Через пару дней для Diablo Immortal выйдет крупное обновление 4.1, которое добавит в игру новую локацию, продолжение основной сюжетной кампании, различные улучшения для игровых систем, множество занятий и наград. Разработчики опубликовали его обширное описание с деталями всех новшеств.
Reap the Flesh HarvestPrince Albrecht promises salvation to his people seeking a better future, but at what cost? Our next major update, Flesh Harvest, is seething in anticipation of release. This update introduces a new main quest, an overhaul to the Cycle of Strife, new legendary gems, updates to Familiars, and more.
As with previous content updates, there will be server maintenance starting on
September 24, from 5 p.m.–7 p.m. PDT for Oceania, East Asia, Southeast Asia, and Europe servers, and on
September 25, from 1 a.m.–3 a.m. PDT for servers in the Americas. After the maintenance has concluded, all items mentioned below will be live—specific dates for any features going live afterward are provided below.
Flesh Harvest Main Quest in the Sharval Wilds Zone In the new Flesh Harvest main quest, you'll investigate the Wicker Fields, the spiritual center and breadbasket of Sharval, as you search for Albrecht and his hive. As you traverse the corrupted fields, you'll confront ghastly undead, frenzied fey, and hideous Shardborne among the festering grassland, all the while learning of the resentment continuously growing within the Entsteig peasantry and the promises of freedom Albrecht has made to his followers.
You'll team up with your allies as you prepare to confront Albrecht and his army of followers and monsters within the Boil of Creation, a massive Shardborne hive. Within, you'll witness the beginning of Albrecht's horrifying plans to transform Sanctuary into his image, and the sacrifices he's made to achieve his dreams.
At long last, you'll be able to explore, complete bounties, and slay wanted monsters in several of Sharval's sub-zones, including the township of Highfork, the village of Orthrup, the Moonlit Highlands, the Darkened Glade and the Wicker Fields. Prepare yourself, Defender of the Wilds!
Replay past quests by accessing the Adventurer’s Chronicle in Cain’s Workshop.
Receive Bounty from the Flesh HarvestFrom September 25—October 8, enter the promo code FLESHHARVEST to collect your first offering from this major update. You may only redeem once per account to earn:
- 1 Legendary Crest
- 2 Legendary Items
- 3 Aquamarines
- 3 Sapphires
New Legendary GemsThree new Legendary Gems arrive in this next update. Each can elevate your character to new heights of power. The below values for each gem reflect their power at Rank 10:
Haunt Coil (Five-Star Gem): When you deal damage, you have a 10% chance to haunt the enemy for 6 seconds. Haunting an enemy while in Offensive Stance will cause them to take increased damage from you and haunting them while in Defensive Stance causes them to deal reduced damage to you. Additionally, haunted enemies will unleash blasts every 2 seconds, dealing damage to surrounding enemies. Enemies hit by multiple blasts within 2 seconds take 50% reduced damage from each subsequent hit. Cannot haunt the same enemy more often than once every 20 seconds.
Resonance Gems: Specter Glass, Viper's Bite, Igneous Scorn, Seeping Bile, Spiteful Blood
Fading Nostrum (Two-Star Gem): When you take damage you become warded for 6 seconds, reducing the damage you take from harmful continual damage effects and increasing your chance to Block projectiles. Cannot occur more often than once every 20 seconds.
Resonance Gems: Mocking Laughter, Kir Sling, The Abiding Curse
Mountain Toe (One-Star Gem): Critical Resistance increased and Critical Hit Damage taken reduced.
Resonance Gems: Berserker's Eye, Freedom and Devotion
Cycle of Strife RebornThe endless battle between Immortals and Shadows rages on, victories bolstering dominant Clans and fueling those who wish to claim their mantle. But war adapts, and improves its deadly efficiency in the name of battlefield advantages. So too, should the Shadow War make change to its grisly contest.
The endless battle between Immortals and Shadows rages on, victories bolstering dominant Clans and fueling those who wish to claim their mantle. But war adapts, and improves its deadly efficiency in the name of battlefield advantages. So too, should the Shadow War make change to its grisly contest.
