Elite monsters hit far less hard
An elite was carrying two and a half times the attack power and double the swing rate of the monster it was copied from. At low levels that was fine. Above level 36, where base attack is already in the thousands, it meant an elite hit roughly seven times as hard as the ordinary version of the same monster — and armour could not touch the difference.
- A level 36 elite now swings for 6,575 instead of 10,275
- A level 48 elite for 24,000 instead of 37,500
- Their health, EXP, gold and drop rates are unchanged — an elite is still the best thing on the map to kill, it just no longer removes you before your potion fires
Monsters arrive instead of appearing
- A respawning monster waits two seconds before its first attack. You no longer take a hit from something that materialised on top of you
- Monsters fade in over a second when they spawn, and can neither be hit nor hit you until they are solid
Health bars tell the truth
Your client was guessing at monster health between updates from the server, and guessing badly — it counted swings that had actually missed, and subtracted the same hit twice. The bar drifted below the real value during a fight and then snapped back up, which read as the monster healing. It never was. Your damage always counted.
The bar now follows the server exactly. What you see is what the monster has left.
Fixed
- The crash when moving between maps. The most common crash in the game since 2.0.0, and the single biggest cause of lost sessions
- Marketplace refusals say what actually went wrong in plain language, instead of a database error code
— Tipreth