v1.15 Patch: Vendors & Lockpicking

Our 15th patch of Early access introduces a few new features and adjustments to combat in VR to make it more difficult. Starting with the new features the 2 major additions to this patch are locked chests and a new vendor NPC.

You will find a few of the chests in the dungeons are now locked. You will be presented with a mini-game to push pins to unlock the chests. You need to line them all up roughly at the center of the pins to get the chest to open. It does get progressively harder in later dungeons. There currently is no time limit or “expendable” items right now such as lockpicks, but those could be introduced in later patches.

We also introduced a new vendor “Johnny” to the tavern. He currently only sells items, but he will be buying back your junk and selling consumable items in future patches. He will only try to sell you stuff you are missing or is better than what you have equipped or in your inventory. You can drag items from his inventory to purchase or double click/right click using a mouse, Press A using a gamepad, or single click (or drag) using motion controls to purchase an item. His inventory is updated each time you return to the tavern and is based on your level, much like the dungeon loot is.

Along with these 2 additions we made some adjustments to VR combat. We had an energy system that would burn down if you attacked to fast, but most of the time you could abuse that fairly easily to attack rapidly and run away and recharge. The system has been revamped to massively cut down on damage if your attacks are more than half a second apart (for each hand). It will start at 25% damage (100 to 25 damage), then is reduced by half each time (12.5%, 6.25%, etc). Each time it also resets the timer so if you don’t time your attacks you will do less damage overall. If you continue to attack rapidly it will drain your energy as well, but not as quick as before. We also tweaked the regen timers as you regenerated more easily in VR, it should be much harder to regenerate while in combat now and the time to regenerate increased from 3 seconds to 4 or 6 depending on difficulty.

Finally, we had a handful of smaller changes. A few adjustments to abilities adding new particles and sounds where there were not some before. New conjuration and affliction staff options between levels 8-14, a new high end flaming sword and mithril armor for higher level dungeons, adjusting difficulty on quests now shows the level instead of + or – the level, and a handful of other changes document below.

Audio

  • Added new sound effects for the Fire Strike, Restore Pet, Summon Undead, Summon Elemental, and Arcane Barrier spells.
  • The Roots spell has had its sound effect altered.
  • Added a second sound that is played immediately when the Lightning Barrier spell is used as the delay before the on tick sound was noticeable.
  • Added an on cast sound to the Fear spell. It was previously only playing sounds on land.
  • Added a second on cast sound to the Cyclone ability, in addition to its longer duration sound of the cyclone itself.

Combat

  • In VR there is a new check for melee weapons to greatly reduce damage if you land a strike more often than half a second. Each strike landed after that will reduce it even further and reset the timer. This should make it more beneficial to time your strikes instead of just wiggling or shaking your arms all around.
  • Regeneration rates have been adjusted based on difficulty. Both of the wait times have increased (4 for easy, 6 for normal) from 3 seconds and the restore per tick has stayed the same for normal, and is slightly faster in easy.
  • Regeneration pauses were added in VR for ability and trigger usage along with when a weapon strike lands (either a hit or a block/parry). It works similar in nonVR, but was missing from VR.

Graphics

  • Added some simple particle effects which will be played any time a melee special ability is used to make it easier for players to notice the activation of abilities that didn’t have particles when using gestures and for aesthetic purposes.
  • Added new props for use in the Tavern.
  • Improved dragon breath effects.

 

Items

  • Introduced new magical variations of Conjuration and Affliction staves to fill in the gaps at levels 8 and 14. These have magical bonuses over the standard versions, and more importantly summon higher level pets.
  • A new high end version of the Flaming Sword is now available as a drop but only from level 21-25 adventures, meaning you must increase the difficulty of a dungeon to have a chance at them.
  • Introduced a new magical variation of Mithril Armor which grants what is currently the higher armor level in the game. It is only available on level 20-25 adventures.
  • Added a new level 18 sword featuring a lit weapon particle with disease clouds emitting from it.
  • Added new lower level weapon variations.
  • Increased the magical properties of the Arcane Staff of Power and Mithril Helm of Constitution.
  • Renamed the Uncommon Wood Shield to Reinforced Wood Shield as it had the same name as the Common one.

