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Update notes via Steam Community

Hello everyone, Gronkins here with patch 0.1.0, which is the launch of Early Access! This patch includes sweeping changes to the whole game, and naturally, not all of these apply to the demo. System changes affect both the Demo and EA versions of the game, however almost all of the new content is only available in the EA version of the game. With that said, let’s get into the patch notes


New Content (Early Access)

Venture past the Frozen Halls and deeper into Bar-Ulduun. The EA launch features floors 2-5. Additionally, the level cap for Early Access is now level 55

Dungeon Rework

The dungeon has received a major rework and almost all rooms have been rebuilt. Dungeon layouts can now be a lot more varied, as they now have a chance to contain alternate routes and can contain side rooms. Additionally, deadly traps can now appear

More interactables can spawn in the dungeon, such as:

  • Barrels

  • Weapon barrels

  • Potion wells

  • Adventurer's Packs

Additionally, a potion well now always spawns before a boss fight while in a dedicated boss area

Items

Brass Ring: Has been renamed to Garnet Ring

At low levels, Iron Rings in drop tables have been replaced by Azurite Rings to make mana sustain easier

Daggers

The implicits of daggers have been rebalanced to be more in line with other implicits

+3% Crit Chance -> 3% increased Critical Strike Rating

Gems

With gems currently, especially for a Physical damage build, converting your Physical damage to an Element may not be desirable. So I'm slightly changing where conversion can roll to make weapon gems more usable

  • Physical to Elemental conversion has been moved from weapons to amulets

  • Additionally, conversion stats can roll on Tier 1 Gems, starting at 4%


New Item Type: Salvage

Ancient dwarven relics, often known to adventurers as "salvage", can now drop. They can be sold to the blacksmith for a lot of gold

Personal Stash

A personal stash has been added to the Expedition Camp for you to store items. Note: this is a personal stash and not shared across other characters

Item rarity rework

At low levels, uncommon items are more common and rares are slightly more common

Item Modifiers

  • Increased cooldown recovery can now only roll on Amulets

  • Amulets can now roll: chance to: bleed, ignite, poison, shock and chill

  • Health on hit can no longer roll on amulets

  • Parry modifiers can no longer roll on Staves and Wands

  • Mana on hit can now roll on rings and weapons

Resource on hit

On hit effects that cause you to gain a resource now only trigger once per hit, regardless of how many enemies have been hit

The issue was these effects had to be balanced around groups, making them very weak for single target

As part of these changes, stats like health and mana on hit have been significantly buffed

These changes also affect leech

Gold

The economy of the game has seen a lot of changes:

  • The value of all items has been increased

  • Enemy gold drop chance: 100% -> 35%

  • Enemy modifiers that provided a chance for enemies to drop an additional gold pile have been replaced with a modifier that simply increases the amount of gold dropped

As a result of this change, gold amounts dropped by enemies has been significantly increased


Experience

XP curves have been rebalanced so at the early game levelling is slightly slower. To compensate, many abilities now unlock earlier. More on that later

Currently, the XP reward from bosses felt underwhelming. Bosses should feel like an event, especially considering how infrequently you fight them. As such, bosses now grant significantly more experience

  • Bosses now have a 1000% XP bonus

Balance

Dual Wielding

  • 20% More Attack Speed -> 15%

  • Additionally you now deal 15% more damage with attacks while dual-wielding

Stats

The Elemental Resistance mod has been renamed to All Resistance. All Resistance now additionally provides resistance against Nature and Shadow damage. As a result, most sources of All Resistance have been nerfed

Status Effects

Damage over Time statuses have been slightly reworked to give each element its own unique identity

Bleed:

  • 100% Damage over 5 seconds -> 80% Damage over 2 seconds

Poison:

  • 100% Damage over 5 seconds -> 120% Damage over 6 seconds

Ignite:

  • 100% Damage over 5 seconds -> 100% Damage over 4 seconds

Shock:

  • 35% Damage -> 40% Damage

Additionally, Damage over Time effects now stack to increase their damage. Previously, DoT effects would apply separate damage instances, causing each new DoT to deal damage separately. Now, for example, if an enemy has multiple poisons, it will be represented as a singular poison that hits significantly harder. Overall damage is unchanged

Enemy Balance

Frost Troll:

  • HP: 1500 -> 1800

  • Damage: 7-10 -> 9-14

Frozen Rune Sentinel:

  • Damage: 28-35 -> 22-33

Bosses now have slightly larger hitboxes, making it easier to hit them with projectiles

Local Enemy Modifiers:

  • Maximum Health as Extra Energy Shield: 20% -> 25%

Area Modifiers:

  • Increased Maximum Health: 20% -> 15%

  • Maximum Health as Extra Energy Shield: 20% -> 15%

Passive Skills

The larger passive skill caps limited build exploration as you could gain so much power by only investing in the first row of a passive skill tree, which limited build diversity. As such, they have been adjusted

All maximum passive ranks have been reduced. All passives that had a maximum rank of 12 has been reduced to 5, and all passives that had a maximum rank of 8 has been reduced to 3

On top of these changes, most passive trees have seen a rework to compensate for lower maximum ranks, have received an additional row, and many have seen significant buffs. For example:

Molten Strikes (Old):

+4% chance to Ignite

Molten Strikes (New):

+4% chance to Ignite

4% increased Fire Damage

Master of Iron (Old):

2% Armour Penetration

3% increased Armour

Crushing Force (New):

4% Armour Penetration

4% increased Physical Damage


New Trees

The Dancer:

The Dancer is a new tree under the Swift Archetype, focused on Evasion and avoidance

The Star:

