0.60.0:
@Skill Trees Revamped!:
Skill trees made much larger and more complex, approx 180 skills per class!
Stronger class identity and lore, and deeper class mechanics
Added a lot of customization, you can now pick from one of 2-3 different skills for each active skill slot
Active skills are now improved via connected passive skills
Added more synergy between skill trees
All classes now have their skills divided into 3 unique skill types which can be boosted individually, regardless of element. An example is the Templar having Sword, Shield, and Magic skills!
@New class mechanics:
Berserker: Rage mechanic, granting rage when dealing and receiving damage, boosting passive skills and special new Heritage skills
Templar: Block mechanic, can now use shields to block attacks and mitigate some of the damage!
Warden: Evasion, Companion Auras. Now have a base Evasion stat, unlike other classes, giving her a chance to completely avoid damage. Her companions also carry powerful Auras!
Warlock: Souls, collecting Souls when killing foes, sacrificed to empower spells and use special abilities!
All classes have received double base Health Regeneration
The Berserker now has double base Health Regeneration & Mana Regeneration of other classes
The Berserker now has the highest base Health of all classes, but no longer get bonus resistances (unlike the Templar)
@New skill & progression mechanics: Mastery levels and Master skills:
Mastery Lines are a separate skill tree in which there are 7 lines of Mastery
Each class has 1 Mastery Line for each skill tree (4) and 1 Master Line for each skill type (3)
Each Mastery Line effectively works like the skill trees, with each point spent in the Line increasing a base skill
The lines have various passive stat skills and skills that increase the raw damage of all skills associated with the element/tree
You get Mastery Levels and Mastery Points just like normal Levels and Skill Points, however there is no cap in Mastery Level!
There are caps on some of the Mastery Skills, though.
70 Mastery Skills per class!
@New crafting mechanic: Enchanting
Speak to Chantie in the Chronicon to start a quest to unlock Enchanting
With Enchanting you can..
Scramble items, generating a fresh set of enchants (locked enchants remain)
Re-roll selected unlocked enchants for a random strength
Augment selected enchants, locking them and improving them beyond the roll caps (based on quality of item)
@Anomalies & Challenge Areas:
Extended the range of the "safe area" around portals in Anomalies
This safe area now also rely on line of sight, so things may still spawn fairly close but they won't see you.
Lowered damage of the Anomaly Gargoyle boss
Anomaly & Challenge bosses are now Sturdy (immune to knockback, pulls, and stuns)
Clattergore Boss: Now has bleeding effects and bonus critrate
Adjusted the Anomaly progress calculations to be more accurate, especially in smaller and high level anomalies
Resistances are now reduced by an additional 1% per 10 floors after floor 30 (it used to cap at -30% on floor 50)
@Bosses:
Shortened intro for Feren'El
Shortened intro for Maddoc
Medella's fight room tweaked so you can't lob spells over the pillars any more. But you have larger cover now, instead.
Medella now shows a red barrier on herself when going invulnerable (when going nuts, and when teleporting)
All bosses are now immune to stuns
Captain Moore now throws a barrage of swords instead of swinging wildly
@Character:
The color of your characters clothing is now adjusted depending on the element of the skill tree in which you've invested the most points
This color is now also visible on the Hero Select screen
@Combat:
Cooldowns now start ticking right away as you begin performing the skill, this makes most skills usable more rapidly, and it also prevents skills that lowers cooldowns to lower their own cooldown (this was unintended)
DoT's, thorns, and misc non-direct damage can now gib foes, if striking hard enough!
Hidden cooldown added to knockback and pull effects, grating temporary immunity. 2 seconds for knocks, 1 second for pulls. Applies to both player and AI.
@Controls:
Added a keyboard override key for click to move, allowing you to move towards cursor while tapping/holding space bar (can be changed from controls menu)
Added keyboard support for main menu (identical to gamepad controls; use arrow keys and enter)
@Difficulty:
Adjusted difficulties and monster stats to better suit the new skills
*Will need further tweaking based on community feedback
Lowered the maximum amount of mods rolled by Elite packs on very high difficulty levels
Adjustments has been made to all difficulty settings and difficulty scaling, both in story mode and Anomalies
Difficulty information updated 
@Health and Mana pickups:
Health and Mana pickups are now a bit more regular, and more frequent while above 50% health/mana (they will appear up to 70%)
Health pickups are also no longer guaranteed when at low Health, but the rate is still significantly higher than when at high Health
Health pickups now restore 20% health (down from 30%)
Mana pickups now restore 15% Mana (down from 25%)
Champions, Elites, and Unique monsters now drop health pickups more frequently
Pickups fade away faster
@Items:
General:
Added 32 new Legendary items sets - 8 per class. Old ones have been replaced.
