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Diablo 4 Quarterly Update: June 2022

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The latest Diablo 4 quarterly update is dedicated to the Necromancer, the fifth and final class available at launch.

In the mid-year update, Lead Class Designer Adam Jackson is doing a deep dive into the core playstyles of the Necromancer, showcasing some of its skills and its unique Book of the Dead class mechanic. 

The Necromancer class was revealed yesterday during the Xbox event.

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Hello and welcome to the mid-year Diablo IV Quarterly Update. We hope you enjoyed last quarter’s behind the scenes look at the art of Sanctuary and its Dungeons. That blog and our previous updates are available here if you missed out.

I’d also like to take a moment to congratulate Diablo Immortal on its launch. The Immortal team worked incredibly hard to bring Diablo to life on mobile, and it’s exciting to have another way to enjoy Diablo.

Today, we’re going to look at the final launch class: the Necromancer. Now that it's been announced on the big screen, we can jump into some of the grittier details and mechanics of the class. You can think of this blog as a companion to that announcement, with our Lead Class Designer Adam Jackson doing a deep dive into the core playstyles of the Necromancer, some of its skills, and its unique class mechanic: Book of the Dead. We'll also look at a selection of the incredible armor and weapons that Necromancers can use.

Diablo IV is committed to the principle of player choice. It shapes how we approach many of our systems, from character customization, to the density and layout of our open world, to the design of our classes and builds. As you'll see below, the Book of the Dead focuses on this idea of choice and what kind of Necromancer you want to be.

We hope you enjoy this update and look forward to your thoughts and reactions. Later this year you can expect to hear more about how we plan to support Diablo IV after launch, including our plans for Seasons. We're grateful to have you with us on this journey.

Thank you for playing the games we make.

-Joe Shely,
Game Director, Diablo IV


Greetings, Heroes of Sanctuary!

Today we are thrilled to announce that a fan favorite, the Necromancer, is once again returning to slay and subjugate their enemies with necrotic magics. We had a blast working on this iconic class, and we can’t wait to get it into your hands.

We know that the Necromancer has a storied history in our franchise, and we are taking a lot of care to give players an experience that lives up to the hype. We have also spent a considerable amount of time making sure that fans of the Diablo II, Diablo III, and Diablo Immortal versions of the Necromancer see something familiar with what we have to offer while at the same time creating something unique for Diablo IV. Read on to see what the Necromancer is all about!

Table of Contents


Class Features

The Necromancer has two different types of resources that they use: Essence and Corpses. Essence is their primary resource, which restores itself automatically at a slow rate. Using Basic skills on the Necromancer will also grant Essence, allowing them to cast their skills more often. Corpses, on the other hand, are the leftover remains of enemies who die near the Necromancer. These remains can be used to summon skeletal minions or to power various other skills, such as Corpse Explosion. In addition to appearing when enemies are killed near the Necromancer, Corpses can also be generated via various effects, giving you additional control over how often you want to interact with them. While there will be plenty of Corpses at a baseline level, we’re aware that some players will want to lean into this resource, and as a result have included plenty of options to ensure that they are not left wanting.

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As far as weapons and other unique gear, Necromancers use Swords, Daggers, Wands, Focuses, and Shields. In addition to these, they are also the only class that can use Scythes.

Additionally, what self-respecting Necromancer would be running around the world of Sanctuary without Curses? We’re happy to say that you will be able to put these nasty debuffs on your enemies to your heart’s content with skills like Decrepify and Iron Maiden making a return.

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Playstyles

The Necromancer has four high-level playstyles that players can choose between. These playstyles are Bone, Darkness, Blood, and the Army.

Bone

Bone skills are relatively physical in nature, and thus benefit more heavily from effects such as Critical Strike. These skills also benefit from having and spending large amounts of Essence, as they have various effects that can cause each of their individual attacks to be even more powerful.

