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Steam News23 March 20263mo ago

Everfall 2: Idle Dungeon RPG Patch 1.2

Everfall PATCH NOTES 1.2 Steam post image PINNACLE BOSS Pinnacle Boss rewards were showing up on the victory screen but never actually making it into your inventory.

Full notes

Full Everfall 2: Idle Dungeon RPG update

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

What changed

3 fixes6 additions6 changes1 removal
  • Events
  • UI and audio
  • Gameplay
  • Performance
  • Balance
fixedEverfall PATCH NOTES 1.2 Steam post image PINNACLE BOSSPinnacle Boss rewards were showing up on the victory screen but never actually making it into your inventory. Turns out the items were being created with the wrong equipment type, so no class could equip them. Fixed — Pinnacle weapons now drop properly, show up in your inventory, and can be equipped.
addedEverfall PATCH NOTES 1.2 Steam post image PINNACLE BOSSPinnacle items were displaying as grey rarity throughout the UI. They now have their own pink color treatment.
removedEverfall PATCH NOTES 1.2 Steam post image PINNACLE BOSSPinnacle items no longer lose their special properties (subtitle, stats display) after saving and reloading.
addedEverfall PATCH NOTES 1.2 Steam post image PINNACLE BOSSNew: Enrage mechanic. The Pinnacle Boss now gains +15% attack every 8 seconds, stacking. You'll see warnings in the combat log as it ramps up. This turns the fight into an actual DPS race instead of just a slow grind against a giant HP pool. If your team can't burn it down fast enough, the boss will eventually one-shot your party. (Thanks Ronnecker for the suggestion!)
fixedPET SYSTEMFixed a nasty bug where equipping/unequipping pets could permanently change your character's base stats. What was happening: pet bonuses were being added directly to the character's attack, defense, etc. — and those inflated values were getting saved. On reload, the game would load the already-boosted stats AND the equipped pet, so the bonus was effectively baked in twice. Over enough save/load cycles or equip/unequip actions, stats would drift further and further from where they should be. The save system now properly strips pet bonuses before writing to disk and reapplies them cleanly on load.
fixedPET SYSTEMFixed a crash when upgrading a pet that's currently equipped (was referencing a variable that didn't exist).

Everfall PATCH NOTES 1.2 Steam post image PINNACLE BOSS

  • Pinnacle Boss rewards were showing up on the victory screen but never actually making it into your inventory. Turns out the items were being created with the wrong equipment type, so no class could equip them. Fixed — Pinnacle weapons now drop properly, show up in your inventory, and can be equipped.

  • Pinnacle items were displaying as grey rarity throughout the UI. They now have their own pink color treatment.

  • Pinnacle items no longer lose their special properties (subtitle, stats display) after saving and reloading.

  • New: Enrage mechanic. The Pinnacle Boss now gains +15% attack every 8 seconds, stacking. You'll see warnings in the combat log as it ramps up. This turns the fight into an actual DPS race instead of just a slow grind against a giant HP pool. If your team can't burn it down fast enough, the boss will eventually one-shot your party. (Thanks Ronnecker for the suggestion!)

PET SYSTEM

  • Fixed a nasty bug where equipping/unequipping pets could permanently change your character's base stats. What was happening: pet bonuses were being added directly to the character's attack, defense, etc. — and those inflated values were getting saved. On reload, the game would load the already-boosted stats AND the equipped pet, so the bonus was effectively baked in twice. Over enough save/load cycles or equip/unequip actions, stats would drift further and further from where they should be. The save system now properly strips pet bonuses before writing to disk and reapplies them cleanly on load.

  • Fixed a crash when upgrading a pet that's currently equipped (was referencing a variable that didn't exist).

RUNES & ABILITIES

  • Double Strike (Rogue) and Fireball (Mage) ability runes were doing literally nothing. The damage multipliers in both classes were hardcoded — the rune check code just... wasn't there. Both now properly scale damage per rune tier as their tooltips describe.

  • Multi-Shot (Archer) and Divine Shield (Paladin) ability runes were working in combat but the Abilities tab never showed them as active. The UI only knew about 4 of the 6 classes. Added Archer and Paladin to the display.

STEAM ACHIEVEMENTS

  • "Mythic Discovery", "Maximum Power", and "Fully Equipped" were impossible to unlock. They were set up in Steamworks but the game never actually triggered them. All three now fire correctly.

  • If you already have a level 100 character, full legendary+ gear, or a mythic item in your save, the achievements will pop automatically next time you launch.

EQUIPMENT & AUTO-EQUIP

  • "Equip Best" was only looking at item rarity and level, completely ignoring actual stats. A Lvl 69 Legendary with garbage rolls would always win over a Lvl 90 Epic with great stats. The scoring now weighs real stat values as the main factor, with rarity just used as a tiebreaker.

  • Bows and Warhammers weren't being auto-assigned to Archer and Paladin when using quick equip. They'd just sit in loot with no one to wear them.

  • "Per Epic+" skill tree bonuses (Attack per Epic, Defense per Epic, etc.) weren't counting Mythic or Pinnacle items. Upgrading from Epic to Mythic could actually make you weaker.

  • Equipping gear from the loot tab wasn't recalculating skill tree bonuses until the next time the skill tree updated on its own.

ARCHER & PALADIN

  • Both classes had wrong base HP/Mana values during skill tree recalculations. They were falling through to defaults (100 HP / 50 Mana) instead of their actual stats (Archer: 85/70, Paladin: 90/65). This caused their health and mana pools to quietly drift every time skill tree stats were recalculated.

DIVINE ARENA BALANCE

  • Item stat scaling is now capped at level 100. Previously, Divine Arena items used the same exponential scaling formula as regular items but with no ceiling — a level 200 item had stats roughly 6x stronger than a level 100 item, and deep arena runs could produce items with stats 15-100x higher than anything else in the game. Items above level 100 still exist and still display their level, but their stats are now equivalent to a level 100 item of the same rarity. The arena is still the best way to farm high-rarity drops and blessing currency, the items just won't trivialize every other piece of content anymore.

  • Existing overpowered items in your save will be scaled down automatically on your next load. This only affects items above level 100 and only runs once — your items won't keep shrinking every time you restart.

SAVE & SETTINGS

  • Divine Blessing currency was resetting to 0 every time you closed the game. It wasn't being saved. Now it is.

  • Fountain of Youth and Treasure Room popup toggles were resetting on restart. Now they persist.

  • Loot filter checkboxes looked unchecked after restarting even though the filters were still active internally. The UI now syncs with your saved filter state on load.

QUALITY OF LIFE

  • Sort by Type — New sort button in both the Loot and Inventory tabs. Groups items by slot (weapons, helmets, chest, gloves, boots, belts, amulets, rings). Works alongside the existing Rarity and Level sorts.

  • Sell All — New button in the Inventory tab. Shows you the total gold value and asks for confirmation before selling.

  • Floor selection expanded to 200. You can now pick any starting floor from 1-200 for Everfall, Stoneforge, and Umbral Depths. No more being stuck at the 50 cap.

Thanks to everyone who reported bugs and posted suggestions — Ronnecker, Jarles, Vyrak, Harming, NoobestNoob2, PookyChips, ReznoV_Vazileski, Marlowe, and Veklar. Keep 'em coming.

Source

Steam News / 23 March 2026

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