Added Elixir of Mastery to reset Mastery Point allocations
Changed how enchants (stats) are rolled on items, to be much more balanced and organized
Items can no longer roll two of the same enchant
Adjusted caps of all stat rolls
Unique and higher quality items no longer have affixes in their name to make it less cluttered
Shields now always roll "block chance" and "block damage" stats, with a chance to roll additional block rate/dmg
Some select items (that aren't shields) have also been given block rate/dmg enchants however you must have a shield equipped to benefit from it
Many items have been renamed to fit new naming rules & new skills
Many items have had certain powers and effects tripped from them, these will be re-added or changed in the coming updates to suit the new enchant system
Increased drop rates of rare bags
Special items that previously rolled unusually high stats now cap their rolls at the max augment (they still roll high so you might not even need to augment these items)
Slightly lowered the maximum rolls of cooldown reduction on items (~2% per tier)
Sludge Threads no longer keep killstreaks active and trigger on-hit effects
Caches & Containers no longer stack
Health on Hit has been limited to Weapon, Ring, and Offhand (shield, tome, arrow, etc)
Mana on Hit has been limited to Weapon, Amulet, and Spellbooks (Warlock offhand)
Added a Bleed Damage% enchant to items. May roll on weapons, offhands, and rings.
Items now stack in 100 instead of 99 cause that was stupid
Nearby stackable items of the same type will now stack up as they drop, so the ground is less cluttered and you do less clicking
Item tags now also show quantity
Added a small effect to items stacking and picking up items
Added a crystal counter that adds up all crystals collected within a few seconds
New item type: Crafting Material
Crafting Material stack in 1000
New items:
Magical Essence (material)
Crystal Essence (material)
Soul Essence (material)
Added new True Legendary items:
Amulet of Despair (Amulet)
The Quadruplets (Accessory)
The Skull Mask (Helm)
Royal Armor (Armor)
Ring of Titans (Ring)
Tweaked True Legendary items:
Elementium Armor: now has a % rate of which it increases resistances
Berserker, updated and new Legendary items:
Fists:
Bad Boys
Arsonists
The Thunder Claps
The Icebergs
Claws:
Claws of Gluttony
Amp Claw
Wrath Claw
Wyrmtooth
Helms:
Wrathborn Helmet
Helm of Might
Templar:
Tomes:
Tome of Condemnation
Tome of Wrath
Tome of Redemption
Book of Purity
Swords:
Starfell
Iapetus
Jupiter
Illumine
Accessory:
Heart of Grace
Armors:
Valkyrie Armor
Blessed Raiment
Shields:
Iactus
Aegis
Warden, updated and new Legendary items:
Bows:
Terra Nova
Stormdraw
Thunderstring
Marruu's Rose
Arrows:
Wind Razor
Snowpiercer
Nature's Barb
Thundershock
Warlock will get some love soon too! (Sorry)
@Interface & Menu:
Added proper support for 4:3 and 16:10 monitors
Added many new windowed resolutions to the video options
Split Video and Interface options into separate menus
Equipping/moving/buying items in the inventory now has animations
Skill trees now display animations on the skills when assigning points and opening/switching between the trees, so you quickly can tell what's available
Skills that come off cooldown now do a tiny "pop out" animation similar to items being moved
Tooltips such as item cards (when hovering an item in the inventory) now has a slight delay, adjustable from the Options menu (can be set to 0)
Inventory and HUD display are now scaled independently, see Interface & Video options to change them (you probably need to tweak the inventory scale)
Damage numbers now appear from the top of monster rather than from their feet
Added Early Access information on start-up
Improved menu buttons visuals
Added a new and improved Hero Select screen
You no longer have to set the difficulty each time you enter the game, a new "Play" button has been added that skips this step and uses your last played difficulty
A "Difficulty" button has been added to go to the difficulty screen as previously
Updated Credits.. let me know if you're not in there and think you should be, or the othe way around!
