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Dark Envoy - guns n' sorcery RTwP RPG by Tower of Time developer

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
6,089
more ambitious than Tower of Time
Maybe on the production and presentation front

I really think they moved in the wrong direction with both. Tower of Time had a comfortable indie RPG look.

The new art direction and fully animated cutscenes give the game an amatuerish look that ToT, with it's much lower budget, did not have. It gives the impression the developers were trying to imitate much larger studios but falling short.
 

Shaki

Arbiter
Joined
Dec 22, 2018
Messages
1,580
Location
Hyperborea
more ambitious than Tower of Time
Maybe on the production and presentation front

I really think they moved in the wrong direction with both. Tower of Time had a comfortable indie RPG look.

The new art direction and fully animated cutscenes give the game an amatuerish look that ToT, with it's much lower budget, did not have. It gives the impression the developers were trying to imitate much larger studios but falling short.


I don't think it's about imitating larger studios, it just feels like simply not having art direction at all, similar feeling I had with Dragon Age franchise and Baldurs Gate 3. It's just most bland and boring generic fantasy look, feels like some suit saying "ok, we want the high quality 3d animated look, but our audience is split among different groups, we have both cute fluffy puppies crowd, and grimderp enthusiasts, so just make something inoffensive, as much in the middle as possible, so no one really hates it."
 

cr0mag

Novice
Joined
Mar 5, 2019
Messages
36
Playing the game now, it's a pretty fun mid game. It's like the concept of dawn of war 2, executed to play like dota
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,470
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
Playing it right now and game opened a bit after act 2. This is just like Tower of Time but with a larger scale and worse exploration. I remember that ToT had good amount of secrets, puzzles but this game has pretty linear maps with obvius loot. Maps felt like JRPG maps with less space.
Loot is random and they tried to balance it with crafting, enchanting but still a pain in the ass to get gear. At least there are some fixed unique items that are powerful and effective.
Fights become hectic and micro intensive quickly. You can automate party members but their AI mostly wastes spells and cover.
Classes have nice amount of specialization and most of the skills feel good to use. Summons are pretty underwhelming because of their nonexistant AI. Fighters can hold the line while ranger can control the field with traps and poisons. Magi kills enemies in seconds as usual. Engineer felt underpowered if you focus on summons but can be good auto attacker with right tools.
Game has lots of jankiness, from cutscenes to menus and UI.
And lastly, to my surprise, game got good amount of C&C. There are some difficult choices and they pay off, one way or another. Not another "OMG I'm knight in shining armor or LOL die (attack)" type of RPG at least.
I can only recommend this if you did stomach Tower of Time, otherwise avoid this.
 
Last edited:

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,767
Patch 1.2 is Live!
-20% Discount is planned from tomorrow (13 December) at 18.00 CET

Celebrate the release of Dark Envoy's major update! The update is available now, and there will be also a -20% discount that will run from December 13.

Dark Envoy patch 1.2 aims to make the game more challenging and tactical. It does this by slowing down combat, making enemies more powerful, and adding new minibosses and gameplay events. It also improves graphics and animations, and brings other new features that are detailed below.

We're committed to making Dark Envoy as close to perfect as possible, so please continue sharing your feedback with us. We appreciate your support and input.

Thank you for being an integral part of this journey!

Should you have any issues in this patch, or want to play through the game with previous balance, you can always continue your journey on the public beta branch “previous_version”.

New Features / Highlights
  • Reduced Jankiness in combat - slower turning animation, better blend, better acceleration animation, for both enemies and players. We tried to find the optimum balance between fluid visuals and responsiveness. Since we got massive negative reviews due to jankiness, we’d appreciate your continued feedback on this matter.
  • Major game rebalance aimed towards a more tactical, refined and engaging combat system.
    See Gameplay and Balance for details.
  • Greatly improved animation quality and pacing in select cutscenes, mostly across Act 1. More cutscene polish incoming in the future updates!
  • New feature: Challenge Arena, where players can tackle unique encounters that do not scale to their party level. As you level up, new challenges will become available on Challenge Boards placed in cities.
  • New feature: Training Room - a special location that allows players to test their builds and equipment in-between quests. To reach it, go to your airship and click on the doors to go under the deck.
  • Random dungeons have been upgraded and reworked with more changes and improvements on the way! See Gameplay and Balance for details.
  • Specialization skill trees can now be previewed before the player chooses a specialization.
  • A Respec Merchant was added to Free Phoenicia, allowing players to change the specializations (but not base classes) of their main characters and companions.
  • Enemy Skill Names are now displayed above their casting bars (by default in Tactical Mode only, can be changed in the Settings).
  • Enemies will now gain new skills and skill variants in the later parts of the game (at level 6 and 12).
  • Lighting on levels and in cinematics was adjusted for a darker, more mature tone and atmosphere.

Gameplay and balance

Main Balance Changes
  • The primary goal of this rebalance was to slow down the combat and make it more tactical, as well as make mid and end game more interesting, by adding new skill to enemies depending on their level.
  • Number of enemies is generally reduced significantly, but they are individually stronger
  • Number of reinforcement encounters is reduced / and number of units in reinforcement combats is lowered
  • Threat (Aggro mechanic) now works more reliably. Taunt skills take the highest threat from all allied units and transfer it to the tank.
  • Critical Damage is now applied after mitigation from all sources (before it increased base damage, making it scale crazy)
  • Damage Reflect is simplified - if you hit an enemy for 50 damage and it has 50% Damage Reflect for Weapons, you get back 25 damage, not mitigated.
  • Boss Tenacity system was reworked. The bosses are no longer immune to all hard CC effects by default. Instead, the maximum duration of a hard CC (stun, knockdown, freeze, etc.) effect on a Boss unit is 3s., after which they gain a 10s immunity for all hard CCs.

Player skills
  • Warrior: Mana Siphon passive ability will no longer remain active after resetting the skilltree
  • Warrior: Frenzy passive ability will now apply correctly.
  • Guardian: Shield Master passive skill will now apply correctly.
  • Guardian will no longer gain absurdly high Tenacity values at higher levels.
  • Blademaster: Draw Blood passive skill will now apply to all melee weapons (previously was incorrectly limited to 1-h weapons)
  • Blademaster: Restorative Cuts passive skill will now apply to all instances of Bleed being applied on enemies, not only the ones applied by the user.
  • Assassin: Toxic Renewal passive skill will now trigger on attacks inflicted on the enemy's Magic Shield. Previously it only worked upon dealing damage to the enemy's HP.
  • Assassin: Dark Sacrifice passive skill will now correctly lower the user's HP.

