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Hood Outlaws & Legends Update 1.11 Patch Notes; Out for Changes This October 28

Sumo Digital has released the Hood Outlaws & Legends update 1.11 patch this October 28, and it includes stability fixes, as well as gameplay-related changes. Dive into the official patch notes below.

Hood Outlaws & Legends Update 1.11 Patch Notes:

Localization

  • Fixed minor localization and overlapping issues on all platforms and languages:
  • On PlayStation Network pop-up message
  • On the EULA refusal error message
  • On Robin and Tooke cosmetics – In the tutorial
  • On Graveyard and Storgramand (Mountain) maps

Stability

  • [PC] Fixed a crash when pressing alt+tab upon finishing a game
  • [XB1] Fixed a rare crash when leaving and launching a lot of State Heist in a row
  • [All] Fixed a crash that could occur on the respawn screen after dying

Eidaa

  • [All] Fixed Eidaa’s barricade indefinitely remaining if activated when dying
  • [All] Fixed Eidaa’s barricade not being deployed upon activation and ability meter being blocked until respawning when pressing simultaneously the ability input and another input.
  • [All] Fixed Eidaa’s evade animations
  • [All] Fixed Eidaa’s audio line not fading out when selecting her and reopening the character selection menu

Gameplay

  • [All] Fixed bug that would leave a Robin or Marianne indefinitely unable to shoot/fire after running out of stamina while aiming or charging a shot in the gas cloud from Tooke’s gear
  • [All] Fixed bug where players could get the chest stuck below a rope on the Marshland map
  • [All] Fixed bug where players would clip through the portcullis gate instead of dying when it closes on them during a high alert
  • [All] Fixed bug where player wouldn’t get XP for completing objectives if they are on the respawn screen as the match ends.
  • [All] Fixed collision issue that would allow player to walk in the air nearby the Keep on the Marshland map

User Interface

  • [All] Added a timer notification on the Battlepass content for the Season duration
  • [PS4] Fixed the “Failed to create Custom Game” pop-up window that couldn’t be dismissed by pressing X
  • [All] Fixed lack of feedback when trying to invite someone into a full squad
  • [All] Fixed bug preventing from joining a squad because « Squad is full » although only one player has joined the squad
  • [All] Fixed lock-on marker remaining on the AI when in ghost mode in State Heists
  • [PC] Fixed right-click scrlling bug in Weapon and Clothing shops

Xbox – Tier Skips

Tier Skips and battle pass purchases are currently unavailable in the in-game the shop on Xbox. You may lose inputs on your controller when attempting to purchase one of those items from the in-game shop. If so, open and close the Xbox Shell to recover your controls. While we work with Microsoft on fixing the issue, you still can purchase Tier Skips and the battle pass directly from the Xbox Store. We apologize for the inconvenience.

That’s it for this title update.

Source: Focus forums

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Alex Co

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Home > News

Black Desert Online Update 2.04 Released for Season+ Graduation & More This Oct. 28

Pearl Abyss has released the Black Desert Online update 2.04 patch for October 28, and this one pertains to Season+ Graduation and more gameplay changes and fixes. Check out the complete patch notes below.

Black Desert Online Update 2.04 Patch Notes:

This update brings Season+ Graduation, the Progress Pass, Mediah Node and Conquest Wars and also the Guild Boss, Khan. Not only this, we’re also introducing a new system that will allow you to get guaranteed PEN Boss Gear, so read on to find out more!

Season+ Graduation

●Fughar has begun helping Season+ characters graduate and adjust to the normal server with the Season+ Graduation.

Graduation Period October 27th After the Maintenance ~ December 8th Maintenance
Requirements – For Adventurers that did not purchase the Black Spirit Pass, complete and collect all the rewards from the Season Pass Challenges

– For Adventurers that purchased the Black Spirit Pass, complete and collect all rewards from the Season/Black Spirit Pass Challenges

– No longer in possession of the Fughar’s Timepiece

– The path to graduating on Season+ is as follows.

Quest Name Starting NPC Objectives Completion NPC
[Season Server Graduation] At the Crossroad Leyal located by the Velia Workshop Talk to Fughar after completing the quest ‘[Season] Fughar’s Special Timepiece’ Fughar
[Season Server Graduation] Into the Big Wide World Fughar Use the Honorable Adventurer’s Certificate Fughar

– The season character will convert to a normal character when using the Honorable Adventurer’s Certificate.
– You can obtain the items [Season] Tuvala Conversion Stone Box, Gift Box Full of Memories, and Fughar’s Letter of Encouragement by completing the quests above.
– The item “Gift Box Full of Memories” contains the following items:

Gift Box Full of Memories
Graduation Cap x1

Advice of Valks (+60) x1

Golden Graduation Gown x1

Cron Stone x100

[Event] Secret Book of Old Moon(7 Days) x1

[Event] Elion’s Tear x10

[Event] Item Collection Increase Scroll x5

[Event] Giovan Grolin’s Support Scroll x5

[Event] Tachros’ Spirit Stone x1

Blessed Message Scroll (100 min) x5

Premium Elixir Box x3

Finto’s Filling/Sweet/Fresh Juice x10 of each

 

※ Additional Graduation Notices

– Unlike the previous season, you will not get any ‘[Season] Boss Gear Exchange Coupon’s’ by graduating from the Season+ server.

* However, if you still have any [Season] Boss Gear Exchange Coupon obtained during the summer season, you can use those.

– Although you have no exchange coupons, the quest “[PEN (V) Boss Gear]: The Old Moon Guild’s Best Deal” allows you to exchange PEN (V) Tuvala gear for TET (IV) Boss Gear that cannot be sold on the Central Market.

–  If you have an unused [Event] Black Spirit’s Pass, you won’t be able to use it after you graduate. Be sure to use the item and collect all rewards before graduating.

– You cannot graduate with “Fughar’s Timepiece” in your Inventory.

Tip! Fughar’s Timepiece is an incredibly special item that can only be obtained during the Season+ season.

Although you can throw it away to graduate, we heavily recommend using it.

※ For more details on the Season+ Graduation, read the “[GM Note] Season+ Graduation”!

●Changed the 7 types of boss gear exchange coupon quests to now be unified as one type regardless of the specific season said coupon was acquired from.

– As long as you have a Boss Gear Exchange Coupon in your inventory, you can accept and proceed with any of the exchange quests with Fughar. You may only accept and proceed with one quest at a time, but once completed, you may proceed immediately with another exchange quest.

※ While you cannot obtain a [Season] Boss Gear Exchange Coupon from Season+, if you have acquired any coupons from previous seasons, you may proceed with the following quests with said coupon in your inventory:

For more information on Season+ Graduation, please check out the GM Note here!

Progress Pass

Added the Progression Pass which, along with the Season Servers, aims to help New Adventurers adjust to the diverse content available in the world of Black Desert.

※ Upon logging into the game, the Progression Pass will automatically update your data. This may take around 5 minutes. Afterward, you’ll be able to proceed with the Progression Pass update.

 

– The Progression Pass is divided into eight categories that include Quest/Adventure Log, PvE, Farming/Cooking, Hunting/Butchering, Training, Game Tips and Guaranteed PEN (V). Completing these categories will not only increase your in-game knowledge but also greatly help you with adjusting to the game.

– Please note that you cannot proceed with the Progression Pass using a Season Character.

* You cannot complete the [Main] quest objectives with a character that has either proceeded with the Simplified or pre-revamp Main Questline.

– You can obtain rewards each time you complete an objective within a specific category.

– You can also earn up to five types of rewards depending on the number of objectives you’ve completed per category, for a maximum of fifteen different reward types based on your overall progress.

– Certain objectives require you to talk with the Black Spirit, while the [Game Tips] category require you to simply read each description.

– If an objective contains a scroll () icon, it will refer you to the relevant Adventurer’s Board post with more information.

 

 

– You can obtain the following rewards according to the number of Progression Pass objectives completed per category.

Rewards for Objectives Completed by Category
Category Objectives Completed Rewards
Quest/Adventure Log x5 Kanpacho’s Organic Feed x10
x10 Theiah’s Orb x2
x15 Memory Fragment x20
x20 Cron Stone x100
x25 Caphras Stone x100
Subjugation x5 [Event] Magical Elixir x3
x10 Item Collection Increase Scroll (60 min) x5
x15 Item Collection Increase Scroll: Advance (60 min) x5
x20 [Event] Supreme Old Moon Scroll
x25 [Event] Sealed Book of Combat (7 Days)
Gathering x5 Life Buff Box
x10 Demihar’s Life Tool Box
x15 [Event] Energy Tonic (L) x5
x20 [Event] Life Skill Mastery Increase Scroll x2
x25 Choose Your Manos Tool Box
Farming/Cooking x5 Life Buff Box
x10 Supreme Cooking Utensil
x15 Sturdy Alchemy Stone of Life (Green)
x20 [Event] Life Skill Mastery Increase Scroll x2
x25 [Event] Sealed Book of Life (7 Days)
Hunting/Butchering x4 Ship License: Epheria Cog (Kalis-Certified)
x8 [Event] Beginner Hunter’s Matchlock
x12 Spirit Pouch of Ferocious Beast x10
x16 [Event] Item Brand Spell Stone
x20 Spirit Pouch of Ferocious Beast x10
Training x3 Horse Emblem : Requested Stallion
x6 [Event] Extra Mount EXP Scroll x2
x9 [Event] Mount Skill Training Coupon
x12 Mount Skill Change Coupon
x15 [Event] Rare Courser Training Box x2
Game Tips x8 Laila’s Petal
x16 Laila’s Petal
x24 Laila’s Petal
x32 Laila’s Petal
x40 Laila’s Petal x2
 

 

Guaranteed PEN (V)

 

 

x2 Memory Fragment x1
x4 Memory Fragment x2
x6 Memory Fragment x3
x8 Memory Fragment x4
x10 Memory Fragment x5

 

– You can obtain the following rewards for the number of Progression Pass categories completed.

Progress Pass Rewards
Categories Completed Rewards
10 Gold Bar 1,000G x2
20 Splendid Magic Crystal Box
30 Cron Stone x100
40 [Event] Artisan’s Memory x10
50 Gold Bar 1,000G x3
60 Enhancement Aid Box
70 Custom Storage Box
80 2000 Loyalties
90 Cron Stone x150
100 Supreme Old Moon Box
110 Custom Growth Box
120 Advice of Valks (+80)
130 [Event] Shakatu’s Seal x10
140 Gold Bar 1,000G x5
150 Advice of Valks (+100)

 

Black Desert is already entering its third year of online service, and currently boasts a much broader range of content compared to its original launch. While Adventurers can enjoy a variety of available content, many newer Adventurers may easily become overwhelmed by the plethora of things to do. The Progression Pass was created to lessen the burden of choice for such New Adventurers by labeling the diverse content of Black Desert into specific categories. With the Progression Pass, Adventurers will now be able to plan out their own goals in playing Black Desert while also having access to valuable tips posted by other veteran Adventurers on the Adventurer’s Board by clicking the “scroll” icons. Taking on Black Desert in categorized portions will be easier to digest, allowing Adventurers to enjoy Black Desert at their own leisurely pace, and obtain useful rewards per category along the way.

 

May all of our Adventurers frequenting the world of Black Desert be able to experience thrilling adventures together with the Progression Pass by their side.

The Old Moon Guild’s New Deal

Hot off the heels of the PEN Accessory Questline, Jetina is doubling down and offering a new deal for Adventurers. Found in any major city, Jetina now offers quests pertaining to each equipment slot to be completed once per Family for a guaranteed opportunity to obtain PEN (V) boss gear.

●'[PEN(V) Boss Gear] : The Best Deal’ has been added.

Quest Name NPC How to get the Quest
Old Moon Guild’s Trade Offer Black Spirit Recommended Quest Tab Reach Level 56
‘[PEN(V) Boss Gear] : The Best Deal’ Black Spirit Recommended Quest Tab Complete the ‘Old Moon Guild’s Trade Offer’ quest

Reach Level 60

– Once these quests have been completed, the quests below can be proceeded with once per family. Please make sure that the items you wish to exchange are not equipped, and currently in your inventory.

– Once you accept Jetina’s quest, she will grant you a new piece of TET (IV) boss gear which she’ll have you upgrade with the Old Moon’s Resplendent Reform Stones to draw out your gear’s untapped potential.

– The newly obtained TET (IV) boss gear cannot be registered on the Central Market, nor enhanced normally/with Caphras Stones.

– For more details, please refer to “The Old Moon Guild’s Best Deal – PEN (V) Boss Gear!”

 

Quest Requires Rewards
Helmet
Old Moon Guild’s Resplendent Helmet: Tuvala PEN (V) Tuvala Helmet converted with the [Season] Conversion Stone in possession  TET (IV) Giath’s Helmet OR

TET (IV) Griffon’s Helmet

Old Moon Guild’s Resplendent Helmet: [Season] Giath  TET (IV) Giath’s Helmet converted with the [Season] Boss Gear Exchange Coupon in possession  TET (IV) Giath’s Helmet
Old Moon Guild’s Resplendent Helmet: Giath  TET (IV) Giath’s Helmet in possession TET (IV) Giath’s Helmet
Old Moon Guild’s Resplendent Helmet: Griffon  TET (IV) Griffon’s Helmet in possession  TET (IV) Griffon’s Helmet
Gloves
Old Moon Guild’s Resplendent Gloves: Tuvala PEN (V) Tuvala Gloves converted with the [Season] Conversion Stone in possession  TET (IV) Bheg’s Gloves OR

TET (IV) Leebur’s Gloves

Old Moon Guild’s Resplendent Gloves: [Season] Bheg  TET (IV) Bheg’s Gloves converted with the [Season] Boss Gear Exchange Coupon in possession TET (IV) Bheg’s Gloves
Old Moon Guild’s Resplendent Gloves: Bheg TET (IV) Bheg’s Gloves in possession TET (IV) Bheg’s Gloves
Old Moon Guild’s Resplendent Gloves: Leebur TET (IV) Leebur’s Gloves in possession TET (IV) Leebur’s Gloves

 

Shoes
Old Moon Guild’s Resplendent Shoes: Tuvala PEN (V) Tuvala Shoes converted with the [Season] Conversion Stone in possession  TET (IV) Muskan’s Shoes OR

TET (IV) Urugon’s Shoes

Old Moon Guild’s Resplendent Shoes: [Season] Muskan  TET (IV) Muskan’s Shoes converted with the [Season] Boss Gear Exchange Coupon in possession  TET (IV) Muskan’s Shoes
Old Moon Guild’s Resplendent Shoes: Muskan TET (IV) Muskan’s Shoes in possession  TET (IV) Muskan’s Shoes
Old Moon Guild’s Resplendent Shoes: Urugon  TET (IV) Urugon’s Shoes in possession TET (IV) Urugon’s Shoes
Armor
Old Moon Guild’s Resplendent Armor: Tuvala PEN (V) Tuvala Armor converted with the [Season] Conversion Stone in possession  TET (IV) Dim Tree Spirit’s Armor OR TET (IV) Red Nose’s Armor
Old Moon Guild’s Resplendent Armor:

[Season] Dim Tree Spirit

 TET (IV) Dim Tree Spirit’s Armor converted with the [Season] Boss Gear Exchange Coupon in possession TET (IV) Dim Tree Spirit’s Armor
Old Moon Guild’s Resplendent Armor: Dim Tree Spirit TET (IV) Dim Tree Spirit’s Armor in possession  TET (IV) Dim Tree Spirit’s Armor
Old Moon Guild’s Resplendent Armor: Red Nose  TET (IV) Red Nose’s Armor in possession TET (IV) Red Nose’s Armor
Main Weapon
Old Moon Guild’s Resplendent Sub-weapon: Tuvala PEN (V) Tuvala Main Weapon converted with the [Season] Conversion Stone in possession  TET (IV) Kzarka Main Weapon Box OR

TET (IV) Offin Tett’s Radiant Main Weapon Box

Old Moon Guild’s Resplendent Main Weapon: [Season] Kzarka  TET (IV) Kzarka Main Weapon with the [Season] Boss Gear Exchange Coupon in possession  TET (IV) Kzarka Main Weapon Box
Old Moon Guild’s Resplendent Main Weapon: Kzarka TET (IV) Kzarka Main Weapon in possession  TET (IV) Kzarka Main Weapon Box
Old Moon Guild’s Resplendent Main Weapon: Offin Tett TET (IV) Offin Tett’s Radiant Main Weapon in possession TET (IV) Offin Tett’s Radiant Main Weapon Box
Sub-weapon
Old Moon Guild’s Resplendent Sub-weapon: Tuvala  PEN (V) Tuvala Sub-weapon converted with the [Season] Conversion Stone in possession  TET (IV) Nouver Sub-weapon Box OR

TET (IV) Kutum Sub-weapon Box

Old Moon Guild’s Resplendent Sub-weapon: [Season] Kutum  TET (IV) Kutum Sub-weapon converted with the [Season] Boss Gear Exchange Coupon in possession  TET (IV) Kutum Sub-weapon Box
Old Moon Guild’s Resplendent Sub-weapon: Nouver  TET (IV) Nouver Sub-weapon in possession  TET (IV) Nouver Sub-weapon Box
Old Moon Guild’s Resplendent Sub-weapon: Kutum TET (IV) Kutum Sub-weapon in possession  TET (IV) Kutum Sub-weapon Box
Old Moon Guild’s Resplendent Sub-weapon:

[Season] Fiery Kutum

TET (IV) Fiery Kutum Sub-weapon converted with the [Season] Boss Gear Exchange Coupon in possession TET (IV) Fiery Kutum Sub-weapon Box
Old Moon Guild’s Resplendent Sub-weapon:

Fiery Nouver

 TET (IV) Fiery Nouver Sub-weapon in possession  TET (IV) Fiery Nouver Sub-weapon Box
Old Moon Guild’s Resplendent Sub-weapon: Fiery Kutum  TET (IV) Fiery Kutum Sub-weapon in possession  TET (IV) Fiery Kutum Sub-weapon Box
Awakening Weapon
Old Moon Guild’s Resplendent Awakening Weapon: Tuvala PEN (V) Tuvala Awakening Weapon converted with the [Season] Conversion Stone in possession TET (IV) Dandelion Awakening Weapon Box
Old Moon Guild’s Resplendent Awakening Weapon:

[Season] Dandelion

TET (IV) Dandelion Awakening Weapon converted with the [Season] Boss Gear Exchange Coupon in possession TET (IV) Dandelion Awakening Weapon Box
Old Moon Guild’s Resplendent Awakening Weapon: Dandelion TET (IV) Dandelion Awakening Weapon in possession TET (IV) Dandelion Awakening Weapon Box

– Gear that has been Caphras enhanced or gear with socketed crystals cannot be excahnged.

* If you have 2 items of the same name and type in your inventory, the item that appears first in your unsorted inventory will be used. This means that if this item has Caphras enhancement levels, you will need to unsort your inventory, and switch the position of your items.
– Shai’s cannot complete the awakening weapon questline with their Talent weapon, the Sol.

 

● Added the following quests to the Yisar Pjetyo in Tariff available once for every gear slot per Family
to exchange an non-upgraded piece of boss gear obtained through Jetina.

