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# 即將推出的改動 <div class="box-content m-pad"> Yesterday we listed a bunch of changes that we are making to improve the game. 0.2.0E will be deployed tomorrow at around 3PM PDT or (Apr 11, 2025 6:00 AM (GMT+8) in your local time), it will contain all the changes we have posted about from the last few days as well as some other things we have been working on today. <br><br> This following list of the changes are just the changes that have been made so far, these are not the only changes we are investigating and they do not represent a full list of what players are reporting to us. <br><br> <h2>Monster Speed Changes</h2> <br> Many players have been reported being overwhelmed by monsters. The cause of this is a variety of factors and we are addressing them on a case by case basis. We have listed monster changes act by act below, but we also made the following changes more generally. <ul> <li>Many human monsters including the Cultists in Freythorn, the Faridun and the Tribal Humans in Act Three have behaviour where they can interrupt their melee attacks if the player moves too far out of range during the attack, especially for attacks that have multiple hits like a swipe left into swipe right. These interrupt events have been primarily removed especially on things that were attacking very fast as it caused the monsters to be relentlessly able to pursue and attack you giving you no time to engage or use skills between their attacks.</li> <li>The Haste Aura monster modifier no longer appears on monsters that are already fast.</li> </ul> <br> <strong>Act 1</strong> <br> <ul> <li>Werewolf Prowlers and Tendril Prowlers now will enter a walking stance (as opposed to running) after performing a melee action, they will only begin running again if you get a certain distance away from them. This behaviour has been applied to many faster monsters.</li> <li>Hungering Stalkers now have 12% less Life and Damage, they were already relatively weak but we have lowered it a bit further to account for their high movement speed and attack speed. They are intended to engage and attack quickly, but be weak and die fast.</li> <li>Reduced the number of Bloom Serpents in The Red Vale.</li> <li>Halved the number of Venomous Crabs in the Hunting Grounds.</li> <li>The Cultists in Freythorn no longer have interrupt events on their attacks as described above.</li> <li>The Cultists in Freythorn wielding Axes and Maces in Freythorn now walk after performing a Melee Action, only running again once you exit a certain distance.</li> <li>Blood Cretins on death Blood Pools have had their duration decreased from 6 seconds to 4 seconds, and fixed the area of effect to match the visual more closely.</li> <li>Reduced the overall density of more challenging monsters in Ogham Manor.</li> </ul> <br> <strong>Act 2</strong> <br> <ul> <li>The Boulder Ants in Titan Valley have been replaced by Risen Maraketh, as the area had too many monsters that had irritating movement.</li> <li>The Faridun have all been modified to remove the interrupt events on their attacks as described above..</li> </ul> <strong>Act 3</strong> <br> <ul> <li>Diretusk Boar and Antlion Charger's are now more likely to push you to the side instead of pushing you along with them when they charge you.</li> <li>The Lost City monster pack composition has been adjusted to result in less ranged monsters</li> <li>Massively adjusted the Azak Bog, firstly by the aforementioned changes to interrupt events, but also changed the monster composition of the area to have less Ranged and Elite monsters. </li> <li>Fixed an issue where the Slitherspitter's poison spray in Venom Crypts was dealing Chaos Damage instead of Physical Damage unintentionally.