Full notes
Full Imperatum update
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Repeated intro
Hey all! Wanted to first thank you all for your support. We had a great showing at Magfest last weekend. It was great meeting all of our players! This patch is very exciting because we are introducing some things that we have been working on for a long time. We have a new main character model, a new modular armor system, a new level, new enemies as well as 50+ fixes and improvements to the game. Here's a preview of the changes: Imperatum Site Improvements Improved weapon and skill handling and hit detection. Improved various animations and animation transistions. Expanded the utility of the options screen. Added an error message UI element. Balances Added currency drops and increased the number of drops for elite, champion, and boss enemies. Added a damage fudge factor which varies the damage of skills and abilities by up to 50%. Added level requirements for second, third, and fourth tier skills. Increased the leash range at which enemies will be called back to their home position. Bugfixes Fixed the function of several stats and effects such as on hit damage provided by override stims. Fixed several bugs related to attacks and skills missing targets. Fixed a bug where the player would be labeled as in combat and could not speak to certain NPCs. Fixed animations to correctly scale with attack speed.
What changed
- Balance
Source
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