Wayfinder Update 1.22 Rides Out for Patch 0.2 Eventide This Dec. 19

Eventide

‘Tis the season of Eventide, a festive winter holiday full of gifts, revelry, and deep-fried gelatin. Join Seeker Avala as she searches for the scientific reason for the season, and earn a host of cosmetics and housing items so you can celebrate the holiday in style.

·         Eventide End: 1/12/2024 @ 12pm CT

·         New Quests & Challenges

o    Play through several holiday quests and complete dozens of challenges to earn coveted Revel Rubies.

·         New Rewards

o    Spend your Revel Rubies at Raelle the haberdasher to obtain cosmetics, housing items, Gloomstone, and your very own Frostspawn Hatchling pet. Earn other rewards through rare drops and hidden secrets.

·         New Event: Plunderfool

o    Scrounge up frozen lures around the Highlands to summon the Plunderfool, then work with your friends to beat the rewards out of him.

·         New Expedition: Eventide Vale

o    Cobble together your Plunderfool loot to enter the Eventide Vale, where you’ll find new events, enemies, and surprises waiting to be discovered.

·         New Hunt: Winter Queen

o    Use materials from completing the Eventide Vale to challenge the fearsome Winter Queen. Her icy hide is nearly impenetrable, but that same ice could be her undoing.

·         Even More New Stuff!

o    Limited-time holiday imbuements, Eventide-themed echoes, snowy Skylight and Highlands, new Eventide music, and so much more!

Awakening

The awakening system is another avenue for Wayfinders to gain power! Here’s a quick rundown of the system. The current Awakening cap will be Awakening 3. Past Awakening 3, Wayfinders will require materials found in future Raids and Mythic Hunts.

·         How do I Awaken a Wayfinder or a Weapon?

o    Each time you craft a Wayfinder or Weapon you have already unlocked, it gains an Awakened Level.

o    Awakened Levels are represented by stars under the character name in the Armory screen.

o    Higher Awakening Levels require more materials.

·         Benefits of Awakening:

o    Increased Character Stats, Increased Echo Capacity equivalent to gaining a level.

o    +1 Affinity Point every time a Wayfinder/Weapon is Awakened.

o    Increased Max Equipment LevelA fully Awakened Wayfinder can equip level 33 accessories.

o    Awakening will integrate seamlessly with the forthcoming Archetype Levels and Armory, providing players with a progressive power boost beyond the established level cap of 30

o    +1 Echo Slot when a Wayfinder/Weapon gets to Awakening 5.

§  for characters, it will always be a Rush type

§  for weapons, it will be dependent on the weapon. This won’t be the same for each weapon.

Also to preemptively answer a few questions:

·         What happens to my [COMING SOON] Awakening Stones?

o    No worries, they will be automatically converted to Awakening Stones once the patch is live.

·         Where will Awakening Stones appear in the player’s inventory?

o    Awakening Stones won’t appear in the player’s inventory. If the player has obtained an Awakening Stone, when they open the Summoning Menu (Omen) or the Weapon Craft Menu (Arsenal), and select a Wayfinder/Weapon that is compatible with the Awakening System, a button will appear that prompts the player to use the Awakening instead of displaying the Awakening Recipe.

·         When Can Awakening Stones be used?

o    Right away! They should be used to awaken a character/weapon that isn’t fully Awakened.

Player Updates

Senja Revamp!

·         Showboat (Passive)

o    Reduced damage window now starts from the beginning of Showboating abilities (Pummel and Gain Favor) and persists through the end if the ability is fully charged.

o    When hit while Showboating, gain extra Crowd Favor meter and gain a stacking heal over time effect

o    Showboating now reduces incoming impact by 25%

·         Pummel

o    Ability Power scaling significantly increased. Increasing with charge duration.

§  10% – Immediate tap use.

§  ~15% – Partially charged.

§  ~25% – Fully charged.

·         Gain Favor

o    The player can now move while using Gain Favor at reduced movement speed

o    Taunt and buff range is increased

·         Grand Finale (Ult):

o    Removed

·         Thunderous Glory (Ult):

o    A new ult for Senja, Thunderous Glory deals damage to nearby enemies and buffs nearby allies with increased Weapon and Ability Power for 20s

o    While Thunderous Glory is active, Senja’s weapon attacks cause chain lightning, dealing hybrid WP/AP damage to her target and up to 5 chained enemies.