Levels

  • Sprinkled locked chests into numerous dungeon layouts. In some cases these replaced one of the existing chests (typically the easier to obtain one) and in others they are new additions.
  • The Tavern now features a Merchant and additional props related to him.
  • Covered up a visible seam in the Cave1 layout.
  • You can now complete scouting missions in the Fortress3 map.
  • Fixed a collision issue with the doors on the Dwarven maps which allowed players to glitch through them and reach outside of the world.
  • Fixed an issue with the chests in the Fortress3 layout clipping into the wall.

Miscellaneous

  • We have introduced Locked Chests. These chests will initiate a lockpicking minigame. Your goal is to line up the pins in a row to unlock the chest and to be able to loot what is inside. The difficulty of the lock is determined by the dungeon difficulty level and some random elements. You can control the lockpicking minigame using WASD, the DPAD or the Thumbstick/Trackpad. You can exit the minigame by pressing backspace, escape, motion controller shoulder or grip buttons, or the b button on gamepads.
  • Johnny the Merchant was added to the tavern. He currently only sells items that you might still want or need. He will buy items and start selling consumables in future patches.
  • After changing the difficulty level of a dungeon at the Tavern Keeper it will now display the current level of the change, rather than a +/- value. For example a level 20 player asking for the first rank of a difficulty boost before would display as +1, now it displays as Level 21.

NPCs

  • Fixed a bug which was causing Undead Dragon fireballs to fire sideways on occasion.

User Interface

  • Adjusted the tooltips on the storage items when in VR so they wouldn’t clip off the side of the screen.
  • Removed the old merchant options from the Tavern Keeper’s dialog since it is no longer useful with the new merchant. This should make his dialogs a little bit easier to read through.

v1.14 Patch Notes: New Ability VR Options

For our 14th patch we are introducing a new option for abilities in VR. For those who would rather not use gestures now have a new option. If you hold down the trigger in either hand and push the D-Pad on the Vive for ability 1, Left for 2, and Right for 3. On the Touch you push the analog stick in the same direction while holding the trigger. There is also an option to disable gestures if you would rather not deal with them. By default both systems work and you can use either. A new ability tip was also added to the tutorial to make reference to this new change. Also new to make things easier if you have the movement mode set manually in the VR options you can now use the button you use to switch the mode to pick up items.

In addition to the new control changes we introduced a few other smaller changes. A handful of audio changes added to add more ambience, new axe models were added for the Silvered and Hard-steel axe, new magical variants of symbols, shields, and lightning staves, fixed an issue with the container in the tavern taking items you double clicked on, fixed a follow bug on the skeleton pet, introduced a handful of new settings including gamma and vsync options, added the name of the weapon in your hand when the ability helper information is up, and a few other things listed below in the full patch notes.

Abilities

  • In VR Mode there is now an alternative method for activating abilities. Instead of using gestures you can hold the trigger button and on the Vive Press the Up, Left, or Right buttons on the d-pad (for ability 1, 2, and 3 respectively). On the Touch you hold the trigger down and press towards Up, Left, and Right on the analog stick.
  • Due to the new changes in VR abilities the trigger attacks (mostly for magical weapons) now fire when the trigger is released, before it was when it was pressed.

Audio

  • Introduced new Audio Triggers which can play specific sounds when a player reaches certain locations. They will only play the first time a player reaches that location and in co-ops they will only play the first time anyone reaches those spots.
  • Added Audio Triggers to most of the dungeons, generally near the boss spawners or dangerous trap areas.
  • Added a short ominous track which will play after a rockslide.
  • Added a stinger that plays when the Crypt7 wave event begins.
  • Added burning sounds to the furnaces in the Fortress4 layout.
  • Added ambient audio to some of the Sewer and Fortress based layouts.
  • Added environment sounds for sewer waterfalls.

Graphics

  • Added new Axe models.
  • Changed the appearance of Symbols when dropped on the ground.

