Legacy: Steel & Sorcery Alpha Playtest #5 Patch Notes

TL;DR

This is our final Alpha test before Early Access. In this build we introduce the Warrior's 3rd weapon — the Deathball! Also featured in this build is the Ossuary module for the Lodge, the Wraith and Spider creature as well as many other Elites.
We'd love feedback on all of these additions, as well as specifically the drops and loot from the Elites.
Final content we're working on is the Tutorial Map as well as the Campaign Questline and finalization on the level art and content in Greenwood.
Warning Unfortunately there are still some bugs that will make it into the build since we're in Alpha, please see the  Known Issues  section for a list of those.


Sparkling Heart Featured Changes

  • New Warrior Weapon: Deathball
  • New Lodge Module: Ossuary
  • New Gear Mechanic: Gems & Socketing
  • New AI: Elite enemies, Special enemies, Goblin Brawlers, Wraith, and Spiders

Spiral Notepad General Changes

  • Fixed an issue where the death animation would replay on characters after looking away from them

Revolving Hearts Matchmaking

  • Reconnect - Added a re-connection window, allowing players to rejoin in the case of any sudden client crashes or disconnects

Crossed Swords Combat

  • Fixed Aim Sensitivity so that it remains consistent when abilities adjust FoV or move the camera
  • Added a predictive delay to the visual glows on the characters for Evade, Unstoppable, and Unblockable states to increase their accuracy when shown
  • Increased the rotation rates of players both in and out of combat
  • Fixed an issue where getting Knocked Down and Rooted at the same time would cause your character to be stuck in the flatten state for the rest of the session
  • Fixed an issue where players that were Rooted and Stunned at the same time could still fully rotate their character during the stun

Woman Mage Classes

General

  • Improved all perk and trait tooltips
  • Updated them to use their proper names, such as such as "Air Vault" instead of "Disengage" on Hunter, "Iron Grip" instead of "Chain Pull" on Warrior, and others.
  • Please report any more outliers as a bug!


Warrior

  • Reduced rage generated from taking damage by 30%
  • Reduced rage generated from attacks by 30% on average
  • Rampage
  • Fixed an issue where the rage cost would trigger twice if you had 80+ rage
  • Enrage - Battle Frenzy
  • Renamed Enrage to Battle Frenzy
  • Rage cost increased to 40, up from 20
  • Duration increased to 4.5 seconds, up from 2
  • Raging Shout
  • Removed the stamina drain on incapacitated targets
  • Enrages the Warrior for 4 seconds after use
  • Heroic Leap
  • Cooldown reduced to 2 seconds
  • Snare increased to 70% for 3 seconds
  • Can go the maximum distance without needing to hold the button
  • Fixed an issue where the landing spot wasn't always where the circle is
  • Added VFX to the warrior while leaping
  • Charge
  • Added a 2 second cooldown after charge completes
  • Fixed an issue causing damage and hit react to register twice
  • NEW WEAPON Deathball
  • Deathball is a new Heavy weapon the warrior wields with both hands. It can be thrown to enemies and held in front to block attacks
  • Normal Attack [ LMB ]
  • 3 hit combo etc.
  • Charged Attack [ Hold LMB ]
  • Single powerful slam.
  • Block [ RMB ]
  • Hold to block, Death ball has 6 block power
  • Technical Attack [LMB + RMB]
  • The warrior throws the death ball out in front of the player for great range damage and guard break
  • Flying Doom (Weapon Skill [ Q ] )
  • The warrior throws the death ball and breaks block
  • The projectile deals damage on the way out and during its return
  • Sprint Attack [ Sprint + LMB ]
  • The warrior swings the Death Ball in a circle dealing damage in a short range
  • Jump Attack [ Jump + LMB ]
  • The warrior slams the death ball into the ground dealing heavy damage to targets nearby
  • Evade Attack [ Evade + LMB ]
  • The warrior drop kicks the target knocking them down
  • Mace and Shield
  • Quake (Weapon Skill (Q))
  • Damage reduced by 35%
  • Technical Attack [ LMB + RMB ]
  • Fixed an issue where the damage was hitting twice
  • Craghorn Maul
  • Fixed an issue where Quake would fire in a straight line from the weapon instead of an area around the player
  • 2 Handed Axe
  • Evade Attack
  • Fixed an issue causing damage to register twice
  • Trait - Vitality
  • Moved into the first tier of perks
  • Trait - Executioner
  • Fixed executioner to apply the effect now

