Patch Notes:修订间差异

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删除11,212字节 、​ 2024年7月1日 (星期一)
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|+ Season 9 Spoilers
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[[File:Season_9.gif|x300px]]
Dates: TBA


===Pre-Beta===
===Pre-Beta===


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|+ Season 9 Pre-Beta Spoilers
|+ Season X Pre-Beta Spoilers
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====Spoilers from Dev Stream #1====
====Spoilers from Dev Stream #1====
VOD: https://www.twitch.tv/videos/2085940286
VOD: ?
 
* League Name -- Anarchy: April 12 start, open beta April 8-10, closed beta March 30 - April 7
* Crafting infusions will be staying, but will be treasure fallen event exclusive item
* 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
* 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)
* 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
* Reduced volume level of main menu music
* 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
* Necro Poison Dagger now has a spread mechanic - if a monster dies while poisoned by Dagger, it will release a cloud upon death
* Necro Poison Dagger poison cloud larger
* Increased maximum sprite limit in game, will no longer have graphics go invisible when too much is on screen (aka Shenk Bug)
* 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
* 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)
* TBA changes to Dungeon Boss farming
* Skills no longer have a cooldown when in town - summon QoL when starting a run
* 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
* 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
* Uber Tristram house cheese is gone, players and monsters can no longer go in the houses
* Pally Charge now hits non-namelocked monsters; would do a ghost attack that would miss if a monster was not namelocked
* 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)


* ?
====Spoilers from Dev Stream #2====
====Spoilers from Dev Stream #2====
VOD: https://www.twitch.tv/videos/2092631267
VOD: ?
 
* Base density of all maps increased 50%; 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)
* Added descriptions to map orbs for base game in case you are not running lootfilter
* Can filter games by difficulty in game menu
* New UI when creating a game - buttons for selecting game server instead of typing GS in description
* Can only have one Iron Golem - it is no longer overridden by other golems and always has a separate minion icon/healthbar
* Blood Golems will have open wounds damage per second
* Druid Arctic Blast now causes monsters to "shatter" in cold AoE upon death
* Reduced delay to re-enter town portals
* Removing rune cost requirements for higher tiers of uber fights to improve accessibility; cubing the uber item by itself will cycle between difficulties
* 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)
* Investigating making summon level auto-scale to player skill level to prevent snapshot abuse (still undecided)
* Evaluating dungeon improvements - want to make more group-oriented and incentivize


* ?
====Spoilers from Dev Stream #3====
====Spoilers from Dev Stream #3====
VOD: https://www.twitch.tv/videos/2099267501
VOD: ?


* Gold capacity in stash from 5 million to 8 million (max game can support)
* ?
* All characters will always be able to hold 1 million gold - no longer based on character level
* If you have two sources of Half Freeze Duration on your gear, it counts as Cannot Be Frozen
* Diamonds are now crafting gems -- Prismatic Craft. Tenative values below:
** Ammy: Tal + Diamond --> +5-10% all res, +100-150 defense vs missile, +4-8 all attributes
** Ring: Hel + Diamond --> +3-5% all res, +50-100 defense vs missile, half freeze duration
** Belt: Io + Diamond --> +5-10% increased attack speed, half freeze duration, +25-50% enhanced defense
** Gloves: Shael + Diamond --> +5-10% increased attache speed, +10-20% attack rating, +25-50% enhanced defense
** Boots: Ko + Diamond --> +10% movement speed, +100-150 defense vs missile, half freeze duration
** Helm: Eld + Diamond --> +5-10% increased attack speed, +25-50% enhanced defense, half freeze duration
** Chest: El + Diamond --> +5-10% all res, +10-20% increased chance of blocking, +25-50% enhanced defense
** Shield: Ort + Diamond --> +5-10% all res, +10-20% increased chance of blocking, half freeze duration
** Weapon: Lum + Diamond --> +20% increased attack speed, +20-40% enhanced damage, +50-100 attack rating
* XP Gain penalties between level 20 to 25 reduced to lessen need to drop back and progress if underleveled in A5
* Inferno skill rework: Now scales the area of effect of the flamethrower with skill level
* Inferno and Arctic Blast initial cast speed is now 3 frames (much faster)
* Added curse procs onto staffs as potential mods (Amp Damage, Lower Resist)
* Added Lower Resist proc onto weapons as potential mod
* Increased elemental damage mods that can spawn on weapons; also increasing suffix value ranges to be closer to prefix ranges
* Added portals to Uber Trist that are one-time use portals - can exit and enter up to three times, including after death
* Work in progress: May add these consumable portals into dungeons as part of rework
* Armor base rework completed -- in general, low strength armors will have nerfed defense, high strengths armor will have increased defense
** Normal armors: Mostly the same, Ancient Armor nerfed to be in line with rest of normal amrors
** Exceptional armors: Mostly the same, Curiass and Mage Plate nerfed to be in line with rest of exceptional armors
** Elite armors: Big adjustments across the board -- Dusk Shroud, Wyrmhide, Scarab Husk, Wire Fleece, Archon Plate dropping 60-120 base defense; Hellforged Plate, Lacquered Plate, Shadow Plate, Sacred Armor increased 100+ base defense; other Elites in middle range of changes
** Shadow Plate strength requirement dropped from 232 to 220 strength to be in line with strength scaling with bases in Normal and Exceptional
* Unsummoning Iron Golem will make the item used re-drop to be picked up
* Pally Holy Light reworked: If cast on enemy, does magic damage to target and 50% heal to party in AoE around target; If cast on party, does full heal to party and 50% damage to monsters in AoE around target
* Brought back full palette of colors to elite monsters that were previously disabled due to bug
* Attack Rating Cap is changed from 95% to 100% -- applied to Ignore Target Defense as well
* Sorc Teleport buffed: Damage penalty reduced from 65% to 50% base, reduces by 2% per soft point skill level up to lvl 16 skill, reduces by 1% per level for lvl 17+ skill
* Sorc Energy Shield change: No longer has a Telekinesis synergy, can max scale through skill points, now caps at 90% damage taken to mana instead of 85% -- the max cap also applies to Uldyssian's Awakening unique Ghost Spear
* Set items can now roll ethereal, will result in some TBD balance changes
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===Beta===
===Beta===
Tentative Patch Notes: https://docs.google.com/document/d/1-oPLkYkrEicCbPnfIFonrL8R8-mLLVtoGt6NfqUE_qE
Tentative Patch Notes: TBA


