????️ Early Access Patch Notes - The Breach Refined
[p][/p][p]Hey folks,[/p][p][/p][p]Here's an early peek into The Breach Refined update launching on 26th June 2025![/p][p][/p][p]After shipping Hotfix 4, our next goal (while working on co-op) was to work on some of the bigger feature requests that all of you sent over.[/p][p][/p][p]This Patch represents us diligently working on exactly that - The Breach Refined is a direct response to all your feedback, comments and suggestions![/p][p][/p][p]So without further ado, here’s what we’ve been up to![/p][p][/p][p]⚔️ Performance:[/p]
- [p]Startup time optimization, it should take a lot less time to reach the main menu[/p][/*]
- [p]Optimization of updating static entities[/p][/*]
- [p]Resolved spikes related to spawning certain types of entities[/p][/*]
- [p]More fixes in Garbage Collector memory allocations[/p][/*]
- [p]Optimization for leaves falling from trees[/p][p][/p][/*]
- [p]Attacks and Rune Attacks now have ledge protection[/p][/*]
- [p]Added the ability to reset tutorials in the Gameplay Settings[/p][/*]
- [p]Improved and updated older tutorials[/p][/*]
- [p]Improved ingredients so that the buffs now stack instead of refreshing[/p][/*]
- [p]Chests can now be assigned carpets with signifiers for what is inside. Easily mark your chests with food, weapons, etc[/p][/*]
- [p]Fallen Ember UI will now persist after using a Fallen Ember to reroll/add an enchantment, so the item no longer needs to be re-selected each time it is used[/p][/*]
- [p]When using a Fallen Ember, rings are greyed out to indicate that the item cannot be used to change them[/p][/*]
- [p]A proper loading screen has been added that will show art of the area being loaded into, and will also provide random hints[/p][/*]
- [p]Increased the amount of bounties & challenges the player receives per day[/p][/*]
- [p]Added more bounties & challenges to the game[/p][/*]
- [p]Standardised the default rune HUD to be the same on both Keyboard & Controller, with the option of returning to the older HUD version[/p][/*]
- [p]Vendor items will now be organised by their tier/level requirements[/p][/*]
- [p]Plagued items now have a different UI visual[/p][/*]
- [p]The Bounty/Challenge circular map indicators now have different colors that match the icon colors within the activity UI[/p][/*]
- [p]Added an indicator to enemy health bars to show that they are 5 levels or more above the character’s current level and are deemed too difficult to fight[/p][/*]
- [p]Item drop bag now has a proper model & textures[/p][/*]
- [p]It now takes much less time to fish at fishing spots[/p][/*]
- [p]The low amounts of copper currency have been removed from the drop pool of shinies[/p][/*]
- [p]Added tools and gems to the shiny drop pool[/p][/*]
- [p]Recipes on the Recipe UI will now show where they can be crafted[/p][/*]
- [p]Increased the number of basic map markers that can be placed from 12 each to 99 each[/p][/*]
- [p]The faction present in the current zone is now visible upon an area transition and on the clock HUD area[/p][/*]
- [p]Bombs & Flasks can now be put into cupboards[/p][/*]
- [p]Tools are no longer destroyed upon reaching 0 durability[/p][/*]
- [p]Added HUD indicators for the entrance to interiors where pestilence bosses are spawned[/p][/*]
- [p]Elevation will now be considered when placing map icons within a certain radius of the player character[/p][/*]
- [p]All keys now have unique icons[/p][/*]
- [p]Heat, Cold and Electric damage have been renamed to Fire, Ice and Lightning respectively[/p][/*]
- [p]Implemented proper animations for Halberd backstabs[/p][/*]
- [p]Filleter now attacks more like a normal sword, rather than a rapier[/p][/*]
