No Rest for the Wicked Together Update Patch Notes Sneak Peak

:hammer_and_wrench: Early Access Patch Notes - Together

Hey folks,

We hope you are all as excited as we are for the launch of No Rest for the Wicked’s Together early access update tomorrow (or today depending on where you are)! Here’s a sneak peak at the Patch Notes for what’s coming!

This update is a big step forward, with major performance improvements, smoother combat, clearer animations, deeper systems, and a long list of quality of life upgrades for both single player and co-op.

Tomorrow marks a new beginning for co-op in the ARPG and Souls like space with free private and persistent realms. Bring your friends, bring your family, or jump in solo - we bet each one of you will enjoy playing.

Thank you for being part of the journey and see you in Isola Sacra. :crossed_swords:


:crossed_swords: Graphics:

  • AMD FSR v3.1.5 support added

:crossed_swords: Performance:

  • Major optimizations to Unity’s physics engine integration, supporting our large amount of rigidbodies without the excessive performance cost
  • Interactive vegetation now supports GPU particles, sound events, with improved performance and reduced memory usage
  • Cloth simulation has improved performance and stability
  • Our new pooling system is now used for all dynamic instantiations, for improved performance, reduced stutters, and reduced memory usage
  • Improved fluid simulation performance and memory usage
  • Improved performance of static Quantum entities
  • Improved Map screen performance
  • Optimized Fog of War system
  • Mesh trails rendering performance nearly doubled
  • Time of day transitions no longer cause major stutters
  • Optimized the cost of the gameplay logic for creeps and traps
  • Many reductions in memory allocations to the Garbage Collection heap. This results in the large stall that comes from a Garbage Collection from occurring less frequently
  • Introduce clipping zones to reduce the amount of objects rendered
  • Reduce the amount of shadowcasting light and fogplanes in all areas and cinematics
  • Reduce the amount of barely visible objects
  • Reduce the amount of unique textures
  • Replace assets that were barely used with alternatives to reduce draw calls
  • Improved performance on various VFX
  • Improve memory used for audio

:crossed_swords: Quality of Life Improvements:

  • Danos Projects
    • Real-world timers have been removed from Danos Projects and will now complete almost instantly; they now take 5 seconds to complete
    • Danos’ resources required for each project has been doubled
    • Danos’ Workers project has been removed
    • A new progress bar that counts down the 5-second completion time has been added
  • A “hide helmet” option is now available in your settings under Gameplay
  • The timing of when attacks are queued up has been slightly changed so that it is less common to queue up an unwanted attack after the last hit of a combo
  • While gathering resources, an indicator will now show when to perform your input via the Stamina Wheel
    • Good & Great strikes have been removed from gathering resources to streamline perfect gather
  • Base stamina regeneration was raised from 30 to 35
  • Running attacks can be activated by holding A while not moving
  • Information Tooltips have been added to some Enchantments and all Facets, which explain exactly what they do
  • The Whisper fast travel screen will now display a counter for how many whispers you have discovered within the zone
  • Improved highlight for Settings navigation so that it’s significantly easier to tell which page you are on
  • Crafting Tables now only have two tiers. Tier 1 Crafting Tables will be able to craft Tier 1 & 2 items
  • Ore drops from nodes are now easier to see when they fall on the ground
  • New tutorials have been added for the new features introduced to the game, as well as improving on tutorials already present
  • Added an option to show the exact amount of health and focus you have as a number over your focus meter
  • Shields now show the stamina regeneration penalty they incur while they are being actively held
  • Added a preview for weight differences when equipping/de-equipping gear
  • Added a training dummy to the upper section of Sacrament
  • Bounties & Challenges weeklies now have less chance to give only bounty-exclusive items, so players can get a better variety of items each time
  • Moved the Risen Raid & Beasts of Burden bounties from the entrance/exits of Sacrament to other locations
  • Enemies that are blocking player attacks with shields, now have block hit reaction animations, giving clear feedback when you connect with them.
  • Eating food/Drinking potion animation no longer hide the player weapon, making this experience more immersive
  • Added new animations for Heal, Channel, Return & Heal Aura, depending on which weapon is equipped
  • Added new cooking animations at bonfires, which change depending on the meal that is cooked
  • Cooking food on a cooking station now has a specific animation
  • Player/Humanoid enemies now have specific fall animation when knocked off a ledge.

:crossed_swords: Menus:

  • Realm screen UI overhaul
    • You can now click on a realm, which will then display multiple options for that realm
    • You can see who is currently a citizen of the realm
  • Crafting Table UI overhaul
    • Every item type now has its own category & subcategory
  • Scrolls screen UI overhaul
  • Improved navigation in inventory and vendor-related UI

:crossed_swords: Quests:

  • A Small Mercy now gives the Illumination rune as its quest reward and it’s now a key item
  • A Small Mercy interior lighting pass to improve readability

:crossed_swords: Game Modes

  • Unspoken Difficulty
    • Players will encounter more enemies throughout the game
    • No longer grants +20% experience gain

:crossed_swords: Cinematics:

  • Lighting and effects polish on The Mainland cinematic
  • Lighting and effects polish on The Mountain Gate cinematic
  • Lighting polish on The Cerim Chamber cinematic
  • Lighting polish on Welcome to Sacrament cinematic
  • Lighting polish on History Will Remember cinematic
  • Lighting polish on The Sovann Circle cinematic
  • Lighting polish on The Inquisition Arrives cinematic

:crossed_swords: Areas:

  • The Brine Vault
    • The Brine Vault within The Shallows has had its base zone level reduced to 15, down from 21
  • Mariner’s Keep
    • Northern Mariner’s Keep area has been polished so that the shiny traversal puzzle is smoother
  • Sacrament
    • The Hovel is a new house available in Sacrament once the “A Small Mercy” quest has been completed
    • Updated & polished Ilaria’s Tower
    • Updated & polished Danos’ Tower
    • Added puddles to Sacrament
  • Nameless Pass
    • The crane puzzle in Nameless Pass now moves 360 degrees
    • Bonded Witch has been removed from the geyser gauntlet area in Nameless Pass during Faith and Flame
    • During Faith and Flame, the Quarry will now have enemies present
    • Seline at the Gate now has a distinct local lighting state
  • Crucible
    • An arena in Crucible has been removed from the rotation, as there were multiple issues with the lifts that could cause the player to be unable to proceed
    • Improved clarity of a crucible arena that looked as if you could swim, but it was instead a killzone
  • Iona’s Cavern
    • Iona’s Cavern’s platforms that spawned once the player interacted with the Iona’s Bloom are now always spawned and able to be walked on. However, they are invisible until the Iona’s Bloom is interacted with.
  • Vines can no longer be grabbed if falling a far distance

:crossed_swords: Vendors:

  • Vendor stock is now randomized and can contain a much wider variety of items relevant to the Vendor, similar to how Grinnich worked in The Breach update
  • Eleanor’s enchanting service now has a base cost of 1 silver, up from 50 copper. It is now also more expensive, the higher the item’s tier that is being enchanted.
  • Fillmore’s repair service is now more expensive, the higher the item’s tier that is being repaired

:crossed_swords: Systems:

  • Multiplayer
    • Party System
      • Players will be considered in a group if they are near each other. You can tell if someone is part of your current group by the chain-link symbol & if their player portrait is fully visible
      • Enemies have increased scaling only when players are specifically in your group.
        • 2 Players: +15% damage, +20% health
        • 3 Players: +20% damage, +25% health
        • 4 Players: +30% damage, +35% health
      • More enemies will spawn based on how many people are in your current group, which will dynamically update in your current zone
    • Bosses
      • New abilities have been added to Bosses, specifically in Multiplayer
    • Crucible
      • All players can enter the Crucible while it is active, until the first floor is completed
      • When you die in the Crucible after the first floor is completed, and there are other players within, you will not be able to re-enter until everyone has returned to the Atrium via dying or completing the Crucible
      • The amount of Traces received in the Crucible is reduced for every player present within the Crucible
      • Teleporting between Crucible floors will bring all players, but teleporting in the Reward Room at the end will only result in that individual teleporting back into the Atrium
    • Resurrection
      • Spend 50% life to resurrect a fallen ally
      • Multiple people can contribute towards resurrecting and split the life cost between each other
      • Upon resurrection, players receive a small grace period where they cannot take damage
    • Player Interaction
      • Trade & Inspect other players by walking up to a player and interacting with them
    • Friendly Fire
      • Players can hit each other with attacks. Friendly fire attacks will deal a significantly reduced amount of damage
      • Higher level players will also deal even reduced damage, to account for damage scaling
    • Housing
      • Guest System
        • House owners can set access permissions to their house via the signpost outside
        • Individual chest access can be edited on a per-guest basis
        • Guests can place housing items
    • Quests
      • A World State Change will occur when an area updates. Any player that is in a zone undergoing a World State Change will be notified and teleported to the closest Whisper while the zone updates
      • NPCs will only update location and state when there are no players nearby
  • Crucible
    • The Crucible is now accessed via a pool in the middle of the Atrium. Activate the pool via the Blood Altar and delve into the Crucible itself
    • Enemies in The Crucible are now able to drop loot
    • All echoes that skip chambers have been removed from the Crucible echo pool
  • The Compendium
    • The Compendium can be accessed via the Menu Selector (Tab/Menu Button to access)
    • Prior tutorials that the player has triggered will appear in the Compendium, where they can be re-read them at any time
    • Any cutscene that any player on a realm has triggered will appear in the Compendium afterwards
      • All scenes added to the compendium can be re-watched by any player on the realm at any time, even if they missed the scene when it first played
  • New Embers
    • Awakening Ember
      • Transforms a Common item into Magical rarity
    • Corrupting Ember
      • Transforms a Common item into Plagued rarity
    • Essence Ember
      • Stores an enchantment from an item & destroys the source item in turn. This creates a separate item called a Charged Essence Ember
        • Charged Essence Embers are one-time-use items that store enchantments. Extracted enchantments can be applied to new items as long as they respect the enchantment system rules (rarity, item type, one enchantment per-group)
    • Radiant Ember
      • Increases the enchantment power of a single enchantment
    • Sublime Ember
      • Exalts an item
        • Items can be exalted up to a maximum of 4 times total
    • Void Ember
      • Returns an enchanted item back to Common rarity
  • Exalting re-worked
    • Enchantments can no longer be chosen for exalting. Instead, a random enchantment will be selected to be elevated
    • An item can be exalted up to a maximum of 4 times
      • Items that have been exalted cannot be changed by any embers except Void Embers
    • Gems or Plagued Downsides cannot be a target for exalting
    • The cost of Exalting is now consistent every time “insert cost”
      • Exalt #1 - 1 Torn Sinew
      • Exalt #2 - 1 Torn Sinew & 1 Torn Marrow
      • Exalt #3 - 1 Torn Sinew & 1 Torn Marrow & 1 Torn Husk
      • Exalt #4 - 2 Torn Sinew & 2 Torn Marrow & 2 Torn Husk
    • Exalting raises an enchantment’s value by 25%. This can also raise an enchantment’s value past the normal maximum
  • Crafting
    • Significantly reduced the amount of materials needed to craft most items
    • Re-shuffled the materials needed to craft items
    • UI overhaul on all crafting stations
    • The vast majority of items in the game are now craftable, instead of having a limited pool of items that could only be attained via crafting, after collecting the recipe/blueprint
  • Scribe Table
    • Recipes & blueprints can no longer be attained and have been replaced by the Scribe Table
    • Visit Danos’ Scribe Table, or acquire one for your house, and research items that you can then craft
    • Researching items at the Scribe Table requires Research Papers, which you can find throughout Isola Sacra
    • To be able to research an item, you must first acquire it at least once within the world. Alternatively, you can randomly research an item within a specific category of the Scribe Table for a higher cost.
  • Refineries
    • Refining materials can now be made quicker by adding “Fuel” items to refineries
      • Coal & High-Density Coal can speed up the refining speed of Furnaces
      • Pine Sap, Spruce Sap & Birch Sap can speed up the refining process of the Sawmill, Tanning Rack & Spinning Wheel
  • The plague status effect (Infection) now grants lifesteal to the attacker and reduces healing for the one being attacked
  • Enemies can now be affected by multiple different ailments at the same time
  • 3 Advanced Status Effects have been added to the game:
    • Searing
      • Dealing Fire damage to a plague-infected target will increase fire damage taken
    • Overload
      • Dealing Lightning damage to a burned target will create a powerful lightning AoE
    • Fester
      • Dealing Plague damage to a bleeding target will reduce buildup recovery speed
  • Fishing
    • Fishing spots will now give a wide variety of items
    • Perfect Strikes are now possible to do while fishing, which will give better loot on average

