Act 3 is finally here and adventurers will now be able to wander the abandoned Dwarven structures that still remain locked away in the Echonok Mountains. Contracts and Fame are now available and players will be able to begin collecting all the unlockable loot by earning Fame through quest completion and defeating challenging enemies.
The dusty halls of the industrious dwarves echo with the shrieks of the voltura and clank of the automatons. This abandoned ruin is where the final act of Torchlight 3 takes place. Long-abandoned machinery and watchful clockwork creations are being looted by the avian voltura, who are allied with Mother and the netherim. Blast, break, crush and crash your way through monsters, traps, champions, and bosses as you complete the Torchlight 3 storyline.
“When we started building Echonok Mountains, we wanted two contrasting epic settings: vertiginous mountaintop vistas and classic dungeon crawls,” Senior Game Designer Shawn Stone explains, “perhaps compensating for their reduced stature, the dwarves tended to build their mountain halls at a towering, epic scale.” Contrasting with that careful craftsmanship are the ramshackled shanties that the voltura have hacked together atop the dwarven ruins, like metal nests among a dwarven necropolis. We built a variety of dwarven machinery in the environment to bring the setting to life and give the monsters plenty of locations from which they can emerge. The story climaxes in a satisfying boss fight that evokes some of the best things about Torchlight. We can’t wait for you to visit.
Contracts are a way for players to gain and grind loot through the collection of Fame. Defeating challenging monsters of varying types as well as some quests will earn you Fame. With three (Adventurer, Craftsman, and Homesteader) full Contracts worth of loot, including pets, resources, recipes, fort decorations, extra character slots, stash tabs, and more, players will have loads more content to earn and collect.
We received so much feedback after launching into Early Access, so let’s discuss some of the changes the community has directly influenced.
Lifebound is receiving a big update from opt-out to opt-in. Players will now find consumable items that can turn your gear into a Lifebound item, making it more powerful, but also more fragile and able to break permanently upon death. Read all the notes below for more details.
A gear/item buyback option has been implemented at town vendors.
We’ve added dedicated servers to Australia. We hope this will improve latency issues for those players.
Potions received tuning and now include a knockback to help melee players and those stuck in combat have a way to defend and escape from enemies.
Increased fort complexity limit to 500.
Reliquary and Enchanting tables no longer cost any Gold.
"Lucky!" item drops are now always magic or higher quality.
Mimic chests now are no longer discerned by their nameplates and drop better loot!
Really big Relic updates, including entire reworks for multiple Relic active skills.
Added toggle overlay map to the keybindings menu.
When minimap is in Overlay mode, it will no longer be hidden when the player moves or engages in combat.
Reduced DPI scale for all screen resolutions. UI on most screens is scaled and centered to better fit the PC monitor playing experience. In future updates we plan to also expose an option for user control over UI scale.
Set players revived by allies to be invulnerable for a short duration to avoid situations where an ally would revive you on/in a hazard and you'd die again right away.
In addition, here are a few other updates that deserve a callout.
The Fighter’s Spirit defensive buff mechanic now applies to all classes (was exclusive to Railmaster and Forged) and it properly triggers for basic attacks. We've seen that melee combat has too much danger compared to ranged play and this plus the movement collision changes noted below should help the melee game be competitive with ranged builds.
Monster-player collision volumes have been drastically reduced in size; this should improve combat movement and reduce the feeling of being trapped. This does not affect missile/attack collisions with enemies.
Pet Shelter in Forts is now able to be relocated.
Missing Legendarium items have been added.
Added random chest cannon option for the gamblers.
Luck Tree consumable item is no longer tied to a character, but to an entire account. This will ensure players can’t delete or remove their ability to have a Luck Tree.
Loads and loads of skill fixes and updates!
A mysterious wanderer has made their way to Trevail Point… how mysterious!
With all of that said, we hope that you peruse the patch notes with the same amount of awe as I did. 19 pages of patch notes is pretty awesome for our first major patch.
We know there are many other issues and suggestions that have been added to our Support Center. Many are already in the works for a future patch and we hope to provide more details for those as we get closer to the second major patch.
Thank you again for all the support, bug reporting, and gameplay feedback! I’ll see you again on the frontier soon!
- Echtra Bean
New server region added for our Australian players. This should reduce latency for those connecting in this local area. This did not pass QA, we will patch the new Australian servers in an upcoming hotfix/patch.
Fixed a server crash caused by “ASkillBeam:Clear”
Fixed a server crash caused by Skill Stations.
Fixed a server crash in quest code.
Fixed a server crash when claiming a crafting job.
Fixed a server crash that is caused when network requests fail.
Fixed a server crash caused by Fort editing.
Fixed a server crash when failing to load Fort inventories.
Fixed a crash caused by the Skill Manager.
Fixed a crash in Sharpshooter UI.
Fixed a crash caused by the character’s behavior tree within a certain status effect.
Fixed a possible crash with tabbed menus.
Fixed one case of degraded performance over time.
Fixed not being able to party with other players due to perceived difficulty mismatch.
Fixed an issue where sending a party invite via the friend's list doesn't work.
We now force friend status to be ‘online’ if they are on the same server.
Fixed a multiplayer issue where other players would rubberband when using melee attacks without holding shift.
Support integer progress counters for Steam achievements.
Reduced required count of "Break All the Things!" achievement from 10,000 to 2,010.
Fixed a case of achievements unlocking retroactively and forbid retroactive unlocking.
Fixed an issue where some gear-related achievements would complete when opening the reliquary for the first time.
Fixed an issue where all reach level 60 achievements would unlock once the player reached level 60 with any class.
Fixed "Legendary Set" achievement that was previously impossible to complete.
Fixed an issue with "Equip Items with Trait Greater Than" task type not recognizing progress made for required count.
After attempting travel, players will have the travel sickness status effect applied to them.
No longer enable OculusVR plugin, which will prevent Steam from launching it as a VR game.
Fixed Character Create failing due to disallowed character/pet names in non-english languages.
Move build info text from title screen to escape menu.
"Single Player" button is now visible but disabled in the main menu when offline mode is disabled, and there is a label that says "Coming after Early Access".
Updated the framing, size and location of the minimap.
Fixed minimap issues that made tilesets appear 1 pixel off.
Dead ‘Hardcore’ characters are now at the bottom of the list of characters.
Fixed an issue that made it not possible to terminate the game using the 'Exit' option.
Reduced DPI scale for all screen resolutions.
Arrow keys, enter, and double click now work on the character select screen.
Darkened background, increased text padding and added blur to the dialog bubbles.
Dialog bubbles now bounce and then appear.
