0.90.0:
@Masteries Reworked:
Each node now gives many options of what passive skill to add, just how Active skills work
New Perk nodes which are single-point passives have been added. These Perks are sometimes just extra strong passives and sometimes they change or add to existing mechanics
Requirements for Mastery skills are now based on the amount of total points spent in the line, rather than Mastery level
Many more builds are now better supported into endgame, such as Thorn and Companion builds
Given the flexibility of the new Mastery system, more masteries may be added over time to support niche or new builds
@New Anomalies:
Anomalies split into 3 types:
Random Anomaly - a fully random Anomaly similar to the old ones
Dungeon Anomaly - a themed 3-level "Dungeon" with a boss at the end
Elite Dungeon Anomaly - a harder version of the Dungeon Anomaly with increased rewards
Comes with a new interface to easily spawn/reset anomalies at your desired difficulty - no more elixirs to change stuff
Anomalies are now tiered into "Leagues" which are essentially difficulty tiers
You can change these freely, however some rewards are limited and tied to difficulty
Difficulty now scales much, much faster once going into Mythic
@New crafting mechanic - Runes:
Runes come in as Greater and Lesser
You can have a total of 3 Greater Runes and up to 8 Lesser Runes (but they share a slot, so if you apply a Greater, you cannot apply a Lesser to the same item)
Runestones can be carved to hold any legendary item power - True Legendary powers turn into Greater Runes and legendary powers turn in Lesser runes
The Rune can then be applied to any item of the same slot/type as per the descriptions, allowing double legendary powers
There are also Lesser Runes that drop with a power on them already, and these are entirely new powers not found elsewhere - there are now 47 of these in the game with more to come!
Lesser Runes that are dropped can be applied to a wider selection of item types than created Greater/Lesser ones
@New endgame Augmentation:
Enchants can now be Augmented past their caps, to a new higher cap, using rare materials from endgame Anomaly Dungeons
@Areas:
@Anomalies:
Removed some annoying cave layouts
Added a new Castle layout, and a Temple Garden layout
Broadened a lot of narrow passages for Canyon-like layouts
Adjusted how lighting and ambient tinting is generated for Anomalies
Added lights to a lot of darker anomalies
@Tinka's Domain:
Revamped zone entirely
Added a new endgame Enchanter (for Greater Augmentation)
Added a Resistant Dummy for Overpower testing
@Castle Exterior:
Added more lights, chests, and crates
Added more paths and clearings
@Castle Hallways / Interiors:
Adjusted room parts to have wider doorways to make them easier to pass through
Adjusted some tile placements to make for more alternative routes and less weird obstructions
@Eastern Wall:
Is now an indoor zone called Eastern Wing instead
It has fireplaces :)
@The Whispering Canyon:
Broadened a lot of narrow passages
@Caves:
Improved connectivity between areas inside caves, significantly reducing average exploration time and odd walls
@Combat:
Enemy DoT damage has been rebalanced 
DoTs no longer crit (many did previously due to a bug)
Skill queueing has been improved somewhat by treating skills you can't afford to cast the same way as if they are on cooldown
Enemies now gain 5 seconds of stun immunity after a stun effect wears off
@Damage Numbers:
Should now more accurately reflect multiple DoTs on foes ticking
@Enchants, Gems, and Stats:
@Enchants:
Reach enchant now augments up to 5/8/12/15% (changed from 5/6/8/12%)
Effect Duration enchant now augments up to 5/8/12/15% (changed from 6/8/10/15%)
Reach, Effect Duration, and Cooldown Reduction have also had their roll ranges slightly adjusted