:crossed_swords: Gear:

  • Weapons will now have an innate ability to do critical damage. The critical strike chance for a weapon will change depending on the weapon type
  • Bows are now main-hand weapons instead of off-hand weapons
    • They are now all different from each other, having different attacks, attack speeds and playstyles etc
    • Some bows will have different run attacks & roll attacks, similar to other weapons
    • Bows can now be equipped with Quivers to alter their attacks
  • Added 4 Quivers to the game
    • Add the descriptions for the quivers below
    • Blasting Quiver
      • Allows the wielder to fire explosive arrows with a Bow
    • Freezing Quiver
      • Allows the wielder to fire frost arrows with a Bow
    • Shocking Quiver
      • Allows the wielder to fire lightning arrows with a Bow
    • Blighted Quiver
      • Allows the wielder to fire blighted arrows with a Bow
  • Armor now has a stamina regeneration penalty and a focus gain bonus
    • The heavier the armor type, the higher the stamina regeneration penalty
    • The lighter the armor type, the higher the focus gain bonus
  • 3 Unique Weapon Reworks
    • Proud Lance
      • Gain Momentum while Moving
      • Shock Buildup increased for each stack of Momentum
      • Damage Resistance increased for every 5 stacks of Momentum
      • Movement Speed increased
    • Cinder & Stone
      • Gain one stack of Furnace for 30 seconds after Rune Attack
      • Rune Damage increased for each stack of Furnace
      • Focus Cost increased for each stack of Furnace
    • Lacquered Bow
      • Gain one stack of Hunter’s Mark for 8 seconds after different Elemental Damage Dealt
      • Critical Chance increased for each stack of Hunter’s Mark
      • Stamina Cost reduced for each stack of Hunter’s Mark
      • Physical Damage increased if you have 4 stacks of Hunter’s Mark
  • Facets
    • Gear can now come with an innate modifier called a Facet that can change the way you interact with the item, or the way you build your character
    • Facets are rare at the start of the game, but become much more common the more you progress
    • Facets can appear on Common items, not just enchanted items
    • Facets cannot be changed in any way
  • Added 6 new Bows to the game
    • Answered Prayer
    • Balak Talon
    • Fungus Strung Bow
    • Siren’s Call
    • Twined Recurve Bow
    • Twinkling Short Bow
  • Added 6 new Bow Runes
    • Skyfall Shot
    • Glideburst
    • Flipkick Burst
    • Skyburst volley
    • Retreating Shot
    • Skybreaker
  • Added 9 new armor sets
    • Grifkin Set
    • Talon Set
    • Ragged Set
    • Hearthguard Set
    • Rootspeaker Set
    • Umbral Knight Set
    • Twine King Set
    • Wayfinder’s Set
    • Risen Brightburn Set
  • The Woven Ring has been re-worked. It no longer gives Endless Climbing. Instead, it will give increased Bomb Damage & a chance for bombs not to be consumed upon use
  • Some weapons & armors have been shuffled around between the different tiers
  • All items that used to be craft-only have been added to the normal item pool

:crossed_swords: Enchantments:

  • Added and removed multiple enchantments. The official list of enchantments can be found here: Full List of Enchantments
  • Moved charge attack-based enchantments from weapons to other pieces of gear, as some weapons cannot perform charged attacks
  • Added Barrier enchantments to the game
  • Added Bleed damage and the Bleed status effect to the game, along with some Bleed-related enchantments
    • Bleed deals constant damage to moving targets
  • The legacy enchantment “Explosion on kill” has been changed to “Deal Elemental Blast Damage on Kill”
  • The legacy enchantment “Deal Damage on Damage Taken” has been re-worked to become “Thorns” instead
  • Added Critical Chance and Critical Damage enchantments to the game
  • Gems
    • Moved most conditional enchantments involving Full Focus, Low Health, Full Health etc to Gems
    • Added higher-quality “Mottled” gems to the game
    • Gems now have set values, instead of having a roll range

:crossed_swords: Enemies and Bosses:

  • Added the ability to backstab most enemy types in the game, except Critters, Bane Moth & Torn Crawler
    • Elite and Bruiser-type enemies can only be backstabbed while they are in a poise-broken state
  • Elite enemies now have elemental infusions, depending on which faction they belong to
  • The Plagued, Prisoner & Gloam factions now have less plague resistance
  • Anti-Range abilities have been added to enemies
  • Some enemies will exhibit more aggressive behaviour towards players who use ranged attacks on them
  • Gloamking’s (Gloam Bruiser) attack hitboxes improved
  • Darak’s hitboxes have been improved
  • The Lost Huntress’ hitboxes have been improved
  • Added new crossbow animations to enemies that have one

:crossed_swords: Balance:

  • Quests no longer grant experience upon completion
  • Rebalanced late game XP curve
  • Enemies now gain freeze build-up resistance for a short time if they have been afflicted by the freeze status effect recently. Actual elemental damage itself is unaffected.
  • Focus gained from parrying an attack now scales with focus gain
  • Parry grants 50 focus when an attack is parried, down from 100
  • Bosses are no longer fully staggered from parry
  • Parry punishment for missing a parry and subsequently receiving a hit has been added, so it is more difficult to land parries by simply spamming parries
  • Shatter damage reduced from 3 → 2
  • Oils now also grant +20% damage to the corresponding element
  • Offering values at Whispers has been updated. Most items now have their own individual values, which differ depending on rarity, enchantment status, etc
  • Increased the amount healed from tier 2 & 3 simple meals
    • Chewy Steak increased from 100 to 120
    • Dracaena Dumpling increased from 100 to 120
    • Tomato Bisque increased from 130 to 170
  • Heal rune no longer scales based on character level
  • Heal rune health value slightly nerfed
  • Channel rune health-to-focus ratio has been slightly nerfed
  • Small shield focus granted from blocking an attack increased from 10 to 25
  • Fallen Ember & Gem drop rate has been lowered at the beginning of the game
  • Re-balanced backstab damage to better reflect each weapon’s type
  • Wolf’s bite & grab attack has had its damage reduced by 50%
  • The Nith Leviathan in The Swamp Rises bounty has had its health reduced
  • The Risen Raid bounty in Nameless Pass has had the amount of enemies you need to kill reduced
  • Weapons that were significantly underperforming or overperforming have been rebalanced
    • Weapons that were buffed
      • Whetted Wedge
      • Midnight Blade
      • Royal Hewn Axe
      • Festering Cleft
      • Entwined Root
      • All Is Known
    • Weapons that were nerfed
      • Shroudcleaver
      • Harvester’s Dread
      • Divine Scimitar
      • Huro’s Great Axe
      • Regal Cleft
      • Malice
  • Several spell runes have been rebalanced
    • Runes that were buffed
      • Fire Blast/Lightning Blast/Plague Smite
      • Charged Bolt
      • Fire Burst
      • Spin Strike
      • Frost Step
      • Cold Sling
      • Lightning Barrage
      • Plague Burst
      • Plague Launch
    • Runes that were nerfed
      • Frost Stream/Inferno
      • Converging Flame
      • Homing Frost
      • Fire Nova/Frost Nova/Shock Nova/Plague Nova
      • Fire Wave/Hail/Spark/Plague Wave
      • Frigid Arc
      • Armageddon/Plague Splatter
      • Hellfire/Glacial Spike/Thunderstrike/Pestilence
  • Scythe attack-stamina cost increased
  • Needle Spear’s last attack no longer grants focus on every single hit, but the weapon’s damage has been increased
  • Needle Spear’s run attack recovery is quicker
  • Reduced focus gain from Fused Coronet, as it was granting double focus on hits
  • Cerulean Blade’s combo has been slightly changed
  • Divine Scimitar’s normal attack combo is now more consistent with its damage throughout
  • Spliced Hammer has been altered so that it no longer does very low damage at the start and high damage at the end and is now more consistent throughout

:crossed_swords: Music:

  • New Music for:
    • Plagued Bosses
    • Nameless Pass and Quarry
    • War Room
    • Potion Seller Cave

:crossed_swords: Audio:

  • Mix
    • Enhanced audio mix for single and multiplayer
  • Combat
    • Improved burning damage-over-time content
    • Improved coverage of Rune animations
  • Enemies & Bosses
    • Improved Warrick boss battle coverage
    • Improved Winged Brood coverage
  • Environments & Interactables
    • Coverage for Riven Twins entrance animation
    • Expanded NPC audio coverage
    • Revised Whisper coverage for new animation
    • Improved coverage of upgraded vendor shops
    • Improved several climbable walls across multiple biomes
    • Improved environmental coverage in Hills Savor Lab
    • Improved Caylen gate environmental coverage
    • Improved coverage in A Small Mercy quest
    • Improved Crucible environmental coverage

:crossed_swords: VFX:

  • Added Crucible entrance pool
  • Added new Boss gate
  • Added Channel rune effects
  • Added and improved shiny effects
  • Added and improved effects for Darak
  • Added and improved effects for Warrick
  • Added and improved effects for Lost Huntress
  • Improved effects for Caretaker
  • Improved ice element effects on weapons
  • Improved Iona Bloom screen effects in Potion Seller cave
  • Improved various melee weapon trails and impacts
  • Improved Whisper and its upgrade variant looks and interaction
  • Improved perfect hit effects for tools
  • Improved healing aura effect
  • Improved environment interaction on various impacts/explosions
  • Updated Nith Smoke Bomb effects

:crossed_swords: Localization:

  • Added and updated localized text in many places across multiple languages
  • Polished localization for items and enchantments in Simplified and Traditional Chinese

:crossed_swords: Bug Fixes:

  • Top Issues
    • Fixed the game client getting stuck at the Moon logo for some people
    • Fixed Lara at the Hunter’s Camp sometimes not proceeding during The Weeping Sisters quest
    • Fixed Nith corpses’ ragdoll physics
    • Fixed a Scarlet Ring interaction with a Crucible boon, which kicked player to
    • main menu
  • Rendering
    • Fixed tree shadows not fading with the tree after cutting it down
    • Fixed artifacts from fog overlaying water
    • Fixed flickering of the player’s light when DRS is changing resolution
    • Fixed sorting issues with dark silhouettes and other transparencies
    • Fixed flickering of per-vertex shadows using PCSS
    • Fixed visible seam in skybox rendering
  • Items
    • Fixed Max Focus Decreased & Max Health Decreased plagued downsides not working correctly with Scarlet Ring
    • Fixed numerous armor set problems, such as clipping, physics simulation, textures, etc
  • Enemies
    • Fixed Risen shield enemies’ animations sometimes not playing
    • Fixed Nith faction’s spit ability not slowing player after the enemy dies
    • Fixed enemy projectiles being able to shoot players when they are behind the enemy
    • Fixed Bears sometimes stretching on death
    • Fixed Nith Leviathan’s grab hitbox
    • Fixed Nith Leviathan sometimes idling for a prolonged period of time
    • Fixed Torn Crawler Ragdoll issues
    • Fixed Torn Crawler’s hitbox on its initial slam upon emerging
    • Fixed Risen Hedge Knight’s jump attack sometimes not targeting players
  • Bosses
    • Fixed Echo Knight’s Horse’s corpse not despawning on future Crucible runs
    • Fixed some of Echo Knight’s abilities tracking the player too accurately
    • Fixed Riven Twins’ sweep attack and weapon slam attack hitboxes
    • Fixed Warrick’s corpse sometimes staying in the air if he was killed as he jumps
    • Fixed some of Darak’s attacks being parryable in phase 2 when they were not meant to be
    • Fixed The Caretaker fight resetting if players blinked against the wall near the eastern fog gate
    • Remove the Torn Rat from Falstead Darak boss intro cinematic
  • Runes
    • Fixed Plague Splatter not triggering lifesteal
    • Fixed Stamina-based runes not triggering lifesteal
    • Fixed Spirit Burst sometimes going through and missing enemies at very close range
    • Fixed some spells missing if enemies were strafing slowly sideways
    • Fixed the Spin rune sometimes missing if used on a small-sized weapon
    • Fixed Knockdown Swirl pushing enemies so far back that the second attack doesn’t hit
    • Fixed Cold Sling’s projectiles missing if the player was too close to an enemy and if the player was too close to a wall at the same time
    • Fixed Ilaria’s stamina runes not shattering
    • Fixed stamina-based runes triggering the Lose Focus on Focus Use corruption from the Plague System
    • Fixed Spiral Crash doing much more damage than intended
    • Fixed Cone Shot sometimes missing if they are on a lower elevation
    • Fixed Throw Knife & Throw Axe Runes not scaling properly
    • Fixed Static targeting Squirrels
    • Fixed Lightning Barrage projectiles sometimes missing enemies
    • Fixed Lightning Barrage projectile VFX staying mid-air beside character
    • Fixed Tremor Slam’s rune icon displaying incorrectly in the rune HUD
  • Weapons
    • Fixed Rogue Messer doing half damage on its run and quickstep/roll attacks
    • Fixed Nith Grovebinders’ 3rd & 5th hit often missing the enemy
    • Fixed Sun’s Scorn’s roll attack doing less damage than the run/quickstep attack
    • Fixed Cerim’s Skyrend’s second and third attack dealing the same damage
    • Fixed Sieger’s first and second attack dealing the same damage
    • Fixed Sieger’s first roll attack dealing more damage than the second
    • Fixed Huro’s Great Axe’s first attack missing enemies often
    • Fixed Shroudcleaver’s first attack missing enemies often
    • Fixed issues with arrows not hitting enemies on inclines
    • Fixed issues with Bow aiming & being able to miss enemies if the player is too close to them
    • Fixed Spalled Axe doing more poise damage than was intended
    • Fixed Bud of the Everlasting Tree’s first attack hitbox
    • Fixed Hoar Frost Sickle forcing you to quickstep if you dash attack and quickly release the dodge input
    • Fixed Amberhusk’s roll attack doing less damage than the run/quickstep attack
    • Fixed the last projectile of Flame Becomes Us, Nith Gate & Moon Shard often missing
    • Fixed the projectiles from normal wand attacks not granting focus
    • Fixed Governor’s Dagger’s second and third hits dealing the same damage
    • Fixed Azure Blade’s run attack dealing too much damage
    • Fixed Coiled Dawn’s first and last attack dealing the same damage
    • Fixed Sacrament’s Sun’s run attack doing half the damage of the roll attack
    • Fixed Ash Soothed Daggers’ first run attack dealing double damage
    • Fixed Shattered Sun’s last attack’s hitbox being too small
    • Fixed Brutish Cudgel’s attack combo lasting forever
    • Fixed Brutish Cudgel’s attack combo damage changing after the first combo is performed
    • Fixed parry sometimes missing SFX/VFX if an attack is parried at the very last possible moment
  • UI
    • Fixed selections disappearing if the player navigated to a different vendor screen multiple times quickly
    • Fixed the Crucible Echo screen selection resetting when the player moved their selection too quickly
    • Fixed footer type size being different when buttons were hovered over on the Main Menu
    • Fixed health bars appearing without resources/enemies being damaged
    • Fixed Spilled Blood having a quest marker when you have no Plague Ichor to hand in
    • Fixed the icon selection outlines on the Plague Ichor screen disappearing if the map is opened
    • Removed useless Sorting label in the footer of Fillmore’s upgrading menu
    • Fixed Perfect Strike damage number and text overlapping
    • Fixed mining nodes speeding up players’ gathering speed if the node was on 1hp
    • Fixed being able to press Create Realm without selecting a difficulty, causing the realm creation SFX to play, but not actually creating a realm
    • Fixed Danos Projects opening the quest log when pressing the Menu button/Tab when they are completed
    • Fixed being able to open menus just before the opening cinematic starts
    • Fixed being able to open the Menu Selector during NPC interactions
    • Updated multiple items’ tooltip text for clarification and spelling mishaps
    • Fixed character portrait turning bright blue during nighttime while indoors
  • Crucible
    • Fixed & re-balanced numerous Crucible Echoes
    • Fixed focus gain boons not updating the focus gain value on the stats page
    • Kill Streak Crucible Echoes now state that the damage increase they give is “permanent”
  • Enchantments
    • Fixed gear staying at base durability if it rolls a Durability Increased enchantment
    • Fixed Attack Stamina Cost decreased enchantments not working on weapon attacks that used a rune as part of their normal attack combo
    • Fixed shields not triggering On Stagger enchantments when staggering an enemy with a block
  • NPCs
    • Fixed many occasions where NPC’s text would instantly skip instead of revealing on input press
    • Fixed some NPCs turning very slowly
    • Fixed NPCs fishing lines sometimes extending way too far
    • Fixed being able to move NPCs if they were against a wall, by quickstepping/rolling between the NPC & the wall
  • Areas
    • Fixed multiple issues with vine-climb walls in areas
    • Fixed some boundaries where areas start/end showing the skybox, as they didn’t load early enough
    • Fixed being able to place objects by the door of your house
    • Fixed shinies being sunken into the furnace at level 2 Fillmore when refining materials
    • Fixed multiple issues with sidling that caused the player to become stuck
    • Fixed some ore drops instantly falling into water, or into a killzone
    • Fixed enemies being able to get into Sacrament if they were hit towards the city while they were at the boundary edge
    • Fixed collision on Eleanor’s stairs, where player could get stuck on the ledge
    • Fixed being able to see water running down the inside of the environment within the cave near where players first spawn on The Shallows
    • Fixed bad visibility on the side ledge at the left Tower of The Shallows
    • Fixed the gate in Mariner’s Keep not raising if the player left to the main menu, or crashed when using the gate lever
    • Fixed being able to get out of world in Orban Glades near Darak’s arena
    • Fixed players getting kicked off a ladder in upper Orban Glades before the bottom if they held sprint
    • Fixed enemies being able to permanently aggro on the Sacrament guards during Of Rats and Raiders in Orban Glades
    • Fixed player being able to get permanently stuck behind the rug in Ilaria’s stand
    • Fixed a killzone that was present on a wall in upper Orban Glades
    • Fixed being able to fall out of world in the Crucible atrium by walking into some walls
    • Fixed being able to get inside the wall and fall out of world when sidling against the Crucible Atrium entrance door
    • Fixed some enemy abilities in the multi-levelled Crucible arena appearing on the floor above
    • Fixed the objects in the Seneschal’s chamber jumping by themselves, before the cinematic starts playing
    • Fixed being unable to fast travel from the Crucible whisper unless Elsa is talked to first
    • Fixed stunt points for two platforms in a Crucible arena, so now enemies can correctly traverse between them without getting stuck
    • Fixed the last enemy in the Wolf Den spawning inside terrain during the Seen The Light bounty
    • Fixed ladder down to the prison arena becoming invisible at certain angles
    • Fixed being able to climb a wall at the start of Nameless Pass and clip into the environment
    • Fixed being able to jump from the bottom of the Quarry elevator to a higher platform and skip the crane puzzle
    • Fixed being able to jump directly from the ground to a crane’s platform and skip the whole Quarry puzzle
    • Fixed stretched water texture at the bottom of the Riven Twins’ cavern
    • Fixed being able to access the treetops without going through Marin Village by jumping on a Balak Taw nest
    • Fixed being able to get stuck infinitely falling on the west side of Marin Woods when jumping on a tree
    • Fixed Marin Woods foliage being affected too heavily by Perfect Strikes
    • Fixed being able to use the Blink rune to get through the Corruption in Marin Woods
    • Fixed being unable to climb on the fence in the Marin Village fields, which meant that the shiny on top of the well wasn’t unreachable
    • Fixed being able to get stuck in an infinite falling animation when climbing up a building roof in Marin Village
    • Fixed being able to climb the rocks and get out of world in eastern Marin Village
    • Fixed being climb over the corruption blocking the exit of The Temple of Day and Night and enter the temple
    • Fixed being able to get to The Temple of Day and Night too early by falling from Marin Woods down to a tree stump at the temple entrance
    • Fixed being able to bypass the corruption tendrils at the start of Marin Village by traversing rooftops and jumping over it
    • Fixed being able to climb over the northern wall at the Watermill in Marin Woods
    • Fixed being able to climb trees in western Marin Woods and get out of world
    • Fixed being able to get stuck behind plant pots by dropping from nests in the western treetops in Marin Woods
    • Fixed being unable to sometimes climb the Lowland Meadows Windmill
    • Fixed sky cutting through the environment at the Lowland Meadows vista point
    • Fixed blown-out fog at the edge of the cliff in Lowland Meadows
    • Fixed Whisper VFX stretching over the screen when teleporting
    • Fixed a flash of light appearing as a Whisper is activated for the first time
    • Fixed/Improved faders throughout the game
    • Fixed/Improved lighting throughout the game
    • Fixed volumetrics in Marin Woods that were washing out the screen too close to the camera
  • Settings
    • Steam Deck and ROG Ally X connected to TVs no longer select 4K as their default resolution
  • Audio
    • Fixed Raider enemy sometimes saying “Okay” upon death
    • Fixed ice and plague enchantment effects not playing
    • Fixed timing issue on Plague Bear tease in Lowland Meadows
  • Music
    • Fixed music bug in which some cinematic music would not trigger
    • Fixed music bug in which previous biome music would linger after fast travel
14 Likes