Fixed cursor jumping to the end every time you type a character for character or pet names.
Buttons with a "press and hold" now give more immediate feedback to the player.
Fixed an issue where the "Critical!" text was disabled when damage numbers were shown.
Fixed an issue where hitting enter to send a chat message does not take focus away from the chat window.
Blob shadow assets & enabling blob shadows now available as an option.
Added toggle overlay map to the keybindings menu.
The hotkeys to move the fort camera no longer collide with other key bindings.
Set gamepad focus to the map when opening with the gamepad hotkey.
Fixed an issue where the Legendarium could sometimes not receive focus when using the gamepad.
Moved the scroll box so that the characters scroll with the gamepad.
Disabled superfluous "Move Item" action in the reliquary when playing on the gamepad.
Fixed an issue with the gamepad where the player was not able to interact with McTyre's Cove and Echo Landing waypoints.
Help buttons are now turned off when the controller is active.
Fixed an issue where the screen that appears when breaking down items at the Enchanter's Altar cannot be closed with the gamepad b button.
Fixed an issue of not being able to rename your pet with a gamepad at Character Create.
Cleaned up layout so that the controller legend prompt fits better at the bottom.
Relic text now shows when a controller is connected.
Removed redundant LT and RT button icons that are visible in the vendor's panel.
Fixed an issue where the loading screen could disappear prematurely when returning to character select.
Added loading screens to teach players about the character system.
Added loading screen for the Legendarium.
Added loading screens for Sharpshooter.
Updated fame Loading Screen text to: "Fame can be earned by completing quests and defeating champions and bosses."
Replace Unreal/Epic branding with Echtra/TL3 in Crash Reporter.
Added Credits screen.
Updated Early Access roadmap image to correct a misspelling.
Added mouse wheel up/down icons.
Added intro animation, blur background and replaced the close button to the right version for the mailbox screen. Moved the "claim" button to the bottom right instead of top right. Updated the font style to the right one.
Other UIs can no longer be opened during video cinematics.
Fixed a single frame of the Character Select screen where all characters have the Dusk Mage thumbnails can be visible for a short period when returning to the Character Select from gameplay.
Updated the gender button icon to read better.
Fixed an issue where the player may not be able to see other player's Character and Account Names Overhead with the setting enabled.
Fixed missing town name plates when entering McTyre's Cove and Echo Landing.
Added icon for defense boost status effect.
Monster target Status effect aligned to the center.
Fixed an issue where Blazing monster burning status effects didn't show vignettes.
Fixed "Show Stats"/"Hide Stats" button being hard to press with the mouse (you couldn't click on the words, only on the button around the words).
Added transition to combat help screen.
Fixed text and icon that overflows out of intended text/icon area in the Legendarium menu.
Players can no longer click on windows behind the Legendarium equip panel.
Fixed text and icon that overflows out of intended text/icon area in the Legendarium menu.
Updated the equipped affix status icons in the Legendarium.
Added scroll box to avoid UI overlap in the Legendarium and tweaked sizing and alignment of Legendary items.
Fixed pluralization when displaying crafting times.
Vertically Centered the Enchanting UI.
Enchanting UI polish.
Fixed issue where the tooltips in the enchanting UI cover the action bar.
Increased the height of the Recipe panel to fit all recipes without the need for scrolling.
Fixed an issue where two menus could overlap if the player received the RPC to open a crafting menu after they had opened another menu.
Updated the Inventory, Skill, Social and Contracts screen to be vertical centered justified.
Moved inventory panel higher to make sure the controller shortcut prompt UI is on screen.
Contracts reward items are now all aligned correctly. Also added a bit of padding on the item sides for the multiple reward slots.
We now close the Contract claim reward window if you use a keyboard shortcut to switch to a different panel (like skills or inventory).
The Contracts UI no longer appears if no Contracts are enabled.
Fixed an issue where lower tier locked Fame rewards show up as claimed in the contracts if Higher tier rewards are claimed in another Contract.
Added new Contracts select screens art.
Contracts reward descriptions now fits on Ultrawide screen.
Added Lifebound decorative frame to Lifebound items.
Added a description for Lifebound.
Removed class requirement text from Wideload's Decorative Shield and Luck Sprout Sack consumable items.
Removed class requirement text from Respectacles.
Removed the colored square of the legend in the skills panel.
Removed selection/deselect animation from relic passive skills in tab.
Relics now shows up in the player info on the left side under the player's name and shield.
Removed tooltip on Relic item in the stats menu.
Relic activation skills now say the activation duration and cooldown.
Removed legend in the Relic skills screen.
Added "Passive Skill" and "Active Skill" text in relic skill descriptions.
Updated all missing icons in the active relic panel and hooked up the missing backgrounds for Cold Heart and Electrode.
Updated the Reliquary crafting UI to fit center vertical aligned.
Fixed an issue where changing the Relic while Relic's active skill is assigned to the LMB causes the player to be unable to move the character using mouse.
Fixed a typo in the Relics tutorial dialog.
Quest Item "Short Fuse" Icon fixed.
Generated an improved icon for the quest item "Automaton Arm".
Fixed an issue where quest text would overlap when coming into the game with multiple quests.
Generated an icon for the Voltura secret message.
Zephora's Amulet icon fix.
Fixed the icon for Cosmic Pauldrons shoulders not appearing correctly.
Removed the unneeded option to 'Friend' an already added Friend appears in the 'Nearby' tab of the Social UI.
Cleaned up layout so that all buttons can fit in the social friend entry widget space.
Friends menu title now includes the platform name the friends are sourced from.
Polished up the social party UI items (invite button, player group info, pending invitation).
Invites from blocked players no longer appear briefly in the UI before they are automatically rejected.
Adding icons for a few for decorations where they were missing.
Added a mention of visiting other players' forts to the Forts help menu.
The tutorial fort will now show that you are in Trevail's Passage when you open up the area map, instead of Edgewood Bluff.
We now hide the tutorial popups when you open the Fort build menu.
Fixed the Fort edit window closing immediately the first time it is opened.
Deleted minimap data for the corner pieces surrounding the Fort.
Fixed being able open the fort edit menu on top of another menu if you happened to press the buttons within a very short timeframe.
The 'Store All' option is displayed when the Decoration, Functional, and Storage tabs are opened during fort customization.
Uploaded missing bitmaps for goblin monument feed.
Updated Hyvid paste and Goblin Rage currency icons.
Wardrobe UI polish.
Added a close button to the Wardrobe screen.
Fixed Wardrobe UI that was labeled "C" in the lower right corner for mouse+keyboard to “Show Stats”.
Added messaging about why players can't interact with some wardrobes.
Reduced the height of the pet swap UI.
