Version_0.2.1
Old: chuanhsing#2097 2025-05-22 08:08:32
New: chuanhsing#2097 2025-06-06 07:49:48
Old | New | Differences | |
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1 | 1 | # Version 0.2.1 | |
2 | 2 | ||
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! | |
3 | + | Features: | |
4 | + | * Added 22 new Endgame Runes. | |
5 | + | * Added 7 new Endgame Talismans. | |
6 | + | * Added 15 new Endgame Soulcores. | |
7 | + | * Significantly increased the number of "Mythic" unique items that drop | |
8 | + | * Changed uniques item drop calculation to no longer consider an items class. This will make unique rings and amulets significantly more common. | |
9 | + | * Reduced the number of "Common" unique items that drop as Rarity on areas increase allowing more of the better uniques to drop instead. | |
10 | + | * The bonus to the number of uniques that you got while playing in a party was significantly higher than we intended and has been lowered significantly. With the other changes to unique rarity, you will still be getting a significant buff to the number of Rare and Mythic uniques you are finding, but the overall number of uniques in party play will be lower due to finding less Commons and Uncommons. This should fix the significant advantage that party play had over solo play for wealth acquisition. | |
11 | + | * Item modifier tier numbering has been reversed so that smaller numbers represent stronger modifiers, with 1 being the best available modifier of that type. | |
12 | + | * Adjusted the appearance of all Omens, the same number of Omens appear but which omens they are has been adjusted heavily to have the rare, and more powerful ones appear more frequently. The rarest ones should appear six-times more frequently in the Ritual Tribute Window as an example. | |
13 | + | * Added a 'Refund all Passives' option in the Passive Skill Tree. This will only appear if you're able to afford refunding every allocated point. | |
14 | + | * Massively increased the chance for Corrupting a monster trapped in essence to upgrade essences to greater, and greater to corrupted. | |
15 | + | * Improved the Passive Skill Tree search functionality on Mouse and Keyboard. After typing within the search field, press ENTER to have the Passive Skill Tree move around the tree to show you nodes which match. | |
4 | 16 | ||
5 | - | ##### Endgame Rewards | |
17 | + | Monster Balance: | |
18 | + | * The Smothered Ritual type that spawns Chaos Volatiles has had it's spawn frequency halved and the damage lowered. | |
19 | + | * Fixed an issue where Volatile Plants were dealing a little over double their intended damage. | |
20 | + | * Empowering Volatile Plants Mod on rare monsters has had it's damage reduced. | |
21 | + | * Volatile Plants and Empowering Volatile Plants now spawn 2 volatiles at once instead of 3. | |
22 | + | * Volatile Plants & Empowering Volatile Plants now disappear when the rare monster that spawned them dies. | |
23 | + | * Forsaken Miner's death animation no longer leaves a primed grenade on their corpse. | |
24 | + | * Rat Tornadoes from the Infested Ritual type have had their damage and move speed reduced slightly. | |
25 | + | * Draven, the Eternal Praetor's melee damage has been reduced slightly, his projectile cleave has also been reduced. | |
26 | + | * Improved the Visual Effects of Chaos Volatiles. | |
27 | + | * The Lightning Storms Strongbox modifier now causes fewer lightning bolts, and its lightning bolts have improved visuals effects. | |
28 | + | * Lowered the damage of the Unearthed Runecaster from expedition | |
29 | + | * Unearthed Runecaster's projectile now correctly deals both fire and cold damage. | |
6 | 30 | ||
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. | |
31 | + | Endgame: | |
32 | + | * Drastically increased the variety of endgame maps. Previously, some maps (like Hidden Grotto) spawned way more frequently than others. Now, each map type should spawn approximately as frequently as any other. | |
33 | + | * Lessened the restrictions on which packs of monsters could appear in different atlas biomes, this will result in a significant increase to the variety of monsters appearing in Endgame Maps. The few monster pack types that were available in all biomes were appearing significantly more frequently than they should have, making endgame combat much less interesting than it should have been. | |
