Patch Notes

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Revision as of 14:52, 15 October 2011 by Iamacyborg (talk | contribs) (Created page with "==Version 0.9.2g== *Fixed a bug where monsters would drop dozens of items if they die from damage over time while regenerating life. *Fixed a server crash that would occasionall...")
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Version 0.9.2g

  • Fixed a bug where monsters would drop dozens of items if they die from damage over time while regenerating life.
  • Fixed a server crash that would occasionally occur when using Explosive Arrow.
  • Added rate-limiting to the login server to prevent clients making too many incorrect password guesses.

Version 0.9.2f

  • Added preloading of graphical shaders which should remove micro-pauses when encountering new effects or objects.
  • Fixed some issues related to the game pausing slightly on the first frame after a level load.
  • Fixed an issue where extra portals were visible for a split second when joining town.
  • Fixed a bug with Explosive Arrow not exploding serverside when the monster is killed by the arrow outright.
  • Fixed a bug with Explosive Arrow interacting badly with other buffs.
  • Reclassified Flicker Strike as Melee and Frenzy as both Melee and Bow, for the purposes of mods on items that add effective levels to gems of certain types.
  • Fixed an issue with the chat box where it would sometimes display a global message briefly when changing area, even when global chat was turned off.
  • Fixed a bug related to instant-use flasks that heal your minions.
  • Fixed two server crashes that occured rarely when using Explosive Arrow.
  • Fixed a client crash that would occur if you were disconnected from a server while joining it.
  • Fixed a client crash that would occur if the patcher was slow to start up.
  • Fixed several UI crashes.
  • Attempted to fix two other miscellaneous client crashes.

Version 0.9.2e

  • Fixed a crash that would occur if no sound card was found.
  • Added a --nosound option to the client to turn off all sound.
  • Fixed more bugs with inviting people to a party by right clicking on them in chat.
  • Fixed a rare crash related to user interface scrollbars.
  • Fixed minor quest typos.
  • Reduced the drop rate of Mirror of Kalandra.

Version 0.9.2d

  • Loading the title screen should be substantially faster. This may improve the "out of memory" errors.
  • Curse durations have been increased by 2 seconds at all levels.
  • The icon of the player on the minimap while alone is now the correct colour.
  • Reduced graphical lag related to Merveil's fireballs.
  • Improved ambient sounds in most areas of the game, fixing the relative volumes in the process.
  • Ambient sounds in Merciless difficulty are now set to the correct areas.
  • Fixed a crash that occured sometimes when inviting a player to your party through chat
  • Increased timeout times for various events so players are less likely to get disconnected when changing areas.

Version 0.9.2c

  • Changing areas in game should now be substantially faster.
  • When a player enters an area, they are now placed in the game world much later in the load (for their safety).
  • Added a five second grace period of invulnerability when entering an area. This is cancelled if you perform any action.
  • Fixed the experience calculation (again).
  • Fixed a bug where buffs that are already on a player when entering the area were not displayed.
  • Fixed the disconnection-on-lag code so that it won't disconnect people who take too long to load. It should now disconnect you no more than seven seconds after your connection has dropped.
  • Fixed a bug where the Critical Weakness curse would prevent critical strikes from doing damage.
  • Made new cursor larger.

Version 0.9.2b

  • Added the ability to ignore a character. Type /ignore charactername (or /unignore charactername). Currently you can't view the list of who you've ignored yet. *You can also right click on someone in chat and select "Ignore".
  • Fixed a bug where experience was being calculated incorrectly.
  • Fixed the volume of many ambient sounds that were too loud.
  • Removed Mud Flats ambient sounds from all Maelstrom of Chaos areas.
  • Updated the description of Explosive Arrow to describe that the area of effect of the explosion is proportional to the number of fuse charges.
  • Fixed the way that the length of curses are described, to be clearer.
  • Improved the portal graphics slightly.
  • Added new mouse cursor.