New Weapons

·         5 New Weapons!

o    Sword and Shield: Bastion: The names of the Celestial Architects are woven into the steel, and a champion with faith can still call on their light.

§  Healing Pulse: Heals the Wayfinder and nearby allies. Power increases for each Latent Power Pip consumed.

o    Scythe: Bloodsong: All those who hear the Bloodsong are called to quench its thirst. To deny the sanguine song, is to be consumed in turn.

§  Wheel of Pain: Throws the scythe out in front of the Wayfinder, spinning in place as long as the button is held. Momentum is drained as the scythe is spinning. Wheel of Pain also heals the Wayfinder as it deals damage. Upon release, unleash a wide swipe attack that deals damage.

o    Greatsword: Windmother’s Fang: Nalassa the Windmother was the first queen of the Golden Aerie, and one of its deadliest raiders. Legends say that when she was near death, she transformed into a dragon and still dwells at the top of the First Peak. Her Fang is infamous, both for its brutal history on the battlefield and its bloody passage from one Aerie champion to another.

§  Transcendence: Execute a swift 3-5 hit combo, determined by the amount of Momentum consumed, inflicting substantial damage. Simultaneously, temporarily allowing the Wayfinder to exceed the Heat of Battle multiple cap up to 300%.

o    Dual Strikers: Umbros: The Vault of Ascension held many gifts bestowed upon the Kingdom’s denizens. Though its creators fell, the blades of Umbros empowered the greatest champions of the Kingdom. Until, of course, the great empire crumbled to ash.

§  Thousand Cuts: Perform a flurry of slashes around the Wayfinder in all directions.

o    Burst Rifle: Voidbinder: Scarcely did the Imperial Spellforge call on the expertise of an Arcane Lord, but in a fleeting alliance held between the Avar Throne and the Dominion, House Tarroken instructed the spellsmiths how to bind life itself with Shadow.

§  Abyssal Anchor: Consume 1 Locked and Loaded charge to fire off a powerful soul spear that pierces through enemies and attaches a faint shadow tether to all enemies hit. Subsequent shots will damage all tethered enemies. Striking a single target with additional Abyssal Anchor’s will deal bonus damage.

Weapon Balance Changes

·         All Weapon Abilities now scale half with Ability Power and half with Weapon Power

·         Scythes:

o    Animation speed increased by 15% for:

§  Light Attack Combo

§  Heavy Attack Combo

§  Crossover Combo

o    Damage per hit reduced by 5% for above combos. Overall DPS should be ~10% higher

·         Sword and Shield

o    Sword attacks animation speed 10% faster

o    Shield attacks now deal ~10% more damage and break

o    Weapon – Legacy

§  Ability – Phalanx

§  Buff range increased from 10m to 15m

·         Marksman …Deep Breath…

o    Active Reload:

§  The Gun Jam effect no longer occurs when failing the Active Reload minigame. Instead, the reload sequence will play out naturally, filling the clip at the end of the timer.

§  Each Marksman subclass now has a unique Perfect Reload Buff:

§  Rifles – +35% Rate of Fire for 4 seconds

§  Shotguns – +50% Break Power for 4 seconds

§  Burst Rifles – +50% Crit Power for 5 seconds

§  Runecannons – +50% Weapon Power for 5 seconds

§  The duration of each Perfect reload buff now scales according to the number of shots fired from the previous clip.

§  Example: If only half of a clip is expended before reloading, the Perfect Reload buff’s duration will have a 50% reduced duration

o    Eagle Eye meter:

§  Eagle Eye targets now only spawn once the Eagle Eye meter has reached 100%

§  Eagle Eye meter gain has been normalized across Marksman subclasses

§  All subclasses should now reach 100% Eagle Eye meter after ~15s of continuous fire

§  Buffs which scale fire rate (including the Rifle Perfect Reload buff) will also increase Eagle Eye buildup rate

o    Rifles:

§  Rifles now penetrate 25% of enemy armor (down from 50%)

§  Rifle attacks can pierce 1 target, damaging the target behind it (unchanged)

§  Health Damage per shot increased by 30%

§  Break Damage per shot increased by 25%

§  Rate of fire reduced by 15%

§  Clip size increased from 7 to 9

§  Optimal range reduced from 18m to 15m

§  Maximum range reduced from 36m to 30m

§  Ransom: Scattershot

§  Now counts as a single hit per target (see Shotgun attack changes)

§  Total Break Damage increased by 200%

§  No longer pierces targets

o    Shotguns:

§  Shotguns no longer penetrate enemy armor

§  Shotgun attacks no longer pierce targets

§  Shotgun blasts now count as a single combined hit per target, instead of each pellet counting as a separate hit

§  Damage to each target scales with the number of pellets that hit

§  This significantly reduces the rate of some on-hit effects (such as Venomess’s Venom effect)

§  Each shotgun blast now fires 12 pellets, instead of 6

§  Total Health Damage reduced by 10%

§  Total Break Damage increased by 100%

§  Rate of fire increased by 25%

§  Clip size reduced from 6 to 4

§  Optimal range reduced from 12m to 7m

§  Maximum range reduced from 28m to 21m

o    Burst Rifles:

§  Burst Rifles now penetrate 25% of enemy armor (down from 50%)

§  Burst Rifle attacks no longer pierce targets

§  Break Damage reduced by 20%

§  Bursts are now 20% ‘tighter’ (less time between shots inside a burst)

§  This causes Burst Rifles’ overall rate of fire to increase slightly (~7%)

§  Clip Size increased from 12 to 18

§  Optimal range reduced from 18m to 11m

§  Maximum range reduced from 36m to 30m

§  Nightshade: Wyvern’s Fury

§  Clip Size increased from 15 to 24

o    Runecannons:

§  Runecannons now ignore 50% of enemy armor (down from 100%)

§  Runecannon attacks can pierce up to 7 targets, for a maximum of 8 targets per shot (unchanged)

§  Fixed a bug that was skewing the angle of Runecannons’ hit area, making it difficult to hit flying enemies and Eagle Eye targets

§  Break Damage reduced by 67%

§  Clip size reduced from 5 to 4

§  Optimal Range reduced from 25m to 20m

§  Maximum Range reduced from 45m to 30m

Wayfinder Changes:

·         Niss:

o    Shadow Step: Total Ratio 2.5*AP -> 3.5*AP

o    Umbral Aura: Total Ratio 6*AP -> 9*AP (all hits)

o    Vengeful Shade:

§  Initial ratio 1.5*AP -> 2*AP

§  Slam ratio 2.5*AP -> 3*AP

·         Wingrave:

o    Righteous Strike: 1.5*AP -> 2.5*AP

o    Radiant Pulse:

§  Heavy Strike: 1.2*AP -> 1.7*AP

§  (1x unupgraded, 2x upgrade 1)

§  Light Pulse: 0.55*AP -> 0.8*AP

§  (0x unupgraded, 4x upgraded)

·         Silo:

o    Firebomb Initial Damage:

§  0.5*AP -> 1.0*AP

o    Oil Bomb Explosion Initial Damage:

§  1.0*AP -> 1.5*AP

·         Physical Defense and Magic Resistance damage reduction curves have been increased. Damage reduction when defense stats are equal to enemy attack increased 15% ->18%. Maximum damage reduction (when defense stat is four times enemy attack stat) increased 40% -> 55%

o    NOTE: In a future update, we plan to change how this stat is calculated to normalize damage reduction values across enemy class. This change was too large to make it into this patch, but will be added soon once adequate testing can be done.

·         Fixed an issue where the following skills had no impact:

o    Kyros:

§  Rake

o    Venomess:

§  Transfusion

§  Vampiric Blast

§  Deep Breath

Last but not least some updated Wayfinder visuals!

·         Silo

o    New Ultimate! (Same damage profile, only a new visual)

o    Updated Fire Bomb

o    Updated Oil Bomb

·         Niss

o    Updated shade transitions

o    Ultimate polish

o    Added signature daggers during Shadow Steps

o    Reduced opacity on Umbral Aura buff

·         Venomess

o    Updated non-combat double jump

o    New Transfusion projectiles

Enemy Updates

·         AI System Improvements

o    Refactored Awareness and Threat systems to create more responsive AI.

o    Added Team Sense to help AI communicate perception events to encounter groups.

o    Added Proximity Sense so AI can detect players when they get very close to them from behind.

o    Added a component to our Threat model that helps spread pressure out more evenly among team members.

o    Updated how distance is modeled in our Threat system to better match the max range for player weapons

o    AI will better spread out to avoid each other in combat.

o    Reworked core AI navigation implementation for smoother movement.

o    Increased maximum walk and run move speeds of most melee character classes.

·         AI Damage

o    We reviewed all damage effects in the game to ensure that AI had a healthy mixture of physical and magical damage abilities so players got value from both defensive stats equally.