34 | + | * The distance that you can see features in the atlas fog of war is now based on the distance to the nearest revealed map making this much more consistent. This means you no longer have to frequently check an unknown distance in the fog when searching for citadels. This did make citadels slightly harder to find, so we increased the spawn rate of them also. | |
35 | + | * Cities on the Atlas now mostly spawn in loose clusters of three, with one of each city type per cluster. | |
36 | + | * Endgame Waystone modifiers that applied curses to the area now instead periodically cast the respective curse on ground targeted areas, the same as the player casted skills. | |
37 | + | * Disabled the ""of Giants"" map modifiers, Area of Effect modifier. | |
38 | + | * The ""of Splitting"" map modifier now only appears in Tier 6+ maps ,additional projectiles modifier. | |
39 | + | * The ""of Penetration"" map modifier no longer has tiers and has a value of 10% to 15%, reduced from 15% to 25%. | |
40 | + | * Rogue Exiles in Endgame Areas have a much higher chance to spawn with Unique Items. | |
41 | + | * The Ritual modifier that spawned Chaos Pustules now spawns them at a much lower frequency and have been increased in size slightly so they are more visible (this does not affect their damaging area of effect). | |
42 | + | * The Viridian Wildwood unique map now contains more enemies and more rewarding encounters. | |
43 | + | * Added visual indicators to Omen Altars inside the Viridian Wildwood Unique Map, these visuals can also be seen behind the darkness. | |
44 | + | * Adjusted the frequency of Omen Altars inside the Viridian Wildwood to reduce variance and increase the average per map. | |
45 | + | * The Twisted Domain now drops significantly more Catalysts on average. | |
46 | + | * Breach Rings dropped from Clasped Hands in the Twisted Domain are now always Rare. | |
47 | + | * Monsters in the Twisted Domain are now more rewarding. | |
48 | + | * Lowered the number of ""It That Watches"" monster in the Twisted Domain. | |
49 | + | * Increased rare and magic pack chance in the Twisted Domain. | |
50 | + | * The base radius of explosives in Logbooks has been increased by 25%. Regular map encounters are unchanged. | |
51 | + | * Additional Logbook content such as hidden caves are now guaranteed at all levels. | |
52 | + | * The Frigid Bluffs Expedition Logbook area now spawns unique monsters encased in ice. These monsters can be broken out with explosives. | |
53 | + | * The frequency of Special Remnants in each Expedition Logbook area have been more than doubled. | |
54 | + | * The amount of Remnants in Expedition Logbooks has been slightly increased. | |
55 | + | * Special destructibles in Expedition Logbook areas (such as the Crates of Gold in Barren Atoll) now spawn more frequently. | |
56 | + | * Expedition Logbook areas spawn more monsters and a slightly higher proportion of rare monsters | |
57 | + | * Many chests found in Expedition Logbook areas are now guaranteed to drop a rare item. | |
58 | + | * Ezomyte Remnants in the Barren Atoll Expedition Logbook area drop larger amounts of Runes. | |
59 | + | * Crates of Gold in the Barren Atoll Expedition Logbook area drop significantly more gold. | |
60 | + | * Barren Atoll Expedition Logbook areas now have a much larger quantity and variety of buried Strongboxes, and these Strongboxes now have minimap icons. | |
61 | + | * Replaced the functionality of Expedition Remnants unique to the Frigid Bluffs Expedition Logbook area. | |
62 | + | * Added a new type of Expedition Remnant that can appear in Lush Isle Expedition Logbook areas. | |
63 | + | * The minimap icon for Expedition Remnants that are specific to each type of Logbook now have their own unique icon. | |
64 | + | * Various points of interest in Expedition Logbooks now have their own minimap icon. | |
65 | + | * Inscribed Ultimatums that lead to a boss now indicate which boss will be found. | |
66 | + | * The Immured Fury will no longer try to respawn in ritual encounters and prevent the encounter from completing. | |
67 | + | * Improved the Visual Effects of Delirium Spite Monsters Lightning Ball skill. | |
9 | 68 | ||
10 | - | One of the major focuses of 0.2.1 is making chase items more common, but also adding more chase items to find. | |
69 | + | Uniques: | |
70 | + | * Added 9 new Unique Items. Most of these are aimed at providing endgame chase uniques for a variety of builds. | |
71 | + | * Increased the overall power of several existing endgame Unique Items: | |
