In this update4
Full notes
Full The Eternal Hunt update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Maps
- Gameplay
- Events
- UI and audio
- Fixes
The Eternal Hunt changes
The Eternal Hunt is now in Early Access!
This is a Closed Beta phase focused on feedback and iteration. DISCLAIMER: The game is not in a final state, there will be bugs, there will be content missing and it will not be perfect!
Join now if you are interested in helping shape the game, have your feedback listened to and make this the best ARPG it can be!
Full content and price reductions will follow in stages.
See below for changes between the latest Demo patch and the current Early Access patch.
New Content:
Added Vial Recipes to the Jewellers Crafting Bench. This enables Players to craft “Random Vial”, “Random Vial for Subclass”, “Random Minor Vial for Subclass” and “Random Augment Vial for Subclass”. The recipes drop in the world, and have the same level requirements and material requirements as usual!
Added 5 Skills to each Base Class:
Mage: Blink, Arcane Sphere, Elemental Surge, Mana Conduit and Runic Barrier.
Warrior: Storm Bola, Warrior’s Advance, Battle Roar, Ground Slam and Endure Pain.
Ranger: Power Shot, Quickstep, Hunter’s Mark, Nature’s Grasp and Windcaller Focus.
Necromancer: Death Pulse, Rotting Pact, Soul Chain, Gravewalk and Dark Insight.
Added Manuscripts (and Vial drops) for Flame Nova (Pyromancer), Raise Skeletons (Summoner), Whirlwind (Barbarian) and Rain of Arrows (Archer).
Enabled Global Chat.
Enabled Auction House.
Enabled User Authentication System.
Added social media buttons to the Main Menu.
Updated the endgame hub “Sanctuary” to be more in keeping with an epic town ready for when Persistent Hubs (you can see other players) is turned on!
Added Quests to the Adventure Arena. There is a Main Quest line that takes you through all 8 Arenas and then Side Quests that offer good rewards for beating the challenges!
Added Quests to Sanctuary that introduces each endgame NPC. These Quests will continue into individual quest lines that will take you through each stage of the content and provide incremental rewards.
Added voice acting for every NPC in the game.
Bug Fixes:
Mother Griffon had her debug box showing for Swoop.
Increased Evasion was missing a % sign on the Affix tooltip.
Fixed tooltips for Hybrid Passive Nodes.
Fixed a bug that could cause Codex to not open using the UI button.
Fixed a bug that would cause a weird layout of the Codex to appear.
Weather sound effects are now tied to the Ambient volume slider.
Removed unused actions from the Keybindings settings.
Fixed a bug with the Search function in the Passive Trees.
Fixed a bug that caused Codex Points to not be added under certain circumstances.
Deathquake now properly accounts for other damage increases such as “Increased Physical Damage”.
Fixed a bug that caused Materials and Currency to not drop from Enemies.
Fixed a bug that caused Loot to sometimes drop too high off the ground, meaning it was unlootable.
Fixed a bug that caused 2 members of a Magic Pack to not have Affixes.
Fixed a bug with the Two-Handed Hammer walk/run animations.
Fixed a bug that caused Summons to not behave properly after a certain amount.
Fixed a bug that caused the wrong portrait to show in top right hand corner of Passive Trees.
Fixed orientation on Shield meshes.
Fixed a bug that could cause a weird character rotation when interacting with things such as the Stash.
Balancing and QoL:
Chests no longer vanish after 20 seconds of not being opened, they now only vanish 5 seconds after being opened.
Slightly reduced the initial volume of Storm sound effects.
Increased the size of the Search box in Auction House slightly so it doesn’t cut off the bottom of certain letters.
Included a section in the Passive Tree tutorial about how to move around the Path.
The first Passive Tree (Path) you are shown is suitable for your Subclass so you don’t have to move through them to find a good one to put your first point in!
Made Passive Tree starting nodes more obvious from a distance.
Escape now closes any open Codex windows.
Doubled the drop chance of Legendary Items.
Loot Labels have a reduced chance of overlap (can still occur with huge amounts of loot on screen to avoid it being pushed off screen!).
Removed single passive node resets.
Passive Tree respecs are free until level 70, at which they cost an increasing amount per level (capped at level 100).
Added a 30% movement speed penalty to Whirlwind.
Removed the Level restrictions on Items rolling as Magic/Rare/Epic (5/15/25) as they didn’t provide the intended effect and just led to the negating of early fun!
Source
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