In this update15
Full notes
Full Rune Knights update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Maps
- Events
- Balance
- Performance
Rune Knights changes
BIG NEW STUFF
Level Cap increased to 50!
Crossbows!
Added 1H and 2H Crossbows.
New Talent Tree - Aetherion
Main Menu Lobby
Invite your friends and assemble your party from the main menu.
You can now text chat in the main menu while in a party lobby.
Clicking the '+' button on player slots in the main menu lobby now correctly opens the Steam invite menu.
New NPCs in Town (including Sister Remiel replacing Brother Orrian)
New Multiplayer Behavior:
When set to Public, selecting a level from the World Map will attempt to matchmake with other public games on the same map.
If no match is found, it hosts a public game that others can join.
Private mode remains unchanged and still allows inviting others.
NEW ENDGAME: CRUSADES
Crusades are the new primary endgame activity, replacing existing difficulty levels, Invasions, and the Raid tab. They offer progressively challenging content and scaling rewards.
Unlocking Crusades
Available after completing the campaign via the Crusade Obelisk in town.
Progression
Crusades consist of 11 Tiers.
Higher Tiers increase enemy level, health, damage, and grant base Magic Find.
New maps unlock with each Tier progression. Act Boss maps become available from Tiers 8-11.
Crusadium Currency
A new currency used to run Crusade maps and apply modifiers.
Earning Crusadium: Defeat bosses level 30+, defeat Crusade map bosses, and complete minidungeons. Higher Tier bosses award exponentially more Crusadium. Minidungeon bosses grant 50% of the normal Crusadium reward.
- Using CrusadiumSpent to select maps and add modifiers. Modifiers cannot be added if the cost exceeds available Crusadium needed to also start the map.
Maps
Select a specific map or choose "Random".
Selecting a random map grants +25% Crusadium Reward and randomizes the boss (or both bosses if the "Additional Boss" mod is active).
Bosses are otherwise determined by the specific map selected.
Completing a map unlocks it permanently for selection across all unlocked Tiers.
Changing the selected map retains any chosen modifiers.
Changing the selected Tier resets all modifiers.
Starting a map locks the configuration. Abandoning the map resets the Obelisk interface.
Modifiers
Add up to 4 Player Mods (penalties) and 4 Enemy Mods (increased difficulty) per map.
Each Tier increase requires adding one additional modifier (Player or Enemy) compared to the previous Tier to unlock the next one.
Mod costs and the base map cost double with each Tier increase.
The severity/effect of modifiers increases with higher Tiers.
Mods whose effects don't inherently scale (e.g., "Enemies are immune to Fire") instead grant increased Pack Size.
Running Maps
Bosses encountered behind fog doors allow one attempt reset if the player fails.
TALENTS
Talent trees are now capped at 30 points. Further points must go to another tree.
New Talent Tree: Aetherion
Tier 1
- WellspringMana Regen increased by 10%.
- Quickened IncantationSpells gain 10% increased Cast Speed. If dual-wielding Focuses, this bonus is doubled.
- ScholarMax Mana increased by 10%
Arcane Duplication: Projectiles have a 15% chance to gain Lesser Wildshot.
Tier 2
Mana Frenzy: On Spell Hit: 15% chance to gain mana Frenzy, increasing Mana Regen by 50% for 3 seconds.
- Arcane MomentumCasting a Spell grants 1 stack of Momentum Charge. At 3 stacks, gain Arcane Momentum. Arcane Momentum grants 100% increased Cooldown Speed, 50% Attack and Cast Speed, and 50% Charge Speed for 4 seconds.
- Spell SniperProjectile Spells gain 20% increased damage, 35% increased range, and 50% increased speed.
- AetherflowDamaging skills consume 20% less Mana. 50% chance on Hit to inflict Arcane Resonance. Total Damage reduced by 20%.
Super - Aetherion’s Barrage
For 10 seconds, Mana Regeneration, Cooldown Reduction, and Ability Charge Speed increased by 25%. Cooldown Reduction cap increased to 75%. Your Dodge Roll becomes a Blink.
Kirkira Tree Rework
Tier 1
Mystic Impact: Spells deal 15% more Resilience Damage.
Cataclysmic Casting: Area Effects from damaging skills that cost Mana are 15% larger.