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* New %CL% keyword (short for "conditional line") which works the same as %NL% except is ignored if it's the first or last part of a name/description; also, if multiple %CL% keywords are adjacent to each other, only 1 new line will be created
 
* New %LBRACE% and %RBRACE% keywords for "{" and "}" symbols so they can be used in descriptions
* <span class="nmod">Pointmod-capable regular (white/gray) items can now use one %NL% in their name</span>
* Several bug fixes and other minor changes (see '''Loot Filter''' section of patch notes)
* New diamond-based (Brilliant) crafts:
** Amulet: Tal + P.Diamond + Jewel
** Ring: Hel + P.Diamond + Jewel
** Belt: Io + P.Diamond + Jewel
** Gloves: Shael + P.Diamond + Jewel
** Boots: Ko + P.Diamond + Jewel
** Helm: Eld + P.Diamond + Jewel
** Chest: El + P.Diamond + Jewel
** Shield: Ort + P.Diamond + Jewel
** Weapon: <span class="nmod">Sol</span> + P.Diamond + Jewel <span class="nmod">(was originally introduced as using Lum instead of Sol)</span>
** Brilliant Craft Infusion item code: crfp
* Item level and Affix level will now only show on relevant items
* Glide specific colors will now use their non-glide counterparts when in ddraw mode (previously these would have all been grey)
* Added recipe tooltips to map crafting items (orbs)
* Added flavor text to uber crafting materials
* Cubing a Vision of Terror or Voidstone by itself will cycle between difficulty tiers
* <s>Most SUFFIX IDs seem to have shifted upward by 4 due to 4 new elemental damage suffixes</s> <span class="nmod">(new affixes are now at the bottom so old affixes are unchanged)</span>
* <s>PREFIX IDs may have been shifted as well</s>
* [https://discord.com/channels/701658302085595158/1219677820234629122/1225219397644451880 Map tiers and monster immunities shuffled] [https://discord.com/channels/701658302085595158/771820538502971402/1226817286187384873 (exact values from closed beta)]
* Lilith's Mirror no longer works on jewels, but does work on crafted items
* Equipment Changes:
** Set items can now roll ethereal
** [https://www.twitch.tv/videos/2099267501?t=01h07m50s Updated defense values for chests] (also Shadow Plate's strength requirement changed from 230 to 220)
** Daggers can now roll the following pointmods: Poison Strike, all martial arts skills which can be used with daggers - Tiger Strike, Fists of Fire, Claws of Thunder, Blades of Ice, Cobra Strike, Phoenix Strike, Dragon Talon, Dragon Tail, Dragon Flight
** Immortal King’s Stone Crusher - Indestructible replaced with repairs 1 durability every 4 seconds (so it can be eth)
** Bul-Kathos' Tribal Guardian - +20% deadly strike removed, +50% enhanced damage (2 items) set bonus replaced with +20% deadly strike
* <span class="nmod">Map recipes can now use any rune instead of just Thul or higher</span>
* <span class="nmod">Safety weapon crafts now work with all weapon types instead of just bows</span>
* <span class="nmod">Predetermined attributes for crafting recipes changed for: caster boots/chest/shield, hitpower ring/boots/chest, safety amulet/chest/shield/weapon, vampiric weapon, bountiful ring</span>
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