Hey guys!
I recently asked on the forums if you'd rather see Act 4 or some endgame content next, and the majority wished for the endgame content. I did some planning and realised I could throw in some of it without delaying Act 4 - how great isn't that?
And as such, I present to you, the endless dungeon feature!
I'm calling them "Anomalies", it's basically a very random mix of detailing objects, setting, light, and monsters thrown together creating a small-medium sized "dungeons". Each level is different, and you can go as deep as you can survive, with each level adding some difficulty and reward!
I'll be expanding these with more locations and monsters as I add the next acts.. I will also add some more features to them!
While I was at it, I also threw in a few items of a new endgame rarity... a little taste of what's to come!
Anyway, I've also fixed a ton of bugs - so a big thanks for reporting them to me!
That's it for now, enjoy!
Version 0.54.0
New Mechanic: Anomalies:
- Unlocked after finishing the current available content. Speak to Tinka!
- An infinite dungeon, each Anomaly Level gets harder, starting from Normal difficulty on Anomaly Level 1
- As the dungeon is automatically scaling in difficulty, it ignores the difficulty setting of the rest of the game, however each Anomaly Level adds some magic find, bonus experience, etc, scaling in a similar manner as difficulties
- Clear most of the level to spawn the portal to the next level. Every 3 levels will spawn a boss fight and extra rewards!
- Each level is randomized in look, layout, and spawns, meaning you can get for example elves and skeletons fighting you together in a cave.
- Delve as deep as you can... and claim massive riches!
Companions:
- Companions granted from skills can now be issued an attack command by targeting a foe and hitting the hotkey assigned to the companion
- Companions will no longer abort attacks to return to you
- Companions are now directly affected by your stat changes when determining their health and damage. This means that certain buffs, elixirs, and auras may benefit them, too.
- Note: health, damage, critrate, and damage elements are the only stats affecting the companions.
- Companions now benefit from your elemental bonuses
Difficulties:
- Slightly increased the gap between each difficulty setting
- Difficulty information is now less bloated.. and the monster bonus strengths are now hidden from the description
- The game now remembers your last played difficulty (per character) and will default to it in the difficulty selection screen
Loot & Items:
- Legendary 12-slot bags are now less rare
- Added a new item rarity for endgame items, found only on Legendary difficulty on level 100
- Some existing Legendary items have been buffed and moved to the new rarity
- Added 16 new Unique and Legendary items, and 6 new item sets
- Added 16 new items in the new rarity, and 2 sets for this rarity
- Slightly increased drop rates again, was accidentally too low
- Melee weapons no longer roll Knockback
- Resistance rolls has been slightly lowered
- Can now gamble the same items regardless of difficulty (the no Legendary until Veteran difficulty from the last update blocked this)
- Note: The new item rarity is NOT found through gambling
Sets:
-
Added 8 new sets available for all classes:
- Thief's Gamble (2 piece)
- The Bond (2 piece)
- The Harvest (2 piece)
- Sun & Moon (2 piece)
- Summoner's Garb (4 piece)
- Furious Retaliation (4 piece)
- All For One (2 piece)
- One For All (2 piece)
Updated old set:
- Seeker's Gambit: 3-part bonus now adds 50% MF instead of 20% MF
Skills:
-
Templar:
- Titan: No longer adds cooldown reduction. (Too stronk)
Performance:
- Load times should be shorter and your average FPS should now be higher, especially in the larger areas (mostly noticable on laptops and low-end machines)
Stats:
- Health and Mana on hit scales differently now, larger hits and crits will still generate more, but it doesn't grow at a linear rate as it previously did
Monsters:
- Frozen affix monsters are less likely to slow you, and when they do they slow you for a lower amount
- Treant's roots now only grab you for 1 second at the most
- Lowered the volume of Pixie sounds slightly
- Resistance and stoneskin monsters now have a set resistance value, ignoring any base resistances, so certain combinations won't become near invulerable
Unstable Dimensions:
- Treasurers and Hoarders less common
Misc:
- Players are now invulnerable during cutscens and during the fade in/out after loading/generating areas
Interface:
- Added a killstreak timer bar
- Updated some keyboard key names to be shorter (less clutter on skill bar)
- Added a 4:3 low resolution option to the options. Note: 4:3 looks a bit weird currently, I will improve it with a future update
Fixes:
- Fixed temp data being permanent for players with non-english windows logons
- Fixed monster and breakable spawns all happening at generation time (should be a major performance & load time boost for those having issues)
- Fixed issue where stacking buffs wouldn't be affected by Buff Duration stat
- Fixed the Vault spawning too few chests
- Fixed mathematical error that caused killstreaks to award very large amounts of experience after a certain point
- Fixed withdraw/deposit options appearing on equipment when using gamepad in the stashes
- Another attempt at fixing the HUD being cluttered with random stuff after loading
- Fixed some items not being locked to classes that were intended to be that
- Fixed screenshakes not happening while setting was at 50% or below
- Fixed issue where many monsters had higher attack speed than intended
- Fixed issue where the entrance to The Living Barricade could spawn in an unreachable area
- Fixed some chain lightning effect triggers not playing any sound
- Fixed getting permanently slowed on occasion from certain skills
- Fixed Ribshot unique monster using melee attacks at range
- Fixed some text alignment problems causing some letters to be cut off at certain resolutions
- Fixed the poison orb satellite poisoning foes for a much longer time than intended
- Fixed damage over time effects keeping killstreaks active
- Fixed Maddoc and some other bosses permanently idling when player becoming invisible
- Fixed some issues causing monsters and companions to get stuck inside walls
- Fixed hotkey labels on the skill bar being drawn too low some times
- Fixed some spells granted through items calculating wrong skill level and damage output (too low on all counts)
- Fixed being able to lob spells over walls if you had a target behind the wall
- Fixed some incorrect skill tooltips & descriptions
- Fixed satellite orbs incorrectly triggering some on hit effects
- Fixed holy bolts animation not facing their direction of movement
- Fixed exiting an area just as something died causing them to respawn with 0 hp so they could be killed again upon re-entering the area
- Fixed issue with challenge portals not always appearing when using the scrolls
- Fixed companions spawning outside the map after entering a new area
- Fixed an issue which caused performance drops after long fights
- Fixed a performance drop in multiplayer
- Fixed skills displaying wrong damage calculations in multiplayer
- Fixed cooldowns being drawn incorrectly in multiplayer
- Fixed gambling prices for multiplayer (is now individual per player based on level)
