What happens when you let an algorithm write the 2.0.0 patch notes

is it just me that is excited because they are the actual patch notes for 2.0?

over 6 pages already and no one has unjumbled the patch notes
is there a reverse process to that makarov thing...?

.... which we cannot do without knowing which old patch notes were selected for N-grams/corpus for the generator ...

here is a link to decode it
http://jthuraisamy.github.io/markovTextStego.js/
Domine Non Es Dignus
Last edited by Zinja on Jul 8, 2015, 10:31:35 AM
If you are trying to suggest you cannot automate patch notes by properly checking in code and simply pulling text from the developer notes, this isn't convincing those of us who know better.

Your inability to do patch notes tells all the developers in the room that you don't do source control properly.
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Chris wrote:
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pr13st wrote:
full of



Omg that's awesome. Little fractal gears.


Totally second this notion. Awesome gif.


Also OT, crazy patchnotes! Tried to make sense of them, didn't matter what I did it all ended up feeling like I was the gears going round and round U_u
For POE Devs: https://www.youtube.com/watch?v=ea6UuRTjkKs
Died like this in HC before: https://www.youtube.com/watch?v=nVsgFUiD-Y8

u_u
Most of you guys can't seem to be able to read between the lines.

Old maps have been reduced across the tree.

Means that map drps have been nerfed yet again.

Hovering over the past few years, it's expected that not every item holds up as well as it once did.

Item durability is finally introduced in the game.

Fixed a camera bug that was visible when using a Divine Orb on an existing stack of the Path of Exile.

Duping becomes even more difficult. Colour blind dupers are hit hard.

Fixed a camera bug that made it hard to maintain the top maps we want people to find it easy to get to the core game.

High tier maps that drop dissappear after a while so you can enjoy the core game with no regard to drops.

The interface for manipulating hideout decorations no longer use /oos to get to the effect (increasing the total length).

You can no longer clean up your hideout using /oos. Now you have to use a broom and shit.

Eternal Orbs no longer applies a penalty to leech.

All players who do not own an eternal orb will call the eternal orb owners leeches. (kinda against the no naming and shaming but w/e)

Quest Rewards: Due to substantial balance changes, every existing character has been substantially reduced, including values on existing items.

Yet another nerf GGG acknowledges openly.

Vaal Pact has also been moved prior to Vaal Ruins.

This is just the modus operandi for game tweaking. Nothing to see here, move on.

The Dread Thicket is now always 50%.

Wetlands has had its area lowered to compensate for Dread Thicket's insecurities.

Minions (or other transitionable effects) created by triggered skills can now craft Added Damage for Spells on a range of maps

If you have a skin effect use it. you never know when it will boost your dps in maps. However I am still not sure if everyone will go summoner just so they can "FEEL THA POWAH!!!"

The radius of the Auras has been granted an optional full passive reset. To use this, click the "Reset all Passives" button on the minimap screen, alongside other information about item filters

Can't decide if this is a buff or a nerf. Either way I don't like it.

Some of the Auras has been added.

What about the others?

Previously, the most that experience could be penalised to was 2% of maximum life per second, but can be crafted using the mouse wheel.

What is the maximum value this can reach? Does it work when pking players at bandits?

Performance of finding a strongbox has been removed.

Another nerf. (grrrr)

Traps can drop maps.

This is not cool. What about meleee Chris? Show melee some love..... :(

Now grants +2 to the Northern Forest rather than when you walk away from it.

New leveling area I guess...

Low-level items are still present in the Mud Flats has been made more affordable.

Good news for lld.

Jewels. These socket into the Passive Skill Tree to grant a buff that makes you move faster, become harder to detect, and no longer reflects damage.

Yet another buff to botters. What about the honest players Chris?

Fixed a bug with Conversion Trap where it could cause a variety of effects that influence both monsters and players, such as Support Gems are now three bands of maps that are both corrupted and unidentified will now be less penalising.

The new way to get decent return on maps without spending currency on them since they are both corrupted and unidentified.

Maps from the struck enemy that fly at other enemies.
After cats on critical strike we'll have maps on hit. Mechanics are similar to tornado shot.

However I hope it will be an active skill not a support gem.

Fixed problems that would occur when moving quickly between hundreds of item to collect and craft.

Finally the Poe catalogue will be available instead of 3rd party sites used for trading.

See guys trading improvements are coming with 2.0

As long as it's glossy I'm all for it :D
Theoretically it's possible because it's nothing like a matrix multiplication.

But Chris has only posted examples and not the full list.


So a simplyfied we have vec_x' = A vec_x

But vec_x' might look like (x1, x2, x3, blank, x5, blank, blank, x8...)^T ( most entries are blank)

So reversing the complete Matrix becomes impossible.

So if Chris posts the full notes in proper order it's possible to get the real notes before the patch notes are released.

FYI it's possible because we know the structure of the patch notes and unlike numbers we know what notes would make sense and which don't



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Chris wrote:

[li]Ethereal Knives: Now grants +2 to the nearest server.[/li]


Literally made my day haha
Who Are We? Where do we come from?
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Chris wrote:

  • The Dread Thicket is now always 50%.

Oblivious
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Chris wrote:
I ran the patch notes so far for The Awakening through a Markov Chain text generator and wanted to share its results with you.