Fixed a case on pet details UI where changing a name was not reflected in the actual pet name defense boost status effect.
Added proper icons to all of the Sharpshooter Adventurer Bonus status effects so they aren't displaying placeholder icons.
Sharpshooter is now capitalized in skill description and free from grammatical errors.
Corrected spelling of Scattershot.
Icon camera adjustments for pants and chest gear for Sharpshooter and Railmaster.
Updated Notification icons.
Fixed an issue where players get an alert notification about New Skills Unlocked before they are able to access the feature.
Added a notification when a party member travels to another area.
Fixed party member notifications not occuring when a party member dies.
Fixed an issue with the Sharpshooter's icon is not displayed on the notifications regarding dying for the first time or unlocking a new slot for pet's skills.
Inventory full notification now links to the inventory screen on click.
Red "Out of Mana" now says “Not enough ammo.” when you don’t have enough mana to cast.
Fixed 'Show Stats' button text & 'NEW!' text that spills out of the frame in Russian.
New batch of localization added/updated (all languages received an update).
Fixed the 'Sell All Pet Items' bar that did not fit in the designated space in non-English languages.
Skill damage value missing from skill tooltip when bonus levels put it over the cap. Also capped skill trait bonuses at level 10.
Fixed incorrect tooltip that was displayed under dialogue box when interacting with NPCs marked with three dots.
Fixed an issue where closing the 'Difficulty' menu causes the tooltips present in the bottom-right corner of the screen to disappear, which prevents the player from choosing any character.
Fixed an issue where canceling the difficulty level change confirmation prompt results in the same prompt with different tooltips being displayed for a brief moment.
Fixed an issue where it was possible to progress though the game with the camera being constantly zoomed-in upon performing a specific action.
Fixed a conditional blocker that would occur when the playable character can get stuck upon constantly pressing the LMB on a waypoint while mashing F10 at the same time.
Added more diversity to the default appearances in character create.
Set players revived by allies to be invulnerable for a short duration to avoid situations where an ally would revive you on/in a hazard and you'd die again right away.
Added the Mysterious Wanderer NPC to Trevail Point.
Removed critters from Trevail Passage (both versions).
Added various critters to all areas.
Redressed scenery and adjusted lighting to account for no longer having map vendors in towns.
Disable portal to party members if you are too close to the party member (currently 20 meters).
Fixed an issue where return Warps were not spawning after opening boss chests in Act 3.
Fixed an issue where using the warp from 'Lakeside Clearing' to 'Firebelly Stronghold' results in the character getting stuck in the air without any possibility to move.
Fixed an issue in the Hyvid Tunnels where the exit portal spawns too close to the boss chest.
Fort specific player portals now display the name of the account rather than the name of the character.
Fixed an issue where portals created in areas that precede boss fights cannot be entered.
Adjusted position of Trevail Point waypoint.
Added a missing seed to the Fields of Unrest.
Increased size of warp trigger for Den of Upheaval so it is clickable.
Tuning the spawners across Act 1.
Adjusted mob spawners in the Voltura Village.
Fixed the tiles of Ascent of Echo to include more environment skirting.
Fixed inaccessible 'Skulls' and 'Pile of Stones' clickables that were visible for the player in the first Fort.
Fixed scaffolding prop that steals clicks.
Removed the funky clickable unopenable spider gooey chest.
Moved or removed weapon rack props so they aren’t hidden behind walls.
Fixed an issue in the Hyvid Hatchery where a specific dormant bug is located inside a wall.
Area before you go to Belly of the Beast shouldn't have spawners, this has been fixed to make sure none exist.
Fixed an issue with metal domes in Act 3 not spawning monsters.
Shocking hazards in Bolt Town zap the player again.
Hazards from traps duration increased to 5 seconds, matching the Spider duration they are based from, preventing the visual from clipping out instead of fading out.
Fixed an issue where fire hazards weren't dealing damage.
Fixed an issue causing Spike Traps in Act 3 to deal far more damage than intended.
Further cleanup of collision, mostly due to foliage objects like rocks and spikes not inherently having collision because the foliage system does not do that. Should resolve some character clipping through rocks.
Updated the Cave of Sorrows to fix extra navmesh is present on the broken bridge asset.
Added collision to missing Murky Miasma sac prop.
Fixed a gap in the environment that could be seen in Hidden Falls.
Fixed a gap in the environment that was observed in 'Firebelly Village'.
Fixed an issue where the player sinks through the bridge in Volutra Village.
Fixed navmesh issue that prevented players from getting into the Bugswat Burrow.
Fixed Stone face statue in Firebelly Stronghold that lacked its collision.
Fixed plant prop in Corpsefire Crypt that had no collisions implemented.
Players now move more smoothly when navigating up and down ramps.
Fixed Treasure Chest that clips through the floor in 'Edgewood Bluff'.
Fixed enemies that clip through the environment when spawning at 'Crystal Passage'.
Fixed some crates being stuck halfway in rocks by the buffalope in the Imperial Outpost.
Fixed issue with chest that can be seen clipping into the ground in Lugnut's Tower.
Fixed character clipping through multiple rocks in Ascent of Echos.
Fixed character clipping through multiple rocks in Scavenger’s Trail.
Fixed character clipping through multiple game objects & environments in 'Grand Hall'.
Fixed character clipping through a 'Metal Deposit' in 'Ascent of Echoes.
Fixed character clipping through a wall in Archives.
Fixed character clipping through multiple walls in Squakclaw’s Perch.
Fixed character clipping through multiple walls in the Library of Firebeard's Legacy.
Fixed character clipping through a wall of Voltura Village.
Fixed character clipping through a wall of Shriekbeak’s Laboratory.
Fixed character clipping through multiple rocks in Cliffs of Ore.
Fixed Skittering Crawlers Legendary gloves to remove clipping through shields.
Fixed some floating crystals in front of the player Fort.
Fixed hard edge on floor texture found in Firebelly Village.
Camera distance and FOV distance increased for Brall, Sadista, and Ordrak boss arenas.
The Fort boundaries are now respected when using mouse camera movement.
Adjusted wardrobe camera.
Removed the stationary Galvanic turret automatons from King's Plateau and Looted Warehouse. Replaced with Galvanic custodian automatons in the Looted Warehouse.
Extended the length of the player info intro animation to make sure it finishes all the way.
Removed trigger for placeholder boss death cinematic from Ordrak's boss arena.
Updated Act 1 Three Sisters intro with final illustrations. Included temp SFX and Score.
Sadista Death Cinematic with final illustrations. Included temp SFX and score.
Psora fight Intro Cinematic added with final illustrations.