The Severance: Gain Mana equal to your Stamina. Lose half of Stamina.
Potent Mana: Spells gain additional base damage equal to 5% of your Maximum Mana.
Tier 2
- AnnihilationArea Effects are 35% larger and deal 20% more damage. Area bonus increased to 50% while wielding a Staff.
Ultimate Arcanum: Damaging skills that cost Mana consume 20% more Mana and deal 40% more damage.
- Concentrated SpellArea effects from damaging skills that cost Mana are 25% smaller and deal 40% more damage. Damage bonus increased to 50% while wielding a Staff.
Familiar: Gain a familiar that floats around you and echoes your Spell Projectile casts at 30% damage. 1 second cooldown between spell casts.
New Super - Singularity
Create a singularity that pulls in enemies and deals 100% spell damage per second for 6 seconds.
Talent Adjustments
VERNDARI
Hunter’s Mark: Damage per stack: 3% → 4%.
Aspect of the Wolf: 20% → 40% chance for your Hits to Hit an additional time for 100% -> 30% of the damage.
Aspect of the Razorcat: 20 → 25% chance on hit to Bleed the target for 100% of the damage inflicted and gain 1 stack of Feral Momentum.
Verndari CDR Passive: 1% → 1.5% per point.
EHTIRAS
Spellblade
15% of damage you deal with Spells is stored in your melee weapon. Melee attacks deal double damage until stored damage is expended. While wielding a focus, 50% of damage you deal with spells is stored.
Dev note
This is unchanged for Focus + 1H Melee loadouts, but now works with 2H melee weapons if you also grab Innate Magic for the ability to cast Spells (at the 15% rate).
- GodcallerOn Hit: 30% chance to summon a lightning bolt that deals an additional 50 → 70% damage. (Previously reduced 100%->70%, now buffed)
Arcane Resilience is now Arcane Barrier - Deals up to 50% Combined Weapon Damage as Spell Damage around you when destroyed.
Focus implicit/explicit mods related to Ehtiras now grant Spell Damage (clarification or change from previous 'Focus Damage').
CERRIDWEN
- Mutual MendingAdded: While you are at Full Health, your Health Flasks heal your Pact Minion for an additional 50%.
Master’s Aura: Gain an aura that causes nearby minions to deal 25% → 30% more damage and take 15% → 20% less damage.
SENDATU
Talented Healer: Using your Health Flask also heals all nearby allies for 20% → 25% of their Maximum Health.
Sendatu Magic Find Passive replaced with Wisdom (Boon Intensity + Mana).
ASTAROTH
Unified Front:
Your Melee Hits inflict a mark on the target which detonates when Hit by your Pact Forgeborne, increasing the Hit's damage by 30% → 35%.
Your Pact Forgeborne's Hits also mark targets, which your Melee Hits can detonate to increase their damage by 30% → 35%.
VALKYRION
Pressure Points: While Unarmed, physical attacks deal additional Resilience Damage equal to 5% → 10% of your Critical Strike Chance. Maximum 10 additional Resilience Damage.
ZABAOTH
Unyielding
Old: Gain 5% Damage Resistance for each 100 Health you are missing, up to 40%.
New: Gain 1% Damage Resistance for each 50 Health you are missing, up to 30%.
ORIAS
- Heavy ShieldingBlock bonus reduced 15% → 10%. Attack Speed penalty removed. Now adds a 10% movement speed penalty while blocking (stacks with the base 20% penalty from blocking with a shield).
- Reinforcement Talent (Orias tree)Resilience Damage reduction from Blocked Hits reduced 50% → 30%.
SKILLS
General Changes
Max 5 ultimates with the new level cap.
Some skill requirements now read "Requires a martial weapon equipped," martial weapons include swords, axes, maces, bows, and crossbows.
Changed unarmed heavy attack to a single strike.
Reworks and Adjustments
Charged Effect
When stacks of Charged are consumed, targets are now inflicted with Electrified, causing all incoming Hits to have +30% Critical Strike Chance for 4 seconds.
The damage dealt by the lightning bolt when consuming Charged has been reduced by 50%.
Consuming Charged no longer counts as a Hit.