HPR enchants can now be augmented twice as high, but the rolls remain relatively low
Shadow Orb & Physical Orb was always striking twice per second, and the tooltip now reflect this, by listing damage per strike rather than per second
Companion Damage and Companion Health now Aguments to 35% on Legendary equipment
Hellfire and Twister enchants now proc on crit (15% chance) and may trigger other on-hit effects, but may not crit
Burst enchant proc rate increased to 35% from 5%
Enrage enchant now increases the base attack speed of all skills, rather than just adding to regular attack speed
Changed the names of satellite enchants to be more clear (voodoo orb is now poison orb, etc)
@Gems:
Kyanite Sphere and Star gems now apply a Chill effect to its slows
Citrine Stars now grant 5/8/12 to Max Rage on Amulet/Ring/Accessory, down from 5/8/15
Star Orthoclase now adds 10/25/50% Companion Damage, up from 5/10/15%
@Stats:
"Chill Damage" is now listed as "Instant Frost Damage" to avoid confusion
Reach is now stacking multiplicatively with diminishing returns, just like mana cost, effect duration, cooldown reduction - etc
0.5% of Maximum Health is now added to base HPR
Companion base health now scales with difficulty
@Enemies and Affixes:
The health bonus of Elites and Champions have been reduced
Removed the Root affix from Treants, unique monsters, and the affix pool
Bomber:
Made it more avoidable by adding target circles and releasing the bombs one at a time
Slamcross:
The slams no longer leave a burning pitch on the ground
Combinations:
Healer, Healing Aura, and Regenerative affixes are now mutually exclusive for randomly rolled affixes to prevent super healbots
@Items:
@Added new materials:
Memory Essence
Spell Codex
@Added new True Legendary items:
Entity's Eccentricity (Accessory)
Battle Boots (boots)
The Art of Combat (Templar Tome)
@Sets:
@All:
Summoner's Garb:
2) Now adds 250% Companion Damage & health, up from 50%
3) Now adds 50% Elemental damage per companion skill, up from 20%
3) Set bonus now accounts for non-companion flagged companion-summoning skills such as Soul Avatar, Raise Dead, etc
4-bonus is now the 3-part bonus, and 4-part bonus removed entirely, allowing you to pick 3 out of 4 peices top match with another set
@Templar:
The Thundering Army:
2) Replicas and Avatar lasts until death
3) Replicas/Avatar summon the other as well, and each hit from these companions increase the damage taken by the foe by 5%
4) now doubles both Replica/Avatar base health and damage
Thundercharged:
Thundercharged Raiment (armor) now always rolls a Lightning Satellite
3) now casts Avenger from all Lightning Satellites every 1.5 seconds
War God Armor:  
3) Now deals 30% of the total remaining damage of Burning Conviction when striking foes affected by it
4) Now grants a permanent 40% Damage reduction as well as making Burning Conviction slow foes by 30%
Avatar of Ayeela:
3) Now deals Hallowed damage per second for 7 seconds, rather than over 3 seconds
The Reckoning:
Avenger no longer interacts with its 2) bonus
@Berserker:
Cataclysm:
3) Now also cause Stalagmites to deal 5% increased damage with each hit on a foe
@Warden:
WindCaller:
Merged Whirlwinds now last 7 seconds, up from 5
Wispmother:
3) Now also cause the Wisps to use Thunder Orb instead of Chain Lightning, for more effecient group clearing (and higer single target damage too)
4) Now removes the duration of Wisp Spark so it lasts forever, so you don't have to re-start damage building if Wisps die or attack something else
@Warlock:
Burning Hells:
4) The Demonic Fury now deals half damage when triggered on Companions
Demon Lord:
3) Damage made by the Warlock is now added the the Infernal Demon's damage stat, rather than replacing it. In addition, this damage bonus is multiplied by the number of souls held.
