NEW STUFF:
-Treasure Goblins can now be found in the game!!! This is not my original work; credit goes to Nizari and Jetaman. However, implementing them properly into HU was a monumental undertaking and took days to setup due to numerous obstacles (sounds, monster density problems, loot tables, oh lord the loot tables...creating treasure classes for all the goblins throughout all the acts in all 3 difficulties, balancing their HP, code edits...DAYS!!!)
Here's a basic rundown on the goblins:
-The goblins function very similarly to Diablo 3. They will often (not always) alert you of their presence with their giggle and then run as soon as you are near. If they are left unharmed for a period of time, they will make a portal and leave. Sometimes they will leave quickly, other times they will be more stubborn and stick around. They are pretty fast, cannot be frozen or stunned, and are quite tanky. If you are in an area that's above your level/gear and they run through a bunch of monsters, there's a good chance you'll die before he does. This makes teamwork and certain abilities (bone wall, decrepify, teleport) along with high mobility, slow target%, and burst dps very useful.
-There are 3 types of goblins; treasure bandit, charm hoarder, and rune hoarder.
-The treasure bandit will drop 6 items just like a boss, usually magics and rares, with a good chance to also drop sets and uniques that are appropriate for the act/difficulty the goblin was found in.
-The charm hoarder will drop 6 charms that can be either small, large, or grand charms. They can also drop any of the unique charms if they are the appropriate level.
-The rune hoarder is the most rare of the goblins for the obvious reason that he will drop 6 runes. Similar to the other two goblins, they have a chance to drop runes that are better than what you'd get from normal monsters in your current location. These are extremely valuable in Hell difficulty for the amount of high runes you can get...if you can find one of them and manage to kill him before he portals out
-Goblins will not always spawn in every zone, so there's no need to make sure you clear every area.
-A goblin can only spawn on a tile where a monster could have been instead. This means areas that never have monsters (such as the immediate area outside A3 town) will not have a goblin. Most boss zones (like Durance of Blood) and quest zones (like portals to pick up Khalim's parts) will not contain goblins.
-Due to some smaller zones having very high monster density, such as Graveyard and the 2 temples as you enter Travincal past Hatestorm, goblins will not spawn there. This is to prevent mass farming them and turning the game into Goblins Unleashed. Due to monster density issues, goblins will also not spawn in Cow Level. They will also not spawn in Den of Evil as it bugs out the quest completion.
GENERAL CHANGES FROM 2.1:
-Plain of Souls in Hell is now a level 105 area that has monsters that can drop very powerful uniques that can't be found anywhere else in the game. This area is not balanced to be fair and will be quite a struggle, especially without a group.
-Lifeleech has been reworked. There is now a 50% reduction in all difficulties. All non-undead/construct bosses have a drain value (leech effectiveness) of 40-50%, so you can reliably guess that the leech on your character will be about 1/4 against bosses and minibosses. Trash that are not undead or constructs have drain values of 30-75%. Leech from items has been reduced by about half. This also applies for manaleech. Lifetap curse leech is now 3% as it can never be reduced.
-Boss PLR has been reduced to 50% and their poison absorb has been increased.
-Akara and Drognan will now always sell 5 white scepters, wands, staves, necro heads, and pally shields. Gheed and Lysander will always sell 5 white druid and barb helms. Gheed will always sell 5 white katars. This is a QOL feature to greatly alleviate the pain of early game vendor-farming for casters.
-Resist pierce values on items have been reduced by about half
-Crushing Blow values on items have been reduced by about half
-Added/increased next hit delay on some boss skills to prevent 1 shot KOs from multicheese counters in melee range
-Resist penalties for NM and Hell have been increased to -80 and -160.
-Call to Arms Runeword has +1-6 oskill BC, BO, and Shout
-All player "buffs" locked at 10 minute duration. Druid wolf/bear shapeshift is 20 minutes.
