Path of Exile

Path of Exile

Unread postby Helelix » 5 Jul 12, 2:18 am

Tim's interview with Chris (a developer at Grinding Gear Games)

Background info:
Path of Exile is a free to play online game developed by the New Zealand based company Grinding Gear Games, which will utilize micro-transactions on release. Its an Action Role Playing Game quite similar to Diablo 2 but it has modernized graphics that immerse the player in a gritty and realistic looking world. The whole game is instanced, meaning that every time you enter an area, it will be different allowing for lots of replayability.

Recent screenshot (oct 2012):
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Game mechanics:
Path of Exile has six different character classes: Witch (INT), Shadow (INT/DEX), Ranger (DEX), Dualist (DEX/STR), Marauder(STR) and Templar(STR/INT) encompassing three main attributes; Intelligence, Dexterity and Strength.

Skills: Path of Exile has been designed so that any class can use any skill if that's what the player decides. As long as the skill requirements are met, it can be used. Skills are are actually items which will also level up and get stronger as long as they are equipped. To use a skill, you must first socket it into an item. All items (excluding belts, quivers, rings, amulets and flasks) have sockets in which skills can be equipped. If the item has two or more sockets that are linked together, any skill within those sockets can be augmented to add additional effects to make it stronger. Example, a Fireball skill could be linked to Lesser Multiple Projectiles meaning that 3 fireballs could be launched instead of one when the skill is used. More info on skills can be found here.

Passive skill tree: Every time your character levels up, you will gain a passive skill point. This allows you to pick a passive benefit from one of 1400 nodes essentially allowing any kind of build! Path of Exiles passive skill tree.

Currency: This ARPG doesn't have a normal gold based currency system because there is no gold. Instead players find Orbs which have an actual in game use. Because of this each orb is more or less assigned a value by the players themselves based on rarity and actual usefulness. This also creates a barter economy. All currency items can be found here.

Items: As per all other ARPG's, Path of Exile follows a similar item system with Normal (white) items with only implicit magical mods, followed by magical items with up to two magical effects, followed by rare items with up to seven magical effects. Finally there are unique items which have a low drop rate and some magical effects/large magical effect values unique to the item (like always hit, blood magic, +40-60% increased item rarity or just +100 to all attributes). This also means that high level rare items can always be found to be better than most uniques. Path of Exile does not have set items.

Flasks: Instead of requiring many health/mana pots to keep your character functioning, Path of Exile incorporates flasks which refill automatically as you kill monsters. Flasks can also have magical effects that either make the flask more effective or apply extra effects while the flask is in use.

Leagues: Path of Exile has a Default league, in which characters respawn when they die and a Hardcore league, in which when characters die they are sent to the Default league with their currently equipped items. Cutthroat league events are PvP where other players can 'invade' another players instance and kill them for all of their items.

So, how do I play?
Path of Exile is currently in closed beta and the only way(s) to get beta access is to sign up and hope you get picked (an account is given beta access every 5 minutes) or to support Grinding Gear Games and purchase a supporter pack which will also give you access.

Path of Exile is expected to enter open beta later this year.
Last edited by Helelix on 26 Oct 12, 11:23 pm, edited 3 times in total.
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Re: Path of Exile

Unread postby Helelix » 5 Jul 12, 2:20 am

Just a few recent updates:

Sometime next week the 9.11 patch will hit. This patch will add the Act II End Boss and a new end-game system. Instead of traveling to the Maelstrom of Chaos (once players finish the 4th difficulty (merciless)) where they are sent to a random area/tileset with large strong groups of enemies, they will be able to find 'maps'. When used, maps take the player to a new area which exhibits the properties of the maps magical effects. Maps can be normal, magical, rare and even unique, with the map magical properties imposing interesting effects upon the landscape and the player but increasing the overall quantity of items found. This developer diary explains it in more detail, and the following video shows maps in action:



Recently Grinding Gear Games have also been showcasing specific player character builds. I've found all of these to be quite interesting.



Another 2 in the hidden:
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Re: Path of Exile

Unread postby Marius » 5 Jul 12, 2:23 am

Good to see this game is still trucking along. :)
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Re: Path of Exile

Unread postby Helelix » 6 Jul 12, 1:34 am

Marius wrote:Good to see this game is still trucking along. :)

And according to the devs it probably will be for the next 10 years. Essentially their current plan is to continually add content and keep Path of Exile running for as long as possible. This means that we're guaranteed a few free expansions in the future.

