Chronicle of the descent
Changelog
Every update carries a one-line note, carved here newest first. Nothing is taken back, only patched.
Stats import also brings over the class balance tables
Top 3 all earn 15 rank pts; random bonus counts kill points; Whirlwind 9 damage; Stats tab shows Top 3 %
Whirlwind barbarian Frenzy costs 3 resist per stack (from 5)
Whirlwind barbarian: 10 base physical resist, knockback 0.6
Bone Wall stakes have 55 HP and can be broken; Whirlwind barbarian spins through heroes, summons and bone walls
Balance batch: poison necro 3 warrior skeletons, druid Spirit of the Barbs, Frenzy 7 stacks, white Bone Spears, plus buffs and nerfs
Poison Nova: 32 bolts that fly faster and pierce every unit
Summoner skeletons hit 3-5 with 50% splash; Corpse Explosion 4 damage; Amazon -5 resists per extra Valkyrie
Item grabs only when closer than the nearest enemy; idle heroes hunt; fire bone spirits; compact in-round vote and !play tiles
Summoner druid moves at 1.0 speed (from 1.1)
Amazon: -3 to all resists for each Valkyrie after the first
Poison necro: 5 skeletons that slow move and attack to 60%; Frost Nova and Holy Freeze slow attacks 20%; Holy Fire -10% damage; CE 3 s
Cold Arrow no longer stuns (knockback stays); Frost Volley unchanged
Frost Nova: enemies hit move at half speed for 2.5 s, light knockback, no stun
Druid Spirit Beasts and pack animals no longer stun or knock back
Firestorm 6 damage; Frost Nova no stun or knockback, every 0.6 s; Charged Bolt every 0.8 s
Bone Wall 6 stakes every 4.5 s; Bone Spear fires 3 spears; dark sorcerer Bone Spirit tripled to 42
Classes page: Target Dummy DPS and Group DPS per style; Frost Nova shown as cold; bone necro can teleport
Team Battle: top 3 are the winning team's best killers, then everyone by kills; top-right shows team kills; Corpse Explosion 2.5 s
Rank points: 25, 18, 15, 14, 13, 12, 10, 8, 4, 4 for the top ten (top 3 back to before, lower ranks raised)
Rank points doubled; necros get skeletons (bone: thorns, poison: -10 poison resist); Guided Arrow ranger; Frenzy speeds cooldowns; class buffs
PvP arenas now grow with the round: the 13 approved map generators size each arena to the number of heroes playing
Uses about half the memory, and the Bridge of Souls no longer lags while the lava sinks
Twitch sign-in: when Twitch refuses to renew because the app needs a client secret, the panel now says to use a Public app Client ID
Team Battles now draw four factions from 15 Sanctuary orders each game, and the leader auras use antique gold, rose and gore red.
Team colours changed so they never match the leader auras: Horadrim green, Zakarum ivory, Vizjerei purple, Sightless Eye pink.
Room of Bones spirits now drift outside the walls, the Library's lightning ring is gone, Werebears hold their ground, and Moo Moo Farm has four stampedes before
The lobby leaderboard now shows only today's heroes.
Yesterday's leaders for points, wins and kills are set.
Bracket pits now show the winner as Winner, their name and their sub-class.
Daily leaders: yesterday's top wins, points and kills wear a halo of stars, and today's leaders get orbiting sparks.
Lava now meets the floor with cracked rocky shores instead of a blurry fade, on every lava arena and as it creeps in.
Fire Wall burns harder, and the Butcher's Pit is blood-soaked right into its corners.
New arena endings: Skull Altars in the Room of Bones, guttering candles in Na-Krul's Prison, and Lich orbs rolling through the Library stacks.
The corner-box side game catches up: featured duels, team counts, a quick Go!, lighter effects and better OBS setup tips.
Warrior Shield Charge reaches 7 tiles (was 5), and warriors no longer charge onto or off ground that is about to burn.
Filler bots now pick classes players did not, and Hammerdin hammers hit far harder and fly much faster.
The Duel Bracket's third-place match and final now play in The Butcher's Pit, with the knocked-out heroes watching from the ledge.
Duel Bracket fights are cleaner: no kill list, minimap or kill feed.
Holy Fire Paladins now carry a sword and shield, Holy Freeze Paladins a mace and shield.
Paladins, Warriors and Dark Sorcerers resist more magic and poison, Poison Necromancers trade elemental resist for physical, and Bone Walls rise more often and
Holy Fire and Holy Freeze Paladins pulse every 0.45s with a bigger aura, shown by a ring of fire or frost, and their hits burst on each enemy.
Whirlwind Barbarians now start at -10% physical resist. Team Battles last longer: heroes get +50% life in 2-team battles and +25% in 4-team battles.
Whirlwind Barbarians now start at -10% physical resist, so they take extra physical damage.
Whirlwind Barbarians are less tanky, the lava arenas get bone rails over the lava instead of solid back walls, and bigger maps for big lobbies are on the way.
Summons can no longer be targeted; hitting one passes 1/25 of the damage to its master. Amazons start each round with a Valkyrie and gain another for every kill
War Bards cast a black Flash instead of hiding in shadows, a Go! starts each round, and Whirlwind stuns and knocks back half as often with a shorter reach.
Rounds open on the whole arena before zooming in, the last death plays out, and the scores show over the finished arena. Whirlwind reach is a little shorter.
The Frost Sorcerer now carries a mace and shield.
The Class Codex now lists the planned classes: Crusader, Blood Knight, Witch Doctor, Assassin, Demon Hunter, Spiritborn, Arcane Sorcerer and Javazon.
Smoother camera that sticks with a fight, big readable item cards, fire and lava now creep into the last safe zone, and a new Class Codex page.
Critical strikes! Physical melee hits and arrows can crit for double damage (slow hitters crit more), and a crit punches through a block for a quarter.
Every hit now rolls its damage: cold and poison roll tight, fire medium, lightning anywhere from 1 to double. Maces and fists steady, swords and spears swingy.
Patch notes now show on this update screen. Burning of Tristram covers the whole town and Catacomb Pits show each duel winner.