Our Senior Narrative Designer, Matt, has taken a moment to reflect on writing for the Settlers of Kalguur League. Here are his thoughts.
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Designing the narrative context for the Settlers of Kalguur league was an interesting project. This may be the most 'integrated' a new piece of content has ever been—we know most of the characters already, and anyone who's seen Path of Exile 2 might have noticed players running around Kingsmarch twenty years in the future. This is both an expansion on existing lore, and set up for future stories. With some leagues, the narrative must carve into the unknown, but with this one, I was making a puzzle piece that had to fit exactly on all sides.
There's a tension inherent in the story of the Kalguurans we've met. Ostensibly, they're here to excavate and trade, but there's always been a nervous energy about certain topics. With Settlers, I was able to explore that more organically. Every single Kalguuran character has had their lives influenced by their King, and spending enough time with them or reading their letters slowly reveals each relationship and, perhaps, certain choices they've made. As Faustus says, there's a sinister shadow growing longer with each passing day—and we can be sure it's going to darken our skies sooner or later.
Speaking of Faustus, I was keen right from the start to integrate Kingsmarch with our existing world. Faustus and Isla were perfect for their roles, and their presence begins to answer something I've been hoping to expand upon since Heist: with the world in shambles, who are the rogues actually stealing from? Well, here we are, finally, with a bit of civilisation and rebuilding going on. The ports are growing, trading is profitable, and maybe Wraeclast isn't entirely zombies and wastelands!
The other interesting constraint on this one was the new type of mechanic we'd never tried. We didn't want an overarching quest line for Settlers, because the long-term nature of the city building would surely outlast any quests we made. This would need to be more a 'setting' than an 'adventure,' and so we strove to make it enjoyable to visit and hang around in. That led to idle chatter upgrades, and a new type of greeting we may actually shift toward in the future, where the NPC greets you as you approach, rather than when you open their dialogue box. That felt really natural, but we'll have to sculpt town spaces to accommodate something like that. If they're too close together, or trigger when you're just passing by, it won't feel right.
We also recorded some lines for a conversation system like Trials of the Ancestors had, with the notion that NPCs would sometimes be in the tavern instead, or, perhaps, talk to the other NPCs close to them. Unfortunately, the layout of Kingsmarch, the distances involved, and the realisation that they were probably too far apart made that system problematic. Also, for some of the NPCs, it would be really annoying if they were randomly in the tavern instead. I could already picture the meme: 'Tujen's in the Tavern. Tujen's ALWAYS in the Tavern. But only if you go to the docks first.'
Ultimately, the inter-NPC conversations were scrapped for now. I'm definitely going to try again for future content, and upgrade the systems that did work. I consider something we developed here an opportunity—services that were separated from the NPC and put next to them, such as the Map Device or Recombinator. If their services are available from a device close to them, but still trigger or involve their dialogue, then the NPCs are free to wander or do more lifelike things in their surroundings. We've already done some great work in that direction for Path of Exile 2, and I'm really excited to see how far we can go with it.
Overall, I'm quite happy with how Kingsmarch turned out. There's thought layered into every detail, so the more time you spend there, the more you might notice or understand. I feel that this is a great starting point for telling grand tales, and we're going to need that for what's coming. And, for once, I don't have to say 'stay tuned'—Path of Exile 2 is right around the corner! I can't wait!
Microtransactions from the Necropolis Mystery Box are now available in the store! We’ve individually priced each set of items based on its type and rarity.
The Necropolis Stash Bundle is also being released today. This microtransaction applies a skin to your Stash and Guild Stash in your hideout to make them look like the Necropolis Box! Check it out in the video below:
Check out all the other Necropolis microtransactions by watching the video below. You can view the full range in the store by pressing 'M' while in-game to access the store, then heading over to the "New Items" tab.
Turn the Viridian Wildwood into your humble abode with the new Wildwood Hideout, or bombard your foes with the power of the cosmos with the new Astral Artillery Ballista! Check out the videos below, or get yours now by pressing M to open the store in-game.
Also, it’s almost time for PAX West and we’ll have a booth there where you can try out the Path of Exile 2 Demo!
When - August 30th - September 2nd
Where - Booth #2339
We had a blast showing off Path of Exile 2 at Gamescom and we can’t wait to keep the momentum going at PAX West! Thanks for your support, and see you there!
This weekend we’re running a Stash Tab Sale! You can view the full selection of discounted tabs by pushing 'M' while in-game to access the store. The Stash Tab sale ends at August 26th 6pm PDT.
If you’re missing points for the sale, be sure to check out the Paladin and Penance supporter packs, which you can also find in the in-game store!
This weekend we are running a Wings and Back Attachment Sale! You can view the full selection in-game by pressing M to oprn the store. The sale runs all weekend and ends at 6pm on Monday, August 19th (PDT).
Next week we’ll be attending Gamescom, so if you are attending and need some more information you can find it here! We hope to see you there!
There are over a hundred Wings and Back Attachments available at discounted prices including community favourites such as the Dragon Hunter Wings[ and the Celestial Wings.
If you need some extra points to take advantage of this sale, check out the new Paladin and Penance Supporter Packs!
Later this week, we’re planning to deploy the 3.25.1 patch which includes changes to the Recombinator, Thaumaturgic Dust and Tier 17 Map modifiers. Check out a preview of its patch notes below.
