In this update4
Full notes
Full Iron Legacy update
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What changed
- Gameplay
- Store
- Performance
- Balance
- UI and audio
- Events
Iron Legacy changes
Come and join me in the new features and fixes :)
This one has been focused on your feedback, and as always, my very own tweaks and ideas that came up while I play the game :)
I got a question: what is the goal of the game? Pretty good question by the way.
The thing is, the game has no goal. It is just you slaughtering the never-ending hordes of monsters.
(view from backstage of what is probably happening while you are waiting for monsters to respawn :D)
My personal goal is to create the best build possible with unique items of the best rolls possible on the highest upgrade possible (+15, which can destroy the item during the upgrading process, now DOUBLES the unique effects)
And what then? Well... The heroes must be remembered, I want to "store" my heroes and their glorious and fabulous high-tier gear in some nice place and get benefit from that, this is why we have the hall of ancestors, the Valhalla :). I am now playing a pretty powerful ancestral mage. He is on his way to legacy 10, and then I will most probably try to achieve a legacy 20. But regardless of whether I achieve it or not, the fate of that hero is already written. Once he is ready, he will ascend and stand among the other great heroes in the hall of ancestors. Steam post imageAs you can see, my inventory, which is relatively empty ... the process of building such gear is pretty costly, I have destroyed many items during my tries of getting them up to +15, so among the XP grind, one of the goals is also a gear grind, of course.
I will definitely be adding something else to do, like new achievements or challenges, but so far, the goal should be forging a legend who will stand in the hall of ancestors, and you will be proud of that legend.
Full list of changes here
NEW
New achievement (account milestones, destroy-on-upgrade, gear XP, ascension counts)
IMPROVED
Saves / Steam Cloud / character select
Hero load picks the better of [c].dat[/c] + [c].dat.bak[/c] by progress and content; recovery from [c].bak[/c] when primary looks clobbered but backup is richer (I had to recover my old version of saves due to this development :( :D)
Steam Cloud: quieter startup; [c].bak[/c] not uploaded; [c]read_cloud_file[/c] / store behavior; merge by progress score, not only file time
Character select: loading skeleton during merge, 60s timeout, [c]steam_cloud_sync_finished[/c]
[c]account_progress[/c] no longer appears as a fake hero
Multiplayer – performance & sync (this one finally fixed the fps drops on windows PCs during multiplayer)
Mass kills: batched death notifications instead of hundreds of RPCs; clients spread death handling across frames; aggregated XP/gold floaters
Damage HP: sparse chunked RPCs instead of per-mob; AOI/position use squared distance; cache [c]player[/c] group for mob AI; hidden client mobs skip visual physics
Volley of the Fallen, Tar Jar / ignited tar, Winter’s Grasp: single batch damage path instead of N hits; tar one scan per tick; ignited tar mastery once per tick
Reality Tear: queued chaos shadow spawns across frames; batched spawn/remove; lighter client VFX; textures preloaded; tick walks [c]EnemyManager.enemies[/c]; repeated casts keep only the latest tear per caster
Remote poison cloud: [c]lightweight_render[/c]
Rift Link: shorter name/tooltip (UI overflow)
Combat / targeting / arena
OOC regen after 2s without a hit (was 4s)
Targeting: nearest + lowest HP % (not raw HP) for auto-attack, cleave, spells, Charge, Hunter’s Mark, Chain Lightning
Mage autocast: manual lock on clicked mob; T/RMB no longer clear target; hotbar cast uses cursor
Arena: intensity dialog; Massacre denser waves, faster mobs, higher HP/damage/XP, refill tuning
Spot Convergence: cached [c]world_map[/c]; mastery XP over time while shifted spot is active (not only per cast)
UI / UX
Character create: Ancestral Mage tooltip like Warrior/Archer; rebirth hint without “Mage unavailable”
Hall of Ancestors: blessing summary green;
- Welcome / Helpcurrent Discord link vs. removed from help footer
- Gameplay settingsdamage cap dropdown removed from panel (H unchanged)
- Spell bookutility -Mana, INT/Dmg/Lv/Progress layout; removed overlapping Spell Dmg row for damage spells
Divine Vault: same slot visuals as inventory (rarity, glow, quality, +upgrade)
World event banners: no emoji
DoT floaters: summed per mob per batch with flush interval
Inventory: Sort center, Autosell right; merge into partial stacks; XP Bonus column
Windows: [c]WindowLayer[/c] above HUD; focus / bring-to-front / topmost X; sheets vs minimap ([c]MOUSE_FILTER[/c]); drag from header in one gesture; no artificial root [c]z_index[/c] inflation
Hotbar labels show real keybinds from settings
ErrorLogger: buffered writes, flush every 2s
Content / balance / uniques
Warrior starter chest + shield match trader tier-1 crude formulas
- Unique +15night and numeric passives doubled; tooltip scaling (spell dmg, life steal, vs undead, crit, block stacks, …); staff JSON overwrites fixed; INT/STR no longer drop at +15
Vengeance / Fortress: per-stack bonuses double at +15 in combat/UI
Legacy aura: smoother radial glow; no faint rectangular frame
Reality Tear: smaller crack mask (VRAM); void rim at zone edge
Winter’s Grasp: batched VFX; per-tick floater cap; remote overlays at half physics rate
Other
Chaos Shadow spawn queue capped at 50
Reality Tear / Spell Echo: no echo while tear active; delayed echo cancelled if tear is up
FIXED
Saves / cloud
[c].bak[/c] no longer beats a much richer [c].dat[/c] on rebirth/legacy alone
Steam skip-download uses the same guard; merge/upload follow progress score
Cloud saves not removed just because missing locally; delete only after cloud confirms; Hall recall aborts without cloud confirm
Multiplayer
[c]queue_free[/c] before removing from tracking (no invisible 0-HP zombies / desync)
Clients always run death cleanup at 0 HP; ignore spawns with [c]hp <= 0[/c]
HP batch: clients don’t call [c]_die()[/c] on every 0-HP row unnecessarily
Rift Link: late join sees portals
PlayerSync: sprite via [c]get()[/c] without error spam
Localization / map
CSV: Czech boss string with comma (formatting crash)
Minimap in arena: not world terrain; refresh on arena start
Character / stats / inventory
Effective STR/AGI/VIT/INT in panel; Jade Harmony shield passive restore; [c]_tr_stat_with_int[/c] for stale translations
Ancestral Affinity after load / MP
Sheet stacking, clicks, quest board under map
Closing inventory X also closes Autosell if open
Spells / combat
Hotbar: [c]SpellCaster[/c] correct type; dmg-cap locals as explicit [c]float[/c] (strict typing)
Echo Strike / double damage on uniques; spell echo staff + Arcane Troll Ring only
Warrior/Archer autocast vs rage interval
Mage autocast: double cast / cursor targeting
Speed Boost / Attack Haste: no bogus Damage line in tooltip
Uniques / blacksmith
Tooltip +15 scaling (various stats); [c]UniqueItem.get()[/c] single-arg fix
Blacksmith [c]_get_player[/c] parse error
Steam [c]ACH_GEAR_XP_BONUS_100[/c] matches inventory XP line
Engine / project
[c]enemy_killed[/c] slot handlers without default [c]Array = [][/c] (stack underflow)
Backups removal + broken [c]global_script_class_cache.cfg[/c]
[c]player.gd[/c]: [c]damage_dealt[/c] fourth argument on all emits
REMOVED
Character select: Ascend button from slot row (flow remains in Hall)
Legacy aura procedural lightning overlay (file deleted)
Source
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