Source: Steam Community (opens in a new tab)
Fixes:
- Fixed an issue where sneak attack was being calculated after barrier absorbs, not before.
- Fixed an issue where backstab damage was being calculated after barrier absorbs, not before.
- Fixed an issue where blocks that were broken were not stunning targets.
- Fixed an issue where all DoT damage was being calculated BEFORE resistances. For example, if target had 25% poison resist, was hit by 1,000 poison, the target would take 750 damage, but the DoT added would be based on 1000.
- Fixed an issue where Final Judgement talent was adding the increased damage twice (once on the increase, then being added directly back in).
- Fixed an issue where Searing Judgement talent was adding the increased damage twice(once on the increase, then being added directly back in).
- Fixed an issue where female orcs were using incorrect physics assets. This was causing them to look odd when dying, and headshots were not registering with bows.
- Fixed an issue that was causing a crash on character creation. Selecting hairs 8-10 would cause an immediate crash on female characters. These hairs have been removed from the pool.
- Fixed an issue where some mining nodes were not spawning correctly in the tutorial.
Taking Damage Changes
- While looking into adjusting damage numbers to help readability, we found a challenge in the way incoming damage was being calculated. A very long story short, incoming damage was being calculated correctly, but because of the complexities added to the game, more and more damage was coming in much faster and more frequently. This was causing a scenario, where the incoming damage information could actually be overwritten by the next incoming damage. This is because the damage information was stored in the component globally. This was causing some inaccuracies with DoT damage, crits, and some other items.
- It doesn't appear this situation happened very often, but it was happening enough we needed to fix it. We intern changed how the damage is processed and there are no global values being used. This change allowed us to send much more detailed information from each attack, including MH/OH/Staff element information, while also not allowing information to be overwritten.
- Because of these changes, we are making a change that we wanted to do initially, with weapons and abilities. Essentially, the way damage was processed before didn't allow us to easily just apply your MH/OH elemental effect based on the damage the ability had done, the damage needed to happen directly to apply any elemental effects. This is why you'd see multiple hits when using an ability. With this change, say you have a 2H fire sword and you use Shockwave, Shockwave hits for a 5,000 physical damage BUT also puts up a burn equal to the 2H fire sword's burn rate. This means the burn will be based on the ability damage, not an ADDITIONAL hit doing the 2H weapon damage again directly (which would also be massively less burn than basing on the ability damage).
- This solves two challenges. No longer is damage potentially going to be overwritten, but abilities/spells will now apply weapon elemental damage based on the ability/spell damage while reducing the amount of numbers showing on screen.
- Due to this change, we're also going to be making a couple of tuning adjustments, as this will undoubtably increase damage across the board.
- Spell forged arsenal will now only apply to spells that deal singular damage and are channeled. Bolts/Meteor/drain life/twister/ect will still apply debuffs based on the spell, but place and forget AOE type abilities will not (blizzard/firepit/acid rain/ect). This will buff channel spells significantly, as they weren't used as much as we wanted because of cast times and mobility.
New:
- Reduced the damage from corruption from 200% damage to 50% damage. This was just simply way too strong with the recent updates to void/holy tree.
- Added a "Queue" system for displaying DoT damage. This is to help reduce the massive amount of DoTs ticking visually. Now Holy Burns, Bleeds, and Fire Burns, and Fel Burns will display the total amount of DoT damage dealt over the previous second. This means, if there are 10 burns for example, the total tick damage will be displayed as one number (all added together) instead of 10 separate numbers.
- With the Queued DoT changes, we'll be increasing the size of DoT numbers when they're displayed. This will make them more readable.
- Added popup for opening/closing doors.
- Quests no longer need to be tracked to show up in world map.
- Quest markers in the world map now have their name instead of the tracked number.
- Some quest markers with specific individual objectives (excluding killing different "types" of enemies) can now be separated. These markers will show the objective below the quest name in the world map and now will disappear when the objective is completed. This is to help alleviate what part of a quest is still active, not just two markers in world.
- Added a Quest marker for Arne's Hidden Artifacts quest.
- With the new changes to how weapons apply their damage during abilities, elemental weapons will now do 50% of the damage of standard physical damage weapons. Currently they're 70% of the weapon damage. This is because physical doesn't do any type of effect, we'll keep an eye on this and make any adjustments. (current weapons will not be impacted).