This is quite a large patch and a lot of things got touched. A lot of combat stuff have been modified, so the balance may have shifted a little. Because of this there may be one or two things that need tweaked after the fact. Keep in mind if you notice any issues, please let us know!
Public Games
When you start a game you are now prompted if you wish to start a private game, unlisted game, or a public game. Public games are listed for anyone to join you. An ‘unlisted’ game does not list you publicly but your friends can still connect to you via direct IP or by “Join/Invite” in the steam friends list. Once you have started your game it will attempt to connect back to you via your external ip address. If this fails your game will not be hosted publically and you will be notified via an in game message. Essentially this means if you want to host a public game then your networking will still need to be setup appropriately as if you gave people your IP address.
Players wishing to join a public game in progress simply select “Join”, select a character, select “Join public game”, and then choose any game listed as public.
Bug Fixes
- Fixed bug that could cause a crash on a level shutting down/teleport. It was rare, but could happen.
- Kits can no longer be used on pets.
- Fixed purchased potions don’t work unless you exit the game and go back into the game.
- You can no longer use a useable item with a cost in health equal to your current health (Which would take you to 0hp)
- Fixed using “Increase Level” on weapons doesn’t increase their attack damage
- Fixed the definition of “Raven’s Bow” so that it now has a proper name and higher levels of it have increased damage
- Second player enters game, then leaves but his character isn’t always logged out of the game
- Removed the “Lv 10” requirement from Wizard to make it the same as the other subclasses
- Loot was dropping way too much in multiplayer mode, this was due to an error and has been fixed
Player General
- Tweaked run animation so long weapons don't intersect the ground. At least not as much.
- Farshot perk updated/nerfed. Now up 0 to +20% at ranges 4 - 15 blocks distance
- Fixed the particle emitter in the rage buff. Not it stays on the player.
Weapon Req Skills
- All weapon requirement perks have been removed. We wanted to give people the ability to play with all the weapons we had created, and it create more meaningful choices when deciding between dropped weapons.
- All weapon requirement perks have been changed to conditional bonuses
- Mystic: Gain +15% cooldown reduction if both equiped weapons are arcane
- Wizard: Ability damage bonus +10% if primary weapon is arcane
- Knight: Melee weapon bonus +5% if primary weapon is melee
- Thief: Ranged weapon bonus +5% if primary weapon is ranged
- Barbarian: Gain +20% armor if both equipped weapons are melee
- Gadgeteer: Crafted weapon bonus +5%
Items General
- When a item is forged, it marked as "crafted" in it's tags. Certain bonuses refer to this.
- Modified ranged weapons, they now have a overall weaker damage output, was 3.0 per level, now 2.5 per level.
- All ranged weapons now allow you to move while shooting. Movement speed is reduced while attacking.
- Fixed bloodmagic ring to actually have stats.
- Critical Bow stats reduced. Critical chance scales much slower, 0.5% per level, also can only reach max of +50%.
- Olympian crown’s base health value has been reduced from 20 to 10.
Weapons
- All weapon graphics have been updated. Most of them are larger and more visible.
- Sword
- Returned forward movement to sword swing. However it is very slight.
- Reduced the area of attack.
- Greatsword
- No longer a charged attack, attacks much like normal sword
- Slower attack then sword, but much larger area of attack.
- Last attack in chain does a whirlwind like attack
- Magic Staff/Fireball Staff
- No longer a charged attack, attacks like other projectile weapons
- Added back the explosion animation, bug caused it to not be there
Monsters
- Skeleton Warrior
- Updated version of the original skeleton monster
- Now found in all dungeons
- Skeleton Archer
- Skeleton with a bow, only fires arrows
- Found in all dungeons
- Skeleton Knight
- Stronger version of skeleton warrior
- Has a very strong charge attack that he does every so often
- Found in all dungeons except the first
- Necromancer
- Raises skeletons to fight for him
- The first few monsters summoned have full exp and item drops, the others give no rewards. This is to prevent broken grinding.
- Found in all dungeons except the first
Other
- Icons! Not all of them, but most!
- Solomon now has updated dialog including some after the completion of the fire dungeon indicating that more content is coming but that you can start over at a higher difficulty.