- Fixed de-buff conditions that are stack-able not properly being removed when killed.

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Full Steam announcements and update articles for this title.
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Hello everyone, I have been on holiday break for the past few weeks, and have just begun development once again. Thank you all for your patience!
Before I get started on creating new content, I wanted to address and fix some underlying bugs that was inhibiting the multiplayer experience of the game.
This is only a small patch, but future patches that will follow will contain new content for the game. Thank you for understanding!
Changed text components for various UI elements from the standard legacy unity text rendering to "Text Mesh Pro" for better readability. This may break some UI related mods and will need to be adapted to.
Removed the "Waiting For Players" prompt when being in the Dungeon Boss Portal, which led to net-play sync issues where larger parties could not enter the boss room.
Most class gear now have new gear condition special bonuses for increasing skill power of certain class skills.
Fixed bug where the pvp flag input was not being properly saved / loaded and continued to use the default "V" hotkey.
The sword weapon class is renamed to "Blade", which would stylistically allow one handed axes to be in the same category.
Weapon / Alt weapon slots are renamed to "Main Hand" and "Main Hand (Alt)" slots.
Shield slot is renamed to "Off Hand".
Updated the condition icon visibility, as they now pulse instead of rapidly flashing when the timer is low on them.
Updated consumable tool-tips, showing the conditions they can provide such as the potion conditions.
Fixed a game-pad icon element being incorrectly shown on the character creation stat tab.
Recovery and Siphon Leech are now classified as "Vitality" skills, and will scale power towards the Max Health stat.
Significantly increased damage scale of Talus.
Decreased Inner Focus cool-down from 45sec to 25sec.
Increased Divine mana cost from 12 to 20.
Known issues that have not been addressed yet:
The training dummies (specifically ones that spawn in Sanctum) can still have incorrect positioning on client-side play in multiplayer.
Due to the reworkings of conditions, weapons in this version are still in a work in progress for "on hit" conditions, they will not have on hit conditions until finalized.
Some enemies may provide conditions that can have an infinite duration or do absolutely nothing. Please report this in the comments if you discover a specific enemy providing a faulty condition.
% buffs for critical and evasion stats are not completely accurate, this will be fixed and is known about.
For a limited time, you can get yourself a plush of Angela Flux, the Mystic Guardian of Sanctum! You too can potentially be occupied with the librarian in your own home.
The offer is a limited run, so it won't last forever! All shipping & fulfillment is Makeship's responsibility-- any questions, concerns or disputes should be addressed to them.
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Fixed a packet accumulation bug where it would potentially disconnect a player while playing.
Fixed a lag input issue with the chat-box while pressing the up key to re-post a previous message.
Fixed a bug where holding down block then attempting to cast a skill will lock up the player, preventing them to do any action until they cast another skill.
Reflect now has a weaker damage output % for pvp. It still functions the original % against mobs.
Happy Thanksgiving!
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Fixed Screen Mode and Screen Resolution setting drop-downs. Setting resolutions and screen mode should work properly without hassle now.
A default resolution / screen mode setting will be applied when launching the game on Steamdeck, making it default to the Steamdeck's native screen resolution. This will only happen once on startup.
The settings menu cells can now be additionally navigated using the left analog stick while in the main menu (not in-game).
Added an official Steam input template for Steamdeck for the native game-pad support mode, which just makes the right trackpad and right trigger button emulate mouse movement and left mouse clicking.
Revised the chatbox font, making it look more bold and similar to how it was, but without the overlapping text and extended unicode glyphs.
Added an input buffer for game-pad on character selection to prevent some issues from occurring.
Added a leader crown icon that appears over the party leader's indicator arrow in-game.
Holding down the X Button on game-pad while hovering over equipment in the inventory menu will pop open a tool-tip if the tool-tip is not open.
Selecting a realm on the lobby list refreshes the list like it did before.
Optimized dungeon instance loading for server-side and client-side, reducing useless processes that happen every frame update.
Fixed issue where the host player can hear sounds that come from loaded dungeon patterns (spike traps, doors, teleporters, etc).
Fixed issue where several dungeon pattern objects were being spawned in awkward positions (Eye laser beam statues floating in the air, etc).
Fixed issue where party members can go into a dungeon while the party leader is in a different dungeon.
Fixed issue where longer spike panel traps have their spikes culled depending on camera angle.
Fixed issue where the minimap being stuck as host when connected client players are in a dungeon.
Fixed several player effects such as the dash effect and vanity effects appearing when the local player is culled / unculled from zooming the camera in and out.
Fixed several animations such as combat animations, dashing, etc potentially happening while the player is dead.
Fixed several effects that happen on different map instances showing up for the host player if they are not on the same map instance.
Fixed bug when stunning the Geist Lord (Zuulneruda, Kaluuz) before they finish their "introduction" AI behavior, causing them to not attack.
Fixed a mob arena trigger not colliding properly in one of the Sanctum Catacombs dungeon patterns.
Removed some terrain meshes in the Bulaar Fortress, which mysteriously made the AI for mobs dormant.
