0.3.1 Patch Notes
RETURN Rare monster icons on maps !!!
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Also STOP add in all maps BOSS
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I don’t even know where to start… I was optimistic when these updates were announced, but after running a few maps it really feels like a step backwards in almost every way.
Map bosses feel way stronger now and now that I must defeat them for completion, it feels punishing rather than engaging. The removal of rare mob markers on the minimap just makes mapping tedious. Instead of focusing on fighting and looting, I waste time combing through every corner to track them down. Unique tablets got a huge downgrade. Previously, inserting them into towers gave meaningful and long-lasting benefits across many maps. Now, they only affect a single map and have very limited uses (mine have 4–5 times at best). It feels restrictive and unrewarding. Maps also feel noticeably emptier, with far fewer encounters and extra mechanics showing up. The whole experience feels hollow compared to before. --- Overall, this update is a big miss. It strips away convenience, reward and fun. Please reconsider these changes (or revert them)... right now it feels like the game took a step back instead of forward. |
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Just add the rare monster icons when they are close enough like other mechanics. So many people complaining over nothing, you want to kill all the rares? Then clear the whole map..
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" Clearly the only way to get GGG's ear is to whine on Twitch with a huge viewer base. Then they'll do whatever you want. |
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" What is the purpose of a Regal Orb then? Seems weird... it's just like magic items are normal items then. Last edited by Muskelklaus#7676 on Oct 1, 2025, 5:05:00 PM
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-No rare icons on mini map FEELS terrible. Not wanting clutter is understandable in some aspects, but it becomes annoying trying to find your forced essence spawns. And if you really want to stand on "no rare icons", then remove them from Fractured Lake and Wildwood maps. Them having that added advantage makes no sense if it's not standardized
-Forcing the player base into a Magic Find playstyle though makes sense when thinking of the actual game mechanics. It once again feels terrible when you do not explain rarity (we need people like Kripparrian and Farham to finally give a good idea of how the rarity equation MAY look), as well as completely nuke quantity in maps. -If you do not want players solely forcusing on quantity, THEN SAY THAT. And if it's not as powerful/does not work as people think it does, THEN SAY THAT -"We changed around and improved the tablet modifiers in accordance to the tower changes" They should be changed again :) Having a minimum floor for good loot of 100+% quant and 150-200% rarity split between maps and character, but you can only juice a map by >30% quant or rarity. Smart -NEW MODIFIERS FOR TABLETS, FOR THE LOVE OF GOD. Irradiated tablets being a worse form of Risk+Titanic scarabs will forever make zero sense |
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" Regal Orbs keep the existing mods. Alchemy Orbs don't. |
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Please revert the way toweres and tablets worked. Just increase the chance for overlapping towers and add new ways to complete a map, rather than it now always being defeat a boss.
At the most basic level, make maps a bit like Kirac missions, so some maps can be completed by doing one or two events. |
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thank you! could we get patch notes posted on Steam again please?
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