Patch 0.8.1 is now available for download on Windows and Linux!
Patch 0.8.1 Overview by Game Director, Judd Cobler.
Note: This update extensively changes itemization. Items changes are retroactive, so old gear will likely be suboptimal. We encourage you to have a fresh start on a new character or spend a bit of time collecting gear from slightly lower level content than you’re used to challenging. If you’d like to read more about these, check out our latest Developer Blog!
Added 3 new level 90 Timelines which are unlocked after the Reign of Dragons timeline.
There is now an Empowered version for each Timeline. They are all unlocked simultaneously after completing the standard version of the 3 new timelines.
Empowered Timelines now also have the following effects:
Enemies have 50% more health and damage (multiplicative with other modifiers).
50% increased item rarity and experience gained.
Unlocking the Empowered version of a timeline now ends any existing run so that the Empowered one can be started immediately.
Added 9 new Echo layouts, distributed among various Timelines.
Updated the visuals for most pre-existing Echo layouts.
Removed Corrupted Temple and Halls of Sorrow from the pool of Echo layouts as they were based on the old version of the Temple of Eterra.
Rerolling echo options in the monolith can no longer give you options with any of the same mods as the options you rerolled.
Added many new types of Blessings and re-distributed some blessing types around to different Timelines. This included adding Blessings for item types that had none, such as Bows, and adding Empowered blessings to timelines that didn’t have any.
Adjusted the levels of pre-existing Timelines:
The Stolen Lance is now level 60 (from level 62).
The Black Sun is now level 65 (from level 68).
Blood, Frost and Death is now level 70 (from level 75).
Ending the Storm is now level 75 (from level 80).
Fall of the Empire is now level 80 (from level 90).
Reign of Dragons is now level 85 (from level 100).
Items can now grant skill points for particular skills, allowing you to invest an additional point into its tree.
The effect can be limited to a single skill, such as “+1 to Meteor” or more broad, such as “+1 to Void Spells”.
These effects are available on Uniques, Sets, and class-specific prefixes on Helmets, Body Armour and Relics.
Each skill with a specialization tree has a corresponding hybrid prefix which grants additional skill points and rolls on one of the slots listed above.
Unequipping an item which grants levels to a skill will remove points from its tree unless you have an equal or greater number of unspent points. Nodes which have had points removed in this way will have a red glow when the skill tree is next opened.
Increased how much XP is required to achieve higher skill levels. This has been done to reflect the larger amount of Endgame content that is now available, and the fact that skill progression now also comes from items.
Skills below a certain level threshold now gain XP much faster than before. This allows you to respec points or change the skills you use and get back to the same level as your other skills much quicker.
The threshold for this XP bonus scales with character level. Skills affected by the bonus will state so below the XP bar in their skill tree.
Re-designed the tooltips for all skills, allowing us to add more information.
Skills now display their Damage Per Second, or Average Damage if they have a cooldown.
Minion skills, and nodes that exclusively affect sub-abilities (i.e. Increased Fire Aura Damage) are not currently supported, but will be in the future.
DPS is very complicated to calculate, so the DPS value of a skill won’t account for absolutely every node or effect in the game.
Conditional effects (i.e. “Your next attack deals 30% damage”) will not affect tooltip DPS as they only take effect when the skill is used.
Tooltip DPS is very useful to help evaluate how much a piece of gear or node affects your skill, but the values can’t be directly compared between skills or other players in all situations.
Tooltips for sub-abilities (such as Fury Leap’s Lightning Bolts) can now be accessed by holding alt while viewing the tooltip for the node which adds them.
Tooltips for skills mentioned on Uniques (both normal player skills and skills that are only granted by that item) can now be accessed by holding alt while viewing the item’s tooltip.
Overhauled animations for the Primalist base class. This does not include Werebear Form and Spriggan Form, which we plan to update in the future (likely to coincide with a 3d model update).
Specializing in a specific secondary defense should feel achievable and rewarding.
Secondary defenses should have associations with specific classes, but still function as viable options for other classes.
For most secondary defenses, gaining large amounts should help you disregard damage from most packs of small enemies, even at high arena waves so that survival for a tanky character is more dependent on avoiding telegraphed attacks.
