Hello everyone! [h1]The Luxuriant Update Part I is now avaliable![/h1] To be clear (before anyone asks): This Update does introduce a new Environment: "The Luxuriant Gardens", but [u]does not introduce a new Act or new Missions[/u]. Now onto the Patch Notes: [h2]New Enemies[/h2] 5 new foes will strengthen the armies of The Slormancer: [list] [*] [b]The Pudding Hermit[/b]. [*] [b]The Zombie Peasant[/b]. [*] [b]The Shepherd[/b]. [*] [b]The Unstable Imp[/b]. [*] [b]The Plague Doctor[/b]. [/list] [h2]New Environment[/h2] A new environment: [b]The Luxuriant Gardens[/b] will be available in Battlefield Expeditions. [h2]Superior Elites[/h2] [list] [*] Superior Elites have been added into the game. These Elites will have a chance to spawn in [u]Battlefield Expeditions.[/u] They have a superior Life pool and come with up to 4 Elite Affixes. [*] 20 Elite Affixes have been added. [/list] [h2]New Cataclysms[/h2] 5 new Cataclysms have been added into the game: [list] [*] Fire Strike: Granting Fire Damage to attacks and a Chance to Burn. [*] Ice Strike: Granting Ice Damage to attacks and a Chance to Chill. [*] Lightning Strike: Granting Lightning Damage to attacks and a Chance to Shock. [*] Light Strike: Granting Light Damage to attacks and a Chance to apply Daze, Broken Armor, Broken Elemental Resistance or Slow. [*] Shadow Strike: Granting Shadow Damage to attacks and a Chance to apply Shadow Confusion. [/list] [h2]Cataclysm Changes[/h2] [list] [*] Assimilation: The wording of "Assimilation" has been changed to "Enemies receive X% Decreased Damage for each yard between you and them." (instead of the "damage's source"). [*] Assimilation: Regardless of the distance, enemies affected by "Assimilation" will now always receive at least 10% of the Damage dealt. [*] Reincarnation: In Battlefield Expeditions, enemies now have 25% Chance to be revived (instead of 100%). [*] Shadow Curse: After receiving Shadow Curse Damage, you become immune to Shadow Curses for 1 seconds. [*] Replicant: Enemies now have 30% Chance to summon a copy of themselves (instead of 100%). [*] Jetlag: Has been reworked and now reads: Every second, enemies have 10% Chance to become Invulnerable for 0.5 to 2 seconds. [*] Explosive: Enemies now explode after 3 seconds, instead of 1.5 seconds. And the explosion now deals damage based on Base Max Life instead of actual Max Life. [i]We talked about a 5 second delay in The Slormite Chronicles but changed it back to something a little more challenging after further testing.[/i] [/list] [h2]Life / Mana Leech Reworks[/h2] [list] [*] Life & Mana are now Leeched over a 5 second duration. [*] Life & Mana stored over time cannot exceed your missing Life. The excess is not stored. [*] There is also a Leech cap of 1% of your Max Life per second per Leech instance (excepted for Primordial Aiondee) but no instance limit. [/list] [h2]Craft Reworks[/h2] [b]Life/Mana On Hit/Kill[/b] [list] [*] Life Regeneration rolls (on a Level 60 Epic Item) have been increased from 11-23 to 23-46. [*] Life on Hit / Mana on Hit rolls (on a Level 60 Epic Item) have been increased from 2-4 to 11-23. [*] Life on Kill / Mana on Kill rolls (on a Level 60 Epic Item) have been increased from 15-30 to 30-61. [/list] [b]Alternate Slormeline Recipes[/b] We've added alternate Recipes for Magic, Rare, Epic and Legendary Slormelines: Slormelines can now be crafted using 10 Slormelines of the previous tier. [b]Epic Stats[/b] [list] [*] Epic Stats are now chosen from a pool of 38 Stats instead of 78. [*] These Stats differ depending on the current Equipment you're trying to craft. [/list] [h2]Slorm Reaper Changes[/h2] [list] [*] Primordial Reaper of Vindictive Slam: Holy Ground can no longer stack above each other. If a Holy Ground area was supposed to stack on top of another, it refreshes the duration of the other instead and increases its damage. [/list] [i]This change was done to drastically reduce the noise onscreen and improve performance.