3.22.0b Patch Notes (restartless)

3.22.0b Patch Notes


This patch contains improvements to The Trial of the Ancestors and bug fixes of both small- and medium-importance.

Trial of the Ancestors Improvements

  • Player Flasks also now refill at the end of a match.
  • Increased the amount of favour earnt from sponsors for winning as the tournament progresses.
  • Navali now provides 500 favour upon losing a match (previously 250).
  • Reduced the damage dealt to Minions for some Warrior Skills, particularly on those that Minions can't reasonably avoid.
  • Warriors in the Escort position can now decide to channel on an enemy Ancestral Totem from further away.
  • Improved the visual for when you are interrupted while banishing an enemy Ancestral Totem.
  • Made some improvements to the Trial of the Ancestors UI for Controller input mode.

General Changes

  • A change made in 3.22.0 inadvertently fixed incorrect behaviour with the spacing of Spell Cascade with skills with additional radius modifiers - most notably Curses, which gain large amounts of additional radius as the gems level up. We have reinstated the old behaviour only for Curses for the remainder of the Ancestor League, but this incorrect behaviour will be fixed in the 3.23.0 patch.
  • The modifier that Duplicates random Offer Rewards upon defeating the Herald of the Scourge on The Hour of Divinity and The Gilded Chalice Unique Relics has been re-enabled. These Relics can drop from The Forbidden Sanctum once again.

Bug Fixes

  • Fixed a bug where Ancestral Totems could be untargetable when revived.
  • Fixed a bug where Damage over Time skills used by Warriors were not dealing the correct amount of damage against enemy Warriors.
  • Fixed a bug where Ancestral Archers summoned by the Autumnal Archer would not die when the allied totem they were protecting was destroyed.
  • Fixed some more visuals that could persist after matches in The Eye of Destiny.
  • Fixed a bug where Brand Spells cast by Totems, Traps, or Mines were not counting towards the limit of how many Brands you can have attached to an enemy.
  • Fixed a bug where Avenging Flame projectiles, triggered by Flamewood Support, were checking evasion instead of spell dodge.
  • Fixed a bug where Eldritch Altar modifiers that cause the Map Boss to drop additional items were not functioning correctly in the Lava Lake Map.
  • Fixed a bug where Global Illumination was over-brightening many visuals.
  • Fixed a bug where Maven-created clones of Map Bosses could be invisible.
  • Fixed a bug where the beams in the Xenathar, Templar Reaper and Uhtred, Covetous Traitor fights could be mostly invisible.
  • Fixed a visual bug where a Passive Skill could be incorrectly displayed behind other Passive Skills when you had a Cluster Jewel socketed in the Large Jewel socket at the top-left corner of the Passive Skill Tree.
  • Fixed a bug where the sound of some of Puruna, the Challenger's skills could be unaffected by the volume slider.
  • Fixed a flickering issue with one of Sirus, Awakener of Worlds' skills.
  • Fixed a visual bug with one of the skills used by Primal Chimeral.
  • Fixed three instance crashes.
  • Fixed three client crashes.

This patch has been deployed without restarting the servers. You will need to restart your client to receive the client changes in this patch.

There are still further changes that were announced we will be getting out in subsequent patches.
Has any exile really been far even as decided to use even go want to do look more like?
Last bumped on Aug 29, 2023, 3:29:53 AM
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Duran_Fauxe wrote:
Performance Fixes when?


We're currently investigating and testing fixes for situations that some players are experiencing (tiles/assets sometimes not loading, long load times, cases of high CPU load) and hope to get them out soon.
Has any exile really been far even as decided to use even go want to do look more like?
"
Savage_of wrote:
soooooooo let me get this straight. youre deleting a build that people like out of the game entirely for no reason because youre deciding that the way spell cascade has worked for *checks calendar* 6 mfing years is now a "bug"? what exactly did impending doom do you to guys?
This bug is not that old (it is 3 years old, which is still impressive).

Spell Cascade has always taken account of area modifiers when placing areas, to make them more spaced out and prevent areas from overlapping too much. That has been the case since it's introduction in 3.1.0, at which point it as far as I can tell, it did not have the bug, because no cascadable spells were using the +x to radius stat.

In 3.12.0, curses changed from having % area modifiers to having + radius modifiers as the gem levels up. Due to the way radii have traditionally been handled in PoE, unlike % area modifiers, which can all be combined into a single multiplier that gets applied in a standard function, adding to the radius can't be folded into that multiplier. This means that each skill which uses a + radius stat needs it's code changed to manually add the value of that stat before the aforementioned multiplier is applied.

Unbeknownst to us at the time, this introduced the bug (at least as it pertains to curses). The curses themselves were correctly updated to account for this modifier applying to them, but Spell Cascade was not - it was adjusting the spacing of areas to account for all area modifiers except "+ radius" ones, which is incorrect - it was calculating spacing based on the wrong area radius.

I only worked out this part today, but some other skills, such as Contagion, were actually handling radius in a different way which included the added radius in the base radius value that spell cascade saw, meaning they behaved correctly - so the bug was inconsistent from skill to skill.

3.22.0 includes a substantial internal rework of radius handling to allow radii for skills to mostly be determined by stats, which can then be described on the gem/skill popup (as is already done for the new Avenging Flame skill from Flamewood Support). This necessitated changes to how Spell Cascade calculates radius. We weren't expecting this to change anything, as in theory it was already accounting for all area modifiers and continued to do so in the new system, but due to the bug it was actually not correctly doing that previously for several skills, including all Hexes.
Because the new version of spell cascade calculation was done correctly (and no longer requires special code in each skill for +radius to be applied), this changed behaviour with the skills that had the bug, and we didn't find this difference in testing prior to the patch release, so it was not described in patch notes.

The correct, intended behaviour of spell cascade has always been that it calculates the spacing of the areas based on how big they actually are.
The previous behaviour was that for many, but not all skills, it calculated spacing based on the area they would have had if they had no "+x to radius" modifiers. This is clearly a bug and meant it was inconsistent between different skills, and different ways of changing area of effect.

We changed the behaviour back for curses for this patch to avoid people being stuck with a build that works differently to how they expect, but as stated, we'll be fixing the bug again in 3.23.0
Last edited by Mark_GGG on Aug 23, 2023, 3:35:17 AM
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mdkl9399 wrote:
Vixen's was not fixed, and it will not be fixed, since it's working as it should be.

It was stated that how Vixen's worked last 3 years, it was due to bugg.


The relevant part of the patch notes regarding the spell cascade interaction says this:
"
We have reinstated the old behaviour only for Curses for the remainder of the Ancestor League, but this incorrect behaviour will be fixed in the 3.23.0 patch.


I have also clarified my post earlier in the thread to make it explicitly clear, this patch reintroduces the bug so that spell cascade will again fail to see +radius modifiers on curses and thus not space them out as much, like before the patch. This behaviour was not intended, but it is being changed back to work that way for this league. The fix will be applied in 3.23.0.
"
mdkl9399 wrote:
So Mark, you are saying, that we can enjoy old ID playstyle this LEAGUE ONLY

Next League, Impending Doom, Reap, Stormcall etc will not work anymore.

Or should I say, they will not work with spell cascade as they do now.
As it happens Reap and Stormcall are among the skills that didn't exhibit the bug - they apply additional radius in a way that meant Spell Cascade had the correct radius total, including the additional portion, so they were always spaced appropriately and their behaviour is unchanged.
Last edited by Mark_GGG on Aug 23, 2023, 4:07:00 AM

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