0.10.5 Patch Notes

I think the more simplistic style of auras match better with
the game's theme.

"
Path of Exile is an online Action RPG set in the dark fantasy world of Wraeclast.


I didn't like my chars going around caves,dungeons and all other areas like christmas
trees on the loose.Way better now.
I also liked the slow aura effect on my char when facing enemies with this aura.Awesome!

Didn't try any of the new gems yes but melee gems seem fantastic.I dropped power charge
on critical but I'm an RT char so...
To crit or not to crit ?
Last edited by Slagmaur#4767 on Apr 9, 2013, 7:37:18 AM
"
BobRt wrote:
I only have one 'complaint' after the new patch....I know and understand that the auras were a bit draining on resources....BUT, I really wish there was a way to have a performance setting to allow the full visual effects of the auras if your system could handle it. The visual downgrading makes the auras boring, and at some times, nearly impossible to see. Let some of us have the full effect back! Please ;)

Any dev's comment on if there will be an option in the future? A few others had commented in Global chat as well, so I know I'm not alone.


First thing i thought of after seeing the new aura looks. I think its a good idea to put an option for this in the menu.
I am amazed that people are complaining about an excellent game that they can play for free.

I do wonder how many are disappointed they cannot faceroll in a few days, like in other games (esp. if they have credit cards).
Finally some performance boost i rly like it more clean and my fps went from 20 to 40 thank you Chris in the future you might consider option to reduce spell visual effect too so people with better pc can enjoy the good graphics and people like me (we are many) can handle the fps to play in groups and HC at all :))
more supports, nice ;)
CASUAL GAMER
All in all: nice path and lots of important bugfixes. However, like many, I'm not a big fan of the new aura effects. I'm sure I'll get used to them, but the old effects were just a bit more interesting and expressive. An option to get the old effects back would be nice. I find that the Poison Cloud from Poison Arrow gives me a huge performance hit, imo that's where some optimizations or simplifications are needed.

Also, is it just me, because I haven't seen this mentioned often so far: the new burning effects are not exactly an improvement over the old ones. The new ones look pretty flat and blobby, there sometimes even is a dull grey'ish tone to the flames while flames should rather be bright and sparkly. The older ones were very nice already and subjectively more realistic.
Bring back the old auras!

EDIT: When I use an aura I want the old visual effect. But when you get an aura from someone else, the new effect is perfect.

These new visual effects just look bad and they don't make you feel as powerful as you did with the old effects. When you get an aura from someone else it doesn't matter as much how they look, you just want the effect to know if you're in range or not.
IGN: Noobslayer
Last edited by xNoobslayer#3216 on Apr 9, 2013, 6:38:42 PM
"
First thing i thought of after seeing the new aura looks. I think its a good idea to put an option for this in the menu.

"
Bring back the old auras!

Don't worry about auras, they probably want to sell them as microtransactions :(

"
I am amazed that people are complaining about an excellent game that they can play for free.

Not everybody play it for free, some people gave money, as me...
Waiting...
Last edited by Begin2013#7623 on Apr 9, 2013, 7:17:23 PM
"
Chris wrote:
Version 0.10.5
Content/Features:
  • Added a new Strength Support Gem - Melee Splash: Adds an area of effect splash radius to a single target melee attack.
  • Added a new Strength/Dexterity Support Gem - Multistrike: Causes you to attack quickly three times with a melee attack. New targets are selected for subsequent attacks if available.
  • Added a new Intelligence Support Gem - Power Charge on Critical: Critical strikes with the supported skill have a chance of granting you a Power Charge.
  • Added four new Unique items, two of which were designed by our Diamond supporters.
  • To improve performance, we have reduced the complexity of most visual aura effects.
  • Friendly targets now have an effect showing that they are under the influence of any aura, rather than displaying all the full aura effects.
  • The bandit waypoints have been moved away from their camps to prevent trivial boss farming.
  • The Slums area has been modified so that it's easier to find objectives (and is less circular).
  • All combinations of dual-wielded weapons on the Shadow class that didn't have their own animations now do.
  • The burning effect has been visually improved.
  • Elemental damage visual on-hit effects now only play for the highest damaging element of the hit (tiebreakers: chaos > fire > cold > lightning).
  • Microtransaction effects now affect the entire length of a staff.
  • Some monsters (such as Rhoas) have had their sounds redone.
  • Continued to incrementally improve the art, effects and environments and audio.


