Full notes
Full Legends of Azamar update
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Repeated intro
Hello everyone! Gronkins here with patch 0.0.9 for the demo of Legends of Azamar! This patch includes some changes to critical strikes, balance changes, quality of life improvements, various adjustments and bug fixes. With that out of the way, let’s get into the patch notes!
What changed
- Balance
- Gameplay
- Maps
- Fixes
Legends of Azamar changes
Attributes
The core attributes: Strength, Dexterity and Intelligence have been reworked to be more useful at lower levels.
Strength no longer grants 0.2% increased Physical Attack Damage per point. Instead, it now grants +2 to Maximum Health.
Dexterity no longer grants 0.2% increased Attack Speed per point. Instead, it now grants +2 to Evasion.
Intelligence no longer grants 0.2% increased Mana Regeneration per point. Instead, it now grants +2 to Maximum Mana.
Potion Charges
During playtesting, I noticed it was unintuitive for some players to notice when potion charges were gained (such as on kill, and periodically during boss fights). Additionally, gaining potion charges on kill encouraged players to constantly use their potions, even if they didn’t need to, lest they waste charges. Now, enemies will periodically drop potions that restore 10 potion charges on pickup. Additionally, these potions will not be consumed if you are on full charges and can still be picked within 90 seconds. The potions can be picked up by simply walking over them.
Critical Strike
Builds that focused on Critical Strikes felt underwhelming early, as it was too hard to build up meaningful amounts of Critical Strike Chance, as such, most sources of Critical Strike Chance have been replaced by a new stat called Critical Strike Rating.
Critical Strike Rating works similarly to Accuracy Rating, where it is a flat value, but, instead of granting a chance to hit, it grants a chance to deal a Critical Strike.
Additionally some passives have been reworked to reflect this change (Read about it in the Passive Skills section).
Lastly, a new type of Gem called Diamonds can now drop. Diamonds grant the following stats:
Weapon: Critical Strike Rating
Armour/Shield: All Elemental Resistance
Amulet: Increased Critical Strike Rating
Balance Changes
Item Stats and Modifiers
The values of Health and Energy Shield on equipment have been rebalanced to ensure they are reasonable for higher level characters. Values of Energy Shield have been slightly reduced across all tiers, whereas values of Health have been significantly increased across all tiers.
Defences have been rebalanced on equipment. Small pieces (such as Helmets, Gloves, Boots and Legs) now give slightly less defence. Medium pieces (such as Chests) now give more defence. Large pieces (such as Shields) now give significantly more defence.
Additionally, new tiers of defensive modifiers (such as bonuses to Armour and Evasion) now roll different values based on the type of equipment it is on. For instance, Chests and Shields will be able to roll higher Armour and Evasion values than previously.
Lastly, the values of the increased Base Defences modifier have been slightly reduced.
Passive Skills
Twin Fang no longer grants +0.5% Critical Strike Chance, it now grants 2% increased Critical Strike Rating.
Expose Weakness no longer grants +1.5% Critical Strike Chance, it now grants 4% increased Critical Strike Rating.
Deadly Precision no longer grants +1.5% Critical Strike Chance, it now grants 4% increased Critical Strike Rating.
Aggressive Bastion no longer grants 0.5% Critical Damage, instead, it grants 3% increased Damage.
Spiked Bulwark no longer grants
Reflect 4 physical damage to attackers on Block.
Instead it grants
Reflect Physical Damage equal to 1.5% of Armour to attackers on Block.
Replenishing Bastion: Percent Mana on Block: 1% -> 0.5%
- Harsh RetributionIncreased Reflected Damage: 15% -> 10%
- AntidoteIncreased Nature Resistance: 3% -> 4%
Quality of Life Improvements
Quests
Going forward, all boss quests can be completed retroactively. Future boss kills will have their credit stored, so you can pick up and hand in the boss bounty quests even after you’ve slain them.
Zone Resets
Dungeon areas are no longer automatically reset if entering a zone through the Dungeon Entrance. To ensure players can still grind earlier areas, you can press Ctrl+Click on a node on the map to force an area reset.
Various Changes
The visuals of certain enemies in Act 1 have been adjusted.
Enemy engage behaviour has been slightly improved.
There are now loading screen tips.
Bug Fixes
Fixed a bug that prevented players from swapping items in their inventory.
Fixed a bug that caused enemies to infinitely retain effects when leaving an area.
Fixed a bug that caused NPC dialogue to not end.
Closing Words
So that is everything for patch 0.0.9! If you have any thoughts or feedback, feel free to let me know!
Have fun!
Source
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