Shadow War ChangesWe are changing the format of how you matchup and faceoff against other Clans in the Shadow War.
Moving forward, Clans will compete in 2 matches per week, earning points for each match that they win. Moving away from a traditional bracket, this means that there will be no eliminations, and Clans will be matched against other Clans with similar points totals. Clans will earn 3 points for a win, and 1 point for a loss.
The top ten Clans with the highest scores at the end of the tournament will be greatly rewarded, with Clans that finish from 11-20 earning hearty rewards as well.
You may recognize this as the "Swiss Tournament Style". This system has been used in tournaments around the world for Sports, Games, and much more. While the Tournaments may start with higher and lower skilled Clans facing off, as matches progress, this system is known to even out and result in more appropriate matches.
Tournament RegistrationRegistration for the Shadow War begins each week on
Monday, 3 a.m.—Tuesday, 9 p.m. local server time. Each Clan will need 30 players to register. If you meet the requirements, you’ll register automatically but can switch back to manual registration if wanted.
Matchmaking RulesIf two Clans have already faced off against each other in the previous round, you’re far less likely to play against them in the following rounds.
Clans that are ranked in the top 10 are placed in a protected matchmaking pool. When there’s multiple potential opponents with similar point totals, the matchmaking system will prioritize matching you against opponents ranked 11 or lower, whoever's points are closest.
RewardsThe top 10 Clans will earn Legendary Crests for each members, while the following Clans who finish 11—20 will earn a Legendary Crest Voucher which allows you to purchase a Legendary Crest from the Hilts Trader until
9 p.m. local server time the following Saturday.
Building & Sacred Guardians Health AdjustmentsBuilding and Minion Health has been increased, roughly doubling the time it takes to destroy them. Health values will scale with the number of players in the match, the more players, the tougher the building and minions. This should help prevent situation where players can instantly destroy objectives.
Building Damage ChangesBuildings now deal significantly higher damage to you:
- Outer Towers: 20% of player Health per attack
- Inner Towers: 30% of player Health per attack
- Core/Crystal: 50% of player Health per attack
Attacks against buildings no longer grant Lifesteal. Lifesteal against Sacred Guardians has been reduced to 50% effectiveness.
Shadow Contract SimplifiedWe’ve streamlined the Shadow Contract system to reduce grind and make rewards more meaningful. The Shadow Contract has fewer tasks, automatic rewards, and more loot to earn.
Weekly attempts have been reduced from nine to six, the Familiar AFK time has been reduced from 162 hours to 108 hours, and the cumulative attempt cap has been removed. Contracts are now available twice a week.
Additionally, we’ve increased rewards by increasing the activity points earned from completing each activity from 20 to 30. The Gold, XP, and equipment earned from Contract rewards has been boosted by 50%.
Clan Level and Shadow Cloak SystemRise Beyond to new HeightsThe Clan level cap has been raised, allowing your Clan to rise beyond previous heights. By completing activities like Vault Chests, Contracts, Shadow War, and the new Invasion of the Immortal Realm, your Clan will steadily gain new experience.
Tasks have also been simplified to make levelling easier. For instance, we’ve removed the Rite of Exile as a Clan Focus option as it was too unpredictable. Similarly, Contract tasks were reduced to match Vault Chest levels, which now requires fewer players while granting better rewards.
Unite and Progress TogetherWeekly Clan activities now contribute more potently to your progress, making it easier for every active clan member to leave their mark. Even smaller Clans can rise through the ranks and earn prestigious rewards previously out of reach through consistent teamwork.
Earn Legendary Shadow CloaksAt key milestones, your clan can unlock Shadow Cloaks wreathed in smoke and starlight. These are exclusive cosmetic rewards that visually showcase your clan’s status and achievements. As your Clan levels up based off your deeds and valor within the Cycle of Strife, Shadlow Cloaks are unlocked at set Ranks, growing in magnificence as your Clan gains momentum.
These cloaks must be re-earned each season, ensuring that only active and dedicated Clans wear them with pride.
Refined Buff ProgressionExisting Clan buffs are still part of the Cycle of Strife, but their unlock order and strength have been rebalanced.