Desecrator:
4) Now slows for 40%, down from 80%
@Spell Scrolls:
Unique spell scrolls have been added (and they totally weren't meant to already be in the game ages ago and I definitely didn't forget to make them drop)
@All:
Death Choker:
Now allows to drink potions while at max health/mana
Jeopardy:
ICD lowered to allow 4 stacks per second, up from 3
The Heartstone:
Now locks resistances at 0, overriding difficulty penalties
Royal Armor: 
Can now be augmented to 300%, up from 200%
Jotunhelm:
Is now Legendary and has a new power: 
Health Regeneration is converted into damage and removed
Elemental stones (uniques):
All now roll satellite enchants by default
Hound Whistle, Mollug's One Ring:
Can now be Enchanted and the companions are potentially a lot stronger
Ring of Marvellous Gems:
Now rolls random extra socket(s), rather than always the same set
Added new item:
Staggering Boots - adds 40% damage stagger
@Templar:
Armor of Retribution:
Now has a Legendary Power:
The damage of Soul Purge is multiplied by Light Radius
Aegis:
Now has a slight ICD of ~1 second between the procs
Proc rate lowered to 10% down from 25%
Tome of Redemption:
Now caps at 40% additional stun chance on Blinding Light, down from 100%
Soulblade:
Can now be Enchanted and the companions are potentially a lot stronger
Starfell:
Now affects the new Shattering Shield skill rather than Star Struck
Hallowed Blade:
Now affects Divine Salvo rather than Searing Light
Retaliator:
Now causes thorns to be dealt as a nova in a 2.5 meter radius (no longer requires a successful block)
New items:
Lusombra's Path:
Holy Damage increased by up to 400% of Shadow Resistance
Blazing Striders:
While moving, Blaze damage is increased by up to 50% of movement speed, stacking 10 times
Static Echoes:
Increases the damage of Soul Avatar/Replica by up to 8% per active static orb
@Berserker:
Dodgeclaw:
Now has a roll range and can be augmented, up to 8%
Flamebound Armor:
Now triggers Embershield on all Fire skills, rather than all Dragon skills
Face Breakers:
Now adds the stored up damage to attacks for a 3 second duration
@Warden:
Tumblespike:
Now has a roll range and can be augmented, and instead icnreases all resistances rather than movement speed
Armor of The Elven Ranger:
Now has a Legendary Power:
Reduces cooldown and mana cost of Archery skills, as well as increase their damage, by up to 15%
Trapper's Boots:
Now has a Legendary Power:
Increases the damage of Trapflip and Lay Trap by up to 220%
Druid's Scroll:
Renamed item to Druid's Scroll of Storms
Now has a Legendary Power:
Storm skills attack with 80% increased attack speed
Winter's Coming:
Now has a Legendary Power:
Increased proc rate of Torrent by 20%
Nature's Barbs:
Now scales up to 100% thorns damage
New items:
Acrobat's Boots:
Reduces the cooldown and mana cost of Tumble, Escape, Sprint, and Agility by up to 90%
Boots of The Snow Elf:
Winter Blast no longer causes a knockback and casts Flash Freeze at the landing location
@Warlock:
Death Speaker (Staff):
Now increases the damage dealt to foes aflicted by curses by 5% per curse
Boomstick:
Now has a Legendary Power:
Increases the damage of Combustion by 15% for each remaning second of Flaming Hells
Darkwalkers:
Now has a Legendary Power (and is a Warlock only item):
Soul Warp no longer consumes any Souls and always acts as if consuming the max amount
Book of Meteora:
Now has a roll range and can be augmented, up to 350%
Infernal Horns:
Legendary Power changed to:
Infernal Demon summons an additional Demon
(No longer adds ranks to Demonic Srength passive)
Demonogist's Robes:
Now has a Legendary Power:
Multiplies the damage of Imps, Little Devils, and Infernal Demon by up to 200% of "damage to Demons"
Iceheart:
Is now a Legendary item which has the following power: Frozen Veil stacks one more time per Soul held
Robes of Corruption:
Is now Warlock only
Now has a Legendary Power:
Increases HPR by 5% for each application of infection on foes within 7 meters
New items:
The Bone Spear (staff):
Bone Spears instead launches a single spear forwards, dealing thorns damage and no longer pulling foes
Murmur (helmet):
10% chance on being hurt to cast a random Curse at the attacker, and all Curses last 250% longer
Jon's Book of Souls:
+4 Maximum Souls,and keeps up to 5 Souls active around the Warlock until he can collect them
@Misc:
Anomaly Elixirs removed from vendor, but remains in your inventories/stashes in case you feel attached to them...
@Interface:
Healthbar and Staggered Damage:
Staggereed Damage is now displayed on the healthbar as a thin light grey bar - keep this bar shorter than your current health!
