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| This page lists patch notes for each season. The rest of the wiki is dedicated to covering the differences between the vanilla game and Project D2. Also see: [[Recent Patch Notes]]
| | 本页列出补丁说明为每个赛季. wiki 的其余部分致力于涵盖原版游戏和 Project D2 之间的差异. 参见: [[Recent Patch Notes|最近的补丁说明]] |
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| {| class="non-table mw-collapsible mw-collapsed" | | {| class="non-table mw-collapsible mw-collapsed" |
| |+ Table of Contents | | |+ 目录 |
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| __TOC__ | | __TOC__ |
| Note: The Table of Contents is inside this collapsible element since
| | 提示: 目录在这个可折叠元素中 |
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| it cannot be automatically collapsed by itself on a per-page basis
| | 因为它不能在每页的基础上自动折叠 |
| |} | | |} |
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| {{Clickable button 2|Patch Notes|Expand/Collapse All|class=expand-or-collapse-all-button nomobile|style=background-color:#1F160C;color:#F9C666;min-height: 0px;}} | | {{Clickable button 2|Patch Notes|展开/折叠 所有|class=expand-or-collapse-all-button nomobile|style=background-color:#1F160C;color:#F9C666;min-height: 0px;}} |
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| | <div id="Spoilers"></div> |
| | = 即将到来的预告 Upcoming Spoilers = |
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| | {| class="non-table mw-collapsible mw-collapsed" |
| | |+ 赛季 13 预告 Spoilers |
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| | 赛季 13: TBA |
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| | 开放测试: TBA |
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| | 封闭测试: TBA |
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| | ===预-测试 Pre-Beta=== |
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| | {| class="non-table mw-collapsible" |
| | |+ 赛季 13 预-测试预告 Pre-Beta Spoilers |
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| | ====预告来自开发者推流 Spoilers from Dev Stream #1==== |
| | TBA |
| | ====预告来自开发者推流 Spoilers from Dev Stream #2==== |
| | TBA |
| | ====预告来自开发者推流 Spoilers from Dev Stream #3==== |
| | TBA |
| | |} |
| | ===测试 Beta=== |
| | TBA |
| | |} |
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| <div id="S1"></div> | | <div id="S1"></div> |
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| {{:Patch:Season 8}} | | {{:Patch:Season 8}} |
| <div id="S9"></div> | | <div id="S9"></div> |
| <!--{{:Patch:Season 9}}-->
| | {{:Patch:Season 9}} |
| | | <div id="S10"></div> |
| <div id="Spoilers"></div> | | {{:Patch:Season 10}} |
| = Upcoming Spoilers =
| | <div id="S11"></div> |
| | | {{:Patch:Season 11}} |
| {| class="non-table mw-collapsible" | | <div id="S12"></div> |
| |+ Season 9 Spoilers
| | {{:Patch:Season_12}} |
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| [[File:Season_9.gif|x300px]]
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| ===Pre-Beta===
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| {| class="non-table mw-collapsible" | |
| |+ Season 9 Pre-Beta Spoilers
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| ====Spoilers from Dev Stream #1====
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| VOD: https://www.twitch.tv/videos/2085940286
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| * League Name -- Anarchy: April 12 start, open beta April 8-10, closed beta March 30 - April 7
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| * Crafting infusions will be staying, but will be treasure fallen event exclusive item
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| * Treasure fallen loot table changes from crafting season (i.e. can drop higher runes) will stay minus puzzle pieces, but will no longer spawn in LoD
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| * Next Hit Always Misses bug fixed (was common with Zeal and other melee attacks if put into hit recovery, block, etc; Sacrifice self-damage and Holy Sword block would automatically cause this NHAM bug)
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| * Melee hit checks simplified: will do an initial target range check to move character into hit range, and then the secondary range check is more lenient if monster moves after initial target
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| * Reduced volume level of main menu music
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| * Reworked next hit delay to be on a per missile type for caster basis -- this means you can't next hit delay yourself if you use multiple skills to do damage (i.e. Twister and Tornado don't delay each other) and applies to other player's skills in game as well; may result in nerfs for skills that relied on damage increase to cover hit delays and/or additional Monster HP increases per player in multiplayer
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| * Necro Poison Dagger now has a spread mechanic - if a monster dies while poisoned by Dagger, it will release a cloud upon death
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| * Necro Poison Dagger poison cloud larger
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| * Increased maximum sprite limit in game, will no longer have graphics go invisible when too much is on screen (aka Shenk Bug)
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| * Added commands for player statistics: .kills of various types ('''.kills all''' - all monsters killed, '''.kills dclone''', '''.kills maps''', etc.), '''.played''' for time played, '''.deaths''' for death count; stats also will function on PlugY for single player
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| * Top 3 99s, DClone Tier 2, Rathma Tier 2 all get account-wide aura with a lightning effect; all other 99s and DClone/Rathma Tier 2 will get a character-bound aura without lightning (the character-bound auras will also work in singleplayer and carry over to non-ladder)
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| * TBA changes to Dungeon Boss farming
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| * Skills no longer have a cooldown when in town - summon QoL when starting a run
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| * All permanent summons will carryover through games (i.e. not Ravens or Revives); Valks will reroll new armor between games; Iron Golem still undetermined on how that will function
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| * Uber Tristram is no longer in D2GS code, now part of game -- will natively work in single player/PlugY, and can now fix bugs when seen in Tristram
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| * Uber Tristram house cheese is gone, players and monsters can no longer go in the houses
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| * Pally Charge now hits non-namelocked monsters; would do a ghost attack that would miss if a monster was not namelocked
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| * Standard of Heroes now only dropped from Uber Ancients, no longer drops in Uber Tristram (leaning toward 1 guaranteed and a chance of +1 per additional Ancient defeated)
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| ====Spoilers from Dev Stream #2====
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| VOD: https://www.twitch.tv/videos/2092631267
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| * Base density of all maps increased 1.5x; reduced density from (non-corruption) affixes by the same amount --> less map rerolling because base density will be higher (higher floor, same ceiling without corruptions, higher ceiling with corruptions)
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| * Added descriptions to map orbs for base game in case you are not running lootfilter
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| * Can filter games by difficulty in game menu
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| * New UI when creating a game - buttons for selecting game server instead of typing GS in description
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| * Can only have one Iron Golem - it is no longer overridden by other golems and always has a separate minion icon/healthbar
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| * Blood Golems will have open wounds damage per second
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| * Druid Arctic Blast now causes monsters to "shatter" in cold AoE upon death
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| * Reduced delay to re-enter town portals
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| * Removing rune cost requirements for higher tiers of uber fights to improve accessibility; cubing the uber item by itself will cycle between difficulties
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| * Work in progress: rebalancing defense values on all armors - leaning towards reduction on lighter armors, increase on heavier armors (higher strength requirements will generally mean higher defense)
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| * Investigating making summon level auto-scale to player skill level to prevent snapshot abuse (still undecided)
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| * Evaluating dungeon improvements - want to make more group-oriented and incentivize
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| ====Spoilers from Dev Stream #3====
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| VOD: TBA
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| * TBA
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| |}
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| ===Beta===
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| Patch Notes: TBA
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| <div id="Lootfilter_Spoilers"> | |
| {| class="non-table mw-collapsible mw-collapsed" | |
| |+ <h3 style="display:inline; border:0px; padding:0px;">Lootfilter-Related Notes</h3>
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| * TBA
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| |}
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| |}
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