updates:
-Added new items to the game
-Updated/improved some stats on items
-Updated/improved the Diamond shop with more special items
-Players can now melt normal monster types with cold spells.
New item stats:
-Faster Run
-Cannot be cursed
-Maximum cold/fire/lightning/magic/poison resistance
-Class skill levels
Fixes:
-Experience points is now calculated faster upon monster death.
-Added a menu sound for clicking buttons.
-Added a sound for unequipping items.
-Change class menu is positioned correctly now.
-Monster health bars now turn off when the monster is killed.
-Player storage chest now makes the correct sound when taking/storing items.
-Diamonds now make the correct sound being picked up.
-Item drops now correctly drop and stay on the surface floor instead of hovering off the map.
Patch v1.11b:
Updates:
-Extra starter area for act 1.
-Added impact sounds for player spells.
-The item level requirement description now colours red when the player does not have the required player level and turns green when he does.
Fixes:
-Fixed a bug when using the Alt+F4 key combination that would gain the player experience.
-Fixed a bug where the mercenary defense aura would spike in its sound volume.
Larger hitboxes for the following skills:
-Fireball
-Iceball
-Earth Rain
-Fire Moon Shot
-Physical Moon Shot
Patch v1.11c - Big changes in difficult progression
Quests:
I was still not happy with how difficult settings worked in the game, so I completely overhauled it into a better system.
-Quest Deletion is no longer possible.
-All old quest saves are automatically saved in normal difficulty.
-Normal, Nightmare, and Hell now have their own separate quest completion progress.
-By entering the world, the game now asks which difficulty you want to play.
-Unlocking a new difficulty is based on the final Act 3 quest; for each difficulty, you need separate quest completion to proceed.
-Uber quests can no longer be done on Normal and Nightmare difficulty; the Diamond merchant is also only available on Hell difficulty.
General updates:
-Loot pool level 5 items no longer drop on Normal, only on Nightmare and Hell, with Hell having a higher chance.
-Mercenaries have increased health.
*If the Player has reached character level 90, the mercenary has all resistance 75%, including damage reduced 75%.
*Mercenaries overall can tank more damage.
-Potions of increased health now upgrade 1500 health and can stack up to a maximum of 2 per game instance.
*The price of potions of increased health has been increased from 2000 gold to 4000 gold.
*Potions of increased health have a level requirement now of level 90.
-Potion of Defense can stack up to a maximum of 1 per game instance now.
-Potions of fire/cold/lightning resistance last from 60 to 180 seconds now.
*There is also a display timer added for those potions.
-You can now click and drink potions from the belt without the potions removing themselves from the belt.
-All monsters in Hell difficulty have a minimum of 75% all resistance.
-Every difficulty now has an all resistance penalty.
Normal: 0%
Nightmare: -40%
Hell: -70%
Bugs:
Fixed a bug where monsters could push the player body around in death.
Patch 1.11d - Monster difficulty balance
-Monsters now have a minimum monster level of 50 on nightmare difficulty and 70 on hell difficulty for better XP scaling.
-Monsters now have a minimum of 100 damage on nightmare difficulty and 200 on hell difficulty for better damage scaling.
-Monsters now scale with a minimum of 200 health on nightmare difficulty and 400 health on Hell difficulty.
-Some monsters on Nightmare and Hell have an additional 250 life.
-Some quest monsters on Nightmare and Hell have an additional 1000 life.
-Enemy and player spells have better performance optimization.
-Expanded Bone Islands area.
-Improved on Bone Island's visual presentation.
-You can now talk to NPC characters by pressing E.
-Fixed a bug where an item would drop beyond the fence in the graveyard level.
Fire/Cold/Lightning/Physical skills are nerfed and now add 30-100 damage, they seemed a little bit too overpowered stat type. The cooldown bonus stays the same.
This patch solves some oversight in previous scaling problems that monsters had in lower-level areas on higher difficulty settings.