Damage Numbers:
Display tweaked to be more accurate and hide less numbers, giving you more info, but also for shorter durations to balance the clutter
"Display Damage Over Time Numbers" option is now called "Display Indirect Damage Numbers" because that's really what it does (passive skill damage, thorns, and DoTs are all grouped into this)
Enchanter:
Expanded the enchant slots on the right hand side to make room for the new Runes
Improved spacing on Essence cost listings making it more easily readable
Item cards:
Quest items, keys, spellscrolls, containers, bags, and gamble items no longer display a level since it doesn't matter
Spell cards:
Spell cards now reflect skill categories such as Base skill, Mobility skill, etc
Transmutations:
Can now right-click worn equipment to directly add them to the altar
Menus:
Scrolling menus with the scroll wheel is now much better
You can now also scroll about a screen's height by using the page up / page down keys 
Minimap:
Improved some minimap tiles, in particular Lushlands water tiles
Misc:
Templar now lists Aura Effect and Aura Range on her inventory stat pages
Berserker now lists Heritage Effect on his inventory stat pages
Warden now lists Companion Passive Effect and Companion Use Effect on her inventory stat pages
Warlock now lists Ritual Effect and Companion Use Effect on his inventory stat pages
Improved FPS display to be more readable - updates less littery and shows the min, max and average for the past 60 frames
@Localization:
Updated all skill data, added skil name links to descriptions
Added stash interface and inventory quick-butttons to interface locale
Added enchants and legendary powers to locale
@Mechanics:
Etheral Damage:
Ethereal damage is now the combined value of all damage elements
Thorns:
Thorns is now affected by Crown, Undead, etc Slaying enchants
DoTs:
Burn effects now tick 2 times per second, down from 3, to put it on par as most other DoTs (DPS remains the same)
Blocking:
Shield blocks now happen before resistances and damage reduction is considered, the end damage taken result remains the same but powers and other effects relying on blocked damage will now not suffer from increased defensive stats
Added new stats (mostly found on masteries or as legendary powers):
Mana Shield (% of damage taken drained from mana instead of health)
Willpower (reduced duration of harmful effects)
Healing Taken (increased healing from all sources)
Ritual Effect (for Warlock Ritual skills)
Warden Companion Passive Effect
Companion "Use" Skill Effect/Damage
(The [big] stat screen has been updated to reflect the new stats)
HoH/MoH:
Health on Hit and Mana on Hit now scale with skill damage somewhat
Health on Hit and Mana on Hit ICD lowered to 5 frames, down from 6 (to be in line with max attack speed)
@Performance:
Improved performance of all chain lightning type effects
Improved render speed of all spell effects
Reduced a lot of frame drops and stuttering in combat and from kill/death effects on monsters
@Skills:
@TL;DR:
Passives adjusted to be less powerful and better fit the new mastery and endgame scaling
Templar got updated to be on par with the other classes in terms of skill distribution and design, this includes shifting some skills around, adding several brand new skills, and removing some entirely
@General:
Some skills are being more clearly categories as Base skill, Mobility skill, etc.
All Base skills now restore 4% mana when used
Updated visuals of all chain lightning type effects
Reduced and even removed cooldowns from many skills which deal damage only once
Added a new targeting system for skills that drop multiple projectiles in random patterns, making them more reliably hit things (example: Fulmination, Arrow Hail - etc)
Updated visual target circles of several big aoe effects
@Templar:
Physical:
Battered:
New skill, makes foes struck by Sword Hurl, Shield Throw, and Shield Spiral take more damage for 5 seconds
Replaces Bladed Shield
Bladed Shield:
Skill removed and replaced with Battered (see below)
Block:
Skill removed
Bloodied Blade:
Now called Bloodied Steel as it also affect Shield Boomerang
Celerity:
Now requires 29 points spent, down from 34
Citadel:
Now requires Fortress, instead of Block
Dancing Blades:
No longer have the flailing affix
Now refreshes when re-cast
Deep Wounds:
Now requires 24 points spent, down from 34
Enchanted Armor:
