Hotfix Patch 0.2.2
I'll be away from home for a couple of weeks, so this is the last patch for a while but I'll be eagerly reading your feedback and bug reports so I can jump in when I get back!
Early Game Difficulty Tuning: I've had many reports of early game being a bit too brutal and reliant on luck. While I want to to keep it challenging, there aren't enough options for you to address those problems early on. In addition to changes made in 0.2.1, some more tuning has occurred. Longer-term, I want to add more options of early missions and areas so you can address gear/food/exile problems better.
- The first tier of the Recovery Ward has been made cheaper.
- Beach: Recruit mission made easier.
- Shipwrecks:
- Is now area level 1, which means the gear is cheaper to craft and the monsters slightly less dangerous.
- Now has 2 encounters instead of 3.
- Less insect swarms and more barrels making it a safer source of early starting gear.
- Zombies and Barrels now drop more items and Exalt shards.
- Sandspit:
- Arenas made larger.
- Fewer monsters on base scouting missions.
- Exile Recruit mission has fewer monsters and larger arenas.
Passives: Passives are overall not in a great place in terms of options, balance and impact. A piece of the missing puzzle right now is not having a respec system of course, I'll address that in a few weeks perhaps. For now some tuning should help:
- Exiles now start with wider and more impactful potentials, shifting the Passives you see on average.
- Class potentials across all classes increased to have a greater impact.
- Intelligence Resistances increased from 2 to 3%.
- Increased the bonus of all weapon-specific passives to give a greater payoff for the cost of the flexibility loss.
- Added "Resilient" passive for vitality and armour. There is a balance issue with melee vitality sustain this will help with but that needs much deeper solutions I can't do just yet.
Mission Loot Screen:
- Now has pages for when loot exceeds the space.
- This also solves issues of losing killed exile gear when too much loot from a mission dropped.
Bug Fixes:
- Captured exiles are no longer interactable in the guild until rescued.
Files
Get Exiled Guild Manager
Exiled Guild Manager
Manage a guild of Exiles in this Path of Exile-inspired RPG sim!
| Status | Prototype |
| Author | ZIGGYD |
| Genre | Simulation, Role Playing, Strategy |
| Tags | Action RPG, Auto Battler, Dungeon Crawler, Idle, Management, Roguelike, Tactical |
| Languages | English |
More posts
- Hotfix Patch 0.2.140 days ago
- PATCH 0.2.0 - HUNTING SEASON41 days ago
- Patch 0.1.5b: Dismiss Exiles & Expanded Roster Size78 days ago
- Patch 0.1.5 - Exile Tactics 2.0 & Fullscreen (Finally)79 days ago
- 0.1.4 Patch Notes: Shadow, Poison, and Missing Persons80 days ago
- 0.1.3 Patch: All that Glitters, Big Mission QoL, New Missions & Morale Buffs81 days ago
- 0.1.2 Patch Notes - HD Edition + QoL81 days ago
- 0.1.1 Patch Notes81 days ago
Comments
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Hey mate have you tried Alt+Enter? I've been using it fullscreen with that but if it doesn't work maybe let me know what resolution / windows you're on for me to look into later - thanks!