Version 0.8.9: Difference between revisions

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| before                = 0.8.8
| before                = 0.8.8
| patch                  = 0.8.9
| patch                  = 0.8.9
| patchdate              = August, 2011
| patchdate              = 2011-08
| after                  = 0.9.0
| after                  = 0.9.0
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==Patch notes==
==Patch notes==
These are the official patch notes for '''version 0.8.9''' released by [[Grinding Gear Games]].
These are the official patch notes for '''version 0.8.9''' released by [[Grinding Gear Games]].{{Citation needed}}


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===Bug Fixes===
===Bug Fixes===
*Fixed a client crash that occurs if you enter an area when a monster or player is holding an item and has a visible buff. This commonly occured during multiplayer play.  
*Fixed a client crash that occurs if you enter an area when a monster or player is holding an item and has a visible buff. This commonly occurred during multiplayer play.  
*Fixed the implicit mod on [[Belts|Ornate Belts]] to work properly.  
*Fixed the implicit mod on [[Belts|Ornate Belts]] to work properly.  
*Fixed a bug with [[Viper Strike]] related to the range check.  
*Fixed a bug with [[Viper Strike]] related to the range check.


===Balance===
===Balance===

Latest revision as of 13:45, 17 April 2023

Version History
0.8.8
August 5, 2011
0.8.9
August 1, 2011
0.9.0
August 10, 2011

Patch notes

These are the official patch notes for version 0.8.9 released by Grinding Gear Games.[citation needed]

Bug Fixes

  • Fixed a client crash that occurs if you enter an area when a monster or player is holding an item and has a visible buff. This commonly occurred during multiplayer play.
  • Fixed the implicit mod on Ornate Belts to work properly.
  • Fixed a bug with Viper Strike related to the range check.

Balance

  • Changed how requirements work - now weapons and armours have level requirements and somewhat lower attribute requirements. It's easier for characters to use items from adjacent classes with only a few points in the relevant passives. This is an experiment to see if it helps build variety. Future changes to promote character class personality/specialisation will be made.
  • Reset all passive skill points.
  • Changed monster composition so that many monsters are substantially easier to kill and more numerous (for example, Scavengers or Spawn). This means that there's a greater variety of monster difficulty in areas, so that the player always has some enemies they can kill rapidly.
  • Made monkeys only flee on death of kin 50% of the time.
  • Made +armour%, +evasion% and +energy shield% mods a lot larger.
  • Reduced damage of Shock Nova by 20%.