Developer’s Note: This should make your progression feel smoother and ensures that valuable bonuses are earned at more impactful moments along your Clan’s journey.See Your Progress GrowThe Clan interface has been updated to clearly display your Clan’s level, available rewards, and current XP sources making it easier than ever to track your rise and celebrate your milestones together.
Akeba’s OrdealWe’re adding a new way to earn Marks for Shadow Clans during the Cycle of Strife. Slay your way through
Akeba’s Ordeal, a four player Shadow Clan exclusive fight where you’ll need to strike down two bosses to emerge triumphant.
Should you choose to select this fight in higher difficulty levels, the bosses you fight will be empowered by Affixes from Challenge Dungeons.
Completing Akeba’s Ordeal rewards Marks, strengthening your Shadow Clan during the Cycle of Strife. Completing Akeba’s Ordeal for the first time each week will grant higher rewards and Marks.
A Faster Shadow AssemblyThe Shadow Assembly can now be completed faster than ever before, with reduced blessings and more time for slaying. The time between blessings has been reduced from 2 minutes to 1. It’s now more clear to see who received the initial blessing, and if you did not receive the initial blessing you can receive it from players who were already blessed.
Clan Management OptimizationsWe’ve made several updates to the Clan Management System to help streamline how it’s organized, and to make it easier to tactically communicate and organize your Clan as a Leader.
Clan Officers often lack easy access to their individual Clan members combat power, resonance, and participation for planning around Shadow Wars, Vigil of Blades, and Rite of Exile. We’ve now added an
Export Member Data tool which includes Combat Resonance, Attributes, and combat power stats. These tools were functionally inspired by similar systems found in World of Warcraft.
To help see who performed member changes within your Clan, there’s now a
history list to keep record of members joining, leaving, kicked, and appointed to a position.
It can be difficult to notify Shadows who fail to meet rank requirements, so we’ve added a
bulk mail option by rank so you can notify a large amount of members at once.
There is now a filtering and sorting option by level and resonance to make going through a Clan member list easier and less tedious to navigate.
When participating in the Rite of Exile, sometimes your warriors don’t show up when called upon. You can now substitute players from the registered pool, and swap in active members if someone else misses the match.
Warband UpdatesIt’s now much easier to find higher quality Remnants while running Purge the Depths. Warband parties now only require four players to receive the highest quality of Remnant drops.
Remnants now drop in Warband Helliquary Raids, and also only require four players to achieve the highest quality drops. Remnants can still be found with fewer members, but the chance diminishes with each player you take below four.
When a set of remnants drop within a Helliquary Raid, they’ll all be for one specific roll and anyone from the Warband can pick them up, the rewards are not character specific. Remnants can only drop within the first five clears each reset.
The Warband Rooms have been removed to streamline the system further. Each of you can directly select the specific roll they want to have active and can individually select the bonus stats that are active, independent of other Warband members’ choices. The Warband leader will still determine the assignments of Remnants for each roll.
Customize your Clan BannerEach Clan has their own distinct pact of honor, or lack thereof, to rally behind. Clan Leaders can now select a distinct banner emblem and background color to help you stand out among the fray. Select from over 30 emblem options and proudly distinguish your clan for the battles to come.
Vault UpdatesCheat Death and Savior will now reset their cooldowns upon exiting the Vault. The Vault now has a chance to spawn Elite and Rare monsters with the Immortals Vault Rank increasing the amount spawned per rank.
There’s also now a chance for a Hidden Passage to appear at the beginning of the first floor. This portal requires all players within the vault to channel it and immediately skip players to the fourth floor, alerting the Immortals to their presence shortly after. If you choose to activate the Hidden Passage, you’ll earn all the Chest rewards from the first three floors without having to clear them. However, if you choose to open a chest on the first floor, the Hidden Passage will crumble and become impassable.
If you use the Hidden Passage, beware! For the Vault Guardian will increase in strength.
Shadows that wait in queue for an extended period of time without finding a full party will now have the option to enter without a full party. Enemies within the Vault will remain at their normal power and the alarm can still be triggered.
