@New content summary:
Act 3 added to the game! Discover the mysterious Clairebourg Castle, and the madness within it...
Crystal puzzles: Randomized crystal puzzles of varying difficulties now spawn in the game world.. solve them for great treasure!
Itemization overhaul: Items roll enchants differently, over 30 new enchants added, affixes quadrupled, and much more!
Expandable inventory and stash: Pick up bags to expand your inventory size, and purchase new rows of stash space!
More equipment slots: Characters now have many more equipment slots, and special class items that provide unique bonuses!
Revamped buff and debuff system: Stack up those poisons! your damage over time effects are now much more powerful, and buffs last through zones!
Difficulties re-balanced: Harder difficulties are now much harder, but in return provide reward!
@Areas:
Most areas can now spawn "crystal puzzles" - randomized mini puzzles that award rare loot chests
The Archdruid's garden has had the Shrines moved away from the boss
Changed the positioning of guards, Tarot, a few details, and lights in The Chronicon
Improved spawning locations of waypoints for many areas
Changed lighting of some areas (coloring and brightness)
@Achievements:
Added 18 new achievements
Existing achievement descriptions have been changed to be spoiler free
Unobtained achievements now have a padlock on them (spoiler free!)
Updated some old achievement icons
@New inventory and equipment:
Base inventory is now 26 slots, and can be increased to 50 with the new (rare) bag items!
You now have 4 belt slots and you can now drag and drop items directly into them
You now have 8 equipment slots: Helm, necklace, armor, boots, accessory, off hand, weapon, and ring
Items information are now displayed on mouseover, and it will show whatever is currently equipped in a side by side comparison
More stats are directly visible on the inventory screen, such as elemental damages
Context menu has been removed for mouse controls, you now right click to equip/use/sell/buy/withdraw/deposit/etc (to drop items simply drag and drop items outside the inventory)
@Buff and Debuff system revamped:
Various effects may now stack, for example damage over time effects coming from different sources now stack
This means that, for example, the Wardens poison skills now each apply their own poison damage over time, rather than overwriting a single one as it previously would
Monsters stack their damage over time effects on you too, but in a much more limited way (or they'd pwn you)
Spreading effects like burn debuffs and the Warlock's "Contagion" skill no longer spread infinitely and no longer resets durations upon spreading (too stronk)
Monsters display buff and debuff icons above their healthbars
You can now hover buff icons on the interface to see what they do
@Vendors, Stash, & NPC:
Vendor buy/sell/buyback interface condensed into one page
Sarek now has a chance to have inventory bags of any rarity in stock, but he sells them at a very steep price...
All vendors sell infinite amounts of their previous limited stack items (potions, gambling, etc)
Gambled items are now always your level
Gambling is now always done with a solid 250% magic find rate
Tarot is now a bit picky with whom she sells her goods too, and won't sell to low level characters..
NPC will now stop talking at a shorter range
NPC will now close their dialogue shortly after the text reaching the bottom, depending on the scroll speed
Korem (the Guide in The Chronicon) will now heal you and remove any ailments when you speak with him
Korem changed his shirt for no reason in particular
Tinka is now working on the 4th waypoint, and is also increasingly murderous
Stash look updated
You can now purchase more space in your stash!
@Character, Difficulty, & Progression:
Balanced experience required after level 40
Improved level up effect
Starting equipment for new characters updated
All characters now get +1% magic find per 4 levels (previously 1 per 2 levels, but with recent changes this was too much)
Health growth for all classes tweaked, Templars and Berserkers will find themselves with much more health now
Gear Score indicator has been tweaked to also consider the enchants of the items worn. The Gear Score can now also reach as high as about 300%
Higher difficulties now also lower your base resistances into negatives
Slightly lowered monster bonus damage on higher difficulties to compensate for the resistance loss (it balances out better this way)
Death is now much more dangerous, as you will now lose some experience points by dying!
You now need less experience to level up the first 10 levels, instead of the first 5
Balanced the experience gained from killstreaks across difficulties
Legendary items now only drop on Veteran or higher difficulty setting
The amount of experience gained from most quests has been tweaked. Side quests give notably more experience than main quests
@Loot, Items, & Equipment:
Added over 50 new unique and legendary items!
