1.1.0 - Major 'Community Asked' Updates
Hey everyone,
I worked through my own playtest list, a six-page community report, curator notes, and the bug reports you've been sending in. (shout out cavaleirotriste & yustiel for all your bug reports)
This update heavily focused on:
Every weapon and skill should feel distinct rather than copy-pasting mechanics The first fifteen minutes of the game needed to be completely frictionless Late-game roadblocks across The Last Vigil, crafting, and Sera's ledger needed permanent fixes.
Below are the full patch notes for this update.
Combat & Skills Overhaul
Developer Comment: The most common piece of feedback I received was that too many skills felt like clones of one another with slightly altered numbers. That was entirely fair. I went through every weapon and over 50 skills one at a time, rebuilding their movement, impact frames, and recovery times from the ground up to match their tooltip promises. Great axes now send enemies flying, great hammers shake the earth, and daggers allow you to dash.
Weapons & Weight
Weight and Tempo: Weapon attack chains now feature distinct rhythm curves. Heavy weapons linger at the peak of their wind-up before crashing down, while light weapons snap out near-instant strikes. Frame-Accurate Impact: Damage now resolves precisely on the frame the physical weapon mesh contacts an enemy hitbox, synchronizing hit-stop frames to the moment of impact. Knockback Scaling: Base knockback now scales dynamically based on weapon archetype:
Daggers: 0.7m | Swords: 1.4m | Axes: 2.8m | Maces/Hammers: 3.6m Greatswords: 4.6m | Great Maces: 6.8m (cracks ground) | Great Hammers: 8.1m (causes ground camera-shake) Great Axes: Up to 18m maximum throw distance.
Boss & Champion Resistance: Bosses take 20% of standard knockback force, while Champions take 60%, keeping high-tier encounters grounded. Audio Timing: Weapon swing audio cues now trigger immediately prior to impact rather than at the start of the wind-up animation.
Dashes & Charges
Developer Comment: Following our recent Leap mechanics pass, dashes and charges have been rebuilt to properly drive your character through space. They now handle collision cleanly; stopping at walls and ledges, clipping through enemy hitboxes, and applying hit effects to targets along the path.
Dagger Dash: Near-instant 12m dash granting complete invulnerability during travel and slicing all targets in a line. Kills immediately refund the cooldown. Shadowstep: Hyper-fast dash that converts the player model to smoke during travel. Shield Charge: Rebuilt 3.8-second, 45-meter steerable charge. Knocks back and stuns all impacted targets; can only be interrupted by hard crowd control. Predator's Rush: High-velocity lunge. Kills immediately refund the cooldown. Knight's Passage: Invulnerable dash designed to bypass and exit enemy backlines. Polearm Charge: Pins the first target hit and launches them over 20m. Linebreaker: Gathers and drags all enemies along the blade's path. Heads Will Roll: Disperses targets laterally and launches them into the air. Butcher's Rush: Heavy shoulder-first charge.
Halberd Rework
Developer Comment: The Halberd previously shared basic attack logic with two-handed longswords. It has been redesigned as a dedicated polearm style featuring long thrusts, sweeping arcs, and forward kick transitions.
New Attack Chain: Replaced standard swings with long-range thrusts, a stab-to-sweep transition, a forward kick, and a spinning finisher. Renamed Skills (Ranks Maintained):
Reap > Crescent Rake Hook > Stinger Bulwark > Rushing Kick Grim Harvest > Harvest Cyclone No Passage > Through the Line
Drag to Hell: Drags enemies along a vector and pins them at the landing point.
Skill Motion & Animation Pass
Signature Motions & Impact:
Uppercut: Launches targets 4.4m vertically. Homerun: Requires a full wind-up to launch targets 28m. Final Judgment: Heavy, narrow execution strike throwing targets 21m. Hook (Axe): Pulls distant targets directly into melee range. Shieldquake: Drags surrounding targets into point-blank range. Ground Slam: Splits terrain sequentially toward the targeted point. Shockwave: Sends out expanding ground rings that register impacts in sequence. Earthshaker: Strikes primary target, followed by a delayed seismic aftershock. Meteor Hammer: Circles the caster twice before crashing down. Perfect Thrust: Features a 0.5s telegraph hold followed by an ultra-fast thrust.
Animation Refreshes:
Triple Slash: Replaced with three distinct attack animations. Feinting Lunge: Animates a forward slash, backward recoil, and final thrust. Rend: Animates embedding the blade and tearing it clear. Deathblow: Rebuilt as two rapid stabs followed by a finisher. Thousand Points: Converted to a rapid thrust flurry. Spinning Skills: Whirlwind and related skills now feature full 360-degree rotation animations.
