Excellent, I'll try this out soon. I'm almost finished migrating my hard drives to a larger one and then mirroring them.
Find less gear in random loot, but more gold and valuables. The idea is to get economy going and make trade more important. Uniquely hand-placed items and boss loot should feel more rewarding and rare. You HAVE to go shopping!
Sounds good, assuming that merchants have more things to sell so you have an actual selection, but I am told that will be the case.
You can now choose which starting class recruited companions should be, making it easier to compose the best-balanced party
I hope there's full attribute, ability, talent and skill customization, but even if not, this is at least an improvement.
Removed durability from armor
Weapon durability now only decreases when attacking objects
Sounds very good, as I wasn't finding myself running out of durability using weapons and armor only for attacking very often anyway.
Does this mean "Indestructible" is removed from the pool of affixes on items? It should be removed even from weapons, because it's too situational.
Invisibility is now removed by Frozen, Petrified, Stunned, Knocked Down, Taunted, Sleeping, Wet
Invisibility is no longer removed by all surfaces, except if they damage you
Helpful, combined with the change for surfaces no longer applying damage on the first tick.
Reduced AoE radius of most area spells to promote tactical gameplay[/quote]
Players receive their second Civil Point at level two. After that, they receive a point every four levels
I was pushing for this on character creation, but this is also perfectly acceptable. I approve.
All-in-all, this looks very good.