Version 0.8.0

Patch notes
These are the official patch notes for version 0.8.0 released by Grinding Gear Games.

Features

 * Added Act Two. It's low on quests for now.
 * Enabled the Duelist, our Str/Dex character class
 * Enabled the fourth difficulty level (Merciless)
 * New character selection/creation scene
 * A hardcore league has been enabled
 * Added portals on currency items and as a skill gem
 * Added Endurance, Frenzy and Power charges
 * Added new skills:, , , , ,
 * Flasks can now have mods
 * /online command now shows who is online
 * Waypoints, doors and exits now stand out on the minimap
 * Revamped passive skill tree to have 450+ skills
 * Antialiasing support added
 * Added grass technology
 * Nearby players and NPCs are now shown on the minimap
 * Chat box now supports multiple chat types more easily
 * Ghosts in Merveil's Lair are now purple
 * Tar Zombies added to the Coves
 * Monkeys can come down from trees in Act Two
 * Substantial improvements to the quality and volume of sounds
 * Environmental effect improvements in many world areas
 * Many spells now have "surge" effects
 * Flasks can now have quality
 * Rhoas can charge at you
 * Shields can now block
 * Passive skill screen now shows the total of each attribute
 * Passive skill screen now allows you to see your player in the middle
 * We now support dragging items in addition to clicking twice
 * Chat text is now more readable against light backgrounds
 * Scavengers now throw rocks rather than sand
 * The area's monster level is now shown on the minimap
 * Substantially increased the amount of random variations of world areas
 * Item images are shown next to full ground descriptions again
 * Condensed requirements on items to be more concise
 * Chaos damage effects added
 * The Flooded Depths side area now has an entrance in the middle of its room
 * Added a setting to control corpse targeting behaviour
 * Waypoint screen now hides acts/difficulties you haven't been to yet
 * Entities don't continue to accumulate arrows past 10 now
 * The name of the current difficulty is now displayed in town (if higher than the first difficulty)
 * When holding a two handed weapon, a transparent copy is shown in off-hand
 * Now enters game immediately after creating a new character
 * Assets are unloaded intelligently to conserve memory
 * Players can now walk through each other in towns

Bug Fixes

 * Fixed a bug that could cause multiple mods of the same family to be generated on an item
 * Sand spitters no longer get stuck doing nothing
 * Fixed problems with shadows disappearing as the character moves around
 * Fixed issues spawning non-equipment items sometimes
 * Boss monsters now grant bonus experience correctly
 * Item links can now not be partially backspaced
 * Prevented many skills from damaging monsters on the other side of walls
 * Merveil's second form will now attack you properly
 * Shield Crabs no longer turn into Sand Spitters called "Shield Crab"
 * Shield Crabs don't drop items when they transform into Sand Spitters
 * First acquired skill now binds to right mouse button rather than middle
 * Fixed bug where sand spitters would not bleed
 * Fixed re-enabling of items that have been disabled due to requirements changing between versions
 * Experience bar now has 20 sections rather than 21
 * Dungeon chest rotation fixed
 * Gems in inventory now have background colours showing whether their requirements are met
 * Other players using skills nearby now have their mana predicted correctly (so the spells don't fail)

Balance

 * Refunded all passive skills because of the new tree
 * Made monsters twice as easy in lower difficulties. Harder in higher difficulties
 * Boss monsters are now substantially more dangerous
 * Rebalanced most skills
 * Changed how monsters get accuracy and critical strike rating to be flatter
 * Biased base attributes slightly towards Life (Str), Mana (Int) and Accuracy (Dex)
 * Overhaul of boss mods to make them all proportional to the monster's base values
 * Gems now have level requirements in addition to attribute requirements
 * Reduced drop rate of rares and uniques by 25%
 * Added bow-wielding Skeletons and Bandits to some areas
 * Changed the levels of most items and mods
 * Rebalanced areas to accommodate Act Two and the fourth difficulty. Level 50 is the highest world area now.
 * now picks one element type randomly per hit
 * Increased the number of Weapons and Armours in various categories with placeholder art
 * Several new prenamed boss monsters added to certain areas
 * Detonate Dead is now unaffected by increase in monster life due to additional players in the area
 * now freezes for a longer duration than normal ice damage
 * Cold Snap now freezes 50% of the time (chilling the rest) rather than always
 * Changed player cap for non-town areas to six
 * Reduced splash radius
 * Rares are now biased towards spawning with four mods
 * Rare monsters are now limited to four mods
 * It's now slightly more likely to generate an off-colour socket