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Join the Playtest on Steam Now: SpiritVale

Update:SpiritVale Playtest 0.1.4

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Revision as of 02:20, 1 October 2025 by Eviand (talk | contribs) (Created page with "__NOFACTBOX__ {{PatchNav | Prev = | publishdate = August 7, 2025 | Next = }} == [https://store.steampowered.com/news/app/3918510/view/524224889691832796 [Update v0.1.4] Playtest 2 Starting Now!] == ''Posted: Thu, August 7, 2025 — Type: Small Update / Patch Notes'' == Overview == * Playtest 2 Starting Now! * Accounts have been wiped == Bug Fixes == * Disabled monster pooling + fixed some reference errors (hope this fixes ghost issues 😭 ) * Improved on position d...")
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Update:SpiritVale Playtest 0.1.4
August 7, 2025

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[Update v0.1.4 Playtest 2 Starting Now!]

Posted: Thu, August 7, 2025 — Type: Small Update / Patch Notes

Overview

  • Playtest 2 Starting Now!
  • Accounts have been wiped

Bug Fixes

  • Disabled monster pooling + fixed some reference errors (hope this fixes ghost issues 😭 )
  • 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 🤦‍♂️)

Mage

  • Reduced max health by 50% 💀
  • 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)