Version_0.2.1

Old: chuanhsing#2097 2025-05-21 08:11:08

New: chuanhsing#2097 2025-05-22 08:08:32

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1-# Version 0.2.0h
1+# Version 0.2.1
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3-## Restart Patch Notes
3+We’re continuing to work on improvements for Path of Exile 2. Patch 0.2.1 is in active development and we're aiming to deploy it at the end of next week. Find out more about the improvements this patch contains below!
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5-* Added Support for the upcoming Race Events.
6-* Fixed a bug on PlayStation where Global Illumination and Screen Space Effects were broken.
7-* Fixed a bug on Xbox and PlayStation where the recombinating interface stretched off screen.
8-* Fixed a bug where the intended lockout period for using another skill immediately after cancelling a partially completed skill did not apply if the cancelled skill was [[Rake]] or [[Whirling Slash]]. This bug also affects many other melee attacks, but we are only fixing the most egregious cases immediately in order to avoid potential unintended nerfs or disruption to gameplay fluidity. The remaining fixes will be deployed at a later date, when we are certain any negative side effects have been addressed.
5+##### Endgame Rewards
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10-## Hotfix 2
7+When setting up the frequency of encounters and rewards for Path of Exile 2, we have to decide how many maps players will have to do in order to get them. After extensive playtesting we now believe that we overshot this number pretty substantially.
8+In 0.2.0g we improved the base-line experience of getting rewards from monsters and chests but we still feel you don't get enough of those exciting spike moments when something very powerful or valuable drops. There actually are some very cool items to find, but you won't ever find them because they are incredibly rare.
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12-* Fixed a bug when using currency on strongboxes while using WASD input could cause your character to get stuck.
10+One of the major focuses of 0.2.1 is making chase items more common, but also adding more chase items to find.
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14-## Hotfix 1
12+##### Unique Items
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16-* Fixed a bug where the Recombinating UI would stretch off screen when highlighting a modifier on one of input items.
14+In 0.2.1 we are going to be significantly improving both the drop rates of the incredibly rare unique items we already have as well as adding a bunch of new exciting and chase uniques that will take your builds to new heights. We are also buffing some of the rarer uniques that were intended to be chase, but didn't live up to that standard. You should see significantly more chase uniques than before and we'll be doing a post showing some of the new uniques next week!
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18-##
16+##### Crafting Socketables
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20-Features:
21-* Introduced the Ritual Stash Tab to the Microtransaction Store. These will be set for sale momentarily after the patch is deployed.
22-* Introduced the Socketables Stash Tab to the Microtransaction Store. These will be set for sale momentarily after the patch is deployed.
23-* The Flask Stash Tab can now store Charms.
24-* Updated sorting of Gems in the Gem Stash Tab.
25-* Added support to bulk move stacks of currency from one inventory to another. On Keyboard and Mouse highlight the currency and use "CTRL + Right Click", on Gamepad Press and hold Triangle, or Y.
26-* Added optional key bindings for quick allocating multi-choice attribute passive skills on Keyboard and Mouse. Once bound you can quick-allocate Attributes by holding down your selected bind when clicking on the passive skill. Gamepad support for this feature will come at a later date.
27-* Added "UnidentifiedItemTier" as a filter option for Item Filters.
28-* Added quick-use Currency buttons to Strongboxes and monsters imprisoned in Essences. These buttons will only be visible if you have the currency items in your inventory.
29-* Added an outline to the labels on Expedition Chests, Precursor Tablets, and Expedition Logbooks.
30-* Added quick-travel to Town button in the World Map UI when interacting with a Waypoint. You can find this on the right hand side of the screen.
18+One of the issues that we have with the socketable crafting system at the moment is that by the time you get to the endgame there isn't really anything new or exciting to find to socket in your gear. Resists and attributes are great to help with solving problems in the early game, but in the endgame, ideally you should be swapping all of these out for more interesting and powerful mods.
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32-Balance:
33-* Significantly buffed the drop rates of [[Greater Jeweller's Orb]] and [[Perfect Jeweller's Orb]]s.
34-* Reduced the required level for Level 20 Uncut Skill and Spirit gems to begin dropping. This was the primary reason why they were so infrequently dropping, so you should now see a lot more of them when running the highest tiers of Endgame Maps.