  • Ranger: In Cover passive skill will now apply correctly.
  • Ranger: Amplify Poison passive skill will now apply correctly.
  • Ranger: Skill Sprint passive skill will now apply correctly.
  • Gunslinger: Cheat Death passive skill will now block excess damage and save the user from a killing blow, making it much more likely to trigger.
  • Sharpshooter: Steady Hands passive skill will now apply correctly.
  • Sharpshooter: Bunker Buster skill has been reworked - it is now an AoE that causes a chain reaction with covers caught in its explode radius.
  • Sharpshooter: Scouting Drone skill gained explosive charges that it drops along the way in addition to its previous Marking effect.
  • Sharpshooter: Deadly Shot skill and its variants have been reworked into a powerful single-target ability that scales with target's missing HP.
  • Sharpshooter: Execution skill and its variants have been reworked into a unique ability that targets a single unit but bounces off to as many enemies as possible within a given radius. It is now much more spectacular and its effectiveness is on par with other classes' ultimate abilities.

  • Engineer: Increased Range passive skill will no longer incorrectly apply to 1-handed weapons upon item swap.
  • Engineer: Strong Criticals passive skill will now apply correctly.
  • Engineer: Armor Transference passive skill is now limited to 3 stacks (previously non-stacking).
  • Engineer: Integrated Circuits passive skill will now apply correctly
  • Constructor: Mechanical Synergy passive skill will now apply correctly.
  • Inquisitor: Apostle passive skill will no longer clear Invisibility

  • Adept: Barrier skill Magic Shield value was reduced slightly and duration set to 20 seconds across all levels.
  • Adept: Skillpower Boost passive skill will now apply correctly.
  • Elementalist: Immolate skill now has a maximum cap for Damage scaling with enemy’s Max HP but it ignores enemy Armor.
  • Elementalist: Corrosive Magic will now apply correctly.
  • Combat Medic: Combat Medic’s healing abilities can now “overheal” - a portion of the heal value that exceeds target’s max HP is transferred to Magic Shield, as denoted in skill descriptions.
  • Combat Medic: Mana Virus is now applied to X enemies in a cone (depending on skill level), making it easier to reliably hit multiple enemy units.
  • Combat Medic: Dedication passive skill is now limited to 3 stacks (previously non-stacking).
  • Combat Medic: Self-preservation passive skill is now limited to 3 stacks (previously non-stacking).
  • Combat Medic: Healing Crystal will no longer use up its HP trying to heal fully healed characters outside of battle
  • Summoner: Arcane Backup passive skill is now limited to 3 stacks (previously unlimited).
  • Summoner: Arcane Scavenger passive skill is now limited to 3 stacks (previously unlimited).

Attributes: Total Attribute overhaul:
  • Starting attributes are now at 1 and they provide no bonuses and no penalties.
  • Initial number of attribute points is 9.
  • Attributes between 1-10 provide standard bonus per point for some stats,
  • Attributes between 11-20 provide higher bonus per point,
  • Attributes between 21-25 the highest bonus per stat.
  • You can no longer max 3.5 attributes, but they provide better bonuses.
  • You can no longer max 1 attribute at level 1, as it was destroying the fun
  • Might - now also increase Weight Limit. Max Weapon Damage 60% → 75%
  • Speed - Max Attack Speed 60% → 75%. Cooldown Reduction bonus 40%-->30%, Movement Speed nodes 30% → 20%
  • Endurance - increased max Health bonus 200 HP → 500 HP
  • Mastery - HP and Mana Regeneration scale progressively better at 1-10, 11-20, 21-25.
  • MAJOR CHANGE: if you continue the playthrough - you will notice reduction of available Attribute Points, but stats will remain roughly the same, as we removed “penalty” range 1-5 but also reduced starting attributes from 30 to 9.

Enchantments
  • Grit - Health % changed 3%-->4%, Tenacity% 6%-->4%
  • Shard Armor - Armor to damage ratio 0.25 → 0.20
  • Abnormal Growth - Health% changed 5%-->3%
  • Inner Magic - Mana% changed 4%-->3%
  • Electric Armor - radius increased from 2m → 3m
  • Envoy Light Seal - attribute bonus 25%-->20%
  • Glass Cannon (Armor) - Critical Damage 100%-->50%

Equipment
  • Increased Melee weapon damage across all tiers. They are now roughly 20% stronger than ranged and magic weapons.
  • Balanced 1H vs 2H weapons across all item types. 1H weapons are generally 25% stronger for Low Armor enemies and 25% weaker for High Armor enemies.
  • All melee 2H weapons now have Cleave. Polearms have the highest Cleave damage
  • Increased Armor on items - slightly for Light, more for Medium, considerably more for Heavy, as late game High Armor tanks did not perform their role well enough, especially on higher difficulties:
  • Before: Armor was not a worthy mitigation source, Dodge/Block and Elemental Resistances trumped it.
  • Now: Heavy Armor offers roughly 60% (for weakest units) to 40% (for strongest units) mitigation throughout the entire game, if augmented with Armor+% items). With reduced Dodge cap and Block cap – Armor is now the main reliable source for damage mitigation.
  • Scale of the changes at the end game, fully buffed: max Armor 400 → 1000.
  • Increased Armor Strip and Resistance Strip scaling for higher item tiers, so they are useful mid and end game and worth investing into.
  • Increased usefulness of Shields (offhand items) - higher armor and much higher shield - so Sword+Board is more viable for full tank builds. Also, added Reflect Damage from Weapons and/or Reflect Damage from Skills as base shield damage to compensate for dps loss and reward players who play active tank (i.e. get Aggro from the enemies)
  • Heavy Armor - reduced weight by 1

Items Modifiers: Rebalance of stats across all items and modifiers, in general:
  • Reduced: critical damage, dodge chance, cooldown reduction, skillpower - especially on higher item tiers and higher research tiers
  • Increased: max health, armor penetration, armor strip, max armor%, max shield% - especially on higher item tiers and higher research tiers

Random Modifiers: Changed the number of random modifiers on Green, Blue, Purple items, depending on source of the item:
  • Crafting level 1: 1 / 2 / 2 (green / blue / purple)
  • Crafting level: 2: 1 / 2 / 2
  • Crafting level 3: 1 / 2 / 3
  • Crafting level 4: 2 / 3 / 2
  • Loot: 1 / 2 / 3
  • Merchant: 2 / 3 / 3

Random dungeons overhaul
  • Random dungeons are now slightly smaller but grant the same amount of resources and items and are packed with more enemies to make them feel more condensed and action-packed
  • New minibosses were introduced for the Bandits, Spiders, League and Empire families and now have a chance to spawn on random dungeons. More minibosses coming soon!
  • There is a higher chance to encounter random gameplay events like an Ancient Vault or the newly introduced Heart of the Manaless
  • Random dungeons can now generate in 3 additional biomes: Mines and extra variants of Swamps and Ancient Ruins
  • Players can now complete 2 random dungeons between quests (previously they could do only one)
  • Researching the Scouting II upgrade now allows players to see the main guaranteed reward on each random dungeon. This reward will always spawn on the final segment of the dungeon.