And in other semi related news, Notch tweeted about Path Of Exile and brought a Diamond Supporter pack. Path of Exile just got quite a bit of publicity. (And we can probably expect a diamond sword or pickaxe unique, fashioned in the Minecraft style in the future)

EDIT:

The fourth build of the week video is up, its an attack speed Dualist with about 3 attacks per second.
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Re: Path of Exile

Unread postby Helelix » 14 Jul 12, 6:33 pm

Build of the week 5 is out. And that new skill tree looks awesome!

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Re: Path of Exile

Unread postby Helelix » 23 Jul 12, 12:03 am

Triple post FTW!

Build of the week 6 is out:



Also tomorrow at 12pm NZ time the 9.11 patch should roll out. This will add the new end game content (maps), the act 2 boss and introduce a new skill tree. I expect that we will also see some new skill gems and a few more player made uniques (remember, players who have purchased Diamond Support packs can design a unique item for the game. Currently ~46 people have purchased one). I'll post up the 9.11 patch notes tomorrow late tomorrow night as ill be busy in the morning/afternoon so hopefully someone else can beat me to that so I don't have to quad post lol.
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Re: Path of Exile

Unread postby Helelix » 24 Jul 12, 12:55 am

I just got home and im pretty impressed by the 9.11 patch notes:

Hidden: show
Version 0.9.11
Notes:

Due to substantial changes to the passive skill tree, we've wiped all the passive skills again. Please take care reallocating your passives so that you can use your equipment and gems.
We've added a Singaporean gateway to the Beta realm! Please try it out if you're in Australia. New Zealanders should still use the American gateway for now.



Features/Content:

Substantially revamped the Passive Skill tree. Details are in the Passive Skill Tree Balance section below.
Added the Act Two boss and associated world darkness event.
You can now swap between two weapon sets by pressing X or clicking the tabs above the slots on the inventory screen. Gems in the swapped-out set continue to gain experience as normal, but their skills cannot be used unless swapped back in.
Added two new new Unique items designed by our Diamond supporters.
Removed the Maelstrom of Chaos. It has been replaced by our Maps end-game. For more information about Maps, please read the development diary entry on our site.
Added 45 Map areas, each with its own boss.
Added a new currency item - Cartographer's Chisel: Upgrades the quality of a map.
Added three new tilesets from Act Three, which are currently only featured in Map areas.
Added a new Dexterity support gem - Blind: Associated skills have a chance to blind their targets for 4 seconds. Blinded monsters have 75% less chance to hit (multiplicatively).
Added new combat sounds for the Templar.
Renamed Alira's Camp to the Western Forest.
You can now use the arrow keys to move between stash tabs.
Whisper messages now have an arrow to indicate whether they were sent or received.
Added some new Totem types for end-game Map areas.
Changed the behaviour of the shift key so that if you press it while running, you will stop and force-attack.
Continued to incrementally improve the art, effects, environments and sound.



General Balance:

Quest rewards have been rebalanced and now include some rare item rewards in higher difficulties. These rare items cannot get mods higher than the level of your character.
The attack speed bonus for dual wielding is now multiplicative rather than additive with other speed bonuses.
Small chests now drop fewer items and large chests now drop more.
Increased item quantity prefixes have been removed from the game. Items that already have them are unaffected.
Made it slightly easier for players and monsters to be stunned.
Confirmed that the increased item rarity bonus for Large Chests was working correctly. Then we doubled it.



Monster Balance:

The Ship Graveyard Cave is now level 14 in Normal difficulty.
Experience yield for several monsters has been adjusted to reflect their challenge.
Reduced the damage of Rhoas slightly.
Increased level progression towards end of Merciless Act 2.
Difficulty of monsters at level 60 areas has been reduced, with progression now extended to level 70 (in Map areas).
Monster resistances have been increased in all difficulties.
Reduced the experience that necromancers yield when killed.
Increased the experience that Brutus yields when killed.
Vaal Fallen are now stronger.
Reduced Oak's life and improved his skills in higher difficulties.



