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Update:SpiritVale Playtest 0.1.4
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{{PatchNav | Prev = | publishdate = August 7, 2025 | blurb = Playtest 2 Starting Now! Accounts have been wiped. | Next = SpiritVale Playtest 0.2.0 }} == [https://store.steampowered.com/news/app/3918510/view/524224889691832796 Update 0.1.4] β Playtest 2 Starting Now! == ''Posted: Thu, August 7, 2025 β Type: Small Update / Patch Notes'' * Playtest 2 Starting Now! * Accounts have been wiped == Bug Fixes == * Disabled monster pooling + fixed some reference errors (hope this fixes ghost issues π ) * Improved on position desync (hopefully) * Dodge is now instant on client + direction bug should be fixed * Better disconnect handling (instead of getting stuck on load screen) * Fixed a bug where you still have the overweight debuff after using Storage * Fixed a bug where Lv.3 Heal item didn't work with -1s Heal cooldown item (and other similar bugs) * Fixed a bug where crafter can be stuck if you don't have the materials * Fixed characters get stuck if equipping Cat/Pup hat and card * Fixed dodge direction being delayed * Added 4K resolution * Fixed some areas where monsters can get stuck in Desert / Forgotten Depths * Fixed issues with sitting animation * Fixed status display hover info * Fixed summons dropping items * Fixed being able to cast Stomp repeatedly / Increased speed of Stomp * Fixed issues with leech on kill * Fixed double MATK not applied in Twohand stance * Enabled dual wield Mace and offhand Dagger, Sword, Mace * Party members now need to be on the same map to get exp/loot * Fixed crash when quitting the game * Added endure to bosses == Features & Improvements == * 1v1 Trade (equips, artifacts, coins only) * Stylist NPC + around 20 more hairstyles * You can sit down now for double regen and views (press X / can change hotkey) * Fast Casting Toggle * Chat Filter Toggle * Buff Timer Displays * Dodge Cooldown Display * New leech mechanics x% to leech y% health/mana (+new dagger and drooping hat with the new mechanics) * Extend monster hostility range by 50% * Non-boss minions now drop items / exp * Added 15s cooldown to boss minion respawn * Enlarge/Zoom out minimap a bit == Game Balance == * Reduced mana cost of Bash, Venom Strike, Strafing Volley (25 > 13), Force Shot (37 > 13), Shadow Step (37 > 25) * Reduced mana cost of basic bolts by 5 (25 > 20 at Lv3) * Added combo bonus to Force Shot * Reduced mana regen bonus from int * Twohand stance now gets double attack from equipped weapon == Exp Rates == * Monster exp has been rebalanced with Lv100 monsters (Demons Maw) giving about +50% more exp than before, making it more worth it grind higher maps * Level requirements have been increased around 1.5x-4x, if we account for monster exp rescaling it ends up being 1.5-2.5x more kills required. * Those numbers are for Lv1-100, if we're talking about Lv100-150 its about 2.5-4x more kills. == Drop Rates == * Drops have by reduced by a flat 1%-3%, this means lower level maps mostly retain their drop rates (e.g. 18% > 15%, 12% > 9% etc). But higher level map drop rates got a much bigger nerf (e.g. 3% > 2% and 2% > 1%). * I think they don't need to be too low, due to random substat farming == Stat Balance == * ASPD and CTR: Reduced breakpoint bonuses by half (a bonus every 10 agi/dex). It should be much more balanced now * Reflect Damage: I dreamt up this new formula, it may or may not be broken [ReflectDamage = Reflect% * (DamageTaken / DefRatio^2 + FlatDef)] * Life/Mana on hit/kill: Now fully scales with Vit/Int [HP gained = Value * (1 + Vit/20)] * Added new form of leech (x% chance to gain y% of damage as hp/mana) * Monsters now gain additional 1 hit per level (makes flee stacking harder to pull off, another Rogue nerf, sorry) == Class Balance == Different classes now have different health scalings (they were the same before π€¦ββοΈ) === Mage === * Reduced max health by 50% π * Reduced Energy Shield 60% > 50% * Earth Spike: Damage 50% > 40%, Slow Chance 50% + 5% * lv, Cooldown 1s > 2s * Increased Firewall damage slightly === Summoner === * Reduced max health by 30% === Rogue === * Reduced max health by 15% * Reduced Lightning Reflexes flee bonus 30% > 20% * Added ranged atk bonus to Steady Hands, doubled for twohand stance * Poison damage reduced to half * Combat Knife Aspd% 5 > 3 per refine * (Alright maybe I got a bit heavy handed on Rogue, let me know) === Knight === * No changes to max health * All skill damage increased slightly (10-20%) * Added 1s cooldown to Taunt * New skill Spear Quicken: +25% apsd, +25hit/flee, +2% agi scaling for all skills * Enabled Spears to use twohanded stance * (The goal was to make knight skills feel a bit snappier, and also maybe open up some new builds for knight) === Warrior === * Increased max health by 25% * All skill damage increased slightly (10-20%) * Removed hit penalty from Twohand quicken (felt like a no-downside for crit build, but also forced you to go crit) * New skill Twohand Parry: +20% block chance in twohanded stance * All axes reworked, including around +5 base attack boost, also added two new axes. * (The goal was to give warrior a bit more staying power to do it's damage) <noinclude>[[Category:Patch Notes]]</noinclude>
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Update:SpiritVale Playtest 0.1.4
From SpiritVale Wiki