Skill removed
Enchanted Arms:
Now requires Revenge, instead of Citadel
Now requires 34 points spent, down from 39
Phantom Shield:
New skill, gives a chance on attack to throw a small shield that bounces between foes
May trigger on-hit effects, and takes on the element of the skill used
Available at 9 points spent
Retribution:
Now requires 14 points spent, down from 19
Revenge:
New skill, blocking has a chance to trigger Phantom Shield, dealing damage based on the damage blocked, and takes on the element of the damage taken
Available at 19 points spent
Requires Phantom Shield
Shield Straps:
Now called Weapon Straps as it also affects Sword Hurl
Sharp Steel:
Damage dealt changed to 20/25/30%, down from 25/50/75%
Proc rate changed to 40/55/70%, down from 45/60/75%
Shield Boomerang:
Now requires 29 points spent, up from 14, and is grouped with Sword Dance and Dancing Blades
Damage, cost, and cooldown adjusted accordingly
Shield Spiral:
Improved hit detection
Sword Hurl:
Now requires 14 points spent, down from 29, and is grouped with Shield Throw and Shield Spiral
Damage and cost adjusted accordingly
Cooldown removed
Sword Dance:
Mana cost reduced to 1000, down from 1500
Valkyrie:
Now requires Citadel
Lightning:
Charged Blade:
Now lasts 3 seconds and increases Sword Skill damage by 20%
Crashing Thunder:
Now increases the range of Lightning Nova, Fulmination, and Thunder Blade by 10/20/30%, down from 30/45/60%
Discharge:
Now releases the Orbs in a cone forwards instead of in a fully random pattern
Releases 4 orbs at the most, down from 6
Damage dealt per orb changed to 90/95/100/105/110%, down from 100/110/120/130/140%
Orb movement speed increased by 50%
Electrified:
Now applies Weakness, increasing all damage taken by foes by up to 15%, rather than 20% increased Lightning damage taken
Fulmination:
Now has a 3 meter target radius, down from 5 meter
Now hits targers more reliably
Lightning Nova:
New skill, releases a nova around the templar dealing instant Lightning damage (replaces Thunder Strike)
No cooldown
Lightning Rod:
Renamed to Rolling Thunder because Warden has a Lightning Rod skill
Magnetic Blades:
New skill, repeatedly deals damage to foes in close range aroudn trhe Templar for its duration
Magnetic Charge:
Now requires 29 points spent, down from 34
Magnetic Lock and Revert:
Both skills now deal damage like Repulse does
Reloaded:
No longer requires Overloaded, instead requiring Tesla/Surge/Magnetic Blades
Ricochet:
No longer requires Magnetic Overload
Shield Overload:
Is now a Sword skill called Sword Overload to better fit the Sword/Magic skill design of the tree
Mana cost reduced to 1000, down from 1500
Static Overload:
Now has a max count of 30
Now deals 12/19/26/33/40% damage, up from 10/15/20/25/30%
Surge:
Skill Removed
Soul Avatar:
Now has 250% of the Templar's lightning damage, up from 100%
Now uses Lightning Nova instead of Thunder Blade
Soul Replication:
Now has 85% of the Templar's lightning damage, up from 50%
No longer uses Sparkstrike
Tesla:
Cooldown reduced to 7 seconds (down from 8.5) and duration increased to 4 seconds (was 3)
Thunder Strike:
Skill removed
Wrathful Conviction:
Now requires 34 points spent, down from 39
No longer has a damage pentaly
Fire:
Burning Conviction:
Damage dealt changed to 30/35/40%, down from 30/40/50%
Cinderblast:
New skill, replaces Sear as a ranged magic base skill
Ember:
Now more reliably hits foes in its radius
Exploding Shield:
Now deals direct damage with its burn effect
Heated Shield:
Now lasts 3 seconds and increases Shield skill damage instead of Magic skill damage
No longer requires Molten Steel, instead requiring Exploding Shield/Pyre/Molten Shield
Molten Shield:
Cooldown reduced to 3 seconds, down from 6
Purged Through Holy Flames:
Now requires 34 points spent, down from 39
Now has 25% proc rate, up from 5%
Pyre:
Swapped places with Shattered Shield, costs and stats updated accordingly
Now deals damage at its base in half the damage radius when spewing Embers
Now max 3 Pyres, down from 4
Salvation:
Now has a 30/35/40/45/50% proc rate, up from 6/7/8/9/10%, and heals/restores 5%
Use effect now increases Health Regeneration by 5% of Maximum Mana
Sear:
Skill Removed
Shattered Shield:
Swapped places with Pyre, costs and stats updated accordingly
Now called Molten Fragmentations
Shattering Shield:
New skill, replaces Star Struck
