Well hello there! We're in the midst of a heatwave here in the UK, but I've been squirreling away at getting a fresh new build out. There isn't much in the way of features this time, but there are a few big game improvements: - I've setup a new EU server - I've greatly improved s
Well hello there!
We're in the midst of a heatwave here in the UK, but I've been squirreling away at getting a fresh new build out. There isn't much in the way of features this time, but there are a few big game improvements:
- I've setup a new EU server
- I've greatly improved server efficiency
- I've finally added an offline singleplayer mode
The offline mode will launch a local server, and then connect you to it. Simple as that. I've done this to ensure the game remains playable for eternity.
Right, that's it... for now...
A new BrawlQuest update is now available! Content - New quest: Ooze Control - Added ‘Exotic Mobs’ - Every mob has a 1 in 10 chance of spawning as an exotic - These have 3 times the HP and twice the attack - Exotic Mobs give double XP, loot rolls are halved (IE a 5% item drop beco
A new BrawlQuest update is now available!
Content
- New quest: Ooze Control
- Added ‘Exotic Mobs’
- Every mob has a 1 in 10 chance of spawning as an exotic
- These have 3 times the HP and twice the attack
- Exotic Mobs give double XP, loot rolls are halved (IE a 5% item drop becomes a 10% item drop) and drop 1 “Crystal Fragment”
- 10 Crystal Fragments can be crafted into 1 Old World Crystal
- All HP and mana potions now have a 2 minute cool-down, but give considerably more HP/mana (the idea here is that you should time your usage of them, and diversify item types)
- Fixed conversation triggers for Frightened Skeleton and Trainee Wizard
Balance
I’ve done a big balance pass across all enemies and items. The aim of these has been to..
- Make melee more viable, without making mage less fun
- Make armour more effective and important
- Make cool mounts cool again
It’d be a huge list to include here, so instead I’m just going to lis the ones that are important mechanically:
Armour
- Armour now resists half your armour value to your max armour value (previously 1-armour value)
- There’s now a 25% chance of a “critical deflection” when your armour value is greater than the enemy’s attack. This will negate all damage for that tick.
Character Points
One of the reasons Mage is so strong is because you can altogether avoid taking damage in situations where even a Stoic might die quickly. To rectify this, I’ve boosted HP values depending on which class a player is:
[h4]Mage Order[/h4]
- Stamina increases HP by 5 for each point (previously 10)
[h4]Warrior Order[/h4]
- Stamina now increases HP by 15 for each point (previously 10)
- Strength now increases HP by 5 for each point (previously 0)
[h4]Stoic Order[/h4]
- Stamina now increases HP by 20 for each point (previously 10)
- Strength now increases HP by 5 for each point (previously 0)
[h4]Classless[/h4]
- Stamina increases HP by 10 for each point (same as before)
- Strength now increases HP by 5 for each point (previously 0)
Spells
The focus of these changes is for spells to add interesting dynamics to fights for Mages that extend beyond them holding down left mouse. You’ll now need to pay attention to what spells are on/off cooldown, and use them appropriately.
- Scroll of Intellect now increases INT by {INT} for 120 seconds in a 4m radius (previously 8)
- Scroll of Superior Intellect now increases INT by {INT * 2} for 120 seconds in an 8m radius (previously 25 for 30 seconds)
- Scroll of Fire now causes 1-{INT} damage in a 4m radius every second for 3 seconds (previously 1/2 {INT} to {INT} for 1 second)
[h5]Spell Cooldowns[/h5]
Soon there'll be an individual item cooldown to replace the existing global spell cooldown. This isn't live yet, but when it comes in the following spells will have the following cooldowns:
- Scroll of Intellect: 120 seconds
- Scroll of Superior Intellect: 120 seconds
- Scroll of Healing: 25 seconds
- Scroll of Good Fortune: 120 seconds
- Scroll of Fire: 14 seconds
- Scroll of Protection: 30 seconds
- Recovery: 10 seconds
- Whirlwind: 300 seconds
- Bone Hurting Juice: 30 seconds
- Scroll of Allied Protection: 30 seconds
Mage changes
- Ranged attacks now have a radius of 2m (previously 3m)
- Ranged attacks no longer use mana
Misc
- You’ll only be dismounted from attacks that deal > 5% of your total HP
Server
- Separated content and user databases
- Further huge server efficiency improvements
- Fixed an issue that caused consumables with a quantity of 1 to not be removed from inventory on use
Known bugs
- Your inventory items will explode into you on game start
- Receiving items after kills is slightly delayed
It's time for another BrawlQuest update! Content - Fishing now has a 10% chance of giving a random item (previously 1%) - All bosses now give ONE old world crystal per day - Luck spells no longer increase old world crystal drops Fixes - Boats work again - Achievements work again
It's time for another BrawlQuest update!
