Some quest mobs now have personal health bars with their names, so now they a kinda minibosses too
Some changes and replacements for levels 1-3, 2-3, 3-1, 4-3, 5-3, 6-4, 7-1, 8-3 for new minibosses
Slightly increased drop chance of scroll for Poisoner's second skill quest
Power Crystal "Bleeding Cut", bleeding increased by 25%
Removed sort oreder button form inventory and stash, now you can sort in both orders just pressing LMB/RMB (Gamepad - A/RB+A)
More noticable hints on items that they can be used, to read, study or open something
In the camp and Clan's Domain visible range of quest markers on map ("?" and "!") is unlimited
Fighter, Swifty Strikes, combo attacks with heavy weapons won't hit extra targets by default
Fighter's second skill quest, gobloids won't count anymore, 30 cultists are required instead
Sticks now STR/DEX based weapons, instead of being STR-ones, Vagabond's 1st lvl perk "Stick Fight" was removed (did the same thing)
Rogues now have a text message for non-planned loosing of stealth
Inborn trait "Oblivious" is now considered rare malus trait, updated image of it
All archetypes who use Rage Points can enter relax state only in home places like domain, camp and ally locations (relax makes you loose Rage Points quickly)
Fighter, passive skill, 1 tier upgrade, instead of medicine pot power => +50% combat passive RP regen
For rage classes skills like weapon buffs and crystal helpers won't require prepared RP before activating it
Skill Multi-Hit, blue quality won't reduce damage penalty from -30% tо -20% anymore, heavy weapons increase this penalty by 5%
Little changes for resistances page
Other minor changes
-Only for Alpha-
You can use several crystal helpers, they'll take their places based on what slot they were used from
Increased a bit quest drop chance of bloodied Thundercrown tokens
Crystal mobs from Trial of Cold aim better at the player
Fighter, Swifty Strikes, 2 tier upgrade, instead of +1 strike for dual-wielders, RP cost +10 -> all atatcks reach +1 target, RP cost +10 (upgrade for duals will return later with adding 3rd tier upgrades)
Equipment Reforging, risk of breaking items decresed by 5%
Electro, Electro Blink, 2tier upgrade, fulmination's damage increased by 80%
Other minor changes
[h3]FIXES[/h3]
-Alpha and Demo-
Health bar of boss/miniboss is not overlayed with whole screen effects (for example, when poisoned)
Bugfix, after explosion of wasted crystal helper it could be instantly restored in a second and for free
Removed useless glitchy value of total weight of stash items
Correct visual of gamepad button for shield slam on a skillbar
Fixed decales of player's fireball hits, if it wasn't upgraded with explosions
Exit gate's texture is drawn in both sides, for cases when staying back to exit with 3rd person camera mode
Fixed places with wrong tent textures
Fixed when enemies could went through walls to get stuck somewhere (needs more checking)
Bugfix, when turning quest that give you new skills but your character is too low lvl, skill will be unlocked not completely, untill needed level isn't reached
Fixed dialog text going ugly for some GUI scale values
Bugfix, vital resistance and crit resistance had wrong numbers in pop-up info
Small text edits for a Manual
Correct RP regen numbers for Rage's pop-up info
Bugfix, explosions didn't break player's stealth
Other minor fixes
-Only for Alpha-
Bugfix, Trial of Cold, flying crystals on death explosions didn't disappear, but kept spaming explosions
Bugfix, game could crash when checking details of Power Strike crystal while wearing ranged weapons
Bugfix, fist strikes of work elves could deal microbleeds
Shamans that deal sonic damage with their screams also break barrels
Damage of electro explosions to hero also takes into account "Wetness" effect
Fast travel within Clan's Domain also moves pets with the player