Whether it's adding the next level of excitement to a trailer, creating the intense atmosphere in a boss fight, or providing soothing tones as you enter the respite of a town area, the Path of Exile soundtrack has something for every situation. In today's news post, we've gathered past insights into the sounds of Path of Exile. Check them out!
In 2019 we released the Hideout Music Player account feature. If you'd like to listen to your favourite Path of Exile tracks from the comfort of your hideout, you can get yours here!
Engage in glorious combat throughout Cyrodiil, the Imperial City, and Battlegrounds during the Whitestrake’s Mayhem in-game event and earn in-game rewards, XP, and more!
Mayhem Returns to Tamriel
The counterattack has begun! The Whitestrake’s Mayhem makes its triumphant return this Thursday, June 29 at 10AM EDT, and runs until July 11 at 10AM EDT. During this in-game event, you can enjoy significant boosts to both Alliance Point and Experience Point gains and earn exciting in-game rewards by competing in ESO’s variousPvP modes.
Ready to battle against your fellow players? Follow these steps below:
Visit the in-game Crown Store to acquire the “Details on the Whitestrake’s Mayhem" quest
Travel to your Alliance War faction's main gate in Cyrodiil using the Alliance War menu or a Battlegrounds camp outside major cities
You are not required to travel to Cyrodiil to kick off the event
Find the NPC named “Predicant Maera" and continue the quest
If you already completed the quest in a previous year, you won't need to do it again
Complete the quest to receive your Scroll of Pelinal's Ferocity and a Pelinal's Boon Box
Use the scroll to enjoy a two-hour, 100% buff in the Alliance War, Imperial City, and Battlegrounds to:
Alliance Points gained
XP gains for PvP player kills
Battle to claim Cyrodiil Feel free to use the Scroll of Pelinal’s Ferocity throughout the duration of Whitestrake’s Mayhem. Don’t worry if you happen to lose the scroll or it is destroyed. You can always return to Predicant Maera to obtain another or use the Basin of the Gore Virtuous. Keep in mind that the Scroll of Pelinal's Ferocity is an inventory item, not a memento.
Take What’s Yours
But what is competition without the opportunity to collect some awesome loot? During the event, you can acquire the following in-game rewards. NEW—Sancre Tor Sentry Armor Style Stand steadfast against any threat you face in the stoic Sancre Tor Sentry armor, dropped by Imperial City sweepers and bosses. NEW—Sancre Tor Sentry Weapon Style Protect the innocent wielding ancient Sancre Tor Sentry weaponry, found within Pelinal Boon Boxes. Gloamsedge Armor Style Blend into the shadows as you stalk your prey in the Gloamsedge armor, dropped by Imperial City sweepers and bosses. Fight with new arms and armorPelinal’s Boon Boxes Throughout your battles across Cyrodiil, Battlegrounds, and the Imperial City, you can obtain Pelinal’s Boon Boxes by participating in following activities:
Battleground quests from Battlemaster Rivyn
Scouting, Battle, Warfront, and Conquest Missions
Elder Scroll capture and recapture quests
Town quests in Vlastarus, Bruma, Cropsford, Cheydinhal, and Chorrol
Imperial City daily quests
Whenever you open a Pelinal’s Boon Box, you have the chance to receive the following items:
Parcel of Tel Var Stones
Cyrodiil repair kit
Soul Gems
A guaranteed drop of ONE of the following:
Alchemy ingredients
A style item for your Alliance's armor style
A style item for Akaviri armor style
A Daedric siege weapon
A Whitestrake's Mayhem book furnishing
A Forward Camp for your Alliance
A chapter of your Alliance's armor motif
There is a small chance that the full book may drop instead of a single chapter
A Prismatic Runestone
A chapter for the Akaviri armor motif
There is a small chance that the full book may drop instead of a single chapter
Fragment of the Alliance Breton Terrier pet
There is a small chance you discover two fragments instead of only one
Transmute Geode
Sancre Tor Sentry Weapon Style Page
There is a small chance that a Tools of Domination style page may drop if you already own the Sancre Tor Sentry Weapon style page
Gather your forcesBonus Resources & The Golden Any players engaging with harvesting nodes during the event may notice they drop extra resources, and all Tel Var stone earnings are increased by 100% from all non-player sources. Additionally, the Cyrodiil merchant Adhazabi “The Golden” Aba-daro offers an updated stock that contains jewelry from Cyrodiil’s item sets, in CP160 Legendary quality. Players can purchase necklaces during the first weekend of the Whitestrake’s Mayhem and rings from the same set during the second. Please be aware that Aba-daro is not selling Monster Masks during the event and all purchases in her shop must be made with Alliance Points. She will not accept gold.