A thrown shield that splits into bouncing fragments on hit, each dealing fire damage on hit
Will bounce off the Templar if there are no additional targets
Star Struck:
Skill Removed
Star Fall:
Star damage radius now affected by Reach
Now more reliably hits foes in its radius
Wish:
Now requires 29 points spent, down from 34
Holy:
Avatar of Life:
Now adds 200 to Health on Hit and Mana on Hit, up from 100
Now only triggers on offensive Holy skills (rather than all kinds)
Blinding Light:
Now deals direct damage
Divine Blade:
Cooldown increased by 1 second
Divine Salvo:
Swapped Places with Searing Light, costs and stats updated accordingly
Cooldown increased to 7 seconds, up from 4
Divine Storm:
Skill removed
Favor:
Now adds 50 Mana on Hit at max rank and level, up from 29
Hammerstorm:
Improved hit detection
Holy Bolt:
Now moves twice as fast	and has a larger hitbox
Holy Ground:
Renamed Hallowed Ground and now increases the damage of Hallowed
Holy Nova:
New skill, deals instant holy damage around templar, no cooldown
Replaces Divine Storm
Open Heavens:
Mana cost reduced to 1000, down from 1500
Sanctified:
Now adds 70 Health on Hit at max rank and level, up from 23
Searing Light:
Swapped Places with Divine Salvo, costs and stats updated accordingly
Duration shortened to 4 seconds, down from 7
Lowered radius to 4 meters, down from 6
Soul Purge:
Now requires 34 points spent, down from 39
Now adds 50% of Thorns to Expulsion damage, up from 30%
@Berserker:
Physical:
Boulder:
Now bounces against walls, letting it hit the same target multiple times
Mana cost reduced to 1200 mana, down from 1500
Earthshatter:
Cooldown removed
Internal Hemorrhage:
Damage dealt changed to 20/25/30%, down from 30/50/70%
Jawbreaker:
Cooldown removed
Quake:
Damage dealt changed to 30/40/50%, down from 40/50/60%
Rock Pound:
Is now a Dragon skill (was Brawl)
Mana cost reduced to 1200 mana, down from 1500
Stalagmites:
Damage dealt changed to 40/60/80%, down from 100/120/140%
Take Down:
Now affected by movement speed, charging at 400% of movement speed
Lightning:
Dive:
Now affected by movement speed, rolling at 300% of movement speed
Dragon Soul:
Damage dealt changed to 30/45/60%, down from 60/70/80%
Lightning Wyrms:
Now provokes for 5 seconds
Thundering Roar:
Mana cost reduced to 1000, down from 1500
Fire:
Dragon Stomp:
Cooldown reduced to 2 seconds, down from 4
Dragon Breath:
Cooldown reduced to 3 seconds, down from 4
Explosive Maneouvres:
Damage dealt changed to 30/40/50%, down from 40/50/60%
Flame Roll:
Now affected by movement speed, rolling at 300% of movement speed
Flamewrah:
Mana cost reduced to 1000, down from 1500
Lava Blood:
Damage dealt changed to 20/25/30%, down from 30/40/50%
Magma Hydra:
Now has a cap of 3 active Hydras
Frost:
Crippling Cold:
Now properly applies a Chill debuff rather than just a generic slowing effect
Frigid Road:
Cooldown removed
Frostbite:
Damage dealt changed to 20/30/40%, down from 35/50/65%
Glacial Roll:
Now lists how frequently icicles are dropped (every 2 meters)
Now affected by movement speed, rolling at 200% of movement speed
Glacier:
Cooldown reduced to 5 seconds, down from 8
Icicles:
Cooldown reduced to 4 seconds, down from 7
Rage Release:
Damage dealt changed to 80/90/100%, down from 140/160/180%
@Warden:
Physical:
Escape:
Now tumbles forwards instead of backwards
Razor Tips:
Damage dealt changed to 30/40/50%, down from 60/80/100%
Razor Wind:
Cooldown removed
Tornado:
Now moves faster and seeks out foes
Traps:
Renamed to Lay Traps
Now affected by reach and has increased base range for damage and springing the trap (2.5 and 1.5 meters respectively)
Treant Guard:
Should now clear his target and target a new nearby foe after provoking
Poison:
Growth & Toxicology:
Shrooms can now crit
Pods:
Damage dealt changed to 35/50/45%, down from 95/110/125%
Spores:
Damage dealt changed to 30/35/40%, down from 90/110/130%
Can now crit
Spider:
Use effect now lasts 5 seconds and cause foes struck to take 15% more damage
Lightning:
Lightning Rod:
Damage dealt changed to 50/60/70%, down from 130/140/150%
Static:
Damage dealt changed to 45/55/65%, down from 75/100/125%
Is no longer triggered by companions and non-lightning skills because it caused a lot of issues with damage calculations (ignoring bonuses and such)
Storm Mender:
Now shields for up to 30% of the Warden's Maximum Health
Sparkies:
Now cast Shock Orb instead of Chain Lightning for better coverage