*Update promotional artwork made by Assley (a.k.a Busta_Machine)!
On the day prior to the first year anniversary, a new update for ATLYSS surfaces, bringing forth the ability to fully play the game using X-input game-pad support! Nearly all menus, prompts, bells and whistles are now controllable via game-pad!
*You can still play with steam input templates by using the mouse and keyboard input setting in-game.
...But that's not all! Many changes alongside some content additions come into action for this update as well. Here's the patch notes:
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*NOTICE: Due to many skill adjustments for this update, skills on outdated characters will be reset, and skill points will be reimbursed.
X-input game-pad support is fully implemented! A notice panel asking you to choose between keyboard or game-pad will pop up on game startup. It will not prompt again when a choice is made.
Added more dungeon patterns to the Sanctum Catacombs and Crescent Grove.
Revised the dungeon instance pattern system for entering a dungeon, making it a server-side shuffled queue rather than basing the last played pattern on the player.
Fixed bug where starting a party inside of a dungeon instance will not allow new party members to enter the party leader's concurrent dungeon instance.
Reduced the amount of breakable vases in some Crescent Grove patterns.
Decreased the size of all Boss Chests, and added a currency drop to them.
Adjusted the defense stat formula, making the bonus against standard weapon attacks less harsh. This change is to make melee combat more impactful, especially for lower level experiences.
Increased the attack rate speed of Katars / Fist weapons.
Increased base damage outputs on many of the lower level weapons.
Critical hits can no longer be passively blocked.
Added 5 more storage tabs for the item storage system, up to 8 storage tabs in total!
Spike now opens the storage immediately without having to press a dialog button after his introduction dialog.
Updated the Who Tab, making side icons for list refreshing, muting / unmuting toggle, invite to party, and leave party buttons.
Added a buffer for Lobby hosting / creation. Once the lobby is loaded, then it will appear on the list browser. (This mostly fixes getting stuck on load screen, followed by disconnection).
Fixed the password input panel for lobby hosting being multi-line instead of single-line, which lead to issues of accidental line additions by pressing enter.
Added a "Notice" icon on the stats button in character creation to signify that there are unassigned attribute points.
Added a toggle to disable the net-play disclaimer when hosting or finding a net-play lobby.
Parties can now hold up to 6 people. Larger party sizes will be considered.
Updated the party member cells, making them more readable and cleaner.
Added a button to teleport to the party leaders map instance in the Who Tab. The player will need to be either on the Communing Catacombs quest or have completed it to use this function.
Added a party leader ownership transfer system. You can give someone in your party leadership in the Who tab menu if you are the party leader.
Added a share quest function on the quest menu tab. You must be party leader to share quests to others in the same party. If the players do not meet the requirements, they will not get the quest.
Added a quest track toggle system for the Quest Tab Menu, allowing you to hide / unhide certain quests from tracking progress if the hide tracker setting is disabled.
The tracked quest lists will now display where to return to after completing the quest.
Added a counter next to the quest cells while in a party, to see how many party members have the quest to make quest sharing process easier.
Quests will no longer show a progress message if they are completed, such as slaying more of the mobs that are needed to be slain for the quest, or with the amount of items needed.
Locked quests on the quest selection menu will no longer display the description / rewards on the tab menu cell panel.
Increased the fade in and fade out speed of the centered map / zone title text.
Updated the font for the chat-box, making it more readable / simplistic, since the old font was very stylized and overlapped characters.
Room chat has been replaced by the older "Zone" chat channel. This channel will display messages sent by players who are on the same map instance as you. This feature was often requested, and the prior Room Channel was reportedly used often as a zone chat channel amongst players.
Game logic feedback and chatbox text will no longer abruptly fade in / fade out while the in-game UI hide toggle is on.
Increased the opacity of the cool-down counters for action / skill slots for more readability.
Fixed projectile prediction issue where mob projectiles on client-side go through the players.
Fixed object pooled projectiles spawned from players and mobs on client-side exploding / destroying on spawn.
Fixed the Stat panel projection for applying attribute points (+1's, etc) for client-side, as it was not displaying correctly.
Fixed being able to wrongfully purchase multiple items with a trade item currency with split stacks.
Fixed being able to unsheathe / sheathe weapon while blocking / holding the block input.
Fixed a collider issue at the gateway area in Sanctum which got players stuck, having to restart the game to get unstuck.
Fixed passive skill objects not instantiating on client-side if the player spawns into a different map instance from the local player. (Bulwark effect not appearing, etc)
Fixed the UI host console ban / kick / disconnect buttons not functioning due to the nickname / command call fix.
Fixed skill icons that have no resource cost not greying out if the player is dead.
Updated the Store, Storage, Enchantment, and Quest Selection dialog prompt panels, designing them to be more consistent with current UI changes.
Removed the keybinding input setting for the Lexicon as it does not exist anymore.
Holding the dash button will disable interaction queues with portals and other interactables.
The Ctrl + F12 hotkey to disconnect only applies while loading now, it will no longer function when in-game. The disconnect / cancel is the back button for X-input game-pad mode.
