over 4 years ago - Bex_GGG - Direct link




Alongside working on our upcoming 3.10.0 expansion, our team has been working on various improvements to Path of Exile, such as new features for Item Filters. We've prepared a preview today to give you an idea of what to expect.

Improved socket matching



  • "SocketGroup": Groups of linked sockets on an item, for example "RGB". Can have multiple SocketGroup requirements within one filter, for example "SocketGroup RGB BB" would filter for any option in that line rather than all options in that line.

  • "SocketGroup" now supports the letter A for Abyss sockets, and D for Delve sockets (in Resonators).

  • Abyss (A) and Delve (D) sockets should not be grouped in multiples (for example "SocketGroup RGBA" or "SocketGroup DD", as Abyss and Delve sockets are never linked).

  • Socket types: R: Red, G: Green, B: Blue, A: Abyss, D: Delve, W: White.

  • "SocketGroup" now supports a number to specify the number of sockets in a link. By default (operator =) the number requires an exact match.

  • "SocketGroup" allows combining a number and colours, e.g. "5GGG" will show 5-links with at least 3 green sockets.

  • "SocketGroup" now supports relational operators (>, =, <=) in addition to exact equal (==), e.g. " >= 5GGG" shows items with 5 or more linked sockets with at least 3 of them being green sockets. "== 5GGG" shows items with a 5-link that has exactly 3 green sockets, but won't show 6-links.

  • "Sockets" now supports everything "SocketGroup" does, except it applies to all sockets on the item and doesn't care about links. E.g. "5GGG" will show items with exactly 5 total sockets, if at least three of them are green.

  • "Sockets" previously only supported a number of sockets, but these changes are fully backwards-compatible. So "Sockets 4" will still match any item with exactly 4 sockets, same as before. Similarly "Sockets >= 5" etc.

  • Abyss and Delve sockets are not linked, so "SocketGroup DDDD" will not show any 4-socket resonators. You need to use "Sockets DDDD" instead.



Improvements to "HasInfluence" for map items

'HasInfluence' parameter is now usable with 'Shaper' and 'Elder' for map items.

Added "AreaLevel" condition


AreaLevel

  • Filters for items dropped in a particular level area/range; useable with existing operators (, =, ==, etc.)

  • Primarily helps with leveling sections of item filters. This allows disabling leveling sections on high level characters, or showing wisdom scrolls and gems on stricter filters while leveling.



Added condition for number of corrupted implicit mods


CorruptedMods

  • Usable with 0, 1, 2, ...

  • Filters by number of corrupted mods



Added "Mirrored" condition


Mirrored

  • Usable with True/False

  • Filters for mirrored or non-mirrored items



Added "Continue" command

A "Show" or "Hide" block may now use "Continue" to indicate that filter rule matching should not stop when an item matches this block. This can be used to easily apply visuals in a generic way, e.g.

Hide
ItemLevel < 70
Continue

Show Rarity >= Rare
ItemLevel >= 70
SetFontSize 40
Continue

Show
Sockets 6
PlayEffect Blue
Continue

This will hide all items dropped below level 70, unless they have 6 sockets, in which case the blue effect plays. Items at level 70 or higher will all show, and also play the blue effect if they have 6 sockets. In addition, level 70+ rares and uniques will have a larger font, regardless of sockets.

Note that if an item matches a Hide block that Continues, then later matches a Show block, it will use the most recently matched Show or Hide flag, and thus show.If an item matches and Continues and then never matches any further blocks, it will also show or hide based on the most recently matched block.

If you set a minimap icon, sound, or effect then use Continue, you can disable it in a later block using:

MinimapIcon -1
CustomAlertSound "None"
PlayAlertSound None
PlayAlertSoundPositional None
PlayEffect None

"AnyEnchantment" now only recognises Labyrinth enchantments



We're planning to deploy these changes as soon as possible so you can update your filters in order to prepare for the expansion release in March.

over 4 years ago - Rhys - Direct link

" bvanharjr wrote: This needs to be increased to 5, courtesy of a new pair of Gloves.