Version 0.9.2a

Features:

  • Added new skill prototype - "Explosive Arrow": Fires an arrow which inflicts a short duration fuse charge on the enemy. Applying additional charges extends the duration. When the target dies or the fuses expire, the charges explode, dealing fire splash damage to nearby enemies.
  • Added new skill prototype - "Temporal Chains": Curses all targets in an area, making time pass more slowly for them. They will move, attack and cast at a reduced speed and effects on them expire slower.
  • Added new skill prototype - "Elemental Weakness": Curses all targets in an area, making them less resistant to elemental damage and more vulnerable to elemental status effects.
  • Added new skill prototype - "Warlord's Mark": Curses all targets in an area. Attacks on the cursed targets will leech life and mana, and killing them will result in more flask charges and a chance to gain an endurance charge.
  • Added new skill prototype - "Punishment": Curses all targets in an area, causing them to suffer some of the physical damage they deal with their attacks.
  • Added new skill prototype - "Enfeeble": Curses all targets in an area, making their attacks less effective.
  • Added new skill prototype - "Critical Weakness": Curses all targets in an area, making them more vulnerable to critical strikes.
  • Added new skill prototype - "Projectile Weakness": Curses all targets in an area, making them easier for projectiles to pierce and easier to knock back, while reducing their evasion against projectiles.
  • Added new skill prototype - "Vulnerability": Curses all targets in an area, making them take increased damage from physical attacks and degeneration, and easier to stun. The target's energy shield will regenerate more slowly.
  • Added functionality for cut-throat leagues. We'll test this with some events in the near future!
  • Added user interface elements to show the life totals of party members in your instance.
  • Projectiles should only collide with chests now if they would open them.
  • Further improvements to the new user interface.
  • Added new Portal art.
  • Enabled a lot of new music for many areas.
  • The outlines around friendly entities are now green rather than red.
  • Added new loading screen art/layout.
  • Increased the size of the chat box.
  • Many website forum improvements.
  • Disabled the ability to lift flasks in the HUD version of the belt. Now you won't accidentally drop them while playing. Either mouse button can be used to drink from them now.
  • Made monster description text easier to read.
  • Reduced the grass in some areas of Act Two to improve performance on older hardware. This is being investigated.
  • Added proper support for 1280x1024 and other similar resolutions.
  • Dropping items with skill gems in them will warn you.
  • Added crash dump reporting.
  • The Dark Forest now has a spidery entrance to the Weaver's Chambers.
  • Substantial incremental improvements to areas, environments, effects and sounds.
  • Overhauls to the look and feel of many Act Two environments.

Bug Fixes:

  • Fixed a memory leak with the shader compiler. Areas will now not become progressively slower to load. This may reduce "out of memory" errors as well.
  • Fixed some bugs with monster spawning in dungeons.
  • Fixed a bug where moving the client from one monitor to another would crash.
  • Fixed a bug where players would receive the "Surgeon's" Flask bonus more than once per action.
  • Frenzy no longer grants frenzy charges for shooting Frost Walls.
  • Spell critical strike chance is now shown on the character screen.
  • Fixed a crash with Frost Wall.
  • Fixed some font position issues with the chat box.
  • Fixed a bug where UI buttons could get stuck down.
  • Fixed a bug with Shock Nova's damage calculation if the area of effect was increased.
  • Fixed some issues with socket colours on ground item hovers.

Balance:

  • Most important balance changes are coming in 0.9.3 (the major balance patch). There are plenty of planned balance improvements that are not addressed in this 0.9.2 patch, because we can do them better with the new balance in 0.9.3.
  • Significantly reduced the mana cost scaling of most skills at higher levels
  • Added a five level grace period above the player where monsters still give full experience.
  • Reduced bow-monster damage by 30%.
  • Removed "Spell damage %" from spawning on some types of items.
  • Changed high-quality versions of "Multiple Projectiles" and "Faster Projectiles" support gems to have increased cast speed as well as attack speed.
  • Reduced overall drop rate of items slightly. Also reduced drop rate of equipment slightly in favour of currency items.
  • Reduced size of most direct mana passive skills by 20%.
  • Doubled the stack sizes of all currency items.
  • Reduced the amount of Critical Strike Chance per Power Charge from 3% to 2%.
  • "Elemental" now doesn't include chaos damage any more.
  • Made boss (magic/rare/unique) monsters more dangerous. 0.9.3 will further address this issue.
  • Sweep is now affected by increased area of effect stats.
  • Cleave now has less of a penalty when dual wielding.
  • Reduced upper Shock Nova damage by 30%.
  • Fireball splash damage is now centered on the monster itself, rather than the point of impact (which was in front of the monster).
  • Increased Fireball's splash area of effect and increased its damage by 23%.
  • Increased the damage of Sweep, Ice Nova, Ice Spear and Phase Run's melee damage bonus.
  • Changed Sweep's quality bonus from knockback distance to increased attack speed.
  • Massively increased Cold Snap's chill duration bonus.
  • Reduced the mana cost of Elemental Hit.
  • Reduced the cast time of Phase Run.
  • Viper Strike, Poison Arrow, Infernal Blow and Glacial Hammer do more damage at higher levels than before.
  • Increased Blood Rage's life leech at low levels and decreased the damage it deals you at lower levels.
  • Reduced the number of flasks charges gained on Critical Strike for both Surgeon's and Avenger's mods.

