
Soul of Pride: now takes less time to kill when low on health. Giyua: reduced physical resistance from 40% to 35%, magic resistance from 28% to 23%, increased health by 10%. Atanna Khan: reduced physical resistance from 40% to 35%, magic resistance from 28% to 23%, reduced health by 10%. Reduced physical resistance from 40% to 35%, magic resistance from 28% to 23%. Will now drop a Relic the first time you kill him. Fixed a bug preventing Visions from spawning on Hell difficulty. Now requires level 125 to access, up from 120. Now requires level 120 to access, down from 125. Completely reworked map, and added a connection to the World Nexus. Removed unexciting zone prior to zombie arena, now connected directly to Vizjerei's Temple. Greatly increased health of the damned souls (which unlock difficulty additions). Reduced number of Zombies and Fallen Heroes spawned in the last wave to reduce lag. Reduced loot rewards - you now have a 0.25% chance of getting nothing, 99.75% chance of getting at least 1 drop, and 90.25% chance of getting 2 drops down from 2 drops always. Reduced damage of all of his attacks and abilities by 20% (excluding the Frost Arena). Corrupted Box: now only requires one Arcane Crystal in addition to rune to unlock. Tur Dulra's Oak Seed: renamed to Dúlra Aegis. Reworked all outcomes, removed equipment from item pool and increased UMO/relic/cycle biases instead, in addition to extra crystals. Unlock gold cost now varies depending on rune used. Enchanted rune and arcane crystals are now both cubed on the first step. Modified the types of the required sacred uniques due to issues with existing itemtypes. Corrupted Naturist: drops Tenet/Design of Harmony. Corrupted Hunter: drops Tenet/Design of Conflict. Corrupted Seer: drops Tenet/Design of Wisdom. Corrupted Wereowl: drops Tenet/Design of Vigor. Corrupted Werebear: drops Tenet/Design of Restraint. Corrupted Werewolf: drops Tenet/Design of Judgement. Tenets and Tenet Designs no longer spawn in Treasure Boxes, instead the Corrupted Bosses have a 20% chance to spawn the designs and 1% chance for a Tenet:. Eleventh Eye: new mini-boss located in the Scosglen cemetery. Higher zones in the stage now have a permanent Blizzard effect. Reduced Ember Spirit and Banshee skill levels. Reduced Bear Companion damage and health. Replaced mana leech with mana drain aura, reduced physical damage, attack rating and Twisted Claw level. Reduced ally damage reduction granted by aura. Dryad Spawn: reduced chance to flee, making it more forgiving for melee builds. Spriggan: reduced Fire Punch damage by 10%. Etherborn: removed Weather Storm screen flickering. Reduced excessive defense from mobs and corrupted druids. Improved unique and set item drop chance. 10% overall gain in enemies spawning areas. Increased Fauztinville-only rune drop chances (Taha/Ghal/Qor). 25% overall gain in enemies spawning areas. Enlarged a few sections and added a few passages. Re-added town portal delay but at 1 second instead of 3 seconds. Added a button in the inventory to automatically collect all items that could go into containers (AC, runes, shrines, etc). All items can now be unsocketed, as long as they aren't runewords, which means socket fillers can be recovered in case rune order goes wrong.
WARNING: unsocket your relics before patch is live or the game will eat them! This is the foundation of the Relic Rework.
Extended the "carry one" functionality from charms to add charm groups. Multilog rules/warnings have not been very efficient to prevent accidental bans, especially for the non-English community. This has cost us resources and time over the years while punishing people who wanted to play from the same IP.
These changes were primarily done to remove any incentives for people to multilog for any reason other than muling, i.e.For characters solo-farming on games with multiple people, they will also only get a max of 100% experience per kill For example, a monster killed with 8 players nearby now provides a total of 800% experience (100% to each nearby player). This translates to more experience during group play compared to before, as experience is no longer divided.Now, players will always get 100% experience from nearby monster kills, regardless of how many other players there are in the game, nearby, or who got the kill (in vanilla, the killing blow got a higher share of the exp%).For example, at two players, a monster had extra 50% exp, but then the total amount was divided between the players In previous patch (and in vanilla), experience from a killed monster is divided among players in the same area.
Reworked how experience is divided among players:.Added in-game ping to the automap game information (toggle via Preferences -> Interface Settings).Adjustments to vendor grid size to accommodate Tartarus theme.