Difficulty Settings
  • Difficulty settings now also include Enemy Skillpower setting. Still, non-telegraphed skills should never one-shot a moderately geared dps-focused character. However, they can one shot glass cannon characters, as before.
  • Reduced Health for higher difficulties - no more bullet sponges, but might require debuffs for health regen or armor penetration / armor strip
  • Reduced Weapon Damage for higher difficulties - no more one-shotting full, high armor tanks
  • Enemies cast skills more often at higher difficulties
  • Hard - Health/Weapon Damage: 30% + 3% per level
  • Hard - Skillpower bonus +25%,
  • Hard - Cooldown Reduction -20%
  • Hard - Higher mana
  • Insane - Health/Weapon Damage: 60% + 5% per level,
  • Insane - Skillpower bonus +50%,
  • Insane - Cooldown Reduction -30%
  • Insane - Higher mana

Misc Balance changes
  • Enemy Attack Speed was standardized:
  • Type A (*) enemies - very fast attack speed (0.7 - 0.5), low effectiveness vs high Armor
  • Type B (**) enemies - fast attack speed (0.5)
  • Type C (***) enemies - medium attack speed (0.4)
  • Type D (****) enemies - slow attack speed (0.3), high effectiveness vs high Armor
  • Exception: enemies with Prism weapons which have 0.25 attack speed

  • Removed Magic Shield for type A, B enemies, 25% shield for C, 40% for D - for increased visual clarity of enemy types.
  • Reduced Enemy Weapon damage scaling for higher levels (so they don’t 1x or 2x shot a full, high Armor tank)
  • Balanced Enemy Skill Damage overall, so skills roughly equal to 2-6 times the weapon attack of the enemy, depending on skill type (e.g. utility skill, small aoe with debuff, large aoe damage focused, single target nuke, etc..). Reduced number of telegraphed skills to reduce visual chaos, however, telegraphed skills are more powerful now.
  • Fear - movement speed gain reduced from 100% to 25%
  • Daze - no longer adds movement speed
  • Bleed - reduced damage by approx 30%
  • Movement Speed bonuses are reduced across items and skills.
  • Movement Speed - explore speed slightly reduced, combat speed slightly reduced - in our attempt to slow down combat / make it more tactical.

Starting stats rebalance:
  • Warrior - starting weight 40→45 (so full Imperial Heavy Armor → not over-encumbered)
  • Ranger - starting weight 35→40
  • Engineer starting Mana reduced from 85->80
  • Adept starting Mana reduced from 100->90

Weight tiers rebalance:
  • Weight Tier: Heavy - Movement Speed -15% → -10%
  • Weight Tier: Medium - Movement Speed 10% → 5%
  • Weight Tier: Light - Movement Speed 25% → 10%


Class per level bonuses rebalance:
  • Assassin, Gunslinger, Combat Medic - Movement Speed 0.2 m/s → 0.1 m/s
  • Summoner - Cooldown Reduction 0.2% → 0.1%

Stat Caps
  • Cooldown Reduction - 50%
  • Elemental Resistance - 80%
  • Tenacity - 80%
  • Critical Damage - 300%
  • Dodge - 50%
  • Block - 50%

Other Gameplay changes
  • Fixed an issue that occasionally caused characters to have their skillbars permanently locked upon using Shield Bash (Shield weapon skill).
  • Added 2 new variants of hackable turrets environment - Krannite Earth Shaker and Elven Fire Spire.
  • Prancer spider unit was switched to a frost based enemy to add greater variance to the Spiders family.
  • Fixed incorrect level scaling on several enemy skills.
  • Critical Strikes will now correctly apply for ranged weapons with Explode.
  • Fixed various AI score calculation issues causing enemies to rarely use certain skills.
  • Fixed an issue that caused the damage fountain not to appear for several damage over time effects.
  • Minimap reveal range was reduced, to match fog of war range.
  • Fixed janky movement animations (interrupted every few moments) on melee enemies chasing running player units.
  • Many improvements for enemy & player AI skills casting.
  • Autonomous characters can now cast draw skills and will attempt to avoid enemy AoEs and other dangerous areas.
  • The new Heart of the Manaless gameplay event was added in the Breaking and Entering quest.

Animations and Cutscenes
  • Improved facial animations and emotions blending - Malakai and Kaela will now have much prettier and more natural smiles!
  • Smoothed-out gesture transitions.
  • Toned down the characters’ overly dramatic expressions.
  • Improved camera angles, lighting, depth of field, lip sync and pacing in act 1 cutscenes
  • Improved Kaela’s idle animation.
  • Adjusted Malakai's hand poses for better posture.
  • Fixed an issue causing character eyeballs to occasionally glitch on head movement.
  • Updated all of Benedict's gestures for a more coherent presentation.
  • Corrected an issue that may have caused Elven characters’ models to not animate correctly.
  • Toned down bandit dialogue animations .
  • Fixed ragdoll animations on the Krannite Iron Shepard unit.
  • Smoother transitions from fadeout during cutscenes.
  • Dead units will no longer disappear during a cutscene they died in. The wounded League Soldier should no longer dissolve into thin air while the protagonists are talking about him.

Textures and vfx
  • Upgraded, more discernible unit models for Krannite, Elemental, Hybrid and Revenant units, as well as Rat Den environmental hazard - for improved visibility in combat.
  • Improved VFX on the Gauntlet weapon projectiles.
  • Improved blood VFX on units’ death and on hit.
  • Hybrid spore aura fading was fixed.
  • Bandit Maniac’s Whirl skill vfx was slightly enlarged to match the actual range of the skill.
  • Combat Medic’s Healing Crystal aura was enlarged to match its actual range.
  • Final Boss’s unique barrier was improved graphically to be more distinct from other protective effects.
  • Titan’s rocket projectile starting points were improved to no longer appear from thin air.
  • Elementalist’s Immolate ability got a visual upgrade to make it more visible during battle.
  • Theran’s underground movement was smoothed and improved visually
  • Theran’s fossilize effect will no longer visually apply to covers and other elements of environment
  • Numerous other improvements to lighting, environment assets and level vfx.
  • Weapon trails will no longer occasionally show up outside of actual attack animations.
  • Added fade out effects to destroyed physics props, fixed some minor issues with destructible props.

