@Act 4 released, summary:
30+ new zones and sub-zones filled with new monsters, uniques, loot, quests, secrets, and more!
20+ new quests
20 new unique (named) monsters, many with their own unique loot drops
14 new monster types, some making appearances as soon as Act 1
14 new Achievements
11 new Anomaly bosses
Tons of new music and sound effects (100+!)
Many new Anomaly layouts
Act 1 and 2 polished and fleshed out with new quests, areas, and small in-game cutscenes
Controller support improvements
New item type: Relic. These items are special usable items that can be bound to your belt to be used (only a few exists so far)
New exploration mechanic: Troves. These are chests hidden in a few optional areas. These chests contain more loot than Legendary chests and also give experience poitns when opened!
@Anomalies:
11 new bosses
Added a large amount of new monsters from the new Act to fight
Added many new layouts
Improved existing layouts
Updated sprites and animations of several existing Anomaly bosses
The portal to the next area following a boss fight is now only revealed after opening the chest, so you don't accidentally enter it when going for the chest
@Bosses (Story):
Cael'is: Updated with new unique sprite and animations
Feren'el: Updated with new unique sprite and animations
Captain Moore: Changed fight with new mechanics, added new unique sprite and animations
4 new unique boss fights added with Act 4, the later 3 having some more experimentally complex mechanics than before
@Areas:
@General:
@Caves:
Adjusted cave design somewhat to make more openings between passages
@Rebalanced chest spawns:
You'll now see more chests in optional/hidden/secret areas
Some optional areas now spawn a guaranteed Legendary chest
@Added Troves:
Select optional areas in each Act spawn Troves, which are chests that contain even more loot, crystals, and materials than a Legendary chest, as well as a decent amount of experience points
There are now new achievements related to finding all of these in each Act
Added Practice Dummies to The Chronicon
Traps should now spawn some distance away from waypoint portals and other doors/portals
Monsters now spawn some distance from your entry point in all areas
Adjusted Shrine spawn rates (you should see them more frequently in later zones)
Updated Chronicon tileset a bit
@Unstable Dimensions:
Added two new affixes to the pool
@Act 1:
Added a new main area - The Temple Gardens, with a new Waypoint
Added a new optional area - The Botany (found in The Temple Gardens)
Updated story flow and progression - added many small cutscenes to make the story more coherent
Changed how many main areas are connected in the later half of Act 1
Removed Forgotten Chambers waypoint
@Act 2:
Added a new main area - The Underwood Passage
Added a new optional area - The Den (found in The Underwood Passage)
Updated story flow and progression - added a few small cutscenes and tied toegether the quest start/end points better
Sergeant Jorgen now gives a specific key to his chest, which can only be opened with it
@Act 3:
Added a new optional area - The Dungeon (Found in the Lower Levels)
Renamed Herb Garden to Royal Garden
Added new lights to Clairebourg Exterior, The Courtyard, and Royal Garden
@Character:
Slowing effects on the player character now continue to fade during cutscenes
Pull and knockback effects on the player character now either continue or abort during cutscenes, rather than freeze the player mid-air
@Chronicon & Vendors:
Moved Tinka to his next job
The Gambler and Enchanter won't appear until you can actually make use of them, like the Gemcutter
Removed the Enchanter's Codex quest, you now unlock her automatically when finishing Act 1
The Gambler is unlocked by reaching level 10 as usual
(These changes won't affect you if you've already unlocked them)
@Controller/Gamepad:
Using skills that land on targets while not having any target will now default them to land on the player (unless it's a movement skill like Leap, then it will use the max range)
Using skills that have a limited range (such as Leap) while having a target will now land that skill on the target, if within range, rather than overshoot - unless it's an utility skill like Hop or Soul Warp (they ignore targets)
Default button mapping for all skill slots changed to be more comfortable
Default sensitivty settings lowered to counter minor hardware defects & differences
By default the player character will now also aim in the direction of movement (use left stick to both move and aim) - can be turned off in gamepad settings
@Difficulty and scaling:
Because of the additional story content, the experience gain growth from monsters has been adjusted to better suit the larger world (the plan is to aim for level 100 by the end of Act 5 in the end)
The base difficulties (Casual - Legendary) now scales enemy health and damage slightly faster and higher
(Legendary and beyond scales at the same rate as before, but expect this to change in the future as the skills & item sets get updates/tweaks)
@Enchants:
@Added new enchants:
Undead Slaying (Major)
Spectral Slaying (Major)
Fae Slaying (Major)
Demon Slaying (Major)
Beast Slaying (Major)
Arachnid Slaying (Major)
Crown Slaying (Epic)
@Adjusted existing enchants:
Reach:
Condensed roll range, reduced maximum augment cap to 5/6/8/10%, down from 6/8/11/15%
Effect Duration:
Condensed roll range, reduced maximum augment cap to 6/8/10/15%, down from 9/12/15/20%
@Interface:
Improved visibility of target healthbar
Added tooltips to health/mana/rage/souls bars
Legendary chests (and Troves) now show on your map when the surrounding area is discovered
Added hotkeys for opening the skill tree and quest log for keyboard, default is K and L respectively
Slightly increased default text scroll speed (you can still interact again to increase speed)
Added a new background for inventory and various interface boxes
Added new character portraits
@Items & Loot:
Currency and Materials now animate much faster when dropping, allowing you to pick them up faster
Adjusted drop rates of gems
Adjusted drop quanities of crafting materials (it now caps eventually)
@Added a new type of item: Relics!
