Hotfix (v1.0.4) Small patch from your reports: a clock bug that could lock a boss map for months, the Insanity layer cap removed, open-all for caches, an earnings tracker, and miss feedback. Fixes Boss map cooldown stuck for days. If your Windows clock was ever set ahead and then corrected, the boss map timestamp stayed in the future and the 15 minute cooldown showed thousands of minutes. Fixed, and the game now repairs every saved timer on load and every few seconds: boss map cooldowns, dog care timers, trader restock, daily contracts, mining tick, Insanity boosts and bargain cooldowns. Your save fixes itself on the first launch, nothing to do. Misses are visible again. A shotgun blast where every pellet misses now shows MISS! and a deviated tracer instead of a "0". At high fire rates misses are folded into the shot packet, so instead of one MISS! per round you get a running tally ("MISS 1.2K") next to the DOUBLE / NOTHING counter. The DOUBLE / NOTHING tally was not translated. It is now. Insanity Open all caches. Once MULTI-BREACH is maxed (5× per open) every cache row gets an ALL button. One press opens up to 100 caches with no reel animation; the result screen groups identical rewards ("×37 +10 INS → STASH") and scrolls. OPEN AGAIN keeps opening in batches of 100 while you have caches left. Earnings tracker. The STATS panel has a new EARNINGS section: insanity earned this session, insanity per minute, and your three best layers by insanity per minute. Time only counts while you are alive and in the minigame. RESET clears it. Use it to find the loop that pays best. Layer cap removed. Enemy HP, your damage and the rebirth multiplier are now tracked on a logarithmic scale. Past layer 5050 enemy HP used to exceed what the engine can store and became unkillable; there is no ceiling now. Very large numbers show as 1.23e2607. Nothing to do on your side, your rebirth multiplier carries over. Upgrade and rebirth costs no longer explode. Rebirth, DAMAGE AMP, HULL PLATING ...
1. 宗门永久丹药的属性加成上限提升至原来的5倍。 2. 优化圣品获取规则:同一件圣品无法重复获得;已经拥有的圣品不会再次出现在坊市。 3. 坊市购买功法书籍后将自动学习;已经习得时自动提升功法等级。 4. 坊市装备取消购买境界限制,玩家可以提前购买,但达到对应境界后才能穿戴。 5. 查看游戏帮助不再打断闭关、参悟功法、杂学制造等当前动作。 6. 调整“符阵护道”任务:需要制作炎火符,并布置、启用聚灵阵;前置任务会赠送所需的赤阳花、玄铁矿石和竹叶清露。 7. 聚灵阵材料调整为玄铁矿石×1、竹叶清露×1,任务说明和指引同步更新。 8. 修复连续制造时材料不足仍会额外进行一次读条的问题。
Version 1.1.1 • Added Local Music, allowing you to create, rename, and remove albums and import music from your computer. • Added custom album covers with a 1:1 square crop, drag positioning, and zoom controls. • Added a separate Local Favorites playlist, kept completely separate from favorites for Nonoko’s built-in music. • Added manual library refresh and unavailable-track indicators for files that have been renamed, moved, or deleted. • Individual tracks can now be removed, and deletion controls can be collapsed when not needed to help prevent accidental clicks. • Local music is never uploaded to Steam Cloud. Removing an album or track from Nonoko will not delete the original file on your computer. • Restored the original font behavior for To-Do and Notes. Text no longer becomes excessively small when the window is reduced, while the additional larger font-size options for Notes remain available. Thank you for your feedback and support!
Quality of LifeMade various improvements and optimizations to the Settings menu.Improved build settings.Added an Auto Save notification that appears whenever the game saves automatically.Updated several item rarity colors to make them easier to distinguish.Fixed missing localization entries.Fixed an issue where the Settings menu required a double-click to open. It now opens with a single click.AudioUpdated SFX and music, including new sounds and improvements to existing ones.Fixed an issue that caused crackling in music playback.PerformanceOptimized overall resource usage, reducing RAM and CPU usage by up to 30% in some cases.
