Stone Legion

by Kane Hart at 11:29 AM
(2,460 Views / 3 Likes)
I highly recommend watching the video. I think a lot of you guys called this Kane's rent videos. In a way they did good sometimes I might have brushed people away but it has been many years and I think you will find this a very interesting video to listen too.

Please consider taking 18 Minutes and listening.

Mods and Mod Suggestions:

  • Modded 1.7.10
  • No Wipes
  • Industrial Server Goals (Cities, Big Builds, etc)
  • No Item ID's meaning 1.8 1.9 etc is possible
  • Use Builder, AE2, and other mods to move projects from old stale worlds to new ones as time goes on if desired by the community.
  • More Updates, More community interaction
  • Videos and lots of them. Kane's Update Series videos not just let's play but exploring updates on players cities etc.
  • One major goal to bring the entire community together. SL City!
  • Advertising, On mod sites, ftb, curse forums, videos, etc.
  • New Servers and Multiple Servers!

So what is this whole idea?
The idea is to provide a stable 1.7.10 server that will not be wiped and that will not get boring and stale. The main ways to solve this is actually announce a no wipe world. Meaning we put our foot down and we are not going to be creating any new Modded Minecraft servers nor will we take this on down.

We also stop running Vanilla servers for example. We keep splitting our community up every time there is a update or just new server. Will do small temp servers for fun for example 1.9 Might hit and some cool things we like to try out. They will be the very short term try it out legit like experience.

We also want to encourage players to do community projects. Like Godcraft City I think be great if we did something like SL City. I know Bagline has his own big underground hell layer he also like to make. I think in a Modded Server that would look amazing with all the blocks.

What happens when 1.8 or say 1.9 comes out?
We update... We don't have Block id's anymore so there is no need to not upgrade. If there is a mod missing as in not being update anymore we just move on. Blocks are easily removed and added now into minecraft. You even have mods to generate new ores into the world as well. So let's say some reason Industrial Craft never updates again and we used their Copper and Tin Generation. Game Over? NOPE... We can actually regenerate Tin and Copper on the fly from another mod and repopulate the planet. Sure a mod that we might used for some building blocks might die or not exist anymore. But we got so many tools to easily fix and update project and restore them that it would take days to fix. Better then losing a project you spent months on.

What happens if the world is ruined or we want new generation?
Depending on what the overall player want we can move our projects to a new world. This can be done with BC Builders that have been rewritten. AE2 actually has a way to take chunks of the world and zap it into digital storage and re-materialize elsewhere. Here it is: There is also other mods that would easily help you with this proccess plus more that could come in the future.

So the idea is we setup a new world slowly move things over there then when we are ready we can take down the old world. To prevent lag etc we can also visit players land using Opis and shutdown their machines etc. Remove chunk loading devices and really start fresh but not start fresh. For people who want 100% fresh experience for themselves they can leave things behind or start somewhere new on the new world and bring things over late.

What about Updates, Advertising, Youtube, etc?
So what will be doing is more frequent updates. Not daily but will be slowly progressing on updates overtime. This will keep us on the ball make sure we are updating and keeping bring a fresh amount of content to the community. This might also include adding new mods that might be requested overtime by the community.

Advertising and Youtube is our biggest project. I plan on not just doing a Let's Play Series of the server but also Update videos. Rather then calling them Day 1 of Stone Legion I think I have decided to call them Update #1 Update #2 etc. This will be things like news, to showing off projects, to announcing new community events and projects and much more. Consider it sort of a Paper but more tv news but with a lot less effort ;)

Will also be advertising on Curse Forums, FTB Forums, Other Forums even Tekkit that support misc Servers, then even the many Mods we use have server forums so will use those also to advertise like IC. We will also of course get a lot of advertising just through our Youtube videos and will try to encourage others to post in these threads but also try making some videos.

New Dedicated Servers?
We made a deal to get 3x Intel Xeon E3 1245v2 with 32gigs of ram and 3x 120gig SSD's. yes that is 96 Gigs of ram total and 9 x 120gig sdd's... Now this will be split up into 3 groups. Minecraft will have it's own server as well as any smaller game servers. The websides as in fansites, SL, GC, etc will have it's own. Then Stardale my entire future will be it's own server. The 2 servers will be more then double our ram and CPU power and we can use the web server also for game servers. In the end it means we are going have lots of hardware and more power.