- [p]The animation for digging has been updated to fit better with the Perfect Strike system[/p][/*]
- [p]A Small Mercy (New Quest)[/p][list]
- [p]Eleanor will be waiting for the Cerim after they wake up in the Rookery. She has a request for the Cerim and in return for their aid, she will provide various services for them.[/p][/*]
- [p]Gordon is now available immediately upon reaching Sacrament, but will temporarily leave Sacrament after Ellsworth’s Speech, whereupon he will need to be rescued[/p][/*]
- [p]Speaker Lucian will now be waiting to speak with players just south of the Sacrament marketplace at the cook fire[/p][/*]
- [p]Improved input and targeting responsiveness[/p][/*]
- [p]Added ability to change targets during attack windups[/p][/*]
- [p]Iona’s Cavern now has proper lighting throughout the zone[/p][/*]
- [p]Eleanor & Whittaker’s tier 3 interiors are now integrated within Sacrament and now exist in the overworld itself. No more Loading required.[/p][/*]
- [p]Birch trees in front of the Marin Woods zone entrance have been re-positioned to be more spread out in the area[/p][/*]
- [p]Eleanor can now extract/destroy gems[/p][list]
- [p]Extracting a gem from an enchanted item will destroy the item, but will recover the gem for future use[/p][/*]
- [p]Destroying a gem in an enchanted item will clear the gem slot and preserve the item[/p][/*]
- [p]Gems can be extracted from non-enchanted items (common or masterwork rarity) without the item being destroyed[/p][/*]
- [p]Difficulty Tiers Added[/p][list]
- [p]When creating a realm, select from 3 difficulty levels for your playthrough Whether you are a beginner or expert, looking to play casually or looking for a challenge – you’ll have a way to set the difficulty you want.[/p][/*]
- [p]Difficulty Tiers available:[/p][list]
- [p]Path of the Torn[/p][list]
- [p]For players who are newer to Wicked or would like a more relaxed experience[/p][/*]
- [p]Enemy HP is reduced by 20%[/p][/*]
- [p]Enemy Damage is reduced by 50%[/p][/*]
- [p]The intended experience for players[/p][/*]
- [p]This is the default difficulty for existing realms[/p][/*]
- [p]For players who are looking for a more challenging experience[/p][/*]
- [p]Enemy HP is increased by 20%[/p][/*]
- [p]Enemy Damage is increased by 35%[/p][/*]
- [p]Enemies have increased Poise[/p][/*]
- [p]Player XP gains are increased by 20%[/p][/*]
- [p]Elder Whispers[/p][list]
- [p]Players can fast travel freely via Elder Whispers[/p][/*]
- [p]Can be upgraded to unlock fast travel per-whisper[/p][/*]
- [p]Hitting resources with perfect timing speeds up the gathering process[/p][/*]
- [p]Perfect strikes will result in more loot & more focus gained[/p][/*]
- [p]The basic Arrow rune on bows now costs stamina[/p][/*]
- [p]The most basic spells on staffs/wands now cost stamina (Fire Dart, Fireball etc)[/p][/*]
- [p]The aforementioned runes that cost stamina also generate focus[/p][/*]
- [p]Weapons past tier 2 will now all require special resources to upgrade, such as Siren parts or Boar parts[/p][/*]
- [p]Weapons that are acquired from drops, chests and bounties/challenges now start at a higher upgrade level than before[/p][/*]
- [p]Player Characters will now be able to slot utility runes that are tied to their character and not to items[/p][/*]
- [p]Up to a maximum of 4 can be set at a time and can be replaced at Eleanor in Sacrament.[/p][/*]
- [p]Players will start with 2 slots and can add extra slots via Plague Ichor upgrades at The Watcher[/p][/*]
- [p]Utility runes can no longer be slotted into weapons[/p][/*]
- [p]Characters will start with a basic “Heal” rune by default[/p][/*]
- [p]Added three new beard customisation options[/p][p][/p][/*]
- [p]Sacrament Guardian set moved to Tier 1[/p][/*]
- [p]Fellhorn set moved to Tier 2[/p][/*]