Freeze Mechanics
When a target becomes Frozen, instead of becoming immune to further Freezes, their threshold to become Frozen increases by 50%. This allows Freeze to continue being relevant in long encounters without trivializing combat.
Stacking Chills now contribute to Freeze with the final value of the Chill after stacking instead of the initial stacking value.
- ExampleWith a 5% stacking Chill that caps at 25%, OLD: 5% + 5% + 5% + 5%, etc., would require 20 hits to Freeze. NEW: 5% + 10% + 15% + 20% + 25% + 25% = Freeze, total of 6 hits.
Poison Rework
Each stack of Poison deals 25% Combined Weapon Damage over 5 seconds and has an independent duration from other stacks. No stack limit.
New Effect: Wicked Resonance
At 3 stacks of Wicked Resonance, consume all stacks to inflict a random Curse on the target for 6 seconds. Avoids Curses already active on the target. Targets that die with at least 1 stack of Wicked Resonance apply a random Curse to a nearby target or Desecrated Ground.
New Crossbow Skills
Adaptive Configuration
(This skill is available while wielding a 2H Crossbow or dual-wielding 1H Crossbows)
Cycle between three distinct crossbow firing configurations. Switching configurations is instant and does not cost resources.
Arbalest Configuration: Fires bolts that pierce through enemies, dealing 100% combined weapon damage to all enemies hit.
Blast Configuration: Blast enemies in a cone in front of you. Enemies closer to you take more damage, up to 100% combined weapon damage.
Gatling Configuration: Rapidly fires bolts that deal 70% combined weapon damage.
Explosive Bolt
Stamina Cost: 150
Mana Cost: 0 → 25
Cooldown: 6s → 8 seconds
Fires an explosive bolt that deals 125% combined weapon damage and knocks back Allies and Normal and Elite enemies.
Clip Skills
General Mechanic:
Clip skills load a clip of magical bolts into your Crossbow. Clips have various effects which are applied to targets hit by your Crossbow in any Configuration and increase base Bolt damage by 150% spread out over the number of bolts in the clip (clips with more bolts have a lower bonus damage per bolt). Clip skills all have the same Stamina Cost and Cooldown, and Mana cost equal to (112.5 + 12.5 per bolt). Only one Clip can be active at a time, adding a new clip will overwrite an existing one. While dual-wielding 1H Crossbows, the number of bolts granted by a clip is increased by 25%.
Mana Cost: 112.5 + 12.5 per bolt, Stamina Cost: 75, Cooldown: 3 seconds.
Clip Options:
Inferno Clip: Load a clip of 3 bolts imbued with fire and inflict Burn on impact, dealing 25% combined weapon damage per second for 3 seconds. Burn stacks up to 75% combined weapon damage per second.
Frostbite Clip: Load a clip of 6 bolts imbued with ice and inflict 20% Chill on impact.
Charged Clip: Load a clip of 6 bolts imbued with lightning and inflict Charged on impact.
Poison Clip: Load a clip of 5 bolts imbued with 2 stacks of Poison.
Cursed Clip: Load a clip of 3 bolts imbued with Wicked Resonance. Bolts inflict 1 stack of Wicked Resonance for 4 seconds.
Desecrating Clip: Load a single bolt imbued with Desecrated Ground.
Chaos Clip: Load a clip of 7 bolts imbued with Chaos, each bolt gains the effects of a random clip.
- Arcane ClipLoad a clip of 3 bolts imbued with Arcane Resonance. (Arcane Clip’s Mana Cost is increased by 50%).
New Skills
Verndari's Apex (Super)
For 8 seconds, gain 50% Mana Efficiency, Stamina Efficiency, and Cooldown Speed. All hits inflict Hunter’s Mark.
Electrifying Arrow
Projectile, Area Effect, Charge-Up
Max Mana Cost: 100
Max Stamina Cost: 100
Cooldown: 5 seconds
Charge up to increase radius and damage, up to 185% weapon damage. Inflicts Electrified for 4 seconds. Charge rate is affected by attack speed. Mana and Stamina Regeneration halted while channeling.
Storm Spear
New Icon
Spell, Projectile, Area Effect
Mana Cost: 60 → 100
Cooldown: 2 → 4 seconds
Cast a bolt of lightning that creates a small storm on impact for 4 seconds. The storm deals 65% → 50% spell damage and 1 stack of Charged per second. (Damage corrected; tooltip previously read 65% but dealt 45%).
