Known Issue: Shader CompilingThe client may perform poorly while shaders are compiled. In this build, shaders are compiled while playing the game. In future builds, shaders will be compiled at the load screen to prevent in-session performance issues.See Known Issuesfor all known issues.
Known Issue: No Toolbelt Radial MenuThe Toolbelts (Item and Class) are currently being revamped. During this time there will not be a toolbelt radial menu. You must use keybinds to choose your abilities in this build. In a future build, the radial menu will be re-introduced.See Known Issuesfor all known issues.
TL;DR
In this build we are introducing more of the Lodge progression systems, we've revamped how Stash tabs work with containers you can craft and find to expand the tab size, changed how the Toolbelt works and introduced many more items and ingredients for crafting.
On classes, we've toned down the Longbow and Priest in general. We also made some adjustments to the Warrior and Rogue to make them a bit better at solo PvE.
As always, more art and sound have been introduced for Class Set items, VFX, and 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
Cooking Pot (Lodge)
The Lodge now has the Cooking pot enabled. In order to unlock the Cooking pot, players must pay 100 Gold. (This will likely change in the future). Cooking allows you to combine ingredients to gain buffs to your Health, Stamina, and more. Finally Pumpkins are useful!
The Bed (Lodge)
The Lodge now features the Bed furnishing which allows you to gain Rested Experience while offline. This bonus applies to all of your characters in your House (account).
Stash Containers
We have redesigned the Stash tab system to allow players to customize the size of the Stash tab. Players can craft Stash Containers at the Workbench to increase the capacity of the tabs.
You can craft this Stash Container at the Workbench
Tip: You can also find a Barrel Stash Container in a.... well, take a guess!
New Toolbelt Design
We have converted the Toolbelt system over to our ultimate vision which is for both the regular consumable Toolbelt and Class Toolbelt (Priest Prayer Box, Hunter Quiver, Warrior Weapon Harness and Rogue Bag of Tricks) to have their own inventory space. This means that potions and those huge spears put in these new toolbelts don't take up space in your main bag! In a future patch we will also restrict players from being able to bring in any other items in their backpacks, so choosing which consumables and class tools will matter as well as progressing the size of your toolbelts through crafting will matter. (Think of them as loadouts)
In the previous design of the toolbelt, players could hotkey a specific tool or consumable and it would always consume that tool or consumable no matter what bag it was in (we call this Slot Memory). We do intend to bring this functionality back with the new version.
Larger toolbelts can be crafted at the Tailor, starting at level 2.
New Character Creation Experience
We are starting to put in new UI/UX for character creation. House Sigils that you can select and customize are coming at a later time. Let us know what you think!
Footstep Sounds!
There are new footstep sounds that change depending on surface such as Dirt, Stone, Moss, Water and more! Let us know what you think.
General Changes
Performance
Add frame gen option to setting menu used fidelity FX frame gen if DLSS is not supported.
Matchmaking
Added Region Selector on Login for matchmaking.
Combat
Many more improvements have been made to Projectiles to improve their responsiveness on the client/server
There are new animations for when players raise others from being Downed
Guard break stun time reduced to 2 seconds on players, still lasts for 4 seconds on PVE enemies
Classes
Warrior
The Warrior is feeling in a good spot, but we feel and heard feedback that he's tough to solo especially in PvE. We have introduced a new Trait called "Pain Management" that grants the Warrior an absorb every time he casts an Enrage ability (Enrage, Rampage and Enraging Shout). We have also toned down the amount of "Block damage" all creatures in the game deal, which helps the Warrior the most.
Iron Grip
Charge up time increased to 1.5 seconds
Stun time now has two levels
Fully charged - 2 seconds of stun
Less than a full charge - 1 seconds of stun
Distance the chain travels has two levels
Fully charged - 25 meters
Less than a full charge - 10 meters
Charge
No longer guard breaks
Now does 2 guard damage
Rampage
Damage is based on ability power so all weapons will result in the same damage
No longer has the Unstoppable state
Enrage
Reduced cost to 20 rage
Reduced cooldown to 4 seconds
Reduced duration to 2 seconds
Fixed the enrage state to keep the player immune to all CC's for it's duration
Mace + Shield
LMB Charged Attack
Hold time increased to 2 seconds
Fully charged is Unblockable
No longer breaks guard
Quake (Q) now has Unstoppable, preventing the Warrior from being Staggered during its cast
Shield Rush (Left Click while holding Right Click) now will be more responsive at Shield Breaking enemies
You now block during Shield Rush
New Jump attack animation
Spear
Spear damage is now determined by ability power
*New* Trait - Pain Management
When you become Enraged, you absorb all damage equal to 15% of your maximum health. This effect ends when the Enrage ends.