</li> </ul> <br> We have also identified another issue that affects some areas in which potential monster spawn locations have inconsistent density in different rooms. This leads to situations where some rooms are much denser with monsters than others in an unintended way. We have a fix for this problem but it did not make it into this patch, and will be deployed in a later patch. <br><br> These are not the only changes that we will be making to monsters. Further changes will come in later updates. Some changes we didn't get time to make today, and others require new animations that will take a little longer. <br><br> <h2>Boss Changes</h2> <br> Viper Napuatzi is one of the more challenging bosses for players, so we made the following change. <br> <ul> <li>Lowered the amount and size of Chaos Rains (the purple ones) in the Viper Napuatzi fight, and cleaned up the visual left afterwards faster to make the following drop locations more obvious.</li> </ul> <br> Uxmal had various quirks that made him somewhat annoying to fight. We have made a few changes. <br> <ul> <li>Reduced the number of times Uxmal changes locations through the fight</li> <li>Uxmal can no longer recharge Energy Shield while in the air.</li> <li>Uxmal uses his Flame Breath less often</li> </ul> <br> Xyclucian had some issues with visibility of his effects <br> <ul> <li>The arena of Xyclucian has had its ground foliage removed in order to make his effects more visible</li> </ul> <br><br> <h2>Player Minion Changes</h2> <br> <ul> <li>We have changed the way that minion revive timers work. When your first minion dies, it sets the revive timer to 7.5 seconds as before, but each successive minion that dies increases it by less and less (still capped to a max of 7.5 seconds). This should heavily mitigate the situation where most of your minions are dead, but the revive timer keeps resetting to 7.5 seconds over and over.</li> <li>Disenchanting a Bind Spectre or Tame Beast gem will unbind them, allowing you to use them again.</li> <li>Tamed beasts can now fit through gaps of the same size that the player can.</li> </ul> <br><br> <h2>Other Player Balance</h2> <br> We don't have a lot of other player balance changes on top of the ones described yesterday, but we did manage to sneak in the following additional changes: <ul> <li>Rally support is no longer restricted to Strikes or Slams, and can now support any Melee Attack you use yourself.</li> <li>Glory (Used by Hammer of the Gods and Spear of Solaris) is now no longer consumed if you are interrupted while using the skill.</li> <li>Fixed a bug where Blood Boils from the Ritualist ascendancy didn't propagate if the monster exploded on death, such as when using Herald of Blood.</li> </ul> <br><br> <h2>Crafting Changes</h2> <br> <ul> <li>We have now finished adding all of the mods to runes for caster weapons. Desert, Glacial, Storm, Iron, Body, Mind, Rebirth, Inspiration, Stone and Vision runes all now work on Wands and Staves, with their own set of modifiers.</li> <li>Renly's abandoned shop in the Burning Village now also has a Blank rune which Renly can forge into any elemental rune of your choosing in case you didn't find any up to that point. As mentioned yesterday, 12 Artificers Orb's now drop at fixed locations through the campaign in addition to the random drops and salvageable ones.</li> </ul> <br><br> <h2>Performance Improvements</h2> <br> <ul> <li>The ground foliage in many areas has had an optimisation pass to improve performance.</li> </ul> <br><br> <h2>0.2.0E Deployment Timeline</h2> <br> And that's all that made it for 0.2.0E. The patch will be deployed at around 10AM NZT. We have also made some more changes internally, but they didn't make it in time for the patch. <br> The following lists the changes that will be deployed after the weekend. These are not the only changes that will be in that patch. These are just the changes that we already have. <br><br> <h2>Charm Changes</h2> <br> Charms are a system that we never adequately expanded on, and have had several problems that we will finally be addressing. Overall we want charms to be more useful, and for you to be more easily able to use more of them. <br> First, the changes to charm slots <br> <ul> <li>Charm slots on belts are now granted by implicit mods that are added to belts depending on the level of the area that dropped them. The number of slots is random up to a cap depending on how high level the belt is. You can use a Divine Orb to reroll the number of slots.