Read on below for more details. [/p][p][/p]
Loot Drop Balance
[p]This was originally scheduled for release early next year, but we decided to bring it forward a bit sooner based on an increase in player feedback. Our two recent DLC character packs introduced characters with signature weapons that haven’t been dropping enough with our previously established loot distribution rules.[/p][p]We have upcoming plans to add more of these weapon types, but adding more weapons doesn’t necessarily address the root of the issue. The logic behind how loot dropped relied on RNG from too high a level in the loot drop process. We've made improvements to the situation by implementing a smarter system to decide what drops. [/p][p][/p][p]We will keep monitoring the quality of drops through our internal playtesting, and please keep providing feedback across our channels (Discord, Reddit, Steam posts, etc). As we continue to bring new content, we may adjust loot drops in the future if we judge that we went too far or not far enough. That being said, you should feel a meaningful and positive difference with this patch, and we hope it will allow you to enjoy a wider variety of items in each of your playthroughs.[/p][p][img src="https://clan.akamai.steamstatic.com/images/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"][/img] [/p]
Boat Combat and Summons/Follower Damage
[p]Based on player feedback, we’ve made a change to how player (including followers and summons) splash and AOE attacks work in regards to boat combat. Going forward, any player-side splash and AOE attack will NOT damage the player boat. The original intent was for players to take into consideration the attacks that they were selecting and to weigh that against the outcome. If you’re on a boat should you really use that fire splash attack? [/p][p][/p][p]Now that we have many more ways to bring allies to the character side, the player has lost the agency they once had in the decision-making process. So, to prevent a summoned Charred Doomshot from sinking your party and potentially ruining a run, only enemy attacks will damage a player’s boat. [/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"][/img] [/p]New Seasonal Cosmetics
[p]Yes, yes, we know it’s early! But we’ve been excited to bring the Christmas-theme cosmetic set to the Lore Store for quite some time. This patch introduces the Christmas Hat and the Bulging Gift Sack backpack to the Lore Store. For the next while, pop by the Lore Store to unlock them for zero Lore Points. After the holidays, they’ll be set to the standard seasonal cosmetic lore cost of 20 Lore Points. [/p][p][img src="https://clan.akamai.steamstatic.com/images/42430794/7cec9b017587952e73127bb5016bacc94b0c0ad2.png"][/img][img src="https://clan.akamai.steamstatic.com/images/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"][/img] [/p]
Bug Fixes and Changes
[p]This patch fixes online issues, including a few desyncs and character weapon unlocks not being added to the Loadout in online sessions, a handful of Resonator quirks, some missing loc and much more. [/p]
Online
- [p]Fixed the issue where the Loadout weapons earned from completing an adventure were not being added to Loadout selection in online games. [/p][/*]
- [p]Fixed an online desync that could occur during Join-In-Progress while attempting to join a party in non-quest dungeon encounters. [/p][/*]
- [p]Fixed an online desync that could occur during Join-In-Progress in Character Select if the connected party is spamming Ready Up. [/p][/*]
- [p]Fixed an online desync that could occur on older save game files if the gamerun had certain events on the overworld timeline. [/p][/*]
- [p]Fixed an issue where our Game Version Mismatch checker wasn’t always working correctly resulting in player desyncs. [/p][/*]
- [p]Improved our online desync detection by removing high-volume false positives. [/p][/*]
Voidwalker’s Resonator
- [p]Fixed the issue where the Resonator upgrade menu could be skipped/dismissed in a dungeon rest phase, which results in the Voidwalker missing an upgrade. [/p][/*]
- [p]Fixed the issue where the Resonator could be destroyed by certain acid events. [/p][/*]
- [p]Fixed the issue where the Resonator immunity upgrade wasn’t updating the player HUDs correctly.[/p][/*]
[/p]
A New Age
- [p]Improved the lighting throughout A New Age.[/p][/*]
- [p][spoiler]Fixed the issue where King Jeremy could be dismissed when acquiring a Merc from a caravan, the Hangman scourge, or by walking over Chaos tiles on the overworld.[/spoiler][/p][/*]
- [p][spoiler]Fixed the issue where King Jeremy was showing the pet icon rather than the merc icon.[/spoiler][/p][/*]
- [p][spoiler]Fixed the issue where King Jeremy was not sized correctly in his inventory panel.[/spoiler][/p][/*]
- [p]Fixed the issue in A New Age where a late-chapter quest even was not showing as complete despite being complete. [/p][/*]
Gameplay
- [p]We’ve improved the follower logic to better prioritize pets & mercs when loading into combat. This should reduce the events where followers may get stuck in the back row and be unable to attack. [/p][/*]
- [p]Fixed an issue where Merc Guilds in early towns weren’t always refreshing the available Mercs after a Market Refresh.[/p][/*]
- [p]Fixed the issue where an Evil Astronomer clone could have unlimited Star Matter protection. [/p][/*]
- [p]Fixed the issue where the merc, Korque, could appear in an overworld Merc Caravan despite not having his unlock criteria met. [/p][/*]
- [p]Fixed the issue where sleeping at the Inn while equipped with the Grillmaster trait would grant Hot Dogs. Hot Dogs from Grillmaster are only attainable at Tinder Pouches in the Overworld or in a dungeon rest phase.[/p][/*]
- [p]Fixed the issue with the Fallen Knight’s Charge attack wouldn’t re-target correctly if the intended target moved into Guard. [/p][/*]
- [p]Fixed the issue with the player-side Guard ability not working all the way through siege combat fights. [/p][/*]
- [p]Fixed the issue where Dark Carnival could randomize the party to characters not owned by any of the players. [/p][/*]
UX/UI
- [p]Resized the Secondary Action icon in Party Summary as it was not matching the rest of the icons. [/p][/*]
- [p]Added a missing icon for Charge in the Encyclopedia. [/p][/*]
- [p]Fixed the issue where the Town Merc Guild menu would always show zero gold despite having any amount of gold greater than zero.[/p][/*]
- [p]Fixed the issue where overworld popcorn text could display on the main menu if the game was quit at a certain point.[/p][/*]
- [p]Fixed the issue where poison VFX could persist on the overworld despite being cured. [/p][/*]
Art
- [p]Fixed the issue with the Ghost victory animation not looping correctly on party death. [/p][/*]
- [p]Fixed the issue where equipping the Bunny Ears cosmetic could remove the character's beard. [/p][/*]
Localization
- [p]Fixed various missing localization strings across all languages. [/p][/*]
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