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Read "Mainline Patch - July 21st, 2020 (Part 1)
ITEMS & GEAR
- Fixed a small chance of Scrolls of Unbinding dropping.
- Reduced chance of Scrolls of Lifebound dropping from champions, bosses and chests from 1 in 6 to 1 in 12.
- Fixed common pet tags spawning without affixes (other than enchanting slots).
- Addressed issue with digitus description saying it still limited targets hit.
- Fixed a few cases that could cause non-lootable item drops.
- Scroll of Lifebound no longer indicates that legendary items are valid targets.
- Set the following legendary weapons to only drop at level 60: Herman's Masterwork, Molten Reach, Panoptifist, Head of Blastbutt, Soulflask, The Tenderizer, Berserk Crusher, Wingspan, Firewall, The Holy Icon, Bonerazor, Maestro's Sword.
- Fixed a typo in affix data that could lead to helm or shoulders having evasion affixes with upwards of 90%. The evasion trait is hard-capped at 40%.
- Fixed issue where skills in the Legendarium are not saved if the player presses escape out of the legendarium menu before hitting equip.
- Fixed issue with Dusk Mage Molten Reach tentacles that deformed during the idle animation.
- Increased the defense affixes by 10% so you can get better damage mitigation.
- Fixed secondary pet gear affix spawning.
- Fixed so you can use the Scroll of Lifebound on Pet Collars and Pet Tags.
- Fixed pet collars and tags not being able to be disenchanted.
- Corrected the valid classes for the rare Goblinstalker pants.
- Updated Mapworks portals to properly say Mapworks Dungeon Portal.
- Fixed issue where Lifebound items from the stash are displayed on the death screen after the playable character dies.
- Lifebound scroll quest rewards no longer display using the wrong material.
- Improved a confusing issue where optional/repeatable side quests (specifically "Defense Boost") immediately restarts after completing the quest while still in the area. The quest now requires that you leave the area before it can be restarted again.
- Fixed ‘Musketeer Cavalier Hat’ that was named ‘Musketeer Gloves’ when dropped from monsters or chests.
- Fixed so that Act 1 monsters reliably drop health potions, Act 2 monsters provide antidote potions and Act 3 monsters provide polarized potions.
- Fixed some issues with Snecko Stick's missile targeting.
- Replaced the very specific mapworks scroll bundles with bundles that give you one each of Blazing, Venomous and Voltaic map scrolls, but now the positive affixes on those scrolls is rolled from a number of different beneficial affixes.
- Low level magic gear should now drop with the terracotta and tan colored gear instead of the bright red.
- Addressed issue with Digitus description saying it still limited targets hit.
- Quest rewards now deliver random fort decorations from Contracts loot pool, instead of the random fort plans. This will prevent the player from receiving duplicate copies of fort plans as rewards.
- Increased the general potion drop project from normal monsters by 20% (which decreased by that amount the gold drops).
- Removed the +20% potion luck from Normal and Hard difficulty levels, Reduced the +30$ potion luck on Painful to +10% potion luck, reduced the +40% potion luck on Ridiculous to +20%.
- Increased the weighted chance that potion drops from luck will happen at lower levels, flattening out at level 10.
- Scaled down all of the focus items in the player's hands.
- Legendarium affixes now apply set bonuses correctly.
- Wideload's Shield Bag consumable now drops directly into your inventory if there is enough room.
- Reduced the chance that Scrolls of Lifebound drop from normal (non-champion, non-boss) monsters to somewhere between 0.25% and 2%, depending on the monster.
- Removed the Scroll of Unbinding. This will no longer drop. Be careful with which items you choose to lifebind.
- Scroll of Lifebound no longer indicates that legendary items are valid targets.
FORTS
- Added Fazeer fort decoration and new Adventuring tab in the Functional fort edit menu.
- Returning back to a fort from a mapworks area should now attempt to return you to the same fort that you left.
- Fixed issue where Goblin banner is placed too low above the ground.
- Fixed up UI for traveling among forts:
- If you're in the world, including one of the other passageways - even if it contains your own fort or a party member's fort - you can travel to your fort by clicking on "My Fort".
