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Hey everyone!!
Zero & Python here. (No we aren't responsible for the server restarts 😭 ) But we did just disable the guild storage for maintenance to test new item infrastructure. We apologize for not giving a warning, but it was very much intentional and important to prevent abuse.
ETA
Auction house, trading & guild storage will be fixed and deployed back live in this upcoming week. If anything changes we will let you know.
WHY
Several reasons, but mainly to protect the longevity and integrity of the game, and its economy. A lot of you love this game, but none of you want to play a broken unfair game either. Because of several amazing players, we traced down several issues that will be fixed in the upcoming week. I know it's frustrating, but lot of you still can have fun without these trading mechanics for a bit.
Exploiters
As you can imagine, with these kind of issues there are few groups of players that have exploited the situation to gain an advantage. If you are one of those players, we recommend that you self report yourself before we execute our ban list of people that have cheated. We will clean your account from the exploits, but you won't be banned. If we ban you and you ask for help afterwards, your request will be ignored. Make a ticket from https://www.spiritvale.org/support#/ticket
Thanks to all the players that have been reaching out and helping, you are amazing ❤️
Servers back up!
Reverted some changes made a few hours ago.
Phil is also banned from "updates" until the backend is fixed. So he will be working on content in the background.
Thank you for your patience!
Hey all!
Servers are under maintenance, we will let you know when they are back.
We will update you whenever anything happens. Thank you for your patience!
Hey everyone!
What's happening
It's been a rough launch, and we want to thank you all for your patience. The game itself was ready but launch surfaced issues we hadn't encountered before, and we know how frustrating that's been.
We had moved to a new backend architecture between the demo and EA, and it couldn't handle the unforeseen player count. Phil also only just received the Kickstarter funds, and am in the process of hiring a full-time backend developer. Although I'd been accepting applications for the role for a couple of months, the timeline (Playtest > Demo > Kickstarter > EA) left no breathing room to actually onboard a new dev.
Trade Lock
We are aware how frustrating it is to not being able to use one of our most important features in-game which is trade and vending. We know how needed this is and we are doing our best to get both systems fixed as soon as possible.
We're also using this time to tackle one of the biggest causes of lag: the Auction House. The AH is being reworked, and because we need to preserve everyone's data while doing so, working on it this way is a far better solution than shutting down the servers for extended maintenance. We're working on this nonstop.
Server Upgrades
We want to sincerely apologize for the lag spikes and freezes. We know how frustrating they've been, and you have every right to expect better from us.
We also want to be upfront about the cause. Many of you have suggested adding more or better servers, and we appreciate the feedback, but capacity isn't the issue. NA 1 never reached 100% CPU even on launch day, and with the additional servers, load is lower than ever.
What's next
We're focused on fixing the major issues (lag spikes, party issues, vending and storage issues) and improving the backend architecture, while continuing to look for more help. Thank you for sticking with us we'll keep you updated as things progress.
Hey all!
Hope you are doing well! We have an announcement to do regarding Demo version.
At first, we wanted to allow players to try the game before buying and have fun while trying SpiritVale. However, there has been way more players than expected and unfortunately most of them are breaking the rules of our community.
We want to prioritise the experience of our players for this, we will shutdown Demo version. We hope you can understand.
Demo version will be closed in the next couple hours.
We are very aware of this situation and we are constantly taking actions against those behaviors. We do have a Bot Hunter Program and they are AMAZING, but please if you find someone breaking the rules do not hesitate to report them through Discord tickets. We really appreciate your help, thank you!
Hi! Mostly focused on optimisation this patch. Also got more servers!
Fix: Party issues
Fix: Random lag spikes every 5-20s (let me know if its still happening)
Fix: Loot filter not working
Feature: You can now search the map name in Party Search
Optimisation around monsters on maps, which was causing rubberbanding
More servers for NA/EU/SEA (will look into SA and OCE next): more servers = less monsters per server = less rubberbanding
Fix: Can't click on ground/units/waypoints/use skills
Fix: Can't area loot / pet loot
Fix: Being put back into a party you left
Fix: Grey screens
Fix: Missed purchases
Fix: NPCs not showing up. Wayfarers and Nevaris seems to have this issue. People can't become priests.