There is now a hybrid block effectiveness + block chance suffix that rolls on rings and gloves.
Nodes that gave block chance per point on the Sentinel base class and mastery trees now give a flat amount of block chance when you invest your first point in them, and that amount does not increase with additional points invested.
Gladiator grants 3% block chance - not scaling (from 1% block chance per point).
Steel Aegis grants 2% block chance - not scaling (from 1% block chance per point).
Flawless Defender grants 3% block chance - not scaling (from 1% block chance per point).
Honour grants 2% block chance - not scaling (from 1% block chance per point).
Shield Wall now grants 5% block chance (from 3%), 100% less dodge rating (from 25%), and also grants 10 health gained on block, but can have 1 point allocated (from 4).
All sceptre base types have been replaced. The new base types also have new 2d and 3d art.
-3 spell mana cost implicit has been moved to wands from sceptres.
Wand adaptive spell damage reduced slightly to compensate.
The Spell Damage and Mana Cost affix now rolls on sceptres rather than wands. Existing instances of this affix on wands will be changed to spell damage.
The Mage now starts with a Brass Sceptre rather than a Burning Branch.
Arch Mage Wand
Renamed to Arcane Wand.
Grants 17 to 22 adaptive spell damage (from 18 to 24).
Now also grants -3 spell mana cost.
Necromancer Wand
Renamed to Profane Wand.
No longer grants increased minion damage or adaptive spell damage.
Now grants 4 to 6 spell necrotic damage.
Now grants -3 spell mana cost
Silver Wand
Now has no level requirement (from requiring level 4).
Grants 3 adaptive spell damage (from 3 to 5).
Now also grants -3 spell mana cost.
Ruby Wand
Now also grants -3 spell mana cost.
Obsidian Wand
No longer adds 2 to 5 physical spell damage.
Now also grants -3 spell mana cost.
Now also grants 2 to 5 intelligence.
Golem Eye Wand
Adds 10 to 14 adaptive spell damage (from 10 to 15).
Now also grants -3 spell mana cost.
Burning Branch
Now requires level 27 (from having no level requirement).
No longer grants melee fire damage or adaptive spell damage.
Now grants 12 to 16 spell fire damage.
Now grants 10% to 20% ignite chance.
Now grants -3 spell mana cost
Storm Priest Wand
Grants 20 to 24 adaptive spell damage (from 25 to 32).
Now also grants 5 to 12 spell lightning damage.
Now also grants -3 spell mana cost.
Imperial Wand
Grants 30 to 35 adaptive spell damage (from 33 to 40).
Now also grants 30% to 70% increased necrotic damage.
Now also grants -3 spell mana cost.
Infernal Wand
Now also grants -3 spell mana cost.
Prophecy Wand
Grants 50 to 62 adaptive spell damage (from 50 to 65).
Enable the use of an end-game resistance implicit as a replacement for a T5 resistance suffix.
Minimise the availability of physical resistance implicits while levelling, as these can crowd out other base types due to their power when physical resistance is not already capped.
Ruby Circlet grants 10% to 18% fire res (from 5% to 10%).
Nomad Cowl grants 14% to 22% cold res (from 7% to 14%).
Kelthan Mask grants 18% to 36% poison res (from 10% to 24%).
Icewolf Pelt grants 32% to 44% cold res (from 10% to 20%).
Boiled Leather grants 12% to 24% lightning resistance (from 10% to 20% physical resistance).
Scalebane Armour grants 31% to 43% poison resistance (from 16% to 36%).
Oak Armor grants 32% to 42% poison resistance (from 18% to 30%).
Heretic Armour grants 15 to 33 mana (from 6% to 16% poison resistance).
Burial Plate grants 30% to 45% cold resistance (from 15 to 33 mana).
Nomad Garb grants 14% to 28% cold resistance (from 8% to 14%).
Lagonian Gauntlets grants 15% to 45% lightning resistance (from 10% to 20%).
Engraved Gauntlets grant 5% to 15% endurance (from 10% to 20% physical resistance).
