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Full notes
Full Nocturnal Quest: An Idle RPG Adventure update
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What changed
- Gameplay
- Balance
Nocturnal Quest: An Idle RPG Adventure changes
Changes
Monsters on floors below 15 are now 1 level lower (minimum level 1), easing the early game difficulty curve.
Monsters no longer roll for higher rarities until level 6 (previously level 3), keeping early encounters more manageable for new players.
Fixes
Fixed Burning damage double-dipping with Inferno: burn ticks no longer get amplified by Inferno stacks a second time, since the burn pool is already calculated from amplified damage. Stacks still accumulate from burn ticks.
Fixed Burning debuff showing "Remaining damage: 0" with nearly full duration left — the burn pool now drains by the base tick amount rather than the amplified amount.
Fixed Infernal Feedback gem combo incorrectly using cumulative damage dealt instead of current remaining damage for its feedback calculation.
Totem effects (Air Totem, Grounding Totem, etc.) and other encounter-start effects now apply before turn order is determined, so initiative modifiers correctly influence who acts first.
Source
Changelog.gg summarizes and formats this update. How we read updates.
