Changelog/2026/August 6

PATCH 

[August 6] 0.27 Hotfixes & Healing Revamp Adjustments

Updated: August 6, 2026

Hello! Today we squashed some bugs and made some adjustments relating to Healing Revamp.

► 0.27 Bug Fixes​

[edit | edit source]
  • Fixed the Bestiary for Torrid, Silkbreeze, and Giant Isopod requiring more kills than intended.
    • Giant Isopod: Bracket: 7 → 8
      • MYTHIC Sea Creature, 50 kills required
    • Silkbreeze: Bracket: 5 → 6
      • LEGENDARY Sea Creature, 250 kills required
    • Torrid: Bracket: 5 → 7, Tiers: 15 → 20
      • EPIC Sea Creature, 500 kills required

► Healing Revamp Changes​

[edit | edit source]
[edit | edit source]
  • Extended the duration of Radiant Power Orb and Mana Flux Power Orb from 30s -> 1 minute
  • Fixed Mastiff Armor's "heal on hit" set bonus not proccing.
  • Removed the negative Defense and Crit Damage debuff on Mastiff.
  • You now gain +1 Crit Damage for every 2 Defense.
    • This naturally caps at +150 Crit Damage as the set still has a 300 Defense cap.

Designer's Note: The original Mastiff rework intended for the armor to be useful when fighting all tiers of Sven Packmaster. The armor is designed to be tankier than the other alternatives you'd have at that game stage.

We did some further testing and realized a couple things:

  1. The full-set healing passive was outright not working.
    1. The heal to vitality ratio on the passive is extremely strong, so missing the effect has big consequences.
  2. You need nearly 300 Defense to actually be a decent tank option.
  3. You lose quite a bit of damage if you're optimizing for 300 Defense.
    1. (The best way to do so is through armor reforges like "Reinforced", so you lose out on the damage aspect)
    2. At earlier stages of the game, it's quite hard to actually hit 300 Defense!!

All in all, the original design intent of Mastiff being a "tankier option" was not very intuitive to players; the debuffs the armor had only further complicated the matter. We will be attempting to rectify this issue with the above changes. Because Defense (up to 300) is very important for Mastiff Armor, we've added a set bonus that rewards you for building Defense to make this synergy more obvious to players.

➥ Other Changes​

[edit | edit source]
  • Nerfed the "average damage" of Enderman Slayer as follows:
    • T1: 900 → 800
    • T2: 3,200 → 2,720
    • T3: 9000 → 7,650
    • T4: 13,500 → 11,000
  • Fixed Mana Disintegrators not being able to be applied on Power Orbs
  • Fixed Discrite not evolving into Spotlite when reaching maximum time (150 hours)
  • Drain Changes
    • Now procs once per second.
    • Each proc recovers 0.5/1/1.5/2/2.5 Vitality
      • (this should be a 25% buff from previous)
  • Fixed Bone Reaver and Felthorn Reaper having the wrong amount of charges and cooldown.
  • Nerfed the damage of Wither Miners
    • Regular: 12,960 -> 6,000
    • Master: 162,000 -> 80,000
  • Reverted the change to obtaining Refrigerate.
    • This means Refrigerate I costs 1 Volcanic Rock and 10 North Shards again.
    • (Instead,) you can now obtain up to 5 Volcanic Rocks per wave of Jerry's Workshop event, as each gift pile will feature a Volcanic Rock.
  • Having an alive Voidgloom Seraph in the area no longer blocks Enderman spawns in the region.