List of issues and suggestions as of The Breach Refined, Hotfix #6

These are among the notes of stuff I’d wish to see fixed or changed/added to. Been loving the game ever since EA launch day, currently at 190 hours of playtime.

  • Option for rebinding socketed Runes at Eleanor. Could work like this: Press button to select socketed Rune, then select which other socketed rune/empty socket to switch it with/to

  • Some placeables on the top floors of certain player homes like The Roost appear to still be visible when the player is on ground floor
    The Roost Top Floor issue

  • Ice infusion is too noisy/clumpy of an effect, ruining the silhouette of our favorite weapons. Take a look at how nice this staff looks both in thumbnail and player preview, vs how it looks in actual gameplay. Maybe the way the spikes appear could be reworked to adapt to the weapon’s surface, a way to go “with the grain” rather than against it? Another way to go about it could be to make the spikes far smaller or replace them with something more subtle
    Ice Infusion - too much

  • After using a Fallen Ember to reroll an affix, the highlight should stay on that last selection. It resetting to the top while having the affixes go up or down each time a reroll happens has caused me to accidentally choose the wrong thing when speed-rerolling

  • Checkerboard rendering, perhaps lack of antialiasing or some other oversight still leads to a bunch of textures with transparency looking grainy, as per older posts like: Visual Pixelation & Flickering (Updated with Patch 2) - Wicked Bug Reporting - No Rest For The Wicked, Waterfall Animation Anomaly | Waterfall Top Simplistic Rendering (Nameless Pass) - Wicked Bug Reporting - No Rest For The Wicked and Missed Temporal Anti-Aliasing for transparent textures (water, fog) - Wicked Bug Reporting - No Rest For The Wicked. My personal testing is done at 1080p resolution and based on a couple other reports, one at 1440p and 2160p with these same issues pretty much confirms this has to be present on everyone’s case

  • Elemental infusion on some weapons like bows stops displaying if the player cycles through weapons during gameplay (not inventory menu). The infusion fx from that point onwards only shows when performing attacks

  • Smarter placement of realm difficulty indicators on our HUD. Instead of that little icon, we can have unique portrait frames for each difficulty option, here are before & after mockups for each difficulty:
    Realm Difficulty Portraits

  • Toggle options for Enemy Faction and Danger Level. Maybe a dynamic function so they only appear briefly whenever moving into a new area? Depending on faction name length and amount of factions present, that part of the screen can take up unnecessary space, as if we have an open quest log at all times
    No Faction Info

  • Toggle option for tap precision popups during gathering? There are already quite a few vfx indicators to let us know how good we timed the minigame. As little ingame text as possible is what I’m trying to get at here

  • On a similar topic, there appears to be a bug that causes extra gathered resources to spawn as a second drop rather than just added to the amount of the drop we’d normally pick up. This ultimately adds up to quite a bit of excess time spent resource gathering when you have to perform the loot animation twice. Some of these double drops also tend to fall a bit further to the player’s side, sometimes running down cliffs with no way to grab them in time since we’re already busy picking up the other drop

  • If I remember right, pre-Breach the Seneschal used to have a quick entry animation whenever we reached the Limnus, kinda like how he rises out of his hole the first time we meet him during the cutscene. Was this accidentally removed and if so, is it possible to add it back in? Was a little detail but still gave some more quality to an otherwise one-and-done room

  • The cloak from Captain’s Sigil (Torso piece from Captain’s Set) seems to have wonky cloth physics. For lack of a better word, the cloak’s too “jumpy” and sits in this weird place of looking too attached to our legs while also stretching wildly whenever doing actions like sprinting. As if it’s trying to stretch away but magnetizes back to us too quickly.

  • Is Icebreaker’s moveset unfinished? It lacks charge attacks and it’s main attack chain consists of just 3 downward swings. It’s other attack chains (sprint & dodge) are insanely more versatile

  • Specific SFX like the Whisper audio that plays when confirming to fast travel somewhere, aren’t tied to the actual Sound or Dialogue volume sliders. You can confirm this if you put everything except for Master and Music sliders all the way down and fast travelling. Will update here if I find more like this

Thanks for reading up and thank you Moon Studios for the greatness you’ve made so far, keep up the good work!


Edit: Added new entries, grammar correction and bold text to make each section stand out better

2 Likes

Yes, I agree that strange 3D effect can completely ruin the look of a weapon. It could be changed to a fog that descends from the weapon to simulate cold air as it happens for liquid nitrogen.

The entire experience of crafting a build is ruined by the reoll system, I wrote a topic that provides a solution for this problem, and many others surrounding the enchantment system: The RNG Problem, Enchantment System Vs Gem System (Major Edits)

Very well done examples!

It could be a performance issue, I rarely saw that animation because of my slow PC.

I had the same impression, many weapons seem unfinished to me, I had the same impression, many weapons seem unfinished to me, especially I find it very strange when I think they don’t have a charged attack, not even for the first attack in the chain. I also analyzed Icebreaker’s moveset in particular and even if it seems to always be the same animation in a loop, in reality they are two different animations, one goes slightly towards the left and the other slightly towards the right, This moveset however is not compatible with the appearance of the weapon, it looks more like a mace or hammer moveset.

Nice post! Very precise.

1 Like

Thank you for your inputs! I know exactly what you mean about Icebreaker, the animations are pretty similar but ever so slightly different, which makes you feel like it was by design to have such a lackluster neutral combo.

It is weird though because as I mentioned, it’s other combos are so much more robust and speedy and it doesn’t make sense why our character feels so encumbered and slow when using these more grounded attacks. One of the more beautiful swords in the game, hindered by a limited moveset.

The thing about the Senseschal could just be Mandela effect on my part. I can swear I remember him having an actual entrance animation each and every time we’d enter the Limnus (pre-Breach). Maybe I remember wrong?

I’ve seen the animation you’re talking about twice (excluding the cut scene), and both times it’s when the room loaded faster than usual.

I agree, The Spliced Hammer has a moovest that makes sense for the Icebreaker, they literally just need to use the same animations, when you attack with this hammer you grip it at the end of the handle like it was a sword


And the Icebreaker moveset would actually go well with the Spliced Hammer so they could even swap them, although that moveset is so bad that it’s better if they take it out of the game. On the other hand other weapons have similar problems too…

1 Like