Hunter

  • Bramble Trap
  • Snare effect increased to 70%
  • Requires an enemy to walk over it to trigger now instead of growing instantly
  • Roots all targets for the first 1 second of the trap growing
  • Spore Bomb
  • Poison cloud now deals nature damage in addition to Poison Buildup
  • Fixed an issue causing the cloud to not apply Poison Buildup
  • Fixed an issue where enemies were not aggroing when hit with Spore Bomb
  • Flying Seed
  • Reduced the volume of the explosion sound
  • Shock Beetle
  • Now deals damage again
  • Reworked?
  • Fixed an issue causing the damage to sometimes apply multiple times
  • Sentinel Strike
  • Reduced movement speed of the 5 Swiftness instant bird by 30%, and make that the same speed no matter what stage its cast at.
  • Fixed the timing of the reticle shrinking animation to end at the end of the third charge, rather than the start
  • Fixed an issue preventing the player from being able to cast it while sprinting
  • Sentinel Cyclone
  • Fixed an issue where the cyclone would not cast sometimes after pressing the button a second time to confirm it's placement
  • Sentinel Call
  • Improved on the pathfinding and target selection some
  • Shortbow
  • Normal Attacks [ LMB ]
  • Fixed an issue where shooting while mid air would halt the player's momentum
  • Updated normal attack animations
  • Charged Attack [ Hold LMB ]
  • Increased homing speed of projectiles
  • Medium Bow
  • Fixed an issue where the timing of the reticle animation did not match the time it took to charge a shot once the Hunter had their charge time decreased from swiftness
  • Elven Dance (Weapon Skill [ Q ])
  • Fixed an issue where special arrows would not get consumed by the Elven Dance shot
  • Long Bow
  • Attempted Fixes at issues causing Eagle Stance to be difficult to exit
  • Trait - Purifying Winds
  • Removed from the traits
  • Trait - Disengage
  • Reduced damage by 75%
  • Trait - Explosive Seed Shot
  • Explosive seed shot should work now
  • Trait - Monster Slaying
  • Monster Slaying buff should apply correclty now
  • Trait - Thrill of the Hunt
  • Breaking crates and barrels triggers the trait
  • Windstrider's Leafplate Perk
  • Fixed an issue causing the perk to not work
  • Elven Sylvanborne Tunic Perk
  • Fixed an issue causing the perk to not work