Quests Rewards
[1 Exchange per Family] Old Moon’s Resplendent Helmet Able to get either Giath’s Helmet or Griffon’s Helmet (whichever you did not receive first)
[1 Exchange per Family] Old Moon’s Resplendent Gloves Able to get either Bheg’s Gloves or Leebur’s Gloves (whichever you did not receive first)
[1 Exchange per Family] Old Moon’s Resplendent Shoes Able to get either Muskan’s Shoes or Urugon’s Shoes (whichever you did not receive first)
[1 Exchange per Family] Old Moon’s Resplendent Armor Able to get either Dim Tree Spirit’s Armor or Red Nose’s Armor (whichever you did not receive first)
[1 Exchange per Family] Old Moon’s Resplendent Main Weapon Able to get either Kzarka Main Weapon or Offin Tet Main Weapon (whichever you did not receive first)
[1 Exchange per Family] Old Moon’s Resplendent Sub-weapon Able to get either Nouver Sub-weapon or Kutum Sub-weapon (whichever you did not receive first)
e.g.)
If you have a TET (IV) Giath’s Helmet that you received from completing the quest “Old Moon’s Resplendent Helmet: Tuvala” and have not yet upgraded it, then you can exchange the TET (IV) Giath’s Helmet for a TET (IV) Griffon’s Helmet.

 

●Once you’ve obtained an upgradeable TET (IV) boss gear from completing the quest mentioned above, you’ll be able to upgrade it from Reform Levels I to V with Reform Stones specific to each piece of gear.

– Each piece of boss gear will require a Reform Stone specific to each equipment slot. There are five Reform Stones from Reform Levels I through V, and using each will upgrade the Reform Level of your TET (IV) boss gear.

●Upgrading your weapon or armor with a crafted reform stone will add the following effects per reform level.

Gear Type Reform Stone Extra Effects

Main, Awakening Weeapon
※ Main/Awakening weapon AP increased
(ex: Kzarka)
Resplendent Weapon Reform Stone I AP +1
Resplendent Weapon Reform Stone II AP +1
Resplendent Weapon Reform Stone III AP +1
Resplendent Weapon Reform Stone IV AP +2
Resplendent Weapon Reform Stone V AP +2

Sub-weapon
※ Also affects main/awakening AP

Resplendent Weapon Reform Stone I Damage Reduction +1
Resplendent Weapon Reform Stone II AP +1
Resplendent Weapon Reform Stone III Evasion +1
Resplendent Weapon Reform Stone IV AP +1
Resplendent Weapon Reform Stone V Accuracy +1

Armor
(ex: Dim Tree Spirit)
Resplendent Armor Reform Stone I Damage Reduction +1, Bonus Evasion +1, Bonus Damage Reduction +1
Resplendent Armor Reform Stone II Damage Reduction +1, Bonus Evasion +1, Bonus Damage Reduction +1
Resplendent Armor Reform Stone III Evasion +1, Bonus Evasion +1. Bonus Damage Reduction +1
Resplendent Armor Reform Stone IV Damage Reduction +1, Bonus Evasion +1, Bonus Damage Reduction +1
Resplendent Armor Reform Stone V Damage Reduction +1, Bonus Evasion +1, Bonus Damage Reduction +1

●You can craft each boss’s Reform Stone by Heating the items below

Reform Stone Example

▲ Resplendent Kzarka Main Weapon Reform Stone I~V

▲ Resplendent Dim Tree Spirit’s Armor Reform Stone I~V

※ You can differentiate between the reform stones’ levels by the borders of their icon.

– You can use Processing>Grinding on these Reform Stones to re-obtain the base ingredients.
– You can obtain knowledge on the ‘Resplendent Weapon Reform Stones’ when creating them through heating.
– The crafting method (via Heating) of reform stones for boss weapons are as follows.

Reform Stone Materials

Resplendent Weapon Reform Stone I
(ex: Kzarka)
Concentrated Boss Crystal x60
Concentrated Magical Black Stone (Weapon) x10
Memory Fragment x50
Magical Shard x20
Rough Opal x1

Resplendent Weapon Reform Stone II
(ex: Kzarka)
Concentrated Boss Crystal x60
Concentrated Magical Black Stone (Weapon) x20
Memory Fragment x100
Magical Shard x30
Polished Opal x1

Resplendent Weapon Reform Stone III
(ex: Kzarka)
Concentrated Boss Crystal x60
Concentrated Magical Black Stone (Weapon) x30
Memory Fragment x150
Magical Shard x50
Brilliant Opal x1

Resplendent Weapon Reform Stone IV
(ex: Kzarka)
Concentrated Boss Crystal x60
Concentrated Magical Black Stone (Weapon) x40
Memory Fragment x250
Magical Shard x100
Moonlight Opal x1

Resplendent Weapon Reform Stone V
(ex: Kzarka)
Concentrated Boss Crystal x120
Concentrated Magical Black Stone (Weapon) x50
Memory Fragment x450
Concentrated Boss’s Aura x30
Oquilla Sky Crystal x1

 

– The crafting method (via Heating) of reform stones for boss defense gear as follows.

Reform Stone Materials

Resplendent Armor Reform Stone I
(ex: Dim Tree Spirit’s Armor)
Concentrated Boss Crystal x60
Concentrated Magical Black Stone (Armor) x10
Memory Fragment x50
Magical Shard x20
Rough Opal x1

Resplendent Armor Reform Stone II
(ex: Dim Tree Spirit’s Armor)
Concentrated Boss Crystal x60
Concentrated Magical Black Stone (Armor) x20
Memory Fragment x100
Magical Shard x30
Polished Opal x1

Resplendent Armor Reform Stone III
(ex: Dim Tree Spirit’s Armor)
Concentrated Boss Crystal x60
Concentrated Magical Black Stone (Armor) x30
Memory Fragment x150
Magical Shard x50
Brilliant Opal x1

Resplendent Armor Reform Stone IV
(ex: Dim Tree Spirit’s Armor)
Concentrated Boss Crystal x60
Concentrated Magical Black Stone (Armor) x40
Memory Fragment x250
Magical Shard x100
Moonlight Opal x1

Resplendent Armor Reform Stone V
(ex: Dim Tree Spirit’s Armor)
Concentrated Boss Crystal x120
Concentrated Magical Black Stone (Armor) x50
Memory Fragment x450
Concentrated Boss’s Aura x30
Oquilla Earth Crystal x1

※ You will require Concentrated Boss Crystals from the same boss as the type of gear you’re trying to upgrade with the Reform Stone.

(For example, if you’re trying to craft a Resplendent Kzarka’s Main Weapon Reform Stone, you will need Concentrated Kzarka Crystals.)

※ Items relating to the production of the materials for the PEN(V) Gear system were removed from the Central Marketplace during the September 29th maintenance, and was returned to your Central Market storage.

 

●You can obtain Concentrated Boss Crystals required to craft Resplendent Reform Stones through the following weekly quests.

– These quests reset at the following times:
NA: Wednesday 5:00 PM (PDT)/ Wednesday 4:00 PM (PST)
EU: Thursday 01:00AM (UTC+1)/ 12:00 AM (UTC)
AS: Thursday 09:00 AM (GMT+9)

Quest Objective Rewards
[Weekly] Imperfect Beings: Giath

Hand over Giath’s Latent Aura x2 to Jetina

Concentrated Giath Crystal x115

[Weekly] Imperfect Beings: Griffon

Hand over Griffon’s Latent Aura x2 to Jetina

Concentrated Griffon Crystal x115

[Weekly] Imperfect Beings: Bheg

Hand over Bheg’s Latent Aura x2 to Jetina

Concentrated Bheg Crystal x115

[Weekly] Imperfect Beings: Leebur

Hand over Leebur’s Latent Aura x2 to Jetina

Concentrated Leebur Crystal x115

[Weekly] Imperfect Beings: Urugon

Hand over Urugon’s Latent Aura x2 to Jetina

Concentrated Urugon Crystal x115

[Weekly] Imperfect Beings: Muskan

Hand over Muskan’s Latent Aura x2 to Jetina

Concentrated Muskan Crystal x115

[Weekly] Imperfect Beings: Dim Tree Spirit

Hand over Dim Tree Spirit’s Latent Aura x2 to Jetina

Concentrated Dim Tree Spirit Crystal x115

[Weekly] Imperfect Beings: Red Nose

Hand over Red Nose’s Latent Aura x2 to Jetina

Concentrated Red Nose Crystal x115

[Weekly] Imperfect Beings: Kzarka

Hand over Kzarka’s Latent Aura x2 to Jetina

Concentrated Kzarka Crystal x115

[Weekly] Imperfect Beings: Offin Tett

Hand over Offin Tett’s Light Fragment x2 to Jetina

Concentrated Offin Tett Crystal x115

[Weekly] Imperfect Beings: Nouver

Hand over Nouver’s Latent Aura x2 to Jetina

Concentrated Nouver Crystal x115

[Weekly] Imperfect Beings: Kutum

Hand over Kutum’s Latent Aura x2 to Jetina

Concentrated Kutum Crystal x115

[Weekly] Imperfect Beings: Karanda

Hand over Karanda’s Latent Aura x2 to Jetina

Concentrated Karanda Crystal x115

 

●Changed the following items so you can now store them in your Family Inventory.

Item
Kzarka’s Latent Aura
Nouver’s Latent Aura
Karanda’s Latent Aura
Kutum’s Latent Aura
Offin Tett’s Light Fragment

●Added Concentrated Boss Crystals and Boss’s Latent Auras to the loot tables of the following bosses.

– Boss’s Latent Auras that dropped from defeated World Bosses remain the same as before.

Type Monster
World Boss Kzarka, Nouver, Kutum, Karanda, Offin Tett.
Field Boss Dim Tree Spirit, Red Nose, Bheg
Dark Rift Red Nose, Bheg, Muskan, Dim Tree Spirit, Ahib Griffon
Normal Boss Summon Scroll Red Nose, Giath, Bheg, Muskan, Dim Tree Spirit, Ahib Griffon, Urugon, Leebur
Awakened Boss Summon Scroll Red Nose, Giath, Bheg, Muskan, Dim Tree Spirit, Ahib Griffon, Urugon

– Boss’s Latent Auras can be obtained by defeating bosses from normal/awakened boss summon scrolls according to a set probability but are guaranteed drops from defeating world/field bosses, and Dark Rift bosses.

* The probability of obtaining Boss’s Latent Auras from Kzarka, Nouver, Kutum, Karanda, Offin Tett, and other world bosses remain the same as before.

– Offin Tett will drop Offin Tett’s Light Fragments instead of a Boss’s Latent Aura.

 

●You can obtain Concentrated Boss’s Aura, the item required to craft the Resplendent Weapon/Armor Reform Stone V, by using Simple Alchemy with boss gear.

※ You can only use Simple Alchemy on boss gear that can be registered on the Central Market.

Enhancement Level Results
Not Enhanced Concentrated Boss’s Aura x1
PRI (I) Concentrated Boss’s Aura x10
DUO (II) Concentrated Boss’s Aura x15
TRI (III) Concentrated Boss’s Aura x30

 

●You can exchange Concentrated Boss’s Auras required to craft the Resplendent Weapon/Armor Reform Stone V for the Concentrated Boss’s Aura of another boss at a 2:1 ratio through Jetina.

For example, if you bring Concentrated Kzarka’s Aura x2 to Jetina, she can exchange them for Concentrated Offin Tett’s Aura x1.

 

●Added quests to obtain a special material required to craft the Resplendent Weapon/Armor Reform Stone V.

– You can accept the following quests from Jetina to obtain the Oquilla Sky Crystal or Oquilla Earth Crystal, which you will need one of per equipment slot to craft the relevant Reform Stone.

– The following quests help with crafting the Resplendent Weapon Reform Stone V.

Quest Objective Reward
Resplendent Weapon Reform Stone : Oquilla Sky Crystal I
Hand over Oquilla’s Piece of the Old Moon x30

Oquilla Sky Crystal x1
Resplendent Weapon Reform Stone : Oquilla Sky Crystal II
Hand over Oquilla’s Piece of the Old Moon x70

Oquilla Sky Crystal 1개
Resplendent Weapon Reform Stone : Oquilla Sky Crystal III
Hand over Oquilla’s Piece of the Old Moon x120

Oquilla Sky Crystal 1개

– The following quests help with crafting the Resplendent Armor Reform Stone V.

Quest Objective Reward
Resplendent Armor Reform Stone : Oquilla Earth Crystal I
Hand over Oquilla’s Piece of the Old Moon x80

Oquilla Earth Crystal x1
Resplendent Armor Reform Stone : Oquilla Earth Crystal II
Hand over Oquilla’s Piece of the Old Moon x120

Oquilla Earth Crystal x1
Resplendent Armor Reform Stone : Oquilla Earth Crystal III
Hand over Oquilla’s Piece of the Old Moon x160

Oquilla Earth Crystal x1
Resplendent Armor Reform Stone : Oquilla Earth Crystal IV
Hand over Oquilla’s Piece of the Old Moon x220

Oquilla Earth Crystal x1

– You can purchase Oquilla’s Piece of the Old Moon from NPCs located in any major city for 50,000,000 Silver.

– You can use the ‘Find NPC’ function that can be found in your start menu to find the location of your nearest Old Moon Manager NPC.

 

●Once you’ve upgraded your TET (IV) boss gear to Reform Level V and have it in your Inventory, you can talk to Jetina to proceed with the “Old Moon’s Brilliant” quest for the relevant equipment slot.

– Upon completing the quest and handing in your TET (IV) boss gear, you’ll be rewarded with the same boss gear enhanced to PEN (V) along with an Item Brand Spell Stone x1 and Crystal Extraction Tool x2.

Guaranteed PEN (V) Boss Gear in a Nutshell

First, obtain upgradeable boss gear from Jetina.

– To obtain upgradeable boss gear, you must complete a simple quest.

– You can exchange PEN (V) Tuvala gear that can be equipped by a normal character, TET (IV) boss gear obtained via a Boss Gear Exchange Coupon,

or TET (IV) boss gear that can be registered on the Central Market for the upgradeable boss gear!

Second, upgrade your boss gear through Reform Levels I-IV.

– Concentrated Boss Crystals are required (via Heating) to craft the Reform Stone

and can be obtained from weekly quests, defeating world/field bosses, Dark Rift bosses, summon scroll bosses, etc..

Third, upgrade your boss gear to Reform Level V.

– Concentrated Boss’s Aura are obtained via Simple Alchemy with +0/PRI/DUO/TRI boss gear.

– Oquilla Sky/Earth Crystals are purchased via Old Moon Manager vendors.

 

Fourth, hand in your boss gear, upgraded to Reform Level V, to Jetina to obtain your PEN (V) boss gear!

 

We’ve added a guaranteed method to obtain PEN (V) boss gear. We actually spent long hours deliberating over this update. Plenty of adventurers have already enhanced their way to obtaining PEN (V) boss gear, so we couldn’t make the process to easy, nor too difficult for new adventurers who’d feel discouraged to attempt the content waiting for them beyond PEN (V) boss gear.

 

Thus, we designed this process by maintaining a level of difficulty befitting the value of PEN (V) boss gear by steadily increasing the number of required materials to upgrade the gear to PEN (V) grade in this new method. The process to upgrade your first boss gear out of the seven available equipment slots will feel comparatively easy as opposed to upgrading your next and subsequent pieces of boss gear. By “easy,” we mean that we adjusted the required amount of Silver and time per attempt.

 

Concentrated Magical Black Stones, Memory Fragments, and Magical Shards make up the basic required materials, along with special materials obtainable by processing existing boss gear to prevent their value from depreciating. As mentioned earlier, we spent quite a lot of time thinking about this new “guaranteed enhancement” method. We desired to provide these steps for new adventurers to take so they could also enjoy the process of seeing their characters grow, hence we focused on making sure this process could be completed via “in-game content” as much as possible. While we know we won’t be able to please all of our adventurers with this process, we hope that, at the very least, some of you will be able to experience the pure joy of witnessing your character become stronger.

 

Mediah Node and Conquest Wars

●Mediah has been added to the active Node and Conquest Wars.

※ After the Maintenance on October 27th, taxes will begin accumulating for the Mediah Region and Node Wars, and taxes will be less for the first week.

Mediah Node Wars
Day Region Tier Number of Participants
Sunday Tungrad Forest Tier 1- Hard 30
Stonetail Horse Ranch Tier 2 25
Sausan Garrison 50
Omar Lava Cave Tier 3 60
Abandoned Iron Mine Tier 4 25
Monday Marni’s 2nd Lab Tier 1- Medium 20
Asula Highland Tier 2 35
Kusha 25
Soldier’s Grave Tier 4 60
Tuesday Canyon of Corruption Tier 2 50
Sarma Outpost Tier 3 45
Wednesday Helms Post Tier 1- Medium 30
Mediah Northern Gateway Tier 2 50
Awakening Bell Tier 3 35
Thursday Wandering Rogue Den Tier 2 35
Elric Shrine Tier 3 45
Friday Manes Hideout Tier 1- Medium 20
Hasrah Cliff Tier 2 25
Splashing Point Tier 3 35
Kamasylve Temple Tier 4 60

 

The Eye of the Ocean, Khan

A new guild boss, Khan, has been added.

● You must collect 5 Summon Scroll Pieces, collected through subjugation quests, in order to summon Guild Boss Khan.
– Khan can be summoned once per week at Oquilla’s Eye, located north of Lema Island. Only one Khan can be summoned at a time on a sever, and the boss will despawn after 30 minutes, regardless of the current battle situation.

 

● In order to fight Khan, you will need to acquire and use the Monsterbane Cannons and Monsterbane Cannonballs. Luckily, these are readily available from Guild managers across the Black Desert world.

Old Moon Combat Seal [Guild] Monsterbane Assembly Kit x1
[Guild] Monsterbane Cannonball x10
Old Moon Life Seal [Guild] Monsterbane Assembly Kit x1
[Guild] Monsterbane Cannonball x10

※ [Guild] Monsterbane cannons can only be installed on Oquilla’s Eye, and are removed 30 minutes after installation or by Khan’s attacks. If the [Guild] Monsterbane Cannon is destroyed, any cannonballs in the cannons inventory will also be destroyed.

– [Guild] Monsterbane cannons have different modes of fire. They can fire regular shots, overcharged shots and rapid fire. Use these to your advantage.

For more information about the new Guild Boss Khan, read the GM Note here.

 

●With the arrival of the new Guild Boss Khan, Kahn’s Scale and Khan’s Tendon can now be acquired through this fight.
– Khan’s Scales and Tendons are used in the creation of Blue Grade Ship gear.
– Please refer to these patch notes and this GM note to learn more about ship gear

 

Content Changes

●[Marni’s Suspicious Playground] The ‘Red Light, Green Light’ game waiting time has been changed from 10 minutes to 3 minutes.

– As a result, the duration of the Oog MK3 has been shortened to 3 minutes.

●[Marni’s Suspicious Playground] Fixed an issue where it was possible to have an unrestricted view in the House of Horrors.

●[Marni’s Suspicious Playground] fixed an issue whre players would not be released from the ‘House of Horrors’ when removed from the Mysterious Jack.

●[Marni’s Suspicious Playground] The area near the entrance of the ‘House of Horrors’ has been changed to a safe zone.

●Fixed an issue where in certain circumstances, the ‘Maleficient Centilutos’ would not reset correctly in Sycrakea.

●Fixed an issue where Maleficient Centilutos would not appear in Sycrakea.

Character Changes

●Fixed an issue where when getting off a horse and being hit with a Crowd Control skill your character would be locked in an abnormal state.

 

Archer

●Black Spirit: Radiant Explosion – Fixed the issue where the skill’s visual effect wasn’t being displayed when used.

 

Nova

●Fixed an issue where Axian would not enrage in certain situations.

 

Item Changes

●Separated [Wizard] Lord Red Gloves and [Wizard] Lord Red Shoes from [Wizard] Lord Red Clothes.