Fix: Vending issues
Improved map to instance layout (some instances had alot of maps, causing lag)
Still some lag, hope to get some more servers today
From last patch.
Hey all, quick update I know the launch was really bad
But we've been working non-stop (especially the mods) Aiming for stability by the weekend
Fix: premium currency purchases being rolled back
Fix: channel switching resulting in blank screen (let me know if it still happens)
Fix: better distribution of server instances to maps (more channels for the right maps) - this also resulted in blank maps for a bit, but should be good now
Added new servers for EU/SEA/NA (+ more should be ready tomorrow) - these all become part of the server clusters, which means more channels
Fix: pet pickup / pickup with V issues
Fix: party / party search issues
Input Issues:
Looks like they are still around, currently still figuring it out. For now you can try switching channels or restarting if it happens
There are some channels were you can't use skills and need to be jumping between channels to be able to use them.
There are players not being able to use waystones.
Vending Issues:
AH is showing outdated listings.
Players are listing items, disconnect and when they get back there are not items listed and no gold in their accounts.
Dagger skin not applicable for both, works on main hand but not second hand.
NPCs not showing up. Wayfarers and Nevaris seems to have this issue. People can't become priests.
Can lose items you get from dismantling (and the dismantled items) proly due to the lag right now.
Pets not picking up loot.
Sooo, the moment is here! SpiritVale Early Access release is LIVE NOW!!
Thank you all for your support through all these months, we really appreciate it and Phil really does love to read your comments and see you playing his game!
We are very proud of SpiritVale and will keep doing our best to give you a great experience. We hope you enjoy the game as much as we do building it. Can expect a lot of content in the upcoming weeks-months!
If you find any bugs, have any suggestion. If you want to report a player, use our Discord.
Thank you again, thank you to all the members of the team Artist and Moderators!
If servers are crashing, be patient!
(Pre-Launch Notes)
Code Redeem
See settings menu to redeem your codes!
Localization
Added support for 15 languages
Guilds
Added new Guild system
Auction House & Trading
Added new Auction House system
Reintroduced Vending Stalls through the Stallmaster
Improved delivery box flow for purchased items
Improved vending sale history
Controller Support
Improved controller aiming
Added RStick aiming + Aiming reticle
Added camera rotation while aiming (hold LStick and rotate with RStick)
Maps & Monsters
Better naming for many monsters
Updated Turtle Nexus
Updated Forgotten Depths 2
Updated Dark Forest
Updated Treant Trail
Chat & Party
Added Chat Room System
Added customisable chat tabs
Whisper conversations now appear as draggable tabs
Added Block / Unblock player
Added map information to Party Search
Gameplay
Added Character Slot purchases
Improved summon AI behaviour
Summons now appear in the status bar and can be dismissed with right-click
Toggle skills / self buffs can now be cleared with right-click
Added coin costs to Essence crafting
Added boss information when interacting with boss graves
Monsters no longer spawn near NPCs, portals and waypoints
Server Performance
Major server architecture improvements for better scalability
Servers regions are now act as server clusters
Chat and Party persist across the whole regional server cluster
Summons, clones and status effects now persist when changing channels / relogging
UI
Added draggable windows
Added Inventory pagination for improved performance
Updated PvP rank icons
Updated element icons
Is now purchased from inside the game (click on balance). No longer linked to Ko-Fi donations.
