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Heroes of Hammerwatch II: Celestial Ruins Patch Notes + Hotfix 1-2

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Megjelent a Celestial Ruins, a Heroes of Hammerwatch II első (fizetős) kiegészítése és ezzel egyidőben a játék kapott egy ingyenes frissítést is. A verziószámot sehonnan nem tudtam kideríteni, még a játékból sem, így a kiegészítőhöz fogom kötni.

Igen komoly pakkról van szó tehát és nem is megy könnyen az integrálása, már két gyorsjavítás is érkezett hozzá és továbbiakat is ígérnek a fejlesztők. Az alábbiakban a Patch Notes és a két Hotfix következik – eredeti nyelven, de az Inventory beépített fordítójával áthámozhatóvá tudjátok tenni az angolul hagyott részeket

INVENTORY fordítás

Az Inventory oldalain több olyan cikket is olvashatsz, amelyek eredeti nyelven (angolul) kerülnek a rendszerbe. Ezek többnyire olyan, alacsonyabb jelentőségű anyagok, amelyekre nem marad elég időm minőségi fordítást készíteni. Telepítettem azonban egy fordító plugint, amely ezeket a szövegeket a Google fordító segítségével magyarra fordítja neked. Nem lesz tökéletes, hiszen a fordító motoroknak sok hibájuk van, de érthető lesz, így biztosan nem maradsz ki semmiből.

A magyar nyelvű fordításért kattints a "Hungarian" feliratra, de vigyázz, a fordító az egész oldalt lefordítja magyarra, még azt is, ami eredetileg is magyar. Ezért csak az angol szövegeknél használd, mindenhol máshol kapcsold vissza "English" beállításra!

 

Celestial Ruins Patch Notes

Stats and Mechanics 

  • Crit Chance increase from Dex/Int reduced (16.5%->15% at 100 stat, 27.5%->25% at 500) 
  • Crit Damage increase from Dex/Int heavily reduced (120%->86% at 100 stat, 447%->335% at 500) 
  • Spell Power gain from each class’ primary stat has been doubled 
  • Additional mana cost for Spell Masteries reduced from 8% to 3% per level 

Dev Note: The goal here is to reduce the disparity between weapons and spells in the late game and reduce the impact of crit stats. Increase in Spell Power gains also makes primary stat more relevant, with its effect no longer easily overshadowed by gear and trinkets. 

Classes 

  • Primalist Tremor Strikes damage increased by +10 
  • Primalist Tremor Strikes Glacial/Tempest Strikes chance increased (10%-40% -> 20%-60%) 
  • Primalist Ancient Totems AoE range increased 
  • Paladin Purging Flames persistent flames damage increased by +5% 
  • Wizard Fireball damage increased by +10  
  • Wizard Magic Missile damage at max level decreased by -10 

Dev Note: Because the Celestial Ruins expansion introduces new Spirit Boons, as well as the stat impact rebalance, class tweaks remain relatively minor. More extensive changes are planned, dependent on community feedback (and how the meta shapes up). 

Weapons  

  • Sword epic attack projectile damage reduced (100%->66%) 
  • Maul epic primary attack explode chance increased (50%->66%) 
  • Maul epic secondary attack nova damage increased by +50% 
  • Staves primary attack damage increased by 33% 

Dev Note: Swords have been the go-to choice for late game weapon builds, so a nerf was warranted, while both Maul and Staves felt really underpowered. More extensive weapon rebalance is planned for future updates. 

Enemies and Units 

  • Elite enemies now have more Armor starting at NG+1 
  • Bleed can now be applied to most bosses 
  • Bleed and Stun can now be applied to Wisps 
  • Wisps’ resistance to their own element is cut by half (still very high) 
  • Player-owned Mercenaries Armor and Health increased 
  • Player-owned Mercenaries now scale better with NG+ 

Dev Note #1: Increase in Armor for elites is another step taken to reign in weapon builds in the late game, but it also increases the relevance of Strength and Armor Penetration. 

Dev Note #2: Bleed has been severely hampered by some of the most dangerous enemies in the game being immune to it. These changes should make it more relevant, especially with the Priest’s new Flagellant subclass. 

Dev Note #3: The Mercenary buff is the first step in making both summons and hirelings more relevant in later NG+. More extensive changes are coming. 