Firstly, I have to congratulate the dev team on what you’ve done here. It is indeed a impressive system’s overhaul. However, while I have to express that 90% of what I have read here is promising to be shaking the systems up in a productive way, there are some points that are concerning at first glace. Granted I have not yet tested these systems and my thoughts are only an extension of my experience with the beta and guesswork, it is still worth sharing. Perhaps I will come back and revisit this response at a later time.

For now, here are my thoughts:

  1. Plague + Bleed lifesteal synergy may prove to be game breaking with:

  • Infection granting and bleed both granting lifesteal

  • Fester reducing recovery

  • Enemies now able to hold multiple ailments

This could easily become a self-sustaining damage engine, especially in multiplayer, where enemy density is higher.

This risks:

  • Removing attrition

  • Undermining healing economy

  • Flattening difficulty curves


2. Armor identity is being dulled

Replacing elemental resist identity with:

  • Stamina regen penalties

  • Focus gain bonuses

Moves armor from defensive class identity into resource modifiers.

This risks:

  • Making armor feel like “mana/stamina skins”

  • Undermining fantasy roles (tank vs rogue vs mage)

  • Weakening elemental build relevance


3. Deterministic crafting risks killing the hunt

Removing re-roll caps and adding:

  • Essence extraction

  • Ember elevation

  • Void resets

Turns item crafting into a controlled pipeline, not a gamble.

This:

  • Reduces surprise

  • Flattens emotional loot spikes

  • Makes gear feel “manufactured” instead of “found”

RNG tension is what gives ARPGs longevity — too much control can hollow that out. What you are hoping to achieve with embers could have been better implemented if enchanting was an upgradable skill that allowed the player do these things for times investment. Not random luck.