Balance:
  • Incinerate: The mana cost progression has been reduced, so higher levels of Incinerate cost less mana to use.
  • Viper Strike: Intentionally does not work with Melee Splash at the moment.
  • The range of Arc used by Blackguard Arcmages has been reduced.
  • On the Cemetery map, there's now more distance between monsters and the spawn point or the door. This makes it a little safer when transitioning into the area.
  • The Voll's Protector unique item has been changed so that it grants a power charge per target critically struck. This does affect items generated in previous patches.
  • The Silverbranch unique item has been changed so that it only grants +1 to bow skills. Old ones will not change unless you use a Divine Orb on them.
  • Critical strikes have been standardised in how they interact with repeating actions. The critical roll is made only once per action, regardless of how many repeats that action does. Exceptions are Tempest Shield (which rolls each time you block), Piety's Ball Lightning (which rolls per target) and Infernal Blow/Explosive Arrow (which roll separately for the explosion).
  • The Additional Accuracy support gem is now Dexterity/Strength rather than pure Dexterity.
  • Melee Splash is first given as a quest reward in the "Sharp and Cruel" quest (Normal difficulty, despite the Cruel in the name) to the Templar, Marauder, Duelist, Shadow and Ranger. Witches receive it in the "Sever the Right Hand" quest (Cruel difficulty).
  • Power Charge on Critical is first given to Witches and Shadows in the "Sharp and Cruel" quest (Normal difficulty) and to Templars in the "Sever the Right Hand" quest (Normal difficulty).
  • Multistrike is currently a world drop support gem.
  • Victario's hidden stashes now drop normal items as well as their quest items.


Bug Fixes:
  • Fixed a bug where some objects such as doors and portals were not clickable.
  • Fixed a bug where ctrl+clicking a skill book quest reward did not work correctly.
  • Fixed a bug where skill book quest rewards would act strangely when taken to other difficulties.
  • Fixed a bug where "Quest Complete" would not be shown if you complete a quest from another difficulty.
  • Fixed problems related to the rendering of some chat messages.
  • Fixed bugs related to the display of quest notifications under some conditions.
  • Fixed a bug with Conduit where some players would not get the shared charges under some conditions.
  • Fixed a bug where Unique items that grant Conduit did not work correctly.
  • Passive tree life regeneration nodes now have consistent art.
  • Fixed a bug where Piety's portals would not disappear when she died.
  • Fixed a bug where increased flask duration wasn't applied to utility flasks.
  • Fixed a bug where you would move if you click on the health or mana orbs while on the passive skill screen.
  • Fixed the world panel not showing correct quest when you click the ! (notification) button for a quest in another difficulty.
  • Fixed a bug with Arctic Armour, mana regeneration, and reaching exactly 0 mana.


If you like this patch, please support us! Thanks again for your great feedback and generous support. It really helps.

