From OrbusVR Wiki

Below you'll find information on each major Sprint update and minor patches, including what's been added/changed.

October 17th, 2019

Version 10.9985

Fix for the desyncs being caused on server and client

Fix for certain class items showing up during dragon racing (EX: Musketeer Lifewell orb, netgun, etc. showing)

Attempted another fix for Boss 1 leashing inside the Ancient Temple dungeon

Lowered some attack values on new lvl 30 bosses to be more in line with other dungeon bosses when doing shard dungeon runs

Fixed “Stuck Combat” button, should now work as it did before We fixed an underlying issue that we think may of also been causing the stuck combat bug in the first place so feedback on this would be greatly appreciated (You can continue to use the in game bug reporting tool for these)

Updated some weapon and mount icons

Attempted fix to prevent monsters from disappearing inside the Abandoned Cave dungeon when fighting around the mining carts (Monster should now just path through the carts)

October 15th, 2019

Version 10.9984

Fixed pathing issues in the Abandoned Mine dungeon where you couldn’t cross the railway bridge

Updated the way the Trickster Goblin spawns We removed over half the spawners that were possible for the Trickster Goblin to spawn in This should remove it spawning from any NPC, Building, Public Event, Etc. so the only place the Goblin will spawn now is inside existing groups of mobs

Applied a fix to the Fellowship database to fix the cause of Fellowship Leaders removing players from Fellowship without it working This should also fix the problems players had when leaving a fellowship only to log back in and appear to be in the one they left

Fixed a problem with some shards dropping wrong weapons from 6-10

October 10th, 2019

Version 10.9982

Updated Mist Keeper visuals to make telling mist colors more apparent

Updated visual and audio cues on “Golden Egg” to make it more apparent when would do damage

Tweaked timing on “Golden Egg” hold and drop times

Reduced damage output on Marksman Scavs

Something forgot to mention in yesterdays patch notes-- Effervescent Shards now drop as loot from shards 13-15, increasing in chances up to 15.

October 8th, 2019

Version 10.998

Abandoned Mine dungeon now available, access through the Scav’s Den cave in the Wastelands Level 30 dungeon un-matched, currently not part of the Random Dungeon Queue

Ancient Temple dungeon now available, access through entrance near Bears Hollow Level 30 dungeon un-matched, currently not part of the Random Dungeon Queue

Trash mobs in both new level 30 dungeons have a chance to drop a piece of transmog only gear from the set of “Conqueror Gunner” gear (Based on old Orbus Muskteer Spiro gear)

Level 30 Dungeon gear will be the “Conqueror” set of gear (Based on old Orbus Mage,Ranger,Warrior Spiro gear), along with a new set of weapons.

The “Scav Shaman” boss must be defeated to gain a key into the Ancient Temple Dungeon

There is a small chance that all Lvl 30 bosses in the new dungeons will drop the “Mining Cart Mount”

Shard Level 11-15 has a chance to drop the “Challenger” set of gear

There are new legendary weapons that have a chance to drop from shards 11-15, with a greater chance as you progress up shard levels

Shard levels 11-15 will not include Airship Dungeon, but will include the rest, with shards 14 & 15 having an increased chance of rolling the two new dungeons (but will still include the rest excluding the Airship Dungeon)

New Minor shard mutations will be included in the pool active on all shards 1-15 New Minor mutations are: Afflicted, Hot Foot, Fatigued

New Major shard mutations will be included in the pool active on shards 11-15 New Major mutations are: Golden Egg, Back Bug

New Brutal mutations will be included in the pool active on shards 10-15 New Brutal mutations are: Shared Pain, Reflective Strikes

Shard Levels 10-12 will give +4 gear, Shard levels 13-15 will give +5 gear, with Shard level 15 having a chance at dropping a +6 legendary weapon

The Legendary weapons given out in shards 11-15 will be a new weapon model different from those given out in 1-10

There has been a “Shard Vendor” added to the Rainforest camp, once you complete the Explorers League questline to help the camp the Scav trader will appear next to the newly built huts. This allows you to trade up shards all the way to Effervescent Shards. It costs 10 Minor for 1 Major, 15 Major for 1 Glimmering, 20 Glimmering for 1 Effervescent

The icons of the different shard levels have been changed to avoid confusion

There is a “Ottathamine Merchant” located at the Leisa Port inside Hulthine’s Basin that sells the “Luxury Mount” Must have the Explorers League questline to help Port Leisa before his shop will appear

New achievements have been added for completing higher tier shards along with achievements for the Lvl 30 dungeons

Added a fix to Fellowship Chest logs that should only show movement in and out of the chest instead of item movement inside players own inventory

September 20th, 2019

Version 10.9973

End of Harvest Festival

Removed Snatchers wildlife from zones

Removed Snatcher Critter Capture nodes

Removed the Skjelhod and Glodgoren monsters

Note: The “Festival Glodgoren” will still be outside Highsteppe for a while to allow players that still have active quests to turn them in and clear their journal, but will only receive a small Dram reward not the transmogs from the Festival missions.

Removed the Snatcher Critter Capture mission from Cenn in Highsteppe

Note: If you currently have the mission still active you will not be able to complete any further progress on the mission (all Snatcher nodes have been removed) and will need to “Abandon” the mission to clear it from your mission list.

Re-set all areas back to their pre-festival color schemes

Removed all Festival props from areas (Alchemy cauldron, pumpkins, Lamp gourds, etc.)

Re-set Login screen back to pre-festival state

Fixed bug preventing you from grabbing two of the same ingredients from the Alchemy table (one in each hand)

September 5th, 2019

Version 10.9971

Fixed tabs 6 and 7 on Fellowship chest (tabs were hidden after last patch but all items were still there)

Fixed a visual bug with the shaman summoning orbs for other players

Fixed a bug with the Musketeer that was causing some of the de-syncs

August 20th, 2019

Version 10.996

Speak with the “Festival Glodgoren” located next to the practice dummies near the main gate leading into Highsteppe to start on the quests to unlock the festival transmogs.

Speak with Pierre Cenn to gather a critter capture mission to unlock the “Brezurple Snatchers” pet (Lvl 5 mission).

Updated Terrain, plants, trees in the Highsteppe, Lamavora, and Hulthine’s Basin area.

There are two new monster types added to the zones above (Skjelhod and Glodgoren).

You can find the “Brezurple Snatchers” throughout the world look for a orange gourd they leave behind as signs of Critter Capture areas.

You can also find the wild “Brezurple Snatchers” throughout the world, sometimes killing them will get them to drop the herbs they have been stealing.

Community message board across from the Player house- This will be updated during patches to try and get the latest information in game to players.

Increased lvl 30+ mobs in the Wastelands.

Added 4 new in game achievements for the Fall Festival, along with one Title that is earn-able.

August 13th, 2019

Version 10.9951

Updated OrbusVR Hardmode raid gear along with Regular raid gear (can be broken down and applied in transmog wardrobe)

Now if fishing pole or net gun is being held you will not be able to interact with opening the map to prevent accidental interactions

Increased Hardmode raid Skull mount drop chance on boss 5

Fixed a bug on mount speed Lvl 30+ perk

Fixed polymorph spell not appearing on wand for Quest users

Turned off warrior charged sword audio for other players

Fixed bug causing certain areas on gear to appear white in color

August 6th, 2019

Version 10.995

Added Interactive map

Note: Player map toggle can be found in the Player Menu->Settings->Graphics

Updated Warrior Lvl 30 Talents

Added 3D model of Shaman masks to be visible to other players

Updated Shaman shield totem- Gives a shield buff to anyone in the AOE radius including yourself

Re-calculated Shaman orb regeneration from time orb leaves players hand

Note: The Shaman talent Totemic Mastery will be re-worked in next patch

Added Lvl 30+ perk tree (Can be found in the Player House)

Fixed a bug causing the ready prompt to disappear on battleground, dungeon queue.

Updated old Orbus armor sets (Spiro, Techno, Normal Raid) can be used as Transmogs

Fixed bug on Character Select screen causing objects to appear/disappear

Increased Hardmode raid legendary drop chances

July 23rd, 2019

Version 10.99

Added Barber Shop Tokens to the Odds N Ends shop in the Higshteppe Underground Marketplace to allow character refresh (changing of character appearance)

Note: You can only purchase on Barbershop token at a time, once purchased log out of the game. At the Character Select screen select your player name, you will then see the “Change” button, clicking this allows you to then adjust your character. Be sure to save your changes once finished adjusting.

Added 5 new hair styles

You can see the new styles without purchasing a Barbershop token by clicking the “Create New Character” button at the log in screen

Fixed a bug with the Mission NPC symbols appearing wrong on the quest

Fixed the tool tip information on some muskteer orbs

Fixed a clipping issue with the Hard Mode raid achievements

Server side Hard Mode perfect achievements now unlockable along with title (Guild City Dominator)

Fixed clipping issue with Raid Ranger helm clipping through large heads.

Updated Index controller rotation

Armor durability should no longer affect loadouts

Loot bags are no longer affected by sticky grip

Musketeer super now affects Lifewell

Fixed Ranger hit detection.

Fixed grind tool sometimes being invisible on Rangers and Bards.

July 18th, 2019

Version 10.98

Added additional animation to make it more clear on Raid boss 4 phases

Added a fix for the Menu system to prevent “pressing through” and changing options on additional tabs

Added client side achievements for Hard mode raid

July 10th, 2019

Version 10.97

Hard Mode Raid Release

The Hard Mode Raid vendor is located inside of Highsteppe, inside the Salvaging shop.

All gear dropped from the Hard mode Raid (excluding weapons) will have the Gold Foil type attached to them to set the gear pieces apart from the Normal mode gear. (Natural drops and hard mode raid vendor)

Added Inventory management system in game. (See blog post here: https://blog.orbusvr.com/patch-10-97-hard-mode-raid-loadouts-inventory-tweaks/ 29 for in depth explanation)

Allows players to dump all items into player chest

Can also drop crafting ingredients into their appropriate chests in bulk

Allows assigning gear sets to weapons to easily switch between classes without switching each gear item separately

Note: This is the first step in this system, the second step will come in a future sprint and will include an additional way to manage inventory weight

Fixed bug stopping players from re-joining dungeons when kicked when entered via dungeon queue

Fixed bug inside dungeon queue system improperly assigning player roles

Fixed default angle of Knuckle controllers

Fixed bug with pathing of dungeon bosses when initially aggroed (sometimes would pick path other then to players initially)

Fixed bug causing not all of the green tutorial sprites to appear

Added Raid map to fellowship hall

June 18th, 2019

Version 10.905

Raid:

The adds on Boss 2 of the Raid have had their health and damage decreased a bit.

