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3.12.2 Patch Notes Preview

The team is currently finishing testing the 3.12.2 update with a fair amount of improvements to the Heist league. We're planning to deploy this patch by the end of this working week (or early next week).

Please note that the patch notes listed below may be changed prior to the release of the 3.12.2 update.

[h3]Heist Improvements[/h3]
  • Rebalanced the amount of Alert Level that Reward Room and Main Path Chests generate when opened.
  • Many existing Contract and Blueprint modifiers which didn't already do so now grant Alert Level Reduction, Time Before Lockdown and Maximum Alive Reinforcements bonuses.
  • Added additional Reward Types to various Heist Jobs.
  • Breach, Harbinger, Delirium and Legion rewards now require level 68 or higher before they can be found as Chest Rewards.
  • After completing The Rogue Harbour quest, you will be placed at the top of the stairs when arriving in The Rogue Harbour.
  • Many Heist monsters can now be Spectred!
  • Alert Level reduction modifiers from different sources are now multiplicative with one another.
  • You will now be placed slightly further away from the portal when entering a Heist.
  • Attempting to leave a Heist area before entering a Heist Wing will now request confirmation.
  • Grand Heist rewards which contain Enchanted Body Armours or Weapons are now more likely to contain higher-tier Base Types.
  • Monsters in formations during Heists now stagger the timing of their attacks, such that they're not all using their attacks at the same time.
  • Reduced the damage that Thaumaturgy Officers and Security Conjurors deal.
  • Reduced the damage that Labra-tomaton, Labora-dor and Clockwork Sentries deal with their on-death explosions.
  • Clockwork Sentries now have a 20% chance to explode on death (down from 100%).
  • Improved the telegraphing effects and audio of Clockwork Sentries.
  • It is now more clear when a Rogue has reached the maximum level for a given Heist Job.
  • Improved various Heist quest text notifications.
  • Heist Quest Items will now be removed from your inventory if you fail the Quest Contract. You will be able to get a new item when you re-obtain the appropriate Quest Contract.
  • You can now search by Job name in your Heist Locker.
  • Fixed a bug where some Grand Heists could not be completed.
  • Fixed a rare bug that could prevent completion of a Heist in Smuggler's Den.
  • Fixed a bug where Gianna, Master of Disguise could sometimes fail to complete a Job.
  • Fixed a bug preventing Quantity and Rarity implicit modifiers on Heist Brooches from displaying.
  • Fixed a bug which could cause Resonators to drop with linked sockets.
  • Fixed a bug which could sometimes cause players to get stuck in a Vault door.
  • Fixed a bug where, when returning to The Rogue Harbour from a Heist area, you could be placed in a Rogue Harbour instance that did not contain the portal to your Heist area.
  • Fixed a bug where Rogues would sometimes dance in place after placing a bomb near a Demolition job if you were standing too close to the door.
  • Fixed a bug where the Primary Objective chest in Contracts could not be opened in party play if the player who created the Heist was not present.


[h3]General Improvements[/h3]
  • Marked for Death, Mark the Prey and Malicious Intent can now be anointed.
  • Updated the description of the "Inflicts a random Hex on you when your Totems die, with 80% increased Effect" modifier on the Soul Mantle unique body armour to be 80% more Effect. This does not impact the already-hotfixed functionality of Soul Mantle.
  • Fixed a bug where shield modifiers were still applying to you while you had the Necromatic Aegis keystone passive allocated.
  • Fixed a bug where modifiers that you could not apply to a given item were not visibly disabled in the Crafting Bench UI.
  • Fixed a bug which caused Beastcrafting to ignore metamods.
  • Fixed a bug where you could have more than 100 Poisons on you when using The Golden Rule unique jewel in combination with the Maw of Conquest unique helmet.
  • Fixed a bug which caused monster versions of Cremation to fire projectiles more frequently than intended.
  • Fixed a bug where Consecrated Ground from the Sanctuary ascendancy passive could be placed at the destination location after using Frostblink while holding down Move.
  • Fixed a visual issue where Discharge effects were rendered on top of your character, rather than at your target location, when using the Astral Projector unique ring.
  • Fixed a bug causing the mana cost of Discharge to be significantly lower than the listed value on the skill gem.
  • Fixed a bug where some new Flame Wall and Frost Shield enchantments were missing descriptions.
  • Fixed a bug where Flame Wall didn't display the amount of damage that it added to projectiles in its tooltip.
  • Fixed a bug where Explosive Arrow fuses were not always visually removed after exploding.