Quality Compendium Rankings: filter by all or one item and all or one quality to view the top 50 players by cumulative submitted quantity, including player code, World Tree SEED, town and totals for all five qualities. The Quality Compendium accepts batches of any positive whole number. Submitting five units of an item at a particular quality activates that entry, and further submissions remain available. All successful submissions count toward rankings; warehouse holdings do not. Enter a quantity and acknowledge that submissions cannot be withdrawn. Submitting permanently consumes the matching unbound quality items; retrying the same request does not deduct them again. Achievement progress and completion now update promptly after actions such as equipping and enhancement, with automatic recovery from interrupted synchronization without logging in again. The achievement page now updates changed entries individually, reducing repeated requests and full-page refreshes. After revival, battle preparation restores the original target's battle information and drop display. Regular battles play attack, skill, item, recovery and terminal logs in order, finishing the final action before opening settlement or revival. Eligible automatic battles use server calculation segments and continuous client playback, with rewards still settled separately for each battle. Optimized battle state synchronization to reduce repeated data transfers while keeping skill, item, and battle results verified by the server. Optimized state handoff between consecutive automatic battles to reduce repeated reads and retransmission of the same battle data. Improved recovery from interleaved battle responses and disconnections to keep action playback, resource displays, and terminal handoffs consistent. Fixed the Industry system getting stuck on the data synchronization message, restoring the display of unlocked land, devices, and production status. Improved industrial device placement: the selected ima...
Greetings fellow rulers! It has been another busy day on our side. Again, we've collected new feedback and made adjustments accordingly. General: Visual adjustments to various icons and environment objects' sprites Changed how unlocked menus are registered to prevent a bug that makes Prestige Upgrades never purchasable Fixed an issue where having some auto Quests enabled and starting Main Quest 15 or 20 would cause severe issues with wrong units spawning in the cave or the dragon spawning in town Decreased butchering time for all Animals by roughly 60%, allowing butchering to keep up with higher breeding output, ultimately allowing higher Meat output We've received quite some feedback that two of the in the late game available menus lack feedback. We agreed and thus present you a whole bunch of improvements: Festival Worker selection buttons' font will be displayed in red when not sufficient Workers are present Worker count at the bottom when selecting Workers is displayed in red when max amount is exceeded Displayed efficiency for Festivals will be marked in red if it is below 100% and therefore can't be started Ship amount can now be adjusted in the Worker selection as well Festivals now display a red exclamation mark on the Worker selection button when not enough Workers are present to fulfill the needed loadout or ship space is insufficient to occupy all Workers planned Festivals Worker selection now takes currently participating Workers into consideration. Before, the number in brackets only included the Workers that are free. However, this behaviour leads to numbers that don't feel particularly senseful while planning a Festival that is already running and has Workers already included - after all, once the Festival finishes, the Workers are free again, but were not reflected in the numbers shown. Numbers shown should make more sense now and make planning easier Raised max ship amount of Festivals from 3 to 5 All of the above apply to Expeditions as well Genera...
Boost Bottle Reward Fix | v5.0.79 - Fixed Boost Bottles earned from Trove claims and Button Blessings sometimes not appearing in Steam inventories. - Improved Steam inventory reward delivery and recovery.
- Added two plus pins at 6/8 gold coins and two tomato pins at 60/75 gold coins to smooth out the early game. - Adjusted Deball's starting values and upgrades from \, \, \ to \, \, \ (yes, it really changed). - The Wizard's Hut now displays the number of balls you owned during the last round, as well as your current amount if you've bought or sold any since then. - The Wizard's Hut page indicator now displays a number.
Greetings everyone!Now that Gridbound has been released, a bunch of bug reports have started coming in - as expectedThat means a small patch is in order, these are the specific changes made in this patchChanges / improvementsItems can now be taken back out of overgrown tiles (drag off or click to send to inventory); Clear Board also frees stuck items and is now instantItems on overgrown tiles are fully disabled (don't count toward scavenge/Reserve effects) — except effects that specifically care about locked tiles, like Ice CubeRecycling an Advanced Legendary re-rolls it into a random Advanced LegendaryThis could cause the item to reroll into lower rarity items before Inventory filters are now "show-only": a clicked filter shows ONLY matching itemsSwitch inventory pages with the scroll wheel or Left/Right (A/D) keysHovering the Trinket Forge progress bars now shows its Lumen/Gloom essence requirementsSkill tree info panel only shows the skill you're hoveringFixesItems that channel specific item types, now correctly target "All types" (Mechanical Eye now channels Nametag)Text fixes: "adjacent" vs "nearby" wording corrected on Skull/Onion/Pickaxe/Shuriken/Plank, plus assorted typos and tooltip/bubble layout fixesLoading a saved build no longer re-locks tiles you already paid to unlockFixed dragging completely breaking for the rest of the session after dropping an item onto a locked tileFixed the build Load/Clear buttons silently stopping working after an error mid-loadRecycling now returns items matching the input tier (no more basic items from advanced inputs), and can no longer destroy items with zero output — the button is disabled insteadFixed the "unlock all cauldrons" achievement unlocking early in zone 2Molten Metal now channels the full column above it (was only the single tile directly above)Old TV no longer drains gloom for empty adjacent tilesFixed infusion/research stalling after loading a save — zones contribute again immediately on bootItem tooltips now ...