UI and Technical
  • Visually improved class selection tab during character creation.
  • Skill selection radial menu now displays skill descriptions.
  • Enchanting recipes unlocked through research are now displayed on the research tooltip with descriptions.
  • Unit Popups now refresh dynamically and reflect all changes without the need to close them and open again.
  • Improved UI feedback when a player unit is “caged”, (e.g. afflicted by the Freeze status)
  • Background screens in the player menu were replaced with new, cleaner versions.
  • Fixed issues causing the game to occasionally freeze or stutter when displaying the unit information popup.
  • Fixed game crashes and unusual behavior when an unsupported controller is connected; now game should yield proper info
  • Fixed an issue that prohibited multiple overhead dialogues and messages (such as points of interest) to appear at the same time.
  • Added ellipsis (...) in places where text doesn’t fit player menu’s layout; fixed some cases with overflowing texts in large UI and language versions.
  • Fixed an issue causing certain cutscenes to glitch when opening the game menu (i.g. by pressing Esc) during a fadeout
  • Fixed certain notifications and buttons displaying in the wrong language.
  • Reorganized and reordered unit stats in player menu and unit popup
  • Fixed the priority of damage fountains and gamepad cursor; now they are shown above FX effects, unit outlines and fog of war
  • Fixed an issue that may have caused the player to be unable to load a save after a lengthy combat session.
  • Fixed an issue that occasionally caused skill markers to cover units instead of being displayed underneath them.
  • AI New setting: Pathfinding avoids danger - forcing player units to avoid any dangerous areas like AoE when receiving orders during battle. Turned Off by default.
  • Eliminated multiple issues with custom input settings causing the game to become uncontrollable. Conflicting input settings will now display a corresponding message.
  • Fixed some cases of the end-level summaries being inaccurate (e.g. not including summoned units damage in the total DPS of the summoner)
  • Fixed several exceptions that could have occurred on reassigning skills in the skill tree and cause passive skills to work incorrectly.
  • Save/Load filter buttons have been upgraded visually.

Audio
  • Major improvement of ambient environment sounds in most in-game locations.
  • Overall polish of cutscene sounds and mixing.
  • Added and improved custom sound events for various interactable elements, such as keycards, terminals, documents, puzzles, doors, vines, cages, mushrooms… and more!
  • Added sound to tactical environment elements and their effects, including: bear traps, spider ambushes and poisonous plants
  • Unified and balanced enemy spawn marker sfx.
  • Fixed an issue with enviro 3D sounds occasionally disappearing.

CO-OP:
  • Client will now properly see “a new party member has joined” popup
  • Fixed support for global skills and their usage on client side Note: recall skill is only usable by the host
  • Fixed double units appearing on client side in some cutscenes
  • Fixed auto attacks not being looped when used by client making it seem that client side attacks are not registering
  • Improved synchronization of covers between players
  • Fixed an issue causing some units on client’s side to be spawned with a wrong model
  • Fixed recall areas not being removed on client side
  • Added a handshake check of the game version to ensure both players have the same build when trying to connect. Note: from now on you won’t be able to connect if the players’ game versions differ!
  • Fixed mana/cooldown desync occasionally causing abilities to not trigger correctly.
  • Fixed objective state synchronization of gameplay events
  • Fixed mana sync issues on the client

Performance
  • Multiple fixes regarding memory leaks as well as memory utilization will be coming in the next hotfix, as those are still being tested for regression

KNOWN BUG: Some Revenant Remnant units learned to use their Camouflage ability a little too well. They may occasionally gain invisibility that does not come off when they attack. A possible workaround is to look for a position where their projectiles come from and target it with an AoE skill - the invisibility is removed upon receiving any damage.

We are committed to making this game as perfect as it can be.
Event Horizon team
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,767
Sharpshooter changes
7a7a17c0725d30c81498aa5f338aface21643449.jpg


Sharpshooter changes
The Sharpshooter specialization focused on dealing bursts of high damage to single enemies. And although it served its purpose well, it seemed a bit too one-dimensional and not as versatile as other subclasses. For this reason, we decided to make some significant changes to its skillset:
Scouting Drone
The old version of the "Scouting Drone" skill was limited to scouting and marking enemies to increase the damage of the Sharpshooter and the rest of the party. It was a useful tool for battle preparation but filled a very niche role as its use in actual combat was limited. In the new version of this skill, we decided to arm it with bombs in addition to its marking properties so that it gives the Sharpshooter a fun tool to deal with large groups of enemies.

Old
  • "Sends an untargettable scouting drone in the target direction. The drone travels for 10 s, bouncing off walls. It reveals a 10 m area around it and inflicts Marked: 20 s on spotted enemies."
New
  • "Sends an untargettable scouting drone in the target direction. The drone travels for 10 s, bouncing off walls and dropping explosive charges along its path.
    Each explosive deals X fire (+Y) in a 3 m radius and inflicts Burn: 10 s. The drone reveals a 10 m area around it and inflicts Marked: 10 s on spotted enemies.
    "
b5e5cd9bb31814229edf5276ad603d59c5a53d87.gif


Execution
The old version of the "Execution" skill, Sharpshooter’s ultimate ability, was a powerful finisher that scaled with target’s missing HP but it felt a little too similar to the Deadly Shot, making it difficult to justify keeping both of these signature skills on the skill bar.

Old
  • "Launches a powerful blast at the target enemy, dealing X (+Y) Damage + 4 Damage for each 1% of target's missing health."
New
  • "Launches a powerful blast at the target enemy, dealing X (+Y)Damage and inflicting Shaken 20 s. Bounces off to other nearby enemies, as long as there is a valid target within 5 m of the last enemy hit (can target each enemy only once)."
In the new version of this skill, we wanted to improve its usefulness while keeping true to sharpshooter’s unique sniper style. We removed the damage bonus and instead made it bounce off to the next enemy as long as another target is in range. Combined with the new Scouting Drone, it further increases Sharpshooter’s arsenal fit for dealing with groups of enemies, while making it much more spectacular and on par with other ultimate abilities

10977b46ae29d6bd3f8e6182849ada8b52caaaae.gif


Deadly Shot
Deadly shot, the first skill we unlock, has also undergone a major change. In particular, it has inherited the bonus damage based on the enemy's remaining health from the previously mentioned Execution ability. Due to the changes in other skills, Deadly shot now become the main single-target skill on the Sharpshooter's skill tree and is now much more versatile, serving both as a powerful opener as well as a strong finishing ability. With its short cooldown and two variants it should fit any sniper build, whether it’s based on Skill Power or Weapon Damage.