Active Skill Balance:

Lightning Strike: The damage penalty on its projectiles is now 30% rather than 20%.
Stun Support Gem: Mana cost reduced.
Flicker strike: Now has a cooldown which can be bypassed by spending a Frenzy Charge. Corrected some mistakes in its damage progression.
Cold Snap: Increased its damage. Now has a cooldown which can by bypassed by spending a Power Charge.
Enduring Cry: Now has a cooldown.
Molten Shell: Reduced the damage required to set it off in the first four levels.



Passive Skill Tree Balance:

Weapon Elemental damage passives reduced.
Water Dancing notable changed to include Dexterity.
Values of Block recovery nodes improved and consolidated.
Shield Armour passive changed to be general defences.
Increased physical weapon damage nodes.
Redesigned the tree with the following features:
Fewer choices at the very beginning of class start areas.
Class identities strengthened with increased opportunity costs to building heavily off-class
Most builds requiring a few specialised notables and Keystones should be easier
Builds requiring many cross-tree notables and keystones made more costly
Defensive nodes around the tree made more even



Item Balance:

Improved life gain and leech implicit mods on all Claw weapons.
Slightly increased the implicit fire damage and physical damage on quivers.
Decreased the magnitudes of elemental damage mods on items and physical damage mods on non-weapon items.
Prevented high level elemental and non-weapon physical damage mods from appearing on some item types.
Reduced how often elemental damage mods appear on non-weapons.
Glinting mods changed to have the same values, regardless of what type of item they appear on.
Improved implicit block rate on staves.



Bug Fixes:

If a character has no valid skill on its left mouse button, it is no longer unable to move.
Items shown to you as results of sell-vendor recipes do not display sockets any more. This is to prevent players essentially getting free rerolls of sockets by trying different combinations of items.
Reduced the vertical selectable height of Portals so that it's harder to miss-click and accidentally consume a portal you just created.
You no longer gain experience while dead.
Fire trap can now be supported by area of effect support gems.
Fixed some rare item names that could not spawn before.
Fixed Unique monsters so that they now have a +2 bonus to item level in the same way that Rare monsters do.
Fixed a bug that would cause a resource to be loaded from the hard drive each time an arrow was fired.
Fixed a bug where monsters that were meant to not repeat actions consecutively would in fact repeat them.
Fixed a bug where the wrong environment could be picked when entering a multi-level area area via a portal.
Fog no longer interacts with the shimmer post-processing effect incorrectly.
Skill icons on the character screen now have their backgrounds back.
Fixed a bug that would cause small monsters to drop too many items in multiplayer instances and large monsters too few.
Fixed a bug where Conversion Trap could permanently convert a monster.
Totems with Blood Magic (from either a Support Gem or the player's passives) now do not spend their own life to cast spells.
Clicking on the noticeboard in town will now change to the public party tab if the social panel is visible.
Fixed a bad interaction between on-drink flask effects and the Puncture skill.
Fixed a bug that could allow you to detonate mine when you had none out.
The damage prediction of armour values on the character screen is now more accurate for players over level 30.
Fixed level-up sounds so that you hear them in stereo and other players hear them placed in the 3d world correctly.
The Dripping Dead in the Mud Flats are now the correct level.
Vendor offer prices have been fixed on increased item rarity prefixes.
Global notifications during special leagues now appear even when Hide Global Chat is on.
Settings are no longer saved if you're disconnected while changing them.
The Righteous Fire skill gem can now drop from monsters and chests.

And there is also another public stress test this weekend (July 27-29)
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Re: Path of Exile

Unread postby Marius » 31 Jul 12, 6:18 pm

Make sure you take a look at my recent article reviewing the latest build of the game on GON's front page here: http://games.on.net/2012/07/path-of-exi ... heres-why/

:)
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Re: Path of Exile

Unread postby dave_1 » 31 Jul 12, 6:27 pm

I have the body of an 18 year old.....I keep it in the "SANDBOX!"
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Re: Path of Exile

Unread postby Helelix » 10 Sep 12, 9:23 pm

The 9.12 build got released earlier today (yay!). I actually stopped playing GW2 and played PoE for a couple of hours. It's quite fun having to re-plan your build because of the skill tree reset. I even managed to find a unique :D , luckly one that I didn't have already. PvP is still being worked on and has been delayed to the 9.13 patch, but after that Path of Exile enters open beta!!! Also expect to see heaps of mini patches over the next few weeks which is what happened to the 9.11 patch (it eventually got to 9.11m).