Solarum Greaves grant 30% to 45% fire resistance (from 10% to 20%).
Heoborean Boots grant 10% to 40% cold resistance (from 10% to 20%), but require level 45 (from 43).
Bone Amulet grants 13% to 40% physical resistance and necrotic resistance (from 13% to 20%).
Gold Ring grants 5% to 18% elemental resistance (from 5% to 12%).
We’ve re-visited all skills to ensure that they grant stats in a consistent way, both for maintainability and to aid the implementation of tooltip DPS. This has also increased the power of many older skills to better match newer ones.
Part of the affix changes in this patch have been to move minion damage affixes out of the way of player defense affixes and crucial weapon damage affixes. This is intended to help minion hybrid builds, but also results in a drop in overall availability of increased minion damage. On top of that, minion survivability in endgame has been lacking and that can get frustrating.
From level 21 onwards you gain 0.5% minion power per level.
Minion power increases the damage that minions deal and reduces the damage they take (both effects are multiplicative with other modifiers).
This means that by level 100 your minions will deal 40% more damage and take 40% less damage.
Lunge now shares a cooldown with Shield Rush (using one causes both to go on cooldown).
Using Lunge will put Shield Rush on cooldown for 3 seconds instead of the usual 4 seconds. If Shield Rush had 1 second of cooldown remaining, its cooldown would then be 3 seconds.
The melee version of Puncture no longer has auto aim if you have the node which causes it to create mirages to attack with you. The auto aim did not take these into account, causing it to be incorrect at times.
Life in the Wilderness now grants you endurance threshold and makes all your endurance and endurance threshold also apply to your companions, but it no longer grants health to you and your companions.
Avian Shelter grants you 14 endurance threshold and grants you and your minions 4% physical resistance (from granting you 2% glancing blow and your minions 5% glancing blow).
Blossoming Vines grants 10% healing effectiveness and minion healing effectives (from 15%). Now also grants 10 health per point and can have 10 point allocated (from 8).
Barkskin grants 15 armour (from 10) and no longer grants health. Now also grants 2% endurance per point and can have 8 points allocated (from 10).
The Tremor specc proc’d by the Tremor node now deals 60% more damage.
For most item types the cost has been increased by around 65%.
For item types for which end game sub types drop early (e.g. rings) the cost has been increased much more substantially, especially for those early game base type (e.g. silver rings now cost 2400 rather than 50).
The cost of class-specific items have also been increased more substantially.
This is to ensure that there is always a relevant gold cost to gambling.
Set affixes are an interesting mechanic, which we may bring back in future. However, the current implementation only works well for a narrow range of stats, and set resistance affixes lack flavour while feeling necessary rather than build specific. This means that instead of the set bonuses being interesting options they’re just a mechanic that adds complexity without depth and worses the issue of resistances having increasing returns, flying in the face of our goal to mitigate this issue with the classic resistance system.
Increased the XP requirements of levels 86 and above. The increase is larger at higher levels.
Level 90 requires 6% more xp from level 89.
Level 95 requires 11% more xp from level 94.
Level 100 requires 43% more xp from level 99.
For effects such as “less damage taken while moving” and “fire aura stacks gained while moving”, using a movement skill such as Shift now correctly counts as moving.
The Invoker’s Frozen Heart now grants 13% increased cold spell cast speed and 30% to 75% freeze rate multiplier (from 6% to 16% less cold damage taken).
The Invoker’s Scorching grasp now grants 13% increased fire spell cast speed (from +13 melee fire damage).
The old melee oriented version of The Invoker’s Scorching Grasp has been split into a new unique ring, Sunwreath.
2 set bonus changed to 13% increased elemental spell cast speed (from 80% Increased Fire Damage if you have directly cast a Lightning Spell Recently, and the same for lightning damage from cold spells, and cold damage from fire spells).
3 set bonus changed to +1 to fire spells, +1 to cold spells, +1 to lightning spells (from +50% elemental resistance).
Eterra’s Path now also grants +1 skill level to Entangling Roots.
Exsanguinous grants 2 to 7 adaptive spell damage through its implicit (from 2 to 3).
Eye of Reen grants 25 to 45 melee fire damage (from 25 to 40).