4. Quests no longer giving XP may damage narrative motivation

By removing XP from quests, the game:

  • Pushes players into grinding enemies instead of stories

  • Risks making quests feel like chores instead of progress

This is especially dangerous for players who prefer:

  • Narrative

  • Exploration

  • Completionism


5. Multiplayer scaling may undermine solo balance

Enemies now scale harder in groups, get new abilities, and spawn more frequently.

If tuning is off, this could lead to:

  • Solo builds feeling underpowered

  • Co-op becoming the “intended” path

  • Balance patches that swing wildly between extremes

In One Sentence

This patch transforms No Rest For the Wicked into a systems-rich, co-op-first action RPG, but it risks over-engineering player control, flattening gear identity, and softening the emotional power of loot and survival if not carefully tuned going forward.

P.S. Removal of timers was a mistake. You got the timer concept wrong from the beginning. Early upgrades should take longer to complete than later ones. This would have given new players time to explore, gather and advance the story while waiting for upgrades. Subsequent upgrades, should have then taken less time to complete, meaning a player near end-game would wait a substantially shorter period of time to see upgrades. Using food items that are relatively hard to acquire were also not optimal. Players could have supplied the workers with tools and food to keep fast tracking the upgrades. These changes would have been the solution, not removing them.

2 Likes

hype hype hype
co-op was pretty good in the beta and ill enjoy playing it quite a lot more
that note about friendly fire damage being reduced when your friend is higher level is nice, i suggested that not too long ago i think. considering how common it could end up being for a teammate to overgrind upgrades, this is needed to make sure folks dont spam chat with “friendly fire damage is too high!!!”

ailment combos are wonderful and honestly deserved to be in since day one, makes half/half mages more viable, and it bodes well with a co-op party commonly having mixed element choices

that said

by unblurring the opinion below, you agree to being subjected to controversial opinions & you acknowledge im not writing it out of hate & that ad hominems like ‘youre too hardcore’ or ‘its early access so you cant criticize’ are lame!!!

the new embers kinda add a whole lotta loot bloat yet do a whole lotta nothing

awakening & corrupting ember: the agency to choose which enchantment type you want shouldve and couldve been an eleanor upgrade. her current upgrades dont have much meat on their bones if you’re not a mage, so this benefits the vendor while ALSO removing two items from the rng pool

essence: only one i would consider keeping

radiant: the old exaltation solved this. not sure why that had to be yoinked.

sublime: the new exaltation solved this. but not sure why it has to be a thing; we’ve got a ton of flat increases to work with as it is

void: kills gear commitment. the scribe table solved this a ton better by letting you get the recipe to recraft that piece of gear as a common. (the only thing scribe wouldnt do is retain facets, but thats not a very good cost/benefit ratio youre having there by adding this orb.)


im aware diluting the loot pool is kinda the point. they wish to increase the rarity of fallen embers so you reroll less, and therefore have something to strive for in the long term – better enchantments.

but is that really a good way of going about it?
that need, to increase the time it takes to perfect your build - why should enchantments carry that task? they dont need to (and shouldn’t) be the overarching system for buildcrafting, they can just be something a bit on the side similar to gems and facets rather than taking the ultimate front seat

in fact, there was already a far better way discussed to extend the journey to the dream build: the softclass & traits system arriving at 1.0.
for your custom build you might want a trait from class x, but also ones from y & z, so you need to master all of them to bring their traits over to each other. that takes a lot of time and leveling, and they’ll be plenty of ways to go about leveling so its not the same as praying for an item drop.

till we get to 1.0, i guess these orbs are crutches to raise the effort put into builds. theyre not really good crutches sadly.


The removal of timers

ok so some are surprised, im not. they’d already added fast travel, this seemed like the next logical step

the lack of fast travel & the project wait times were both features built to sustain a future game that had a huge world with lots to do in every inch, even spaces you’ve already visited. it made sense for that future game, and not for the content we’ve got now.
knowing that, the removal of timers just screams “we’re throwing in the towel on the ALIVE system, interesting shortcuts, level design backed by our metroidvanian roots, and learning the layout of the zones.”

i wasnt really liking timers much either, but its not about that as much as the message its sending.
forgive me, but its as if im watching the scope of the game shrink in literal real time, as i watch some of these Refined-pilled changes unfold

2 Likes

DISCLIAMER I AM A MINMAXER, A BLASTER, OVER 1KHR PLAYER & YES ARPG PLAYER

Pros
1.Crafting Tables now only have two tiers. Tier 1 Crafting Tables will be able to craft Tier 1 & 2 items (reduces RNG Friction on scribe table pulls)
2. Shields now show the stamina regeneration penalty they incur while they are being actively held (Visual Feedback/Clarity)
3. An arena in Crucible has been removed from the rotation, as there were multiple issues with the lifts that could cause the player to be unable to proceed (WORST ZONE IN THE GAME GONE LETS GO)
4. Unique Weapon changes for Proud Lance, Cinder & Stone (Good unique changes on paper great start)
5. Elite and Bruiser-type enemies can only be backstabbed while they are in a poise-broken state (Rookery Made a Video sums it up)
6. Heal rune no longer scales based on character level & Heal rune health value slightly nerfed (Love it, TBH should just remove it all together)

Cons
New Embers
I still firmly believe this to be a bad choice in route as far as crafting due to my 17k hrs of PoE which this was clearly inspired by. Path of Exiles ENTIRE item structure, crafting and economy was based on this system from the ground up by this which is why it works. In wicked I believe this will lead to a mindset of not even trying to craft unless you get these rare orbs to ensure the best outcomes and results. These orbs allow you to bypass the massive amount of RNG required to craft an item now.

which steps are now

  1. Get item (by farming mats or getting it to drop)
  2. Slam Enchant and pray you the color you want
  3. Slam 5 embers and pray you get the rolls you want
  4. Insert gem of choice
  5. Slam exalts and pray

Why would I do this when I can just do these steps

  1. Get item
  2. Corrupting ember
  3. Use 5 Essence embers (with best rolls removing RNG)
  4. Insert Gem
  5. Subline Embers on rolls i want (again removing RNG)

Players Will and are going to opt into the second option to avoid Waste and RNG 9 times out of 10

Fallen Ember & Gem drop rate has been lowered at the beginning of the game

Plain don’t like it with no endgame loop. I should be able to efficiently farm embers and low tier gems for alts via any means given to me in which can save time VIA new realm hopping/ Chest runs.