Old
  • "Strikes target enemy with a well aimed shot, dealing 150% Weapon Damage + X (+Y) Damage."
    • If target is Vulnerable, ignores 20% Armor.
    • If target is Shaken, ignores 20% Armor.
New
  • "Strikes target enemy with a well aimed shot, dealing 150% Weapon Damage + X (+Y) Damage and additional Z Damage for each 1% of target's missing HP."
    Status Synergy:
    • If target is Vulnerable, ignores 20% Armor.
    • If target is Shaken, ignores 20% Armor.
2d9a0591b24efd2d839ddf079d5c6ac3b89223be.gif


With these changes, we hope that the Sharpshooter will be a more versatile and engaging class, allowing players to tackle a wider range of enemies and situations.

We are committed to making this game as perfect as it can be.
Event Horizon team
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,767
Living world - Enemies
b9543f332866ef75cdcbdb84f4ab802f9284c4de.png

If, while playing the game, you've noticed that enemies start behaving differently over time, using different tactics than usual, you're correct. Enemies in Dark Envoy also evolve, just like players.

Much like player characters, who can choose their specialization upon reaching level 7, enemies also evolve at levels 6 and 12. Their development mirrors that of players, introducing entirely new skills and altering the functionality of existing ones.

For example, at levels below 6, the Empire Assassin relies on Teleport and Silencing Smoke. But at level 6, the Assassin gains Invisibility and trades Smoke for Silencing Grenade, requiring players to adapt their strategies.

4c9780c56e2dc68a7fc35a1c3b9c32f5620a75af.gif


The Rifleman serves as another notable example. Instead of acquiring a new skill, it upgrades its existing one, starting with Incendiary Grenade. This grenade evolves into Phosphorus Grenade, inflicting fire damage and blindness. At level 12, in its final form, it gains a cluster effect, significantly expanding its range.

c335b29ea0784839c09a16e8f073fb6b6597f367.gif


Even elementals like the Air Lord progress through the game. Skills like Lightning Storm become more powerful at level 6 by increasing the intensity of the strikes. By level 12, it transforms into Force Storm, expanding its coverage and dealing even more damage.

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Each type of enemy in Dark Envoy evolves in its own unique manner, adding variety to the combat experience. This feature was implemented not only to prevent combat from becoming repetitive but also to create a living world that dynamically progresses alongside the player.

Keep this in mind as you progress through the story, and be prepared for new challenges along the way.

We are committed to making this game as perfect as it can be.The Dark Envoy team ️✨
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,022
Pathfinder: Wrath
If you are committed to making this game as perfect as it can be, why isn't it turn-based? Checkmate.
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,446
Pathfinder: Wrath
If you are committed to making this game as perfect as it can be, why isn't it turn-based? Checkmate.

because most of modern TB games are brain-dead boring number check that 12 years old could clear where even when difficult is done due to number inflation instead of actual design
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,767
Living world - Choices
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Similarly to our previous post on Steam, this time we decided to delve into one of the game mechanics that might seem straightforward at first glance but possesses deeper layers. Since the following section will explore one of the first choices players encounter during their playthrough, a spoiler alert is in order!

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One of the earliest decisions that directly impacts the narrative is our initial encounter with bandits Jeremy, Jeff, and Johnny, who guard the entrance to ancient ruins.

As it turned out, over 60% of players decided to stand up against them instead of striking a deal. This decision, as you can imagine for obvious reasons, prevented their appearance in the future steps of your journey.

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If, however, you choose to parley with them, you’ll cross paths again in the City of Bones. There, you must once more decide whether to fulfill your agreement. It turns out that 81% of players chose to pay them, thus causing Jeremy, Jeff, and Johnny to remain in the city and embrace their ‘heroic’ side, as they aid in its defense later on.

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Their story doesn't end there. You can encounter them again in Act 3 of the game. Just before the upcoming battle with one of the bosses, depending on whether you paid them, they can either join forces with you in the fight or support the enemy side.

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While certain choices may initially appear inconsequential, they hold the potential to significantly impact the game world, shaping the moral compass of your characters and influencing the game’s ending. The final outcomes depend on whether the player leans towards altruism or pragmatism in their decisions.

So, as you can see, one playthrough of the game is not enough to explore all the possibilities. Hope we've managed to encourage you to further explore the game, and remember, we are committed to making this game as perfect as it can be.The Dark Envoy team ️✨
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,767
Patch 1.3 Preview 1
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It's time for our first sneak peek at the upcoming changes that will be introduced in next Patch 1.3. In addition to addressing the issues you've reported and making adjustments to the game’s balance, one of the main features that Patch 1.3 will introduce is new challenges for our more seasoned players. Let’s take a look at some of them. some of them.

Explosions? Explosions!
To complete this challenge, Crowd Control abilities will be crucial. With the escalating threat of exploding drones, keeping them unmoving and at an arm’s length will be your best bet.

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Krannite Troops
In this challenge the enemies are significantly stronger than they usually are; they deal 50% more damage and attack twice as fast, while our characters move 100% faster. While in this challenge enemies attack only in melee, they have their ways to close the gap. A momentary distraction, and even the best tank won't stand a chance. In this challenge, it is especially important to be vigilant and maintain focus.

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Armagedon
This is a level 18 challenge, where the players will face off against a neverending meteor shower. The combination of falling meteorites and enemy attacks (which are immune to meteor impacts) will require constant monitoring all of your characters.

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Apart from the challenges mentioned above, we have also prepared a few more encounters designed for characters at the maximum level of 20. However, there is nothing stopping you from taking on the challenge earlier.

Hope you enjoy the new challenges coming to Dark Envoy. If there's anything else you want to see in the future updates, let us know in the comments! And remember, we are committed to making this game as perfect as it can be.

The Dark Envoy team ️✨
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,767
Patch 1.3 - Preview 2
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Patch 1.3, in addition to the new changes mentioned in our, previous post on Steam[t.co], below we present some of the improvements requested by players.

Training Room Changes:
With the previous game update, the Training Room was added, allowing you to test your builds. It was met with warm reception, including requests to expand the Training Room with tools for testing your defense, not only just offense. With Patch 1.3, you will be able to test your resilience against brand new attack dummies.

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New Animations:
In the upcoming update, we are also improving animations, including the one shown below, where you can compare the old running animation with the new one:

Old:
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New:
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We didn't just change the visual aspect of the animations; we also changed how they function. In Patch 1.3, we enhanced the responsiveness of the animations to provide a more fluid gaming experience for players. Now, characters won't need to finish the entire animation to complete before before they can perform another action.

Old:
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New:
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Other Quality of Life Changes:
Update 1.3 will also bring minor yet highly requested changes to the UI. Among other things, with the Update 1.3, you will be able to choose the order of team members. Additionally, when visiting the shop, you will be able to compare items with other characters in the team. We've also made slight changes to the character's inventory UI, where you can now see the current weight of the items.

