In this update2
Full notes
Full Second Sun update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Events
- Gameplay
- Balance
- Performance
- Fixes
Second Sun changes
Dear Sunborn,
The hour has struck. Second Sun Update 1.1 is out now, and with it comes a stronger, bloodier, and more dangerous Rowen.
Before anything else, we want to thank everyone who stepped into the 1.1 Beta and took the time to share their thoughts. Your feedback, reports, and discussions helped guide this update at every step. You sharpened the blade with us, and this release is better for it.
With 1.1, new trials await. Three new difficulty modes have been introduced: Hardened, Veteran, and Divine. Divine, unlocked only after completing the main story, stands as the ultimate test of a Sunborn’s resolve. Those who dare to face it will be rewarded with greater XP, richer loot, and more rubicons. In Rowen, greater danger has always meant greater reward.
The world beneath your feet has also grown more treacherous. Dungeon variety has been expanded, ensuring each descent into Rowen’s depths feels unfamiliar, unpredictable, and alive
Combat now leaves lasting scars. Blood splatters, bullet marks, and improved effects bring every battle to life, letting you paint the dungeons red as you carve your path forward.
Movement and AI have been refined, encounters flow more smoothly, and balance changes across enemies and companions make every fight feel fair, but never forgiving.
This update also delivers a broad wave of polish, bug fixes, and performance improvements, smoothing rough edges and strengthening the foundations of the Empire.
Here are the full patch notes:
Added 4 new difficulty options: Recruit, Hardened, Veteran and Divine. Divine is only unlocked after finishing the main story. The harder the difficulty, the more xp the player gains and enemies drop better loot and more rubicons
Added new dungeon room layout types and combinations to randomly generated dungeons, improving dungeons variety
Implemented bullet decals and blood splatter
Added contrast image adjustment option, and added a separate window for it and brightness in the video options (Adjust image balance)
Player movement has been tweaked to be snappier and more responsive
Improved blood particles
Bloods gushing out of enemies bodies now create blood pools
Player can now crouch without having to wait for the animation to finish
Improved ragdolls reaction when enemies are killed
Significantly reduced the damage of companions and slightly increased their health
Rebalanced all enemies attack minimum and maximm damage
Decreased range of explosive barrels' explosions
Nerfed enemies health at higher levels, preventing bullet sponges
Movement now reverts to neutral if opposite keys are pressed
Wands damage has been decreased
Item elemental damage bonus affixes have been decreased
Character creation screen has been changed to accomodate the new difficulty settings
AI now stop when they're starting to spot the player instead of continuing walking
Decreased the damage of Anguished enemies and their explosive barrels
Small CPU optimizations
Fixed Inquisitor in the In The Name of a False God quest sometimes not spawning
Fixed In the Name of a False God quest marker not disappearing after the player acquired the quest
Fixed containers still being unopened despite the player already having opened them
Fixed Requiem quest having wrong quest marker
Fixed AI occasionally losing track of the player momentarily in certain locations
Fixed Look Sensitivity slider causing a script crash, which could cause among other issues a slow down and not saving mouse look sensitivity correctly
Fixed AI sometimes walk/stopping if the player was seen previously
Fixed a visual glitch caused by some smoke particles
Fixed some enemy types having inconsistent damage over their levels
Fixed enemies rushing to the player's exact position in droves when they die and often getting stuck into each other
Fixed white/shiny artifacts sometimes being visible in dungeons
Fixed AI enemies/NPCs sometimes walking sideways looking at hostiles when they are starting to spot them
Fixed golden/infinity dungeon chests already being opened despite the player finding them for the first time
Fixed Thorn Keep Statue fragments not being picked up properly in the Key To The Castle quest, allowing the player to pick up the fragments repeatedly
Fixed graveyard environment props unloading/disappearing if the player moves to certain areas around it
Fixed some geometry issues in some dungeon archetypes
Fixed AI sometimes stopping their patrol routes forever if they saw a hostile at some point
Fixed the Intensive Shader effects option not being enabled/disabled correctly if set in the main menu and instead enabling/disabling vibration
Fixed Mouse Sensitivity slider in the options menu in the main menu having a very high minimum value
Fixed movement occasionally appearing jerky when sliding down a very high slope
As you step back into Rowen under the light of the Second Sun, we’ll be watching closely and listening carefully. Your journey doesn’t end here. It’s only growing darker, deeper, and more demanding.
Safe travels, Sunborn,
The Second Sun Team
Source
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