Sorry for my long silence - I've been super busy working on the new skill trees! The final update won't be ready for quite some time, however I've made public test builds available, so you can check out the work in progress!
The Templar is first out, so if you want to give her new skills a spin, read here for instructions to accessing the test builds! (It's quite simple, don't worry!)
What's in the current test build?
All the new Templar skills (she now has approx 180 skills!)
Updated Templar legendary sets
Updated itemization
New stats and mechanics
Update interface visuals
New sound effects & skill visual effects Note: Many sound & visual effects are still missing/being worked on, and some old Legendary items are temporarily removed as they are not compatible with the new skills (they will be re-added with new effects on them, so don't worry!)
A ton of bugs (seriously, these are very rough and un-polished test builds!)
How these builds work
You use separate saves only for these builds
You can get instantly boosted to maximum level and get the update sets (optional)
You gain access to all waypoints
Gambling gives you high quality items at a super high rate
You *cannot* earn achievements, use the shared stash, or use the test build characters in the final builds
Why do test builds?
Feedback, of course! I also want to keep you guys in the loop rather than in the dark, and let you see what's going on.
There's a new sub-forum created for feedback on the test builds, check it out here!
Sorry for my long silence - I've been super busy working on the new skill trees! The final update won't be ready for quite some time, however I've made public test builds available, so you can check out the work in progress!
The Templar is first out, so if you want to give her new skills a spin, read here for instructions to accessing the test builds! (It's quite simple, don't worry!)
What's in the current test build?
All the new Templar skills (she now has approx 180 skills!)
Updated Templar legendary sets
Updated itemization
New stats and mechanics
Update interface visuals
New sound effects & skill visual effects Note: Many sound & visual effects are still missing/being worked on, and some old Legendary items are temporarily removed as they are not compatible with the new skills (they will be re-added with new effects on them, so don't worry!)
A ton of bugs (seriously, these are very rough and un-polished test builds!)
How these builds work
You use separate saves only for these builds
You can get instantly boosted to maximum level and get the update sets (optional)
You gain access to all waypoints
Gambling gives you high quality items at a super high rate
You *cannot* earn achievements, use the shared stash, or use the test build characters in the final builds
Why do test builds?
Feedback, of course! I also want to keep you guys in the loop rather than in the dark, and let you see what's going on.
There's a new sub-forum created for feedback on the test builds, check it out here!
Overnight, I was contacted via email about an issue with the Anomalies. Turns out that on very high levels, 150 and up, a lot of strange errors occur. I didn't even realize it was possible to get that far... you guys are good at this!
Anyway, this update should take care of any problems in high level Anomalies!
Version 0.55.2:
Fixes:
Fixed several errors that could cause a crash in very high anomaly levels
Fixed issues with monsters having a large amount of affixes not benefiting from all
Fixed saving/loading issues with monsters with a large amount of affixes
Overnight, I was contacted via email about an issue with the Anomalies. Turns out that on very high levels, 150 and up, a lot of strange errors occur. I didn't even realize it was possible to get that far... you guys are good at this!
Anyway, this update should take care of any problems in high level Anomalies!
Version 0.55.2:
Fixes:
Fixed several errors that could cause a crash in very high anomaly levels
Fixed issues with monsters having a large amount of affixes not benefiting from all
Fixed saving/loading issues with monsters with a large amount of affixes
Based on your feedback over the past week, I have made a lot of changes and upgrades to the Anomalies! I've also fixed a ton of bugs, so a big thanks for your reports, as always!
Updates will once again slow down now as I work entirely with the new Act. Of course, I'll fix any problems as they arise on the side, pushing small bugfixes.
Keep an eye on the forums.. I might post some teasers!
Version 0.55.0
Anomalies:
The reward chest now drop an increased number of items the deeper you go
Reduced the size of all layouts
Drastically reduced size and mazyness of the forest and cave layouts
Added a new layouts for caves, using larger rooms and more open spaces, as an alternative to the regular caves
Added a new layout, which is similar to the forest but much more open
Dying in an Anomaly now takes you to Tinka's Domain rather than The Chronicon
Dying in an Anomaly on the boss fights now resets that floor and spawns you in Tinka's Domain
Anomaly portals are now announced on screen when spawning
Tinka's Brother now sells elixirs which can lower or increase your Anomaly level
Sarek and Tinka's Brother now sell unlimited quantities of Elixir of The Mind
Areas:
Changed the color scheme of the tileset for the "Mystery Garden"
Monsters:
Monster "Thorns" damage has been adjusted to have a maximum cap and a longer internal cooldown
Added a visual effect to the Thorns damage triggering
Resistance affixes now sets the resistance at a solid 50% on all difficulties (previously it would scale up on higher difficulties)
Nerfed "Poison Cloud" affix damage
Nerfed "Poisoned" affix damage
All burn, bleed, and poison effects applied by enemies have recived a maximum damage cap
Spectral monsters are now immune to bleed effects
Loot:
True Legendary items now have a range on their stats like other items instead, of rolling maxed values. This range is higher than that of regular Legendary items.
