More balance values now sync from the server to the client, so future tweaks land without needing a client update.

Balance — Resistance Softcap (Season 1 Prep)

Reintroduced a meaningful softcap on per-element resistance. The existing guardrails —

  1. Verdant Woods drops capped at tier 1-7 (vs 3-10 in tougher areas),

  2. the 99% hard cap on effective resistance, and

  3. the auto-generated weakness to other elements when stacking physical resistance

— weren't enough on their own to stop specialized phys-resistance builds from running away with both PvE and PvP. The intent is NOT to kill this build type — it should remain viable in PvE and PvP — just to bring it back into balance.

How the new softcap works: below 90% resistance is unchanged (1:1, every raw point = one effective point). Above 90% each percent costs progressively more raw reduction:

  • 91% needs 92 raw

  • 92% needs 95 raw

  • 93% needs 99 raw

  • 94% needs 104 raw

  • 95% needs 110 raw

  • 96% needs 117 raw

  • 97% needs 125 raw

  • 98% needs 134 raw

  • 99% needs 144 raw

Balance — Attribute Tuning

  • Reduction min raised from 1 to 2.

  • Reflect range changed from 1–5% to 2–6%.

  • Dodge range changed from 1–5% to 2–6%.

  • Crit Chance range shifted from 2–8% to 2–6%.

  • Heal over Time multiplier range changed from 0.1–0.5 to 0.2–0.6.

  • Magic Find min raised from 1 to 2.

  • Life Leech min raised from 1 to 2.

  • Weakness factor range raised from 0.5–1.1 to 0.6–1.2.

Wiki

  • Added a smithing affordability ceiling table to the economy wiki — for each rarity and operation, the maximum item_level / player_level ratio at which the cost still fits in a full bank. See Economy & Smithing → Smithing Summary.

Source

Steam News / 26 May 2026

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