Ragnarök is upon us, and Odin needs heroes! This Co-Op Hero Action-Slasher takes up to 8 players into gigantic PvE battles for the fate of the universe. Choose your champion, level & gear up to stand your ground against thousands of enemies coming in waves of increasing might.
[b][h2]Champions[/h2][/b]
[h3]Bjorn [/h3]
[list]
[*] Attack damage increased for both basic attacks and the [i]Ground Slam[/i] ability.
[/list]
[h3]Aella [/h3]
[list]
[*] The [i]Heartseeker[/i] attack has been made reworked. It will now always explode instead of requiring an enemy to be on fire to trigger. In addition, it will do extra damage to enemies that are on fire or frozen.
[*] The stun effect on [i]Fearless Scream[/i] will now only last 1.5 seconds on bosses. This ability will still have a 5 second stun for non-boss enemies.
[/list]
[h3]Yuki [/h3]
[list]
[*] The damage for Yuki's [i]Whirlwind[/i] attack has been slightly increased.
[*] Yuki's [i]Shadow[/i] ability now only provides 80% damage production, down from 100%.
[/list]
[h3]Jalb[/h3]
[list]
[*] [i]Shield Bash[/i] damage has been increased.
[*] Using both the [i]Retaliate[/i] and [i]Fortify[/i] abilities together will no longer provide a player with 100% damage reduction. The damage reduction from both of these abilities combined is now capped at 75%.
[*] [i]Retaliate[/i]'s retaliatory damage has been updated to return more damage to bosses without bonus multipliers.
[/list]
[h3]Gwen[/h3]
[list]
[*] Gwen's spear projectile attack has received an increase to damage and an added splash damage effect.
[/list]
[b][h2]Gameplay[/h2][/b]
[list]
[*] When respawning or reviving, Champions will now be immune to all damage and will not be targeted by enemies for a short time. This effect remains in place even when attacking an enemy. While this existed in some form before, it was less noticeable and the protection it provided players respawning was not sufficient.
[*] The speed of stamina regeneration for sprinting has been slightly increased.
[*] The [i]Healing Rune[/i] usable item has been buffed and now restores health at the same pace as the Healing Pool points of interest.
[/list]
The following temporary changes from Hotfix 1.0.3 have been reverted.
[list]
[*] When starting alone in a scenario enemy health has been reduced by 14% and enemy damage was reduced by 40%
[*] When starting with 2 players in a scenario enemy health has been reduced by 10.5% and enemy damage was reduced by 30%
[*] When starting with 3 players in a scenario enemy health has been reduced by 7% and enemy damage was reduced by 20%
[*] When starting with 4 players in a scenario enemy health has been reduced by 3.5% and enemy damage was reduced by 10%
[*] All games: Players start with 3 of each rune
[/list]
The following temporary change from Hotfix 1.0.2 has been reverted.
[list]
[*] Matches of 4+ players in both the Arena and Towers of Vigrith scenarios will start with three lives.
[/list]
The reverted changes were quick balance fixes that have been addressed in other ways with Update 1.0.4.
[b][h2]Scenarios[/h2][/b]
[list]
[*] New tree LOD models have been added that should eliminate flickering and increase performance in tree-heavy areas across both scenarios.
[/list]
[b][h3]Towers of Vigrith[/h3][/b]
[list]
[*] Increased drop rate of Rune pick-ups prior to the North Tower phase in the early game.
[*] Increased Tower and Pools health based on starting player count across matches.
[*] Increased Tower health regeneration when tower buttons are activated during boss fights.
[*] At lower player counts, when a pool is lost during the pool phase, nearby Dishonored Dead will begin to pursue players instead of objectives. This will make it easier for 1-3 players to defend them if one is lost.
[*] For both the West and South Tower combat phases, the total number of elites is now capped based on starting player count. Spawn rates and times have been adjusted for all player counts.
[*] During the final wave, the number of elite enemies has been capped based on player count - this cap goes away once the final fire giant spawns.
[/list]
[b][h3]Arena[/h3][/b]
[list]
[*] Changed how many elite enemies can be active at once for different player counts.
[*] Health of Towers and Pools has been increased at lower player counts.
[*] Difficult sub-waves that could trigger randomly will no longer do so at lower player counts. These include the poison fog, fire meteorite, and ice meteorite waves.
[/list]
[b][h2]Settings[/h2][/b]
[list]
[*] Damage numbers will now be displayed by default. They can still be toggled to hidden in the Settings menu under 'Show Combat Text'. The current setting will not change for existing users but will default to on if you return to default settings.
[*] The 'Mute All' function will now persist in menu after reopening it.
[/list]
[b][h2]Art[/h2][/b]
[list]
[*] Updated VFX for boss and elite spawns.
[*] Updated VFX for character spawns.
[*] Updated VFX for Surtr's abilities.
[*] Updated Death Priest Projectile VFX.
[/list]
[b][h2]UI[/h2][/b]
[list]
[*] Tooltip added to XP bars to tell players how much XP they have.
[*] Escape menu updated to include the player as part of the match lineup.
[*] Updated the Champion Mods/Rune Mods banner styling.
[*] Pressing ESC in the Emote/Weapons/Skins menu now closes the menu.
[/list]
[b][h2]Performance[/h2][/b]
[list]
[*] Improved frame rates when many entities are present.
[*] Improved issues with highly variable frame rate for some users.
[/list]
[b][h2]Bug Fixes[/h2][/b]
[list]
[*] Fix for showing victory and objective icons in the wrong UI position while dead.
[*] Fix for an issue displaying the 'Ghostly' variant of Gwen’s Horn.
[*] Fix for Towers of Vigrith scenario ending if all players are downed while they still have lives remaining.
[*] Fix for keybind mapping text 'key already bound' overlapping with itself.
[*] Fixed an issue with the player not showing up in the ESC party menu if they failed to connect to Vivox.
[*] Fix for the wrong Champion abilities shown during the 'waiting for connections' state.
[*] Fix for the auto run icon repeating.
[*] Fix for Frost Giant dialogue that wasn’t audible.
[*] Fix for an activities error occurring during rapid fire single player matches.
[*] Improvements for the stretching of XP Potion buttons.
[*] Improvements to client correction of projectiles after a network update.
[*] Fix for players getting stuck in queue after a match.
[*] Fix for groups getting stuck in a bad state if two groups invite the same person at the same time.
[*] Fix for overlapping Champion Selection SFX.
[/list]