Updates Performance Improvements World Streaming System The game world has received a major underlying optimisation. Previously, large portions of the world were kept loaded at the same time, even when the player was nowhere near them. The world is now split into smaller sections which are dynamically loaded as they are needed and unloaded when they are no longer nearby. This reduces the amount of world data the game needs to keep active at once, including large Tilemaps and collision data. Loading Improvements Initial game loading has been improved as the game now only needs to prepare the world around the player's current location instead of loading the entire world at once. World sections are also preloaded ahead of the camera while travelling to reduce visible loading during normal movement. Teleporting and entering distant areas such as dungeons now triggers an immediate world-streaming check so the required area can be prepared as quickly as possible. Performance Results Testing has shown the largest improvements on weaker/lower-end computers, where the reduction in loaded world data has a much greater impact. Higher-end computers are also seeing performance improvements, although the difference is naturally smaller as these systems were already able to handle the previous world size more comfortably. This system should provide: Faster initial loading. Reduced memory usage. Lower world-rendering and physics overhead. Better performance on lower-end hardware. More consistent performance while travelling around the world. A more scalable world system for future areas and expansions. This is a significant backend change to how the world is loaded, but does not change how players navigate or interact with the world. Challenge UI Changes. Bowcrafting Challenges are now ordered Shortbow U then Shortbow to match the Crafting UI. Herbology Challenges now have a Vessels Category to match the Herbology Skill Guide. Homesteading Skill Guide , now states Seed Research Tab...
Greetings, Vampires! Update v0.2.15 is now live! This update introduces a brand new dynamic inventory priority system and an in-combat quick-drink elixir management menu. Dynamic Draggable Category Inventory Sorting Draggable Sidebar Priority: Customize your inventory sorting on the fly! Simply click, drag, and reorder the category buttons on the right sidebar to set your own priority sequence. Your custom order is automatically saved per character. Tier & Level Sorting: Equipment is automatically organized from lowest to highest tier (T1 to T6), and materials are organized from lowest to highest level requirement within their categories. Zero-Button Auto Sort: The inventory dynamically organizes in real time whenever items are moved or categories are reordered—no manual sort buttons required! Default Reset: A quick reset button allows you to restore the default category priority at any time. In-Combat Quick-Drink Elixir System Permanent Elixirs Navbar Access: The top navigation bar now permanently features the Elixirs button displaying the Elixir of Swift Hunt icon, accessible anywhere across the game and during combat. Real-Time Active Countdown Timers: Inspect all currently active combat and skilling potion effects with live ticking countdown timers (Hours : Minutes : Seconds) and activity status indicators (e.g. Active in Combat vs. Preserved). Quick-Drink Inventory Shelf: View all combat-related elixirs currently owned in your inventory with compact quantity badges (e.g., 145, 1.1K, 2.6K). Gothic Hover Tooltips: Hover over any potion in the shelf to preview full item stats, buff descriptions, and market values. Dose Slider & Quick Imbibe: Clicking an elixir opens an amount selector (with presets 1, 5, 10, Max, or slider) and a live duration preview factoring in your Cauldron Preservation mastery bonuses so you can drink multiple doses at once. Thank you for playing and helping us refine Crimson Engine!