These items are special usable items that can be bound to your belt to be used - very few exist, all of them hidden, and more will be added soon
@Added a new special item: Skill scrolls!
These are single use scrolls that cast a skill from any class
There's currently 17 different scrolls of the rarities Enchanted and Rare
These scrolls can be bound to belt slots, have a very short cooldown, and may trigger any passives, buffs, or enchants related to the skill/element being used
@Added several new unique items dropped from the unique champions of Act 4
@True Legendary items:
Added new armor "Spectral Armor"
@Legendary items:
All:
Added a few new items which will start dropping at low levels:
Ring of Marvellous Gems: Always has 2 extra cube sockets (making a total 3 sockets possible on this item)
Weyrick's Finery: Always has one of each socket (in additional to random rolls, making a total of 6 sockets possible on this item)
Templar:
Crown of Justice: Added a new legendary power
Berserker:
Flamebound Armor: Now uses your current rank of Embershield, or rank 1 if you don't have any points in the skill
Warden:
Serenity: Added a new power
@Gems:
Cube Orthoclase:
Reach stat on weapon/offhand is now 10% at Epic, down from 12%
@Monsters:
Added 14 new base monster types, all with 2-4 variations of different skill, name, & stat setups
Stun, knockback, and pull effects no longer share cooldowns and can be applied to monsters on rotation without interfering with eachother
Removed resistance penalties from minion monsters as they are already weaker (less health and damage)
Freezing Pylons slowing effect halved
Flail affix now starts them off flailing slowly, gradually speeding up
Some monsters will now spawn into the world as you get close, by for example digging up through the ground, or by assembling themselves (like for example skeletons)
Added new sound effects to the following existing enemy types:
Bats, Spikehogs
Added new affixes:
Beast, Burrower, Reaper, Surger, Poison Bomb, Repulsive, Quaker
*Stags are now both Fae and Beast
*Bats are now Beast
@Updated monster types to have the following resistances, weakneses, and bonuses:
Arachnid:
Resist: Poison (+10%)
Weak: Frost (-10%), Fire (-10%)
Bonus: Poison Damage (+10%)
Beast:
Resist: N/A
Weak: Physical (-10%), Poison (-10%)
Bonus: Physical Damage (+10%), Poison Damage (+10%)
Demon:
Resist: Fire (+10%), Shadow (+10%)
Weak: Holy (-15%), Frost (-10%)
Bonus: Fire Damage (+10%), Shadow Damage (+10%)
Fae:
Resist: Holy (+10%), Lightning (+10%)
Weak: Shadow (-15%), Poison (-10%)
Bonus: Holy Damage (+10%), Lightning Damage (+10%)
Mechanical:
Resist: Physical (+10%), Holy (+10%), Shadow (+10%), Poison (+10%)
Weak: Frost (-10%), Lightning (-10%)
Bonus: Physical Damage (+10%), Lightning Damage (+10%)
Spectral:
Resist: Physical (+10%), Frost (+10%), Shadow (+10%)
Weak: Holy (-15%), Lightning (-15%)
Bonus: Shadow Damage (+10%), Evasion (+15%)
Undead:
Resist: Frost (+10%), Shadow (+10%)
Weak: Fire (-15%), Holy (-15%)
Bonus: Shadow Damage (+10%), Poison Damage (+10%)

Note: Bosses have no weaknesses despite their visual appearances
Champions and Elites may roll affixes to mitigate their weaknesses
@Music:
Added new boss fight music unique to each Act
Added "intro" sequence to all boss music that plays during dialogue
Added 4 new tracks for Act 4
@Performance & Technical:
Slightly improved area load & generation times
Slightly improved fps, mostly noticable on low-mid range computers
In order to apply a fix, the game should start in fullscreen mode after updating
Added several new shaders to apply effects such as glow, heat, water
@Quests:
Increased Crystal and experience gain on most main quests
All quests now reward some crystals and exp
Most quests now also reward randomly generated equipment
All quests now have objective tracking in the quest log (basically a TL;DR of the quest description)
Updated a ton of quest objects and descriptions to make more sense overall
@Skills:
Berserker:
Leap: Now varies the sound effect somewhat
Explosive Punch: Increased range by about 1.5 meters, and will now stop at the cursor/target location
Templar:
Repulse: Now also destroys enemy projectiles
Warden:
Rapid Shot: Now has a slight accuracy penalty
Warlock:
Soul Warp: Now animates slightly faster
Soul Curse/Bane/Sorcery: now won't cast if having 0 souls
Improved visuals of all Curse spells
@Sound:
Adjusted sound levels for many sounds, skills, etc
Replaced some low quality sound effects
Added 100+ new sound effects
@Stash:
Added a 5th stash tab
@Stats:
Evasion and Companion Damage Reduction now have diminishing returns
Added stats for bonus damage to certain enemy types, such as Undead, Beast, Crowned, etc.
