
This patch includes some major internal changes to how game worlds work. Previously, the world only existed around the player. Now, chunks can stay loaded independently for as long as they are needed, including chunks from different dungeons.
This is required for the next update featuring NPC followers who can act independently from the player, and later for co-op, which is planned to become available for testing in the coming months.
Please report any issues you notice, especially anything that no longer works as it did before or any new performance problems. Thanks!
Full Moon Raids are now a separate world setting, enabled by default on the Normal and Hard presets.
Full Moon Raids now start a few minutes later, making them shorter.
When Raider Strength is set to Strong, raiders can now spawn as 2-star enemies.
You can now craft level 20 rings and upgrade them to 30(+5), just like other crafted items.
Leg armor pieces now have a red socket.
Damage to Distant enemies and Damage to Close enemies have been moved from the Rare pool to the Uncommon pool.
Damage to Injured enemies and Damage to Healthy enemies have also been added to the Uncommon pool.
The Apprentice's Garbs set bonus now also affects Corruption spread range.
New random Legendary effect: Tailwind - projectiles deal more damage as they travel further.
New random Legendary effect: Execution - increases the Injured threshold.
Level 15 and lower items now require only 1 Crystallized Mana/Astral Shard to upgrade their quality.
All crafted weapons now have unique effects, unlocked by upgrading them to Rare and Legendary quality.
One-handed swords and maces have the same effects as their two-handed versions. These effects can also be combined when dual-wielding, with the effects from both hands applying to all melee attacks.
Effects of the currently available weapons:
Sword - has a chance to cleave enemies.
Mace - deals more damage when hitting multiple enemies.
Polearm - deals more damage after using movement abilities.
Dagger - deals more damage to enemies that are out of combat and when attacking from behind.
Additionally, wielding dual daggers makes your movement silent and causes enemies to react more slowly to your actions.
Bow - deals more damage to enemies that haven't damaged you.
Wand - has a chance to reduce the cooldown of a random Spell.
New glyph: Arcane Overdraw - makes Connected Skills consume more Mana to deal more damage.
New glyph: Combo Strikes - makes Connected Skills deal more damage when you don't repeat the same Skill.
New glyph: Devastating Technique - increases the cooldown of Connected Skills in exchange for more damage.
Execution has been redesigned and renamed to Endless Slaughter. Killing an enemy now improves your next Connected Skill.
Wolf Frenzy has been changed to work with any Skill.
Deadly Precision's channeling limit has been increased from 3 to 5 seconds.
All new glyphs, along with several previously missing ones, have been added to the pool of Legendary effects that can roll on rings.
Mastery points now have diminishing returns, but the initial bonus has been increased from 3% to 10% per point. This makes early points in additional Skills and Glyphs more impactful.
Note that additional effects of Skills and Glyphs that unlock at specific mastery levels are still a work in progress and will be added in future patches.
Fixed a bug that caused Interact to be missing from the keybindings when movement was set to WASD.
Fixed a bug that could cause building snapping to behave incorrectly in some situations.
Fixed a bug that caused the Wraithstalker set to be missing from the Leatherworking Table.
Fixed a bug that caused treasure loot to not scale with the level of the area where it was found.
Mana Mines can now be placed closer together and deal more damage.
Weapon slots in the equipment UI now show a tip when the equipped weapon doesn't match the armor.
First Hit Damage is now reset when enemies restore their full health after leaving combat.