Added new equipment slots for Rings, Amulets, and Boots
Added a new slot for "off-hand" items: tomes, spellbooks, shields, claws, and arrows
Removed one of the accessory item slots
You can no longer find items below your level while on max level
Made some unique and legendary items that roll holy and shadow damage locked to Templar and Warlock respectively (since no one else uses those elements)
Items locked to a class that always roll a specific element (like the element sets) can no longer roll other elements
Example: "Nature's Vengeance" (Warden bow) always roll Poison damage. Now extra rolls cannot be Lightning, Physical, etc. But only Poison (and other non-elemental stats)
Items that aren't locked to a class will roll any elements fitting your character's class (in multiplayer it will pick anything fitting any of the classes being played), ignoring the restriction above
Stackable items like potions now stacks up to 99, instead of 30
Unique monsters (green names) now always drop their associated unique item, rather than having a chance of doing so
Chests now randomize spawns each session (like monsters do)
Chests can now spring various traps..
"Shimmering Chest" appropriately renamed to "Legendary Chest", and look much cooler
Added 4 new tiers of Health and Mana potions and re-balanced existing, you now access a new tier of potions every 10 levels
Potions drop less frequently from both monsters and breakable objects
Potions now have a 10 second cooldown
Items below Unique quality are now colorized depending on what stats they roll
Added over 30 new random enchants on items, most of which are special effects such as chance on hit/kill/crit/hurt/gib
Many existing sets have been changed because of the item slot changes - some of your existing sets may no longer provide full bonuses until you find the updated pieces!
Many existing unique items had their enchants updated
Items that roll two (or more) of the same enchant now combines them rather than stacking several similar enchants (eg you don't get two counts of +Health, but instead a single larger one)
Updated descriptions of many enchants
Quadrupled the number of available affixes for items (new enchants and strong version unique affixes)
Changed how the "Magic find" stat affects drop rates, making it scale multiplicatively rather than additively, so it's worth stacking it up
(for example a champion have +300% MF, and you having +30% would mean 330% earlier, now that would be 390% instead (300*1.3))
Loot drop rates adjusted, lower levels get more loot thrown at you since you level quickly and need stuff to get going
Champions now always drop something, and have received an increased chance for additional drops
Elites are now very likely to drop something
Elite & Champion bonus MF is now based on their maximum health in relation to what an average monster of their level has, meaning the large and slow-to-kill champions are much more likely to drop good stuff, making fighting them very worthwhile
Item "Molten Orb" is now replaced by a Fire element ring called "Supernova", making a legendary ring for each element
Tweaked value of crystals dropping at higher levels somewhat
Increased the "click area" of items on the ground so they're easier to pick up, especially potions
Items no longer roll bonus experience on max level
Rebalanced elemental resistance stat rolls on all items
Templar items no longer roll companion damage and companion health stats, as she has no companion skills
Enchanted items now always roll 1 enchant, Rare and Unique always roll 2, and Legendary always roll 3. Rings and Amulets roll 1 extra. (previously they rolled less and it varied randomly on the same quality)
@Sound & Music:
New cool sounds for quest start, update, and completion!
Additional new sound effects for levelling up and finding rare items.
Added a voice for Stamm The Unbreakable (some act2 and act1 bosses remain mute for now)
80+ additional new sounds added for equipment, skills, monsters, bosses, and other things!
Misc technical improvements to sound system
The Chronicon now has some cool background music!
Added new music to the final zones of Act 2, and to all caves.
Added several new tracks for Act 3.
Some minor changes in music control, fading, start times, memory handling etc. (should make hotfixes and updates smaller in size, too, after the 0.50.0 update!)
@Skills:
Aura skills are now applied AFTER passive skill effects, meaning percentage increases includes the effect given by the passives
Some adjustments have been made as similar damage over time effects from different sources now stack, making for example poison very powerful
Some damage over time has got their damage lowered, whereas some direct damage has got the damage increased to balance the issues. Note that it will most likely require further balancing based on feedback!
Pull effects no longer pulls the target INTO the puller, but rather to just infront of them
Maxed out (level 5) passive stat skills have been adjusted to grant more than what an average legendary item of the same level would, making them much more useful
Note: "level" in formulas below refer to skill level, not player level
@Berserker:
Hot Blooded: Now grants a set value that scales with your level, rather than a percentage increase. (adds +50 hp/sec on level 5, player level 100)
Blazing Fists, Lightning Jabs, and Frozen Fists: Now deals 140% + 6%*level, up from 120% + 5%*level
Explosive Punch: Now deals 170% + 10%*level, up from 150% + 10%*level
Flamewrath: Now deals 300% + 20%*level, up from 250% + 15%*level
Fists of Fury: Now deals 70% + 5%*level, up from 50% + 5%*level
Rabid Hyenas: Now has 40% + 4%*level damage, up from 30% + 2%*level
Arctic Armor: Now grants resistance to everything (including physical), but lowered amount to 5% + 2%*level, down from 5% + 4%*level
Shattering Punch: Now deals 250% +20%*level, up from 200% + 20%*level
Arctic Roll: Rolls much faster, ice formations animation updated
Icicles: Ice formations animation updated
Dodge Roll: Distance reduced to 6 meters, down from 10. Rolls much faster, but is not affected by attack speed.