Additionally, Hilts earned when Immortals defend the Vault has been increased from 200 to 350 for wins and 150 to 200 for losses.
Familiar ImprovementsYour most stalwart companion is receiving a whole set of improvements.
Conversion ChangesAfter converting your Familiar, you can decide whether to keep one of the material familiars or the conversion result. This should reduce the risk of losing more powerful familiars through converting. This applies to Aberrant Conversation using
Conversion Stones.
Conversion OutputThere have been slight changes to what passives Aberrant Familiars receive when converting. To better match actual player demand, Aberrant Familiars will more often receive two or fewer Rare Passive Skills.
If you’re not using a Conversion Stone during Aberrant conversion, if you have a Familiar with only one Legendary skill, the minimum quality of skills for the newly converted Familiar will be adjusted to six Magic skills.
Developer’s Note: Previously, during normal Conversion, there was a high probability that an Aberrant Familiar would be generated with multiple Rare Passive Skills (e.g. five or six).However, most of these Aberrant Familiars are not kept, but instead used as materials for Aberrant Conversion.For this purpose, having fewer Rare Passive Skills is actually preferable: more Rare skills increase their market price, making them harder to sell, and become less useful as material for most players.To address this issue and better balance market supply and demand, we have adjusted the probability distribution of Passive Skills on Aberrant Familiars generated from Normal Conversion.To address this issue and better balance market supply and demand, we have adjusted the probability distribution of Passive Skills on Aberrant Familiars generated from Normal Conversion.This change does not affect the overall drop rate of Aberrant Familiars, only the distribution of their Passive Skills.
Improved Familiar Trading RulesThe Familiar Shop will now display the next time the wares refresh, making it a bit easier to plan. Within the first ten seconds after the store refreshes, purchases will go through a bidding process preventing players from instantly grabbing the lowest priced Familiars.
Additionally, the highest price that a Familiar with one Legendary Skill or less has been updated to make pricing more accurate, and easier to sell in turn. The freeze period following a Familiar trade has also been extended to 7 days.
Plot your War GamesIn times of peace, a warrior’s mind is a blade unhoned, losing its edge, grown rusty from rain and misuse. But you cannot wait for times of conflict to become ready for the next battle. The most fearsome become so because they never stop thinking of their next foe.
War Games is a new system that allows you to create custom PvP lobbies at any time. It launches with 3 modes to hone your skills in:
Destruction’s Call, Slayer, and
Tower War. War Game lobbies will be cross-server, allowing you to join matches with fellow wanderers you typically wouldn’t get to duel against.
Each mode will have specific settings that can be adjusted, including point or kill requirements, time limits, flag, and enemy spawns. Destruction’s Call – Capture the Flag will feature the same base gameplay you’ve become used to in Ancients’ Cradle, crush your enemies and capture flags to earn points. Destruction’s Call – Slayer, is a team deathmatch mode where the only objective is to kill the enemy team. Tower War will be the same gameplay you’ve known, capture and hold the effigies to earn points.
Destruction’s Call will support up to 12 vs. 12 battles, and Tower War supports up to 8 vs. 8. A total of 40 players can be within a single lobby, and any additional players will be placed on the Spectator list, only able to watch the games.
To begin a War Game, travel to the War Game tables on the Immortal Overlook in Westmarch near the Battleground Captain to join or create your own War Games lobby.
War Games will have the Strife debuff active which reduces bonuses from Legendary Gems and other sources of power when playing in PvP, but does not have normalized fair PvP settings. This is the beginning of what we hope this system can be; we’ll keep an eye out for your feedback to help shape War Games in the future.
Festival of the Ancient MoonThe denizens of Sanctuary mark their Calendars to bask in the Celestial Celebrations that dot the midnight sky. Raise your goblet and revel in the frivolities that so rarely arise in these maligned lands.
From
October 1—October 15, 3 a.m. local server time, complete daily and weekly tasks to earn points towards bountiful rewards. Complete Daily Tasks such as Iben Fahd’s Sanctum, Erreban Castle or Abyssal Verge to earn Aspirant’s Keys, Runes, and more. Complete Weekly Tasks by levelling up Runes, complete the Rite of Cleansing to earn Telluric Pearls, Set Items, Legendary Items, and more.
