RhysGGG

RhysGGG



14 Oct

Comment

Originally posted by Tomagathericon

Previously, if you are in your hideout with portals open, leave the hideout for any reason like trading, then come back to your hideout, the portals would not be protected from timing out any more even though you are in your hideout, and in order to get the protection back, you had to use one of the portals.

Is that still the case now, or has that changed and being in the hideout now always protects the protals from timing out without exception?

We actually did improve this! When you leave your hideout it now resets the map timeout, so this doesn't happen.

Comment

Originally posted by DetectivePokeyboi

Does that mean you can run a map, leave in the middle, then come back 2 hours later and still have the portals there?

If you spend that 2 hours in your hideout (or guild hideout) then the portals will stay open. Maps in general still have the usual 15 minute timeout if you are logged out, or in town, Heist, Delve, etc.

Comment

Originally posted by Nickoladze

Is it still possible for hideouts (and map instances) to be aggressively culled when there's a server-side hotfix? I'm not sure if this was ever officially discussed but it seemed like sometimes you could go to town and come back to an empty map device.

If the hideout instance closes for any reason, and the map is still alive, then a new hideout instance will recreate the portals for you.

Comment

Originally posted by LeGy99

What if i invite someone to trade and that person is not guild member? Do i have to leave the guild hideout and enter my own hideout or will be the guy able to enter our guild hideout ?

Only guild members are allowed to enter their guild hideout, so for trade you would need to go to your personal hideout, yes.

Comment

Some clarifications about the guild hideout map device:

  • It can open multiple sets of portals simultaneously. Guild hideout shards can have up to 32 players at once so the map device can have 32 simultaneous sets of portals.

  • It is not possible for another player to cause you to lose portals.

  • By default (no party), you only see your own portals. All other portals are invisible.

  • In a party, you only see your Party Leader's portals. If the Leader has no portals, then no portals are visible. This prevents unexpectedly switching which portals are visible.

  • The Party Leader is the player who sent the initial invite, or who created the public party.

  • The Party Leader can promote someone else to become the new Party Leader, which also changes which portals are visible to the party.

  • The Party Leader's name is displayed above the portals, similar to town portals.

  • If ...

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17 Aug

Comment

Hey, we're looking into this. Note it doesn't appear to be related to the target limit (which is 100).


06 Aug

Comment

Which map failed to open? We have checks to ensure that Zana's Maps support her missions, but something may have fallen through the cracks. For example, not all maps support being Blighted, but she shouldn't offer that mission on such maps.

Though I can't tell from this screenshot if it was a Blighted Map mission or a regular Blight encounter mission (both have the same tracker text).

Also, did Zana really not offer you another map/mission? Normally, if the mission area fails to generate (as seen here) then she will restart the mission after around a few seconds and let you choose another. There was a bug last league where she could occasionally offer Blighted Maps in map types that don't support it (which we fixed), where those areas would fail to generate with that same error message, but at least she would always restart the mission in such a case. I have not seen this fallback mechanism fail before.


19 Jul

Comment

You can also talk to Kirac to find out which regions the Conquerors are hiding in, and where to find undiscovered Watchstones. And he will warn you if your Atlas cannot spawn any Conquerors because you need to socket in more Watchstones.


02 Jun

Comment

Originally posted by Thebestmtgaplayerevr

sorry for piggy back

Can you explain how come when you search for things like delerium or things like map enchantments it "works" but only once you have selected that sub tab for the map? it seems to not search the entire tab and only whats explicitly displayed on screen.

This was actually improved in 3.14.0, but it still can only search items that it knows about. The game doesn't know what items you have in your stash tabs (or subtabs) until you load them, so it cant' search them until you load them.

At least now (from 3.14.0) if you accidentally ctrl-click a Blighted Map or Elder Guardian Map into your map stash somewhere and don't know where it is, you can simply search for it and it will highlight the subtab for you... as long as you don't change areas.

Comment

Originally posted by flapanther33781

Rhys, how do we do "and" in PoE's Regex? For example, I have this item:

Item Class: Utility Flasks
Rarity: Magic
Experimenter's Ruby Flask of Iron Skin
--------
+50% to Fire Resistance
20% less Fire Damage taken
--------
69% increased Armour during Flask effect
36% increased Duration
--------

If I search for (.*experi)(.*iron) it finds it, and if I do either (.*armour) or (.*duration) it finds it, but if I do (.*armour)(.*duration) it does not.

I ask because for some items I want to craft I may know the name of the item (like flasks), but for other items I won't know the name but I would know the mods I'm looking for. But as shown above, the 'and' method I'm using doesn't seem to be working consistently. I also tried taking off the first letter of Armour and Duration in case it was a capitalization thing but be behaves the same way. So I suspect PoE's implementation of Regex is automat...

