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
_t"All zone levels increased by 30% by the time Player reaches level 10",
_t"All zone levels increased by 25% by the time Player reaches level 10",
_t"All creature talent levels increased by 30%",
_t"Unique (fixed) bosses advance in bonus classes 30% faster",
_t"Rare creatures are slightly more frequent",
@@ -216,7 +216,7 @@ newBirthDescriptor{
game_state={
default_random_rare_chance=8,
difficulty_level_mult=1.3,-- Level multiplier for Zone.level_range, handled in Game.applyDifficulty
difficulty_level_mult=1.25,-- Level multiplier for Zone.level_range, handled in Game.applyDifficulty
difficulty_level_add=0,-- Flat value added to Zone.level_range, handled in Game.applyDifficulty
difficulty_talent_mult=1.3,-- Talent level multiplier for non-summoned NPC talents and base (non-autoclass) fixedboss talents, handled in NPC.addedToLevel