Summary
Knockback & -forth: Added knockback and pull effects to several skills, both for player and enemies.
Enchants: On-hit effects now have scaling, and a bunch of enchants got other changes.
Summon abilities: Now available to player in the form of a trinket which can be found in chapter 2.
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Skill mechanics
Knockback (new effect): Push or pull target a set distance over a short duration. Pull is stopped when target is next to caster. Can also be used for moving the caster instead of the target.
Summon skills: Updated to work better when used by player. Damage dealt scales with gear power and health scales with enemy damage multiplier (so that the summoned creature survives roughly the same amount of hits regardless of level). The summon can also follow player through doors.
Damage-over-time effects: Updated so that they can be added to any skill.
Enemies
Slightly increased health of all enemies (to compensate for the enchant buffs).
Light now quickly fades from enemies upon death (regardless of how they die).
Some corpses and flesh pieces will now disappear upon player’s resurrection if there’s a lot of them around. The limit depends on graphics quality setting.
Chapter 1:
Rogue Mage (boss):
-Added a knockback to the Shadow Nova ability
Bandit Machinist:
-Rending Chain: damage slightly reduced, but it now pulls and slows player on hit.
Master Machinist (boss):
-Dread Chain: Now pulls on hit.
-Land Mines: Duration reduced.
Chapter 2:
Root Champion (boss):
-Back to the Roots: Now pulls target towards self over a short duration instead of instantly.
Root Soldier:
-Now has a ranged cone attack with a pull effect (similar to the boss)
Animations
Skill animations now gradually slow down after the effect has happened. This is only noticeable if the effect happens relatively fast (for example at 50% of the total cast time)
New animation: Fist weapon spin (used for player and Cult Zealot)
Items
New: Spawner Fragment (dropped by Root Broodspawner)
Summons an ally to attack enemies. Lasts 8 seconds.
Zealot Blades
-New secondary ability: Frenzied Spin
--Spin to win for 2 rounds. Long cooldown which can be reduced by both dealing and taking damage.
Acid Cannon:
-Acid Burst: now pushes player backwards a short distance.
Crossbow:
-Idle animation changed.
Great Hammer
-Ground Slam: effect happens sooner and stun duration increased, and added knockback.
Mining Pick
-Basic attack combo multiplier reduced from 3x to 2x
-Furious Mining: speed and width reduced, initial cast slightly slowed, cooldown and mana cost increased
Bandit Blade
-Basic attack (renamed to Rend):
--Base damage reduced, bonus combo damage removed.
--Now applies a bleed DoT which lasts for 1.5 seconds and stacks up to 3 times.
-Counter:
--Base damage reduced,
--now applies bleed to all targets hit.
Bloodrender
-Reduced base damage of basic attack
-Both abilities now apply a bleed which lasts for 3 seconds (doesn’t stack).
Twin-tip spear
-Impale: now has a short dash towards target.
Chain Mechanism:
-Now pulls targets hit towards player.
-Damage reduced
-Range and width increased, and launches blades in 3 directions.
Dwarven Armor:
-Force Wave (new skill): Deals low damage and knocks back enemies around the player. Triggers on damage taken, long cooldown.
Enchants
All offensive on-hit effects now scale with gear power (including enchants which increase power).
Defensive on-hit effects (heal, absorb shield) scale with max health modifier.
Note: this is because gear power modifier grows much faster for player than damage does for enemies.
New enchant: Repelling (for boots and trinkets):
-Push an enemy back a short distance.
Changes to on-hit enchants:
Shielding, Wrathful, of Blasting, Lifegiving, Rejuvenating: Proc chance increased
of Assassination, of Fireballs: Proc chance reduced
Efficient, of the Endless: Can no longer appear on boots.
of Disruption: Proc chance reduced, can now only appear on weapons
Bugfixes
Inventory: Equipping an item when inventory is full no longer causes the un-equipped item to be dropped to the ground.
Fixed bug where enemies would teleport to the middle of room after ending up outside the walls (the logic was updated so that the enemies are now instead moved next to the wall).