Also we tested it the new server has better ping world wide less packet loss world wide and is located in Canada meaning a bit more stable infrastructure.

They mean everything to us. Right now we consider our running costs about $200 a month. This is for servers and software licenses even though their really not even calculated into the price.
Your $15 part time or full time means a lot to us. It's nothing from you and it's the cost of a movie ticket once a month.

Please consider supporting as it helps me not have to fork as much my money to it. Please note even if everyone stopped donating I would still keep things going. I love this community you guys are sort of like my family and I would try to keep things going.
by Kane Hart at 8:49 PM
(1,076 Views / 1 Likes)
Guest post by Ondrej Petrzilka - Space Engineers: Planets, scenarios and new multiplayer

Hello, I am Ondrej Petrzilka, for those who don't know me I am the lead developer for Space and Medieval Engineers. I joined Keen Software House in 2011 as a game programmer for Miner Wars 2081 and since then I have worked on various projects in the studio mostly on the development of Space Engineers. In this blog post I would like to put some light on our current and future plans with Space Engineers. Currently we’re working on three big things: planets, scenarios and new multiplayer.


Planets have been discussed many times and players have wanted them for a long time. I would like to give you more information about our intentions and the background of the idea.

When Space Engineers was released to Early Access, we were very pessimistic about planets, but that changed by the end of 2014, when the procedural asteroid generator was created. We realized that it could be possible to create bigger asteroids – more than 8 km across. When we discussed planets in the team, we’ve realized we don’t just want just big asteroids, we want planets with ‘everything’.

Planet features:
  • Decent size
  • Gravity (affecting ships too if possible)
  • Atmosphere
  • Terrain (mountains, canyons)
  • Vegetation (trees, bushes, grass)
  • Visible from big distance (1000+ km)

How big should the planet be? Currently we’re able to create ‘planets’ with a size of around 20 – 50 km. It’s quite small compared to Earth and technically, it’s not a planet. Even Pluto has a radius 1184 km and it’s classified as a dwarf planet. When we tried first prototypes of big asteroids, 8 km in diameter, it looked pretty big. With bigger sizes, gameplay issues emerged.

Imagine a planet with a radius of 100 km. You’ll get close to the planet to fill your screen from top to bottom. When you have default field of view (FOV in video options), you’ll be still 73 km away from the planet surface! When traveling at the maximum speed of 104 m/s, it will take you almost 12 minutes to reach the surface. That seems like too long.

How long would it take to fly around a 100 km planet? The circumference of a 100 km planet is 628 km. When traveling at maximum speed, it would take more than 90 minutes to fly around.

Solution. First we were thinking about changing the maximum speed, but it’s too problematic. We’re limited by physics stability, bullet-through-paper issues and other problems. We’ve decided to make planet size configurable in world options (minimum and maximum planet size). This way we can release planets soon and satisfy players who want small planets and also players who want huge planets. It’s possible that we will reevaluate maximum speed in future.

Gravity. Planets will have gravity which is similar to earth gravity. With distance from a planet, gravity will gradually decrease; bigger planets will have more gravity. We plan to apply planet gravity to ships as well.


Atmosphere. We plan to add atmosphere to certain planets; when there’s atmosphere, there will be vegetation. Other planets will be barren, without atmosphere. Vegetation should be very similar to what you see in Medieval Engineers. To achieve nice atmosphere effects, we’re planning to use a special shader which takes into account sun direction, air density, the distance light travels through air and other parameters. It will be possible to breathe freely and refill the oxygen tanks on a planet with atmosphere.


Visibility distance. Space Engineers has a default view distance of 20 km. If you were to fly toward a 30 km asteroid or planet, you would see nothing…nothing…nothing…and then suddenly a big planet would appear in front of you. This feels very weird and it would break the experience, so we had to come up with a solution.

One option was increasing view distance, but there’s still a limit of 50-70 km, because of Z-buffer precision. We wanted players to see planets from 1000 km distance or more. We’ve decided to render distant planets‘separately’. This allows players to see planets 10.000 km away, while other objects like ships and small asteroids are visible only to 20 km.


In last 15 months, we’ve added a large amount of game features, but we haven’t added much of the gameplay. Space Engineers is now sandbox game where you can do many crazy things…without any goal. We’re planning to add goals soon; you’ve probably seen the first scenario a week ago, this was just a testing scenario. More scenarios will follow; both single-player and multi-player.

