Meaningful patch notes in approximate order of relevance:
Tweak difficulty settings for nightmare (rare spawn rate increased from 6.77%->12.5%, zone level multiplier decreased from 50%->25%)
Buff the celestial/radiance tree
Give all melee classes that don't currently start with a point in weapon mastery at birth a point in weapon mastery at birth; this also serves to make sure randbosses have the weapon mastery they need
Slightly buff glyphs by making them no longer prioritize yourself before enemies for placement
Buff Dawn's Blade
Make Vor Pride's special vault have a slightly friendlier layout
Remove digging from all vaults that currently require digging
Add a fun mechanic to prevent farming of ruined dungeon orbs to get alchemy ingredients
Mostly irrelevant other changes:
Make orc summoners and orc grand summoners use psiblades instead of slings, give skeleton assassins resolvers.sustains_at_birth, reduce how many turns mind parasite puts talents on cooldown for, remove object cost multiplier from slazish fens, make stoning poison no_npc_use
-- Set cooldown after we think a glyph can be placed
p.glyphs_last_turn=game.turn
@@ -347,7 +343,7 @@ end
localdist=t.getTwilightKnockback(self,t)
return([[When one of your spells goes critical, you bind glyphs in radius 1 centered on a random target in range %d at the cost of 5 positive and 5 negative energy.
Glyphs last for %d turns and cause various effects when an enemy enters their grid.
Glyphs will only spawn on enemies that aren't adjacent to an existing glyph and will prioritize your own position if it is valid.
Glyphs will only spawn on enemies that aren't adjacent to an existing glyph.