In this update3
Full notes
Full Iron Legacy update
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What changed
- Gameplay
- Events
- Server
- Performance
- Store
- UI and audio
Iron Legacy changes
Come and join me in the newest update. This update brings the Ancestral Mage class and much more!! :)
I was working pretty heavily on the ancestral mage class, but as this is a creative work, you cannot force it, and it happened to me that I was pushing too hard with no result, or lets say I was not happy with the results ... the AI is not magical and it wont make everything for you... during the ancestal mage ideation phase and even during the implementation phase, It has become clearer than ever that AI is not an omnipotent weapon of mass destruction that will do everything for you. It seems that the harder and more complex-creative the thing is, the AI will start failing. I was reimplementing multiple things multiple times, coming back and forth during the ideation phases of how the ancestral and normal mage should look, until I found it. :) I made the ancestral mage more like a world bender, capable of manipulating the world, from solar eclipse to portals for fast travelling or even the merging of multiple spots together, to the final (and probably most OP spell so far), the reality tear.
The ancestral mage has new passive abilities like: - Aether overcharge, which applies a stacking bonus of increased spell dmg and mana cost up to 5 stacks (when continual casting) - Ancestral spell echo has a chance of casting a free "echo" version of the casted spell with limited dmg - Archamge's presence, which is providing the 50 % increased mana regen for the mage and other heroes nearby
Steam post image Steam post image
Full list of changes here
NEW
Stash: sort under the stash grid (same rules as inventory).
Inventory: Sort — event tickets A–Z, then all non-tiered items A–Z, then tiered gear; repeat click toggles tier order (low/high first).
- Mage T6 Spot Convergencetwo casts mark a spawn anchor vs. move anchor; cluster shifts for 10 minutes (session), FIFO max one active merge per player, multiplayer sync + late-join state; 50% XP and drop/gold roll rates in the moved zone until revert; dedicated skill icon; all mobs on affected zones despawn when the cluster moves; blue rings on world map and minimap for “marked” state, cyan rings + revert countdown on the new spot; short combat text when the move succeeds; server validates batch moves.
Reality Tear phase 3: void visible only through crack mask + shader (fallback if assets missing).
Ancestral Mage: Solar Eclipse (T6), Reality Portal (T5) — shop-learn only; playable with Aether Overcharge, Spell Echo, Archmage’s Presence, +6 stat points per level.
Ancestral Spell Echo: combat text on echo proc, 2s lockout buff on the action bar.
Spell book: Archmage’s Presence as a Tier 2 entry; Spell Echo and Aether Overcharge visible as Tier 1 passives at start; icon + tooltip for Aether Overcharge.
Chaos Rift variants: Normal, Faster (+50% enemy move speed), Harder (+50% enemy HP, damage, and XP after usual rift scaling).
T14 uniques: Bamboo Flow Dagger, Zen Bamboo Katana, Spirit Jade Blade.
IMPROVED
Inventory Sort button label uses the same translation path as other inventory buttons (“Sort, low/high tier first” / localized equivalent).
Spot Convergence: spell book shows Spots: next to Mana/INT; description ends after the two-sentence intro; first cast marks the whole cluster (big + sub-spots), second cast moves it to cursor; converged spots cannot be moved again until the timer ends.
Unique “night” bonuses now apply while you stand inside an active Solar Eclipse zone, not only during calendar night.
Spell book (Mage): Solar Eclipse, Spot Convergence, and Reality Portal rows show Mana, INT, and effect description only (no Dmg / Spell Dmg / mastery columns); [c]base_damage[/c] forced to 0 after rank for those spells.
- Solar Eclipsecasting again while your new disk overlaps an existing eclipse removes that eclipse (and ring VFX) on all peers; ~5 minute duration; in-world brightness matches normal night (thin ring outlines); no stacking overlapping zones; ritual state clears when you leave a session or start a new game; mana cost is always 100% of max MP (ignores mastery reduction, weapon mana save, Overload, Aether Overcharge); castable only by day; tracked for minimap; mobs spawning inside get night (+ chaos variant) stats; multiplayer Chaos Moon roll only for Ancestral Mage.