The amount of time given to complete Boss 3 before the enrage has been increased from 5 minutes to 6 minutes.

Trickster Goblin:

Trickster Goblin token carriers can now be attacked in safe zones by other players even if that other player is themselves in the safe zone.

The Trickster Goblin will now spawn every 4 hours (instead of 6.5).

Other:

Fixed a bug which was causing stats not to show up in along the left-hand side in the inventory screen of new players.

When the Trickster Goblin dies, a Public Event beam will now appear at the location where it died for 2 minutes.

When entering a zone (e.g. logging in or teleporting in), you will now have a 5 second invulnerability during which time you cannot attack or be attacked by anyone with PvP enabled (assuming you yourself have PvP enabled as well).

The Paladin’s protection shield will no longer show up in the the Transmog station.

Fixed Public Event zone circles showing up opposite of what they should be.

The amount of XP received when using the Grinding Tool has been significantly increased and is now a total of 40,000 XP for a full Level 1-5 charge.

When utilizing the Grinding Device, when an eligible creature is killed nearby, you will now see a visual effect showing that the grinding device received the essence. This should make it easier to tell when you are killing the correct creatures for the level you are charging the device.

The Scoundrel’s non-PvP base damage has been increased by 10%.

The Warrior’s shield recharge time has been restored to 10 seconds. The Paladin’s anti-tankbuster mechanic cooldown has been changed to 12 seconds. Tankbuster mechanics have been re-balanced to accommodate.

Fixed a bug which could cause the Scoundrel’s card deck to become un-grabbable in some circumstances.

Pet crates will now show up correctly on the Auction House.

June 12th, 2019

Version 10.903

Fixed a bug with the Scoundrel rank code where it was giving too high of a ranking based on the shot after yesterday's changes. The way it works now is what was intended.

Elite enemies in the Raid have had their health scaled up higher commensurate with it being a Raid (previously it was the same health as a 5-man dungeon which was unintended).

If the Lightning Strike attack is interrupted on Boss 5 it should now definitely not deal damage to the Raid group

Raid bosses now have slightly more health (about 15% more).

The musketeer Charged Orb talent should now work correctly.

A new button has been added in the Social Tab which allows you to go directly to the Raid instance. You can use this if you have a pre-made group and don't need to queue, or if you get kicked out of your matchmade instance and want to re-join your in-progress instance. After the Beta this would be done by actually going to the portal to the Raid in the game's world.

Note: If you use this button, you will have to exit the Raid via the portal on the left-hand side at the top of the hill.

Trickster Goblin

* The Trickster Goblin will now spawn every 6.5 hours instead of 8-10 hours. (Note: the first spawn will be approximately 4 hours after the patch goes live.) * There will now be a 5-minute gap between when the server-side notice goes out that the goblin is spawning, and when the goblin actually spawns in that zone. * If the Trickster Goblin is defeated, there will be be a notice sent to everyone in the zone notifying them. (Note that this notice is zone-wide, not server-side.) * If you have a Trickster Goblin Token in your inventory, you cannot take an Invisibility Potion.

June 10th, 2019

Version 10.90

Raid Beta

* The Ruins of Guild City Raid Beta is now available to play! * This is a 10-person Raid designed with challenging mechanics. * During the Beta, you access the raid exclusively by using the Queue system in the social menu (the same way you queue for a dungeon). * During the Beta, nothing you do will be saved in the Raid Instance. Also, trash mobs have been removed since we are mostly concerned with testing boss mechanics at this time. * Raid Loot * The Raid Loot system this time around utilizes a token system for each slot of armor. A new vendor will be added to Highsteppe which requires tokens (ranging from 5-8 tokens per piece) to buy items. * For example, the first Raid Boss will drop only gloves, and also only glove tokens. You will get one guaranteed token as well as a chance at a natural drop with each eligible kill. You can do one eligible kill per week. Therefore, you are guaranteed to get a glove roll after 5 weeks of kills even if you get no natural drops due to the raid tokens system. * Natural drops in the Raid are tradable with other party members until you leave the instance (including rare drops such as pets and mounts). Tokens are not tradable. * Non-equipment drops (such as dyes, pets, and mount) can be farmed as many times as you want per week. * Each piece of gear is class-specific, but the tokens can be earned on any class, and when purchasing the item from the vendor, you will receive the item for the token's slot for whatever class is currently active (useful for gearing up alt classes). * Raid Tuning * The Normal Mode Raid features difficult mechanics which will need to be mastered to complete the Raid. From a damage and health standpoint, the bosses scale up to be approximately as hard (by the last boss) as a low-level Shard Dungeon. * Our goal with the Normal Raid Tuning is to present a challenge to the community that will be mastered over time to allow pick-up-groups to complete the raid. Therefore, we anticipate that veteran groups will be able to complete the Raid without too much trouble once the mechanics are learned. However, please feel free to give feedback on the tuning and let us know if we’re hitting the correct mark.

Overworld Quests

* More than 15 new quests have been added to the Overworld, including the Explorer’s League Output quest chain, as well as side quests involving the Brotherhood and more. * These quest lines are tied into the Main Story via Randel, and grant XP and another way for new and existing players to level up their characters. * The Explorer’s League Outpost quests will lead to actual changes to the world including new Apprentice Smith vendors available in the Overworld. * Additional steps to the Explorer’s League questlines will be added in future patches.

Great Recombinant Introspective Never Dull Ingenious New Gathering (GRINDING) Device

* The GRINDING device can be acquired from the "G.R.I.N.D.I.N.G Inventor" located in the Odd's and End's shop in Highsteppe. * The device can be deployed onto the ground. Once deployed, it will absorb essence from nearby monsters which you kill, storing up both XP and loot rolls based on the monsters’ loot table. Note that it will only function in the Overworld. * After a certain number of monsters are killed, you will level up the device, receiving a bonus chest of extra loot rolls from the monster, as well as loot rolls unique to the device, such as transmog styles and a mount. * Note that as the device reaches higher levels, you will receive a higher chance of getting these unique rolls. You will also receive larger bonuses of XP. In exchange, the device can only be charged at higher levels by defeating higher-level monsters (based on the monster’s absolute level). Therefore you will need to go to some of the farthest reaches of the Overworld if you want to fully charge your device. * After the device has been fully charged past Level 5, it will reset to Level 1 so you can begin the process over again. * The unique rewards for the device are all either tradable or come in crates which can be traded until they are opened, which means these are great medium- and very-rare items which can be sold or traded to other players.

Trickster Goblins

* Trickster Goblins will spawn every 8-10 hours in a random overworld zone. A notice is sent to all players on the server when this occurs. * Trickster Goblins can only be damaged by players with World PvP Enabled. When they are killed, they will drop a chest which can only be looted by players with World PvP Enabled, which contains one or more Trickster Goblin Tokens. * These tokens are not soulbound, and therefore will drop if you are killed with PvP Enabled. * If you are in possession of one of these tokens, you are unable to use Mage Portals or Teleport Pillars, Safe Zones will not protect you nor let you trade with other players, and you will have to wait 10 minutes to logout of the game. * These tokens can be safely stashed in your Player House until you acquire enough of them to make purchases at the Trickster Goblin vendor in Highsteppe, to receive unique items such as transmog styles and a mount.

Ranger

* The base damage of Ranger shots has been increased by approximately 15%. * The damage bonus of Ranger globes has been increased from 8% to 9% per globe. * The damage of Ranger’s Power Shot has been increased by approximately 10%.

Paladin

* The Paladin’s anti-tankbuster mechanic (known now as “Light’s Defense”) is now activated by raising the off-hand into the air. You will see a transparent shield appear in your vision while it is active. It lasts for 1.5 seconds. During this time, the Paladin will reduce all damage taken by 99% regardless of how much energy is absorbed by their hammer. The cooldown on this ability is now 12 seconds. * The Plea talent which was previously activated by raising the hand into the air is now activated by holding the hand at a 90-degree angle to the body, like charging a sword for the Warrior.

Shaman

* The damage of the Shaman’s Lava Totem has been increased by 20%. * The bonus damage of Shaman Weakness when applied to targets has been increased by 10%.

Warrior

* The Warrior’s shield now regenerates in 12 seconds instead of 10 seconds.

Scoundrel

* The base damage of Scoundrel shots has been reduced by approximately 10%. * In addition to this, approximately 15% of the damage from Scoundrel shots has been moved from base bullet damage to damage that can be gained through the Showin’ Off buff. * The formula for determining the rank of the Showin’ Off buff has been modified, such that you can now shoot from a closer distance, or use less curve. You can also make up the difference of one or the other to some degree (e.g. firing from a farther distance will now let you use less curve, or firing with more curve from a closer distance). This should make it more useful to gain the Rank 4 and 5 buffs in more situations.

Musketeer

* Added a charged shot (1.5s trigger hold to charge) that interrupts the opponent * Reduced cooldown on Cure Wounds to 12s * Weakness Orb * Affected creature takes 5% increased damage from all sources * Affected creature takes 20% increased damage from Musketeer * Reduced cooldown on Weakness to 6s * Frost Orb has been replaced with Impact Orb * Impact Orb * Does a large amount of damage to a single target * Splits damage among all targets in affected area * Does 50% increased damage in combination with Weakness * 10s cooldown * Gravity Orb now slows all affected enemies in addition to its normal effects * Reduced cooldown on Decurse to 4s * Total Recall is now an innate Musketeer ability * Empowered Turret is now an innate Musketeer ability * Lifewell is now a permanent ability attached to the avatar’s body * Tier three musketeer talents have been replaced * Curative Shield * Your shield orb now does a small amount of healing immediately * Explosive Shield * Your shield orb will now explode, dealing a small amount of damage to enemies within 4 meters * The Empowered Turret talent has been replaced * Charged orb * Hitting an enemy with an orb fired from a charged shot will increase the orb’s range * Renew has been buffed

Other Player VFX

* A new setting has been added to the Player Menu which allows you to control whether or not you will see other player’s VFX by class type. * In addition, if you mute a specific player, you will now no longer see their VFX.