Content
- Fishing now has a 10% chance of giving a random item (previously 1%)
- All bosses now give ONE old world crystal per day
- Luck spells no longer increase old world crystal drops
Fixes
- Boats work again
- Achievements work again
- Fixed frame rate issues from world animations
- Fixed ‘mana_potion’ tab title on crafting UI
- Fixed SFX for various mobs
- Moved buff positioning to not display under the map
- Huge, phenomenal, giant server efficiency improvements — really can’t overstate this
Misc
- You can now press “e” to close the tutorial (this helps with SteamDeck where B is mapped to E)
- The online player list will now tell you where a player is in the world
- Added a countdown timer to drop resets
- Added equip SFX to various mounts that didn’t have them
- You can now hear equip SFX of other player’s mounts
- Improved attack indicator reliability
- Temporarily removed the US server (working on it! Although it shouldn’t really be necessary anymore anyway….)
… and some secrets :)
Known issues
- Sometimes enemies are slower to react than they used to be
- Sometimes your entire inventory explodes around your body and re-enters you
Well hello there! It’s bugged me for the longest time that this massive 100,000+ line of code project built by myself and Dan has gone completely unplayable for as long as it has. It’s time to fix that. New Servers I’ve setup two brand new servers, one UK based and one US based.
Well hello there! It’s bugged me for the longest time that this massive 100,000+ line of code project built by myself and Dan has gone completely unplayable for as long as it has.
It’s time to fix that.
New Servers
I’ve setup two brand new servers, one UK based and one US based. To maximise geographic exposure, the US server is on the west coast. Both of these servers are using the most up to date version of the database, but note that **progression will not sync between them.**
You’ll be asked which server you want to play on every time you launch the game.
Is this the server rewrite?
No.
I’m close to finishing that off, but I relied on Supabase when I built it and after a 90 day absence they close any active server, providing only a proprietary backup file. This isn’t ideal, and would’ve been very frustrating if we’d have launched just to find the servers shut down. I’m going to look into getting the old database uploaded with a different cloud provider and go from there. This is very low priority for me at the moment though.
What happened to the 3D version?
Still in mind for further work, but don’t expect anything soon.
When will the game work on Mac/Linux?
It actually already does, but I need time to sit down and figure out exactly how to distribute for these platforms. I messed it up initially, and was too lazy to fix it when people started asking why it didn’t work. Rather than botch it again and then inevitably not touch it for 2 years, I’d rather wait until I had sufficient time and motivation to sit down and work it out properly.
In the meantime, I’ve removed the Mac support flag from the game (as I should’ve done years ago). Sorry everyone.
Hello everyone, It's been a while! Sorry! The servers are currently down for BrawlQuest, but will be returning very soon! Read on to find out why... There are a few exciting things happening in the world of BrawlQuest. First off, there is a 3d demo available now in the Betas tab.
Hello everyone,
It's been a while! Sorry! The servers are currently down for BrawlQuest, but will be returning very soon! Read on to find out why...
There are a few exciting things happening in the world of BrawlQuest.
[previewyoutube=tksrzEtvSfg;full][/previewyoutube]
First off, there is a 3d demo available now in the Betas tab. Head over to Steam -> Manage Game -> Betas -> 3d demo and you can have a play around. It loads very slow and is very unoptimised but is a little proof of concept for what might be to come at a later date.