Version 0.9.1

Features:

  • Added the first version of the new new user interface. Many more tweaks and improvements are coming.
  • Added the Captain Fairgraves quest to the Ship Graveyard.
  • Added support for temporary leagues.
  • Separated global chat by league. Now you can only talk to people in the same league with global chat. This should make it easier to find parties and trades. *Eventually global chat will need to be even further segregated.
  • Added a friendly exile in the Twilight Strand.
  • Magic and rare boss monsters now have effects to make them easier to notice. Eventually there will be special effects for their mods as well.
  • Removed DPS display for skills. It was wrong and will be added again when it's correct.
  • Changed Support Gems to have a different icon and made the text on them state their function in a more clear way.
  • Updated effect for Freezing Pulse and Ice Spear.
  • Made the Coves area more interesting.
  • "/online" now states the number of people online.
  • "/whois name" will show you information about a character.
  • Added some more loading screens and increased their detail.
  • Continued improvement of animations, sounds, world areas and spell effects.

Bug Fixes:

  • Fixed a crash that occured if you kill a Shield Crab on level 6-20 of the Maelstrom of Chaos.
  • Fixed a crash involving Detonate Dead.
  • Fixed a bug that allowed Shield Charge to be spammed really fast.
  • Fixed a client crash that occurs when playing near Templars or Rangers.
  • Fixed a bug that could cause massive experience or item gain from monsters when partied.
  • Fixed the behaviour of Ground Slam so that you don't miss things really close to you.
  • Fixed the performance of the rain in the Maelstrom of Chaos beach area.
  • Restored the large chest in Merveil's Lair.
  • Disabled the abiltiy to cast Cold Snap on invalid locations.
  • Fixed a bug where arbitrary doodads would block doors.
  • Glacial Hammer now doesn't prevent item drops from slain monsters.
  • Fixed occasional very large Terraces levels.
  • Fixed a problem with Flicker Strike so that it'll now teleport each time.
  • Fixed a bug that would cause animations to visually click when returning to idle.
  • Sound should not repeat endlessly when exiting the game.

Balance:

  • Reduced the drop rate of equipment (not currency/scrolls/flasks/gems), but upped the rate of magic/rare items to compensate.
  • Increased the rate of experience gain and Flask charge recovery to +75% per additional party member.
  • Increased rarity of Mirror of Kalandra.
  • Made Oak harder.
  • Increased difficulty of all monsters by 5%.
  • Increased the stack size of Armour Shards and Jeweler's Orbs.
  • Reduced damage and accuracy of ranged enemies.
  • Increased the chance that monsters will change targets when they receive damage from 12.5% to 20%.
  • Changed the two Flask mods that deal with critical strikes to only refill a certain number of charges (rather than the entire flask). Old versions of these flasks will only refill 1 charge for now. In a later patch we will reroll the value on these to make it correct.
  • Substantially increased the currency item costs of higher items.

Skill Balance:

  • Swapped Spark and Fireball in terms of skill levels and quest rewards. Fireball is now lower level and available to Witches from Tarkleigh.
  • Increased damage of Spark.
  • Reduced damage and collision size of Freezing Pulse.
  • Increased damage of Glacial Hammer.
  • Reduced Viper Strike duration at lower levels.
  • Reduced damage of Flicker Strike at lower levels.
  • Reduced damage of Sweep at lower levels.
  • Increased damage and attack range of Cleave.
  • Increased stun and knockback on Shield Charge.
  • Added a small occasional knockback effect to Leapslam.
  • Split Arrow now fires additional arrows at higher levels.
  • Changed the damage equation for Shock Nova so that the deadzone immediately around the player works better. It's now much more important to have enemies at maximum range.
  • Changed Raised Zombies to not decay over time automatically.
  • Increased damage of Elemental Hit at higher levels.