The 9.12 patch notes are in the hidden with the 9.12b patch notes below them:

Hidden: show
Version 0.9.12
Notes:
    Please note that the PvP features that we have been working on are still underway and have not been included in this patch, as they are not ready yet. The PvP patch has not been delayed, just renamed to 0.9.13, which should be coming soon.
    Due to substantial changes to the passive skill tree, we've wiped all the passive skills again. Please take care reallocating your passives so that you can use your equipment and gems.

Content:
    Added a new Dexterity Skill - Ice Shot: Fires an arrow that chills its target and creates a patch of ground ice.
    Added a new Intelligence/Dexterity Skill - Arctic Breath: Fires a frozen projectile that leaves a trail of ground ice behind it. It explodes on impact, creating more ground ice and damaging targets within an area.
    Added a new Keystone Passive Skill - Vaal Pact: Life Leech applies instantly. Life Flasks and Life Regeneration have no effect.
    Added a new Keystone Passive Skill - Ghost Reaver: Leech Energy Shield instead of Life.
    Added four new Unique items, two of which have been designed by our diamond supporters.
    The quest in the Chamber of Sins now involves rescuing Helena, a new NPC.
    Added a bridging quest to send people towards Act Two after they leave the prison. In return for unblocking the passage between the two acts, you are rewarded with a Passive Skill point.
    Added a new type of enemy - Blackguard soldiers, near the forest side of the blockage between the acts.
    The Great White Beast has been moved to the Cave in the Old Fields. A quest has been added to slay this beast.
    There's now a quest to kill the Vaal Oversoul.
    The Monkey Twins were moved to the Dread Thicket.
    Improved the diversity of random layouts for all outdoors Act One areas.
    Improved the walls in the caves in Act One so that it's easier to see monsters.
    Added new voice acted character combat sounds that have more personality.
    Continued to incrementally improve the art, effects, environments and sound.
    Renamed the Combined Amulet to the Apex.
    Renamed the Wicked Spear to Maligaro's Spike.

Features:
    When you're creating a character, you now hear a voice acted introduction to the selected class.
    Improved minion AI. They'll now attack monsters in a radius around the player, or around the player's current action location if applicable. Minions that do not follow players (such as skeletons) find targets around themselves rather than around their parent.
    Added minion user interface that shows how many minions of each type you have. If you have only one, it shows a life bar for that minion.
    Zombies and Spectres now move between areas with you. They don't appear in town, but will reappear when you enter another area. They are lost if you log off or are disconnected. If you get a minion from a higher level area, it will scale down to the level of any area that you enter. Minions are never scaled up beyond the level they initially came from.
    The item hover information has been improved to represent information about the items in a clearer way.
    Changed item sockets to be smaller and hopefully easier for colourblind users to read.
    Skill and Support Gems now have tags that show what types of things affect them. For example, gems affected by "+1 to Level of Fire Gems in this item" would now say "Fire" on them.
    Important plot NPCs in the wilderness that talk to you now have their text listed in the chat window, in green. This is used sparingly.
    Unidentified and white items are now prefixed with "Superior" if they have increased quality. This makes them easier to notice on the ground.
    Arrows are now real projectiles rather than faked long-range melee attacks. This means that they can now miss if the target runs out of the way before they arrive. This also applies to wands.
    Projectiles now have a minimum and maximum spread when multiple ones are fired at once. This prevents them firing in overly tight clusters or too spread out so that they go behind you.
    We've added large icons to the Passive Skill Screen, to make it easier to identify the theme of each cluster of skills.
    The item comparisons that appear when you press alt are now shown to the right if you're looking at items on the left side of the screen.
    Leech now also triggers if you do damage to energy shield. Previously it only triggered if you caused damage to life.
    Damage conversion effects from the same damage type are now scaled if they would convert more than 100% of that damage. All damage conversion which does not come from skills is scaled down such that the total damage conversion (including the conversion from skills) is 100%.
    Sockets now only appear on inventory/stash items if you press alt. They don't show permanently if you have Z (or equivalent) toggled.
    Zombie and skeleton skills now display correct life values, including your modifiers.
    Item allocation now displays a progress bar rather than a numeric timer.
    "Critical Strike Damage Multiplier" is now known as "Critical Strike Multiplier".
    Portals are now shown on the minimap.
    Explosive Arrows now have their own arrow effect. If they miss and stick into terrain, they'll explode as normal after a short time.
    Dead players are no longer shown on the minimap. This was a problem in hectic PvP situations.
    You now cannot receive the Baleful Gem until Fidelitas is dead.
    Quest items now have flavour text.
    Added a new death animation for monster totems.
    The Labyrinthine prefix now has a consistent effect on different types of Map areas.
    Renamed many dexterity item mods to avoid duplicates and to make names more appropriate.
    Added a display of Cast Time to skill gem hovers.
    If an item mod affects your entire character (where it would normally only affect that one item), it now has the word "Global" in it, to resolve ambiguity.
    Changed skill popups and the chat interface to have single pixel borders rather than gold frames.
    The item names of Quest items are now green. Gems are now teal.
    Improved the variety of prefixes/suffixes in the random names of most rare items in the game.
    We renamed some base item types to avoid conflicts with new rare item names.
    Minions now always teleport to you when you get too far away from them.
    Players are now notified properly when they receive passive skill points, refund points or bandit stat rewards.
    The tops of most trees now look better when close to the camera.
    It's now much easier to click on portals that have minions behind them.