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We wanted to thank everyone who shares their feedback with us, both on Discord and on the Steam platform. If you want to share your ideas regarding the game elements, remember that you can easily reach usthrough the in-game "report issue" tool. This way, your feedback goes directly to the team members responsible for potentially implementing them into the game.

We are committed to making this game as perfect as it can be.

The Dark Envoy team ️✨
 

Nortar

Arcane
Patron
Joined
Sep 5, 2017
Messages
1,415
Pathfinder: Wrath
Dark Envoy should have been named Dark Bore.
And not because that's how one of the plot centric areas is called.

I liked Tower of Time well enough, but fail to find any redeeming qualities in DE.
Well, maybe C&C, but even they mainly affect the ending slides.
The largest consequence - which factions would join you (based on your previous actions) in the united final confronation - is just a background fluff.

The biggest problems are the character progression and combat systems.
There are 20 levels, but characters are limited in number of active and passive skills, so by level 14 you already have access to all the skills you can use.

The remaining 25% of levels all you want is attribute points.
And the attributes are not made equal.
Speed and Might rule the day. Endurance and Mastery are dump stats.

I played on Hard (3rd out of 4) difficulty, perhaps it was my mistake.
The game was challenging for about the first quarter if not less.
This is when I had to thik about positions, enviromental hazards and proper damage types.

And during the last third of the game I did not even have to use any active skills.
The dual-wielders are so overpowered it's beyond any reason.
All my characters had 100% crit chance, 300% crit damage and over 100% attack speed.
Enemies were melted down before I could click on which one to attack first.

With the sofisticated tactic "select all, right click" the final boss died in 10 seconds before he could do anything.
Really disappointing.

Itemization is unnecessary convoluted.
What is the difference between 1-hanged crossbow, a gun, a wand and a guantlet?
What is better an axe, a hammer or a dagger? Maybe a sword?
What is the point of buckler shields when you have tower shield?
Don't know, don't care. It does not matter either, "select all, right click".

Maybe the idea was the players would have to meticuosly choose equipment for each encounter,
but even on Hard difficulty there was absolutely no need for it.

DL/DR: A complete dissapointment. Bad character progression, terrible itemizaion, weak combat.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,767
Patch 1.3 - Preview 3
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Patch 1.3 for Dark Envoy is just around the corner, bringing exciting new features to your adventure.

New unique weapon types
With Patch 1.3, we are introducing a new set of unique weapons. Each of them will equip you with a unique weapon skill that sets them apart from the previously obtainable unique weapons.

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The new type of weapons with unique enchants that replace the default weapon skills will be available as a reward for completing challenges in the arena. Let us know what you think about them -- in the future, we might expand the unique weapon arsenal even more!

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Random Dungeon Changes
With the 1.3 Patch, we're also updating random dungeons. Upon release of the update, you can expect new biomes, minibosses, and a new random event where you must protect a generator from revenant attacks.

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What else?
Of course, these are not all the changes that await you with the 1.3 update. If you haven't seen it yet, be sure to check out Preview 1 and Preview 2 where we wrote about the other major changes in patch 1.3.

The realase for this patch is planned for next week so stay tuned. We are committed to making this game as good as it can be.

The Dark Envoy team ️✨
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,767
Patch 1.3 is Live!
Get ready for an epic update packed with thrilling content! Prepare to tackle new challenges in the Challenge Arena, explore revamped random dungeons, and experience a multitude of improvements across the board. One of the main changes in this update is the shortening and standardization of player ability cast times, ensuring smoother gameplay.

We're committed to making Dark Envoy as close to perfect as possible, so please continue sharing your feedback with us. We appreciate your support and input.

Thank you for being an integral part of this journey!

Should you have any issues in this patch, or want to play through the game with previous balance, you can always continue your journey on the public beta branch “previous_version”.