§  Audited damage types for every AI attack

§  Adjusted a few attacks from physical damage to magical damage (thus changing which defensive stat is used)

§  Fixed issues where some damage over time (DoT) or area of effect (AOE) abilities were doing too much damage.

§  Fixed issues where some DoT and AoE abilities were blockable.

·         Enemy Adjustments

o    Added lock-on indicators for all Hunt bosses

o    Many leaping or gap-closing attacks had their cooldowns or targeting adjusted

World Updates

·         Fixed priority tagged tiles unnecessarily affecting dungeon tile budgets.

·         Globally adjusted event budgets to allow for all events to spawn.

·         Added jump links to most tiles to improve AI movement.

·         General navigation cleanup and improvements.

·         Removed +1 content level up when completing any Chokepoint or Stronghold event.

·         Removed all objective UI from Gloom Stronghold events.

·         New encounters added for ambushes across all biomes.

Aurelian

·         There should now only be one combat chokepoint in the Repository of Knowledge.

·         Added new Memory Fragment pickups to Orbital, Facsimile, Decoder, and Clinical Trial.

·         Arcstone can now be picked up by all players in the dungeon.

·         Reduced the max active count for Arcstones to 1, down from 2.

·         Reduced the max active count for Grid puzzles to 2, down from 3.

·         Added a new Tracer variant featuring a fiery foe in the Codex Halls.

·         Updated the encounters for the hidden activation of the Facsimile event.

·         Added additional loot options to the hidden activation of the Facsimile event.

o    Each player can individually acquire bonus loot if they complete the hidden activation of the Facsimile event via exchanging extra Arcstones and Data Fragments.

·         A Matter of Time event now only requires 3 Hourglasses, down from 4.

o    Also increased the timer to 10 minutes, up from 5.

o    Any player can place an Hourglass after it has been picked up.

·         Wayfinders can now enter the Clinical Trial after it has begun.

·         Cleaned up numerous toe catches across all tiles.

The Deep

·         The Pit, The Bloodworks, and Bal Duum now have distinct art styles.

·         Added new Mines tiles.

·         Added a Chain Gang variant to The Pit and The Bloodworks.

·         Chain Gang NPC’s are now randomized.

·         Dread Legion

o    Added a 2s delay to the traversal platforms throughout the hunt.

o    Improved guidance between major platforms.

o    Tuned the range of the Gloom Collapse to not be so punishing on the second traversal sequence.

Reaver Woods

·         Reduced the max number of tiles in Reaver Woods dungeons.

·         Reaver Woods boundary tiles updated to look impassable and added dense fog.

·         Added new Memory Fragment pickups to the Gloom Strongholds.

·         Adjusted encounters in The Hollow Heart to weight Hollow creature spawns over Reaver creatures.

·         Crown of Decay is re-enabled.

o    Enemies should now properly engage the Wayfinder with the crown.

o    The Crown of Decay buff now applies to Wayfinder wearing it and others in proximity.

·         Enlightening Treasure has been added to the Shrouded Woods and Bone Orchard.

o    The chest will no longer lock Wayfinders out after 3 incorrect torches have been lit.

o    The runes will no change color to indicate the corresponding torch has been lit.

·         Ley Lines now requires 2 pillars to be activated, down from 3.

·         The Fighting Pit in the The Hollow Heart will no longer indefinitely spawn additional enemies during the finale wave.

·         Audio updates for Ley Lines, Shrine, Snare, and Sacrifice events.

·         Kolaar the Beastmaster

o    All summoned beasts have slightly increased health and resilience.

o    Added some invulnerability when Kolaar summons beasts

o    Kolaar’s melee attack damage was increased slightly

o    Kolaar’s Leap damage and range was increased slightly

o    When Kolaar commands his Bear to stomp, this ability will happen in sequence properly now instead of starting immediately.

o    Fixed issue where his bear stomp could only hit and slow one target.

·         Wormwood

o    Added a small heal to Wormwood when a seed hatches on Hallowed Ground

·         Reaver King

o    Improved mounting behavior.

o    Tuned melee attacks to be a bit more aggressive and engaging.

o    Improved Marrow’s charge attack.

Highlands

·         Added additional loot to the Gloom Tear boss islands.

