12.3.2025
Technical rework to add new system from Awakening to the New Beginnings campaign, including:
Leave & rejoin
Checkpoints
Respawn timers for multiplayer
Groups functionality
Completely remade most cutscenes from the ground up
Slightly tweaked the boss fights for missions 4, 5 and 6
Gateway:
Added a line of dialogue upon completing the 3rd templar plate to urge players to return to the barrier.
Fixed an issue causing the boss to only use it's unique attacks while targeting Nick or Remek.
Complete rework
Added new Encounters
Changed rewards from only materials to also include gear (Based on your Gear Level and the Encounter's difficulty level.)
Encounters now have one of 3 difficulty tiers assigned based on their location
Now once again spawn around the Destinations
Each miniboss is generally deadlier in some form
Every unique item drop has been buffed, adding new enchants/armor bonuses
-Drop rate remains unchanged (100% for Rare drop, 20% for Epic drop)
No longer drop a Compressed Emerald on death
-Instead will drop 6x Bounty Notes for all nearby players
Generally more frequent spawns
Added a unique Epic item drop for every Enemy Sector boss still missing one
Across the board buffed all existing Enemy Sector uniques to better reflect their rarity
Fixed an issue causing Hard Mode Enemy Sectors in the Valley of Azarax to not exist
All Enemy Sector bosses are now classed as bosses instead of minibosses, making them interact differently with certain effects/abilities (ex. Abyss Anchors and the Harpoon enchantment no longer have any effect on these enemies.)
Watchpoint will no longer occasionally softlock on the first floor while on Normal Mode.
The VexTech scout and Nick can now be traded with
-They have their respective destination's material trades/compression, along with some early game weapons
Complete backend rehaul of the dialogue system, for improved experience when multiple players are on the same quest step.
Added respawn timers, quit and rejoin features, along with groups functionality for the missions:
Operation: Lost and Found
Velatus Index
On The Trail
Vacant Keep
Fixed an issue causing the mission to become soft locked upon killing the first boss in the mission, Return Statement.
Rewamped the starting area of the quest
Added 11 new enchantments
Long Shot's damage boost now only activates after 0,4s, after which the arrow's damage is increased by 2/3/4 dmg based on level every 0,2s. The arrows will now emit yellow particles when the damage ramp up has started, switching to red particles upon reaching maximum damage
Increased the damage granted by Focus at all stages.
-Flat dmg buff at each tier (1,2,3 -> 2,4,5)
-% Damage multiplier for each tier (25%,35%,50% -> 50%,75%,100%)
Swift Swing now also grants a movement speed modifier while active
The weakness effect applied by Dwindling Counter has an increased duration and strength
-This effect now also triggers on Perfect Blocks.(Perfectly timing a shield block.) While the weapon is equipped
Hitting an enemy with a thrown Channeling trident no longer strikes the enemy with lightning, instead applying shock to them and simultaneously triggering the shock
Replaced Blast Protection with Filtration on the "Deadzone" set (Filtration reduces damage from the poison and wither effects.)
Tuned the Rare gear loot table to give the weaker items a higher drop chance, while making the best rare items slightly rarer
Added armor bonuses to the "Deadzone", "Forgotten Culture" and "Lost Salvage" sets
Added new armor sets and weapons to the random drop Epic Tier 1 pool
The "sturdy" tier 3 bonus on armor now also increases the user's shield's health (Shield has 250hp by default, every piece of sturdy gear increases that by 75)
The Giving Spirit set's armor bonus has increased chance to activate when wearing a full set
New tiers:
-1x: 20%
-2x: 30%
-3x: 50%
-4x: 75%
You can no longer jump or hold a shield while using Appetizer
Cooldown doubled (25s -> 50s), but is now reduced by 5s when killing enemies with Slaughter
Switching off of Slaughter while using Appetizer now cancels the attack, and only reduces the cooldown to 25s
Damage unchanged
Now only opens the menu when tapping crouch
Added a 2s cooldown between pulse activations
Strength pulse no longer grants the strength effect, instead granting a 50% melee damage multiplier for 8s
Short-range Configuration:
You now move faster while drawing
Long-range Configuration:
No longer passively stops movement while held
Now disabled walking, sprinting and jumping while drawing
Direct hits on enemies pull in nearby enemies
Direct hits on bosses, or while Abyss Anchors is active cause the hit enemy to become a Anchor
Reduced missile count from 4 to 3
Missiles now spawn in the direction the player is facing, in a arrow formation
Missiles now spawn higher in the air, but fall faster
Missiles now track nearby targets
Missiles will now phase through blocks when spawned in, attempting to land at the player's level
Missiles will now also detonate upon collision with enemies, not just blocks
Cooldown increased from 19s to 30s
Increased the damage of Combination Blow against minibosses (42 -> 55)
Slightly reduced the damage of Combination Blow against normal enemies (35 -> 30)
Increased the damage of Combination Blow against players (20 -> 100)
For reference, Combination Blow deals 30 damage against boss level enemies
Increased damage against non boss/miniboss enemies (35 -> 75)
Increased damage against boss/miboss enemies (50 -> 55)
Damage bonus against shocked enemies reduced (50% -> 25%)
Completely rewamped:
Instead of an instant detonation that deals damage to grounded enemies around the player, now spawns a wave around the player which travels away, dealing damage to enemies it comes in contact with
Can now hit airborne enemies, but does not deal damage to flying enemy types