- If you're in Trevail's Passage and it has your own fort in it, you cannot click on "My Fort".
- If you're in Trevail's Passage and it has somebody else's fort in it (like a party member), then you can click on "My Fort" to go to your fort in Trevail's Passage.
- If you're out in the world, including one of the other passageways - even if it contains your own fort or a party member's fort - you can travel to the party leader's fort by clicking on "Trevai's Passage".
- If you're in Trevail's Passage with anybody's fort in it, then you cannot click on Trevail's Passage.
- In fact, if you're in ANY place and you click on the place that you're at in the waypoint map, you cannot travel there.
- If you're in the world, including one of the other passageways - even if it contains your own fort or a party member's fort - you can create a portal to your own fort
- If you're in Trevail's Passage and it contains your fort, then you cannot create a portal to your fort.
- If you're in Trevail's Passage and it contains somebody else's fort, then you can create a portal to go to your own fort.
- If you're out in the world, including one of the other passageways - even if it contains your own fort or a party member's fort - you can create a portal to a party member's fort
- If you're in Trevail's Passage and it contains your fort, then you can create a portal to a party member's fort.
- If you're in Trevail's Passage and it contains somebody else's fort, then you can only create a portal to a party member's fort if the fort doesn't already have that player's fort in it.
- Fixed cases where trying to go to your fort would potentially take you to somebody else's fort:
- If you used the waypoint map to travel to Trevail's Passage, it could take you to a random player's fort. It should now take you to the party leader's fort.
- If you were in town and used the Z portal to travel to a party member's fort, it could take you to a random player's fort. It should now take you to the specified player's fort.
- If you were in a mapworks area that was generated from the fort and then died and chose to resurrect back in the world, it could have sent you to a random fort.
MONSTERS
- Fixed boss despawning/respawning in Corpsefire Crypt when moving out of range.
- Ordrak Breath impact damage reduced, Poison Orb damage rebuilt to not stack and instead deal damage based off of Max HP, Shockwave Stomp damage and Flame Wave damage increased.
- Fixed an issue with Sadista sometimes no longer performing attacks immediately after switching to her full Netherim form.
- Monsters will now react to your hits more often. Smaller, squishier monsters will react more frequently than larger monsters, but large monsters are no longer nearly immune to the hit reaction system.
- Fixed an issue where it was possible to trigger Strongtusk's boss intro per player instead of for all partied players in the area.
- Fix for Ordrak's dead-but-lingering poison orbs.
- Fixed an issue where Nether Well projectiles sometimes exploded at the center of the Nether Well, colliding with the ground before being launched into the air.
- Set all the mapworks minibosses to trigger add spawns when first engaged and at 50% health.
- Added missing drop and emerge spawn skills to the various stabby goblins, added missing emerge spawn skill to the various shooty goblins.
- Fixed an issue where Kronch did not spawn in the Chasm during the Nether Inkling and Tutorial: Relics quests.
- Fixed issue where Electric Widow boss and Electric Spider champions were invisible with shadows off.
- Fixed Netherim Brute and Netherim Spellbreaker type bosses that were failing to spawn. This also expands the variety of spawn types that these monsters can use, which will lead to them being able to spawn in more levels, potentially with some visible clipping for now, but the increase in variety is preferred.
- Fixed fame not dropping from champions or bosses.
- Fixed an issue where the player can distinguish a Mimic from a normal chest by using any spell on the chest.
- Set the right boss death sequence for the Act 3 random encounter bosses.
- Set the death sequence for Krrank, random Challenge Dungeon miniboss.
- Gave all of the major bosses, who normally do not have random affixes, a text-only affix under their health bar, moved their titles to that spot.
- Fixed the Thunderthighs boss fight in the Archive to have the right add monsters, at the right times.
- Fixed issue with Custodian automata in Assembly Line that may stop attacking the player or not attack them at all.
- Fixed issue where Clockwork Core's boss area does not have a Pet cage.
- Fixed an issue in The Chasm where the Pet Cage is placed in the middle of the Herald boss arena on a specific seed.
