Patch 2.0.2 Hotfixes - Updated 3/7
The changes that were announced yesterday are now live.
Originally Posted by Blizzard (Blue Tracker / Official Forums)[UPCOMING HOTFIXES]
There are no upcoming hotfixes to report at this time.
- Shadow Vermin that spawn during the Iskatu encounter will no longer provide experience, consistent with those spawned during the first phase.
- Threatening Shout - Grim Harvest: Will no longer generate treasure on monsters that are not intended to generate treasure.
Originally Posted by BlizzardNo Plans For Paragon Portraits Above 100
We don't have any current plans to add more Paragon portraits for players beyond Paragon 100, but we've definitely discussed the idea. We'll keep an eye on everyone's feedback, though, and see what happens as players spend more time with the new system. (Blue Tracker / Official Forums)
The items you're crafting (or finding) right now will be Enchantable in Reaper of Souls. The crafting recipe's your Artisans already know have all been updated to make loot 2.0 versions of those items, even if you learned the recipe prior to patch 2.0.1. This means anything you make (or made after patch 2.0.1) will be Enchantable. Keep in mind that there are some other limitations to Enchanting that might prohibit an item from being Enchanted (for example you can't enchant Magical items). (Blue Tracker / Official Forums)
RoS Deluxe Edition Helmet Transmog "Influence"
In short: does the helmet change every part of a gear or just we get the helmet appearance?The aesthetic items included with the Digital Deluxe Edition and Collector's Edition of Reaper of Souls can be used to Transmogrify your helmet or weapons. I think what you're asking is if they create a special "set" of Transmogrify options (like a theme for your chest, shoulders, hangs, pants, feet), but they do not. They're definitely epic looking helms and weapons that work well with other Transmogrify options, though. So, you'll have a lot of options to work with to help you customize your hero's outfit. (Blue Tracker / Official Forums)
Reaper of Souls First Look: Blood Marsh Soundtrack
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Nestled in the shadows of Westmarch, the Blood Marsh may appear to be no more than a simple swamp to many who pass through its mephitic trenches—an unforgiving mire with an unnatural complexion, but one possessing little significance to Sanctuary or the Eternal Conflict.
But the marsh itself is far from ordinary, boasting a history as deep and furtive as the ruins which lie beneath its murky surface. It is a place of corruption and sorrow, of memory and magic. And, recently, the wetlands have become a refuge for an entity of great power. . . and great evil.
We've already delved into the lore and visual landscape of the Blood Marsh, but there's still one more important design element to explore: its music. To whet your auditory appetite, we've put together an exclusive preview track featuring just a small sample of new melodies you'll hear as you adventure through this haunting environment.
To get a better understanding of what goes into creating a soundtrack for a game like Reaper of Souls™, we also sat down with Diablo® III Music Director Derek Duke for a quick Q&A.
Q. Alright, before we get ahead of ourselves. . . Tell us the truth: Do you ever light candles, chant ancient lore, or perform any arcane rituals to help get into the mood before you record?
Derek: I do admit to burning candles when I was playing Diablo III. But for mood, certainly turning the lights down is the first step.
Q. Building off that question, what sort of prep work or process do you have in place to get ready to write music?
Derek: At the early conceptual stage, it's really about getting in the mood and the right head space. Immersing myself in everything Diablo is important, from playing early builds and perusing concept art, to studying the story and all other the sources of lore that are only available behind Blizzard's iron gates.
There's also quite a lot of scribbling in notebooks, drawing on manuscripts, singing into the phone, and talking to people. All that, gathered together, is key, so when it's time to make the musical and artistic commitments, the emotion, mood, and story have become part of my subconscious enough that they can influence the music without me "forcing" anything.
Q. When setting out to create the soundtrack for the Blood Marsh, where did you begin? What inspired or influenced you for this particular area?
Derek: The Blood Marsh actually went through a lot changes, both artistically and from a design perspective. Musically, we also tried a lot of things. On one tangent, we recorded a bunch of really crunchy, long electric guitar tones, trying to get at that swamp vibe. Didn't work. Banjo. . .nope. I could never boil it down to any single simple idea.
In the end, what worked was actually scoring to the Blood Marsh's theme of a lost history, and the emotion and drama of events that take place there. I don't want to spoil any of that epic experience for players, so I’ll refrain from sharing too many details. The preview track does a great job of capturing the over feel of the zone, however.
Q. What's unique about the music for the Blood Marsh and Ruins of Corvus? Are there any instruments or themes that are specific to the zone?
Derek: The very first time you enter the Blood Marsh, you'll hear women intoning a sacred text. And you'll begin to hear more and more of these texts sung and chanted in game from this point through the conclusion of Reaper of Souls. (Fun fact: Much of the game’s music was inspired by and written to these texts.)