Player character models should no longer do the alt idle / look around animation while casting skills.
Slightly decreased max mana bonus for the Mind Attribute.
Increased the max health of all mobs to compensate for the defense stat formula / decrease adjustment.
Mobs will no longer evade or passively block incoming attacks if they are parry staggered / stunned.
Elite mobs now display as golden dots on the mini-map.
Slime Diva's level decreased from 12 to 10.
Slime Diva's AI rotation is sped up considerably.
Miasmas siphon leech and Toxin's poison is much less powerful, and duration is decreased.
Added a shine telegraph effect for slime attacking animations.
Sally now provides a lv-12 skill scroll quest in conjunction with Angela and Enok.
Several skill scrolls given from quests such as Focus Shot, Multi Bash, and Curis can no longer be sold to a vendor.
Skill scrolls given from quests are now categorized as "Quest Items".
Melee skills now provide 0.2sec i-frames on cast.
Increased the strength weapon damage bonus % from 15% to 40% for Strength Mastery.
Increased the mind weapon damage bonus % from 12% to 40% for Mind Mastery.
Increased the dexterity weapon damage bonus % from 18% to 40% for Dexterity Mastery.
Increased damage scale of Spire, where it should no longer potentially deal 0 damage if magic power is at 1.
Decreased cool-down for Spire from 8sec to 5sec.
Decreased cool-down for Focus Shot from 12sec to 8sec.
Decreased cool-down for Multi Bash from 8sec to 6sec.
Decreased cool-down for Fira from 8sec to 6sec.
Life Tap now prevents casting / greys out skill slot if the player's mana is at maximum.
Life Tap no longer costs a % of the players max health, and costs at a fixed amount of 20 health instead.
Life Tap now replenishes a fixed amount of 60 mana instead of the entire mana pool.
Decreased cool-down for Life Tap from 80sec to 6sec.
Talus no longer deals damage before impact.
Lethal Strike is now a passive. Much like the Mystics Blink and Bandits Agile Technique, it is now a dash modifier skill that requires holding and releasing the dash button to execute.
Execute now siphons life on hit for each target, healing the fighter 15% of the damage back to them on successful hit. Perhaps a taste of what's to come for the future Berserker subclass?
Bulwark now removes knock-back from hits that are lower or two levels higher in comparison to the fighters level, allowing more sustainable melee combat. Does not apply to traps / hazards.
Fixed the stamina cost reduction for blocking with Bulwark, as it was never properly coded in.
Bulwark now provides a 45% chance to ignore stamina cost when successfully blocking an attack.
Increased skill point cost on Execute to 3.
Increased cool-down for Execute from 6sec to 10sec.
Increased stamina cost for Execute from 6 stamina to 10 stamina.
Increased stamina cost for Blood Gush from 5 stamina to 6 stamina.
Increased rate speed of Blood Gush from 1.2sec to 0.5sec.
Decreased condition length of Blood Gush from 8sec to 5sec.
Decreased the bleed damage scaling for Blood Gush to compensate for the faster bleed rate.
Increased damage scaling for Stomp.
Decreased defense reduction for Stomp.
Increased damage scaling for Cyclone.
Slightly increased time of Cyclone before coming back to the Fighter.
Added a timer to force the return of Cyclone to the Fighter.
Decreased skill point cost for Reflect from 6 to 3.
Reflect now has a visual effect when blocking.
Removed the 10 defense and magic defense stat buff from Bulwark.
Decreased skill point cost for Blink from 6 to 3.
Added a 100 max mana stat bonus for Manaflow.
Fixed Shadow Ward initialize sound to prevent loudness.
Agile Technique now has a visual effect when dash tap jumping and bouncing.
Added Steam rich presence to the game, displaying information on the Steam Friends list of the players location, class, level, and main menu selection.
Added a small visual "poof" effect when items disappear from the game space without being picked up for a long period of time.
Added a "Revive" interaction mechanic (pressing the interact key nearby a dead player), allowing players to revive others without needing a Soul Pearl. Reviving a without a Soul Pearl will take much longer to cast, and will be interrupted on movement.
Added a friendly npc at the Chapel of The Elders that explains reviving others.
Updated quest reward inventory quantity check, preventing the player from completing the quest if they have a full inventory under other circumstances.
Fixed the item iteration queue when abandoning a quest, which had a bug of removing quest items from a quest the player still has in their log.
Fixed not being able to pick up dropped currency that was not auto-tagged / picked up by anyone.
Fixed Kubold's mouth mesh clipping on the lowest muzzle size.
Sapphite ore now provides copper clusters in its loot table.
Lowered all damage output potency % for pvp for both damage types (Physical, Magical) to 68%, which should increase survivability for pvp battles. Healing skills may be affected in a later update.
Player projectiles that are not melee / close range hit boxes will no longer stagger the parent player (knocking them back) if they are parried in pvp.
Removed the 1 mana cost for Recall.
Paladin:
Divine's damage hitbox can no longer crit.
Bandit:
Bomb trap can no longer be reflected or stagger the parent player who set the trap if parried in pvp.