Accumulate points for winning bonus rewards from milestones including Moonrite Flora, Runes, and a Legendary Crests.
Battle Pass 44: Eyeless OmensScoop the eyes from your skull and slash into your skin. Pain will guide you further than sight. That is why so few have the courage to journey beyond their mortal limits into immortal glory.
The Season 44 Battle Pass sidles its way into Sanctuary on
September 25, 3 a.m. local server time, containing a Battle Pass with 40 ranks worth of rewards, such as Crests, Hilts, Legendary Gems, and more.
Begin rising to your destined potential and scour your way through the ranks before your eyes lose sight of this Battle Pass on
October 23, 3:00 a.m. local server time.Skyborn’s Scourge Phantom MarketImbibe the burning light that drips from the heavens and soar higher than mortality itself. From
September 28, 3 a.m.—October 22, 3 a.m. local server time, this latest Phantom Market brings godly threads to wreathe your adventurer in. This Phantom Market also contains a limited-time Valkyrie who accompanies you on your journey and plays special effects on certain conditions (on death, while idle, and when following you).
This ephemeral Valkyrie can be extended if you own the Collector’s Empowered Battle Pass.
Play Music from the Phantom MarketA Bard’s music may delight a crowd, but only for the time its mellifluous tones drift upon the wind. Now, you can summon this ability any time you please. Enjoy background music from previous Phantom Market cosmetics while in your inventory.
Experience music changes when switching between badges, as each one has its own theme. You can also listen to other players selected badge music when viewing their profile if they have it enabled. Easily manage music playback with a single toggle in the badge UI.
Balance ChangesThe Balance changes below will be effective everywhere in Diablo Immortal.
Developer’s Note: We updated and either tweaked or re-designed the functionality of many old Legendary items in this update. Below you can see the new item descriptions for the updated skills and a few numeric balance changes that wouldn't be caught in the Legendary description. These changes aim to bring back some old popular builds or even introduce new builds.Barbarian- Fallow Field (Whirlwind): Whirlwind now consumes Life instead of energy, allowing you to maintain your Whirlwind as long as blood still flows in your veins. Whirlwind also deals 6% increased damage with each consecutive hit, up to a maximum of 36%.
Blood Knight- Lost Companions (Umbral Lance): The reduced damage from multiple spears hitting the same enemy is now less severe. Previously, extra spears did only 50% damage, but now they deal 75% damage.
- Soul Censer (Skewer): Skewer also shatters the enemy's armor, increasing their damage taken by 8% for 3 seconds, stacking up to 16%.
- Soul Censer (Skewer): Skewer also shatters the enemy's armor, increasing their damage taken by 8% for 3 seconds, stacking up to 16%.
Crusader- Crown of Dispassion (Consecrate): Consecrate now empowers you, leaving behind a holy trail that damages enemies and reduces the damage they deal by 25%.
- Objurgation (Judgment): Judgment now grants you a castigating aura that reduces enemy Movement Speed by 30% and increases the damage they take by 25%. Enemies within the aura that suffer a knockback effect are struck by holy light that Stuns them for 2 seconds.
- Zaynula's Last Hymn (Consecration): Consecration also reduces enemy Movement Speed by 30% and prevents them from using Dash skills for 2 seconds. Cannot occur more often than once every 6 seconds to the same enemy.
- Cavalier's Courtwear (Draw and Quarter): Draw and Quarter now knocks enemies airborne when you trample them. While mounted you are immune to knockback effects and can't be dismounted by total loss of control effects. Additionally, you take 45% reduced damage from Skills but also deal 45% reduced damage with Skills while mounted.
- Harmonic Collide (Condemn): Cannot trigger if enemies are further than 10 yards away.
Demon Hunter- Frozen Guardian’s Sight (Sentry): Sentry is now empowered with Frost, damaging and stacking a Chill on enemies that Freezes them for 2 seconds at 4 stacks. Sentry also takes 75% reduced damage from players.
- Seditious Breath (Smoke Screen): Explosion damage increased from 50% to 75% for subsequent hits.