– Added [Wizard] Lord Red Gloves and [Wizard] Lord Red Shoes to outfit boxes that contain [Wizard] Lord Red Clothes.

– Adventurers who had the [Wizard] Lord Red Clothes in their possession will find the [Wizard] Lord Red Gloves and [Wizard] Lord Red Shoes in their storage in Heidel.

 

●Separated [Sage] Exclatus Gloves and [Sage] Exclatus Shoes from [Sage] Exclatus Armor.

– Added [Sage] Exclatus Gloves and [Sage] Exclatus Shoes to outfit boxes that contain [Sage] Exclatus Armor.

– Adventurers who had the [Sage] Exclatus Armor in their possession will find [Sage] Exclatus Gloves and [Sage] Exclatus Shoes in their storage in Heidel.

 

●Separated [Dark Knight] Checkmate Gloves and [Dark Knight] Checkmate Shoes from [Dark Knight] Checkmate Armor.

– Added [Dark Knight] Checkmate Gloves and [Dark Knight] Checkmate Shoes to outfit boxes that contain [Dark Knight] Checkmate Armor.

– Adventurers who had the [Dark Knight] Checkmate Armor in their possession will find [Dark Knight] Checkmate Gloves and [Dark Knight] Checkmate Shoes in their storage in Heidel

 

●Changed the description of the Equipment Tailoring Coupon and [Event] Equipment Tailoring Coupon to show the effect categories of the items.

– ex ) all costumes that relate to Amity are now grouped together, similarly those relating to movement speed are also grouped together.

 

●After the September 29th reorganization of Valencia Vendor items, it was possible to craft the ‘[Guild] Restoration of Cadry’s Forbidden Book’ with the old vendor items (available to sell for 2,100 silver). This process will no longer be available.
– In order to craft the ‘[Guild] Restoration of Cadry’s Forbidden Book’, you must use the new Cadry Tokens (valued at 15,700 Silver).

 

●Changed so that you cannot obtain the “Ancient” tagline, have the creator’s name branded, or obtain a special title when you craft an Ornette’s/Odore’s Spirit Essence.

– Items with the “Ancient” tagline will still drop as items you obtain from defeating monsters even after maintenance on Oct 27th 2021.

* Although you can craft an Ornette’s Spirit Essence or Odore’s Spirit Essence with items that have the “Ancient” tagline, you cannot add the “Ancient” tagline in front of the item name.

– However, for Ornette’s Spirit Essence or Odore’s Spirit Essence crafted with items that have the “Ancient” tagline before maintenance on Oct 27th 2021 you can add the “Ancient” tagline, obtain a special title, and have your family name branded to the item after using a “Dawnwish Petal” or a “Duskwish Petal.”

– The Ancient Blessed Spirit Essence and the Ancient Greater Blessed Spirit Essence can be crafted from ingredients with the “Ancient” tagline.

 

●Changed the Color of the text in the tool tip description for the Lumbering Axe and the Butcher Knife.

 

NPC, Background, and Sound Changes

●The ‘Marni’s Gear Box’ that are found in the Marni’s Suspicious Playground have had their text modified.

●The awkward locations of the Camera for certain Halloween event areas have been fixed.

●The ‘Dark Portals’ that appear in quests have been relocated in the following quests.

– Collecting Samples

– The Sherekhans’ Approval

– Injured Hunter

– The Last Ritual

 

UI Changes

●Changed certain alerts to no longer be displayed while playing the following minigames.

– Alerts for Central Market registration, guild notice chat, boss appearance, courser awakening, Golden Bell, rapidly increasing/sharply declining item prices

Minigame
Horse Capture
Wheel Barrow
Flute
Medicinal Herb BRewer
Extractor
Cow Milking
Fishing
Harpooning
Lakiaro
Drums
Horse Capture Skill checks

●Log-in and Server selection windows have been changed to fit the Halloween theme.

● Re-registration function has been added to the central market.

– This will allow you to re-register your goods to the Central Market without having to cancel, find the item, then relist one more time.

 

It was a hassle to sell/purchase items as it required you to collect the items being sold/ordered and post them again for items like eggs, milk (required for cooking), and Caphras Stones. Therefore, we added the “re-register” function as it became tedious to check the Central Market window every time an item would be purchased/sold. The same function will be added to the Central Market on the Black Desert+ app soon.

System

●Added the Rulupee Server to the European and Asian servers.

 

Other Changes

●FIxed an issue where Marni Stones would not update regularly when used with the Item Count Function.

●Fixed an issue where the Marnist Outfit for female classes would appear abnormally when dyed in certain cituations.

●Fixed an issue where during character customization, the Lord Red gloves and shoes would not show in certain situations.

●Fixed an issue where the Dark Knight’s hair option number 6 would look unnatural in certain situations.

●Fixed an issue where the Family Name would not be engraved on PEN(V) Boss Gear when that gear was obtained from the [Season] exchange and enhanced from TET(IV).

●Fixed an issue where the Guild Log would not update correctly.

●Fixed an issue where the [Ranger]

●Fixed the issue where Serpen’s Power Core would be visible to other parties in Atoraxxion: Sycrakea – Syca’s Grave.

●Fixed the issue where the Phantom of Sherekhan appeared abnormal during the quest ‘The Sherekhans’ Approval.’

●Fixed the issue where mass processing materials that do not stack in your Inventory would stop when a message window appears.

●Corrected an issue with the Atoraxxion: Sycrakea loading screens.

●Fixed an issue where the message ‘There is no Awakening Weapon Equipped’ would display in incorrect situations. .

●Fixed an issue where Karma was not decreased when Forced PvP was activated, and attacking/killing other adventurers with a poison mine.

That’s about it for Black Desert Online’s latest patch.

Source: Play Black Desert

MP1st Staff

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Necromunda Hired Gun Update 1.07 Released for Free Hellbound Pack DLC This Oct. 28

Streum on Studio has released the Necromunda Hired Gun update 1.07 this October 28, and this one adds the free Hellbound Pack DLC across all platforms. Head down below for the complete details on this latest patch.

Necromunda Hired Gun Update 1.07 Patch Notes:

It’s the spooky season in the Underhive! To celebrate it, we’re happy to announce the release of the Hellhound DLC, available for free on every platform! This pack includes a new skin for your knife, a new outfit layout and a skin for your mastiff!

To activate the skins, simply talk to the Barmaid in Martyr’s End.

NHG_Screenshots_01_800x450.jpg

NHG_Screenshots_02_800x450.jpg

See you in the Hive!

That’s about it for the Necromunda Hired Gun update 1.07 patch notes.

In case you missed it, you can read our review of Necromunda Hired Gun here, where we state: “Necromunda Hired Gun has a wonderful setting that every 40K fan will undoubtedly adore. But outside of that, unless you are a really hardcore 40K fan, Hired Gun is a really tough sell, at least on console. Too many performance issues, followed with bugs and inconsistent textures make this one experience you may want to skip on, which sadly is a bummer, because the gameplay itself is rather quite fun when it works. You’ll likely find the PC version is be far superior, but for you console players out there I would highly suggest you wait for a substantial performance and bug patch to come out. There is fun to be had, but until it gets fixed, the issues outweigh the benefits.”

Source: Focus forums

MP1st Staff

Home > News

Warhammer Vermintide 2 Update 1.25 Out for Chaos Wastes This Oct. 28

Fatshark has released the Warhammer Vermintide 2 update 1.25, and this big patch adds the Chaos Wastes update across all platforms. Head down below for the complete patch notes.

Warhammer Vermintide 2 Update 1.25 Patch Notes | Warhammer Vermintide Update 4.4.2 Patch Notes:

New Features

  • Chaos Wastes – The Grudge Marks Update

  • Grudge Marks related Challenges

  • New Premium Cosmetics

Quality of Life

  • We have expanded the in-game Tab menu to present more information about the current run, including party loadouts, mission modifiers and more.

  • Steam Rich Presence has been added so you can easily spot if your fellow ratsmashers need another hero to fight alongside them, what difficulty they are playing, and which mission via the Steam Friends list.

  • You can now open multiple chests at once, and get quick insight in to the quality of the items pulled from chests from the loot presentation screen.

  • Items awarded to players from non-gameplay sources (such as DLC purchase) will now be batched in to one reward pop up.

  • We now display additional information on the level selection screen with a focus completionist data. This is only visible through the gamepad UI at present.

  • It’s now possible to search Okri’s Challenge book, you can check out our dev blog for additional text-based search queries to allow for specific queries such as reward types or the rarity of any rewards available in the challenge book.

  • Character names are now highlighted in the subtitles (colour coding to come in an upcoming update).

  • Added rumble to gamepads for PC players.

UI/UX

  • Duplicate events in the killfeed will be collapsed into a single entry.

  • Keep interactibles now show a shortcut reminder.

  • Fixed a case where button prompts may not appear for ‘voters’ during the vote-kick process.

  • Added the missing subtitles from the current (Sister of the Thorn) intro video.

  • Fixed a batch of subtitles for Bardin’s VO where the subtitle and VO did not match up.

  • There have been various adjustments and improvements to the gamepad interface experience.

  • Fixed an issue where Pilgrims Coins were not showing a name in the interaction UI when looking at them in-game.

  • Fixed the Troll health bar is not showing the correct amount of health left for clients.

General

  • Fixed numerous hard-to-specify crashes.

  • Reduced the volume of console logging for mods.

Heroes/Weapons

  • Talents selected on the Modded Realm will now be deselected on the Official Realm if the character has not unlocked those talents.

  • Zealot Saltzpyre’s talent ‘Smite’ interface counter has been updated to be more intuitive.

  • Fixed the long delay to swap to ranged weapon if the weapon swap is triggered while doing push attack with Saltzpyre’s ‘Rapier’.

  • Fixed Kerillian’s two handed ‘Sword’ heavy stab attack having shorter reach than most other attacks including light attacks.

  • Fixed a situation where Kerillian’s ‘Thornwake’ ability would not trigger if quickly pressed at a low frame rate.

  • Fixed a bug where Halberd was not cleaving armored enemies as expected.

  • Fixed a situation where the Gutter Runner’s climbing animation would be skipped if doing a second climb within a short time period.

  • Fixed issue with Kerillian’s crit stacks not getting consumed from the Thorn Sister talent ‘Morai Hegs Doomsight’.

  • Fixed an issue where Outcast Engineer’s ‘Innovative Ammo Hoppers’ talent would provide more than the intended amount of free use of the Crank Gun.

  • Kerillian’s Trueshot Volley should no longer automatically zoom out if you zoomed in during the start animation, also should not zoom twice if the Piercing Shot talent is active.

  • Fixed ‘Asrai Vigil’ not working with Kerillian’s ‘Javelin’.

  • Players who claimed their anniversary Shark Hats and whom also own Sister of the Thorn will now have access to the Sister of the Thorn’s Shark Hat.

Levels

  • Against the Grain – Fixed some texturing issues around the ladder to the first Grimoire.

  • Against the Grain – Fixed some streaming texture issues on various rocky areas of the map.

  • Blood in the Darkness – Fixed an issue where the interactable books would be outlined inconsistently between host and client.

  • Engines of War – Grounded some rocks and grass suspended in the air at the beginning of the level.

  • Fort Being John Malkovich – Fixed some issues with end event respawns which could lead to players respawning in unintentional places.

  • Garden of Morr – Tried once more to stop folks exiting the map and bolting to the finish 😐

  • Horn of Magnus – Fixed a hole in terrain and replaced some backdrop houses with higher poly versions.

  • Into the Nest – Fixed some breakable door-planks which weren’t always network-sync’d resulting in some situations where players could not pass through previously broken planks.

  • Old Haunts – Fixed the crane house at the start of the level which would disappear on high FOV.

  • Screaming Bell – Fixed a spot where bots could get stuck.

  • Skittergate – Fixed some erroneously placed floating chains which attached to.. well, nothing.

SFX

  • Fixed various foley and sound layering issues with various weapons and their interactions.

  • Fixed Kerillian’s Javelin swing sounds playing over primary weapon sounds.

  • Fixed Saltzpyre’s ‘Falchion’ sounding like an ‘Axe’ on the second Falchion swing in the regular ‘Axe & Falchion’ combo.

  • Fixed Kruber’s ‘Bretonnian Sword & Shield’ not having sound if not using 2h sword in the other slot.

  • Fixed an issue with Sienna’s staffs having delayed charged attack sound.

  • Fixed an issue where Deathrattler’s shooting audio could loop indefinitely if he is stunned or interrupted whilst shooting.

  • Fixed a popping sound heard in Sienna’s Fire Sword sound loop.

  • Fixed so that Kerillian’s Life Staff sound loop doesn’t get stuck looping.

  • Grail Knight and Sister of the Thorn careers now have the correct footstep sounds!

  • Added a missing zoom sound for Kerillian’s ‘Repeater Crossbow’.

  • Frequency of ‘Hoggars Bridge’ VO heard when Kerillian goes on a kills-spree reduced a bit.

  • Re-added the missing ‘satisfying click’ heard when reloading some of Kruber’s handguns.

  • Restricted an ‘Athel Loren’ themed VO line only Waystalker should be able to say to the Waystalker career.

Animation

  • Fix a minor animation issue seen during Bardin Slayer’s push with one handed ‘Axe’ or ‘Hammer’.

  • Fixed a visual bug when inspecting Sienna’s Fireball Staff while charging.

  • Fixed a one frame issue where the Spear would appear coming from the viewport during a light attack with Kerillian’s ‘Spear & Shield’.

  • Fixed an issue where Bardin’s ‘Throwing Axes’ could accidentally show the third person axes in first person.

  • Fixed an animation issue when Kerillian was sidestepping with the ‘Spear’.

  • Fixed Kruber’s Halberds heavy stab attack’s damage window to be more accurate to the animation.

  • Camera movements during Saltzpyre’s Bill Hook attacks are now a bit less extreme.

  • Camera movements during Kerillian’s Javelin melee attacks are now a bit less extreme.

Chaos Wastes General

  • Bolt of Change should no longer start triggering when players are still in the ‘safe zone’.

  • Fixed barrels disappearing into the player inventory when the ‘Pockets Full of Bombs’ potion activates.

  • Fixed Chest of Trials VFX not appearing on spawned enemies for clients.

  • Added a 4s delay after triggering a Chests of Trials to allow players to read the trial name.

  • Fixed upgraded weapons being put in the wrong slot when holding a non-weapon whilst interacting with the upgrade reliquary.

  • Map voting now favours majority voting instead of weighted anarchy (coin flip on a draw).

  • Fixed an issue where a black screen would be displayed when going to the shrine while having the in-game menu open.

  • Added text to the Shrine interface to inform users that purchases require a ‘hold’ action.

  • Fixed a bug that made Valaya’s Brew (free potion on ult) have a proc chance lower than 50% as intended.

  • Fixed a bug where aquiring any boon in Chaos Wastes would reset the damage resistance buff from Bounty Hunter’s Job Well Done trait.

Chaos Wastes Levels

  • Cinder Peak – Fixed an out of bounds in the arena.

  • The Citadel of Eternity – Fixed an issue where players could get knocked through the floor and survive, resulting in them remaining stuck for the remainder of the level.

  • The Citadel of Eternity – Moved some pick ups that were stuck in geometry or floating above it.

  • The Citadel of Eternity – Fixed a cheese spot.

  • The Citadel of Eternity – Fixed an issue players with a dash could dash through a stairway.

  • Count Mordrek’s Fortress – Fixed a bunch of spots where players could get stuck.

  • Count Mordrek’s Fortress – Fixed some out of bounds areas.

  • Count Mordrek’s Fortress – Fixed an issue where players could respawn behind the arena entrance.

  • Count Mordrek’s Fortress – Fixed some some enemy spawns which spat out dead Skaven. 🙁

  • The Forbidden Trail – Adjusted some invisible walls.

  • The Forbidden Trail – Fixed some enemy spawners that spawned corpses.

  • Grimblood’s Stronghold – Fixed a boss spawner that could spit out a dead Rat Ogre. 😐

  • Holseher’s Tower – Fixed various places where players could get stuck.

  • The Lost City of Marakza – Moved some pick ups that were stuck in geometry or floating above it.

  • The Lost City of Marakza – Fixed a spot where bots would get stuck.

  • The Lost City of Marakza – Fixed various places where players could get stuck.

  • Pinnacle of Nightmares – Fixed an issue where players could start the map surrounded by specials/hordes.

  • Pinnacle of Nightmares – Fixed various places where players could get stuck.

  • Pinnacle of Nightmares – Fixed a cheese spot.

  • Pinnacle of Nightmares – Fixed some enemy spawners that spawned corpses.

  • Slaughter Bay – Fixed various places where players could get stuck.

That’s about it for the Warhammer Vermintide 2 update 1.25 patch notes.

Source: Vermintide

MP1st Staff

Home > News

Wasteland 3 Update 1.26 Out This October 27 for Version 1.6.9.420

Developer inXile Entertainment has began rolling out the Wasteland 3 update 1.26, which addresses a ton of bugs introduced in the latest and final DLC, the Cult of the Holy Detonation. This patch is also tagged as Wasteland 3 hotfix 1.6.9.420 by the studio.

Wasteland 3 Update 1.26 Patch Notes | Wasteland 3 Update 1.6.9.420

Cult of the Holy Detonation

  • Fixed an issue where the radio call to begin the expansion did not trigger if you had previously dismissed the Morning Star radio call. Morning Star will not be ignored.

  • Fixed an issue where the computer in the Holy Detonation chamber could turn hostile to the player, making it so you couldn’t use it. Although I bet it wasn’t as hostile as my mother-in-law! Heyooo. You’re a great crowd, thank you so much.

  • Fixed an issue in which having a Ranger removed from your squad via a science experiment allowed you to get your squad into an invalid state (5 CNPCs and 1 Ranger), blocking progression. Invalid state? You know who I’d like to put into an invalid state? My mother-in-law! Heyooo! Thank you so much folks.

  • Fixed an issue where auto-saving, while the crane was lowering onto the pressure plate in the Loading Docks, caused a progression blocker. Progression blocker? You know who has been blocking my progression? My mother-in-law! You’re terrific, you’re terrific.

  • The VR Headset’s audio effects were persisting when selecting other characters, so we fixed that. It has also been moved to the Special section of the Crafting UI so it’s easier to find. VR? You know who lives in a Virtual Reality? My mother-in*cough**choke* … *thump**dragging sounds**woodchipper whirring**grinding noises* Sorry about that. Back to the notes.

  • The follower obtainable from the Security Level now runs faster during exploration, so they shouldn’t fall far behind you.

  • Fixed an issue that could cause the Bubble Shield status effect and VFX to persist after combat was over, even though the bubble itself was gone.

  • Fixed an issue that made it look like Purging Grenades could hit interactive objects (such as explosive barrels and doors) when aiming them.

  • [Controller] Made it easier to interact with tumor doors.

The Battle of Steeltown

  • Players should now get pulled into a conversation after saving Steeltown from the gang raid, giving them a reward.

  • Fixed several issues in the Steeltown Exterior where certain NPCs were being drawn into combat, causing combat to softlock.

  • A few other small fixes that took a lot of effort but that no one will probably notice.

Wasteland 3 Update 1.26 Balance Changes

Cult of the Holy Detonation

  • The Infused Diminuator weapon has had its stats improved: it now has higher Hit Chance, Mag Size, and AoE radius. It also applies stronger versions of its Shrinking and Embiggened effects, making it more effective for buffing and debuffing. We also fixed a number of minor bugs that could allow for these status effects from different sources (such as the Shrink Ray) to stack up on top of one another unintentionally. RIP in peace Sean Prime.

