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.
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.
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
General Changes
Fixed an issue where the death animation would replay on characters after looking away from them
Matchmaking
Reconnect - Added a re-connection window, allowing players to rejoin in the case of any sudden client crashes or disconnects
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
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
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.
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
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
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.
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
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