- Legguards of the Inevitable Inferno (Knife Trap): Immolation Traps can now overlap, and enemies will take damage from each trap individually.
Druid- The Yawning Maw (Summon Grizzly): Fire bear takes 50% reduced damage from players.
- Bar-ghaist Beacon (Summon Wolves): Fire wolves take 50% reduced damage from players.
- Flesh is Fertile Ground (Thorn Armor): Thorn Armor is now toggled on or off, and while on it consumes Primal Power to grant increased Attack Speed to all nearby allies and continuously damage nearby enemies, dealing increased damage from subsequent hits. (up to 25% increased damage)
- Cedarkin (Summon Oak Sage): Cooldown increased to 15 seconds.
- Wildebrute (Lunge – Werewolf): Cooldown increased to 9 seconds.
Monk- Driven Thunder (Cyclone Strike): Cyclone Strike is now Channeled, causing you to run forward, spinning a staff of storms to damage enemies that increases by 8% with each subsequent hit, up to a maximum of 48%. While channeling, you are immune to knockback effects.
Necromancer- Ten-Thorn (Corpse Lance): Corpse Lance now consumes nearby corpses to launch lances at a target location.
- Soul Levee (Bone Spirits): Bone Spirits now unleashes a wave of spirits that damage and Fear enemies. Consuming corpses beforehand will increase the number of waves.
Tempest- Gustgift (Wind Walk): Wind Walk now empowers you, during which your Primary Attacks grant you a shield that absorbs damage and grants immunity to knockback effects. (Shield value equals 80% of your damage)
- Xsaadh Dhuth (Rolling Surf): Rolling Surf now empowers your edges, granting you temporary immunity to total loss of control and knockback while causing you and your Zephyrs' Primary Attacks to become sweeping sword slashes that deal increased damage with each consecutive hit. (5% increased Primary Attack damage, up to a maximum of 50%)
- Harmonious Castill (Squall): Squall now makes you untargetable and causes you and your Zephyrs to Dash forward, damaging enemies in your path. Additionally, each active Zephyr that Dashes with you will increase your Primary Attack Speed by 15% for 1.5 seconds, up to a maximum of 45%.
Wizard- Veil of Dross (Ice Crystal): Ice Crystal refractions now extend the duration of the Ice Crystal by 0.5 seconds. Cannot occur more often than once every second.
- Searing Judgment (Disintegrate): Disintegrate now channels Fire, applying a Burn that stacks up to 5 time. At 5 stacks the Burn is consumed dealing additional damage. While channeling, you are immune to knockback effects.
- Entropic Edge (Disintegrate): Disintegrate damage is increased by 2.5% for every yard between you and the enemy, up to a maximum of 20%.
Feature Updates
Matchmaking OptimizationsThanks to your feedback, we are updating our matchmaking and team distribution system logic, which should improve your matchmaking in a few significant ways.
This improved matchmaking applies across multiple modes, including Duo Queue. Nothing is needed on your end, matchmake as usual and the updated system will take care of the rest.
In addition to balancing overall combat power, matchmaking now takes into account class distribution with each team. We know how frustrating it can feel when one team has too many Barbarians or Crusaders, making battles feel uneven. With this update, the matchmaking system should ensure melee-heavy classes are more evenly spread out between both teams, creating a more balanced and strategic experience for everyone.
This is our attempt at ensuring every match feels like a better test of teamwork and strategy, not just luck of the draw in matchmaking.
Developer’s Note: We’ve heard your feedback, fairness isn’t just numbers on a sheet, it’s also about team structure. This new system better factors Combat Resonance and overall class balance to generate opposing teams that are more evenly matched. Codex Activities ChangesThe Activities section of the Codex will now have a drop-down menu to filter activities by weekly and daily tasks. Dungeons are condensed into a single item that now has a pop-up for Dungeon selection.
There will also be a new item that shows you the limits and displays the party bonus for normal gems. Previously, this was only visible as your own buff.
Terror Rift Party OptimizationWhen running Terror Rifts in a full party, we’re adding the option for a Quick Join that automatically connects other players together. Using this function will make a new entry in the Party Finder tab making it easier to find a group for Terror Rifts, regardless of whether you use Party Finder or immediately find one at the entry point.