Event Tickets & Rewards
During Whitestrake’s Mayhem, you can earn up to three Event Tickets each day by completing two different PvP activities:
Two Event Tickets from the first Cyrodiil or Battleground daily repeatable quest
These can include Bounty Board quests, a Town Daily, the Conquest Board quests, or the daily Battleground quest
One Event Ticket from a District daily quest within the Imperial City
That’s a whopping total of 39 Event Tickets you can acquire by the end of the event! Don’t forget that you can hold up to a maximum of 12 Event Tickets only, so if you happen to earn more while already at the cap, they will be lost! Once you’ve obtained a hefty number of tickets, travel to the Impresario merchant to get your hands on some of her exclusive event offers:
All three Passion Dancer Blossom pet fragments
Chartreuse Lily Petals
Enchanted Silver Flute
Mystical Sheet Music
All three Passion's Muse personality fragments
Bottle of Silver Mist
Delicate Dancer's Baton
Pressed Lily Petal Insoles
All three Meadowbreeze Memories skin fragment
Bottled Skin Dyes
Ground Jade Lily Powder
Pressed Silver Leaves
Bag of Veteran's Glory containing one guaranteed drop of a previous Whitestrake's/Midyear reward that you haven’t already collected. Note that you can hold only one bag at a time.
Group Repair Kit
Legion Zero style pages
Standard-Bearer emotes (one for each alliance)
Second Legion style pages
Standard-Bearer Staves and Shields (one for each alliance for staves and shields; six total items).
Legion Zero Vigiles pages
Ebonsteel Knight Armor pages
Black Drake Clanwrap style pages
Black Drake Warpaint Face and Body Markings
Battle-Scared Body and Face Markings
House Dufort Banneret style pages
Bound Sancre Tor Sentry Armor style pages
Bound Sancre Tor Sentry Weapon style pages
Group Repair Kits
Companion Guild Commendations for Fighters Guild, Mages Guild, and Undaunted
The Passion’s Muse personality & Meadowbreeze Memories skin And last but certainly not least, Nenulaure the Indrik Vendor will be offering the following items for players to purchase with Event Tickets:
Nascent Indrik Feathers
Luminous Indrik Berries
Icebreath Indrik Berries
Shimmering Indrik Pet
Rimedusk Indrik Pet
Visit Nenulaure to claim past Indriks
Become a Champion
What better way to spend the summer than battling your fellow players during Whitestrake’s Mayhem? Should you be triumphant, you will earn awesome event-specific rewards. Are you ready to launch the counterattack? Let us know via Twitter, Instagram, and Facebook. The Whitestrake’s Mayhem in-game event begins Thursday, June 29 at 10AM EDT, and runs until Tuesday, July 11 at 10AM EDT.
description 🛑 character selection menu 🛑 Carpet-moth character 🛑 Woodlouse character 🛑 New objects of interaction (Pyramids, Toy soldiers) + functionality 🛑 Chess pieces (They can be thrown) 🛑 Use claws + shield 🛑 Weapon drops after death 🛑 Refinement of wall cabinets and hinges 🛑 Lighting rework 🛑 Break destruction 🛑 Claws Icon
insides: 🧲 Added a character voice/sounds data table 🧲 Added a character main menu data table 🧲 Code optimization
bugs fixed: ✅ When the throwing animation was interrupted, the character control was disabled. ✅ When hit with two hands, only one dealt damage ✅ On the map "Holybreadbox" there is no collision of cupboard doors ✅ Incorrectly displayed metal texture ✅ When shooting, a 2d reload sound is always heard (attenuation was not turned on) ✅ Incorrect cockroach material was displayed at the time of death ✅ There was no texture of a candle ✅ The sledgehammer texture fix
Heya adventurers! It's going to be super chill this week so you could have the time to finish any on-going events like the Mod Force Skills Celebration Update Event 3! For you INT server players, if you haven't yet, you may want to register for the Summer 2v2 PVP Tournament with a friend! Who knows, this may be your chance to become champions! And as always, don't forget to check out the fun, new things at the Item Mall this week!
Item Mall Goodies
There's a reason you're starting to feel the warmth in the air! Summer is almost here! And one of the best ways to greet a new season is to accessorize with the Wind of Early Summer!
Once again, this article is directly written by Inateno, for the sake of simplicity.
At the beginning of June, we launched a major call to our beta testers to help us with a first playtest session.
And the first word that comes to mind is "wow," followed by "Thank you!"
Indeed, "wow" because I was impressed by your participation and willingness to help us.
And truly, thank you because this session has taught us a lot!
It helped us find many bugs, of course, but above all, it helped us understand the strengths and weaknesses of the game. To be honest with you, we were afraid to launch these playtests! We didn't know how you would receive the game, whether you would like it or not.
And overall, among the 49 responses we received on the form, you all loved the experience and what the game offered.