Miscellaneous

* The throw distance of physical objects (e.g. Shaman Orbs, Musketeer Turret, etc.) has been increased by approximately 30%. * Decurse (on all classes) will now prioritize Bleed-type effects (which deal damage over time) first. * The dram cap has been increased to 5 million. * Muting a player should now work more reliably. * Legendary Weapon styles have now correctly been added to the game and existing weapons with these skins have been updated accordingly. * The turning feature for locomotion has been improved; now when you use the snap or smooth turn and you are not in the center of your playspace, you will rotate around that point. This should make using the turning when not centered feel much better! * Status effect icons will now stack together and display a number of total active effects when the status effects are the same and the durations are either longer than 2 minutes, or the expiration time is within 1 second of each other. * Additional dye drops have been added to many places in the world, [check out this post](https://community.orbusvr.com/t/where-in-the-world-is-crimson-major-dye/15441/10) for more info.

May 28th, 2019

Version 10.861

Fixed the issue with the Player Compass and the relocation anchors where it would revert back to its original position after you used it.

When pointing your finger at a monster to focus on it, you will now see a laser pointer appear to help you aim better at the monster. Note that if you have Static Healthbars selected in your settings menu, the laser pointer will never activate.

There is a new setting in the Player Menu on the General settings tab which controls the tightness of the rotation of your body-parented objects relative to your head rotation. The default setting is Loose, while selecting Very Tight will have the same behaviour of the old game and cause your tools, arrows, etc. to rotate completely in-sync with your head.

May 24th, 2019

Version 10.86

When accepting a Mission via the Mission Credits system, you will now get any mission for which you have reached the minimum level, regardless of if you have previously completed it. If you get a mission you have not previously completed, you will get full rep credit for it rather than reduced credit, but it will still spend a credit.

When accepting a Mission via the Mission Credits system, you must now turn in the mission on the same class which you accepted it.

The Relocation Anchors have been added to many other class items, as well as player avatar items including your tool slots and your Player Compass.

There is a new menu option which can be used to disable the Grip to Autorun feature.

Inventory control buttons (such as destroy, use, etc.) now look more like buttons.

You can no longer use Teleport Pillars or Mage Portal spheres if you are currently in combat. It never really worked before and could cause a desync.

Fixed some minor miscellaneous bugs which could cause crashes on the server-side.

Reduced the explosion radius of the orbs hitting the ground on Airship Boss 1 to more closely match the resulting radius of the danger pool.

You will now only receive each specific mission via the Mission Credits system up to once per day. If you attempt to spend a mission credit at an NPC and have already gotten all available missions for that day, you will receive a message telling you to check back later.

May 21st, 2019

Version 10.852

In the Airship Dungeon, the line attack of Boss 2 will now result in a DoT being placed on any targets hit by the attack, rather than instant-death.

The amount of damage dealt by the poison pool in the Rat Boss fight of the Sewer Dungeon has been reduced in shard dungeons by a bit.

Fixed a bug which could cause a collider on the Paladin Hammer to intercept spells/arrows from other players.

May 17th, 2019

Version 10.851

The Relocation feature has been added for both the Shaman’s totems and the Paladin’s librams. To enable it, go to the main settings menu in the Player Settings dialog and choose Enable under the Relocation Anchors tab.

When the Relocation Anchors are enabled, you will see a transparent globe appear near items on your avatar. Just grab and move those globes to re-position the attached object. After you place it there, it will always appear in that location even on subsequent logins (note that this setting is currently per-computer.

If you make a mistake and wish to reset the position of an item, just press the Trigger button while holding the anchor. If you want to reset all visible anchors, use the button in the Settings menu.

After we gather initial testing feedback on this feature, our plan is to roll it out for other classes and other avatar items such as the Player Compass as well.

The Mission Vendors have been updated such that now when they have a lore quest to tell you about, they will show that at the top of the menu. This should hopefully help better indicate to folks when there is a story quest to go on and make them feel less hidden, and remove the need to constantly press the dialog icon just to see if they have something new to say.

Dyes are now sellable for a bit of dram if you wish to get rid of them. Pinecones can also now be sold.

Fixed a bug where mission waypoints sometimes wouldn’t always appear when you entered Highsteppe.

May 16th, 2019

Version 10.85

There is a new indicator which will appear next to the names of characters that have less than 10 hours of time played. If you are a veteran player creating a new character, there is a menu option which allows you to turn off this indicator immediately.

The tutorial has been updated with some additional steps to help ease new players into the game world. In addition, there are now some in-world glowing indicators which should help guide new players a bit better through the beginning part of the game.

Some capes and associated icons have been fixed.

There is also a lot of behind-the-scenes work in this build to start setting things up for some side quests we are adding to the world in addition to the previously-announced June 11th content. As such this requires a server-side and client-side sync, so once this patch goes out you will have to download the new version before you can login to the game.

May 15th, 2019

Version 10.842

In order to focus an enemy (to see their bar enlarged), now you point at the enemy for 1.5 seconds. In addition, there is a vibration that will occur and increase in strength during that time to indicate that you are pointing at a creature successfully.

There is a new menu option that has been added which allows you to disable the focus bars feature, including both the pointing-to-activate and the auto-activate-in-combat.

Fixed a couple of Scoundrel bugs, including the VFX sometimes triggering for a weapon charge when the weapon was sheathed.

Fixed the defense zones during public events showing as the opposite color.

Updated the Salvaging mission icon to make more sense.

May 14th, 2019

Version 10.841

Mission NPCs in Highsteppe now have unique icons above their heads for each type of activity to make it more clear what they are for.

The Runemage auto-casting feature (where you press the button twice while casting) should now be working properly.

You can now duo-queue, but not full-party queue, for PvP Battlegrounds.

Bards must now have at least a little bit of “power” (by actively playing) in order to have their passive effects be active.

Made sure you can’t get a +0 Legendary Weapon from a level-up reward cache.

You should now be able to use shards to re-roll Uncommon and Rare gear with minor affixes.

Fixed a bug which could cause people to be unable to leave Battlegrounds.

Fixed a bug preventing rings from being able to be re-rolled.

The Scoundrel’s gun will now show a visual effect when it is fully-charged with the maximum number of bullets.

Fixed a bug where the watch hands on the Watch Teleportation Device weren’t looping correctly.

May 13th, 2019

Version 10.84

The Ranger’s weak spots should now appear in front of spell effects.

King Sweetie Apples should now be much easier to harvest.

The Auction House will now correctly show the symbol for Runesmith Tiles to make it easier to identify.

We will only show a re-roll confirmation if you try to use a shard on an equipped item (before the confirmation would show but nothing would happen if you clicked accept.)

Icons for the very rare overworld drops and the Defend the Realm crown have been updated.

Randel’s location has been moved to be more obvious to new players.

Music and SFX have been updated in several zones.

The size of Runemage missile explosions has been reduced by around 50%.

The position of the notification that appears for successful Runesmith tile procs has been shifted downward, and the performance of those notifications has been increased.

Fixed a bug where the empty bottle by the Alchemy Station could activate sticky grip, causing issues.

Made chests a little easier to open overall.

Fixed an error which was happening sometimes with Voice Chat.

If you are disconnected from an active Battleground game and you re-login while the game is still going on, you will now be placed correctly back into that game.

When you leave a matchmade instance (e.g. from a Dungeon Queue), you will now be returned to your original party, or no party if you were not in a party when you joined the queue.

A few of the pulls in the Sewer Dungeon were re-worked to be less severe in high level shards.

Fixed a potential bug which could cause the Lich King to get stuck in a loop.

Grogon boss eggs and hatchlings will no longer count toward shard trash completion percentages.

If you die while PvP is enabled, you have a short period of time (currently 5 minutes) to disable PvP while you are in a safe zone.

Fixed a bug which could cause Warriors to teleport up high in the air after sword rushing to friendly targets.

Fixed a bug which would cause weird issues when attempting to swap the position of a max-stack item with another stack of the same item in chests.

If you press the “do cast” button twice in a row, once to submit a cast and again to actually cast the spell, and the spell verification hasn’t returned yet from the server, you will auto-cast that spell as soon as the verification does arrive.

Fixed the Arcane Explosion pillar to show the correct spell.

Fixed a bug with not being able to slide/teleport around a small area on the Airship docks.

Cloth Bravery gear will now correctly drop in the Overworld, not dungeons.

Sunfish, Bass, and Catfish are now easier to catch in general.

Dram rewards will now be given to shard activators who don’t get gear drops.

Resiliency (-1% Crit Damage) will no longer apply to incoming heals.

May 10th, 2019

Version 10.83

When creating a new character, the Discipline selection is now the first choice that you make.

When creating a new character, you will see a weapon representation appear next to the avatar to indicate what discipline you have currently selected, to hopefully make it more clear what’s going on.

For the character creation/update options, the pointer should now respond better to selecting the options.

When you accomplish a new step in a Mission (e.g. achieve Bronze, Silver, etc.) you will now get a notice letting you know that.

There is a new step in the new player tutorial which highlights the rest of the locomotion options.

There is a new Locomotion option which allows you to adjust the turn speed of the Smooth Turn option.

When starting up the voice chat system, sometimes a DLL file may not load correctly causing your mic not to be captured properly. If this happens you will now see an error when you first login so you know what is going on and that voice chat won’t work until you relaunch. If you are seeing this error repeatedly, please let us know.

The global PvP damage modifier has been reduced. Our goal here is to start getting away from “one shotting” being the meta in PvP, but still not go back to the old days of “it takes forever to kill someone.” So please let us know how this new adjustment feels. Further class-specific balancing changes will follow once we get this number dialed in.

The Player Compass no longer has sticky gripping enabled.

May 09th, 2019

Version 10.82

Re-fixed an issue which could cause Indestructible to roll when re-rolling shard affixes on weapons.

Status effect icons will now unfill when they are about to expire to give you an indication of how long they have left.