Quality-Of-Life Social UpdatesIncoming direct messages from friends will now be consolidated and harder to miss.
Developer’s Note: We heard lots of community feedback that you were missing your friends’ direct messages. We apologize for the rifts in your friendship this must have caused.On PC, a new chat bubble icon will appear for any unread direct messages. On Mobile, a small Unread Messages banned will show up in the chat for any direct messages received.
Additionally, the Block list has been expanded past the previous cap of 100 players. PLayer Class Information has been added to Player Profiles and Raid Management UI. The chat system now offers some prompts after a few hand-picked conditions. For instance, if your inventory is full and you open chat, there’ll be a suggestion to tell other players that you’re returning to town.
We’ve changed the behavior of some red dots to be more relevant to you in an effort to reduce the clutter in your menu.
We’ve also fixed the following issues:
- Fixed an issue where an error would occur when trying to view the profile of a friend that’s from a different server cluster.
- Fixed an issue where Party voice transcription wouldn’t turn off.
- Fixed an issue where a notification couldn’t be dismissed after messaging a friend.
Team Up System ImprovementsWe’ve introduced several quality-of-life fixes to make joining a party and communication smoother than ever.
Teammate Class DisplayClass information will now be shown in team panels, the Helliquary boss entry screen, and other players profile cards. This should make it easier to understand your team’s composition at a glance and strategize.
Team Application TimeoutTo avoid confusion from previous requests, team applications will now automatically expire after 30 minutes.
Auto Accept Team Invites and ObjectivesPreviously, team objectives and auto-accept settings were only tied to active recruitment. These settings are now persistent, meaning they’ll remain active even outside of recruitment. This makes it easier for players to maintain team goals and seamlessly join teams without having to repeatedly reactivate recruitment.
We’ve improved the initial chat experience by automatically lowering other in-game sounds when voice chat is active.
Bug Fixes- Fixed the issue where the chat button in the dungeon interface wouldn’t properly appear during team play.
- Fixed the issue where switching to another tab after viewing a recruitment tab would sometimes leave the information displayed.
Replay Random Dungeons FeatureIf you enter a Random Dungeon with a party of one to three players, you’ll be able to directly replay another Random Dungeon once the Dungeon is complete.
This removes the extra step of leaving and having to re-enter the queue each time, making it faster and more convenient to continue your dungeon delving foray.
Dungeon ImprovementsWe’ve made changes to several specific dungeons.
Developer’s Note: We’ve listened to player feedback across the forums and surveys. You reported that dungeons had moments which slowed down the pace: unnecessary waiting, invincibility phases, and extra clicks. These optimizations were done in the spirit of delivering a smoother, faster, more exciting dungeon slaying experience.Kikuras RapidsRemoved the four-second delay before the dodge barrage started after killing monsters at the start of the dungeon. The 10-second doge barrage countdown at the bridge now begins when the first of the three monster groups are killed, instead of after killing all of them.
The bridge burning animation has been shored from 6 to 3 seconds, letting the Raft get back up to speed 3 seconds earlier.
Pit of AnguishFixed multiple bugs reported by the community. Thank you!
Silent MonasterySeveral changes have been made to make the Silent Monastery faster, with reduced teleportation phases being a key part of that.
The teleportation mechanic will no longer activate if the boss’s health drops below 20% within the first 10 seconds. The stun duration and monster spawn delay for the teleoprt mechanic has been reduced to 3 seconds. You’ll now be able to fight immediately once the black fog dissipates. You can also attack the first boss immediately as it appears. After it dies, the NPC will automatically trigger the lighting tutorial without requiring dialogue, reducing downtime between phases.
Dread ReaverRemoved the additional sailor dialogue requirement after killing the Captain. Shortened unnecessary performance sequences. Hey, you’d get that theatrical too if you spent most of your life on the seas.
Tristram CathedralWe’ve made several changes to Tristram Cathedral to improve speed up this fight a bit. The Butcher’s spawn invincibility has been shortened from 10 seconds to 6 seconds. Albrecht’s invincibility has been removed when all models are visible, reducing the downtime between phases. Albrecht’s HP Bar will now be hidden when he is also invisible. The delay before and after Albrecht’s minion phase spawns have been removed.
