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The damage of enemies and players has been completely overhauled, it is not worthwhile to compare values from 1.0 to 1.1 since all functions, enemies, items, etc. have received changes. The game in general is more challenging, but progression is much faster with higher drop rates and faster leveling.
We hope to give players a more accessible and immersive environment. As a result, settlements have been added to the T1 and T2 zones, allowing for fast travel to deeper parts of the map. Settlements might not have much to do in them right now, but they open the door for unique villager quests and rewards, so keep an eye out in the coming months for new settlement features!
The current system of spawning enemies can result in unpredictable and unfair situations around boss fights. To remedy this, we have added dedicated enemy spawns, hand-crafted boss arenas, and all-around stronger theming and cohesion. All 3 overworld maps including Hammurabi's Sanctum have been completely revamped, allowing for more engaging gameplay and environmental storytelling.
Boss fights were often trivialized by large groups using stuns, roots, and slows. To maintain tank uniqueness and aid party efforts, a new Boss Armor system has been introduced. Now, attacks and abilities that apply stuns, slows, roots, and knockbacks will deal armor damage instead of interrupting the boss. This damage reduces a secondary bar below the boss's health, and once depleted, the boss will be left without armor for a period of time.
The Bounty system is designed for both new players and Born Again veterans in mind. Bounties are short tasks that can be picked up via quest boards found throughout the world, and reward players with consistent standard-tier loot and quick level-ups.
Item abilities have received major changes, notably in cooldowns and damage. Cooldowns on weapon and ability items have been increased across the board. Agility abilities, however, have retained relatively lower cooldowns to fit the agility play-style. The cooldown increase allows us to give larger effects to abilities, namely in damage, durations, heals, etc. You will see large ability damages in 1.1, allowing for huge bursts of stored damage potential!
All items have been balanced and touched up, with some mythic and rare items receiving mini-reworks. Additionally items now have larger power gaps on item shape changes!
All classes have been rebalanced in 1.1 with an emphasis on letting classes lean into their styles.
All stats have received changes, some minor, some large.
Strength - Now alters your damage output by a %, each strength point gives +1.5% output
Dexterity - Is now a literal Attacks Per Second value
Vigor - Is now a literal Health Per Second value
Speed - Tiles per second has been increased
Defense - Min damage threshold has been lowered to 25%
You can now remove blessings at any time, at the cost of any charge on the blessing. Reseting has also been changed to now give +2 slots, +25 honor, you keep blessings and charges, and the only requirement is to be max level. We plan for this to encourage reseting and to keep forward momentum towards progressing a character.
Drop rates have been updated so that you always gain more loot chances. After achieving max rates, additional damage is then converted to excess loot chance at diminishing rates. The excess loot chance start heavily diminishing around +15%, but always increases.
Max level has been reduced to 21, however, each level now gives more power compared to 1.0 levels. Leveling also occurs much faster in 1.1, especially at early levels. Each level gives you +1 honor and since more exp issuing given out, Honor gains rates are also increased. You'll roughly end up with +50 honor at level 21 and prices have been adjusted accordingly.
All enemy behavior have been touched up, redesigned, with the goal of increasing difficulty where necessary and bringing out the interesting behaviors of enemies. You'll notice larger base max health on T3 and T2 encounters, however, the health scaling per player has been reduced to +40% from +80%.
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