Rogue

  • Added Energy as a class resource
  • All abilities cost Energy and have had their cooldowns removed
  • Claws - 30 energy, no cooldown
  • Engagement
  • Phantom Dagger - 60 energy, No cooldown
  • Grapple - 40 energy, No cooldown
  • Visage - 50 energy, No cooldown
  • Stealth
  • Shroud - 40 energy, No cooldown
  • Creep - No changes
  • Phantom Veil - 50 energy, No cooldown
  • Stealth
  • Both rogue weapons can now use their fully charged LMB attacks out of stealth, tapping will use the Tap level of the Charged Attack
  • The first attack out of Stealth deals 20% bonus damage
  • Fixed an issue where homing projectiles would not stop homing when a Rogue entered Stealth
  • Footstep VFX are hidden during stealth, but water footsteps will show
  • Footstep sounds can be heard during stealth now but are reduced by 70%
  • Invisibility
  • Footstep sounds are muted during invisibility
  • Footstep VFX follows the same rules as base stealth
  • Visage
  • Visage ghost doesn't follow slopes / terrain
  • Grapple
  • Follow up attack damage reduced by 30%
  • Phantom Veil
  • Decoy will now correctly run, sprint or stand depending on the rogue's actions when activating the ability. While the decoy is alive, the rogue can re-activate Phantom Veil to teleport to its location.
  • Swords
  • Normal Attacks [ LMB ]
  • Upgraded the hit reaction of the first normal attack from a Flinch to a Small Stagger
  • Charged Attack [ Hold LMB ]
  • Reduced damage by 25%
  • Blade Rush (Weapon Skill [ Q ])
  • Many bug fixes
  • Added superarmor towards the end of the cast
  • Jump Attack
  • Now has a loop in the air and completes on landing
  • Daggers
  • Normals [ LMB ]
  • All dagger normals deal 30% extra damage when dealt from behind
  • Backstab (Charged Attack [ Hold LMB ] )
  • Reduced number of adrenaline points used each charge level from 2 / 5 / 10 to, 2 / 4 / 6
  • Increased the weapon damage scalar increase per adrenaline point from 0.18 to 0.2 per point
  • Spider Bite (Special Attack [ Hold RMB ])
  • Increased the distance the rogue translates forwards during the attack from 2 meters to 3
  • Jump Attack
  • Now has a loop in the air and completes on landing
  • Disarm and Thievery Traits have switched places
  • Trait - Silent Footsteps
  • Silent footsteps now works correctly, reduces the volume of the Rogue's footsteps in all situations by a flat 20%
  • Trait - Sharpened Blade
  • Trait effect changed to increase the damage of the next Charged Attack on any weapon by 30%
  • Trait - Disorient
  • Changed perk effect a to Root for 1 sec
  • Duskcrawler's Malice Upper
  • Fixed an issue causing the perk to not benefit Swords
  • Fixed some rogue weapons being flipped upside down when sheathed

Priest

  • Heaven's Fury
  • Fixed issues where the ground targeting for Heaven's Fury would be underneath parts of the terrain
  • Fixed an issue where the player would be stuck in the cast animation
  • Fixed an issue where the looping sound of the Penitence area would last for the rest of the session
  • Fixed an issue where the cooldown would trigger twice
  • Heaven's Ward
  • Fixed an issue that was causing Heaven's Ward to not deal any damage
  • Heaven's Wrath
  • Fixed an issue that was causing Heaven's Wrath to not deal any damage
  • Holy Nova
  • Unstoppable effect now applies at frame 1, down from 4
  • Radiant Dash (Scepter and Staff Dash Attack
  • No longer spawns a Holy Spark when hitting an enemy
  • Scepter
  • Fixed an issue where the homing projectiles would continue in a straight line, instead of following their normal trajectory, if the target was Evading
  • Holy Staff
  • Greater Heal ( Weapon Skill [ Q ])
  • Updated the animation to better reflect the maximum 3 second charge time for the skill
  • Ray of Light (Charged Attack (Hold LMB))
  • Startup animation doubled in speed
  • Fixed an issue where the beam was pointed the wrong direction for the first couple of seconds
  • Fixed an issue where hits from the Beam were missing impact effects
  • Sword and Buckler
  • Dash equip cancel movement tech needs to be fixed
  • Bug with being stuck unable to cast the projectile that swanson found
  • Priest's sword and buckler charge attack animation jitters during short charge and at the end
  • Trait - Ascend
  • Fixed an issue causing Ascend to not be usable while holding the sprint key
  • Trait - Spirit Shell
  • Move the Priest Spirit Shell mechanic to a Trait in the first tier
  • Requires level 2 to unlock, costs 1 point to learn
  • Allows the priest's block shield to remain for 20 seconds after holding block for 3 seconds
  • No longer triggers a Block Break state when the bar is exhausted
  • Now has an internal cooldown of 15 seconds before it can be re-applied
  • Trait - Holy Sparks
  • Fixed an issue with the holy sparks spawning underground in some areas
  • Radiant Leggings Perk
  • Fixed the snare to be applied by all stars
  • Blazing Dawn Perk
  • The reduced spirit cost of your next Charged Heal can now trigger after landing a Charged Heal on just 1 target
  • Celestial Dawn Perk
  • Changed to increase Ray of Light damage by 30%
  • Star and Moon S&B Perk
  • Fixed an issue causing it to not apply the Snare effect
  • Prayer Card: Spiritual Heal
  • Reduced Spirit cost to 30, down from 70
  • Spirit Vial
  • Reduced max charges to 2
  • Fixed an issue where the spirit vial could be consumed in the hub

