As with all league releases, in Path of Exile: Delirium we introduced a number of unique items. For this news post we asked our design team to share their thoughts and processes behind creating these unique items.
Our core goal for modern unique design is to create an item that you'd want to pick up and use, either by creating a new way of playing or enhancing a certain playstyle. For League uniques, many items are intended to be widely usable at a lower level of progression, while being greatly desirable for very specific builds late in progression. There are always exceptions to the rule though!
Keystone Jewels
The Keystone jewels were created from a long list of over 30 suggestions by designers, many of which weren't possible. More build-specific than normal keystones, these ones aimed to create or enhance niche interactions that could potentially promote new builds.
One with Nothing and its keystone Hollow Palm Technique were the special case; originally suggested by an effects artist, it underwent a variety of design iterations. We had to make sure we could allow it to co-exist with Facebreaker, so the original design disabled item slots and had specific restrictions on each of its stats. This was far too wordy, so to clean up the description and prevent potential problems with restricting item slots, the "Unencumbered" state was created. Unencumbered means that you currently have no weapon, gloves, quiver or shield equipped, a condition we could use again in future.
The goal was to create a monk or frenzied melee theme, and the Unencumbered state facilitated us doing this in a way that created an interesting restriction which let us give the Keystone a huge amount of power. Testing showed that it was very powerful for leveling, and we worked to lessen this somewhat during its development by lowering the attack speed multiplier and increasing the added damage to compensate, but we couldn't reduce it further without compromising the design.
Voices
Voices was one of the first Cluster Jewel designs we created, before even a single notable was formulated.
It was originally revealed with one blank passive and three jewel sockets. During the iteration of cluster jewels it became clear that it was a very powerful unique, especially with only one small passive. Because of this, we created versions of the unique that had more blank passives to have some versions of the item require more investment than others.
We avoid balancing entirely through rarity, but the nature of this jewel was so interesting that we didn't want to minimise what it could achieve. It became the rarest unique available from the Simulacrum rather than having its power changed. This was a special case for a unique that was only really acceptable because it could only reach its true power when using many other Cluster Jewels.
Split Personality
Originally designed as a Small Cluster Jewel, we quickly decided that the jewel was more interesting if it could go anywhere in the tree and would be best not to have the limitation of being socketed on the outermost part of the tree like Cluster Jewels. We started by adding every common flat benefit (attributes, defences, life, mana and accuracy) to the jewels to see if there was enough variety, and that was able to produce a number of interesting items for builds that focussed on stacking those bonuses while leaving space for similar unique designs in the future.
Megalomaniac
For a long time, this Medium Cluster Jewel was designed as a jewel that gave no direct bonuses, but buffed the strength of Small and Large Cluster Jewels attached to it. This turned into a nightmare to both describe and make work, so we brainstormed and immediately came up with the current design of having three random notables. At first, it had four random notables, but that was far too powerful for the point investment.
Algor Mortis
These gloves were designed with the goal of creating a new playstyle involving weaving a cold area skill between your lightning damage skills, with a powerful damage increase as a bonus reward. They're also special in that they're the first item to let you inflict the Sap Ailment without preventing Shock (A lightning based ailment that lowers enemy damage). The alternate ailments are special mechanics we usually only grant at the cost of a core elemental ailment, but the unique playstyle this item promotes made Algor Mortis a good place to grant Sap as a special reward for building around the item.
Assailum
The "Snipe" skill from the Assailum unique was designed in a way that could potentially allow it to become its own support gem, if it was popular enough. It was originally designed as a Support that turned any bow skill into a Channelled skill, but was changed to work as a Channelled Skill that could trigger Supported bow skills to prevent having to rebuild many bow skills to be able to be directly channelled.
During development the helmet had a damage multiplier to skills triggered by Snipe in addition to granting the Vicious Projectiles Support, but as the skill multiplier on Snipe would never be directly visible (since there was no gem!), we combined the two multipliers into one, giving the helmet the damage of a 6 link item in a more concise way.
Perfidy
This item was created to fill the role of a melee-focussed item, as it was designed after Algor Mortis (designed for a spellcaster build) and Assailum (designed for a ranged build). Perfidy was designed with the Champion in mind thanks to their affinity with Banners and their passive that removes their reservation cost. The Master of Command Cluster Jewel notable was designed to lower the cost of using two Banners with other ascendancies, giving it the potential to be more accessible to more builds.