Balance:
    Phase Run is now available from the Medicine Chest quest for every class.
    Slower weapon base types now do more damage. The slowest weapons have the highest overall damage per second but are most interruptable.
    The bandit quest reward for siding with Alira has been increased from 30 to 40 mana.
    The Weapon Elemental Damage support gem and passive skills now no longer affect unarmed attacks. No other stats that include the word "Weapon" affect unarmed damage now.
    Increased the size of elemental damage mods on weapons by 16%.
    Changed bows so that they're not skewed towards cold damage and now have a slightly higher overall rate of elemental damage mods occuring.
    Increased the chance of elemental damage mods occuring on sceptres.
    Doubled the effect of damage reflection that comes from Map mods.
    Quadrupled the effect of damage reflection on monster auras.
    Monsters now have to be 50% closer before they can cast Cold Snap.
    The Map mod that affects monster pack size has been reduced to +20-50%.
    The Map mod that affects the size of the level has been reduced to +20-50% and works more accurately now.
    Increased the amount of life leech available implicitly on claw weapons.
    Rebalanced the properties on level 60+ items so that the requirements and damage/defense are higher.
    Increased Item Rarity and Item Quantity mods can now only spawn on gloves, boots, helmets, rings and amulets.
    Reduced the duration of Oak's Immortal Call substantially.

Skill Changes:
    Raise Zombie: The skill gem now allows three zombies to be raised, regardless of level. The passive tree allows up to five additional zombies. Their life has been reduced by 30% and they now have armour. The damage bonus for zombies now only applies for skill level 15 and up (level 54 zombies).
    Raise Spectre: Monsters now have a large multiplicative movement speed bonus when raised as spectres (capped at the same speed as a raised zombie). The passive tree now only has one additional spectre passive. The penalty to spectre life and damage has been substantially reduced at all levels of the gem.
    Summon Skeletons: Life increased by 50%. Skeletons are now summoned in pairs, regardless of the level of the gem. The maximum number of raisable skeletons now starts at 4 and goes up to 6 at maximum level. An additional six can be obtained from the passive skill tree.
    Poison Arrow: Rebalanced its mana cost progression to reflect the fact that it does damage in a comparable way to spells.
    Leap Slam: Reduced cast speed from 1.9 seconds to 1.2 seconds.
    Minion Life Support Gem: Mana cost reduced from 150% to 140%. Increased life now starts at 30% (rather than 40%). Quality on this gem now provides half the bonus it did before.
    Shock Nova: Damage increased by 14%.
    Dominating Blow: Now works with unarmed attacks and has no limit to the number of minions it can create.
    Infernal Blow: Now works with unarmed attacks.
    Explosive Arrow: Now does not explode each time it pierces through monsters.
    Temporal Chains: The quality bonuses have been corrected to not include movement speed, as it is already part of the core effect.
    Trap Support Gem: Now starts with a 12 second cooldown, but this decreases as it levels up.
    Reduced Mana Cost Support Gem: Renamed to "Reduced Mana", as it also reduces reserved amounts as well as costs.