Added an optional UI element that displays how many players are in the same map instance as you. This can be toggled off in the settings menu.
Updated and refactored some of the character equipment display code for optimization. This may affect several equipment display mods and may need to be updated.
Adjusted more of the Kubold's armature bone positions and rotations to be properly aligned with the idle animations.
More work on projectile prediction is made, greatly reducing the chance of projectiles colliding with friendly players on connected clientside play, while the host / game logic applies the correct collision.
Fixed issue where purchasing something within the quantity window allows you to obtain an item without having the funds for it.
All legacy trade / non consumable items (Green lipstick, Slimek Eyes, etc) that are natively stackable can be stacked up to 99. Existing items in storage or inventory may need to be refreshed / picked up again to reassign the max stack quantity value.
Fixed Sapphite Katar mesh where the ends of the handles did not have polygons.
The Amberite Helm no longer displays the ears of the player character wearing it.
Quest items netsync dropped by other players will do a check if the local player is on the item's quest to be picked up. If not, the player will not be able to pick up the item.
Fixed quest items being removed from the players inventory if they have the quest, but are loading into the game after a previous session.
Updated the interaction query, allowing the ability to pick up items while in the lv-6 fishing spot while moving. The interaction query code refactor is on the to do list.
Class tomes with equipment quest rewards now check if the player's gear / equipment inventory is full before use.
Increased the % chance of Iron Clusters given from Sapphite Ore.
Added a new item visual category, "Quest". ...For quest items.
Added a new quest for Angela.
Fighter
Increased damage scale for Stomp.
Slightly increased damage scale for Cyclone.
Decreased cool down on Cyclone from 15sec to 12sec.
Mystic
Lowered damage scale for Fluxclaw.
Increased damage scale for Fluxbolt.
Decreased mana cost for Fluxbolt from 16 mana to 12 mana.
Decreased Restora cast time from 1.2sec to 1sec.
Bandit
Decreased cool down on Venom Shot from 10sec to 8sec.
Increased detection radius of Bomb Trap.
Hit box size of Bomb Trap is now the same size of the detection radius.
Bomb Trap explosion visual effect is larger to fit the size of the hit box.
Added a new parameter to settings file, remembering what your last played character is, selecting them when starting up the selection screen.
Added a new tutorial when picking up an item, stating that you can hold the interact key to auto pick up nearby items.
Adjusted UI formatting and did some slight development on game pad input control. Note: Native game pad input is still very incomplete.
Adjusted default video resolution settings for starting up the game without a settings file, to windowed 1600x900.
Fixed a de-serialization error when joining a lobby with high latency, which prevented connecting players from setting their level and stats.
Fixed issue where the character selection / creation menu camera would potentially spin infinitely with keyboard input while having a game pad plugged in.
Fixed the rotation and positioning of the Kubold's wrists and arms while reset into the idle animation from previously holding a weapon.
Fixed the recall portal appearing after recalling from a Dungeon. Recall portals should only appear for field zone maps.
Resource nodes for professions can now be interacted with the interaction input alongside with using the tool consumable.
Fixed stacking issue when shift clicking items into storage.
Fixed support hitboxes such as buffs and heals affecting enemy / non party players in PVP.
Adjusted projectile hitbox prediction, where projectiles should not collide with other players unless if they are flagged for pvp. They do not party check yet.
Fixed being able to cling and getting slightly stuck onto the ends of the support beams in the Sanctum Lake.
Updated all the Orca Civilians' dialog in Sanctum.
Added a longer / separate telegraph visual for the Warboar's spin attack.
Fixed scaling interpolation issue with mobs when they are parried and the player level is very low compared to them.
Slightly increased max health of all standard mobs in the Hard Crescent Grove dungeon (lv-20/lv-25).
Aqua Muchrooms are more likely to cast Crya instead of Aquos.
Spread shot cool down increased from 1.2sec to 3sec.
Fluxbolt cool down decreased from 3.5sec to 2sec.
Spire cool down decreased from 20sec to 8sec.
Alacrity cool down decreased from 20sec to 13sec.
Bomb trap damage scale increased.
After long last, a new update for the game is out! Thank you all for the support and the feedback!
*The header / cover image art is done by fantastic fan artist, Kappanana!
Here's the patch notes:
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For a better flow with the current content that is available in game in this Early Access state, the max level for characters is scaled down to 32.
Characters with an older version tied to their save data: Skill Points and Attribute Points will be reset and reimbursed when starting the game.
To be safe, please back up your character files before launching the updated game version. They can be found in ATLYSS_DATA / profileCollections of your install directory. Vanilla characters are very likely to be unaffected, but modded characters may experience issues.
All of the overworld maps have been revised and updated. Some of the maps are split into halves, making it much easier and faster to traverse through the game.
Reverted the Recall coordinate positioning back to the original state, where returning from the recall portal will take you to the last spawnpoint you entered the map from.
Adjusted fog intensity effect when entering Angela's Tower, making the fog less jarring when transitioning in and out of the area.
Slightly increased the loading / buffering speed when entering new maps as the host player / singleplayer.