72 | + | * Headhunter now steals enemy modifiers for 60 seconds (previously 20 seconds). This change automatically affects existing items. | |
73 | + | * The Hammer of Faith unique Two Handed Mace now has 250–300% increased Physical Damage (previously 200–250%). Existing items can be updated with a Divine Orb. It now also grants random Shrine Buffs for 20 seconds (previously 10 seconds). This change affects existing items automatically. | |
74 | + | * The Guiding Palm Unique Sceptres have received significant updates. None of these changes affect existing versions of these items other than the flat damage changes, which can be updated using a Divine Orb: | |
75 | + | * The Fire variant of Guiding Palm is now called Guiding Palm of the Heart. It now grants Allies in your Presence 15–23 to 28–35 Added Fire Damage to Attacks (previously 4–6 to 7–10). It now grants 20–30 Strength instead of 7–13 to all Attributes. It now grants you 25% of damage as extra Fire damage, and a permanent Guided Meteoric Shrine buff that causes meteors to rain down around you when in range of enemies. | |
76 | + | * The Cold variant of Guiding Palm is now called Guiding Palm of the Eye. It now grants Allies in your Presence 15–23 to 28–35 Added Cold Damage to Attacks (previously 3–5 to 6–8). It now grants 20–30 Intelligence instead of 7–13 to all Attributes. It now grants you 25% of damage as extra Cold damage, and a permanent Guided Freezing Shrine buff that causes freezing shards to fire around you in a spiral when in range of enemies. | |
77 | + | * The Lightning variant of Guiding Palm is now called Guiding Palm of the Mind. It now grants Allies in your Presence 1 to 56–70 Added Lightning Damage to Attacks (previously 1 to 10–15). It now grants 20–30 Dexterity instead of 7–13 to all Attributes. It now grants you 25% of damage as extra Lightning damage, and a permanent Guided Tempest Shrine buff that causes lightning bolts to strike the ground around you when in range of enemies. | |
78 | + | * The Mjölner unique One Handed Mace now has 250–350% increased Physical Damage (previously 150–200%) and grants +2–4 to Level of Lightning Skills (previously +1). Existing items can be updated using a Divine Orb. | |
79 | + | * The Lightning Spell on Melee Hit Meta Skill granted by Mjölner has been renamed to Thundergod's Wrath. It now causes Triggered Spells to cost no Mana and grants them a level-dependent amount of increased damage, up to 200% at Skill level 20. | |
80 | + | * The Spire of Ire unique Spear now has 167–201 to 267–333 Chaos damage (previously 106–146 to 181–221) and 10–20% of Physical damage Leeched as Life (previously 6–10%). Existing items can be updated using a Divine Orb. | |
81 | + | * Kaom's Heart now has +1500 to maximum Life (previously 1000). Existing items can be updated with a Divine Orb. | |
82 | + | * Prism Guardian now grants 1 Spirit per 25 maximum Life (previously 1 per 50). Existing items can be updated with a Divine Orb. | |
83 | + | * Defiance of Destiny now grants 10–20% of missing Life Recovered before being Hit (previously always 10%). Existing items can be updated with a Divine Orb. | |
84 | + | * Yoke of Suffering now causes enemies to take 15–20% increased damage for each type of your Elemental Ailments on them (previously 5–10%), but also now reduces Ignite, Shock and Chill duration by 30–40% (previously 20–30%). Existing items can be updated with a Divine Orb. | |
85 | + | * Bringer of Rain now has 100% increased Critical Hit chance in addition to its other modifiers. This change does not affect existing items. | |
11 | 86 | ||
12 | - | ##### Unique Items | |
87 | + | Miscellaneous Changes: | |
88 | + | * Defeating Balbala in Normal difficulty Traitor's Passage will drop a quest version of Balbala's Barya if you do not currently have the quest item or if you haven't already gotten your Ascendancy Points from using the Balbala's Barya). | |
89 | + | * Optimised the Physics of monsters found in Freythorn. | |
90 | + | * Incremental Audio added for the Monk Character Class. | |
91 | + | * Incremental Audio improvements for various monster abilities. | |
92 | + | * Incremental Audio improvements for various player skills. | |
93 | + | * Search Filters within the uncut Support and Skill Gem UI are now cleared when exiting the menu. | |
94 | + | * The Affliction in Trial of the Sekhemas that caused you to have no Energy Shield now instead applies 50% less Energy Shield, so that it isn't immediately dead on arrival when you are Chaos Inoculation. | |