Updated Skills
Firebolt
Mana Cost: 70 → 80
Lightning Nova
Damage: 75% → 60%.
Now inflicts Electrified for 4 seconds.
Lightning Aura
Now inflicts 1 stack of Charged.
Lightning Orb
Now inflicts 1 stack of Charged with each damage tick.
Storm Cyclone
Now inflicts 1 stack of Charged each second.
Voltaic Thrust
Now inflicts Electrified for 4 seconds on melee targets.
Thunder Step
Damage: 170% → 150%.
Now inflicts Electrified for 4 seconds.
Call Lightning
Damage: 200% → 150%.
Now inflicts Electrified for 4 seconds.
Thunderstrike Stance
Initial hit now inflicts Electrified.
Melee hits while in stance inflict 1 stack of Charged.
Stormbound Titan
Nova now inflicts 1 stack of Charged on all targets affected.
Dev note: Charged stacks will only be consumed to deal damage and inflict Electrified when applied by the player. Stormbound Titan cannot inflict Electrified on its own.
Super: Blackflame Assassin Rework
Old: Blackflame lasts for 5 seconds and deals 20% Combined Weapon Damage per second per stack, stacks up to 20 times.
New: Each stack of Blackflame deals 50% Combined Weapon Damage over 5 seconds and has an independent duration. No stack limit.
Flame Aura
Burn per second increased 15% → 25%
Shatter
Now works on Frozen enemies.
Death Aura
Now consumes 5% → 10% Health per second
Now grants 20 Shadow Offering per second
Added the Shadow tag.
Divine Legion
Health stat removed.
Base Damage: 50 → 40
Duration: 10s → 5s
Wrath of Ehtiras
No longer Hits.
Flurry / Flurry of Blows
Flurry of Blows now overrides Flurry.
Damage per hit reduced 50% → 40%.
Stamina Cost increased 100 → 125.
Bladecrest
No longer Hits or deals Resilience Damage.
Now takes a small moment to prime for damage.
Damage 30% → 25%.
Siphon Strike
Damage 235% → 225%.
Leap Smash
Cooldown now correctly starts after landing.
Poison Skills Rebalance
Poison Nova Arrow
Cooldown: 3 → 2
Mana Cost: 100 → 125
Stacks: 2 → 8
Poison Nova
Initial Damage: 30% → 50%
Stacks: 2 → 10
Cooldown: 4 → 2
Poison Dagger
Initial Damage: 30% → 10%
Stacks: 3 → 10
Poison Trap
Activation Stacks: 4 → 10
Viperfang Stance
Initial Stacks: 3 → 6
Stacks on Melee Hit: 1 → 3
Envenom
Mana Cost: 150 → 125
Cooldown: 12 → 6
Stacks: 1 → 2
Miasma
Stacks per Second: 1 → 5
Sporebolt
Initial Stacks: 1 → 3
Stacks per Second: 1 → 3
Toxic Aura
Stacks per Second: 2 → 5
Venombolt
Initial Damage: 50% → 25%
Stacks: 1 → 15
Toxic Rain
Stacks per Second: 2 → 8
Mana Cost: 200 → 125
Stamina Cost: 150 → 125
Cooldown: 10 → 3
Outbreak
Mana Cost: 200 → 175
Radius: 325 → 350
Festering Plague
Mana Cost: 200 → 125
Poisons deal 20% → 50% more damage for 5 → 4 seconds
Curse/Shadow Skills Rebalance
Desecrated Ground now resets duration after each added Curse.
Abyssal Path
Damage increased 100% → 150% Spell Damage, increased area to match visuals, fixed Desecrated Ground not spreading curses.
Blight Arrow
Shadow Offering per second 5 → 15.
Netherscythe
Melee hits now inflict 1 stack of Wicked Resonance per scythe.
Hex
Mana Cost 110 → 60, Damage 70% → 150% Spell Damage.
Necrosis
Damage per second 50% → 65%, Shadow Offering per second 10 → 20, Duration 10 → 6 sec.
Shadow Tether Rework
No longer Hits.
