Version 2.5
New features:
- "Toorum mode": monsters kills now grant experience points based on the number of characters in your party (equally divided).
- New visual interface to track spells and effects durations.
- New visual interface for resistance diminishing returns.
- New visual interface for health and energy regeneration.
- Monsters now also gain accuracy when they scale.
- Health and energy potions now have a scaling part to be more useful to high level characters.
- Magic Bridge has a one second animation before being usable. So it can no longer be chained infinitely (was not intended!).
- Detections spells have a longer duration and their elementals schools have been fixed.
- Oracle now also detects items.
- Cure Petrify replaced with Flow of Mind. Makes the party immune to petrified and paralyzed conditions while active. (Usable in Toorum mode!)
- The Island Master clones are no longer considered normal living beings by the Detect Life and Shadowlands Vision spells.
Difficulty balance:
- The Viper Roots first boss now have 500 health instead of 300.
- The Trickster encounter in Twigroot Tunnels requires twice the previous damage.
- The Sewers Trickster fight requires 4 times the previous damage.
- The Sewers Ratling boss fight requires 4 times the previous damage.
- The Barren Desert Magma Golems now have 5000 health instead of 1000 (and the Trickster also has more health).
- The skeleton knight commanders bosses also have more health (and also the secret custom golems in the cemetery above).
- The Lindworm has massively more health
- The Island Master also gained some health and shield power, and one new attack.
- The number of spiders in the Crystal mine is a little reduced (kill the eggs to stop the invasion!).
- Medusa now always hit with their petrifying attack. Deal with it! (If you play in "Toorum mode", be careful...)
- Enchantment spells scrolls have been moved to be accessed earlier.
- Pyrometabolism spell scroll has been moved to be accessed earlier (starting area).
Bug fixes:
- Internal renaming of the Haste spell to avoid confusion with the Haste trait in the traits interface.
- Burst and zone spells no longer pass through forcefields.
- Ice blocks no longer loose their collisions properties when falling from one map to another.
- Feast now has the correct energy cost (150) in its description.
- Frozen condition for champions no longer lasts forever for teams smaller than 4 characters.
- Alter Time is no longer canceled on saved game reload.
- Mirror no longer resurrects characters!
- The Scroll of Energy Whirl is no longer missing in the game (Forgotten River).
- Dead monsters should no longer burn.
- Enchantments on new armors should no longer be partially erased by set bonuses activation.
- The Island Master granted experience on death is now scaling like all other monsters.
- The Ring on a String no longer disturbs the rescaled experience visual interface in the character sheet.
- Dormant golems should no longer be hit by zone spells and look stupid.