The following patch notes are still subject to change prior to the patch’s deployment. We’ll deploy the 3.25.1 update on consoles as soon as possible after its release on PC.
3.25.1 Patch Notes
Settlers Improvements
Reworked how shipping Thaumaturgic Dust affects Shipping Risk and Rewards. Previously, it was multiplying the shipment value and having a disproportionately high impact on risk compared to rewards. Now, it simply adds to Shipment Value and scales the amount of rewards based on the other goods being shipped. This means the way Thaumaturgic Dust affects Shipment Value/Risk now directly correlates with the amount of rewards you will receive, and in almost all cases this is a buff from before.
When Recombinating items, rarer Modifiers now have a much higher chance to be selected for the resulting item than before.
Players now spawn further away from the portal in the Admiral Valerius Boss Area to help prevent leaving by accident.
Added the Uber Boss Fragments, missing Fossils, and the Blighted Scouting Report to the Currency Exchange.
General Improvements and Changes
Adjusted the following Tier 17 Map Modifiers:
Tier 17 Sawblades mod slowed down and there are only 3 sawblades (from 6)
The Marked for Death debuff no longer prevents the recovery of life and energy shield. It now increases damage taken by 50% (from 30%)
Players and their Minions deal no damage for 3 out of every 10 seconds (from 4 seconds every 10 seconds)
Players have 3% reduced Action Speed for each time they've used a skill recently (from 4%)
Monsters have 100% increased Area of Effect and fire 2 additional Projectiles (from 4 additional Projectiles)
Monsters take 35-45% reduced Extra Damage from Critical Strikes (from 100%)
Players have 25-30% less Area of Effect (from 50%)
Players have 25-30% less Defences (from 50%)
Rare and Unique monsters remove 5% of life, mana and energy shield from players or their minions on hit (from 10%)
The following mods no longer roll on Tier 17 Maps:
100% reduced Effect of Curses on Monsters
Players have -2 to maximum number of Summoned Totems
Players in Area take 20% increased Damage per nearby Ally
Players cannot gain Endurance, Frenzy, or Power Charges
Players cannot Recharge Energy Shield, and Players cannot Regenerate Life, Mana or Energy Shield
Players cannot Block, and Players cannot Suppress Spell Damage
Players have 90% reduced effect of Non-Curse Auras from Skills
Players have 80% less Recovery Rate of Life and Energy Shield
Monsters Cannot be Leeched From
Added a new Tier 17 Map Modifier: Players have 50-60% reduced Maximum total Life, Mana and Energy Shield Recovery per second from Leech.
The Divination Scarab of Plenty now grants additional Packs of Magic Monsters that have 800% increased chance to drop Divination Cards, instead of modifying existing packs in the area. It also now has a limit of 5 (from 1).
The Bestiary Craft to 30% quality a map, now specifies it grants 30% base quality (replacing any alternate quality types from Maven Chisels). This fixes a bug where if you used this craft on a map with quality from a Maven Chisel it wouldn't have added more of the alternate quality.
Updated the Vengeful Cry Skill Gem description to clarify that Minions cannot gain rage.
The Singular Carapaces Atlas Passive has been renamed to Towering Carapaces.
Updated remaining text referencing Reliquary Scarabs to correctly say Titanic Scarabs.
Added a slot for Kaom's Command Unique Siege Helmet to the Unique Stash Tab.
Bug Fixes
Fixed a bug where some players were unable to use Manage Town option from Johan.
Fixed the Ransom option not stating how much gold is required.
Fixed a bug where Quality on Life, Mana, and Hybrid Flasks was incorrectly scaling Duration.
Fixed a bug where Map crafting options from Scarabs were not appearing if placed in the 6th slot of the Map Device.
Fixed a bug with Admiral's Arrogance Unique where the chance to gain Maximum Rage from hits granting Rage was applying for all hits.
Fixed a bug with the Taste of Hate Unique Flask where its Chill and Freeze Avoidance, and Physical as Added Cold Damage effects were not applying.
Fixed a bug where the Vengeance Notable Passive Skill granting Rage when Hit by Enemies was incorrectly applying to all Hits and not just Hits by Enemies.
Fixed a bug where the Savage Intensity Notable Passive Skill was not reducing the Rage Cost of Skills.
Fixed a bug where the Sepulchre Map Boss, Doedre the Defiler, would fail to drop guaranteed rewards after being killed in her second form.
Fixed the Meteor on Flask Use Tier 17 Map Modifier and Searing Exarch Altar Modifier having no impact effect.
Fixed a bug where the Plummeting Kahuturoa Unique Finisher Effect Microtransaction could not be used along with a Rare Monster Finisher Effect.
Looking for a stealthy way through the Viridian Wildwood? Conceal yourself with the Elven Knight Armour Set.
Perhaps you’ve been tempted by the King in the Mists and need a way back to him? Check out the Cursebringer Portal Effect!
The Arachnamagus Portal Effect ought to scare off any invaders from the Atlas as it spreads spiders throughout your hideout!
If you’re interested in any of these, or just want to check out any of the latest additions to the store, you can take a look in-game by pressing M to open the store.
This weekend we’ve also got a sale on all Skill Effects! If you’re looking to add some flair to your skills, take a look at the selection of microtransactions on sale. The sale ends at 6pm on Monday, August 12th (PDT).
If you’re missing points for the sale, be sure to check out the new Paladin and Penance supporter packs.