Dragonfall: Rebuilt as an active 12m directional leap. Worldbreaker & Call of the Ancients: Added brief telegraph wind-ups prior to impact resolution. Hit-Synchronized Effects: Status applications (such as stuns) now apply on physical hit contact rather than skill activation. Ranged Weight: Heavy bolts and Ballista shots now apply screen shake, self-recoil (0.8m), and target knockback. Gale Shot hops the user backward 3.4m on release.
Classes & Balance
Global Cooldown Rules
Developer Comment: Many buff and healing skills previously allowed their cooldown timers to run while their effects were active, leading to 100% uptime without gameplay trade-offs. Cooldowns now begin counting down only after the active buff or self-applied effect expires.
Active Effect Lockout: Cooldown timers remain paused while a self-buff or beneficial effect is active on your character. Target-applied damage-over-time effects do not pause skill cooldowns. Action Bar Indicators: The HUD now displays active duration overlays on skill icons.
Priest
Developer Comment: Single casts were previously capable of topping off entire parties across multiple overlapping abilities. Combined with the global cooldown changes above, healing now requires strategic timing and target selection.
Renewal: Cooldown increased to 30s (was 5.2s). Effective lockout is 40s total accounting for its 10s duration. Beacon of Hope: Cooldown increased to 42s (was 15.6s). Aegis of Light: Cooldown increased to 28s (was 7.8s). Divine Sanctuary: Cooldown increased to 55s (was 26s). Apotheosis: Cooldown increased to 90s (was 39s). Targeted Heals: Adjusted cooldowns across focused heals: Second Dawn (50s, was 24s), Perfect Prism (42s, was 24s), Ward (30s, was 18s), Call of Restoration (34s, was 15.6s).
Rogue
Vanish: Fixed an issue where Vanish completed its cast animation without registering stealth status on the server. Backstabber: Fixed registration issues with stealth openers. The first attack out of stealth now correctly applies 300% damage with a dedicated BACKSTAB UI callout.
Gear, Upgrades & Crafting
Item Upgrades
Developer Comment: Upgrading gear previously only increased base weapon damage or armor values. The system now scales every primary stat, secondary stat, and affix on the item while providing clear tooltip visibility.
Global Stat Scaling: Each upgrade rank increases item level and all non-armor/damage affixes by +1% of their base value. Base weapon damage and armor retain their higher primary scaling curve. Tooltip Transparency: Tooltips now display exact gains from upgrades (e.g., +11 Strength (+1) ). Percent-based stats follow the same scaling display. Skill Affixes: Items gain +1 to embedded skill affixes every 5 upgrade ranks (displayed as +3 SkillName (+1) ). Rune Scaling: Socketed runes now scale stats alongside item upgrade ranks (excluding socketed Rune Armor). Item Level Rebrand: Renamed "Item Power" to "Item Level" across all interfaces. Activity Board difficulty checks now factor item upgrade levels into recommendation math.
Level 30 & 40 Stat Scaling
Developer Comment: We resolved a scaling bug where Level 30 and Level 40 gear dropped or crafted with lower stat budgets than Level 29 and Level 39 gear.
Stat Progression: Corrected the level cap scaling drop-off. Level 40 items now roll approximately one level's worth of stats higher than Level 39 items (e.g., Rare primary stats scale from 20 to 23; percentage affixes scale from 11.5% to 13.8%). Note: Existing gear in player inventories will retain its original rolled stat values.
Crafting & Stash Systems
Level 50 Profession Mastery: Hitting max profession level (50) now automatically grants full mastery across all material tiers, fixing an issue where High-Grade Mithril gear rolled lower stats than Steel. Mithril Stat Curves: High-grade Mithril chest pieces crafted at max mastery now roll 92 on primary stat lines (was 78), correctly outperforming Steel (90). Stash Architecture Overhaul: Fixed a severe bug where item stack quantities were not serializing to the database, resulting in lost materials upon deposit.
Rebuilt the Stash interface into a full-screen layout adjacent to the player inventory. Added 4 default 60-slot tabs with expandability (+30 slots), capacity meters, search filters, and single-click "Store Materials" buttons. Added Shift-click half-stack splitting and stack merging.
Difficulty Scaling
Developer Comment: Because character stat caps have increased through fixed Level 40 gear and upgraded affixes, late-game difficulty tiers have been re-calibrated to maintain their intended combat depth.