-Increased Monster Density and Monster Level in the following areas:
Act 1: The Pit (lvl 90 in Hell)
Act 2: Ancient Tunnels (lvl 90 in Hell)
Act 3: Swampy Pit (lvl 90 in Hell)
Act 5: Plain of Souls (The Soulmancer area through Drifter Cavern) (lvl 95 in Hell)
-Act 1 Mercs that shoot Multishot + Guided Arrow are now available in Normal
-Changed fire/cold Act 1 Mercs spell from Inner Sight to Slow Missiles, increased the level, and lowered their chance to cast instead of shooting
-Removed Conversion from Act 2 Mercs
-Act 5 Werewolf mercs will hit with Maul, Zeal, or Frostbite and will cast Hurricane
-Changed all Snow Yeti stun to now be a 10% chance to stun for 2 seconds. (it was a 100% chance to stun for 8 seconds, omegalul)
-Act 5 Werebear mercs will hit with Maul, Feral Rage, or Fire Claws and will cast Armageddon
-Act 5 non-shapeshifting Mercs use higher level skills for better damage with Conc/Stun/Bash or Frenzy/Berserk/Stun
-For some reason in 2.0 or 2.1, boss resists were normalized, though magic resist cannot be debuffed and player magic skills had sometimes less than half of the dmg value of ele spells. Rather than buffing magic damage from skills so it just nukes the game, I lowered the magic resist of all bosses and minibosses. No boss has more than 55% magic resist now at any point, so 55 pierce will take any target to 0 or negative.
-Increased gold drops from champions
-Max player phys resist% increased from 50 to 60
-Challenge bosses drop 4 scrolls
-Changed Isenhart's to be a lvl 55 set
-Bosses will now heal out of combat for 100% rather than 10% per tick
-Buffed Nightmare Countess rune drops
-Respec Potions now drop from Countess and Nihlathak in all difficulties. Higher difficulty=higher chance to drop.
-Throwing item quantity has been increased to 1023
-Nerfed Fallen Shaman firebolt damage
-Removed firenova from Bloodraven
-Nerfed Griswold's damage with spells
-Nerfed Countess' crazy firewall
-Nerfed Izual's everything
-Nerfed Guardian's fireball
-Nerfed maggot queen's glacial spike
-Greatly nerfed gold% bonus from items
-Inner Cloister no longer spawns guaranteed champions
-Added Enchant and high level firewall proc mods for rare weap/circ/glove/amu
-Added Amp and LT proc mods for rare weap/circ/glove/amu/ring
Monster HP Table is set the same for 1-3 players. This means with 3 players you won't have to worry about "single spawning" bosses. Values changed to:
HPTable = 250,250,250,270,290,310,320,330
-Bosses and super mobs like berserkers have been increased to make up for this global HP change
-Fixed a ton of bad tooltips
-You can now turn a craft into ethereal with a Cham rune in cube
-Increased mana per energy point for Sorcs and Necros
-All characters now start with a preset 70 stats and no skill point. This is a workaround for a major issue I had with goblins.
-All Characters now start with a javelin and no gold
-Normal Challenge completion now also adds +1 all skills to your tome
-Reduced movement speed of Ancients and also fixed them so they all deal damage
-After several eons, Starstone/Moonstone Sapphires are finally spelled correctly
-Reduced boss teleport chance to be very low
-Removed Dragonflight from all bosses
-Increased EXP penalty for deaths in Hell
-HP values increased to the following:
Barb: life per level 11 life per vit 13
Pal: life per level 9 life per vit 12
Ama+Sin: life per level 8 life per vit 11
Sor+Nec+Dru: life per level 6 life per vit 10
-All bosses that deal magic damage now have magic pierce at values of 20% normal, 30% NM, 40% Hell. Gear up accordingly :>
-Increased energy modifier for spells on all characters to 0.25%
-Reduced Falling Rocks damage by 25%
-Reduced monster Blizzard damage by 50%
-Reduced monster FOH damage by 50%
-Reduced monster Charge damage by 40%
-Reduced monster Bash damage by 33%
-Reduced monster Whirlwind damage by 25%
-Increased chance to gamble sets and uniques
-Increased damage of all exceptional and elite 2h melee weapons. Note that for 2h swords this only applies to the 2h damage.
-Increased str/dex modifier bonus of spears and amazon spears
-Increased str modifier bonus of 2h axes, 2h maces, polearms, and staves
-Runes with %ED now add flat damage instead
-Improved stats on Cain quest rings
-Added magic resist to more items
-Improved the Blessed ring/amulet/sword
-Reduced the lvl penalty for upgrading normal items to exceptional from +8 to +4
-Slightly reduced dmg% bonus from crafts
-Added Amp proc to more uniques and RWs
-Removed Elemental Facet from the game since it was just a worse Primordial Facet. Primordial Facets are now ele-only and Mystical Facets are pois+mag only.