Base cooldown increased from 15s to 20s, and now also increases cooldown based on how much Seismic Quake was charged
On a perfectly timed block, creates a small quake
Effect now has multiple stacks
Stacks gained from:
-Every burning enemy within 7,5 blocks
-Every blaze within 7,5 blocks
-Having fire resistance
Range at which allies gain effects now increases based on the amount of stacks
The health recovery speed buff now scales by stack count (1-3 50% slower, 4-5 same as before, 6+ 50% faster)
Increased natural health regeneration strength while at 6 or more stacks
Kills at 6 or more stacks will now heal you and nearby allies
Sunrise now activates even if the target was killed by the same shot
Fixed an issue causing the hidden effect not to work
-Now correctly grants the player fire resistance when getting direct hits with this bow
Added poison
Deals slow damage over time to a single enemy, but can be stacked multiple times to increase the speed of the damage ticks
Fully reworked:
When a shocked enemy takes enough damage, they will create a chain of shock toward another enemy, dealing damage and continuing the chain as long as unshocked enemies remain
No longer reduces movement speed
Light rework:
On first tick, deals 25%(10% for bosses) of enemy max health
For every tick after the first, damage dealt is divided by total amount of ticks
Bleed particle brightness indicates tick count, starting bright and dimming with every tick
Increased the base damage of all thrown tridents from 8 to 20
Increased the base damage against players in PvP by an additional 30 damage
Added functionality for the Focus enchantment on tridents
There is now a featured mission which rotates every hour, with random modifiers for increased score
High reward levels in the featured mission have an increased chance to drop the current featured weapon (This also changes every Activity Reset)
Added 2 new operations to the Mission Playlist (These require completion of the Awakening campaign.)
Added a set of Epic Tier 2 weapons to match the armor set
Joining a operation in progress will now start the operation from the beginning if no players were present upon joining
Increased score thresholds for all operations, to match with the increased rewards at higher tiers
Pieces of the Operative armor set that drop from the legendary reward tier now roll with a random Tier 3 bonus (ex. Sturdy, Invigorating, Agile, etc.)
Operations now correctly count every player's kills and deaths, instead of only counting a random player's
Completely remade the barriers surrounding the playable area
Added a visual forcefield effect around the center of the area, that indicates the position of the barrier wall
Keys for hidden Dungeon chests can now be acquired from their respective destination's Random Encounters, along with their previous drop sources
Added 2 chests into the Dungeon, hidden in the transition's between encounters
Both players and the boss now gain Overcharge faster in the 1st encounter
The boss will no longer dash through the walls and disappear into the void during the 3rd encounter
Added a new Account section:
Players can now change their shields, particles and titles from their Menu, in the Account section
Added the option for players to completely reset their account, accessible from the Account section
Added Titles:
Titles are unlocked from specific challenging advancements, and appear below the player's name when equipped
Titles can be equipped from the new Customization section of the Menu, under the Account section
Added 1 new map
Complete rebalance of player time-to-kill and weapon damage:
Massively increased ranged weapon damage against players
Increased base melee damage for all players, regardless of weapon
All players now have max armor stat while in PvP
-This is only the base armor value, you will still need a full set of Protection 4/5 armor to be at a equal playing field
Added a new mode, Warfare:
Team based mode (Teams can be selected before starting match)
Team with most kills at the end of match, or first team to reach 20 kills wins
Added some new bounty objectives and rebalanced older ones
Now has a new package available for Bounty Notes and Compressed Emeralds:
This is the new source for all Hunter-specific gear
Includes a new Epic Tier 2 armor set along with 2 weapons
Shields now have health, blocking incoming damage reduces the health and reaching 0 will disable the shield as if a axe was used to hit it
-Shield health will passively regenerate, and can be fully replenished by perfectly timing a block
The Menu item in the hotbar now displays the player's Gear Level
Moving the Menu item in your inventory no longer opens the Menu unless the item is moved out of your inventory
Enemies now have a colored skull in their name if they are a Mythic or Hard Mode enemy
Players can now see their own death messages
Items given to players directly now directly enter the inventory, instead of falling to the ground, while the player is moving
Lockouts and cooldowns which expire every Activity Reset, now also get cleared if the player was not online during the reset
Dying now resets the player's InCombat status
The player will no longer occasionally be forced into the pre-mission blackbox after leaving and rejoining the server while in a Mission Playlist operation
Dropped items can now only be picked up by the player who dropped them
Loot drops that are directly given to players (Dungeon loot for example) can now only be picked up by the player it dropped for
Increased maximum render distance to 15 chunks
The Exploration tab in Advancements has been renamed to the Fragment tab, as it will house any future advancements on the planet
Added animated features to the textures of:
Technical Knockout
Helping Hand
Coalescence
Accelerated Retribution
Added the Archive section to Delta Station:
Here you can reacquire completed quests, replay completed missions and rewatch watched cutscenes