·         Night’s Maw Rework:

o    New and updated AI with a focus on phases.

o    Burrow Burst reworked to be based on HP%.

o    Acid Spray now leaves a Gloom AoE behind.

o    Acid Spit now leaves a Gloom AoE behind on impact.

o    New Abilities:

§  Burrow Burst: Night’s Maw will perform a set of burrows that release a burst of Gloom energy.

§  Scream: Summons additional Wurms to fight.

§  Sea of Wurms: Summons an army of Wurms that will Burrow Burst around Wayfinders.

·         Talon of Pyre:

o    Leveled out the arena to provide a more consistent combat experience.

o    Re-timed Meteor, Vortex, and Final Phase AOEs to line up significantly better with the AOE indicator.

o    Fixed an issue where damage volumes would linger after some abilities.

o    Reduced damage during some final phase attacks.

o    Talon of Pyre now enters its final phase at 10% remaining health, instead of 15%.

o    Talon of Pyre’s final phase lasts 40 seconds max, instead of 25 seconds.

o    Defeating Talon of Pyre now spawns a chest that contains all loot.

§  The chest will remain in the arena for 120s before disappearing.

Progression & Loot Updates:

·         Event resources now drop from more events in each biome!

o    Example: Halcyon Orbs can now be found from a large number of events in Aurelian

·         Quest XP and rewards updated

o    Previously completed quests will grant the difference in rewards as appropriate one time rewards.

·         Added Battle Pass XP rewards to some Side Quests that were missing it.

o    Previously completed quests will grant the difference in rewards as appropriate one time rewards.

·         Boss loot reworked to improve the item mix and increase the the drop rate for epic accessories.

·         Vestige and Essence drop rates now scale with difficulty sphere.

·         Trickster Chest loot improvements:

o    “Large” Trickster Chests:

§  Guarantees a Trickster Coin.

§  1 item from Accessory, Echo, Gloomstone, Trophy.

o    “Small” Trickster Chest:

§  1 item from Gold, Spectra, Trickster Keys.

·         Trickster Bar loot improvements:

o    Added a ‘Pity’ loot tier.

o    Reworked all tiers to grant escalating rewards.

o    There are now 2 outcomes that guarantee Trickster Coin.

·         Trickster Wheel loot improvements:

o    Wins now guarantee the following:

§  Trickster Coin.

§  1 item from Accessory, Echo, Trophy, Gloomstones.

§  1 item from Gold, Spectra, Keys.

·         Highlands chest spawn rates slightly increased.

·         Highlands accessories should no longer be dropping at level 1!

·         Spectra Revamp:

o    Higher Tiers of Spectra are now found when using 2+ Imbuements, rather than being based on the level of the dungeon.

o    Quantities scale with the sphere of the Lost Zone.

o    Reworked all recipes to align with the new spectra scheme.

·         Fixed an issue causing Marrow to not always drop loot.

·         Reaver King Echo:

o    Increased damage (250% → 350%)

o    Cooldown reduced (30s → 15s)

·         Marrow Echo: Increased Crit Power (10% → 20%)

·         Lord of Blades Echo:

o    Increased damage (100% → 350%)

o    Increased cooldown (10s → 12s)

·         Ryv’n Echo: Now works against all enemies, not just Gloom enemies.

·         Argent Hand Echo: Bomb damage increased (200% → 300%)

·         Consumables are now fully consumed when used.

o    Consumables will no longer be refilled by traveling or signal fires.

o    Wayfinders can now bring much more than 3 consumables with them into a Lost Zone.

o    Consumables recipe costs have been reduced.

Mutator Updates

·         Mutators will no longer target players on player start locations or checkpoint respawns.

o    Players in these areas are no longer targeted by things like bombs.

o    Damage effects will still damage players.

o    But Ground effects will not damage players in these areas.

o    Trickster knockbacks won’t affect players in these regions.

·         Hunt Resets

o    Mutators will now clean up after hunts/expeditions end.

o    Mutator objects will despawn.

o    Periodic events will stop.

·         Gloomshroud:

o    Gloom Shroud holdout duration decreased by a third.

o    Gloom Collapse recharge rate of cleansed station increased by 100%

·         Gloom Collapse:

o    Radiant Torch should no longer duplicate.

o    Torch no longer floats in the air if dropped while airborne.

o    Torch won’t get stuck on elevators.

o    Dodging won’t clear gloom erosion.

o    Torch will now automatically respawn at the most recent checkpoint if it falls out of play.

§  Or on the center tile during The First hunt.