Deciduous Tree World (Greenwood)

  • Added more grass to most of the map
  • New Skybox!
  • Updated vistas on the edges of the map
  • Updated the visuals of the water in areas
  • Improved network performance of "Grabbable" loot objects
  • Creature spawners adjusted to include the new types, see Encounters below
  • Added new player footstep VFX when walking on stone, dirt, grass, and water
  • Updated the Harvestable Trees:
  • Added new models for the trees for each type of wood
  • The type of wood when harvesting the tree is no longer random, and will now match the type of the tree.
  • The type of trees that spawn are now randomized.

Hammer and Pick Items & Progression

  • Fixed an issue where stash tabs with upgrade containers would sometimes not be sized correctly during account loading, causing items to be lost.
  • Items that fail to be placed into your inventory while loading your account will now properly go to overflow, giving you a chance to save them in the case of errors.
  • Fixed an issue where Stash Tabs with Upgrade Containers would resize in the middle of an item swap action, causing items to move around unpredictably or be lost.
  • Stash Tab Containers can no longer be moved out of their slot or swapped with another stash tab container if the resulting grid size is smaller than what is needed to hold the items in the tab.
  • You can still swap a Stash Tab Container with a larger one!
  • Updated the loot in the Treasure rooms
  • Adjusted starting items of all characters to include a few class items that are automatically equipped to your class belt, and to auto equip potions and bandages to the toolbelt
  • Added missing Split stack option to the right click menu on bandages
  • Re-added the Coffin and Barrel stash containers
  • Split up Vendor and Character Exp bonuses.
  • Fireplace Exp Bonus now only applies to Character Exp
  • Ossuary Exp Bonus now only applies to Vendor Exp


Coin Vendors

  • Added Ossuary Lodge Module
  • Added Gem Socketing to the Jewelcrafter
  • Added a Mailbox system to allow players to receive items from the back-end service, such as twitch drops
  • You can no longer disenchant items that are equipped to your character.
  • Fixed Cooking Meals having infinite duration in some cases
  • Cooking Meals are now deactivated if you go on an adventure with your fireplace out.
  • Fixed not being able to upgrade lodge modules if the required items are in your character inventory

Skull and Crossbones Encounters

  • Updated Ogre King Morgthok
  • Added a new attack
  • Increased his map presence
  • Added the Wraith!
  • Our first Ghost enemy.
  • Added Goblin Brawler
  • Wields a bone as a weapon
  • Added Spiders!
  • Several Enemy families now have tiers of difficulty to better balance parts of the map.
  • Different tiers have different appearances for you to distinguish between them.
  • Harder enemies will have more armor, a larger scale, and a red appearance.
  • Enemies can be in a "dormant" state now when first discovered, where they will be sitting on the ground.