</li> <li>Belts have 1 charm slot until level 32, up to 2 until level 64 and up to 3 from level 65 and onwards.</li> <li>Unique Belts can always have up to 3 charm slots.</li> <li>For now, Unique Belts with mods that increase the number of charms will still be capped to 3, later on we will remove the cap.</li> </ul> <br> Then changes to the charms themselves. <br> <ul> <li>Several charms were not protecting you from the hit that activated them, these cases have been fixed to work properly.</li> <li>We have also done a pass on Charm mods to make them more powerful and rewarding.</li> </ul> <br><br> <h2>Stash Tab Affinities</h2> <br> We are adding Stash Tab Affinities for the following categories of items <ul> <li>Socketables</li> <li>Fragments [Which includes Tablets and Trial Keys]</li> <li>Breach</li> <li>Expedition</li> <li>Ritual</li> </ul> <br> We will also be allowing Charms to go in the Flask stash tab or any tab with the Flask affinity. <br><br> <h2>Atlas Bookmarks</h2> <br> We have added the ability to bookmark locations on your atlas to find them easily later. <br> <ul> <li>Right clicking a node will allow you create a bookmark by picking an icon and optionally adding a label you can type in.</li> <li>You can have up to 16 bookmarks at a time.</li> <li>They will appear as icons around the outside of the screen with a direction allowing you to scroll to them easily, or you can click on them to instantly take you there</li> <li>You can also view a list of bookmarks under the legend and click them to go there.</li> </ul></div> <div class="box-content m-pad"> 今天我們要繼續針對玩家回饋進行改動,文中將會附上團隊內部已經完成的更新清單。 我們會在接下來的幾天實施以下的改動。 <br><br> 這只是目前已經完成的改動清單。 這些還不是我們正在調查的所有改動,且它們不代表玩家向我們回報的完整問題清單。 <br><br> <h3>玩家平衡改動</h3> 既然我們已經處理了許多削弱,現在我們可以專心在加強表現不佳的要素上了。 <br><br> <strong>女術者限定改動</strong> <ul> <li>現在電弧會在擊中感電的敵人時產生閃電爆炸,但不再能造成感電。 它不會消耗感電。</li> <li>現在凜冬之眼會在穿過其他元素球體時(如日耀球、風暴漩渦或寒霜爆),獲得額外元素傷害。</li> <li>燒毀的曝曬持續時間從 2 秒延長至 8 秒。</li> <li>現在魔力暴風可以透過所有法術使用,且改為使強化的法術分裂至額外的目標,而不是連鎖或分岔。</li> <li>寒冰彈的爆炸範圍增加 50%。</li> <li>冰霜新星的冰凍累積大幅增加。</li> <li>寒霜爆的曝曬持續時間從 5 秒延長至 8 秒。</li> <li>魔力痕跡改為能與其他元素異常狀態生效,而不是只有感電。</li> <li>我們要將點燃從來源(如燐火輔助)擴散的延遲時間從 2 秒縮短至 1 秒,但範圍稍微縮小。</li> </ul><br> <strong>異靈之體</strong> <ul> <li>現在異靈之體可防止流血。</li> <li>現在根據你的最大能量護盾賦予你暈眩門檻的天賦群也會增加你的異常狀態門檻,讓你在點選這些天賦後使用異靈之體時不會這麼頻繁地被點燃/冰緩/冰凍/感電。</li> </ul><br> <strong>女獵人限定改動</strong> <ul> <li>受招架的敵人不再能閃避你的攻擊。</li> <li>能量護盾不再能防止流血的施加。</li> <li>現在引爆由極速進攻留在敵人身上的長鋒時,必定會在擊中時造成流血,效果範圍增加 20% ,且引爆的傷害增加 67%。</li> <li>長鋒之錐的長鋒持續時間從 6 秒延長至 10 秒,且傷害成長增加,在 20 級時造成的傷害增加 30%。</li> <li>鮮血之捷不再會消除稀有怪或傳奇怪的屍體,使你可以對稀有怪使用儀式獻祭。</li> </ul><br> <strong>戰士限定改動</strong> <ul> <li>現在奇塔弗工匠的鍛鍊武器每次敲擊你的武器時會附加 3 次強化,且速度增加 25%。 傷害或許需要調低一點。</li> <li>現在盾牆可以被戰吼引爆。</li> <li>由怪物施加在玩家身上的破甲不再有 20% 的額外物理傷害修正,這個效果原本只打算作為對玩家的增益效果,另外我們也將其持續時間從 12 秒縮短至 4 秒。 此外,有一個錯誤會導致部分的破甲永遠不會從玩家身上移除。</li> </ul><br> <strong>遊俠限定改動</strong> <ul> <li>現在風暴呼喚箭矢會使小範圍內附近敵人的感電擴散,且其效果範圍增加 50%。</li> <li>雷霆之杖的傷害增加 30%,且其持續時間延長至 20 秒。</li> <li>閃電箭矢向目標發射電弧的範圍增加 50%。</li> <li>龍捲射擊的最大持續時間延長至 15 秒。</li> </ul><br> <h3>新輔助寶石</h3> 我們新增了一種名為抑制劑的輔助寶石,它會防止能量球被消耗,但你擁有的每一種能量球會使被輔助技能的傷害提高 4%。 <br><br> <h3>譫妄改動</h3> 現在譫妄遭遇的持續時間大約延長 2.5 倍。 <br><br> <h3>工藝</h3> 我們在章節各處的固定位置新增了多個巧匠石,使你可以更常使用它們進行工藝。 <br><br> 我們還新增了能力值符文,讓你可以解決遊戲前期的需求問題。 <br><br> 我們也會更新所有的符文,使其套用在法杖和長杖上。 這項改動會需要為這些物品新增特定的詞綴。 我們不確定靈魂核心和魔符是否能在同一時間新增,但我們確實有意做出這項改動。 <br><br> <h3>在終局尋找稀有怪</h3> 在終局中,一個常見的問題就是,在玩家剛好沒有探索的地圖角落遺落了一個稀有怪。 為了減少這個問題,我們將稀有怪改為永遠會顯示在小地圖上。 <br><br> <h3>瑪特蘭水道</h3> 我們對瑪特蘭水道進行了改動,將一部分的水域結合在了一起,使你在遊玩時會遇到的平均控制桿數量減少 6 個。 <br><br> <h3>怪物速度</h3> 其中一個經常有玩家回報的問題就是被怪物包圍。 我們目前正在調查這個問題,且大概能在明天談談具體的改動,但改動可能會針對過於困難的特定怪物,尤其是在有著很多快速怪物的區域。 <br><br> <h3>祭祀漏洞的說明</h3> 近期出現了一個漏洞,其中牽涉到減少祭祀物品的保留費用,並搭配使用能夠無限重骰的傳奇碑牌。 這發生在大半夜,不幸的是由於內部溝通不良,我們在大約 8 小時後才修復了這個漏洞。 我們封鎖了 301 個明顯使用該漏洞的帳號,他們將會在目前的聯盟結束前維持被封鎖的狀態。 幸好,被封鎖帳號以外的經濟影響相當微小。 <br><br> 以上就是我們今天完成的所有改動。 這篇貼文中的改動將在接下來的幾天實裝,但我們明天應該還有更多改動會向各位報告。</div>