Version 0.9.0

Features:

  • Added client timeouts so that you vanish from the world five seconds after you stop responding. Hardcore player should get fewer unfair deaths.
  • Modified the rain in higher difficulties of the Twilight Strand. It was causing performance issues on slower machines.

Bug Fixes:

  • Fixed a crash that can occur when using Flicker Strike.
  • Fixed experience progression of the high levels of certain skill gems.
  • Fixed the size of Freezing Pulse so that it more accurately reflects the art.
  • Fixed a problem that would cause a bad frame to be displayed for a second or two when joining a new area. It's now faster because of this.
  • Fixed the quest rewards for difficulty 2 Hillock.

Balance:

  • Nerfed the life recovered from life flasks by 33%.
  • Increased Split Arrow damage.
  • Increased Sweep damage.
  • Changed the base types of many of the temporary unique items.
  • Made Shield Charge of both players and Rhoas faster.
  • Slightly reduced the size of weapon damage and armour percentage mods.
  • Split the armour percentage mods into multiple mod series (one of which can get decreased stun duration).
  • Made the first two areas slightly easier.

Version 0.8.9

Bug Fixes:

  • Fixed a client crash that occurs if you enter an area when a monster or player is holding an item and has a visible buff. This commonly occured during multiplayer play.
  • Fixed the implicit mod on Ornate Belts to work properly.
  • Fixed a bug with Viper Strike related to the range check.

Balance:

  • Changed how requirements work - now weapons and armours have level requirements and somewhat lower attribute requirements. It's easier for characters to use items from adjacent classes with only a few points in the relevant passives. This is an experiment to see if it helps build variety. Future changes to promote character class personality/specialisation will be made.
  • Reset all passive skill points.
  • Changed monster composition so that many monsters are substantially easier to kill and more numerous (for example, Scavengers or Spawn). This means that there's a greater variety of monster difficulty in areas, so that the player always has some enemies they can kill rapidly.
  • Made monkeys only flee on death of kin 50% of the time.
  • Made +armour%, +evasion% and +energy shield% mods a lot larger.
  • Reduced damage of Shock Nova by 20%.


Version 0.8.8

Features:

  • It's now a lot easier to hit moving targets with melee attacks. Some slow weapons (two handed swords?) will still miss against faster monsters if they are fleeing, which is intended. Note that this means that monsters can now hit you easier if you run near them!
  • Added new support gem: Increased Physical Melee Damage (Strength)
  • Added new support gem: Faster Cast Rate (Intelligence)
  • Added new support gem: Increased Item Quantity (Strength). Currently does not affect monsters dying to fire or chaos damage over time.
  • Added new support gem: Increased Item Rarity (Intelligence). Currently does not affect monsters dying to fire or chaos damage over time.
  • Added Quivers, an off hand item that can be equipped alongside a bow. These do not have sockets, but do get mods.
  • Added a loading screen for the preloading step so the client doesn't look frozen.
  • Changed the client to store a hashed copy of the player's password. You'll need to re-enter your passwords. Later it'll be optional.
  • Renamed "Hard" difficulty to "Normal" difficulty.
  • Added a checkbox to the chat interface that allows you to hide global chat.
  • You can now walk through friendly minions.
  • Overhauled the Chamber of Sins rooms and layout
  • Player can now click through each other to access the stash and NPCs in town.
  • Reduced default transparency of the minimap overlay.
  • Added a /help command that explains other commands.
  • Continued improvement of animations, sounds, world areas and spell effects.

Bug Fixes:

  • Fixed multiple problems with the game's patching server.
  • Fixed some bad descriptions on the passive skill tree.
  • Fixed a bug that could lead to Brutus spawning on other prison levels.
  • Disabled tree canopies drawing.
  • Fixed a bug that prevented people gaining access to the Maelstrom of Chaos.
  • Frost Wall now behaves better near terrain.
  • Kills from poisoned enemies are now attributed correctly.
  • Prevented spectres from dropping items.
  • Raise Spectre can no longer target player corpses.
  • Fixed a crash with Infernal Blow.
  • Fixed a bug where remote characters will appear to run on the spot if they equip an item near you
  • Fixed Shield Charge so that it can't go through Frost Wall.
  • Arrows can no longer pass through Frost Wall. Monsters don't know this yet, though, so they'll keep firing.
  • Fixed some passives that grant effects that trigger on killing an enemy.