The primary purpose of scenarios is to entertain players who seek goals and achievements in the game. The secondary purpose is to teach new players how to play the game and introduce them slowly to most of the game mechanics. A game like this, with a lot of features available at once, can be confusing for new players.

Single-player scenarios will consist of a series of objectives with possible branches (sometimes the player will be able to choose how to progress). Scenarios will take advantage of features which are already in game. First scenarios will be very straight-forward, to teach players certain mechanics, like mining or repairing the station. Then there will be more advanced scenarios with multiple ways of reaching the goal. An example can be: ‘destroy military output’. It will be up to the player to decide whether to build a heavily armored ship with missile launchers or to build decoys for distraction, blow one turret with a warhead and hack the rest of outpost. We haven’t decided yet whether it will be possible to play single-player scenarios in cooperative mode.

Multiplayer scenarios will be designed to bring some competitive gaming to Space Engineers. We’re discussing the designs of these scenarios in the team. There are ideas for classic scenarios like "defend station", "capture the flag", "death-match" and less common scenarios, for example where players compete in mining to deliver the largest amount of gold ore from a big gold asteroid to a merchant. Some scenarios will be team-based while others will be free-for-all.

Modding. We want to make scenarios fully modable, it should be possible for modders to create and script both single-player and multi-player scenarios. There will also be a simple scenario editor directly in-game; modders will be able to prepare a world and select victory conditions in the UI. Modders will be able to use prepared infrastructure, like victory/game-over screens, scoring screens, team selection, define player inventory, possible respawn count and more.

New Multiplayer

Update 01.015, which added multiplayer was released on Jan 16th 2014, more than a year ago. Multiplayer itself was written in 5 weeks. We knew it’s far from being perfect, there were connection issues, lags, desync issues, jittering, hackers and many many other issues. We didn’t want to spend 2 months rewriting multiplayer from scratch, so we decided to fix the things we could fix and focus on ‘better’ multiplayer later. We also knew that if we add infinite worlds, we’ll have to change multiplayer again.

Now we’re ready to rewrite multiplayer from scratch. The game has many more features and we can take these into account when rewriting multiplayer, especially infinite and procedurally generated worlds. We also have a bigger team, so we can keep adding features and also work on multiplayer.

In the current version of multiplayer, every client knows everything. When somebody is drilling 100.000 km away, the client gets this information from the server. It’s not necessary for the client to know it; the client should only get this information when he gets close to the drilled asteroid. In new multiplayer, clients will only receive information which is necessary and related to an area close to their position (or camera position in case they are looking through camera). This will reduce required bandwidth a lot; it will also allow many more players in the game (depending only on the server’s internet connection).

Information sent to the client will be prioritized; important things like position updates will have high priority. Less important things like battery capacity update or inventory changes will be sent with lower priority. This should reduce lags and make multiplayer more smooth.

Every client is now sending position updates to all other clients (it’s not going through server). This can reduce lag a little, but it also requires a bigger upload, because it’s necessary to send messages to every other client (not only to the server). It also makes connection issues much worse, because it’s necessary for each client to be connected to every other client. With more players on server, this issue has a much bigger impact.

In new multiplayer, the client won’t be connected to every other client, but only to the server. The server will validate data sent from the client (e.g. position updates) and send it only to other clients who need this information (clients who see the original client). This will prevent connection issues and reduce network bandwidth. It’s also a necessary step for increasing the number of players on server.

The current multiplayer uses the Steam Networking layer which allows us very easily to send data between players and it’s very easy to use. On the other hand it’s missing some advanced...
by Kane Hart at 11:26 PM
(1,597 Views / 0 Likes)
Just wanted to let you guys and girls know that GTA5 for PC is going be about 48 Hours from this post. I myself and I know Chris is getting the game. I think @Tanhii is also buying the game @Agility_ said he might get it a few days after. Not sure who else is considering it but will have to connect and get some groups going.

