Hunting Trees – Infiltrator

Hello folks,
Today, I am releasing the first of the hunt trees, starting with the Infiltrator class. We will be rolling these out slowly, class by class, so that each tree has some time in the game for bug testing and feedback before the next one is released.
First of all though, some disclaimers:
- The numbers I’m using for the hunt trees are not finalised and don’t reflect what the final release will look like.
- Tree nodes are subject to change, it is best not to get too attached to them during this period.
- This is mainly to test things out and the full extent won’t be visible without Eidolurgy.
If you are interested in trying out the hunt tree for Infiltrator, then follow the below steps.
- Use
CONFIG HUNTREE ONto switch your hunting stats to new version.- This will lower the effect of Hunting Might and remove critical hits higher than x2.
- It will also affect some class specific things.
- This is a temporary measure to not affect normal hunting in the meantime.
- Look at the
HUNTINGsyntax. - Use
HUNTING TREEto review the tree. - Use
HUNTING NODE <node>to view a node. - Use
HUNTING NODE UNLOCK <node>to unlock a node.
Everyone will get one unlock point every 10 levels, starting at level 20 and finishing at level 90, for a total of 8. You can then spend the points on your hunting tree, providing that you unlock the node before it. You can also spread your unlocks out however you want — you’re not committed to one side or the other.
Other than that, reading what each node does should explain what they will do for the Infiltrator class.
Alongside this, there are a few general changes to the Infiltrator class:
Hunt Tree Config
- Camus turns into a damage over time effect on denizens.
Assassination
- Yank now works on denizens.
- Marking now works on denizens.
Bug Fixes
- Fixed denizens not always seeking out players from ranged attacks.
- Fixed some cases where you could spawn free arrows from bows.
- Fixed some issues with slain and critical hit messages not showing from ranged attacks.
- Camus damage over time on adventurers is now enhanced by the ‘corrosion’ artifact.
- Fixed Stalking not hiding movement.
I will be collecting any feedback either through our official Discord, or if you prefer not to join that, you can leave me a message.
Thanks!
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