Items

  • Higher end Focus Stones have been added. These items can be held in the off hand to increase the damage of magic items in your primary hand.
  • Silvered Axe and Hardsteel Axe now have different weapon models.
  • Focus Stones now appear inside bags when dropped rather than as a sphere.
  • Added new magical variations of Symbols, Shields, and Lightning Staves.
  • Fixed a bug which was resulted in the Dwarven Axe not being equipped properly.
  • Fixed an issue with items would be sent to storage if you didn’t close the window using the close button on the storage window.

Levels

  • The Crypt7 wave event now spawns additional minion waves and the boss spawns a bit more quickly in the event.
  • The wave event in the false floor fortress dungeon is now spawning waves more quickly.
  • Fixed a section in the Sewer7 layout where you could see past the end of the dungeon from long range at one point due to a corner piece culling earlier than it should have been.
  • Tutorial now has an ability tip section right after the traps.

Miscellaneous

  • Provided the Switch on Controller option is not set on motion controllers, you can now grab items using the Grip/B/Y buttons that you normally would switch movement modes using. This allows users who are dual wielding staves to easily grab consumables without emptying their hands.
  • Optimized some of the materials used in the game, providing small performance improvements.

Pets

  • Skeletal pets should do a better job of following their masters after an encounter ends.

User Interface

  • Added an option to disable gestures in the Options Menu. They are enabled by default, but if you wish not to use them and use the new trigger method only you can shut them off now.
  • VR options in the Interface Tab in the Options window are now in a new panel that is accessible by clicking on the VR tab. This includes the new gesture toggle checkbox and the existing movement toggles along with the VR distance dropdown.
  • Added a gamma (brightness) slider to the video options. It will allow you to make the game bright or darker if desired.
  • Added a Vsync checkbox to the video settings. It was enabled by default before and will continue to be.
  • Switching to a controller will now repush the ability helper displaying controller input for abilities.
  • The ability helper will now display the name of the item at the top before it lists the abilities.
  • Fixed an issue where closing down the inventory window manually in VR when the equipment window as open would remove the VR UI interaction. This has been fixed where it requires the inventory/equipment/storage windows to all be closed like it does in nonVR.
  • Increased the size of the tip window and the size of the font in the tutorial when playing in VR to make it a bit easier to read.
  • Added tooltips when hovering over an ability icon in VR.

v1.13 Patch Notes: Character Selection

Our 13th patch since Early Access started introduces character selection into the mix. Instead of starting in the tavern you will now start at a character selection zone. Your existing character will be in the middle slot, but there are 3 total slots if you wish to play another character. There are also 2 difficulty options available: Easy and Medium. Easy will decrease NPC damage by 25%. We will be making more adjustments to difficulty in the next few patches and introducing harder difficulties as well.

Along with the major change, we introduced two new creatures: Mummies and “Cave Beast”. Mummies will show up in mid to high level crypts and the “Cave Beast” in low-mid level dungeons.

Outside of the new content we introduced a handful of UI changes including pets showing up on the map, toggling the map saves now, camera lag options, dragging fix for VR UI interaction, dropdown for VR distance, and a new menu to change the difficulty. We also introduced a few new sounds for levers and doors, and fixed a few data issues with spawned weapons (you will have empty hands to start as a result, please switch back to your weapons).

Finally, we did adjust difficulty up in the first few levels. The difficulty does spike a bit around level 7 or 8 and we will continue to make a few adjustments. The new harder difficulties coming in future patches will also provide more of a challenge if you are finding it too easy.

Audio

  • Levers now play a sound effect when they are pulled.
  • Doors now creak when opened.

Items

  • Adjusted how the data is stored on spawned weapons. This fixes an issue or two with rare items that might not of had their stats applied properly. If you saved before this patch you will start with no weapons in your hands due to this change, but it should save properly afterwards. The weapons are still fine in your equipment, you will just need to switch to them in your left and right hands.

Levels

  • Added new lower level cave configurations.