  • The Detached Security Turret and its Infused variant have been improved in response to player feedback. Damage and Hit Chance have been increased slightly, while AP cost has been reduced. This makes it more efficient than most other HMGs in terms of AP cost vs. damage dealt, and much more effective as a turn-ending weapon.

  • The Ragnashock’s “Thunderstruck” ability now has a 1 turn cooldown.

  • It was too easy to get “clipped” by the Evangelist’s Bless effect while running past it in combat, so we reduced the size of its area slightly.

  • The Optical Camo Shroud now boosts Sneaky Shit instead of Explosives as originally intended, in addition to its existing bonus to Detection Time. Important note: being invisible does not make you immune to frag mines.

  • Gorilla Pheromones now provide +1 Kiss Ass. Unleash your inner primate, you damned, dirty ape!

  • The Bomb Hopper Launcher no longer consumes all your AP when you use it.

Balance Base Game

  • The Foam Finger’s “Inspire” ability has been changed. This is partly because it was too similar to Rally in behavior, as well as due to an exploit that let players bypass its cooldown. Instead of an area-of-effect around the user, it now lets you target individual characters to buff, but at a reduced AP cost and with no cooldown. The Hit Chance increase has also gone up from +5% to +10%.

  • The Cardio Regulator, Vital Enhancer, and CRISPR Box have been adjusted. Due to the order in which character CON is calculated, the percentage-based CON bonuses weren’t providing as much benefit as the tooltips suggested. They now give flat max CON bonuses that are roughly equivalent to the amount of CON we intended them to provide. We also reduced the penalties on them to make them more appealing to use in general vs. other armor mods.

Gameplay

  • Kills by your own deployable turrets and robots now grant XP!

  • Made several improvements to mouse tooltips in combat. The game will now correctly display information about AP cost, whether the target is blocked or out of range, and other related feedback, when targeting abilities, or when using the Attack action directly from the quickbar.

  • The Toasty perk should no longer set animals on fire when attempting to use Tame Predator on them during combat. It kind of made sense, but also did it?

  • You can now double-click on the minimap to quickly move the camera to that spot.

  • We fixed a bug with the Opportunist perk that wasn’t causing it to provide the correct amount of bonus Strike Meter when making handgun attacks. Due to a calculation error it was providing much less than intended.

  • Enemies who are Engulfed will now properly combo with Bleeding Strike.

  • In response to fan feedback, characters who are using Ambush and gain AP will no longer have their Ambush canceled. This is now consistent with the other final actions (Defend and Prep).

  • Fixed an issue that caused the Chain Ambush perk to cause combat to lock up under certain circumstances.

  • Fixed an issue where the EMP Grenade would sometimes not detonate. In fixing this we revealed a previously unnoticed issue where it would only Glitch robots if your Nerd Stuff skill was high enough to hack them normally. This has been fixed to function as described in the item’s tooltip, with a 50/50 chance of Glitching robots caught in the blast.

  • Fixed brawling animations so that they look better while wearing large brawling gloves, such as the Power Gauntlet.

  • Fixed an issue where players using mouse & keyboard could not aim their Torrent Strike if it was activated via the Stormer perk.

  • Deployables and squad followers are no longer hit by Friendly Fire when disabled in the options menu. Bear in mind that allied or otherwise non-hostile NPCs can still be hit. Please use caution when skinning that smoke wagon.

  • The Discobot’s Light Show status effect now works on robots, mutants, and synths correctly. Everybody happy!

  • Fixed an issue that would cause the Prisoner to re-appear in the prison in Ranger HQ endgame even if he was released.

  • Fixed a few random encounter maps where enemies were not starting combat when shot, like fish in a barrel.

  • Fixed an issue in Old Survivalist Bunker where squads with low Perception could not pass through a specific alarmed door.

  • Fixed an issue where the player couldn’t hit the Manifest Destiny tank with circular area of effect attacks.

  • Fixed a money-making exploit. Which one? We’re not telling.

  • Fixed an issue where a few players got their Big Trouble in Little Vegas quest into an un-progressable state, having arrested Brygo but not choosing which prison he should be sent to. Any games in this state should now be progressable.

  • We fixed a crash that was caused by some aggressive driving on the part of the Scar Collectors crushing their allies through the map, their bodies hurtling endlessly and painfully through the infinite void which shall one day consume us all, the echoes of their screams swallowed by the inky blackness of the nothing. This has been resolved.

  • Fixed an issue in which areas in Little Hell, near the pool room, were non-navigable.

  • Sending Dierdre to La Perla now provides the intended reward. Which should be the immediate death of your squad and the game auto-uninstalling, but it’s probably ammo or something. You’re sick. You’re sick and you need help.

  • Numerous fixes to minor and/or rare-occurrence issues.

User Interface

  • In a recent patch, we changed how our font was bolded, which inadvertently made text more difficult to read at some resolutions. It’s been changed to more closely match the original text.

  • When hovering on a target to use either Hack Robot or Tame Predator, it’ll now show as “Impossible” if the requirement is over level 10.

  • Targeting a Strike ability with the mouse will now show a different mouse cursor, making it easier to tell you’re aiming the ability.

  • Ability tooltips for deployables will now list “Empty Space” as the target rather than “Allies and Enemies”.

  • Fixed an issue where character models and item requirements were not updating properly when cycling through your Rangers in the inventory.

  • Cleaned up various UI and gameplay issues around repairing the Kodiak when it was wrecked.

  • [Mac] Fixed some textures that could cause a crash while set to High or Ultra graphics settings.

Co-op

  • Fixed an issue where the game would sometimes softlock when two players looted the same item at the exact same time.

  • Improved the reliability of the host’s Multi-Kill Leadership bonus triggering in combat.

  • Fixed an issue in which some guest players could not move through an important door in the Old Survivalist Bunker map. Why did things in this map suddenly break? Because making video games is very very fun.

  • Fixed some host/guest sync issues for the final combat in Cheyenne Mountain.

  • Numerous co-op fixes to minor and/or rare-occurrence issues. You know what I wish was a rare occurrence? My mother-in-law! Heyooooooo!

Source: InXile

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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First Class Trouble State of Play 2021 Trailer Presents a Guide to Social Deduction

Get to the bottom of a mystery inside of a cruise ship filled with killer servants, as First Class Trouble State of Play 2021 Trailer presents a guide to social deduction, where you must figure out who you can trust and how you can survive against the wrath of C.A.I.N.

Here’s the new video released in this October’s State of Play serving as your guide to survival about this deadly cruise.

In First Class Trouble, players are randomly assigned roles — either as a Resident or as a Personoid. Residents are the regular human passengers onboard having a grand time, while the Personoids are mechanical engineered assistants with their programming overwritten. Throughout the game, Residents have to put a stop to the dangers after them by getting three keycards and progressing to C.A.I.N — the main A.I at the heart of the Alithea. For Personoids however they are tasked with eliminating the human guests at all costs. That means lying, deceiving, and eventually preventing them from getting out alive.

The game sounds awfully like Among Us — another popular social deduction game. A set of physical collector’s editions are on the way next year, and you can read the details about that here.

First Class Trouble will launch for PS4 and PS5 via PlayStation Plus on November 2.

Tim Villasor

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Deathverse: Let It Die Trailer Revealed, Check Out Gameplay Right Here

A new kind of survival action game is coming your way, as Deathverse: Let It Die trailer debuts at the PlayStation State of Play October 2021 digital event — showing off gameplay of some twisted characters and deathmatch combat that’s all about style and showing off your moves.

Here’s the trailer showing the follow up to the 2016 Let It Die.

Set a hundred years after the events of Let It Die, here’s the overview of Deathverse via press release and why the game puts emphasis on a reality show setting called Death Jamboree.

Set hundreds of years after the events of Let It Die, Deathverse: Let It Die brings players into the world of smash-hit reality show ‘Death Jamboree.’ Hosted by the charismatic Bryan Zemeckis, with commentary from former Champion Queen B, the MCs’ personalities are just as colorful as the bloodstained stage. While it’s well known that Death Jamboree is produced by the enigmatic Yotsuyama Broadcasting Company, the show’s past is steeped in mystery and led by a cabal of shadowy figures.

As one of the contestants of Death Jamboree, players will be outfitted with a special Wilson  robotic device that assists them in combat. They can turn into weapons, act as defensive tools, and help turn the tide of battle in this battle royale style arena where survival is the name of the game and the rewards are big if you come out of it alive facing UMAs and Hunters. An energy source called SPLithium is littered all around the uninhabited island the contest takes place in, and it becomes lethally poisonous after consumption — adding to the big risks and stakes of this game.

We’ve covered Let It Die news in the past, and we’ll be sure to feature more about Deathverse: Let It Die when it arrives for PlayStation in 2022.

Tim Villasor

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Death’s Door PS5 Release Date Announced With State of Play Trailer

Now available for Xbox consoles and on PC, Death’s Door on PS5 and PS4 has just got a proper release date during State of Play, with the sword-handed bird flying to the platforms in November 23. Check out its accompanying State of Play trailer below.

Besides the Death’s Door PS5 release date, developer Acid Nerve also highlighted the game’s DualSense capabilities over on the PlayStation Blog:

The 60fps frame rate is buttery-smooth, the Platinum trophy is fun and rewarding, and we have put extra care into creating haptic feedback for the DualSense wireless controller that brings an entire new dimension to the feel of the game.

As the sound designer, I was eager for the opportunity to create full haptic feedback support as soon as we started work on the PS5 version. This can be approached with as much detail as sound design – reflecting the weight, speed, complexity, and feel of each impact in the game.

When battling the Guardian of the Door, you can feel the overwhelming rush of energy from its laser attacks, while never losing the sensation of its weighty footsteps, the crack of each missile hitting the ground, and the impact of each of your attacks against it. These can all happen simultaneously without anything getting muddled up thanks to the fidelity of the DualSense controller.

What do you think? Are you excited to try out Death’s Door once it arrives for the PlayStation 5 this November? Let us know in the comments below!

MP1st Staff

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Kena Bridge of Spirits Update 1.011 Released for Halloween Stuff & Fixes This October 27

Ember Lab has released the Kena Bridge of Spirits update 1.011 patch this October 27 for both last-gen and next-gen platforms, and this brings some Halloween content into the game, as well as a host of fixes listed below in the full patch notes.

Kena Bridge of Spirits Update 1.011 Patch Notes:

Happy Halloween! We’ve hidden 3 new hats in the game that will only be around through November 1st.

We’ve also packed patch 1.11 with bug fixes and improved functionally for auto-save, photo mode, and the world map.

  • Added support for more auto-save slots (5).
  • Added location thumbnails to save files.
  • Improved quality and increased resolution of images captured with photo mode.
  • Added roll functionality to photo mode.
  • Photo mode now crops images to match the selected format.
  • Added ability to display collected items on the world map.
  • Added Meditation Spot tracking per region on the world map.
  • Improved ultrawide support on PC.
  • Fixed bugs related to save game state.
  • Fixed small Rot animation related bugs.
  • Animation, audio mixing and music bug fixes.
  • Fixed bugs relating to missing collectables and lost owl statues.
  • Reduced tracking on certain enemy and boss attacks.

Read on here for our review in case you haven’t picked it up yet and need something to convince you.

Source: Ember Lab

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Kena Bridge of Spirits Update 1.11 Patch Notes; Brings Halloween Content & Fixes This October 27

Ember Lab has released the Kena Bridge of Spirits update 1.11 patch this October 27, and this brings some Halloween content into the game, as well as a host of fixes! Read on for the full patch notes.

Kena Bridge of Spirits Update 1.11 Patch Notes:

Happy Halloween! We’ve hidden 3 new hats in the game that will only be around through November 1st.

We’ve also packed patch 1.11 with bug fixes and improved functionally for auto-save, photo mode, and the world map.

  • Added support for more auto-save slots (5).
  • Added location thumbnails to save files.
  • Improved quality and increased resolution of images captured with photo mode.
  • Added roll functionality to photo mode.
  • Photo mode now crops images to match the selected format.
  • Added ability to display collected items on the world map.
  • Added Meditation Spot tracking per region on the world map.
  • Improved ultrawide support on PC.
  • Fixed bugs related to save game state.
  • Fixed small Rot animation related bugs.
  • Animation, audio mixing and music bug fixes.
  • Fixed bugs relating to missing collectables and lost owl statues.
  • Reduced tracking on certain enemy and boss attacks.

If you still haven’t picked the game up, I suggest you do, as it’s quite an adventure! Read on here for our review.

Source: Ember Lab

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Star Ocean The Divine Force Trailer Debuted at State of Play, Coming in 2022

As 2021 marks the 25th anniversary for the series, the Star Ocean The Divine Force trailer officially dropped at State of Play today, with the release window set for next year. Head on down below to check out the debut trailer.

Besides the Star Ocean The Divine Force trailer, developer Square Enix also shared some new information for the game via PlayStation Blog:

Star Ocean The Divine Force is developed by Square Enix and tri-Ace, and set to release on PlayStation 4 and PlayStation 5 in 2022. The game features a story that blends sci-fi and fantasy, a rich lineup of characters and side stories, a battle system delivering exhilarating combat with easy controls, and more.

Features:

  • A story that changes based on the choices made, where heroes intersect between the two worlds of sci-fi and fantasy
  • A rich lineup of playable characters
  • Freedom to fly around the environment
  • Three-dimensional traversal and exploration where everything in-sight is a field for adventure
  • The Star Ocean game with the fastest and mightiest action in the series

What do you think? Are you excited to see this new mainline Star Ocean game in action? Let us know in the comments below!

MP1st Staff

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Little Devil Inside State of Play Trailer Goes In-Depth With World Map

The main highlight of the October State of Play was the Little Devil Inside State of Play trailer, as this new footage goes in-depth into several features of the game, in particular its expressive world. Check out the trailer below.

Besides the Little Devil Inside State of Play trailer, Developer Neostream Interactive also shared a few thoughts on the world map over at PlayStation Blog:

Essentially, we tried to create a dynamic, miniature-like representation of the world with tilt-shift effect.

During travel in world map travel view, you will come across and encounter various events. Some are forced but in most cases, you will have the option to engage or not.

Many are just simple interactions that can be performed while remaining in world map travel view, such as clearing up a road block or re-fuelling your vehicle at an oil station.

There are of course instances where you can zoom in further to an actual real-time gameplay level where you can perform all the real-time actions, attend to Billy’s (the protagonist) needs, and fulfill your missions.

What do you think? Are you excited to see more of Little Devil Inside? Let us know in the comments below!

MP1st Staff

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King of Fighters 15 Introduces Dolores, Open Beta Testing for PS4 and PS5 Announced

Prepare to shatter all expectations and get a taste of the fight early on PlayStation, as the King of Fighters 15 introduces the new fighter Dolores and open beta testing for PS4 and PS5 have been announced as well.

Here’s the new trailer introducing Dolores and announcing the Beta details!

Here’s a little description about Dolores as provided by the PlayStation Blog.

Our newest character is quite mysterious, as she’s a medium who can speak to the earth and control holy soil. Also, she’s joined arms with the general Heidern and another new character, Isla. Some may have noticed the details on her clothing are similar to the embroidery found on another character, and so along with that info and the fact that she’s paired up with such a strange team means this story is something you won’t want to miss! Get ready for some awesome fights with the cool and collected mysterious Dolores.

Additionally, open beta testing for the game will be coming exclusively to PS4 and PS5 users. Here’s the schedule for the different time zones as well as when the beta ends.

PST: November 19th 19:00 – 22nd 06:59

CET: November 20th 04:00 – 22nd 15:59

JST: November 20th 12:00 – 22nd 23:59

The last character trailer revealed for KOF 15 was that of the Ikari Warriors leader and commander Heidern. You can check that character trailer out here.

The King of Fighters 15 will be released on PS5, PS4, Xbox Series X|S, and PC on February 14.

Tim Villasor

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FNAF Security Breach Release Date Announced, Coming to PlayStation on December 16

One of the bigger announcements made during the latest State of Play this October 27 was the FNAF Security Breach release date, announced through a brand-new trailer. Check out the new trailer below, alongside new gameplay footage.

Here are the features of the game, via the PlayStation Blog:

Stealth and Speed

The animatronics Roxy, Chica, and Monty have been enlisted by Pizzaplex security to hunt you, and their pursuit is a relentless one. Strategizing how you’ll get past enemies is paramount to avoid those actively pursuing you, as well as more passive S.T.A.F.F. bots that will sound the alarm and call the animatronics to your location if they spot you. In the event you’re detected, run to escape the immediate danger quickly, but running is limited to the amount of stamina you’ve got, so use it wisely. The animatronics also evolve as the night progresses, which means you’ll need to adapt if you want to survive.

An Unexpected Ally

Freddy Fazbear himself is your most dependable ally, acting as a guide and protector through the Pizzaplex, giving you shortcuts, insider tips, and warnings about the challenges you’ll face. You can also hop inside Freddy’s oversized birthday-cake-hatch, allowing you to hide and march around undetected. You will need to be thoughtful about how and when you use Freddy because he’s only got so much power and requires frequent stops at recharge stations.

The Tools to Survive

The Pizzaplex is vast, and while that means more S.T.A.F.F bots required for upkeep, it also means there’s no shortage of hiding spots to pop into for a speedy evasion. It also means a ton of security cameras that you can access on your Fazwatch, allowing you to plan your path. You can also knock over different objects like paint cans and toys to draw the enemy’s attention – you will have to slip away before they get to your location, though, so make sure the distraction is worth the risk. Some weapons can stun enemies – the Faz Cam and Fazblaster. The Faz Cam acts as an immediate stun for the entire area in front of you, staggering attackers just long enough to escape. Unfortunately, it has a limited number of uses before requiring a recharge. The Fazblaster has unlimited ammo, but you’ll need to land a direct headshot for it to work, which is not so easy when an animatronic alligator has practically leaped on top of you.

Five Nights at Freddy’s (FNAF) Security Breach release date is set for December 16, with the game releasing on PC, PlayStation 4 and PlayStation 5.

MP1st Staff

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KartRider Drift Revealed, Will Be F2P and Launch in 2022

During today’s State of Play, Sony revealed a new kart racing game titled “KartRider Drift” which is a free-to-play game being developed by Nexon. There’s a new trailer out, and closed beta 3 on PS4 is open for registerations too!

Check out the trailer to see gameplay of the customization, mayhem and more.

PlayStation welcomes the newest title from KartRider, the popular racing franchise with over 300 million players! KartRider: Drift is the only free-to-play, cross-platform kart racer where arcade thrills and the fastest drift fueled competition meet deep kart and character customization, all delivered in stunning Unreal® Engine 4 graphics.

Challenge your friends regardless of what platform they play on and enjoy no barriers with no pay walls or pay to win racing. Created from the ground up for dynamic, online gameplay where new content will be added regularly with more significant content updates every Season!

It seems those who want a new racing game with an arcade slant has something to look forward to this 2022.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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State of Play Stream for October 27 – Watch It Live

Today is the day for another State of Play stream, with Sony set to reveal some information on upcoming titles coming to the PlayStation platform. Head down below for details on how to watch the streams and what time it will air.

State of Play Stream for October 27

You can watch the October 27 State of Play stream on the official PlayStation YouTube or Twitch channel. It will air at 2:00pm PT | 10:00pm BST | 5:00pm EST | 5:00am HKT (October 28).

As noted in the official post from Sony, the event will focus more on the upcoming third-party releases set to release on the PlayStation 4 and PlayStation 5. The show will run for about 20 minutes, and it will be a mix of updates for previously-announced titles and new reveals from different PlayStation partners across the world.