In order to receive bonus XP for having PvP mode enabled while doing missions, you must have PvP mode on the entire time you do the mission, until you turn it in. If any step is completed with PvP off, you will not get the bonus credit.

We have done a lot of work on the voice chat and it should be much more stable now. We have disabled the voice stats overlay for now pending the need for it again in the future.

Voice chat for the Fellowship channel remains enabled for now but we may disable it in the future pending on how things go.

The FAQ page in the help menu has been updated to have buttons you press to show each topic to make it easier to read.

Fishing pole status text should no longer be reversed when the pole is held in your left hand.

Highsteppe now has a new ramp near the Player House entrance which allows you to access the lower area to help improve navigability of the city.

After a Deep Wounds proc, another one cannot proc for at least 8 seconds dungeon-wide.

May 06th, 2019

Version 10.80

The buyout button now opens a confirmation window before purchasing the item.

The Size, Time Remaining, Bid and Buyout columns are now sortable. Click on the column header to resort the column in ascending, descending or default order.

Auction House results will now be sorted in order of ascending buyout price initially.

Monsters that spawn in groups should now respawn missing monsters after a few minutes when a partial group kill occurs (That missing Sorceress should now respawn). Partial group respawns are disabled in dungeons.

Corrected the orientation of the confetti gun, sparkle gun and tagger tools.

Players are now notified when exiting a PvP safe zone.

Master Second Class and Grand Master Second Class achievements have been fixed.

Reworked the title menu so the background buttons no longer interfere with title selection.

Fixed the bug where lure ingredients wouldn’t show on a lure if you put them on too quickly.

Increased maximum members a fellowship can have.

Players can no longer hit the Guaranteed Roll and Re-Awaken prompt buttons at the same time.

Fixed Warrior war horn not showing/hiding properly.

Fixed war horn and compass sometimes not triggering when put near your mouth.

Defend Fort Event Changes:

Mage projectiles ignore crossbow when shield is broken. Increased Crossbow health Crossbow can fire every 3 seconds (rate increased from every 5 seconds) Tuned spawners on the event. Only one shielded mage spawns unless many people show up, then increased to two.

Corrected discrepancies for various weapons and their respective icons

Fixed missing model for Legendary Bow

Break It will no longer apply to Bosses.

The “jerkiness” of catching fish has been adjusted based on the amount of Strength that is available now on your primary weapon (so basically, less is required overall). Really rare fish (like the two new ones) still require substantial Strength to reel in easily (i.e. you may want to drink a potion).

If you snap your line while reeling in a fish, you now lose 5 durability rather than all durability for the lure. 1 durability = 1 cast normally, so it’s still a penalty, but not as severe as it was.

The +2% Crit Damage and Empowered affixes are now working properly.

Made some changes to voice chat to hopefully address remaining issues.

There is now a “voice chat status pane” that will be active if you have enabled the GPU Stats window. This is temporary to help us track down any remaining issues. Disabling the stats window will cause it to be hidden.

April 29th, 2019

Version 10.78

The Paladin has had its damage absorption and energy generation lowered in PvP.

After activating their Super ability, the Paladin can now activate it by holding grip for 0.2 seconds (down from 1 second).

A 5-second cooldown (and associated icon) has been added to the Paladin’s Hammer of Retribution and Hammer of Forgiveness talents.

Fishing bobbers should now appear correctly.

Fishing line should now turn red correctly even in bright daytime conditions.

The Runemage spell lines are no longer transparent so they should be easier to see in all lighting conditions.

Fixed a bug which could sometimes cause the “Continue…” button in dialogues to be incorrectly placed to where it was hard to click on.

Some enemies which were not showing casting bars during abilities such as World Bosses have been fixed.

The Transmog Station scrollbar now behaves the same as the other scrollbars and you can scroll it using the joystick or the laser pointer.

Added the new “Proxied” connection type which may work better for some players.

Randel’s location has been moved closer to the player starting position to make it more obvious that players should speak to him upon first logging in.

Fixed issue with Darius Giant Scav kill mission. ( You must cancel and re-accept to get changes)

When the Reincarnate mutation is activate, you will now receive credit toward completing the trash of a shard dungeon when killing the reincarnation of the mob.

Fixed the Scoundrel slow effect not working properly.

Some public events have now been labeled as Group events to indicate that they are intended to be done with a group and are difficult to solo.

Runemage Portal rituals will no longer cast if you are already in combat (before they wouldn’t cancel until the last step, now they will cancel immediately).

April 28th, 2019

Version 10.771

Added an icon to the excutable so it shows up correctly if you e.g. launch it from Oculus Home but bought it on Steam.

Attempted to fix some instances where the Runemage super wasn’t activating properly.

Re-enabled the new code which provides better tracking of where other Runemage’s missiles are going.

Attempted to fix the Scoundrel card grab bug again (requires server restart).

Fixed Bard healing crescendos not working in some areas (requires server restart).

Further changes/improvements to latency spike issues. Should be happening more rarely in highly-populated zones, basically never at all in instances/dungeons. Further improvements to come as well.

April 27th, 2019

Version 10.77

The “self radius” around the player for hitting yourself with things such as Musketeer orbs or Runemage spells has been reduced a bit. This means you don’t have to stick your wand/gun out quite as far to keep from hitting yourself with beneficial effects.

The Scoundrel “card getting stuck” bug should hopefully be fixed.

Fixed some issues with the new inventory highlighting system.

The Sparkle Gun is now working again.

Updated an incorrect potion journal page to the correct recipe (Enhanced Vitality).

April 25th, 2019

Version 10.762

Monsters will no longer call for help in dungeons.

When you select an item in your inventory, we will now helpfully dim all the slots that you can’t equip it to, to make it more obvious what you should do with that item.

Fixed issues with the rock golem pet.

Added a menu option to turn off the Dragon Racing fade to black.

Spell checked some signs.

Updated some mission spawners to have the correct mobs.

The player’s tombstone is now a bit shorter to keep the “You Perished” menu from interacting with it if you are sitting down.

Updated the color chart in the Player House.

Updated some inventory icons that were incorrect.

Did some work on the server-side latency spike issue.

Fixed a bug which was causing reputation not to be earned from turning in lore quests. During the server downtime, a script will be run to give the correct reputation to everyone who has already done these quests.

April 24th, 2019

Version 10.76

You can no longer switch shards if you are in combat.

Fixed a bug causing Paladin libram not to work properly on cooldown.

Mission tooltips will now show the total overall progress as well as the progress for the specific reward (bronze/silver/gold) you are currently doing. That should make it more clear that when you reach Bronze, you start in on the Silver progress, but the overall progress on the mission hasn’t been lost.

Fixed some graphical issues in Highsteppe causing slowdown.

Fixed a variety of errors from logs people have submitted (thank you!)

When monsters that block and heal are doing so, they will now show a bar like a charging up cast bar.

Casts and blocks that can be interrupted will now have text that says “Interrupt” on the bar to make it more clear to new players what should be done. We’re working on a snazzier solution for this as well.

You shouldn’t have to move portal globes as close to your face anymore to use them.

Added some additional logging to help us track down the Scoundrel card grab bug.

April 23rd, 2019

Version 10.73

Scaling on secondary stats (Int, Str, Vitality, etc.) has been adjusted to address some inflation from the new Reborn gear.

Potions have been adjusted again (along with the above) and Aged Enhanced potions now give 250 point bonuses.

The Bard sound effects from playing notes are now much more restricted in terms of how far they can be heard.

Fixed some issues causing voice chat not to work after loading into a scene.

There is no longer a delay when starting dragon races.

Fixed a bug which could cause you to get stuck when exiting a dragon race after racing a dragon for the first time after buying it.

Fixed a bug which could cause loot bags to get stuck and disappear when you grabbed them.

The Personal Bubble is now triggered by holding down both menu buttons for 3 seconds (so as not to accidentally enable it when pushing the Menu button while using Push to Talk).

Rep vendor rewards will now show tooltips and explain what they are even if you can’t buy them yet.

Fishing journal pages should now correctly show number of times caught and weights.

You should now be able to correctly cast a Mage Portal to the Cutthroat teleport pillar.

The North direction has been re-worked to be consistent with the maps.

Fireball 1 now correctly adds to the journal.

Backer, Founder, and Epic Founder dragons now have their correct colorings.

Runemage spells cast by other players should now more correctly track toward their target.

You can now see when another player who is a Paladin throws their hammer.

If you charge bullets as a Scoundrel, you will no longer use the stored bullets when you burn a card.

The Mission tab should no longer scroll back to the top of the page randomly in the overworld.

Fix icons for some items including the aged enhanced potions.

Chaos Casters will no longer teleport to you, and Chaos Rusher teleports should no longer teleport on top of you.

Fixed a bug which could cause critter capture critters not to despawn.

If a public event ends while monsters for that event are spawned in, they will now correctly despawn.

New rings have been added to the loot tables of the world bosses, which have slightly higher stats.

World Bosses will now have a 100% drop rate for capes.

Your journal will now track your World Boss kills.

Fixed a bug causing the background music to repeatedly play on top of itself.

Some World Bosses have had additional mechanics added to their fights.

April 23rd, 2019

Reborn Launch

This is only a very partial list of new and changed features, intended to give a broad idea of what is in this version.

General

The level cap is now 30.

You now get reward caches when leveling with misc items, and can continue getting them when gaining levels after 30.

Added missions, which are the replacement for the old quests and can be picked up from NPCs to get objectives to do and level up.

Added Lore Quest, more story-driven experiences to get some of the lore tying the old game and the new together.

Added reputation to those NPCs that unlock rewards which can be purchased, such as new mounts and cosmetics

Changed PvP to be opt-in but also can be done anywhere in the world outside of Highsteppe.

Added a battlegrounds system with rankings and a map for those that like smaller scale PvP

Classes

Bard, a magical support class that plays instruments and a Marimba to buff and heal allies, as well as damage enemies

Shaman, a magical DPS class that throws down totems which damage foes and create orbs that can be thrown on to enemies

Scoundrel, a pistoleer class that has a high skill ceiling with cards granting them random buffs

Paladin, a melee tank with a hammer that expends energy to deal damage to enemies or get their attention, and has a lot of surviveability and group buffs.

