In this update4
Full notes
Full Iron Legacy update
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What changed
- Gameplay
- Performance
- Balance
- Events
- Fixes
- UI and audio
Iron Legacy changes
Hi guys!! :)
We are back on the wave of new things :) Come and join me as I will go through most of the interesting things in this update
Sooo, when I was doing the day/night cycle, I had an idea that there could also be a special night and a special day, and something cool could happen in those. As I was playing as my warrior yesterday (need legacy for that crispy ancestral class unlock) I stood in the rift and the mobs were just standing there... minding their own business while some warrior was there to slay them all :D:D And I was like .. hmmm ... they should come to me and attack me during the rift... and as I implemented this feature (finally, it was there but it never really worked that well....) I had even a better idea :)
Maybe, there could be some sort of a bigger ... monstrous mega rift, and maybe ... there could be a rift big as a whole area around the city .. and MAYBE! The mobs could chase you outside of their spots ....
Yes ... it could cause heave peformance issues (and it is still causing even after brutal performance optimisations :D (I have reduced the performance impact in those pesky situations by 1000x, but still not enough..)) And the mobs could be so strong they will just res-kill you in the town ... but hey .. this is the type of fun we are looking for right? :D (Anakin meme)
So :) I have introduced the new night called Chaos Moon (25 % chance when changing day/night cycle) (the special day - will have to figure out the name too :D, will be introduced later once I refine my ideas)
During this night (60 minutes) the monsters are 2 times stronger in all of their attributes (also better xp) and during this night, there can be a Mega rift event, which will take a full area of the city with its nearby spots and mobs will come after you (it will need huuuuuuge enhancements in almost every aspect.. but I like it so much I published it anyway...)
The possible changes that will most probably happens will be that monsters will chase you just in some bigger area around their spots... if it will be "nerfed" it will most probably by that there will be just bigger rifts hitting multiple spots, that would solve almost everything, but it would ruin the fun of you being hunter by the monsters inside the city :)
Here you have the regular Moon and Chaos Moon :)
Steam post imageSteam post image
There are a lots of other stuff too, like arena recap, and also slightly changed arena dynamics (densier waves and faster spawns during the waves) fixed little bugs when killed player was teleported out of the arena and so on ....
BTW: fixed also some nasty bugs regarding tickets being sold and boss essences too :(((( but it now works! :D
Full list of changes here
NEW
Necrosis unique effect for Lich Spire (poison DoT on spell hit)
Singularity unique effect for Void-Sphere Mask (spells pull enemies to center)
Chaos Moon event (25% chance, +100% mob stats, Chaos rarity, 2x Mega Chaos Rifts)
Mega Chaos Rift (city-wide hunt, +20% speed, 2000px aggro, no leash; churches as safe zones)
Chaos rarity items (+40% stats, 2 excellent options, 35% proc for 2.25x damage + 75px AOE for weapons)
Arena session summary (kills, XP, damage, max wave, time, best wave, lifetime arena kills; ranking, top player highlight)
Discord link button on welcome screen
Confirmation dialog when selling unique items
Steam Stats: 14 lifetime stats via Steamworks
IMPROVED
Mob preview (Shift+hover): HP on separate line, rounded tooltip, thousands separators
Arena: 300 mobs per wave, next wave at 50% kills (was 200 / 75%)
Arena session summary panel resizes to content
Autosell keep rules: Chaos rarity option (after Excellent)
Pet: memory wipe on teleport; safety leash and auto teleport when too far
Slow wanderers: walk animation when moving (threshold 10→3)
Mob AI throttling by state (IDLE/ALERT/APPROACHING/COMBAT) (heavy performance improvement)
Mega Rift: safe zones around churches drawn on world, minimap danger/safe zones
Mega Rift: mobs stop and wander near churches instead of despawning
Mega Rift: whole city = rift zone, zones activate on city entry
Mega Rift (Steel Town): reset spots included
Chaos rarity: stronger neon purple glow on icons
Combat damage numbers: thousands separator
- Skill Book & Spell Bookmain attribute removed from header
Chaos Rift: mobs target nearest player anywhere in rift (arena-like)
Uniques moved from GDScript to JSON (UniqueRegistry, backward compatible)
FIXED
Executioner unique effect (Bone-Splinter Bow, Labrys of Ruin): damage vs low HP, vs Undead, crit
Undying unique (Death's Relic): survive lethal, 30s cooldown, cooldown in UI
XP bar disappearing during lag (e.g. Mega Rifts)
- Late-joinrunning events (Happy Hour, Chaos Rift, Mega Rift, Superboss, Arena, Day/Night) synced to new peer
Autosell: Boss Essence and Monster Essence no longer sold (all essence exempt)
Arena MP: dead players stay until all dead, then full leaderboard
Snipe/Ancestral Snipe damage in MP when used by client
Late-join: no "Chaos Moon fades" when joining during normal night
Chaos Moon: "Chaos Moon fades" only when Chaos Moon ends
Arena recap (MP): correct stats, no zeros, host sees summary, best/max wave tracked on clients
Arena stats (best wave, total kills) auto-save
- Snake-Skin Vestdrops only from snakes (T4), tier 5→4, added to snake loot
Chaos Rift (MP): mobs aggro to all players (periodic status + immediate aggro on spawn)
Church safe zone circles cleared when rift ends
Late-join: no "The hunt subsides..." when joining without active events
Autosell: event tickets never sold
Exit cleanup: disconnect signals, clear caches for fewer leaks
- Unique items in MPserialization order fixed
Steam invite: no crash (no spawn RPC before MultiplayerSpawner ready)
Steam invite: safer handling for empty character data and version mismatch
Steam lobby: clients no longer stuck at "Connecting"
Late-join crash: duplicate [c]game_started[/c] guard
Quests (MP): kill progress only when killer/contributor or within 500px
Arena start (MP): no "Node not found" RPC errors
Arena death (MP): client stays in arena, revives at wave end
Mage: +30% spell damage (CLASS_FARM_MULT)
MP: no "unknown peer ID" when peer disconnects
Ancestral footsteps: host sees client footsteps
Fire Arrow: remote players see Fire Arrow projectile (not Energy Bolt)
Hunter's Mark: remote players see mark persist
Ancestral Image: remote players see ghost arrows and shoot animation
Ignited Tar: remote players see Fire Arrow/Fire Dash ignite Tar puddles
REMOVED
Autosell: deprecated "always sell trash" option
Source
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