Has lowered range in order to cover as much as possible with their new skill
Wisp Ring:
Cooldown reduced to 7 seconds, down from 12
Frost:
Air Freeze:
Cooldown reduced to 7 seconds, down from 12
Hail:
Damage dealt changed to 60/70/80%, down from 80/90/100%
Ice Shard:
Cooldown removed
Snow Blast:
Now has a proc rate of 25/35/45%
Winter Blast:
Is now a Mobility Skill, allowing the Warden to teleport
@Warlock:
Poison:
Bane of The Dead:
Cooldown Removed
Infection:
Damage dealt changed to 30/35/40%, down from 80/90/100%
Poison Nova:
Cooldown Removed
Poison Skull:
Cooldown Removed
Frost:
Frost Nova:
Cooldown Removed
Skull Bomb:
Cooldown Removed
Fire:
Detonation:
Cooldown Removed
Demonic Fury:
Damage dealt changed to 20/30/40%, up from 20/25/30%
Now has a proc rate of 18/24/30%
Heat Wave:
Cooldown Removed
Imps and Little Devils:
Swapped the damage values of Little Devils and Imps
Infernal Demon:
Now has 250% of the Warlock's fire damage, up from 140%
Fire Nova:
Cooldown Removed
Flaming Hells:
Damage dealt changed to 35/40/45%, down from 80/90/100%
Shadow:
Desecration:
Now has a proc rate of 30/40/50%
Damage dealt changed to 20/30/40%, up from 20/25/30%
Grave Blast:
Cooldown Removed
Screaming Skull:
Improved hit detection
Vampirism:
Now scales slightly better on lower levels
@Sounds:
Added some more proc/hit sound effects to some previously silent passive abilities
@Spellscrolls & Codexes:
Can now gamble for Spellscrolls at a steep price at Tarot's shop
To make a Codex you now require a new ingredient, a Spell Codex, which is about as rare as the Prismatic Gems
You'll find it on Heroic or higher difficulty from level 50 and up
@Menu:
Can now double-click saves to load them in the Hero Select screen
@Misc:
Adjusted how light radius is visually presented
@Fixes:
If the game fails to grab your resolution for some reason it will now default to 720p rather than rudely throw errors in your face
Fixed depth issues with stairs and cave entrances
Fixed depth issue with walls
Fixed bad render issues with castle walls in Castle Exterior zone
Fixed depth issue with wall lights and locked doors
Fixed depth issues with spell effects
Fixed bad texture interpolation of skill icon animations causing them to be pixelated
Fixed some positioning issues with sattelites
Fixed "skill point requirement" line of skill cards not linebreaking properly for some translations
Fixed issue where enemy DoT damage would be incorrectly calculated
Fixed crash from some skills being used with the flailing affix and bad targeting
Fixed annoying sounds from some healing over time effects
Fixed several render errors with interactable objects and boss area seals (boulders, doors, etc)
Fixed Shrines spawning over the special statue in The Courtyard
Fixed stuttering when rapidly picking up consumables (due to HUD refreshing)
Fixed Embershield spellscroll not dealing damage
Fixed freeze caused by special skill procs such as the Curse of Doom from Lich's Touch landing off-screen
Fixed proc rate of Paralyze (Warden) not being correctly calculated
Fixed a bug causing instances with instance count limits completely ignoring those limts
Fixed several issues and crashes with the dialogue system and local co-op
Fixed crash from hotswapping skills while having barrier/shield effects up in certain situations
Fixed diminishing returns on rapid damage dealt not resetting
Fixed issues that prevented Champions and Elites to have the correct amount of Health until the area was reloaded
Fixed "Hurt Movement Speed" enchant rolling lower speeds on lower level items
Fixed Frost (Berserker) not increasing range with ranks
Fixed Wish (Templar) increasing Critical Hit Chance at a rate tied to a different skill
Fixed champion and elite spawn calculations being incorrect, leading to only Elites spawning after a while in ANomalies
Fixed some issues with pathfinding, which should hopefully resolve a rare crash (or make it more rare.. let me know if you have it after updating)
Fixed Legendary Empower transmutation not updating player stats
Fixed issue where the cursor "target box" around enemies was too small, it is now 50% larger as intended
Fixed issue where rage-based passives for Berserker weren't correctly calculated and accounting for Rage gems
Fixed issue where the Storm Mender (Warden) skill card would display increased healing when increasing the companion damage stat
