Full notes
Full Din's Champion update
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What changed
- Gameplay
- Events
- Server
- Fixes
- Performance
- UI and audio
Din's Champion changes
This patch adds a new monster (Scarabus Swarm), makes evil gods more unique, gives more insight into NPC happiness/insanity, balances a bunch of things better, and fixes several other minor issues.
0.907 change list:
added new monster - Scarabus Swarm
increased evil gods specific cataclysms so more unique
can no longer destroy nemesis reward chests
loose solids now fall faster
decreased loose blocks a little at lower levels, but increased some at higher levels
fixed not seeing NPC skills and other data sometimes in multiplayer (DaimonTrology)
now quest monster reinforcements can go across to other clan quests
fixed uprisings not being able to be reinforcements/allies/support for nemesis/arch-nemesis
fixed a potential shutdown crash in windowsMessageHandler
now if you are on screen with them, npc happiness highlight will tell you objects that add/subtract
fixed happiness/insanity showing danger as a reason when they are safe in a house
now list natural insanity from war of the gods in NPC insanity sources highlight
now mention on insanity highlight that town luminary helps
now town size is included in happiness sources highlight
added a small happiness degradation per NPC level
changed bonus for hunters from FleetOfFoot2 to Hunter3
now quest assassins and scouts have an extra bonus
now quest hunters, assassins, and scouts have an icon above their head to indicate important monster
now can use empty vial on barrel of acid to get a vial of acid
can no longer move gate or lifestone when town is under attack
fixed craters getting really high level ores
decreased painting BaseValue from 500.0 to 250.0
changed WalkSpeedMult from 0.5 to 0.3
clans now stop adventuring better if lifestone is damaged
increased Erillin QuestSpreadPowerMult from 0.0075 to 0.0125
increased Blixt PowerResetValueMax from 50.0 to 60.0
increased Hamlec QuestPlaguePowerChange from 0.5 to 1.5
increased Kracht KillPlayerMult from 10.0 to 20.0
increased QuestWarPowerChange from 0.5 to 1.5
increased Mortus KillPowerChange from 4.0 to 8.0
increased Mortus FollowerKillPowerChange from 3.0 to 5.0
increased Valta AvatarChanceMult from 3.0 to 6.0
increased Valta QuestCursePowerChange from 0.5 to 1.25
increased Valta QuestUprisingPowerChange from 0.5 to 1.25
avatars can now do nemesis only skills (if setup for that avatar)
added Lightning Bolt and Lightning Swarm skills to Blixt avatar
added Acid Bolt, Acid Bolt Splash, and Area Heal skills to Erillin avatar
added Whirlwind and Frenzy skills to Hamlec avatar
added Gut, Thrown Dagger, and Net skills to Kracht avatar
added raise skill to Mortus avatar
changed Valta to use dark elf priest model instead of warrior
added Unholy Bolt and Curse skills to Valta avatar
now clear an npc from being a resident correctly when they are kicked out of town
now if inventory is open when you open a chest it makes sure to keep your inventory open
fixed runes/gems not mentioning when they can socketed into bags (desophos)
fixed guardian death sound not matching animation correctly
now show item level on metal keys (Wraith_Magus)
hopefully fixed a case where a two story building could be missing part of the walls between the stories
now reset name stuff better when NPCs get married or divorced (fixes some naming issues)
changed text on some skills that hit extra enemies to make more clear that the extra strikes are without attack penalties
added a Dryness scroll (Faya AOP)
projectiles can now hit glowing mushrooms (Ironclaw)
now achievements will pulse/glow when 75% of the way there
recruitable NPCs will now turn on lights
fixed 12 helmets that were fullbright (shader not set up)
fixed some alpha issues in deadlyaimAlpha.tga
blocks now blend a little better when sitting against hidden door blocks
opening & closing doors no longer resets neighbor block blends
added some falling leaves when trees are damaged
now send house deed index info to clients
now send house dimensions info to clients
added a warning on new entities on client if have light value but no light channel specified (just a debug thing)
now projectiles and monsters default to torch light channel in data (did in code already)
changed PROTOCOL_VERSION to 167
Source
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