- Reality Portaltwo-step cast; new cast replaces the old tunnel; layered entry sprites, rotating inner ring, vertical bob; slower inner ring spin and slower Reality Tear void rotation; inner ring uses inventory-style portal link glow shader biased toward the other endpoint; portals persist for the whole session until replaced; endpoint sprites load via ResourceLoader (visible on peers/exports); [c]peer_id[/c] matching uses [c]int()[/c] for reliable RPC delivery; teleport works in single-player and for the host when the RPC target is self; explicit blocks so Ancestral Spell Echo and armor Echo do not apply a second portal step.
Reality Tear: DoT tuning vs. Blizzard total (+50% pool at same INT); tick every 0.1s with unchanged total via [c]dot_reference_ticks[/c]; VFX opacity and z-index from config; crack map stays world-aligned while void/glow rotate in shaders; learn requirement 5000 Intelligence; loading paths compatible with exports and very large crack PNGs.
Multiplayer / ancestral: Archmage’s Presence and other ancestral passives apply after character load; aura RPCs match peer ids with [c]int()[/c]; ancestral footsteps (speed threshold, PlayerSync lerp); Ancestral Image (Archer) fires on your attack cadence with live buffs/crit/mastery rules and 50% of your raw per hit.
Spell Tower / UI: panel height driven by the tier with the most spells; mouse wheel scroll works including over the title bar; tier tabs T1–T7 show which tiers have spells; mage inventory window taller; stats show Spell DMG, Cast Spd, Mana from gear on the left.
Aether Overcharge & Ancestral Spell Echo: spell mastery scales passive base stats; regenerated Echo icon (Tiny Swords style); spell book shows full passive text plus live caps/values from config.
Archmage’s Presence: buff bar and overhead icons use the spell sprite; tooltip matches aura; regenerated [c]archmages_presence.png[/c].
Mage: ground aura ring positioned higher (aligned with monk-style shadow); custom icons for Solar Eclipse, Reality Portal, optional [c]reality_portal_entry.png[/c] / [c]reality_portal_exit.png[/c].
Rift Step moved to Tier 4; Rift Step chaos rift VFX subtler.
Taunt: spell book shows Range (px); pull/threat radius scales with Taunt mastery.
Inventory and floating UI reuse cached [c]StyleBoxFlat[/c] instances (less polygon alloc/free churn).
Gameplay settings: optional confirmation when shift-selling unique items (default on).
Gnome Night-Cap: night bonus gives +INT instead of +STR.
Party XP Aura base bonus reduced from 25% to 20%.
Blue / Excellent / Chaos gear: bonus attributes from the same budget as uniques (30% / 50% / 70%); shields STR+VIT only; staff and bow magic items get flat INT or AGI plus VIT only.
Unique balance pass (momentum, Pack Hunter, Fire-Born, Executioner, ambush, spell surge, chain cast, Overload / Infinite Power, etc.); tooltips/registry updated; Predator’s Eye execute vs. low-HP enemies; Labyrinth Spire, Troll King’s World-Crusher, Arcane Troll Ring spell double-damage procs; Static, Earthquake, Sniper, Feedback, Chain Reaction effects and buff-bar wording aligned.
Winter’s Grasp: skill book and hotbar tooltips show slow percent scaled by aura mastery.
Buff and spell bar tooltips: floating-window style with wrapped text (English), compact sizing.
FIXED
- Mana-Burn Slipperskill explosion runs on every kill credit in multiplayer (including 0 XP from cap), only for the killing player; removed duplicate kill RPC; old saves without [c]unique_armor_effect_id[/c] get [c]feedback[/c] restored.
Excellent / Chaos gear: +% Crit DMG from weapon and jewelry excellent lines now applies to critical hits.
- Celestial Embraceprocs Volley of the Fallen on the attacker when you take damage; 3s lockout with chest unique buff icon and radial cooldown on the action bar; tooltip updated.
RenderingDevice crashes ([c]free_polygon[/c] / [c]canvas_item_clear[/c]): defer [c]queue_free[/c] after stopping process and hiding for floating combat text, XP/gold/damage numbers, Spark cone, short AOE burst, Solar Eclipse ring expiry, Poison Cloud / Tar-Jar ground visuals (Godot 4.6 RD).
