@Areas:
Added a full new chapter - "The Elver War" - complete with a whole 18 new areas filled with new monsters, unique monsters, secrets, quests, and bosses!
The entire first chapter has recieved a large update too:
5 new optional areas
A new main area
New monsters in the later areas
General layout & room design changes
Challenge areas have been udpated:
Challenge areas are now spawned when using a special scroll that may drop from champions, instead of the champion spawning the portal on death.
Champion challenge: New layout and now instead picks 1 of 8 pre-defined unique monsters to fight rather than randomized champions. More monsters will be added!
Treasure Challenge: New layout and 4 shimmering chests guaranteed!
Horde Challenge: New layout.
Unstable dimensions now use the monster spawn pool from the area it spawned in.
@Achievements:
Added 35 new achievements for quests, secrets, items, and misc progression!
Updated some achievement icons.
"Captain No Moore" is now earned from killing Captain Moore rather than completing the quest associated with him.
@Difficulty:
Improved difficulty settings further, it should now be more balanced in terms of damage outputs and health pools.. and also more challenging at max difficulty!
@Items: 
Added 55 new pieces of equipment!
Added set items! Many existing items have been made part of sets and this change works retroactively with old saves, although the edited item's names will be wrong. Set bonuses will apply either way!
Each class has been given two special sets of items, dropping at level 30+ and more will come soon!
Added 4 item sets that are for any class.
Added many new quest rewards and unique monster specific items.
Updated the default stats of many items and quest rewards.
Many items had their names and/or images updated.
Some Legendary and Unique items have had their special properties changed or removed due to being added to the new Item Sets.
All equipment now roll stats from the same pools, based on rarity and a randomized modifier. This is because many new items have been added that aren't locked to classes and they needed to provide equally useful base stats for all classes.
Warlocks and Wardens should find that you have almost as large healthpools as Berserkers and Templars with new items, but Berserkers and Templars will take less damage due to being close range, so it should even out! (Some polish may be needed)
Critical hit chance is now preset on weapons and not related to rarity or chance, but may still be rolled as enchants on most item types (and in this case related to rarity and chance).
Healing potions have been improved to fit the new health levels.
@Skills:
Misc:
Lightning & pull visual effects updated.
Aura-like effects now have a visual aura.
Some passive effects have also been give an aura-like visual effect, such as the Templar's "Retaliation" passive skill.
Wolf Call, Infernal Demon, and all other summon spells now have a small spawn effect on the Summoned creature.
Updated the 200 kill streak meteor spell to be more effective.
Warden:
Wolf Call spell wolf does no longer cast Intimidation and Warcry, but instead casts Provoke to aggro enemies.
Wolf Call is now a permanent companion - they will accompany for as long as the skill is in a skill slot, and the wolves will revive automatically.
Tumble (right click) now removes root spells (stuff that sticks you to the floor).
Berserker:
Reduced maximum charge distance of Explosive Punch.
Shockwave now leaps to the cursor if using mouse and leaping a shorter than max distance.
Dodge Roll (right click) now removes root spells (stuff that sticks you to the floor).
Warlock:
Teleport now places you at the cursor if using mouse and teleporting a shorter than max distance.
Monster:
Increased range of monster thunder spells.
Added a new set of skills, using slow moving projectiles fired in clusters. Used by select monsters and random champions.
Changed how monster healing works.
@Enchants:
Added a "resist all" enchant that may be rolled on Unique or higher items (and some special items of lower quality may have them, such as quest rewards), providing a low resistance to all elements
Added an "elemental power" enchant that may be rolled on Unique or higher items, providing low power to all elements
Elemental resistance (single) enchants are now much more powerful and will roll in higher numbers but physical resistance remains in lower numbers
2x of the same type of satellite enchant can no longer be rolled on one item, but two different satellites can be rolled (eg not 2x molten but 1x molten 1x frozen)
"Thorns" enchant is now much more powerful and worthwhile
Satellite enchant orbs has recieved new animations!
@General:
Waypoints in boss areas now instantly activate upon entry so you don't miss them.
Monsters now become gibbed if the final hit is very large in proportion to their maximum health! (can be disabled via the Gameplay options menu).
Updated the aim pointers below characters.
Added some more stats related to achievements to the stats screen, such as how many challenge areas you've entered, potions consumed, etc.
Removed the flashy white when getting hit. Might add something else that is more subtle instead, for now there is nothing.