Updated the Help index with correct and more relevant information
Updated Fonts
Enemy stacked buffs and debuffs now display how many stacks they have
Crystal costs of resurrection now separate thousands with commas to make it easier to read
The inventory stat screen adds a star (*) to stats that are capped
The stat pages now display more relevant information to your class, for example only the elements used are displayed on the first page, and the unused can be found on the last page
Condensed "on hit" and "misc" effects into a single page
Updated some help texts in the menu with new stats etc
Added auto sorting button for the inventory
Added quick sell buttons for common, uncommon, and rare items
Added new menu background
Added a new loading screen with progress bar and high res illustrations
Minimap now reveals walls in a larger radius around the player(s)
New internal handling of interface redrawing and updates (much faster, no more stuttering on low end machines), let me know if anything appears odd
Added tooltip info that you can hold ctrl to spend 5x points in skill tree
Updated the stat screen making it more readable, and adding the new stats such as Reach, and some additional tracking such as crystals spent on resurrections, etc
Stat screen will now also show class specific stats, but only to characters of that class (e.g. blocking for Templar)
HUD now shows icons when you have Mastery or Skill Points to spend
Gamepads can now max out/spend 5 in skill trees by holding (X)
@Misc:
Temporarily removed he secret door buttons, until I can fix them causing so many problems >:(
(Don't worry, they will be back and improved!)
@Monsters:
Updated visual effect of explosive monsters, giving you a chance to avoid it
All types of Pixies are now Evasive
Spectral Affix now adds 20% evasion to monsters
Evasive Affix now adds 15% evasion to monsters
<Sturdy> foes are now immune to stuns
Spectral foes are no longer immune to bleed effects
Meteor affix now drop less meteors but with a larger range and larger damage
Blizzard, Meteor, Thunderous, Flailing, and Eruption deals increased damage for each level of difficulty
Added a new modifier: Collector
Collectors drop large amounts of Enchanting Materials
Can be found on both Champion and Elite monsters
Can spawn in Unstable Dimensions
Added new "Mechanical" mod to Pylons in Act3. Mechanical foes are immune to all debuffs!
@Movement and Collision:
Players no longer collide with each other in multiplayer
Walking through foes or objects now slows you by 40% instead of forcing a set 50% base movement speed (so if you have higher movement speed, you can move through stuff faster now)
@NPC & Vendor:
Added Chantie the Enchanter to the Chronicon
Gambling items now mention that they only roll up to Legendary quality
@Puzzles:
The large 9-piece puzzle now have the buttons mirrored so the crystals move towards the button pressed rather than from it  
@Performance:
Improved tiling system, giving a slight increase to FPS and load times (mostly noticeable on low-end machines)
Improved recalculations of stat, equipment, buffs, etc. to be quicker (should remove some random stuttering on low-end machines)
Improved skill point calculations, removing stuttering when several players were rapidly assigning points in multiplayer, and some stuttering in singleplayer as well
Less stuttering when saving
Pretty much everything related to interface drawing and updates, like inventory, skill trees, etc. has received a performance boost and all known stutters/chops have been removed (stash may still stutter when opened due to loading contents)
@Quests:
Tweaked many quest rewards
@Respawning & Death:
Respawning now grants a 2 second invulnerability buff that is cleared if you attack
Increased speed of respawning
Changed visuals of respawning somewhat
You no longer lose experience on death before level 5
Mastery experience isn't lost upon death until Mastery level 5 (approx character level 21)
Dying inside a challenge area now resets all your cooldowns
Choosing to spawn in town will also reset all cooldowns
@Shrines:
Shrine effects are now more powerful
Added a few new shrine effects
@Skills:
General: 
Hitting a skill key will now queue up that skill to be performed next
There is a half second window in queueing up skills, meaning you can queue something that is just about to come off cooldown, and it'll be performed as soon as possible
Hitting a different key will override the queued up skill if there is time (eg mid-animation of another skill)
You can hold down any other skill key while queing up other skills - whatever you queue is performed in between the skill that you are holding down, if possible
Skills are now placed at the target / location of your aim at the time of the button press, rather than at your target / location at the time of animation end
Added red target circles for some attacks like the Meteors, giving you a chance to avoid them
A few player skills will use these to mark their radius, but they will be a different color
Movement skills such as Warp and Leap are no longer stopped by pillars or empty void, meaning you can teleport & jump over/across pillars and holes
Moved some fire effects to be drawn behind players and foes for visiblity improvement
Updated basic visuals of many Frost effects
Added freeze visuals
Improved Chain Lightning visuals
Updated burn and fire effects
Updated the tier 1 active skill descriptions to be more clear about being default attack replacements
Many skills have had their durations scale up faster or start at maximum duration on rank 1 to make them more attractive at low points
Skills are now unlocked at 4, 9, 14, 19, etc points spent, making them available at levels 5, 10, 15, 20 -- etc.