In case you missed it, Smash player Hungrybox leaked the character select screen for the Warner Bros. Multiversus game earlier. Since this is all about third-party titles, it would make sense if this game will be officially revealed during the stream.

Stay tuned here at MP1st for our coverage of the October 2021 State of Play stream.

MP1st Staff

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The Long Dark Update 1.97 Patch Notes; Brings Fixes This Oct. 27

Hinterland Games has released The Long Dark update 1.97 patch this October 27, and this brings a load of fixes to the action game. There are fixes to animation, gameplay, and loads more! Check out the full patch notes below.

The Long Dark Update 1.97 Patch Notes:

Hello Community,

We’ve just hotfixed The Long Dark to version 1.97 [85101]. This hotfix addresses issues that emerged with the launch of Episode Four, addresses certain gameplay bugs, and offers general game improvements. Please find the full list below. (NOTE: list may contain spoilers.) It may take some time for changes to take effect as platforms update. Thank you for your patience.

There are two issues in particular affected players should be aware of:

  • For any PlayStation players impacted by missing Episode Four Trophies at launch; we have a way to potentially regain your progress. Please visit this page on our support portal for more info.
  • [SPOILERS] Episode Four Steam Tunnel puzzle; some players reported that they were unable to open the Control Room door after the ice thawed while solving the Steam Pipe puzzle. If you encountered issues with this puzzle, this document might be helpful.

Don’t forget to visit our Support Portal for useful articles, or if you need to log an issue. To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio).

* * * * *

GENERAL FIXES

  • [Optimization] Fixed a rare issue that would prevent the Player’s footprints from appearing correctly in certain circumstances.
  • [Optimization] Fixed numerous performance hitches, which should result in a smoother play experience.
  • [Steam] Updated the Workshop String Table to include all Episode Four strings.

 

ANIMATION

  • [Animation] Numerous tweaks and polish to various mission related animations.
  • [Animation] Fixed an issue where certain climbing animations were broken when the FOV was set to maximum.
  • [Animation] Fixed an issue where the animation twitched during the Kill/Release choice after catching a Rabbit.
  • [Animation] Fixed an issue where Mackenzie’s arms shook incorrectly when climbing various areas.

ART, ENVIRO, and UI

  • [Accessibility] Updated Mature Language Filter to include some lines that were missed.
  • [Art] Optimized render distance on various objects found in Episode Four so they will become visible at the appropriate distance from the Player. This will reduce instances of distant objects popping in to the world.
  • [Art] Optimized the Steam Tunnels object and lighting draw distance to improve the overall visual quality and performance.
  • [Art] Tuned lighting in various interiors and fixed mismatched lighting on objects.
  • [Environment] Fixed an issue that caused the walls inside the Radio Hut to remain visible regardless of what room inside the Radio Hut you were in.
  • [Environment] Optimized the Mines to ensure the Gas is not drawn when not needed, resulting in performance improvements.
  • [Environment] Added some extra collision to the pipes in the Steam Tunnel to prevent the camera from clipping into the pipes.
  • [Environment] Fixed a gap found in the doors of the Power Plant.
  • [Environment] Fixed large black shadows found on the beds in the Blackrock Prison Infirmary.
  • [Environment] Moved the “Danger Electric Cables Over-Head” warning sign in the Steam Tunnel to make it more visible.
  • [Environment] Fixed numerous floating or clipping objects throughout the Blackrock Region.
  • [Environment] Fixed an issue where the water splash sound effect was missing when walking through water found in the Abandoned Mine.
  • [UI] Fixed an issue in the Journal’s exit button on the Collections -> Surveyed Locations screen so Players no longer need to change to a different screen to exit.
  • [UI] Fixed an issue preventing the Region displayed on the Map from updating correctly when using a cave to transition to a new Region.
  • [UI] Fixed an issue where the Mission Status tab would not reflect the state of the current active mission.
  • [UI] Tuned the icons on the Map screen so Mission Markers are sorted above other Map Markers.
  • [UI] Fixed an issue where the weather could change from the intended calibration preset while adjusting the Brightness in the Main Menu.
  • [UI] Fixed an issue where Open Cans can appear as closed when viewed in the Cooking Menu.
  • [UI] Fixed unaligned buttons on the “Continue to …?” screen that appears after completing an Episode.
  • [UI] Updated the Hardcase item description.
  • [UI] Updated the icon for Key 8 found in Episode One to a higher quality version.

 

GAMEPLAY

  • [AI] Fixed an issue where Wolves continued to eat carcasses after the carcass is gone.
  • [Audio] Added audio ducking to the Marine Flare, so its audio is no longer louder than in-game dialogue.
  • [Gameplay] Fixed an issue where water longer disappeared when clicking the “Move All to Container” button, then immediately transferring the water back to the container.
  • [Gameplay] Fixed an issue where the Maple Syrup would remain attached to the Player, instead of being removed from the world after being picked up.
  • [Gameplay] Sprain Risk is no longer disabled when taking a phone call.

 

CHALLENGE MODES

  • [Darkwalker] Tuned the wait time between placing a Banish Glyph and the Darkwalker appearing. Players should not have to wait extended periods of time, now.
  • [Hunted 1/2 and Whiteout] Added Socks to starting inventory.
  • [Whiteout] Tuned the mission complete percentage to be more accurate.

 

WINTERMUTE

** Please note that this section contains spoilers for WINTERMUTE. **

  • [Cinematics] Fixed several lighting issues across a range of Episode Four cinematics.
  • [Cinematics] Fixed an issue during Chapter 1: Blackrock Blues that could cause the audio in cinematics to no longer align with the animations, if the Player skipped a cinematic.
  • [Cinematics] Fixed an issue that would often cause in-game dialogue to be skipped if it was intended to play immediately after a cinematic during Episode Three.
  • [Environment] Fixed an issue with the Wolf found near the farm during Episode One so it now feeds on corpses, as intended.
  • [Environment] Fixed numerous locations where the Player could either become stuck or escape the map or intended progression route during Episode Four.
  • [Episode One] Fixed an issue where Mackenzie would appear without a bandaged hand while picking up the Hardcase.
  • [Episode One] Fixed clipping that could occur when climbing out of the Crash Site.
  • [Episode One] Fixed an issue that caused the audio for the fires at the Crash Site to continue to play after they had burned out.
  • [Episode One] Fixed an issue that would cause the skybox to briefly appear when exiting back to the Main Menu from inside the Grey Mother’s House.
  • [Episode Two] Fixed overlapping audio that can occur while speaking to Jeremiah.
  • [Episode Two] Fixed an issue where the Active Objective UI element would not appear as intended when bringing up the Radial Menu, after getting the Bear Spear during The Best Defense.
  • [Episode Two] Tuned the Aurora that occurs during the Return to Dam mission so it will now be fully active, instead of just starting.
  • [Episode Three] Fixed an issue that would prevent the Player from being able to progress if they saved the game right before answering the Phone at the burnt-out cabin, then reloaded the save during the Phone Call.
  • [Episode Three] Fixed an issue so that removing the fuse now correctly disables both the electrical visual and sound effects during Aftermath.
  • [Episode Three] Tuned the mission complete percentage to be more accurate during Forest Talker.
  • [Episode Three] HUD will no longer remain disabled after speaking to Molly.
  • [Episode Four] Fixed an issue where the final gauge could appear at full pressure when the valves were still incorrectly set during Steam Valve Puzzle #1.
  • [Episode Four] Fixed an issue that caused the interaction point on the Valve to shift if the Player entered the tunnels, then returned to the Valves during The Detonators.
  • [Episode Four] Fixed an issue where weapons and gear were not confiscated properly after completing The Detonators.
  • [Episode Four] Added safeguards to help prevent the Player from dropping the Bolt Cutters into unreachable locations in The Detonators.
  • [Episode Four] Fixed an issue that caused the Status bar to flicker prior to returning to gameplay after the cinematic sequence in Donner.
  • [Episode Four] Dialogue will no longer continue to play on the Death screen if the Player is caught during Donner.
  • [Episode Four] Increased the range at which the entrances can be seen during Convict Caches.

 

PLAYSTATION 4

  • [General] Fixed an issue where the game crashed for some players on launch.
  • [General] Fixed a potential crash that could occur when throwing an item.

 

WINDOWS 7

  • [General]  Fixed an issue where players using Windows 7 would become stuck on an unskippable black screen when playing an in-game video, such as the opening credits.

 

MAC

  • [Rendering] Fixed an issue that would cause rocks to not render on OpenGL systems.

 

SWITCH

  • [Rendering] Decreased the compression on numerous textures to increase the overall visual quality.

Source: Hinterland forums

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Path of Exile Update 1.94 Released for Scourge Expansion This Oct. 27

Grinding Gear Games has released the Path of Exile update 1.94 patch on consoles and PC today, October 27. This one is for the huge Scourge expansion, bringing in tons of new content and changes to the game. Head down below for the complete patch notes.

Path of Exile Update 1.94 Patch Notes | Path of Exile Update 3.16.0 Patch Notes:

Content Update 3.16.0 — Path of Exile: Scourge

The Scourge Challenge League

  • Challenge leagues are a great opportunity for a fresh start in a new economy. All of your old characters and items are still present in the Standard and Hardcore leagues, but you’re encouraged to join the new leagues, complete challenges and demonstrate your mastery of Path of Exile!
  • In the Scourge Challenge League, you’ll meet a mysterious figure who hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body. As you slay enemies, the Crucible fills with their blood. Once it reaches a certain threshold, you’re able to activate the device. This will instantly thrust you into a parallel reality, an alternate Wraeclast where some form of apocalyptic event is occurring. This Wraeclast is overrun by demons known as The Scourge. They’re powerful, dangerous and come in many forms. The more blood you have collected, the longer you can stay shifted into the parallel Wraeclast. But the longer you stay, the more damage you’ll take.
  • You can put an item inside the Blood Crucible. While you are killing the Scourge, it absorbs corruption from the alternate Wraeclast and focuses it onto the item. After enough kills, your item is ready to transform. When it does, it becomes corrupted and gains a pair of Scourged Modifiers. One of these is a beneficial mod and one is a detrimental mod. These scourged mods are in addition to the regular explicit and implicit mods or enchantments on the item.
  • Once you’re exploring the Atlas of Worlds, you may gain the ability to place maps in the Blood Crucible, alongside your equipment. When a Map absorbs enough corruption and transforms, it gains a beneficial and detrimental effect in the same way that a piece of equipment does, but can also gain a modifier that changes the behaviour of Scourge league in that map entirely.
  • With 3.16.0, there are Standard, Hardcore and Solo Self-Found variations of the Scourge challenge league available. They have the same core mechanics and items. You can create private league versions of these leagues, with mods that make the game harder.
  • The new challenge leagues include a set of 40 new challenges. When you complete 12 challenges, you will receive the Scourge Weapon. When you reach 24 challenges, you will receive the Scourge Wings. At 36 challenges completed you’ll receive Scourge Pet. These microtransactions are only obtainable in this league.
  • From the 19th challenge onwards and for every third challenge after that, you will receive pieces of the Scourge Totem Pole decoration to display in your hideout. The Totem Pole permanently showcases how many of the Scourge challenges you completed during the league.

Major New Content and Features

  • Added a new Intelligence Skill Gem – Energy Blade: Grants a buff which significantly lowers your maximum Energy Shield to transform your equipped weapons into Swords formed from that energy. Casting the spell again removes the buff. Requires a Non-Bow weapon.
  • Added a new Dexterity/Intelligence Skill Gem – Temporal Rift: Reserves Mana to apply a buff and leave afterimages of your recent past. Cast the spell again to return to the oldest afterimage, teleporting you to that location as well as resetting your Life, Mana and Energy Shield to the values they had then.
  • Added a new Dexterity/Intelligence Skill Gem – Tornado: Create a Tornado that repeatedly damages enemies around it. It will move forward for a duration, during which your projectiles can collide with it to deal damage as though it was an enemy. Then it will chase down enemies for a secondary duration, and reflect a portion of the damage it took from your projectiles to them in addition to its own damage.
  • Added a new Dexterity Skill Gem – Poisonous Concoction: Throws an explosive bottle that deals unarmed attack damage in an area and has a chance to poison. Can consume charges from a Life Flask to add further damage. Requires an empty main hand, and no off-hand weapon.
  • Added a new Intelligence Skill Gem – Soul Link: Targets an allied player to apply a buff which links you to them for a duration. While linked, your Energy Shield will intercept some of the damage they would take. If the target dies while linked, you will also die. This skill cannot be used by Totems, Traps, or Mines.
  • Added a new Strength/Intelligence Skill gem – Protective Link: Targets an allied player to apply a buff which links you to them for a duration. While linked, they copy your block chance and recover life when they block. If the target dies while linked, you will also die. This skill cannot be used by Totems, Traps, or Mines.
  • Added a new Intelligence Skill gem – Intuitive Link: Targets an allied player to apply a buff which links you to them for a duration. While linked, their hits can trigger your supported spells. If the target dies while linked, you will also die. This skill cannot be used by Totems, Traps, or Mines.
  • Added a new Dexterity/Strength Skill gem – Vampiric Link: Targets an allied player to apply a buff which links you to them for a duration. While linked, your life leech gives recovery to them instead. If the target dies while linked, you will also die. This skill cannot be used by Totems, Traps or Mines.
  • Added a new Strength Skill gem – Flame Link: Targets an allied player to apply a buff which links you to them for a duration. While linked, they deal additional fire damage based on your life. If the target dies while linked, you will also die. This skill cannot be used by Totems, Traps, or Mines.
  • Added a new Intelligence/Dexterity Skill gem – Destructive Link: Targets an allied player to apply a buff which links you to them for a duration. While linked, they use your critical strike chance for main hand hits. If the target dies while linked, you will also die. This skill cannot be used by Totems, Traps, or Mines.
  • Added 13 new Divination Cards, designed by our supporters.
  • Added 7 new Unique Items.
  • Added Expedition to the core game, with a few adjustments. Please read the Expedition Changes section for more information.
  • As we move new leagues to the core game, we will replace outdated obsolete content. In this case, Expedition replaces Perandus. Please read the Perandus Removal section for more information.
  • Introduced the Tainted Mythic Orb, a currency item that unpredictably either upgrades a corrupted item to unique rarity or destroys it. This item can be obtained from Scourge encounters.
  • Introduced the Tainted Divine Teardrop, a currency item that unpredictably raises or lowers the tier of each modifier on a corrupted rare item. This item can be obtained from Scourge encounters.
  • Introduced the Tainted Exalted Orb, a currency item that unpredictably adds or removes a modifier on a corrupted rare item. This item can be obtained from Scourge encounters.
  • Introduced the Tainted Chaos Orb, a currency item that unpredictably either reforges a corrupted rare item with new random modifiers or removes all of its modifiers. This item can be obtained from Scourge encounters.
  • Introduced the Tainted Chromatic Orb, a currency item that unpredictably reforges the colour of sockets on a corrupted item. This item can be obtained from Scourge encounters.
  • Introduced the Tainted Jeweller’s Orb, a currency item that unpredictably adds or removes a socket on a corrupted item. This item can be obtained from Scourge encounters.
  • Introduced the Tainted Orb of Fusing, a currency item that unpredictably adds or removes a link to the largest group of linked sockets on a corrupted item. This item can be obtained from Scourge encounters.
  • Introduced the Tainted Blacksmith’s Whetstone, a currency item that randomises the quality of a corrupted weapon. This item can be obtained from Scourge encounters.
  • Introduced the Tainted Armourer’s Scrap, a currency item that randomises the quality of a corrupted armour. This item can be obtained from Scourge encounters.
  • Introduced the Tainted Blessing, a currency item that can be placed in the Divine Font to allow Enchantment of Corrupted Gloves, Boots, Helmets or Belts.
  • Introduced the Sacred Orb, a currency item that randomises the numeric values of the base defences on an armour.

Minor New Content and Features

  • Added two new Gem Socket Notches options: Small Notches and Large Pattern. You can change between these Socket Notches and the Default Sockets in the UI page of the Options Panel.
  • Stackable items dropped from Chests and as rewards at the end of encounters (such as Delve, Ritual, Incursion, Delirium and Blight) will no longer drop multiple stacks of the same item. They instead collate it into a single combined stack of the item.
  • Map Fragments for The Apex of Sacrifice, The Alluring Abyss, The Shaper’s Realm, Absence of Value and Meaning, and the Pale Court now have a Stack Size of 10. Scarabs also now have a Stack Size of 10.
  • Incubators now display Item Level on their Item Tooltip and Icon. It is also now possible to stack Incubators of the same type and Item Level, with a Stack Size of 10.
  • It is now possible to promote a party member to replace you as the leader of your party if you are the current leader.
  • An Explosive or Poisonous Flask will now be visually attached to your Character’s Belt when socketing the Explosive Concoction or Poisonous Concoction Skills in your equipped items.
  • Updated the visual buff effect for Bone Armour.
  • Some Monsters in Act 2 have had their visual effects updated, and the existing animations of many Monsters have been improved. We’ll be reviewing the balance of Monsters in Act 2 in a future patch.
  • Continued to incrementally improve the sound, art, effects and environments.

Expedition Changes

  • Expedition has been added to the core game. You can find Expeditions from Act 6 onwards, and in Maps you’ll have approximately an 8% chance to encounter an Expedition site.
  • Expedition Artifacts are no longer tradeable items, which has two key effects. The first is that they are automatically collected as you complete Expeditions, and the second is that all characters can now engage with the Kalguuran merchants without having to feel that their best plan is to trade the currency away to other players who may use it more efficiently than them. It’s a difficult decision working out whether to make specific items tradeable or not, but we feel that on balance, this new approach will solve several problems with the system. It’s also worth noting that the currency items that allow you to reroll the vendors’ inventories are still tradeable.
  • Logbooks now have a maximum Area Level of 83.
  • Logbooks now display their Area Level on their Item Icon.
  • Accessing Expedition Vendor shops now has a character level requirement of 35.
  • Replaced Perandus Scarabs with new Expedition Scarabs. This change affects existing Scarabs.
  • Replaced the Decadent Incubator with a new Kalguuran Incubator, which can be added to an equippable item, dropping an Expedition Item after killing a certain amount of Monsters. This change affects existing Decadent Incubators.
  • Existing Decadent Delirium Orbs will be replaced with Kalguuran Delirium Orbs, which add layers of Delirium with the Expedition Item reward type to Maps. This is the only source of Kalguuran Delirium Orbs, these are unobtainable as item drops or from any other source.
  • Existing Metamorph Organs that previously gave Perandus rewards will instead provide Expedition Item rewards. Expedition rewards cannot be obtained from new Metamorph encounters.
  • Rog’s crafting prices have been tweaked so that Common Artifacts aren’t in higher demand than Lesser and Greater Artifacts.
  • Monsters spawned in Expedition encounters now have 35% less chance to spawn Beyond Portals on Death.
  • Expedition Faction Currency Chests are now more common than other Chests in Expedition Logbooks.
  • The “Runic Monsters are Duplicated” Remnant modifier is now rarer.
  • Remnant modifiers found in Expedition sites that grant Runic Monsters and Chests a chance to drop an additional Map or Unique now grant 20% chance (previously 35%).
  • Remnant modifiers found in Expedition sites that grant Runic Monsters and Chests a chance to drop an additional Gem, Weapon, Jewellery Item or Armour Item can now be found at all Levels of Expedition Sites (previously up to Level 67 Expedition sites).
  • Added new Expedition Watchstone Modifiers, some of which can increase the amount of Expedition rewards dropped by Monsters.