Weapon Cosmetics
Apply cosmetic skins to compatible weapons
Unlock weapon appearances with Cosmetic Converters
Umbral Weapon Cosmetics
Bone Gatling Gun and Launcher Cosmetics
Costume Sets
Sunken Set
Fox Sets (Fire & Ice)
Easter Bunny Set
Priest Set
Wizard Set
Accessories
Head Ribbon
Kamen Red Face
Necro Skull Face
Mounts & Pets
Fire Fox
Ice Fox
Banana Duck
Green Whale
Updated Horse & Griffin Mounts
Updated Cats, Dogs, Griffin Pets
Emotes
Added emote cosmetic system (barebones for now)
Use /emote to play
Exclusive / Redeem Only Cosmetics
Cuervo (Kickstarter)
Angel of Vale (Kickstarter)
Demonic (Kickstarter)
Angelic Pet (Kickstarter)
Demonic Pet (Kickstarter)
Angelic Lion (Kickstarter)
Demonic Dragon (Kickstarter)
Angelic Aura (Kickstarter)
Angelic Walking Trail (Kickstarter)
Demonic Aura (Kickstarter)
Demonic Walking Trail (Kickstarter)
Spirit Valer Stall (Kickstarter)
Spirit Valer Outfit (Playtest Reward)
Support Star (Supporter Reward)
100M Cape (Demo Reward)
Progression
Increased EXP requirements towards higher levels
Reduced Essence drop rates
Adjusted equipment drop rates
Increased crafting material costs
Reduced Boss Crystal drop rates
Removed Weekend Bonus EXP
Party even share is now reduced beyond 30 level gap, zeroed at 50 level gap (Lv130+ counts as Lv130)
Ghost Element
Added the Ghost element
Reworked the Element table
Updated many monsters to Ghost element
Converted Summoner skills to Ghost
Cards and Gear
Added / moved many cards
Removed Skill Damage cards
Removed Weapon Element cards
Reduced equipment Potential values
Neutral resist is now excluded from all resist mods
Siphon scaling reduced
Paladin
Sacrifice: Reworked. Applies 5-10% of HP as damage. Ignores defences, triggers hit effects
Shield skills: damage +30%
Consecration/Heal: Removed regeneration buff
Holy Shield: Removed all resistance buff
Oathbreaker: Removed +1 matk per str, changed to 10% block
Judgement Blade: damage -25%, no longer triggers hit effects
Grand Cross: no longer triggers hit effects
Gunslinger
Complete class rework
All guns now have the same scaling (5% dex)
Skills now auto-swap to the right loadout
Heavy Loadout: Unlocks Launcher/Gatling Gun + 3rd weapon loadout
Pistol \ Fan Fire (5) - Max Level reduced, same damage Panic Burst (10) - unchanged Trigger Happy (5) - unchanged
Sniper \ Piercing Shot (5) - Applies 4% per level damage buff to Sniper Shot Sniper Shot (10) - unchanged
Shotgun \ Shock Absorber (0) - Removed, added to Jump Shot Shrapnel (5) - 5s Cooldown, Remove Charges, \, Applies 4% per lv damage buff to Point Blank Point Blank (10) - 6s Cooldown, otherwise unchanged
Gatling \ (Heavy) Lockdown (10) - 10s Cooldown. No longer disables movement. Applies stacking buff when standing still. (Autocast disabled, +30% multi, +15% attack, +20% aspd, stacks x10)
Launcher \ (Heavy) Freeze Grenade (5) - 6s Cooldown, Remove Charges. Applies Vulnerability Explosive Grenade (10) - 6s Cooldown, Area 5 > 7, Remove Knockback, Remove Charges. Applies Launcher Boost buff: Sets aspd to 175 and 100% autocast Explosive Grenade for 3s Poison Grenade (5) - 6s Cooldown, Remove Charges. Applies Launcher Poison buff: +50% status damage and Poison on hit.
Utility / Base Kit \ Flash Bang (3) - Max level reduced Jump Shot (5) - Now usable always. Applies Shock Absorber buff for 5s. 20% chance per level to Silence for 1s, Cooldown 11 - 1s per level. Aerial Shot (5) - Now usable always. Suppressive Shot (5) - No longer has piercing shot pre-req Snipers Nest (5) - No longer reduces movement speed, stand still for 1s to activate Weapon Swap (1) - Removed Fury Heavy Swap (1) - 3rd loadout + unlocks Launcher and Gatling Gun.
The moment you has been waiting for is here!
Official SpiritVale dates for the upcoming days and months, please read carefully:
June 8: End Playtest and Wipe.
In this day we will end Playtest and game progress will be wiped. Everything you have will wiped, if you bought premium currency you will get them back once Early Access release.
From June 8 to June 12th: Performance
We will work on polish, fixes, performance in the game to assure everything is running smooth for Steam Next Fest Demo and Early Access. We will probably need to check how things goes on Demo and fix them before Early Access.