Cooldowns rebalanced to be more generalized:
Tier 1 (Base) remain at 0 seconds
Tier 2 Active skills are now 4-6 seconds (was 3-6)
Tier 3 (Aura, Heritage, Companion, Ritual) remain at 30 seconds
Tier 4 Active skills are now 9-12 seconds (was 5-10)
Tier 5 Active skills are now 30 seconds (was 30-35)
Tier 6 (Ultimate) remain at 100 seconds
Companions:
Companions now pass through breakable objects without being stopped or slowed
Companions now list their upgrades as buffs above their nametags, if nametags are enabled
A lot of stats and mechanics were changed for the AI, allowing companions to have Thorns and the new Evasion stat, among other things
Some minor AI tweaks
@Stats:
Thorns damage is now considered Physical damage and is improved by your Physical damage bonus (certain skills may change this to deal & benefit from other elements)
Buff Duration stat changed and is now called Effect Duration. Now affects all skill and spell durations, including temporary summons' life, conjured spells like storms, ultimate skills, etc
Knockback is not as common any more and is no longer found on melee weapons, but instead appears on ranged weapons
All resistances now cap at 70% (including the difficulty negation, so you technically still need more than 70% to actually reach the cap on higher difficulty)
Side note: anything benefiting from your resistances, such as <The Hearstone>, checks resistances *before* they are capped. This applies to all similar stat checks!
Magic Find capped at 500%
Cooldown Reduction is now capped at 90%
Added new stats:
Chance to block (capped at 50%, can block all types of direct damage, regardless of source)
Damage blocked (capped at 50%)
Overpower, elemental piercing/ignoring stat
Reach, increases the range and radius modifiers of skills
Evasion, a chance to avoid attacks
@Sounds:
Added 40+ new sounds for the updated skills
New sound effects for interacting with npc's, and a lot of interface stuff
Added new varied sound effects for Zombies since they are so prominently featured
Added a few sound effects for Skeletons
Added a new volume slider for Speech, such as boss intro, boss death, and boss special attack speech
Added a new volume slider for rare loot (Unique + Legendary drop sound)
Improved sound looping of skills like Boulder, Tornado, Gust, etc
Changed the impact sound of the Holy Bolt's used by Elves
Debuff trigger noises (such as bleed effects) now only play if the debuff doesn't aldready exist, i.e. refreshing an effect wont repeatedly play the sound
Tweaked some sound effect volumes (particularly lightning/chain lightning sounds and explosions)
@Unstable Dimension:
Removed Blood Nova affix from pool
Added Nova and Evasive affixes to pool
Smaller in size
Doesn't spawn as frequently
@Fixes:
Fixed issues with some area portals not spawning correctly
Fixed issue with empty Unstable Dimensions spawning
Fixed being able to kill the Pylons in the Maddoc Fight before it starts
Fixed being able to apply debuffs to invulnerable foes
Fixed rare crash in multiplayer with generated items
Fixed rare issue where you might run out of enemies in an Anomaly due to a miscalculation
Fixed debuffs overriding immunities
Fixed enemies yelling to attack themselves or their buddies 
Fixed major bug with damage calculations and triggered effects, causing the triggered effect to override the damage of the skill triggering it
Fixed crash when using a portal scroll after being a puzzle
Fixed issues with refreshing slowing debuffs
Fixed infinite recursion crash with chain lightning spell
Fixed issue causing some non-skill based companions having 1 health 
Fixed both crystal counter and Anomaly counter on UI being distorted with certain scaling options
Fixed inconsistencies in base skill texts
Fixed dungeons being scrambled after re-entering
Fixed vertical overlapping of skill cards in multiplayer (item cards will overlap when inspecting items due to beeing much larger)
Fixed the skill info card being confined to the skill tree window in singleplayer (should only be confined in multiplayer to prevent overlapping)
Fixed issues with companions not being properly removed if the maximum number was lowered (due to a previous increase from equipment or skills)
Fixed player getting stuck if clicking an item tag to move to it with click to move, while performing an attack
Fixed player getting stuck if opening the inventory mid-attack while using click to move
Fixed very erratic movement when using click to move and clicking at players feet
Fixed click to move using left mouse button for main attacks regardless of how you bind it
Fixed several issues with click to move and holding shift (force attack)
Fixed click to move stopping characters at actors and objects
Fixed click to move speed while walking through packs of foes or densely placed objects
Fixed issue where using click to move could control all players in multiplayer
Fixed not being able to perform main attacks without holding shift even if you rebound the main attack to a key different than left mouse (click to move)
