Fixes:
Fixed an issue where Vorenthis was not considered a boss.
Fixed an issue where NPC's would all "Idle" at the same time.
Fixed an issue where enemies were not rolling player attacks if roll was available.
Fixed an issue where example spells were not populating correctly when in the tutorial.
New:
Started improvements to enemy AI regarding switching combat styles in combat. Previously we only supported ranged to melee and back, mage to melee and back. We have had some mobs with melee to ranged, but it didn't work as well as intended. This new setup should allow us to do melee to mage, melee to ranged, as well as ANY melee weapons. For example, 2h warrior can potentially use a bow if unable to reach players, or potentially start casting spells. This will allow us to have way more combinations for enemy variety and always keep players on their toes. We've also added "tuning knobs" to these systems. We can now control how long an enemy can stay in it's secondary stance, the distances at which they will switch, and the chance they will switch when all other conditions are met.
Added the ability to control mobs roll chance individually. This will allow us to make fighting AI much more variable. Some mobs will now roll in many more situations.
Added the ability to control mobs roll cooldown individually. This should add more variability when fighting enemies.
Added the ability to control mobs aggressiveness duration after a recent parry individually.
Added the ability to control mobs aggressiveness duration after a recent block individually.
Reduced enemy damage scaling while on heroic by 50%. This is primarily due to the new AI logic. Enemies are much more versatile and unpredictable. This will help with higher bosses doing an absurd amount of damage in some cases depending on resistances. We feel overall the game should feel MUCH better/more fluid.
Updated "Unique" items from being yellow to pink. This is to help differentiate between legendary and unique items.
Updated inventory rarity colors to be a bit more vibrant to be easier to read.
Added the ability to have bosses drop a "Random" type of their loot. For example, Phantom's loot is always "Rogue" stat weights, if the option is set, the item can roll "Ranger" or "Paladin" or "Pyro" etc. This option will likely be used on specific bosses that we want to have a set, but allow for all playstyles to get a chance at loot.
Changed divine stones to be "Mythical" (Red) items. We feel seeing a "Unique" color beam should not be shown when a divine stone drops. This should be reserved for those ultra rare items. Existing divine stones will no longer be usable while crafting.
Updated bandit warriors to have a chance to spawn as Runeblades, they can use both magic and melee.
Updated bandit mages to either be a battle mage, or a standard mage. Battle mages can use melee.
Updated Disgraced paladin's to be able to swap to mage and cast holy abilities.
Updated Veleion's heal to not be a full heal.
Updated Veleions combat logic in regards to the roll/parry/block chances, as well as melee to mage/mage to melee range and chances.
Added a new end game boss (level 125) Theravos The Blazing Wraith.
Added a new end game boss (level 125) Vilethos The Pestilent King.
Added a new end game boss (level 125) Malaxar The Eternal Dark.
Added a new end game boss (level 125) Ironthar The Boneblade Tyrant.
Added a new end game boss (level 125) Froskrath The Shivering King.
Added a new end game boss (level 125) Arkanon The Crackling King.
Adjusted veets loot chances to be more in line with other bosses.
Added new Unique ring from Froskrath loot drops. Forged by Froskrath himself, this ring empowers its bearer, amplifying Frost/Ice critical damage by 300% against enemies slowed by frost or frozen.
Added a new Unique ring that drops from Froskrath, Theravos, Vilethos, Malaxar, Ironthar, and Arkanon. Once wielded by the Ancient Kings of old, this ring protects its bearer by ensuring no single strike can exceed 50% of their maximum health.
Added a new Unique ring that drops from Ironthar Boneblae. Its origins shrouded in mystery, this ring grants its bearer the power to land critical strikes with bleeds for 300% increased damage.
Added a new Unique ring that drops from Theravos. Originally crafted for Lucian himself, this ring bestows upon its wielder the power to land critical strikes with burn damage for 300% increased damage.
Added a new Unique ring that drops from Vilethos. Reeking of death, this ring grants its bearer the power to land critical strikes with poison, dealing 300% increased damage.
Added a new Unique ring that drops from Malaxar. Pulled from the depths of the void itself, this ring grants its bearer a 25% chance for void procs to refresh their duration without resetting the accumulated damage.
Reworked how lighting chains to enemies. This will allow for the chain to radiate to enemies around the target being chained to. This differs from the current method, as all enemies needed to need to be within 3 yards of the primary target. Now, each time the chain occurs, it will check within the radius of the chained target. We also increased the range that lighting can jump to roughly 10 yards around each target. The chain now will not hit the same target twice, BUT it CAN chain back to the primary target hit, if in range.
Lightning will chain up to 3 times before it stops.
Added a new Unique ring to Arkanon. Imbued with crackling lightning, this ring allows the bearer's lightning damage to chain up to 6 times and doubling its reach.
Added unique loot drops for all of the new "Ancient King" bosses. Weapons include 2h mace/axe/sword, MH Axe, OH axe, and Shield. Each is tailored to the damage type of each boss.
Increased all mineral spawn rates by 10% (reduced the chance a node will not spawn).
Increased the chance titanium will spawn by 25%.
Increased the chance meteorite will spawn by 150%.
Added a 5-20 minute CD on gathering nodes(herbs/minerals) spawns. This isn't intended to reduce the speed at which nodes are gathered, but more of encouraging going to different areas to gather, instead of teleporting back to refresh nodes.
Increased the max amount of Boar hides dropped by Boars from 1 to 3.
Increased the max amount of Bear Furs dropped by Bears from 1 to 3.
Increased the max amount of Wolf Pelts dropped by Wolves from 1 to 3.
Moved multiple Rowan paths to not block crafting/vendors in Brightwood.
Increased the amount of Bear Fur, Boar Hide, and Wolf pelts Kazlyn sells in Brightwood significantly.