Miscellaneous

  • There is now a character selection area when you start the game. If you have played before your character will be in the center spot. There are 2 other spots for a total of 3 saves. You can copy and delete saves from the interface.
  • There is now an Easy and Normal Difficulty. Saves pre-patch should be Normal Difficulty. You can change the difficulty from the System Menu. Right now it only adjusts the damage npcs do, but we will be adding more after the patch and adding higher difficulty options past Normal.

NPCs

  • Mummies have been spotted roaming around the mid to high level crypts. This new NPC type features a rotting attack and a mid-range Bandage Whip attack.
  • Introduced a new large type of Cave Beast which is available as a boss in lower-mid level dungeons and features an armor reducing smash attack.
  • Increased the duration of Ghoul Paralysis.
  • Increased the hit points of Large spiders by roughly 15%.
  • The hit points and left hand damage of Goblins has been increased.
  • Increased the hit points of some forms of Ratlings.
  • Bat hit points have been increased.
  • Increased Burrower hit points by 10-25%.
  • Low level skeletons have received a 15-20% hit point boost.
  • Shrooms received a small 5-10% hit point increase.

Pets

  • Sped up the skeleton and zombie pet follow speed.
  • Pets now ignore camera collision as they are often behind you and can cause the camera to snap past them.

User Interface

  • Added a new Camera Lag slider to the video options. This slider allows non-VR players to increase or decrease camera lag. Sliding it to 0 will disable camera lag.
  • Pets now show up on the minimap.
  • Map toggle is now saved in the settings. It is enabled by default in both VR and nonVR now.
  • Toggling off the map in both VR and nonVR will now move the quest text up to where the map was.
  • Sliders in the options in VR mode now will work properly when you click or drag.
  • VR UI Distance was changed to a dropdown as the window moving and a slider was not a good combination.
  • Moving the VR pointer away from an icon will now clear the tooltip. Before it would if it hit an empty icon, but would stay up if you hit for example the top of the window or an empty space.
  • When you navigate the System/Escape Menu with a gamepad you can now scroll from the bottom back to the top again by pressing downward. This was previously only working in the other direction.
  • There is now a button to Change Difficulty in the System Menu. For the time being you can change it at will. In the future you will only be able to adjust it downward.

 

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v1.12 Patch Notes: Voice Chat

The latest patch includes a few combat fixes, voice chat for online play, some minor UI adjustments, and some adjustments to gamepad buttons in combat.

The combat adjustments are somewhat minor, but random damage was clamped, magical bonuses are now being properly applied, staves doing consistent melee damage (mostly in VR), and symbols now add an additional 25% damage to undead if attacking with a melee weapon.

The buttons used by the gamepad also got switched around in this patch. Ability 3 was originally mapped to B and ability 1 to X. This was right to left and not the easiest to process, so it was switched to X being ability 1, Y being ability 2, and B being ability 3.

Finally, we enabled voice chat when playing online. It is enabled by default and always on. If you wish to use push to talk enable it in your Steam Voice settings.

Combat

  • Magic Bonus was being multiplied for all non physical damage to npcs. This was removed as there is now a bonus applied on attacks/spells. This should impact focus stones if you used them mostly.
  • Random damage was clamped a decent amount. It should be closer to the damage specified. Due to the way the random damage was calculated, the adjustment should yield slightly higher averages as well.

Items

  • Introduced new Rings of Reflection. These high end rings are only available on level 21+ dungeons. They will reflect a portion of incoming damage back to the attacker when worn.
  • Adjusted the melee damage routines resulting in staves now doing half their listed damage. Some staves were doing more, others less before.
  • All melee damage is now increased by 25% if you hit an undead creature with a Symbol in your other hand.
  • Abilities and magical attacks should now properly check damage bonus effects.
  • Focus Stone had 2 magical bonuses applied, this was fixed to only use the one displayed in the tooltip.
  • Focus Stone will now clear out the ability list and ability bar when switched to.

Miscellaneous

  • Enabled voice chat when playing with playing online via Steam. Due to the lack of buttons in VR voice is enabled all the time (no push to talk), if you wish to use push to talk enable it via the Steam Voice Settings.
  • After modifying the difficulty level of a dungeon through the Tavern Keeper it will now display the current modifier such as +2 or -1 in a text banner. This combined with your Character level determines the level of NPCs in generated dungeons.

