The Beastmaster Update (0.4.2)
Welcome to the next major content update in Early Access! This one focuses on the weakest class, the Beastmaster. Additionally, I added some new features and QoL improvements based on community requests. Note that there is no ladder reset for this patch, and there won't be for 0.5 either.
A Note from the Developer (Dan):
This patch took about 2 weeks longer than I'd like. Apologies for the delay! The Beastmaster relied on some very old code. It took longer than planned for me to work through all of the bugs and other issues. Major thanks to the community on Discord for helping test all of this! The good news is that this patch also fixed a number of underlying issues with the game, and should make future content easier to develop
The next update, 0.5, will feature Uber Bosses and a new type of unique item! Please look forward to it.
The Beastmaster Rework
While fun and a niche favorite, the Beastmaster lacks the scaling power to really engage with some of Don't Die, Collect Loot's endgame systems. This patch focuses on fixing this through the following changes:
Lord of the Wilds (Beastmaster Passive): This passive, frankly, stunk. It's been entirely replaced by the Wilds meter. This meter scales as you summon or tame minions, and decays at one point per 3 seconds. It scales the damage you and your minions deal by default, but the passive tree is full of additional scaling options. This serves as your late game multiplicative scaling vector, so pay close attention to it!
Taming Tree: The Taming Tree has undergone an extensive rework. Many of Taming Swipe's nodes have been retuned to add more scaling and damage instead of just utility. Call of Erebus has been reworked to take significant advantage of Lord of the Wilds, and the later nodes in the tree offer a variety of scaling functions they did not used to. Some nodes, like the ones that only granted Minion Block/Evade penetration, have been retooled to provide more useful stats. The Cavalry Ultimate has also been buffed!
Hunting Tree: This tree has been almost entirely overhauled. Hunting Shuriken has been revamped to become an ailment scaling machine, inflicting Shock, Freeze, and Ignite aggressively. It also unlocks Bleed, a new special Physical ailment! Hunting Spear has received similar treatment, really leaning into its critical hit theming, along with scaling Shock in order to multiply the damage enemies take. The rest of the nodes have been reworked to focus on critical hits and Lord of the Wilds scaling, and some new nodes have been added as well
Avatars Tree: Most notably, Avatar of the Night has had almost every node reworked. More than half the nodes only provided utility instead of power, and this was not acceptable. The Lunar Cry path on the Avatar of the Hunt skill has also been reworked to actually be useful. Avatar of Vengeance did not scale enough, and has had a number of massive scaling improvements as well. Avatar of Inevitability has also been reworked. It no longer sacrifices your minions, but instead provides strong scaling bonuses to your Avatar skills
Minion Scaling: Minions were not scaling well enough. Some of this was caused by bugs, some of it by poor design decisions on my part. Additionally, the Stats panel was not showing minion damage properly, which has been fixed! Here are the notable fixes:
Minions now inherit all damage stats from the player. They still have their own unique stats (usually prefixed with Minion as well
Things like ailment effect now also apply to the ailments inflicted by your minions
Minion baseline stats and monster level scaling are generally much higher now
Minion Taming: In order for minion taming to perform more consistently, killing a monster with the "Tamed" buff now causes either a Tamed Slime or a Tamed Bee to spawn. This prevents cases where players would get stuck with less-than-ideal tamed pets, like the Crabs.
Cross-Progression Enabled
Nobody likes re-running the "campaign", however short it may be. As a result, I've made it so gold and area unlocks (excluding NM levels) are now seasonally shared. You'll need to log into a character to "claim" their progression and gold for your seasonal account.
Performance and Stability
Save Loss Protection: This is always the most heartbreaking bug for me to see. It's always a risk in video games, that local disk corruption etc can cause save file loss. However, I've taken a number of steps to protect your saves in the event of a power outage mid-write etc. Hopefully you won't see any difference with this system in place under normal circumstances, but it should help prevent those .001% chance data loss scenarios
Beastmaster Performance: A number of systems have been substantially improved in order to make Beastmaster more playable in deep Nightmare scenarios. If you see any issues, smash that Bug Report button so I can take a look!
General Performance: The game should use significantly less CPU and memory now. In some cases, CPU performance has increased between 10,000 and 50,000%. This is particularly impactful lategame and with abilities like Poison Proliferation
New Content
New Boss "Punishment" Upgrades: The old upgrades offered for killing a boss were boring. These have been entirely revamped
New Uniques: Some new uniques have been added, and some old useless ones revamped. I'm avoiding adding too many new uniques right now, and there's a reason for that. Yes, this is a teaser randomly embedded deep in a patch note preview
New Enchants: You asked, and I'm delivering! Enjoy a bunch of new enchants!
New Memory Crystal Mods: New mods have been added focusing on Spirit, Lord of the Wilds, and Minions, along with a few other surprises
New Limit Break Skills: Two new Limit Break skills have been added. One enables Cursed Shrines to be automatically picked up, and the other fills a percentage of your class meter at the start of your run
New Boss Item Base: It's a rare one, good luck...
Other Changes
Unique Item Filtering: Unique items are tough to filter properly. Instead of tier-based filtering, you can enter the Codex and Right Click/Press Y on a Unique to toggle whether or not it will auto-sell. The tier filter feature has been removed in order to prevent confusion here
Faster Nightmare Unlocking: Cursed Shrines and the Boss Upgrade event both have the opportunity to provide NM unlock boosts. If you haven't died yet, check out the new options and see if you can handle the risk...
Stat Display Changes: Large numbers now switch over to exponential notation when in the billions. Additionally, a lot of missing stat information is now correctly presented on the stats display
Ancient Damage Bugs Fixed: Some old bugs that impacted skills like Meteor and Hunting Shuriken, preventing them from consistently dealing damage, have been fixed!
Ailment Damage Tracking: The post-run screen now shows how much your ailments did! The base skill value is the hit damage, and the ailment values show the ailment damage