Damage increased 100% → 135% per second.
Doubled tick rate for smoother application.
Now has the Spell tag.
Now requires a Staff or Focus.
Updated description to clarify it consumes 50 Shadow Offering per second (no functional changes to cost).
Shadowbolt
Mana Cost 25 → 30, Damage 50% → 60%, Shadow Offering on cast 10 → 20.
Void Rain
Mana Cost 150 → 100.
Batswarm
Mana Cost 40 → 35
Shadow Offering Cost 0 → 20.
Now inflicts Wicked Resonance
Dissolution (Legendary)
Reduces base duration of Necrosis 25% → 15%.
Netherblood Nova
Shadow Offering Cost 75 → 150, Mana Cost 150 → 175, now inflicts a random Curse on hit.
WEAPONS
Ranged Weapon Changes
Bows and Crossbows now have damage falloff starting at 3000 units.
Damage scales down linearly to 1% of the original damage at 6000 units or beyond.
Dev note: For reference, most spells have a range of 1500. This is mostly to prevent sniping the Temple of Fire boss effectively from the arena entrance. 3000 units is roughly the distance from where you spawn in Town to the nearest Training Dummy.
Headshot damage for bows and crossbows reduced from +100% to +50%.
Shield Changes
Blocking with a Shield now decreases move speed by 20%.
ITEMS
New Crafting Item: Echo Shards
Empty Echo Shards can now drop from bosses (drop rate significantly reduced/rarity increased).
Echo Shard: Destroys an item with 4 explicit mods and randomly preserves one of the mods in a filled Echo Shard, which can apply the mod randomly to another item.
Filled Echo Shards randomly overwrite an explicit mod on an item with the stored mod. If the level of the stored mod is higher than the level of the equipment it is applied to, the level of the mod will be reduced to match.
Only mods retrieved from 2H weapons can be applied to other 2H weapons (Only 2H Echo Shards can be used on 2H Weapons).
Echo Shards can now be used directly on equipped items.
General Item Changes
Equipment and Runestones now roll at the level of either your character or the enemy, whichever is lower.
- Sanctified Weapon implicit/modResilience damage bonus reduced 50% → 25%.
Unique Item Adjustments
Thunderlord's Crown
Gain the effects of Godcaller at 50% damage. Godcaller hits 1 additional nearby enemy.
Stormblade
Gain the effects of Godcaller at 50% damage.
Aetherblast Arc
Proc chance on Crit increased from 15% to 20%.
Bilerazor
Poison Stacks: 2/4 → 5/10
Venomwood
All normal arrows inflict 1 Poison Stack.
Fully charged arrows create a poison nova that inflicts 2 Poison Stacks.
Ushiwakamaru
Melee attacks inflict 2 Poison Stacks.
Vessel of the Caustic Fang
Poison Stacks: 1 → 2
Plaguebringer
Targets that die with at least 5 Poison Stacks inflicted by you spread 1/3 → half of their Poison Stacks to nearby targets.
Vicious Drakeblade
Vicious Spin inflicts 2 → 5 Poison Stacks.
Light Gatherers
Now triggers on non-critical hits instead of on-crit. Grants 1% Super Charge per hit.
The Bloodwaltz
Now triggers its effect on non-critical hits instead of critical hits.
LOOT
Gamble Changes
Magic Find now scales Gamba drops.
- Legendary Gamble OptionAdded a super high gold cost gamble option that only produces legendaries.
Other Loot Changes
Global Legendary drop rates increased in Raid.
Skill Enchantment Buffs
Reduced Cooldown
Old Values: 10% / 15% / 20%
New Values: 10% / 20% / 30%
Increased Duration
Old Values: 10% / 15% / 20%
New Values: 10% / 20% / 30%
Reduced Resource Cost
Old Values: 5% / 10% / 15%
New Values: 10% / 15% / 25%
MODS
Magic Find
Magic Find removed as an explicit gear stat. Existing Magic Find stats will have no effect.
Dev note: Magic Find exists only as a reward for higher Crusade Tiers and difficulty-increasing Crusade Mods.