The Fang grants 50 to 75 health (from 40 to 65).
Fighting Chance now also grants 5% increased movement speed.
Frozen Ire’s Tundra Nova deals 110% more damage.
Grimoire of Necrotic Elixirs grants 30 to 40 necrotic damage to melee attacks and spells on potion use (from 20).
Hammer of Lorent now also grants 20% to 80% increased melee damage.
Hollow Finger now grants 13 melee necrotic damage (from 4).
Humming Bee grants 3 to 7 ward gained on melee hit (from 3 to 6).
Ignivar’s Head now also grants 40% to 60% increased Fire Aura area.
Isadora’s Gravechill grants 12 to 20 spell cold damage (from 12), but no longer adds flat cold damage to attacks.
Isadora’s Revenge grants 6% to 12% necrotic penetration (from 5% to 10%).
Isadora’s Tomb Binding grants 20% to 35% increased armour (from 30% to 60% increased health regen).
Keeper’s Gloves grants 17% to 37% poison resistance for you and minions (from 17% to 30%).
The Last Laugh now also grants 5% of overkill damage leeched as health and correctly states that its cull effect is melee specific.
Morditas’ Reach now grants 1% to 1.5% cold damage leeched as health (from 1%).
Oceareon can now drop throughout the game, rather than exclusively from the Empowere Ending the Storm Timeline (a new exclusive unique has been added).
Orchirian’s Petals’ implicit grants +3 attunement and +5% to all resistances (from +5 attunement and no resistance bonus).
Orian’s Eye grants 75 to 150 mana (from 50 to 150) and increases duration of stun immunity by 75% to 150% (from 50% to 150%).
Plague Bearer’s Staff grants 10% to 20% blinding poison chance (from 10% to 15%).
Prism Wraps grants 3% to 8% of elemental damage leeched as health on crit (from 2% to 8%).
Rainbow Edge’s shock, chill, and ignite chance is no longer melee specific.
Reach of the Grave now also grants 7% to 12% increased minion bow attack speed, and 7% to 12% increased minion cast speed.
Ring of the Third eye grants 15 to 18 ward (from 15).
Riverbend Grasp grants 18% chance to throw an axe on hit (from 15%).
The Scavenger grants 30% to 45% increased dodge rating (from 20% to 45%).
The Slab now also grants 20 to 40 health.
Snowblind grants 20% to 40% cold resistance (from 14% to 20%).
Fixed Snowblind saying that it only gave 20% blind and chill chance (it actually gives 40%).
Soul Bastion now also grants +2 skill levels to Soul Feast.
Soulfire now also converts Hungering Souls to fire.
Storm Breaker grants 30 to 60 mana (from 10 to 30).
Stormtide grants 115% to 185% shock chance (from 110% to 150%).
Strong Mind grants 200% of maximum mana as stun avoidance (from 150%).
Suloron’s Step reduces physical resistance by 75% (from 100%).
Taste of Blood now also grants 15% increased bleed duration.
Tempest Maw’s Storm Sprites deal 30% more damage.
Tome of Elements now also grants 10 to 15% increased chill, shock, and ignite duration
Titan Heart grants 15% less damage taken while wielding a 2h melee weapon (from 10% less damage taken, with no weapon condition).
Titan Heart now also grants 30% to 40% increased melee damage.
Torch of the Pontifex’s Burning Skeletons deal 33% more damage and have 150% more health.
Torch of the Pontifex’s Cremate effect deals 25% more damage.
Urzil’s Pride grants twice as much increased mana regen and no longer has a cap to its mana regen increase.
Undisputed’s physical damage buff grants up to 250% increased physical damage (from 200%).
Valeroot grants 60 to 80 health, mana, and thorns (from 40 to 60).
Vipertail now also grants a 7% chance to summon a primal serpent on kill with serpent strike.
Volcanus’ Flame Shards now deal 110% more damage, travel further, and pierce.
Ward Trail grants 50 to 150 dodge rating (from 50 to 100).
Wing Guards grants 18% to 28% chance to gain haste on hit (from 14% to 24%).