The Star is a new tree under the Enduring Archetype, focused on Energy Shield and Mana


Devotion

Many Devotion bonuses have been nerfed, however, you now gain 1 Devotion point every level, up from 1 every second level. Additionally, most Devotions now grant bonuses based on their archetype

Major archetype bonuses: Each 5 points devoted to a specific archetype grants a bonus:

The Mighty: +1 Strength

The Swift: +1 Dexterity

The Clever: +1 Intelligence

The Enduring: Does not grant archetype bonuses


Abilities

Basic abilities

Basic abilities can now bypass their mana cost. Basic abilities still cost Mana, however, being out of Mana no longer prevents you from using them. So even if you are completely out of Mana, you aren't completely helpless and can still fight. Note: This only applies to Basic abilities (such as the default attack)

New Abilities

  • New Ability type: Movement has been added,  requiring level 8 to unlock, there is only one type available per class currently

  • Ultimate abilities have been added, requiring level 28 to unlock, there is only one type available per class currently

As part of the XP changes, the level progression curve has been adjusted so you can unlock abilities earlier

Ability Level Unlocks:

  • Signature Ability: 5 -> 4

  • Defensive Ability: 8 -> 6

  • Movement Ability (New): 8

  • Ultimate Ability (New): 28

Warrior

Cleave is now called Overpower

  • Overpower no longer has any increased Area of Effect

  • Damage: 90% -> 100%

  • Now deals 20% increased damage to enemies below 35% Health

Rallying Shout:

  • Missing Health Regeneration: 8% -> 10%

Rogue

Leeching Strikes: 

  • Health Stolen on Hit: 10%  -> 25%

Auras

I want to give players uniform access to sources of attack and movement speed without feeling like they are forced to lose an aura slot to Haste, so Haste has been removed and replaced with a new aura called Blur. Blur provides increased Evasion rating. Additionally, many other auras have been adjusted

Might:

  • No longer gives increased Physical damage

  • Instead grants 5% chance to cause double Stun buildup

  • Extra Damage as Physical: 2% -> 4%

Vitality:

  • Percent Health Regen: 0.5% -> 0.4%

  • Increased Health Regen: 10% -> 8%

Inspiration:

  • Percent Mana Regen: 0.6% -> 0.5%

  • Now also has 6% increased Mana Regen

Rigour:

  • Now also grants 15% increased Critical Strike Rating

Determination has been renamed to Defiance

Multiple new auras have been added:

  • Meditation: An aura granting increased resistance

  • Fervour: An aura granting extra Fire damage, Ignite, and Fire conversion

  • Cruelty: An aura granting extra Cold damage, Chill, and Cold conversion

  • Volatility: An aura granting extra Lightning damage, Shock, and Lightning conversion

  • Ferality: An aura granting extra Nature damage, Poison, and Nature conversion

  • Concentration: An aura granting increased Energy Shield and reduced Energy Shield Recharge Delay

  • Blur: An aura granting increased Evasion


Potions

Potions felt too much like something you had to press constantly and felt annoying to manage, rather than a powerful situational tool to help you sustain in combat. As such, enemies now drop fewer potions, but potions are now significantly stronger. Additionally, you now start with more potion charges

  • Base potion charges: 30 -> 40

  • Base flat recovery and scaling of Health and Mana potions have been increased


Due to the increased power of potions, the potion drop threshold for bosses has been reduced

  • Boss Potion Threshold: 80%/60%/40%/20% -> 75%/50%/25% (This is a nerf)

Respecialisation

A new NPC called the Scholar can now be found in the Expedition Camp. The Scholar accepts Morphic Crystals to perform Realignment, allowing you to respec either all of your passive skills (including devotions) or abilities

  • Morphic Crystals are granted for each boss kill quest. Older characters who may have already completed these quests have been granted 2 Morphic Crystals

  • Currently, Morphic Crystals are limited and are the only way to respec your character


Miscellaneous Changes

  • Boss kill quests now reward 1 Morphic Crystal. Older characters have additionally been granted 2 Morphic Crystals

  • Added basic character customisation

  • You can no longer clear sockets on an item that already has empty sockets at the Jeweller

  • Zoomed out camera slightly

  • Random adventurers now have a larger dialogue pool

  • Audio Settings now save

  • Various UI Improvements

  • Various SFX and VFX Improvements


Key Rebinding

Basic rebindings for keyboard and mouse have been added. Controller and Gamepad are not supported. Additionally, some of the default bindings have been changed to be more intuitive:

  • P now opens Passive Skills

  • K now opens the Spellbook

  • B is now the default keybinding for the Inventory


Bug Fixes

  • Fixed a bug that caused attack speed to be zero when unequipping a broken weapon

  • Fixed a bug where elemental penetration was not applying correctly

  • Fixed a bug where item tooltips weren't displaying properly on items on the ground

  • Fixed a bug where the dungeon map wasn't displaying correctly

  • Fixed a bug where dungeon doors were not closing when a boss fight started

  • Fixed a bug that allowed you to partially bypass mana costs of upgraded abilities

  • Fixed an issue that caused rich text tags to apply to player character names

  • Fixed an issue that caused Armour modifiers to appear on pure Energy Shield chest equipment

  • Fixed an issue that caused hybrid Energy Shield equipment to have too much Energy Shield

  • You are no longer considered dual-wielding if one of your weapons is broken

  • Fixed an issue where Slam was inflicting more Stun Buildup than intended


Closing Words

So that’s all for now. This is the largest update to Legends of Azamar yet, and due to the nature of Early Access, if you encounter any bugs, issues or have any thoughts on the balance of the game, feel free to let me know!

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