@New Engine:
Ported from GMS 1.4 to GMS 2.1.5
This change means increased compatibility and hopefully less problems overall
It also lead to me doing a ton of performance work so it should hopefully run smoother for everyone
		It will likely also mean weird issues here and there that needs fixing, so please report anything out of the ordinary!
@New Features (TL;DR):
New damage number displays - much less cluttered and vastly improved performance and clarity
New NPC interaction system - talk about different topics or access services like shops from a small context menu
New in-game lore from the new NPC interaction system
New "Gear Power" system that gives items a "Power" value which is a rough calculation of its strength based on stat rolls and enchant rolls
New boss intros which are also fully skippable
Added an internal cooldown system which will be used to balance some triggered effects
		Independent companion health scaling
		Improved menus
		True Legendary weapons added
		New Transmutation recipes for endgame progression
		Performance tweaks
@Combat:
Multiple debuffs of the same type from different sources now have diminishing returns when applied to players (ie you take less damage from groups of enemies applying DoTs)
Healer enemies no longer heal themselves or Pylons, but will focus on healing other enemies instead
Healing Pylons no longer heal themselves or other Pylons (of any kind) either
@Companions:
Companion health is no longer based on player health, and instead have standardized values similar to enemy health
Companion base health is also scaled with the new Power stat on each item, meaning that the items will always bosot Companion health regardless of their stats
Companion health still scales with the percentage based "Companion Health" stat on equipment and passive skills, and this is reflected on the skill cards
As a result they should, on average, have higher health than before (unless you specifically geared for as high health as possible) and you no longer need to steack Health to make them tankier
@Difficulties:
Changed leveling of monsters slightly so that they are always lower level than the player on Casual difficulty until you hit level 30, where it resumes normal pacing
Normal difficulty no longer downlevel enemies
The old system would downlevel on both Normal and Casual, depending on your relative Gear Score (which was kinda busted), so this should feel better for new players/characters
Other difficulties remain as they were
@Interface & Menus:
Added item grouping to option menus to make things more clear
Made menu items smaller and more clear to read individually
Re-ordered a lot of options for increased clarity under the new groupings
Entering an Anomaly now also displays the current difficulty 
All announcements, such as "Quest Updated" etc, now wait until you exit dialogue/NPC interaction
Added a new NPC interaction system where you can talk about specific topics to learn more about the game lore and other things
Removed "Alternative Synchronization" option for Video settings, as it is no longer needed
Damage numbers now look and function differently: Repeated hits with similar conditions use the same damage number, replacing the value and giving it a slight shake
Pickup Radius is now considered when attempt to loot items with the mouse, either by clicking them directly or holding [Alt] and clicking their tags
Made camera movement even smoother
Improved all boss introduction cutscenes; improvements include name banners and an option to skip the cutscenes
The cursor is now hidden during cutscenes
Default skills now list their exact damage numbers, and are at rank 1 rather than rank 0 (visual change only)
@Items & Loot:
Added 3 new rare materials for 3 new Transmutation recipes, which will drop on Heroic Difficulty, on level 50 and up
Rare materials now list their drop requirements on them, such as minimum level and difficulty
Berserker:
New item:
The Face Breakers (True Legendary Fists):
Each attack adds a stack of Face Breaking, storing the damage of the attack. At 1-3(5) stacks, the damage is added to the next skill used
Templar:
New item:
The Phantom (True Legendary Sword):
Launches a Phantom Blade on attack, dealing 15-20(30)% of the used skill's damage to all foes in a straight line. The Blade is of the same element as the skill used and may trigger other on-hit effects
Warden:
New item:
The Harp (True Legendary Bow):
Rapid Shot, Charged Arrow, Poison Arrow, and Frost Arrow shoots as many arrows as your current rank of Multishot
Warlock:
New item:
The Death Speaker (True Legendary Staff):
All Curses now Weaken foes hit, increasing the damage they take by 8-14(20%) for 6 seconds
Tweaked item:
Hellstone Amulet:
Added an internal cooldown of 0.5 seconds between triggers
All:
New item:
Ring of Pure Energies:
"Up to 10-20(30)"% of damage taken is redirected to Mana instead of Health, draining Mana equal to 25% of the redirected damage";
Tweaked items:
Jeopardy:
Added an internal cooldown of 0.3 second between each stack application
Weyricks Crown:
Stat boost per gem reduced from 10% to 6% (still has almost exactly the same maximum benefit [approx <3% difference] with the new transmute recipes taken into consideration)
Vampire Lord's Cape:
Now rolls Mana on Hit instead of Mana Regeneration (better fitting the power it provides)
@Localization:
Added some inventory, menu, and general interface stuff to localization files
Updated all companion skills texts to reflect the health changes (if you translate, you need to update that!)
Added a ton of lore and NPC speech
@Mechanics:
Thorns have been reworked internally to allow synergies between sets and skills that change the behaviour of thorns:
For example, the Templar's The Reckoning set now works with her Lightning Thorns and Avenger passive skills.