Bone Spirit is back in Diablo IV, and it now has a unique twist that exemplifies what Bone skills are all about. Bone Spirit not only has a cooldown, but also consumes all Essence the player currently has. Once cast, a spirit of bone is conjured that seeks out the nearest enemy. Upon reaching them, the spirit will explode, dealing a high amount of damage to the target and all other enemies in the area. This damage is increased by a certain percentage per point of Essence spent, meaning that players who spend the maximum amount of Essence will deal a significant amount of damage to enemies hit. This skill can also be upgraded so that when it Critically Strikes its cooldown is significantly reduced, meaning that players who commit to generating lots of Essence while also having a high Critical Strike chance will get a lot of damage from this skill.

Another Bone skill that Necromancers will have access to is Bone Prison. When the player casts Bone Prison, they slam their weapon into the ground, calling forth a circular wall of Bone to surround the targeted enemy or area. Enemies cannot move through this space while the Bone Prison persists, which makes it incredibly versatile and able to be combined with many other skills, even those that are not themed around Bone. Bone Prison is great for blocking off hallways, trapping groups of enemies inside to set them up for an AoE attack, or for simply sectioning off a group of enemies to deal with later while you handle higher priority targets.

Darkness

Darkness skills use Shadow magic to overwhelm their enemies. These kinds of attacks tend to be DoT-based or attack multiple times in a short window, with various benefits and rewards being granted for damaging enemies in this way. Darkness skills also tend to have various debuffs and crowd control elements so that they can keep their enemies at bay while they die a slow, painful death.

Decompose is a Basic Darkness skill that allows you to channel dark magic onto enemies, dealing damage to them while also generating Essence. Unlike other Basic skills, Decompose also periodically summons Corpses, making it much easier to ensure that you have a steady supply on hand to use for summoning Skeletons.

Another Darkness skill is Blight. Blight launches a ball of dark energy in a direction. Upon hitting an enemy or expiring, it deals an explosion of damage while leaving behind a defiled area, dealing periodic damage to enemies inside over time. This skill deals a high amount of damage to enemies who are standing in place, whether that’s due to fighting your undead minions or to being contained via other skills like Bone Prison.

Blood

Necromancers can also use the power of Blood magic to siphon the life from their enemies. Not only do these skills tend to have defensive-oriented benefits, they also have many ways to turn that defense into offense for the player, empowering them and rewarding them for having large amounts of maximum Health as well as keeping their current Health total high.

Blood Surge draws a small amount of blood from nearby enemies to the Necromancer that then expels a blood nova, dealing damage near the player’s location. The damage of the blood nova is increased per enemy drained, which incentivizes you to be in the middle of a pack of enemies for maximum effect.

Another Blood skill is Blood Mist. Upon activation, the Necromancer disperses into a bloody mist, becoming temporarily Immune to all damage while draining the life of any nearby enemies that they pass through. This is a universally powerful defensive skill that can give you the time you need to regroup in those dire moments where you become overwhelmed.

The Army

As you would expect, Necromancers can summon the undead to do their bidding. We also allow players to specialize into empowering their army as much as possible, which includes various kinds of Skeletons as well as the classic Golem. One advantage to this method of playing is that it can easily incorporate the benefits of Bone, Darkness, or Blood skills, allowing you to have a great deal of customization to how you want to interact with your army.

As an example, we believe it will be perfectly viable to have a player pursue a Darkness themed army build with Decompose as their Basic skill to generate Corpses, as there is an obvious synergy there. However, if the player wishes to generate Corpses via other means, they can just as easily take a nostalgia trip to the year 2000 and just chuck Bone Spears at their enemies from a distance while opting for all of the Bone skill synergies that the Necromancer has to offer.

We went through a lot of iteration on how we want the experience of summoning the undead to feel for the player, and how much of their skill bar should be dedicated to this part of the class. To that end, we’ve come up with what we feel is the best possible version to ensure that players have as much customization as possible over not only their army itself, but also in which other skills they want to use to support their own unique playstyle.