General Fixes 

  • Fixed missing sound effects for some Wisp attacks 
  • Fixed certain tags missing from player skills

 

Hotfix 1 Change List 

Fixes

  • Fixed an issue where Architect’s Safe Corridors buff wouldn’t work correctly 
  • Improved pet behavior and item pickup range 
  • Increased enemy spawn point generation in the Heaven biome 
  • Higher rank Trials now correctly require more kills to complete 
  • Adjusted some rare cases where Holy Banner’s effect could be delayed resulting in damage coming through (this is an ongoing fix and we will continue to address these issues when found)

Priest Balance Changes 

  • Priest title bonus increased from 0.025 to 0.050 

Dev Note: We’re open to further increasing this bonus, but want to stick to small increments, as health regen is a tricky stat to balance due to its impact on the potion economy. While the value seems small, a high level Priest is now equivalent to starting each game with several regen trinkets. 

  • Holy Banner cooldown increased from 30s to 40s 

Dev Note: Holy Banner is intended to be a high impact skill that has to be deployed tactically in normal play. However, we’re not against specialised builds that push cooldown reduction to the point of keeping it up semi-permanently, as long as they don’t become the preferred meta pick. We’ll continue to monitor this skill with a more robust rework on the menu if it proves necessary. 

  • Celestial Orbs damage increased from 16-24 to 20-40 
  • Holy Blast damage increased from 200-600 to 400-800 
  • Holy Blast now also carries the Physical tag 
  • Inner Light’s Celestial Orbs damage increased from 10-30 to 20-60 
  • Divine Favor’s Holy Flames damage increased from 15-30 to 25-50 
  • Divine Endurance’s Divine Intervention reworked from 500HP flat to 50% of max HP 
  • Flagellate’s Ecstasy reworked from a flat bonus of 5-15 to 2%-4% Thorns increase per stack 

Dev Note: These changes are by no means the final word on Priest’s balance. A bigger look at all the skills is planned for the upcoming free update. We’re very grateful for all the feedback received so far and look forward to seeing how the meta shapes up!

 

Hotfix 2 Change List 

Fixes

  • Further improvements to pet behavior 
  • Summons now correctly attack Arista and other static enemies 
  • Improved spawn point consistency for the Survival mission 
  • Improved enemy aggro values for the Survival mission 
  • Divine Intervention skill orb no longer overwrites Divine Sustain 
  • Fixed an issue where Holy Banner could drop its protection for a couple frames 
  • Crusaders called by Benevolence’s boon now have correct amount of HP at max level 
  • Fixed an issue where orbs spawned by Inner Light would blink when attacking 
  • Fervent Follower’s boon now correctly stacks with Priest’s Call Crusaders 
  • Hunter’s Hound boon now correctly stacks with Ranger’s Wolf Companion 
  • Celestial Orbs can now crit and correctly scale with Spell Power 
  • Corrected missing SFX in the Trials skill orb spawn sequence 

Dev Note: We’re aware that the Lantern doesn’t heal other players in multiplayer in some scenarios. We’ve identified the issue, but the fix will take a bit more time to roll out. 

Balancing Changes 

  • Increased Armor and Resists for Priest’s summons 
  • Increased Armor and Resists for Ranger’s summons 
  • Increased Armor and Resists for Warlock’s summons 
  • All player summons and recruits are faster and more proactive 
  • Call Crusaders damage increased from 40-120 to 60-140 
  • Wolf Companion damage increased from 60-140 to 80-160 
  • Wolf Companion health increased from 800-2000 to 1000-2200 
  • Summon Fiends damage increased from 20-40 to 20-60 
  • Summon Gargoyle damage increased from 60-140 to 80-240 
  • Animated Sword damage increased from 60-120 to 80-160 
  • Conjure Hydras damage increased from 15-35 to 20-60 
  • Conjure Hydras range and missile speed increased 
  • Hunter’s Hound boon’s Weapon Power bonus increased from 2 to 5 
  • Fallen Events in Spirit Trials now also spawn Trinket rewards 
  • Celestial Orbs damage increased from 20-40 to 20-60 
  • Celestial Orbs now carry the fire tag 
  • Increased kill requirements for higher rank Trials 

Dev Note: The blanket buff to summons is part of a larger summon upgrade coming in the next Free Update.   

 

 

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