35-* Azmeri Spirits of the Spring Hare and Fox are now approximately three times more common.
36-* Disabled the Greed and Corruption Shrines.
37-* Adjusted the damage timing on Meteoric Shrine to match visuals.
38-* Adjusted the buff durations for the following Shrines to 60 seconds: Meteoric, Freezing, Tempest and Gloom.
39-* Adjusted the buff durations for the following Shrines to 90 seconds: Acceleration, Seeking, Massive, Replenishing, Enlightening, Resistance and Diamond.
40-* Increased the rate at which the Diamond and Divine Shrines could spawn.
20+In 0.2.1 we are adding 22 new Runes, 14 new Soul Cores and 7 new Talismans. These cover a full spectrum from being powerful to insane, but are rare to find. You will certainly want to use them over the normal base set of socketables.
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42-Misc Content Changes:
43-* Improved the behavior of Breach monster spawning in narrow and tight areas.
44-* Improved the behavior of of how Breach monsters spawn, this should drastically improve the minimum experience of the encounter especially in areas that had tight corridors or hallways.
45-* The minimum encounter time of a Breach is now 20 seconds (from 12). The rate at which time extends in the encounter now takes into account the Monster Power of slain Breach Demons. This means if you kill Magic or Rare enemies during the Breach it will extend the time more than killing Normal monsters.
46-* Breach Splinters that drop during an encounter are now automatically collected and dropped at your location when the Breach concludes. If you're in a party it will drop multiple stacks that are randomly allocated. You can see a small notification above your character whenever a Breach Splinter is collected, similar to Gold.
47-* Rogue Exiles now have a Minimap Icon once they enter combat.
48-* Improved the lighting on Rogue Exiles to make them easier to spot, especially in darker areas.
49-* Fixed an issue where Rogue Exiles would frequently begin combat with a player from off-screen.
50-* Improved the visual effects of The Arbiter of Ash's Flame Corridor skill. Specifically the brightness and timing to make it easier to see, quicker.
51-* Engaging a second Azmerian Wisp while already following one will have the second Azmerian Wisp follow the same target as the first.
52-* Added Spectre and Tame Beast skills as outcomes to the Prism of Belief Unique Jewel.
53-* Added 132 more foiled Unique Item options that the Twilight Reliquary can yield.
22+##### Ritual
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55-Bug Fixes:
56-* Fixed various bugs with the Social Panels which resulted in inconsistent display of Friends and Guild Members and lack of clarity as to who is online or offline.
57-* Adjusted the location of a checkpoint in Jiquani's Machinarium to prevent skipping the areas quest requirements.
58-* Fixed a bug where life scaling applied by difficulty didn't scale poise threshold of monsters.
59-* Fixed a bug where some Endgame Maps couldn't spawn chests.
60-* Fixed a bug where Oasis Map sometimes could not be completed.
61-* Fixed a bug where Rustbowl Map sometimes could not be completed.
62-* Fixed a rare case where parts of the Atlas could fail to load.
63-* Prevented Gorian, The Moving Earth, from spawning in the Megalith Unique Map as it could cause issues for subsequent boss waves.
64-* Fixed a bug where the 'Finality' passive notable skill couldn't be Instilled on Amulets.
65-* Fixed a bug where Empowered Runes in The Ezomyte Megaliths map became uninteractable if you left the area before interacting with them.
66-* Fixed a bug where modifiers to Skill Speed were not affected by Skittering Catalysts.
67-* Fixed Overwhelming Presence's stats not being displayed when hovering over the gem.
68-* Fixed an issue where Books of Unique Knowledge incorrectly displayed that they granted five Atlas Passive Skill Points. They always have and continue to grant two Atlas Passive Skill Points per book used.
69-* Fixed a bug where using a skill immediately after entering an area could cause that skill to fail to execute properly.
70-* Fixed a bug in the Gem Stash Tab where some gems would be incorrectly found in the 'Level 1' category.
71-* Fixed 6 Instance Crashes.
72-* Fixed 10 Client Crashes.
24+Ritual also suffered from us pitching the chase rewards too rare as well.
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26+We're making the rarer Omens from Ritual more common. You'll see the same number of Omens, but they have a significantly higher probability of being the rarer, more exciting ones.
