Jump to content
Sign in to follow this  
ddace

CDT Update 2 Beta Discussion

Recommended Posts

The Community Development Team is proud to announce that our second content update is ready for Public Beta testing! There are lots of new features, content and improvements made at the request of the community. So please take some time to look through the changes and enjoy testing.  Also, please use this thread to post any feedback you may have on the changes.

New Content

  • Embermount Volcano campaign map with Poenix Boss
  • Embermount Tavern Theme 
  • Phoenix feather plaque when beating Embermount
  • New enemy - The Harbinger
  • 4 New weapons (1 for each class)
  • Two new pets in Embermount Survival
  • Moon Pet added to Moonbase Survival
  • 3 New accessories - Brooch, Mask and Bracers 
  • Steam Trading Cards (will be released when Update 2 goes live)
  • Cosmetic Accessory Set Bonuses: Crystal, Embermount and Palantir (based on hat, mask and bracers)
  • News page updated

Improvements

  • Items rated as transcendent or above have a particle beam showing over the item to make picking them out of the pile easier. Beam only shown on items not filtered from the minimap by quality
  • Electric aura’s can damage the tavern dummy
  • The highest damage dealt to a target by chained proximity mines will be dealt instead of the first to deal the damage
  • Maximum starting wave is now set per map (23 on 25 wave maps, 28 on 30 wave maps, 33 on 35 wave maps, 38 on 40 wave maps)
  • Camera rotation is locked when in top down placement mode (building / repairing / upgrading)
  • New Setting - Can move while building (disables movement while in top down placement)
  • New Setting -Enable tower dynamic lighting (significant performance benefits when disabled.) Affects traps and projectile towers (most notably inferno traps and fireball towers) Requires restarting DD after enabling to take effect. Disabling requires a new tower of that type to be built.
  • Cursor placed relative to the hero in the placement casting state
  • Removed slight frame rate dependency from many damaging towers. All projectile towers, Lightning Tower, Slice’n Dice, and Proton Beam. Every point in tower rate counts. There are no breakpoints.
  • New item comparison calculation for armour and accessories
  • Items can be renamed when at their maximum upgrade level at the cost of one upgrade
  • Item naming character limit has been increased to 36
  • Added a report issue button to the pause menu
  • Palantir, Greater Turkey Hunt, CD, Temple of Love, Winter Wonderland, and Silent Night accessory multipliers now match those awarded by lab assault
  • Moonbase now has a survival mode
  • Added confirmation message when hitting 42 on Moonbase DDR machine
  • Initiate Enemy Drain ability, Spider Minion web, and Wheel of Fortuna buff/debuff enemies resistance factor applied to the training dummy
  • Jester’s Move Tower and Wheel abilities can be used in the tavern
  • Trap/Aura selection priority is identical for repairing. Selection will be based only on current health percentage.
  • Trap/Aura upgrade priority favours traps when upgrades are equal, otherwise whichever tower has the least upgrades.
  • Instant upgrade will favour towers that can be upgraded over repairing towers that are at their maximum upgrade level.
  • Traps and auras can overlap spawns and show a warning when doing so
  • BucBay - Repositioned the hero spawn points to face the main crystal and open area instead of the dead end.
  • Golding an enemy (by Djinn / Wheel) increases its power by a percentage so the power boost scales into higher level games
  • Djinn ability casting durations depend on difficulty (enemy gold beam and tower desummon). That is to say, buffing/desummoning takes more time on a lower difficulty
  • Summoner minions can move sensibly over short distances with no pathfinding mesh present (ie. when placed on walls, they won’t always jump off before moving along)
  • On Nightmare difficulty, the 50% of loot that was not receiving wave/difficulty multipliers has been replaced with fully scaled items
  • Party Popper tower animation scaling reduced so it doesn’t spaz out with only a few points in tower rate
  • EV beam collision is now much more consistent between pre/post placement
  • Armour vs. weapon comparison skewed more in favour of armour to bias the drop removal priority
  • Traps on uneven terrain can now trigger on any walking enemy inside its radius
  • Slow ogre spawns on some maps on NM difficulty are much improved in many cases
  • Armour type drops rates boosted by 25% for random equipment drops.
  • Character health over 1 million is displayed using the high value format to 4 significant figures (eg. 1.234 M) to prevent the health value running off screen
  • Excess equipment removal function has been rewritten. Fixed an unconfirmed issue which removed many more items than intended under some circumstances, and it is much faster.
  • Excess mana removal function rewritten. Introduced a biasing system to keep tokens with a larger value around for longer. Large tokens will still be deleted eventually. This is not a bug, but a design decision that was made to prevent players waiting until the end of the round to collect mana and not being significantly penalised for doing so.
  • Multiple upgrades can be applied to an item in a single click when using “pro mode”. No key down - 1 upgrade per click. Shift down - Applies up to 9 upgrades per click. Ctrl down - Applies up to 50 upgrades per click
  • Predicted stat value will account for the number of upgrades to be applied
  • Invasion shows the current phase number in the UI
  • Inferno trap damage and attack rate updates for (de-)buffs in real time