Fixed issue where Seeds (Warden) didn't correctly apply Pods to all foes affected by Razor Tips
Fixed satellites sometimes being weirdly offset or rapidly spinning around
Fixed difficulty text overlapping some buttons in most resolutions
Fixed some bad spawns for Ni The Shrubbery
Fixed a loading screen freeze happening when re-entering an explored Underground Passage and Mushroom Cavern via the previous boss room
Fixed an error in the order of which effects were calculated, preventing weaknesses and "extra damage taken" debuffs from being added into on-hit effect damage calculations
Fixed skill pick popup being too small sometimes
Fixed some text parsing errors for Chinese
Fixed Ritual of Necromancy (Warlock) having incorrect tooltip display of health and damage (but actual values were correct)
Wisps (Warden) are ocne again no longer Evasive and won't move around so much
Fixed issue which caused each hit on Krak The Eternal to count as a kill if skipping the death cutscene
Fixed an issue which caused nearly all passive DoTs to have a crit chance from 5-20% dependiung on type when they should be having 0% (only poison skills were unaffected)
Fixed issue casuing a game freeze if trying to cast spells on the very edge pixels
Fixed issue where staggered damage could be infintely applied without ticking until a while after combat where everythign ticks down rapidly, killing the player
Fixed issue where Soul Purge (Templar) did not add any damage to Expulsion whatsoever 
Fixed Dancing Blades and Soul Replica/Avatar not correctly being treated as companions and benefiting from runes
Fixed crash from chain lightning updates
Fixed Frost Winds (Berserker) and similar twister-based skill being able to move through walls
Fixed Ritual of Necromancy, Infernal Demon, Wisps, Soul Replicas, Soul Avatar, and Dancing Blades not scaling health properly on higher difficulties
Fixed Soul Avatar, Soul Replicas, Dancing Blades, and Infernal Demon not scaling health with companion health stat
Fixed Frost Nova (Warlock) not benefitting from Doublecast
Fixed single rank skills sometimes showing "At Max Rank" descriptions
Fixed swapping unbound skills putting them on the leftmost skill slot
Fixed issue causing the NPC dialogue to not update when trying to navigate options
Fixed buff cards and various info cards when hovering health/mana etc bars formatting text incorrectly
Fixed traps vibrating when the camera moved
Fixed Overload (Berserker) not triggering Charged Up
Fixed Thundercharge set (Templar) not updating the trigger rate of Avenger as attackspeed fluctuates 
Fixed Holy Light (Templar) not triggering on-hit effects
Fixed Burning Conviction (Templar) overriding with weaker values
Fixed item sounds playing twice when right-clicking to add to transmutation altar
Fixed Star Fall (Templar) landing on player when not having targets
Fixed rare crash related to spawning Random Anomaly portals
Fixed rare crash related to frozen enemies and ultimate abilities
Fixed satellites being drawn at ground level even if they are hovering
Fixed rare crash from skills when cast by enemies who have died or gone offscreen
Fixed rare but severe issue which caused procs to go off incorrectly and some passives to double-dip with offensive stats, and other similar effects
Fixed monsters dying offscreen
Fixed issue allowing gem duping and infinte gems in co-op
Fixed some rare generation issues in Temple areas due to an oddly shaped room
Fixed Royal Armor not interacting properly with hoh/moh percentage scaling
Fixed Storm Mender shield using current health rather than max health
Fixed Storm Mender tooltip incorrectly scaling with companion health 
Fixed swapping/equipping items in the inventory while using the Transmutation Altar changing what is in the Altar
Fixed Arc Punch, Overload, and Lightning Fist (Berserker) not working as intended with its chain lightning secondary effect
Fixed issue causing some buffs not to refresh with stronger values
Fixed crash from using multiple challenge scrolls
Fixed challenge area text being affected by shadows
Fixed issue allowing some test mode characters to be used in live builds
Fixed the 20% damage bonus of the Stormcaller set not working
Fixed stat comparison on item cards not updating when equipping via gamepad context menu
Fixed some bad portal spawns in The Whispering Canyon
Fixed co-op issue in Crumbling Reliquary