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Update notes via Steam Community

Enchanted loot changes

TL/DR: More enchants for enemy drops in NG+, a bit more variety in item drops, slightly reduced loot amount in NG+.

Changes to enemy item enchants logic:
  • Previously if an enemy had any equipped items (weapon, trinket etc), only those items could get enchanted. Now non-equipped items have an equal chance to be enchanted. Enchanted items are prioritized for drop, so this indirectly gives a higher drop chance for non-equipped items.
  • Max number of enchants for enemies is now the same for equipped and inventory items. Previously inventory items could have only up to 2 enchants.
  • Changed enemy item enchant power limit calculation in NG+. (Technical details: Enchants require between 2-8 power each, so e.g. a 13-power item could have enchants with 7, 4 and 2 power. Previously the maximum total enchant power ranged from 3-9 based on chapter number and didn't take NG+ cycle into account. Now in NG+1 the power is 10-13 based on chapter, and increases by 2 for each NG+ cycle.)


Reduced number of enemy loot drops in NG+ by roughty 25% to fill inventory less with random stuff and to compensate for loot having better enchants than previously.

Notes:
  • Item drops in NG+ are now much more likely to have 3 enchants, so the Enchant Overload achievement requires less RNG luck.
  • Enemies also benefit from enchants in equipped items, so some enemies are stronger in NG+.


Score display fix

Score display fixed, now works once again in both score attack and as option in normal play.

Misc

Increased chance for some boss loot drops to be enchanted (Void Lord, Priestess)
Windows Dragonpath Content Depot 425821
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