Bug Fixes

  • Proton beams and inferno traps with high attack rates now deal damage every tick. Multiple proton beams can also damage the same target because of this fix
  • Public games being played on a different version no longer visible in matchmaking
  • Items with all negative stats no longer show as an upgrade if no equipment is present to compare to
  • Large aura’s (>18 units in radius) are always picked up immediately when entering upgrade/repair/sell casting modes
  • Fix lightning tower not being able to chain off an enemy if it kills it in the same tick
  • Fix for semi-random interval between first and second shot after reloading a gun
  • Fix for other heroes banked mana being displayed incorrectly in the pause menu
  • Fixed ghost pillars in Hall of Court
  • Palantir no longer warns of fish wyverns
  • Old One’s belly crystal can be attacked by all weapons
  • Instant upgrade will no longer attempt to repair towers that have health above the normal repair threshold
  • Fixed south west doors on Buccaneer Bay that wouldn’t animate on wave start..
  • Fixed unintended increase in high level armor dropping
  • Fixed Ogres dropped by Goblin Copters damaging crystals in CD and WW.
  • Fixed Djinn casting time being accelerated by ensnare auras
  • Enemies set to golden state don’t retrigger the Wave 10 and Wave 20 survival difficulty spikes
  • Prevented any item spawning with negative damage, upgrades, or ammunition (observed as 1/1 upgrades, 10 damage, or 1 ammunition spawning too frequently)
  • Summoner minion collision on client games now matches the host (no more rising out of defences)
  • Phase shifted summoner can no longer be killed by explosive attacks exceeding 100,000 damage
  • Fix apprentice / squire / huntress weapons spawning with incorrect (high) quality ratings
  • Fix items with 8 negative stats being evaluated as godly
  • Possible fix for a wave skipping bug
  • Fix double multiplication bug causing items in the tavern shop to show up with much higher than intended prices
  • Mix mode skeletons will now always timeout if they get stuck in an unrevived state
  • Moonbase gravity is not dependant on frame rate
  • Tavern XP bonus doesn’t award a “score”
  • In Local/Open game modes, having the mod missions selected will not lock out the Shards and Lost quests buttons
  • Loot multiplier scaling now increases with every wave of a map (integer division…)
  • Fix stretched Squire masks
  • Fix for wyverns, djinn, and goblin copter pathfinding logic stalling and appearing stuck. Fixes the infamous CD wyvern along with almost every other stuckage for these three enemy types
  • Fix floating damage numbers disappearing offscreen when attack rates continuously exceed 10 times per second
  • Fix health decay rate for proton beam depending on the attack rate
  • Possible fix for goblin copters forgetting to drop their ogre when the drop zone is reached
  • Possible fix for DEW / Spider targeting when there are no targetable players on larger maps
  • Jester “Move Tower” ability now uses the same placement rules as when the tower is being built.
  • Fix mapname not being visible to clients in the tavern in some circumstances
  • Fix accented ‘U’ in Uber maps being incorrectly formatted and not showing as an accented ‘U’
  • Fix projectile speed multipliers on Moonbase Quietus reward being unexpectedly low
  • Fix issue preventing item particle effects showing up correctly while dropped on the floor (to be used for new items)
  • Fix weapons equipped to the series EV not always hiding all particle effects correctly
  • Fix map selection UI jumping to Deeper Well if a player joins the game when looking at the Lost Quests maps
  • (Partial) Fix for repair/upgrade auto selection finding a tower out of range
  • Fix for minimap quality filter breaking for qualities above Ultimate