- [p]Enchantments will now show what grouping they belong to, shown as an icon at the start of the enchantment line[/p][list]
- [p]Two enchantments of the same grouping cannot appear on the same item, e.g “Damage increased by 3-10%” and “Rune Damage increased by 4%-15%” cannot exist on the same item[/p][/*]
- [p]Elemental Infusions now have their own grouping and can now be rolled separately from other damage-based enchantments[/p][/*]
- [p]Groups are: Damage, Elemental, Focus, Health, Stamina, Defense, Speed[/p][/*]
- [p]Enchantments which do not belong to any of those groups can be rolled without restrictions[/p][/*]
- [p]Duration of status effects granted by enchantments increased[/p][/*]
- [p]Health & Focus regeneration values on enchantments & gems has been doubled[/p][/*]
- [p]Renegerate Health enchantments now also scale with Healing stat[/p][/*]
- [p]Regenerate Focus enchantments now also scale with Focus Gain stat[/p][/*]
- [p]Plagued enchantment raw values have been reduced to match the ones on Magical enchantments, but conditional enchantments on Plagued items still have greater overall values[/p][/*]
- [p]Reduced Lifesteal coefficient from 0.3 to 0.2[/p][/*]
- [p]Focus Cost and Damage Taken stats now have diminishing returns so stacking them should be less effective[/p][/*]
- [p]Focus Cost and Damage Taken enchantments are generally weaker[/p][/*]
- [p]“Frozen Enemy Armor decreased by 25%-50%" decreased to "Frozen Enemy Armor decreased by 15%-30%"[/p][/*]
- [p]Gain x% Health once per Rune Attack[/p][/*]
- [p]Gain Health equal to X% of Focus Spent[/p][/*]
- [p]Gain X% Health on Damage Dealt against Frozen Enemies[/p][/*]
- [p]Execute Infected Low Health Enemies on Damage Death[/p][/*]
- [p]New Enemy added[/p][list]
- [p]Torn Retcher[/p][list]
- [p]Spawns additional enemies until defeated[/p][/*]
- [p]Fall damage has been halved[/p][/*]
- [p]The scaling has been changed on the stamina-based runes sold by Ilaria, so that they scale with the player’s level and not with the weapon type[/p][/*]
- [p]Stamina is frozen for a short window upon quick stepping/rolling[/p][/*]
- [p]Reduced the drop rate of weapon oils[/p][/*]
- [p]Elemental status effects:[/p][list]
- [p]Reduced Shatter damage on frozen enemies significantly[/p][/*]
- [p]Infected enemies now have reduced Fire Damage resistance[/p][/*]
- [p]Investing Focus attribute now also increases your Focus Gain[/p][/*]
- [p]Increased the amount of Stamina you get per attribute point[/p][/*]
- [p]Increased the soft cap ceiling on the Stamina attribute[/p][/*]
- [p]Upgrade level of dropped items have been increased in early- and mid-game[/p][/*]
- [p]Upgrade level of dropped items have been reduced in late-game[/p][/*]
- [p]Gear level requirement is now determined based on its tier when dropped[/p][list]
- [p]This would apply to already existing gear[/p][/*]
- [p]Ring of Determination has had its secondary effect removed (Focus Cost decreased by up to 60% based on Missing Health)[/p][/*]
- [p]Battlecry Ring has had its secondary effect removed (Cannot Lifesteal)[/p][/*]
- [p]Crow Ring has had its primary effect nerfed (Max Stamina increased by 40%)[/p][/*]
- [p]Improved music mix[/p][/*]
- [p]New music for plagued Areas and Bosses[/p][/*]
- [p]Improved music system for more robust explore and boss fight performance[/p][/*]
- [p]Tavern interior coverage[/p][/*]
- [p]Improved timing of Darak Cinematic music[/p][/*]
- [p]Polished SFX and custom VO for new enemy plagued Leader and Female Lumberjack enemies[/p][/*]
- [p]New haunting enemy voice design for the Winged Brood Boss variants[/p][/*]
- [p]music Integration and VO for ‘A Small Mercy’ Quest[/p][/*]
- [p]Music Integration and Mix for Nameless Pass and Quarry Areas [/p][/*]