[h3]Crash Fixes[/h3]
  • Fixed an instance crash that could occur during Metamorph encounters.
  • Fixed 3 instance crashes.
  • Fixed a client crash.





What We're Working On

Last weekend, we launched Path of Exile: Heist. Since its launch, we've received lots of feedback about various aspects of the new content and we wanted to give you some insights about what to expect. We are preparing various server side fixes that we'll deploy as quickly as possible. Since these don't require realm restarts they are fairly easy for us to push through with fast turnarounds.

We are also planning a restart patch for later this week. This patch ideally includes things like some bonus Heist bosses and quests and the ability to use Heist monsters as spectres.

Before we proceed in this post, please understand that we are working on much more than this post covers. In order to document every small fix or improvement that we're working on, we would have needed to slow down the development of these in order to communicate these changes (essentially taking key developers away from their duties to help put information into a post).

However, we do want to communicate at least some of what's happening so you have an idea of what to expect.

[h3]Choke Points in Heists[/h3]We are reducing the number of rare guards that can gather behind Heist doors. Some monsters will release their skills in a staggered way so that you are not being hit by many skills simultaneously. Fewer monsters in these choke points will have their abilities ready to go as soon as the door opens. This should make these encounters more manageable and less about being blasted in the face with damage.

[h3]Slaying Monsters Increasing The Alert Level[/h3]We killed this. It's not a thing anymore.

[h3]Opening Chests vs. Alert Level[/h3]We are planning to rebalance opening chests in Heists and how they affect alert level. Opening chests in reward rooms will raise the alert level by a lot less and the chests on the main path will raise it slightly more. This both normalises the results and achieves a lower average level of alert generated by chests. This is likely to happen alongside a more broad rebalance of these chests, the alert level and their rewards.

[h3]I Want To Store More Grand Heist Items[/h3]Totally. You're supposed to be able to portal out of them before the alarm goes off but right now there's an issue which means you can portal back to town into the wrong instance and lose your portal and therefore lose access to your Heist. We're fixing this.

[h3]The Rogue Harbour Waypoint - I don't like running [/h3]We hear you. We'll find a way to make this more efficient but don't know exactly what it looks like yet.

[h3]Rogue Behaviour [/h3]There are various issues with the way that NPCs behave during Heists. There's one issue in particular where Rogues are not prioritising their specialist skills when ordered to do so and can sometimes be distracted by other issues. We are working to refine how they behave which should resolve a few other Heist issues (like being locked out of Grand Heists).

[h3]New Skills Feedback[/h3]We've seen various bits and pieces of feedback about the new skills but we would like to get even more. If you have feedback about the new skills, please reply to this post so we can review it. Including specifics is great.

[h3]Can We Have a Prompt Before Leaving Heists? [/h3]Yes, there will be a prompt if you attempt to portal out of the Heist before you enter the combat zone. This along with fixing the issue where you can portal back to the wrong town instance should help a lot.

[h3]Crafting Bench Doesn't Grey Out Unavailable Mods[/h3]We have a fix for this.

[h3]Quest Items Stuck In Inventory After Failed Heists[/h3]We have a fix for this too.

[h3]Crashes, Instance Crashes and Performance Issues[/h3]As per usual, we are monitoring these closely and fixing issues as quickly as we can.

[h3]Explode on Death[/h3]Two Heist monsters explode on death. The more problematic one deals too much damage which has, and is again being, reduced, made conditional and will have its visual telegraphing examined.

[h3]"The launch day went quite well with just a few small hotfixes to address minor problems"[/h3]This is a great meme but we acknowledge that there were issues with the launch. It wasn't perfect by any means. We're sorry about the issues that have prevented people playing the content smoothly and we are working to fix them as quickly as we can.

