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From both of us at ChainSoul Studio, we wish you all a very Happy Holidays and New Year!

Patch 0.50 is now live - Mob Overhaul Part 2, RNG+ Expansion, & various improvements. This update caps RNG+ at 1000%, but makes RNG+ more attainable with the new Spirit Essence being rewarded from every in-game gatherable/mob/player. RNG+ now factors both corruption & spirit essence. On PvP death, losing items to an enemy player, directly grants you equivalent value for spirit essence and keeps your RNG+ the same. Cleansing items at base also rewards 50% RNG value of spirit essence.

Achieving 1000% bonus RNG in a game is pretty attainable now for any player. One of the core pieces of content keeping players around thus far, has been the RNG+ system. This update helps us deepen the satisfaction the system provides by reducing the penalty for dying/cleansing. Getting into the late-game with high RNG+ (500%+) and having a crazy amount of loot flowing your way has been insanely fun, and we will keep finding ways to center the game around this unique scaling-loot loop.

This is 100% why the decision to go Early Access was needed for us, we never expected RNG+ to be a central focus of the game's loops. Now we have discovered through player feedback and behavior, it is arguably our most distinctive and satisfying loop in the game currently.

TLDR: Game has RNG+ scaling harder now and it make loot go BRRRR.

Full Patch Notes:
RNG+ Expansion, Backfill ticket improvements, & misc.
  • Added Spirit Essence, which acts as a per-match kept version of RNG scaling.
  • RNG+ Scaling now factors both your corruption risk and Spirit Essence.
  • RNG+ is now capped at 1000% RNG.
  • When dying with corrupt items, users will now be given 100% of the loot value converted to an equivalent rate in Spirit Essence value. (Keep 50% of the RNG+ bonus.)
  • Cleansed items now convert at a 50% ratio for vanishing essence.
  • Improved mob & player deaths sounds.
  • Removed a visual cue for character hit reacts that would cause FPS issues in mass-fight situations.
  • Improved team logic in situations where a player leaves or disconnects to ensure balanced teams on new assignments.
  • Through debug logging, we discovered 3 corrupt items ID never got made during our corruption dev cycle and have since corrected this—Soul Stones, Torment Stones, and Torment Orbs.

    ^This would have caused these 3 items to exclusively come from lootcrates, so any players bottlenecked by these materials should now be able to get them much easier.

  • Removed tips from loadscreens and instead have left them on the rotating tip widget on main menu.

    ^Loadscreens didn't stay up long enough to load them/read them on most CPUs unfortunately.

  • Improved backfill logic when players leave a match or disconnect & for ensuring correct Player IDs are linked to backfill tickets for solo party games.


NPC Overhaul Specific:
  • Swapped out Wolf boss death animations for now with special FX, similar to tree deaths, due to them being overly buggy. (This is also a trial run of Death VFX to see if we want to go this route.)
  • All bosses movement speed and Elite movement speed has been increased.
  • Resolved an AI bug that could cause mobs to stop roaming.
  • Resolved AI bug for bosses not moving as a result of waiting on previous reset heal logic that had been removed. (Thus stalling out.)
  • Improved boss chasing logic.
  • Rebalanced Wyrm boss damage to be more consistent across skill types.
  • Improved boss strafing/walking logic while attacking & when using certain buff skills where they shouldn't move at all.
  • Slightly increased boss attack speed with an appropriate offset to damage as a result.
  • Fixed a future issue regarding boss/npc targeting logic that could have caused crashes in rare scenarios when NPCs fight each other.
  • In testing team-based mob mass combat we found a few areas to cleanup in the Stats/loot/combat systems. (This effectively was a massive stress test to help us prepare logic for events/breaches/new game modes we are working towards.)

    ^Many parts of our logic was battle tested & stress tested during mass NPC brawl testing and it exposed a few areas that we have better optimized/cleaned up, so we are super happy with that!

  • Converted Wyrm mob attack animations to threadsafe for great server/client CPU performance at mass quantity.
  • Changed mobs homing target to target chest rather than feet, which allows more dodge-ability to certain skills.

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