Hey Adventurer! The Anniversary Event is here! Monsters are dropping cake slices and Anniversary Gifts, Mira has opened her workshop in Mainland, and you might find the whole server coming to visit you. Merrit has something for the shops in the square too. More on her parcels below! Someone is getting a visit Every 30 minutes, a player is featured on each non-PvP server. Be online when the round starts, then click their red KISS portrait in INFO to find them. You have 5 minutes to get close and use I Kiss You. You don't need to own the emote to take part. Your visit earns you a cake slice and an Anniversary Gift. The featured player gets a slice of their own flavor and a Gift too. One rewarded visit per character each round! Newer, lower-level players are more likely to be featured. If you've just joined, you might suddenly have quite a few people looking for you. Which flavor did you get? There are 6 cake flavors, and your account always finds the same one. Trade with other players for the missing slices, then bring one of each and 100,000 gold to Mira. She'll make you a Sixfold Cake. You can find slices and Gifts while hunting monsters too, so keep an eye on your drops between visits. A cake worth keeping... or opening Have a particular item in mind? Use your cakes with the other ingredients in Mira's crafting recipes. There are 8 new pieces of anniversary equipment: Homecoming Helm, Coat, and Cape: a 3-piece set for Warriors and Paladins. Reunion Bow and Parade Quiver: something new for your Ranger to work toward. Candleward: a shield with a little flame still burning. The Guestbook: an offhand with Intelligence, Vitality, and resistance. There's still room for your name. Keepsake Pendant: more MP and lower skill MP costs, with a small XP bonus. Or take a cake to Xyn and open it for a random piece of anniversary equipment or a rare anniversary hat, plus 3 Anniversary Gifts. Gifts have their own reward pool: mostly gold, with chances for returning prizes, new equi...
Version 1.0.3 Nature sound volumes now remember your previous settings. The initial volume is 50%, and right-clicking a sound resets it to 50%. Timer notifications no longer steal keyboard focus or interrupt ongoing text input. Text in the Notes and To-do windows now scales with window size, with additional font-size levels available for Notes. The maximum size of the Clock, To-do, and Notes windows has been increased by 20%. Added Small (HD), Medium (2K), and Large (4K) reset presets for the main window and all tool windows. Improved window adaptation after changing Windows display scaling and fixed windows occasionally appearing outside the screen. Fixed the transparent background of the “More languages” menu. Thank you for your feedback and support!
Optimized Steam achievement synchronization. Improved save system performance. Optimized Steam Inventory refresh handling. Reduced unnecessary background processing during gameplay. Improved overall performance and responsiveness.
Fractured Realms v0.3.2 - Expeditions The tide's turning. This patch adds a brand-new Support skill: Expeditions - a life on the water for all that gold you've got nowhere left to spend. Buy yourself a boat. Sign a crew: Salty Pete swabbing the deck, Old Marlow keeping the books, Mordecai up in the crow's nest with a lucky eye for treasure - ten hands in all, each one worth their salt. Point them at the horizon and send them out, from the gentle Tidewater Shallows to the black water at the World's Edge (and a few places that aren't on any map). They sail while you get on with everything else, and come home heavy with Expedition Points to spend at the Expedition Shop. It's a gold sink with a soul - somewhere to pour the hoard, not another race for power. Huge thanks, as always, to everyone in the Discord and the reviews who reported bugs and told us where the game felt off. Here's everything. ⚓ Expeditions - a new Support skill The loop. Spend gold to send a voyage. Voyages sail on their own - even while you're off woodcutting, fighting or charting - and pay out Expedition Points and XP when they arrive. Points buy permanent, build-defining rewards from the Expedition Shop. It's a place to sink the gold you've been hoarding, not another grind for raw power. 👥 Your crew Hire up to 10 crew, in order, each pricier than the last. Every hand carries a permanent voyage buff themed to their role: faster voyages, cheaper trips, more Points, more XP, and a chance at Lucky voyages that pay double rewards. Buffs stack, so each hire visibly improves your next voyage - not just a gate. 🚢 Your ship Four upgrade tracks, four tiers each, every track ending in a capstone perk: Sails - faster crossings; capstone: a chance at half-time voyages. Helm - cheaper voyages; capstone: a chance at a big cost cut. Charts - richer Point hauls; capstone: a guaranteed Lucky voyage every 10th trip. Hull - the gate track: sturdier hulls open the deeper, wilder routes, and the final hull unlocks a se...
Added new endgame progression from phase 1000 to 5000.Added eight sectors with unique rules, contracts, boons and Wardens.Added Deep Anchors, expanded Hollow Vaults, Relics, Cosmic Laws and Paradox Trials.Added the Cosmos Heart final encounter and Infinite Mode. UI AND QUALITY OF LIFEFixed unreadable dropdown options in Dark Mode.Equipped Fragments now display their class.Reorganized the main navigation and upgrade controls.Moved Prestige below Phase and added the P shortcut.Added Journey tracker visibility options.Fixed Cosmic Weather overlap and long Warden labels.