Balance:

  • Changes how critical strikes work so that they are calculated once per action. This means that an Ice Nova will freeze all of its targets if it gets a critical strike, for example.
  • Increased recovery from all flasks by 50% and made them refill slightly faster (reduced max charges and charges per use).
  • Re-enabled the "replenish on critical strike" flask mod.
  • Removed the three bonus levels from vendor items. Now they'll only offer you items that go up to your current level. Low level characters can still see items up to level 4.
  • Doubled the duration of the Shocked status ailment and doubled the damage bonus it gives.
  • Glacial Strike, Flicker Strike and Infernal Blow now work with both main and off-hand weapons.
  • Made higher difficulty monsters 10% easier to kill.
  • Increased item drop rate by 25%.
  • Substantially increased drop rate of rares.
  • Removed any bias against high level items. Higher level items are now strictly more common than lower level ones.
  • Added skill gems to quest rewards alongside support gems.
  • Drastically increased item drop quantity and rarity from bosses.
  • Monsters are no longer faster at moving in higher difficulties.
  • Increased damage of all bows by 10%.
  • Changed Sweep to have a 60 degree blind spot rather than a 120 degree blind spot.
  • Changed the damage mitigation bonuses for hybrid characters to be the same as pure characters, for their relevant attributes.
  • Reduced critical strike chance per Power Charge to 3%.
  • Reduced damage of Alira's Detonate Dead skill in higher difficulties.
  • Rebalanced many passive skills in response to feedback.
  • Changed mana costs for most skills - single target ones are now generally a lot cheaper than AoE ones.
  • Made Hillock a little easier in higher difficulties.
  • Reduced the size of the Terraces level.
  • Changed bow bandits to walk rather than run.
  • Reduced the effectiveness of Rhoas and archers.
  • Increase Dual Strike damage.
  • Rebalanced movement velocity mods.
  • Reduced Phase Run speed.
  • Nerfed Viper Strike damage and charge duration.
  • Increased Ice Nova damage.
  • Increased Freezing Pulse damage.
  • Cleave now hits with both weapons when dual wielding, and requires both weapons to meet the weapon restriction. It will do 50% physical damage when dual wielding.


Version 0.8.7

Features:

  • Added new skill prototype - Frost Wall: Creates a wall of ice which holds back enemies. Targets under the wall are damaged and pushed back.
  • Added new skill prototype - Shock Nova: Casts a shocking circle of lightning which deals maximum damage at its outside edge.
  • Added new skill prototype - Freezing Pulse: An icy projectile which has a chance to freeze enemies it passes through. The damage and freezing are highest up close.
  • Added new skill prototype - Phase Run: Makes you hard to see, and you move faster. Lasts for a short time or until you make an attack. If that attack is with a melee weapon, it deals extra damage.
  • Added new skill prototype - Viper Strike: Poisons the foe, which can stack up to five times. Each time they are re-poisoned, the duration is extended. Requires a claw, dagger or sword.
  • Added support for items having mods that increase the level of gems of a certain type socketed into them.
  • Merveil's caves now have an important river flowing through them.
  • Added support for dungeons within dungeons. See if you can find one.
  • Improved synchronisation of monsters in combat.
  • Added aggressive resynching when things are detected to be in the wrong place.
  • Added automatic resync when the player fails to perform actions too many times in a short time period.
  • Removed the resync request (equals) key binding.
  • Implemented the "poison on critical strike with dagger" passive skill.
  • Continued improvement of animations, sounds, world areas and spell effects.
  • Gave the patcher a facelift (it's only visible once you've patched the first time).
  • Some monsters (currently Monkeys) now flee when other monsters of that type are slain.
  • Many monster types now flee when set on fire.