June 12th - June 22nd: Launch Demo
On June 12th we will launch Demo, this Demo won't have the content limited. Everyone will start from Level 1 to give new players coming from the Steam Next Fest event the opportunity to experience and enjoy the Demo. June 15th starts Steam Next Fest. At this point we will have already a few days with Demo live, should help with position on Steam most played demos.
At the end of the Demo, we will wipe everyone progress moving forward to Early Access fresh start.
July 2: Kickstarter campaign
Kickstarter campaign ends and we will start contacting backers to arrange rewards.
July 15th: EA Release
Early Access release, fresh start. We will welcome everyone to play the game on Steam, you will be able to play from level 1 with no advantages.
SpiritVale will be buy to play, it will cost around $15 usd with regional prices. As we discussed months ago, it will be only one-time payment (no subscription).
Between June 22 to July 15, servers will be down unless Phil needs to stress test servers.
Hopefully this clears up some concerns, if you still have any questions feel free to contact us!
Wishlist the game!
Hey, all!
We have reached this milestone together and we couldn't be more happy to finally say KICKSTARTER IS LIVE!
Check it out here! https://www.kickstarter.com/projects/spiritvale/spiritvale
Share this with everyone you know!
As a backer you will receive the rewards from the tier you are pledging (+ add-ons if you buy them). Let me explain how rewards will be delivered here:
- Steam Keys will be delivered on July before Early Access release (be aware you won't be able to play the game until EA launch).
- Digital rewards such as cosmetics, will be delivered on July. We will send a questionnaire to every backer in order to arrange rewards.
- In-game package with goodies means "more space slots in bank" this is totally quality of life and nothing p2w.
- Designer tiers will receive their rewards on July except by the custom items such as weapon design, pet design, mount design and NPC design. These need more time to take details from backer + Artists work.
- Ultimate Founder will be delivered on July except by the custom items such as weapon design, pet design, mount design and NPC design. These need more time to take details from backer + Artists work.
- Discord roles will be given later this month.
You can select add-ons when you first back a project or when managing your existing pledge.
Once you are backing:
- Click Back this project and select your reward tier.
- After selecting your tier, the Add-on menu will appear.
- Click Add next to the items you want and specify the quantity.
- Click Continue to proceed to payment and confirm your pledge.
If you want to modify an existing pledge:
- Go to the campaign page and click Manage your pledge.
- Click Change your pledge.
- Re-select your current reward tier (this will not cancel your current spot). The add-on menu will appear.
- Choose your additional items and click Continue.
- Confirm the changes to finalize.
Any more questions, please feel free to open a ticket or dm me.
Hey, hey!
We are very happy to announce our Kickstarter campaign and New Trailer! Very proud of all the work behind this from Artist and everyone involved.
We expect to deliver the best experience in SpiritVale and we hope you guys like what Phil has been doing along with an amazing volunteer team.
Follow our Pre-launch Kickstarter here https://www.kickstarter.com/projects/spiritvale/spiritvale and get notified once Kickstarter launch!
Thank you always for your support!
New Trailer here:
Patch got delayed due to balancing difficulties with a small testing team, and a bit of feature creep. We were also going to include some new passives (think talents) but it took a bit too long and was not included.
Patch tldr;
The game balance had gotten pretty bad, getting out of hand with each class release but not much time to address them. We've rebalanced all class damage and sustain based on several metrics. These metrics will be used to balance future classes so we don't get into the same situation.
Damage and sustain was very spikey, with one-shots and full heals being the norm. The game was becoming more like an ARPG where it only promoted solo aoe farming. The changes aim to start turning it around where combat is a bit slower, more fair, and promotes working together.
Some QOL additions and missing features.
Shared skills and passives (Heal/Haste/Cure/FreeCast) were removed, and distributed amongst base classes. This is to start give classes more of an identity/niche.
Status effects have been revamped, for better clarity and reduce status bloat for future classes. Also gives classes different niches with which status effects they have access to.
All armor sets have been revamped (late game armors were overshadowing everything else too much).
