v0.9.4 — The merchant's new ledger
The trader gets rebuilt, auto-sell grows into a proper Loot Filter, and every unique finally has its own face.
Highlights
The trader’s new ledger
The trader panel is rebuilt into Potions and Gear sections. Each potion is a compact card with +1 / +10 / +50 / Max buttons — the steps buy instantly (clamped to your gold), and Max shows live how many you can afford, like Max (49,990), asking for confirmation before it spends a fortune. Gear stock doubles to 8 rotating offers, each a compact card with icon and price. And every cycle now includes 2 Featured rares: always Rare with 4 affixes (one more than a dropped rare), every roll guaranteed in the top 40% of its range, at 3× the regular price, preferring the highest gear tier you’ve unlocked. Your gold now shows in the trader header — and gold plus Echoing Crystals at the smith and witch.
The Loot Filter
Auto-sell grows up. The three per-rarity rules become a full Loot Filter matrix — 8 equipment categories × 3 rarities, each cell set to Keep, Sell, or Sell up to Tier N. Presets — Off, Tidy, Aggressive, Endgame — set the whole matrix in one click; touch any cell and it becomes Custom. Open it from the Loot Filter button on the combat card or the funnel icon in the inventory toolbar. As before, auto-sold drops pay 50%, and uniques, locked items and items being crafted are never touched.
Three amulet families
The lone amulet chain becomes three families — Amulet, Pendant and Talisman — each with five tiers (Tarnished → Jeweled) on staggered level requirements, with brand-new art for every pendant and talisman tier. Amulets still never drop below magic, and the four Ascension pendants now sit on the Jeweled Pendant base. Existing characters and their equipped amulets carry over automatically.
Every unique has its own face — and 11 new ones
All 27 uniques now have dedicated icon art. Base gear stays strictly mundane by design; uniques break that rule visibly now — arcane glows, runes, materials that shouldn’t exist — so you’ll know the drop before you read the name. 11 new world-drop uniques join across the armor slots: Head Start, Royal Touch, Desert Spike, Scarab Shell, The Keen One, Oak Touch, Bulwark, Treadmills, Melancholic String, Shako and Aridons Skin. With the pool this deep, the unique upgrade roll was rebalanced (base chance 15% → 5%, magic-find cap 75% → 50%) so uniques stay chase items.
Auto-potion: Auto mode
A new Auto checkbox beside the potion threshold slider derives your trigger point from the current enemy’s worst possible hit — the anti-one-shot setting. It uses the full mitigation math (the same numbers the enemy panel shows), budgets for poison stacks, and snaps to the slider’s 5% steps so you can always see what it chose. Your manual threshold is kept and restored when you switch Auto off.
Endless Delve: crystals, not cores
The Delve economy is rebased onto Echoing Crystals. Crystal income ×10 — 10, 20, 30 and up per kill as you descend. The Echo-Core re-entry toll is gone: starting at level 1 is always free, while starting at a milestone charges a crystal skip fee worth half of what the skipped levels would have paid. The climb banks more crystals, the skip buys time — neither choice is ever strictly wrong.
Also in this update
- Echo skill leveling buttons are now +1 / +10 / Max, so a full 250-point dump is one click; maxed skills show a quiet Maxed label.
- Items being worked on by an artisan now carry a clearly visible hammer corner badge.
- The icon-only toolbar buttons (loot filter, stash, deposit materials) get instant, game-styled tooltips.
- Fixed: 13 uniques — including Ulysses’ Wandering and Blood Walkers — were showing placeholder text instead of their names.
- The old bulk-sell buttons are gone; sell by tapping an item in the inventory as usual.
- In-game help, first-time overlays and the wiki were updated for all of the above.