Update

6.0.10

41 changes

New content

Runic crafting

Increased item potential

New
  • New property «% increased item potential»: a prefix that can roll on any item and raises that item's maximum potential.
  • Tiers go from T8 10–15% to T1 91–100%: at the top the item's potential doubles.
  • An item now remembers how much potential it has spent. Reroll the property higher and only the difference opens; the same value or lower gives nothing back.

Base jewels at the Runic Anvil

New
  • Base jewels can now be forged at the Runic Anvil with alloys and glyphs; they roll from their own property pools. Special and unique jewels cannot.
  • Base jewels have potential too.
  • The Glyph of Brokkr does not accept jewels: they have no quality.

New item properties

Health regeneration

New
  • «% increased health regeneration»: chest armour, legs, capes, shields, rings and belts.
  • «+N health regeneration per second»: armour, shields, rings and belts.
  • «% increased health regeneration tick frequency»: armour, shields, rings and belts.

Stamina regeneration

New
  • «% increased stamina regeneration»: armour, shields, rings and belts.

Eitr regeneration

New
  • «% increased eitr regeneration»: armour, shields, rings and belts.

Rune shield recharge

New
  • «% increased rune shield recharge»: armour, shields, rings and belts.

Elemental resistances

New
  • «+% to elemental resistances» on rings: fire, frost and lightning at once.

Item rarity

New
  • «% increased rarity of items found» on rings and helmets.

Ammunition saving

New
  • «% chance not to use up an arrow or bolt» on quivers.

Mod compatibility

Public API 1.8.0

New
  • Creatures.MakeBeast: other mods can make their creatures tameable like Any Beast creatures and rideable with the Any Saddle seat.

Craft tree

Mining

Ore Portals

Changed
  • The mastery text now says that runic ores and their alloys pass through portals too, once the boss of their vein's biome is defeated.

Combat and equipment

Runic crafting

Runic Anvil

Balance
  • Alloys no longer cost item potential; their azurite dust cost stays.
  • An item that was never worked at the anvil now holds 65 potential. Items that already have potential keep their own maximum.
  • The anvil's potential bar fills against the item's own maximum.
Potential of a new itemBefore: 100After: 65
Potential cost of an alloyBefore: 3–5After: 0

Property pools

Shields

Changed
  • Shields roll properties by their kind: tower shields as armour (Strength) bases, bucklers as evasion (Dexterity) bases, round shields as both. Shield numbers do not change.
  • Block and parry properties now roll only on shields.

Weapons

Changed
  • A weapon rolls a property only in its local form, for the weapon itself: damage, critical strike chance, attack speed, attack cost and element build-up. Their global twins left weapons.
  • A weapon has one attack speed property, its own. Staves and other spell weapons no longer roll attack speed; cast speed rolls only on staves.

Rings

Changed
  • Global attack speed, melee attack speed and skill speed now roll only on rings, together with global critical strike chance.

Torches, utility items and quivers

Changed
  • Torches, lanterns, utility items and quivers can now roll maximum health, eitr and stamina and resistances.
  • Ward staves that never hit roll only cost, cast speed, minion and companion properties, plus maximum health and eitr.

Property weights

Balance
  • Each item's core properties roll more often: life, resources, resistances, attributes, the base's defence, local weapon damage, block on shields, movement on legs and capes.
  • Strong properties are rarer: speed, critical multiplier, movement, % resources, leech, penetration, potential, rarity, all resistances. Properties with a condition or against a kind of target take at most a quarter of an item's rolls.
Attack speed on ringsBefore: 1000After: 250
Movement speed on legsBefore: 700After: 250
Core properties on beltsBefore: 600After: 1000

Removed properties

Changed
  • Duplicate properties and ones that did nothing on their item no longer roll: block and parry on armour, doubled thorns, movement and stamina on weapons, bomb-only rows, blunt stagger on axes.
  • Properties already on your items stay and keep working.

Ballistas

Ballista targeting

Balance
  • A ballista looks for a target the moment it is set up.
  • It keeps turning to its target while it assembles and reloads, and fires the moment it is ready.
  • With no target it looks for a new one every 0.2 s.
  • Assembly now takes 1.5 s instead of 3 s for every ballista; ballista placement speed still shortens it.
Assembly time, sBefore: 3After: 1.5
New target search, sBefore: 1–10After: 0.2

Items and jewels

Lord's Brands

Changed
  • Ascending a weapon with a Lord's Brand, the Brand of the Mountain Mother included, now always raises its damage: at least along the biomes' damage curve, and never by less than one average step between biomes (×1.40). The brand's tooltip says so, and using it shows the damage before and after.