95 | + | * Increased the trigger radius of Clasped Hands inside Breach Encounters. | |
96 | + | * Firestorm can now consume Ignites from corpses in front of you in addition to living enemies. | |
97 | + | * Quest rewards can now be quick-moved on Gamepad. | |
98 | + | * Updated 'accept trade' to R1 on Gamepad for disenchant window and player to player trade on Gamepad to be more consistent with the rest of the game. | |
99 | + | * Shrines are now much more reliably interacted with when using Gamepad. | |
100 | + | * Added a new gem tag "Barrageable" to indicate Skills that can be made to repeat, to clarify which Skills Barrage and similar effects can and cannot affect. | |
101 | + | * Added support for a new type of Microtransaction: Character Skin. | |
102 | + | * Improved the audio of the Unique Item 'Wake of Destruction'. | |
103 | + | * Improved Lachlann of Endless Lament's AI when fought in a party. | |
104 | + | * Improved Rattlecage, the Earthbreaker's AI when fought in a party. | |
105 | + | * Changed the classification of some chests so their labels are always shown. | |
106 | + | * Added an option in the Game Tab to always priortise interacting over using skills. This options is on by default. | |
107 | + | * Added popup text tips for Options, Exit and Patch Notes buttons on Gamepad. | |
108 | + | * Purchasing an equippable microtransaction from the in-game store now displays an option to equip it to your current character immediately. | |
109 | + | * The Socketable Stash Tab has been updated with spaces for the newly added socketables in this patch. | |
13 | 110 | ||
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! | |
15 | - | ||
16 | - | ##### Crafting Socketables | |
17 | - | ||
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. | |
19 | - | ||
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. | |
21 | - | ||
22 | - | ##### Ritual | |
23 | - | ||
24 | - | Ritual also suffered from us pitching the chase rewards too rare as well. | |
25 | - | ||
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. | |
27 | - | ||
28 | - | ##### Corrupted Essences | |
29 | - | ||
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. | |
31 | - | ||
32 | - | ##### Rogue Exiles | |
33 | - | ||
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. | |
35 | - | ||
36 | - | ##### Twisted Domain | |
37 | - | ||
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. | |
39 | - | ||
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. | |
41 | - | ||
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. | |
43 | - | ||
44 | - | ##### Expedition Logbooks | |
45 | - | ||
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. | |
47 | - | ||
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. | |
49 | - | ||
50 | - | Additionally we're also making changes to the specific features found in each of the different Logbook areas. | |
51 | - | ||
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. | |
53 | - | ||
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. | |
55 | - | ||
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. | |
57 | - | ||
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. | |
59 | - | ||
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. | |
61 | - | ||
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. | |
63 | - | ||
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. | |
65 | - | ||
66 | - | ##### Endgame Content and Variety Improvements | |
67 | - | ||
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. | |
69 | - | ||
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. | |
71 | - | ||
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. | |
73 | - | ||
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! | |
75 | - | ||
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. | |
77 | - | ||
78 | - | ##### Trial of the Sekhemas | |
79 | - | ||
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. | |
81 | - | ||
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. | |
83 | - | ||
84 | - | ##### Quality of Life and User Experience Changes | |
85 | - | ||
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. | |
87 | - | ||
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. | |
89 | - | ||
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. | |
91 | - | ||
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. | |
93 | - | ||
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. | |
95 | - | ||
96 | - | ##### Conclusion | |
97 | - | ||
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. | |