Beacon of Madness
This item was designed early during Delirium's development, but was built around a mechanic that was later removed from the league as it added unnecessary complexity. It was then redesigned later in development to be three uniques based on the debuffs applied by Delirium monsters, providing potent bonuses that we usually wouldn't give away on a single item. However, these bonuses came at the cost of having to skillfully manage debuff uptime.
The three variations of Beacon of Madness received a supplemental effect after being revealed, as further discussion made it clear that the item should be a little more well-rounded. We gave each variation an extra stat that worked when Glorious Madness wasn't active.
Uniques will always be a core part of what makes Path of Exile so interesting. They give you something to strive for, something to inspire new builds, and something to add a little bit of flair and flavour to the game. As the game grows, new designs become possible and new ideas are formed. We hope you've enjoyed this glimpse into our development process, and perhaps this has given you a spark of an idea for what build you're going to try out next.
For today's news we're releasing a talk by our senior graphics programmer! In his presentation from ExileCon, Alex explains a process of creating rendering tech in Path of Exile and talks about various related topics, including lightning and upcoming grass technology from Path of Exile 2.
The stylish microtransactions from our previous Polaris Mystery Box are now available in the store! It's also still possible to combine some of the individual Black and White pieces into the new 'Polaris' cosmetic effects. Watch the Polaris Mystery Box trailer below to see everything that's available or check out the new cosmetics in the store by pressing M.
Since 2003, The British Academy of Film and Television Arts have included Games alongside Film and Television in their annual award ceremonies. This year, Path of Exile was nominated in the Evolving Game category, alongside Apex Legends, Destiny 2, Final Fantasy XIV: Shadowbringers, Fortnite and No Man's Sky. We are incredibly proud to announce that Path of Exile won the 2020 BAFTA award for Evolving Game.
It's such an honour to win this prestigious award. We're so proud of Path of Exile's entire development team and what we have achieved together. We'd like to especially thank our entire community for their support. The Evolution in Evolving Game comes from your feedback and encouragement over the years.
The pinnacle of our game's evolution is our vision for Path of Exile 2, and we can't wait until the next time we reveal more of what we have planned.
Later this week (Thursday or Friday NZ) we'll be releasing our next patch which contains further improvements to Delirium and some bug fixes. We've prepared a preview of what this patch contains by putting together the patch notes early.
Delirium Improvements
Active Legion encounters now cause Delirium mist to pause its movement during both the Frozen phase and the Combat phase (previously it was just the Frozen phase).
Active Blight encounters now cause Delirium mist to pause its movement while you are within a large radius of Blight Portals, rather than the Ichor Pump. This is because Blight Portals can sometimes spawn very far away!
Reduced the height of Delirium reward bars so that the top of the images is actually where you receive rewards.
Reduced the volume of Vengeful Skyfire's meteor impact sound effects.
The Purposeful Harbinger notable now grants "10% increased Effect of Aura Buffs from Skills on You for each Herald affecting you".
Reduced the value of "Auras from your Skills grant 0.2% of Life Regenerated per second to you and Allies" found on the Replenishing Presence notable to 0.1%.
All sources of "x% increased Effect of Auras on you" now instead grant "x% increased Effect of Non-Curse Auras from your Skills on you".
The Large Cluster Jewel which grants 12% increased Damage with Bows now also grants 12% increased Damage Over Time with Bow Skills.
The split-versions of Sporeplume can no longer be affected by Delirium modifiers.
Arrows can no longer stick in walls in Simulacrum areas.
Fixed a bug where Simulacrum Splinters dropped immediately following an Incursion encounter, rather than being accumulated and then dropped in stacks at the conclusion of a Delirium encounter.
Fixed a bug where monsters that were killed while submerged (below the ground) couldn't drop Simulacrum Splinters.
Fixed a bug where placing a Map and a Simulacrum into a Map Device and then activating the Map Device would consume both items, rather than display an error.
Fixed a bug where off-hand attacks were sometimes not being made when using the Hollow Palm Technique keystone.
Fixed a bug where temporary monsters created by Delirium modifiers (such as Crushing Leap) could themselves gain Delirium modifiers.
Fixed a bug where monsters with the Crushing Leap Delirium modifier could track your location even after you ran until it was off-screen, allowing it to Leap Slam towards you unexpectedly.
Fixed a bug introduced in 3.10.1 where monsters with the Vengeful Stalker Delirium modifier could sometimes become untargetable.
