Path of Exile 3.1.0: Bug Fixes List

Path of Exile

Tomorrow, the War for the Atlas will coming, GGG offcial website had announced the full patch notes yesterday. That means it’s time to start planning your builds and create strategies for overcoming the trials ahead. Today, GM2V will list some of PoE Bug Fixes, we hope that will be useful to you.

  • Fixed a lot of typos and mismatches between character dialogue as spoken and as written.
  • Fixed a bug which caused certain chests in the Labyrinth which were intended to drop only Jewellery to instead drop items of all kinds.
  • Fixed a bug which caused earlier levels of the Raise Zombie skill gem to display the wrong life values. This does not affect Zombie balance.
  • Fixed a bug where some Vorici mission requirements would continue to be displayed even after completing or failing his mission.
  • Fixed a bug where turning in a set of The Siren Divination Cards was giving a corrupted Whispering Ice without the correct 20% quality.
  • Fixed a bug where the notable Practical Application granted Strength and Dexterity as separate (rather than combined) stats. This does not change the function of the passive whatsoever.
  • Fixed a bug where you could bypass the barrier in Act 7 Chamber of Sins early.
  • Fixed a bug where Ice Bite could support totem, trap and mine skills, despite its effect not working on them.
  • Fixed supportability description text of both Ice Bite and Innervate.
  • Fixed a bug where the Defiance notable was granting increased melee physical damage that was not conditional to holding a shield.
  • Fixed a bug where you could Leap Slam out of General Adus’s arena without completing the encounter. Also prevented access to the Trarthan Powder until General Adus is dead, for good measure. You know what you did, Raiz.
  • Fixed a bug with the “increased global Armour while you have no Energy Shield” stat found on the Broken Faith unique item. This modifier was not correctly applying to armour which was gained by converting Evasion Rating to Armour with the Iron Reflexes keystone passive.
  • Fixed a bug with the bonus unique Labyrinth Shrine effect that would cause a huge lag spike when activated.
  • Fixed a bug which prevented some monsters from being able to trigger their mines.
  • Fixed a bug where Tormented Spirits could possess the Solaris and Lunaris orbs during the Dawn and Dusk encounters.
  • Fixed a bug in some languages where the skill popup UI would not properly scale to fit some text fields.
  • Fixed a bug where the text on the Challenges screen could overlap in some languages.
  • Fixed a client crash caused by the low mana tutorial.
  • Fixed a bug where totems with low maximum life values would fail to reach 1 life due to rounding, thus failing to properly disable Righteous Fire.
  • Fixed a bug where you could kill Abberath, the Cloven One before it transitioned into its later phases.
  • Fixed a bug where the Gem Level-up tutorial would incorrectly override other tutorials.
  • Fixed a bug where shrines could occasionally be placed in unreachable locations.
  • Fixed a bug where double-clicking a character with an expired name would deselect the character while you were changing its name. This would prevent the renamed character from being automatically logged in as intended, and not change the name on the character select screen even though it had saved the new character’s name to the server.
  • Fixed a bug where selecting a slot on the Cosmetics tab after switching between the Cosmetics tab and Inventory tab using hotkeys would require an extra click.

This is just some of the content, the complete content you need to visit the official website to view.

Star Citizen Official 2.6.0 Feedback

Alpha Patch 2.6.0 has been released. There are my feedback:

Star Citizen 2.6.0

  1. Missile Lock times should be determined by ship’s radar, and not missile’s guidance system.
  2. We need a visual icon of “someone is locking at you”, one of the best ways to avoid a missile is to avoid the lock.
  3. This way bombers will have their own characteristic, and will be better ships to use torpedoes, missiles, bombs or w/e.
  4. Ship speeds are very good.
  5. As RadiantFlux was saying the past days, you guys need i firmly suggest to remove the Virtual Speed Limit from decouple.
  6. The difference between the main thruster and the maneuvering thrusters should be acceleration, the main thrusters should have like 5x the acceleration of the maneuvering thrusters(while in AB), this will lead us to very interesting game styles.
  7. Now that SCM speeds are pretty close, what differs ship to ship must be acceleration. While some ships feels good like the Gladius, others are too fast for the role, like the F7C-M Super Hornet. A pilot using mouse and gimbals with a Super Hornet can have 70% accuracy against a Gladius for example. This doesn’t happen because gimbals are broken, this happens because: a) Gladius is too slow to gap; b) F7C-M is too fast.
  8. All the ships feels the same on AB, again the acceleration difference.
  9. Xi-An Aopoa Karthu-Al is UNPLAYABLE The crosshair bug is annoying, and need to be fixed, it happens in all ships and in Star Marine.
  10. You guys need I suggest to revise the boost fuel, regen and max. While some ships have infinite (Gladiator), others lose it pretty quick, and even in AC with the pickups i found myself drifting at 160ms in a Gladius.
  11. Energy weapons doesn’t have identity. Where is the absurd range and muzzle velocity with 0 spread from Omnisks? Where are the never ending pokes from the MXA canons? The best energy weapons in the game are repeaters and you shouldn’t even consider the others, because the main difference is DPS, and repeaters have the top.
  12. Evaluate difficulty and reward for ballistic and energy weapons, make sure each weapon has it play style, and unique characteristics.
  13. Shields now can soak torpedoes (Vanguard) but can’t soak ballistics.
  14. There is no penalty for using ballistics weapon, ie: a F7C-M with 5 APAR’s have its mass increased by ~1900 KG, this should affect the ship acceleration.
  15. Why the Mustang series has 7k HP and armor reduction (ph:15%/en:5%/di:20%) while the Sabre has 6.4k and no armor status?
  16. G-Safe is hiding the true potential of all ships, it should be useful, but sometimes you can’t push to the limit because you black/red out in some ridiculous situations. I suggest a better Black/Red out feedback, or decrease the G-Forces, and let it apply to specific extreme situations, ie: Barrel Rolls.
  17. Some players are reporting that boost is not working on decouple mode, that’s probably because of the VSL(Virtual Speed Limit). Also, there is no noticeable difference while using boost in some ships, i suggest to check if everything is working fine.
  18. fix the invitation system for AC/SM, it is very bad, really.

