Early Access Patch Notes - Preseason "Before the Storm" (9.29.2024)
Author: SolitaryBird,
published 1 month ago,
Please be aware that server maintenance is scheduled from [b][u]September 29, 2024 09:40 to 11:40 AM UTC.[/u][/b]
Matchmaking queues will be closed starting at 09:00 AM, 40 minutes prior to maintenance. Ongoing matches will not be affected.
[h3]In Pre-Season, we're excited to introduce many of the changes planned for Season 1 ahead of time. This allows us to validate the gameplay before the official season launch. We invite all players still braving the dungeons to participate in this experience and share your valuable feedback as we polish the game together in Early Access. We sincerely appreciate your patience and support throughout this process.[/h3]
If you haven't already. Please read the below announcement for a detailed breakdown of the Pre-Season changes:
https://steamcommunity.com/games/2448970/announcements/detail/4694529606303449531
[h2]Difficulty and Matchmaking Adjustments[/h2]
- Since launch, we've received tons of feedback about matchmaking quality and its issues. After lengthy discussions, we've made a decision: no more "matchmaking"! In the Pre-season update, we want to eliminate the uncertainty caused by the current "matchmaking" system and instead allow players to choose their own identities - whether it's starting with low-tier gear to stealthily loot as a rat, or gearing up to the max to wreak havoc as a chad
- All map difficulties will have gear quality restrictions that are clearly visible to all players. You will know exactly what to expect in each mode, and you can make your own decisions!
[h3][b]PLEASE NOTE: [/b][/h3]
In the previous announcement, we mentioned that Classic difficulty would not allow equipment above Exceptional quality to be brought in. Over the past couple of days, we have received a lot of feedback from players. Due to the fact that Hard difficulty does not allow pure solo queues, the original design would prevent players who still want to experience pure solo play from using Legendary quality and above equipment. At the moment, we are indeed unable to guarantee the experience for solo players when queuing in Hard difficulty dungeons, facing duo and trio teams.
Therefore, we have temporarily modified the rules to allow Legendary quality and above equipment to be brought into Classic Sinner's End. At the same time, we strongly encourage more high-end solo players to participate in the mixed queues for Hard difficulty and provide us with valuable feedback. For more information about our thoughts and vision on mixed queues, please refer to [Part 6] in this announcement:
https://store.steampowered.com/news/app/2448970/view/4694529606307067582
- Clouseau Castle
[list]
[*] Casual: Low-quality, Common
[*] Classic: Uncommon, Magic
[*] Hard: Epic, Exceptional, Legendary, Unique
[/list]
- Sinner's End
[list]
[*] Casual: Low-quality, Common, Uncommon
[*] Classic: Magic, Epic, Exceptional, Legendary, Unique (adjusted based on community feedback)
[*] Hard: Epic, Exceptional, Legendary, Unique
[/list]
- The "Hard" modes for both Clouseau Castle and Sinner's End will alternate daily, and there will be no solo queue for Hard difficulty. Assemble your team and compete for the most valuable treasures!
- Classic difficulty will be permanently available for both maps without any rotation.
[h2]Risk vs Rewards Adjustments[/h2]
- Introduced a collection of treasure items (valuable crafts) that have a higher chance of appearing in more challenging dungeons
- Slightly increased the power of regular monsters in Classic difficulty and above. Adjusted the distribution of monsters, elites, and bosses across all difficulties
- Decreased the loot from regular monsters while significantly increasing the loot from elite monsters
- Added "Leyline Altars" that appear randomly in certain difficulty maps. Collect "Leyline Seals" scattered throughout the map and pray at the altar to obtain random high-value rewards
- Introduced "Cursed Chests" in specific difficulty maps that require clearing nearby monsters to open
- Maps now feature "Core Areas" that are resource-rich, which are highlighted on the minimap
- Adjusted the distribution of player spawn points on all maps
- The poison circle has been removed from the Sinner's End Casual mode
- In Classic and Hard difficulties, early portals have been replaced with "Broken Portals." To activate these portals, players must carry a "Portal Resonance Stone." Triple Broken Portals requires the one-time consumption of 3 Portal Resonance Stones at once. Be aware that their energy state is unstable, and they will be destroyed by the poison circle
- Fixed escape doors are no longer available in Classic and Hard difficulties
- The Mithril Dice system has been revamped into an "Equipment Insurance" system. If an insured player is killed, the killer can loot their insurance cost
- Red portals have been temporarily disabled in all modes as they undergo optimization for Season 1
[h2]Others[/h2]
- The Divine Sword, Divine Crown, and Moon Pendant are now classified as Epic quality items, with their values remaining unchanged
- The affix value for Critical Strike Chance on Full Life has been increased by approximately 39%
- Merchants will no longer offer Mithril Dice for sale
- Trap damage has been adjusted to 20% of a player's maximum health, and traps will no longer damage monsters
- Merchants will begin selling elixirs and Portal Resonance Stones
- The character interface will now display the total value of items in the player's inventory
- Added limited-time events for Pre-season: Before the Storm
- Added an in-game inventory item crafting feature, allowing players to create items using Fragments
- Optimized various skill effects
[h2]Bug Fixes[/h2]
- Fixed an issue where the health of Treants summoned by Druids was abnormal in some cases
- Fixed an issue that caused monsters to spawn at player spawn points in some cases
- Fixed an issue that caused the screen to shake when using Dual Daggers to lunge in some cases
- Fixed an issue where the trajectories of Fireballs from Pyromancers and Frost Arrows from Cryomancers were not visible at long distances
- Fixed an issue that caused Cryomancers would obscure projectiles when casting skills
- Fixed an issue where Pyromancers could jump out of the map in certain map locations
- Corrected the inaccurate description of the Demon Hunter tier in the tier descriptions