@Monsters & Bosses:
Captain More is now a full boss fight!
Medella is now much larger to fit her end boss status.
Monsters with extra resistances now have a visual indication of their elemental resistance(s), much like auras.
"Static" affix monsters now release lightning orbs on death.
Added a few new unique monsters to some of the new areas in chapter 1.
Monster now cast many special spells more frequently and regardless whether they are in striking range or not.
Certain monsters may now command their lesser to focus their attacks on a player/companion.
Knockback affix is no longer a 100% chance to cause knockback (cause that was really annoying).
Monsters will now get angry at objects and break them if they block their path even while idling.
Bosses who are capable of movement (such as the highpriest), and all champions, now use better pathfinding than the average monsters.
Added some new champion affixes that grant special spells & abilities.
Added more names to the champion name pool.
@Sound:
Me and a couple friends tried some voice acting and did some vocals for some bosses and monsters... turned out alright I think!
Added sound for monsters: Zombie, Wraith, Ranger, Druid
Added sound for bosses: High Priest, Captain Moore, Cael'is, Feren'el
Added some new sound effects for various spells, effects, objects, and misc environment details
@Town:
Added a Gambler NPC to town! She will sell you uknown items that may be of any rarity, and you don't know what you get until after you've purchased it.
Sarek no longer sells keys.
Sarek now carries 99x of Scroll of Return (instead of 5).
All torches light up on entry now so its not as dark.
@Quests:
The optional quest to kill Captain Moore has been inserted into the main storyline and been adjusted somewhat.
Quest text and NPC speech has been updated.
Quest rewards have been imrpoved a bit.
@Interface:
Added a new character creation screen with additional info about each class!
The menu will now create a blurred background from your screenshots, or use a default image if you have no screenshots (no more orange-brown-ish horrible gradient, yay)
Cutscene "bars" made slightly thicker and transparent at edges.
Update speech bubbles to include speaker name.
Updated some skill descriptions to be more informative & accurate.
Waypoint interface now displays crowns on boss fight areas.
Waypoints, doors, portals, etc now have improved and more visible name tags.
Spells now use a colored outline on their icons depending on their base element, visible in the talent screen and HUD.
@Fixes:
Minions now take 30% more physical damage instead of 3000% ... silly maths!
In super rare cases several entrance/exit portals could be placed on the same location, this has been fixed.
Fixed speech text being drawn incorrectly on large monsters.
Fixed issue with world collisions on large monsters.
Summoning any portal (return protals, challenge, portals, etc) will now properly remove other portals of the same type.
Animations would in some rare cases miss the last frame, this has been corrected.
Spell light effects now properly fades, rather than disappearing instantly.
Fixed crash when trying to generate an item for a specific class and none were found (it now also allows for the no-class items to be generated when targeting a class).
Fixed target compass and overhead target diamonds being drawn in the wrong spot.
Fixed items rolling 2x of non-stacking enchants like knockback immunity.
Fixed players spawning to the side of portals rather than infront or on, when possible.
Fixed debuffs and damage over times all playing the sword hit sound instead of their element sound.
Fixed sattelite enchants targeting dead foes.
Fixed chain lightning effects jumping to dead foes.
Fixed "chill damage" being called "cold damage" in the stat screen.
Embershield visual effect now properly gets removed after the buff expires.
Fixed some buffs incorrectly stacking infinitely.
Fixed crash that could happen when performing an on-cursor type spell (like the warlock's Hellfire) in certain circumstances.
Fixed waypoints annoyingly spawning you inside them so you glitch out.
Fixed hitboxes for large spiders.
Fixed too high damage output for beholders.
Monsters should now properly smash objects in their path again.
Fixed bug where monster's critrate wasn't properly applied to their spells.
Fixed temple doors being wrong height and looking weird.
Fixed a bug in Berserker's Shockwave skill, making it possible to end up isnide wall if used repeatedly against one.
Fixed a bug in Warden's Embershot skill, causing it to kill all players in some circumstances.
Fixed being able to slide super slow when rooted.
Fixed bug in co-op where lower level players could assign points in high level skills if player 1 met the level requirements.
Fixed bug in co-op where the game would crash when player 3 or 4 assigned skill points.
Fixed bug in co-op where you sometimes couldn't assign skillpoints.
Fixed potential crash on generating unstable dimensions (I guess they really were unstable..).