- Fixed item reference bug. (should fix item pickup bug in multiplayer and left click bug in Hardcore Mode) - Fixed bug where client player would get stuck in shop menu/ storage menu when going into raid. - Added additional check to prevent player losing data upon crash.
Completely reworked the thrust systems. They are now working the way I always wish they did LOL High and low FPS still needs more testing. 60fps is the sweet spot for now.
Buoyancy truly considers the volume of the boat, how deep it is etc.
Water solution is brand new and very accurate. Next is working on the visual side of it.
KNOW ISSUES: Currently the boost buoys do nothing right now. At this point any boat will perform as if it had full boost. Will be updated next patch.
Foliage is more performant on all maps.
Fluid dynamics are working (the way they should) and are no longer bound by height. Next is making it look better and look into adding water spray visuals.
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Added main menu character for the Summer event
Fixed pd_watergate capture zone not working properly
Fixed geometry collision issue with the Wildflower Meadows Unusual effect
Fixed the Deepsea Rave Unusual effect's ground particles not being visible on some surfaces
Fixed Bubble Breeze, Global Clusters, Celestial Starburst, and Sylicone Succiduous Unusual effects not following moving players
Fixed the Strange Filter prefix for pd_selbyen
Fixed broken materials for the second style of the Cranium Cover
Updated koth_sharkbay
Fixed the flying boat
Removed collision from seagulls
Updated Map Stamp icons
Updated cp_hardwood_final
Fixed a crash affecting a small number of players
Minor clipping adjustments throughout the map
Minor lighting issues fixed throughout the map
Adjusted areaportalwindow fade brush textures
Adjusted collisions for some props
Updated cp_steel
More blockbullet /clipbrush swaps where needed
Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp
Fixed more small unnecessary prop collision/clip removals
Fixed blatant texture misalignment
Addressed perch spot outside Red spawn on wood beam
Closed some accidental holes in geometry
Additional fixes to a sticky/shooting exploit through and under Red's E platform area
Increased pit damage to kill some certain class loadouts in a single trigger
Moved Blu spawns forward a little to previous distance
Extended projectile blocker brush along the top side of the Blu spawn building's roof
Fixed Sniper sightline into Red's first spawn points from E
Updated koth_rotunda
Aligned various textures and fixed cubemap issue
Improved clipping
Improved lighting and reduced visual noise on some textures
Raised gate to flank route for ease of access
Aligned some props
Fixed out-of-bounds exploit related to func_tracktrain (Thank you, The Nubing!)
Added missing collision to some props
Sealed the map more
Updated cp_sulfur
Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point
Fixed a case where Blu could contest their own win
Fixed a case where you could build a teleporter under a platform and become trapped
Altered Blu spawn positions to better lead players towards the point they should be attacking during different states of the game
Altered Red spawn positons to spread them out when defending main point
Lowered Red's initial time to defend slightly
Convinced the boiling water to properly scald people that are submerged below the surface
Gravity density in the potplants has been correctly calibrated
Reduced time added to Red's clock when Blu captures A, B and C slightly - further calibration going forward
B can no longer be capped from the outside of the building
Area under Point A can no longer be accessed
Fixed numerous perch points, clipping errors and small visual errors - special thanks to Wicket on Steam discussions for reporting most of these
Updated pd_selbyen
Fixed exploit that would let you build in spawn
Seal will now select a random skin every time it teleports to the break room (3 possible skins)
Adjusted oob seal animation timings
Fixed seal swimming animation
Added missing resupply cabinet on the Blu side
Added some missing clipping that would let players build in undesirable places
Added low-altitude detection limit for FangSong radar (used by S-75 surface-to-air missile) and MPQ-43 radar (used by MIM-14 surface-to-air missile), when the target is lower than 1000 meters, these two radars will not be able to detect the target
Fixed some sound effect bugs that may be caused when using the camera switching function
Added a more specific description of RCS and radar detection performance in the tutorial (specific mathematical formulas)
Modified the abbreviations of AAM-3, AAM-4, AAM-5 and ASM-2 missiles in the simplified Chinese and traditional Chinese clients, and changed them to Type 90 air-to-air missile, Type 99 air-to-air missile, Type 04 air-to-air missile and Type 93 anti-ship missile
Players who have the DLC "Lord of Sky" can now use the DLC aircrafts in the campaign mode: The 5th level of the US campaign, the optional aircrafts added F-20 The 6th level of the US campaign, the optional aircrafts added FA-18A The 8th level of the US campaign, the optional aircrafts added F-22A The 7th level of the Chinese campaign, the optional aircrafts added J-8F, JF-17 The 8th level of the Chinese campaign, the optional aircrafts added FC-31 The 4th level of the Soviet-Russian campaign, the optional aircrafts added Su-15 The 7th level of the Soviet-Russian campaign, the optional aircrafts added Su-37 The 8th level of the Soviet-Russian campaign, the optional aircrafts added Su-75 The 5th level of the European campaign, the optional aircrafts added F-104S ASA-M The 7th level of the European campaign, the optional aircrafts added JA37D
ExileCon 2023, the second official Path of Exile convention, is in a week! We have updated the ExileCon web page with the schedule for the event. There are a number of gameplay demonstrations and developer talks, as well as appearances from your favourite Path of Exile content creators and special guests. We'll continue to tweak the schedule over the next week if various presentations or speakers change.
Apply for an NZeTA before travelling!
The first and most important reminder is that New Zealand has a system where you must apply for an "NZeTA" online before arriving in the country. As far as we can see, almost all ExileCon visitors from overseas must apply for one. We recommend doing this as soon as possible. Thankfully, the process does not look difficult. Full details and the application form are on this page.
VIP Dinner
For attendees with a VIP or Ultra VIP pass, the weekend kicks off with a VIP dinner on Friday evening at the Wildfire Churrascaria. It's primarily a meat restaurant but vegetarian options are available. The 250 player VIPs will be joined by 80 Grinding Gear Games staff members, intermingled at the same tables. The dinner starts at 6pm on Friday 28 July, and the restaurant is located at Shed 22, Auckland. We don't have very many sheds over here.
Registration
We have a registration area inside Aotea Centre (where the event is taking place), with signage in Aotea Square to direct you.
To pick up your badge you'll need to show the QR code that is visible on your Path of Exile account page on the website. We'll also email you a copy of this code for convenience.
You must show photo ID that matches the name on your ticket, and because we need to check your age (the event is a Restricted 16 event). You'll also need to carry your ID for the whole event because we will be spot checking that people's badges match their name when they enter the venue. Please contact support@grindinggear.com by Sunday 23rd July if you need to update your ticket details.
When to Arrive on Saturday
The keynote presentation (with the big announcements) starts at 10am, but there's an hour of seating time with a pre-show starting at 9:30am (streamed both to the internet and the main theatre) beforehand. We recommend picking up your badge on Friday and then arriving around 9am to get seated and comfortable before the big show. Your badge will indicate where you are seated for the keynote presentation, including which door you should enter the theatre through.
Cosplay Weapon Policy
All cosplay weapons brought to the venue will be checked to make sure that they are not capable of harming anyone. The policy is available here.
We have created a Discord Server for ExileCon attendees, which you can join here: https://discord.com/invite/U4sexqzPnp. This is the best place to ask questions during the event!
Accessibility
Aotea Centre is wheelchair accessible, and a guided tour is available here. The main theatre has a hearing aid loop available, which venue staff can help you access.
First Aid
A first aid room is located on the bottom floor of Aotea Centre, and venue staff are trained in first aid. If you require first aid during ExileCon, please let venue staff know.
We're very excited to meet everyone at ExileCon! See you all in a week!