Thunderstomp: Now deals 350% + 25%*level, up from 250% + 20%*level
@Templar:
Your skill points will be reset due to a new skill being available and one having moved position!
Armorer: Now increases physical resistance by 4%*level, up from 3%*level
Shield maiden: Now gives 5% + 2%*level, up from 2% + 2%*level
Tank: Now gives 4% * level, up from 3% * level
Shield Slam: Now has same attack speed as Smite, Sear, and Sparkstrike. Deals 130% + 5%*level, changed from 115% + 7%*level
Sword Dance: Now deals 300% + 30%*level, up from 300% + 20%*level
Shield Throw: Now deals 125% + 10%*level, up from 115% + 7%*level
when there are no targets within range, 50% of the remaining damage for the remaining bounces are dealt instantly to the last target
is also now slightly homing and less likely to miss after the initial bounce
increased cooldown to 5 seconds, up from 3
New skill: Celerity. All skills have a 5% + 2%*level chance to reduce the cooldown of Sword Dance by 1 second on hit. Available at level 30, and requires Sword Dance.
Sharpened Blade: is now available at level 10, and requires Might instead of Sword Dance. Proc chance increased to 10% + 5%*level, up from 4%*level
Shield Dance: Mana cost removed.
Thunderstrike: Now deals 140% + 13%*level, up from 140% + 10%*level
Static Overload: Now deals 30% + 7%*level damage, changed from a constant 50%
Discharge: Now releases an additional orb at max rank, orb count: (3/3/4/4/5/5/5/6/6/7) up from (3/3/3/4/4/4/5/5/5/6)
Molten Shield: Burn effect on ground now lasts a maximum of 7 seconds, down from 8.33
Taunt: Range reduced to 7 meters, down from 10
Smite, Sear, and Sparkstrike: Now deals 130% + 5%*level, up from 110% + 5%*level
Holy Hammer: Now deals 125% + 10%*level, up from 115% + 10%*level
Expulsion: Proc rate lowered to 5% + 2%*level, down from 15% + 3%*level
Salvation: Proc rate increased to 12% + 2%*level, up from 15% constant. Restoration increased to 2% + 1%*level, up from 1%*level
@Warden:
Barkskin: Now gives 5% + 2%*level, up from 2% + 2%*level
Poison Vial: Now deals 135% + 5%*level, down from 120% + 10%*level
Vine Shot: Now deals 120% + 7%*level, down from 120% + 10%*level
Tumble: Mana cost removed. Distance reduced to 8 meters, down from 10. Cooldown reduced to 4 seconds, down from 5. Tumbles much faster, but is not affected by attack speed.
Acid Rain: Now deals 300% + 15%*level, up from 300% + 10%*level
Winter Storm: Will now go after your current selected target (if any) otherwise they will go for whatever is closest and within a line of sight
Also reduced the number of storms to 2 from 4 maximum (maximum 3 with Winter's Touch 3-part set bonus)
Frost Queen: The range of the Frost Wisps has been increased to 12 meters, up from 8
Hailstorm: Now deals 130% + 5%*level per strike, up from 130% + 3%*level
Thunder Storm: Now deals 130% + 5%*level per strike, up from 130% + 3%*level
Arrowhail: Now deals 120% + 20%*level per arrow, up from 120% + 10%*level
@Warlock:
Poison Bolt: Now deals 90% + 5%*level, down from 100% + 5%*level
Poison Skull: Now deals 150%+ 10%*level, up from 130%+ 10%*level
Poison Nova: Now deals 120% + 5%*level, down from 130% + 10%*level
Frost Spear: Now deals 120% + 5%*level, up from 100% + 6%*level
Comet: Now deals 300% + 30%*level, up from 300% + 20%*level
Death Blast: Now deals 120% + 6%*level, up from 120% + 5%*level
Reaper: Now deals 140% + 8%*level, up from 120% + 5%*level
Warp: Mana cost removed. Distance reduced to 8 meters, down from 10. Cooldown reduced to 4 seconds, down from 5
Tendrils of Death: Now has 100% + 15%*level damage, up from 100% + 10%*level
Vampirism: Now grants roughly 30% high health steal (145 at player level 100)
@Monsters:
Champion health values severely reduced on low levels
Elite health values somewhat reduced on low levels
All health values growth rate re-balanced, making mid-tier skills much more useful, and high level content more challenging
Reduced squad size of stags
Lowered attack speeds of most ranged enemies
Monster versions of healing spells are now much more powerful than before
Slightly increased hitboxes of bats
Added spawn animations for a few monsters
@Affixes:
Treasurer affix no longer provides a health boost
Treasurer Elite monsters now drop fewer items than before, but Treasurer Champion monsters drop more items than before
Giant affix now increases the health by a lot more
Regenerative monsters now have a hard cap on how much they can regenerate per tick, since a regenerative champion monster with extra health would sometimes regenerate faster than you could damage it
Enhanced< affix now affects a few more skills, for example Warp, changing or improving them
