What's new?
Welcome to 2023! Everyone on the team is slowly getting back into the groove of things and we can't wait to continue pumping out content. This week brings a number of updates to DOTs/Debuff applications, resist adjustments, ability improvements, combat log improvements, camera collision fixes, and a new high level outdoor dungeon for you to explore. We expect a number of new quests to come online in the coming weeks along with improvements to active defenses and maybe a few new creatures.
Bug fixes / improvements:
Resist Adjustments
This patch brings improvements to how resists work for lasting effects (DOTs/Debuffs). Much of the feedback we have gotten thus far is that resists are a worthless stat because it's not really "felt". When resisting an effect the duration is reduced based on your resist values. However, shaving 2s off of a 10s daze probably isn't even something players notice. One of the design reasons for only reducing the duration is that we felt that if a player's ability was resisted they would feel as though their stamina was wasted. But, we are also depriving players of the rewarding feeling of straight up resisting an incoming effect.
We are adding a full resist dice roll to combat calculations hoping that it will inject a bit more life into these stats. It will also allow us to do some more interesting things with them in the future. To avoid any drastic changes to the core combat loop (having to rebalance +resist values or obsoleting gear) we are simply setting the chance of fully resisting an effect's application to 20% of your resist value. For example: a character with +40 daze resist will have an 8% chance to fully resist the daze application; if the effect is not fully resisted the duration will still be reduced by 40% as it is now. Note that this additional check will be in place for players applying effects to NPCs as well.
Updates to Combat Text
To improve the visibility of resist and other events we have made some improvements to the combat log. This will be on ongoing iterative process with the goal of delivering more data while maintaining readability and brevity.
A new outdoor dungeon is now available in Redshore called the Exile Freehold. This higher level zone shares the same server executable as Redshore Ridge but is not physically connected to it in any way.
Works in progress:
To see a full list of what is currently in progress head on over to this thread. I will do my best to update this list on a weekly basis and highlight the differences from the previous week with bold font. Below I will highlight some of the upcoming changes in more detail.
Active Defense Revamp (1-3 weeks)
Current active defenses (Avoid, Block, & Parry) are all functionally "the same". This poses a few design issues as players could potentially stack these values to completely mitigate incoming damage while not providing any interesting decisions along the way. We have always wanted to swing back around to update these but things got lost in the shuffle at launch. To rectify this we have started modifying the design of how active defenses differ from one another and what benefits they could provide to the player. The current thought process is as follows:
Patch Size (ongoing)
We are working on migrating our scenes to a new loading system that will reduce the overall size of patches. At the moment all scenes are lumped together into a large ~3gb file. Any time data within this file changes it must be redownloaded - even if those changes are small. By breaking our data up into smaller chunks those downloads will ideally be minimized to smaller individual files moving forward. The end result will be saving us bandwidth (money), and saving you download time on patch day. The tech required to do this loading has been implemented. The work remaining is breaking the scenes up into individual files along with creating the shared bundles that contain assets used by multiple scenes.
This work is taking much longer than initially anticipated due to the large dependency trees within scenes (we are packing resources into shared "bundles" which requires us to identify what goes in each to prevent duplicates). The scene loading tech was rewritten over the break to accommodate this future change and will be active in this patch.
Known Issues:
Welcome to 2023! Everyone on the team is slowly getting back into the groove of things and we can't wait to continue pumping out content. This week brings a number of updates to DOTs/Debuff applications, resist adjustments, ability improvements, combat log improvements, camera collision fixes, and a new high level outdoor dungeon for you to explore. We expect a number of new quests to come online in the coming weeks along with improvements to active defenses and maybe a few new creatures.
Bug fixes / improvements:
- Tech
- Fixed: DOTs/Debuffs that are partially resisted now correctly reduce their durations.
- Fixed: combat stance no longer resets your out of combat regen bonus timer (the timer is wholly based on your "in combat state" determined by the sword icon fill under your nameplate)
- Fixed nav mesh issues inside a Redshore Ridge rock causing mobs to spawn inside of it.
