Gameplay
- Enemies and champions now grow from one shared progression curve. Health climbs to about twenty times its starting value and damage to about thirteen times by the top level.
- Hitting something well above your level now does less damage, and the damage number dims to show it.
- Every kill floats the experience it was worth over the body. Kills worth nothing show no number.
- Critical hits only happen while wearing the Fool's Ring, which now grants thirty of every attribute.
- Wearing armor, shields and power bonuses come only from abilities and gear. No character starts with any of them.
- Move presses no longer interrupt a basic attack you have already committed to.
- Barrels can be destroyed, but a basic attack only hits one when you aim at it on purpose.
- The Wisp moves at its own speed, cannot be attacked by enemies, and no longer carries combat attributes.
- Rush and Lunge feel snappier with new easing on their launch and landing.
- Fixed champion hit reactions being swallowed while another ability was playing.
Party & Multiplayer
- A new announcer calls out a close call, a flawless clear and a death at the end of a fight. Voice lines are still being recorded.
- Fixed party invites resolving against the wrong group when members joined in a different order.
- The fleet now holds a thirty-second warning floor before a maintenance restart even when notice has run out.
AI
- Enemies hear a fight nearby and join in, even when they cannot see the attacker.
- A creature with no patrol route now walks home to where it spawned after a fight, after lingering a moment where the fight ended.
- Allies pass straight through a corpse instead of steering around it.
- Enemy movement animation blends more cleanly between idle, walk and run.
- Fixed enemy readiness poses not playing while another animation was active.
Content
- Every creature now has a localized name and a line of lore. The barrel, the Wisp and the Fool's Ring are localized too.
- The Guul, Lich and Risen drop loot.
- The barrel has an icon.
- The Rogue prototype champion is gone.
- The test zoo encounters have moved into the Underworld.
UI
- Nameplates now show level with a difficulty colour, and your own plate sits above everyone else's.
- Your nameplate level recolours the moment you level up.
- Combat numbers use a new typeface, and experience gains sit in their own layer above damage numbers and stay up for three seconds.
- Incoming damage now shows as combat text.
- Health bar notches are larger and the level tint blends into the number's own colour instead of replacing it.
- The action bar collapses while you have no champion.
- A cheat lets you set your champion's level up or down.