- [p]Music Integration and Mix for Plagued Areas[/p][/*]
- [p]VO support for new out of reach enemy combat behaviour[/p][/*]
- [p]Bespoke UI SFX for new Fast Travel and Whisper Upgrade Menus[/p][/*]
- [p]Added new repair powder SFX[/p][/*]
- [p]Added destructible drum SFX[/p][/*]
- [p]Added bell SFX to Ashen Tunic armor[/p][/*]
- [p]Added Balak Taw platform landing impact sounds[/p][/*]
- [p]Added ambient rope creaks and bridge surfaces to the Marin Woods treetops[/p][/*]
- [p]Improvements to the Bane Moth attack SFX[/p][/*]
- [p]Improved Unbreakable Egg SFX[/p][/*]
- [p]Improved goat, chicken, and other critter audio[/p][/*]
- [p]Improved Caylen Vista ambience[/p][/*]
- [p]Updated Stagger SFX[/p][/*]
- [p]SFX for freezing and unfreezing enemies, and smaller secondary ice shatters[/p][/*]
- [p]Added enemy weapon parry impact SFX, which gives more satisfying parry responses[/p][/*]
- [p]Added helmet effect on Cerim vocalizations when full coverage helmet is equipped[/p][/*]
- [p]Audio coverage for new areas in Sacrament like the new woodcrafter and enchantress shop interiors[/p][/*]
- [p]Updated to Wwise 2022.1.19.[/p][/*]
- [p]Improved performance of room-aware object processing[/p][/*]
- [p]Improved stability of music scene manager[/p][/*]
- [p]Added new sound for Creep Heart destruction to match animation[/p][/*]
- [p]Polished Lighting on some cinematics[/p][/*]
- [p]Added hit, destruction & liquid effects to Savor Lab bottles[/p][/*]
- [p]Darak VFX update[/p][/*]
- [p]Added secondary ice VFX upon shattering frozen enemies[/p][/*]
- [p]Added and updated localized text in many places across multiple languages[/p][/*]
- [p]Fixed the Bounties & Challenges screen freezing if giving too many inputs too quickly[/p][/*]
- [p]Fixed Fallen Embers not getting consumed if the reroll animation was cancelled[/p][/*]
- [p]Fixed bosses being able to be frozen & knocked back off edges[/p][/*]
- [p]Fixed the Quickstep queue window being too large, resulting in multiple Quicksteps being accidentally queued[/p][/*]
- [p]Fixed being unable to jump if characters were touching a wall[/p][/*]
- [p]Fixed the Bounties & Challenges screen freezing if the reward item icon was selected[/p][/*]
- [p]Fixed Marin Woods & Lowland Meadows being unable to become an infected area naturally[/p][/*]
- [p]Fixed Plague Splatter having a much larger AoE than it should have[/p][/*]
- [p]Fixed Plague Splatter sometimes going through stairs or moving platforms[/p][/*]
- [p]Fixed Plague Splatter being unable to lifesteal when applicable[/p][/*]
- [p]Fixed Glimmering Bulwark Unique being craftable[/p][/*]
- [p]Fixed the vendor refineries not upgrading when their respective Danos Project is completed[/p][/*]
- [p]Fixed upgraded vendor stall refineries not decreasing the time required to refine materials[/p][/*]
- [p]Fixed the items in a storage chest disappearing when the chest was picked up[/p][/*]
- [p]Fixed food buffs not applying while Serendipity Ring is equipped[/p][/*]
- [p]Fixed Throw Knife’s & Throw Axe’s damage not scaling properly[/p][/*]
- [p]Fixed being able to burn a higher amount of items than necessary when increasing the plague intensity of zones[/p][/*]
- [p]Fixed items with the Unrepairable plagued downside being able to be repaired if the item was unequipped and in the inventory[/p][/*]
- [p]Fixed Health bars becoming visible at the wrong times[/p][/*]
- [p]Fixed the selection box sometimes disappearing after rerolling an enchantment using a Fallen Ember[/p][/*]
- [p]Fixed being able to complete the Enchanted Gear challenge by using Fallen Embers[/p][/*]
- [p]Fixed the camera during The Lost Huntress’ phase change transition[/p][/*]
- [p]Fixed Boarskin Preacher’s hammer slamdown having too large a range[/p][/*]
