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Map tiers and locations have been shuffled (though the 'pin' locations for maps has not changed). Most maps are now initially found at a different tier. Unique maps have not moved or changed tiers.
Added a new mechanic - Watchstones: These can only be obtained by defeating one of the new Atlas bosses. They can be used to raise the tier of all maps in a particular region of the Atlas, causing all maps of those base types to drop at the new higher tier.
Unique maps can now drop with varied tiers based on the state of your Atlas. Maps that previously had monster level overrides (such as Lua error: Error: invalid field alias "items._pageName"; aliases cannot contain dots or quotes..) now instead rely on the variable tier.
The entire Atlas has been reworked. Many map names have changed, as have their balance, tier and position on the Atlas. Many maps have also had their boss fights swapped or completely reworked.
The rules used to generate monsters in endgame maps have been significantly reworked and rebalanced around the rate at which we expect players to reliably clear out the map. In general, narrow, linear maps will contain fewer total monsters than maps with complex layouts. We will be closely monitoring and adjusting the balance of this change and expect to make further changes and improvements over time.