Act 2 establishing Cinematic added with final illustrations.
Act 3 establishing Cinematic added with final illustrations.
SquawkClaw Intro with Kenik Cinematic with Final illustrations. Included temp SFX.
Updated Closing cinematic with temp SFX ands score. Still awaiting all of the final illustrations (work in progress).
Ordrak Fight Intro cinematic added with final illustrations.
Updated character select cinematic to fix some FX issues.
Fixed an issue with Thunderthighs boss's intro cinematic having un-textured crystals.
Fixed an issue where duplicate pylons can appear during Strongtusk's cinematic.
Swapped the geo for the Brall and Sadista boss arenas, the crystal in the middle was intended for Sadista.
Path is missing from the 'Map' & 'Minimap' at a specific location in 'Firebelly Strongehold.
Fixed issues with minimap not reflecting the Trial of Fire boundaries properly.
Railmaster fixes to forearm deformation while using the focus.
Dusk Mage elbow no longer pops backwards when holding a pistol and focus.
Dusk Mage walk to run transition when carrying a Great Weapon now blends as intended.
Sacrifice to Goose animated mesh VFX now performs as expected.
Cat NPC now progresses through idles as intended.
Sharpshooter skill transition blends adjusted to play as intended.
Forged Great Weapon walk run blend with all locomotions now plays as expected.
Fixed an issue where characters clip through multiple rocks in Ascent of Echos.
Adjusted Railmaster animation to use the right notify for Electrode Localized Storm, resulting in unified functionality across all classes for the Relic.
Fixed Railmaster shotgun and mortar turrets having material issues in certain boss instances.
Fixed an issue where clickable animations reset after a period of time and can't be clicked again.
Legendary 'pet poison aura' added.
Made spider spawn web slightly thinner.
Revision to spiders' poison hazard.
Revised spiders' electric hazard and goblin grenade hazard.
New chandelier sway.
Brall Projectile revisions.
Revised Brall wolf's hazard visual.
Revised Brall's ‘tell’.
Made Brall's arrows more visible, taller and more dramatic.
New Ghost Material for Fort. Works now for Skeletal mesh props.
Power Projection reworked.
Rizzi's Fate Milestone skill follow up (work in progress).
Fixing Shoulders flippy animation issue on Woodbeast Legendary shoulders.
New Light Spear Milestone Skill / Dark Spear FX
Decreased the size of the particle system for Scout's bones to make it more inline with the actual size of the missile.
Magic sword FX bug fixed.
Reviewed all critter combatFX & created new censored critter death FX.
New Champion's Amulet Item FX
New Blood Drinker Relic FX
New Coldheart Active Skill FX
New Legendary Weapon FX with Affix
New Deadblade Relic Weapon FX
New Electrode Active Skill FX (work in progress).
New Legendary GreatWeapon FX (work in progress).
New Legendary Weapon FX: DeadBlade (work in progress).
New Legendary Weapon FX: BoneRazer (work in progress).
Added vfx missiles and impacts to Coal Launch (work in progress).
Clockwork Boss level (work in progress).
Entropy Nova update (work in progress).
Ghost Pick Throw Update (work in progress).
Spike Throw update (work in progress).
New Frost Shock (work in progress).
Added Ember Barrier prop FX.
New Dead Player / Revive Indicator FX
New Endurance Indicator FX
DM Entropy Nova Update (work in progress)
Torque Swing Updates
RM Endurance bonus FX for Torgue Missile
Lantern Flash Legendary Endurance Bonus FX
Character Create Fixes/revisions (work in progress).
Train tracks animate and fade into place as more tracks are added.
Increased radius for Thorned Strider.
Revised Shadow Beast attack.
Revised Glaive iteration.
Added sound to equipping shield.
Increased radius for explosive barrel.
Traps that don't actually spawn anything will no longer trigger the narrator VO.
Note: this only works for traps without a delay. Traps with a delay will still trigger the VO, even if they would fail to trigger anything after the delay is done.
Fixed an issue where Fungi themed decoration props in player Fort mismatched their SFX of their type.
Arms Cart sound implemented.
Flame Shockwave sound implemented.
Shock On sound implemented.
Ghost pets implemented.
Added sound for party members dying.
Attempting build a fort prop in an out-of-bounds area no longer plays the build sound.
New music in second half of Act 1 exteriors!
Brought sound levels of random distant metallic 'scatterer' effect down a little in dwarf workshop audio ambience mixes.
Disabled narrator VO in "Fortuitous Arrival" upon completing the quest when entering Edgewood Bluff.
Voltura melee hit volume raised.
Fixed cannon sound triggering if you triggered the cannon and then walked away from it and then walked back.
Fixed subsequent uses of consumable items triggering multiple instances of the consume item sound.
Voltura Fighter death updated.
Achievement quests now no longer play narrator VO.
Added 5 second delay on Tutorial: Boss Chests widget pop-up.
Added 1.5 second delay on Tutorial: Skills widget pop-up.
Fixed instances where "Test Subject #29" could sometimes be found in multiple locations around the Excavated Workshop.
Decreased the size of the Automatons Cogs quest item (for the mapworks quest "Part Picking") to 35%. Also generated an icon for this quest item.
Changed close action text on the quest dialog widget from "Not Now" to "Close".
Fixed an issue where it was impossible to complete the Fortuitous Arrival quest if the player closes the game before leaving Occupied Trevail Point to go to Edgewood Bluff.
Fixed an issue where force quitting during the loading screen after Yapper may result in a progression blocker.
Increased required count for killing monsters from 10 to 40 in Echoes of the Past quest.
Fixed an issue where upon completing the quest by speaking with the Ghostly Alpaca, the player receives a level 0 legendary pet collar.
Fixed missing "Upgrade Gear" account tutorial that failed to trigger in Occupied Trevail Point.
Set the mapworks quests "Musky Business" and "Tipsy Gobs" to hide all other quests while active.
Added a reward of 2 magic essence when you complete the step to place the Enchanting Altar in your fort for the account tutorial quest "Simply Enchanting". This should be enough for you to be able to apply at least 1 default enchantment (magic quality) to an item. (currently this gives a broken essence, will be fixed in an upcoming patch.)
Corrected the wording of the "From a Humble Seed" Luck Tree tutorial quest task to ask you to find fertile soil from a tree, instead of a more specific "Ash Tree".
Updated the "From a Humble Seed" tutorial quest to be able to drop fertile soil from any tree in the world.
Increased drop rate of quest items for "Part Picking" quest to help avoid situations where you don't get enough parts.
Slightly increased drop chance of Netherling Jawbones for the "Nether Inkling" quest. Champion Netherlings will also have a 100% chance to drop Jawbones.
