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Full Usurper Reborn update
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What changed
- Security
- Fixes
- Gameplay
- Workshop
- Balance
Usurper Reborn changes
Usurper Reborn v0.57.17 - Bug Fix Pass
A focused round of bug fixes covering combat, alignment, party management, economy exploits, and a few quality-of-life issues from player reports.
New Game Plus and alignment fixes
Manwe stuck dead after renouncing immortality. Players who beat Manwe, became a god, then renounced from the Pantheon found that Manwe and every other resolved Old God stayed dead forever in their next playthrough. The renounce path now properly resets the entire Old God pantheon for the new cycle.
Alignment runaway from children. Players reported starting New Game Plus with maxed Darkness even after a Savior ending. Children's moral influence was being applied as a permanent stat bonus on every recalculation, accumulating until it hit the cap. Children no longer drift parent alignment over time. Existing player alignment values are not retroactively healed but the bug stops accumulating from this version onward.
Online NG+ children not disowned. Players starting a New Game Plus character in online mode found their old children still attached to their new character (since names matched). New characters are now properly disowned from their previous incarnation's children, and minor children with no remaining parent move to the orphanage.
Loot and inventory fixes
Loot level-mismatch hidden in group combat. In group combat, the [E] Equip option was offered for items that were over your level. Pressing E silently dropped the item to inventory with a hard-to-read rejection. The prompt now greys out [E] when the item is too high level and shows a clear "Requires Level X" warning, just like solo combat.
Equipping to off-hand replaced main hand. Selecting "Off-hand" for a one-handed weapon in inventory was being routed to main-hand instead, dumping your existing main weapon into your bag. Off-hand selection now correctly equips to off-hand.
Companions auto-equipping signature weapons over their kit. Vex was grabbing swords and Melodia was swapping her instrument for a dagger because companion auto-pickup didn't know about preferred weapon types. Each companion now has a defined preferred weapon list (Aldric: sword/axe/mace/etc, Melodia: instruments only, Vex: dagger/rapier, Lyris: bow, Mira: mace/hammer/flail) and skips loot that would displace their signature gear. Manual equip from inventory still works as before.
Ring loot only compared against left finger. A new ring was always compared against your left-finger ring even if your right-finger ring was the weaker one. Ring comparison now picks the appropriate slot, and the comparison header shows which slot it is comparing against.
Combat and ability fixes
Power Strike doing less damage than basic attack. Power Strike was skipping every multiplier basic attacks stacked: no crit roll, no proficiency bonuses, no buffs, no level scaling. At Level 100 the math worked out to Power Strike costing 15 stamina to do less average damage than a free basic attack. Power Strike now applies the full damage stack, with crit chance halved (since it already gets a flat 1.75x signature multiplier).
Hidden status wore off before player could use it. Casting Symphony of the Depths set a Hidden status that ticked away before the player's next action could consume it for the auto-crit. Hidden now survives one tick so the next attack actually benefits.
Spell level thresholds inconsistent across menus. A Lv.18 Wavecaller could see Symphony of the Depths in the spell library, learn it, and cast it in combat, but the training menu refused to show it. Three menus, three different answers. All paths now agree on the same per-class spell level table.
Noctura betrayal phase transition crashed combat. The Noctura betrayal boss fight (post-Manwe) crashed when she dropped below 50% HP, throwing players back to the main menu with an "Error loading save" message. Phase transitions now work correctly and the fight plays out properly.
Party and group fixes
Removed party members re-added on dungeon re-entry. Echo characters recruited from Team Corner were re-appearing in your party every time you re-entered the dungeon, even if you had explicitly removed them. The persisted party list now stays in sync with your live party.
Combat broadcasts spammed followers in town. If a non-leader party member left the dungeon to town, the leader's combat round announcements, loot drops, monster damage, and companion-death notifications kept flowing to the follower's terminal. Combat broadcasts now only go to party members actually in the dungeon.
Economy exploit fixes
Team Wars free money loop. At higher levels, Team Wars at Anchor Road let you turn a 20,000g wager into 40,000g profit per win, with no daily cap and no cooldown. Capped at 3 wars per day, 6-hour cooldown between wars against the same team, and the win multiplier reduced from 2.0x to 1.5x.
Trade cancel/accept race duplicated gold. Concurrent cancel and accept on the same trade offer let both resolve and both transfer the gold. The live server log confirmed one alt account had accumulated 1.4 billion gold this way. Trade resolution is now atomic - exactly one of the two operations wins.
Inn drinking game unlimited XP track. The drinking game at the Inn paid out level x 700 XP per win with no daily limit. At Lv.100 that was 70,000 XP per 30 seconds, repeatable indefinitely. Now capped at 5 wins per day.
As always, please report any issues with these changes via the in-game [!] Bug Report option or in our Discord. Thanks for playing.
Source
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