Unspoken Difficulty
Players will encounter more enemies throughout the game and No longer grants +20% experience gain

But like why? remove the extra incentive of playing the harder difficulty? (I will play it regardless due to the fact I just like harder I just want to know why?)

I understand the whole try it before you bash it thing but I’ve seen this route played out and it lead to ALOT of growing pains I just wish Wicked would dodge and or avoid them. I LOVE this game and want it to succeed and thrive in every way.

3 Likes

Harder difficulties should be there for the challenge, just like in V Rising.

Agreed to the rest of it though.

1 Like

Is there a built-in text/voice chat for coop mode, or we have to rely on a 3rd party chat to do that?

There is not at this point.

Silas

Thanks again for getting rid of the building timers :heart:

This is a gift that keeps on giving! Have a nice day!

Why?

Heres how i interpreted it:

they replace the 20% exp boost with the possibility of more loot drops and it could aswell yield me more experience in the end.

In other words the value of more enemies to defeat is worth more than any exp boost percentage :grin:(For me atleast).

1 Like

Really sad that this ended up on live.

2 Likes

Meanwhile, the description in the game:

Who to believe?

This is a gigantic patch! Well-done for your work! When geme reaches v1.0 it will be a gem!

Co-op is not yet out!

Silas

1 Like

Maybe you are being a little rash without testing? Still, let’s do the thought experiment.

Point 1: Can’t comment.

Point 2: Is it an actual replacement or just an addition of stamina and focus penalties/bonuses? I thought it was going to be an addition. I see no reason for them to remove elemental resists. If they are, I agree they should put it back. I do like the addition of stamina regen/focus gain bonuses though.

Point 3: The exalt system is still pure luck on which stat is improved. I think it will strike a nice balance between player agency and luck. Crafting is WAAAY more fun than spamming ember rerolls. So I see it as an improvement to the old system. It was way too easy to get perfect gear in the old system with ember reroll spam.

Point 4: I agree, I think quests should give XP. XP can be toned down in other areas to compensate.

Point 5: Let’s see how it plays out. I’d like to see the new abilities perhaps be in harder difficulties (Path of the Unspoken) even when in single player. They are increasing # of enemies in the Unspoken difficulty, which is great IMO.

Regarding timers, if you saw yesterdays twitch stream, they basically are keeping the timing the same it’s just not locked behind an actual timer. For example they doubled the amount of resources needed. I didn’t really have a problem with the old timer anyway. I agree, the problem with the worker upgrades is they were harder to get. I dont know why they need fancy fish meals when you are walking around eating mushroom soup half the time!! Perhaps easier food to make/find, donate shovels/pickaxes/axes would make more sense.

Oh my god. I thought the game was already out. Discord thought I changed my time zone and saw the wrong time in yesterday’s announcement. Okay, we’ll wait :sweat_smile:

1 Like

I think it keeps the randomness. So for those that love the rush of getting a perfect item you still have it. So if you hit exalt on the enchant you REALLY care about it’ becomes glorious.

Exited for the update :).

Going to have to try it once its out but increasing the city upgrade material requirement might just eliminate the effect of getting rid of the build timers if you are now slowed by having to wait for zones to reset and refarm them to get enough materials. If the time to refarm/gather is similar to the build time there would be no point in it while also forcing u to rerun lower level zones where u have no quests or incentives to be other than farming. Something they could maybe add if thats the route (or just in gerneral) would be something like a chance for “random encounters” in zones like finding a risen raid party or the other bounty events with some stronger enemies with better drops

I get the point and like i said we have to see how it feels but if the aforementioned thing is the case i would rather see the game commit to the build timers and give player more options to “buff” the workers and build speed. For example 2 quests 1 with food, one with handing in tools. The food quest were a lot easier to fulfill with being able to resarch the specific needed foods so that might be an option.

Im also interested to play around more with bleed which i didnt realy do in the beta since it seemed weak compared to the other options since the enemy has to move to take dmg making it seem best for bows and kinda meh in melee. Though i might just not have the playstile to make it show its potential.

I think that 90% of changes are steps forward, some are really big steps forward.

But there are still some serious problems, which have not been solved even if the system has been modified

I already understood this in the beta but now that we have the list it is clear that there are some enchantments that are clearly weaker or even useless compared to the others, in my opinion all the effects should be strong and fun and having useless effects in the enchantment pool increases the RNG and the frustration it causes.

Curses are still very unbalanced, It is obvious which ones are viable and which are not, and they do not lead to an interesting way of playing, on the contrary they are either completely ignorable or make an item unusable with rare exceptions.

The curses should punish the player when he plays badly not only for existing.

The effectiveness of Enchantments is too variable, it doesn’t make sense that based on RNG the effect can be up to twice as strong or as weak

And there are steps backwards:

The balance between the effects of blue items and that of purple items seems to be worse than before

The new sublimation system is clearly problematic, less satisfying than before. Inserting RNG in this way right when you are competing in an item is like approaching the finish line of a marathon and having a 70% chance of hitting your face against an invisible wall.

The new embers are a step forward but:

The basic ember could also do this, there is no need to add a new item specifically for this function.

This is fine

This is very good

Here you have created a useless problem and then added a solution, the old sublimation did this and was implemented much better.

This is also a fix for the new sublimation which is terrible, ere you have created a useless problem and then added a solution again.

This is very good.

I will go into more detail in the future after I have played and tried everything, Thank you for reading.

1 Like

Please add a difficulty setting in which enemies use strikes for cooperative mode but in single player mode. Tnx for the game!

1 Like