Optimized the constant rotating objects (Primarily decor, not projectiles / traps) for host players, pausing their rotations when host players are not in the same instance.
Waypoints that are in the same instance (Crescent Keep, Crescent Grove) now immediately teleport the player between them rather than unloading / loading the map, fixing the infinite void bug for clients.
Altered the Crescent Keep enemy arenas, which has way less Wizboars and more Golems to fight.
Sanctum will now unload if there are no players in the instance.
The Mekboar Fortress (Bularr Fortress), is finally completed, with a completed loot table and boss.
The loot table and boss loot of Crescent Grove Hard (lv-20 to lv-25), is completed.
The Sanctum Gateway portal now opens when accepting and / or completing the "Communing Catacombs" quest rather than "A Warm Welcome".
Removed "The Effold Terrace" quest, replacing it with "Diva Must Die" for smoother progression.
Removed "Silencing Gahool" quest, and instead made Gahool a special elite spawn that drops the Flux Cloak among other items.
Quests that provide instructions to locales are revised for the re-worked overworld.
More Quests have been added to Angela, Sally, and Enok.
Updated the terrain shader material, reducing the stretched out textures shown on elevated terrain.
Updated the effects of portals, additionally lowering particle count on them for optimizing.
Fixed the player water splash effect not appearing when falling at a certain velocity / distance.
Fixed class tome effect displaying the wrong font.
Updated the Skill Scroll use effect.
Provided Changs their own unique casting animations-- All races now have their own casting animations!
Updated the Imp, Kubold, and Poon casting animations to be more fluid and less stiff.
Updated the shotgun shoot animation, making it more smooth and less stiff.
Torta the Fishing NPC now has a 3d model and is no longer a sprite.
Vivian now has a looping enchanting animation while you're enchanting your items.
Fixed Chang feet / tail / nose materials not functioning with tint / culling / shine effects.
Fixed Chang tail position / rotation pivot when doing the /sit2 emote.
Added a generic sit emote for Imps, moving their floating sit animation to the /sit2 emote.
Fixed Imp face mesh clipping through the muzzle face blend shape, notably for the mouth variants that have nose spots.
Fixed Imp leg texture armor overlay glitching when wearing a full helm.
Reduced the clipping for some eye sprites against the muzzle modifier for the Imps.
Fixed equipment display sometimes not properly rendering / culling for the character display in the character selection menu.
Fixed equipment display not properly culling / rendering leggings in conjunction with the robe mesh.
Adjusted shadow projection object on players, making it clip less on characters feet.
Added minimap outlines for most maps.
Added minimap icons for portals, showing them as blue when active, and grey when inactive.
Added a graphical skull icon for the "You're Dead" UI panel.
Updated the target health bar on the top middle of the UI, adding a ghost effect to the bar.
Added cooldown counters for the skill slots in the action bar. This is turned off in the interface settings by default.
Removed the "inactive" action skill slot input sound, since it was commonly inaccurate when played.
Updated all class icon sprites to better fit the UI style.
Updated the display for the quickswap numerals on the main in-game UI.
Added an icon to the equip tooltip to signify if the gear is affected by the equipped dye.
Party members are now color coded with their arrow indicators above their heads.
Updated the World Portal Waypoint Selection UI Panel, giving waypoints more general icons with color codes pertaining to what zone the area entails.
Fixed the navigation / selection for choosing waypoints in the World Portal UI panel.
Re-added the Waypoint for the outside of Crescent Keep.
Increased base Max Health curve for every level. (lv-1 Max Health increased from 15 to 30).
Increased base time before mana regeneration from 1sec to 2.6sec.
Increased Max Mana scaling from +5 to +6 for the Mind Attribute.
Increased Experience Curve for leveling from lv-20 to lv-32.
Base parry time buffer applied to parried targets increased from 0.98sec to 2sec.
Decreased PVE IFrame buffer for players from 0.8sec to 0.42sec.
Increased PVP IFrame buffer for players from 0.2sec to 0.42sec.
Removed the cast time decrease when getting hit. You can still be interrupted if knocked back.
Block cancelling jump attacks in very high altitude from the distance of the ground will now decrease 40% of your max stamina.
Critical hit values now clamp within the range of 12-24 at the lowest value, making critical hits more impactful for low level players.
Increased defense effectiveness against heavy damage.
Increased base Block Stamina cost from 48.5% to 50%.
Decreased base Parry window time from 0.26sec to 0.2sec.
Decreased the movement control lock time when blocking / parrying an attack from 0.32sec to 0.2sec.
Increased knock back intensity when blocking / parrying an attack.
Lowered the buffer for blocking then jump attacking.
Increased the damage output for a low level / trap shatter block from 30% of incoming damage to 56%.
Traps such as spinning blades, beam statues, and wall spikes now auto shatter blocks, dealing 56% of the damage and draining all stamina.
Passive blocking will no longer apply to the player if they are under an action, such as attacking, blocking, or casting a skill.
Removed the Condition Resistance stat for armor since it was never really used. (Was only used for one cape in the game).
Increased stat modifier % bonus for Killer, Magical, and Precise from +6.8% to +18%.