Yrun’s Wisdom grants 65 to 145 health (from 45 to 125).
Separate defensive affixes from other affixes so that there’s freedom to choose interesting and damage oriented affixes without worrying that you should be focusing on defenses instead.
Make Exalted items more consistently appealing, with enough power to justify using one if it doesn’t have your ideal combination of other mods.
More of your offensive power should stem from items, so that getting item upgrades feels more impactful and rewarding.
Increase the build-specificity of items, so that the items you’re looking for are ones that are good for your build, not just generically good.
None of the changes detailed here affect idols unless explicitly stated otherwise.
Added +Level affixes for all specialisable skills. These are all prefixes and are distributed across helmets, body armour, and new class specific relics.
All other class specific affixes have also been changed to prefixes so that they no longer compete with defensive suffixes.
The T6 and T7 values of all affixes have been increased.
There is always a gap between a maximum T5 roll and a minimum T6 roll, so even the lowest roll T6 affixes are notably stronger than anything that can be crafted.
In most cases the maximum T7 values have been increased by more than 30%.
Rarer affixes now roll as Tier 6 and Tier 7 more often. This effect is much more pronounced for Tier 6 than Tier 7
For example, this causes +level of skills affixes in particular to roll as T6 97% more often and T7 44% more often than a common affix.
Regular resistance suffixes have been buffed by up to 40% at higher tiers (except for elemental resistance). Two average T5 resistance affixes can now grant 75% resistance.
Increased the value of the idol elemental resistance affix by around 20%.
Increased the value of other idol resistance affixes by around 30%.
Added an increased Minion Melee Damage suffix which can roll on swords, axes, and pole arms.
The Minion Health Regen affix now grants flat regen rather than increased regen to be more generically useful. It now only rolls on helmets, belts, and relics (from those three and also body armour, gloves, boots, rings, amulets, shields, and catalysts).
The Minion Dodge Rating affix now grants larger amounts of dodge rating at high tiers. It now only rolls on helmets, rings, boots, and relics (from those four and also body armour, gloves, belts, rings, amulets, shields, and catalysts).
Increased Minion Damage is now a prefix, has slightly higher values, and can no longer roll on weapons.
Increased Minion Physical Damage is now a suffix, and can only roll on sceptres and staves.
Increased Minion Damage Over Time is now a suffix, and can only roll on swords, axes, pole arms, and wands.
Increased Minion Spell Damage is now a suffix, and can roll on swords, axes, sceptres, and staves.
Increased physical, fire, cold, lighting, necrotic, poison, and void damage affixes can now also roll on belts.
Increased Critical Strike chance can now also roll on gloves.
Increased Damage over time can now also roll on gloves.
Increased fire, cold, and lightning damage affixes can now spawn from level 1.
The increased elemental damage affix can now spawn from level 8 (from level 1).
Enemies
Scaling
The full set of changes in 0.8.1 are expected to be a net increase to player power, especially in terms of damage. We’re fairly happy with the current pace and difficulty of the game, so enemies are being buffed slightly to compensate.
Enemies deal 3% more damage
Boss enemies have 9% more health
Other enemies have 5% more health
Slightly increased the power of enemies at higher levels (these changes are multiplicative with the ones outlined above)
Increased the health of enemies from level 64 to 100 by up to 3.8% (higher increases at higher levels)
Increased the damage of enemies from level 76 to 100 by up to 1.2% (higher increases at higher levels)
Fixed a bug where in the Monolith Lagon fight he would sometimes immediately damage players at the start of phase 3, killing them before they had time to react.
Fixed a bug where Lagon would start using an ability just 0.4 seconds after the start of phase 3, rather than waiting the full 4 seconds for his emerging animation to finish. This caused his first ability after emerging in phase 3 to not animate correctly and could cause his continuous eye beam to fire at odd angles.
Lagon now takes less damage in phase 3, particularly while re-emerging. This effect is more pronounced in the monolith version of the fight.
The character model preview on the character select screen now shows the equipment of the saved character.
Greatly improved the positioning for item, item comparison and skill tooltips.
There is now a fade effect when moving the cursor between skill and item tooltips.