Balance Updates

  • Tower Buff Beam - Base boost values increased while upgrading effectiveness has been reduced. Fully upgraded buffs are nearly identical, but unupgraded beams are significantly more powerful and the scaling with stats is much more noticeable
  • Slice’N Dice and Lightning Tower - Higher damage output. Damage per tick now increases with the attack rate stat so that damage output continues to scale into lategame (including buffs and debuffs). Scaling revised to account for this.
  • Bowling Ball Tower - Faster attacks. Animation time exponent increased from 0.8 to 1.0 (significant increase in high end attack rate). Bowling ball tower damage had fallen well behind at high levels due to it’s below average animation duration scaling. Increasing the scaling exponent to 1.0 brought the damage up to comparable levels and makes it easier to compare across towers for future changes.
  • Deadly Striker Tower - Slightly slower, more powerful attacks. Animation time exponent increased from 0.67 to 1.0. Attack Rate exponent reduced from 0.77 to 0.6. Damage scaling exponent increased from 1.1 to 1.36 Base damage decreased from 350 to 300. An even worse case than the bowling ball tower for the attack rate being restricted by the firing animation. Overall attack rate scaling was reduced to compensate for the faster animation and keep the tower in it’s niche (slow, high damage). Damage scaling increased to bring it closer to other towers at high stats (because of a quirk in how damage is calculated, base damage remains the same even though it was decreased)
  • Magic Missile Tower - More powerful attacks. Damage scaling exponent increased from 1.105 to 1.15. Single target towers need to do more damage than multi target towers. The MMT wasn’t, so it gets a small buff.
  • Darkness, Inferno, and Gas traps - Base charges increased to 3 from 1/2/2. Trigger radius scaling reduced to match cloud radius scaling
  • Ethereal Spike Trap - Base charges increased from 2 to 4. Attack radius now scales with trigger radius so it can always hit the enemy that triggered the trap. Damage now scales much, much faster, starting off at ~3.5x a proximity mine trap, and ending up around 10x the same trap
  • Proximity Mine Trap - Base charges increased from 2 to 4
  • Mana Bomb and Purity Bomb - Significant increase in damage scaling. Blocked in assault challenges due to combination of absurdly high damage and long range


Current Issues/changes

  • Bring down Ethereal Spike damage
  • Revert trap trigger range change
  • Phoenix randomly diving into lava and dying from a killzone
  • Missing minimap icons for phoenix/mini phoenix things
  • Minimap icon colors for ult+/ult++ not same as particle beam
  • Toggle for particle beams
  • Proton beam health decay
  • Embermount survival XP drops off
  • Overlord bounds restrictive on South side of Embermount
  • Option settings not being retained
  • Flying enemy not properly triggering traps
  • ProMode upgrade issue when naming accs

Share this post


Link to post
Share on other sites

Holy Wow!!!

Now that is a long list of changes/improvements/fixes!!

Awesome job.

So same as always - opt in to beta testing through steam?

edit :  steam - library - DD - properties - betas - community beta branch

Share this post


Link to post
Share on other sites

Good work on the update, I am looking forward to trying the new content although I haven't made it there yet.

The dynamic tower lighting option does significantly improve performance when disabled which is greatly appreciated when playing on a lower end PC.

I am playing with lower level heroes and am glad to see that the weapons are no longer all godly. I have noticed another loot drop that seems to consistently have a level requirement significantly higher then it should be. I have done two Magus Quarters survivals on Medium HC and all 8 serpents that I received required level 70. I have also just finished a Summit survival on Easy HC and was rewarded with 3 level 70 dragons, but this time I did get a level 30 dragon as well. 

It's been to long since I played these maps on lower difficulties so I can't say if that is where these drops have always been, but I thought I would share my observations so far. I do realize this is still a fairly small sample of runs and on only two maps so I will update this once I have done a few more survivals trying different maps. 

I've just used lightning towers once since opting into the beta, and they do seem to be doing a good job. I think that was an insane Alchemy Labs.

Share this post


Link to post
Share on other sites


@Beorn424 quote:

Good work on the update, I am looking forward to trying the new content although I haven't made it there yet.

The dynamic tower lighting option does significantly improve performance when disabled which is greatly appreciated when playing on a lower end PC.

I am playing with lower level heroes and am glad to see that the weapons are no longer all godly. I have noticed another loot drop that seems to consistently have a level requirement significantly higher then it should be. I have done two Magus Quarters survivals on Medium HC and all 8 serpents that I received required level 70. I have also just finished a Summit survival on Easy HC and was rewarded with 3 level 70 dragons, but this time I did get a level 30 dragon as well. 