Changes
Monsters now have Def and Mdef
Removed regen from Bosses
Monster damage reduced by around 25%
Removed random casting and extra cast range from bosses
Spawner Bosses now have 60s of No KS protection for the Spawner and Party. This is cleared if the Spawner leaves the map
Goals
Giving monsters certain strengths and weaknesses (therefore giving different builds/classes different niches). Much like how the introduction of Crit Defence means Crit builds are less effective in some maps. This is just the start of it, we will slowly push maps to different niches as we do map expansions
Reducing spikey-ness of incoming and outgoing damage
Changes
Monsters target the player in range with the most threat.
The party screen shows relative threat.
Threat is generated when - You deal damage - You cast a targeted skill - You cast a skill near aggressive monsters - You use a threat generating skill like Taunt
Goals
Pretty standard system in MMOs, was just missing before
Allows tanks to keep aggro and DPS to monitor their aggro generation
Status Effect Changes
Changes
Status effects have been revamped, for better clarify and reduce status bloat for future classes. Also gives classes different niches with which status effects they have access to
Many status effects and their applications were changed
Status UI has been revamped for better visualisation
Roughly how status effects are displayed in UI: - Buffs - Self Buffs and Effects - Debuffs
Status Effects
Stagger: Disable Block, -25% def Curse: Reverse Healing, -25% mdef Burning: Stacking dmg, 3% hp dmg per second Bleeding: Stacking dmg, Disable health recovery Poison: Stacking dmg, Disable mana recovery Decay: Stacking dmg, -1% healing received per stack Slow: -50% Cast/Attack/Move speed Blind: -25% Hit/Flee/Crit Weaken: -25% Final Damage Vulnerability: +1% Physical damage taken (max 25 stacks) Magic Exposure: +1% Magical damage taken (max 25 stacks) Might: +1% Melee/Magic/Ranged damage (max 25 stacks) Frenzy: +25% Attack speed, +1 Attack speed limit Focus: +25% Cast speed Haste: +25% Move speed, +10 Agi Fury: +20% Crit Vitality: +20% Health, +10 Vit Regeneration: Stacking recovery, +1% healing received (max 25 stacks) Protection: +25% Block Defiance: +10% Final Damage Reduction Stability: No Flinch, No Knockback Blood Lust: +25 HP Siphon Grace: +100% HP/MP recovery rate Benediction: +10 Str/Int/Dex/Luk, +20 Hit Zeal: +15 Atk/Matk Guardian Spirit: Immune to ranged damage Aegis: Immune to all damage
Goals
Clearer status displays
Better set of statuses with clear effects, which are distributed to difference classes to give them a niche
Changes
Stat scalings (like 5% atk per INT) has been moved to weapons e.g. staff gives you +0.5% skill damage per INT
To clarify what I mean using Firebolt as example with 100 INT: Current 1000% MATK + 5% per INT = 1500% MATK New 1000% MATK x 0.5% per INT with a Staff = 1500% MATK
Goals
Makes things much easier to balance, because Lv1 vs Lv5 is truly 1/5 power, instead of being just a little bit weaker depending on your INT.
Open up more build variety based on weapon choice, instead of locked by class
Added essence system for altering gear substats
Added new substat types to items
Essence System Each item comes with a random amount of potential (15-25). Each essence consumes potential. When reaching 0 potential essences can no longer be used. Weapons can have a max of 5 substats, other gear has a max of 4 substats. Essence drop chance from monsters based on level: 0.1%-0.5% When dropping an essence it has a chance to be one of the following types: - Rebirth (cost 2-3): removes all substats and adds 3-4 new substats (30% drop chance). - Flow (cost 3-4): rerolls value of a selected substat (25% drop chance). - Destruction (cost 4-5): removes a selected substat and adds a new substat (20% drop chance). - Growth (cost 5-6): adds a new substat (15% drop chance). - Chaos (cost: remaining): ?? (10% drop chance). Chaos has an even chance to do one of the following: - Do nothing - Multiply the value of each substat by 0.7-1.3x (substats can go beyond the max value this way). - Add a random substat at minimum value (substats can double up this way). - Convert the implicit stat of a weapon (15% cast speed > +1 matk per str). - Rebirth effect (recycling all stats and ruining the item).