A small update reworking Online skill as well as some bugs that were encountered after the last large update. Bug fixes and a rebuilt Offline skill Thanks to Radcliff, who filed most of the bug reports in here. Fixes Plant All planted nothing. Seeds moved into their own vault a while back and the bulk button was still looking for them in the satchel. It found zero every time and refused. Planting one at a time worked fine, which is why it looked so odd. Most of your food was filed under Potions. Every roast, jerky, stew, biscuit and prized fish heals, and the Collection Log was sorting on that instead of on what the item is. 22 of 30 dishes were sitting on the alchemy shelf. The Food tab went from 8 items to 30. Raw meat had nowhere to live. The Raw Fish tab is now Raw Ingredients and holds everything a cooking recipe uses, including the eight prized raw fish that had no tab at all. The sailing drawer could vanish. Last trip, Haul, Island and Ship got squeezed off the bottom on shorter windows, with no scrollbar to tell you. It scrolls now. The consort card lied. It said to build her in the Shipyard at every level. The berth only appears at Sailing 60 and the build needs 70, so it says that instead. The consort can now match your flagship. It was capped one tier below, which meant the Ancient Leviathan was never able to be made no matter what you did, and the lock message told you to reach a hull you were already sailing. It can be built up to match you now, though never past you, and she still costs a second full hull in materials. Offline, rebuilt The old skill asked one question, which action, and then gave you twelve nodes that all answered a different one: how much percent. Stances. Pick one per night. Steady one skill, all night, at your full rate Divided several skills at once, sharing your rate between them Dead to the World one skill at 135 percent, but only half your cap is banked Night Forager a gathering skill worked for materials alone, no xp at all The...
Size Verifier upgrader is now only x1.2 for ore worth more than $1B. Bakunawa ore is now worth $1B (was $3B), but it is also now large sized. Fixed an exploit involving the Vortex Link upgrader. Fixed a bug where the Integer Overflower was clamping values.
IGNOBLE PRIVATE INFINITE BETA IS HEREIf you wish to participate in the private infinite mode beta test, you will need to join our discord to gain accest. The main reason is ease of communication and feedback gathering + being able to directly help out and debug any issues you're experiencingJoin our discord via link: https://discord.com/invite/VUCfHEFAcsOr scan the QR code in the bottom of this announcementI want to hear feedback and ideas from you, my goal is to push out a public launch on Friday - 11th of September, but until then, it'd be great to have a fleshed out experience for everyone!Beta patch notesQuality of life:Remember picked language added to settingsHide new cards screen added to settingsAll player timers are reset on player spawn, to make each run consistentAuto boss spawn/death fast forwardTotems now have a health/fill up bar like bossesInfinite mode:Added in Infinite toggle after defeating the final bossAdded in Infinite shop (skills/health refill etc)Added in Infinite trait shop, pick infinite only skills on each timeline clearInfinite only specific eventsI wish you all the best and happy playing,- Scav and RETROMAGINE team
## 🛠️ Update 1.0.8 — Bulk Survivors + Linux Fix A smaller update, but with two highly requested improvements and one important fix. ### 👶 Hold to Grow Survivors No more clicking once for every survivor. You can now **hold the baby icon** to continuously grow survivors at up to **10 per second**, stopping automatically when you release the button or run out of resources. ### ⚡ New “Buy All” Button If you can afford more than 10 survivors, a **Buy All** button will appear. Press it once and the game will purchase every survivor your available Water, Food, and Materials can support. Because survivor costs increase with every purchase, Buy All calculates the full rising cost correctly rather than simply multiplying the next survivor’s displayed price. ### 🐧 Linux / Proton Black Screen Fix This one was on us. Update 1.0.7 changed how V-Sync behaved when the new FPS cap was introduced. That worked on Windows, but could cause Linux players running through Proton to launch into a black, unresponsive window — even when using the previous workaround. 1.0.8 changes the FPS system so **V-Sync is only disabled when necessary**. At the default 60 FPS on a 60 Hz display, V-Sync remains enabled. Lower FPS limits or Unlimited mode will still behave as expected. This also fixes unnecessary screen tearing some Windows players may have experienced after 1.0.7. Linux remains unofficially supported, but if we break something ourselves, we’re going to own it and fix it. ### 🔧 Under the Hood • Buy All uses instant mathematical calculation rather than purchasing survivors one at a time. • Survivor-growth tooltips are now properly translated across **all 33 languages**. • The new Buy All label is translated as well. Thanks to everyone reporting bugs and suggesting improvements. **Both major parts of this update came directly from player feedback.** ❤️
New Features:Audio Settings: Added volume control options in the game settings menu.Virtual Open World: A few new areas are now open for exploration in the Virtual Open World!Optimizations & Bug Fixes:Outfit Descriptions: Fixed an issue where the outfit description would not update after switching to a different color variant.Affection UI: Fixed an abnormal display issue with images in certain affection stages.Accessory Conflicts: Resolved a dressing conflict between mask-type and glasses-type accessories.Audio Ducking: Fixed an issue where the background music would not automatically lower its volume when previewing sound effects.Localization: Fixed localization errors in the crafting/synthesis prompt messages.Special Actions: Fixed an issue where the text and images for special outfit actions were displaying abnormally.