Rebalanced the 4 existing classes, and added talents to level 30

World

Overhauled the world into 5 new zones and a new Highsteppe

Added a Public Events system, which rotates events on a timer that groups of people can participate on in the world to fight monsters or do other activities

Added Dragon Races, which are obstacle courses you can fly your dragon into and compete for times

4 new Dungeons as well as the returning Shard Dungeon system to go with them

Added 3 new World Bosses that require hidden actions to spawn them and have special loot.

September 17, 2018

Version 6.95

Dynamic Scaling

Beginning with this patch, we have the ability to designate some content in the game as dynamically scaled. What this means is that regardless of your actual level, the enemies that you fight will scale the damage that you deal and the damage that you receive such that it feels like fighting an “Even Match” same-level monster.

A few notes on this feature:

You will still see the same damage amounts appear as when fighting any other monster in the game. So for example a Level 20 fighting a dynamically scaled monster might see 1200 damage from their attacks hitting, while a Level 5 might see 100. The amount of damage the monster is receiving based on how quickly their health bar is declining will be the same between them, though.

If you attack a dynamically scaled monster, you will receive a buff that lasts for 1 minute which causes any healing that you receive to be scaled as well. This means that a Level 5 Musketeer can heal a Level 20 ally just as well as a Level 20 can. It also means that a Level 20 healer can’t just instantly top off a Level 5 ally with one Renew orb making them invincible.

As a caveat to all of this, however, the way that the system works still allows for some scaling of damage above “normal” for highly-geared characters. So for example, a Level 20 in Raid-tier gear will do more damage than a Level 20 in basic gear. So you still do get an advantage for being better-geared for your level compared to other players of the same level. It’s just that you will no longer one-shot Level 5 monsters because you are Level 20.

The rewards in terms of drops that you receive from killing dynamically scaled monsters are based on your level. So if you fight a monster as a Level 19, you will receive Level 19 gear. Note that this caps out at Level 19 gear and does not extend to Level 20+ gear, you still have to go do Tradu Mines and Shard Dungeons to receive that.

We are turning on this feature in this patch for the Cave Dungeon (Maeo’s Sanctum), Rainforest Dungeon, and Desert Dungeon. So you can now do any of those dungeons with a mixed-level group and still find a compelling experience.

Dungeon Queuing

This leads to our next major feature of the day, dungeon queuing. If you go into the Social tab and choose Activities, you will find a new feature which allows you to queue for dungeons. When doing so, you will be asked to choose a role (either Tank, Healer, or DPS – or a mix of these). Once you have selected your role, you will be entered into the queue and matched with an appropriate group.

When your match is found, you will be instantly teleported into the dungeon and placed into a party with your new group. (Note that any existing party you were in will be overwritten by this). After completing the dungeon, or at any time if you wish to end the dungeon run, you can exit through the dungeon entrance portal and you will be returned to the spot you were in the world when the queue “popped.”

In addition to queuing for dungeons, our queuing system now allows groups to join. When you are in a party, only the Party Leader can initiate a queue. Once they have done so, it will ask all party members to select a role. Then it will place you all into the queue together, and match your party up with other players to fill out your group appropriately. Note that depending on your group’s composition and roles, you may have to wait longer than when queuing as a single person.

The queue will (for now) only place you in the Cave, Desert, or Jungle dungeons, and since those are now dynamically scaled, that means any player in OrbusVR can join a queue and be placed with a group regardless of level. We’re hoping this really opens up the ability for newer and veteran players alike to join together and do a fun activity. Alongside this, the week’s Defend the Realm monster slaying requirement will be focused around these three dungeon’s bosses – so basically the best and quickest way to meet your Defend the Realm requirement this week will be to use the new queuing system!

We still have a lot of work that we want to do to further improve this feature, such as for example allowing you to choose to accept or decline the queue after it “pops”, to allow you to choose specific dungeons to queue for, and to offer daily rewards for veteran players for using the queue. But even in its current state, it should add a welcome new activity for players of all levels, and we’re excited to bring it to you!

Defend the Realm Rewards

We’ve updated the leaderboard 34 with a list of all the possible Defend the Realm rewards. In particular:

The Defender’s Crown will be a transmog hat style signifying your efforts.

The Defender of Patreayl will be a title available to choose in the new titles system we are bringing to Reborn.

The Dev Final Boss reward, if unlocked, will see us put in the time to develop a special type of World Boss that one of the Dev Team members can directly get online and control, so you can fight us as an actual boss in the world before Reborn launches.

Other Changes

The Raid Shop vendors now allow you to purchase the pet for that raid for 75 tokens.

August 27, 2018

Version 6.90

Defend the Realm

This is a long-term event which will last for the next few months and lead into the transition from the current game into OrbusVR: Reborn.

Heed the call of the Guardians by contributing weekly toward the defense of Highsteppe and the surrounding area. Each week different supplies will need to be gathered, and a variety of threats will need to be dealt with. In the beginning these will be basic materials and ingredients, along with far-away foes such as Aberrations; but as the event progresses, more powerful items will be needed, and the threat will be increasing, requiring concerted effort by many guardians if Highsteppe is to be defended.

For your contributions, you will earn points toward a weekly personal goal in both the resources gathering and monster slaying categories. There will also be a server-wide goal revealed on the main website. As the entire server works together, additional global rewards will be unlocked (such as a special cape, pet, etc.). Those who have reached a personal goal of 18,000 points when the event ends will be eligible to receive all of the global rewards that the server has unlocked through group effort.

Dragon Pet Sightseeing

Expanding on the Dragon Pet happiness system, this is a fun little activity where you can take your Dragon pet with you on a sightseeing tour of the realm. An unknown entity has placed special dragon treats spread throughout the world, so take your Dragon pet and go on an adventure to find them together!

Each treat can be consumed by your pet once per week and instantly grants full happiness. There's also a special achievement you can earn for feeding all the treats to your dragon at least once.

August 10, 2018

Version 6.85

Expert Mode Raids feature twists to the existing mechanics of the raid in additional to tougher scaling in general and are meant to be incredibly challenging. They reward Level 21.4 gear, as well as a new cape if you can make it through the entire raid and defeat the last boss.

In addition to that, we have the following bug fixes/changes which are rolling out and will affect all Raid levels (including Normal and Hard):

On Boss 3, the highest-aggro target will now never be chosen as the target for the leap.

On Boss 3, updated the navmesh in the room to hopefully prevent discontent pools from spawning underground on ramps.

August 06, 2018

Version 6.80

Mounts

Our new mounts are now included in the game, which allow you to get around much more quickly than before. If you’ve already finished the “Job Seeker” quest (or the entire Main Story Quest), just visit the Master Smith Alfred in Guild City to get your Disc Mount for free. Otherwise, you will now be prompted to visit the Smith when you reach the appropriate part of the story.

To summon your Mount, just press both of the Grip buttons on your controller while your hand are close together, then bring them apart to “phase in” your mount. Release and your mount will spawn in and go to your feet. To dismiss your mount, just perform the same action over again. Note that your mount will also be dismissed automatically if you take damage or deal damage to an enemy, and it cannot be summoned while you are already in combat.

Cosmetic Shop

We’re also introducing a new Cosmetic Shop today. You can access this shop from a new menu option in your Player Menu (the icon that looks like a piggy bank). You’ll find a variety of cosmetic-only, non-gameplay-affecting items for sale, including pets, mounts, and hats. The prices range from $3.99 to $9.99 currently. We’re excited to receive your feedback on this so please let us know how the purchasing experience is for you if you decide to buy something.

Once you purchase an item, you will find that it will appear immediately in your inventory. On your other characters on the same account, you can go to the Backer Rewards vendor in Highsteppe to receive the items as well, so you only have to buy it once on each account even if you have multiple characters.

New Networking

The new networking code which was previously on the Beta branch has now been rolled into the main branch. Fast-moving objects such as Fireball spells should now move much more smoothly, and you should see decreased crashes overall with the game.

Other changes rolling out today:

Made a small change to the way that haptic feedback works on the Oculus Rift controllers to make it more “smooth”

Capes can now be transmog targets just like other pieces of gear. All capes in the game are now destroyable, and destroying them will unlock the transmog appearance just like any other piece of gear. This also now provides a handy way for you to see what capes you haven’t yet collected!

Windup pets can now receive the same “gameplay” bonuses as Dragon pets by feeding them the special pet treat which confers a random bonus.

July 16, 2018

Version 6.30

Transmog System

The new Transmog system allows you to change the look of your gear, by unlocking styles and applying them to your armor and weapons. Styles are unlocked by dismantling (or using up in Infusion) a piece of armor or weapon in the game. Once you’ve done this at least once, that style is unlocked and ready to be applied to any future weapons/armor that are the same “slot” and class.

So for example, if you really loved the Crystal Mage Wand, you could unlock that style and then use it as the look on any mage wand you get in the future.

To access this new system, just look for the new Wardrobe piece of furniture in your Player House. Open the doors, and then inside you will find a preview of your current gear, as well as a list of your pieces on the left-hand side. Choose a piece, then on the right-hand side you will see a list of available styles. Styles which are faded are ones you have not yet unlocked, so you can quickly see all the styles available and which ones you still need to get if you want a complete collection. Choose an available style, press the Apply button the left-hand side, and you’re all set!

Fellowship Improvements

You’ll also find a newly redesigned Fellowship Hall in today’s update, as well as improvements to your Fellowship list in your menu. The players in your list will now be sorted Alphabetically, and also show the online players at the top of the list. In addition, you can select any player in the list to see when they were last online, or to invite them to a party directly.

In your Fellowship Hall, you’ll now find a Fellowship Chest, which anyone in your Fellowship has access to.

IMPORTANT: Right now there are no restrictions on who can access the contents of the chest. If you put something in there, anyone else in your Fellowship can take it out. We are adding additional permissions and ranks to help with this in the near future, but for now please keep that in mind, as the Dev Team will not be able to assist you if, for example, you place something in the chest and another Fellowship members takes it even though you didn’t want them to!

New Beta Version with Reworked Networking

In addition to the main patch today, we’ll also be putting out a new Beta version of the game which has a re-worked networking system in place of the “Default” networking in the game. So if you’ve had issues in the past with disconnects or crashes while using the Default networking type, please feel free to use this Beta version and give us feedback on that. More details on that are available in the Beta Client thread.