Some enchant rolls made less wordy and more concise
Stats:
Bleed damage and effects are no longer considered Physical, and instead uses the "Ethereal" element, ignoring all resistances, but it will also be unaffected by your elemental bonuses
"Ethereal Damage" (unlisted - from special items) is now an element that matches your highest elemental damage, and ignores all resistances of enemies
Minimap:
Updated minimap to have more easily distinguishable colors for walls in caves and some other areas
Anomaly portals now visible on minimap
Fixes:
Fixed missing tiles in the Unstable Dimension and Challenge areas
Fixed Unstable Dimension and Challenge area portals not closing properly in some cases
Fixed Ironsoles make you immune to damage from all types of traps in chests
Fixed Ironsoles making you immune to the damage from the Crumbling Reliquary
Fixed some targeting issues where monsters would target traps
Fixed difficulty setting not being properly saved
Fixed unique monsters spawning repeatedly
Fixed monster being able to throw spells over walls and summoning spells behind walls blocking their line of sight
Fixed portals drawing their destination name on mouse over (redundant)
Fixed issue with some "Frost Spear" based skills not properly calculating their chance to trigger perforation and similar effects
Fixed a rare error related to the perforation calculation when done on "Frost Spear" skills cast just as the caster had died
Fixed some tile errors with the "mystery garden" layout in Anomalies
Fixed trees in Anomaly forest layouts not correctly changing colors
Fixed summons (Infernal Demon, Tendrils of Death, Soul Replica), and item-granted companions/summons dying instantly in fights
Fixed True Legendary items having affixes in their name (this was actually not intended for them, although the stats and enchants will still be rolled)
Fixed secret buttons not doing anything in some cases
Fixed Anomaly portals not highlighting on mouse over
Fixed Warlock's skill "Combustion" not dealing enough damage
Fixed several passives and buffs not adding the critical strike chance properly
Based on your feedback over the past week, I have made a lot of changes and upgrades to the Anomalies! I've also fixed a ton of bugs, so a big thanks for your reports, as always!
Updates will once again slow down now as I work entirely with the new Act. Of course, I'll fix any problems as they arise on the side, pushing small bugfixes.
Keep an eye on the forums.. I might post some teasers!
Version 0.55.0
Anomalies:
The reward chest now drop an increased number of items the deeper you go
Reduced the size of all layouts
Drastically reduced size and mazyness of the forest and cave layouts
Added a new layouts for caves, using larger rooms and more open spaces, as an alternative to the regular caves
Added a new layout, which is similar to the forest but much more open
Dying in an Anomaly now takes you to Tinka's Domain rather than The Chronicon
Dying in an Anomaly on the boss fights now resets that floor and spawns you in Tinka's Domain
Anomaly portals are now announced on screen when spawning
Tinka's Brother now sells elixirs which can lower or increase your Anomaly level
Sarek and Tinka's Brother now sell unlimited quantities of Elixir of The Mind
Areas:
Changed the color scheme of the tileset for the "Mystery Garden"
Monsters:
Monster "Thorns" damage has been adjusted to have a maximum cap and a longer internal cooldown
Added a visual effect to the Thorns damage triggering
Resistance affixes now sets the resistance at a solid 50% on all difficulties (previously it would scale up on higher difficulties)
Nerfed "Poison Cloud" affix damage
Nerfed "Poisoned" affix damage
All burn, bleed, and poison effects applied by enemies have recived a maximum damage cap
Spectral monsters are now immune to bleed effects
Loot:
True Legendary items now have a range on their stats like other items instead, of rolling maxed values. This range is higher than that of regular Legendary items.
Some enchant rolls made less wordy and more concise
Stats:
Bleed damage and effects are no longer considered Physical, and instead uses the "Ethereal" element, ignoring all resistances, but it will also be unaffected by your elemental bonuses
"Ethereal Damage" (unlisted - from special items) is now an element that matches your highest elemental damage, and ignores all resistances of enemies
Minimap:
Updated minimap to have more easily distinguishable colors for walls in caves and some other areas
Anomaly portals now visible on minimap
Fixes:
Fixed missing tiles in the Unstable Dimension and Challenge areas
Fixed Unstable Dimension and Challenge area portals not closing properly in some cases
Fixed Ironsoles make you immune to damage from all types of traps in chests
Fixed Ironsoles making you immune to the damage from the Crumbling Reliquary
Fixed some targeting issues where monsters would target traps
Fixed difficulty setting not being properly saved
Fixed unique monsters spawning repeatedly
Fixed monster being able to throw spells over walls and summoning spells behind walls blocking their line of sight
Fixed portals drawing their destination name on mouse over (redundant)
Fixed issue with some "Frost Spear" based skills not properly calculating their chance to trigger perforation and similar effects
Fixed a rare error related to the perforation calculation when done on "Frost Spear" skills cast just as the caster had died
Fixed some tile errors with the "mystery garden" layout in Anomalies
Fixed trees in Anomaly forest layouts not correctly changing colors
Fixed summons (Infernal Demon, Tendrils of Death, Soul Replica), and item-granted companions/summons dying instantly in fights
Fixed True Legendary items having affixes in their name (this was actually not intended for them, although the stats and enchants will still be rolled)
Fixed secret buttons not doing anything in some cases
Fixed Anomaly portals not highlighting on mouse over
Fixed Warlock's skill "Combustion" not dealing enough damage
Fixed several passives and buffs not adding the critical strike chance properly