Here some PC Footage:
60 FPS:
(If the above video shutters or lag then it is 100% your PC Internet or handling such big video)

30 FPS:


System Requirements

    • OS: Windows 8.1 64 Bit, Windows 8 64 Bit, Windows 7 64 Bit Service Pack 1, Windows Vista 64 Bit Service Pack 2* (*NVIDIA video card recommended if running Vista OS)
    • Processor: Intel Core 2 Quad CPU Q6600 @ 2.40GHz (4 CPUs) / AMD Phenom 9850 Quad-Core Processor (4 CPUs) @ 2.5GHz
    • Memory: 4 GB RAM
    • Graphics: NVIDIA 9800 GT 1GB / AMD HD 4870 1GB (DX 10, 10.1, 11)
    • Hard Drive: 65 GB available space
    • Sound Card: 100% DirectX 10 compatible

    • OS: Windows 8.1 64 Bit, Windows 8 64 Bit, Windows 7 64 Bit Service Pack 1
    • Processor: Intel Core i5 3470 @ 3.2GHz (4 CPUs) / AMD X8 FX-8350 @ 4GHz (8 CPUs)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 660 2GB / AMD HD 7870 2GB
    • Hard Drive: 65 GB available space
    • Sound Card: 100% DirectX 10 compatible
Get GTA5 from 20-25% off:

Confirmed Players:
Kane Hart = Kane_Hart
Beno_Draft = Piratedreams
Chris = N/A
Togy = N/A
by Kane Hart at 6:56 AM
(400 Views / 0 Likes)
Just reminding everyone that Season 3 Starts Tonight.

Friday, April 10 @ 6:00 p.m. PDT !

Not sure I will be there myself but I know for a fact that quite a lot of people are attending so make sure you hop onto Teamspeak!
by Kane Hart at 8:28 AM
(411 Views / 1 Likes)
We did some forum clean up. We mainly hid some old sections, like applications and the news section and yes the news section. Overtime more and more end up posting new via their forum section and then promote it as news via the front page.

So rather then just having Minecraft posts and other random posts all mixed into one forum section they will now be posted in their appropriate forum section.

Will be also doing more updates over the next couple weeks as we slowly gear up for our new Minecraft servers.
by Kane Hart at 4:29 AM
(3,127 Views / 1 Likes)
So we been talking tonight on Teamspeak. Clearly our Build Server is dead and if we disable Whitelists it will just get worse overtime as we have no block protection and trying to add one at this stage is well just silly and impossible to deal with the griefs.

This is a 1.8.3 Server!

The idea is to start fresh and retire the old world. Not a big deal some people will lose a bit but overall there is not much there to begin with sadly. With the new server will come new ideas and new features. One the biggest thing we are looking into is testing out Protection system like Grief Prevention Plugin. This would allow people to setup a very simple protection system to protect their base.

I also have been considering adding a bit more structure to the server. 200 out protected spawn with a road network and someday a rail network. The idea is there be 2 nether and 2 end portals around the world around the 2k marks away from spawn. The goal is to promote people living further away and not spawn. We also like to add more features away from spawn overtime like mob arenas and more.

Rough picture of the idea:
Grey = Spawn
Red = Nether Portals
Beige = End Portals
Black = Roads and overtime a rail system?

We have the map set at max out 2k to start with. So this way we have time to develop a smaller area and overtime will expand out. Maybe as a goal once we finish a road/rail network.

The idea with this map is more people will be drawn to the 4 corners rather then just spawn. We hope to offer them a better appeal.

The rules will be light and we are not here to police or tell you what you can or can't do. Will not stop people from having fun but will intervene or people abusing server resources.

Plugins that we are considering:

Progression Update:

Today we created the Survival server so we can do more proper testing on it. We added Better Shops Plugin with Vault Plugin. We decided Chest Shops is getting old and we wanted something that was more powerful and simpler via a interface. Also started to work on some permissions and created the survival database and go through some plugin configs.

Today we got a lot started. We decided to Wipe the creative server and over the next few days will end up hosting the files to download. We now have a blank testing ground to not only test plugins and features we are adding to the server but also test out creations that people are planning on making on the Survival server. Electro and Bagline started plans on a waterway system with build in train / walkway.

We updated several plugins and tested them. Plugins so far in testing:
  • ByteCart
  • Chairs
  • dynmap
  • Essentials
  • EssentialsSpawn
  • Lift
  • PermissionsEx
  • prism
  • WorldBorder
  • worldedit
  • worldguard
We talked more about our plans. We would like to bring back Trade 2.0 like place using Chest Signs. We also like to consider highly bring a new world for this as well as generating a new world MAYBE for Vanilla for people to get more clay and other rare resources overtime. This is quite a Maybe as our main world plugin we use is down.

