Update 1.40.0 is finally here!
This one is very large, introducing a lot of new things, a lot of balance changes, performance boosts, and finally an official French translation! We are working on a few more languages that will release this year too.
We're also working on a lot of other things.. next month we will have not one, but two big announcements for Chronicon - so stay tuned for that!
Anyway, as always we are thankful for all your bug reports, suggestions, and valuable discussions here and on Discord. It's always a joy to interact with this great community!
Thank you, and we hope you enjoy this update!
1.40.0:
New Language:
- French
New Mechanics:
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Elixirs:
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- Added 27 new Elixirs.
- Elixirs are now much more powerful and categorized in 3 different rarities.
- You can have 2 active Elixirs from each rarity.
- Elixirs do not drop from enemies, but are obtained via the new Elixir Shop found in Tinka's Domain and The Chronicon.
Vials:
- Added 21 Vials.
- Vials are like reverse Elixirs, these are thrown onto enemies to debuff them, provide crowd control effects, or to deal damage.
- Just like Elixirs, Vials are categorized into 3 different rarities.
- Vials do not drop from enemies, but are obtained via the new Vial Shop found in Tinka's Domain and The Chronicon.
Injectors:
- Injectors are a new Relic item (belt assignable).
- From a new device found in Tinka's Domain, you are able to slot Elixirs of your choice into Injectors, to be used all at once with a single key press.
- There are 9 different Injectors available, all with varying effects, stats, slots, cooldown, and usage.
- There are Injectors designed to make Elixirs last longer and/or have increased effect, and there's Injectors that accept Health & Mana Potions instead of Elixirs.
- You can get the base MK1 Injector from the new Elixir Shop in Tinka's Domain or The Chronicon.
- MK2 and MK3 Injectors will randomly (and rarely) drop from enemies.
- MK4 and MK5 Injectors are crafted via hidden transmutation recipes. Hint: You use the previous tier Injectors to make the higher ones.
- Injectors are never filtered in your loot filters so you cannot miss them.
Launchers:
- Launchers are a new Relic item (belt assignable).
- From a new device found in Tinka's Domain, you can slot y our Vials into a Launcher to throw them all at once with a single key press.
- There are 9 different Launchers available, all with different effects, cooldowns, range, and throw patterns.
- Just like Injectors, you can get the base MK1 Launcher from the new Vial Shop in Tinka's Domain or The Chronicon.
- MK2 and MK3 Launchers will randomly (and rarely) drop from enemies.
- MK4 and MK5 Launchers are crafted via hidden transmutation recipes. Hint: You use the previous tier Launchers to make the higher ones.
- Launchers are never filtered in your loot filters so you cannot miss them.
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Items & Vendors:
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Legacy Items:
[list]
The following items have now been moved to the Legacy category and will no longer drop:
[list]
- Health Injector MK 1 (Accessory).
- Health Injector MK 2 (Accessory).
- Mana Injector MK 1 (Accessory).
- Mana Injector MK 2 (Accessory).
- All the pre 1.40.0 Elixirs.
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Scrolls & Gambling:
- You can no longer Gamble for random Scrolls from Tarot.
- Instead, there is a new Scroll Shop where you just buy what you want, just like the Elixirs and Vials.
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Classes:
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All:
[list]
Items & Powers:
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- Updated description of Vampire Lord's Cape to be more clear about interactions.
- Tear of The Arch Druid (TL amulet) now GA up to 300%, up from 150%.
Gem changes:
- Citrine Star Gems (Fire) now grant +Healing Taken when socketed into Armor.
- Kyanite Star Gems (Frost) now grant +Absorption Barrier Effect when socketed into Armor.
- Chrysoberyl Star Gems (Poison) now grant +Willpower when socketed into Armor.
- Charoite Star Gems (Shadow) now grant Elixir Effeciency (new stat).
Currency changes:
- Rebalanced base Crystal drops and how it scales with difficulty levels significantly, as we have a problem in endgame with how rapidly it scales and becomes obsolete.
- This rebalance also makes +crystal find from other sources more valuable, rather obsolete.
Stats:
- Added new Elixir Effeciency stat (only available on Gems currently). This stat is multiplicative, ie it has diminishing returns.
- Bleed% enchants now Greater Augment up to 100%, up from 80%.
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Berserker:
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Items & Powers:
[list]
Spiritual Garb (Spirit Link) changes:
[list]
- 3p) Soul Link now deals the damage in a 2 meter radius. When a Spirit Link host is struck, it is Weakened, taking 30% increased damage for 5 seconds. This effect stacks. In addition, a Soul Bomb will form over the host, releasing after 2 seconds to deal the total built up Lightning damage in a 3 meter radius, as direct damage.
Bloodosaked Garb Set (Bleed) changes:
- 3p) The Internal Hemorrhage bleed tick now deals damage in a radius.
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Skills:
- Storm Fists now deals 260/290/320/350/380% damage, up from 165/180/195/210/225%.
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Templar:
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Items & Powers:
[list]
Thundercharged Battlegear set:
[list]
- 3p) - no longer casts Avenger every 1.5 seconds or disable the Satellite base attacks.
- Instead, satellites attack as normal, but use Avenger as their damage, and trigger all on-hit effects, and are affected by attack speed.
- This means it works with satellite effects such as the Entity's Inclination Artifact which has stacking weakness for satellite hits.
Thundering Army set:
- 2p) now grants permanent Soul Replicas and a Soul Avatar (no need to learn and slot the Ultimate skill anymore).
- 3p) weakness debuff now adds 25% per stack, up from 15%.