- Internal camera scripts updated to the latest version. This includes a number of collision bug fixes that were plaguing our game and should hopefully result in a much more fluid experience. These fixes remove the need for the recently added checkbox (Disable camera collision smoothing) - please uncheck this option if you are using it and let me know if the camera issues are less problematic. I would like to remove this checkbox within the next few weeks.
- Scene loading tech rewritten to accommodate upcoming changes (see "Patch Size" in the WIP section below for more details).
- Environment / Art
- Fixed missing wall collider in The Aquifer: Undercroft.
- Fixed water issues in Undercroft level 1 entrance room.
- Fixed misc prop placement and env bugs in Newhaven Valley & Redshore Ridge.
- UI:
- Fixed: additional item linking fixes.
- Added "Disables Auto Attack on execution" to the tooltip of abilities which disable auto attack on their usage (CC)
- Design:
- DOTs now gain a damage bonus when their initial strike scores a heavy or critical hit
- DOTs/Debuffs can now be applied to red mobs that you can hit (+3 & +4). Durations of these lasting effects will be reduced appropriately.
- Added additional uncommon drops to Redshore Ridge.
- Cleaned up Droslc pathing in Dryfoot to not walk through Structures
- Increased group bonus range from 40m to 50m.
- Increased Armor Augment duration for higher level augments.
- Reduced Ravenrock Weapon required level from 15 to 12 to better match the quest level.
- Renamed "Spider's Silk" to "Silk". Increased chances of it dropping.
- Updated Ant Hill loot tables from lvl 33-40.
- Updated rares in level 36 chests
- Fixed: consistently set Elm to material level 38
- Fixed generic mushroom oil material category so it can properly be used for ground torches.
- Fixed skinning level on More Bare
- Fixed issue in Undercroft where named mobs or placeholders may spawn outside of player accessible areas
- Fixed issue where rare spawn Stalactite was using the wrong loot table.
- Fixed Ravenrock Shortbow having 2H damage instead of Ranged Damage.
- Fixed a few hoods/masks with Armor Weight which should have none.
- Fixed dense resource spawns in Redshore and Redshore Ridge
- Ability adjustments:
- From the Shadows should now always Crit.
- Provoke range increased from 8m to 10m.
- Serration can no longer stack multiple times on the same character.
- Stim updated to give Stamina to the target directly.
- Disengage increased threat reduction amount at higher levels.
- Hemorrhaging strike chance to proc first stages of damage increased.
- Stifle haste reduction increased.
- Energizing Battle Chant updated to give an extra stamina tick on tiers that were stopping at 28s. Note that the buff will now last 32s at these level ranges.
Resist Adjustments
This patch brings improvements to how resists work for lasting effects (DOTs/Debuffs). Much of the feedback we have gotten thus far is that resists are a worthless stat because it's not really "felt". When resisting an effect the duration is reduced based on your resist values. However, shaving 2s off of a 10s daze probably isn't even something players notice. One of the design reasons for only reducing the duration is that we felt that if a player's ability was resisted they would feel as though their stamina was wasted. But, we are also depriving players of the rewarding feeling of straight up resisting an incoming effect.
We are adding a full resist dice roll to combat calculations hoping that it will inject a bit more life into these stats. It will also allow us to do some more interesting things with them in the future. To avoid any drastic changes to the core combat loop (having to rebalance +resist values or obsoleting gear) we are simply setting the chance of fully resisting an effect's application to 20% of your resist value. For example: a character with +40 daze resist will have an 8% chance to fully resist the daze application; if the effect is not fully resisted the duration will still be reduced by 40% as it is now. Note that this additional check will be in place for players applying effects to NPCs as well.
Updates to Combat Text
To improve the visibility of resist and other events we have made some improvements to the combat log. This will be on ongoing iterative process with the goal of delivering more data while maintaining readability and brevity.
- Other combat text is now 20% smaller to help differentiate it from your own.
- Updated the rounding of combat log display values. Previously, all values were rounded down regardless of the decimal value. Values will now be rounded down if the decimal value is less than 0.5 and rounded up if they are greater than or equal to 0.5.
- Additional information has been added to the parenthesis after combat text. These abbreviations also now have tooltips in which you can hover for a reminder.