Perandus Removal

  • Perandus has been removed from the core game. Some sources of Perandus Item rewards from other League content have been replaced with Expedition Item rewards, as noted above.
  • Perandus Coins can no longer drop, though you are still able to store any existing Coins in the Currency Stash Tab.
  • The Perandus Manor Unique Chateau Map can no longer drop, and it is no longer possible to open this Map in a Map Device.
  • “The Mayor” and “Squandered Prosperity” Divination Cards can no longer be obtained. Existing Divination Cards can still be turned in.
  • The following Uniques have been added to the core drop pool: Seven-League Step, Umbilicus Immortalis, Trypanon, Varunastra, and Zerphi’s Last Breath.
  • “The Cheater” Divination Card can now drop from Guff “Tiny” Grenn.
  • The Ivory Temple Map Boss has been replaced.

Guild Improvements

  • You can now Ctrl+Click items from your Inventory to store them in a Guild Stash. You can also now Shift+Click a stack of items in a Guild Stash to withdraw a partial stack of items.
  • Currency, Map, Quad, Unique, Divination, Fragment, Essence, Delve, Delirium, Metamorph and Blight Stash Tabs can now be purchased for Guild Stashes. We’ve also added the ability to create Stash Tab Folders and set Affinities for Guild Stash Tabs.
  • The Guild Stash History webpage has also seen improvements, now displaying the quantity of an item that has been added or removed, and which Stash Tab those items were stored in. You can also now set a custom date range to view changes within that time frame, and download the displayed history as a .CSV file.
  • Introduced Guild Hideouts: Guild Hideouts feature a Map Device and Crafting Bench that can be used by all Guild Members. When in a party with fellow Guild Members, the party can all access the party leader’s Map Portals from the Guild Hideout.
  • Guild Leaders can select which Hideout to use for their Guild Hideout from ones they have discovered throughout the game. Microtransaction Hideouts can also be purchased to be used for a Guild Hideout from donated Guild Points. Note: Microtransaction Hideouts purchased for Personal Hideouts do not grant the ability to use them as Guild Hideouts.
  • Hideout Decorations for Guild Hideouts can be purchased using donated Guild Points.

Hideout Improvements

In addition to the Guild improvements noted above, we’ve also made improvements to Hideouts in Path of Exile: Scourge.

  • If a Hideout closes with portals still open, it no longer prevents access to the Map. Instead, whenever a player joins a Hideout or Guild Hideout, any previously opened portals are reopened if the destination Map still exists.
  • Map Portals to empty Map instances will not expire so long as the Map owner remains in either their Hideout or Guild Hideout.
  • The Master Level and Favour systems have been removed entirely.
  • You now have unlimited access to a range of Hideout Decorations through the Decorations Tab in both Personal and Guild Hideouts (excluding purchased Microtransaction Hideout Decorations).
  • We’ve added a “Tag” search system for Hideout Decorations which can be used in addition to the existing search field to quickly locate specific Decorations.
  • As a result of these changes, the Forsaken Masters Achievement is now completed after defeating each Master’s most dangerous foe: The Vaal Omnitect for Alva, Aul, the Crystal King for Niko, Farrul, First of the Plains for Einhar, The Syndicate Mastermind for Jun, and The Shaper and Elder for Zana.
  • The Watchstone Modifier that granted increased Master Favour gained can no longer roll. Existing Watchstones with this Modifier will still exist, but will do nothing.
  • Increased Master Favour has also been removed from the “A Gracious Master Prophecy” and the Atlas Passive in The Uncharted Realm, these still provide their other functions still.

Uber End-Game Content

  • Added new Blight-ravaged Maps. These Maps can be obtained by completing high tier Blighted Maps, and can be Anointed up to 9 times (with a maximum of 3 Oils of the same type). Monsters within these Maps both move faster and have substantially more life than those found within Blighted Maps.
  • Added new Unrelenting Timeless Emblems, which can drop from Domain of Timeless Conflict encounters. Unrelenting Timeless Emblems provide improved rewards, with Monsters gaining challenging modifiers each time they are revived.
  • Many Legion Monsters have had the maximum distance they are able to use their long-ranged skills reduced, or can no longer use their long-ranged skills against other Legion Monsters.
  • Added new Flawless Breachstones which are more challenging, and thus more rewarding, than other kinds of Breachstones.
  • Rare Monsters in Breach Domains now drop an additional Reward Type, with Rare Monsters in Flawless Breach Domains dropping two additional Reward Types.
  • Breach Domain Areas now have additional random Modifiers, with Areas opened from Flawless Breachstone having four additional random Modifiers.
  • Breach Domain Areas no longer have the Modifier which grants increased Quantity of Items found in the Area.
  • Loot accumulated from killing Monsters in Breach Domains now drops upon reaching the Boss Arena Portal, instead of dropping throughout the encounter.
  • Added 10 additional waves to the Simulacrum, it now has a total of 30 waves. As you can expect, these extremely difficult extra waves are very rewarding and feature escalating chances for a Delirium boss to spawn.
  • With each wave you play, the Simulacrum now has an increasing chance of dropping cluster jewels, and past wave 20, Delirium unique items.
  • The drop rate of Delirium Orbs from Delirium encounters has also been increased.

Atlas and Map Changes

  • The Atlas now has only four regions: Haewark Hamlet, Valdo’s Rest, Glennach Cairns, and Lira Arthain. The number of obtainable Watchstones has been reduced to 16 (previously 32), and there are now 118 Maps on the Atlas (previously 164).
  • The following Maps have been removed from the Atlas: Academy, Arachnid Tomb, Arena, Bazaar, Beach, Belfry, Bramble Valley, Burial Chambers, Cage, Castle Ruins, Channel, City Square, Cold River, Colonnade, Coral Ruins, Courthouse, Coves, Crater, Crystal Ore, Desert Spring, Excavation, Factory, Frozen Cabins, Geode, Graveyard, Iceberg, Infested Valley, Ivory Temple, Jungle Valley, Lava Chamber, Marshes, Mesa, Pen, Peninsula, Phantasmagoria, Pier, Precinct, Primordial Pool, Ramparts, Residence, Scriptorium, Shipyard, Shrine, Villa, and Volcano. The Perandus Manor Unique Chateau Map has also been removed.
  • The Augmented Distant Memory Unique Courthouse Map is now a Unique Haunted Mansion Map, as Courthouse is not currently on the Atlas.
  • The unlock requirements for Zana’s Map Device options have been reduced, relative to the decrease in number of Maps on the Atlas.
  • Each bonus objective you complete now increases the chance for Maps to drop one tier higher by 1.5% (previously 1%).
  • Each 4 awakening bonus objectives you complete increases the effect of Modifiers on Non-Unique Maps by 1% (previously each 6).
  • Map tiers and locations have been shuffled. Most maps are now initially found at a different tier.
  • Item Base Types specific to the Atlas have had their drop regions updated, with some being shuffled to other regions. Atlas Rings now drop in Tier 11 or higher Maps (previously Tier 6 or higher).
  • The following Base Types can be found in Haewark Hamlet: Crystal Belt, Gripped Gloves, Marble Amulet, Opal Ring, and Two-Toned Boots (Evasion/Energy Shield).
  • The following Base Types can be found in Valdo’s Rest: Artillery Quiver, Convoking Wand, Iolite Ring, Spiked Gloves, and Two-Toned Boots (Armour/Evasion).
  • The following Base Types can be found in Glennach Cairns: Apothecary’s Gloves, Blue Pearl Amulet, Cerulean Ring, Two-Toned Boots (Armour/Energy Shield), Vanguard Belt, and Vermillion Ring.
  • The following Base Types can be found in Lira Arthain: Bone Helmet, Fingerless Silk Gloves, Fugitive Boots, Seaglass Amulet, and Steel Ring.
  • Additional targets for the following Prophecies have been added as their original targets can no longer be found on the Atlas: Battle Hardened, Burning Dread, Darktongue’s Shriek, and The Malevolent Witch.
  • The option for Maven to release all Bosses at once is now a Modifier found on Maven Invitations, and will no longer occur unless you open an Invitation with this Modifier.
  • Captured Boss progress in The Uncharted Realms is no longer lost in Permanent Leagues when the Atlas is shuffled.
  • Some of the Map Bosses you are required to defeat to upgrade your Pantheon have changed as a result of these Atlas changes.
  • Crafting Recipes that were previously unlocked in Maps that have been removed are now found within other Maps currently on the Atlas.
  • Many Divination Cards have found new homes as a result of the Atlas Changes:
  • The Fiend can now drop in Poorjoy’s Asylum.
  • The Army of Blood can now drop in Poorjoy’s Asylum.
  • The Bitter Blossom can now drop from Oshabi, Avatar of the Grove.
  • Time-Lost Relic can now be found in Expedition Logbooks.
  • The Jester can now drop from Ash Lessard.
  • Vinia’s Token can now drop in the Palace Map.
  • The Drunken Aristocrat can now drop in the Laboratory Map.
  • The Chains that Bind can now drop in the Dungeon Map.
  • The Thaumaturgist can now drop in the Alleyways Map.
  • The Dapper Prodigy can now drop in the Palace Map.
  • The Tyrant can now drop in the Primordial Blocks Map.
  • The Jeweller’s Boon can now drop in the Mineral Pools Map.
  • The Undaunted can now drop in the Conservatory Map.
  • The Messenger can now drop in the Port Map.
  • Baited Expectations can now drop in the Dry Sea Map.
  • A Note in the Wind can now drop in the Dry Sea Map.
  • The Academic can now drop in the Museum Map.
  • Unchained can now drop in the Dungeon Map.
  • The Unexpected Prize can now drop in the Palace Map.
  • Cursed Words can now drop in the Cemetery Map.
  • The Journalist can now drop in the Haunted Mansion Map.
  • The Enthusiasts can now drop in the Museum Map.
  • The Master can now drop in the Lair Map.
  • More is Never Enough can now drop in the Vault Map.
  • The Offspring can now drop in the Stagnation Map.
  • The Mind’s Eyes can now drop in the Bone Crypt Map.
  • The Golden Era can now drop in the Basilica Map.
  • Brotherhood in Exile can now drop in the Chateau Map.

Atlas Passive Changes

Some Atlas Passives have been removed as a result of the number of Atlas Regions changing, while others have been moved to another Region.

Here are the Atlas Passives now found in each Atlas Region:

  • Haewark Hamlet: Bumper Crop, Heart of the Grove, The Grove’s Call, Amplified, Controlled Corruption, Seance, Paid in Blood, Sacred Lands, Finest Samples, High Yield, Escaped Experiment, Intelligence Gathering, Test of Loyalty, and Bribery.
  • Glennach Cairns: Scent of Blood, Torn Veil, Per Diemon, Underground Kingdom, Abyssal Army, Lightless Legion, Total Anarchy, Rogue Trader, Time Dilation, Resource Reallocation, Contested Development, Face to Face, Protracted Battle, and High Value Targets.
  • Lira Arthain: Distinguished Demolitionist, Buried Knowledge, Ancient Writings, Secret Stash, Inside Job, Big Game, Great Migration, Natural Selection, Gatekeepers, Flash Breach, Within Their Grasp, Trespassers, and Exotic Goods.
  • Valdo’s Rest: Persecutory Delusion, The Singular Eternity, Greater Forces, Ominous Arrival, Diplomatic Escort, Twice Tempted, Tamper-Proof, Guarded Hoards, Sulphite Infusion, Packed with Energy, Spores on the Wind, Immune Response, and Epidemiology.

New Expedition Atlas Passives have been added:

  • Distinguished Demolitionist: 35% increased Explosive Radius in Areas. 20% increased number of Explosives in Areas.
  • Buried Knowledge: 50% increased Quantity of Expedition Logbooks dropped by Runic Monsters in Areas. Areas contain 25% increased number of Runic Monster Markers.
  • Ancient Writings: Remnants in Areas have 40% chance to have an additional Suffix Modifier. Expeditions in Areas have +2 Remnants.
  • Small Expedition Passives: Areas have +3% chance to contain an Expedition Encounter.

Changes to existing Atlas Passives:

  • The previous Rich Veins and Sulphite Sentinels Atlas Passives have been combined, now called Guarded Hoards. This provides: Voltaxic Sulphite Veins and Chests in Areas have 10% chance to contain double Sulphite. Sulphite Veins and Chests in Areas are guarded by Sulphite-hoarding Monsters.
  • Epidemiology no longer provides “Blighted Maps found in Areas are Anointed”. It now has “Blight Chests in Areas have 100% more chance to contain Blighted Maps” (unchanged), and “Lanes of Blight Encounters in Areas have 35% chance for an additional Reward Chest” (previously found on Mass Mycelium).
  • Flash Breach no longer grants “Breaches in Areas spawn 10 additional Rare Monsters”. It now grants “Breaches in Areas have 30% increased Monster density” and “Breaches in Areas have 30% increased Area of Effect”.
  • Time Dilation now grants “Incursions in Areas have 33% chance for all Monsters to be at least Magic”, instead of “Incursion Monsters in Areas are at least Magic”.
  • The following Atlas Passives in The Uncharted Realm have been changed:
  • Close Allies: Gain 1 additional Atlas Mission from each Master each day. Areas have +7% chance to grant an Atlas Mission on Completion (previously +10% chance to grant an Atlas Mission on Completion).
  • Master of the Atlas: No longer has “Zana Missions in Areas grant 100% increased Favour” as the Favour system has been removed entirely.
  • Atlas Mission Chance: Previously called “Master Favour”. Now grants “+3% chance to grant an Atlas Mission on Completion”, instead of “Missions in Areas grant 30% increased Favour”.

Delve Changes

Problem:
The current state of Delve leaves players having to spend a huge amount of time playing through relatively easy content in order to reach content that is more challenging and rewarding. Delve doesn’t sufficiently reward this time investment.

Solution:
Make Delve difficulty and rewards scale much more quickly with Depth. Grant high level players immediate access to harder Delve content. Make a number of changes to the rewards, difficulty and monster mechanics of Delve content to make it more challenging and rewarding.

Labyrinth Changes

Problem:
Finding all six Trials of Ascendancy often took a very large number of maps. Assuming players were playing alone, it averaged to around 150 maps to find them all, but could be much more if players were unlucky. By this point, players were often over-levelled for the content and were starting to encounter difficult-enough endgame content where the extra Ascendancy skills were sorely needed. This problem would be further exacerbated by the reduction in Atlas size taking place in the Scourge expansion.

We recently added a means to open random Trials of Ascendancy in the Map Device by consuming an Offering to the Goddess. While this made finding all the trials easier, it often felt lossy as it required you to sacrifice something of value. You could have used that to run an Eternal Labyrinth for more enchantment opportunities and Labyrinth reward chests.

Solution:
In Path of Exile: Scourge, you’ll no longer need to complete all of the Trials of Ascendancy found in maps in order to access the Eternal Labyrinth. You’ll simply need to travel to the Labyrinth, paying one Offering to the Goddess.

In Path of Exile: Scourge, we’re making a number of changes to improve how characters mitigate ailments, use flasks, and build defences. We’re also addressing the extreme power of Auras and Curses in parties, while improving the strength of these mechanics for builds with a smaller investment. Finally we’re changing Elemental Overload and Elemental Equilibrium and massively buffing elemental damage over time to be less dependent on them.

Assembled below are topics with identified problems and our intended solutions. Below each solution is a spoiler tag with the specifics of what we’re changing, including patch notes. Please note that as we’re still just over a week out from release, anything here is subject to change based on our further testing and your feedback.

Ailment Mitigation

Problem:
In 3.15, we changed how flasks prevent ailments and curses on you, but didn’t provide enough reasonable alternatives for mitigating ailments.

Solution:
Introduce a large number of options and improve existing options for characters to deal with Ailments. Characters should now be able to pick between reservation skills that mitigate ailments, remove effects reactively with life or mana flasks, gain immunity at a cost through Utility Flasks, or use improved modifiers on items and the passive skill tree to mitigate ailments and curses.

Flasks

Problem:
Many Flask modifiers grant buffs during Flask Effect, which isn’t well-suited to a Life or Mana Flask’s short and reactive nature.

Solution:
Added new modifiers to Life and Mana Flasks that are impactful but brief, and have a Duration rather than applying during Flask Effect.

Problem:
Utility Flasks are usually used proactively, but the Ailment protection modifiers introduced in 3.15.0 work by reacting to an Ailment on you.

Solution:
Replace the Ailment Removal Modifier on Utility flasks with one that grants Ailment Immunity but lessens flask duration. Note that base durations on Utility flasks have been increased to compensate (see below).

Problem:
Utility Flasks are sustainable with enough character damage and clear speed, but there aren’t easy ways to sustain Utility Flasks for less-powerful characters.

Solution:
Add new modifiers and improve existing modifiers on Flasks that affect their duration or charge gain. Add some new Passive Skills to help sustain Flasks. Extend the base duration of Utility Flasks to reduce how often they need to be used.

Problem:

Even after lowering the power of many Unique flasks in 3.15.0, Unique Flasks still outclass most Magic Utility Flasks. In addition, the item level of flasks did not matter after a certain point.

Solution:
Add multiple tiers to most Flask modifiers. At higher levels, Flasks now have much more powerful effects available. Flask modifiers that increase Armour or Evasion are now weaker at their first tier as the changes to Armour and Evasion below make them more powerful. These changes allow us to restore some of the power that was removed from Flasks in 3.15 without affecting the early-mid game so much.

Problem:
Enkindling effects on Flasks aren’t impactful enough, and aren’t bringing Flasks back to the kind of power that non-permanent uptime should grant.

Solution:
Buff some Enkindling Orb effects, most notably the increased Flask Effect modifier.

Problem:
Belts are the item slot intended to enhance Flasks, but only have a limited list of modifiers that actually affect Flasks in their modifier pool.

Solution:
Add more tiers to Flask modifiers on Belts, and move the Flask Effect modifier out of the Influence modifier pool into the base modifier pool for Belts.

Problem:
Instant-recovery Life Flasks are by far the most reliable tool for survivability, as the total Life recovery from a Flask is reasonable but spread over a long period of time.

Solution:
Keep the total Life Recovery from all Life Flasks the same, but halve the amount of time for this to occur, which doubles their healing per second. This is a huge improvement to how effective non-instant Life Flasks are at keeping you alive in tough situations.

Problem:
There are no accessible tools for a player to change their charge gain method if gaining charges on kill isn’t well-suited to their slower playstyle.

Solution:
The “Survival” Unique Jewels available from the “Through Sacred Ground” quest have been reworked to let you gain charges another way, while reducing the charges gained from kills.

Problem:
Rangers don’t have a form of Life Recovery that they excel at, while almost every other core character has a signature special Recovery method.

Solution:
Add new and improve existing passive skills specialising in the recovery of charges for life and mana Flasks as well as life recovery from Flasks in the Ranger section of the Passive Skill Tree.

Core Character Defences and Recovery

We are doing a major balance pass to improve defences and recovery for all characters. The goal here is to put more power into the core defences (Armour, Evasion and Energy Shield) to make them the best way to mitigate the kind of damage they are best at preventing, while taking some of that power away from the one-off mechanics that provide a significant defence for too low a cost. While some individual mechanics have been nerfed, this is overall a massive buff to defenses across the board.

Previously, there were some very tanky characters, but they were gated behind specific niche mechanics and uniques that were not accessible to everyone. What we’re doing here is moving a lot of that power to everyone else, so that core defenses are far more powerful than they were before.