It is case insensitive, yes.

You can specify multiple required search terms by putting a space between them. Your particular example doesn't even need regex. The following should all work for this example:

armour duration

(.*armour) (.*duration)

"increased armour during Flask" "increased duration"


12 May

Comment

Originally posted by itisntme2

Is there a reason why Syndicate encounters in maps will always contain research and intervention and the third is a tossup between fortification and transportation? I would think that in terms of having enough space to generate different elements the research entrance would take up more than the transportation exit.

1) Fortification and Transportation have the largest space requirements (Forts are usually huge, except for the fallback fort in OP; and Transportation not only needs an exit, but a valid path of at least some minimum length in order to be fair/possible to complete).

2) Weirdness would ensue if a Transportation convoy got too close to a Fortification. If the Transportation convoy passed by the Fort, should the Fort turrets attack you, or be mysteriously deactivated? The Fort encounter can't start without abandoning the Transportation encounter, and vice versa, so either way you would have a very visible encounter suddenly failing or mysteriously not starting. And keeping the two encounters well apart would make their already significant space constraints even worse.

So basically it's just the easiest and least-confusing approach.

Comment

Originally posted by Zvim

We have a lot of events that are crippled due to layout, like when Rituals/Breaches, etc spawn in corridors. Back in my ye olden days of game programming I made a rogue-like and in each "map" I would spawn 3 event rooms that were large enough to host any of the random events and if a random event was triggered it would pick one of the rooms at random, or if more than one it would choose a next available room. Would something similar to that be feasible for PoE? You would just need to ensure every layout type has a tile/room large enough for events and make sure events just spawn in those areas.

We already do this for things that need lots of space, such as Betrayal Forts. But there is a limit to how many we can realistically guarantee, so for things where it's OK to sometimes spawn them in suboptimal locations, we use a different approach.


11 May

Comment

Fun fact, this is what happens when the terrain generation fails to find enough space for one of the larger forts. This is basically the "fallback fort" and is relatively rare.


03 May

Comment

Originally posted by hammypants

will there be a way to force a regex then?

I'm not sure how often you'd have a regex that also happened to match as a basic substring, but you can effectively do this by adding parentheses (regex capture groups), e.g.

(Crypt+Map)
Comment

Originally posted by Linosaurus

I would like to see a source on this. I would prefer to think that GGG stealth-added cool stuff, over the community being this bad at preserving information.

The only thing I can find is 3 year old posts of people wondering why we can get regex errors in stash search but cannot use regex.

It was updated in 3.14.0. There was some hidden regex code going on behind the scenes before this, but not generally available until now, afaik.

There is currently an issue where it doesn't handle malformed regexes, which means you cannot use search for some basic things, eg "+16% Quality" unless you know to escape the special regex characters. This will be fixed to make it try a basic string match first, then attempt a regex match if the basic match fails.


22 Apr

Comment

Originally posted by amalgamemnon

When is GGG even going to acknowledge the problem with Tremor Rod/Blastchain Mines support?

There are 2 posts on the forums with no replies, and it's not been mentioned a single time by anyone from GGG that I can find.

edit: thanks Rhys

We're looking into it.

Comment

Originally posted by billyjoebobray

No word on Ramparts map? Large areas of unreachable mobs and Rituals, prolly other league stuff.

Ramparts is being fixed soon, along with Factory, City Square, etc.


18 Apr


16 Apr

Comment

Originally posted by Xeverous

/u/RhysGGG is the Class Currency thing only for Class condition? Are there any other conditions where quotes are not required?

It's fairly lenient, so yeah most things that can take a single token will handle quotes or no quotes.


15 Jan

Comment

Originally posted by The_Creatorist

/u/RhysGGG what about Chains of Commands unique chest, any chances of having its "Guardian animate weapon" work with Animate weapon skill effect?

Thanks in advance for your answer Im planning a build with it but i dont want to buy the mtx to end up not being able to use it

It won't work currently, but I might be able to get it working at some point. Technically Chains of Command is using a different skill that animates the weapon held by your Guardian, rather than a targeted weapon on the ground, but it creates the same minions so it's not an unreasonable request, imo.

There are a lot of weird and interesting Unique Items in the game that grant or trigger skills of various types. If you want to see if a specific Unique Item can have MTX applied before you buy the MTX, you can equip the Unique Item and check the Cosmetics tab. Unique Item skills will show up there if they have an applicable MTX, even if you don't own the MTX.