[/i] [h2]The Great Forge[/h2] [list] [*] Obelisk of Transmutation now reads: "While Obelisk of Transmutation is active, everytime an enemy dies, it restores Life equal to its Max Life to another random enemy." instead of "to all other enemies within a 5 yard radius." [/list] [h2]The Slorm Temple[/h2] [list] [*] The Temple Keeper and his Traps should be slower overall on Floor 100 and Floor 150. [*] Bridges from The Slorm Temple should rise faster. [*] The size of each floor has been reduced by about 30 to 40%. [*] Pure Slorm rewards for each floor remain about the same, so Pure Slorm should be 30 to 40% faster to acquire. [*] The value of random Pure Slorm drops have been multiplied by 6 and now properly scale with the Floor Level. [*] The Pure Slorm rewards of Floor 50, 100 and 150 are now properly displayed. [*] The Pure Slorm rewards from Floor 50, 100 and 150 have been reduced by 40%. [/list] [h2]Bugs Fixed[/h2] [b]The Mighty Knight:[/b] - Critical Retribution should now properly increase Critical Strike Chance. - Porcupine should now properly increase Critical Strike Chance. - Effects affecting your "next Skill" such as Exposed Armor will now properly end when Whirlwind ends. [b]The Fierce Huntress:[/b] - Fairy Dust should now properly avoid Shadow Seal Damage from the Shadow Curse Cataclysm. - Wandering Arrow should now trigger properly after changing rooms. [b]Slorm Reapers:[/b] - Reaper of the Untouchable: Untouchable Dash should no longer allow you to move outside the map. - Reaper of Retaliating Foresight should no longer trigger on friendlies. - Primordial Reaper of the Trainee should now properly scale with Affinity. - Fixed a crash with Reaper of Alpha and Omega. - Reaper of Necromancy / Reaper of the Temple Keeper: Summons will now spawn properly after changing rooms. [b]Legendaries:[/b] - Young Phoenix Feather should now properly work with Primordial Aiondee. [b]Runes:[/b] - Thornbite Rune should now display the proper Shield value. [i]We are aware that some runes are currently overpowered. We were short on time to fix them in this Update but a fix is coming.[/i] [b]Various:[/b] - Storing then retrieving Spirits in your Stash should no longer cause them to stack in the Fragments slots. - Player's Area of Effects are now slightly more discrete and create less noise on screen. - Great Forge Challenges should no longer appear blurry. - Codex Menu should no longer move out of window. - Fixed a couple of crashes. [b]Synergy Loops:[/b] - Added a global system to help prevent Loops. - Armor of Illusion (Armor -> Evasion) + Indomitable Mountain (Evasion -> Armor): Armor of Illusion doesn't benefit from Armor gained with Indomitable Mountain. - Evasive Magic (Evasion -> Max Mana) + Elemental Lock (Mana Lock (so Max Mana) -> Elemental Damage) + Primordial Reaper of the Untouchable One (Elemental Damage -> Evasion): Evasive Magic doesn't benefit from Evasion gained with the SYNERGY of Primordial Reaper of the Untouchable One IF Elemental Lock is equipped. - Toughness 15 (Armor -> Elemental Resistance) + Elemental Sorcerer (Elemental Resistance -> Elemental Damage) + Primordial Reaper of the Untouchable One (Elemental Damage -> Evasion) + Indomitable Mountain (Evasion -> Armor): Toughness 15 doesn't benefit from Armor gained with Indomitable Mountain IF Elemental Sorcerer and Primordial Untouchable One are equipped - Good Crop (Deals Damage based on Reaper Damage + Increase Raw Damage based on Damage dealt) + Savagery 60 (Raw Damage -> Reaper Damage basically) Savagery 60 doesn't benefit from Raw Damage gained through Good Crop. [b]Performance:[/b] - Improved performance when Area of Effects are hitting lots of enemies at once. - Improved performance when lots of Goldus coins are being displayed on screen. - Also improved performance everywhere else. :o As always, if you find a bug, post it on our Steam Forums or on Discord. Cheers!