Passive Skill Tree Changes:
    Reduced the amount of nodes in the attribute highways, especially in outer areas of the tree.
    Added many notable passives to external areas of the tree.
    Reworked the Templar opening area.
    Reworked the non-bow portions of the Ranger opening area.
    Made several other pathing changes to improve hybrid classes, level 18-35 choices and other elements of the passive tree.
    Added Ghost Reaver and Vaal Pact keystone passives (described above).
    The Golem's Blood notable passive has been reduced to 1.5% life regeneration.
    0.5% life regeneration passives have been reduced to 0.4%.
    Reduced several block passives.
    Increased the number of life passives available, especially in the dexterity portion of the tree.
    Additional minion passives are now notable passives and now either provide +1 spectre, or a benefit to both zombies and skeletons.
    Additional minion life and damage passives have been grouped together so that each cluster provides a specific advantage, rather than all groups providing a similar set of mixed passives.
    More accuracy passives have been added to the dexterity section of the Shadow part of the tree.
    The 2% life leech passive is now a notable passive.
    All life and mana cost reduction passives are now red, accuracy passives are green and additional mana passives are blue.

Bug Fixes:
    Fixed a bug where players could bypass minion limits by using multiple skill gems of the same type.
    Fixed a bug where shattered Shield Crabs would drop no items.
    Diamond Kiwi pets now have shadows.
    Fixed a bug where swapping weapon tabs while being stunned could cause your character to freeze.
    Fixed a bug where items on your alternate weapon set might not have their requirements checked correctly.
    Fixed a client crash that could occur whenever entities are deleted if they still had effects in the world.
    Elemental Proliferation is now affected by increases to Area of Effect.
    Fixed some vendor recipes that could generate items with quality greater than zero.
    Whirling Blades now checks evasion properly, rather than always hitting.
    Fixed a bug where the result of piercing was different on the client compared to the server.
    Fixed a client crash that could occur when gems become ready to level up.
    Fixed a bug where monsters that cast curses would attempt to curse your totem (which can't be cursed) repeatedly.
    Fixed a bug where you could get two power charges from one monster with Power Siphon if your attack speed was fast enough.
    Fixed a bug where very full stashes could cause a disconnection when being opened.
    Fixed a bug where the font on popups could be wrong after the game window was resized.
    Monster Auras that affect players (because the monster is converted) can now be influenced by game mechanics that affect your auras.
    Fixed a bug where using the arrow keys to adjust stack sizes in the stash would also change which stash tab was active.
    Whispering now works properly even when you don't type in the correct case for a character name.
    Pressing Alt while the key is not bound to anything will now not freeze the game client.
    Fixed a bug where killing the map boss "Belcer, the Pirate Lord" would count as completing the Fairgraves quest.
    Fixed a bug where the life bars of party members were displayed behind ground items.
    Fixed a bug where resetting keys to their defaults would not be detected as a change to the setting and so the save button wouldn't enable.
    Fixed a rare crash when hovering items linked in chat.
    Fixed some bugs where damage modifiers described as "Melee" could apply to some projectiles.
    Prevented the passives that add both Armour and Evasion from having a double effect if you have the Iron Reflexes keystone.
    Fixed a bug where players would be unable to right click on other players in town to access the dropdown menu if they had a totem bound to their right mouse button.
    Fixed a bug where items on the ground sometimes display as unequippable if your attributes have changed since you first saw the item.
    Fixed a bug where you would sometimes queue two attacks if you press the shift key while holding down the mouse button.
    The chat box now ignores Alt, Shift, and Ctrl so if those keys are bound as the highlight keys, they'll now work when the chat box is open.
    Fixed a bug where changes to the "Filter White Items" setting would not apply until Alt or Z was pressed.
    Fixed the possibility for a player to be rewarded for their own death, if they killed themselves.
    Fixed stats that shouldn't be visible on website items when unidentified.
    Fixed a bug where scrolling up and down on the Friends List while having the Chat box focused would scroll both.
    Fixed a bug where the UI could get stuck if you deleted an item while changing area.
    Fixed the ability to bind certain keys such as ` and ~, among others.
    Fixed a bug where you could hover your mouse cursor over monsters that were outside the game's window, in windowed mode.
    Fixed bugs related to who was assigned credit from kills by converted monsters, or by minions of converted monsters.
    Fixed some display problems when whispering item links.
    Fixed a bug that would occur if the user presses escape while holding down the mouse to move.
    Fixed problems where the chat window would occlude vendor and NPC chat windows.
    Fixed a bug where holding the mouse on the Stash or Waypoint nameplate would cause UI panels to flicker.
    Fire Trap now deals area damage properly.
    Fixed a bug with the display of nameplates on small chests.
    Fixed a bug where some magic monsters would have an implicit mod listed in their title by mistake.
    Fixed a bug where portals in one Map area would be at the wrong height.
    Flicker Strike and Frost Wall can't be used through walls anymore.
    Fixed a bug where you could get gem popups to show along with comparison popups.
    Fixed a bug where the "Allies cannot die" aura prevented exploding monsters from detonating.



