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(147 mb)
but no changelog post ![]()
I see it not, guess Zantai pushed it too early and took it back ![]()
Enemy life reduced.
In which OS are you playing?
In linux i’ve shadow updates everytime I turn on the PC and play GD. It’s a thing related to proton, the compatibility interface/tool that uses Steam for playing running games in linux. For some reason in the download log it is says that it’s a GD thing instead of proton.
You can just disable Shader Pre-caching, since it’s mostly useless on non-Steam hardware (since they’re not precompiled). One thing it does is provide transcoded videos for some games that use patent-encumbered codecs (GD isn’t one of them), but 3rd party Proton builds (e.g. Proton CachyOS, Proton GE) have codecs which make that unnecessary.
Ugh shader precaching… Everyone on every layer seems to do it. Games, steam, driver, etc. D=
Windows
no shader precaching on
lokarr got fixed.
Did it?
before he insta died Lokarr Not Spawning in Latest Patch
Looks like Bone Harvest had its pierce damage removed? I swear it had pierce a couple days ago.
BH definitely has pierce on 1.2. Screenshot?
you using a conversion item? ![]()
Here it is with all gear unequipped. Pierce is gone.

you’re right

considering this char has very low vit dmg (13%) and a 100% cold dmg, i’m guessing the pierce might have been rolled into vit? ![]()
edit. looks like Z did edit the changelog notes judging by last date, and there is a Boneharvest/pierce entry there now, he just didn’t make "new build up"post
- so guessing we’re just not caught up yet with the small tweaks, since changelog monitor wasn’t notified by it sans announcement
Game
- Valdaran and Archmage Aleksander now share their animosity towards you and will spawn in each other’s faction areas.
Itemization
- Ashes of Malmouth and Forgotten Gods Magic quality crafting recipes have been reclassified as Rare.
Their rolls remain unchanged.These recipes now always generate at least one Rare affix, but their crafting costs have been increased.
Monster Infrequents
- Chillblood’s Carcass: updated % Conversion modifiers for Bone Harvest to 100% of Physical/Vitality dealt as Cold
Legendary Non-Set Items
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Conduit of Undying Whispers: updated % Conversion modifiers for Aether and Chaos variants of Bone Harvest to Vitality dealt as Aether/Chaos, respectively
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Horns of Korvaak: increased % Damage Reduction on the skill proc
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Mythical Dreadweaver: removed % Pierce dealt as Cold modifier for Bone Harvest
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Mythical Gauntlets of Ignaffar: increased % Energy Cost Reduction modifier for Flames of Ignaffar to 10%
-
Mythical Rune Armor of Ignaffar: increased Energy Regeneration to 5.5
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Mythical Soulbearer: updated % Conversion modifier for Bone Harvest to 100% of Cold dealt as Vitality
Legendary Set Items
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Blood Knight’s Visage: removed % Conversion modifier for Bone Harvest
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Deathguard Set: reduced Poison damage modifier for Shadow Strike to 330 / 3s and removed its % Crit damage modifier. Reduced Cooldown Reduction modifier for Bone Harvest to -0.5s and removed its Conversion modifier.
Inquisitor
- Endless Flame: increased base % Energy Cost Reduction by 5%
Necromancer
- Bone Harvest: increased % Weapon damage scaling with rank to 365% by rank 16, 505% by max ultimate rank. Removed Pierce damage and increased Vitality damage to compensate.
out of curiosity, how do you find those changes/ see new entries among all the others?
post edits aren’t accessible to regulars here unlike other discourse forums ![]()
I have saved a copy of the old/March 20 changelog.
Valdaran and Archmage Aleksander now share their animosity towards you and will spawn in each other’s faction areas.
hmm, since vanguard still exists as separate faction/aetherial factions weren’t merged, i’m guessing that means it’s dynamic spawn purposes only and not actually a reputation difference/interaction?
ie we don’t get vanguard infamy from killing regular aetherials, so vanguard still need to reach Nemesis manually before Valde will spawn in base game zones?
(and i’m assuming black legion thus also don’t gain rep from non vanguards)
Yes, Z explained in the devstream this is how it’d work. You must reach Nemesis with each for each one to spawn, but they will spawn interchangeably now.