User Interface

  • Ability use on the gamepad has been reversed. Holding down the trigger and using X will now trigger ability 1 and B will trigger ability 3 as it is more logical for it to go left to right. The helper and display information has been updated to reflect this change.
  • Empty ability slots are now invisible on the cooldown/action bar.
  • Tooltip for a magical ability now displays its magic cost.
  • Tooltip for magical staves now display their magic cost.
  • Fixed Staff of the Hurricane and Staff Of The Wind as they were missing their abilities.

v1.11 Patch Notes

The latest patch includes a variety of interface tweaks introducing a new ability bar for cooldowns, adjustments to how abilities are chosen, completion of the backend changes moving all abilities over to a new more robust backend, and a significant fix that was causing a lot of attacks to miss in nonVR.

This patch introduces a new ability bar that will show up at the bottom of the screen for both VR and nonVR players. Each ability has a new icon and a progress Bar showing how long the cooldown is on each ability. To go along with that, the ability selection code has been modified to work more like a standard game where by default it will not cycle abilities or regular attacks. It will now only do regular attacks if you use the mouse buttons or X/A and if you choose ability 1, it will only fire ability 1. There are options now to change it back if you wish, but the default is now the more traditional approach.

To go along with the interface options you can toggle off the new ability bar, use Tab or push the left analog stick to get the ability tip display to display for 2 seconds, and now there is an option to leave it up at all times as well. We also introduced options to change movement modes only in the options instead of on the motion controllers if you so choose.

We also plugged a few issues in some animations that was causing a wide variety of attacks to not land properly in nonVR mode. You should find your attacks land on a much more consistent basis after this patch. There were a handful of fixes with DoTs, an issue with the global cooldown, and the new trigger heal on the symbols which should improve things as well.

Finally, while only a few change came from the ability backend overhaul, there will be more to come in the future as it makes it faster to add new abilities, effects, and add additional options to existing ones. We will be introducing more to the tooltips as well in the next patch or two for abilities as it only displays the weapon it is on, the name, and the cooldown time right now.

Animations

  • Improved player animation blending.
  • Ratlings received an animation blending pass.
  • Improved Lizardman hit reactions and animation blending.
  • Tweaked Werewolf animation blends.

Combat

  • Bleeds from abilities on swords and daggers will now scale with the weapon damage making them more effective.
  • Holy wrath now scales with damage so higher level swords or holy swords will do more damage to undead.
  • Cleanse (Holy Sword) now has a Heal Over Time effect when used.
  • Fixed some negative effects and DOTs on swords, daggers, and axes that were being applied to the player instead of the enemy.
  • Fixed a handful of melee animations that were triggering collision to late and would rarely hit anything as a result.

Graphics

  • Improved LOD on numerous props used in Crypt and Fortress maps.
  • Added new ability particles.
  • Optimized the blue magic light particles.

Items

  • Symbols now have a trigger use called Restore. It will restore your health a little less than Heal and is only effective on yourself.
  • Healing Smashes on Maces now have a Leech effect that requires making contact to heal.
  • Added new rare magic armor.
  • Adjusted the hit boxes of daggers, maces, and warhammers.
  • Fixed an issue which had the icons for Inspiring Smash reversed on Gamepad and Keyboard/Mouse.

Levels

  • Added a new Fortress based layout.
  • Gave an optimization pass to all Crypt and Fortress based layouts, lighting has also been rebuilt on each of them.

Miscellaneous

  • The non-VR camera lag speeds have been increased, and the collision orientation has been raised slightly.
  • Work on integrating all abilities and weapons to a new system has been completed. There are no differences yet, but it will allow us to add more abilities, weapons, work with the information for both, and expand existing abilities in a much easier way now.
  • Global Cooldowns were stacking accidently causing it to sometimes push past one second. This was fixed and Global Cooldown was adjusted to .5 seconds (from .4).

NPCs

  • Ratlings will now give players a little more space, crowding you less.