Champion Netherim Warriors have a 100% chance to drop Netherim Hide.
Champion packs only drop quest items on the last pack member now.
Fixed issue where name of the area to travel to is not replaced for "Continue On" quest.
Updated Reliquary help tutorial pop-up to refer to the "Functional" section instead of "Production" section.
Reduced the drop rate for the Voltura secret message.
ITEMS & GEAR
Fixed Woodsbeast Shoulders, Skittering Boots and a couple other legendary affixes not showing up in Legendarium.
Lifebound items no longer drop. New "Scroll of Lifebound" items have a chance to drop, starting at level 7.
Has a relatively low chance to drop from normal monsters (when monsters do drop loot, it's between a 1 - 4% chance), a 1 in 6 chance of dropping from Boss Chests, Champions and Bosses.
Phase Beasts now begin appearing in hub areas starting at level 7 instead of level 5. Phase Dungeons from Phase Beasts have a 100% chance of dropping Scrolls of Lifebound from the Boss Chest.
Scrolls of Lifebound allow you to choose which common, magic or rare quality items to turn into Lifebound items, allowing you to choose when to opt-in to the risk involved with wielding these more powerful items.
Removed Scrolls of Unbinding from the game.
Updated the Lifebound tutorial and help dialogs.
Updated quest rewards to no longer give lifebound items, but either give your choice of items or Scrolls of Lifebound.
Fixed many issues with Phase Dungeons not being set up correctly for some areas, not getting monster affixes, etc.
Added item buyback at town NPCs.
All armor pieces no longer have elemental defense as a Primary affix. Elemental Defense that does roll on items as a Secondary affix now have far greater values than they had before.
"Lucky!" item drops are always magic or higher quality now.
Added random chest cannon option for the gamblers.
Starter items can no longer be destroyed in Occupied Trevail Point, which previously allowed players to get permanently stuck in that level.
Potion cooldown now 5 seconds (down from 8).
Healing Potions now cause a minor knockback to nearby enemies, clearing a path if you are surrounded by enemies.
Godsbeard's Glove now grants 50% bonus healing given by potions instead of reducing potion cooldown by 50%.
Alex Sword and Holy Icon now enabled for Legendarium.
Corrected Contract level rewards to give stash tabs instead of duplicate fort deco plans.
Moved some fort plan contract rewards around in the contract levels to avoid some duplicate rewards.
Fixed Forged freezing when Helmet equipped in character select.
Snecko Stick now has a basic attack description, and always fires a single projectile (sourced from the staff itself, not part of the Legendarium affix).
Revised tooltips on the global "every third basic attack causes lightning strikes" affix.
Standardized the "on basic attack" affix text.
Fixed typo on Storm Driver legendary weapon affix.
Fixed broken immunity status effects.
Fixed an issue with Forged weapons being hidden during Cyclone Mode.
Set the random fort decoration consumables to be valid to destroy or sell, added a gold value (equivalent to rare gear).
Fixed an issue where item details are showing up with just numbers.
Rifle and Pistol basic attack range reduced to the length of one screen (from normal camera distance).
Corrected the minimum level for skill-specific affixes to match recent changes to skill level unlocks (except legendary gear).
Fixed a typo in the description of the buff from the Mega Blaster Legendary chest gun.
Fixed an issue where skill point gear causes issues with spending skill points.
Address a rare case where gifts/items sent by global mailbox messages could be retrieved on multiple character accounts.
Forged Helm now hides his head.
Changed all the potion dropping monsters that appear in boss arenas to attempt to give you either the local area's potion or a general health potion, to help fix situations where it appears that your potion inventory (overall) is not full, but the stacks in the inventory for the local area's potion actually is full. All these potion dropping monsters will now show the standard health potion VFX overhead, as they will be possible for them to drop, depending on your inventory.
Items fall and announcements are no longer made too quickly after killing monsters, especially bosses. Also added back in the time delay between item spawns.
Put developer names into more item names. :D
Added many more skill-enhancing affixes (bonus damage, reduced cooldown, reduced mana cost, etc.).
Redistributed skill-enhancing affixes to provide a better spread.
Fixed some skill-enhancing affixes that were not set to be valid for foci.
Fixed description of recipes or other items showing up in the flavor text if the item was dropped from a Lucky drop.
Renamed the status effect LuckAndMoveSpeed to Lucky Adventurer so it matches the legendary items that grant it.
Fixed an issue with certain Legendary Items blocking skill point usage.
Increased roughness on Character Create gear (work in progress).
Renamed Egg of Wonder to Egg of Mayhem.
'Acid Spew' affix of Skittering set fixed to properly state 'Relic Skill', not relic activation
'Sonic Pulse on Relic' affix should always fire when 3-set is enabled.
Properly formatted Wideload's Cavebreaker to be in line with new age affixes, and removed random roll range from the affix.
Fixed Raging Beater causing an increase to charge cost of Ramming Robot
Added the final set of Forged legendary armor to the game and 3 additional locomotion items.
Re-distributed all non-act-specific locomotion items.
Fixed issues where Legendary items sometimes had too many of the same affix on them.
Fixed an issue where quitting to Character Select does not cause the unpicked Lore Objects to disappear, which allows the player to loot such objects infinitely.
Fixed an issue where the "Lucky!" text appears immediately when you kill a boss, not when the loot drops.
Set vs. Goblin, vs. Hyvid and vs. Voltura affixes to only be valid to appear on items dropped in the Act that those monsters belong to, or the endgame.
Set the vs. undead and vs. skeletons affixes to be valid from level 1.
Set the vs. netherim affixes to be valid from level 5.
Fixed an issue where characters on the character select screen were using the wrong idle/move blendspace if they had no weapon equipped.
Attempting to deal damage without a weapon will give the player a "You need a weapon to deal damage" message.
Renamed the "Object of Power" focus to "Golden Conopa".
Added a new dye set for the global Forged legendary armor set, hooked up to the armor.
Ghost Pets summoned by the Ancient One's token no longer have mouseover capability.
Disabled the "Timepiece" magic quality focus from dropping, as the mesh for it is used for a legendary focus.
The starter Legendarium affix 'Quicksilver' has been nerfed to 25% movement speed when using a potion.
Fixed an issue where some 'Lore Objects' from a given area intermittently fail to spawn.
Fixed an issue where items would not be marked as new if you had previously viewed a new item in that slot.
Added a new secondary affix to melee weapons that reduces potion cooldown.
Fixed so that health regen affixes are valid for Helm, Boots & Hatch items.
Fixed health on kill affixes so that they are valid for Helm, Boots & Hatch items.