There will be an update about combat/movement synchronisation posted in the next few days (in the upcoming Development Manifest forum). There's no need to post in this patch notes thread asking what the status is about these changes - we definitely hear you :)
Last edited by zeroxhunter#4454 on Apr 9, 2013, 11:32:05 PM
"
Chris wrote:
Version 0.10.5
Content/Features:
  • Added a new Strength Support Gem - Melee Splash: Adds an area of effect splash radius to a single target melee attack.
  • Added a new Strength/Dexterity Support Gem - Multistrike: Causes you to attack quickly three times with a melee attack. New targets are selected for subsequent attacks if available.
  • Added a new Intelligence Support Gem - Power Charge on Critical: Critical strikes with the supported skill have a chance of granting you a Power Charge.
  • Added four new Unique items, two of which were designed by our Diamond supporters.
  • To improve performance, we have reduced the complexity of most visual aura effects.
  • Friendly targets now have an effect showing that they are under the influence of any aura, rather than displaying all the full aura effects.
  • The bandit waypoints have been moved away from their camps to prevent trivial boss farming.
  • The Slums area has been modified so that it's easier to find objectives (and is less circular).
  • All combinations of dual-wielded weapons on the Shadow class that didn't have their own animations now do.
  • The burning effect has been visually improved.
  • Elemental damage visual on-hit effects now only play for the highest damaging element of the hit (tiebreakers: chaos > fire > cold > lightning).
  • Microtransaction effects now affect the entire length of a staff.
  • Some monsters (such as Rhoas) have had their sounds redone.
  • Continued to incrementally improve the art, effects and environments and audio.


Balance:
  • Incinerate: The mana cost progression has been reduced, so higher levels of Incinerate cost less mana to use.
  • Viper Strike: Intentionally does not work with Melee Splash at the moment.
  • The range of Arc used by Blackguard Arcmages has been reduced.
  • On the Cemetery map, there's now more distance between monsters and the spawn point or the door. This makes it a little safer when transitioning into the area.
  • The Voll's Protector unique item has been changed so that it grants a power charge per target critically struck. This does affect items generated in previous patches.
  • The Silverbranch unique item has been changed so that it only grants +1 to bow skills. Old ones will not change unless you use a Divine Orb on them.
  • Critical strikes have been standardised in how they interact with repeating actions. The critical roll is made only once per action, regardless of how many repeats that action does. Exceptions are Tempest Shield (which rolls each time you block), Piety's Ball Lightning (which rolls per target) and Infernal Blow/Explosive Arrow (which roll separately for the explosion).
  • The Additional Accuracy support gem is now Dexterity/Strength rather than pure Dexterity.
  • Melee Splash is first given as a quest reward in the "Sharp and Cruel" quest (Normal difficulty, despite the Cruel in the name) to the Templar, Marauder, Duelist, Shadow and Ranger. Witches receive it in the "Sever the Right Hand" quest (Cruel difficulty).
  • Power Charge on Critical is first given to Witches and Shadows in the "Sharp and Cruel" quest (Normal difficulty) and to Templars in the "Sever the Right Hand" quest (Normal difficulty).
  • Multistrike is currently a world drop support gem.
  • Victario's hidden stashes now drop normal items as well as their quest items.


Bug Fixes:
  • Fixed a bug where some objects such as doors and portals were not clickable.
  • Fixed a bug where ctrl+clicking a skill book quest reward did not work correctly.
  • Fixed a bug where skill book quest rewards would act strangely when taken to other difficulties.
  • Fixed a bug where "Quest Complete" would not be shown if you complete a quest from another difficulty.
  • Fixed problems related to the rendering of some chat messages.
  • Fixed bugs related to the display of quest notifications under some conditions.
  • Fixed a bug with Conduit where some players would not get the shared charges under some conditions.
  • Fixed a bug where Unique items that grant Conduit did not work correctly.
  • Passive tree life regeneration nodes now have consistent art.
  • Fixed a bug where Piety's portals would not disappear when she died.
  • Fixed a bug where increased flask duration wasn't applied to utility flasks.
  • Fixed a bug where you would move if you click on the health or mana orbs while on the passive skill screen.
  • Fixed the world panel not showing correct quest when you click the ! (notification) button for a quest in another difficulty.
  • Fixed a bug with Arctic Armour, mana regeneration, and reaching exactly 0 mana.


If you like this patch, please support us! Thanks again for your great feedback and generous support. It really helps.

There will be an update about combat/movement synchronisation posted in the next few days (in the upcoming Development Manifest forum). There's no need to post in this patch notes thread asking what the status is about these changes - we definitely hear you :)
Spoiler
[quote][url][b][/b][/url][/quote]

Report Forum Post

Report Account:

Report Type

Additional Info