Crosshair Drops Fixed an issue where hourly Steam crosshair drops could fail to award an item even after the required playtime. Improved retry handling when Steam returns an empty or failed drop response. Fixed and cleaned up the crosshair drop reveal UI. Ascension & Aim Descent Removed Ascension Sigils. Ascension now uses Mythic Shards instead. Aim Descent now rewards Mythic Shards. Slightly increased Mythic Shard costs for higher-level Case Ascensions. Thanks for the reports and feedback!
Hotfix v0.2.13 is now live! This hotfix addresses an immediate issue where inspecting or activating Covenant Writs in your inventory caused an unhandled error and a black screen. We have also introduced defensive UI protections across the game client. Fixes & Enhancements: Covenant Writ & Premium Tokens Fix: Resolved a critical runtime error when clicking on or viewing Covenant Writs (quest_covenant_writ) and other premium tokens in the Item Detail Modal. Activation Limit Verification: Audited all 8 premium tokens (Covenant Writ, Crypt Coffer Seal, Autopilot Sigil, Reliquary Charter, Nocturnal Hourglass, Obsidian Theme, Endless Carnage, and Blood Oath Pact) to ensure account activation caps and database upgrade tracking function accurately. Gothic UI Error Boundaries: Added defensive error boundaries around the root client and item modals. If any visual component encounters an unexpected exception, it will isolate the issue and display a graceful recovery button rather than crashing to a black screen. Action Feedback: Token activations that encounter server limits or errors now display clear in-game notification toasts. Thank you for reporting this so quickly.
This version prevents those little lazy gnomes to run away from the library. They must, and will work in all eternety. It also prevents them from dropping books out of bounds.
September 8 Update Hello, this is the developer. I've read your comments and reviews following the major update. This update focuses on late-game stutter and the overhead from dagger additional hits. It also gives attack speed and range builds more room to grow, and lets you choose the size of damage numbers. I'm sorry for the severe slowdown and achievement problems some of you have experienced. I've also checked your questions about shared progress and corrected the information we got wrong below. If you have Re:Blade installed, the update downloads automatically — please restart the game. 🗡️ Late-Game Combat and Dagger Optimization This was the first priority for the update. We've reduced enemy buildup from splitting and the display overhead when dagger additional hits pile up. ▶ Regular battle splitting removed Regular monsters no longer split in normal battles at Ascension Tier 6 and above. This reduces the enemy buildup caused by splitting combined with regrowth. Boss splitting mechanics remain. The base reward multiplier for each regular monster is unchanged. With split children removed, the extra XP and rewards previously earned from those children are reduced. ▶ Dagger additional hit displays optimized Repeated effect labels and hit effects have been reduced, and rapid damage numbers are combined to ease combat overhead and screen clutter. Actual damage from dagger additional hits and spreading hits is preserved, along with follow-up checks such as Bleed and chains of additional hits. ▶ Additional hit delays fixed Fixed unnecessary delays to the next dagger additional hits and follow-up checks while hits were spreading to nearby enemies. ⚔️ Attack Speed and Range The caps have been adjusted to give builds that keep investing in attack speed and range more room to grow. ▶ Basic attacks — up to 20 per second The cap on attack speed bonuses has been removed, and maximum basic attack speed has been raised to 20 attacks per second. ▶ Basic attack range — final c...