-All Facets have 3% pierce but range from 3-5% damage
-Buffed Force Facets
-Lowered Gheed's vendor redux and Anni's res bonus
-Reduced droprate of unique arrows/bolts and a few other things to be less common
-Greatly increased damage of exceptional and elite crossbows and increased their dex modifier
-Added huge mods to unique bolts
-Buffed Samhain and Soulmancer
-Raised level of some bosses
-Added several new uniques, sets, and RWs to the game
-Some skills have 30 levels. They are marked in their tooltip to help you remember.
-Melee skills that are based on poison have been significantly buffed
CLASS CHANGES:
Amazon:
-Reduced Guided Arrow damage
-Increased damage for magic/cold/fire arrows and increased the amount of arrows they fire to 3+1 every 2 base levels (13 arrows at 20 hard points)
-Increased radius and velocity of Fend effect
-Increased range of all bow/xbow shots
-Increased Ice Arrow damage
-Reduced the phys damage penalty on all ele bow skills from 1/2 to 2/3
-Increased AR bonuses on Pierce and Critical Strike and added a large damage% bonus to Critical Strike
-Reduced damage of Guided Arrow to -100% +5% per hard point
-Changed Multishot to 3/4 damage
-Added 100+25 AR mod to Multishot
-Increased Strafe damage
-Added 100+25 AR mod to Strafe
-Reduced Jab starting damage
-Changed Slow Missiles debuff formula to be more effective at higher levels; it is now about 3/4 of Lower Resist value
-Increased Slow Missile speed reduction from -15% to -25%
-Buffed Poison and Plague Javelin damage
-Multishot now gains 1 arrow every 2 levels, starts with more, and no longer uses Guided Arrow as a synergy for more arrows
-Buffed Decoy life and duration
-Increased Radius of Explosive and Immolation arrow impacts
-Increased radius of Fend
-Greatly increased impact explosion damage of Immolation Arrow
-Added HP% to Perfection at a rate of 2% per hard point
-Increased Pierce values and it now scales up to 100% at slvl 45
Sorc:
-Increased damage of all spells by 77% and reduced the synergy values by half. This will make going Energy Shield give more value towards increasing spell damage, while leaving the default damage the same.
-Fire/Cold/Lightning Masteries have been changed from %pierce to %damage and can now be learned at level 1. These skills now have 30 levels.
-Slightly increased velocity of charged bolt, frost nova, and nova
-Greatly improved Hydra with better targetting range, missile velocity, and damage
-Changed Enchant to a 10 minute buff, increased the damage at higher levels, and reduced the ranged damage penalty from -66% to -50%
-Improved number of missiles fired from Inferno to 12 at all levels
-Frozen/Shiver/Chilling Armors now all add def%. Frozen Armor adds the most. Reduced DR% on Shiver/Chilling Armors to 1% every 5 lvls.
-Reduced Telekinisis damage
-Changed Meteor fire duration to be 10 seconds at all levels (this is basically just a buff for early-game use to help stack fires at lower levels)
-Changed Glacial Spike to have a very small radius but does significantly more damage
-Increased Frozen Orb damage
Necro:
-Increased defense of Bone Armor, removed absorb, and added poison and magic mastery to it
-Increased bone skill damage
-Increased AR% of Poison Strike
-Increased velocity of teeth, bone spear, bone spirit, poison nova, and skeletal mage projectiles
-Reduced Lower Resist starting pierce from 25% to 15%
-Reduced Life Tap value to 3%
-Increased Amp starting phys pierce from 10 to 16 to help with PI bosses
All skeletons, golems, DK, and spiritblade now gain 10%+1% resistall per hard point. These pets also have 50% magic resist and higher poison resist.
-Buffed Golem Mastery
-Buffed Skeleton HP, damage, and AR
-Buffed Skeletal Mage HP and damage
-Greatly increased Death Knight health but it now has a 15 second cast delay
-Increased heal per kill from Death Knight aura
Paladin:
-Increased FOH damage
-Increased BH damage
-Lowered Conviction starting pierce values and set it to lower phys resist instead of defense
-Removed synergies from Zeal and increased its damage and also removed the built-in IAS bonus
-Increased Vengeance radius and velocity of the nova
-Increased block bonus from Holy Shield and added a 10%+1% per hard point HP buff to the skill. Also removed Vigor as a synergy to Holy Shield and doubled the bonuses given from Defiance.
