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Releases: SoundChaser83/devilutionx-apocrypha

v0.5.0-beta

01 Jan 02:25
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Some changes have been made to Monk in order to make choosing between using a staff or going bare-handed a more meaningful decision. Bare-handed was extremely powerful with essentially no gear requirement, and usually the choice between the two options depended merely on whether you had a staff that out-damaged your kicks. Below is a list of changes made to give both of these options more identity in addition to some other balance changes:

Staves now have twice as much chance to drop (in the same way that bows do)

Removed Monk's ability to block while not using a staff or shield

Removed Monk's bonus AC from using light/medium armor

Monk now has the same base damage from shields as every other class

Increased Scavenger Carapace's minimum ilvl to 19

Arkaine's Valor's AC lowered to 10 from 25, removed its +10 to vitality, and reduced its sell cost to 1500 down from 10500

Veil of Steel now grants +15% to all resistances down from +50%, +10 to strength and vitality down from +15, and removed its AC bonus

v0.4.2-beta

22 May 03:47
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Reduced Lightning Wall's duration to be roughly equivalent to Fire Wall's duration

Halved Na-Krul's experience yield

Capped monster experience at 65535 at each step of the experience calculation, fixing an overflow bug

Made staves eligible for way more magic affixes

The Jester's prefix is now level 60

Staff drops now have a 50% chance to have no spells on them (compared to before when all staff drops were forced to have a spell)

v0.4.1-beta

14 May 06:43
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The Dilapidated Shrine has been buffed in response to the hard magic cap on non-Sorcerer classes being introduced. It's way better now!

Increased Zhar's monster level to 25

v0.4.0-beta

08 May 08:06
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Playtesting revealed that Barbarian was immensely powerful, completing normal difficulty speedruns significantly faster and safer than every other class on average while making Warrior feel obsolete in hell difficulty. A number of changes have been made to make Barbarian less effortlessly overpowered (he's still incredibly strong) while making him stand out more as a unique class and not just feel like a better Warrior.

Barbarian's Rage skill has been completely redesigned. Casting Rage now grants a buff that lasts ~20 seconds which triples your damage bonus from strength, grants 100% of damage dealt as life leech, +20% chance to hit, +20 AC, adjacent quarter damage when two-handing a weapon, but causes constant life degeneration for the buff's duration. The rate of life degeneration increases rapidly the more maximum life you have, but newly created level 1 Barbarians will experience very little degeneration.

Most of Barbarian's inherent properties have been made to match Warrior's or, in some cases, be slightly less powerful than Warrior: Barbarian's attack speeds have been nerfed to match Warrior, Barbarian no longer receives a damage bonus from vitality, Barbarian no longer has an enhanced stun threshold, Barbarian's blocking bonus has been reduced to 10 from 30, removed Barbarian's slight extra bonus to AC, Barbarian now gets the same amount of life from vitality on gear as Warrior, removed Barbarian's elemental resistance bonus per character level, removed Barbarian's AC penalty for shields, removed Barbarian's adjacent quarter damage by default, Barbarian's base damage bonus from strength is now half of Warrior's for melee weapons.

Newly created Barbarians now start with a small axe instead of a spiked club and shield

Diablo's Apocalypse spell now deals 70/120 damage in nightmare/hell difficulty, respectively

Griswold's premium shop now spawns new items at your character level rather than character level - 5

The "Jagged" prefix is now level 1, fixing a bug where normal short staves could spawn in Griswold's premium shop

v0.3.5-beta

21 Jan 08:50
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Fixed an overflow bug leading to Hell Na-Krul dealing too little damage

v0.3.4-beta

20 Jan 04:07
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Raised the magic requirements of Flash and Inferno to 50 and 30, respectively

Raised the buy/sell value of multiple spell books/staves

Rogue/Sorc with the Anointed effects will now have 50 strength without any other modifications (down from 70/65)

Diablo and Na-Krul now have half the life regeneration rate they used to

v0.3.3-beta

13 Jan 05:22
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Made Diablo resistant to fire and immune to lightning in all difficulties

Made Na-Krul resistant to lightning in all difficulties

v0.3.2-beta

08 Jan 09:47
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Fixed a bug where monsters could no longer deal fractional damage and would instead only deal damage in integer values

Fixed a crash that would occur when mousing over Monk's Infravision skill

v0.3.1-beta

07 Jan 06:33
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Sorcerer gets one point of life per additional vitality point again

Fixed a bug where some monsters (e.g. Torchants and Hellbats) weren't reading their monster data to determine their fireball damage. Their damage has been reduced somewhat to compensate, but they do significantly more damage than before.

Fixed a bug where monster damage from hits could exceed its usual damage range by up to 63/64ths in either direction

v0.3.0-beta

04 Jan 05:47
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Playtesting revealed that Sorcerer was under-powered relative to the other classes and also lacked identity. Everyone has access to all spells, spells are incredibly powerful, and non-Sorcerer classes could utilize these spells effectively with enough +magic items while also being capable of achieving higher levels of defensiveness. This release aims to address those problems. (Old save files may avoid some of these balance changes, so it's recommended that you start new characters with this version of the game to get the intended experience.)

All classes other than Sorcerer now have a hard cap on their total magic equal to their base magic maximum, meaning that even +magic gear will not let a character exceed this limit. Any additional magic a character receives above this limit will still grant additional mana like normal (e.g. a Warrior who is capped at 50 total magic and finds a new +10 magic ring to equip in a previously empty ring slot will still receive 10 additional mana even though total magic will remain at 50).

Rogue, Monk, and Bard have had their base magic maximums reduced to 65, 65, and 80, respectively

Rogue, Monk, and Bard now get only 1 point of mana per additional point in magic, both from gear and from hard stat points

Many of the more powerful spells have had their base magic requirements increased slightly, which in conjunction with the previous change means that some spells may never be learned by certain classes

Substantially increased the magic requirement of successive levels of spell books, meaning that most characters will never get higher than level 1 or 2 for most spells

Reverted the previous Dilapidated Tome change as it would now be overkill

Diablo and Na-Krul are now immune to all knockback effects

Diablo and Na-Krul no longer avoid fire/lightning walls when not immune to them

Hell Na-Krul is now immune to magic and resists fire/lightning

Fixed Na-Krul's monster level being 5 levels higher than intended

Diablo is now monster level 60 in normal difficulty to bring him in line with Na-Krul