Added a new tooltip for hovering over the Health Globe.
Loot filters now display the last game version they were modified in.
Updated the notification that is shown when you add shards to your forge.
Fewer shard notifications are now shown when transferring shards from your inventory to the forge, to make it more readable. Shattering an item still lists each shard gained separately.
If an item has more than 2 prefixes or more than 2 suffixes it should now show these affixes. This is to improve clarity for legacy items, many of which may be created by this patch’s affix changes.
The following buffs now have an icon above the Action Bar:
Alignment (Paladin passive, healing every 3 seconds).
Ambush (Beastmaster passive, damage every 3 seconds).
Fresh from the Forge (Sentinel passive, melee and throwing damage every 3 seconds).
Preparation (Mage Passive Spell damage every 3 seconds).
Patient Doom (Void Knight passive, damage every 3 seconds).
Reaper’s Ascendance (Reaper Form stacking spell damage).
Storm Claw (Swipe Added Lightning Damage).
Void Aegis (Void Knight passive, less damage taken and a retaliation)
Added a /all command to chat. This allows you to switch back to global chat from a private message without having to use your mouse.
Fixed a bug where the chat window would close while typing a message in some situations.
Players with invalid usernames (i.e. too many characters or contains special characters) will now be prompted to change them after logging in.
Fixed a bug where the Runed Primordial Turtle pet was unavailable to select for players who own it.
Fixed a bug where Reap and the Rogue’s hybrid melee/bow skills would not show in ladder entries on the website. This fix only applies to new ladder entries.
Fixed a bug where class-specific leaderboards on the website did not show entries from characters who had selected a mastery class. This fix only applies to new ladder entries.
Fixed a bug where your username in-game would not update after being changed by the Support team.
Greatly improved the performance of Casting visual effects (visuals that appear around the player when using a skill). This will make framerates more consistent during combat. This optimization will be brought to more types of skill visual effects in the future.
Greatly improved the loading times for the videos that play when creating a new character.
Improved the performance of the outline effect which appears when mousing over an enemy, ally or breakable.
Fixed a bug where sources of increased area for Rogue skills from sources outside of their own skill trees were granting more area instead (multiplicative with increased area from skill trees). This affected the following skills: Acid Flask, Cinder Strike, Detonating Arrow, Shadow Strike, Hail of Arrows.
Fixed a bug that prevented all “increased fear duration” nodes from working.
Clarified and fixed Acid Flask’s Amatoxic Pools node and Puncture’s Efficacious Toxin node, stating that Efficacious Toxins causes enemies to take increased damage.
Fixed Acid Flask’s Castigate node proccing whenever damage was taken, rather than just when hit (this was a minor bug as the effect had a cooldown).
Fixed a bug causing several nodes on the Avalanche skill tree to not work.
Fixed a bug where the Rock Elemental from Avalanche’s Elemental Bond node was scaling with intelligence rather than attunement.
Dancing Strikes’ Perfect Choreography now says “Each stack of Rhythm also grants 5% more global damage (multiplicative with other modifiers), but Dancing Strikes cost more mana”.
Fixed Perfect Choreography adding 6 mana cost rather than the stated 5.
Dancing Strikes’ Shadow Steps node now clarifies that Dancing Strikes costs more mana.
Fixed a bug where Death Seal’s Insatiable Soul node did not scale with points allocated.
Detonating Arrow’s Infused Discharge node now has an alt text saying “As an example, if your current mana is 50 and you consume 10%, Detonating Arrow will deal 5% more damage”.
Fixed a bug where Fireball’s Unchained Fire node gained more benefit than intended from Dancing Fire.
Fixed a bug where Fireball’s Unchained Fire node set Fireball’s mana cost to 0.
Fixed a bug where Multishot’s Sniping node gave much more damage than intended and did not scale with points invested.
Fixed a bug where a single Sacrifice explosion could damage an enemy multiple times.
Fixed a bug where Sacrifice’s Last Sacrifice node was instead granting the effect of the Great Sacrifice node.
Fixed a bug where Shatter Strike’s Rimestrike node gave excessive chance to chill. (It was giving 10,000% instead of 100%).
