->Loot has been redone to make Slayer drops more fair and not as
ridiculous.
->Baubles can randomly break on death. Hardened baubles will lose a
break remaining when this occurs.
->Fixed random bugs.
->Artifact tier now appears in item info display when linking artifact
items.
mode.
->Fixed a bug allowing players to use Line Drive when not in Striker
mode.
->Fire Resistance mechanics modified. If you are on fire with Fire
Resistance, fire resistance duration goes down by 10 seconds every
second. Higher levels of fire resistance resist fire better.
->Switching modes while toggling items in your hotbar now reflects your
health % properly. This means if you have 50% health in Striker mode and
switch to Ranger mode, you'll have 50% health in that mode as well.
->Suppression status effect implemented. Entities that are suppressed
cannot move, attack, teleport, or explode.
->Cooldown Reduction stat implemented. This stat decreases the amount of
time it takes for all cooldown-sensitive abilities to be available
again.
->Fixed a bug where players could activate Vendetta just by having 5
Songsteel pieces regardless of what Tier they were.
->Fixed Pre-emptive Strike (x4->x3), Hand-made Arrow(x3->x2), and
Diamond-Tipped Arrow(x5->x4) multipliers not being correct in the damage
engine.
->Slayer mode has been released!
-Slayer Mode is defined by wearing no armor, and wearing a Bauble in
your hotbar.
-Slayers can make use of up to 9 Baubles by placing them on their
hotbar (Ideally you would want to use one slot for a weapon). Each
Bauble adds a certain amount of stats to the Slayer, making them more
efficient.
-Slayers take a maximum of 2 HP (1 Heart) in damage from all attacks,
making this mode essentially 5 lives.
-Slayers are not affected by any Health Recovery and Health
Regeneration effects. This mode only heals from kills, using the
Amulet's set effect, or sleeping. However, Absorption will still work
for a Slayer. Absorption hearts just get removed with normal damage
calculation rules.
-Whenever a Slayer kills a target, they recover 1 Heart (2 HP). This
can be modified by a special weapon.
-Slayers can enter Stealth mode by pressing Sneak. Once in Stealth
mode, Slayers will not leave stealth until they hit a monster or Sneak
again. Stealth mode drains 1 Durability every second from tools on your
hotbar.
-While in Stealth mode, nothing will be able to detect you. Note this
does not get rid of aggression from targets that have already aggro'd
you.
-Slayers can Backstab targets by getting behind them and hitting them.
A backstab does triple the normal damage of an attack.
-Whenever a Slayer critically strikes, it suppresses a target for 0.75
seconds. Suppression prevents movement, attacking, teleporting, and
exploding. Suppressed targets glow Black.
-Slayers thrive in 1vs1 situations. If a target is completely alone,
they will glow white to the Slayer. Isolated targets take 50% more
damage from the Slayer. Slayer's Dodge Chance increases by 40% against
isolated targets.
-Slayers can use the Assassination ability. Press the Drop key while
looking at an enemy to perform an assassination: You jump directly
behind the enemy, gaining 0.5 seconds of invulnerability. If the next
hit after Assassination is performed kills the target, you gain a speed
and strength buff. These buffs cap at Speed V and Strength X
respectively and last 10 seconds. Assassination cooldown is reset
whenever a target is instantly killed in this manner, and you get
immediately put back into stealth, preventing further detection from
other monsters.
->New set pieces have been released.
->Fix Line Drive not leveling artifacts properly.
->All Artifact armor tiers have been converted to Leather.
->Hellfire Spiders now trap you in their deadly webs, doing massive
damage, and making it much more difficult to continue to attack them.
->Fixed a bug where fighting Hellfire Zombies kept creating Charge
Zombie structures, running the same AI many times every calculation.
->Hunter's Compass calibration works a little bit differently now. It
may take some time for the compass to calibrate properly, so be prepared
to wait awhile for results.
->Armor Penetration scaling has been reduced in the lower tiers.
->Lifesteal properly gets applied by Area of Effect again.
->Redesigned Debuff Resistance engine to handle debuffs better.
->Debuff Resistance now shows up in /stats.
->Elite Zombie algorithm has been tuned.
->Fixed a glitch where the healthbar of an Elite Monster would remain
when the fight was lost or ended.
->Elite Monsters now properly get hit by abilities, even when done
immediately after regular attacks.
->Made switching bow modes with left click not so ridiculously fast when
clicking blocks.
->Fixed a bug where upgraded enchantments would not transfer over to
Artifact upgrades.
->Internal Improvements made to Player Mode switching and
identification.
->Many optimizations made to code. Approximately 20% less calculation
time all around.
->Removed Lingering Potion Effects due to Line Drive and Elite Monsters.
->Line Drive effect has been modified.
->Artifacts no longer have their AP directly attached to their level.
Greed now consumes one Max AP when the buff is knocked off the artifact.
Graceful Dodge properly removes 10 AP instead of 10 Levels now.
item sets without breaks remaining/enchantments) and now rely on a
proper weighting system to hand out drops. As a reminder, the base
chance for a special item roll to occur is 10%. (And this is affected by
Looting, Luck buffs, Party member buffs, etc)
->Loot from Zombie Leaders are a lot better now.
->Added more safe checks to make sure drops were dropping in the world
by the game.
->Block and Dodge Chance is now hard capped at 95%. Only the Ranger
Close Mode "Perfect Dodge" will allow you to dodge 100% of the time.
->Fixed a bug where no damage ticks were not being reset for applying
Death Mark on monsters.
->Fixed a bug with resetting no damage ticks not properly working.
->Death Mark behavior has been modified. Targets killed when ignited
with Death Mark resets the cooldown on Death Mark, allowing you to cast
it again in 1 second. Targets not killed by Death Mark only consumes
half the stacks now.
->Death Mark tooltip has been updated.
->Fixed a bug with Death Loot that prevented items from being respawned
on very rare occasions. Extensive logging is now done during death
sessions to ensure we have physical proof of respawning.
->Fixed a bug with hardened bows not breaking.
->Chainmail armor now has damage reduction equivalent to Leather armor
instead of none at all.
->Added getPlayerMode() to API.