ElectroBot and I start talking about Minecraft and how we could change things and make it better. Overall we slowly built some hype up and others in the community seem to have their interests peaked. We decided it was time to start a brand new permanent server aimed at not forcing people to have to get whitelisted.

We Upgrade Creative to 1.8.3 and remove some broken plugins and upgraded others.

Commands / Features:

Normal User Commands:
/who /list
- shows players online
/money - Shows your balance
/money pay # - Let's you pay / give money to other players
/money log - Shows your log of recent transactions
/help - Shows help file
/getpos - shows x,y,z,yaw,pitch information
/seen name - Shows when player was last online or if their online
/sethome - sets your home
/home - teleports you to your home
/recipe id - shows you the recipe to create the item.
/sremove shopname - Allows the user to remove their own shop.

Normal User Features:
  • Colored Signs
  • Chair Sit (Right click stairs)

VIP Users:
- Allows you to change the world time client side
/pweather - Allows you to change the world weather client side
/workbench - Allows you to open a virtual workbench.
/enderchest - Allows you to open the Ender chest anywhere in the world.
/top - Allows the user to Teleport to the highest block above them.
/spawn - Allows the player to warp to spawn.
/hat - Allows you to wear the block in your hand as a hat.

VIP User Features:
  • Better Shop NPC's

We would love to hear your ideas and suggestions. Stone Legion is more of a building community then say hunger games or counter strike like games. So we are not trying promote crazy outside the box ideas but trying to grow and work with some of our favorite features and expand on them more.
by Kane Hart at 7:39 AM
(2,387 Views / 1 Likes)
This is the thread dedicated to our Dedicated Stone Legion Sever. This server is dedicated and only open to VIP Members of the community. Due to the performance issues and griefing we just wanted a small and fast dedicated server for our community.

Current Mods Installed:
How to join the server. Create a shortcut on your desktop and use this as the following location:
by Kane Hart at 8:27 AM
(617 Views / 0 Likes)
As Season 2 comes to an end and we prepare to launch Patch 2.2.0, we’re seeing lots of anticipation among players for Season 3. In addition to the 10 new or revamped sets that will be available in the patch, Seasonal players will have all-new Season-exclusive rewards to enjoy.

As with past Seasons, nephalem who test their mettle in Season 3 will have first crack at getting shiny new or revamped Legendary items, gain access to the final parts of the Conqueror’s transmogrification set, and have new Conquests to complete. Without further ado, let’s get rolling!


Table of Contents:


In addition, here are the other new or reworked items that will be available first to those playing in Season 3, along with their respective Legendary affixes:
  • Dead Man's Legacy
    • Multishot hits enemies who are below 50-60% health twice​
  • Dread Iron
    • Ground Stomp causes an Avalanche​
  • Nagelring
    • Summons a Fallen Lunatic to your side every 12 seconds​
  • Obsidian Ring of the Zodiac
    • Your first hit with each cast of a resource-spending attack reduces the remaining cooldown of one of your skills by 1 second​
  • Blessed of Haull
    • Justice spawns a Blessed Hammer when it hits an enemy​
  • Ranslor's Folly
    • Energy Twister periodically pulls in enemies within 30 yards​
  • Little Man's Finger
    • Gargantuan instead summons three smaller Gargantuans, each more powerful than the original​
  • Spirit Guards
    • Your Spirit generators reduce your damage taken by 30-40% for 3 seconds​



As always, our philosophy when creating Achievements is that they should require time and effort to obtain. The Conquests and Season-exclusive Achievements available in Season 3 reflect this idea. While some may be achieved through normal play, you’ll find that some require creativity and dedication if you want to complete them!


Frequently Asked Questions

Q: When does Season 3 start?
A: Season 3 begins April 10 at 6 p.m. PDT in North America, 6 p.m. CEST in Europe and 6 p.m. KST in Asia.

Q: How long will Season 3 last?
A: While we don’t have a specific time frame to share for Season 3, we are continuing to collect feedback from players on Season length, which we’ll be taking into consideration going forward.

Q: When are the Leaderboards being wiped for Season 2?
A: Leaderboards will be cleared once the Season comes to a close. While the leaderboards will be cleared, they will be preserved both in-game and here on our website if you wish to review your Season 2 accomplishments.