Added some (currently hidden but active) class specific stats such as "Aura Range", "Aura Effect" and similar - more on this later
@Windows 10 issues:
Added Alternative Synchronization which might help with the recent black screen issues for Windows 10
This will enable by default for all Windows 10 users - if you experience any problems with it on, it can be disabled from the Video options
Note: it requires Vsync to be on
@Misc & localization:
Added more external text files for editing
Added (most) warnings, speech, and quest texts to external files so that they may be translated
Updated some NPC speech files for the vendors, any custom translations may now print incorrect or outdated text in-game
Portals now have a closing animation
Player characters will now react to you walking away from talking NPCs
@Fixes:
Fixed rare crash on the "Finalizing" step while generating a new area
Fixed crash related to certain keybindings
Fixed crash related to unplugging USB devices or wireless controller's batteries dying
Fixed crash caused by Warden skill "Traps"
Fixed crash that may occur when entering an Anomaly
Fixed crash that could occur upon using a protal scroll or cliking a shrine 
Fixed crash related to depositing certain items into stash
Fixed several freezes/crashes related to item generation that would sometimes happen when gambling, opening chests, or killing enemies
Fixed a ton of integer overflows leading to monsters with negative health, skills not dealing damage, etc. please let me know if you discover any more of these issues!
Fixed issue with spawning monsters not always playing their spawn animations
Fixed issue with many areas spawning more monsters than they were intended to
Fixed not being able to delete saves, and location caching issues for players with non-english Windows logins/languages
Fixed issue causing flickering on load screens for some players
Fixed Accessories showing Sturdy as a possible enchant to roll when they actually cannot roll it
Fixed enemy mini healthbar overlapping the target healthbar/name
Fixed long term issue where rare spawns (unique monsters) would sometimes appear in the wrong zone or appear multiple times in a single zone under certain circumstances
Fixed unique monsters regularly spawning close to the entrance of areas or always in the exact same spot
Fixed a blackscreen issue with Windows 10
Fixed some internal progress tracking sometimes causing events to repeat
Fixed achievement "Smashing!" not always properly triggering
Fixed sometimes spawning in different locations when re-entering the Storage Area
Fixed skill Soul Warp teleporting to where the cursor is when the animation finishes, rather than where you actually clicked
Fixed issue where quests would keep sending update notifications when a previously completed objective was reached again
Fixed issue where stats with diminishing returns, such as Damage Reduction, would sometimes lower stats instead of adding
Fixed some color-coding issues in the quest log
Fixed a bug causing rare gems to drop too frequently
Fixed some Warden companion spells creating invisible Zombies in certain circumstances (pretty weird)
Fixed the bad shrine effect happening in boss fights
Fixed Ascension skill not granting correct amount of HoH & MoH
Fixed Trapflip not appearing to deal damage (turns out it actually dealt damage, but the range was too short to reach anything)
Fixed Dragon Storm not tr & CDR (used values from Frozen Death instead)
Fixed a bunch of skills not aiming properly with controllers
Fixed Corruptor skill tree showing a max of 91 skill points, when there actually is 92
Fixed the waypoint reset popup drawing controller buttons over the text
Fixed several text and background issues with nametags
Fixed area "A Small Cave" not spawning correctly in The Northern Advance (it would never show up for most people)
Fixed issue where monsters would sometimes use the wrong animation or flicker when attacking
Fixed items on ground showing their value as "0" when re-entering an area
Fixed issue where using a gamepad to select load/save for player 1 in the multiplayer menu would act weird or not work at all
Fixed Dancing Blade not working correctly
Fixed Soul Curse/Bane/Sorcery skills not working
Fixed not being able to rename characters when using a controller
Fixed issue where some monsters would use incorrect animations for certain attacks, or use animations of other monsters
Fixed issue with incorrect spawning of puzzles
Fixed issue with puzzles sometimes disappearing on re-entering a zone