User Interface

  • Attacking and Ability Usage has been adjusted to a more standard usage. By default now using the mouse or X or A on the gamepad will now do a regular attack. Pushing 1-6 (or combinations on a gamepad) will do the ability specified. If you wish to enable the way it was previously done there are 2 checkboxes in the Interface Options. Ability Switch Mode will pick an ability if the one you chose is on cooldown, and Auto Ability Melee Mode will choose an ability not on cooldown instead of doing a normal attack.
  • There is now an ability bar at the bottom of the screen. It has some very basic information right now, more will be added in the next few patches. It will also show a progress bar indicating the cooldown time for the ability. You can disable this ability bar through the Interface tab in the Options Window. Please note, you cannot drag anything to or from this bar right now, it is for display purposes only.
  • You can now press Tab or the Left Thumb Stick to have the ability names show back up. It will last 2 seconds (or longer if you hold it down or tap it every second).
  • There is a new option in the Interface Options which allows you to always display the weapon ability buttons on screen, rather than having them disappear after a time.
  • Added options in the Interface options to be able to hard code your movement type for each motion controller. It defaults to Switch With Controller which is the setting that it had previously, allowing you to switch modes on the fly. It also allows you to hard code a mode for each controller though and for those to never switch unless you change it again in the UI Options. This could be used for example if you have problems with accidentally pressing movement modifiers.
  • Healing will now show floating text above players.
  • Fixed a bug which would move items to a container slot when double clicked if one was nearby even though the container had already been closed.
  • The controller help display had the wrong trigger button display for the Right Hand Abilities (should of been RT, not LT). This is now fixed.
  • Added icons for the abilities, they now show up in the ability bar at the bottom.
  • Fixed an issue when first starting in VR and ability tips were not showing up.

v1.10 Patch Notes

The v1.10 patch is now live, our tenth patch in the nineteen days since we moved into Early Access. The largest addition of this patch is a new tutorial which will be displayed when a player is on a fresh save game (new players).This tutorial covers the basics of controls and gameplay, and during the process players will acquire a sword, shield, and a staff of dust. This ensures that new players will have options from the beginning of a combination of magic, melee, or shields in their two hands. The tutorial will only be run once after a new save.

It also includes significant changes to the options window, item comparison tooltips, continued improvements to creature animations, introduces magic items at earlier levels, allows you to disable music, VR item dropping, features numerous pet improvements including status bars, and displays information on the areas improved when you train stats. It additionally adds a new sewer/fortress combination layout and quite a few bug fixes.

Finally, we adjusted how interaction with the inventory works in VR. You can now single click on items using the trigger to equip/unequip them (or move them to a container if interacting with one). You can hold down the trigger to drag and move them as well.

Animations

  • Orc Warlord animations are now more fluid.
  • Improved goblin animations.
  • More improvements were made to Drak animation blends.
  • Fixed the blending issue with the Skeleton model. They should attack much more fluidly and the pets will as well.
  • Fixed blending animation issues with Ratlings, Spiders, Scorpions, Ogres, Crabs, Burrowers, Ghouls, Chimera, Zombies, Orcs, Phoenix, and Bats. It should make their animations much more fluid.

Combat

  • Fixed an issue where players would miss in non-VR or VR gamepad mode when their hits should have landed.

Graphics

  • Added new waterfall and splashing particles.
  • Introduced new Fortress based architecture which has not been seen previously.

Items

  • Dropped items will now fall with physics enabled. In single player they will have a bit of “flip” added to them as well.
  • You should now be able to pick up dropped items in VR mode.
  • Reduced the minimum required level to gain Staves of Affliction and Staves of the Breeze from level 5 to level 4.
  • Introduced new rare staves that are available as early as level 3.
  • Maces are now a bit less effective at parrying due to correcting an oversized mesh issue on the head of the mace.