Of course, nothing is perfect, and thanks to your feedback and our analysis system, we managed to identify the little hiccups that bother us.
This article is dedicated to the playtest debrief. We will explain "how it works" and show you some graphs!
PS:
If you don't want to spoil anything from the game, I invite you not to read this article as we will go into details, content in the biomes, and map names.
If you couldn't participate in this first playtest session but would like to participate in the second, don't worry, you can read this article without fear.
As a reminder, the purpose of a playtest is not just to find bugs (although it comes with it, it is not the central objective).
In our case, the playtest had several objectives:
To know what you think of the game as it is (graphics/gameplay).
To check if you were getting lost too much in the world or not.
To have an overview of the balancing and difficulty.
To see what things are not necessarily understood or not obvious, in order to correct/improve all of that.
Summary of responses to the playtest session form.
At the end of the playtest, we sent a form to gather answers to certain questions. It was, of course, anonymous and not mandatory.
Here is a summary of what the players thought, based on a selection of questions.
94% considered the game "neither too difficult nor too easy, 4% found it "too difficult" and 2% found it "too easy."
67% didn't feel lost but weren't sure where to go, 20% knew exactly where they were and where to go, 12% felt "a little lost," and 0% felt completely lost!
96% of people think they had "the required amount of lives", 2% found it too many, and 2% found it insufficient.
Players mostly loved the platforming sequences.
Regarding the first mini-boss, the overall feedback is good. As expected, players had "difficulty reading the patterns" and "felt destabilized," which are relevant insights, and a few people found it too difficult.
On a scale of 0 to 5, we have 63% with a rating of 4, 30% with a rating of 5, and 6% with a rating of 3.
As for whether they would like to participate in another playtest, it's a resounding yes at 92%, while the rest prefer to wait for the beta.
Among the best memories of the playtest session, two standout points are:
The giant worm
The demon that chases us and can't be killed but activates things for us.
Some players particularly enjoyed the trampoline mechanic.
Lastly, other players specifically liked the level design/platforming and the game's fluidity and movement.
Among the "worst memories":
The villainous creature that takes the medal is, of course, the terrible sausage on legs, or "Dark Frogs" as nicknamed by one of the players (our technical name is "SpiderSwarm")
Next, the trap monster (that burrows into the ground) was quite frustrating because players didn't know how to approach it. However, we have made improvements to it and hope it will be better now!
There's no need to go into detail about most of these responses, but some points need to be addressed in more detail.
Let's start with the first mini-boss of the game.
Its technical name is "Elite Spider," and it grants you the "WallJump" ability! It's not too difficult; in fact, it has relatively low health.
The monsters in the "spider" family have an unusual behavior in video games, and almost all players who participated in the playtest were disturbed by these creatures' patterns.
We are divided on the changes to be made to these creatures because they are original and break the conventions of AIs we know in metroidvanias. However, they gave you quite a challenge.
For now, we have decided to reduce their numbers on certain problematic maps.
The "dark frog" wins the award for the annoying mob, as it is a common monster found throughout biome 2. However, this creature is very fragile, and 1 to 2 sword strikes are enough to defeat it (depending on your attack boost).
But it's the same issue I explained earlier; we wanted unusual monsters that make you think before charging in.
Analysis of the session data
Let's move on to a more in-depth analysis.
It's necessary to explain our tool a bit before proceeding, as not everyone may be familiar with how our playtest was conducted.
We created a fairly simple tool that generates a unique one-time code.
Through a form on a "pre-launch" page, participants had to enter the code, and then the game would load.
Once the game was launched, it was connected to a data server, and the game would send information about what each player was doing.
We didn't collect a ton of information because it wasn't necessarily immediately useful, but we had the following data:
Player changes map (destination map with "time," allowing us to measure time spent per map)
Player takes damage (with the ID of the entity that inflicted the damage)
Player dies (also with the ID)
Based on this data, we were able to generate the following graphs:
PS: The names you see on the X-axis are "technical" and temporary names. We didn't necessarily have names for the creatures when we were working on the game, and several of them need to be renamed!
Time spent by map
In red, we have the maximum; in green, the minimum; in orange, the average; and in purple, the median.
As we can see from this first graph, a significant amount of time was spent on maps b2_01 and b2_02.
This is normal since these maps are quite large and introduce new mechanics and monsters. The number of deaths/time spent was particularly high on these maps, considering they are relatively early in the game.
Therefore, we have decided to make modifications to these maps to make them less punishing and facilitate learning.
To measure the impact of our modifications, we calculated the number of deaths per map per day. This provides a more meaningful perspective.
Deaths by map, day 1
The first day of playtesting was busy in terms of session numbers, as if you all wanted to be the "first" ones, haha.
In any case, we can observe a sharp spike in deaths on maps b2_01 and b2_02, followed by a second spike on maps b2_06 and b2_07.
