UPCOMING PATCH AND MAINTENANCE - PLANNED FOR DECEMBER 4 @ 7:00am CET
[p]Fellows! Thank you all so much for your continued feedback!We wanted to give you all a heads up that Fellowship will be going into scheduled Weekly Maintenance tomorrow, December 4, at 7:00am CET, so we can go out with a patch. Reminder: Weekly Maintenance is at 7am CET every Thursday.[/p]
Maintenance Details:
- [p]Start Time: 7:00 AM CET[/p][/*]
- [p]Servers: Offline during this time[/p][/*]
- [p]What’s This Maintenance For? This maintenance is for us to release a patch that will introduce the first iteration of the Eternal Matchmaking system, along with other improvements.[/p][/*]
- [p]Patch Launch: Immediately following maintenance tomorrow [/p][/*]
- [p]See below for patch notes![/p][/*]
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PATCH NOTES - FOR THE DECEMBER 4, 2025 PATCH
[p]This week sees the initial release of our Eternal Matchmaking system. As Hamish spoke about in his most recent update, this is only a first pass on the feature. We will be keeping an eye out for feedback from you and will be making improvements on this feature over time.
PROGRESSION
Eternal Matchmaking
Players who have unlocked Eternal should find the matchmaking tool already and be able to use it to find a group to play with. In Eternal Matchmaking, players are grouped by ‘Tier’ based on how high they have climbed in Eternal. Each ‘Tier’ encompasses up to 5 difficulties, which determines the initial ‘search bucket’ for our matchmaking system. In order for players to graduate to the next ‘tier’, they need to time a dungeon in the next tier. As an example, players who enter Eternal for the first time will only be able to matchmake into +1 Eternal. Once that player has timed a +5 Eternal dungeon, they will be eligible for matchmaking with players in the ‘+5 Eternal Tier’. After timing a +10 Eternal they are eligible for the ‘+10 Eternal Tier’, and so forth. In the situations where the queue times are long, the matchmaker will expand the search criteria downward until a full group is found.
Once a match has been made, the players are grouped together as if they were a premade with a randomly assigned leader. It is up to the players to coordinate through chat and select a difficulty and dungeon freely, with an upper difficulty limit set by the player with the lowest difficulty completed (as it has been doing in Eternal for premade groups as well).
Auto-heal effects
There was an issue with any effects that healed players when dropping below a specified health amount, causing them to save players from death even in situations where the damage taken was far greater than the healing provided by the effect. This has now been addressed. The fix going in for this build will cause players to reach 0 health to always die, regardless of any healing effects that may have triggered.
For next Thursday’s patch we will be revamping the health system to allow negative values - which will once again allow Auto-heal effects to save players from death, but only if the healing is large enough to cover the damage completely and result in a positive health value once all the damage and healing has resolved.
This change applies to:
- [Torment of Bael’Aurum] Set Bonus.
- [Rogue’s Resurgence] Topaz Gem Power.
- [Latent Resurgence] Defensive Weapon Trait.
Gems
- The [Unyielding Vitality] Gem Power no longer triggers secondary effects such as procs or effects that have a chance to trigger on healing. [Unyielding Vitality] is intended to be a passive health regen - not a “heal”, and now functions as intended.
UI
- To make it clearer about a player’s progress in Leagues, an icon showing which dungeon difficulty a player has access to has been added to the player’s profile tooltip.
HEROES
Elarion
- There was an issue with [Lunarlight Mark], causing multiple Elarion’s to be able to trigger the damage from each other’s debuff, while not consuming any stacks from it. [Lunarlight Mark] can now only be triggered by the player who applied it.
