Aerial Wand Attack: can be triggered in mid-air and is an AoE for wands Wand Evasion Attack: adds more flow to wand gameplay, and has wider, piercing projectiles.
Aerial Wand Attack (see above)
Wand Evasion Attack (see above)
Advanced Necromancy (more skeletons!)
Totem Mastery (more totems!)
Blast and Cast (After a critical strike with a wand, the base damage of your next staff attack within 10 seconds is increased by 50%)
Puncture (Ranged piercing damage is increased by x%)
Barrage (Dealing damage with Bows has a x% chance to restore 1 durability to that weapon)
Survival Instinct (Defeating a Shroud-infested enemy with a bow or dagger restores x sec of time in the Shroud)
Updated links for bug reports, feedback and community spaces for Chinese (Simplified and Traditional), Japanese and Korean. This should not lead to a recompiling of shaders, as no shaders are modified by this change. Similarly, dedicated servers do not need an update.
## What changed
- **VFX crash issue** — fixed a visual effects bug that could cause the game to crash
- **Crash detection** — improved the system that identifies crashes, which requires recompiling many shader files and may cause slightly longer load times
- **Dodge roll animation** — fixed stuttering that occurred when standing still immediately after performing a dodge roll
## Bug Fixes
- **VFX files** — shader compilation takes longer due to improved crash diagnostics across visual effects
- **Player movement** — dodge roll no longer stutters during the recovery animation when stationary
## Overall
This patch fixes crash-related issues and improves stability diagnostics at the cost of slightly longer initial load times.
Fixed a VFX issue that might lead to a crash
Improved crash detection even more to help us diagnose and fix future issues. This affects a lot of VFX files, therefore shader compilation might take a bit longer than usual. Sorry about that, but we promise it’s for a very good reason!
Fixed dodge roll stuttering when standing still after the roll
## What changed
- **VFX crash issue** — fixed a visual effects problem that could cause the game to crash
- **Crash detection system** — improved diagnostic tools to identify future crashes more effectively, which requires recompiling shader files and may extend load times on first startup
- **Dodge roll animation** — fixed stuttering that occurred when the character stood still immediately after performing a dodge roll
## Bug Fixes
- **VFX files** — shader compilation will take longer than usual due to improved crash detection implementation
- **Player movement** — dodge roll no longer stutters during the transition to idle stance
## Overall
This patch addresses stability and animation issues while implementing better crash reporting infrastructure.
Fixed a VFX issue that might lead to a crash
Improved crash detection even more to help us diagnose and fix future issues. This affects a lot of VFX files, therefore shader compilation might take a bit longer than usual. Sorry about that, but we promise it’s for a very good reason!
Fixed dodge roll stuttering when standing still after the roll
## What changed
- **Mining animation and sound** — fixed desynchronization issues where animations and audio would fall out of sync during mining
- **Base performance near large lakes** — eliminated extreme rubberbanding and performance degradation for bases constructed adjacent to large water bodies
- **Crash detection system** — improved to enable better diagnostic capabilities for identifying and resolving future crashes
## Bug Fixes
- **Mining desync** — animation and sound now stay properly synchronized
- **Lake-adjacent base lag** — performance stabilized in previously problematic areas
- **Crash reporting** — enhanced backend systems for faster issue identification
## Overall
Mining audio/visual sync, lakeside base performance, and crash diagnostics have all been repaired.
The mining sync and got mining out of easily sync, which is now fixed. Sorry, we fixed the mining animation and mining sound breaking and getting out of sync. There, better!
Bases that were built near large lakes could experience extreme rubberbanding and performance issues, which are now fixed.
Improved crash detection to help us diagnose and fix future issues.