Demo Launch
If you're reading this, the demo is live, or about to be. I hope you're all as excited as I am!
The demo features 30+ hours of content, and potentially hundreds of hours of endgame for those who are really into min/maxing and leaderboard climbing.
Today also marks the start of Don't Die, Collect Loot's first season! The leaderboards have been reset, and all playtest characters have been flagged as "Legacy". Don't despair, you can still play them if you prefer long-term progress, they just won't show up on the seasonal leaderboards.
Season Features
Shared Stash
Characters created as part of the new season now have a shared stash! If you find a cool unique or other item you want to use on an alt, you now can. Simply swap to the other character or create a new one. Items do not have level restrictions, so have fun blasting through the earlygame with your newfound power.
Uniques will now also drop on any character instead of being class-specific drops. However, some are restricted to specific characters. Check out the item info tooltip for more details. Additionally, modifiers that can't apply to a character will appear greyed out when viewed by that character to indicate their lack of effect. For example, a mod that adds Maximum Mana will not work on an Adventurer or Beastmaster.
Ingame Announcements
This season also features an ingame announcement window which appears on the left panel. If you're connected to Steam (and the internet, of course) while playing you'll be able to see the ultra rare items other players have found! Your triumphs may be announced to the world too!
Note that Don't Die, Collect Loot does not have DRM nor does it require you to be online to play. These announcements and the leaderboards are optional features for players who like that sense of community competition and shared celebration. If you don't, we totally understand! Enjoy the game your way!
Patch Notes
We haven't just created a new season, a ton of major changes are now going live too!
Performance
- The main executable is now built with C++ instead of .NET. This speeds up a lot of individual operations and reduces the general file size and memory footprint of the game
- Some sources of high memory pressure have been refactored to improve performance
- Massively improved end-of-level loot tally performance. Your long runs will now take under a second to tally instead of a minute+
- Fixed a major performance bug on involving burning ground
Keybinds
You can now rebind the attack and ability keys! More binding support is coming in the future, so stay tuned
Skills
- Added a new Meteor skill tree node that causes Meteors to strike multiple times when cast. This modifier can also be found on items
Items
- Added around 40 new base items. These are designed to generally increase mid and lategame power, especially for the Beastmaster
- Added 15 new uniques, some of which are super rare endgame uniques that turn the game on its head!
- Increased the drop rate of Tier 3 and Tier 2 uniques by 20% and 10% respectively
Balance
- Lord of the Storm avatars no longer double-dip when multiplying the damage gained from your equipment and the tree
- Lord of the Storm avatars have had their damage effectiveness reduced from 100% to 25%
- Whirlwind's base damage has been upgraded from 1 to 2
- Whirlwind's tick rate has been increased by 10% now that the engine can handle the higher proc rates
- Avatar of the Hunt now increases its flat and multiplicative damage scaling per Minion Monster Level
- Avatar of the Hunt's "Revenge of the Pack" ability now adds flat physical damage per Minion Monster Level instead of per skill point
- Avatar of the Hunt's attack speed now scales with Minion Attack Rate
- Avatar of the Night now increases its flat and multiplicative damage scaling per Minion Monster Level
- The Beastmaster combo skill "Eternal Hunt" now procs on 10% of Minion hits instead of 3% of Minion hits
- Increased the base flat damage of all Beastmaster summoned pets (but not tamed pets) by 20%
- Ignite now ticks at the proper rate. This means Ignites in general do 10% of the damage they used to. This is technically a bug fix, but it manifests as a massive balance change. This means the player will both die much less frequently to Ignite, but your Ignites will also be much weaker!
- Reduced Boss flat life and life scaling on Inferno and Endless Nightmare to account for the above
- Significantly increased the damage and difficulty of , while making its phases much more interesting
Bugfixes and Minor Changes
- Many monster abilities have had their graphics overhauled in the interest of visual diversity and clarity
- "Be the Lion" has had its multiplier values corrected and now functions properly
- You can no longer attack or summon pets while reviving
- More skills and minion abilities respect the Attack Opacity slider
- Added an additional item rarity tile for T0 uniques
- Ignite immunity now works on burning ground
- Improved gold display text on item tooltips
- Added a sound effect rate limiter for repetitive hits on large monster packs
- Improved tooltip behavior on widescreen resolutions
- Reduced the intensity of status ailment visuals on bosses
- Fixed some issues with minion crit display
- The Advice NPC in town has learned a lesson in brevity
- Fixed some issues with saving dialogue and quest state
- Fixed a bug where Storm Avatars and Shield Projectiles would not function properly on
- Fixed a bug where Adventurer could display an insane Attack Multiplier under certain conditions
