In this update4
Full notes
Full Iron Legacy update
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What changed
- Balance
- Gameplay
- UI and audio
- Events
- Fixes
- Performance
Iron Legacy changes
So, let's join me at our campfire and go with me through the changes and the motivation behind them.
I think I should explain why this update took so much time. As I was not happy with the game (I will write more about it below :)) I started something that I call "low number balance" and I had to change everything ... literally everything that I have done until now... the game has these layers :
mob layer (hp, defense, defense ratio, dmg, hit ratio, xp, movement speed, attack speed, ...)
player/hero layer raw numbers for stats similar to those on the mobs
player/hero layer buff numbers for stats similar to those on the mobs
player/hero layer raw skills/spells
player/hero layer buff skills/spells
another player/hero layer for specialisations
items layer
And every time I touch one of those layers, I have to go through all other layers and check how do they interact with the change. This was extremely time-consuming (also mentally) ... at one moment .. I was just thinking that I should ditch the current update and just be happy with the previous one and focus on something else ... but I kept working, and we are finally here :)
As I was playing the game, I was unhappy with its current state. The game was too idleish, and the numbers you would get after farming the unique equipment overnight were totally off limits. I do remember my warrior who got like 22 000 000 dmg per second :X attack speed of 10 hits per second and was basically deleting everything from the screen. I was thinking about what to do with that and how to overcome this. I was also trying different approaches to the auto combat (once more ...) I was trying countless options and ways to tackle the autocombat with auto loot and everything correctly. From charged auto combat (by the time you are in the active combat) to different benefits for actively playing to debuffs for afk farming, and so on, until I realised that the whole situation could be handled just by adjusting what will pet pick of the ground and what not.
Once I was happy with autocombat, I focused on the enjoyment of the game and of killing mobs. I realised that we don't have much VFX once you kill the mob, so I have added the cloud/dust after kill (there will be sound, I promise :D) and also some dropping of gold and items in an arc so it is more satisfying to watch.
We have also now updated the cursor (and you can also change its glow-colour) so you won't lose your cursor during the furious battle :)
We have affixed items and specialisations (you can pick two) which are changing the playstyle of the hero.
We have now max lvl 100 and lower stat points and everything :) You have 5 pts per lvl = on lvl 100 you have just 500 pts, stats are capped on 225 pts so you need to choose which stat you will max first or how you will distribute the points. Mobs now have a defence ratio = you need agi to hit them. Legacy is now available on R20, and each point of legacy will improve the specialisation effects ...
I think we have many more "here and there" updates, so I will let you explore them in-game or here in the full list of changes :)
NEW FEATURES
Added visible gold and essence piles that drop on the ground with a pop-out effect.
Added Warrior active skills: Blood Rage, Shield Bash, and Ground Smash.
Added full Mage spell schools for Fire, Ice, Energy, and Poison, including early-game and endgame spells.
Added Mage Wisdom as a fifth base stat for spell power, mana pool, and mana sustain.
Added Class Specializations with primary and secondary specialization choices.
Added Auto Combat Charge, making auto-attack and auto-cast consume charge earned through active combat.
Added the Essence Storage window for viewing, converting, and managing enchanting essences.
Added the Blacksmith Enchant tab for upgrading item affixes with stored essences.
Added random item affixes, enchanting essences, essence conversion, and affix upgrading.
Added mob affixes such as Warded, Ironhide, Titan, and Swift, with improved rewards from affixed enemies.
IMPROVEMENTS
Reworked Archer specializations into clearer playstyles: Piercer, Multishot, Strafe, Big Game Hunter, and Trapper.
Improved Archer targeting, attack range, spell requirements, and Strafe tradeoffs.
Improved Warrior skill scaling, tooltips, icons, mastery behavior, and early combat pacing.
Improved Mage spell balance, mana costs, hit chance, AoE visuals, school identities, and tier progression.
Improved Fire, Ice, Energy, and Poison specialization effects.
Rebalanced combat around Hit Ratio vs Defense Ratio for melee, spells, monsters, and multiplayer.