Secondly - and following on from that demo - I'm in the process of totally rewriting the game's server. This will come with a few new features, although no new content for the moment. The good news is that this new server will be considerably easier to develop on, and may prompt me to rewrite some parts of the game client as well.
Have a play of the 3d demo and join our Discord to get news on the server rewrite.
Cheers,
Tom
A new update is available for BrawlQuest, fixing several bugs. - Boats now work as intended - Prestiging a hardcore character will no longer break that character - The server will now automatically restart once every 24 hours - Potentially fixed an issue that caused some players
A new update is available for BrawlQuest, fixing several bugs.
- Boats now work as intended
- Prestiging a hardcore character will no longer break that character
- The server will now automatically restart once every 24 hours
- Potentially fixed an issue that caused some players to not be able to load the game due to a crafting catalogue error
- Fixed various other server issues. This should help with the lag issues faced by some users, but investigation is ongoing.
Rebalancing Ranged Attacks Ranged attacks have been far too overpowered when levelling, and are the only playstyle worth going for in the end-game. To balance this, we're re-introducing damage falloff. - If an attack is more than 8m away, it will deal 1 damage - If an attack is m
Rebalancing Ranged Attacks
Ranged attacks have been far too overpowered when levelling, and are the only playstyle worth going for in the end-game. To balance this, we're re-introducing damage falloff.
- If an attack is more than 8m away, it will deal 1 damage
- If an attack is more than 4m away, it will ignore INT and deal 1-ATK damage
- If an attack is more than 2m away, it will deal 1-INT + 1-ATK damage
- If an attack is 1m away it will deal ATK + 1-INT damage
This should make playing Mage fairer and make levelling via the kiting of high level mobs less doable.
Classes at low levels
Previously you've been able to visit the Class Enrollment Office and join an Order from Level 1. This remains, but rather than giving you +50 STR/STA/INT it'll now give you +LVL STR/STA/INT. So a Mage at Level 1 will gain +1 INT and +10 INT at Level 10 and so on.
User Interface
- Added a notice on the character selection screen to signify hardcore characters
- Removed Early Acces references
Fixes
- Greatly increased server power. This should fix some of the "attacks take forever" problems, but a proper US server will be coming shortly
- Fixed an issue that caused mobs to not aggro correctly
- Fixed an issue that caused mobs to not remove tagged players when losing aggro (therefore giving players loot even if they weren't in combat)
Full release After a year in early access, I'm happy to release this game out of Early Access. It isn't completely polished, but I've reached a point where I'm content with the engine and the in-game mechanics. I'll be continuing to add content on a regular basis and plugging any
Full release
After a year in early access, I'm happy to release this game out of Early Access. It isn't completely polished, but I've reached a point where I'm content with the engine and the in-game mechanics. I'll be continuing to add content on a regular basis and plugging any glitches as and when they arise.
Content
- Opened up the Foglands: a level 8-15 area with 2 new mob types
Changes
- Removed the Premium requirement from all actions. The game is now completely free-to-play
- Reduced world draw distance as a temporary fix for framerate drops
- Added a fade out effect to world tiles on the edge of the draw distance
- Fixed a crash when left clicking on an item in your hotbar (thanks Glacier!)
- Fixed a crash when talking to the Bartender in Squall's End (thanks Veesus!)
- Fixed an issue that caused enemies to never aggro (thanks BipBap!)
- Closed off barrel zones
A new bugfix update is available. See the (short) changelist below. Hardcore Improvements * Added a "You've died!" UI panel when a hardcore character dies * Added the ability to reset hardcore characters Bug Fixes * Mobs no longer drop double XP * Added sound effects to Bear &
A new bugfix update is available. See the (short) changelist below.