Computer Mouse UI/UX

  • Updated look and feel of the Quest panels
  • Overflow will now trigger if you have items in your overflow on login
  • Items in the Vendor item list have their name the same color as their rarity
  • Added new item filters for Vendors
  • Fixed the experience ring around vendor icons not updating
  • The Disenchanting output display will no longer show rare drops.
  • The rare drops will still drop
  • Added "Quick Sell"
  • Ctrl + Click on any item in your stash while on any vendor page, and it will mark the item for selling and take you to that vendor's sell tab.
  • Fixed the "Escape" action display not showing the "Esc" key on any of the hub screens.
  • Added a UI action to open the Vendor Selection Screen from anywhere in the lobby
  • Defaults to "V" on the Keyboard
  • Fixed "Add to party" buttons not always showing their tooltip
  • Party invites now appear on top of all screens
  • Added information about your party members above their heads in the lobby
  • Added a Loot Ticker showing the name and icon of recently picked up loot
  • Updated the look and feel of the Pause Menu
  • Updated the look and feel of the HUD Damage Numbers
  • They now show icons and colors to represent which elemental type is being dealt

Audio

  • Fixed an issue causing the sound of Resilience triggering (the yellow player glow indicating CC immunity) to not be attenuated
  • Added Hover and Click sounds to most tabs and menus
  • Added music to Greenwood that plays occasionally
  • Added new stinger sounds for when the Victory / Defeat screen appears at the end of a match
  • Added a unique ambience for each vendor
  • Removed the fire loop from the torches in the adventure tab scene
  • Added a unique stinger sound for selecting a character in both class creation and character select
  • Added sounds for selecting and learning Traits
  • Added sounds for selecting and equipping Skills
  • Improved Item movement sounds
  • They also now trigger in more cases
  • Increased the limit of the item movement sounds from 1 to 3 so now the sound won't be skipped when rapidly moving items



Beetle Known Issues

  • Context menu for party members sometimes has weird options (showing Make Leader when you're not the leader)
  • "Craft: {number}" text does not update when you craft an item
  • "Sell all treasures" button in goblin merchant will sometimes permanently mark items for sell and those items become unsellable
  • Player's death bags will not update their visuals until the player has left the server
  • You cannot socket gems on items that are equipped, but they do show up in the gem menu.
  • When swapping characters in the hub, the items in your toolbelts sometimes go to overflow.
  • The progress bar in the Ossuary doesn't update unless the value is 0% or 100%
  • sometimes the spectate screen doesn't let you return to town or switch spectate targets

Warrior

  • Iron Grip
  • Sometimes pivots the character when releasing the button
  • Charge
  • After hitting an enemy it sometimes appears as if the warrior is rubberbanding
  • Heroic Leap
  • Does not traverse up terrain or obstacles correctly
Hunter
  • Windfall
  • Can still avoid fall damage by tapping right click multiple times

Priest

  • Framerate
  • The priest alone had some framerate issues in the previous playtest builds, we aren't completely sure if it is still happening a lot has changed, let us know if it is still occurring and report some framerates in the bug channel for us if you can
  • Spirit Vial
  • Flask charges to not recharge to 2 if you enter with 1 charge
  • Sword and Buckler
  • There is still unintended movement tech possible with some of the attacks
  • Charged Attack projectile can sometimes get stuck in a state of constantly charging
  • Trait - Star Burst
  • Does not work
  • Radiant Robe - Perk
  • Charged attack projectiles do not benefit from the perk
  • Divinity's Mantle - Perk
  • Does not affect the cast time of charged heals

Rogue

  • Stealth
  • If AI has already been aggroed and the rogue stealths during combat, the AI will continue to re-aggro but will not attack
  • Invisibility
  • Permanent invisibility visuals are still happening occasionally
  • Trait - Prey On The Weak
  • Temporarily disabled for this playtest, fix in progress to prevent it from showing to allies and being stuck on dead players
  • Creep - Players can be seen if someone else was more than 100 meters away when the skill was activated


Audio

  • Class stingers are panned to the right
  • Tab button select sounds can be re-triggered if the tab is already selected
  • Sounds in the hub inventory sometimes play twice


Performance

  • General performance in Greenwood may be lower than usual for this playtest