Rebalanced early weapons, monster health, monster accuracy, player dodge, blocking, mana sustain, and XP progression.
Reworked Rebirth and Legacy progression: Rebirth now caps at R20 and Legacy strengthens selected specializations.
Improved item requirements to better match the low-number stat economy across weapons, armor, shields, saves, and stashes.
Improved unique item balance, unique jewelry roles, unique drop rates, and unique skill augments.
Improved item affixes, affix scaling, affix tooltips, rarity bonuses, and endgame affix caps.
Improved Auto Loot with priority rules, more rule slots, drag-and-drop ordering, affix filters, sell/disenchant actions, and immediate saving.
Improved inventory usability with Shift-hover equipped item comparison and Cmd/Ctrl-click disenchanting.
Improved Blacksmith, Trader, shop, mastery, modal, and forge UI consistency.
Improved Essence Storage readability, tooltip clarity, merged essence rows, and 4:1 conversion explanations.
Improved monster behavior with better aggro, leash rules, normalized movement speeds, body collision, and lunge behavior.
Improved monster death visuals with cleaner dust poofs, XP sparks, and less visual clutter.
Improved gold drops with clearer pile sprites and pile sizes based on drop value.
Improved hotbar usability with cooldown overlays and drag-and-drop skill/spell rearranging.
Improved character UI feedback for Rebirth, Legacy, stat buttons, specialization selection, and level-up glow.
Improved day/night timing to switch every 30 minutes.
Improved monster mastery into a long-term per-monster progression system.
Improved ancestral blessings and Hall of Ancestors bonuses to focus more on meta progression.
Improved arena dialogs, button styling, and Return to Town layout.
Improved cursor visibility with toggleable glow, color settings, and a clearer arrow cursor.
BUG FIXES
Fixed old characters receiving incorrect available stat points from legacy save bonuses.
Fixed Rebirth unlocking before level 100 and players leveling past the level 100 cap.
Fixed Hall of Ancestors blessings being capped incorrectly.
Fixed Mage specialization loading errors that prevented characters from entering the game.
Fixed starter characters missing too much against Tier 1 monsters.
Fixed Strength damage display only updating after larger stat changes.
Fixed Warrior Skill Book scrolling so newly learned skills can be reached and assigned.
Fixed inventory UI failing to open due to duplicate frame update callbacks.
Fixed unique jewelry HP regen not healing unless another regen buff was active.
Fixed minibosses and bosses dropping unique items too often.
Fixed Archer manual targeting, first-shot targeting, auto-targeting, and freed callback errors.
Fixed Ancestral Archer and Archer targeting enemies off-screen.
Fixed combat sounds and death effects failing to load before the game starts.
Fixed Essence Storage counts not updating immediately after disenchanting.
Fixed item affix tier ranges so upgrades no longer move into lower bonus ranges.
Fixed multiple item tooltip, save, and Godot load errors related to affixes and legacy excellent fields.
Fixed Trial drops and Trial-forged unique armor/shield effects not matching tooltip values.
Fixed multiplayer visual damage numbers, proc behavior, host-authoritative night effects, and replicated debuffs.
Fixed several Godot crash sources related to VFX cleanup, buff HUD redraws, and arena UI cleanup.
Fixed HUD widgets stealing clicks from character, inventory, quest, minimap, and arena panels.
Fixed cramped or overflowing UI in Auto Loot, Blacksmith, Arena, and dialog screens.
REMOVED
Removed the old hidden tier damage penalty from monsters.
Removed old Rebirth milestone challenges and their bonus stat point multiplier.
Removed the old random Excellent option system from normal drops, replacing it with the new two-affix item system.
Removed Combat Flow stat, luck, and XP buffs;
Removed extra XP from Chaos Rifts.
Removed free Mage class farm-speed damage multiplier.
Removed Legacy increasing stat points per level.
Removed XP from Legacy Aura while keeping party damage and damage reduction buffs.
Source
Changelog.gg summarizes and formats this update. How we read updates.