Level 40 Enemy Scaling (Health / Damage):
Veteran: x2.27 / x1.88 (was x2.02 / x1.82) Torment: x5.98 / x3.05 (was x4.62 / x2.86) Abyssal: x10.00 / x5.59 (was x7.49 / x5.03)
Endgame Activities
The Last Vigil
Pathing & Spawn Cleanup: Fixed 15 distinct terrain pathing traps. Enemies no longer spawn inside ruined geometry, fall asleep away from objectives, or path endlessly against cliffside colliders. Stuck-Enemy Failsafe: Implemented an automated path-recovery system. If an enemy remains motionless for a set duration, the engine nudges them forward along valid road nodes. If pathing remains blocked, the enemy teleports closer to the gate, or is safely despawned without withholding wave completion.
Sera's Ledger
Contract Credit Sync: Fixed an issue where online completions of Covenant Trials and The Last Vigil were miscategorized as Expedition clears, blocking contract light-ups. Retroactive Restoration: The ledger now scans your last 50 completed match records upon login and retroactively unlocks any missing earned contract completions.
New Player Experience & World Polish
Castaway Isle Rescue Fix: Rebuilt the water table and terrain colliders on Castaway Isle to prevent shallow sand from triggering deep-water hazard teleports. Out-of-bounds water rescues across all maps now return players to their last valid grounded position rather than the map entrance. Town Recall Guidance: Updated quest text, dialogue, and controller wheel prompts to explicitly display bound keys for Town Recall, while removing incorrect quest arrow directions during this step. Prologue Isolation: The portal connecting Castaway Isle to The Last Gate remains locked until narrative steps are completed, preventing accidental skips during campaign playthroughs (unlocked by default in Adventure Mode). Companion Logic (Mara): Companion interaction prompts now yield priority to world objects, disable during combat, and enforce strict facing-angle requirements. Follower AI pathing has been tuned to prevent clipping into terrain or boulders. Dialogue Skip: Added a hold-to-skip input (0.5s) for dialogue sequences and choice prompts. World Navigation Improvements:
Nearest Gate Travel: Added a 4-second channeled ability in the pause menu and Travel Wheel to teleport to the nearest unlocked gate (broken by movement or damage). Crownlands Castle: Opened the front gate and throne room doors, adding direct pathing markers for the Crown Bastion quest. Gloamroot Wilds Pass: Removed 1,746 micro-colliders (root tips, moss lumps, small rocks) that caused movement stuttering. Night Visibility: Adjusted ambient baseline lighting on Gloamroot Wilds and Emberleaf, adding a subtle player-centered light ring during nighttime hours. Treasure Chests: Increased chest spawns to 3–5 per zone visit (was 1–2). Chests now drop crafting materials equal to Champion kills, feature a 30% rune drop chance (including Legendary drops), and share loot across party members in co-op.
Quests, User Interface & Controller Support
Journal Track & Follow: Added a dedicated FOLLOW button in the quest log. Followed quests take priority on the UI tracker and directional arrows. Side quests now utilize silver map/compass markers to differentiate them from gold main story markers. Target Marking: Enemies required for tracked side quests now display visual target markers within 60m. Side Quest Camps: Relocated side quest NPCs across 13 maps to safe camp zones with a minimum 24-meter buffer from enemy spawn points. Enemy Spawn Cleanup: Removed 49 inaccessible enemy spawn nodes located behind city walls, on floating geometry, or on isolated water islets. Controller Quality-of-Life:
Replaced text inputs with native vector button assets across all UI screens. Doubled the scale of controller button prompts on the main action bar. Added full ground-target skill support for controllers (press to trigger reticle, press again/RT to cast, B to cancel). New Default Controller Layout: LT/RT (Light/Heavy Attack), B (Dodge), A (Jump), L3 (Sprint), R3 (Slide), Y/RB/LB/D-Pad (Skills 1–7), X (Interact/Revive/Hold for Potion), View (Omni Wheel).
Character Stats Screen: Added a dedicated Character Details window providing an itemized breakdown of all 19 primary/secondary stats, affixes, rune bonuses, and upgrade contributions. AFK Cinematic Camera: Added an optional setting that transitions to cinematic panning camera angles after 30 seconds of inactivity (instantly dismissed on input or taking damage).
Misc.
Bug Fixes: Fixed a few minor edge cases with map travel, as well as being accidentally spawned back to the entrance of a map. Out of Bound Detection: Changed the way detecting a player is under water or off the map works to be more performance oriented, as well as better at over all detection. Return to menu filter fixed: After selecting a character, then returning to the main menu, a filter was re-applied on accident that caused characters to look toon shaded.
Developer Comment: I wanted to address very obvious issues that might put this game in bad taste. Updates this large, and this fast will likely be a little slower for the next coming weeks, as I am very large World of Warcraft and Legend of Zelda fan, both of which had major game releases this week. So I will be taking time away from updating the game for the next week or so to enjoy those games, but please keep the feed back coming.
~DeadLink
This announcement was originally published by DeadLink on Steam on Nov 6, 2026.
Open the original on Steam