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v1.04 Patch Live

While the first three patches of Early Access were almost entirely responsive to player feedback, this patch is a mixture of that and some new features.

The largest of which is a new NPC scaling system which can increase NPC stats based on the dungeon level the role of that NPC in the dungeon. For example, in some higher level themed dungeons the standard mobs were previously several levels below the bosses. In the new version the standard mobs will be upscaled in levels but with lower stats than the bosses. This change will make dungeons more challenging and allow some NPCs to have a wider level range of representation than was previously the case.

The treasure system has seen similar changes, and is now adjusted based on the NPCs category, as well as the dungeon level. Coin loot has also been increased.

Audio

  • Added new rockslide sound effects.

Combat

  • If a player, pet, or NPC is stunned or mesmerized it will now display stars around their head to make it easier to notice.
  • If a player, pet, or NPC is hit with a movement impairment it will now display brown particles which start at the head and then swirl to the legs. This is a uniform indicator that the impairment has taken effect, and is in addition to other spell or ability specific effects.
  • Fixed a bug which was causing VR gamepad swings to miss.

Graphics

  • Created new particles to indicate status effects on players, pets, or NPCs.
  • Added new wood splintering effects.
  • Added a new door arch type.
  • Improved level of detail of some of the cave pieces.
  • Added new particles which are used as dust after a rockslide.

Interactive Objects

  • Collectible objects can now display optional and per-object definable particle effects when destroyed or collected.
  • Barrel collectibles now display splintering particles when they are collected.
  • Introduced a new door type which can be locked by external objects. It will be used in the upcoming tutorial, but could also be reused in future dungeons.
  • Added new prop types which incrementally update the quest helper and objectives, and can unlock doors or sections of a dungeon incrementally.
  • These are being utilized in the upcoming tutorial but could later be used in future dungeons.

Items

  • Increased the size of the collision areas of numerous weapons.

Levels

  • Introduced a new Cave based layout which culminates in a wave event forced after a rockslide blocks your exit.
  • Improved cave1 lighting.
  • Tweaked spawn rates in the fortress wave event level.
  • Fixed a spot in the cave1 map where VR teleports would fall through the floor.

Miscellaneous

  • Increased DPAD movement speed when using motion controllers.
  • Potentially fixed an issue related to interacting with potions with multiple VR players if you were a client.
  • Fixed a discrepancy in the energy calculation between VR and non-VR players.

NPCs

  • NPCs now use a new scaling system for their stats based on their difficulty and the quest level. Some NPCs this will have little effect, others it might make them harder or easier. If the NPC is now a higher or lower level than before this of course will impact them as well.
  • Treasure rewards from NPCs should now be consistent based on the difficulty. Minions will reward no treasure, Normals rarely, Tough a bit more often, Mini-bosses half the time, and bosses all the time. Gold rewards were upped as well.
  • NPCs are now able to stun players with melee attacks.
  • Mini-bosses and Bosses received a slight bump from these new changes and should be a little bit harder, but not massively.
  • NPC corpses should be easier to fire past.