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The next update should be the 1.2 which I will announce next week.

Improvement

  • Summons created by the player persist when loading a new area.
  • The entry and exit transitions of attack animation take into account the player's attack or cast speed, which increases the overall speed of the animation, but is probably only visible for fast builds.
  • The auto-cast of spells takes priority for activation.
  • Changed the paper demon spell description.
  • It is possible to activate certain spells such as buff spells with a left click from the action bar.
  • The combat action mode comes back more often in certain situations if the player has checked it in the options and the movements are managed as with the non-combat action mode when the latter is temporarily inactive.
  • Some actions no longer revert to combat action mode if an interface is open.
  • Text visible on the screen of lootable items on the ground is correctly removed on level loads.
  • Slightly reduced the creation time of NPCs and areas on the ground are no longer visible when being created, which was easily visible on wave missions.


Balancing

  • It is no longer possible to have runes as a reward for missions.
  • The gold given in place of the runes is increased depending on the player's level as well as the level of difficulty, the maximum amount being around 750 gold.
  • Call Lightning: Movement speed changed from 0% to 50%.
  • The missions are easier to accomplish in 1 star.
  • The price of normal spells from the spellbook has been decreased by 40%.
  • The price of magic spells from the spellbook has been reduced by 20%.


Bug fix

  • The number of monsters remaining on wave missions is correctly reset to 0 on each mission start, which could be a problem when the player had just failed a mission.
  • The end of mission button does not restart the possible rewards and is correctly removed when returning to the main menu.
  • It is no longer possible to target allies with single target spells.
  • Removing the fixed entry and exit transitions from animations should no longer create an animation blocking issue on high attack speeds.
  • The passive spell "combat mage" correctly grants cast speed instead of power.
  • Chances of improving an item's rarity and changing all stats are calculated correctly.
  • The change of all statistics on the shield and spellbook is done correctly, avoiding crashing the game.
  • The “fast critical” talent correctly uses the “improve speed” spell with all modifications.
Windows Ortharion project Content Depot 1145571
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