Art:
- Updated rock textures to improve detail.
- Updated several terrain textures.
- Added new laboratory dungeon set for Warden's lab.
Tech:
- Fixed an issue with multiple instances of the same attribute being listed on an item tooltip instead of those instances adding up.
- Fixed an issue with the Warden's one-shot chest respawning under certain circumstances.
- Quest items that are no longer needed after the quest is complete will no longer drop (ex. Milton Hart's Amulet)
- Added community localization support.
Game:
- All Weapon components now also grant a skill.
- Level requirement on low-level weapon components has been increased.
- Mastery has been capped at 50. You can no longer increase mastery beyond its final tier. Warning: Any points invested this way will be lost on existing characters.
- All one-shot chests now have a 100% chance to drop 1 epic (up from 70-80% with 20-30% of rare component). With the chance already so high, it seemed stupid to have the vast majority of people getting epics most of the time while some minority with bad luck could still end up getting nothing from multiple one-shots.
- Physique now gives 2.5 life per point instead of 2.
- Partially in response to the physique / life change, mastery life values have been adjusted slightly.
- Attribute based damage bonuses have been shifted completely to percent-based bonuses. Absolute scaling was creating balancing issues at low levels, as well as causing the stacking small amounts of several different elements to be too effective.
- Spirit based bonuses are now a little more even with the cunning based bonus for physical damage.
- Enemy armor levels have been raised. They were woefully low and have been long out of date with more recent damage increases.
- Enemy base physical and total damage has been increased.
- Proc effects on items (Activates on attack/hit/low health/etc) now display the chance of the effect triggering
- Skills granted by items now also display their stats on the item's tooltips (you no longer have to equip the item and add the skill to your quick bar to see what it does)
- Skills granted by items now have proper icons
- Increased the base energy regeneration provided by caster helms, caster torsos, and flat regeneration focus items
- Slightly decreased the % energy regeneration provided by focus items
- Class Skill prefixes on focus items should no longer generate nonsensical skill bonuses (ex. bonuses to dual wielding). This does not affect existing items.
- Unholy Inscription's stats have been adjusted so it's not such a clear best-in-slot component for Hands
- In preparation for the release of Crafting, component drop rates have been overhauled. Monsters now have more specific component drop tables (ex. no more Fur from slith), so you can more reliably hunt for specific components. If you notice that components you used to get in B15 are dropping extremely rarely, or way too often, please report it.
- Occultist: Fixed a problem with Dreeg's Eye modifier Vile Eruption where the fragments weren't launching properly. Damage was scaled back to account for the increased AoE provided by the working fragments. Acid damage was also reduced to make the skill a little more reliant on item bonuses.
- Soldier: Reduced dmg scaling on Fighting Spirit. Was originally intended to be +%physical but was instead +%total dmg, which makes it considerably more powerful. Left it as total dmg since that synergizes more with other masteries but reduced the scaling to compensate.
- Some quest objects now display a star on the mini-map once you get close enough and if you already have the quest (ex. the trap door to Devil's
- Aquifer once you get the clearing the well quest). Objecties that you're supposed to find through exploration won't appear or will only display once you're very close (to the point where it is visible on-screen). Other things that are supposed to be obvious or where an NPC has given you explicit instructions, will appear from further away as though they were marked on your map (the new treasure quest, where the dying man tells you how to find his stash).
- There are three new small undergrounds.
- Various environments have been changed up to add more visual variety.
- The teleport map now contains names for major and minor locations (some riftgate names are concealed until discovered). Eventually this will become a world map that can be opened from the aerial map.
- There are two new small sidequests to be discovered out in the world.
- Other stuff...?
Warning: Nightblade mastery has experienced some significant revisions which may result in loss of skill points and/or an invalid skill point assignment
Art:
Added Icon for the Inventor.
Updated HUD with new design and animated resource bars.
Added codex page to the quest log window to store collected notes.
Added in world item comparison tooltips. (Hold Alt and hover over an item on the ground)
Added "move" keybinding. Press and hold to move to the location of the mouse cursor.
Added "force move" keybinding. Hold to prevent targeting of enemies and objects.
Added gender support for localizations.
Added pet icons for aggressive/normal/defensive states.
Added the World map to the Local Map UI, which has been resized.
Added a larger minimap toggle to the top right of the screen which displays a larger area.
Components can now be combined regardless of whether you meet the level requirements or not.
Fixed a bug where the hotbar would fail to reload correctly when it contained multiple skills of the same type.
Fixed a bug where skills on the hotbar would fail to work if a component was moved between items.
Fixed a bug where enemies would get up incorrectly after being knocked down.
Fixed a bug where skills which target in an arc would fail to hit additional enemies.
Fixed a bug where monster pets would display incorrect death behavior when the master was killed.
Fixed a bug where npc quest punctuation would be updated incorrectly.
Fixed a bug where monsters were unable to resummon pets in a timely manner.
Fixed a bug where mouse clicks could be registered by windows behind the skill pick area.