Hardcore Improvements
* Added a "You've died!" UI panel when a hardcore character dies
* Added the ability to reset hardcore characters
Bug Fixes
* Mobs no longer drop double XP
* Added sound effects to Bear & Fish mobs
* Fixed an issue that caused a crash when talking to NPCs
* Fixed an issue that prevented the "Buy Premium" button from working correctly
New Content Hardcore Mode - You can now enable Hardcore mode when creating a character - Hardcore characters cannot be revived Fishing - Fishing Rods can be crafted at an anvil - Water now has a chance to spawn a fishing spot on it (fishing spots will automatically despawn after
New Content
Hardcore Mode
- You can now enable Hardcore mode when creating a character
- Hardcore characters cannot be revived
Fishing
- Fishing Rods can be crafted at an anvil
- Water now has a chance to spawn a fishing spot on it (fishing spots will automatically despawn after a while)
- Using the fishing rod at the fishing spot will reduce its HP like any other resource node
- Destroying a fishing spot will drop 1-5x Pear, and has a 1 in 100 chance of spawning ANY random item from the entire game (ANY ITEM)
Changes
Character Wipe
- All characters have been wiped
- This has been done as the game's balance has evolved a lot over early access, and as we prepare to move away from Early Access and into Full Release we wanted to have a fresh start
- Old characters have been preserved
Premium
- As a free to play game, the time has come to move forward with our plans for a subscription system
- Classes, Enchanting, Building & Pets are now locked to non-premium players
- Added a "Purchase Premium" UI panel that is displayed when attempting to perform a Premium-only action as a non-Premium player
- Added the ability to purchase premium game time from the Steam store (30 days costs £3.99)
Enemies
- Added SFX to various enemies that previously didn’t have them
- Rebalanced the ATK, HP & XP of every single enemy in the game
- Removed 2 Pumpkins left over from the Halloween event
Items
- Squall's End Brew now restores 5 HP (previously it took away 10 HP)
- Boat now moves at 2m/s (previously 1.5m/s)
- Pirate Boat now moves at 3m/s (previously 2m/s)
- Fixed a capitalisation issue with Boat and Pirate Boat
- All mounts other than Horse now move at 4.5m/s (previously variable based on rarity)
- Rebalanced values on all weapons & armour
- Greatly reduced the amount variance on all loot drops relating to Gold
General
- Increased tick rate to 2 (the world still updates once a second, but the server can take inputs twice as fast)
- Rewritten world drawing system to greatly boost frame rates & stability (no more stuttering when moving fast! Woo-hoo! Also animated water! Woo-hoo!)
- Hotbars now save server-side & will no longer clear between game sessions
- Moved to a new server
- Switched some fonts away from non-free fonts
Fixes
- Fixed a stuttering issue when casting a ranged spell
- Fixed an issue that caused enemies to not flash red when hit if SFX volume was set to 0
- Fixed an issue that caused resource nodes to aggro onto players when hit, then spontaneously combust
- Every character will no longer appear when the server restarts
Known Issues
- Some players are unable to load the crafting catalogue
- Enemies are unintentionally giving double XP
- You currently cannot earn achievements
A new version of BrawlQuest is now live with the following changes. Changes - Removed Halloween event (you will still be able to purchase Halloween items until Sunday 7th November) - Greatly increased the XP given by all mobs, balanced to ensure that stronger mobs always give gre
A new version of BrawlQuest is now live with the following changes.
Changes
- Removed Halloween event (you will still be able to purchase Halloween items until Sunday 7th November)
- Greatly increased the XP given by all mobs, balanced to ensure that stronger mobs always give greater XP than weaker mobs (no more farming Grey Wolves endlessly!)