  • Ethereal Knives: Now grants +2 to the nearest server.
  • Elemental Hit: Now has a mana cost and a cascade of Chaos spikes in addition to being upsized variants of normal skeletons.
  • Fixed a bug with Conversion Trap where it could cause monsters to walk on the overlay map and minimap.
  • The starting Scion nodes now have more sockets and more linked sockets.
  • You can't hit the same as Leer Cast.
  • Old maps have been reduced across the tree.
  • We have reviewed every Skill and Support Gem and Vigilant Strike.
  • Fixed a bug with Dominating Blow that could cause a variety of effects that are one level above the area of effect by 0.5% per 1%, and no longer claims that they rotate more smoothly.
  • Hovering over the past few years, it's expected that not every item holds up as well as it once did.
  • NPC and player names are now less inclined to attack the user.
  • Fixed a camera bug that was visible when using a Divine Orb on an existing stack of the Path of Exile.
  • The game server you're connected to is now at the world map to see what Tempest affects each area at the pool of map mods in previous expansions.
  • Cybil's Paw: Increased Spell Damage Mods can now tab between Stream option text fields.
  • Party leaders are now preloaded correctly. You can recognise these because they look like volcanic KaruiStone squares rather than an existing stack of currency items
  • Demon King Added a boss to the core game.
  • Bloodlines Mods: Voidspawn of Abaxoth, Congealed Blood and Bearers of the new progression.
  • Atziri's Acuity no longer attaches to The Warehouse District.
  • Rather than always fleeing, Monkeys and Drop Bears now flee if they hide under logs.
  • Fixed a camera bug that made it hard to maintain the top maps we want people to find it easy to get to the core game.
  • The Bloodlines Mod have been replaced by Jewel nodes.
  • The interface for manipulating hideout decorations no longer use /oos to get to the effect (increasing the total length).
  • The Waypoint in The Lower Prison has been removed and instead Flicker Strike grants 20% damage reduction for a fresh start in a new Dexterity/Strength Skill Gem
  • Eternal Orbs no longer applies a penalty to leech.
  • Quest Rewards: Due to substantial balance changes, every existing character has been substantially reduced, including values on existing items.
  • Vaal Pact has also been moved prior to Vaal Ruins.
  • The Dread Thicket is now always 50%.
  • Eldritch Battery no longer affected by magical Tempests.
  • Minions (or other transitionable effects) created by triggered skills can now craft Added Damage for Spells on a range of maps
  • The radius of the Auras has been granted an optional full passive reset. To use this, click the "Reset all Passives" button on the minimap screen, alongside other information about item filters
  • Some of the Auras has been added.
  • Previously, the most that experience could be penalised to was 2% of maximum life per second, but can be crafted using the mouse wheel.
  • Performance of finding a strongbox has been removed.
  • You can now transition between areas.
  • Traps can drop maps.

Edit: here are some more:
  • Now grants +2 to the Northern Forest rather than when you walk away from it.
  • Fixed some performance issues related to the 20 new Gems introduced in The Awakening.
  • Low-level items are still present in the Mud Flats has been made more affordable.
  • Jewels. These socket into the Passive Skill Tree to grant a buff that makes you move faster, become harder to detect, and no longer reflects damage.
  • There are currently three unique rings, three unique boots and three exclusive magic mods that previously weren't allowed to coexist.
  • The starting Scion nodes now have their art facing the correct direction.
  • Fixed a bug with Conversion Trap where it could cause a variety of effects that influence both monsters and players, such as Support Gems are now three bands of maps that are both corrupted and unidentified will now be less penalising.
  • Maps from the struck enemy that fly at other enemies.
  • Fixed problems that would occur when moving quickly between hundreds of item to collect and craft.



slow clap
"
jaredh wrote:
If you are trying to suggest you cannot automate patch notes by properly checking in code and simply pulling text from the developer notes, this isn't convincing those of us who know better.

Your inability to do patch notes tells all the developers in the room that you don't do source control properly.


He's trying to suggest he has a sense of humour, an affliction which you clearly do not suffer.
Hilarious :-)

Some cherry picked highlights from the patch notes of first Open Beta (version 0.10.0) through a similar algorithm:

Notes:
The City of entering Open Beta, we have changed.

The Docks moved for 3.5 seconds.

A Quicksilver Flasks, completely new based type of life Converted to energy shield instead of Maps.

Converted to before: Spider Valley, and now Merveil Dunes available as a long time.
In the art of bows their names are retained.

All items as a reward from the randomness of bows will never be given out.

In Act Two Normal where you can't deal damage with your skills yourself.

Added a new monster and move it to PvP in this patch.

New ring base type of utility flask that they're substantially different:move it to before: move it to energy shield instead of the near future.

The City of utility flask names are held by characters.

Removed the art, effects, environments and Act Three rather than Act Two.

Notes As part of which was designed by Goatmen has returned after being disabled.

Merveil now available in Sarn.

Quest rewards have been destroyed apart from Lady Dialla.

Prismatic Ring, which grants all characters and sound.

We've added new monster types and reverted them to Rock Elementals.

Added two new ability to add more level 1.

PoE Origins - Piety's story http://www.pathofexile.com/forum/view-thread/2081910

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