-Replaced Sacrifice with Holy Nova; this is similar to the Barbarian Stun skill to help Zealers with aoe farming.
-Replaced Conversion with a new skill: Vindication. This is a passive mastery skill for melee.
-Replaced Thorns with a new aura: Purify. This is a powerful aura for both dealing damage and healing for you and your party
-Buffed Salvation to start with 3% absorb
-Increased Damage and synergies of Fanaticism
-Increased damage of Concentration (this is also a buff to Blessed Hammer)
-Increased damage and synergies of Might
-Changed Holy Fire/Freeze/Shock auras to have 10% resist pierce that rises more with level. Removed Resist Aura synergies so the only synergy now is Conviction and doubled the value.
Barb:
-Weapon Mastery now has 30 levels
-Battle Command now has 20 levels and each hard point adds 1% permanent magic pierce (for the Barb only, and you may need to rejoin game to see the pierce% show up in stat window)
-Buffed Battle Orders group health and mana amount
-Reduced Increased Stamina values to 20%+1% per level and increased the replenish life amount
-Increased AR% of melee skills
-Increased Taunt phys res% and def% debuff starting value to 8
-Increased damage and radius of Stun
Druid:
-Fireclaws and Frostbite now add 1% fire/cold pierce per hard point to their attack. The pierce bonus is only applied while using these attacks. Damage was also increased.
-Increased AR% of Fireclaws and Frostbite
-Reduced Firestorm damage and increased NHD from 5 to 6
-Reduced Armageddon damage
-Increased HP of all summons
-Greatly increased Ravens damage but reduced the max amount of Ravens to 3. This will make them stronger and cause less counters.
-Changed Cyclone Armor to have no absorb, has increased defense bonus, and adds cold, fire, and physical mastery from hard points
-Werewolf and Werebear now have 30 levels
-Buffed HP regen from werewolf/werebear
-Lowered NHD on Twister and Tornado from 15 to 12
-Buffed Maul damage
-Buffed Fury damage
-Buffed Rabies damage and made it only useable in Wolf form
-Buffed Lycan HP%+HP%/lvl from 8+1 to 10+2
-Buffed HOW damage and defense bonus and HP per strike
-Spirit Wolf, Dire Wolf, and Grizzly now gain 10%+1% resistall per hard point. These pets also have 50% magic resist and higher poison resist.
-Greatly increased Grizzly health but it now has a 15 second cast delay
-Changed Spirit of Barbs name to Spirit of Elements
-Changed Twister synergy to Tornado and Hurricane
-Changed Tornado synergy to Twister and Hurricane
-Removed Arctic Blast as synergy for Hurricane and increased synergy bonus from 13% to 14%
-Removed Firestorm as synergy for Armageddon and very slightly increased the damage
Sin:
-Greatly increased radius of ice/thunder/fire/phoenix/cobra MA skills and their projectile velocities. Increased fire burn duration, number of ice bolts fired, and the damage of the skills. 3 charge skills have an attack modifier that basically cannot miss unless blocked. These skills are all pretty huge now.
-Weapon Block is now based on hard points only, with a max of 45% at level 20. You need 90% FBR from wb/bos/other items to achieve 2 frame block.
-HUGE buffs to Fade; 10%+1% DR every 2 base levels, increased PLR and curse redux and resist all amounts
-Increase Blade Sentinel duration from 4s to 5s and lowered NHD from 8 to 7
-Claw Mastery now has 30 levels
-Increased AR% from Claw Mastery
-Blade Fury fires 1 more missile
-Slightly increased Trap skill damage (lower player pierce made this needed)
-Blade Shield pulses its damage slightly more often
-Greatly increased damage of Venom
-Buffed all finishers
-Death Sentry can fire 10 times
-Reduced mana cost of traps
-Placing any traps cannot be interrupted
-Added 10%+1% HP buff to Fade per hard point
-Greatly increased Shockweb damage
-Increased Psychic Hammer damage
-Increased Mind Blast damage
-Changed Cloak of Shadows phys debuff to 8%+1% per level with no synergy