- [p]Fixed the rune selection screen jumping to available runes instantly without first selecting a slot, if the first rune slot was empty[/p][/*]
- [p]Fixed Echo Knight using his charge attack under the wrong conditions[/p][/*]
- [p]Fixed Rotwheel dealing physical damage innately, instead of plague damage[/p][/*]
- [p]Fixed bears not bypassing poise defense when using shielded stance[/p][/*]
- [p]Fixed not being able to queue arrow shots[/p][/*]
- [p]Fixed two-handed swords creating a stretched ground decal on plunge attacks[/p][/*]
- [p]Fixed Wallowing Husk being able to drop Corpse Smeared Blade[/p][/*]
- [p]Fixed Risen Kindler drowning animation[/p][/*]
- [p]Fixed various critter drowning animations[/p][/*]
- [p]Fixed Echo Knight’s tracking being too extreme for some attacks[/p][/*]
- [p]Fixed The Riven Twins’ sweeping strike missing automatically if players were close to the boss[/p][/*]
- [p]Fixed various tooltip & functionality issues with Crucible Echoes[/p][/*]
- [p]Fixed The Shallows appearing infected inappropriately, when Mariner’s Keep was infected[/p][/*]
- [p]Fixed several fader/lighting/overlapping textures/collision issues throughout the game[/p][/*]
- [p]Fixed several problems with armor sets (female variants missing, clipping, missing textures etc)[/p][/*]
- [p]Fixed being able to clip through a wall in the prison area in Nameless Pass[/p][/*]
- [p]Fixed the enemy factions changing after dying[/p][/*]
- [p]Fixed the character blurring when using sliders on the character creation screen[/p][/*]
- [p]Fixed Gordon’s eavesdrop in The Shallows, forcing UI menus to close[/p][/*]
- [p]Fixed the falling SFX playing when performing a plunge attack from a high enough height[/p][/*]
- [p]Fixed being able to cast Plague Explosion in the air[/p][/*]
- [p]Fixed not being able to get up when knocked down while encumbered[/p][/*]
- [p]Fixed being able to heavy roll, via the use of a plagued downside, while encumbered[/p][/*]
- [p]Fixed Medium Vial of Poise and Large Vial of Poise having the same values[/p][/*]
- [p]Fixed the Plagued Ring providing lifesteal when above the “low health” threshold[/p][/*]
- [p]Fixed missing fire SFX for Alden’s funeral pyre[/p][/*]
- [p]Fixed Randolph’s salute missing SFX[/p][/*]
- [p]Fixed the old elevator SFX playing upon killing Echo Knight[/p][/*]
- [p]Fixed Mire Leech not having hit reactions[/p][/*]
- [p]Fixed Nith Leviathan’s corpse chunks increasing in size upon shattering[/p][/*]
- [p]Fixed some projectiles persisting on walls for long periods[/p][/*]
- [p]Fixed some gauntlet attacks having a misplaced impact visual effect[/p][/*]
- [p]Fixed Lara moving too fast when trying to catch up[/p][/*]
- [p]Fixed Risen enemies with shields lacking impact SFX & VFX[/p][/*]
- [p]Fixed issue with Gloam enemy sounds not firing consistently[/p][/*]
- [p]Fixed rain being present when inside of Gordon’s interior[/p][/*]
- [p]Fixed the rotation for Boarskin enemy attacks[/p][/*]
- [p]Fixed falling through the floor after being crushed by an elevator in The Crucible[/p][/*]
- [p]Fixed being able to reach the main part of the Black Trench via the alternative side before being on the relevant quest step of Of Rats and Raiders[/p][/*]
- [p]Fixed the Iona’s Bloom effect rapidly disappearing at the broken cerim statue if the effect was activated when the Potion Seller quest was not active[/p][/*]
- [p]Fixed three-digit numbers of food and consumables getting cut off in the quick-use menus[/p][/*]
- [p]Fixed Illuminate rune’s stuttery movement[/p][/*]
- [p]Fixed being able to move Guard Rend out of his seat by running into him in Gordon’s shop[/p][/*]
- [p]Fixed an NPC at the Mountain Gate attempting to chop a tree that is already cut down[/p][/*]