Thanks and happy testing!

Which Way Will the Merchantman Go?

There hasn’t been a Merchantman post for hours and hours and I’m losing my mind, so here’s the thing that’s foremost on my mind regarding this ship (and many of yours, I suspect):

Which way will the Merchantman go?

  • It’ll stay a size that justifies its current price
  • It’ll increase to a size that justifies all its stats and goals

There’s an argument for both, and of course I know which way I’d like it to go (#2 – duh). So I’m going to lay out both arguments as I understand them:

BMM

1. For the first, there are going to be a LOT of disappointed people. Really, no matter what happens with this ship, I think if it’s not the size of a Bengal and armed like a Kingship (however that is), some people will be disappointed, but I’m not talking about them.

The belief here is that at its entry price of $250, along with a size that’s equivalent to the Starfarer, that the Merchantman will stay small, and that the listed stats (as the webpage warns) are flat-out wrong.

I could see this being the case, and CIG raising the price slightly as they zero in on what, exactly, this ship is (+ alien premium).

2. This one goes with the belief that the Merchantman will be THE pinnacle trade ship [note: TRADE ship, not hauler – that’s obviously the Hull E], much as the Carrack is the pinnacle explorer, etc. In other words, it’s an end-game ship – once you have a Merchantman, you’ve got the best ship for that role.

In this belief, the Merchantman is a blockade runner, a fast ship, a huge trader, and so on. It has a lot of features packed in there, along with an internal cargo capacity that’s larger than that of the hauler-dedicated Hull C. In this view, the Merchantman HAS to grow, and not just a little bit, but a lot.

The Hull C is listed as 104m long while the BMM is 100m. Especially since the cargo is internal, that suggests a big, big ship; the “largest that can land on a planet” (which also isn’t true as evidenced by the landing gear on the Javelin – and the BMM won’t be that big no matter how many people wish for it).

3. I could see it being somewhere in between these two: the stats and purposes shrinking to a more focused level, but growing size-wise (and price-wise) to match a more upper-tier ship.

The Carrack is 123m long (ALLEGEDLY) and I could easily see the BMM bulking up to that, if not a little larger (135m sounds more likely). This is especially true given the Merchantman’s colossally porky 811,395kg UNLADEN mass (compared to the “larger” 180,000kg Carrack).

So what do you think? Which way will CIG jump with this one?

Star Citizen Alpha 2.6 Release Updated to December 16th

Star Citizen’s target release date for the long-awaited Alpha 2.6 has been updated to December 16, 2016. I appreciate the transparency since RSI decided to make their internal release schedule public.

Keep in mind the internal schedule is an estimate, and does not guarantee that Alpha 2.6 releases on time—you never know what unforeseen bugs or other issues might delay the release. So keep your hopes in check until RSI announces a guarantee.

Alpha 2.6 is a big deal for Star Citizen backers. It marks the release of Star Marine, along with new ships and several Arena Commander improvements.

Check out the whole episode below.

episode

Star Citizen Release Date Prediction

Star Citizen is an upcoming space sim video game for Microsoft Windows and Linux. Star Citizen is planned to consist of four main components: first-person space combat, mining, exploration, and trading with first-person shooter elements in a massively multiplayer persistent universe and customizable private servers, and a branching single-player and drop-in co-operative multiplayer campaign titled Squadron 42. The game is built on a modified CryEngine and will support all major VR headsets.

Both Star Citizen and Squadron 42 are set in a 30th-century Milky Way centered on the fictional United Empire of Earth (UEE), an analogue of the late Roman Empire. A central theme of the game is citizenship – or lack thereof – in the UEE, which must be earned through player actions such as completing a period of military service. It is anticipated that citizens will enjoy certain in-game benefits, like paying a reduced tax rate, but the exact details are yet to be determined.

A strong focus will be placed on player interaction, with player behavior influencing and being influenced by a dynamic economy system.

Star Citizen and Squadron 42 are produced by Chris Roberts’ company Cloud Imperium Games, Illfonic and its European counterpart Foundry 42 and marketed under the Cloud Imperium Games subsidiary Roberts Space Industries.

Given Star Citizen’s modular design and entirely fluid launch schedule, every part of the game is likely to arrive earlier or later than originally anticipated. Based on rough estimates, the final, finished game was supposed to arrive at the end of 2016, but considering we’re fast approaching the tail end now, that’s looking pretty unlikely.

If you’re desperate to get into space, there are plenty of ways to do it without waiting for the inevitable full retail release, though.