Boss teeth, beast claws, raid loot
Bosses grew teeth. 61 bosses and legends now have a signature move of their own and their own scenes when the fight changes phase: one calls in servants, one hides under its shell, one throws the hero right out of its lair. Bosses and legends hit more often, and the ones that don't cast sometimes break through both shield and parry. Bosses and legends know no fear.
- Veterans and stronger casters fight smart: the necromancer curses first, healers and casters get silenced, sanctuary is the first thing to go, and the caster's pet won't be forgotten either. - Beasts fight with what nature gave them: claws tear you bloody, fangs sink in, hooves trample the fallen, a snake squeezes so you can't flee, a spider wraps you in web, and a tail knocks you off your feet. - Thief mobs knock you out and stab you in the back, vampires bite and heal, a ninja strangles and once in a while snaps a neck, and a druid casts its own spells. - A ranger without a bow gets a random bow, a thief without a dagger gets a dagger, even if there's an axe or a club in its pack. That weapon drops like any ordinary random weapon. - Hundreds of mobs got real classes, and 95 moved up in rank to veteran, champion or boss. - Sentient mobs pick items up off the floor and wear them if they fit. Don't drop your gear next to a guard: he'll wear it on duty. - Identical mobs now stand up for each other. - Shopkeepers and servants became veterans and don't chase whoever hurt them, and shopkeepers also leave nothing behind when they die. - A champion or stronger runs at the archer, and a veteran or stronger that can't reach you heals up and goes home. Thanks, Zodd!
Loot from champions, bosses and legends is now shared: in a group, everyone who dealt at least 15% of the damage gets a share of their own, once a day. The questor offers a new task, Boss Hunt, and the gang leader drops boss loot. - Blueprints drop only from enemies of your level or higher.
As always, thanks to everyone who tests new features and reports bugs!
