Hackaloken

Hackaloken



21 Oct

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Thanks, I’ve made a note of this internally.


16 Oct

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Loot Filter

  • Rules can now be renamed, which will improve clarity when placing several rules of the same type next to each other.
  • Improved the default names for several types of rules.
  • The color picker now opens automatically when setting a rule to Recolor.
  • The Loot Filter toggle key now only disables the Loot Filter while the key is being held down.
  • Fixed an oversight preventing the lowest tier of body armour being available for rules.

Arena

  • Pack density scales up to a 17% lower maximum and scales up 20% more slowly.
  • Enemy movement speed scales up 25% more quickly, but the maximum is unchanged.

Enemies

  • Fixed an oversight causing Magic/Rare enemy mod restrictions for the Arena applying to all enemies in the game.
    • Mods that could not spawn in the arena such as “Fracturing”, “Summoning”, “Twinned” and the new “nearby allies take less damage” could not spawn at ...
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Comment

Thanks, I’ve confirmed this and we’ll look into it.


15 Oct

Comment

Thanks for the report! I haven’t run into this problem internally but we can look into it.

Could you please upload your log files after interacting with the stash during a game session, and also include your Saves folder (same location as the log file) as a .zip? That will give us access to the stash and any errors the game might be logging, which will make this much easier to look into.

Thanks!

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I’ve confirmed this and we’ll look into it. Thanks!

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I tried to replicate this issue but I haven’t been able to unfortunately. If this happens again could you please include your log file? Thanks!

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Thanks, I’ve made a note of this internally.

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Sorry about that! Looking at the log file, the game seems to be switching between your controller and keyboard rapidly. I’ll see if this is something we can fix on our side.

In the meantime, I would recommend trying to reset keybinds to default from the options menu and then repairing the game through Steam.

If neither of those help I would try making sure any inputs (i.e. throttle) on your controller are set to an off or neutral position. The game might be detecting a repeated input from the controller by mistake.

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I haven’t been able to get stuck there. How did you get stuck? Were you using any skills? Was an enemy there?

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Sorry about this! As a first step I would recommend trying to repair the game. If that doesn’t work we’ll be happy to look into more troubleshooting.

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I’m not able to reproduce this bug. I had 5 points in Insulation and saw it give me armour, then removed all my points in the node and tried again. I didn’t get any more armour.

Do you have any other effects that give you armour? If not, a screenshot of your Firebrand tree and a log file would be helpful. Thanks!

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I’ve taken a look at the nodes in question and I’ve found that the bug is Frenzied Phantom doesn’t work correctly with Spectral Distance, regardless of whether you have Enemy Of My Enemies. Frenzy is being applied to minions within the AoE, rather than to those outside of it.

Thanks!

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I think what happened here is that Splintered Dominion doesn’t apply to existing Mages. If you resummon the Mages afterwards, the node works fine.

However, there is a separate issue affecting Pyromancers that we’ll look into. Thanks!


14 Oct

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Thanks, I’ve confirmed this and we’ll look into it.

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I’ve tested this now and I found that Swift Release was working as intended for enemies. The alt tooltip for the node states that it doesn’t apply to minions, so this is intended.

If you’re sure the duration is not being reduced for enemies, please post a screenshot of your Bone Curse tree so I can look into this further.

Thanks!

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Thanks, I’ve confirmed this and made a note of it internally.

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Thanks, looks like this node was missed during our conversion. It doesn’t have any effects at the moment, but we’ll look into adapting the node.

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Could you give examples? It’s definitely possible that we need to take a pass on standardizing the wording used.

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Sorry, I mean that I’m not sure whether making Smite cost mana is the intended functionality or not, so I’ll have to ask other team members. What you wrote was just fine.