New Features / Highlights
Player ability cast times have been shortened and standardized for greater responsiveness. Most skills will now cast faster and it should no longer be possible to accidentally cancel a skill before it is cast, resulting in a waste of mana and cooldowns.
Added 6 new challenges to the Challenge Arena:
Explosions? Explosions! - Face off against waves of explosive drones. Don't let them get too close!
Krannite Troops - Stave off an attack of empowered krannites, whose weapon damage and attack speed have been increased. You can rely on your increased movement speed within the challenge.
Armageddon - Face off against waves of enemies while dodging the constant shelling from above that only affects your party.
Miniboss Showdown - Face off against a selection of minibossess accompanied by their allies.
Boss Showdown I - Face off against the joint forces of Technomancer Atia and a pair of Vault Guardians in this boss rush challenge.
Boss Showdown II- Face off against the joint forces of Technomancer Ragna and the Rogue Agent, followed by Madman and Theran in this boss rush challenge.
Introduced new rewards for the challenges, both new and previous ones, including unique items that can only be found there. All rewards have been reset on your current playthroughs so even if you already finished a challenge, you can replay it now to gain the new rewards.
Added a new side objective that can now generate on random dungeons - the Ancient Generator that rewards the player only if they successfully protect it against incoming enemies.
Added 4 new miniboss units for the Scorpion, Wild Elementals, Manaless and Crazed Robots families that can now spawn on randomly generated dungeons.
Added 4 new biomes for randomly generated dungeons: Mountain Pass, Dark Mountain Pass, Caves and Shattered Lands.
Overall cutscene and animation polish including a complete overhaul of top down dialogue cameras to minimize issues with view-blocking environment pieces as well as general camera work and atmosphere improvement.
Updated run animations on all humanoid characters.
Balance
Warrior: Guardian’s Juggernaut Passive skill now grants increased Physical Resistance and additional Elemental Resistance.
Warrior: Guardian’s Shieldmaster Passive skill now grants Knockdown chance on weapon attacks on level 1/2 in addition to Weapon Damage increase.
Warrior: Blademaster’s Inner Vitality Passive skill now scales with user’s missing HP and grants greater bonuses.
Warrior: Fixed an issue with Assassin’s Shadow Gift buff remaining on a unit indefinitely.
Ranger: Sharpshooter’s Bipod Passive skill now grants increased Attack Speed and Skill Power in addition to Critical Chance increase.
Ranger: Bounty Hunter’s Priority Target Passive skill no longer grants guaranteed 2s. Marked on Weapon Attacks. It was vastly outperforming all other Passive skills. It now has a low chance to inflict Marked for its default duration (10s) but grants its user additional Critical Damage and Armor Piercing against Marked enemies.
Ranger: Sharpshooter’s Sniper Training now grants greatly reduced threat generation in addition to Weapon Damage increase.
Ranger: Sharpshooter’s Extended Range Passive skill now correctly applies only to 2-handed ranged weapons.
Adept: Overcharge Passive skill is now only active in combat.
Adept: Elementalist’s Frost Aegis will now correctly trigger only once per combat.
Adept: Spirit Wolves summoned through Summoner’s Call of the Wild skill will now correctly apply Taunt.
Adept: Summoner’s Arcane Backup Passive Skill had its Skill Power boost reduced.
Adept: Summoner’s Arcane Scavenger is no longer stackable. Its bonuses were extremely powerful when combined with Call of the Wild and cooldown decreasing items.
Adept: Summoner’s Colossus now checks if there is a valid target before attempting to cast Entangling Roots.
Adept: Elementalist’s Fire Breath and its upgraded versions will now automatically turn the caster in an attempt to catch the most units within its cone.
Engineer: Mana Absorb Passive skill will now apply its bonuses correctly.
Engineer: Technomancer’s Mana Conduit Passive skill now grants an increased Mana Regen boost and is stackable.
Elemental Air Lord’s Chained Lightning skill will now split to fewer units.
Titan and Fire Elemental units can now turn while using their flamethrower skill, greatly increasing its effectiveness against mobile targets.
Increased movement speed on Valkyrie, Scavenger miniboss.
Increased attack range on the Phoenix Turret, League miniboss.
Increased attack range on Gear Spider, Revenant unit.
Research Nodes that upgrade crafting level will now increase it by 1 instead of setting it to a specific value. It will no longer be able to reach max crafting level without researching all corresponding upgrades.
Quality of life
Player ability cast times have been shortened and standardized for greater responsiveness. Most skills will now cast faster and it should no longer be possible to accidentally cancel a skill before it is cast, resulting in a waste of mana and cooldowns.
Players can now reorganize their party order when traveling to a location and can change it at will using the new Party Order option in the game menu.
Players can now change their currently selected unit on the merchant popup, allowing them to compare items equipped on different characters.
Current equipment weight will now display over the weight bar and the bar itself will dynamically change its color to clearly indicate which weight tier the character is currently in.
Player’s party pathfinding was improved - they will no longer regularly bump into one another and will attempt to stick together when issuing orders to multiple units instead of getting separated by obstacles.
Enemies now display a line showing their current target for better aggro clarity (only in tactical mode by default, it can be changed or disabled in the settings).
Updated and more responsive Gamepad controls. Most screens and popups can now be navigated without the use of an emulated cursor. Further improvements coming soon!
Camera should no longer occasionally get stuck outside of the level’s bounds after loading a location.
Weapon Skills are now described as such and a placeholder weapon skill icon is now displayed on the skill bar in the ability window even if the weapon skill has not been unlocked yet.
In single player the game will now pause while the player is reading a lore note.
Previously visited locations will now remain on the world map and appear grayed out, showing a map of the team’s previous endeavors.
Gameplay
Added 6 new challenges to the Challenge Arena.
Introduced new rewards for the challenges, both new and previous ones, including unique items that can only be found there. All rewards have been reset on your current playthroughs so even if you already finished a challenge, you can replay it now to gain the new rewards.
Added a new side objective that can now generate on random dungeons - the Ancient Generator that rewards the player only if they successfully protect it against incoming enemies.
Added 4 new miniboss units for the Scorpion, Wild Elementals, Manaless and Crazed Robots families that can now spawn on randomly generated dungeons.
Added 4 new biomes for randomly generated dungeons: Mountain Pass, Dark Mountain Pass, Caves and Shattered Lands.
Added 2 sets of turrets to the Training Room useful for testing unit tankiness against various elements.
Tweaked the AI of ranged intelligent units - they should now be more responsive and make decisions faster, while also wasting less time looking for cover if it’s suboptimal.
Upgraded melee unit pathfinding when chasing an escaping enemy. They will now attempt to predict its destination and adjust their path to intercept it.
Ranged units should no longer occasionally hit a wall in front of them when shooting from around the corner.
Added more item recipes to Faction Quartermasters’ stock.
Standardized recipe costs.
Reduced the amount of lengthy wave-based fights in the second half of the game.
Enemies will now stay in combat longer after breaking line of sight.
Fixed Duelist’s Gloves bonus applying when not dual wielding.
Added cast effects on certain Bosses’ skills for increased clarity
Enchantments that inflict Damage or spawn AoE effects will now only be in effect during combat to avoid needless clutter and accidental triggering of non-aggressive units.
Fixed the order of the speaker's lines in the arena fight before Joe Mana’s boss fight.
Shelter Global Skill can now be used correctly even if there are no covers placed on the current dungeon.
Fixed an issue that could occasionally cause permanent movement speed decrease on characters.
Mind Control status will no longer cause mismatch in the order of character selection hotkeys.
Fixed an issue that occasionally caused static units to spawn in a wall, locking players in an endless combat.
Ranged units will no longer crowd a spawn point they appeared on as long as they have a valid target. They will now attempt to find a good position nearby, causing them to spread more.
Skill cost reduction can no longer result in negative Mana costs.
Krannite Stone Keepers will no longer use their chains to pull enemies standing right next to them.
Fixed marking on Elemental Air Lord’s Lightning Storm skill.
Fixed an issue with Hybrid Rotmorph's Entropy Beam skill not applying Damage and Statuses correctly and not scaling with unit level.
Rogue Agent Boss will now be accompanied by rogue Troopers coming in as reinforcements.
Fixed an issue that could have resulted in the Ancient Pillar Side Objective not granting a reward upon reloading a save made immediately after destroying it.
The pipeline in Project Terminus/Doorkeepers quests can no longer be sabotaged multiple times resulting in an unlimited amount of mana spill AoEs.
Fixed Benedict’s starting shield having 0 Armor.
Fixed some incorrect status effect names on enemy units.
Fixed an issue causing challenge rewards to display lower stats on the challenge menu.
Fixed an issue that could have resulted in player characters getting stuck in a prison cell by using a waypoint in the “Not everything that glitters…” quest.
Updated some unique item icons to differentiate them further from regular drops.
Graphics
Overall cutscene and animation polish including a complete overhaul of top down dialogue cameras to minimize issues with view-blocking environment pieces as well as general camera work and atmosphere improvement.
Updated run animations on all humanoid characters.
Fixed an issue causing certain background environment elements to appear in cutscenes with a visible delay.
Added dynamic rendering of unit, destructible and clutter asset shadows.
General graphical update to story NPCs including upgraded textures and unique complexions.
Added micro normals and Ambient Occlusion on all Armors and NPCs clothing.
Improved lighting and mood on multiple main story locations and random dungeon themes.
Improved enemy unit details on close-up.
Overall polish of enemy units skill animations.
Adjusted and normalized Health Bar height on all units.
Fixed and adjusted LOD on enemy units.
Improved VFX fading on dying units.
Added blood VFX on unit death.
Updated and improved animations and textures on Hybrid, Scorpion, Elven and Elemental units.
Updated materials on miniboss units for a more unique look.
All units including Bosses now use textures with Ambient Occlusion
Fixed an issue in character creation causing starting equipment to display a fist in the main slot instead of an actual weapon.
Fixed an issue with some submeshes not being rendered correctly to the unit mask.
Fixed status vfx size on the Matriarch miniboss.
Added micro normals and Ambient Occlusion on environmental assets in the City of Bones, Free Phoenicia and Pablo’s House locations.
Fixed start points and visual timing on Hybrid units’ skills.
Fixed an issue occasionally causing graphical glitches shortly after loading a new level.
The hidden passage in the “Not everything that glitters…” quest was updated visually to look less like a passageway until the player learns its location by making specific choices.
Unique items found in the “Where it all began” quest have had their models updated for a more distinct look.
Keycards will no longer slightly sneak away from their original position.
Audio
All dialogues were updated to 3D sounds ensuring more immersive audio placement in cutscenes.
Overhead dialogues will now fade as the camera moves away from their source.
Overhead dialogues will no longer comically increase their pitch when time flow is sped up.
Overall ambient sounds and location specific audio improvement.
Added missing footstep audio and normalized footstep volume across the board.
Improved and polished sfx in cutscenes.
Fixed audio glitching occasionally on skills inflicting Taunt.
Upgraded barks on the Summoner while in Colossus form.
Smoothed audio on skills spawning multiple instances of the same audio event (such as multi-hit attacks)
Standardized volume of buff and aura sounds.
Fixed sfx on the black hole generator.
Updated sfx on player skills, including Healer’s Peace, Fire Weapons, Power Shield, Wind Stance, Iron Skin and Liquid Skin.
Fixed disappearing music track during the “Doorkeepers” quest.
Performance
Fixed several cases of memory leaks and decreased memory usage in some additional areas.
Improved overall performance in multiple combat scenarios across the game
Reduced CPU bottleneck caused by inefficient render batching