Seidr of the Silent

Changed
  • Skeleton mages now throw their fireball straight: it no longer drops and hits the ground short of distant enemies or enemies uphill. Its speed is unchanged.

Fixes

Halls of Oaths

End of a run

Fixed
  • The end of a run now saves the world and every character at once: after a host crash the party is no longer sent into a hall it had already won.

Way back to the lobby

Fixed
  • In a party, the exit portal of the final room no longer vanishes for the members still in the arena after one of them goes back to the lobby.

Graves in the Halls

Fixed
  • Tombstones of several players who fell in the same Halls no longer stack in one spot in the lobby: each member's grave has its own place.
  • A grave that fell through a hole and is brought back up also takes its owner's own place instead of landing on another player's grave.

Halls gate

Fixed
  • The gate always answers now: if the server cannot let you in, a message in the centre of the screen says why instead of nothing happening.

World

Rune Monolith

Fixed
  • The dome no longer stays standing after the fight when a small rock is inside the arena (broken since game update 1.0.21).
  • Monolith defenders spawn again: the event no longer ends at once as a win without a single wave.

Altar of Summoning

Fixed
  • The dome no longer stays after the fight, and a boss summoned again no longer stands on top of the old dome.

The Queen

Fixed
  • A Queen brought back by the Great Rune of Awakening now rolls stars and modifiers like a boss summoned at an altar.
  • After the rune rebuilds the Infested Citadel, the Queen's altar works right away, not only after the area reloads.

Sunken Crypt

Fixed
  • The iron gate of a cleared Sunken Crypt now offers the Great Rune of Awakening (Shift+E), like other dungeon entrances. The Infested Citadel's door does the same.

Ragn Bone-Lot

Fixed
  • Ragn's stall no longer appears under water on coasts.
  • A stall already under water moves to the nearest dry, flat land; trees and rocks on that spot are cleared.

Combat

Your rain

Fixed
  • Rain you make (Rain Underfoot, the Sigil of the Misty Hive cloud) now soaks enemies in dungeons and under roofs: only something solid between you and the enemy keeps it off.

Training dummy

Fixed
  • The training dummy now gets wet from your rain, so properties against wet enemies can be tried on it.
  • Its plate shows the states on it: wet, burning, shocked, frozen, poisoned.

Stamina cost reductions

Fixed
  • Levitation no longer refills stamina with large cost reductions: all reductions add into one sum, capped at 85%.
  • Bow draw cost reductions no longer apply twice: they join the same sum under the same 85% cap.
  • The stamina cost of evasion can be reduced by at most 85% too.

Warm Hearth

Fixed
  • The aura now heals its bearer every pulse too, like everyone else it covers, with the green number. Before, the bearer's healing came silently once every 10 s.

Characters and progress

Stack sizes from the craft tree

Fixed
  • A stack size raised by one character's craft tree nodes (arrows and bolts, for example) no longer stays on the next character you log in with.

Boss victories

Fixed
  • A boss killed by one character no longer counts as a victory for the next character you play, even a new one on a new world. Characters that already got such a victory keep it.

Interface and wiki

Strength

Fixed
  • The wiki and stat texts now say what Strength gives: health regeneration and carry weight.
  • The plain word «strength» of a shot or a hit no longer links to the Strength article.

Dexterity

Fixed
  • The wiki and stat texts now say what Dexterity gives: stamina regeneration and evasion rating.
  • The word «dexterity» in tooltips now opens the Dexterity article, not Attributes.

Intelligence

Fixed
  • The wiki and stat texts now say that Intelligence speeds up eitr regeneration and gives rune shield; it never raised maximum eitr, food does.
  • The word «intelligence» in tooltips now opens the Intelligence article, not Attributes.

Attribute names

Fixed
  • The attributes are called Strength, Dexterity and Intelligence everywhere: unarmed stat lines and attribute categories no longer say Might and Finesse.

Crafting

Rune Carver Table

Fixed
  • The table under a roof no longer says «too exposed»: it measures cover from the same height as the game's own stations.

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