Version 0.9.12b
    There's now an "Always show sockets" UI setting.
    Flasks hovers now display how many charges they currently have.
    The map representation of the blockage at the Prisoner's Gate now updates correctly when you complete the "The Way Forward" quest.
    The Golden Hand quest is now only given to you after you've rescued Helena. You still have to kill the Great White Beast first.
    Fixed a problem with chat where the overlay map, inventory and passive skill tree would appear on top of it. For now, this means that chat will go over the top of vendor windows again until we fix that later.
    Approximately 25 base item types have been made visually smaller, to conserve inventory space.
    Reduced the frequency of voice acted yells that occur when the characters cast spells.
    Restored the stat description on the Cold to Fire support gem.
    Fixed a crash with Ice Shot.
    Fixed a crash with Lightning Strike that would occur with specific two-handed mauls.

And as always there is a event on this week (expect to see weekly events btw, Grinding Gear Games have been doing something every week or weekend for the past 2 months). This event is a week long Hardcore race, where surviving players over level 30 will be rewarded with currency items and the top 20 players will receive points to spend in the in-game store. See this thread for more info.

Build of the week 10 got released a few days ago:

Just go to the developers channel if you want to check the rest out.

Dopefish did a video on one of the recent cutthroat events (a type of PvP). It's pretty funny:


I also updated the first post with a new screenshot and a little bit more info.
Last edited by Helelix on 14 Sep 12, 1:42 pm, edited 1 time in total.
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Re: Path of Exile

Unread postby Helelix » 14 Sep 12, 1:40 pm

If anyones interested, tomorrow at 9:30am (Adelaide time) PoE enters a public stress test weekend. Since the 9.11 (previous version) public weekend, there has been a few changes. Some UI elements have been overhauled, skill tree has changed (more visually than in layout), there's a few new skill gems but the main differences are with the background mechanics. From memory evasion works differently and projectiles don't count as 'ranged melee' attacks. Ther's quite a few others, but if you're interested just go through the patch notes :)
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Re: Path of Exile

Unread postby spex » 31 Oct 12, 8:35 am

Who is currently playing?
I picked up a supporter pack and have been playing for the past few days as a Ranger. Really enjoying the game. It really continues on from where Diablo 2 left us.

If anyone is keen to quest or boss run or anything that would be cool.

My PoE username is: spexau
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Re: Path of Exile

Unread postby dave_1 » 5 Nov 12, 11:31 am

Apparently the pvp patch is out.
I have the body of an 18 year old.....I keep it in the "SANDBOX!"
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Re: Path of Exile

Unread postby Helelix » 11 Nov 12, 11:47 am

PvP is pretty average. Currently I have 2 chars at lvl 28 but I haven't really gotten back into PoE since the last wipe, so my items are quite lacking. This means that I get smashed, by pretty much everyone. Sadly you can't just jump straight into it with a new character.
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Re: Path of Exile

Unread postby ViolentSeizure » 17 Dec 12, 4:11 pm

For anyone that's looking to get into this, but is too cheap to donate $10,this will be going into open beta (free) on January 23rd.
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