Misc/Other/

You can now no longer enter the Fellowship Hall if you are not in a Fellowship.

Added an “Enable Stats” button to the Graphical Settings tab, which allows you to view stats about the performance of the game currently including FPS and memory usage.

July 10, 2018

Version 6.10

The difficulty of Boss 4 and Boss 5 in the Normal Mode Raid has been reduced, to make it easier on everyone to complete those fights.

The Tank Keeper Boss no longer has a chance to critically strike when performing its leap attack.

On the client, fixed a bug which could sometimes cause a significant issue with the voice chat system, leading to lots of error messages being generated and significant framerate issues.

On the client, attempted another fix for desync issues where you appear “frozen” to other players in game and can’t attack properly.

July 05, 2018

Version 6.16

We are working on tracking down what are hopefully the the last of the networking bugs relating to crashes and desyncs. The patch today has a smaller fix that might help. We also have a much large “overhaul” style fix that is in testing if this doesn’t work. So if you have had issues with the “Default” connection type before, please give the new patch a try and let us know if it is any better, but don’t get your hopes up too high just yet :slight_smile: Also if you have had the desync issue before where suddenly all of your data stopped flowing to the server and you couldn’t attack stuff but you could still see stuff moving, let me know if that helped as well, but same caveat applies.

Any status effects which break on damage (including Invisibility) will also now break when you loot something.

We’ve adjusted the way the new red AoE corridors work to hopefully have a shorter gap between “going off” and dealing damage.

Made a change to the way status effect icons work to possibly address the issue where on long boss fights performance begins to suffer over time. Let me know if that helped for you.

Mutations on the shard dungeons have been rotated.

July 03, 2018

Version 6.15

Adjusted the way that corridor-style AoE attacks work, currently on the Raid bosses and Tradu Mines bosses that used those attacks. Hopefully with this new method you should never get hit outside the AoE and the damage should go through the end of the corridor.

Fixed a bug which was stopping the recording of boss kills in the Tradu Mines in the journal.

Added additional defensive mechanic on Boss 5 in the Raid when teleporting back from facing the solo enemy.

June 22, 2018

Version 6.10

Launched Hard Mode Waystation Crypt Raid. This is the same Raid that has been available now for several weeks, but with increased difficulty for those looking for a higher challenge.

Each of the fights has had its difficulty increased from a raw numbers perspective. Some fights have had additional mechanics (or “twists” to the existing mechanics) added as well for added challenge. Others retain their same mechanics, but the mechanics have been boosted in terms of the number of people affected or how often they occur.

In addition to the increased difficulty of the fights, you can look forward to the following:

A new set of gear which retains the same base look as the normal mode gear, but with some additional added flourishes to indicate that you’ve taken on a tougher challenge.

We have decided that the gear which will drop from the Hard Mode Raid will be Level 21.2. The gear which drops from the upcoming Expert Mode Raid will be Level 21.4. So it will be an upgrade over the gear available currently in the Shard Dungeons, which will remain Level 21.0.

A new Raid Token currency specific to the Hard Mode Raid which can be earned once per boss per week, and used to purchase gear from a new vendor.

A new Windup Necro Boss and a new cape specific to the Hard Mode Raid.

Note that the Hard Mode and Normal Mode raids do not share a lockout for purposes of tracking loot or trash kills.

Other:

Re-worked the way that the AoE telegraphs and the Runesmith proc notifications work internally. You shouldn’t notice a difference but it may hopefully lead to some performance improvements.

Moved the status icons back to where they were previously above other players and enemy’s heads, but put them above the top-most health bar on the local player’s weapon.

As noted in another thread, all effects which increase damage done also now increase healing done.

Added new Hard Mode Raid vendor to the game, which sells Level 21.2 gear and weapons in exchange for Hard Mode tokens.

June 18, 2018

Version 6.06

There should no longer be a 1-2 second delay between when you slash and when your hit registers if you are not gazing directly at a target.

When you use your Charge attack, it will also register as a regular hit now so you can use it to start your next combo.

The hit detection should be back mostly to the level it was before, there is still a difference in how the “Up” hit detection is working, which we’re leaving in for now to get more feedback on it, but we may end up reverting it depending on what people think about it.

The damage for basic attacks has been re-normalized (and fixed). There was an incompatibility with some of the changes from last night we didn’t notice in testing, so sorry about that.

We made some adjustments to the charge mechanic. We felt with the current really-fast-charging implementation it wasn’t really getting the desired effect of having you “pause and rest” between attacks. It now takes longer to charge (around 1 second for 3-step combos, 1.2 seconds for 4-step combos), but when you do the charged attack you gain a bonus damage of 3 or 4 full-strength basic attacks, as well as a 30% bonus to the effect of the combo (e.g. damage for wound, threat/healing for Provoke, damage for Cleave). Math-wise this means it’s equivalent damage to either charge once between combos or just ignore the charge mechanic entirely, and then doing multiple charges between combos will continue to have some diminishing returns but can still be useful if you want to give your arm more rest or don’t need maximum DPS/threat.

The white splats should no longer show up on downward swings.

We fixed an issue which was causing a frame-rate dependency on the Warrior’s hit detection, so if you were having swings not register that should hopefully fix that problem.

We fixed the issue of the status effect icons being on top of the Super bar on all classes.

We rolled back the Musketeer changes, so now the orbs will not be disappearing anymore, but they will disappear from your hand if you are holding them too long again. We’re working on a better long-term fix for that, but we felt like the new patch was a step backwards.

Version 6.05

The Ranger’s trap has had some quality of life improvements. In particular, now it should deploy much more reliably, including exploding immediately if it contacts an enemy directly (as opposed to just bouncing off of them and then hitting the ground).

The Warrior has had a new mechanic introduced in the form of the Sword Charge. This mechanic can be activated after doing a combo move by holding your sword at approximately a 90-degree angle to your body for about a second. You will then hear a sound which indicates that the sword is charged, and then the next time you strike an enemy, you will perform the same combo as the last one you did. So essentially you can, for example, do a Wound combo, then charge and strike once to do the same combo again. The amount of time that it takes to charge the sword increases with each subsequent charge without doing a full combo. We’ve attempted to tune it such that you should be able to do 1 or 2 charges for each combo that you do. You can of course do it more than that as well, but in doing so you will be doing less damage than the combo. Still, that might be okay if you are just “lazily” grinding. The intent of the mechanic is to give you the ability to play the Warrior class without needing to do nearly as much repetitive motion over and over again as before.

The Warrior’s hit detection has also been improved, and now will prioritize targets which you are looking at if there is a group of enemies in front of you. The “direction” detection has also been improved so it should be more accurate and the VFX accompanying it should be more distinct.

Fixed a bug with the Musketeer which was causing orbs to reset out of the hand/gun after they were loaded but before they were fired.

Fixed a bug which was sometimes causing enemies to target dead party members as their primary target in some boss fights.

Fixed a bug which was preventing the Fisher’s gloves from being dyed properly.

The Shard Dungeon mutations have been rotated.

A bug that allowed tombstones to always restore durability when recovered has been fixed.

June 1, 2018

Version 6.0

The Waystation Crypt Raid is a 10-person raid featuring 5 bosses, increasing in difficulty from “pretty easy” to “hard” from a mechanics perspective. These bosses will challenge your group coordination in new and interesting ways that we’ve never done before, and we hope you have a blast working together to overcome them.

To enter the Raid, head to the Necropolar. If you have never been to the Necropolar before, there is a secret entrance in the Zoological Gardens Redtail Enclosure. Once in the Necropolar, follow the frozen river, staying left at the fork, and the entrance will be a portal on your right.

Raid Parties

The maximum number of players you can add to a Party has now increased to 10. If your party size increases above 5, you will receive a notice that you have joined a Raid Party. Raid Parties cannot receive loot or XP outside of raid dungeons. In addition to that, all the original dungeons in the game have been modified such that you cannot have more than 5 people in them at any given point.

Raid Lockouts

Today we’re introducing a new system for saving your progress in the Raid. Whenever you kill a boss, that boss as well as its associated trash pulls will not respawn the next time you enter the raid. The lockout is based on the leader of your party, so if you want to save your progress you’ll have to use the same Party Leader for each attempt.

Regarding loot, you will be eligible to receive 1 “chance” at a drop from each boss in the raid per week. Non-gear drops including dyes and the Windup toy can be received even if you have already used up your gear drop, however note that the Windup toy only drops on Boss 4 and 5.

The lockouts for both progress saving and loot will reset at 12:01 AM Server Time (US Central Time) on Tuesday mornings.

Raid Tokens

In addition to your base chance to get loot from Raid bosses, you will receive one Crypt Token from each boss per week. These tokens can be exchanged at the Raid Shop vendor in Highsteppe to get gear. You can choose to purchase gear for any class, regardless of your current class or the class you were playing when the token was earned. Please pay close attention to what gear you are buying, as there are no refunds.

When you buy a piece of gear from the vendor, it will roll just like you had gotten a drop from the Raid boss directly.

Tagger Tool

To aid in your strategies, a new tool has been added to the game which allows the Party Leader to mark symbols above monsters when in a Dungeon or Raid. You can acquire this handy new tool for 1 Dram (practically free) from the Dragon Shop vendor in the Zoological Gardens.

Windup Necro Boss

New to this patch we are introducing a new Pet called the Windup Necro Boss. This is a cute, fun pet that is a miniature version of the 4th boss from the Raid. Note that this is a very rare drop and it is soulbound.

A Note on Difficulty

While these fights do end up being fairly mechanically challenging, if your group has been doing T6+ shard dungeons for a while you will outgear them, which may make them a little easier than for freshly-geared 20’s. As such my expectation is that as groups learn the mechanics throughout the day, we’ll see the first clear at some point. (Of course who knows I could be wrong, haha). We will be releasing hard-mode Raids in a few weeks with some added mechanics as well as a more difficult tuning to challenge groups that are geared to the teeth but want to see how much they can overcome.

So if you’re new to the game or just hit 20, please find a group and check out this content, as it should be very doable (if difficult) for you, and a lot of fun!

And if you’re already in T10+ Shard Gear, enjoy the new sights, sounds, and mechanics and get some fun new drops, and then get your strategies down for the Hard Mode Raid which is coming soon.