Fixed a bug where running far away from Kosis, The Revelation while he was casting his Beam skill and then returning would cause him to visually stop taking actions.
Fixed a bug where Delirium Volatiles remained visible, though inactive, if they were killed by the Delirium mist receding.
Fixed a bug where the effects of the Snipe skill, granted by the Assailum unique helmet, were not correctly removed after using the skill.
General Improvements
Sirus, Awakener of Worlds will now only use his Meteor and Corridor skills when his Apparition is not using a skill.
Conquerors can no longer spawn in a region if you already have their Watchstone from that Region. This only applies until you can access Sirus, Awakener of Worlds.
Conquerors can no longer spawn in the corner regions of the Atlas if you had already encountered them until you encounter a different Conqueror in a corner region.
Updated the Atlas Inventory hovers to make it clearer when a Conqueror cannot spawn in a given region.
Added a warning to the map device which displays when you insert a map of a tier that isn't high enough to spawn a Conqueror.
Regions now must have a Citadel to be able to spawn Influence on the Atlas.
The progress towards a Watchstone can now be seen when hovering over Citadels.
Influence indicators in the Map Stash Tab now only display on Maps that have a Map Tier that is equal to or greater than what is required for the current tier Conqueror encounter of that region.
Added a notification that displays when unlocking Favourite Map slots.
Casting an instant skill that is bound to the left mouse button now also causes your character to move to where your cursor was. Previously, a single click would not cause your character to move.
Added audio to Divine Scorching Ray (which is also used by the Balefire unique Opal Sceptre).
Updated audio of the Golden Bladefall Effect and Demonic Bladefall Effect microtransactions.
Fixed a bug where your character became invisible when teleported by Sirus, Awakener of Worlds into his maze while you were using Celestial Leap Slam.
Fixed a bug which granted access to the Sirus, Awakener of Worlds encounter after obtaining 16 Watchstones, rather than the intended 20 Watchstones.
Fixed a bug where the displayed amount of Life that you had could become out of sync with the actual amount of Life that you had, causing it to appear as though you were not at full life. This could commonly occur when using Blood Rage.
Fixed a bug where skills supported by both Arrow Nova Support and High-Impact/Blastchain Mine Supports didn't create projectiles when the payload arrow impacted the ground.
Fixed a bug introduced in 3.10.0 where increases and reductions to Damage with Claws wasn't being applied when Unarmed while using the Rigwald's Curse unique amulet.
Fixed a bug where the Snow Cloak buff granted by They of Tul didn't have a description.
Fixed a bug introduced in 3.10.0 where Molten Shell's reflected damage was not scaled down correctly in PvP combat.
Fixed several instance crashes.
Fixed a client crash that could occur if you were viewing Zana's Maps for a mission when a Map was selected and then opened by Zana.
Fixed a client crash that could occur when using Arcane Cloak.
Fixed a client crash that could occur when using Brand Recall on Storm Brands.
Fixed a client crash that could occur during Betrayal Research encounters.
Our Trade API is currently under very high load, and a lot of this load appears to be due to third-party programs that are not respecting reasonable rate-limits. In addition to our ongoing work on Trade API performance, we are also temporarily rate-limiting or blocking programs that are spamming our API with too many requests too quickly. This should provide better performance for users making a reasonable number of requests.
Our rate-limit rules should be considered flexible and will be tweaked to maintain service reliability. If your tool is not working, make sure you're running the latest version and if you're a tool developer, implement backoffs when you receive an unsuccessful response.
Good news for everybody who likes Path of Exile music - we have a new track for your playlist. The Thaumaturgy Mystery Box soundtrack is now available as a free download!
To download the Thaumaturgy Mystery Box soundtrack, click (or Right-click, “Save link as”) on the file type you prefer: .flac or .mp3.
It's also still possible to redeem your free redeem your free Thaumaturgy Mystery Box! Just open the in-game shop in the client and the Mystery Box will be automatically added to your account (no purchase is required). The offer ends on Sunday, April 5th.
We're in the process of deploying the 3.10.1 update that contains a fair amount of improvements and fixes to the Delirium League, including a small adjustment that will further increase performance. We'll continue to monitor your reports and make additional improvements to Delirium where possible. Thank you for your feedback and support!
3.10.1 Patch Notes
Delirium Improvements
Simulacrum Splinters now drop in stacks at the completion of a Delirium encounter.
Made various visual adjustments to Delirium mist to improve visibility of effects below the mist.
Added a variety of coloured lights to monsters and packs with Delirium on-death modifiers to more clearly represent the type of damage their skills will deal.
Added visual identifiers to monsters with the following Delirium modifiers to more clearly indicate that they have a modifier: Spatial Distortion, Cascading Storm, Banishing Flame, Winter Whorl, Crushing Terror, Spawn Dead, Shatter Dead and Putrify Dead.
Improved the telegraphing of skills used by monsters with the Shockbomb and Bolt Cross Delirium modifiers.
The Vengeful Blast modifier now creates a Fire-damage Flameblast (rather than Cold-damage). Improved the telegraphing of the Flameblast as well.
Updated the effects of the Vengeful Skyfire meteors.
Updated the effects and audio of the Crushing Terror telegraph and impact.
Added a ground target marker for Vengeful Soul's Soul Mortar skill.
Added a red tint to the homing Delirium volatile monsters and the ground objects which create them.
Delirium Volatile monsters now have a charge-up animation before they explode, rather than exploding immediately on contact.
Monsters with the Vengeful Stalker modifier are no longer targetable when they are exploding.
The Vengeful Stalker modifier now deals Lightning damage.
The Vengeful Skyfire modifier now creates more tightly clustered Firestorm impacts.
Reduced the frequency of the Spawn Dead, Shatter Dead and Putrify Dead Delirium modifiers appearing on monsters.
Adjusted the reward count pacing in story areas to behave similarly to that of Map areas. This does mean that some areas (such as Harbour Bridge) will no longer be overly rewarding.
Reduced the likelihood of the Talisman reward type being chosen for Delirium rewards.
Reduced the size of the Hysteriagate Simulacrum area. This results in monster density being similar to that of the other Simulacrum areas.
Fixed a bug where some monsters were dropping Simulacrum Splinters after the Delirium mist had subsided.
Fixed a rare bug where Delirium rewards could drop in inaccessible locations.
Fixed a bug where rewards from the additional reward bars added in 3.10.0e did not give credit for the "Obtain Rewards from Delirium Encounters" challenge.
Fixed a bug where the Devastator, Explosive Force and Unspeakable Gifts Cluster Jewel modifiers were causing monsters that aren't ordinarily able to have their corpses destroyed (such as Piety, the Abomination in the Belly of the Beast Level 2) to explode.
Fixed a bug where the "Poisons you inflict on non-Poisoned Enemies deal 300% increased Damage" stat on the Low Tolerance Cluster Jewel notable did not work.
Fixed a bug where the "Warcries count as having 10 additional nearby Enemies" stat on the Cry Wolf Cluster Jewel notable didn't work when using Intimidating Cry.
Fixed a bug where corrupting a Unique Cluster Jewel into a Rare Cluster Jewel didn't generate an enchantment on the Rare Cluster Jewel.
Fixed a rare bug where Fury Hound monsters in the Simulacrum could sometimes become immune to damage.
Fixed a bug where Delirium Unique Items and Cluster Jewels were not dropping at the correct item level in the Simulacrum.
Fixed a bug where Cluster Jewel notables were not being disabled if you had down-leveled below the level requirement of the socketed jewel.
Fixed a bug where The Ascent was using a Delirium environment.
General Improvements
You are now able to select an Atlas Mission via the Map Device.
Areas that have Conqueror Influence can now also have either Shaper or Elder Influence applied to them.
Divination Cards which award Perandus Manor now always do so at a tier that is equivalent to what would be received if you had 4 Watchstones in the appropriate region of your Atlas. Cadiro Perandus will offer Perandus Manor at a tier based on the Watchstone count of the appropriate region of your Atlas.
Doryani's Machinarium now drops at a tier based on the Watchstone count of the appropriate region of your Atlas. This means that if you have 4 Watchstones in the region that contains the Maze Map, Doryani's Machinarium will drop at its maximum tier.
Unique Maps and Vaal Temple Map are no longer highlighted when selecting a Favourite Map.
x% increased Effect of Auras on You modifiers no longer apply to enemy debuff auras.
Arc, when triggered, now targets as close to your target as possible.
Mirage Archers now release their channelled Snipe at maximum stages.
Eye Hatcheries created by Metamorph bosses no longer create damaging ground impacts each time they take damage.
Scale of Esh monsters are now limited to having up to 3 minions at a time.
Adjusted the physics of the Project Wings.
Improved the performance of Bladestorm effects.
Adjusted CPU core usage for processors with fewer cores. This should result in reduced CPU usage and a more responsive game experience.
Fixed an issue with the PlayAlertSound parameter in Item Filters not handling the Continue command correctly.
Fixed a bug where some unique monsters could fail to pathfind to players correctly.
Fixed a bug introduced in 3.10.0 which caused the "Contains additional Divination Cards that give Corrupted Items" modifier found on Diviner's Strongboxes to not work.
Fixed a bug where Vaal souls gained when using the Soul Ripper unique flask were given to a single Vaal skill, rather than being distributed amongst all socketed Vaal skills.
Fixed a bug where running far away from an upgraded Stormbind rune and then returning to it caused it to visibly appear as if it was unupgraded.
Fixed a bug where the ground effect from Hunter Influence Basilisk monsters re-appeared if you ran far away from it and then returned.
Fixed a bug where the Ice Trail created by Veritania, The Redeemer lasted forever.
Fixed a bug introduced in 3.10.0 where the Sawblades thrown by Truth Extractors bounced forever.
Fixed a bug where the effects of the Snipe skill, granted by the Assailum unique helmet, were not correctly removed after using the skill.
Fixed a bug where the visual effects from using Frostblink could get stuck on your character until you changed areas.
Fixed a bug introduced in 3.10.0 which could cause the Pier Map boss to become untargetable.
Fixed a bug causing the location of Animated Weapons' health bar to sometimes be incorrect.
Fixed a bug where the height of some parts of the Morbid Hideout was incorrect, causing it to interact poorly with a number of hideout decorations.
Fixed a bug which caused triggered Raging Spirits to not attack monsters.
Fixed a bug where Kinetic Bolt was able to drop before level 5.
Fixed a bug where party members could interact with the Metamorphosis Vat. They could only say Goodbye!
Fixed a bug introduced shortly before 3.10.0 where Audio Reverb did not work.
Fixed a bug where Thaumaturgy Wings and the Scientist Cloak flickered when certain effects were applied to your character.
Fixed a bug introduced in 3.10.0 that caused the joints of the Wild Panther Pet to become quite entangled.
Fixed a bug introduced in 3.10.0 where the trails from the Orion Weapon Effect became smaller than intended.
Fixed a bug where the trails from the Trinity Aura Effect were sometimes slightly ahead of the rotating spikes.
Fixed an instance crash that could occur when using Zombies.
Fixed an instance crash that could occur during the Gruthkul, Mother of Despair encounter.
Fixed an instance crash that could occur during a Kosis, The Revelation encounter.
Fixed a client crash that could sometimes occur when closing the quest reward window.
As part of the Delirium league, we introduced a strange voice who doesn't interact with players directly but instead manifests right in their heads. Nick, one of our narrative designers, has written an article about creation of the Strange Voice and the process behind it. We hope you enjoy it!
When a new league is in the works, there typically comes a point when we have to give the collection of planned mechanics a theme. Delirium was first described to me as an ever-expanding ring that would affect all monsters in an area, granting them powerful effects and making them harder to kill and more dangerous. It would be something that passes through the area quickly, encouraging players to move rapidly between monster packs, but would drop off if the player couldn't keep up with it. Whatever theme we gave this league had to allow for extremely broad but temporary effects.
The idea of something playing tricks on the player character's perception of reality coalesced quite quickly, but it took some time for the Strange Voice to come together. I wanted whoever was talking to you to be funny at times, menacing at others, and ultimately evoke a sense of distorted reality. For inspiration I initially looked to Gene Wilder's performance of Willy Wonka. His character perfectly walked the line between madman and master of his domain. He would weave in and out of eccentricities, cared little for the children he was taking through the factory and rarely, if ever, intervened in their fates.
Where you start when writing a script is rarely where you end. Initial drafts of the Strange Voice script involved more wordplay and taunting and less worldly insight, but with each rewrite it became more interesting to hear what the Voice thought about what was going on, slowly revealing who or what it might actually be, and allowing it to provide knowledge unavailable to the player, reinforcing the idea that it might not just be madness at play (then again, it might be).
Maps, of course, don't have the same linear structure and predictable elements that the campaign has, so that's where many of the taunts ended up. I wanted to make sure we really reinforced the delirious feeling as much as possible here, so I based lines on real traits of mental illness to try to evoke some sliver of what sufferers feel. Some lines play on paranoia ("They are out to get you"), some on anxiety and depression ("You are the cause of great misery", "You will die alone and afraid"), some on delusions of grandeur ("You are the only one who matters") and of persecution ("Everyone you trust has been replaced by illusions. They are trying to get you."), and some that tug at the strings of perception and morality ("You are murdering innocent souls").
I also wanted to play with some of the more memorable lines from other characters, with the voice providing a new twist or different context, playing into the idea that this could all just be a series of hallucinations the player's character is going through.
We had to be careful not to make light of mental illness, as it's a serious matter that many people suffer from. We also wanted to make sure that those suffering from mental illness didn't feel further harmed by some of the voice lines. To that end, not long before launch, we removed a few that we felt might be a little too harsh, even for Path of Exile. There were also a lot of lines that got cut due to certain planned ideas not panning out.
The voice actor, Michael Hallows, did a fantastic job bringing such an eerie character to life, and our resident sound effects wizard Kane took Michael's great performance to another level, playing with distortion to highlight certain words and phrases to great effect.
I've enjoyed watching players unravel the mystery of the Strange Voice. I always get nervous before a launch with a character that feels 'risky', so I was relieved he wasn't widely despised. I don't know if it'll ever make a return or not, but I do know we've got more fun characters in the works.
At the end of this work week, we're planning to deploy Patch 3.10.1 which includes improvements to several aspects of Delirium (including the visual updates we discussed last week), bug fixes and more. We've prepared a preview of the patch notes so that you know what to expect.
Delirium Improvements
Made various visual adjustments to Delirium mist to improve visibility of effects below the mist.
Added a variety of coloured lights to monsters and packs with Delirium on-death modifiers to more clearly represent the type of damage their skills will deal.
The Vengeful Blast modifier now creates a Fire-damage Flameblast (rather than Cold-damage). We have improved the telegraphing of the Flameblast as well.
Updated the effects of the Vengeful Skyfire meteors.
Updated the effects and audio of the Crushing Terror telegraph and impact.
Added a ground target marker for Vengeful Soul's Soul Mortar skill.
Added a red tint to the homing Delirium volatile monsters and the ground objects which create them.
Delirium Volatile monsters now have a charge-up animation before they explode, rather than exploding immediately when contacted.
Monsters with the Vengeful Stalker modifier are no longer targetable when they are exploding.
The Vengeful Stalker modifier now deals Lightning damage.
The Vengeful Skyfire modifier now creates more tightly clustered Firestorm impacts.
Adjusted the reward count pacing in story areas to behave similarly to that of Map areas. This does mean that some areas (such as Harbour Bridge) will no longer be overly rewarding.
Reduced the size of the Hysteriagate Simulacrum area. This results in monster density being similar to that of the other Simulacrum areas.
Fixed a bug where some monsters were dropping Simulacrum Splinters after the Delirium mist had subsided.
Fixed a rare bug where Delirium rewards could drop in inaccessible locations.
Fixed a bug where rewards from the additional reward bars added in 3.10.0e did not give credit for the "Obtain Rewards from Delirium Encounters" challenge.
Fixed a bug where the Devastator, Explosive Force and Unspeakable Gifts Cluster Jewel modifiers were causing monsters that aren't ordinarily able to have their corpses destroyed (such as Piety, the Abomination in the Belly of the Beast Level 2) to explode.
Fixed a bug where the "Poisons you inflict on non-Poisoned Enemies deal 300% increased Damage" stat on the Low Tolerance Cluster Jewel notable did not work.
Fixed a bug where the "Warcries count as having 10 additional nearby Enemies" stat on the Cry Wolf Cluster Jewel notable didn't work when using Intimidating Cry.
Fixed a bug where corrupting a Unique Cluster Jewel into a Rare Cluster Jewel didn't generate an enchantment on the Rare Cluster Jewel.
Fixed a rare bug where Fury Hound monsters in the Simulacrum could sometimes become immune to damage.
Fixed a bug where Delirium Unique Items and Cluster Jewels were not dropping at the correct item level in the Simulacrum.
Fixed a bug where Cluster Jewel notables were not being disabled if you had down-leveled below the level requirement of the socketed jewel.
General Improvements
You are now able to select an Atlas Mission via the Map Device.
Shaper and Elder Influence can now be applied to areas that also have Conqueror Influence.
Divination Cards which award Perandus Manor now always do so at a tier that is equivalent to what would be received if you had 4 Watchstones in the appropriate region of your Atlas. Cadiro Perandus will offer Perandus Manor at a tier based on the watchstone count of the appropriate region of your Atlas.
Doryani's Machinarium now drops at a tier based on the Watchstone count of the appropriate region of your Atlas. This means that if you have 4 Watchstones in the region that contains the Maze Map, Doryani's Machinarium will drop at its maximum tier.
Unique Maps and Vaal Temple Map are no longer highlighted when selecting a Favourite Map.
x% increased Effect of Auras on You modifiers no longer apply to enemy debuff auras.
Arc, when triggered, now targets as close to your target as possible.
Mirage Archers now release their channelled Snipe at maximum stages.
Eye Hatcheries created by Metamorph bosses no longer create damaging ground impacts each time they take damage.
Scale of Esh monsters are now limited to having up to 3 minions at a time.
Adjusted the physics of the Project Wings.
Improved the performance of Bladestorm effects.
Added an EnableDropSound parameter that can be used in Item Filters.
Fixed an issue with the PlayAlertSound parameter in Item Filters not handling the Continue command correctly.
Fixed a bug where some unique monsters could fail to pathfind to players correctly.
Fixed a bug introduced in 3.10.0 which caused the "Contains additional Divination Cards that give Corrupted Items" modifier found on Diviner's Strongboxes to not work.
Fixed a bug where Vaal souls gained when using the Soul Ripper unique flask were given to a single Vaal skill, rather than being distributed amongst all socketed Vaal skills.
Fixed a bug where running far away from an upgraded Stormbind rune and then returning to it caused it to visibly appear as if it was unupgraded.
Fixed a bug where the ground effect from Hunter Influence Basilisk monsters re-appeared if you ran far away from it and then returned.
Fixed a bug where the Ice Trail created by Veritania, The Redeemer lasted forever.
Fixed a bug introduced in 3.10.0 where the Sawblades thrown by Truth Extractors bounced forever.
Fixed a bug where the effects of the Snipe skill, granted by the Assailum unique helmet, were not correctly removed after using the skill.
Fixed a bug where the visual effects from using Frostblink could get stuck on your character until you changed areas.
Fixed a bug introduced in 3.10.0 which could cause the Pier Map boss to become untargetable.
Fixed a bug causing the location of Animated Weapons' health bar to sometimes be incorrect.
Fixed a bug where the height of some parts of the Morbid Hideout was incorrect, causing it to interact poorly with a number of hideout decorations.
Fixed a bug which caused triggered Raging Spirits to not attack monsters.
Fixed a bug where Kinetic Bolt was able to drop before level 5.
Fixed a bug where party members could interact with the Metamorphosis Vat. They could only say Goodbye!
Fixed a bug introduced shortly before 3.10.0 where Reverb did not work.
Fixed a bug where Thaumaturgy Wings and the Scientist Cloak flickered when certain effects were applied to your character.
Fixed a bug introduced in 3.10.0 that caused the joints of the Wild Panther Pet to become quite entangled.
Fixed a bug introduced in 3.10.0 where the trails from the Orion Weapon Effect became smaller than intended.
Fixed a bug where the trails from the Trinity Aura Effect were sometimes slightly ahead of the rotating spikes.
Fixed an instance crash that could occur when using Zombies.
Fixed an instance crash that could occur during the Gruthkul, Mother of Despair encounter.
Fixed an instance crash that could occur during a Kosis, The Revelation encounter.
Fixed a client crash that could sometimes occur when closing the quest reward window.
Please note that these are subject to change prior to the patch's deployment. The 3.10.1 update will be deployed on consoles as soon as possible after its release on PC.
Also, regarding the recent Buffer Underflow error that some users were experiencing, we believe have fully resolved this issue. If you still encounter it, please help us by posting your instance IP address in this thread.
Additionally, the Russian game servers are still under DDOS attack, and we are talking to the server host to try to work out a way this can be mitigated. Thank you so much for your help and your patience.
This is a stressful time for many of us in the world and we want to bring a little light to the moment by offering a free Thaumaturgy Mystery Box! To redeem a free Thaumaturgy Mystery Box all you need to do is to open the in-game shop! The Mystery Box will be automatically added to your account. Please note that visiting the shop on the website does not trigger the free box - it must be accessed from inside the game client.
To receive a free Thaumaturgy Mystery Box, your account has to have been created prior to today. It's only possible to get one box per account.
You'll be able to collect one free mystery box any time within the next week.