If a player wants to have the maximum number of summoned units possible then they will only have to dedicate two buttons to their skill bar: one to raising Skeletons and the other for their Golem. The Raise Skeleton button is a one-stop shop to raise all the different Skeletons a player can summon, and the Golem button is used to command the Golem to use a unique effect that is dependent on the type of Golem that is currently active. With this setup, we’ve found a great balance between having the necessary tools for raising and commanding a Necromancer army while also leaving room for player expression in what additional skills they want to put on their bar.

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Book of the Dead

Speaking of armies, what self-respecting Necromancer isn’t wandering around with one? Well, actually, that might be you! While we absolutely have the full support you would expect to fulfill all your undead summoning needs, we are also giving some love to players who want a more independent playstyle.

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Cue the Book of the Dead, the Necromancer’s unique class mechanic. Right from the moment you log in, you will start with an extra skill on your bar—Raise Skeleton. With this button, you will immediately be able to raise undead warriors to fight by your side. In addition to this, you will have access to the Book of the Dead. This is a space where you can customize your army (or lack thereof), with increasing options as you level your character.

There are three customizable summons in this space: Skeletal Warriors, Skeletal Mages, and the Golem. Each summon also has one of three specializations that you can choose from. As an example, you can have your Skeletal Warriors be Skirmishers, Defenders, or Reapers. Skirmishers are a more standard warrior but have increased damage and reduced Health, Defenders have bonus Health, and Reapers have slower attacks, deal damage in a AoE in front of them, and have a special wind-up attack that deals a high amount of damage. In addition to this, each specialized unit in the army has unique upgrades available to them, giving you even more customization over how each unit in their army functions in their overall playstyle. These units and upgrades will have synergies with the various playstyles mentioned above, as well as add other potential ways to play.

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In addition to all this customization, we have also added the ability for players to sacrifice different components of their army for personal benefits. Next to each unit type in the Book of the Dead is an extra option to sacrifice the ability to summon that unit in exchange for a personal, permanent buff. These buffs are carefully designed and placed so that players can mix and match having none, some, or all the possible summoned units while still having relevant options to enhance their build.

Our goal with this system is that there should be something for everyone to be excited about. There are relevant, powerful options to choose from whether players want to play with the full army, part of the army, or even for those who wish to forgo their army completely and play solo. We’ve had a blast playing with this system so far, and we’re excited to see the various combinations that you all come up with to push your Necromancers to the next level.

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Final Thoughts

We’re so excited to be able to bring the Necromancer to Diablo IV, and we can’t wait to get it into your hands. Whether you’re a veteran player who’s put in thousands of hours over many years, or a new adventurer in the world of Sanctuary, we hope you will have a lot of fun with what we’ve been able to create.

As always, please leave us your feedback on what we’ve shown you so far. While we’re confident that we’re on the right track, we know that the best ideas and the best games are created with input from the community. Thank you all so much for your patience, and for joining us on this epic journey through the world of Sanctuary—we promise it will be worth the wait.

-Adam Jackson,
Lead Class Designer, Diablo IV

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3 hours ago, Staff said:

If a player wants to have the maximum number of summoned units possible then they will only have to dedicate two buttons to their skill bar: one to raising Skeletons and the other for their Golem. The Raise Skeleton button is a one-stop shop to raise all the different Skeletons a player can summon, and the Golem button is used to command the Golem to use a unique effect that is dependent on the type of Golem that is currently active. With this setup, we’ve found a great balance between having the necessary tools for raising and commanding a Necromancer army while also leaving room for player expression in what additional skills they want to put on their bar.

 

 

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I like the unique mechanic here with the undead army. Was a bit to sad to see the same ungodly corpses that they use in Diablo 3. Just use the actual dead monsters on the ground as corpses like in D2.