Multiplayer: spell visuals / singularity / reality tear / arcane barrier use [c]NetworkManager[/c] stable paths (no missing [c]Main/.../PlayerSync[/c] RPC targets).
Divine Vault (Monk): recovery screen no longer stays closed when the vault still holds items (vault access now considers vaulted inventory, not only locked equipment).
Blacksmith: equipped rings and amulet appear in their own row; full 40-slot inventory uses the same 8×5 grid as main inventory.
Multiplayer: minimap farm spots and Spot Convergence rings match the host after zone moves ([c]get_zone_by_id[/c] string IDs, live [c]WorldMap.zones[/c] on draw).
Venom Spire and Snake-Skin Vest: 15% poison-on-hit applies a short DoT on melee and spell hits.
Loot pet snaps to the owner after Reality Portal teleport (SP and MP).
Multiplayer / save: [c]save_character[/c] no longer downgrades [c]is_ancestral[/c] when in-memory state briefly false; [c]save_multiplayer_progress[/c] OR-merges [c]is_ancestral[/c]; [c]save_local_progress[/c] includes [c]is_ancestral[/c] + [c]player_class[/c].
Legacy (Master Reset): starter spells and ancestral passives re-taught; stat reset uses ancestral starting spreads; loading migrates broken spellbooks after MP load.
Mass Poison Cloud: damage tuning so virtual total vs. defense gate matches T5 intent.
Solar Eclipse: mobs spawning inside the disk get correct night stats (spawn no longer uses wrong position in early [c]_ready[/c]).
Arcane Barrier: use [c]sqrt()[/c] instead of non-existent [c]sqrtf()[/c]; spawn uses proper class/scene ([c]ArcaneBarrierZone[/c] / preloaded instance) so exports and radii apply.
Reality Tear: Chaos / Fractured shadows inherit victim leash; MP spawn uses authoritative zone template.
- Consoleremoved timer lambdas that captured freed nodes.
Arena: dying outside the arena with an active run no longer leaves you as a grave until the next wave.
Ancestral Mage keeps [c]is_ancestral[/c] on load and shows ancestral tag in character list.
SpellCaster: [c]queue_free[/c] instead of [c]free[/c] on quit; instantiated from [c]spell_caster.tscn[/c]; tears/barriers cleared on exit to reduce leaks.
Reality Tear: script/procedural void fixes; zone DoT with server-authoritative spawn using caster stats from RPC sender.
Buff bar: [c]remove_buff()[/c] emits [c]buff_changed[/c]; Aether Overcharge HUD tooltip without raw BBCode in plain labels; action bar tooltip no invalid [c]end_content()[/c] after [c]pack_to_content()[/c].
- Spell shopAncestral Spell Echo icon load errors fixed (fallback, cache failed loads).
Action bar: Rage lines use dedicated translation keys (fixes [c]%[/c] formatting errors).
Exit: fewer CanvasItem/ObjectDB leak warnings (SubViewport textures, tooltip theme reset, defer save on window close); Reality Tear zone cleanup in [c]_exit_tree[/c].
Multiplayer: Chaos Rift ticket countdown uses server-synced time.
Archon’s Shroud: Temporal Rift works; tooltip clarified.
T16 gear: Legacy tier-cap lookup uses correct table row for high Legacy counts.
Character select hides system saves such as Ancestors Meta.
Warrior hotbar and spell book: rage vs. mana rows match actual costs.
Buff, floating, hotbar, and inventory tooltips: flicker, empty panel size, preview icon inside frame.
Warchief’s Barricade: War Cry buff uses shield icon and correct name/description.
Loot pet passes through enemies; still collides with terrain and buildings.
- Game UIaction bar script parse issues resolved ([c]maxf[/c] with two arguments only).
Taunt: ability tooltip no longer shows damage rows.
Character stats Legacy line: Warrior/Archer show +% damage, Mage +% spells.
Serpent Scale Aegis: block echo damage to attacker in multiplayer without double thorn reflect.
Path of War (Relentless): move speed stacks on hit; buff icon matches boots sprite.
Legacy: Warrior auras fully cleared after Legacy (buff, stats, MP cleanup).
Source
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