- ADV: the attack had an advantage
- DIS: the attack had a disadvantage
ADV: the attack had an advantage that was cancelled by a disadvantage- RES: the application was resisted
- PRES: the application was partially resisted
- DIM: the application was impacted by diminishing retuns
- ABS: the value absorbed by armor
- THR: the threat value
- OT: the value done by over-time effects (DOTs/HOTs)
A new outdoor dungeon is now available in Redshore called the Exile Freehold. This higher level zone shares the same server executable as Redshore Ridge but is not physically connected to it in any way.


Works in progress:
To see a full list of what is currently in progress head on over to this thread. I will do my best to update this list on a weekly basis and highlight the differences from the previous week with bold font. Below I will highlight some of the upcoming changes in more detail.
Active Defense Revamp (1-3 weeks)
Current active defenses (Avoid, Block, & Parry) are all functionally "the same". This poses a few design issues as players could potentially stack these values to completely mitigate incoming damage while not providing any interesting decisions along the way. We have always wanted to swing back around to update these but things got lost in the shuffle at launch. To rectify this we have started modifying the design of how active defenses differ from one another and what benefits they could provide to the player. The current thought process is as follows:
- Avoid: remains relatively unchanged. This stat will be found mostly on low-AC gear and/or jewelry. We very well may add threat reduction on a successful avoid.
- Block: will move from its current state to a mitigation % dependent on your shield and/or 2H weapon. Given that the initial design intent of this stat was to be more tank focused we wanted to add some options here that (hopefully) make things a bit more interesting. Our current thought is to add a "Block Rating" range to 2H Weapons & Shields. Upon successfully blocking an incoming attack a dice will be rolled based on the values of your weapon/shield to determine how much damage you essentially resist (NOT absorb). Having a range on the items will allow us to provide an additional layer of progression. For example: maybe a low level shield has a 15-30% block rating, whereas a higher level shield has 25-30% block rating giving you more consistent results. In addition to the above, we are also considering adding additional threat to successful blocks.
- Parry: this stat is a bit tricky as it lies somewhere in between a defensive and offensive stat (offensive because you get the chance to riposte). When a player successfully parries an attack the incoming attack will suffer a disadvantage along with a fixed damage % mitigation (similar to block, except it will be independent of weapon). In addition, we would beef up riposte to make it a lot more powerful than an additional auto attack.
Patch Size (ongoing)
We are working on migrating our scenes to a new loading system that will reduce the overall size of patches. At the moment all scenes are lumped together into a large ~3gb file. Any time data within this file changes it must be redownloaded - even if those changes are small. By breaking our data up into smaller chunks those downloads will ideally be minimized to smaller individual files moving forward. The end result will be saving us bandwidth (money), and saving you download time on patch day. The tech required to do this loading has been implemented. The work remaining is breaking the scenes up into individual files along with creating the shared bundles that contain assets used by multiple scenes.
This work is taking much longer than initially anticipated due to the large dependency trees within scenes (we are packing resources into shared "bundles" which requires us to identify what goes in each to prevent duplicates). The scene loading tech was rewritten over the break to accommodate this future change and will be active in this patch.
Known Issues:
- Resource nodes may occasionally tell you "invalid target". This means that your client thinks a resource node is there but the server does not. We are still investigating the cause of this.
- Occasionally a loot roll may be skipped entirely and a carcass will be given. When this happens please provide any relevant details as we are still trying to track this one down.
- Deconstructing crafted items returns junk 100% of the time.
- Not all clothing/armor has visuals
- Dragging a group-nameplate in the group window will set the wrong pivot point for the group window and the whole thing will drag a bit weird.
- Typing chat text may occasionally become invisible. Unfocus your chat window and trying again a few times typically resolves this.
- Sometimes when you respawn you don't end up at the proper Hallow --> if this happens please report the position where you died via the "/report" command or "/debugposition" (if using debugposition you'll need to paste the value here)
- MacOS:
- Zooming the camera while holding the right mouse button can cause your chat window to scroll. This is not intended behavior.
- At some camera angles the sun may go dark. This should not happen frequently but is readily reproducible at some locations. Investigating a fix.
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