Fixed a bug where pet skills would display incorrect pet stats for the skill level.
Fixed an issue with Physique and Spirit from mastery not granting additional Health/Energy, respectively.
Game:
Some one-shot chests have been removed in Act 1
Rare and Epic drop rates have been improved on bosses and heroes
Hero spawn rates have been increased
The experience formula has been adjusted to scale better into the higher levels. You may notice existing characters suddenly gaining a level or two.
You'll now get a small experience bonus for collecting lore objects / notes
Adjusted mastery life per level to account for fix to physique life bonus. Total life is still a bit higher for each class.
The Strange Key now grants a short quest reminding you to use it. Consequently, this means the key will stop dropping after you open the door. Characters that already opened the door will stop getting more keys to drop if they loot a key.
The Inventor finally received that voice surgery she desperately needed
Challenge areas: Some side dungeons meant to be especially challenging can now have a level offset, so that they spawn enemies and loot as though the player were higher level. Spawns will still be capped at a min/max for that area if the player is above or below that range. Example: Player is level 20, dungeon has offset of +2, it will spawn enemies and loot as though the player were level 22.
A new hero archetype has been added: Frozen. This type of hero is mostly prevalent in Act 2, though you may encounter it in Act 1 as well.
Giant Mosquitos, Wasps, Spiders and Harpies are now easier to target with ranged abilities.
Nightblade: Shifted some mastery bonuses in favor of life to increase durability.
Nightblade: Increased protection on phantasmal armor
Nightblade: Increased frostburn damage on nightchill
Nightblade: Slight boost to shadow dance's avoid attacks / projectiles and changed +%OA to +%DA
Nightblade: Increased bleed on heart seeker and added %pierce.
Nightblade: There is a new tier 1 melee attack called Lethal Gambit and corresponding tier 4 modifier, Amarasta's Blade Burst. It occupies the space Blade Trap was previously.
Nightblade: Blade trap now has a radius effect, trapping the target and any adjacent enemies. The new more powerful version has taken Blade Swarm's place.
Nightblade: Blade Swarm removed from mastery to make way for Lethal Gambit. Blade Swarm didn't fit well as it was a little too casterish and also difficult to balance so that it wasn't either useless or outclassed other skills.
Nightblade: Belgothian's Sheers now causes 1.5s stun to enemies.
Nightblade: Dual Blades is now a passive skill (as opposed to weapon pool with chance to proc) that enables dual wield and provides a constant pierce / %pierce bonus.
Nightblade: Pneumatic Burst heal scaling increased slightly and pierce / %pierce replaced with %total dmg since the former was redundant with the new Dual Blades.
Nightblade: Nightfall and Phantasmal Blades have each been moved up a tier as part of the restructuring.
Soldier: Increased energy cost for blitz and forcewave, reduced %wpn dmg to forcewave.
Soldier: Inreased starting damage on forcewave
Soldier: Adjusted Markovian's Advantage to provide higher initial damage with absolute physical and a flat weapon damage %.
Soldier: Reduced duration of regen on Will to Live by 1s.
Soldier: Reduced scaling on Military Conditioning and Decorated Soldier.
Occultist: Shifted some acid dmg from Blood Burst into poison.
Occultist: Increased pet health slightly.
Occultist: Reduced life steal on Sigil of Consumption.
Demolitionist: Shifted % weapon dmg from fire strike to explosive strike so that the radius damage would benefit from it. In place, firestrike gains % physical dmg.
Demolitionist: Increased speed of all projectiles.
Demolitionist: Grenado cool-down reduced by .5s and radius increased slightly.
Demolitionist: Blackwater Cocktail energy cost increased and damage slightly reduced.
Demolitionist: Mastery bonuses shifted a bit in favor of life / physique to make class a little less squishy.
Demolitionist: Increased health regen on Vindictive Flame.
Demolitionist: Stun Jacks cooldown reduced from 3s to 2.5s
Demolitionist: Added 50% chance of 1.5s stun to Cannister Bomb.
Demolitionist: Added a small slowing component to Flashbang.
Weapon Damage: Increased rate at which base weapon damage scales up.
Enemies: adjustments to life and base physical damage
2h Guns: Increased damage to a level more befitting the 2-hand requirement.
The following components had their stats adjusted: Aether Soul, Arcane Lens, Arcane Spark, Dread Skull, Hollowed Fang, Mark of Illusions, Mark of the Myrmidon, Restless Remains, Shard of Beronath, Spellwoven Threads
Guardsman's Spaulders' Will to Live granted skill has been rebalanced and renamed
New Epic gloves have been added to the 10-20 range (Embergrip Handguards)
New Epic sword has been added to the 10-20 range (Willie's Razor)
Slightly reduced run speed bonuses on items
Chance on effects on some rare affixes have been shifted around so that loot will never generate two skill procs on one item
Affixes affected by this change are: Devastating, Survivalist's, Overseer's, of Fury, Houndmaster's, Sandstorm, Glacial, Thunderstruck
7 new rare affixes were added to accommodate these shifts