We’re also making sure that every type of character has plenty of ways to mitigate a much more diverse set of damage types. For example, Evasion mitigates Attacks well, so we’re introducing Spell Suppression to help Evasion builds protect themselves against Spells.

Overarching Problem:
Dodge and Blind provide more mitigation for fewer passive points and item slots than any other defence type. Attack Dodge does this in a form that is almost identical to Evasion but is far more efficient.

Overarching Goal:
Remove Dodge entirely and review certain powerful mechanics like Blind (and Fortify for non-melee characters). Improve almost every other scalable defence type significantly to make them more powerful. This includes Armour, Evasion, Energy Shield Recovery and Spell Block.

Problem:
Armour as a core stat doesn’t provide sufficient defence with low to medium investment. Armour characters instead rely on a number of other mechanics to provide them with the defence against Physical Damage that Armour is meant to provide.

Solution:
Improve the Armour formula so that Armour is more powerful, providing better mitigation across the board, and increase the strength of modifiers on items that add base local Armour.

Problem:
Evasion doesn’t provide sufficient defence. Evasive characters instead rely on the Acrobatics and Phase Acrobatics keystones to provide Attack and Spell mitigation.

Solution:
Remove Attack Dodge entirely. Substantially buff Evasion so that it is a good option and make sure it is easily available on items.

Problem:
Evasion provides no defence against Spells.

Solution:
Introduce “Spell Suppression” on Evasion items as well the Dexterity section of the Passive Skill Tree, which gives a chance to halve spell damage taken. The chance can be stacked up to 100%. Convert existing sources of Dodge and Spell Dodge to Spell Suppression or replace them with other bonuses.

Problem:
Due to Armour and Evasion not working effectively as primary defences previously, we’ve introduced a lot of mechanics over the years that either scale them too efficiently or scale off them too efficiently (or not well enough). The intention would be that the straightforward way of getting armour or evasion on your items is the best way to maximise its efficacy.

Solution:
Review all mechanics that scale off Armour/Evasion, and all mechanics that grant large values or increases to Armour and Evasion.

Problem:
Characters who rely solely on Armour are not protected against Elemental Damage.

Solution:
Add more Maximum Elemental Resistances to areas of the passive tree that have Armour in them.

First Problem:
The Veiled modifier that increases quality on equipment was required to maximise the Energy Shield from an item. This is a problem because you cannot pick up the best Energy Shield items off the ground.

Second Problem:
Stacking the “Energy from Naught” notable passive on Cluster Jewels was too efficient as a way to maximise your Energy Shield.

Solution:
Replace the Veiled modifier and lower the power on the Energy from Naught Notable. Compensate all characters for the loss of maximum energy shield by increasing the strength of all Energy Shield base types. Add more Energy Shield to the passive skill tree.

Problem:
With the desire to increase Armour, Evasion and Energy Shield power across the board, we felt that the base values on items were too low. In addition, we feel that our item system needs more base type heterogeneity.

Solution:
Base Types are now generated with a random 0-15% (on average) higher base defence, as an inbuilt property. This means that all base types can be better than they currently are, and armour base types are not homogeneous any more.

Problem:
Energy Shield is most often used with leech and regeneration like Life, rather than embracing its unique recharge mechanic.

Solution:
Increase the base recovery rate of Energy Shield recharge. Rework the downside of the Wicked Ward Keystone. Move improvements to Energy Shield Recharge to the core modifier pool for Energy Shield gear, away from specialised item mechanics.

Problem:
Builds wanting to invest in both Evasion and Energy Shield rely heavily on Ghost Dance, requiring them to be a Trickster.

Solution:
Give everyone access to Ghost Dance as a Keystone Passive.

Problem:
Builds wanting to invest in both Armour and Energy Shield have no mechanic that gives a synergy between the two.

Solution:
Add a new Keystone Passive Skill, and add more hybrid Armour/Energy Shield Passives to the Templar section of the Passive Skill Tree.

Problem:
Some areas of the Passive Skill Tree, the Shadow area in particular, have no defence against (and very little life regeneration to overcome) Damage over Time effects.

Solution:
Improve Life Regeneration modifiers on gear, and add a new Keystone between the Witch and Shadow area on the Passive Skill Tree to heavily dampen the initial impact of Damage over Time.

Problem:
A few specific mechanics grant a lot of Life Regeneration, especially with Endurance Charge stacking, but for many other sources Life Regeneration is not very powerful.

Solution:
Remove various sources of Life Regeneration per Endurance Charge or lower their values, review effects that give Life Recovery Rate and high values of Life Regeneration. Add new passives in the Strength area of the tree that grant Life Regeneration and one source of increased Life Regeneration Rate.

Problem:
Shadow attackers don’t have a form of Life Recovery that they excel at, while almost every other core character has a signature special Recovery method.

Solution:
Add new passive skill clusters to the Shadow area of the Passive Skill Tree, allowing investment in a combination of Life on Hit, Life on Kill and Life Leech. This also includes a source of Maximum total Life Recovery per Second from Life Leech in the Shadow area of the passive tree.

Problem:
Witch and Shadow casters don’t have an accessible form of Life Recovery.

Solution:
Add new passive skill clusters to the area of the Passive Skill Tree between Shadow and Witch, allowing investment in Life on Kill and recouping a portion of damage taken as Life.

More information on Passive Skill Tree changes will be coming later.

Problem:
Block is a pretty fundamental form of defence available to characters, seeing as it is available on Shields, but the Gladiator Ascendancy is far more efficient for Block investment compared to any other class because of the Gladiator’s “Versatile Combatant” notable skill that grants as much Spell Block as you have Attack Block.

Solution:
Give everyone access to a weaker form of Versatile Combatant as a Keystone Passive, and replace the Gladiator Ascendancy skill. Also improve how much Block chance and Spell Block chance you can get from other sources.

Problem:
The pool of modifiers available on Shields includes some that have values that are too low or aren’t relevant to shields. The power level of shield modifiers in general is also too low.

Solution:
Remove irrelevant modifiers from Shields and add some really powerful ones.

Problem:
As a defence, Blind was equivalent to an incredibly high level of evasion, with minimal character investment. It felt mandatory for all characters.

Solution:
Make Blind synergise with Evasion so that it’s more powerful only if you have built a very evasive character. The power level of the new Blind is significantly lower than before, but has more opportunities for further investment if you want to specialise in it.

Problem:
Because Flesh and Stone blinded nearby enemies, it was incredibly popular. The changes to Blind have reduced its power, so now characters may be missing a low-cost defensive reservation effect.

Solution:
Reduce the cost of Flesh and Stone and change Tempest Shield so that it is a similarly powerful defensive reservation effect (alongside Arctic Armour and Flesh and Stone). The intent is that there are three competing defensive reservation effects that you are able to pick between, or use together.

Problem:
Fortify is intended as a defensive benefit for being a melee character, but can often be obtained by spellcasters using melee weapon types without engaging in melee combat.

Solution:
Change the Fortify mechanic so it is given as stacks of Fortification, which is gained based on how much melee damage you deal.

Support characters – Auras and other Reservation Effects

Problem:
The Reduced Reservation stat provides very little benefit at low values, but becomes very powerful when heavily invested in. This allows players to run every Aura in the game. It also forces Reduced Reservation to be balanced around extreme levels of investment, limiting how useful it can be to characters that do not run enormous numbers of Reservation Skills. Finally, characters that heavily invested in Reduced Reservation in order to run more skills on Mana were also able to reserve Life extremely effectively as well with no further investment, rendering this the only sensible way to play most heavily reservation-focused builds.

Solution:
Replace “Reservation Reduction” with “Reservation Efficiency”. When stacked, Reservation Efficiency does not allow for infinite Auras. This can be given out much more liberally as a result, letting characters run additional Reservation Effects with only a couple of sources of Reservation Efficiency. The average character benefits, but the top end of extreme reservation has been made significantly weaker.

Problem:
Characters specialised in maximising the power of auras provide an absolutely insane amount of damage and defence to party members, making a party with an aura-specialised character so much more effective than one without.

Solution:
Remove sources of Aura Effect from Cluster Jewels and move the Aura Cluster Jewels type to Small Cluster Jewels, so it is no longer possible to continuously stack Aura Effect for your party. Introduce a new Cluster Jewel Notable to increase the “Effect of your Auras on You” for builds that are building Auras for their own power.

Support Characters – Curses

Problem:
Characters specialised in maximising the number and power of Curses provide far too much damage and defence to party members, making a party with a Curse-specialised character so much more effective than one without.

Solution:
Make Curse Cluster Jewels a Small Cluster Jewel, with many of the Notables reworked to benefit specific Curses significantly, greatly improving a regular character wanting to maximise their Curse of choice. Make significant changes to Doedre’s Skin as it applies many Curses at almost no cost.

Elemental Damage over Time

Problem:
The Elemental Damage over Time effects of Cold Damage over Time, Burning and Ignite are too dependent on Elemental Overload and Elemental Equilibrium. Ignites are too dependent on Ignite Damage Multipliers on skills, making skills without Ignite Multipliers too weak to use Ignite with.

Solution:
Greatly improve the base strength of Ignite, Burning and Cold Damage over Time, while making Elemental Overload and Elemental Equilibrium less powerful or require more investment with Damage over Time skills. Rebalance skills that could apply Ignite effects around the new base damage of Ignite and remove the Ignite Damage multipliers.

Problem:
Burning Arrow is too complex for a level 1 skill.

Solution:
Redesign the skill without a secondary stacking burning effect, but with high added fire damage against Ignited enemies.

Problem:
Ignite builds don’t have a way to focus their damage on bosses, forcing balance to be the same for clear speed damage and boss damage.

Solution:
Change Flame Surge to be able to apply extra Burning on ignited enemies.


Patch notes for balance changes that did not fall under these topics can be found below.

Passive Tree

The Passive Tree has changed so significantly that there is no way to concisely describe the full breadth of changes. Here is a selection of problems with the previous version of the passive tree and the solutions used to address them.

Problem
Clusters often have the exact same stats as other clusters, and some have niche stats that are wasted on many builds.

Solution
Make clusters more unique compared to each other as well as having a more clear identity. Remove niche or unneeded stats entirely, or shift them to Masteries. Improve many notables that have had secondary stats removed. Rework some clusters to perform another more useful function.

Problem
Damage over Time builds have fewer damage clusters available compared to hit builds, and those clusters often spread power between Damage over Time Multipliers and Increased Damage, devaluing other sources of Increased Damage for their build.

Solution
Improve existing Damage over Time clusters with a focus on Damage over Time Multiplier or other Damage over Time stats. Rework some clusters to be better for Damage over Time builds. Add new clusters for some forms of Damage over Time.

Problem
Life builds rely heavily on the life cluster near the Scion start area to maximise investment in life. Characters on the right side of the passive tree are at a disadvantage because of the long path to access the wheel.

Solution
Lower the total amount of Life granted by the Scion’s Life cluster. Add life to other life clusters on the tree that aren’t in starting areas or connected to the paths to the Scion area of the tree. 9% increased Life has been removed from the Scion’s Life cluster, and improved Life clusters have gained 2-4% increased Life, meaning a character that took three outer Life clusters and the Scion life cluster together would have the same or more life, and a character taking four or more outer life clusters that wouldn’t have taken the Scion life cluster has gained at least 10% additional increased life.

Problem
Many defensive mechanics have few ways to invest in them on the passive tree, outside of Life.

Solution
Add new clusters for Spell Block, Spell Suppression, Life Regeneration, Life Leech, Life on Hit, Life on Kill, Life Recoup, Energy Shield Recharge, Ailment Mitigation for every Ailment type, Curse Mitigation, Stun Mitigation, Life and Mana Flasks. The majority of clusters removed from the tree are offensive, while the majority of clusters added to the tree are defensive.

Problem
There is an uneven spread of Keystones across the tree. Certain areas have higher density than others. Some Keystones are out of place for the area of the tree they currently are.

Solution
Spread out Keystones throughout the tree, moving some to more appropriate locations.

Problem
Each passive Cluster can only have one mastery, but some existing clusters have multiple themes, like Trap and Mine clusters.

Solution
Split some clusters into two separate clusters. Some Clusters have been aligned with a specific Mastery, with an adjustment to stats to further solidify this theme. This may be based on the existing stat proportions or to help with a lack of that type of Mastery in that section of the tree, to allow access to specific useful Mastery effects.

Problem
The tree is very compact, making it hard to easily view and leaving little space for rearranging clusters.

Solution
Spread out the entirety of the passive tree, and increase the radius of small, medium, large and very-large jewels. This is done to give a relatively equivalent but not identical effect of radius jewels on the tree. This will have impacted all Radius jewels in different ways.

Problem
The Ranger’s class start is very front-loaded with life and other beneficial stats, and has more costly pathing when leaving the passive tree than many other class starts.

Solution
Remove most of the maximum life from the Ranger’s starting Evasion passives. Redistribute this between other passives in the Ranger start area, so that the total amount of increased maximum life is slightly higher than before. Rework some sections of the Ranger class start, including new notables and effects.

Problem
Certain percentage Modifiers from the first few starting passives of classes have little to no impact on characters at very early levels.

Solution
Change class starting nodes so most provide at least one flat modifier. For example, the Ranger now gets accuracy rating and projectile damage on one starting passive, and flat life and evasion rating on the other.

Problem
With the removal of dodge, some characters lost a way to mitigate monster abilities that always hit.

Solution
Reviewed monsters with abilities that alway hit. Removed always hit from all fodder monsters and some Boss abilities where appropriate.

Problem:
There are a few special benefits from some Cluster Jewel Notables that would be well-suited as Masteries.

Solution:
Move these stats to Masteries on the Passive Skill Tree, while providing compensation to the Notables that lost these stats.

Due to the sweeping changes made to the passive tree, existing Anointments that apply to a Notable that has been removed will now apply a different Notable. We’ve also taken this opportunity to review the Oil combinations required for Notables.

Ascendancy Changes

Problem:
Gladiator and Trickster have both had a notable from the Ascendancy moved onto the passive tree. Many Ascendancies have had the power of their notables affected by the changes to Defences.

Solution:
Grant new Ascendancy notables to the Gladiator and Trickster, and some existing notables have been reworked. Rebalance and rework affected Notables on the Chieftain, Inquisitor, Saboteur, and Raider. Change the Ascendant to have the Notables of the above classes match the effects found on their equivalent Ascendancies.

Chieftain

  • Tasalio, Cleansing Water: Now grants “20% of Physical Damage from Hits taken as Fire Damage” (previously 15%), and “20% increased Life Recovery Rate if you’ve taken Fire Damage from an Enemy Hit Recently” (previously 50%).

Gladiator
Passives with Block have been fully reworked:

  • Painforged: Now has +10% chance to Block Attack Damage, Cannot be Stunned by Hits you Block, and Counterattacks deal Double Damage
  • Added a new notable, which replaces Versatile Combatant, that has +10% to maximum Block Chance, +10 to Armour and Evasion Rating per 1% Block Chance.
  • Violent Retaliation: Now has Ignore Enemy Monster Physical Damage Reduction if you’ve blocked in the past 20 seconds, and Attack Damage is Lucky if you’ve Blocked in the past 20 seconds.


Inquisitor

  • Pious Path: Now grants “50% increased Effect of Consecrated Ground you create”.


Raider

  • Quartz Infusion: No longer grants 15% chance to Dodge Attack Hits, or 15% chance to Dodge Spell Hits. Instead, it now grants +40% chance to Suppress Spell Damage.
  • Avatar of the Veil: No longer grants “Nearby Enemies have 20% less Accuracy Rating while you have Phasing”.
  • Avatar of the Chase: No longer grants 35% more chance to Evade Melee Attacks during Onslaught or 35% more chance to Evade Projectile Attacks during Onslaught. Instead, it now grants 10% more chance to Evade Attacks during Onslaught.


Trickster

  • Patient Reaper: Now grants 50% increased Recovery Rate of Life, Mana and Energy Shield if you’ve Killed an Enemy affected by your Damage Over Time Recently (previously 70%).
  • Escape Artist: No longer requires Ghost Dance (which has been replaced with a new Notable). No longer grants “5% increased Attack and Cast Speed per Ghost Shroud” or “Cannot be Stunned while you have Ghost Shrouds”.
  • Added a new notable, which replaces Ghost Dance, that provides “Every 10 seconds, take no Damage over Time for 5 seconds.”


Saboteur

  • Born in the Shadows: Now grants 15% reduced Damage taken from Blinded Enemies (previously 10%).


Ascendant

  • Trickster Passive Point: now has 50% increased Recovery Rate of Life, Mana and Energy Shield if you’ve Killed an Enemy affected by your Damage Over Time Recently (previously 70%). No longer has “Cannot be Stunned if you haven’t been Hit Recently”, it now has 10% reduced Damage taken from Damage over Time.
  • Raider Passive Point: No longer has 10% chance to Dodge Attack Hits, it now has 20% chance to Suppress Spell Damage.
  • Gladiator Passive Point: Now has +5% to maximum Block (previously 3%), 10% chance to Block Attacks (previously 15%), and now has 20% more Physical Damage over Time (previously 25%). It no longer has “15% chance to Block Spells”. It now has Ignore Enemy Monster Physical Damage Reduction if you’ve blocked in the past 20 seconds

Awakened Supports

Problem:
Many Awakened gems aren’t significant improvements over their non-awakened versions. Some get an interesting bonus effect at level 5 and others have something interesting at all levels, while other awakened gems have very little increase in power over their non-Awakened versions.

Solution:
Change Awakened gems that only gave higher values of their normal scaling stats to have either an extra effect or a large boost in the values of their existing effects at gem level 5. Adjust values and scaling for awakened gems to ensure that a level 1 awakened gem is a clear upgrade to a level 20 non-awakened gem.

Melee Range

Problem:
Melee Range is given at very small values on many Strike Gems, and characters lack diverse ways to invest in Melee Range on the passive tree and gear.

Solution:
Remove Melee Range from some Strike Skill Gems, and add new sources of Melee Range to the passive tree.

Shield Skills

Problem:
Shield Skills deal too much damage for how little investment is required and have had their damage unintentionally increased by the buffs to base armour defences in this expansion. Shield Charge also generates Fortification too easily without investment.

Solution:
Lower the flat added damage bonus on Shield based skills, and rebalance the added damage to slightly lower the damage of the skill in general. Shield Charge in particular has much lower base damage, but now gets more added damage based on the defences of your shield. Overall this is only a slight damage loss for players using a high defences shield.

Forbidden Rite and Totems

Problem:
Using Totems to cast Forbidden Rite gets around the threat of self-damage on Forbidden Rite, making it much more efficient than the skill in other ways while still benefiting from high life-based damage.

Solution:
Change the way Totems mitigate damage so that they have much less total health, but take significantly less damage from enemy hits and damage over time, more than compensating for the health loss in normal situations. Adjust some sources of Totem Life and Totem Chaos Resistance. Rebalance Dark Pact to partially offset the changes to Totem Life when used on Totems while buffing the skill for casting yourself. Also rebalanced the unique Torchoak’s Step to account for the life reduction on Totems.

3.15 Skills

Problem:
Some skills released in 3.15 are not as powerful as intended.

Solution:
Improve Voltaxic Burst, Explosive Concoction, Absolution and Ambush.

Cast on Trigger Mana Multipliers

Problem:
Cast On Melee Kill, Cast On Critical Strike and Cast while Channelling have separate Cost and Reservation Multipliers for Attacks and Spells, but this can’t be communicated.

Solution:
Change these Supports to have the same Cost and Reservation Multiplier for both Attacks and Spells, adjusting the cost to not shift the combined mana cost significantly.

