Version: 1.5.0.73523; download size: 4.1GB
Changelog
- Extended secondary specialization choice by all remaining specializations to make reaching the milestone more exciting. For example warrior characters will be able to become elementalist, gunslinger or technomancer.
- Introduced additional levels for both active and passive skill (4th and 3rd respectively) for base class and first specialization. Skill costs of additional level equals 2, but their mana cost remains the same.
- Fixed a potential issue with game breaking in case unit wasn't properly removed when leaving a dungeon
- Fixed an issue with auras (e.g. from chaos armor enchantment) triggering with every unit attack
- Fixed an issue with multishot enchantment not applying resistance strip even when applied on items with resistance strip
- Vasso will now join us in autonomous mode during tutorial sequence
- Party will automatically be reselected after Vasso leaves during tutorial sequence
- Fixed a critical issue with input hotkeys not working for players who had played earlier versions of the game
- Fixed an issue with inventory item slots not updating correctly when lots of items were sold and the inventory was almost emptied
- Improved camera fade in/out during dialogues and cutscenes in game
- Lighting improvements in cutscenes in chapter 1 and 2, and Capital Ruga Quest
- Fixed an issue with player not being able to interact with quest characters if settings from a previous version of the game were corrupted
- Suggested characters will now be shown when selecting party for different quests
- Characters not added to party will now be presented as holograms when taking part in dialogues
- Fixed bug with damaging auras that dealt damage multiple times (cooldown reset every time unit attacked).
- Fixed Gunslinger’s Stream of Metal issue where bullets were stopped by allied units.
- Fixed some audio issues on skills.
- Fixed a game breaking bug in explosions challenge that prevented players from completing the challenge
Balance Changes and Crafting Changes
Weapons:
All tier 2 and 3 weapons damage (both melee and ranged) was slightly reduced across the board as we received feedback that they were too powerful in comparison to skills:
- Tier 2 weapons damage reduced by 2
- Tier 3 weapons damage reduced by 10
In addition to that we reduced crit chance and crit damage values that could be rolled during crafting as secondary stats. Those values are doubled for two handed weapons.
Crit chance
Crafting research 0 | Crafting research I | Crafting research II | Crafting research III | [/tr]
---|---|---|---|
Tier I - 5% to 3% Tier II - 7% to 4% Tier III - 8% to 4% |
Tier I - 7% to 4% Tier II - 8% to 5% Tier III - 10% to 6% |
Tier I - 8% to 5% Tier II - 10% to 6% Tier III - 12% to 8% |
Tier I - 10% to 6% Tier II - 12% to 7% Tier III - 15% to 10% | [/tr]
Crit damage
Crafting research 0 | Crafting research I | Crafting research II | Crafting research III | [/tr]
---|---|---|---|
Tier I - 12% to 4% Tier II - 20% to 8% Tier III - 24% to 12% |
Tier I - 16% to 8% Tier II - 24% to 12% Tier III - 28% to 16% |
Tier I - 20% to 12% Tier II - 28% to 16% Tier III - 32% to 20% |
Tier I - 24% to 16% Tier II - 32% to 20% Tier III - 36% to 24% | [/tr]
Skills general boost
Most of the skills in base classes remained at the same power level as before.All of the specialization’s active skills were buffed across the board by increasing their damage, summons duration, buff duration etc.
Indirect buff to skills in crafting - allowing Skill Power to roll in additional stats for weapons. Detailed values (doubled for two handed weapons) below:
Skill power
Crafting research 0 | Crafting research I | Crafting research II | Crafting research III | [/tr]
---|---|---|---|
Tier I - 5% Tier II - 6% Tier III - 12% |
Tier I - 6% Tier II - 8% Tier III - 15% |
Tier I - 7% Tier II - 9% Tier III - 17% |
Tier I - 8% Tier II - 10% Tier III - 20% | [/tr]
Debuff nerf
As it was possible to strip all of the enemy stats we added cap for strip status effects:- Armor strip cap introduced at 50 stacks
- Resistance strip cap introduced at 25 stacks
Difficulty changes
We decided to make some changes in difficulties as we received some feedback that for some players the highest difficulty is too easy and vice versa normal difficulty is too difficult.To target those issues we:
- Added 10% damage reduction at normal difficulty. If it is still too hard we recommend decreasing it even further.
- Buffed enemies hp on insane difficulty to make fights longer and force to build more tanky instead glass cannon raw damage: [list]
- Normal enemies from 5% to 25% hp increase per party level
- Boss enemies from 2% to 25% hp increase per party level
We hope these updates enhance your experience and make the game even more enjoyable. Thank you for your continued support and feedback.
Event Horizon team ????️✨
https://store.steampowered.com/app/945770/
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