Goals
More build variety and a longer gear chase
At the same time more control of your gear drops instead of pure RNG
Fixes / Improvements
Increased monster lure drop rate: 0.1% > 0.3%
Fan of Knives reverted to leap over type (same as Aerial)
Clones should no longer have animation or aftercast delays
Fix clones having pets
Fix clones getting stuck in movement
Fix salvation not working
Moved party UI so it doesn't get blocked by monster UI
Added hold V to pickup (1s cooldown)
Mousewheel can now be assigned as hotkey, added camera zoom hotkeys
Now teleports back to previous location after a PVP match
Now shows red circles for enemies in a PVP match
Revive is now fixed cast time (unaffected by CTR), starting at 2s
Arcanum ward is now fixed duration
Optimised character select screen
Added barrier display on health bar (party / self)
World Map UI
Monster stats have been added to hover over tooltips
Search bar has been added which allows searching for any item, highlighting maps that drop them
Vending Search UI
New UI which allows you to search for all items currently being vended.
Clicking on an item will 'pin' it, highlighting the vendor if they are on the same map
Party Search UI
New UI which allows you to look at a full list of public parties
Parties are default public, you can change this in party settings, as well as Name and Level Range requirements
Controller Support
You can now switch between Auto / Keyboard & Mouse / Controller schemes in Settings
Auto will switch between the two scheme depending on last input
Autotarget system added for Controller
Separate Hotkey rebinds for Controller
Most functions work with Controller, but UI navigation is not supported yet
All armor sets have been revamped (late game armors were overshadowing everything else too much)
Notably Stat Legs / Shoes were reduced (+10 > +5)
Added new early items for Revive, Cure, Haste
Reduce mount drops
Reduced granted lv of autocast hats (gunk shot)
Replaced all MP leech with MP siphon (mana leech scaling with damage wasn't balanced)
Holy Staff now turns Exorcism into a burst skill
Some details of armor set revamps Novice: Grants Lv1 Heal/Haste/Cure Skystrider: +30% neutral resist, Anti Flinch Direwolf: +15% def pierce Spellthread: Grants Lv5 FreeCast Eternal: Grants Lv1 Revive Ashwalker: +30% aspd, +1 max aspd limit Weaver: All Stats +5 Cleric: -10% mp cost Breezeguard: +10% spell dodge Stormplate: +1% max MP regen Island Spirit: Grants Lv5 Haste
Balance Changes
Goals
Improving class identity
Promoting party play, by reducing individual sustain and damage
Classes have been rebalanced based on a number of metrics, such as survivability, party support and mechanical difficulty.
Damage Order: Shinobi/Gunslinger > Berserker/Wizard/Necro > Priest/Weaver > Paladin
Changes
Rebalanced advanced class damage, overall it has been reduced significantly
Rebalanced healing, leech and regen, overall it has been reduced significantly
Removed Heal/Haste/Cure/FreeCast and HP/MP passives from all classes, they have been redistributed among specific classes
Removed Mass Heal/Haste/Cure, they have been merged with the base versions
Maximum attack speed (Atk Spd Limit) now scales with AGI as well as some items. (185 + 1 per 30 AGI + items, up to 193). Some Atk Spd sources have been reduced: Atk speed was worth maxing out for majority of builds, we've made it harder to reach max ASPD so its not always the best choice
Reflect damage now also scales with ATK: more build options for reflect
Single Target spell reflect now affects any offensive targeted spell, including absolution
Scout / Gunslinger
Goals
More synergy with weapon swap, for better build diversity with 2-weapon builds
Better survivability
Less spammy gameplay
Changes
Strafing Volley: 300% > 350% Total, scales with Multistrike
Force Shot: 300% > 500% Total
Fan Fire: 90% > 40%. Removed cooldown, scales with Multistrike
Panic Burst: 90% > 100%. 3 charges, scales with Multistrike
Suppressive Shot: 150% > 100%. 2 charges, applies Marked
Sniper Shot: 2 charges, 6s cd, projectile (30 range)
Piercing Shot: 75% > 150%. Range 20 > 30 (the projectile lasts 50% longer)
Rifles have 25% more damage at 12+ range
Aerial Shot: 200% > 100%. Added 1s Elusive. 6s cooldown.