Increased chance of health on kill affixes to drop.
Reduced Rifle missile travel distance a small amount.
Increased the chance that Ember Cores drop:
You always get 1 for every boss.
For the Big Bad bosses, decreased the chance that no additional ember cores would drop from 70.59% to 61.54%.
Increased the chance that 1 bonus ember core would drop from 5.88% to 7.69%.
Increased the chance that 2 bonus ember cores would drop from 17.65% to 23.08%
Increased the chance that 3 bonus ember cores would drop from 5.88% to 7.69%
For regular bosses, increased the chance that 1 bonus ember core would drop, from 7.69% to 11.11%
Re-enabled Contracts and Fame, which reward a massive range of fort decor recipes.
Increased fort complexity limit to 500.
The Reliquary and Enchanting Table no longer require 500 gold to build. They are free starting additions to your Fort.
Fixed "Busted Stone Arch" not being unlocked by default in the Fort.
Fixed Wideload's Decorative Shield (fort decoration) to only drop once per account instead of once per character.
Fixed the title crashes upon interacting with specific buildings in Fort.
Pet tutorial now occurs later in the game (at some point after completing the Fort intro tutorial) so that the message referring to Forts isn't mentioned before you actually acquire one.
Fixed an issue where opening the Fort customization menu in the middle of a skill animation would cause the hidden character's attachments to appear.
The Enchanting screen no longer has a nonfunctional "Details" action for recipes that you haven't unlocked yet.
We now default to showing your inventory instead of your equipped items tab in the Shared Stash.
Fixed an issue where a player would warp to a passage, but it wouldn’t say whose Fort they were in unless they walked away and walked back.
Set all monument visitor buffs to not allow stacks.
Fixed the Hyvid and Echonok armor enchanting recipes that would not unlock.
Fixed an issue where equipping a terracotta figure with any item causes the figure's textures to become a placeholder.
Refining recipes are now sorted in their numeric order, rather than alphabetical order.
Fixed an issue where wardrobe props don't allow the player to equip to inventory with a single action.
Added "Swap Armor" and "Swap Weapons" buttons to the wardrobe prop UI.
Prevented strange item behavior from occurring when swapping items from a wardrobe prop to the player.
Replaced the class skill stations with the upgraded versions.
Changed the naming of Lil' Speckled Mushroom & Pair 'a' Speckled Mushrooms to straight single-quote instead of single-curly quote.
Pet Shelter should no longer get stuck.
We have revised the activation skill for Blood Drinker. At base it now summons two additional spinning blades that go around the player. At max level it summons four. The AOE and each blade do hits on overlap, and the bleed (shared between the AOE and blades) can stack up to four times instead of once. The blades/AoE damage for the bleeds is 100%, while the hits are 150%.This is part of the larger task to make all activation skills feel awesome.
Fixed invalid data for the Blood Drinker description widget.
Adjusted the amount of cooldown reduction on Blood Drinker's active skill from 50% to 30%.
Extended the duration of the skillshape to 1.5s instead of 1.
Increased Blood Drinker's damage to its active skill. And differentiated the bleed damage.
Adjusting Blood Drinker's text and flavor to differentiate the skillstable tooltips from the skill tree tooltips.
Alternate Flaming Destroyer with activation ‘Rain of Swords’ implemented (work in progress).
Adjusted Flaming Destroyer's activation tooltip to account for its new functionality.
Also upped its damage from 125% to 200% weapon damage.
Electrode's active skill has been replaced. Localized Storm now makes it so you strike targets around you randomly with lightning for a short duration instead of relying on randomly moving storms projected from the player.
Made the activation missiles for Electrode and the enhanced activation hazards last way longer.
Revised Bane activation to be more impressive right at the start. Removed the baby spiders from the Bane activation missile to reduce poly count.
Bane active skill rework. Now is a spider ally that can poison enemies on hit.
Made Bane active skill minion damage scale per point in the active skill damage factor now that it's a sumon and not a casted spell.
Adjusted wording for Bane's activation skill to make it less confusing.
Reworked bane tooltips and descriptions for passive skills to reflect their bonus percents and also to not have two tool tips repeating the same information. The base skill tooltip is now for flavor, and the one in the skillstable is for actual information.
Coldheart active skill and Coldheart baseline activation reworked. Now the glaciers are part of the baseline activation, and the new skill Frost Blast is added for the active skill.
Increased duration of chill effects. Made chill and frozen work on bosses.
Fixing Coldheart display texts for tooltips to make it cleaner.
Increased the aggro range of pets to 1200, which is the range on Light Spear.
Disabled fastforwarding the pet return timer when you arrive at a safe area.
Pets now start with 2 unlocked pet skills and one available slot.
Pet skill slots should now unlock with player level.
You now start with Battle Cry and Defensive Posture, regardless of which pets you pick.
You now can find Screeching Stun on common quality pets when you rescue them, instead of magic quality.
Fixed certain pet skills that were indicating their level (which can never be greater than 1).
You can no longer send your pet to town when its inventory is empty by using the controller or binding a key to the "send pet to town" entry.
Fixed (again) so that pet collars get either base defense or the elemental defense for the current area.
Fixed an issue where pets were not previewed when rescuing them from a pet cage.
Fixed an issue where Oakbeard spawned inside the chest and gets stuck and unable to fight.
Brall's phase transition arrows dropped to player-height, to make them a bit easier to dodge.
Brall's hazard markers in the boss cell are now raised to be identical to her arrow shot height, 220 units.
Brall's Illusion health reduced by 75%. They are intended to be dealt with very quickly when targeted.
Fixed an issue where Brall would not spawn her Shadow Wolf when first engaged in combat.
Brall Wolf scale increased from 1.8 to 2.15 (skill shape for howl adjusted to match new size), making it more noticeable on the field as the add threat per phase.
Shadow Well arrow hazard duration tripled, making it more obvious when the phase in which Nether Well arrows begins.
Brall ground telegraph decal added to Variable Line Shot hazard (work in progress).
Fixed an issue where monsters would try to target the Railmaster's train tracks.
Added the following Act 3 random encounter bosses: Scrappy Surgewing, Xymox, 01110100 01101100 00110011, Rodento Rummager, King Tingle, Sparkles, Hunker Junker, 3CH-0H, S4N-1-T1Z3, TR3-NCH-R3Z-N0R
Fixed issue with goblin stabby sometimes getting stuck in their AI.
Fixed rubberbanding issues with knockback.
Don't show "Invulnerable" on a monster that is spawning.
StinkShank (and other Goblin casters like him) AI improved, so he will not wander so erratically, will aggro players from further away, and will spend less time trying to reach dead targets to revive them.