The second spike is not as problematic; b2_06 is a rather technical map where players are being chased, and b2_07 is the map with the first mini-boss.
Therefore, we didn't make major modifications to these maps, just some fixes. However, as mentioned earlier, we made modifications to b2_01 and b2_02.
Deaths by map, day 2
On Day 2, we can observe a slight decrease in deaths on b2_01, but it's not sufficient for b2_02.
There was a sequence of monsters/spikes that was quite challenging, and it was easy to fall into an "infernal spiral" and lose all of your health very quickly. Therefore, we continued to make modifications to that specific map.
Deaths by map, day 3
On this graph, we can observe a positive trend with a significant decrease in the average and median number of deaths on the problematic maps.
We continued to make some adjustments here and there, as you can see from the overall graph progression.
Day 3 had the lowest number of playtests, so we had fewer data points, and the analysis continues on Days 4 and 5 to confirm that the modifications are effective.
Deaths by map, day 4
The downward trend is confirmed on Day 4.
Deaths by map, day 5
Once again, the trend is confirmed on the 5th day, so we have validated the modifications made to those maps.
Naturally, if we look at the "maximum" number, we might be inclined to be influenced, which is why it is important to look at the average and median curves as well! We also analyze the "min" and "max" curves because in some cases, they can be revealing.
Why is it so important / Which curve is considered "good"?
You might be wondering why we are putting so much effort into reducing the number of deaths on these particular maps.
As you know, I like to explain what happens behind the scenes in video game development.
Having a high number of deaths on a map can potentially lead to player frustration and even rage quitting, especially when the map is at the beginning of the game and the player hasn't fully engaged with it yet. It's easy to think, "This game sucks," and quit. However, as players become more immersed in the game, invested in the story or other elements, their tolerance for persistence increases. Similarly, when the stakes seem higher, death becomes more acceptable.
I can summarize this with the following statement: "Dying to an ant is frustrating, but dying to the first boss is expected."
And that's what this curve represents.
Our mistake as game designers was trying to introduce too many new elements at the beginning of Biome 2. As players, you weren't familiar with these monsters, and having too many of them at once, with tight placements and new behaviors, led to a higher-than-desired number of deaths.
Working on these maps was challenging because they were well-designed from the start, but not impossible to improve.
Additionally, I believe it will be necessary to add one or two maps that precede these challenging ones, allowing more time for fun and gradual discovery. Some players enjoy the hardcore aspect, but personally, I prefer a softer introduction, especially since a few maps later, the difficulty spike returns. However, the game is worth it, and the challenge is impressive enough not to frustrate players with repetitive deaths.
Total damage per enemy
This graph isn't particularly meaningful because the total number of deaths or damage changes depending on the frequency at which an object/monster appears.
However, I find the numbers and graphs amusing, so we're sharing these graphs with you.
Total deaths per enemy
What are the dates for the upcoming sessions/beta?
We know that we want to have more sessions, but we're not sure about the exact dates yet! I think we'll have another session at the end of July, and maybe one last session in August!
The closed beta is expected to arrive in September/October! (we'll do our best 💪).
Until then, we'll be working hard to continue the game production, and we'll keep you updated on the dates.
The final name reveal is scheduled for Wednesday, July 12th at 8 PM (French time) in a live stream on our Twitch channel!
We've been waiting for this moment for a while. Join us on our Twitch channel on July 12th. We'll discuss the game, have a little Q&A session, and finally unveil the new game trailer along with the name reveal!
And if you haven't already, we invite you to join the official Discord server, a place for discussion and chat about the game. PS: please check your private message on Kickstarter / your email, as we sent a message to each “beta” backer.
I want to thank everyone who tried out the demo for OutRune, especially those who left comments in the community hub and other platforms. Every piece of feedback will be studied and used to inform what things need the most attention during the next stage of development.
Some stand-out issues that need addressing:
- Item and drop balancing - Stat balancing - Bringing to light the lore and story of the game - Making the Aramon Guard loop more interesting - Improving the visibility and comprehensiveness of the tutorial - More hints on screen - Power-up effects visibility before picking up - Physical effect that some stats have on the projectiles (making accuracy not affect range, for example) - Enemy attack telegraphing - General audio consistency
And much more that came up after all the excellent constructive feedback from you guys.
What happens next?
So there will be one more week where the demo will be available to play. This is for those who may not have had time to give it a go during the festival. It will be de-listed after this so I can put all my efforts into developing the game further to reach my target for the early access release. This may include some pretty big changes, so leaving the demo up in its current state may mislead players, and it also allows me to spend my time on the full game rather than maintaining the demo. As a solo developer, time is something in very short supply!
You can still join the discord to join me on this journey, and if you are interested in giving your opinion as the game develops, this is a perfect place to do so: