To find out more about their card, we asked Askator about their card A Fate Worse Than Death. Check it out in today's post!
Hi Community Team!
I joined Path of Exile 10 years ago just before open beta was released, after some of my friends told me several times that the game was excellent and a perfect alternative to Diablo 3 which we were playing at the time. I’ve always been a fan of RPG’s and also MMORPG’s, having played a lot of Guild Wars and World of Warcraft. Our guild wanted something that could let us play together like the old times. That is where Path of Exile comes into play.
I do remember the good old days when act 3 was just released, trying to defeat Piety for the first time, farming docks and having a character where level 75 was a high level. Those moments have a special place in my memories and that was only the beginning! Then leagues were introduced and between four of us got one account to reach the 8 achievements in Anarchy/Onslaught!
Even though some of us have had some breaks, we've always been interested in the game. Following it, watching events, streams, speaking about it, teaching, playing with friends and even creating some builds for it! Path of Exile has gotten a long way, and it has kept our hype every four months with every new league. We always wanted to be part of the game and leave our footprint in one of the games we have played the most.
Finally, in 2019, ExileCon was announced and we didn’t even doubt a second. We wanted to all go together and see the beautiful New Zealand. We did not waste any time and made a trip from Spain to Australia and New Zealand finishing at ExileCon. We were really excited. I remember entering the convention and trying to see if we could spot any news before the reveals happened. All those days with the PoE 2 reveal, me trying to get my art book signed by all the developers of PoE, buying a lot of merchandise, playing the card game... We couldn’t be more happy to share that moment all together after a lot of years playing it.
Then in January last year, I messaged GGG about the possibility of creating a divination card, when they said that it could be done, I just knew what I wanted to do. I gathered the four of us, the same that we went to ExileCon, Pableras, Tuti3013 and Delsa, and we sat together to decide which card we all should make so we could have our small contribution to the game. That is when the brainstorm occurred. We did a first submission, but a similar card was released in 3.14 so we needed to resubmit our card. We wanted to see it in game, but we had to wait a bit longer for that.
We really liked the Synthesis league, and we have been farming Cortex and the memories since then, so we decided that contributing with a Cortex card would be awesome. For the rest, we came up with one of the first phrases that we ever heard from Venarius. It was amazing, it felt like everything was suited to be a card. Since we were four people designing the card, we thought of leaving that mark in the art and the amount of divination cards. Luckily, there are 4 Venarius memories, and we thought that it would be really cool if each color could represent us, so we asked GGG if the number of cards required for it could be four.
We couldn’t think of a better way of contributing to Path of Exile than designing a Divination card for the game. It is not only mine, but as I said it is also of my friends and all the people we have played PoE with these years. I really hope that we can keep playing Path of Exile as we have been doing the last 10 years!
Now with the Sentinel league, the card has been finally released! We expect that you guys can have much fun as we do playing the game, and also farming Cortex for good rewards! Good luck and have fun, exiles!
0.09.9 Release Notes: * Added Pioneer's DJM-V10 flagship 6 channel mixer. Go to Settings > Equipment to change your equipment layout * Added a beatgrid editor to manually fix your tracks' bpm and start beat, toggleable from any Deck's screen * Added Game Mode beta, a new set of interactive lessons with "Beat Highways" that visually guide you through a mix. Try them out in the Content > Lessons menu * Added Video Call moderation features with staging
* Min/Max BPM range increased from 40-250 to 20-300 * New mixer screen meshes for Pioneer mixers * Fixed quantize overriding hot cue loop lengths shorter than a beat * Lots of misc fixes
These are the patch notes for the 0.2.0.2 update. Sorry for the lack of development in the past months, we've been quite busy with other things. Development should be starting back up again now!
We are also changing our name from LlamaDev Games to LlamaMoon Games to better represent both members! Along with that comes our new logo!
======== CHANGES ========
-Enemies are now alerted when hit by an explosive -Added text lines for traders when they have no stock left -Added confirmation screen to deleting a save file -Added timer UI to potion effects with limited time -Updated splash screen -Update credits screen
========== BALANCING ==========
-Healing spellbook cooldown decreased (10s -> 7s)
===== BUGS =====
-Aspect shards no longer drop for that Aspect once it's completed -Fixed Fullscreen minimap having wrong control on controls menu -Trader text would not render properly when all items bought -4 Digit coin counts now render properly -Item info is now shown when hovering over an item on the ground when the inventory is full -Geode special feature now properly spawns instead of a geode item on the ground -Dropped glow sack item now glows -Fixed floating item icons on screen -Fixed F key using the last item hovered over in the inventory while it is closed -Fixed objects spawning ontop of eachother -Cacoons now always project enemies downwards instead of upwards
This week's update isn't as flashy as many of the recent big content patches, but it addresses a number of community concerns and requests and adds a bit more polish to existing content.
The next update is shaping up to be absolutely massive, but it's going to take longer than usual. I expect it will take another 2-3 weeks to complete, but it will be a huge step toward 1.0 with a ton of new content and features.
There won't be any significant updates between now and then (bug fixes will still occur as needed) because I want to focus as much as possible on simply getting this content finished for you all. I'll be moving across the country (back to California after some time away) in September, and I want to make sure you all have plenty of new content while I'm getting set back up (which could take several weeks).
Now onto the patch notes
Boss Updates Hive Queen:
The Hive Queen now has a slight change in appearance with each subsequent version you face
The Final Hive Queen fight has been updated with new behavior when only one Queen remains
Certain Hive Queen animations were ending too soon, but should now be fixed
Sting King:
The Sting King now has a slight change in appearance with each subsequent version you face
The Final Sting King fight has been updated with new behaviors during his "frenzied" state (post-pincers)
New, more noticeable visual effect when summoning Scorpion class ships
New Achievements
Trial Run: Complete any zone with at least 1 trial equipped
Mad Lad: Complete any zone with all 4 challenge rating 1 trials equipped
Trial Jury: Complete any zone with a total difficulty of 12+
Aces Hive: Beat the Apoid Colony zone with a total difficulty of 30+ in a trial run
Stingking Hard: Beat the Rachni Belt zone with a total difficulty of 30+ in a trial run
Note: Every achievement, except "Mad Lad" will activate retroactively upon starting a new game
Balance
Upgrade choice generation has been updated to more reliably offer upgrades you probably want. It now uses a dynamic, weighted, selection system that can still offer things you don't want, but will be considerably less likely to, especially as the game progresses and you make more choices.
Hail Mary now has a base target amount of 2 up from 1, and now has -30% recharge time at level 5.
Alpha test now prevents upgrade beacons from leveling your starter weapon
Max shields are now capped at +100 for power converter (200 total)
Quality of Life
There is now a game over animation when you die (the sound fx are placeholder)
Unstable Core now plays an explosion sound when triggered
Updated the Bulldozer achievement text in-game to match the Steam text.
The Sound Systems have been overhauled to push sound effects to separate groups of channels and limit repeat sounds in rapid succession.
Note: There may still need to be some optimization, so let me know if you have any issues with too many overlapping sounds or sounds being cut off.
Bugs
Ctrl+alt+tab could cause the pause menu to become stuck on until you press ctrl again
This update wasn't supposed to happen, but I figured that it should. I hope those of you who have played Aeloren Tactics or are thinking about playing it, end up enjoying it. Thanks and enjoy!
Here is what is new:
-Gave Felix, Haru and Lysithia, Limit Breaks.
-Fixed some Limit Breaks that were supposed to appear with certain characters during specific maps.
-Added in two brand new characters; Pip Longfellow, the Wyvern Tamer, who fights alongside his Wyvern and best friend; Verta. Also added in Nia Harro, the Witch. (Basically a stronger Yuna from Falnarion Tactics II).
-Added in a new side quest; The Peak. This is where you can recruit the two new characters and fight new enemies as well as the mighty Wyvern.
-Changed some of the dialogue in the opening credits scene.
-Fixed some of the bio descriptions and added in two new bios for the new characters.
-Added in two more memory fragments in the Item Shop.
-Added in the Armada. A sword that is strong against armor and ignores defense. Can be found in the Sword Shop and Special Shop.
I know it's not much, but it's something. Anyways, please enjoy this new update and if you want more Tactics games as well as other types of games from Team Syukino, please check out the store page and follow it for news about current, old and new projects. Also look out for Pixel Boy: The Legend of Tain, Estellium Legends II and Exiori! More info can be found on Itch.io and in the future on the Team Syukino store page!
A new Power: Magnetic Bomb is added to the game and waiting for you to use.
New Features:
Wolf and Snake pets are now coming already unlocked
Ice attack power is now coming already unlocked
Shizuma and John heroes are coming already unlocked
Yuri and Necros heroes have less cost now
Some players thought that there is not enough content at the very start of the game so we decided to unlock some characters to make newcomers some more fun at the beginning of the game.
Game Tips:
There are some tips on the loading screen now ;)
Bug Fixes:
Scale in pause menu now shows exact scale. Before it was just "1"
Game no longer does not continue after 20 minutes in some circumstances
Game no longer starts with max setting after first opening
We have been working on improving the game for a long time and are happy to finally share a new demo.
What was done:
1. Improved UI 2. Improved interaction with player's car 3. Improved global map 4. Endless random events on global map 5. Added procedural dungeons 6. New music 7. Mechanics of hunger and thirst 8. Survival mode 9. Random objects and skins of objects for locations 10. Random loot 11. Tutorial has been improved. Added manual 12. Added social networks
IRON WORLD will be completed! We have many more ideas ;)