- Also: Getting +1 rank in Soul Replication (Templar Ultimate) via the Companion's Calling rhombus artifact now summons 4 Replicates (up from 3), for a grand total of 6 (up from 4) when used with the Mightcap helmet.
Avatar of Ayeela set:
- This set now follows the original design of the Hallowed skill - damage based on healing.
- 2p) Avatar of Life is now always active. Hallowed deals an additional 300% damage and can now crit.
- 3p) Hallowed applies Judgment to foes struck by it, dealing the damage of Hallowed per second, for 7 seconds. Stacks infinitely. Striking any foe affected by Judgement with a Hammer skill will cause an explosion, dealing 300% of Judgement damage in a 3 meter radius.
Skills:
- Avenger now hits an additional target and its tooltip now lists how many jumps it does.
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Warden:
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Items & Powers:
[list]
Wispmother Set:
[list]
- 3p) Increased the damage radius of the Wisp and Mega Wisp Thunder Orb spells. (It's increased by a lot more for the Mega Wisp).
Everspring set:
- 3p) Now also cause the bursts which spawn twisters to empower twisters within the damage range, stacking up damage, but not refreshing durations.
Skills:
- Wisps now have a larger aggro range and will not stop attacking to follow the Warden until farther away.
- Paralyze no longer triggers on foes already Paralyzed (this would negatively effact the diminishing returns of it).
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Warlock:
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Items & Powers:
[list]
Deathbringer set:
[list]
- 3p) Now makes Corpse Shatter always proc, rather than double the proc rate (which would land at 80% without additional items to increase it).
Skills:
- Bonestorm now strikes 3 times per second, up from 2.
- Ritual of Perforation no longer adds AoE damage to Frost Spear Skills, and instead buffs their base damage (multiplicatively with other effects).
- Added Frost Spear Skill as a skill tag.
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Enemies & Bosses:
- Snow Tunnelers no longer have the Blizzard affix, and instead have Frozen and Frost Resistance.
- Removed Spore Rain from Anomaly boss Bazz-Wizda and gave him Boom Shroom instead, as Spore Rain would group all the planted mushrooms into a large explosion, dealing insane amounts of damage.
UI:
- Added Elixir Effenciency and Absorption Barrier Effect stats to the big stat page, under Utility and Defense respectively.
- Skill references in Skill & Mastery tooltips are now color-coded by their element/tree, to help with navigation.
- The difficulty slider and info cards on the Expedition tree now makes it clear that Tiers are above Mythic XV difficulty.
- Added an option to the Interface Settings menu to limit flashing lights (flickering and strobing of lights is disabled, but flashing from frequent attacks and such will still occur).
- Added Damage Blocked to the death log.
Misc stuff:
- Updated some NPC speech text explaining mechanics to be a bit more clear (minor text adjustsments).
Performance:
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Improved overall combat performance, as well as specifically:
[list]
- Improved performance of thorns-related builds.
- Improved performance of most builds with an infinitely stacking debuff or DoT effect.
- Improved performance of all "on cast" or "on attack" powers/runes/perks.
- Templar Fire builds, Expulsion build, and synergy builds should have a performance bump.
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Fixes:
- Fixed Shadowclone treants spawning clones with the wrong Treant model.
- Fixed issue where Interrupt status messages wouldn't show as often as they should.
- Fixed unequipping into stash not refreshing stats.
- Fixed some effects looking for companions also considering the player themselves as a companion.
- Fixed Expedition Passive "Treasure Hunter" not granting the correct amount of MF (too low).
- Fixed players 2-4 not being able to properly navigate the Expedition Tree in local co-op.
- Fixed incorrect skill reference on the Templar fire T3 expedition tree nodes.
- Fixed Tales of Victory artifact not triggering killstreak attacks when skipping exact trigger counts.
- Fixed Warlock passive Soul Toxin not working as intended.
- Fixed Ritual of Perforation (Warlock) proc% chance not being affected by Ritual Effect stat.
- Fixed Bonestorm (Warlock) not persisting through loading screens.
- Fixed Bonestorm dealing its full DPS per tick rather than per second.
- Fixed Flesh Rot (Warlock) curse dot spreading with the incorrect source, causing issues with damage numbers.
- Fixed Dragon Rage (Berserker ultimate)'s cooldown reduction effect not being affected by Mighcap.
- Fixed the Blue Bolt rune (Berserker) not using the correct rank of Dragon Storm (5).
- Fixed Templar passive Devotion not working as intended.
- Fixed Charred, Battered, & Electrified weaken passives (Templar) not being affected by the Weaken passive from the Expedtion Tree.
- Fixed Templar Mastery "Charged Auras" not reflecting its effect on Aura tooltips.
- Fixed issue where the Thorn Orbs (Templar Mastery Perk) does not activate after entering a new zone until you swap gear or apply a buff.
- Fixed Rightous Fire (Templar Mastery Perk) not correctly updating the tick rate of Holy Fire in real time, as it would only update when zoning or re-binding the skill.
- Fixed the resolution auto-detect on game start not correctly detecting ultra-wide resolutions.
- Fixed issue where the color blind option would turn itself off when you restart the game.
- Fixed issues with some color-coding of text keywords.
- Fixed issue where rotating minimap modes with Tab would sometimes require multiple key presses after changing the settings.
- Fixed issue where some item tooltip boxes wouldn't be sized correctly.
- Fixed some missing DLC text in Spanish.
- Fixed a clever use of mechanics letting you gain infinite money on the Dummies. (sorry)