- Removed RNG from damage spells to match 1.4.2's melee changes
- Old World Crystals are no longer effected by double drops via luck spells or happy hour
- You will now be dismounted when taking damage
- Enemies will no longer aggro on players far more powerful than them (unless taking damage)
Items
- Hero's Blade is a now a +140 weapon (previously +100)
- Pumpkin Head / Slasher Jacket / Slasher Pants no longer give bonus stamina (this was unintended)
- Scroll of Good Fortune is no longer a High Mastery spell and can be used by all classes
- Poison Dagger & Bandit's Blade are no longer Medium weapons and can be held by all classes
- Increased Fire Cloud's drop chance to 10%
Fixes
- Fixed the Oozing Bone Juice mount's sprite not displaying
- Fixed character stat tooltips to accurately reflect their impact on the game
- Fixed character hub's mislabelling of "STA" as "DEF"
- Fixed an issue that caused a crash when using Scroll of Protection
- Fixed an issue that caused Scroll of Protection's aura to be opaque
- Fixed an issue that caused enemies to not aggro from melee damage alone
A new update is now live! The focus of this update was to fix a few crashes, but we've also made some balance changes to all 3 classes. Mage Buff It's super fun to run around as a Mage firing off shots, but when playing solo it feels really nasty to run out of mana. While this is
A new update is now live! The focus of this update was to fix a few crashes, but we've also made some balance changes to all 3 classes.
Mage Buff
It's super fun to run around as a Mage firing off shots, but when playing solo it feels really nasty to run out of mana. While this is a necessary balance issue as Mages can totally avoid taking damage until this point, it makes sense to delay it a little and make it feel less like you're waiting around for your mana to restore. This small stat change will allow you to fire off shots more regularly when low on mana, taking away some of that boredom.
- Ranged attacks now require 3 mana (previously 5)
Mage is the only play style that has action-oriented combat. As BrawlQuest runs at only 1 tick, it can feel a little odd when you fire a shot if there's even a small amount of lag. Increasing the range of a staff's blast will make this situation less frequent.
- Increased radius of ranged attacks to 3 meters (previously 2 meters)
Melee Buff
We're not just buffing Mages! Stoics get to use the best armour and with the addition of the Bone Sword also have a +80 melee weapon, enchant-able up to +110. Warriors - meanwhile - only get to have a +50 STR boost that may be totally diminished if the RNGod is not on your side. So, we're making this pretty huge change to how melee damage is calculated to make Warrior feel more satisfying.
- Removed RNG from melee damage calculations
- Critical hits now deal double weapon damage (previously double STR)
Previously you would deal your weapon's damage plus 1 to STR damage, with a 1 in 5 chance of a critical hit dealing STR*2 damage. Critical hits now instead deal double weapon damage, and the entirety of your STR is taken into account.
Obviously this is usable by both Stoics and Warriors, but this makes the +50 STR gain from being in the Warrior Order more significant.
Other Changes
- XP now spills over when levelling up rather than being hard set to 0
- Set ambient darkness to a purple hue to match Halloween event login screen
Fixes
- Slightly improved framerate when world animations are switched on
- Fixed a crash that would occur when holding up your shield while still spawn invulnerable
- Fixed a crash that would occur when trying to purchase the Bat mount
- Fixed Black Bear mount sprite
- Fixed Black Bear miniboss sprite
Hello adventurers! A new update is now available. Quest for Candy The world has been plunged into a permanent darkness and demons have seeped through a rift in the fabric of reality. Also, some nice Pumpkin Farmer fellas who feed off the stuff the demons are made out of. Pretty h
Hello adventurers!
A new update is now available.
Quest for Candy
The world has been plunged into a permanent darkness and demons have seeped through a rift in the fabric of reality. Also, some nice Pumpkin Farmer fellas who feed off the stuff the demons are made out of. Pretty handy, that.
- 2x XP
- Added Pumpkin enemies in various places around the game world. These drop Coveted Candy
- New area: Mr Bones Pumpkin Patch, featuring vendors who will exchange Coveted Candy for new event items
- New headpiece: Pumpkin Helmet
- New headpiece: Slasher Jacket
- New chestpiece: Slasher Leggings
- New mount: Bat (4.375m/s)
This event will end at 4pm BST on November 6th, and all items will no longer be obtainable. So get in there quick!
Balance Changes
- Increased the XP given by Mystic Being's in Elodine's Gift
- Increased the XP given by Skeletons in the Skeleton King's Lair
- Greatly reduced the HP of the Skeleton King
- Set a cap on the reputation given by any kill to 100
- All quests now give 3x their normal XP
- All players who earned reputation via boss kills have had each kill reduced to equalling only 100 rep per kill
UI
- Players now fade out as they reach the border of visible space
- Introduced better garbage collection for players outside of your range
- World animations now default to off due to FPS issues (pending investigation)
Fixes
- Fixed an issue that caused ambient lighting to not work correctly (welcome back, atmosphere!)