Added condition for number of corrupted implicit mods
CorruptedMods
Usable with 0, 1, 2, 3, 4, 5



You can actually use higher numbers in your filter if you really want, but nothing drops with more than two corrupted implicits atm. Those unique gloves have to be manually crafted.

over 4 years ago - /u/ - Direct link
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/238960/announcements/detail/1692727621991907248]here[/url].
over 4 years ago - Natalia_GGG - Direct link
Alongside working on our upcoming 3.10.0 expansion, our team has been working on various improvements to Path of Exile, such as new features for Item Filters. We've prepared a preview today to give you an idea of what to expect.

Improved socket matching
  • SocketGroup "X": Groups of linked sockets on an item, for example "RGB". Can have multiple SocketGroup requirements within one filter, for example 'SocketGroup "RGB" "BB"' would filter for any option in that line rather than all options in that line.
  • "SocketGroup" now supports the letter A for Abyss sockets, and D for Delve sockets.
  • Abyss (A) and Delve (D) sockets should not be grouped in multiples (for example 'SocketGroup "RGBA"' or 'SocketGroup "DD"', as Abyss and Delve sockets are never linked).
  • Socket types: R: Red, G: Green, B: Blue, A: Abyss, D: Delve, W: White.
  • "SocketGroup" now supports a number to specify the number of sockets in a link. By default (operator =) the number requires an exact match.
  • "SocketGroup" allows combining a number and colours, e.g. "5GGG" will show 5-links with at least 3 green sockets.
  • "SocketGroup" now supports relational operators (>, <, >=, <=) in addition to exact equal (==), e.g. " >= 5GGG" shows items with 5 or more linked sockets with at least 3 of them being green sockets. "== 5GGG" shows items with a 5-link that has exactly 3 green sockets, but won't show 6-links.
  • "Sockets" now supports everything "SocketGroup" does, except it applies to all sockets on the item and doesn't care about links. E.g. "5GGG" will show items with exactly 5 total sockets, if at least three of them are green.
  • "Sockets" previously only supported a number of sockets, but these changes are fully backwards-compatible. So "Sockets 4" will still match any item with exactly 4 sockets, same as before. Similarly "Sockets >= 5" etc.
  • Abyss and Delve sockets are not linked, so "SocketGroup DDDD" will not show any 4-socket resonators. You need to use "Sockets DDDD" instead.

Improvements to "HasInfluence" for map items
'HasInfluence' parameter is now usable with 'Shaper' and 'Elder' for map items.

Added "AreaLevel" condition
AreaLevel
  • Filters for items dropped in a particular level area/range; useable with existing operators (<, >, =, ==, etc.)
  • Primarily helps with leveling sections of item filters. This allows disabling leveling sections on high level characters, or showing wisdom scrolls and gems on stricter filters while leveling.

Added condition for number of corrupted implicit mods
CorruptedMods
  • Usable with 0, 1, 2
  • Filters by number of corrupted mods

Added "Mirrored" condition
Mirrored
  • Usable with True/False
  • Filters for mirrored or non-mirrored items

Added "Continue" command
A "Show" or "Hide" block may now use "Continue" to indicate that filter rule matching should not stop when an item matches this block. This can be used to easily apply visuals in a generic way, e.g.

Hide
ItemLevel < 70
Continue

Show Rarity >= Rare
ItemLevel >= 70
SetFontSize 40
Continue

Show
Sockets 6
PlayEffect Blue
Continue


This will hide all items dropped below level 70, unless they have 6 sockets, in which case the blue effect plays. Items at level 70 or higher will all show, and also play the blue effect if they have 6 sockets. In addition, level 70+ rares and uniques will have a larger font, regardless of sockets.

Note that if an item matches a Hide block that Continues, then later matches a Show block, it will use the most recently matched Show or Hide flag, and thus show. If an item matches and Continues and then never matches any further blocks, it will also show or hide based on the most recently matched block.

If you set a minimap icon, sound, or effect then use Continue, you can disable it in a later block using:

MinimapIcon -1
CustomAlertSound None
PlayAlertSound None
PlayAlertSoundPositional None
PlayEffect None


"AnyEnchantment" now only recognises Labyrinth enchantments

We're planning to deploy these changes as soon as possible so you can update your filters in order to prepare for the expansion release in March.