- [p]Fixed the “Arcane Reservoir” echo granting health regeneration instead of focus regeneration[/p][/*]
- [p]Fixed the unique rings having too low a gold value when sold[/p][/*]
- [p]Fixed the NPCs post-Ellsworth Speech not leaving the square unless the player is close by them[/p][/*]
- [p]Fixed music not playing in the lower glade area near Lowland Meadows’ entrance[/p][/*]
- [p]Fixed being able to climb up a door frame in the ship prologue, and being able to clip through the wall to the other side[/p][/*]
- [p]Fixed weapon enchantment audio stopping prematurely during certain cinematics[/p][/*]
- [p]Fixed the “Take x% Damage on Focus Use” plagued downside applying when using Battlecry Ring or Ring of Determination[/p][/*]
- [p]Fixed “Take x% Damage on Focus Use” not applying when using the unarmed rune[/p][/*]
- [p]Fixed the physics of some vases in Crucible[/p][/*]
- [p]Fixed some destructibles not fading properly when the floor under them faded[/p][/*]
- [p]Fixed Frost Step rune consuming all focus[/p][/*]
- [p]Fixed both a weapon and a helmet sharing the name “Falstead’s Fury”[/p][/*]
- [p]Fixed the weapon rewards from Bounties & Challenges not showing the runes in the reward preview[/p][/*]
- [p]Fixed being able to access a closed-off part of Sacrament by climbing on Ilaria’s vendor stall[/p][/*]
- [p]Fixed some wrong enemy types spawning inside Mariner’s Keep while infected[/p][/*]
- [p]Fixed Torn Grubhost’s ragdoll effect[/p][/*]
- [p]Fixed Barn Spiders’ ragdoll[/p][/*]
- [p]Fixed being unable to rotate while charging spells[/p][/*]
- [p]Fixed bounties not getting accepted if the input to accept them was held too long[/p][/*]
- [p]Fixed bounties not getting accepted if they were attempted to be acquired too soon after navigating to them[/p][/*]
- [p]Fixed the Torn Wolves respawning too quickly during the From the Depths bounty in the Nameless Pass[/p][/*]
- [p]Fixed being able to get stuck inside a gap along the wooden spike wall outside of the lumber mill in Lowland Meadows[/p][/*]
- [p]Fixed being able to get stuck near the hollow trunk near Hunter’s Vale[/p][/*]
- [p]Fixed being able to get stuck between a chest and the environment in the area above Hunter’s Vale[/p][/*]
- [p]Fixed being able to get stuck in a gap between rocks in the southern Lowland Meadows, south of Hunter’s Vale[/p][/*]
- [p]Fixed Two-Handed Halberd backstab animation misalignment[/p][/*]
- [p]Fixed automatically getting out of a bed/chair instead of it requiring input from the player[/p][/*]
- [p]Fixed Frost Blade rune being able to drop[/p][/*]
- [p]Fixed Hard Lock sticking on targets at too long a distance[/p][/*]
- [p]Fixed Lumber Stack not stacking items to 999[/p][/*]
- [p]Fixed the Royal Bolein and Bolein Royal armor sets having too similar names[/p][/*]
- [p]Fixed being able to climb a shelf in the prologue and going into the ceiling[/p][/*]
- [p]Fixed being able to interact with a dig spot through the wall of a small cabin near the mil in Marin Village[/p][/*]
- [p]Fixed getting stuck between the rocks above The Shallows waterfall[/p][/*]
- [p]Fixed the second roll attack on Caretaker’s Ruined Staff repeating if the input was continually pressed[/p][/*]
- [p]Fixed critters being able to spawn in the environment in Lowland Meadows near the lift to Mariner’s Keep[/p][/*]
- [p]Fixed The Unbreakable Egg being able to be knocked down without breaking his poise[/p][/*]
- [p]Fixed being unable to climb on balance beams properly[/p][/*]
- [p]Fixed Lightning Flash rune’s projectile often missing enemies[/p][/*]
- [p]Fixed Heal Aura rune not working properly on elevators[/p][/*]
- [p]Fixed the “Deposit Similar” button in storage chests not depositing all stacks[/p][/*]