Merging Table, Loot Filter Rework and Russian Language Support
Two big systems land today: the Merging Table, a late-game bench for merging fragments and pushing mythic gear all the way to +10, and Loot Rules, a complete rework of raid filters into a proper rule engine. On top of that: Russian localization, a balance pass, and a fix for the infamous "game slows to a crawl in the background" problem. Your saves are untouched, and your old filter settings convert automatically.
NEW: THE MERGING TABLE
- A new bench, bolted to your stash sidebar. Unlocks after clearing IRONFALL PERIMETER at Corruption Level 10.
- MERGE: feed it two identical Abyss Fragments or mythic modules and it forges a stronger +1 version, up to +10. On failure BOTH inputs are destroyed, and the odds get uglier as the level climbs. Costs scale too.
- Matched special fragments (Focus, Resonance, Prime) merge with their own kind. Infinity Fragments can reach +1, at a 5% chance and a price that will hurt.
- Merged module tooltips show their real, scaled numbers.
- Yes, you can merge Rubber Ducks. Each level is +1% damage.
- GEAR UPGRADE: slot a mythic weapon, armor or helmet, spend 1 Upgrade Tech (a new ultra-rare drop, only from THE UNDERLORD) and push the item up to +10.
- Upgrade odds start at 100% and fall hard. Failing at +1 to +5 drops the item one level. Failing above +5 destroys the item permanently: you will be warned, loudly. Grid modules are returned if the worst happens.
- Levels +6 to +10 count double in the stat bonus. Reaching +10 unlocks ASCENSION: a third rollable ability slot on that item.
NEW: LOOT RULES
- Ground filters are gone: you now pick up everything, and the decisions happen at extraction.
- RAID FILTERS grew into a full window with three tabs. The new LOOT RULES tab (level 20+) holds an ordered rule list: top to bottom, first match wins, each rule says KEEP, SELL or SALVAGE.
- Rule conditions: category, subtype, rarity, base tier (T1-T5), item value range, and affixes: target prototype and mythic items by their exact affix, including a two-affix AND condition for hunting that one perfect roll.
- An EVERYTHING ELSE switch decides the rest, and every extraction prints a receipt: KEPT / SOLD / SALVAGED.
- Chase items are protected by design: mythic, abyssal and fragment loot can never be eaten by the default or by broad sweep rules. Selling one takes a rule that names its category and rarity on purpose. Fragments only ever sell through an explicit FRAGMENT rule, and Infinity Fragments, the first Null Reliquary, secure containers, quest items and locked items are never auto-sold. Ever.
- Your old auto-sell and auto-salvage settings are migrated automatically into equivalent rules, in the same priority order they used to run. Still, we recommend opening RAID FILTERS after the update, reviewing the result, and ideally setting your rules up fresh: the new system can express far more than the old toggles ever could.
- Loot your companion retrieves now follows the same rules as everything else.
NEW LANGUAGE: RUSSIAN
- The game is now playable in Russian. Select it in Options.
- The translation is community work built on Sipovec's project, with several hundred additional strings translated for the newest content. Thank you, Sipovec. If you spot rough spots (location names and quest texts are the known weak areas), reports are very welcome.
- Chinese localization was updated with everything in this patch.
BALANCE
- Critical Edge (prototype magazine affix) took a heavy nerf: rolls went from 5-15% down to 1-3%, and the total headshot-multiplier bonus from all carried magazines is now capped at +10%. Existing magazines are adjusted on load, and the tooltip states the cap. Headshot multiplier stacking was never meant to live there.
- Penetrator Rounds: armor ignore now tops out at full pierce. Stacking past 100% no longer flips enemy armor into bonus damage.
- Heal Suppression (Corruption 3+) now does what it says: the 30% healing reduction applies to passive regeneration too, including the Regenerator mythic affix (effectively 3.5%/s under suppression instead of 5%/s). Medkits were always affected; now everything is. Leech is untouched and keeps its own cap.
- Quick-sell now routes through a proper trader: no more farming Signal Broker standing through his window.
FIXES
- Ward and Aegis shields now absorb Volatile explosions and Signal Static. Both used to bypass shields and hit your health directly.
- "Find a Prototype" style quests now progress from enemy drops, warden kills and guaranteed drops, not just ground loot.
- FRENZY tooltip now shows your live stack bonus instead of a fixed number.
- The Abyss unlock achievement is granted retroactively on load if you had already earned it.
- The locker right-click shortcut that teleported augments into your stash is gone.
- With instant loot and instant redeploy chains, the previous map's loot could fall onto the next map's floor. Fixed at the root: pending drop visuals are cancelled the moment you extract.
- Instant Loot now shows a visual for every single drop (faster drop queue, bigger visual pool), and with loot beams disabled, drops appear on the ground instantly.
- Scrolling a full stash is smooth again: hover tooltips no longer fire for every cell passing under the cursor while you scroll.
PERFORMANCE
- The background slowdown should now be fixed. The engine no longer throttles the game when the window is minimized or covered, so raids should no longer crawl after five minutes of AFK. It passed our tests, but this one can vary from system to system: if your background grind still slows down, please tell us, we need the feedback. (Fair warning: the game now keeps using CPU while in the background. That is the point.)
- Long-session memory churn reduced: hidden windows no longer generate combat visuals at all.