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28+##### Corrupted Essences
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30+While we're at it, we'll also be increasing the commonality of getting Corrupted Essences when using Vaal Orbs on monsters trapped in Essences, by approximately six times.
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32+##### Rogue Exiles
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34+Rogue Exiles just didn't have enough Unique Items so we are increasing the frequency that Rogue Exiles have, and thus drop, Unique Items by approximately three times.
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36+##### Twisted Domain
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38+The boss in the Twisted Domain was pretty valuable, but as an endgame area, the rest of it was pretty underwhelming compared to the other content you are doing at the time. Pinnacle content shouldn't be giving less rewards than the dozens of maps required to gain access to it.
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40+To start with we have substantially increased the number of Rare monsters that spawn during the Domain. Previously there would often be no Rare monsters at all. In addition, we have changed the balance of Quantity and Rarity that monsters in the Domain have. This will mean that the large drop of items that occurs right before the boss fight should now be way more valuable than before.
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42+We now also guarantee some rare Breach Rings in the resulting drop, so you should come away with at least a decent chance of some powerful items.
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44+##### Expedition Logbooks
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46+One thing that makes Logbooks unrewarding is the fact that at very high levels they have so few monsters spawning that they often end up yielding significantly less items than just a regular Endgame Map. This is reflected in the fact that at low level 90s you could do an entire Level 80 (the highest possible level) Logbook and not even gain 1% of a level of experience. We're doing a pass on the amount of monsters spawning to intensify the combat but focusing on very high level ones to better match the consistency of other Endgame content.
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48+The first change is that we're increasing the distance between explosives and the radius of explosives, this will allow you to ultimately uncover more monsters and rewards. On top of this we're also increasing the number of monsters spawned to be more reflective of what an Endgame map has in it.
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50+Additionally we're also making changes to the specific features found in each of the different Logbook areas.
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52+The Lush Isle area currently has Karui Totem Remnants that cause the monsters to give substantially increased experience. It also has fenced off areas where you can explode the fence and gain access to totems that drop a lot of currency items and on the beaches there are small corruption pustules that drop Uncut Skill Gems.
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54+In order to improve this area we are increasing the number of Remnants, especially the experience ones. Additionally we will generate more of the fenced off sections, and a larger change to the pustules will be made where destroying any of them will cause all monsters unearthed afterwards to spawn Corruption monsters on death, similar to those in the Corrupted areas on the Atlas. Combined with the base changes to drastically increase the number of base monsters spawned during Logbooks, it is intended that Lush Isle provides a very good source of experience.
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56+The Frigid Bluffs Logbook area is an Icy Tundra with Vaal architecture and many Vaal monsters and Vaal Remnants frozen in time. Aside from the traditional Expedition monsters and Chests you can also explode these Vaal objects free. The problem is these are relatively underwhelming. There are few monsters and they are not any more rewarding than normal Expedition monsters, and on top of that the remnants just cause the monsters' drops to be corrupted, which is more arguably a downside than otherwise.
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58+We're making a couple changes here! On top of the Vaal monsters, we're now going to have some Vaal bosses frozen in time too. These are standalone Map bosses that can be broken out and fought, all the Remnant modifiers will apply to them as normal. The Vaal Remnants that caused items to drop corrupted are being reworked. Now they will generate with one to three upsides, and one to three downsides that normal Remnants have, think of them just as a super-remnant.
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60+The Barren Atoll Logbook is an atoll that sea-travellers and fisherman have used to store their treasure and supplies. The area currently has crates filled with gold, strongboxes and Ezomyte runes. The issue is that the crates drop far too little gold and there are far too few strongboxes and runes.
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62+After our changes the crates are going to drop a significant amount more Gold, and we're going to generate a lot more Strongboxes (and by a lot, I mean over ten-times as many), of which could be unique strongboxes too. The Ezomyte runes, aside from already adding Rarity to all subsequently unearthed monsters, will also now drop 2-4 additional Runes instead of the existing 1. Given we're adding some new chase Rune drops, this may prove to be a good source to get them.
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64+All of these special features found in the specific Logbook areas are also being added to the Minimap so you can see where they are and plan well before starting to place your chain of explosives.