Levels

  • We’ve added a new tutorial level. This level will be available to newly created characters and will be the first thing they see. After completing the tutorial you will spawn in the Tavern on future loads.
  • Introduced a new Sewer/Fortress combination map with dark lighting. It is wider than other sewers and allows for the largest of bosses.
  • We made significant optimizations to the Dwarven theme layouts. This comes in the form of more aggressive LOD settings, material tweaks, and geometry changes to existing layouts to occlude more geometry.
  • The Cave5 map was giving quests for Mini-boss and Boss kills, but there were no boss spawners in the layout, erroneously having two Mini-boss spawners. This has been fixed.
  • You are now unable to walk through beds on some of the fortress maps. They were missing collision.
  • Fixed a volume collision issue in three of the fortress areas which could affect teleports.

Miscellaneous

  • In the Tavern in VR mode you will just show your hands now making it a bit easier to interact if you had staves equipped. You should see the proper weapons once loaded into a quest.
  • Put in a failsafe for VR teleports. In the event that you manage to fall underneath geometry it will detect if you are falling and reset you to the location you originated before the teleport.
  • Fixed an issue where standard weapons could be rewarded if you had a more rare one and dropped the standard one (like an Axe when you had a Razor-Sharp Axe).
  • Potentially fixed an audio issue that was reported with specific headphones. Will need testing as we were unable to duplicate it internally but were able to find a potential cause.

NPCs

  • NPCs who have a movement impairment placed on them will no longer be able to move while in a defensive state such as circling or dodging.
  • Bats now have a 2nd attack using their wings for a double hit.
  • Goblin Slingers now have proper hit reactions.
  • Chimera hit reactions should be more noticeable.
  • Improved Scorpion hit reactions.
  • Corrected a problem with Phoenix death animations.

Pets

  • Pets now have a Status Bar over their head like regular NPCs. This includes floating damage text and their name.
  • Skeleton pets now move a bit faster than before. Due to fixing issues with blending animations on the skeleton model it should also be more effective at attacking.
  • Both Skeleton pets should have a bit more HP, armor, and damage than before. The 2nd one in particular will be much more effective than before.
  • The zombie pet is much stronger than before and moves at the same rate as the other pets.

User Interface

  • Added an equipped item comparison tooltip when hovering over an inventory or container item that currently has something equipped in the same slot. This should make it easier to determine if an item is an upgrade.
  • Added color support to the floating text that appears over PCs.
  • The System Menu toggle will now close down the Options Menu in VR if it is open.
  • Training a stat in the Tavern now displays the areas that it improves in a text banner.
  • The Options Menu now has tabs and is broken down into graphical, interface, and audio settings.
  • VR UI scaling should properly update now using the right analog stick with a gamepad.
  • Added Music Volume to the Options.
  • Added the Strafe Information to the Keyboard/Mouse infographic.
  • Fixed a bug which was allowing unopened container windows to intercept clicks.
  • Fixed an issue where the trigger would not close down a tip in VR.
  • Interacting with the inventory in VR should be much easier now. If you click on an item it will do the same as double click/right mouse click (equip/unequip/transfer if using storage). If you hold the trigger down for roughly 250ms you will get the drag option to move it or drag it off the sheet to throw it to the ground.

 

 

 

 

 

 

 

Low Level Screenshots

 

v1.09 Patch Notes

The v1.09 patch is now online and includes an assortment of bug fixes, and game refinements. This includes improved golem pets, ability and item improvements, crypt optimizations, improved hit reactions, new particle effects, more challenging low level bosses, and more.

Audio

  • Added an audio effect when you gain a new level.
  • Added a new sound effect that is played any time you train a skill.

Combat

  • Made improvements to the hit reaction system for both players and NPCs.
  • Arcane Staves’ attack radius (Blinding Light)  has been reduced slightly.
  • Fixed an issue with Nullification not firing when using an arcane staff in the right hand.

Graphics

  • Blinding Light features new and improved casting particles.
  • Added summoning particles to Necromancer, Affliction, and Dark Summoner Staves.
  • Improved blood particles.

Items

  • Granite Skin on earth staves was not working properly. It should now give an armor and max Hit Point bonus.
  • The Fog ability has seen significant adjustments. It is no longer effective against boss or mini-boss NPCs, but is more effective than was previously the case against other NPCs.
  • Increased Summoner’s Staff Damage up by 1 (3 to 4).
  • Fixed a bug which was preventing the Staff of the Necromancer from summoning its Zombie pets.