Q: When are the non-Seasonal Leaderboards being wiped?
A: Non-Seasonal Leaderboards are tied to what we call “Eras.” We currently anticipate the next wipe to coincide with the transition to Season 3, although this may not be the case for future Seasons.

Q: Will Seasons be coming to console?
A: Some features on console are best designed for that platform, and the same is true for the PC version of the game. A large part of the fun of Seasons is the entire community rerolling heroes together at the same time. The offline and disconnected nature of console does not support this style of play. As a result, we do not currently have plans to implement Seasons on console.

Get Ready To Hit The Ground Running!
We hope you enjoyed this preview of what to expect for Season 3, and we’re looking forward to seeing you bolt out of the gate with the rest of us once the Season begins.

While we're on the subject, nephalem, what class will you be leveling when the Season begins, and which of the new or revamped sets coming in Patch 2.2.0 will you use? Are you eager to tackle the new Conquests and Season-only Achievements, or are you simply looking forward to joining your friends and exploring the game from a fresh perspective once more? We’re eager to hear your thoughts below!
by Kane Hart at 10:31 PM
(547 Views / 1 Likes)
Patch 2.2.0 is currently in development and coming soon to a Public Test Region near you! Here's a first look at some of the new content and changes you can expect to see and, of course, test to your heart's delight once the PTR is live.

Table of Contents

*Please note that this is a preview. This information does not reflect all the updates coming in patch 2.2.0 and is subject to change. Some images represent works in progress, and may not be representative of the final product.


In addition, we're redesigning—and, in some cases, adding—bonuses to existing Sets like Zunimassa's Haunt, Raiment of a Thousand Storms, Roland's Legacy, Tal Rasha's Elements, Inna's Mantra, Natalya's Vengeance, and Immortal King's Call. This means a grand total of ten new or revamped play styles to try out!

New Legendary Item Powers:
Sets aren't the only new items you’ll see in patch 2.2.0. We're also adding over 15 new Legendary powers in the form of Legendary gems, armor, rings, and more, as well as updates to existing items.


Among these new Legendary powers include the one you, our community, helped create during theBlizzCon Legendary Workshop! We're still finalizing the details on this item (includings its name), and we'll be interested to know what you think once you've had the chance to test it out on the PTR.

[paste:font size="4"][​IMG]


New Bounties:

If you're a fan of Adventure Mode, you'll be happy to hear that you'll soon have over 20 new bounties to discover in Acts II, IV, and V. We're also introducing a brand new type of bounty to the game: Exploration. As the name implies, these new bounties involve exploring an area and finding people who need to be rescued (if they're good guys) or slain (if they're not). You'll see 14 bounties of this type across all Acts in the game.

[paste:font size="4"][​IMG][​IMG][​IMG]

New Cosmetics Window:
Want to take your Spectral Hound for a romp around Sanctuary without worrying about taking up valuable inventory space? Well, now you can! Starting in patch 2.2.0, any cosmetic items you own can be easily selected from a new interface, so all your visual goodies will be a click away. This includes items whose effect is only for looks and which don't directly affect gameplay, like wings, pets, portrait frames, and pennants.


New File System: CASC
For many years, Blizzard games have used a file format called Mo'PaQ (MPQ for short) as a way to compress and store game files, but it has had a number of technical limitations. To address these, we're switching Diablo III over to our proprietary file format called CASC (Content Addressable Storage Container) in patch 2.2.0.

This new file format has lots of improvements that directly benefit players, including a self-maintaining file structure (which helps prevent errors during installation), a faster and more reliable patching process, the ability to hotfix game client data, and a whole lot more!

The first step in transitioning Diablo III players will be converting existing installs to the new file format when patch 2.2.0 goes live, while using as much of the existing installed data as possible to reduce additional downloads.

Note: This change only applies to the Windows/Mac version of Diablo III and Diablo III: Reaper of Souls, and will not affect the console versions of the game.

[paste:font size="4"]But What About...
While these are a few of the more noticable adjustments we're making, patch 2.2.0 will also include several additional fixes, quality of life enhancements, and other changes not listed above. We're eager to hear your thoughts and feedback as you try out the patch, and look forward to reading your comments below and in the forums.

See you on the PTR, nephalem!