Important: Multiplayer will now be available on the general release version of the game. While we're continuing to resolve issues and test, we feel its stable enough for general use. We will hold off on listing the game as a multiplayer title just yet until more existing users have had an opportunity to try it. The existing testers/players should switch back to the main game branch on steam rather than the testing branch going forward. Note: there will be NO server wipe as no serious economy issues were found during testing.
+New Hidden Areas added to Crypts
-From Level 1.5 there are now new hidden areas players can access by figuring out triggers. Note: you will not need detect hidden to solve these puzzles.
-One of the hidden areas introduces a Lich King's tomb. In this tomb you will find a lich king that spawns and is currently the hardest creature now available to fight against.
+Skill, Spell and other Mechanical Adjustments
-Magic Resistance should be about 10% more effective at higher skill values.
-Most spells now have more delay on casting. Meditation can help you cast spells faster. We may also consider knowledge as part of the speed increase as well in the future based on player feedback.
-Ring Damage Bonuses & Protection has been adjusted to be more variant, so a +6 damage reduction amulet will only be fully effective for half of the times it would be triggered, the other half of the time it is 0-6. The adjustment was made as these abilities in testing turned out to be far more powerful than what was intended.
-Fireball now deals slightly less damage.
-Explosion now deals slightly more damage.
-Rot should deal slightly less damage.
+New Spells Added
-Black Magic / Dark Bolt: Deals a medium to high amount of unholy damage against an opponent. Good at cutting through magic resistance as the base of the spell is partially spiritual.
-Black Magic / Magic Reflection: Creates a magical reflection shield that bounces spells back at there cancel while the spell shield is up. Spell shield is broken after a certain amount of MP are spent against it. Note: Does not bounce back magic weapon effects.
-Necromancy / Raise Dead: Summons a zombie creature type to fight for you (Can be Zombie, Ghoul, or Zombie Knight based on your skill level)
-Necromancy / Mass Raise Dead: Summons up to five zombies to fight for you (Can be Zombie, Ghoul, Zombie Knight, or Lich)
+Combat Control and PvP Adjustments
-Exiting combat now cancels your current attack target. If hit or targeted from that target, retargeting will not occur unless something else has attacked you first. This is primarily used in pvp duals, but may also be useful in niche cases when fighting creatures.
-While pvping if entering town, combat targeting should automatically be canceled and you should not be able to continue fighting in town.
+Other Changes
-Reagent stack size limit increased to 200 from 100.
-Arrow/Bolt stack size limit increased to 125 from 100.
+Bug Fixes
-A crash involving the wolf riders in west brimstone has been fixed.
-A crash that occurred when a player used a crossbow to shoot a destructible item has been fixed.
-An attunement calculation error causing your alternate weapons to be calculated against attunement points when the server came up has been fixed.
-Rot visual effect should properly expire off your character now when casting on yourself.