Miscellaneous Other Changes

Fixed a series of stuck in combat bugs.

Fixed a bug which was leading to crashes when loading into new zones or dungeons (hopefully).

Fixed an issue causing large amounts of lag when it was snowing in the Necropolar on Rift headsets.

The “party in combat resurrection lock” mechanic now applies to the entire dungeon instance, regardless of how far away your party members are.

Fixed a bug which may have been affecting the Soulkeeper AoE attack.

Attempting to loot an item will now reset your logout timer.

Tentacles from Tentacle Elites will no longer count toward Shard mob completion.

The public character API has been updated to include records of your fastest kill on each boss in the raid, as well as the last 10 bosses you have killed (similar to how it works for Shard Dungeons). We’re also now showing your total number of boss kills for each of the World Bosses.

Fixed an issue which could sometimes incorrectly kick you from a dungeon because you weren’t in the correct party.

May 29, 2018

Version 5.79

The mutations for the Shard Dungeons have been updated to “Last Stand” and “Discontent”.

The Reincarnation Brutal Mutation will no longer resurrect the same target more than once.

Attempted to fix a bug where Ranger arrows and Musketeer orbs weren’t regenerating. Basically now every 5 second the server will “force” the client to update the available arrows/orbs. This will cause a bit of a graphical “hiccup” right now if you’re paying really close attention where for example the particle effects might move a bit. This is just temporary so we can track down the underlying issue. If you were having this problem before please let us know if this fixes it for you or if you’re still having those orbs/arrows go missing.

The underlying base chance to get a Dragon Pet with a bonus when breeding has been increased significantly.

May 21, 2018

Version 5.75

In particular, this patch adds a new Pet Bonus mechanic to the Dragon pet system. The following bonuses are available:

Teleportation Cooldown reduction Auto-loot nearby loot bags (does not apply to loot from Wilds kills, or boss chests including the Trickster’s Chest) Auto-harvest nearby resource nodes

New dragons bred will have a small chance to receive one of the 3 bonuses. In addition to that you can purchase a new Dragon Bonus Pet Treat from the Dragon Pet vendor which will give your pet a guaranteed bonus chosen randomly for the 3 available.

We’ve also fixed a bug which was causing some dragons to show up with “Undef” traits. If that has happened to one of your dragons, just place it into the Terrarium for a few moments and it should fix itself.

Finally, in this build the sounds have been adjusted to change some of the death sound of the creatures to be less realistic, and the volume levels of the new SFX have been better normalized with our existing sound effects.

May 17, 2018

Version 5.72

We are rolling out a few changes to the way the Trickster Chest works this morning based on feedback from the community. Beginning after the server reset in about 10 minutes (and in time for the next spawn of the chest), for 30 minutes (real-time) before and after the chest’s spawn, an area around the chest will become “lawless”, turning everyone nearby into Bandits without Bounties. Your Bandit timer while you are in this area will never decrease below 5 minutes.

Practically speaking this should mean a few things:

Since everyone near the chest will already be a bandit, there is no incentive not to go ahead and engage in attacks ahead of the chest spawning. Since everyone is a bandit, everyone will spawn at the Jail, meaning your strategy will need to revolve around when to best make your move, as opposed to just camping a whole area for a long period of time. Since everyone is a bandit with a 5 minute timer, you will have to be able to remain undamaged and not deal out damage for 5 minutes if you want to logout after taking the chest’s contents. (Which could end up being a valid strategy if people are attempting to guard the exits instead of engaging in fights near the chest).

30 minutes after the Chest has spawned, the Bandit flag/timer will stop being re-applied in the area, so if you are still alive you will wait 5 minutes and then your bandit flag will clear as normal.

In addition to this, the loot in the Wilds Chest has been increased and it will now drop 2 sets of items from a potential loot table, which includes the loot that was in there previously plus some Wilds materials, rare dyes, etc.

May 16, 2018

Version 5.71

The new sounds in the Highsteppe zone should now be working for the enemies.

Hopefully fixed a bug which was causing some folks to have issues stalling out/crashing intermittently at the game’s initial loading screen.

May 14, 2018

Version 5.7

General Patch Notes

The Highsteppe zone’s static assets (such as buildings) have been re-worked to better match our new art style.

Several new quests have been added to the game which take place in the new Necropolar zone. To begin them, you must have completed the quest “Faction Hero,” then speak with Markos.

While in the Necropolar zone, you will receive a stacking debuff called Deep Chill, which does slowly increasing amounts of damage. Sitting by the fires spread throughout the zone will clear the debuff.

The Player Chest in your Player House can now be upgraded to unlock two additional tabs for 10,000 and 100,000 dram respectively. To upgrade it, just select tab 6 and 7 and press the Upgrade button.

The Pack Mule and Finely Aged Concentrated Healing Potions are now both fully working as intended. The Pack Mule potion will increase the base amount of weight you can carry in your inventory for 1 hour (up from 20 minutes).

We’ve re-worked some of the internal client-side networking in the game to move sending packets off the main thread. This should result in performance improvements and hopefully fix some disconnect and desync bugs as well.

Invisibility Potions will now break on the wearer if any damage is done or received. This was always how it was intended to work. We may in the future add some counter-play to this potion (such as a potion that allows you to detect invisibility), and if we do that we may change this back, but for now we fixed it to work according to the original intent.

PvP Mechanics

The Warrior’s Shield Slam now causes a 90% slow on enemy player targets for 2 seconds. In addition, all buffs on the target that have a remaining duration of less than 10 seconds are cleared.

The Runemage and Musketeer Decurse abilities will now clear 1 friendly buff from enemy player targets. Note that many long-term buffs such as those from potions (e.g. +Strength, Pack Mule, etc.) cannot be decursed.

The Ranger and Musketeer’s Poison abilities now apply an additional effect onto enemy player targets which reduce their incoming healing by 15%, which can stack up to 5 times. The additional effect lasts as long as the base Poison effect.

Bandits can no longer initiate trades with other players.

The new logout system will prevent bandits from logging out for the duration of their remaining bandit timer, or 5 minutes, whichever is shorter.

The Trickster’s Chest will now spawn in the Wilds on a set schedule. Note that the schedule is based around in-game time.

A note on Player Slow effects

Slow effects on Players in combat reduce the speed at which your Stamina bar regenerates. That means if you have a full Stamina bar and are slowed by 90%, you can still teleport away or sprint using up your existing Stamina. However, if you Slow someone who has just teleported or used up their stamina bar while sprinting, they will be much more vulnerable. This gives a natural defense against slow effects to players who make smart decisions about when to use up their Stamina bar and when to save it to escape.

Pet Mechanics

We’ve introduced the Happiness rating to Dragon Pets, which you can increase by petting your Dragon once every 5 minutes, or by feeding it a Pet Treat. Happiness will slowly degrade over time whenever you Dragon is equipped.

At this time, we are delaying the implementation of the Dragon Happiness Bonuses while we consider and re-work those based on the community’s initial feedback. We should have them out the door later this week.

Dragons have gained a much higher speed, so they should be able to follow their owners more closely.

Haptic feedback for petting Dragons will now no longer trigger when the Player is in combat.

May 07, 2018

Version 5.69

Adjusted fishing mechanics to better work with the new way that the red line increases. It should generally feel much easier to catch lower-level fish now.

The accept button will no longer be pushed off the page for sells over 9999 dram

Emerald Dye should now have an icon in your inventory

Various item spelling corrections

Fishermen should no longer gain experience by “body pulling” while in a party

The level 20 warrior talent cooldown sound effect should no longer trigger if you do not have a level 20 talent selected

April 27, 2018

Version 5.66

This patch introduces the Ancient One, the new World Boss in the Tradu Mines area. Summoning it requires one of each of the Tradu Fragments which can be gained by completing the Tradu Mines dungeons.

This World Boss is designed to be a bit of a difficult fight mechanics-wise, but the majority of those mechanics should be fairly easy from a “gear check” standpoint, with the exception of the tanking.

The World Boss will drop a total of two new rings and a new cape.

April 23, 2018

Version 5.6

Rare Fish

The highlight of this new patch is improvements and fleshing out further of the Fishing class. There are 3 new types of fish available in the world, all of which are “rare” fish which don’t follow the usual rules. They will appear in different bodies of water depending on a variety of factors (which the avid fisherman will need to discover if they want to be able to reliably catch them on an ongoing basis).

Two of these fish are ingredients in new potion recipes which allow you to quickly “mass produce” Concentrated Healing Potions, Luck Potions, and Empowered Strikes Potions.

Go back and speak with Ernest to start the new quests available to learn about these rare fish, gain new fishing gear (with stats!), and unlock these new potion recipes.

Stats on Fishing Gear

The new gear from the questline now features Strength, Intellect, and Luck stats. The Strength stat affects how easy it is to catch fish. All fish now have their own Strength stat, and how your Strength measures up against the fish’s determines how much “jerking” the fish will do, which affects how easy it will be to reel it in without snapping your line. You’ll want to acquire some fishing gear with Strength on it before attempting to catch the new rare fish. Intellect increases the likliehood of receiving “nibble” alerts, which will be vital to helping you track down where the rare fish are located. And Luck is now even more beneficial while fishing, affecting not only your chance to catch a fish, but now Luck gives you a chance to catch two fish at once on the same cast!

Gold Rush Cape Reward

When the new patch goes live, those of you who earned the Gold Rush achievement over the weekend should be able to visit the Backer Rewards vendor in Highsteppe and claim your new cape.

Other Changes

The fishing pole now has a HUD so you can see your health as well as any active buffs while fishing.

Fixed issues with the line not breaking while fishing, and tweaked it overall to be a little more difficult to catch strong fish.

Fixed an issue which was preventing Player Market stalls from properly supporting selling Dragons and Runemsith tilesets; both of these should be working now.

Fixed a bug which was sometimes causing the Player’s Dragon Terrarium not to appear.

Fixed an issue which sometimes caused the Pet Dragon to take aggro during some boss fights.

If you move your position greatly while fishing, your bobber will now reset. You have quite a bit of wiggle room, but if you were previously casting off a dock then moving to your bobber, that will no longer work.