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66+##### Endgame Content and Variety Improvements
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68+A second main focus is that we're going to increase the variety of running Endgame Maps. Right now did you know that if you were to generate 400,000 Maps, that 150,000 of them would be Hidden Grotto? We are certainly sick of running that area and fighting that same boss on repeat! The intention here is to normalize the frequency that different maps, and thus boss fights, appear on the Atlas. This will make things feel far less repetitive when playing the Endgame, especially for many many hours.
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70+Citadel spawning has been adjusted. Now whenever a Citadel is generated on the Altas, it also ensures that it generates the other two types of Citadels near it. This will prevent cases we have been seeing where players would, due to the whims of random generation, get many many of the same Citadel one after another and never be able to fight the Arbiter of Ash, especially when not in a trade league.
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72+Both these changes to Atlas layouts won't apply to areas of the Atlas that you have already revealed. In order to get the improvements, you will need to explore further away into parts of the Atlas that haven't been generated yet.
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74+Additionally you can expect some other Endgame improvements, such as reducing the danger of two of the Ritual types that were just a ruckus of purple chaos explosions and reducing the danger and increasing the telegraphing of the Volatile Plants monster modifier. Combined, these were responsible for over half of all player deaths in the endgame!
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76+We are also lowering some of the more dangerous map modifiers, like Elemental Penetration to be more in line with others, improving the rewards and visibility of Omens in the Viridian Wildwood unique map, increasing the radius to open Clasped Hands in Breaches, reducing the pack size of the Bats that shotgun you with projectiles in the Twisted Domain and reworking the Curse Map Mods to have counterplay. These are just some of the more isolated improvements coming.
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78+##### Trial of the Sekhemas
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80+In Trial of the Sekhemas we've adjusted the Affliction that caused you to have no Energy Shield to instead halve your Energy Shield. This is for Chaos Inoculation builds so that when they randomly get this Affliction, the run isn't effectively over.
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82+On top of this we discovered a mistake with the chances of getting certain Afflictions and Boons. Specifically there was 1 Affliction, 2 Minor Boons, 1 Major Boon and 1 Pact that had one-hundred times the commonality they should have. This would have caused players to constantly be getting them as the first randomly generated outcome and as these boons were in particular the weaker and more boring ones, it often would have made the runs less rewarding and interesting.
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84+##### Quality of Life and User Experience Changes
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86+We did some notable quality of life improvements in 0.2.0h but there are more coming. We have a huge improvement to searching on the Passive Tree when using Keyboard & Mouse. Now when you search for passives by typing in the text field, you can press Enter to automatically find and go to that passive, if there are multiple passives found in your search then continuing to press enter will cycle through them. It also darkens the rest of the passive tree to help bring the searched nodes to the foreground making them much easier to see.
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88+A huge request has been that we invert the display of "Tier X" on items when using advanced item display. This is so that you can immediately identify if a modifier is the best it can be on an item. This is more for advanced and Endgame players, but is very important to being able to quickly assess the true power of an item or if it's an appropriate crafting base. We are swapping this back to work the same way as Path of Exile 1.
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90+On the Atlas, when you hover a Map it will separate the categories of Modifiers displayed, so you can more easily see where those modifiers are coming from. Specifically you can now determine if they're from Corrupted or Cleansed Influence in one category, and if they're from Towers in another category. This will help make it clearer when looking for specific modifiers like +1 Level in Corrupted influenced areas.
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92+There is also a performance improvement coming. We're optimizing the physics on monsters and NPCs across the game, this is making them significantly cheaper and will cause less CPU bound bottlenecks on performance. This issue isn't prevalent everywhere but is common in areas with lots of humans, such as the Faridun in Act two, or in Freythorn in Act one. We'll continue to optimize these incrementally in every patch as we find all the suboptimal cases.
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94+We've also added some improvements to the Shop and Cosmetics panel, including an Equip-Now button when purchasing Microtransactions and added a new Skin Slot on the Cosmetics page, for some future Microtransactions that will replace your base character skin or model.
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96+##### Conclusion
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98+That summarizes our 0.2.1 patch that we're hoping to deploy at the end of next week but are keeping flexible as it might fall into the week afterwards. We will keep you updated with further changes and post some specifics on Uniques and Socketables between now and then! Thank you very much.