It's been to long since I played these maps on lower difficulties so I can't say if that is where these drops have always been, but I thought I would share my observations so far. I do realize this is still a fairly small sample of runs and on only two maps so I will update this once I have done a few more survivals trying different maps. 

I've just used lightning towers once since opting into the beta, and they do seem to be doing a good job. I think that was an insane Alchemy Labs.

Thank you for your feedback and it is nice to hear some are testing at the lower levels.  Please continue to watch those drops and let us know if the level remains too high. 

Share this post


Link to post
Share on other sites

the new tavern looks sooo good, well done! Also, I had trouble launching the game at first. if anybody is having the same problem, i would recommend deleting your local content and then redownloading and installing the game. it worked for me. 

Share this post


Link to post
Share on other sites

Love you guys for keeping the game alive! <3 Are you going to do a full wipe when update 2 goes live? If so, is there a way to revert back to an earlier version of the community beta branch?

Share this post


Link to post
Share on other sites

Unless Im blind I dont see anything about fixing the problems plaguing starting players/my playthrough...

ie....items/pet rewards


Did I simply not catch that in the notes or miss it in all the technical details, or did you guys accidentally forget about this? Havent played the beta yet but it sounds awesome.

Share this post


Link to post
Share on other sites


@starfox64_0 quote:

Unless Im blind I dont see anything about fixing the problems plaguing starting players/my playthrough...

ie....items/pet rewards


Did I simply not catch that in the notes or miss it in all the technical details, or did you guys accidentally forget about this? Havent played the beta yet but it sounds awesome.

We havent forgot to include it in the beta, just the notes apparently.  Gear should be dropping back at the appropriate levels.  Also, diamond spawning is working once again.

Share this post


Link to post
Share on other sites

i'm not sure if anybody else has had this problem, but i just got to the last wave of embermount on nightmare and got on to the phoenix, but about 20 seconds into the fight it swooped down and literally 1 shot my entire defense on 1 of my crystals... neeedless to say, i lost... my builders are like 3k tower health, so is this just a problem with my stats or is it meant to kill buffed, strength drain aura'd up defenses instantly?

Share this post


Link to post
Share on other sites


@Beorn424 quote: I have done two Magus Quarters survivals on Medium HC and all 8 serpents that I received required level 70. I have also just finished a Summit survival on Easy HC and was rewarded with 3 level 70 dragons, but this time I did get a level 30 dragon as well. 

It's been to long since I played these maps on lower difficulties so I can't say if that is where these drops have always been, but I thought I would share my observations so far.

I mentioned this a few months ago.  I ran survivals on easy/med/hard first 5 maps survivals and with Hardcore on pets were spawning at lvl 70, but with lvl 14-20 stats.   With Hardcore disabled it was way more "normal". (didn't try this out on the beta yet)

Share this post


Link to post
Share on other sites

Feedback :

1- Bug : when your in overlord mode you can move the camera to the south side of the map

2- the Harbinger is a very powerful mob if you get cought by him your pretty much dead

3- the map is very diffcult wich is awesome and challenging but it will impossible for low stats even for 4k (opinion) so we wont see much of public games of it also its almost impossible to put 3 afk in

4- the new light of the items is really helpful to find the items when they are all crammed togther :)

5- new options wich is report bug will be really helpful for players and much easier that will encourage more players to report the bugs

6- iam not sure about this but i thnk the phoenix if he go through a volcano he takes some dmg wich is weird cuz thats the same place he came from xD

7- new way of placing traps is very good i used to struggle to put the gas trap alittle bit away from the others but i dont have to anymore :D

atlast i would like to say many thanks to the CDT for the awesome update

Share this post


Link to post
Share on other sites

Been playing the beta for a while already. I completed EV for 2 and EV on survival with summoner up to wave 40.




It is awesome. A few things I noticed so far however (Will add more later...) :


Best DPS/DU in the game used to be proton beams and bouncer blockades. Both AoE is tiny and one is physical (It breaks.) Now we got spike traps. Low DU, most DPS/DU, unbreakable. No drawbacks. They just hurt. Too much. I agree and increase of its damage is a nice thing, but maybe take baby steps on the thing. Or something.


Are harbringers projectiles (not the zap thingie) supposed to shoot through reflects ? And why ?


Gas trap radius makes it super hard to do Aka at lower levels. Not super hard as in impossible, but you are much more likely to get uncast. (That's when I did not use spike traps. Else Djinns were dying quick enough.)