Critical Strike Chance & Damage
Critical Strike Chance Mod Scaling:
OLD: 0.5% per level
NEW: 3% + 0.1% per level
Critical Strike Damage Mod Scaling:
OLD: 0.5% per level
NEW: 3% + 0.1% per level
At level 30, these mods now provide 6%, down from 15%.
Critical Strike Chance and Damage bonuses on the talent tree now provide 2.5% → 3.5% per point.
Critical Strikes now deal 10% → 20% increased Resilience Damage per Critical Stage.
Dev note: Rebalancing Crit so it no longer eclipses other builds in both raw DPS and utility. Crit Chance now requires heavier investment to exceed 100%. Crit builds remain strong for on-crit effects and stuns, but other builds can stay competitive in overall damage. Hoping this fosters more diverse and meaningful build choices. This also provides some design room to make on-crit effects more powerful.
Other Mod Adjustments
Cooldown Reduction mod scaling: 0.15% -> 0.1% per level
- Health Regen mod scaling0.1 -> 0.075 per level (Reduced by 25%)
Boot Implicits no longer reroll on spawn if affected by an influence. (No more losing movement speed implicits)
INFLUENCE
General Influence Changes
All influence mods are now 30% more likely to roll than non-influence mods.
- Dev noteDue to an oversight, influence mods that were already able to roll on an item (for example, resistance mods) were twice as likely (100% higher) to roll as any other mod, while influence mods that were newly added to the pool (1H Melee Damage, etc.) had the same likelihood to roll as normal mods. This change sets the likelihood of all influence mods to be 30% higher than base mods. This is a nerf to some influences and a buff to others, and makes the overall system significantly more consistent with probabilities.
Breaking Influenced items now has a 30% chance if it would grant an item to grant a Sphere of Influence.
Reduced the chance for Spheres of Influence to drop from bosses by 50%.
Specific Influence Adjustments
Ehtiras
Can no longer roll on 2H Weapons
Removed 1H Melee Critical Strike Chance
Removed 1H Melee Critical Strike Damage
Orias
Can no longer roll on 2H weapons
FLASKS
Rush
Movement Speed Bonus increased from 25% to 30%.
Indomitable Flask Effect
Point cost increased 2 → 3.
New Flask Effect - Purification
Point cost: 4 Points
Effect: Flask Cleanse effects now also apply to non-Curse Damage over Time effects.
COMPANIONS
Movement & Collision
Companions Can Now Be Pushed: Players can now push companions instead of being blocked by them.
AI Adjustments
Companions now consider actual danger before attempting to avoid an attack.
No longer attempt to move into melee range when equipped with ranged weapons.
Resource Management
Now spam auras less frequently when at low mana.
No longer spam utility flasks outside of combat (especially when using Wildshot).
Equipment & Skills
Now work with Crossbows and Clip skills.
Inventory display now updates correctly when companions are recruited or dismissed.
Companion Transmog
You can now transmog companions’ gear.
ENEMIES
Specific Enemy Adjustments
Goblins
Movement speed reduced from 500 -> 350 → 300.
Added an animation to their ability to trigger enemy spawns.
Volcanic Knights
No longer immediately use their Nova attack.
Can now use Nova multiple times.
Crystalmind (Giant Mines enemy)
Now alternates between weak and strong projectiles.
MINIONS
Minions will now prefer to stay in front of you while out of combat.
Necromancer's Summoned Zombies now navigate correctly, especially around graves.
IMPROVED
Major performance optimizations.
Improved inventory performance.
Improved Forest map performance.
Improved performance in the Giant's Mines area.
Updated Tornado enemy VFX for better performance.
Out of Combat Regeneration now applied once you spawn in (no longer have to complete an initial combat to trigger the regen).
Training Dummies now display their current threat target when applicable.
Increased crafting inventory columns from 2 to 3.
Players joining mid game will now spawn near the host.
Shift-click now prioritizes selling.
Can now sell from the Crafting Inventory.
Added a Merchant to the treasure room in Minidungeons.
Optimized skill merchant menu loading performance.
Added crossbow sorting filter to the stash.
Crusade map selection UI now correctly remembers the 'RANDOM' setting when selected.
Enemies should no longer obstruct the camera view during close melee combat.
Reflected damage from sources like Vicious Block and Thorns Aura no longer count as Hits (avoids unintended on-hit procs).