Increased stat modifier % bonus for Lively, Manafont, and Energetic from +7.8% to +12%.
Increased stat modifier % bonus for Guardian from +6.8% to 15%.
Added Trip (The Dye Merchant) to Sanctum, and Wall of The Stars.
Sally now provides the Tome of Naivety and Tome of Unlearning at the lowest shop tier.
Local NPCS (non netsynced) will now properly turn back to their origin facing rotation after speaking to you.
Fixed quest items being stuck in the inventory if the quest has already been completed. If the player does not have the quest that is tied to the item, the item will be removed.
Quest items will no longer be able to be put in storage. Any quest items that are found in storage will be removed.
Shift clicking consumables in the inventory tab will now quick use them, much like how shift clicking gear quick equips.
Fixed the center trigger message being stuck while the dialog system is active.
The subclass tomes are no longer accessible from the Hard Crescent Grove badge vendor, and instead are provided by the "Mad Statue" in Sanctum. The Mad Statue will require a trade item that can be bought from the Hard Crescent Grove badge vendor.
The subclass tomes have updated descriptions, explaining what the plans are for them and what they will entail for the future.
Trial of the Stars is no longer accessible until acquiring or completing Craig's quest "Up and Over It" in the Wall of The Stars.
The chest in the Trial of the Stars no longer drops the Epic Carrot if the player does not have the quest to retrieve it.
The chest in the Trial of the Stars now provides currency alongside the Epic Carrot.
Lowered the default Master Volume on game startup without having a settings file saved.
Changed the tooltip "New Preset Design" to "Randomize All" in the character creation screen.
Added a "Are you sure?" prompt window when clicking Randomize All on character creation.
Updated the Color panel for the Character Creation UI, fixing the click spots for some sliders and adding tags to them.
Updated the Stats / Trait panel for the Character Creation UI, adding weapon icons and a Dye icon for readability.
Adjusted the Character Selection screen environment coloration, making it look more similar to the original blue environment.
Added more random names to the randomize name string pool for character creation. (There are now 300 random names in the list).
Fixed being able to click and select a character outside of the selection page / list on the bottom area in the character selection screen.
Fixed selecting a race in the Character Creation potentially not providing a weapon to them on creation.
Adjusted the camera positioning for editing the heads of each race on the character creation menu.
Damage number values will no longer display for the host player if they are on a separate map from the target who is being damaged by them.
Fixed the damage output % of the Magitek Burstgun, as it was mistakenly given 160% damage bonus on the first hit.
The shotgun / gun weapon class now deals heavy damage instead of medium damage.
Slightly slowed down fire rate of shotgun / gun weapons.
Added a "lock weapon" function in the inventory tab menu, allowing the player to always hold their main weapon as they swap between action bars.
Added a quick equip input buffer for shift left clicking gear, since there was no cool down / buffer for bandwidth compensation purposes in netplay.
Fixed the sorting of gear items, putting them into more appropriate sorting categories.
Fixed the sorting of trade items, having Angela Tears, Soul Pearls, and Badges being on the top slots.
Tooltips now display the special currencies such as badges differently, showing how many you have alongside the amount needed.
Added a tooltip for the Armor Dye slot when hovering your cursor over it.
Renamed the Ring Slot / Ring category for armor to "Trinket".
The Fortified Vestment level requirement is increased to 20, and has stronger stats.
The Dire Helm is no longer cosmetic, and is now a helmet with stats.
Lowered / adjusted the stats of the Darkcloth Leggings.
Adjusted the player knockback direction when getting hit from from or behind, most notably when getting knockback from the wall spike traps while facing away from them.
Fixed the knockback cloud impact effect not appearing sometimes when players get knocked back.
Removed all quest completion requirements for all Sanctum Catacombs quests from Zuula.
Updated Options Tab Menu Panel, adding flavor icons to the buttons.
Added flavor icons for the dungeon difficulty button panels.
The shop cells now display the skill icons for skill scrolls.
Profession system implemented, giving levels and experience to Fishing. The max level for professions will be 10 for now.
Mining profession added. It will require a pickaxe tool consumable. It can be purchased from most merchants.
Added a new NPC for the mining profession. She can be found in Sanctum.
Added a UI indication cell when approaching profession resource nodes.
Fishing % chance of getting a bite is down from 35% to 32%.
Fishing no longer has a chance of getting nothing on the hook.
Fishing nodes no longer have Angela's Tears or Soul Pearls in their loot tables.
The fishing rod, "Wooden Rod", is renamed to "Fishing Rod". Players who have a Wooden Rod will have to purchase a new rod as it will not be found in the database.
Profession tool consumables will no longer have a quantity counter on them on the quick consumable slots.
Lowered one of the platforms in Slime Diva's arena to help prevent her from getting stuck while path-find looping.
Fixed projectiles not emitting correctly from Slime Diva for clientside connection.
Increased Slime Diva's max health bonus.
Removed Slime Diva's evasion bonus.
Increased cast times for all skills for all mobs.
The Training dummies now have "stunned" animations.