God beams seem to make me lag. Everytime an item is dropped on the ground or equipped from there. No idea what could cause this here, since it was fine before beta.


All that being said, I am still enjoying it a lot. The map is a nice challenge and the rewards seem balanced. Will need to try other tower rebalances though, as the few I've noticed so far are extreme. Completing bonus maps with only traps should not be a thing.


Most of the changes are nice to me, but I think it will need lots of testing before it's ready. Dropped a 825x3 800 Animorphic with 1 char, first try. That normal ?

Share this post


Link to post
Share on other sites
I will just quickly point out that proton beams prior to this patch were bugged and didn't do the damage they said they did (the dummy lied, the readout lied, the actual damage was halved and they didn't stack...). While there is no explicit change to their scaling, protons and inferno traps both received a significant boost in real output because of that bug fix (and the infernos got a second one from taking rate buffs too...). In future any similar issues should be able to be picked up on the dummy since it is now treated to *all* the checks a normal enemy is.

Share this post


Link to post
Share on other sites

it seems theres a bug with the ev's proton beams where if an enemy steps on it it loses health and wont stop losing health until the proton beam dies its health even drains during build phase. i cant seem to make it stop losing health no matter what as soon as any enemy touches

Share this post


Link to post
Share on other sites

I just reached wave 15 on medium difficulty (no HC) at Magus Quarters and thought I would report back on the pets. Removing HC does make the pets drop from requiring level 70 to level 30, along with a reduction in loot quality (which is to be expected.) 

I don't really think that the pets I am getting when hardcore is enabled deserve the level 70 requirement. Anyhow I thought I would post some screenshots to show exactly what is dropping. The first dragon has a level 30 requirement.


Summit Easy HC

[spoiler]

6801AC511E250C5EC66B608EBC0E732E5FAEDB74FDAAFA579AA34170562D58EB736F3532320F618265958E0CB8CB0D85B6764B660A7CCF70BD1ED7A5

[/spoiler]


Magus Quarters Medium HC

[spoiler]

5C72A481765620CC14CFB9FD66B67FF4A3D0A18691A7CC6A169ACE507A3268F869D58747D8B3C1ECBEB44DB10910CA01236A2E28928D0EAC7560023F580F972E7EF2E30E27A9E14169E58051626D7671

[/spoiler]


Magus Quarters Medium

[spoiler]

2DC1D9D5692DC820208131D75FD3855353041FCF963F41FD89BD13DEA1DC4453E92A8070B778811DB4847DDE093E007D40060164F9B2048E01C450B1

[/spoiler]

On an entirely different note, are there any spoiler tags that I can put all these images in?

Share this post


Link to post
Share on other sites

I posted this in the particle beam thread, but i will repost it here:


I would suggest a toggle button for the rarity particle beams so you don't have to open up settings and disable/enable it every time.


Probably something convenient to press like tilde (~).


Share this post


Link to post
Share on other sites

So far my experience with the beta has been mostly good, there are a few things I do feel need balancing. The new mob... if you are caught off guard by one (especially in survival) you are for sure dead, maybe there damage can be tuned back a slight bit but having a new tough enemy to face is always nice.

Share this post


Link to post
Share on other sites

My Beta Feedback

so here i am posting my feedback in this thread. after testing the beta for a little bit on the first day of launch my opinion has been super positive.  the patch looks great and i am looking forward to playing it on live servers but due to completeness i have found some things that i would like to post here and bring some attention to them. first i will begin with ember-mount.

Ember-Mount Feedback

  • i noticed that when running ember-mount the amount of monsters barely changes from what i noticed it was sorta like this (340 -> 778 -> 778 -> 779 -> 779 -> 801 -> ...) sorta like that not sure if this is due to making the map go fast or if they change the composition to make the map hard past wave 1.
  • I love the jet you placed so that we can get to the forge quickly and it makes it much easier to build the map.
  • The new monster is awesome and i think it should be implemented in further maps to shake things up if the theme makes sense. like making another fiery map the monster would make sense.
  • I love the statue of the lava lobster that is in the map since it add so much character to the map.
  • one thing i do not like is the lines that show where the monsters will go since i feel that it may remove the ability to make aggro builds for the map and makes it more binary like a map in DD2 just placing defences to counter each lane. one thing i don't like in DD2 and i really don't want it to be here. but other than that i think it is great.

