Path of Exile: Crucible launches soon! In this news post, we've gathered all the information you need to know about what happens on launch day and how to start downloading early.
The realm goes down and patching begins at: 10am April 7th PDT The servers go live at: 1pm April 7th PDT
If you are unsure, please refer to the countdown on the front page. Three hours before the end of the countdown, the realm will go down and patching will begin shortly after. When the countdown ends, the servers will be live and you'll be able to join the Crucible League!
The patch size for the update will be around 8.5GB on the standalone client and 8.5GB on Steam.
This is also your last chance to get Sanctum Mystery Boxes! It will leave the store when our next Mystery Box becomes available! Keep in mind that if you haven't taken advantage of it yet, it's still possible to get one free Sanctum Mystery Box when you spend any amount of points in the store. NOTE: this is only possible once per account. Additional purchases do not grant additional mystery boxes. If you need some extra points, we recommend checking out the new Crucible Supporter Packs.
In case you still haven't decided which build to play with, check out the Class subsections on the forum for suggestions from the community. Many of our community streamers are also providing build guides on YouTube!
We can't wait to see your latest adventures through Wraeclast. We'll see you at launch!
- All skirmish missions available in reversed format - 2x new small skirmish scenarios - New armoured unit audio - Revised weapon ranges: medium mortar, vehicle flamethrower - Deployment UI resized and added mount/dismount options - Settings option to keep unit tags visible on AI turn - Bug fix for carried infantry casualties on KO - Various small improvements and bug fixes
I owe everyone a proper informational announcement. Why you weren't getting frequent updates yet a the bottom, ctrl+f 'about my week'. I reaaaly want to work on this game basically non stop. I even quit my scientific research job to pursue it more.
Features coming: 1) Drops 2) Monty Hall game for daily reward.
3) Randomized events on clash raids, sometimes a space anomaly or alien invader might show up for bonus, or maybe just a huge black hole and you gotta collect the xmatter before everything goes away. 4) STORY MISIIONS! This is my most desirable thing to put in. I have a very good story. Video game dev is like if a book author had to go out and make his own papyrus before he could write it down. I'm pent up full of creativity. 5) Proper level up. 6) Use of skills 7) Talent Tree on leveling up.
8) Generate the Galaxy and populate it with rocks, big rocks, bigger rocks, rocks on fire, and refined rocks: asteroids/moons/planets/stars/space stations.
9) A living galaxy of population rolled and simulated with 120 personality and history with you.. It should make the NPCS seem like real aliens would be like! You never saw a real alien... probably... so you can't tell me otherwise.
10) Cool items and usesages + Trade systems of NPC/players, but setting up values on items and what you want to trade and what you want to get. Shout out to my old usenet traders of collectable card games.
11) Aliens who will join you.
12) Anomolies to research.
13) Better networking code.
And that's just for starters(will take many months, but just opening up throttle on this ship)
Reminds me:
14) Better finalize use on clash buildings including the Capital Ship foundry!
About my week:
LORE OF THE RELEASE AND HOW I WAS SPENT: I barely limped over the finish line April 1 at 2 am, after 20 hours of coding. I thought it'd be released in 12-16 hours, but about the 14th hour, I lost my backup solution. The 15th hour, I got my first blue screen of death in close to like a decade. I kept getting dicey Unity crashes, importing and exporting of settings and assets that can completely destroy your build, and I'm running on no backups... 5 hours later of no backups and all rinky dink technical, I was able to release the game, but had trouble sleeping due to traumatic stress... since I was working almost as hard as this all week long... It was 10,000 hours over many years, culminating in a nerve racking, psychologically painful experience... But any coder knows this is how she goes.
Over the next 6 days, my backup solution still struggled to get online, Friends and some family had crises and needed my attention a lot. I had to deal with wind damage from tornado microbursts which actually saved me work to knock down something that would have been hard, but I needed to do it. I found an ex fiance I had from 10years back and coached her cuz she was going through hard times. It was one thing after another and I never recovered from the stress of an exhausting release so I had to close doors... I didn't burn bridges, but I put up a police tape: Do not cross. Leave me a lone a bit, I'm coding. I did this, and the next day I get a virus and spend all day reinstalling. Then I get to write this!
Two days, two patches. There are some rather important things in this one. So here we go.
More typo fixes
After some player feedback, I decided to add a lock to a particular route in the game to prevent access until a certain number of other routes have been completed.
One route was edited to better flow with the story and complement another route.
I probably won't do daily updates like these, but I figured that these changes were important to get out as soon as possible. I appreciate all the feedback for the game thus far, and I'll continue to provide updates to make the game better.
The KartRider: Drift League Preseason 1 is on its way! Learn more about the competition and how to catch the English broadcast below!
About KartRider: Drift League Preseason 1
KartRider: Drift League Preseason 1 is a build-up stage to the official launch of the KartRider: Drift Regular Pro League.
KartRider: Drift League Preseason 1 will take place from April 8th to May 14th in Seoul, Korea, where pro KartRider players will go head-to-head in drift-fueled matches.
We’re thrilled to introduce the world to high-skilled KartRider: Drift gameplay.
Preseason Format
KartRider: Drift League Preseason 1 will have two different formats: Team Match and Solo Match.
Team Match races are 4v4 team-based races with a variety of different modes.
SET 1 Speed Squad | SET 2 Item Squad | SET 3 Speed Solo Ace Match (Tie Breaker)
Solo Match focuses on individual racing skills via Solo Speed mode races (8 players).
Players earn Points based on the results of each round.
Each match ends when a player reaches a designated point goal.
Player’s ranking will be determined by Points at the end of each match.
Teams and Players
Eight teams of 4 players each will participate in Team Match and 32 players will participate in Solo Match.
Broadcast Schedule
Live competitions will take place from April 8th to May 14th, on Saturdays, Sundays, and Wednesdays.
We hope you're doing well and having a nice year so far. We're excited to share some updates with you all. We have been hard at work making improvements to the game and we're thrilled to share what's coming your way!
Firstly, we're introducing some much-anticipated quality of life upgrades. We've heard your feedback and are working on adding new passives that will bring fresh gameplay elements to Fictorum. In addition, we're making passives permanent, so you can fully embrace your character's progression and build them up to their fullest potential.
But that's not all! We understand the importance of inventory management, and we're taking steps to address it. We're working on inventory stash upgrades to provide you with more storage options, making it easier for you to collect and manage your loot without the hassle.
And for all you Fictorum adventurers who love a challenge, we're also focusing on boss upgrades to keep you on your toes and bring even more excitement to those encounters.
We want to acknowledge that development has been challenging for both of us, as we've been balancing our day jobs, families, and our passion for Fictorum. We appreciate your patience and understanding as we work diligently to bring these updates to you as soon as possible. Your support means the world to us, and we're committed to making Fictorum the best it can be.
We're grateful to have such an amazing community, and we're excited to continue this journey with you all. We're dedicated to making Fictorum an even more immersive and enjoyable experience, and we can't wait for you to experience these improvements firsthand.
Thank you for your continued support and feedback. Stay tuned for more updates, and as always, happy gaming!