Fixed not being able to loot items by clicking the item tag displayed when holding Alt
Fixed not being able to move to an item by clicking the item tag when using click to move
Fixed hitting tab from questlog bringing up stat screen
Fixed issues with skills not being usable after their cooldowns had been adjusted from for example Torrent
Fixed the skill trees not properly indicating whether a new tier is unlocked or not
Fixed issue with shield type buff such as Grace (Templar passive) not correctly disappearing from the UI when depleted
Fixed rounding errors and bad/incorrect presentation of values on many buffs
Fixed some passive skills using incorrect calculations and values otehr than those represented
Fixed buff tooltip not being properly anti-aliased
Fixed issue drawing all buffs on targets and companions as negative, even if they were positive
Fixed rare issue with damage percentage calculations
Fixed stuns wearing off from enemies during cutscenes or times when the player did not have control
Fixed a lot of text alignment problems in the menus
Fixed being able to click through item tags so you accidentally interact with other items/portals/enemies/etc
Fixed not being able to select bottom items in dropdown lists in menus, if clicking on the bottom half of the item
Fixed being able to pick a windowed resolution larger than your screen, creating all sorts of problems
Fixed some skill-boosting items dropping before the skill is available
Fixed rare issue causing freezing sometimes on item generation
Fixed Roman numerals so they can go higher than 30
Fixed stackable buffs not properly refreshing duration at max stacks
Fixed issue making stackable buffs benefit from Effect Duration twice
Fixed issue where trees could spawn in front of entries to the next zones in forest areas
Fixed crashing on Anomaly level 350 and up
Fixed mouse being able to hover and interact with invisible belt slots while in the stash
Fixed some items still rolling old (removed) enchants
Fixed some skills hitting dead foes (may be more like this)
Fixed some visual effects of buffs and debuffs remaining on foes after they've died or been gibbed
Fixed repeated messages of "Stunned!" if rapidly repeatedly stunning an already stunned foe
Fixed stash eating caches
Fixed caches being destroyed/overridden/merged while dropped out of inventory or picked up   
Fixed issue where monster levels weren't updated on level up (thus lowering exp gain)
Fixed being able to exit anomalies during boss fights if going through the entrance portal
Fixed cooldowns on the display not scaling with a display of 200% or more in size
Fixed some incorrect item sounds
Fixed cooldowns and buffs ticking during cutscenes
Fixed holding a movement key while holding an attack key moving your character slightly between attacks
Fixed incorrect swapping of belt slots when stacking items
Fixed many breakables playing the wood break sound after re-entering the area
Fixed rare issue where two zone portals could spawn on the same spot
Fixed error sound playing when holding ctrl to assign all points into a skill with less than 10 pts as maximum
Fixed the stat screen scrollbar not scrolling to the top properly with mouse
Fixed lightning orbs continuously playing "zap" sounds
Fixed interface scaling being locked at 300% even if slider goes higher
Fixed some interface/HUD scaling problems on very large resolutions
Fixed some grammatical errors in load screen tips
Fixed clicking on item text popups having shorter range then if clicking directly on item
Fixed being able to pick up items and interact with objects through walls
Fixed skill next rank preview not calculating correct damage
Fixed keys not being visible when overriding your filter for consumable items
Fixed incorrect experience calculations when there's a big level gap between players in multiplayer
Fixed incorrect experience requirement calculation of level 1 (was too high)
Fixed issue where same debuffs from different players wouldn't be applied in multiplayer
Fixed issue that removed the damage cap on hostile DoT effects
Fixed issue with clearing buffs and their stacks, sometimes pushing stacks over to different buffs
Fixed The Heartstone not properly nullifying elemental resistances granted by class bonuses
Fixed chain lightning effects sometimes dealing less damage per jump (this was an old feature that wasn't entirely removed)
Fixed numbers on the GUI sometimes reporting for example 15.00% instead of just 15%
Fixed an issue which caused buff and debuffs to tick twice on their last tick
Fixed some general targeting issues of spells which should be placed at mouse cursor
Fixed some effects disappearing when changing areas
Fixed health and mana pickups restoring health/mana to dead players in co-op
Fixed levelling up while dead restoring health to max (and still remaining dead) in co-op
Fixed Tinka's Domain having some floor tiles missing
Fixed some skill tooltips displaying incorrect values when no points spent in it