Increased the range of target commands issued by certain monsters ("Target <name!" stuff)
Invisible monsters now also hide their auras and crowns while invisible
Infernal monsters are now on fire
Many monsters with powerful affixes now use their abilities more frequently and to a greater effect
Grapplers now slow the player by 80% for 1.5 seconds instead of 100% for 2 seconds
Many bad combinations of affixes has been removed, eg dodge + pull, charge + pull, etc
Melee monsters no longer dodge
Resistance affixes are now stronger on higher difficulties 
Bomber affix bombs has much lower knockback
Twister affix now only casts one twister, but much more frequently
Added some new monster affixes:
Gooey, Brute, Obscure, Summoner, Flail
@Bosses:
End bosses are no longer affected by slow effects, as they cannot move anyway (thus making slow effects not correctly fade)
Health values and drop rates tweaked a little
Captain Moore now uses the Castle Guard skeleton skin, and flails around like the fool he is
Stamm The Breakable's minions now cast their heals much more frequently, for higher values, and have more health
Medella is back to normal size
Changed animations and attack frames of Medella to be more fluid
@Shrines:
Shrine effects now last much longer (2 minutes for most) and grant stronger benefits
Added some new Shrine effects
Improved visibility of shrine texts
@Misc:
The game will now create and keep up to 3 backups of each save. In case you find a character file corrupted, go to the save/backups/ folder and revert to a backup by copying it into the save folder and changing the file extension to .char
You no longer fall from the sky when respawning (that was pretty odd wasn't it?)
Respawns are a little faster
Respawns are no longer automatic in multiplayer. To revive a fallen player, the other players need to stand close. More players speed up the process!
Can no longer put quest items into stash
The Sealed Chamber will now consume the key when opening it, but will remain open for the session
The Vault will now only open once per playthrough
Autosaves have been changed and now happens on the following occasions: leveling up, completing a quest, and on load screens
Effects like slowing enemies now gives a notice when it triggers (though stacking an existing effect does not trigger repeated notices)
Added a credits screen
Added a "random name" button when renaming or creating a new Hero, in case you need inspiration. It will generate up to 256 unique names for each class
You now get an error message if you attempt to rename a character to an already existing name
The game no longer defaults to fullscreen for new players, because windows 10 doesn't seem to agree with it
The game will now retroactively check for completed quests and award achievements when loading a character, in case the achievement has failed to be awarded for some reason
Spike traps now activate any other traps around them.. and react slightly quicker after you step on them, and deal twice as much damage :
Added a notice when connecting & disconnecting gamepads in the menu
Updated the target arrow below your character to be more clear
Removed the default config file (it had no purpose anyway)
Resurrecting on corpse in multiplayer will now resurrect on player 1's corpse, in case someone ran away
Removed some unnecessary error log dumps related to versioning and old saves (old saves and data are now silently rewritten into new formats and obsolete items removed to prevent errors)
@Interface:
Cooldowns on spells are now drawn in white, and red if you don't have enough mana
Can now close the inventory screen by clicking outside of the window
Updated item colored borders to be more clear and have different looks, to hopefully help colour-blind people
Updated map icons to be more clear
NPC's with active quests are now displayed on the minimap, and secrets are no longer displayed... (because they're secret)
Added a custom cursor, and an option to change the scale of it from the "Video & Interface" menu
Mouse cursor is now hidden when using gamepad
Added an option to the gameplay options to make the "inspect nearby" button toggle rather than needing to be held down
Increased the range of "inspect nearby"
Slight adjustment to the item/object mouse hitbox (easier to click smaller things like potions)
Optional areas now have a blue colored names on portals, waypoints, and loadscreens, so they're easily distinguished from the main path
Damage numbers now go behind things like name tags and healthbars, and have a new look an animation which should make them more clear and cool!