- Fixed an issue that prevented spells from casting light sources
- Fixed an issue that caused other Premium players to not have the correct coloured name plates
- Fixed an issue that caused other players to not face the right direction if they moved less than 2 tiles
- Fixed an issue that caused other players to have the wrong nameplates if more than 2 players were online
Hello adventurers! Continuing our weekly updates in week #2 comes 1.4.1. This is a smaller update than last week's and will be supported by a content update coming mid next week. The focus of today's update is getting us launched in Free To Play. Now that we've got all existing u
Hello adventurers!
Continuing our weekly updates in week #2 comes 1.4.1. This is a smaller update than last week's and will be supported by a content update coming mid next week. The focus of today's update is getting us launched in Free To Play. Now that we've got all existing users with an endless Premium subscription, we're ready for this change occurring shortly.
Content
New
- Added Level 5 mini-boss to Westlum
[h4]Reputation[/h4]
Reputation is earn-able at Level 40, and is given as a percentage of the total HP of any mob that is killed. Therefore: tougher mobs give greater reputation. Reputation is currently handled as a regular inventory item as currency. You won't earn any reputation between Levels 1 & 39, even after prestiging.
Changes
- Given all existing accounts 99999 days of Premium membership
- The Skeleton King: greatly reduced HP
- Greatly reduced XP given by Skeletons in the Skeleton King's Lair
- Greatly reduced XP given by Mystic Beings in Elodine's Gift
UI
- Added a name colour effect to Premium players
- Added a blue dot on the mini-map to represent your current position
- Added red dots to the mini-map to represent nearby enemies
Fixes
- Removed the chat swear filter (you're welcome)
- The "out of mana" SFX will no longer play if you don't have M1 held down
- Greatly improved performance of world animations
- Fixed an issue that caused your Order to be reset on server restart. You'll need to set your order again when you log back in!
Hello friends! First off a big apology for our silence over the last few months. Our necessity to halt development for a period was documented over on our Discord but we failed to update the Steam page for the game, and we apologise for that. We'll try and keep all platforms in t
Hello friends!
First off a big apology for our silence over the last few months. Our necessity to halt development for a period was documented over on our Discord but we failed to update the Steam page for the game, and we apologise for that. We'll try and keep all platforms in the loop as much as possible from here on out.
We've now released Early Access v1.4.0 with a host of new updates, including a level cap raise, a new dungeon, classes, new gear and a whole host of bug fixes. We'll be hoping to return to a weekly release cycle from here on out, with a new patch every Friday.
The full changelist is available below. See you in-game!
Content
New
- Raised Level Cap to 40
- New Dungeon: Castle of the Skeleton King (Bosses: Ooze Monster, Skeleton King)
- New items: Bone Fragment, Green Ooze, Bone Hurting Juice
- New mount: Oozing Bone Juice (5m/s)
- New gear: Master Wizard's Cloak (+30 Head Armour, Light, +25 INT. Best in slot: Mage)
- New weapon: Bone Sword (+80 ATK, Medium, +25 STR, +25 STA. Best in slot: Stoic)
- Added Classes (speak to the Order Advisor in Squall's End!)