The Map Changes

  • i like the fact we got 2 survivals to do in this patch and i am super happy to try and farm those maps to see how the drop rate is compared to lab. even if it is a bit worse i feel i would rather run it than that map.

The New items

  • all of them seem nice and look great. i am looking forward to make a barb themed around the fire swords and some of the new accessories. 
  • i like how the bracer's can spawn ultimate if i am not mistaken this means that we can get a full set of ultimate accessories. being the santa hats and the beards now these new bracer's.
  • Fire unicorn enough said

Loot Beams

  • ok so here we go with this so i have a few things to say (note i did not test too much about this) i like the beams me being colour blind makes me like the choice you made for the colour's i can see the difference between ult+/++ and normal ultimate. but i am unable to see the difference between sup and ultimate. though this is not a real issue since it barely effects anyone but me and maybe a few others i thought i would bring it up. maybe it would be cool if you could choice the colour for each level of beam in the options to make it nicer on us people of colour blind.
  • one more thing that i hope can happen sadly i did not test this when i was on the beta but i hope works. so you know how we can set it to only show sup or higher ult or higher on the map.  if we said only sup or higher in that option it would only show loot beams for things that are sup or higher. please tell me if this works or if it does not thank you.

The News Screen

  • I like the news screen that pops up it helps people to know stuff is still being done and what is new. 

The New Training dummies

  • It is like the training dummies went back to school on showing us information. they have come back even smarter than before. every patch they just seem to be cooler and cooler. next time they will get cool sunglasses and or top hats. wait could we be able to place top hats on the training dummies it would be a whole new world.
  • also this is off track but im thinking about it so im gonna say it. you know it would be cool to have like a armour stand like in skyrim where you can place the items on and when you interact it would open the profile of a character wearing that set.  as a way to show of floor sets without needing them on a char. now back to relevant stuff.

Conclution

Great job guys this patch is amazing and im really happy to have it hit live servers. hope you found one thing here semi helpful if not then im sorry for wasting your time with a literal novel of a post. keep up the great work making DD the best game it could possibly be.

Have a nice day.

Atherial

Share this post


Link to post
Share on other sites

I've noticed a bug with the "Dynamic Tower Lighting" option. When you disable "Dynamic Tower Lighting" it will stay disabled for that games session. However, if you close Dungeon Defenders the next time you start the game up it will be enabled again.  It's just a bit inconvenient to have to disable it every time you play.

Share this post


Link to post
Share on other sites


@Atherial quote:


  • one more thing that i hope can happen sadly i did not test this when i was on the beta but i hope works. so you know how we can set it to only show sup or higher ult or higher on the map.  if we said only sup or higher in that option it would only show loot beams for things that are sup or higher. please tell me if this works or if it does not thank you.

This is already linked.


@Beorn424 quote:

I've noticed a bug with the "Dynamic Tower Lighting" option. When you disable "Dynamic Tower Lighting" it will stay disabled for that games session. However, if you close Dungeon Defenders the next time you start the game up it will be enabled again.  It's just a bit inconvenient to have to disable it every time you play.

We are looking into having it permanent.

Share this post


Link to post
Share on other sites


@binksowns quote:

it seems theres a bug with the ev's proton beams where if an enemy steps on it it loses health and wont stop losing health until the proton beam dies its health even drains during build phase. i cant seem to make it stop losing health no matter what as soon as any enemy touches

whoops, has been fixed...


@Beorn424 quote:

I've noticed a bug with the "Dynamic Tower Lighting" option. When you disable "Dynamic Tower Lighting" it will stay disabled for that games session. However, if you close Dungeon Defenders the next time you start the game up it will be enabled again.  It's just a bit inconvenient to have to disable it every time you play.

Unforseen difficulty with how options are handled for steam builds have caused this issue with all of the new/improved options. Hoping to have a workaround before then end of the beta period


Looking into the pet level requirement thing, but it may just be an artifact of the older tier system. Nothing outside Nightmare was ever intended to have that HC modifier. In that case, I may have to pull a few strings to make things fall into line

Share this post


Link to post
Share on other sites

i just started playing again last week after 2 years of not playing and i was so happy to see that people are still playing. i cant believe this game is even getting updated and more dlc. i think everything you've added is amazing. the only problem i have with anything is that on lab run at the end the evs bosses sometimes get stuck and are kinda buggy but its no big deal.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×
×
  • Create New...