Blightwoods shoot 3 projectiles rather than 1.
Fixed Boomboar cannonballs having lingering hitboxes.
Enemies that cast skills will return to their looping skill casting animation if interrupted.
Removed evasion bonus on Mini Geists.
Standard enemies will now have a chance to slightly push themselves forward with additional force to aggroed targets if they are not within stopping distance.
Enemies will no longer stay put and be "interested" with a "?" on a player without aggroing, preventing them from clumping up in huge groups around the player.
Added a % chance to spawn Elite Mobs after continuously killing mobs in several Map Instances, that drop rare loot.
Enemies that are lower than level 5 will no longer have their health scaled on player count.
Decreased enemy health modifier scaling in multiplayer sessions from 48% to 36%.
Revised enemy de-spawning if the aggroed target player is a certain distance range from them in field zones. Elites will always chase down players regardless of distance.
Enemies entering safe zone regions in maps will be de-aggroed / reset and respawn back to their spawn position region.
Fixed enemies not properly displaying health bars and other visual queues in various Map Instances.
Enemy arrow targeter and healthbar / castbar positions are now interpolated, reducing visual jitter.
Locked on targets now always show their health bars and cast bars above their heads, regardless of the distance they are between you and them.
Increased range from 50 yards to 80 yards between targets and the main player to determine when to show healthbars and cast bars that appear over their heads.
Slightly lowered lock-on targeter offset position on Colossus / Valdur.
All Melee / Close range skills now have less control lock, and provide extra coyote time while using them in the air, providing a small jump when using them.
Updated the Earth Element skill charge effect.
Crya, Multi Bash, and Focus shot now cost 3 skill points each.
Decreased Crya's mana cost from 12 to 10.
Multibash can no longer be evaded.
Focus shot can no longer be evaded.
Increased Recovery condition duration from 5sec to 8sec.
Updated visual effect of Recovery.
Increased Sturdy's cast time from 0.3sec to 0.4sec.
Updated visual effect of Sturdy.
Decreased Alacrity's cooldown from 28sec to 20sec.
Updated visual effect of Alacrity.
Fixed Fira's damage % on all three fireballs. They now all properly deal the same damage range.
Increased damage scale for Fira.
Decreased Spread Shot's cooldown from 6sec to 1.2sec.
Decreased Spread Shot's mana cost from 8 to 6.
Increased Curis' cooldown from 15sec to 20sec.
Increased Curis' mana cost from 15 to 18.
Decreased healing scale for Curis.
Reflect now displays the visual floating damage value when applied to targets.
Increased Stomp's hitbox radius slightly.
Increased Blood Gush's stamina cost from 4 to 5.
Increased Cyclone's stamina cost from 12 to 15.
Increased Cyclone's skill point cost from 2 to 3.
Increased Cyclone's cooldown from 8sec to 15sec.
Decreased damage scale for Cyclone.
Updated visual effect of Cyclone.
Added a new passive skill for Paladin, "Cadence Aura".
Fluxbolt and Fluxclaw damage weights against magic defense are swapped. Fluxbolt now deals "Heavy" magic damage while Fluxclaw deals "Medium" magic damage.
Prism cast time is now instant.
Increased Restora's mana cost from 18 to 20.
Increased Restora's cast time from 0.8sec to 1.2sec.
Decreased healing scale for Restora.
Increased damage scale for Fluxbolt.
Increased Fluxbolt's mana cost from 12 to 16.
Increased Fluxbolt's cast time from 0.6sec to 0.8sec.
Increased Fluxbolt's cooldown from 2.5sec to 3sec.
Increased damage scale for Fluxclaw.
Decreased Fluxclaw's mana cost from 8 to 6.
Decreased Fluxclaw's cast time from 0.4sec to 0.24sec.
Decreased Fluxclaw's cooldown from 0.8sec to 0.6sec.
Decreased Ruin's cast time from 1.2sec to 1sec.
Decreased Ruin's mana cost from 28 to 24.
Increased Haste's condition duration from 10sec to 12sec.
Decreased Haste's mana cost from 35 to 30.
Increased Haste's cast time modifier speed.
Decreased Haste's cooldown modifier speed.
Shadow Ward cast time is now instant.
Fixed bug where Shadow Ward healed the caster and allies.
Decreased Killer Jab's cast time from 0.5sec to 0.3sec.
Increased damage scale for Venom Shot.
Increased damage scale for Bomb Trap.
Known Bugs:
Jump attacking and getting hit at a specific time will still potentially glitch.
Initial display of the default male and female characters on character creation screen have incorrect coloration.
The zone / region title card will occasionally display the wrong zone type (Safe, Field, etc) for connected client-side play. This may vary on latency and is a visual only bug.
Projectile prediction still needs work, some projectiles may not properly appear or function visually for connected players.
Health scaling on mobs may still not function correctly / 100% of the time.
Stats on some lower level gear may still be unbalanced in comparison to higher level gear.
Small optimization issues / lag spikes may occur from time to time for solo play / low player count sessions.
Some mobs may get stuck on tight crevasses. Slimeks in Effold Terrace can often find themselves in weird spots.