Levels

  • Optimized Crypt theme layouts.
  • Added collision to some shrines in Crypt Themes where it was missing.
  • Moved a book collectible spawner which was hidden in a very tough to see spot in one of the crypt maps.
  • Fixed a location in the southwest corner of the tavern where you could move through the wall.

Miscellaneous

  • Particles for Earth Staves should now be properly firing in the correct direction.
  • Particles for Wind Staves should now be properly firing in the correct direction.
  • Reduced client memory usage.
  • Fixed particles for Root Ability as well.

NPCs

  • Some of the lower level bosses have been made more challenging.
  • Spiders now support pain reactions.
  • Shrooms now support pain reactions though they are very subtle due to blending issues with their whirling attacks.
  • Increased Orc attack ranges.

Pets

  • The golem pet is now faster and slightly bigger.
  • The golem pet’s animations are now much better looking, it should swing much more vigorously now.
  • Golem pets stats were adjusted. The highest end staff should now load a slightly stronger golem than before.
  • Fixed an issue with pets not rotating properly to face an opponent that was causing them not to engage in combat.
  • Fixed an issue with the golem pet not being able to land attacks. It should be much more effective now.

User Interface

  • Bonus damage caused by Flanking Attacks will now appear above the player’s head when they are successfully executed when in third person.
  • The Exit Dungeon button is now disabled when you are in the Tavern.
  • Moved the Screen Scale slider up to where the Sensitivity and Invert Control buttons are and away from the UI Distance slider. This was done because the UI Distance Slider alters the window with a motion controller and you typically click the trigger to end the interaction but if you accidentally hit the Screen Scale slider and didn’t realize what you were doing you could adversely affect performance.

v1.08 Patch Notes

This patch is released a bit early to fix an issue that could cause the options menu to crash the client. It also fixed an issue with using the gamepad in VR mode in the tavern. Along with these fixes we introduced some new body location based damage points for NPCs and adjusted parry and dodge attempts. There were also some difficulty adjustments put in place with more coming.

As for new features, we added a rotation option to the movement options for each hand in VR. This will allow you to rotate without fully rotating the HMD and your body. This is useful if you plan to simply sit in a chair and swivel around a small amount. This will allow you fully rotate the character while remaining somewhat stationary. The speed can be adjusted by changing the Gamepad Sensitivity in the options.

As you can still control rotation with your HMD it is recommended to do your full rotations with either the HMD or the new option, not both. The rotation is only for the “Yaw” or “Swivel” rotation, so to look up/down you will still need to do that in the headset. This should also keep it from being disorienting when used.

Combat

  • The overall difficulty has increased a bit. Please provide us feedback on how you feel about these changes as we continue to balance.
  • Damage is now adjusted based on the body location damaged. For example, head shots will deal additional damage to most NPCs. This does not affect all NPCs in the same way.
  • NPCs now have a chance to strike through parries.
  • Players should no longer be able to block attacks with the wooden portion of staves.
  • Made damage adjustments to help balance between VR and Non-VR players.
  • Made some small tweaks to the VR fast swing stamina drain whose impact had become reduced after the regeneration changes two patches ago.

Miscellaneous

  • There is now a rotational mode in the movement options. This is for chair VR play so you don’t have to fully rotate your headset/body to play and allows you to use the trackpad/thumbstick to rotate your character. For example, you could use rotational mode in your left hand and teleport or dpad movement in your right, or vice versa.
  • Gamepad Sensitivity should now work in VR mode as well.
  • Reduced stamina regeneration rate.

NPCs

  • Made small tweaks upwards to NPC difficulty to Minion, Mini-boss and Boss NPC ranks.
  • Increased Ratling Warlord difficulty.

User Interface

  • Switching movement modes will now say right or left in the banner text.
  • Switching to a gamepad in VR mode in the tavern should now work properly.
  • Updated the control displays for Touch and  Vive to include the new controls. Also added a few missing controls for holding down the side and top buttons.
  • Fixed an issue that could cause a crash when loading the options.