Fangs of Asterkarn Hotfixes and upcoming changes

The team is thrilled to see the warm reception that Fangs of Asterkarn has gotten so far. We set a new all-time concurrent player record (outside of a free trial weekend), which shows just how many of you were eager to jump back into Cairn.

As always, a smooth experience is our utmost priority. We have just pushed our first hotfix to address critical issues, including some of your recent feedback.

The theme of our last expansion is letting you play the game the way you want. To that end, we will be making the following changes (very soon):

  • The Dread has proven to be a contentious addition. While we are pleased with the challenge it offers and do not plan to nerf it, we understand that its regular and unexpected interruptions can be frustrating to some of you. As such, we will be adding an (optional) method to disable the Dread from spawning in Ascendant mode unless you specifically boost its spawn rate in the altar. This would be reversible if you later change your mind.
  • In terms of quality of life, we are looking to add an Evade Targeting toggle for WASD controls that allows you to select between mouse cursor or player-facing targeting for the Evade ability.
  • We will also introduce a new BIG Cursor toggle for those BIG screens.
  • Finally, we will continue to monitor the forums to address cases where monster damage feels unfair/too high, and will be making adjustments accordingly. An update and expansion this big is going to have some growing pains, but we think our history of udpates speaks for itself in that regard.

We expect this should address the most pressing pain points the community is currently experiencing with v1.3.0 and Fangs of Asterkarn, but of course this is only the beginning of our post-release support.

In the meantime, enjoy Asterkarn!

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Prior to the hotfix, I had encountered The Dread twice. Post-hotfix, I am yet to encounter it at all, even after boosting the spawn rate at the Ascension Altar. Is it now disabled by default?

Well, be. happy not encounter it. It just gives me goosebumps and fear. Hell, that creature shouldn’t be allowed to walk about loosely.

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Still missing the hotfix in the GOG version.

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how about xbox hotfix? still awaiting to delete a char to start because all of my slots are full and I cannot start fresh game.

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Thanks. The game is in fantastic shape already. I’m having a ton of fun, and the amount of new content is incredible.

ONE request.

Curently, when summoned skills level changes, the summons are unsummoned.

which is IIRC how the core TQ engine handles this since every summon level is technically a different creature?

But, can that be changed in FOA?

I have some setups that boost different skills and I switch between them with the weapons toggle key. However, when summons ALSO provide resistance shred (oathkeeper’s summons), losing them mid-fight kinda sucks when one of the items has +summon skills and other does not and the toggle also changes the summon skill level.

Can this be made less painful? can’t we keep the summons as-is? what’s stopping them from just being the same that they were? I know you probably don’t want the user to snapshot summons (summon with +20-to-summons gear, then strip it down and enjoy mega-summons without investing any skillpoints into them), but perhaps there can be something done to make this less of a fuss in this particular scenario?

@Zantai is this even possible or remotely considered by the team?

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Because players were doing what they do in TQ, equipping items, summoning pets and then switching items out again while still having the pets. Crate changed that years ago to stop that exploit.

Yeah, I’m aware of that, I guess pets cant dynamically adjust for the items you’re wearing, or not all of them at least (I think pet damage is actually calculated in real time? like +pet damage% items).

My only complaint is that quite a few pets have shred auras/abilities (empyrions’, wind devils, etc) and weapon switching becomes collateral damage :sweat_smile:

MAYBE it could be an auto-toggle with 0 cooldown, like the auras. They just start working when you put skill points. You no longer need to turn them on and off. Why do the empyrion guys or wind devils have 20 cd and require manual summon, for example?

A quick suggestion: shred pets get 0 cd and auto-summon, they are invulnerable perma-pets anyway.

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WASD controls that allows you to select between mouse cursor or player-facing targeting for the Evade ability What’s the update time?

Thank you Crate, you have outdone yourself with this product. Its so good!

The environments and the MUSIC, oh my god- Purity of Ice is just incredible, the whole soundtrack is awesome but good lord… The long and perilous journey through the highlands, up the mountain, and into the Icey caven through the mountain was one of the greatest gaming experiences I have ever had, the cherry on top was this epic track, Purity of Ice, blasting as i battled my way through the cavern.

I will never forget that experience. Incredible!!!

This expansion is an absolute masterpiece and so worth the wait! Thank you, Crate, for your dedication to your craft and to your mission!!! Also thank you for keeping it affordable! Ive bought the expansion for 3 of my friends, because its that damn good!

Thanks again for all your hard work and fixing issues as well! You guys are amazing!

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I have to agree wholeheartedly with the previous comment. It was an instant buy for me. And now UI scaling working perfectly at 1080p. No strange alphabets or numbers, everything is consistent and clear.

Thank you and keep up the good work. It’s the only ARPG I love besides D2 and Titan Quest, nothing comes close.

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Thank you crate. Will you consider making rare or elite relics and changing them into legendary ones either through using materials and iron bits to cost one

I generally agree, but I think the locations in FoA (the open ones) should have a slightly higher mob density. I’d also like to see at least two more types of unique enemies for this expansion. What else? Maybe filling the locations with more detail? They’re large, but at the same time, they feel a bit empty, but that’s just my opinion

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For the love of god put in the full-screen map overlay thing. I get it was a decision not to put it in. But 1 player’s reaction to a D2-style overlay doesnt match everyone else’s. I was sure this was in previous versions.

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Welcome to the forum. :slightly_smiling_face:

No, it has never existed in GD unless someone made a mod to do it. Medierra, founder of Crate Entertainment, made it clear years ago that he didn’t want a translucent map in the game.

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Well, it’s time to re-learn the game I guess. It’s been three and a half years and that 4.5k hours of gameplay doesn’t mean anything now, it’s like GD 2 for me :slight_smile:

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Off-hand illusion should be able to be applied on both hands, and can be applied on both hand at the same time. I have to say this because sometimes off-hand design have better effect on characters, making them look much more cooler.

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Thanks for the reply. I really would like it added. 800 hours in the game; maybe it was a mod, I don’t know. Really glad to see the game get another expansion, though.

As for me, would be nice to have more bloodbound faction and less beasts.

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Even… For the first time in GD, I’m experiencing terrible repetitiveness and low mob density. I’m currently playing through FoA’s entire content without hype and will see how it fares for me. But I can already say that FoA disappoints in several respects. These quests go back to the end of the FG campaign. I don’t know who tested this…

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