Bug Fixes:

  • Fixed a bug that would cause monsters to get out of sync when an action completed early on the client but not the server, or vice versa.
  • Fixed a bug in the existing resync code that prevents moving objects from resyncing correctly.
  • Fixed bow attacks so that they still do damage when firing really fast. The arrow may still be taken away visually.
  • Fixed a bug that prevented the game from working on older Radeon 1950 series graphics cards. This affected approximately 5% of Alpha testers.
  • Fixed a rare server crash when buying items.
  • Fixed a problem that caused all monster evasion/damage reduction values to be calculated incorrectly.
  • Fixed a bug where the portal effect in town would sometimes be incomplete.
  • Spells now face their targets correctly.
  • Fixed a bug that caused impact sounds involving animal claws to not play.
  • Made the Multiple Projectiles support gem work on skills that use wands.
  • Fixed the mods on unique boss monsters to be the ones we intended.
  • Fixed a bug with burning damage being wrong.
  • Fixed a bug with monsters returning during a flee.
  • Fixed a bug where projectiles would fail in certain directions along elevation changes.
  • Fixed a problem with the "enemies chill as unfreezing" passive skill.
  • Fixed various bugs related to piercing projectiles opening chests.
  • Infernal Blow doesn't explode unique monsters any more.
  • Fixed various crashes that would occur when removing items while skills were active.
  • Fixed bugs with the timing of Blood Rage.
  • Quality is now correctly taken into account when picking the dominant skill gem.
  • Fixed a crash involving portals.
  • Fixed some visual problems with the portal effect clipping into the ground.
  • Fixed a bug where raised zombies over level 10 did not decay.
  • Fixed a problem with the progression of elemental spells where they didn't ramp up exponentially in damage at higher levels like attack skills did.

General Balance:

  • Player attacks are now 20% faster by default.
  • Player spellcasts are now 15% faster by default.
  • Player run speed is 10% faster by default.
  • Players now dual wield at an additional 25% increased attack speed by default.
  • Reduced default mana per character slightly.
  • Endurance charges grant 3% to all resistances, per charge.
  • Increased cast/attack speed per frenzy charge from 4% to 5%.
  • Flasks now have substantially higher numbers of charges and require a lot more charges per use. When a monster is killed, all flasks gain a charge (rather than one at random).
  • Flask charges are biased so that mana is harder to come by at the start of the game (to help with progression).
  • Flasks now heal faster. Vials are substantially faster.
  • Increased the size of life regen mods/passives.
  • Improved damage reduction on items by around 10%.
  • Reduced energy shield on items by around 10%.
  • Doubled the size of non-percentage life, mana, accuracy, critical strike passives.
  • Made many minor changes to the size of various passive skills.

Monster Balance:

  • Rebalanced higher difficulty levels substantially so that the monsters do approximately half the damage they did before, and are easier to kill.
  • There are now a lot more monsters in the Ruthless and Merciless difficulties.
  • Monsters now have resistances. They're higher on higher difficulties. The resistances are currently not shown anywhere.
  • Halved the damage of Merveil's fireball attack, now that she's able to hit you with multiple fireballs at once.
  • Reduced the attack range of skeleton casters.

Item Balance:

  • Increased the chance of rares dropping.
  • Item mods are now biased towards 70% of the generation level of the item (like drops). This will increase the chance of getting a "good" item but cause players to converge on "great" ones slower.
  • Monsters now drop items in quantity proportional to their relative effectiveness. This means that bosses drop more items than before, and hordes of small monsters like Blood Monkeys drop less items per monster.
  • Halved the number of gems that drop now that there are so many from quest rewards.
  • Changed claws back to be 50/50 Dexterity/Intelligence for a while.
  • Jeweler's Orb is now 60% more common.
  • Reduced drop rate of Scroll of Wisdom to increase Portal Scroll.
  • Many belts now have different implicit mods than before.
  • Lowered the levels of most support gems so that they're easier to use.
  • Increased the drop rate of rings, amulets and belts.
  • Changed the formula for the quality of skill gems. It's now a lot harder to get ones with higher quality.
  • Increased the likelihood of caster mods on caster items.
  • Improved the odds of getting off-colour sockets on high level items.

Skill Balance:

  • Completely rebalanced every skill in the game so that they're all powerful at high levels. Most skills received damage increases! Only behavioural skill changes are listed here:
  • Ice spear now does substantially higher damage in its pre-arm form.
  • Shield Charge can't miss now.
  • Poison Arrow does additional chaos damage on the actual arrow itself now, in addition to the cloud damage.
  • Frenzy and Flicker Strike now attack even faster if you have more frenzy charges.
  • Made raised zombies faster by default, but not as fast as high levels were before.