Charge attacking and weapon swapping rapidly with higher latency may still lead to small issues.
The party system still needs revision, as players can still be marked as "busy" and would need to go to different map instances to reset their busy status to be invited.
To expect for future updates that couldn't make it to this one:
Revised gambling system with Skrit. His loot table has not been updated yet.
Revised Storage system, adding auto stacking when shift clicking items into it.
More Emerock gear for Sally's lv-25+ shop tier.
More layouts for Sanctum Catacombs and Crescent Grove.
Minimap outline for Gate of the Moon, and the completion of that map in general.
More dedicated rare loot drops from elite spawns.
Quests from Torta, the fishing NPC in Sanctum.
Weapon vanity.
Music and other audio ambience for some maps that don't have them.
Atlyss 72025.a8 Small Patch Released
A small patch containing some bug fixes and UI changes released. Verify integrity of game cache if the update does not occur.
Replaced licensed fonts on various UI elements. For anyone developing language localization modifications to the game, be aware this change could alter your work. The font chosen as a replacement is a placeholder for now.
Fixed the weapon tooltip not correctly displaying the damage transmutation calculation.
Fixed having a certain amount of learned novice skills not providing a new page in the skillbook.
Added a graphical tag for lobbies in the finder that have been detected to use mods. Consider making a backup of your character files before joining a modded lobby, which can be found in the "profileCollections" folder.
Added a Cyan Dye.
A new version of ATLYSS (72025.a5) is released. Verify integrity of game cache if the update does not occur.
Consumables such as Bunbags, Bunjars, and Bunpots have increased / adjusted cooldowns.
Added a new Novice skill that Angela provides at level 12 - "Curis". It is a simple, instant cast healing skill that heals the caster and allies.
Increased the skill power of Stomp, Execute, and Shockwave.
Fixed missing mesh of one of the Chang's hairstyles.
Decreased the defense effectiveness against heavy damage.
Slightly increased damage % of the upgraded heavy melee jump attacks.
Divine now heals again, providing the same % value as the damage it gives to enemies.
Increased the % to critical strike bonuses for Devious Signet.
Slightly Decreased cast time of Fira and Aquos.
Fixed enemy healthbars and modifier emblems showing up for host if clients are on different map instances.
Fixed several projectiles not appearing correctly for clients on netplay sessions.
Due to the softlock bug, the Crescent Keep waypoint is removed. The Crescent Grove waypoint still exists.
Hello everyone, thank you so much for all of your feedback for ATLYSS. I have been taking as much time as I can to read all the feedback provided for the new update that released yesterday. A lot of the game has changed, and I'm aware and learning what outcome is for taking as long as I have on this update.
There will be a new patch for the game, addressing some of the common issues regarding the skill system, mostly pertaining to the Mystic class balancing.
What to expect for this upcoming patch:
Revised Mystic skill cool downs and cast times, alongside skill power adjustments.
For the time being, Lethal Strike will be reverted back to a charge and release skill as it was more stable than the dash modifier. I will find a new solution later on for making the Fighter's dash upgrade work in conjunction with the Mystic and Bandit dash passives.
Adjusted defense dampening on enemies, and slightly lowered health scaling for enemies for parties.
Removal of the Angela quest for Trial of the Stars, replacing it with a different NPC at the Wall of the Stars. The latter was the original plan, but I did not have enough time. To be clear, the Trial of the Stars is not required, despite appearing as an Angela attunement quest.
Reverting the 6 action slot and 4 support slot limitation from the skill actionbars.
There may be more adjustments and additions to this upcoming patch. If so, more information will be provided when the patch releases.
Thank you so much again for your support and your feedback!
A new update for the live branch of Atlyss will be releasing on July 7th, 2025. To view any information regarding the update, check out the previous update logs.
Guaranteed things to expect for this update:
Hard Mode Crescent Grove (20-25).
New loot / gear to collect.
New enemies to fight.
Updated Skill System / new skills to collect.
Endless General Skillbook, removing the 6 slot limit.
Fishing.
New quests.
15 pages of character slots, up to 105 slots.
New realm system for multiplayer lobbies (PvE, PvP, Social, RP).
More customization options for several races.
Redone overworld for outer sanctum zone.
Filled skillbooks for all primary classes.
Bishop and Magus for Mystic subclasses will be available at level 28, however UNFINISHED. Bishop will be the more complete subclass. Other subclasses will not be obtainable. A debug / placeholder NPC will provide tomes for those two subclasses.
More optimized netplay experience, less lag overall for hosting.
Refactored enchants for equipment. All enchants will be reset for previous characters.
Refactored chatbox, allowing you to make custom chatrooms.
UNFINISHED gamepad integration, gameplay works for it, however various menus with gamepad support is not finalized.
Many core gameplay enhancements / refactorings
Badge merchants for dungeons are added, allowing you to purchase some items dropped from the dungeon bosses if RNG is against you.
Level cap set to 40.
And.... more?
About
This page aggregates Steam news feeds, patch notes, and developer announcements for ATLYSS, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main ATLYSS statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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