A preview of the Relic Subclass update and upcoming wipe date.
Hello Torchlight community,
We initially launched Early Access on June 13th; it’s now July 30th. Just 47 days into this process and we have already launched the third act (Echonok Mountains,) Fazeer’s Dun’djinn, an awesome new end game experience, and are already preparing for our next big update - Relic Subclasses. Our next big patch, which is previewed below, will be our final large update prior to launch. While initially scheduled for August 4th, the Relic Subclass update and account wipe has now been delayed a week to August 11th. The decision to delay is partly due to early player feedback and we agree that it will be a better update with another week of bug fixing and refinement. After this update is released, the remaining time in Early Access will be used to polish our current features and resolve outstanding issues and bugs.
While we are still continuing to gather feedback for the post-launch period, our current focus is polishing the final product further before release. We know there are still a large number of bugs to resolve and concerns with rubber banding and lag; we have a few fixes ready to improve the performance for players (it continues to be a priority for us,) and now that major updates are not the focus we can spend much-needed time on fixing bugs, polishing, and tuning.
And even though this update is focused primarily on Relics, it also includes a number of other fixes, tuning, and improvements. One of the community’s biggest requests, having more available skill slots, is coming alongside this update!
There will be a total of NINE SKILL SLOTS and all with controller support!
I’m so excited to reveal what else is coming up for Torchlight III, but for the moment I’ll settle for this upcoming update and hold onto more surprises for a later date. Thank you everyone for your continued input and support. You’re making Torchlight III better.
When we first launched into Early Access we received a large amount of critical feedback pertaining to skills. Players criticized what appeared to be a lack of options and uniqueness when initially creating a character. Alongside some problematic interactions with the current system of swappable Relics, like players deleting accidentally them, it was clear that Relics needed a deep review.
After discussing the issues further with the community including closed focus groups, Friday streams, and long chats in Discord, a rebuild of Relics had to happen if they were going to become the truly unique and powerful skill tree that they were always intended to be.
The community was right and while this was not a small task, we believe this is a huge improvement for Torchlight III’s base gameplay; we’re extremely excited to see all of the new and creative builds that come from this change.
Because this feature would require a large amount of work to retroactively fit into a player's current accounts/characters, we have decided to wipe all player/account data when this feature update goes live.
This update and wipe is currently scheduled for August 11th but is subject to change.
If we are gonna have a wipe, why not have a little fun with it? The 12 Days of Wipemas starts today...
RELIC SKILL TREE
Players will now choose their Relic after they choose their class. This choice is a permanent 3rd skill tree, full of its own active and passive skills.
You cannot change your Relic in the new system which means that this choice is a fixture of your class; you will be known by the powers and influence your chosen Relic gives you. You will be able to preview all of the skills together and hover over each one individually to provide you with more information before you make a final decision.
Example of a Bane Sharpshooter. Would you… Spray Scattershot? Spew Spiders? or Summon Shasta?
There are five main Relics to choose from, each with its own unique association and strengths.
Bane - Summon a cluster of spiders and cast forth volleys of deadly poison.
Blood Drinker - Heal your own wounds while enemies bleed.
Coldheart - Control crowds, freezing, slowing, or knocking back immoderate threats.
Electrode - Unleash an unpredictable surge of electricity.
Flaming Destroyer - Consistently burn enemies and set things ablaze.
The ‘Weapon Mastery’ associations are optional passives each Relic contains, which not only make the basic attacks of the specified weapon stronger, but also increases the potency of the relic overall so long as you have that weapon type equipped. This creates build options that drill down into focusing on specific weapons, which is something the community has directly requested.
RELIC SKILLS & ENERGY
Each Relic comes with 5 Active skills and 5 Passive skills to choose from. Each Active skill has its own set of Tier bonuses that can greatly enhance the skill in a variety of ways.
Like the other two class skill trees, Relic skills have level requirements and share the same skill point pool as the other two trees.
How many Active Relic skills will you try?
Most Active Relic skills require Relic Energy, though not all do. Relic Energy generates over time as long as you remain in combat.
The former Relic Activation skills have been reworked into a normal skill you put points into and slot into one of your skill slots, but they behave differently from the rest of the Relic’s skills. They do not have a normal resource cost or cooldown, but instead can be activated once you have spent a total of 200 Relic Energy on other skills. As you build and spend the Relic Energy meter, you’ll slowly work towards being able to activate this very potent skill. Naturally, the more you invest your skill points into your new Relic tree, the more often you’ll be able to use this ‘finishing’ skill, and the more potent it will become.
Nine total skill slots, all with controller support, will ensure options for more “rainbow” builds.
This is going to be a very dramatic update and we’ll have more details and specifics with the patch notes when the update goes live. Until then, keep slayin’. Both goblins and in life. :)
- Echtra Bean
We are always in a continuing process to scrub and review bugs that have been reported to our Support Center, but we wanted to highlight a few of the most critical, highly reported, and consistent issues players are still encountering and any updates we might have for those specific problems. This is not an exhaustive or complete list of reported issues.
CTRL + D copies your Debug information to your clipboard. Logs can be found in your %localappdata%\Frontiers\Saved\Logs windows folder.
Please send logs and debug information to firstname.lastname@example.org
You can also post logs and details to any new or existing submissions here: http://tl3feedback.echtragames.com
Pets not attacking.
Achievements are triggering for players upon logging into the game for the first time.
Teleporting to Fort should spawn you at the waypoint.
Ultrawide resolutions don’t fit perfectly.
It is not possible to disenchant Pet Collar and Pet Tag.
Not enough quest items to complete quests.
The next big update is scheduled for 08/11/2020, includes a wipe, and contains fixes for all of the following issues:
‘Rubberbanding’ and General Lag
We are aware that some areas are not spawning bosses.
Some players are reporting getting stuck in loading screens.
Players report pets are not able to go back and sell things.
Unable to log into the game.
Multiple duplicate Fort Decorations cannot be deleted, sold, or removed from your inventory.
Luck Tree sprout is unobtainable.
Your bugs and feedback are greatly appreciated and can be posted on our Support Center at any time. We will continue to post updates and want to thank you again for the patience, reports, logs, and Alpaca poems sent to our email.