Point Blank: 250% > 150%
Shrapnel: 200% > 150%
Slow Trap / Poison Grenade pool / Piercing Shot / Jump Shot applies Vulnerability
Gatling Gun: Now useable by all classes, reduced Multistrike and Chain
Launcher: Now useable by all classes, added autocast Explosive Grenade
Shock Absorber: removed self slow
Lockdown: AtkSpdLimit +1
Trigger Happy: removed Multistrike, added Flee
Grenades: Now element locked
Swap Bonuses
Weapon Swap: Fury (+20% crit)
Fan Fire: Sniper Shot +20%
Panic Burst / Freeze Grenade: Point Blank +20%
Piercing Shot / Point Blank: Panic Burst +20%, and Panic/Fan Fire aoe +3
Shrapnel: Explosive Grenade +20%
Mage / Wizard
Goals
Arcane sigil change to work better with Might
Exposures to be more of a mage class niche, instead of easily accessible to all via cards
Damage was already close to target, only EO was reduced
Changes
Added True Sight/Free Cast/Increased Recovery
Thunderstorm: 200% > 250%
Firewall: 125% > 500% total
Fire Pillar: 40% > 120%, Cooldown 0 > 3 (max 1 instance)
Hydro: 120% > 100%
Elemental Overload: 1600% > 1000%
Arcane Sigil: +25% damage magic / matk > +50% matk
Exposures: now -4% per level instead of -20% all levels
Weaver
Goals
More build diversity
Tighten gap between builds (AA autocast and caster)
Buffed up mage skills also helped put Weaver in a better spot DPS wise
Changes
Added Whirlwind, Slow Trap, Impale, Strafing Volley (replaced previous passive skills)
Added Heal, Haste, Cure, Free Cast 5
Acolyte / Priest
Goals
Bring damage to new balance
Fit the class with new Buff/Debuff standardization
Change skill point spread to try and create meaningful choices across all builds
Change healing cadence to better match a less spiky damage environment (HPS vs heal spikes)
Make High Heal a more present skill on overall gameplay
Introduce more space to counterplay Absolution on PvP
Changes
Mass Heal/Haste/Cure replaced with Heal/Haste/Cure. Area scales with level
Heal: cooldown 3s > 1s. Rebalanced
Added Increased Recovery/True Sight
Moved Absolution to Priest
Benediction: Now casted from the player
High Heal: 1000% > 600%. Also recovers 20% max HP
Divinity: Now grants Vitality
Sacrament: Now grants Focus
Fanaticism: Now grants Frenzy
Guardian Spirit: Now grants Guardian Spirit (Immune to ranged damage). Converted to short targetted buff like Arcanum Ward
Smite: 50% > 60%. No longer crits
Holy Wrath: Cooldown 3 > 5. Applies Magic Exposure
Absolution: Cooldown 5s at lv5
Rogue / Shinobi
Goals
Bring damage to new balance
Limit break was throwing off balance in our tests, and also not fun to constantly toggle on/off. So it will be removed and revamped for future classes
Changes
Added Haste/Cure
Venom Strike: 300% > 200%. Hits 3 > 2. Now scales with Multistrike
Smoke Screen: now applies cloak to allies
Venom Coating: poison duration now scales with level, up to level 5
Flame Orb: 100% > 80%
Binding Spiral: 50% > 30%
Flash Step: 200% > 150%
Black Blade: 150% > 100%
Releases: reduced by half
Shuriken/Twist of Fate/Fan of Knives: reduced by half
Removed Limit Break
Knight / Paladin
Goals
Bring damage to new balance
Fit the class with new Buff/Debuff standardization
The new reflect formula meant also reducing reflect skills a bit
Reduce the amount of buff upkeep to match other classes
Changes
Taunt: now applies Threat / Increased Threat generation for the new system
Reflect Shield and Fortify converted to passives
Knight attack skill apply Vulnerability
Defiance: Now grants +10% final damage reduction
Vitality Aura: Now grants Vitality
Conviction Aura: Now grants 10 Might
Grand Cross: 200% > 100%
Consecration: 25% > 50% (damage). 12.5% > 10% (healing).