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2 hours ago, Rhondis said:

I like the unique mechanic here with the undead army. Was a bit to sad to see the same ungodly corpses that they use in Diablo 3. Just use the actual dead monsters on the ground as corpses like in D2.

Yes. I'm looking for corpses here. Not packages of extra lean ground beef for tacos or chili.

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2 hours ago, TyZone said:

Yes. I'm looking for corpses here. Not packages of extra lean ground beef for tacos or chili.

You put it very nicely. They do indeed look like packages of extra lean beef lol

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17 hours ago, TyZone said:

Yes. I'm looking for corpses here. Not packages of extra lean ground beef for tacos or chili.

It might have something to do with how this ability is going to work so you won't have to rely on killed enemies. Likely something that can generate more corpses from another spell.

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      Season Journey
      Alongside our major season releases, we see the return of the Season Journey. Players are pushed to explore Sanctuary anew, earning limited-time rewards with each chapter of the Season Journey that is completed. Completing the Season Journey is quite a feat, with the final step demanding the character overcome an extremely difficult encounter with an especially deadly foe. With future Season Journeys, we are regularly adding pinnacle-level difficulty challenges for players to complete, proving their worth and earning unique cosmetic rewards besides.
      Like Diablo III, the Season Journey is free for all players. Completing Season Journey objectives also grants progress toward the Season Pass, a new feature with a battle pass-style progression that advances alongside the Season Journey, enabling players to earn even more rewards just by playing. The Season Pass has both free rewards (cosmetics, premium currency, and gameplay boosts) and paid rewards (cosmetics and premium currency only).
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      Season Pass
      Hey everyone, I’m Kegan Clark, director of product for Diablo IV here to talk about our approach to live service monetization in Diablo IV. As we’ve discussed previously, Diablo IV will be a full-price game with a Cosmetics Shop and Season Pass—none of which provide any pay-for-power options. Our goal in designing our in-game purchases is that we want to create beautiful things which add value to players’ experience of the game.
      The scale of Diablo IV Seasons is much more ambitious than what we've done in the past on Diablo III, with a large development team dedicated to Seasons after launch. Diablo IV will be supported by an army of developers for years to come. With all the exciting plans we have for Seasons, we want them to be enjoyed by everyone, regardless of whether they buy anything from the shop. I’m grateful for the opportunity to finally share more with the community about our live service model.
      Seasons will add all-new gameplay, quests, challenges, meta changes, and quality-of-life improvements. The Season Pass recognizes players’ dedication, with greater rewards unlocking as you play more throughout the Season. There will be a single track of rewards with Free Tiers that are unlocked just by playing the game and leveling, and Premium Tiers which provide no in-game power or advantage over other players. The Free Tiers of the pass will provide gameplay boosts to all players—things which make the journey of leveling up a fresh seasonal character faster and more streamlined. In contrast, the Premium Tier rewards are focused on aesthetics, providing a huge value in the form of cosmetics and Premium Currency. Many of the rewards embody the seasonal theme, helping players show off their participation in that Season.
      Let’s talk more about what players can expect:
      The Season Pass has Free Tiers and Premium Tiers. Throughout the pass players can earn a variety of rewards for free, just by playing. At any point during the Season, players can purchase the Premium Pass to unlock the ability to earn Premium rewards tiers containing seasonally themed Cosmetics and Premium Currency.
      The Season Pass awards cosmetics. Like the Shop, these don’t affect gameplay. Additionally, certain cosmetic types are exclusive to the Season Pass.
      The Season Pass awards Premium Currency. Players can spend this currency on cosmetics offered in the shop.
      The Season Pass awards free Season Boosts. Boosts accelerate players’ progress for the duration of the Season. For example, a Season Boost might accelerate XP earned to make leveling multiple characters within a season faster. Because they affect gameplay, Season Boosts are free rewards for all players. We want to be clear that players can’t unlock Season Boosts more quickly through purchases--there is no way to unlock more boosts, or boosts at a faster pace, by spending money.
      Players can purchase Tiers-but they won’t speed up getting Season Boosts. Players can’t upgrade Season Boosts just by purchasing Tiers, because they’ll also have to earn level milestones to apply them. All other Tier rewards can be unlocked instantly by purchasing Tiers. In other words, there’s no way to shortcut getting Season Boosts by buying Tiers; they must be earned.
      The Season Journey accelerates Season Pass progression. While any play style can progress through the Season Pass, min-maxers can focus on Season Journey objectives to advance more quickly.
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      The Shop
      The way we approached designing the Shop and the cosmetics within it was by thinking about the experience we want players to have. We want buying things to feel good--before, during, and after purchase. So, if players choose to buy something, it should be because they want to, not because they feel like they have to. It should also be clear to players exactly what they are getting before they choose to buy, with no unpleasant surprises.
      The Shop’s cosmetics build on top of the foundation of a huge variety of transmogs from weapons and armors players will find in-game. It’s also important to us that the Shop is grounded within Diablo’s world, so our cosmetics are holistic fantasies, the individual components of which can be mixed and matched with transmogs from armors acquired in-game for endless customization options.
      A screen capture of the Shop’s internal beta.
      Let’s talk more about what players can expect:
      The Shop sells cosmetics for Premium Currency. Cosmetics give players even more options to customize the visual appearance of their characters. Nothing offered in the Shop grants a direct or indirect gameplay advantage. So, while many of these may look like powerful pieces of gear, they have no in-game stats.
      A screen capture of the Shop’s internal beta.
      The Shop is optional. Players can experience all core and seasonal gameplay features without spending money. Our goal is for players to enjoy going to the Shop, buy something when it catches their fancy, and walk away happy with what they bought.
      The Shop is transparent. It’s important that players know exactly what to expect before making a purchase. We’ve built preview functionality that enables players to closely examine every detail of the cosmetic on their own characters before deciding to make a purchase.
      A screen capture of the Shop’s internal beta.
      The best-looking cosmetics aren’t exclusive to the Shop. Diablo IV will ship with hundreds of transmogs unlockable from drops in-game, including dozens of armor sets of the highest visual quality. There are incredible pieces—Unique and Legendary quality items—for players to find without ever going to the Shop. The Shop offers more diversity of choices, not systematically better choices.