General Flow ImprovementsReduced the amount of clicks needed to skip dialogue and cutscenes (looking at you, Tomb of Fahir).
Challenge Dungeon Affix OptimzationsWe’re changing some of the existing modifiers for Challenge Dungeons. When The Butcher appears from disruptive portals, he’ll deal less damage and has a chance to drop an additional set item.
Sacrificial power now has the following conditions:
Health loss and cooldown reduction are proportionally reduced on your health.
- For every 25% health lost, health loss and cooldown reduction are reduced by 33%.
- At 75-100% health, health loss is 2.22% per 1 second cooldown, reducing cooldown by 70%.
- At 50-75 health, health loss is 1.48% per 1 second cooldown, reducing cooldown by 47%.
- At 25-50% health, health loss is 0.74% per 1 second cooldown, reducing cooldown by 23%.
- At 0-25% health, health loss per 1 second cooldown is as close to 0 as posssible, reducing the cooldown reduction.
Additionally, Challenger’s Plunder chests will spawn after scene changes in dungeons where this is applicable. Explosive Reaction will deal damage a maximum of 2 times simultaneously to a player. Explosive Reaction will not damage summons, and the effects will now be a red circle to help visibility.
New Challenge Dungeon AffixErratic AssaultSimilar to Greed’s Spoils, skip directly to the final dungeon boss and continue through up to 3 additional Erratic Assault Portals to face additional bosses. Boss difficulty will increase as you go through the dungeon.
This has a chance to appear in normal dungeons, and in Challenge Dungeons it’ll appear alongside another affix.
Build Recommendation System ChangesThree main feature updates are coming to the Build Recommendation system, which were all done to help any player refine exactly what they’re looking for in their class as well as experiment with items they have yet to hunt down.
First off, you’ll now be able to save your unique builds, give them unique names, and descriptions when uploading them to the database to share with other adventurers. You’ll also be able to track how many players find them useful. If you’ve ever wanted to share builds out to friends, this is for you.
Secondly, you can now simply try a build on the recommendation system. You can select a build from the available offerings and try out the build in a test room before settling on it. Even before you collect the Legendary items the build requires, you’ll be able to see whether this is the right fit for you.
Thirdly, you’ll be able to track the items, equipment, and gems needed for specific builds. This should help you know when you’ve collected the items you need for your intended build.
We look forward to hearing your feedback on these new features!
New Cursed ShrinesTwo mysterious Cursed Shrines have appeared across the wilds, warping nearby monsters with their sinister power. Those who dare to awaken them will face deadlier foes—and claim greater rewards.
Elite ShrineWhen activated, this shrine surges with a dark energy. Monsters you defeat may rise again in stronger forms, changing from ordinary foes into elites, and eventually ancient terrors. Battles will escalate in intensity as fallen enemies return more powerful than before. Greater danger brings greater rewards, if you can survive the onslaught.
Split ShrineThis shrine distorts reality, causing monsters to split into perfect duplicates the moment they engage you. Every fight becomes a storm of enemies, testing your skill and speed. Twice the threats mean twice the spoils, for those bold enough to seize them.
Shared TraitsThese shrines appear rarely and without warning. Emitting a red, ominous aura, they are instantly recognizable from afar. The shrines themselves are visible to all players, but the monsters triggered by them are exclusive to your team.
Developer’s Note: These shrine effects are balanced with the intention of not overwhelming the battlefield.Face the Shrines, defy the curse, claim the power. Will you risk everything to conquer these new Cursed Shrines—or be consumed by them?
Helliquary Raid Drop ChangesItems that drop from Helliquary Raids are now less likely to drop near portals.
Hero’s JourneyWe hope that you have readied your blade, adventurer. Chapters 5 and 6 of Hero’s Journey are now available! Complete both to earn rewards such as Legendary Crests and the Inkwell Portal Cosmetic.
Sacrifice is required for the harvest ahead.
—The Diablo Immortal Team
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