Enemy thorns now has a damage falloff depending on range, to be less punishing for ranged / placed skills
Gear Score has been changed entirely and is now called Gear Power:
All equipment has a Power value listed which is based on the level of the item, the gems slotted, the rarity and strengths of the rolled enchants, and the values of enchants and base stats
Higher Power does not necessarily mean it's better for you - it's highly individual and depends on build - but it should give you a rough idea with a quick glance, and it's much more accurate than the old system
Internal Cooldown system added:
These cooldown will be used on certain items and legendary powers to balance their proc rates and uptimes
These cooldowns will generally be very short, and they will not be displayed
This system will be tweaked and used more as needed, currently very few items will use it
@Monsters:
Tweaked stats of several monsters to better fit their behaviours
Monsters spawned from Shrines are now pacified for 1.5 seconds or until hit, whichever is sooner
Removed Super Health from the champion affix pool
Removed Extra/Super Health from Pylon affix pool
Lowered damage of Slam Cross affix
Added some more filters to the affix pool, prevent some of the more crazy and lethal affixes to be rolled together on the same monster
@Performance Tweaks:
Improved lighting updates
Improved performance of many spells AoE effects
Improved performance of many targeting mechanics
Improved performance of damage number display
@Skills:
Templar:
Shield Spiral, Shield Boomerang, Shield Throw:
Lowered mana cost by 20%
@Sounds:
Healing tick sounds now only play on heals casted by the player, and not by companions
@Transmutation:
Added 3 new recipes to the Recipe Book (Hint: they rely on a new material)
Added some sound effects to successful transmutations
@Video Options:
Shader options no longer scale up to 200%, instead scaling 0-100% with 5% increments (down from 10% increments)
@Visuals:
Improved visuals of lights, glow, and bloom effects somewhat
Boss corpses now remain on the ground after defeating them, rather than quickly fading away
@World:
Keras the shady dealer will now replenish his stock with all sorts of oddities, many which you cannot buy anywhere else (stock varies each visit)
@Fixes:
Fixed issue with skill name references in Chinese localization
Fixed some help file typos
Fixed skill cards not displaying all numerical values with consistent formatting
Fixed missing default attack skill info in localization files 
Fixed being able to unequip The Mightcap and maintain the effect
Fixed gems displaying "Level 1" when Gems actually do not have a level
Fixed Unknown Tombs spawning too close to the etrance in The Catacomb
Fixed crash from swapping inventory page while in a context menu with gamepads
Fixed bad text offset on context menus and in some other places
Fixed not seeing the "(X) Clear" indication on keybindings menu when using gamepad in certain resolution settings
Fixed a ton of issues with the transmutation recipes, allowing certain recipes to be performed with incorrect items and materials
Fixed Elite enemies spontanously exploding offscreen
Fixed issues with passive skills proccing on dead or on spawning/invulnerable enemies
Fixed some performance issues with the more "active" passive skills
Fixed Demonic Fury not breaking nearby stuff
Fixed issues with binding Esc to stuff
Fixed clicking the levelup / new skill point available button always putting you on the first tree (now puts you on last open tree)
Fixed some skill description issues
Fixed infinite money exploit with gambling in local co-op
Fixed a ton of silent errors that affected performance
Fixed Caine's Battlegear 3-set bonus not working correctly
Fixed Howlers applying an unknown debuff to players
Fixed not being able to properly reset the Mundus fight from the waypoints
Fixed bug causing the "Lost and Found" boxes sold by the Shady Dealer sometimes give you an item called "Nada" (sorry)
Fixed crash from Spirit Link ability in special cases during some boss fights or cutscenes
Fixed item highlights showing during cutscenes
Fixed some monster poison effects dealing <1 damage
Fixed issue with some monsters not being cleared even after dying
Fixed rare issue where players could get stuck inside Eazima's stomach
Fixed not being able to drag equipment into the socketing slot when having the gems tab open
Fixed the random unique/legendary transmutations not working properly if the average level was less than 10
Fixed the test dummies occasionally not spawning
Fixed a bug causing affix filters to skip out default affixes on monsters, meaning affixes that aren't meant to be combined would be
Fixed several display errors with the tombstones in the graveyard
Fixed rare crash from Berserker skill Arcpunch
Fixed Magnetic Field dealing 0 damage after zoning
Fixed being able to upgrade (transmute) the level of an equipped item to higher than the players level and keeping it equipped
Fixed companions being slowed indefinitely sometimes from enemy effixes
Fixed "Weaken" effects not properly working
Fixed buff descriptions not following the same number format as everything else (commas as separators)
Fixed visual error of Molten Veins trigger effect (Berserker)
Fixed bug where dragging and dropping items into the Transmutation Altar would drop incorrect amounts, and make recipes fail randomly
Added retroactive fixes for some items whose powers have been updated in the past but their augmentation values not been scaled
Adjusted the scale of Unique mob "Darkskitter" which will heopfully keep him out of the walls
Can no longer control the game when it's out of focus when using a controller
Removed some old leftover sound effects that were in certain monster skills, and replaced them with more recent ones