0.9.12 Information and Incomplete Patch Notes (Updated)
" At the moment we're paying more attention to the 1/2 week hardcore leagues for information about how people use elemental damage. Their items are clean. | |
" It doesn't work this way, unfortunately. The game and the web site passive skill planner run from the same data. When we deploy the new patch, both update to the new tree. In the future we may look into supporting a current tree and a future tree, but that's extra work that would just delay important stuff! | |
"This is already available in the options. | |
" Yes. Code warrior
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I've updated the second post in this thread with new incremental patch notes (to be read as additions to the ones in the big post above it, of course).
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" There's just something beautiful about that particular green, it does the same thing to me. I think it comes from the D2 set items. Level Designer/Dungeoneer
Always post a screenshot with /debug command entered into the chat window. First stop for Common Technical Problems | |
" Each class has its own voice. " It's likely that more variety of item models will be added in the future once we can find time and money to do so. We have a big backlog of uniques to add from our Diamond supporters. They will be of various item types. | |
Some of these seem like my area...
"Quality bonus does not add freeze chance. "No, It's not like poison arrow, where you can target the ground, it works like all the other arrow skills, in that the arrow keeps going until it hits something. But now it will explode if it hits terrain (because it failed to hit, or pierced through, a monster). "This is how the skill should logically work. It's an explosive arrow - i.e. the arrow actually explodes. The arrow can only end up in one place, hence one explosion. It's always been intended to get it's own arrow art, which has been done since the skill was first made, but we couldn't put it in until we solved the various corner-cases involving them sticking into terrain (when you see the arrow you'll understand why having them just stick into terrain and stay there like other arrows is undesirable), and it's taken the projectile redactor to let us do that. In the meantime, it was set to add 'charges' to things hit hit to indicate they'd explode, and the previous piercing behavior was a combination of doing the same to everything being pretty much the default unless otherwise specified, and the fact it was just doing arbitrary 'charges' rather than sticking the physical arrow into things at that stage. Explosive arrow now fires an actual explosive arrow, which will stick into something, and then explode shortly afterwards. It can't stick one arrow into multiple things. "No. It simply can't deal weapon damage (both for thematic and technical reasons), and while it could technically deal spell damage, that's highly undesirable, since it's not a spell. Explosive arrow's explosion deals fire damage. It does not deal weapon/attack damage, nor spell damage, and is not affected by modifiers to either, because it would not make any sense. It is affected by modifiers to fire/elemental/all damage, since those clearly do make sense. There are no plans to change this. There are some plans to make it clearer what damage is affected by what, but I can't guarantee at this stage what, if anything, will happen on that front in the end - it's not finalised. | |
"Yes. Each arrow will stick into one thing, then explode. "No. If something is caught in two overlapping explosions from different arrows, it'll be hurt by both. | |
I've updated the third post in the thread with a list of more changes.
With the minion improvements, they can be brutally devastating in 0.9.12. I've seen a minion character take down the Merciless Oversoul without getting hit, very quickly. Please do not complain about specific nerfs until you've had a chance to test them for yourself. |