Shield Throw: 200% > 150% Total
Shield Bash: 500% > 300% Total
Gryphon Riding: Auto unlocked
Warrior / Berserker
Goals
Bring damage to new balance
Fit the class with new Buff/Debuff standardization
Tighten gap between builds (AA and caster)
More synergy with AA and Tomahawk
Changes
Mighty Roar: Now grants 10 Might
Furious Shot: Now grants Fury
Blood Howl: Now grants Blood Lust
Blood Frenzy: +2 atk spd limit, +100% Multistrike instead of AA damage
Axe Throw: 450% > 200%. Scales with Multistrike
Dark Claw: 750% > 400%
Cyclone: 150% > 125%
Execute: 250% > 175%
Wild Charge/Earth Splitter: 300% > 150%
Fearsome Cry: 300% > 100%
Summoner / Necro
Goals
Bring damage to new balance
Moved skill points from mandatory basic Summon control to deliberate Summon focus choices on the early game
Changes
Added True Sight
Summon Command/Recall/Swap/Mount: Auto unlocked
Summon skills now max out at Lv3, determining their 'stage' (which means you can mount them at Lv3)
Summons have +500 base health
Summon base stats have been reduced by around 30%. Removed penalty in PVP
Summons always have Combo Ready
Reduced mana cost of summon skill casts by half, matching Clones
Soul Strike: 100% > 60%
Resonance: 25% > 15%. Removed buff effect
Dissonance: 100% > 75%. Removed buff effect
Fury Bond: Now gives 5 Might + Fury
Guardian Bond: Now gives 5 Regen + Vitality
Grave Chill/Necrotic Presence effects: 20% > 10%
Reap healing reduced
Turtle King now casts the real Elemental Overload
Thank you for all your support, we will continue working hard to deliver the best experience in the game! Wishlist SpiritVale!
We've just reached a special moment where all base classes have an advanced class for the first time! That should be it for advanced classes for EA.
There will now be more dev time towards balancing and new features.
All base class max Job levels new set to 50
Added Damage Meter in monster inspect menu
Added craftsman recipe display to world map
Added advanced class display to character creation
New weapon visuals by Soupsi and Sunna!
New spiritvale logo by Brilett!
New Items: 6 Axes + 1 Utility
New Gems for Berserker Skills
Luxspire Staff, Darkhide Glove, Focus Band
Fix Heaven Bug
Fix bug where damage numbers accumulate when you're in another menu
Fix Flinch applied for every multi-hit, now only applies per hit. Flinch duration set to 0.14s, so you can technically Flinch lock at 193
Fix being able to interact with your own clones
Fix being able to reset a skills cooldown by adding/subtracting a skill point
Fix sometimes not being able to auto attack after being silenced
Fix sometimes not being able to move after warping to town
Fix flying off map after warping to town
Fix some buggy visuals with rotation and movement
Refactor Leap and Warp code: Fix bugs with Leap skills and Warping
Refactor Input code (I think this was causing alot of lag, as it sent a message every frame when holding down the mouse)
Attack speed curve revamped, now starts at a higher aspd and is less exponential towards the cap
Skill delay now matches attack delay, requiring 177 aspd to reach 0.3s
Skills like Blink/Stomp/Charge will automatically be casted at max range, instead of making you walk
Skills like Stomp: Speed increased by 25%
Skills like Charge/Aerial Shot: Speed increased by 33%
Debuffs are no longer affected by Status Duration
Return autocast combo finisher
Skullhacker: WW Damage 50% > 25%
Golden Axe: Moved Bash Area to War Axe
Shinobi clone mp cost: 65% > 50%
Shinobi clone autocast chance: 50% > 100%
Flame Tongue Kunai: removed damage bonus
Venom Strike: Reduced hits 5 > 1
Exorcism: Increased damage 60% > 77%
Priest's Holy Wrath: added 2nd part to the skill called Litany of Wrath
Warrior's Honed Blade: max level reduced to 5, so crit damage +30% > +15%
Weaver Mastery: Added +3 skill splash (targeted skills gain increased area)
Thank you again for all your support! Don't forget to wishlist the game :D
Hi everyone!
If you'd like to follow development, chat with the community, or give feedback, you can join our Discord here: 👉 https://discord.gg/SpiritVale
We've also put together a press kit with screenshots, trailers, and info about the game: 👉 https://impress.games/press-kit/baikun-interactive/spiritvale
Thanks for the support!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for SpiritVale, 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 SpiritVale 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.