0.11.4 Patch Notes

Version 0.11.4
Notes:
  • This patch is a large download because it includes newer (smaller/faster) versions of most of the game's art. We have tried to ensure that there will only be one such large patch by combining many such changes into this one.


Features:
  • Some areas of Wraeclast now have environmental critters.
  • Informational icons at the top left of the screen now have borders based on the nature of what is being shown. Buffs have a green border, debuffs a red border, flask effects have a golden border, other game play elements (like charges and skill counters) have a grey border. Minions still have have the older style bevelled border.
  • League Banners now correctly display on the Social tab.
  • As you move around, the edges of shadows no longer flicker or "swim" visibly.
  • Incinerate now has an informational icon which displays what stage it is in when you continue to cast it.
  • Substantial optimisation to the size of game art assets has been performed. This will reduce loading times, memory usage and associated stability issues.
  • Several changes have been made to the Lunaris Temple area to reduce memory usage.
  • Improved the performance of The Docks.


Content:
  • Added a new Dexterity/Intelligence skill - Reave: Attacks a small area in front of you. Each consecutive Reave that hits an enemy increases the area of effect. The area is reset after a short period without hitting anything. Only works with Daggers, Claws and One Handed Swords.
  • Reave is available as a quest reward from the "Enemy at the Gate" quest in Normal difficulty for the Shadow and Ranger. Duelists and Witches can get it from "Mercy Mission" in Normal Difficulty and Marauders from "Delving into Sin" in Normal Difficulty.
  • Added five new Unique items, including three which were designed by our community. One is only available through a vendor recipe.
  • Added two new cosmetic microtransaction effects: Lightning Weapon Effect and Skull Hood Helmet Skin.
  • The Weaver fight has been improved. The Weaver has a new skill based on Ethereal Knives. There are also additional spiders. It's significantly more challenging at higher difficulties. Spiders now drop from the ceiling as they climb down webs.
  • The following Unique items now have their own 3D art - Rime Gaze, Bringer of Rain, Marohi Erqi and Chober Chaber.
  • The Plate Vest 2D and 3D art has been improved.
  • The Vaal Ruins have been updated with torches that light up when outsiders approach.
  • Quivers now have 3D art to match their 2D art.
  • Vaal Fallen now wear appropriate late Atziri period Vaal armour and wield two handed weapons.
  • Improvements have been made to the lead-up music of the Vaal Oversoul fight.
  • The statues in the Marketplace chokepoint are now much harder to avoid triggering.
  • Continued to incrementally improve the sound, art, effects and environments.


Balance:
  • Inner force increased from 12% to 15%.
  • Shaggy Monstrosities now perform flat life degeneration based on their level, rather than a percentage based degeneration.
  • Changed the mod on the unique Soul Taker from "Melee attacks can't fail based on cost" to "Insufficient Mana doesn't prevent your Melee Attacks". This means it will no longer have any effect when using Blood Magic. Instead of killing you, the skill will fail.
  • Vaal Fallen are no longer classified as undead, so cannot be raised by Necromancers. While these constructs contain a skeleton, it is not the skeleton in the construct that has a life force.
  • Monsters other than Kraityn now have a cooldown on their Flicker Strike.
  • Freeze mine can now be supported by Cold Penetration.
  • Tempest shield can now generate more than one charge per skill use.


Bug Fixes:
  • Fixed a bug where auras would not update when you changed area with a different aura level and setup than that which you cast the aura with.
  • Door nameplates have been unhidden, reverting a problem from a previous patch.
  • Improved the placement of totems, preventing a case where the skill could execute in a location where a full totem wouldn't fit.
  • Zahndethus' Cassock has had its material updated so that it correctly casts a shadow.
  • Fixed a bug where boss monster lights would appear on hidden monsters.
  • Fixed a bug with Ethereal Knives that would cause you to walk closer than needed if the range was affected by projectile speed.
  • Fixed a bug where Infernal Blow and Dominating Blow could still apply to targets if the attack missed.
  • Fixed a bug where you could gain leeched Energy Shield after death.
  • Fixed an error where butterflies would inappropriately spawn on your enemies. (No, really, this was a thing.)
  • Fixed a bug where minions would grant you flask charges when they time out.
  • Fixed an issue where moving out of the path of Whirling Blades would not prevent damage.
  • Fixed a minor bug in the Character Panel displaying off-hand accuracy.
  • Fixed the stat description on Melee Splash support being wrong.
  • If Oak makes his way out of his camp, he now teleports back to his camp.
  • Fixed a bug where replacing a gem that prevented an equipped item from being enabled with a gem of a lower level would not check to reenable the item.
  • Fixed a bug with the Coward's Trial Boss's mass revive skill.
  • Fixed a bug where weapons that should have no physical damage could have damage through quality.
  • Fixes an instance server crash related to Arctic Armour.
  • Fixed an instance server crash related to Searing Bond.
  • Fixed an instance server crash related to Minion Instability.
  • Fixed an instance server crash related to pathfinding.
  • Fixed an instance server crash related to auras.
  • Fixed a rare client crash with Explosive Arrow.
Lead Developer. Follow us on: Twitter | YouTube | Facebook | Contact Support if you need help!
We're expecting to deploy this patch on Monday (possibly Tuesday, if things go wrong), NZ time. The above patch notes may change by then, of course :)
Lead Developer. Follow us on: Twitter | YouTube | Facebook | Contact Support if you need help!
Last edited by Chris on Aug 16, 2013, 1:31:17 AM
"
Balamengan wrote:

------ Fixed a bug with the Coward's Trial Boss's mass revive skill ------

BUG??? really, that's why this map called "Coward's Trial" // Coward's Complain instead
"
Myrmi wrote:
"
Fixed a bug with the Coward's Trial Boss's mass revive skill.


thank you! i though it was just that hard :D
http://i.imgur.com/D0CATWy.jpg
http://i.imgur.com/8WK36QH.jpg
There was no mechanical change to how the skill worked. The bug was that it did mroe work than necessary - when storing allth e corpses to be revived, it included non-raisable corpses, and then failed to raise then when the wave reached them. Now it never stores them. It's a fairly minor performance boost on the server side, but the mechanics haven't changed.
"
Startkabels wrote:
2 questions:

How do you generate charges using Tempest Shield?
Power Charge on Crit.

"
Startkabels wrote:
And can somebody explain the reason for the change to the Soul Taker Axe? I thought the changed mod was aimed for Blood Magic users but now the mod does not work with Blood Magic anymore?
The mechanical difference is that previously, if you didn't have enough life for a blood magic melee attack and were using Soul Taker, it would kill you (because it lets you do the attack anyway, taking all the life you do have). Now it won't do anything under blood magic.
Conveniently, this lets us also re-word the mod to something that should be more slear to new players as to how it works.
"
Karaj wrote:
"Fixed an issue where moving out of the path of Whirling Blades would not prevent damage."

what about the golems' roll move?
That is whirling blades.
"
"
Chris wrote:

Fixed an error where butterflies would inappropriately spawn on your enemies. (No, really, this was a thing.)



Can we get some details on this? When would it be appropriate for butterflies to spawn on my enemies? Also, can we see a picture?
I'm quite surprised at the panic in this thread over this one - no, we're not nerfing the Verdant weapon effect - butterflies it causes when you hit enemies with the Verdant weapon are appropriate butterflies, and will remain. It (and other weapon effects) were applying to some specific cases of non-weapon damage as well.

Quoting myself from the other thread for clarity:
"
Mark_GGG wrote:
When you change areas and your auras are put back on your character, they will exist based on the current state of the aura skill - the effect of all the stats in the aura, the amount reserved, and what resources is reserved, will all set to correct values based on the state of the skill at that time.

We're looking into options for how we can make these things also happen at the time the changes are made, if you're not in town, but for now they'll only be when you change areas - don't expect that to last forever.

This means that if you cast the aura with a level 20 gem in an item with +2 to level of auras (or other applicable bonus), and when you leave town and it tries to reattach you've got a level 1 gem in an item without that bonus, you'll now have a level 1 aura.
If you cast it with supports, and took them away, then the skill no longer has those supports on it.
If you had blood magic when you cast it, and don't anymore, then that skill no longer reserves life, so neither will it's aura when it's placed back on you.

This specific fix applies when re-applying an aura as you enter an area (including, but not limited to, leaving town). We are actively looking to find good ways to apply these at the time of changes, as appropriate, which would fix the problem where leveling an aura gem doesn't change the aura if it's on you at the time - now it'll update when you change areas, we'd like that (and other changes such as removing gear or supports that affect the aura) to apply to the active aura when the change is made as well.
"
entropus wrote:
Dear All,

After browsing through hundreds of "Im gonna lose 1 of 6 auras, my life-based build is ruined" posts, I refrain from reading any further patch notes threads until further notice, with exception of "filter-account-type/staff".

Regards,

low-life righteous fire freezing pulse Caster


Thanks for posting this!

Great work GGG.
"
First I would like to say I love all the changes this Patch has to offer. Great job!

Anyway, that being said . . .

In the next Patch, can you guys please fix the 'Trap Use' issue where if you got 3 trap uses it doesn't reset back to ZERO every time you use a TP or Zone?
Yes
Last edited by Mark_GGG on Aug 18, 2013, 10:38:15 PM
"
I've never heard of characters being remade upon entering new Zones or TPs in any game. It is very odd game code.
No, it's really not. It's the most straightforward and sensible way for things to be done, under the hood. You not hearing about it has more to do with the detail we do into the internal mechanics of the game on these forums than it being an odd methodology.


And no, the reason we were able to try to change this isn't because it's any less hard, it's because we fundamentally changed what a cooldown is and how it works to fix other problems, which coincidentally allowed us to change the initial state of a cooldown to 'ready'

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