Hunter
We intend for the Longbow to give the Hunter a unique sniper experience not found in many Fantasy RPGs. However, the last patch made the Longbow a bit too lethal. We did some adjustments in this patch to tone it down. It make take a while until the vision is fully realized through some iteration.Our vision for the Swiftbow is for it to be good against melee in PvP. It's best against multiple targets, where the Hunter can generate Swiftness using Wild Volley (Press and Hold) faster than other bows. The Tornado Volley (Q) is also intended to get melee off the Hunter, and so we improved its knockback effectiveness. The Shockbeetle had significant adjustments to give it some counterplay.
Charged Shots now have "glint" VFX that give a tell to players
Arrow hit detection is now more precise, and headshots are more consistent.
NOTE: Headshots previously were not functioning in the last build, and now again properly function. Headshots deal 200% of Normal damage.
New Elemental Arrow: Sentinel Arrow - Shoot a Sentinel Arrow into the sky, summoning your Sentinel to fly above. The Sentinel will alert you when enemies come near.
NOTE: Sentinel Arrow is an experimental ability that acts as a sentry totem. Use it in high traffic areas to know when enemies are coming near so you can attack, or use it defensively to be alerted when potential players at dungeon entrances. The Sentinel Arrow can be crafted at the Workbench.
Explosive Seed
Now deals 2 block damage, up from 1
Sporebomb
Lasts 8 seconds
Radius reduced by 50%
Flying Seed
Now acts a proximity mine, detonating when enemies come near
Bramble Trap
Snare is only applied while you are in the trap
Bear Trap
Fixed an issue preventing the hunter from casting bear trap while sprinting
Shockbeetle
Now costs 40 energy to use
No longer breaks block
The Shockbeetle can now be killed
Now has a proper animation when burrowing and unburrowing.
Sentinel Cyclone
Now has new VFX
Friendly Players who jump within the Cyclone leap into the air further
Swiftbow
Now has a new sound!
Wild Arrow (Normals) have a new VFX missile matching the Wild Volley.
Wild Arrow Volley (Press and Hold) now deals more damage, but takes longer to cast.
Tornado Volley (Q) now knocks back players further and travels longer
Windstrike (Right Click Combo) now deals more Block damage, which can be useful on Shield Skeletons in particular
Longbow
Now has a new sound!
Damage reduced by 10%
Eagle Stance (Q)
Bonus damage now requires Swiftness. Each Charged Shot consumes up to 20 Swiftness, increasing its damage by 10% for each.
NOTE: You can passively gain Swiftness with the Longbow by having your reticle over a target while charging a shot.
The "Swift Disengage" perk now generates 1 Swiftness, reduced from 3.
Rogue
The Rogue is intended to be the more technical of the current playable classes, but we do agree some of that extra skill required doesn't always pay off. We've redesigned the Claw suite of abilities to give the Rogue the unique strength of applying one of the many Afflictions in the game (Poison, Disease and Hemorrhage). This will help the Rogues sustained damage and effectiveness, especially in PvE.The Rogue has a bit too much control, even in this patch, and we will be doing some tweaks in the future to address that (especially with Phantom Dagger).
Evade
Fixed an issue where the rogue's evade distance was getting reduced by goblin Tar Trap snares
Adrenaline
Doubled the rate that adrenaline regenerates to 20 per second
Claw Attack abilities have been redesigned:
Serrated Claw: Instantly strikes the target, causing Hemorrhage buildup and causes all of your Normal weapon attacks to deal Hemorrhage buildup for 6 sec.
Poisoned Claw: Instantly strikes the target, causing Poison buildup and causes all Normal weapon attacks to deal Poison buildup for 6 sec.
Infected Claw: Instantly strikes the target, causing Disease buildup and causes all Normal weapon attacks to deal Poison buildup for 6 sec.
Visage now has a new look!
Phantom Dagger
Projectile Speed increased by 25% back to it's original value
Attempted Fix for an issue where trying to teleport to a Hunter on a trap would result in the rogue not teleporting and instead getting rooted in place.
Teleporting from Visage and Phantom Dagger removes all Root effects.
