What's comming in 2.01 ?
1. Improvements to act 2
Act 2 will be improved. Some bugs will be fixed, and some new content will be added. Some maps will have more variations than they have now, mostly caves for now. The goal is to make this act different each time you play, as it is for act 1. Maps variations will be added slowely in each update, and only when it's totally finished, I will work on act 3.
2. Act 2 superuniques monsters will drop theirs souls
Currently, they do not, but they will in the next release. Yes, that mean news unique items ! Unique items are always something really apreciated by players, and the mod currently only have the soul system to get them. While this version will not see the introduction of unique items you can drop, this is still something that will come soon.
3. Unique items and runewords will be adjusted
Some properties of theses items aren't really how I want them to do, making some of them too strong, or not enought. While properties of theses items will not change, I will change some numbers. Any items you had before this update will not be altered, but any item you drop or make after this update wil have the new stats.
4. Players will be able to find set items
Yes, you readed it right ! Set items will be implemented in this update ! There will be generic sets that are designed to be used by every class, and some class specific sets. While generic sets will have some general bonuses, class specific ones will give bonus to some skills or even to a whole mastery. There will be 27 sets avaible, designed for players of level 10 to 30. Will you complete thems all ? Check the following pictures to see some of thems.
5. Introduction of a new monster rank : Elite
While veteran monsters are a stronger version of normal monsters, elite monsters will be a stronger version of... champions and rare monsters ! Beware, they will be deadly and challenging ! Well, champions and rare monsters will be tonned down a bit, but elite monsters will be more difficult than what champions and rares monsters are now.
6. Item system will be redesigned
The way you can equip items in the mod is going to be modified. Instead of being bound to the items that need the path you have choosed, you will be able to equip every items that are at the level (or lower) of the level of your path. Every path skills will improve a new stat called 'Gear level', and that's the gear level that will determine wich items you can equip or not. That mean for exemple that a Sorceress with 5 points in the Offensive magic path skill will be able to use ANY item with requires a gear level of 5 or below, including bows, heavy armors, swords, etc... This have been done in order to give the player more freedom and open more builds. Also, walk/run speed have been increased, and weapons nd armors will show additionnal bonuses/malus : weapons will show the bonus to damage they got from strength and dexterity, and armors will show the malus to the player move/attack speeds they involve.
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Complete changelog:
Version 2.01:
Items
* Items now require a gear level to be equiped (Instead of the path level). Gear level is increased by paths skills
* Amulets now require a gear level to be equiped
* Reduced the value that can spawn for some magic properties
* Added 27 new sets, each one has 6 items
* Superuniques monsters in act 2 now drop theirs souls
* Adjusted properties on runewords and existing unique items
* Fixed the size of some items in the inventory
* Weapons now show in their description the bonus damage they got from strength and dexterity
* Armors now show in their description the amount of malus to speed they involve
* Starting items now have an unused upgrade slot
* Reduced the item level required for +skilltab properties to apear from 30 to 24
* Mystic formulas, artefacts and souls now display the gear level the character must have to use thems
* Runewords that was only avaible in one type of an item are now aviable in all types of the item (ex: Light pants only runewords can now be done in light, medium and heavy pants)
Playability
* Increased base walk/run speed of all characters
* Armors now decrease the speed of the character. Heavy armors decrease it more than light or medium armors
World
* Greiz has been removed from Caldeum ruins
* Added Asariesha to caldeum ruins. She will allow you to hire hirelings
* Reduced the size of both levels of the Xiansai cave in act 2
* Added variations of 10 maps in act 2
* When the player use a town portal in the Underground passage or in the Forest of whispers, it is send back to Partha instead of Toraja. The same is true when the player leave the game in one of theses areas
* The portal opened by tyrael at the end of act 2 now lead the player to the right location
Monsters
* Reduced life of level 2 monster by 75%, level 3 monsters by 50% and level 4 monsters by 25% to make the beggining of the game less boring
* Veteran monsters now have their name followed by 'Veteran' instead of having it in their monster description
* Champions monster can now only loot 3 items instead of 4
* Added a new monster rank : Elite. They are more powerfull than Champions monsters. They have the following differences from normal monsters (not including special affixes they have) :
- +150% XP rewarded
- +100% defense
- +100% attack ratting
- +150% damage for first attack and 2nd attack
- +375-450% life
- Doubled chance to block
- Doucled chance to land a critical hit
- All speeds increased by 30% (Normal), 60% (Nightmare), or 90% (Hell)
- Pierce player fire, cold, lightning and poison resistances by 30% (Normal), 60% (Nightmare), or 90% (Hell)
- Reward always 4 items, at least magic quality.
* Increased challenge from Superuniques monsters with the following :
- +100% attack ratting
- Doubled chance to block
- Doucled chance to land a critical hit
- All speeds increased by 30% (Normal), 60% (Nightmare), or 90% (Hell) (Instead of 20%, 40% and 60% respectively)
- Pierce player fire, cold, lightning and poison resistances by 30% (Normal), 60% (Nightmare), or 90% (Hell) (Instead of 20%, 40% and 60% respectively)
Skills
Guardian
* Chilling victory : This skill now display the damage it doses on the stat screen
* Vitrue Strike : This skill can no longer hit multiple time the targeted monster
* Bes Tah Hammer : Increased base magic damage to 5-11
Warrior
* Colossus : Increased base fire damage to 7-17 - This skill now increase life regeneration instead of attack speed
Translation
* Fixed some translation errors in the description of mystics formulas
Bugfixes
* Fixed a bug that granted more life than intended to rares monsters minions
* Fixed some issues on skills that prevented them to show theirs bonus
* Fixed a bug that made the Sorceress Fire Elemental to disapear and being stuck when hit by a knockback attack
* Fixed a bug preventing some champions or rare monsters to drop any items
* Fixed a bug preventing some Veteran monster to spawn in the intended area
* Fixed a crash bug while starting the mod using Glide (thanks weapon-x)
* Fixed a cube recipe preventing a mystic formula to work