[img]https://clan.cloudflare.steamstatic.com/images//44195980/80cd249a2c542e71125b05200b9e0f4b04c07c8e.png[/img] [h2][u][b]Dev Comments:[/b][/u][/h2] Thank you all for the valuable insights you've shared in the QA Test channels, and we've taken every word to heart. Over the past 48 hours, we've been working nonstop to polish the game for the Next Fest Demo. Below, you'll find the patch notes – our response to your input. This swift update, as with every step we take, is part of our collaborative journey to build Dungeonborne with our community. With your continued support, we're not just fixing bugs; we're crafting the dungeon crawler that we all aspire to play. Also, a quick note on the Fighter’s Whirlwind skill: it remains unchanged for now. We've deliberately designed countermeasures for each class, challenging players to dive deeper and master the game’s nuanced mechanics. Rest assured, we're listening closely to your feedback—if post-Next Fest conversations indicate that the skill is truly overpowered, we're ready to make adjustments. [h2][b][u]Patch Notes:[/u][/b][/h2] [i][h3]Character Balance[/h3][/i] [list] [*]Increased the mana pool for spellcaster classes; Mages and Priests now have their mana cap raised from 100 to 150 [*]Improved the targeting mechanics for Priest abilities [*]Increased the base shield amount for the Priest's Divine Protection [*]Increased the healing bonus per point of Faith attribute from 1% to 4% [*]Fixed an issue where some skills were not benefiting from Skill Damage modifiers [/list] [i][h3]Weapon Balance[/h3][/i] [list] [*]Two-handed swords can now enter the next parry faster after performing a perfect parry [*]Staff animations are now smoother and transition better between actions [/list] [i][h3]Consumable Balance[/h3][/i] [list] [*]Significantly increased the effectiveness of Mana Potions; the effect has been changed from "2 mana per second for 15 seconds" to "5 mana per second for 20 seconds" [/list] [i][h3]Others[/h3][/i] [list] [*]Mouse sensitivity can now be adjusted separately for the X and Y axis [*]Improved the in-game matchmaking system [*]Improved the monster/boss AI mechanics, adjusting their field of view and reaction behaviors [*]Improved the attack animations for certain monsters, making sword/spear skeletons and mimic attacks more readable [*]Improved the visual presentation of the environment and destructible objects [*]Improved the random spawns for Escape Portals, eliminating occurrences of portals being too high or overlapping with treasure chests [*]Fixed the visual effects for weapons in the arena [*]Fixed some instances of monster model clipping [*]Skeletons summoned by the Elite Reaper can no longer be looted [/list] [i][h3]Bug Fixes[/h3][/i] [list] [*]Fixed several client crashes [*]Fixed an issue where the mini-map in the arena would still display after death [*]Fixed an issue where refreshing the listings did not update the prices in the auction house [*]Fixed an issue where changes to key bindings in-game were not taking effect after returning to lobby [*]Fixed an issue where certain terrains in the environment are impassable [*]Fixed an issue where supersampling settings could not be saved [*]Fixed an issue where stacked items in mail could not be collected [*]Fixed an issue where the rune chest in the second level of the dungeon on hard difficulty could be opened without breaking the runes [*]Fixed an issue where pressing the ESC key after dying and entering spectator mode would become unresponsive in solo Sinner's End runs [*] Fixed a rare issue where the arena mode button could not be clicked [/list] [b]Thanks again, we’ll see you in the dungeons.[/b]