0.9.3e Patch Notes

Version 0.9.3e

Features:
  • Added four new unique items.
  • Implemented "Chance to cause monster to flee" and "Always hit" mods for some of the new unique items.
  • Disabled player join/leave messages from showing in towns.


Balance:
  • Reduced Spark damage by -10%
  • Increased Explosive Arrow damage by 15%.
  • Increased the damage of Brutus' Ground Slam.
  • Reduced the damage scaling of Fire Fury's Firestorm attack on higher difficulties.
  • Improved the number of magic/rares/unique items dropped from act bosses.
  • Increased the Blood Rage attack speed bonus when on low life by an additional flat 10% speed.
  • Added a new life leech mod for amulets and non-bow weapons that goes up to 5% physical damage leeched as life.
  • Reduced the frequency of rare monsters in the Maelstrom of Chaos by 20%.
  • Slightly increased the difficulty of monsters in the Maelstrom of Chaos.
  • Increased the drop rate of Regal Orb by 50%.
  • Increased the drop rate of Orb of Scouring by 25%.
  • Increased the drop rate of Orb of Alchemy by 25%.
  • Increased the drop rate of Orb of Transformation by 33%
  • Decreased the drop rate of Whetstones and Armour shards by 8%.


Bug Fixes:
  • Fixed a problem that would prevent the realm coming back up quickly if it crashed.
  • Fixed a crash that could occur related to linking items in chat.
  • Fixed flavour text not being shown on items when linked in game (especially uniques).
  • Fixed a bug where the unique sword Redbeak would not show its "+100% damage when on low life" mod.
  • Fixed levels of fellshrine ruins in higher difficulties.
  • Fixed a problem with beach materials in the Maelstrom of Chaos.
  • Fixed the passive skill screen and character panel attribute descriptions to say the same thing.
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"
Dreggon wrote:
"Always hit"? That's going to be interesting. I assume it will have damage penalties.

Will "Always hit" apply to ALL attacks? E.g. ground slam, cleave, double hit, etc.


It works on all attacks with that weapon, sure. In this case it's only a level 42 weapon, so although it's good, it won't be end-game.
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They're intended to be low at the moment.

Just to confirm - we do know about the issue where socket information is not showing on ground/linked item icons. Will be fixed soon hopefully.
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The way resistances are described on monsters will quite possibly mean that if the resistances are granted by an aura they will start to show. I am not really sure what we can do about that right now.
Last edited by Mark_GGG on Nov 17, 2011, 10:22:38 PM
"
Kabraxis wrote:
I think that unique mods from unique items should appear on rare/magic items too (maybe only on rares).
What's point on creating mod that will be used only on one 42lvl weapon? Especially whan GGG has so low manpower?


It will eventually be used on several uniques. A mod like that takes minutes to create and adds a substantial amount of flavour to the items it is on.

"
Kabraxis wrote:
Give them to reres too but with less chance of spawn that other mods. Or maybe each rare has one additional roll with chance to spawn one of these unique mods. NOt high chance to not make thee uniques worthless.

This will spice up rares because honestly they are ALL THE SAME (5-6 good mods and rest is 100% uselles crap).

Number of mods (affixes) on rare items ingame is too low overall and creating mods that will be used only on couple of items is pointless imho.


We have plenty of interesting properties on rares and plenty more coming. The special mods used to make uniques interesting are not going to appear on rare items because that's not the place for them. Players need to sacrifice a slot to use a unique (or use a dedicate skill, or get a keystone passive) if they want those properties.

"
Kabraxis wrote:
And last but not least.. you guys said that uniques will not be OP and wil be for niche builds etc... this isnt happening.. each of them is extremely OP for now and best up any rare i saw for same lvl range.
Why? Unique mods.


Our uniques that are in the game so far are nowhere near better than the best rare items. Rares can get 50%-100% more damage and plenty of other properties that are far more useful than most of the filler mods on the uniques.

"
Kabraxis wrote:
PS. You added 4 more uniques in this patch... how many is already ingame? 10? 20? 100?


This brings the total to 7. Our intention is to add more over time in incremental updates until we have the full set finished. At the moment, we're managing to fit in one per workday.
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Last edited by Chris on Nov 17, 2011, 11:04:38 PM

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