111 | + | Bug Fixes: | |
112 | + | * Fixed many significant cases of players or monsters getting out of sync, especially in party play. | |
113 | + | * Fixed 4 Instance Crashes. | |
114 | + | * Fixed 3 Client Crashes. | |
115 | + | * Fixed a bug where Delwyn could have no viable target for Azmerian Wisps to chase. | |
116 | + | * Fixed a bug where Ice Shards could use incorrect values for determining critical hits, potentially resulting in long periods of the same outcome. | |
117 | + | * Fixed a bug where Blink couldn't be used to dismount a Rhoa Mount. | |
118 | + | * Fixed an issue where the Hungering Stalker monsters could fail to engage the player. | |
119 | + | * Fixed a bug where the Tracking Scroll of Treasures microtransaction was not working correctly. | |
120 | + | * Fixed Tactician's Cannons, Ready! notable not causing totems to use skill when you fired attack projectiles from some skills that fired projectiles upwards such as Hailstorm Rounds and Siege Cascade. | |
121 | + | * Fixed desync that could occur when disabling your crossbow. | |
122 | + | * Fixed a bug where Omens in Titan Inventory Expansion did not work. | |
123 | + | * Fixed a bug where melee attacks and blood hunt did not correctly clear the culmination combo counter after use. | |
124 | + | * Fixed a bug where some arrows could be invisible when fired. | |
125 | + | * Fixed a bug where the Hexblast Curse indicator did not match when triggered by low duration curses. | |
126 | + | * Stacks of blocks from Ancestral Aid Support are no longer consumed if supported skills are cancelled early. | |
127 | + | * Fixed an issue preventing the Rare Monster in the Haunted Treasure Landmark room from dropping any items or granting any experience on death. | |
128 | + | * Fixed a bug that allowed players to warp back to an empty arena with Temporal Rift at the start of the Trialmaster fight. | |
129 | + | * Fixed Comet being de-sync for other clients when manually performed. | |
130 | + | * Fixed a bug where Spectres could get stuck in their wisp form. | |
131 | + | * Fixed an interaction that could cause Charge Infusion to grant the wrong amount of stats when weapon swapping. | |
132 | + | * Fixed a bug that could cause valid Support Gems to be greyed out when crafting Support Gems. | |
133 | + | * Fixed chance to not consume crossbow ammo causing desyncs for other party members. | |
134 | + | * Fixed a bug in Utzaal that could cause the entranceway to the fight against Viper Napuatzi to not appear. | |
135 | + | * Fixed an issue where 1 Affliction, 1 Pact, 2 Minor Boons and 1 Major Boon were all appearing fifty to one-hundred times more commonly than intended. This often resulted in the first two Minor Boons, first Major Boon of every Sanctum run to be these. These ones were also some of the least interesting, and least powerful, so overall you should now be getting more powerful boons as your first ones! | |
136 | + | * Fixed a bug that could cause Attack Speed to be much slower than intended while dual wielding. | |
137 | + | * Fixed a bug that caused monsters with inherent Energy Shield to have less Energy Shield than intended when summoned as Spectres or Tamed Beasts. | |
138 | + | * Fixed a bug that could cause Halani, the Water Goddess to repeat her dialogue. | |
139 | + | * Fixed a bug that could cause Expedition Logbook areas to fail to generate. | |
140 | + | * Fixed a bug that allowed Sceptres dropped by Rogue Exiles to have invalid Runes socketed in them. | |
141 | + | * Fixed a bug on gamepad where you could not enable more than one Tamed beast companion of a different monster type. | |
142 | + | * Fixed a bug where hideout map devices stat interfaces could not be collapsed. | |
143 | + | * Fixed cosmetics menu info popups for Gamepad. | |
144 | + | * Fixed a bug where player 2 could be unable to enter a character name when creating a new character on Gamepad. | |
145 | + | * Fixed a bug where Presence Raidus would not be displayed when playing on Gamepad. | |
146 | + | * Fixed a bug on Gamepad where the Gemling Legionnaire's "Gem Studded" notable didn't work on gamepad. | |
147 | + | * Added missing error message on Gamepad when trying to open a Corrupted Nexus without meeting it's requirements. | |
148 | + | * Fixed the Atlas not removing visual corruption after cleansing a Corrupted Nexus map until after you changed areas. | |
149 | + | * Fixed a bug where some Microtransaction combinations could cause weapons to have Black Squares surrounding them. |