Stealth
Fixed many VFX showing during stealth including: Footstep clouds, sprint lines, potion healing, and priest holy shield bubble
PvE creatures now treat stealth differently, the Rogue will be detectable if the Player is very close and in front of the enemy
Invisibility (NOTE: Invisibility occurs for a short duration when Shroud and Phantom Veil are used)
Removes all roots
Causes PVE mobs to not know where the rogue is for the duration, if line of sight is broken during invisibility the enemy will lose aggro
Creep
Creep costs more stamina per second now when sprinting
Known Issue: Creep does not put the rogue in an Invisible state when standing still
Daggers
Backstab
Adrenaline damage scaling slightly reduced
Reduced size of VFX to better match the hitbox
Back damage detection cone increased to 150 degrees, up from 120
Emerald Ripper (Weapon)
Changed perk to allow Backstab to benefit from the bonus damage to poisoned targets, without requiring the target to be poisoned
Removed the Adrenaline Rush trait
*New* Trait - Disarm
With this trait the rogue can use the Interact key to disarm rigged chests and hunter traps
Fixed an issue where bone clattering sounds would play when the rogue took damage
Priest
We received a lot of feedback that the Priest is a bit too strong in multiple areas (healing, ranged damage, navigation etc.). The Priest is the most unique of the four classes in that in most RPGs she is a bit one note, so we're experimenting with taking her in different directions.In this patch we've toned down her damage a bit and reduced the number of charges of her Spirit Flask (that regenerates Spirit, her healing resource), and over time will move a bit of her baseline power into her builds (gear perks) to allow players to customize which type of Priest they want to be. Ascend (the "flying" trait) is now back and can be cast while using your Evade after Jumping. Ascend is intended to help the Priest disengage melee, as she becomes the "PvP tank" — especially when she's fulfilling the role as a healer.
Priest base energy regen has been reduced to 5 per second
NOTE: Frequency of spell casts were a bit too high so we've reduced Energy as a way to address that
A Target Self hotkey has been added for healing skills, it is assigned to the Left Alt key by default
Priest evade cost increased to 30 up from 25
Ascend is now activated by pressing the evade key while in the air instead of sprint
Divine Mirror
Energy cost reduced to 35 down from 50
Total HP of the mirror now scales with ability power
Floating Mirror
Energy cost reduced to 35 down from 50
Rotating mirror perk now affects floating mirror
Increased size by 20%
Guided Star
Deals damage and staggers the caster if hit
Added evade cancel frames to the guided star hold animation
Known Issues: The priest can only evade backwards out of the guided star hold
Gleaming Star
Damage reduced by 30% to it's original value
Reduced explosion radius by 60%
Deals damage and staggers the caster if hit
Heaven's Fury
Removed minimum range restriction
Targeting has been changed when holding down the button to be aimed on the ground
Impact happens slightly faster
Heaven's Ward
Re designed - Cast a Heaven's Ward on the target for 30 sec. A pillar of Holy light will strike the first enemy that comes into contact with the warded target, dealing Holy damage and Incapacitating them for 3 sec. Only 1 target can be warded at a time.
Holy Spark
Damage buff stacks up to 3 times instead of 5
Damage increases by 10% per buff stack, up from 6%
Removed max stamina increase from the holy spark buff
Radiant Dash (Sprint Attack)
Costs 15 stamina and has some more recovery frames
Fixed an issue where it was applying stagger to allies
Holy Nova technical attack (Hold RMB + LMB) now has Unstoppable, knocks the target back further and takes twice as long to start up
Scepter
Changed the pathing of projectile tractories for normal attacks
Charged attacks hit reaction lowered to a Flinch from a Twitch (no longer interrupts)
Fixed a bug where the first level of the charged attack would fire after just 0.3 seconds of holding instead of 1
Lunar Warden scepter perk - max stamina reduction debuff stacks up to 5 times and reduces the targets max stamina by 5% per stack, lasts 8 seconds
Holy Staff
Attacks apply a Holy damage vulnerability debuff to the target, increasing the damage taken from all holy damage by 5%, stacks 5 times
Ray of Light (LMB Hold)
Priest can no longer move while casting
Range increased by 50%
Damage increased by 100%
Fixed issue where the maximum spirit increase staff could be stacked by re-equipping it
Holy Shield Prayer Card
Absorb amount now scales with ability power
Instant heal perk increased from 20% of the shield value to 30%
Fixed a bug where the priest Holy Shield bubble VFX obscured vision while a hunter is in Eagle Stance
Holy Flask
Changed the amount restored to 60% of the priests spirit over 6 seconds
Starts with 2 charges at the beginning of a match now instead of 3
World (Greenwood)
A lot more of Greenwood has now new art
Some areas are in GOLD, some in SILVER, and some in BRONZE. GOLD indicates complete.
