Auraria v1.5.2-a
This release is mostly about combat feeling right: mobs hit harder and fights run a bit longer, groups face enemies that scale up with the party, and bosses now fight with distinct kits and their own tempo instead of all swinging the same. It also lets every character on your account share one bank, and cleans up gathering nodes that can’t come back once they’re spent.
New
- Mobs are tougher and fights last longer overall. Healing-lock stalemates, where a fight would drag on forever because damage and healing cancelled out, now resolve themselves, mostly by turning into losses instead of endless stalls, while fast classes are unaffected.
- Encounters now scale with your party size: every player past the first makes the enemies tougher, and that scaling only ever goes up, so someone leaving or dying mid-fight won’t make things easier.
- Bosses fight like bosses now. Each one swings at its own pace instead of a shared rhythm, and most carry a real kit: reflects, healing cuts, strength drains, cleaves, and a last stand for the toughest of them, instead of a generic heavy hit. A couple of bosses also got a proper signature attack instead of it being a rare roll of the dice.
- Bank storage is now shared across every character on your account. Deposit an item on one character and any of your other characters can withdraw it from their own bank teller. No more trading between your own alts just to move gear or materials around.
Fixes
- Gathering nodes that can’t replenish are now removed from the world once they’re picked clean, instead of sticking around as an empty, unusable prop.