The Dark Envoy team ️✨
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,767
Patch 1.4 Preview
41a26763adab2c81e510257b14a612f64ac81189.jpg


Get ready for an exclusive sneak peek at what's coming in the upcoming Patch 1.4! In addition to addressing reported issues and refining game balance, Patch 1.4 will introduce exciting new features detailed below.

Narrative changes
One of the main features introduced in Patch 1.4 includes narrative changes. We have listened to your feedback, which is why we made cutscenes more dynamic and less janky. These changes are particularly significant in the first act of the game. For example, now you start the game by controlling two characters instead of just Malakai, as it was before. This adjustment allows for seamless co-op play right from the beginning. Additionally, we've added a scene where Vasso, one of the characters who will join us later, helps us deal with enemies.

8b2ce6d57384fbff6dbcc61f5d798fa8f0a2bfee.jpg


New Unique items
We have prepared new unique items, including unique items for each of the available bosses, as well as those that can drop randomly from chests or enemies. We expanding on the feature from the last patch, introducing even more weapons that will have their unique abilities.

When creating new items, we aimed to ensure that these new abilities are directly associated with bosses. For example, defeating the Bob, who is one of the first bosses, will reward you with the one-handed hammer "Fallen Rat King's Scepter" along with a new weapon skill "Rat Toss" allowing you to throw it at enemies dealing 200% weapon damage and poisoning them additionally it will also provide us with an passive skill that will add immortal rat companion that will assist the wearer in fights.

4a14ca208c45530761e93e9c0b4c423076b6dce7.gif


Weapon Rebalance
We've received a lot of feedback indicating that ranged attack-focused builds are much stronger than melee variations. Therefore, in Patch 1.4, we have made significant changes to melee weapons. To rebalance them properly, in the newest update, they will now deal approximately 60% more damage than ranged weapons. Additionally, we've buffed 2-handed ranged weapons, especially the two-handed crossbows, which were underutilized despite their explosive effect.

Additionally, with the 1.4 update, we make graphical improvements such as an enhanced map and a new look for mining deposits, which will now vary in appearance depending on the resource obtained.

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Thank you to all who provide feedback on Discord[discord.gg] and Steam. Remember, you can directly share your ideas using the in-game "report issue" tool, ensuring they reach our team for consideration.
The Dark Envoy team ️✨
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
6,089
Patch 1.4 Preview
41a26763adab2c81e510257b14a612f64ac81189.jpg


Get ready for an exclusive sneak peek at what's coming in the upcoming Patch 1.4! In addition to addressing reported issues and refining game balance, Patch 1.4 will introduce exciting new features detailed below.

Narrative changes
One of the main features introduced in Patch 1.4 includes narrative changes. We have listened to your feedback, which is why we made cutscenes more dynamic and less janky. These changes are particularly significant in the first act of the game. For example, now you start the game by controlling two characters instead of just Malakai, as it was before. This adjustment allows for seamless co-op play right from the beginning. Additionally, we've added a scene where Vasso, one of the characters who will join us later, helps us deal with enemies.

8b2ce6d57384fbff6dbcc61f5d798fa8f0a2bfee.jpg


New Unique items
We have prepared new unique items, including unique items for each of the available bosses, as well as those that can drop randomly from chests or enemies. We expanding on the feature from the last patch, introducing even more weapons that will have their unique abilities.

When creating new items, we aimed to ensure that these new abilities are directly associated with bosses. For example, defeating the Bob, who is one of the first bosses, will reward you with the one-handed hammer "Fallen Rat King's Scepter" along with a new weapon skill "Rat Toss" allowing you to throw it at enemies dealing 200% weapon damage and poisoning them additionally it will also provide us with an passive skill that will add immortal rat companion that will assist the wearer in fights.

4a14ca208c45530761e93e9c0b4c423076b6dce7.gif


Weapon Rebalance
We've received a lot of feedback indicating that ranged attack-focused builds are much stronger than melee variations. Therefore, in Patch 1.4, we have made significant changes to melee weapons. To rebalance them properly, in the newest update, they will now deal approximately 60% more damage than ranged weapons. Additionally, we've buffed 2-handed ranged weapons, especially the two-handed crossbows, which were underutilized despite their explosive effect.

Additionally, with the 1.4 update, we make graphical improvements such as an enhanced map and a new look for mining deposits, which will now vary in appearance depending on the resource obtained.

7891da1c8d86a1e262decf32d6bca59052c48f1a.jpg

fb8d4ed1210763489df4474c4b741855c8f695e7.jpg

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Thank you to all who provide feedback on Discord[discord.gg] and Steam. Remember, you can directly share your ideas using the in-game "report issue" tool, ensuring they reach our team for consideration.
The Dark Envoy team ️✨

Oh shit, is that Solas le dredwulf?

Bioware gonna sue.
 

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