      Screen captures of Legendary Armors earned through the game (left) versus Armor Cosmetics in the Shop (right).
      Armor Transmogs in the Shop are usable on all characters of that class. Many of the cosmetics in the Shop are class-specific fantasies, which wouldn’t necessarily make sense visually on other classes. Once you unlock a cosmetic from the Shop for a given class, you can use it on every character of that class on your account. There are special cosmetics exclusive to the Season Pass which celebrate the theme of the Season and look similar across all the classes.
      The most important guiding principle behind the Shop and Season Pass is to create something players love, look forward to, and appreciate being part of the game. Cosmetics in Diablo IV create new ways for players to express themselves and never provide advantages in-game. Players will experience all the fun of Seasons, whether they spend anything or not. We intend to continue our dialog with players about Shop and Season Pass, and we’ll always listen and seek out the community's feedback about it. It is our sincerest belief that we can work together with the community to keep Diablo IV a living, evolving world for many years to come! Thanks for reading, we’ll be sharing more soon!
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      Closing Thoughts
      Wrapping up this Quarterly Update blog, we want players to take comfort in knowing Diablo IV will continue to evolve its offerings post-launch. The introduction of new Seasons, alongside live events, and a returning Season Journey will work in tandem to breathe variety into the game, while also reinforcing its core principle: empowering players to experience Sanctuary as they see fit. We cannot wait for you to explore these systems in the future!
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    • By Staff
      A few days ago, Diablo 4 Beta appeared in the Battle.net Catalog. However, Rod Fergusson dispelled all rumors about the Beta in just one tweet claiming it was just an internal only test.
      We've got some sad news for everyone who expected an early Diablo 4 Beta. Senior Vice President of the Diablo franchise commented on Twitter that the Diablo 4 Beta showing up on Battle.net was intended only for internal testing.
      Placeholder for tweet 1550524852699861000
    • By Stan
      Diablo 4 Beta has been added to the Battle.net Catalog, bringing us one step closer to the first phase of testing!
      Diablo 4 codename is Fenris. Here's the generated catalog diff file.
      diff --git a/tmp/diffJgeC6P b/tmp/diffsMafk4 index 041eeb6..c9e1706 100644 --- a/tmp/diffJgeC6P +++ b/tmp/diffsMafk4 @@ -517,7 +517,7 @@ "fragment_id": "default", "fragments": [ { - "hash": "c1daf5c69265b556e5419b09e39f62fb", + "hash": "b33e188c8a9383b43833856062dc17fc", "name": "anbs", "content": { "files": { @@ -653,9 +653,6 @@ "login_background": "anbs#ANUBIS_LOGIN_BACKGROUND", "login_color": "#000000", "logo_v2": "anbs#ANUBIS_LOGO_V2", - "milestone": { - "state": "new" - }, "misc_flags": [ "play_for_free" ], @@ -916,7 +913,7 @@ } }, { - "hash": "6324f499d1f45eae9864d88e33746e8b", + "hash": "8c4924256efc6894c96b02706ad25cd0", "name": "anbs_limitedcn", "requires": { "all_of": [ @@ -946,6 +943,9 @@ { "base": { "heading_text": "default#STARTER_ITEM_PREREGISTER", + "milestone": { + "state": "new" + }, "mobile_promo_text": "default#STARTER_ITEM_PREREGISTER", "mobile_qr_code": "anbs_limitedcn#ANUBIS_QR_CODE_CN", "mobile_qr_code_text": "default#MOBILE_QR_CODE_PREREGISTER", @@ -1166,7 +1166,7 @@ } }, { - "hash": "887357199e04b35d1267652aa605073b", + "hash": "087bc906e57a4c9b0a4320a5aee0061c", "name": "auks", "content": { "files": { @@ -1315,9 +1315,6 @@ "is_activision_game": true, "key_art": "auks#AUKS_KEY_ART", "logo_v2": "auks#AUKS_LOGO_V2", - "milestone": { - "state": "new" - }, "name": "auks#AUKS_NAME", "program_id": "AUKS", "quick_links": [ @@ -3990,16 +3987,44 @@ } }, { - "hash": "e1761bbda772458312a47b40072c74f2", + "hash": "2bf94f093d10fba8b45d7703e7c60261", "name": "fenris", "content": { - "files": [], + "files": { + "default": { + "fenris#FENRIS_BACKGROUND_V2": { + "hash": "40c6f05f9139335b59f3069285acef79", + "name": "resources\/fenris\/background_fenris.png" + }, + "fenris#FENRIS_ICON_SVG": { + "hash": "16f352a00cabe2e25a87943ea53f29c0", + "name": "resources\/fenris\/icon_fenris.svg" + }, + "fenris#FENRIS_INSTALL_BACKGROUND_V2": { + "hash": "aa61ec9f1c02734cf2421469ff443b4d", + "name": "resources\/fenris\/install_background_fenris.jpg" + }, + "fenris#FENRIS_KEY_ART": { + "hash": "d6d49ac1dd995f74fc548c65c70c953a", + "name": "resources\/fenris\/key_art_fenris.jpg" + }, + "fenris#FENRIS_LOGIN_BACKGROUND": { + "hash": "2981ab9ee05a501b84d39a3d1c27f6ca", + "name": "resources\/fenris\/login_bg_fenris.png" + }, + "fenris#FENRIS_LOGO_V2": { + "hash": "cb6347f2a025f6af5cbede616986b3b3", + "name": "resources\/fenris\/logo_fenris.png" + } + } + }, "fragment_id": "fenris", "installs": { "fenris_dev": { "tact_product": "fenrisdev" }, "fenris_dev_2": { + "deprecated": true, "tact_product": "fenrisdev2" }, "fenris_vendor": { @@ -4014,10 +4039,16 @@ "base": { "background": "default#GAME_BACKGROUND_DEFAULT", "background_color": "#0a0d14", - "content_id": "", + "content_id": "diablo-3", "default_product_type": "retail", - "game_background": "default#GAME_BACKGROUND_DEFAULT_V2", - "game_tab_icon": "default#TEMP_GAME_TAB_ICON", + "game_background": "fenris#FENRIS_BACKGROUND_V2", + "game_icon_svg": "fenris#FENRIS_ICON_SVG", + "genre": "default#GENRE_ACTION_RPG", + "install_background_v2": "fenris#FENRIS_INSTALL_BACKGROUND_V2", + "key_art": "fenris#FENRIS_KEY_ART", + "login_background": "fenris#FENRIS_LOGIN_BACKGROUND", + "login_color": "#000000", + "logo_v2": "fenris#FENRIS_LOGO_V2", "name": "fenris#FENRIS_NAME", "program_id": "Fen", "region_permission_flags": { @@ -4037,11 +4068,16 @@ "types": { "fenris_dev": { "auto_favorite_on_grant": true, - "type_name": "fenris#FENRIS_TYPE_GAME", + "selector_display_name": "fenris#FENRIS_NAME_BETA", + "supported_regions": [ + "GLOBAL" + ], + "type_name": "default#TYPES_BETA_NAME", "uid": "fenris_dev" }, "fenris_dev_2": { "auto_favorite_on_grant": true, + "deprecated": true, "type_name": "fenris#FENRIS_TYPE_GAME_2", "uid": "fenris_dev_2" }, @@ -4122,46 +4158,10 @@ } }, "strings": { - "deDE": { - "fenris#FENRIS_NAME": "Produkt" - }, "default": { - "fenris#FENRIS_NAME": "Product", - "fenris#FENRIS_TYPE_GAME": "Game", + "fenris#FENRIS_NAME": "Diablo IV", + "fenris#FENRIS_NAME_BETA": "Diablo IV - Beta", "fenris#FENRIS_TYPE_GAME_2": "Game 2" - }, - "esES": { - "fenris#FENRIS_NAME": "Producto" - }, - "esMX": { - "fenris#FENRIS_NAME": "Producto" - }, - "frFR": { - "fenris#FENRIS_NAME": "Licence" - }, - "itIT": { - "fenris#FENRIS_NAME": "Prodotto" - }, - "jaJP": { - "fenris#FENRIS_NAME": "製品" - }, - "koKR": { - "fenris#FENRIS_NAME": "제품" - }, - "plPL": { - "fenris#FENRIS_NAME": "Produkt" - }, - "ptBR": { - "fenris#FENRIS_NAME": "Produto" - }, - "ruRU": { - "fenris#FENRIS_NAME": "Продукт" - }, - "thTH": { - "fenris#FENRIS_NAME": "ผลิตภัณฑ์" - }, - "zhCN": { - "fenris#FENRIS_NAME": "产品" } }, "types": { @@ -4189,18 +4189,6 @@ "version": 29 } }, - { - "decryption_key_id": "catalog-decryption-key-fenris", - "encrypted_hash": "31c2b45e57b1123a91e04d055fb18dea", - "hash": "94e9911c1d2df8fad2a5bc7f3563f0f3", - "name": "fenris_fenris", - "requires": { - "licenses": [ - 93021 - ], - "type": "licenses" - } - }, { "hash": "ea7be96ec0a2357570181b86db7bd572", "name": "fore", Source: wow.tools
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