The lighting in Greenwood has been adjusted to have some movement to simulate sun movement
New ambience sounds — particularly new water, at tops of castles, and in caves
Items & Progression
Added Stash Tab Upgrade Slots. These allow you to slot in Stash Containers into your stash tabs to expand the tab size! Stash Containers can be crafted at the Workbench.
Toolbelts now hold items and you can equip different toolbelt items to increase the number of slots you can access.
Enabled the Fireplace, Bed, and Cooking Pot lodge modules
Added completion timers to lodge module upgrades
Added the Overflow system. Now, if you interact with a vendor in a way that would overflow your inventory, the extra items now go into an Overflow display, where you are able to chose to save those overflowed items or delete them.
Added Retrieve-Only stash tabs. Now if you lose access to a stash tab, your items will not be lost. They will be preserved and retrievable.
When swapping items in the grid, we now preserve the Oriented Grid Size of the item instead of it's rotation. This should make swapping items much more intuitive and feel better.
This means that when you swap a 2x1 item with a 1x2 item, the 1x2 will be rotated to 2x1 to fit the position of the swapping item. Items that are large enough to encompass the swapping item will not rotate the item in result.
Vendors and Lodge actions that pull from your account inventory (ie: Crafting, Upgrading, etc) now pull from your Character inventory as well.
It will not pull from offline characters, only the currently selected character
Player Corpse Bags now use loot discovery (time to discover/search corpse similar to the containers)
Harvest-able Containers (such as Ores and Trees) are now retrieve-only. Any operation that would put an item into their grid will fail. You can take items out so long as you aren't swapping items.
Fixed an issue where in some server conditions, your wallet would overwrite some currency.
Fixed an issue where bandages would preserve their overstack stack size while being split. This allowed you to split them infinitely, duplicating the bandages.
Fixed an issue where items loading into tabs you will gain access to (ie: unlocked by the stash) could be lost.
Fixed Cooked Meals being character specific and not account wide
Many armor sets got a new visual.
Fixed some consumables being usable in the hub world.
Vendors
Fixed a bug where Vendors would stop showing XP gain
The Tailor has a new look!
The Weaponsmith now animates!
Encounters
Creatures will now no longer swerve left and right as you fight them at range
Creatures will now obey stealth from the Rogue
Some Goblins have new melee attacks
Introducing the Gemlin! If you can find the Gemlin, you'll find some rare gems and stones that will be useful to outfit your gear in a future patch...
The Wolf now has better tells to let you know when to avoid attacks.
The Animated Armor AI has had some improvements.
Skeleton Mage - More adjustments to make it less lethal to fight.
UI/UX
New character creation menu
There are now tooltips in the Status (Stats) pane in the Inventory
New House Creation Flow (NOTE: Sigils will be introduced later)
New "Social" UI — UI Art will come soon
Many vendor screens now update resource counts etc properly when the inventory is updated (buying/crafting/selling items)
Upgrade and craft vendor buttons will be disabled if you can't do the action
Discord button added to the main menu
New equipment slots layout
Known Issues
Pressing Esc in the key rebinding screen will cause various issues
Can't activate voice chat hotkey when inside of the inventory/menus
Some Icons missing from match end screen
If you swap two stash containers while your stash is full, items may go to overflow
Some house objects are missing walls
The dungeon near the pumpkin patch is blocked by a wall
Grapple hook may send you past your target
Priest Bouncing Star and Guided start don't spawn sometimes
Performance may be poor in the first game you play. Due to an issue, the game needs to generate a shader cache, and this will cause hitching and poor performance the first time a material loads.
The Toolbelt Radial Menu is disabled during this playtest, as it is undergoing a rework. The Toolbelt Keybinds work!
4 and 5 for consumables, F1 and F2 for class tools. These are re-bindable in the options menu.
Goblin Bomber snares may last too long
Gold requirements for crafting display as 0 until you have enough gold to craft the item. This should only be affecting one item currently, the Copper Pot made by the Innkeeper, which requires 150 gold.