The Blood Marsh is also the first place the "inevitability theme," or "Chains of Fate," returns since its debut in intro cinematic. Down in the Ruins of Corvus, you'll also make first contact with some of the quasi-"aleatoric" (semi-random) music in the game. They are extended creepy, textural pieces created from a very different way of working with the orchestra.
Q. The world of Sanctuary is so diverse. When creating tracks for specific areas, how do you make sure you're creating a unique identity while also providing a cohesive sound across the game?
Derek: It's certainly a challenge, and hopefully one we've done well in Reaper of Souls.
One of the ways we've tried to bring musical cohesion into the Diablo franchise this time around was to filter all the music through a single person and process. The Diablo series was originally scored by a single composer and, while the other Blizzard franchises have benefited so much from having all of Blizzard's unique musical personalities contribute to a project, it really felt like Diablo—and Reaper of Souls in particular—wanted a single voice.
While writing a majority of the music myself, I was also able to leverage themes written by Russell Brower, Jason Hayes, Joseph Lawrence, and Glenn Stafford. Those themes were then built upon, arranged, stretched, and orchestrated to sound as though originating from a singular musical voice.
In addition, all our music was recorded with the same orchestra in the same decommissioned church with the same team over two years.
Q. Can you tell us a bit about the track you're sharing with us today?
Derek: It's an edit of quite a few things, starting with the bells tolling, into some of the creepy, textural orchestral music of the dungeons, then an ancient text chanted. Next, you'll hear some darkness and another choral text into an earlier musical progression from when the Blood Marsh (originally called "The Bog" within the team) was first being worked on. The piece then concludes with a version of the inevitability theme, mentioned previously, heard as a duet of solo violin and oboe over the descending four notes.
That solo violin, heard so much in Reaper of Souls, has always represented to me, since I started working on the expansion, the hero's personal and solitary decision (and commitment) to fulfill his or her destiny. It's a great symbol of that singular choice to do what is needed to save Sanctuary and the whole of humanity.
Novels, Peripherals, and Collectibles - Oh My!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
With Reaper of Souls™ only a few short weeks away, now is the perfect time to ready yourself for Malthael's arrival—not only by upgrading your loot in game, but out of game as well!
Deck out your gaming rig with the latest peripherals, know your enemy through our excellent literary companions, and spruce up your town hub with just a touch of demonic decor. Here's everything you can get your powerful nephalem hands on to prepare for the faceoff against the Angel of Death.
SteelSeries Gaming Peripherals:
- Diablo III Mouse - Arm yourself with this hand-held weapon and get ready to click some ass.
- Diablo III Headset - Sanctuary calls. Hear how amazing it sounds.
- Reaper of Souls QcK Mouse Pad - Emblazoned with the Angel of Death, this high quality cloth with an optimized surface ensures smoothness and precision (60% of the time, every time).
Books and Guides:
- Diablo III: Reaper of Souls Signature Series Strategy Guide – This Signature Series Strategy Guide from BradyGames leads gamers through the sprawling streets of Westmarch to save the city, and all of Sanctuary, from a new threat.
- Diablo III: Storm of Light – Written by Nate Kenyon, author of The Order, Storm of Light is a bridge between the events of Diablo III and the story that is to come in its first expansion, Reaper of Souls.
- Diablo III: Book of Cain – In this gorgeous tome, renowned scholar Deckard Cain has combined excerpts, illustrations, and firsthand knowledge to pen a history of the world of Sanctuary.
- Diablo III: Book of Tyrael – A worthy sequel to the Book of Cain, this elegant manuscript takes players even further into the universe of Diablo with a detailed and beautifully crafted artifact that focuses on the renowned champion Tyrael.
- Burning Hells Journal & High Heavens Journal – From the Burning Hells to the High Heavens, these deluxe journals evoke dangerous visions and fantastic possibilities.
- Sword of Justice Trade Paperpack – Previously released separately, all five issues of Diablo: Sword of Justice are now also available in one comprehensive, paperback volume.
- Design by Humans T-shirts – Flesh out your wardrobe with community-designed apparel from Design by Humans.
- J!NX Shirts and Hoodies – Upgrade your gear with diabolical tees and jackets worthy of Sanctuary's greatest heroes.
- Musterbrand Apparel – Show off your allegiance to the Demon Hunter, Monk, and Witch Doctor.
Statues, Props, and Collectibles:
- Diablo III Prop Replica – El'Druin, The Sword of Justice – Only the righteous can wield this superb prop replica.
- Diablo III Deluxe Action Figure – Diablo – Featuring over 25 points of articulation for poses to inspire panic and despair in other, lesser action figures.
- Diablo Papercraft – Fold, score, and glue your very own three-dimensional Lord of Terror.
- Diablo Polystone Statue – Measuring over 20 inches tall, the Prime Evil's chosen form comes to life in this hand-painted, high-quality polystone statue.
- Funko Pop! Vinyl Diablo Figurine & Vinyl Tyreal Figurine – No collectible collection is complete without these adorable vinyl figures.