Fixed Shift’s Velocity node incorrectly stating it gives 10% increased damage per point (it gives 25%).
Shift’s Velocity node node now says “increased damage” rather than just “damage”, for consistency within the tree.
Fixed a bug where Smite’s Blinding Flash node was giving a chance to bleed instead of a chance to blind.
Fixed a bug where the lightning bolts from Smite’s Unbalanced Scale node could hit the same target more than once.
Fixed a bug where Swipe’s Storm Claw node only activated every 4 seconds instead of every 3.
Fixed a bug where Swipe’s Storm Claw node only provided 1 added lightning damage instead of 10.
Fixed a bug where the health bonus from Thorn Totem’s Eternal Forest node didn’t scale with allocated points.
Fixed a bug where the following nodes in Volatile Reversal had no effect: Food for Wyrms, Disintegration, Shifting Power.`
Fixed a bug where unique reroll chances would normally apply when gambling, causing rarer uniques to be much more common than intended.
Fixed a bug with item comparison tooltips where only the first stat of hybrid affixes would be shown on the equipped item.
Fixed comparison tooltips showing incorrect comparisons when holding ctrl and hovering from an item in the inventory to an equipped one.
Fixed a bug where it was possible to create an item with a higher level requirement than you can equip when crafting on an item that has T6 or T7 affixes.
Fixed a bug where the Forge button did not become inactive after the selected modifier item was removed from the crafting window. This would allow a craft with no effects that consumed any selected support item.
Fixed a bug that caused parts of skill visuals to become invisible in certain situations, particularly when lots of overlapping skill visuals were on screen.
Fixed a bug causing various lights throughout the campaign to become very bright inconsistently, washing out the environment. This happened in The Forest Trail, The Risen Lake, and The Sapphire Quarter, among other scenes.
Fixed a cause of terrain in certain zones appearing to “pop” while moving or zooming in.
Fixed a bug where Acid Flask maintained its poison hit vfx when converted to fire.
Fixed a bug where Avalanche would use physical VFX if you took both the physical conversion and cold conversion nodes (the cold conversion has priority).
Fixed a bug where Earthquake had no VFX when taking the Cataclysm and Ground Slam nodes together.
Fixed Shield Rush’s ground crack effect following the player.
Fixed Void Harton’s blast vfx fading out incorrectly.
Fixed a bug where reducing an enemy’s health to 0 instantly on creation caused its health bar to persist after death.
Fixed a bug where the Chapter displayed with the Esc menu opened was incorrect in some situations.
Fixed a bug where disconnecting a controller could make UI elements inaccessible via keyboard/mouse.
Fixed a bug where Monolith mods for Empowered timelines showed a smaller rarity and experience bonus on the selection screen than they actually granted.
Fixed a bug where some user interface elements that floated above NPCs/enemies would blur with camera movement.
Fixed the names for some Timelines being incorrect in the Map.
Fixed the Crusader node in Forge Guard’s passive tree having no icon.
Another patch, another step in the right direction.
I like the changes to the set resistance affixes, the new secondary defence mechanic seems interesting and like i suggested a while ago, we finally have great chase affixes with the +X to spell.
This is great, the itemisation gains depth and is less focussed on the defensive side.
Unequipping an item which grants levels to a skill will remove points from its tree unless you have an equal or greater number of unspent points. Nodes which have had points removed in this way will have a red glow when the skill tree is next opened.
I’m mainly looking at this part: “unless you have an equal or greater number of unspent points”. Does this mean that, in this situation, if you unequip gear with skill levels, the game will automatically spend skill points that you have in the bank in order to try to compensate for the skill points you lost due to the gear coming off? If so, that sounds kind of strange to me. If I had skill points saved up I probably didn’t spend them for a reason and I don’t think I’d want to have them spent automatically. For instance, maybe I was just trying on another piece of gear for a moment in town, or I accidentally switched gear.
No, that’s not what it does. If you have 3 unspent skill points in swipe and you unequip an item which grants +1 swipe then you will now have 2 unspent skill points in swipe. It simply takes from the unspent first. If you don’t have enough in your unspent, only then will it auto select a node to remove points from.