Spectral Throw Mana Cost

Problem:
Spectral Throw has a higher mana cost compared with other starting skills, resulting in it being difficult to use in the early game without constantly running out of mana.

Solution:
Lower the Mana cost of Spectral Throw.

Ward Strength

Problem:
Base Ward on items is too weak relative to the improved core defences.

Solution:
Increase base Ward on Expedition base types and adjust unique Expedition items that scale from ward.

Breach Unique Balance

Problem:
Some Breach Unique items are not as desirable as others.

Solution:
Change some Breach Uniques, giving more of a reason to engage with a wider variety of Breach encounters.

Critical Tag

Problem:
Skills that interact with Critical Strikes were not tagged in any way, which is required for a new Critical Mastery effect that applies to all Critical Support Gems.

Solution:
Added a new “Critical” Gem Tag. This applies to skills which positively affect your Critical Strikes, or provides effects on Critical Strikes.

Atziri Unique Drops

Problem:
Both the Apex of Sacrifice and The Alluring Abyss Atziri encounters are not rewarding enough, and Atziri’s Disfavour no longer fits the power level of a unique from The Alluring Abyss.

Solution:
Make Pledge of Hands drop from Atziri, Queen of the Vaal in The Alluring Abyss. Move Atziri’s Disfavour to a drop from Atziri, Queen of the Vaal in the Apex of Sacrifice.

Clever Construction

Problem:
Traps and Mines are very vulnerable to some monster abilities without the Clever Construction passive notable giving them damage immunity when first placed.

Solution:
Give all Traps and Mines the damage immunity from the Clever Construction Notable Passive as a built-in effect, for a shorter time. Give a Trap and Mine Mastery option that gives your Traps or Mines full damage immunity.

Vaal Immortal Call

Problem:
Vaal Immortal Call can be kept active permanently by using legacy items in Permanent Leagues.

Solution:
Increase the cooldown time of Vaal Immortal Call significantly.

Unwavering Focus

Problem:
The Unwavering Focus Cluster Jewel notable can be stacked to reduce the cost of Channelled Skills to 0, including non-mana costs. This isn’t usually worth the opportunity cost, but has problematic interactions in some setups.

Solution:
Replace the Cost Reduction on Unwavering Focus with another effect.

Unique Map Boss Ailment Threshold

Problem:
Some Unique Map Bosses have too high of an Ailment Threshold compared to other Bosses on an Atlas with all Watchstones active.

Solution:
Bring the Ailment Threshold of Bosses with very high Ailment Thresholds in-line with others.

Delve/Prophecy/Incursion Crafts

Problem:
Socket Crafting unlocks and Meta Crafting Modifier Unlocks are found in specific content that a player might not engage with.

Solution:
Many crafting modifiers that were obtained from Delve, Prophecy and Incursion are now obtained in maps, including Meta Crafting Modifiers being found in unique maps.

Unveiling Crafting Modifiers

Problem:
Obtaining all Crafting Modifiers granted by Unveiling can be very time consuming, especially for modifiers with multiple tiers.

Solution:
Change Veiled Crafting Modifiers to unlock all tiers from a single Unveil.

The Sacred Blossom

Problem:
The Sacred Blossom boss fight doesn’t have a sufficiently valuable unique reward. The Forbidden Shako unique that is intended to be this reward is outclassed by Replica Forbidden Shako from Heist.

Solution:

  • Stop Replica Forbidden Shako dropping. Change Forbidden Shako to match the values of Replica Forbidden Shako.
  • The Forbidden Shako Unique Helmet now grants one Level 1-10 Support Gem that Supports Socketed Items, and one Level 25-35 Support Gem that Supports Socketed Items (previously two Level 15-25 Support Gems). Existing items can be updated with a Divine Orb.
  • The Replica Forbidden Shako Unique Helmet can no longer be obtained.

Added Damage on Quivers

Problem:
The Added Damage to Attacks modifiers on Quivers provide very small damage bonuses, while Quivers are intended to be a powerful source of damage for Bows.

Solution:
Add more tiers of Added Damage on Quivers and greatly increase their power.

Quivers on Unarmed Characters

Problem:
Quivers are intended both mechanically and thematically to only provide benefits while using a Bow.

Solution:
Disable Quivers while no Bow is equipped to prevent benefiting from them while Unarmed.

Skill Gem Weapon Restrictions

Problem:
Some Skill Gem descriptions don’t state what weapons they require.

Solution:
Correctly show all weapon restrictions on Skill Gems.

Trap Enchantments granting Cast Speed

Problem:
Some Trap Enchantments gave Cast Speed, which no longer inherently applies to Trap skills.

Solution:
Change these Enchantments to give Trap Throwing Speed.

Golem Life Regen

Problem:
Without investing in Minion passives that gave minions Life Regeneration, a character using Golems for their buff effect will often have their golems die to slow damage attrition.

Solution:
Give all Golems Life Regeneration, and then further increase the inherent life regeneration of Stone Golems.

Harvest Craft Changes

Problem:
The Harvest crafts that upgrade a Normal or Magic item to a Rare item with a modifier of a certain type are close in function to their matching craft that reforge a Rare item, while being unable to be used on a single item repeatedly.

Solution:
Combine the two harvest crafts into a single craft that reforges a Normal, Magic or Rare item as a Rare item with new Modifiers.

Synthesis Map Mods

Problem:
Modifiers on Unique Synthesis Maps don’t provide as much increased Pack Size, Item Quantity and Rarity when compared with other Map Areas.

Solution:
Update the values on these modifiers to match their Map counterparts.

Triggered Marks

Problem:
Items that trigger Marks on hitting a Rare or Unique can trigger repeatedly in some situations, costing mana each time.

Solution:
Change Mark trigger modifiers to only trigger if you don’t have a Marked target.

Two Tornado Skills

Problem:
The Saqawal’s Flock Unique Helmet has a skill called Tornado, which is now the name of a new Skill Gem.

Solution:
The Tornado skill granted by the Saqawal’s Flock Unique Helmet has been renamed to Twister.

Syndicate Operative Spectres

Problem:
Certain projectile abilities used by Incursion Architects, Syndicate Operatives and bosses based on Lunaris have a bug that causes them to hit a target multiple times simultaneously when firing additional projectiles. This is particularly powerful with Syndicate Operative Spectres that have been supported to fire multiple projectiles.

Solution:
Fix the skill, which will prevent players taking large bursts of damage in maps with additional projectiles. This will also bring Syndicate Operative Spectres more in-line with other Spectres.

Negative Resistances

Problem:
It’s possible to obtain high amounts of negative resistance with the Scourge item system.

Solution:
Impose a cap for the amount of negative resistance a character can have.

Minion Scaling

Problem:
Outside of the passive skill tree, there are few scaling options for Minions in the early game.

Solution:
Improve the values of some modifiers granted through Essence of Fear, keeping the top end values from Deafening Essence of Fear. Add more ways to invest in minion damage and accuracy from Essence of Fear.

Zana League Mods Available During 3.16.0

Zana’s map device options are now unlocked as you complete bonus objectives on your Atlas. These are the League Mods available during 3.16.0.

  • Fortune Favours the Brave (costs 3 Chaos Orbs): One of these options will be applied at random, including those you have not yet unlocked.
  • Breach (costs 2 Chaos Orbs): Area contains an additional Breach.
  • Essence (costs 3 Chaos Orbs): Area contains 3 additional Essences.
  • Bloodlines (costs 3 Chaos Orbs): Magic Monster Packs each have a Bloodline mod. Area contains 3 additional Magic Monster Packs.
  • Ambush (costs 4 Chaos Orbs): Area contains 4 additional Strongboxes.
  • Beyond (costs 5 Chaos Orbs): Slaying enemies close together has a chance to attract monsters from Beyond.
  • Legion (costs 6 Chaos Orbs): Area contains an additional Legion Encounter.
  • Blight (costs 8 Chaos Orbs): Area contains a Blight Encounter.

User Interface Improvements

  • Increased how far you can zoom in/out on the Passive Skill Tree.
  • Added a search field to the Expedition Locker to allow the filtering of stored Logbooks.
  • Pressing Ctrl + Click on Zana, Master Cartographer in your Hideout now brings up the Purchase Items interface, instead of the Atlas.
  • The Skill Bar has been tweaked to fit Skill Icons a bit more nicely.
  • The Skill Bar User Interface will now display if a Skill has dealt a Critical Strike when you have the Elemental Overload Keystone allocated.
  • Added a slot for the Sacred Orb to the Currency Stash Tab. The slot for Perandus Coins is now hidden until you add one of these coins.
  • Added slots for Breach Blessings, Flawless Breachstones, and Unrelenting Timeless Emblems to the Fragment Stash Tab.
  • Added designated slots for Delirious Maps to the Delirium Stash Tab.
  • Slots for Alchemical Resonators in the Delve Stash Tab are now hidden until you store one of these.

Quest Rewards

  • Poisonous Concoction is now offered to the Ranger for completing The Siren’s Cadence, and can be purchased from Nessa by the Duelist, Shadow and Scion.
  • Energy Blade can be purchased from Clarissa by the Templar, Shadow, Witch and Scion after completing Lost in Love.
  • Summon Carrion Golem is no longer offered to the Scion for completing Breaking the Seal.
  • Hydrosphere and Sigil of Power are no longer offered to the Shadow for completing Breaking the Seal.
  • Temporal Rift is now offered to the Shadow for completing Breaking the Seal, and can be purchased from Petarus and Vanja by the Ranger, Witch and Scion.
  • Tornado is now offered to the Ranger and Shadow for completing Breaking the Seal, and can be purchased from Petarus and Vanja by the Scion.
  • Soul Link is now offered to the Scion for completing Breaking the Seal, and can be purchased from Petarus and Vanja by the Templar, Shadow and Witch.
  • Flame Link is now offered to the Scion for completing Breaking the Seal, and can be purchased from Petarus and Vanja by the Marauder, Duelist and Templar.
  • Intuitive Link is now offered to the Scion for completing Breaking the Seal, and can be purchased from Petarus and Vanja by the Duelist, Ranger and Shadow.
  • Protective Link can be purchased from Petarus and Vanja by the Marauder, Templar and Scion after completing Breaking the Seal.
  • Vampiric Link can be purchased from Petarus and Vanja by the Duelist, Ranger and Scion after completing Breaking the Seal.
  • Destructive Link can be purchased from Petarus and Vanja by the Shadow, Witch and Scion after completing Breaking the Seal.

PvP Changes

Note: These changes do not affect Path of Exile: Royale

  • It is no longer possible to create PvP-Only characters in Path of Exile.
  • Glacial Hammer no longer has a 15% damage penalty against players.
  • Molten Strike no longer has a 20% damage penalty against players.
  • Archmage Support no longer has a 20% damage penalty against players to skills it supports.

Trade Website Improvements

  • Added support for the new Socket Notches. You can select which type of socket to display in the Trade website Settings page.

Bug Fixes

  • Fixed a bug where Magic and Rare Monsters in Area Level 85+ areas had half the Life they were supposed to.
  • Fixed a bug where a small number of Crafting Recipes usually unlocked by clicking on interactables in areas were instead always unlocked.
  • Fixed a bug where the Intelligence Gathering Atlas Passive Skill would grant Intelligence for a random Immortal Syndicate Safehouse to all players in the area. It now only grants Intelligence to the Map owner.
  • Fixed a bug where Flasks with Instilling Orb modifiers such as “Used when Charges reach full” would cancel Expedition Explosive placement.
  • Fixed a bug where Sunder could deal no damage to a target if you lost line of sight to them.
  • Fixed a bug with Sweep, Bladestorm and Rage Vortex where targets were being hit at the end of the animations for these Skills, instead of when the visual effects of the Skills passed over them.
  • Fixed a bug where the target limit on Bladestorm and Rage Vortex would not reset between repeats when using Multistrike.
  • Fixed a bug where some animations could desync in Predictive Networking Mode.
  • Fixed a bug where some Map areas could fail to spawn four Ritual Altars.
  • Fixed a bug where summoned Reapers would teleport when the level of the Summon Reaper Skill Gem changes.
  • Fixed a bug where Awakened Cast on Critical Strike Support did not specify only Supported Spells gain increased Cooldown Recovery Rate.
  • Fixed a bug where Mirage Archer could visually persist after its duration had expired.
  • Fixed a bug where 101% reduced Projectile Speed or higher would cause projectiles to move incredibly fast. Reduced Projectile Speed now has a maximum of 99%.
  • Fixed a bug where Corrupting Fever could snapshot the amount of damage dealt per second with the Corrupting Blood debuff.
  • Fixed a bug where “Supported by Faster Casting” Glove modifiers did not have the Gem modifier tag.
  • Fixed a bug Critical Strike Affliction Support still had the Chaos Gem tag.
  • Fixed a bug where Tormented Spirits could not spawn around some Bosses.
  • Fixed a bug where Betrayal Fortress Ballistas were able to attack through walls.
  • Fixed a bug where Skills with a percentage reservation cost could still be reserved with extremely high costs.
  • Fixed a bug where the Void Ancestral Warchief would die when players walked out of range of it, instead of becoming inactive.
  • Fixed a bug where an inaccessible room could spawn in The Chamber of Sins Level 1.
  • Fixed a bug where the Illusionist Weapon Effect microtransaction was missing part of its effect.
  • Fixed a bug where the Scavenger Weapon microtransaction could not be applied to Rune Daggers.
  • Fixed a bug where the area of effect of Earthquake when using the Demonic Earthquake Skill Effect microtransaction was incorrect.
  • Fixed a bug where Warcry Skill Effect microtransactions could not be applied to Battlemage’s Cry.
  • Fixed a bug where the projectiles fired and burning ground left from killing the Wild Hellion Alpha dealt no damage.
  • Fixed a bug where Delirium Demons could appear from orbs summoned by the Maven when she witnessed a Boss fight in a Map.
  • Fixed a bug where Mana gained on Hit from having a Gemini Claw equipped was not displayed in the Character Panel.
  • Fixed a bug where the description on the Summon Harbinger of Focus, granted by The Unshattered Will Unique Shield, did not specify the buff granted while channelling makes you avoid all Elemental Ailments.
  • Fixed a bug where the effect of Shock on you was not visually displayed correctly when using a Life Flask with the Numbing Elixir Cluster Jewel Passive allocated.
  • Fixed a bug where increased Area of Effect per Repeat from Quality on Anomalous Multistrike Support did not visually represent the Area of Effect correctly.
  • Fixed a bug where the Aspect of the Avian, Cat, Crab, and Spider Skills would become unreserved when changing areas with the Chainbreaker Timeless Jewel Passive allocated.
  • Fixed a bug where Impending Doom Support Gem did not have the “Trigger” tag.
  • Fixed a bug where Hexes socketed in the Mark of Submission Unique Ring could gain doom.
  • Fixed a bug where some Incubators could fail to drop an item upon reaching their kill requirement threshold.
  • Fixed a bug where a Maven-created clone of The Shaper could still deal damage to you with their beam skill if it hit you as you were teleported out of the Arena.
  • Fixed a bug where the Mysterious Treasure Hideout Decoration would not fade into bones when a player was near.
  • Fixed a bug where Holy Relic Minions from the Summon Holy Relic would have to be re-summoned after logging out.
  • Fixed a bug where Curse Effect would increase the effect of Vulnerability applied by the Coward’s Chain Unique Belt.
  • Fixed a bug where the damage area of Izaro’s Reave did not match the visual area of the attack.
  • Fixed a bug where the Overkill damage from an enemy cursed with Punishment dying could be dealt to the player if the source of the enemies death was not the player.
  • Fixed a bug where Toxic Rain inconsistently targeted enemies when used by a Trap or Mine, unlike other Rain style skills.
  • Fixed a bug where Vaal Lightning Strike could be used on targeted enemies on the other side of a wall from the player.
  • Fixed a bug where the Cruelty buff could sometimes display the incorrect effect of Cruelty on you on the Buff icon.
  • Fixed a bug where Swift Assembly Support did not describe that Supported Skills throw Traps randomly around targeted location.
  • Fixed a bug where Elixir of the Unbroken Circle did not recover life above 50% when Petrified Blood was active.
  • Fixed a bug where Kitava’s Thirst did not describe that Mana used to Trigger a Skill could provide a chance to Trigger Socketed Spells.
  • Fixed a bug where the Watcher’s Eye modifier that grants increased Physical Damage while using Pride stated it granted increased Attack Physical Damage.
  • Fixed a bug where stealing the Nemesis Grasping Vines modifier and then hitting an enemy would apply Vines to the player.
  • Fixed a bug where the Thirst for Blood Skill from Jack, The Axe could snapshot its reservation cost.
  • Fixed a bug where the Elemental Hit could visually fire the same element in a row when using Predictive Networking Mode.
  • Fixed a few wonky Microtransaction interactions.
  • Fixed two client crashes.
  • Fixed two instance crashes.

That’s it for this huge patch.

Source: Path of Exile forums

MP1st Staff

Home > News

Intel 12th Gen Alder Lake Desktop Processors and Price Details Revealed

New chips are on the horizon and coming to those looking for an upgrade, as Intel 12th Gen Alder Lake desktop processors and price details have been revealed — giving consumers an idea of the latest technology the company is making available to the general public soon!

Here’s the official trailer for the announcing the 12th generation series from Intel themselves.

https://www.youtube.com/watch?v=7dUSI7hSrqg

As the first chips based off Intel 7, the 12th Gen is made up of six new desktop processors —  including what is being called world’s best gaming processor in the 12th Gen Intel Core i9-12900K. The new processor delivers up to 5.2 GHZ of speed, and has 16 cores and 24 threads that will definitely get PC users and tech enthusiasts scrambling to pre-order this new innovation of technology. Prices start at $264 for the Core i5-12600KF, with the top-tier Core i9 12900K priced at a whopping $589.

As per Intel themselves, the 12th Gen Intel Core  are powerhouses that will greatly improve performance.

The 12th Gen Intel Core  processor family will include 60 processors, set to power more than 500 designs across all PC product segments – from desktop gaming to ultra-thin-and-light laptops. 12th Gen Intel Core processors are the first based on Intel 7 process technology and the new performance hybrid architecture to enable major performance gains across a wide range of PC workloads.

Pre-orders for Intel’s 12th Gen Alder Lake Intel Core starts today, and the product will become available on November 4. You can check out other products the company has made in our archives here.

Tim Villasor

Home > News

Report: WB Multiversus Smash Bros.-Like Game Character Select Screen Leaked

Over the past few days, there have been numerous rumors and reports pertaining to a Warner Bros Smash-like game, with the studio’s properties like Gandalf from Lord of the Rings and Batman apparently in the character roster. Now, it would appear that those rumors have been somewhat substantiated by a famous Smash player on Twitter, as the WB Multiversus game character select screen was apparently leaked by Hungrybox.

Below is the tweet from Hungrybox showing the character select screen:

And just in case the tweet gets deleted, here is a direct screenshot:

wb multiverse character select screen

As shown in the image, characters like Batman, Superman, Harley Quinn, and Wonder Woman from DC are prominently shown. There’s also Tom and Jerry who apparently count as one character, Steven from Steven Universe, Finn and Jake from Adventure Time, Rick from Rick and Morty, and Shaggy from Scooby Doo.

It seems WB Games is sending DMCA takedown notices for this one, so odds are, this is the real deal, and we should probably get the official announcement soon.

What do you think? Are you interested in this WB Multiverse game as a Smash competitor? Let us know in the comments below!

Thanks, PK-Ricochet !

MP1st Staff