Yea, really should update this more often....
Epic and Rare loot will now roll on a per item basis.
Improved mob AI to reduce chance of flying into walls. (still not 100%)
Stopped mini bosses summoning a boss.
Bosses can now summon anything in the area. Regardless of mob type.
2 new Loot tables added that use a chance to drop ( 1 in X).
Added a fallback if an instanced area has no valid exit anchor.
New area added with loot and boss.
Several fixes in order to get new tilesets to play nice.
Allows gather group to bypass combat timer cooldowns.
Fixes timer and level not being reset on reused instances.
Timmer added to instances and starts as soon as a player enters.
Time it takes to kill a boss now announced.
Suffix added to boss names on announcing their death to indicate a Hardcore boss death.
Fixes cloak stat on salvage with no salvagers redemption. (This is a 4-5 year old exploit that just got found).
Fixes damage done by summons.
Fixes high level evolved path entity damage.
Fixes bosses doing reduced damage.
Fixes entity damage.
Further difficulty increase of mobs abover level 190.
Increased mob damage of level 270+.
Fixed traps not functioning correctly in boosted instances.
Combat timer cooldown increased when in instanced areas.
Fixed item level boosting.
Increased mob difficulty.
Hardcore mode implemented.
All enemies and items in instances will get a 200 level increase when hardcore mode is enabled.
Defence attribute now generate a small damage mitigation bonus.
Tactics will now generate a small damage mitigation bonus.
High level Upgrade and Salvage kits added to high level boss drops.
Capped timers on high level mob actions.
Removed truncation issue with DPS by re calculating weapon delays directly, and not using truncated delays found on weapons.
Fixed item searches with skill attributes.
Fixed item skill attribute not correctly upgrading.
Fixed legacy tileset image counts, and other related issue.
2 new stones added that reduce weapon damage, and increase weapon delay.
The stones can be purchased from a planet....
Items with 4 attributes may now be enchanted.
Adding a 5th attribute is not allowed.
725 - 738:-
Lots of "under the hood" stuff for upcoming features.
Summoned mobs will no longer randomize their level.
Buying a new hull now only requires the removal of weapons, and not systems.
Reduced time between weapons fire.
Any weapon that's ready to fire will now fire, and not wait in turn one at a time per tick.
Fixed crew not being updated correctly on clients when a change in max crew occurs.
Raised level cap for evolved entities.
Fixed engy mobs not repairing the most damage ship near by.
Attempted to fix group details not being sent correctly when relogging.
Cast speed attribute now available.
Regen speed attribute now available.
Regen percentile modifier attribute now available.
All 3 new attributes can be salvaged.
All 3 new attributes have a chance to drop attribute parts and on be present on aliens.
Named and Hero mob chance increased.
New Elite mob added.
Removed alien item level cap from mobs. (Was capped to 70).
Elite mobs give a +10 to item level for aliens.
Named mob hull increased.
Bosses alien item level cap raised to +20 from +10.
Base cast speed increased.
All Base regen amounts increased.
All weapons including mobs now fire 3 times faster.
Mob damage tweaked to compensate (may need more tweaking).
Added missing gem from drop table.
Re enabled certain network thread locks to stop race conditions. (probably not related to the bug I've been chasing for years)
Fixed cloak attributes never reaching above level 30.
Ambush damage tweaked further.
Combat timer increased.
The level of Might, Hellfire and Inferno will now be used in damage calculations, and not the level of the player randomly casting it.
Fixes decoy and droid summons, my bad.
Increased haste on tekkite plates.
Fixed Might not working correctly.
Items 5379, 5380 and 5383 have been edited to include a +3 skill attribute.
Increased the damage hide gives when ambushing.
Increased the aggro generated by provoke.
All summons should now be effected by Amplify.
Doubled the chance of provoke landing a critical roll.
2 player groups will no longer kick out the remaining player when the leader disconnects.
Summons will now teleport to their master over a certain distance, regardless of /stay command.
Fixed amplify rules not being applied to summon.
Buff values are now caped based on a percentile generated from level differences, but does not apply to players in groups, the full amount will always be applied.
Mobs buff timers will now tick when players are not near by.