Source: Steam Community (opens in a new tab)
Fixes:
- Fixed an issue after sorting items while in vendor screen, item values would revert to base price visually. This had no impact when selling, but it would cause confusion.
- Fixed an issue when sorting in vendor screens, filters would be reset.
- Fixed an issue after sorting items in vendor inventory, the items would always try to sell, not buy (when trying to buy from vendor).
New:
- Updated all elemental melee abilities to match their physical counterparts. Melee elemental builds felt like they didn't have enough buttons to push.
- Increased the amount imbue weapon fire does from 35% to 50%.
- Increased the amount imbue weapon poison does from 35% to 50%.
- Increased the amount imbue weapon electric does from 50% to 100%.
- Increased the amount imbue weapon holy does from 35% to 50%.
- Increased the amount imbue weapon void does from 20% to 50%.
- Increased the amount imbue weapon bleed does from 20% to 50%.
- Increased the amount imbue weapon fel does from 35% to 50%.
- Added New Enemy Codex system. Some enemies are not added as of yet, we'll be updating and adding more as we go. By default Enemies are unknown, once players deal damage to them, their name will become known, and their loot drops will display, but not show any details/names of the items. Once the enemy is killed, their loot will be visible.
- Changed how enemy stats are set they now use a data asset, which can easily be updated/tuned. This also allows us to display enemy stats in the new codex.
- Abilities that drop from enemies are now tied to their difficulty. Rank 1 abilities will drop from lower tier mobs, mid tier will drop up to rank 2, and late tier will drop all ranks.
- Increased the chance of receiving an ability by 100% from enemies. Previously was a 10% chance, now it's 20%.
- Adjusted how abilities drop from enemies. Enemies have multiple "categories" that they can drop, previously each category had a separate 10% chance to proc, then a random ability would be picked from that category would be grabbed, THEN checked if it was learned. If the ability was learned it would loop back around up to 5 times to find one not learned. After the changes, only one of these categories is picked, but the learned abilities are filtered prior, guaranteeing a new ability dropping. If all abilities from that category are learned, a new category will be picked until all of that enemy's available ability categories are exhausted. This with the increase to 20% chance should increase the rate that abilities drop significantly, but higher abilities will no longer drop from lower tier enemies.
- Added enemy ability drops to codex. We decided to show these abilities after just encountering an enemy. We wanted to give players more info on fighting certain enemies to possibly farm abilities. This also helps us show how many are actually out there and available just from a secondary drop from enemies.