·         Trickster:

o    Fixed “fake loot” spawns.

o    Updated bombs to match radiuses with art better.

o    Updated bombs to ragdoll after exploding.

o    Updated to stop spawning bombs after an instance is completed.

o    Bombs no longer have collision.

§  Bombs that have already spawned, but have not exploded will deactivate and drop to the ground.

o    Reworked all bombs (spawned bombs, chest bombs, and fake loot bombs) to only explode for a single frame

§  Previously the damage region would persist for a second.

·         Firebombs:

o    Gained all updates from Trickster Mutator

o    Fire pools now have a max limit, and will despawn the oldest one when a new one is created.

o    Fire bombs ground/explosion radius now match visuals.

·         Golden Cache:

o    Fixed a lot of interaction issues. This should only be destroyed by the explosion from a gloomtouched enemy.

·         Greed:

o    Gold piles should replicate correctly now

o    Gold piles should no longer “poof” out of existence and should play a quick sinking animation when gathered.

o    Gold Mites no longer spawn from every pile.

o    Gold mites no longer spawn one at a time. But now in swarms.

·         Toxic:

o    Added “Mushroom Masher” buff

§  If a mushroom is killed by a Melee ability, it will grant the killing player a temporary attack power buff.

o    Updated puddles to not tick immediately upon entering the puddle. Giving melee players a window to get in and attack it before being hit.

o    Updated puddles so that players may now jump over them / through them

UI/UX Improvements

·         Characters and Weapons can now be Awakened at the Summoning menus using crafting resources or Awakening Stones.

·         XP Cache items can now be consumed from the Upgrades category in the Player Inventory.

·         Item Details for Accessories now show echo slot count and slot type icons.

·         Player can cycle to view equipped Echoes in Accessory slots while selling to a vendor.

·         Quest menu now has a navigable reward grid that shows item details on focus.

·         Quest menu displays quantity of items and gained XP.

·         Quest menu displays number of tracked quests.

·         Vendor item grids now display stock limits and out of stock feedback.

·         The Event Item Requestor menu now has fewer interrupting steps for selecting and confirming the item to give.

·         Additional stat increases are displayed in HUD when a Character or Weapon levels up.

·         Imbuement Selector displays a preview of resulting Mutator when selecting and creating combinations.

·         Runesilver Shop now displays Character and Weapon stats and ability details.

·         Player can toggle an expanded view of Echo details while in the Echo menu, for information that is truncated.

·         Reward Tower now has a Floor selection list.

·         PC players can select between Quitting to Main Menu, and Quitting to Desktop from Pause menu.

·         World Map access button now more prominent in Map menu.

·         Pause menu visual revamp with updated buttons and meter displays for Reward Tower, Character and Weapon.

·         vendor items now display in a block grid, previously was a list entry.

·         Player Inventory now displays items in a block grid, previously was a list entry.

·         Echo Fusion rank icon updated to not confuse with Awakening stars.

·         Visual update to Character stat display.

·         Visual update to Quest Start & Complete summary menu.

·         XP toasts appear in the HUD at key thresholds to display Character and Weapon XP progression.

·         XP progression bars have been added to the player HUD.

·         Echo Inventory:

o    Updated list entry layout, condenses name, level, and rank visuals to make more room for power rating value, and larger type icon

o    Added power level to the info box at base of menu.

o    You can now sort by Power Rating, Rarity, Name, Capacity, and Recent

Oh and all this cool stuff!

·         XP Caches are now usable!

·         XP from creatures, bosses, and expedition completion bonuses have been reduced by 30%.

o    Dev Note: When we buffed XP by 300%, we had said we intent to revisit those values. Initially Wayfinder was planned to release with XP caches being functional but that didn’t happen, so XP felt very scarce for players. So we increased XP values massively to remedy that. With XP caches online we’re making an adjustment.

·         Weapons are now dyeable!

·         Added 2 additional dye slots for Wayfinders!

·         Wolf now has new items available for Helper Coins!

·         Improved housing item placement system for smoother decoration.

·         Combat music is no longer tied to enemy threat level. It will only start in specific combat scenarios like events, hunts, and anchor fights. Music will also no longer stop and start during hunts.

·         New impact sounds have been added for all weapon classes. Rifles also now have hit indicator sounds. Crits now have sound associated.

·         Signal Fires are now approachable from both sides.

·         Signal Fires now replenish flasks.

·         Flask refill stations have been removed from Highlands and Skylight.

·         Players returning from a hunt or expedition will now spawn much closer to the Gloom Gate.

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