- All items now have an associated Subtype that defines which classes can and cannot use them
Changes
- Quest giver markers are no longer displayed unless the very next NPC message would give a quest. They didn't work properly before and were confusing, but we also want to move away from steering players towards certain NPCs and ignoring others. Quests should be granted from curiosity while exploring as additional rewards rather than direct objectives
Gameplay
New
- Added a mini-map to the UI
- Added work in progress player model animations. You can press R at any time to enable/disable these. They do not currently display all armour pieces
- Changed login & loot sound effects to be a bit less jarring
- Added a new death sound effect
- Re-enabled environmental audio effects
Fixes
- Changed the way that Prestige level is displayed to fix the infinite Prestige increase exploit
- Reworked world drawing system to greatly improve loading time and reduce stuttering when v-sync is enabled
- Reworked world loading to no longer redownload the world on every launch
- Loot & XP sounds will no longer judder
- Fixed an issue that caused it to rain in caves
- Fixed an issue that caused footsteps to not play when not mounted
- Fixed a server crash caused by the player timeout system
- Fixed an issue that caused Critters to disappear when moving between zones
- Fixed an issue that caused your attack indicator to flicker when moving fast right after attacking
- Fixed an issue that prevented the XP sound effect from playing the correct tone when flying into the player (previously all XP from a single kill would play the same tone rather than "ticking up" as was intended)
- Fixed drawing of large mobs
- Fixed a rare crash on the login screen when clicking on a character too fast
- Temporarily removed the startup News panel
Known Issues
- Some shadows are in the wrong positions
- Some mobs are totally static, ignoring players
- The crafting menu does not load for some users
- Environmental audio effects may cause crashes for some users. If this happens please post about it in the #bugs channel on our Discord with the error message!
A new update has been issued to the server with the following changes. No client update is necessary. Content * New weapon: Hero's Blade (+100 ATK, +10 STR, +10 STA, +10 INT) (craftable) General Balance * You now earn 2x XP during happy hour (9pm - 11pm BST) * Loot drops now rese
A new update has been issued to the server with the following changes. No client update is necessary.
* You now earn 2x XP during happy hour (9pm - 11pm BST)
* Loot drops now reset at 9pm BST in-line with happy hour (as previously intended)
* Loot drop variance now only returns positive numbers (you'll see more consistent double loot from resource nodes)
* You'll no longer get dismounted when being hit unless your HP reaches below 90%
* Weapons can now have attributes (increase STA/INT/STR)
* You can no longer craft Minty
* Poison now inflicts 80dps rather than 10% of your remaining health
* Fixed an issue that caused the Poison affliction to grant players invulnerability
Mob Behaviour
* Mobs now leave aggro if you're more than 6m away from them, or 12m away from their spawn location
* Mobs spawned by other mobs will now automatically despawn after 12 seconds
* Mobs that spawn in other mobs now cancel their spawn if they can't find a suitable non-collidable tile placement (rather than spawning them on a collidable tile)
* You can no longer gain XP or loot from mobs spawned in by other mobs
A new version is now live with the following changes: Balance General - Introducing Happy Hour: between 9pm and 11pm server local time (Swordbreak is BST) there is a 50% chance of earning double loot. This stacks with double drops from Luck, so you can potentially earn 4x loot fo
A new version is now live with the following changes:
Balance
General
- Introducing Happy Hour: between 9pm and 11pm server local time (Swordbreak is BST) there is a 50% chance of earning double loot. This stacks with double drops from Luck, so you can potentially earn 4x loot for each kill. The roll is completed for the entire party so you'll all earn the drops at the same time
- Melee attacks now have a 1 in 5 chance of critting for double STR damage
- Items now have subtypes
- Increased speed of Horse mount to 4m/s (previously 3.4m/s)
- Increased level requirement for Exotic Robe to 25 (previously 3) and reduced armour value to 20 (previously 25)
- Reduced chance of rain
- Reduced chance of rain stopping (this means it'll rain less frequently but for longer)
- Removed damage fall-off for staffs. All ranged attacks now deal wep value + (1 to player INT)
Spells
- Recovery no longer takes DEF spells into account
- Hitting an enemy with a spell now aggros that enemy
- Hitting an enemy with a spell now tags you for loot, XP and quest progress
- Scrolls now have an additional tooltip message: "Not consumed on use."
