GamePatchNote Digest
Talus Patch Notes — May 19, 2024
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
New Content & Features & Big reworks
- Added 4 new modifiers: increased_basic_attack_damage, reduced_basic_attack_cooldown, bleed_applied_multiplier, ignite_applied_multiplier.
Note: The way bleed and ignite work is by applying a bleed/ignite damage equivalent to the damage whatever applies it. For example, if a hit with 'Heavy Strike' deals 500 damage and subsequently triggers a bleed application, a 500 bleed will be applied on the enemy. The new modifiers allow for scaling this application. A 120% bleed_applied_modifier would result in 600 bleed being applied in the above scenario. - Added 7 new unique items focusing on basic attacks (images can be found at the bottom of the post): Cleaver's Stride, Cleavestrike Helm, The Essence of Simplicity, Ring of Fervor, Neurotoxin Edge, Bloodlust, Earthshaker
- Rebalanced/Reworked 'Thorns'. Instead of uniquely handled flat damage effect, Thorns is now considered a regular 'Physical' attack and so benefits from any relevant modifiers (e.g. damage against close, increased physical damage etc.). To compensate, Thorns values have been lowered across the board. In practice this will make Thorns weaker early game but allow for it to be a viable build much later into the game.
- Bleed and Ignite avoid attributes have been reworked. Previously, a 50% bleed avoid attribute meant that for a 500 bleed application, 50% of the time you would have 0 bleed applied, and 50% of the time you would have 500 (100%) of the bleed applied. Now, a 50% bleed avoid would result in you always having 250 bleed applied.
Miscellaneous & Small Changes
- Item Preview Detailed view is now toggled while 'Alt' is held (aligning with industry standard)
- Added ability to drop item directly on the floor from inventory by clicking 'Ctrl' + Left-click
- Scaled down the 'Ghost' enemy sprite
- Reduced opacity of 'Poison Cloud' effect
- Reworked the way damaging elemental effects (bleed, ignite) are applied in the code
- Remove default elemental resistance level scaling for enemies. Now rare enemies have 20 elemental resistance, magic enemies have 10 elemental resistance, normal enemies have 0 elemental resistance
- Minor tweaks to wall tiles in 'Forgotten Tomb' zone
- Refactored Player class to simplify the code. Shouldn't have any impact but please notify in case of any unusual Player behaviour.
- Added a 'close' button to UIs: Quest Log, Character Sheet, Forge, Inventory and Merchant Menu
- Reduced the value/rolls of 'poison_avoid' modifiers across the board - you're not supposed to be able to get 100% poison avoidance without extremely heavy investment
- Improvements to 'gemstone preview' (aligning it to item preview UI design)
- Disabled Damage Labels on Player Events
Bug Fixes
- Fixed being able to move-click through merchant menu
- Fixed issue with item sprite sizes when equipped
- Fixed issue with inventory manager not being properly reset when switching between characters. This resulted in unintended inventory behaviour, e.g. not being able to purchase items
- Fixed a bug with 'Muddy Ground' effect (currently only used by Noxious the Decayed) that could result in Muddy Ground never disappearing
Focus for next patch
- UI improvements
- Enchanter NPC