Version 0.8.6

Features:

  • Replaced the passive skill tree. The new one is less confusing and promotes a greater diversity of character specialisation, as well as solving many balance concerns we had.
  • Added a new end-game. After completing Merciless difficulty, you can talk to an Act Two NPC who will give you access to the Maelstrom of Chaos via a waypoint. *The Maelstrom is a highly experimental work in progress, and will grow substantially with each patch. There are currently eight different level templates in it.
  • Enabled the Templar class, the Strength/Intelligence hybrid
  • Added instance management. Ctrl+click an area transition or entry on the waypoint list to bring up the instance management interface. You can have multiple copies of the same instance active, and can select which to visit (or to create a new one) with the manager. Instances now last for 15 minutes.
  • Missing graphical shaders are now generated in parallel with gameplay. This means that the sharp freezes associated with shader generation will be greatly reduced. Entities that do not have shaders will not be drawn, so you may notice things popping in if it's an area we haven't fully cached the shaders for.
  • Substantially improved asset preloading. Now there should be far less loading lag while playing the game.
  • Critical strikes with lightning damage now cause the "Shocked" status. This can be stacked up to five times on one target. In this state, monsters or players take 10% additional damage per instance of Shock
  • Skill and support gems can now have quality, like equipment. Each gem is affected by quality in a specific way - for example, additional damage or attack speed. *Skill gems from quest rewards have zero quality.
  • Added new skill prototype: "Glacial Hammer" (Hits the enemy, converting some of your physical damage to cold damage. If the enemy is frozen and is on less than one third life, they will shatter when hit by Glacial Hammer. Requires a mace or staff.)
  • Added new skill prototype: "Infernal Blow" (Hits the enemy, converting some of your physical damage to fire damage. If the enemy dies soon after being hit, they will explode, dealing fire damage to nearby enemies.)
  • Now, when changing area, you won't get the loading screen until the new instance is ready. This means that you're able to defend yourself and/or heal while waiting. Previously you could die at this stage.
  • Added heaps of new item tiers to each progression, so that they are spaced out better at higher difficulties, and scale properly to the new maximum item levels. *The highest tier are extremely rare.
  • Added quest rewards to the Mud Flats glyphs quest and Alira/Kraityn quests
  • Monsters who are killed while frozen now shatter, leaving no corpse behind. Unique bosses cannot shatter.
  • New effects for frozen, chilled, surges and lightning damage
  • Added two new currency items with temporary art/names. They upgrade the quality on Flasks and Skill Gems respectively.
  • Improved speed of level generation on the client
  • Incrementally improved effects, animations, sounds and world areas
  • Plenty more improvements to Act Two dungeons
  • Changed default value of "Always Highlight" and "Show Life/Mana" values to false.
  • The character panel now displays your Critical Strike Damage Multiplier
  • Elemental damage effects are now more appropriately sized for the quantity of elemental damage you dealt, relative to the target's maximum life
  • Changed many washed up wood doodads on the beach to tiles so that we can place them better (to not block players)
  • Improved dungeon generator to prefer rooms without extraneous doors
  • Pressing Ctrl+C while hovering over an item you own will copy its description to the clipboard
  • Numerous improvements to the networking code
  • Changed the cutoff damage percentages for elemental damage effects
  • Added a heuristic for determining which town to send players to when towns are getting full
  • "Always highlight" and "Show life/mana levels" are now no longer on by default
  • The wording of text to do with Critical Strikes has been improved to make it clearer

Bug Fixes:

  • Fixed item rarity calculations. "Increased item rarity" now works properly. Chests now drop higher rarity items. Shops have item rarities set properly
  • Movement near abysses should now work correctly. Leap slams over abysses should look more correct.
  • Fixed a crash that occurs when buying items sometimes
  • Fixed a bug with monsters dropping the wrong quantity of items
  • Attack speed is now calculated correctly while dual wielding
  • Fixed an issue that should improve sync while running long distances
  • The player now leaves their party when they respawn from hardcore to non-hardcore
  • The league name should now always be correct
  • Fixed various rendering issues with linked items on the website
  • Fixed a rare realm crash
  • Fixed a crash if the client is closed while the player is moving, under some circumstances
  • Fixed the Double Strike effect when using a thrusting sword
  • Fixed bugs related to the life and health degeneration of raised zombies
  • The player now faces their target when casting detonate dead
  • Tidied up the gem attribute requirements display
  • Sirens should now get more appropriate monster mods
  • The item data page on the website should be more c