Dungeon: Elodine's Cult
- Increased The Gatekeeper (1st boss, Elodine's Cult)'s HP to 20000 (previously 10000)
- Reduced Crazed Student Simon (2nd boss, Elodine's Cult)'s Mystic Being spawn rate to 12s (previously 4s)
- Reduced Scholar Matthew (3rd boss, Elodine's Cult)'s HP to 100000 (previously 250000)
- Reworked layout of Elodine's Cult
- Added voicelines for Elodine's Cult bosses
Graphics
- Updated sprites for Leather Armour, Iron Armour, Guardian's Armour and Hero's Armour
Polish
- Added sounds for breaking Stones, Exotic Stones, Mana Crystals & Trees
Optimisation
- Improved bandwidth usage when multiple players are on the screen at once
- Reworked world drawing to improve FPS and loading times
Fixes
- Fixed an issue that caused Gather quests to not be checked against a player inventory until a player gained the required item again
- Fixed various world collisions
- Fixed a server crash that would occur when an enemy tries to spawn a mob without a suitable non-collidable location within 5m
- Fixed crafting sfx playing when sfx volume is set to 0 (feedback: Rozo, Finn Panther)
- Fixed player moving whilst talking in chat (feedback: Finn Panther)
- Fixed an issue that prevented staff enchantments from being taken into account when used for a range attack
- Fixed an issue that caused quest text descriptions to flicker in the questing panel (feedback: AHrEJl and midnight)
- Improved error message when crafting is unable to load. This should help us route out the cause of the issue
We're hard at work preparing for a significant building overhaul next week. In the meantime, here's a small bug fix patch. Content New - Added a "news panel" that opens on launch. Currently this just pulls from the Steam Events API, but in the future will provide notice of import
We're hard at work preparing for a significant building overhaul next week. In the meantime, here's a small bug fix patch.
Content
New
- Added a "news panel" that opens on launch. Currently this just pulls from the Steam Events API, but in the future will provide notice of important bespoke content
- Added a new secret mini-boss
- Added a new secret mount, dropped by the boss
Changes
- Enemies no longer drop Easter Eggs (the Bunny suit will still be crafteable for another week)
General
- Inventory is now sorted in order of power
- Added an error message when the crafting catalogue fails to load. This should give us more useful information towards fixing that bug
- Slightly modified the way that the crafting catalogue loads. This may fix the empty catalogue issue some players were experiencing
- Fixed a crash related to creating sound effects
Balance
- Set enemy respawn time back down to 120s (a proximity-based system will be created soon)
Achievements
- Added a new achievement: The Slayer (Kill 1000 mobs)
- Fixed an issue that prevented the "Brawl Em' All", "Stay Frosty" achievement from being acquirable (feedback: SickNic)
A new update is now live with the following changes GENERAL - You can no longer move whilst forging - Crafting recipes are now refreshed every time the crafting menu is opened (this should fix your error, Zyliart!) - Improved optimisation for sound effects - Fixed an issue that c
A new update is now live with the following changes
GENERAL
- You can no longer move whilst forging
- Crafting recipes are now refreshed every time the crafting menu is opened (this should fix your error, Zyliart!)
- Improved optimisation for sound effects
- Fixed an issue that caused ghost enemies to persist after being spawned in from a mob and dying off screen
- Fixed an issue that caused enemies to move "back" into their position and explode with gore particles when walking away from them then passing them by later in a session
- Fixed several crashes
BALANCE
- Enemies now respawn after 300 seconds (up from 120 seconds). This is to make AFK farming less of a necessity and awards players who farm/mine actively (AFK farming still works well, but is less efficient than active farming)
- Enemies can now only cast Poison when within range
SERVER
- You are no longer granted invincibility when poisoned
- You can now be killed by Poison
- Dying while afflicted with a status effect will now remove the status effect
- Fixed a server crash that would occur when damage fall-off on staffs resulted in a 0 damage spell being cast
A small bugfix patch is now live with the following changes: Fixes - Fixed a crash related to loading in audio effects - Fixed a crash related to settings not saving correctly - Fixed an issue that sometimes caused the hotbar to not display (this will be moved server-side next up
A small bugfix patch is now live with the following changes:
Fixes
- Fixed a crash related to loading in audio effects
- Fixed a crash related to settings not saving correctly
- Fixed an issue that sometimes caused the hotbar to not display (this will be moved server-side next update)
Notes
- The quest panel is currently hard to set to not open on hover to fix a crash. Actual fix pending