Goblin Chanter resurrection skill shape size increased (work in progress).
Fixed an issue where Psora was not spawning additional waves of bugs as intended. Thus, this fix to a bug on a bug introduces more bugs in the fight with a bug.
Fixed misspelling of "Bererker" for champion "Infernal Archer".
Fixed issue where monsters were still occasionally double-spawning at the same places.
We now preload monsters and bosses when entering an area.
Expanded spawn suite for Zombie Melee and Foul Hurler including new animations, montages and skills.
Sadista's phase transitions now occur at 80/60/40% HP, up from 75/50/25.
Sadista's pre-Phase 3 Glaive Throw missile speed reduced, slightly more windup time added.
Sadista's pistol bullet missile speed increased.
Sadista's Leap Attack now has a ground telegraph where she will land.
Sadista Primal Leap telegraph offset in accordance with her skill shape offset, so the two lineup.
Sadista'a add waves now spawn in a more spread out pattern, spawn many more enemies, and those enemies are standardized tuning appropriate to the area level.
Sadista, when transitioning to Phase 3, no longer places a Nether Well in the center of the arena, where you warp back into when you die.
Sadista now has a Potion Dropper minion, and fixed the overhead visual not displaying on potion dropper minions.
Sadista now summons many more varied Netherim minions during minion spawn waves, including the tougher variants during the first summon.
Sadista Glaive Throw boomerang fixed using the wrong missile orientation (work in progress).
Sadista Glaive Retrieval is now instantaneous (work in progress).
Moved the intro area for Sadista to overlook the arena.
Fixed an issue where Hyvid Soldiers (the big melee ones) dealt too much damage.
Hyvid Juvenile Chargers now move faster.
Made the Juvenile Charger Bugs valid to appear in Sanctum of the Swarm.
Re-enabled the Chargerbug for Sanctum of the Swarm.
Boss Indicators (visual at the feet of the monster) for bosses with their own dedicated fight spaces, such as Wideload and Psora, have been removed.
Fixed an issue where Psora fails to respawn if the players are defeated on high difficulties.
Fixed an issue where Psora boss could be defeated effortlessly when standing outside of the boss arena.
Removed extra boss fight shapes from Psora's arena.
Squawkclaw movement speed increased dramatically.
Squawkclaw electrical orb now launches a volley of them instead of just a single orb
Squawkclaw now summons more consistent waves of minions, and more of them, during his Laser Eyes phases.
Squawkclaw's Laser Eyes now tracks targets 50% faster
Squawkclaw Spin attack now reduces his movement speed by 20% instead of 75%. Get ready to run if you see him start to spin.
Reduced the cooldowns of Squawkclaw's Melee, Electrical Orb, and Spin Attack, making him have less idle time where he is not performing any attacks.
Reduced damage from players vs champions and bosses while in a party to 30% in a party of 2 and 20% in a party of 3.
Phase Beasts were too easy for a party to kill - they have now been adjusted to look for party size and change stats accordingly.
Phase Beast health set to 10x curve, up from 3.7x curve. They also no longer give XP.
Monster spawners will try harder to find monsters that work with its components.
Placed unique spawners for Echonok random boss encounters in appropriate levels.
Strongtusk Pylon, Hyvid Armor Crystals, and Echonok Charging Coils now respect player count tuning.
Fixed issues with Strongtusk remaining invulnerable by converting the Nether Pylon bond skill shapes to hazards.
Netherim Warrior damage increased.
Removed damage over time from Nether Wells.
Fixed client-server sync issues with Nether Wells.
Addressed Mimic camouflage bugs: Mimic chests now show item nameplates, and Mimics / hidden creatures can no longer be revealed by highlighting with the gamepad targeting indicator.
"Lilly Swampseer" is now "Lilly Bonebaker".
Updated monster spawners in Strongtusk arena. This is to make sure that there are 3 monster spawners needed to spawn the pylons, but doesn't solve the problem of them not actually spawning the pylon/monster.
Fixed an issue where Netherim Pylons (Prop_Pylon) are missing from Strongtusk's boss arena (Belly of the Beast) which meant Strongtusk never went into the next boss phase.
Shriekbeak boss now uses a special death montage, different from normal Volt Fighters.
Shriekbeak boss coil behavior changed: Radius reduced, now disables immediately upon firing once, "Phase Change" beam now targets half the coils in the arena instead of all active coils, and turns them on instead of turning them off.
Ordrak summons take half damage.
Ordrak Flame Wave missiles once again hooked up. Looks like they were unhooked by accident.
Ordrak's melee slam skill shape size reduced from 275 to 250 to match the visuals (skill shape should be slightly smaller than visuals indicated to account for player capsule overlap) - work in progress.
Ordrak's Poison Orb summon skill now spawns 3 of them at once. Their duration has been increased.
Fixed an issue with Ordrak's Poison Orbs gaining collision when they die.
Poison Orbs from Plaguebearer no longer have health bars.
When defeating the last of Ordrak's summons, it will end his invulnerability state (instead of it only being able to time out after a duration)
Ordrak's Breath attacks now fire projectiles in a much more predictable, larger conical pattern rather than straight lines. The closest of the breath projectiles now land immediately in front of Ordrak, damaging a player in melee range (rather than melee players being able to stand still to avoid damage).
Fixed issue with Ordrak's Flamewave spawning in the air.
Poison breath hazard duration reduced.
Fixed an issue where Ordrak's Flame Wave would not appear.
Fixed Witch and Ordrak's summons not being set to proper level and stats (work in progress).
Made monsters more difficult to kill on Hard (player damage taken reduced from 60% to 50%).
Disabled Cloaked, Corpse Eater and Dividing monster affixes. (Dividing can still be picked in the mapworks.)
Fixed issue with invisible trail left being left by Hyvid Larvae.
The Hyvid Soldier's damage has been cut in half.
Spider Bosses, such as Spinderella and Skittles, are now much faster when chasing ranged attackers, and can now counter ranged players with a projectile attack of their own.
Increased monster damage to players from 200% to 240% in Ridiculous difficulty.
Increased champion monster damage to players from 180% to 216% in Ridiculous difficulty.
Increased boss monster damage to players from 120% to 160% in Ridiculous difficulty.
Reduced the amount that player vs. monster, champion and boss is lowered at Ridiculous difficulty so that it is just slightly more than on Painful.
Increased the bonus item luck at Ridiculous difficulty from +15% to +20%.
Switched the loot from mimic chests to give the same loot as Bountiful Treasure Chests (including magic or better quality gear).
Increased the amount of damage dealt to champions and bosses in Practice difficulty by 40%.