April 16, 2018

Version 5.5

Pet Breeding

Pet Breeding is a new mechanic to the game which we are introducing today which adds a new “crafting” class to your Player House. You’ll now find that you have a small dragon terrarium in your home, into which you can place two pets in order to produce a new one! The dragons now have a variety of genetic traits, including primary color, secondary color, spot color, size, and type. By breeding different dragons with different attributes in these traits together, you can create your own combinations over time.

The Pet Breeding system is actually pretty complicated, so you’ll find a new book sitting on the table in your house which goes into the details of how to get started. There’s also a new vendor in Guild City which will sell you a few dragons to get started on your pet breeding adventures.

As with all things we introduce, this is just the “first pass” at this mechanic, and depending on the level of community interest, we will continue expanding it in the future. Right now we are planning on adding in some additional mechanics around the pet itself apart from breeding, such as the ability to have a “happiness” rating on the pet which can be improved by taking it around the world with you and feeding it treats, so look for that in a future update.

Gear Infusions and Affix Rerolling

We’ve heard the lamentations of the higher-level players who are getting all this great new gear in the Shard Dungeons, only to find that the secondary stats are worse than what they already had. We want gear progression in the game to be steady, not take two steps backward every time a new tier of content is released. As such beginning today you can sacrifice your old gear at the Infusionist located in Guild City in order to upgrade your newer gear.

The rules for doing this are simple. You can upgrade armor or weapons. Place the new piece into the top (“Target”) box, and the old piece into the bottom (“Source”) box. When you do so, a calculation will be run to show you what stats will be changed on the target piece. Any secondary stat that the target piece already has, which is lower than the corresponding stat on the source piece, will be upgraded. So for example, if you have a weapon with +100 Strength and +100 Intellect, and another weapon with +110 Strength and +90 Intellect, you can sacrifice the latter to give the former +110 Strength / + 100 Intellect. Note that the source weapon is destroyed as part of this process.

As for affixes, you can now use Glimmering Shards (received from breaking down Epic-level weapons and armor) to re-reoll the affixes on your Epic weapons and rings. Just select the shard in your inventory, then choose the target, and "apply’ the shard to the target. The affix will be re-rolled immediately. For Legendary weapons, you need an Effervescent Shard, which can be gained by breaking down a Legendary weapon. Both affixes will be re-rolled. Note that you are guaranteed for both Epic and Legendary gear not to receive the same affix you currently had in that “slot” with the re-roll.

Pillar Teleporting

Beginning today, when you approach a teleport pillar in-game, you will find a Menu listing all of the other teleport pillars which you have previously unlocked. (As a reminder, to unlock a pillar just get close to it at least once). For the cost of a Runemage Reagent, you can choose any other pillar to be instantly teleported to.

Note that Runemages can still create portals beginning anywhere, whereas to use the new teleport pillar system you must actually go to another pillar first and have unlocked it previously. We have also introduced three additional teleport pillars spread throughout the higher-level zones today as well.

Beta is now Default

The previous Beta branch is now the Default branch for all users on both Oculus and Steam. This brings our chunk-loading system as well as the new Warrior hit detection to everyone in the game. We think we’ve fixed all the reported Beta-specific bugs, but if you come across anything new today, please let us know.

New Sound Design

Today marks the beginning of our new sound design in the game, courtesy of our new team member Jesse! As of this morning’s patch the new sound design is implemented in the Highsteppe area, and you’ll find new ambient sounds throughout the region as well as new attack and death sound effects for each monster in that zone. We’d love to hear what you think of that, so please let us know!

New Armor Designs

We’ve listened to your feedback and re-worked the armor designs for the new Shard Dungeons gear. You’ll find that what was the modeling for the Spiro set is now used as the modeling on the Techno set, and there is a totally new design in place for the Spiro set. We’ve also got an even more epic-looking version of that Spiro design ready to go to use for future content such as Raids.

If you already had that gear, you’ll find the new models are already active after the patch goes live, and all dyes, etc. have been preserved.

Miscellaneous Changes:

Pets should no longer block spells and arrows, so it should be safe to bring them with you to more places.

Pet treats can now be purchased from the Pet Shop vendor in Guild City for 50 dram.

Note that while the original Kickstarter backer dragons are still untradable, the new bred dragons are.

The Wiki has received a lot of updates by the Dev Team and should have more up to date information on a variety of areas.

Note that since we have decided to use the shards from breaking down gear for the new affix re-rolling system, we’ve decided that we will not be moving forward with our previous plan to use the shards to “power” Runesmithing Tilesets. We may still in the future introduce a mechanic where those “wear off” over time, but it will not involve the shards.

Muting people should hopefully be working fully, if it’s not for you please let us know.

April 9, 2018

Version 5.1

When you fail a timer on a Shard Dungeon, the person who activated the dungeon will now immediately receive a shard for two less shard levels than the current attempt. So it is no longer necessary to actually finish the dungeon to receive the downgraded shard, but you still have to finish (even after the timer is up) if you want loot. Note that the downgraded shard is now two less levels, not three less levels, than the current attempt.

If you complete a Shard dungeon in less than 15 minutes, you will receive a shard upgraded by two shard levels rather than just one.

Monsters/bosses in Shard Dungeons will now drop their normal, non-equipment loot (such as dyes, fragments, etc.) while you are running the dungeon.

April 2, 2018

Version 5.03

Fixed the new Legendary Runemage wand being sideways.

Fixed an unintended mechanic where you could kite the Mistkeeper boss around a shelf.

Fixed already-existing Ranger Tradu Mines equipment where the armor was swapped between the Shoulders and Chest. The total armor between them is staying the same but the values will be swapped next time you log in.

Further tuned the trash requirement for the Shard Dungeons, lowering it a bit across the board.

March 30, 2018

Version 5.0

Patch 5.0 includes the new Shard Dungeons and completes our Sprint Three content.

Introduced Shard Dungeons, our new high-level content for advanced players. Each time you enter a shard dungeon you’ll take on a scaled-up version of our existing dungeons, where the monsters have increased health and damage. Work your way up the ladder tackling more and more difficult content for better rewards!

Introduced Mutations, which are special effects which are active while doing Shard Dungeons. There are Major and Minor mutations. As you advance up the ladder of the Shard Dungeon levels, you will find more and more of these activating to increase the challenge of your run.

Complete the Shard Dungeon in less than 30 minutes to receive an upgraded shard. If you don’t complete it in 30 minutes you are still eligible to receive loot at the end of the dungeon run, so it’s always worth finishing the dungeon if you can!

Slow effects on monsters now have a diminishing return if the monsters has been slowed for more than 10 seconds continuously while trying to reach a target. The duration of the buff is not affected (to avoid affecting combos and tilesets), but the monster will begin to regain movement speed even though the Slow buff is applied.

Introduced two new Tiers of Armor to the game, which will drop from Shard Dungeons 1-5 and 6-10 respectively. This is Epic-level Armor with a new look inspired by the Tadu Mines. Armor will scale linearly in the Shard Dungeons from Levels 20.3 through 21.

Weapons will also scale from 20.3 through 21, however the Epic-level weapons retain their same model.

Introduced new Legendary weapons to the game. You have a chance to get Legendary weapons beginning at the Level 3 Shard Dungeon. Your chances to get a Legendary weapon increase significantly with each additional shard level.

Legendary weapons receive two random affixes from the same available pool as Epic weapons (see note below).

You receive one Guaranteed Roll per day for the Shard Dungeons as a whole. Every time that you are eligible to receive a drop at the end of a shard dungeon, if you haven’t used your Guaranteed Roll yet for the day you will be asked if you want to use it. If you do so you will get a guaranteed drop from the current Shard Level you are doing.

Notes on Shard Dungeon Loot

A few things to note specifically about looting in the new Shard Dungeons:

You will not receive any loot while running the shard dungeon from enemies directly. Instead, once the dungeon is complete (by killing all the bosses in the dungeon as well as a set amount of other enemies), you will receive a Boss Chest at your current location (note that right now these literally spawn right where you are so you’ll have to move to actually loot it, but we’re working on that.).

This “initial roll” has the same chance to give you a drop as the combined chance of killing two bosses. Or, put another way it’s double the chance of a normal boss drop.

In addition to that, a random member of your party will be guaranteed to get a drop from this initial roll if you have a 4+ player party. Everyone’s chance at this guaranteed drop is 100% equal, it does not take into account contribution done during the dungeon run.

After receiving either an equipment drop or “pity dram” from the initial roll, you can choose to spend your Guaranteed Roll to get another Boss Chest if you desire. Note that if you spawn this second chest before looting the first, the tooltip may not appear outside of the chest – it still has an item inside of it, though.

With the changes we made to the loot system last week, if you get DC’ed after the boss chest has spawned you can still re-connect and receive the chest. However, you must be connected and inside the dungeon when the last boss/enemy is killed to “complete” the Shard Dungeon in order to get the loot drop, so keep that in mind.

In addition to the above, the Shard Dungeon “marks” who is in the dungeon currently once at least one boss is killed and 40% of the other enemies are defeated. Only those people in the dungeon at that time are eligible to receive loot at the end of the dungeon. So if you need to replace a member of the party after that point, they can help you finish the dungeon but they will not receive any loot.

March 27, 2018

Version 4.85

Journal Tabs are now in the game! This is a new feature where you will see a series of buttons available below your Journal which you can press with your finger to jump directly to that section of the book. Sections are available for quest information, alchemy recipes, Runemage spells, etc.

On the Warrior, the effectiveness of the Blessing of Might has increased from 10% to 15%.

When using Improved Rush, the cooldown of each charge of Sword Rush has been increased to 16 seconds from 8 seconds. So you can still use two charges back-to-back, but the charges take longer to build back up overall.

The Musketeer’s Turret should now behave correctly with Total Recall and Empowered Turret active, no longer leading to situations where your Turret wouldn’t regenerate.

When using Total Recall, the overall cooldown of the turret will no longer be reset when you re-deploy the turret. However, the ability to deploy a totally new turret still won’t appear until your old turret has been destroyed or expires. So basically if you re-deploy your turret several times over 30 seconds, then destroy it, you will now immediately be able to deploy a new one, rather than having to wait.

Fixed a bug causing monsters to attack Empowered Turrets with the Poison modifier active.

March 26, 2018

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