The quest log now indicates whether a quest is a story or optional quest
The quest log now also color codes locations, npcs, targets, items, etc
The load menu now animates the heroes, and also displays the last played version of a hero
You can now both buy and sell 10x of an item if you're holding down control - if you have less than 10 of an item you can still hold control to sell all of them (for gamepad this is left trigger)
Local time is now displayed in the top right
Improved layout of belt and skill slots in multiplayer (fully mirrored now)
Characters already loaded by other players in multiplayer are no longer put in the character list when loading
The inventory now displays consumable cooldowns
Pausing the game and dying now closes any interface menus like the inventory etc
Can now press B on gamepad to deselect currently selected character when loading, it will no longer back all the way out to the main menu
Difficulty text is now also displayed after selecting it to make it more clear
@Fixes:
Fixed experience values of some bosses (they gave too little!)
Fixed some sound pitch problems with boss speech, should now only affect their pain grunts
Fixed captain Moore having some delays in some speech
Fixed quest items dropping from select monsters when quest was already finished
Fixed Sgt Jorgen dropping a key whenever he gave you a quest (should now only drop a key for the stampede quest as he offers you to loot their chest)
Fixed 11 instances of typos on the word "soldier" in Act 2 (I counted)
Fixed item Druid's Scroll not granting its properties
Fixed item Packleader's Vest granting the properties of Druid's Scroll
Fixed being able to have both Stags and Alpha Wolves at the same time if Packleader's Vest was equipped when having active wolves
Fixed crash on hitting Y on a gamepad while in your equipment
Fixed the companion "Mollug" dealing 1 damage at all times
Fixed a memory leak in the interface and item handling
Fixed Templar skill "Barrier" giving way too low resistances
Fixed monsters stacking the Barrier skill animation infinitely
Fixed issue causing slow effects to last much shorter than intended on monsters
Fixed the 3rd waypoint granting unlimited access to challenge areas
Fixed the low health warnings only being able to re-trigger if health had been restored directly and not via regeneration
Fixed Hellfire projectiles being pointed in the wrong direction
Fixed Molten Shield not costing mana
Fixed some small memory leaks in dungeon generation and player respawning
Fixed crash on getting a Shrine health and mana restore with companions active
Fixed rare crash when using Pixies with the Chain Lightning spells as a Warden
Fixed damage numbers going in front of healthbars
Fixed Templar's Barrier not increasing Shadow resistance
Fixed several item icons that weren't centered properly
Fixed waypoints in The Chronicon not lighting up properly when starting the new acts
Fixed controllers vibrating endlessly if pausing during a vibration
Fixed being able to activate waypoints for later areas before unlocking them (but not use them)
Fixed unique monsters sometimes playing their "spot" sound twice at the same time
Fixed some options not saving being changed
Fixed being able to rename a character to a blank name, making it unable to load
Fixed some areas which doesn't have waypoints showing a message that a waypoint was activated upon entry
Fixed player character have an erratic movement/shake at certain movement speeds
Fixed players and pets being able to get locked out of the fight vs Mundus
Fixed portals in certain areas spawning to the west rather than north, and east rather than south
Fixed "Thundering Cave" entry in Rosewood spawning in the middle of nowhere
Fixed some cutscenes causing the player to get stuck after ending
Fixed being able to navigate past the last button in the options menu when using gamepad
Fixed crash from certain monster Thunder spell(s)
Fixed Bloodlust activating twice when wearing Ragnarok Guard
Fixed unique monsters sometimes duplicating their unique item drops
Fixed the "death" stat tracking always increasing for player 1 in multiplayer
Fixed experience being incorrectly calculated when all players leveled up at the same time in multiplayer
Fixed issue where lights stop lighting up after having been in a boss fight
Fixed issue where quests would disappear from your quest log even if they were active (they'd still function only not be listed)
Fixed swapping items in the stash also swapping the belt bindings of items on the same slot in your inventory
Fixed player summoned portals leading into quest-triggering areas triggering the quest for any player not having the quest, when seeing the portal in multiplayer (should only trigger when seeing the actual entrance now)
Fixed a rare case of belt cooldowns being drawn incorrectly
Fixed particles from many base strikes such as Sparkstrike and Sear appearing at an incorrect angle
Fixed issues with bats sometimes not attacking properly or getting stuck in the attack animation
Fixed bug where Medella wouldn't teleport to the middle to perform her big attack
Fixed click to move and player one gamepad setting not cancelling the other, sometimes causing issues
Fixed issue where you could get stuck on the ambient light setting screen
Fixed highlight outline on NPC's not outlining them fully
Fixed issue where many skills and spells didn't properly hit flying or tall monsters
Fixed rare crash on the Archdruid if he died at the exact same time as you were hit by his lightning orb spell
Fixed Templar's Rapid Strike showing incorrect values

