The «+N» of supports is now the usual overflowing chance (additional projectile, pierce, chain): every 100% is a sure bonus, each rank adds +35%. Branching at rank 5: +340% chance for an additional projectile. Through the Circle of Gifts they also give the overflowing chance.
Support drawbacks soften by 5% of themselves per rank, trigger chances grow by 10% per rank, and triggers already at 100% get shorter cooldowns.
Inner Circle
Changed
An aura with this support affects only its bearer and no longer draws its ring and particles around them.
Gem effects and your attributes
Changed
Skill gem effects use all your character's attributes: damage, crit, ailments, projectiles, area, duration, minion, aura and curse attributes. Support rows add into the same sums. An effect's tooltip on the board shows the result with your attributes.
World and exploration
Halls of Oaths
One run at a time
Changed
If you have an unfinished run, entering through other gates asks whether to leave it. You can also leave a run at the lobby exit.
A run with no living members left fails at once, and the fallen no longer wait in the lobby.
Halls entrances
Changed
New entrances pick level ground, face the open side and level the ground in front of the door.
Existing entrances sunk into the ground or boxed in by rocks and trees get a level pad and a cleared approach where they stand.
World
Great Rune of Awakening
Changed
The rune now rebuilds looted Charred Fortresses and Ashlands ruins, Hildir's Plains fortress and ruined dvergr towers: new enemies, new chest loot and Bell Fragments again. Player builds and items are left untouched.
The old contents of such a place's chests vanish when it is rebuilt instead of spilling on the ground.
Interface and usability
Items and gems
Blank Runestone
Changed
The Runic Chest now has a slot for Blank Runestones, which stack without limit.
Wandering Hearth
Changed
The jewel no longer stops the Rested timer. Now burning, getting wet, cold and damage do not switch off your Comfort.
Essences
Changed
Every essence now has a description that says what it can be crafted into at the Rune Carver Table.
Character window
Stats by your loadout
Changed
The stats window now computes the result with the weapon in hand exactly as combat does: crit chance and multiplier, damage, attack speed, stagger, ailment chances, projectiles, area, stamina and eitr cost. Lines for a weapon you are not holding show the bonuses, and the tooltip lists every source, including each worn item.
Fixes
World settings
Eureka points
Fixed
Your chosen Eureka points and several other reward numbers no longer reset on every game launch.
Combat
Reduced cost
Fixed
Reduced cost rows with no qualifier (including «while moving») no longer apply several times to one attack. Before, 22% turned into about 70%.
Rune Bulwark
Fixed
With this talent a broken rune shield turns endurance off: before, it worked all the time even at zero shield.
Area attack looks
Fixed
Slam dust and other area effects now grow with your area and show how far the hit reaches.
Frost Wave
Fixed
The effect now appears together with the damage, not seconds later. Other effects with the same delay are fixed too.
Unseen enemies
Fixed
Enemies with the Unseen modifier no longer slide without animation while hidden.
Items and gems
Sigils of Blight
Fixed
Sigils of Blight are now always corrupted, wherever they come from, and carry the usual corrupted plate; the tooltip says they go only into a corrupted socket, and a refusal names the socket needed.
Runic Anvil
Fixed
With mods that change chests, the anvil no longer copies an item or refuses to give it back; the Runic Chest is protected the same way.
World
Extra fish per Rested charge
Fixed
The crafting tree property now really gives extra fish.
Ore through portals
Fixed
When the world lets everything through portals, the tree node no longer takes a share of the ore.
Performance
Fixed
Periodic world checks no longer walk the whole world in one frame: the regular hitches on big worlds are gone.
Halls of Oaths
Halls of Oaths
Fixed
Entering through other gates no longer takes you into your unfinished run.
When a fallen player enters the Halls again, the winner is no longer thrown out of the final room.
Logging back in after a victory keeps you in the arena: the Halls no longer close with unopened chests.
The nearby Halls entrance now finds a place even in dense forest or near buildings: its mark no longer points at an empty spot.
The way back to the lobby now always stands in the final room next to the altar and opens when the guardian falls.