- Fixed issue where Psora can be defeated without entering boss area after dying in boss area and reviving at the level entrance.
- Fixed an issue where Chargerbug enemies can push the player into textures/out of bounds.
- Fixed an issue where packs of champions sometimes claim they are massive.
- Set Klatz to have the standard miniboss status effect.
- Reduced the movement capsule radius of all monsters by 50%.
- Fixed issue where Wideload, Chieftain of Snotskins boss is able to target the playable character outside the combat area.
- Monsters on Ridiculous and Painful move faster now.
- Fixed Carrion Killer, Singedwing and Sarge minibosses not having the correct death VFX, SFX or summoning adds.
- Monsters will now react to your hits more often. Smaller, squishier monsters will react more frequently than larger monsters, but large monsters are no longer nearly immune to the hit reaction system.
- Increased the damage on zombies. Slightly increased the pack sizes on zombies.
- Fixed an issue where Nyx (and presumably other Netherim Spellbreakers) could get stuck on terrain and stay permanently invulnerable while tethering to its spawn position if the player kited it too far away.
- Evasion can now appear on Armor! Currently, this is functionally the same as Block, but appears on Armor instead of Shields. In the future, this will not be the case, and these will be differentiated in function. Evasion can appear as both Primary and Secondary affixes, and is capped to 40%.
- Fixed an issue where Legendary Armor's Primary affix types were not rolling properly. They now have the same primary affix types as other armor rarities, as intended.
RELICS
Reminder: The relics feature will be changed significantly in the next Mainline patch. The next wave of Relic skill fixes, tuning, and content additions players are looking forward to is bundled into that release.
General
- Changed the Relic activation skill slot to be on the regular skill bar and assignable.
Blood Drinker
- Fixing Blood Drinker's base activation bleed chance so the activation skill tooltip takes into account the increased bleed chance from points added.
Flaming Destroyer
- Fixing broken scaling description.
Coldheart
- Fixing broken scaling description.
Bane
- Fixed it so all Bane spider summons can be resummoned after the player dies.
PETS
- Added Buttercup, Forest, and Toasty Glittersprites. They only drop at the level cap (60). You can get them when you reach the end of a level 60 dungeon, be that a Challenge, Map Scroll, or Phase Beast dungeon.
- The Aubergine Cat color variation has also been added. You can get it when you reach the end of a level 60 dungeon, be that a Challenge, Map Scroll, or Phase Beast dungeon.
CLASSES & SKILLS
General
- Fixed an issue where head and hair customizations were not appearing correctly for other players.
- Removed superfluous rounding numbers from the Fighter's Spirit buff.
Railmaster
- Fixed an issue where removing the train while the Shield car active was activated could result in it having permanent uptime.
- Disabled errant missile blocking sphere on the Shield Cart for Railmaster that was making it so player missiles were blocked.
- Railmaster's Flamethrower Car, Shotgonne Car, and Mortar Car now have much more impactful Endurance Bonus effects. Try them out!
- Fixed issue where Railmaster's Slammer skills displays the 'Lineage' tag.
- Fixed issue with Railmaster Spike Drive displaying 'charge rate into cooldown' mechanic.
Dusk Mage
- Fixed the first few levels of Energy Spike failing to cast the skill.
- Fixed an issue with Entropy where the primary missile was moving too slow, and the milestone missile was moving super fast. Dev Note: This was the reverse of the design intent as the milestones indicated. Furthermore, I increased both the overall speed of the base missile and the milestone missile to make it slightly less powerful.
Sharpshooter
- Made some improvements to Sharpshooter skill procs
- Changed the description for Sharpshooter's Ghost Visage skill to say that it is interrupted by attacking.
- Fixed it so Sharpshooter's Shasta summon can be resummoned after the player dies.
Forged
- Fixed a couple of Forged channeling skills visually animating on the client when they were rejected by the server.
- Fixed an issue where Forged tails wouldn't animate on other players' machines.
- Fixed an issue where Ramming Robot's tier 3 effect would sometimes not be removed.