Set bosses to be immune to Blind, Fear, Knockback and stun.
Removed a dedicated champion spawner that was placed into many Echonok levels, causing too many champions to spawn in any areas that use those levels.
Fixed an issue that when a party member dies in Boss arena the spawn near entrance fails to function.
Plaguebearer Orbs (and similar entities) will no longer target and move towards pets or minions, as they cannot explode on them.
Gundaddy boss scale reduced to 1.15.
Removed a legacy spawner that did not allow Juvenile Chargers to spawn in the Crystal Passage (and some other areas).
CLASSES & SKILLS
Removed the cost lines for all charge-based skills. This should reduce confusion that the cost line is indicating the amount of charges you have.
Add UI to indicate skill charge recharge rate (Ghost Visage, Shadowstep, Hammer Spin). These now use the same cooldown UI as non-charge skills.
All skills with charges will now display their cooldown time on the skill tooltips.
Disabled use of skills in towns (except potions and portals).
The skill tier bonuses no longer stay grey as you are adding points to the skill.
Fixed an issue where damage reduction for Melee combatants did not count Basic attacks, and did not work for Dusk Mage or Sharpshooter characters.
Increased damage reduction for Melee combatants to 50% (up from 30%).
Fixed an issue where Railmaster train cars could steal player clicks.
Fixed an issue where the Railmaster's turret train car would pop back to the back of the track after moving forward when spawned.
The Railmaster's train and tracks are now 75% of their former size.
Fixed the Hammer Spin skill not having charge cooldown displayed in the ability tooltip and on skill bar.
Adjusted Hammerspin speed bonus down from 50% to 25%
Designer's Note: This was just too powerful and, with points put in to reduce the charge time of Hammerspin charges, made it too much of a free travel skill.
Revised the description for the track laying related skills so they tell the player how they function as a toggle.
Nerfed Pound's Endurance Bonus effect to 30% (from 50%) and duration to 6 seconds (from 10 seconds)
Greatly increased the Netherim Warrior in Spirit Well's attack speed for both his melee attack and his charge skills.
Dusk Mage's Dark/Light bars now stop draining for a few seconds after gaining their respective charge, rather than instantly begin draining as soon as the 'gaining' state has ended.
Inverted Holy Bolt's tier 1 and 3 milestones, and reduced the damage of its (now) tier 1 milestone to do 150% skill damage, not double.
Added 2s cooldown to Shadow Step and Smoke Bomb to prevent unintended use of an extra charge.
Shadow Step has had its teleport ranges increased by two meters.
Fixed it so the tooltip for Shadow Step says it gets only an "additional charge" instead of four charges.
Energy Spikes now does 10 spikes instead of five while dark charged (with anti-shotgunning in place), and does an extra wave of five light spikes if light charged (these will also hit, so 2x hits). Also increased the chaotic pathing for the missiles.
Increased Consecration's base damage bonus from 25% to 35% for all players in the circle.
Increased Radiant Blast's range by 2 meters.
Radiant Blast Tier 1 milestone damage amount increased to 200% (up from 100%)
Adjusted Damnation's tooltips to match its damage decrease.
Fixed an issue where Damnation was always gaining its Tier 3 milestone bonus.
Light Spear healing changed to be 20% instead of 3% per hit, but only triggers on the first hit with each spear.
Designer's Note: This is to resolve the fact that 3% heal was too weak with a single target, but totally way too powerful when you're fighting a huge group of enemies. So now it can be effective against one or twenty targets, while still providing a satisfying amount of healing.
Fixed Luminous Run unlock level so it's 15.
Luminous Run Tier 1 milestone heal amount increased to 25% (up from 10%) of maximum health.
Adjusting Entropy milestone one; dropped the speed by only 50% (used to be at 75%) and increased its lifespan by only 50%.
Fixed an issue where Holy Fury wouldn't ignite explosive barrels.
Swapped the placement of Holy Fury and Radiant Blast in the Dusk Mage skill tree.
Fixed an issue where casting Holy Fury wouldn't trigger the charge bar's activation proc
Fixed an issue with Radiant Blast calculating damage bonuses from items twice (notably resulting in the Brilliant Herald legendary increasing damage by 2500%). Propagated this fix to the Dark Spears Tier 3 Milestone bonus, which also suffered from the same bug.
Fixed an issue where players couldn't run through Forged players.
Added missing notify states to the Forged sword basic attack animations for snake locomotion (work in progress).
Fixed Forged attack blurs for sword / new locomotions.
Fixed broken 'Forged' basic attack transitions which failed to animate when wielding a 'Great-weapon' with 'Tread/Ball/Snake Locomotion'.
Revised Forged skill Power Projection to no longer do any sort of heal over time. Instead it hits you and your allies for 15% healing on skill start.
Added some rattle to the Forged tread and wheel runs with all weapon types.
Fixed an issue where enemies/players could get stuck inside each other after using Vortex Bomb or other root motion skills.
Vortex Bomb once again pulls in enemies.
Fracking Strike now triggers vent legendary effects, and its tier 1 milestone is now unbroken.
Sharpshooter male head added (work in progress).
Reduced Sharpshooter base ammo regeneration by 25%.
Ghost Visage has had its teleport ranges increased by two meters.
Heartseeker's Tier 3 milestone's bonus missiles now start further spread out and seek out targets slower, ramping up that speed over time. This makes them not clump up immediately upon firing and more accurately reflect the intent of the 'seeking missiles'.
Fixed issues with Targeted Strikes hiding the character's bow.
Adjusted Sharpshooter ammo regeneration bonus from Targeted Strikes to be 30% instead of 50%.
Shasta pet now gets a buff whenever you or she takes damage, giving her up to 50% bonus damage.
Casting Loyal Shasta replaces the current Shasta minion with a fresh summon.
Changed tooltip for targeted strikes tier two milestone to show that it only adds 30% and not 50% increased ammo regeneration rate.
Adjusted it so Sharpshooter Goblin skill does one less step and only summons one goblin per skill cast, not multiples. This results in a max of five.
Designer's Note: This skill was flat out broken, resulting in players getting too many goblins not only per cast, but also overall,
Onslaught's tier 3 bonus does 75% explosive damage instead of 25%. DoT finally works again after still only dealing 1 damage for some reason.
Added more damage reduction to the Curse of Pipi skill. From 15% to 25% per stack.
Fixed an issue where Sharpshooter pets wouldn't attack monsters anymore.
Sharpshooter tier 1 goblin bonus now extends minion lifespan.
Fixing more procs for Sharpshooter. Since their creation, these have been implemented, applying, and executing incorrectly, causing a ton of errant behavior. That has all been addressed.