LESS-BIG NEW STUFF
Discord Rich Presence added
Time played is now tracked per character (hover their character slot at the main menu)
Melee attacks can now destroy breakable environment objects.
Updated visuals for many items with new icons.
Added a new bridge structure in the town hub.
Firefly enemies can now be hit by standard melee attacks (including Whirlwind).
Now gain 2 Reprieves every 10 character levels.
UI
Character Sheet
New character sheet
Input Settings
"Icons" setting now includes "Keyboard" and "Context" options for override.
Resolves performance issues with mixed inputs.
Camera Offset
Added adjustable Camera Offset options in the Pause Menu.
Other UI Improvements
Floating text for status effects now includes the effect's icon.
Changed font for the "SUPER CHARGED" notification.
Reprieve, Penance, and Absolution now have updated icons.
Added a new icon for the Shatter skill/effect.
Key Chests in Wythmere now have a distinct visual appearance.
FIXED
Fixed Multiplayer (finally?).
Fixed Wildshot projectiles dealing much more Resilience Damage than intended.
Fixed Arcane Quiver explosions dealing no damage.
Fixed talents intended to be applied to 3rd companion being applied to 2nd companion.
Fixed River Valtorin boss not rewarding Gamba on death (and also giving much less loot than intended).
Fixed MTX purchase not working.
Potential fix for minidungeon portals spawning inside terrain. (Further improved: portals now appear smoothly and remain hidden until fully ready).
Fixed an issue in Ironhold Interior where players could walk through certain walls and fall to their death.
Fixed lights bleeding through solid walls in Ironhold Interior maps.
Out-of-Combat Regen now correctly activates after resurrection.
Fixed issue where dummies did not show damage for clients.
Fixed host nameplate settings being replicated to clients.
Fixed being able to block while in hitstun / while stunned.
- Fixed Inventory LagAll known instances of inventory lag have been fixed, except for initial loading.
Fixed inventory sorting (now uses a deterministic, predictable order).
Fixed Flame Slash tooltip.
Fixed an issue where players could get softlocked in Wythmere.
Resolved various Necromancer boss bugs.
Fixed weird interactions between mount skills and other abilities.
Fixed a bug causing some enemies to become unresponsive.
Fixed "Additional Boss" Crusade mod malfunctioning, especially when switching map types.
Fixed large enemies getting stuck in doorways in Ironhold Dungeons.
Fixed Magic Find scaling in former Raid content.
Fixed an issue where former Raid content sometimes didn't grant loot correctly.
Fixed animation issues with Windforce Sweep and Crushing Sweep.
Fixed rocks blocking paths in Icewastes.
Fixed Wythmere City key chests not spawning correctly before fog dissipation.
Fixed a bug involving Favored Runestones and the Crafting Inventory.
Fixed Hemorrhage skill potentially crashing the game in multiplayer.
Removed rocks that were obstructing pathways or rooms in various dungeons.
Fixed unintended interactions between Phase and Dash abilities.
Fixed enemy on-hit effect Crusade mods not functioning correctly.
Fixed Avatar’s Reach miniboss incorrectly counting towards Crusadium boss completion.
Fixed enemies getting stuck between pillars and statues in the Fire Temple.
Potential fix for Crossbow hit registration issues.
Fixed companions sometimes spawning inside the ground.
Fixed an issue where skills could sometimes have no cooldown.
Fixed inability to hit Loot Crystals & Shrines with melee attacks.
Fixed multiplayer replication issues with Loot Crystals & Shrines.
Fixed a chest in Avatar’s Reach dropping level 0 items.
Crusadium currency display now correctly stays hidden until you acquire some.
Fixed an issue where the default melee attack was incorrectly assigned instead of a skill when unarmed.
Potential fix for the "Reduced Health Flask Charges" map mod preventing flask charge gain.
Fixed visual inconsistencies/colors in the Temple of Fire environment.
Loot Crystals no longer spawn an excessive number of enemies.
Killing key chests too quickly in Wythmere will no longer block progression.
Fixed various lighting issues in Wythmere.
Fixed Adaptive Configuration (Crossbow skill) sometimes registering double presses.
Fixed the item inspect window not updating correctly in some situations.
Fixed an issue where clients using Taunt would break the game.
Source
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