[h3]What's the timeline?[/h3]Basically ASAP for everything but we will keep you updated by previewing the patch notes for any of the upcoming patches as quickly as we can. We'll also tweet about the restartless patches so that you are aware of them as they come out.

If you have any reports, please share them on the bug report forum. We check every report we receive but aren't able to reply to them. Thanks for all of your support and feedback. We really appreciate it.

Community Showcase

We're always happy to see fan art submissions created by our talented community. For this news post we've gathered several pieces of recent artwork, inspired by the Heist league content. Enjoy!

Tibbs by Kardalak

Just Chilling Before Heist Comes by boldoser

Zana's Ultimate Form by QueenNie

Heist Fan Art by yy6242

Hana by Ailuart

While we have your attention, we wanted to mention that we're still assessing reports and working on fixes and will share more information as soon as possible. Thanks for your patience!

Week One of Path of Exile: Heist

This weekend we launched Path of Exile: Heist! The launch day went quite well with just a few small hotfixes to address minor problems, you can view their patch notes here. Later today, we're planning to deploy a restart patch that includes various other fixes from the weekend. Today's news also outlines a few other details about the weekend and what to expect this week.

Later this week, on September 23 (PDT), we'll be launching Heist on our console platforms. We also hope to formally release our experimental macOS version within the next week as well. Thanks to everyone who has been testing it so far and giving us feedback.

The restart patch which is scheduled for later today includes quite a few more fixes for things like stash blocking in the Rogue Harbour. Later this week we'll prepare a post about what we're working on so that you have a better idea of what to expect from upcoming patches. In the meantime, check out the Patch Notes for 3.12.1 below.

[h3]Heist Improvements[/h3]
Players no longer block other players in The Rogue Harbour.
Reward Chests in Unique Contracts no longer become locked when Lockdown occurs.
Reduced the damage that Clockwork Sentries deal with their on-death explosions.
Reduced the damage of Automaton Lightning Beam's impact area of effect hit.
Increased the damage of Automaton Lightning Beam's beam as well as its on-death explosion.
Escape Route minimap icons are now always visible to players in the same Wing.
Fixed a bug where Replica Quill Rain's "Socketed Gems are Supported by Level 1 Arrow Nova" did not work.
Fixed a bug where an Agility Laser hazard could generate with the disabling mechanism in an unreachable location.
Fixed a bug in Grand Heists where multiple Rogues with the same Job could attempt to do a single job, resulting in multiple job progress bars being visible.
Fixed a bug where various Heist Unique Items did not have a slot in the Unique Collection Tab.

[h3]Skill Improvements[/h3]
Fixed a bug where Flame Wall required more experience than intended to level up.
Fixed a bug where Splitting Steel and Blazing Salvo weren't counted as projectiles for the sake of projectile-specific modifiers.
Fixed a bug where Splitting Steel and Blazing Salvo weren't affected by Area modifiers.
Fixed a bug where Cobra Lash didn't chain as many times as it should have.
Fixed a bug where the tooltip of Enduring Cry incorrectly displayed a higher value of "Regenerate x% of Life over 1 second" than it actually granted.
Fixed a bug where multiple copies of Shattering Steel were offered by a vendor.

[h3]Miscellaneous Improvements[/h3]
Fixed a bug introduced in 3.12.0 which prevented players from changing their God Powers in their hideouts.
Fixed a bug introduced in 3.12.0 where Coward's Legacy unique belt didn't count you as being on Low Life when you were cursed with Vulnerability.

[h3]Crash Fixes[/h3]
Fixed an instance crash that could occur after leaving a Heist area.

If you've encountered any bugs, please report them in the bug reports forum. Our QA team monitors this forum closely and while they can't reply to everything, they do read everything and process it. We also recommend keeping an eye on our known issues list which we update frequently.

We also released the Twilight Mystery Box which contains 38 new microtransactions, some of which can be combined to create the epic Twilight Set. Check out the trailer below or read more about the mystery box here.

[previewyoutube][/previewyoutube]

Don't forget that we're in the middle of Zizaran's Awakener Kill Event! Congratulations to Darkee for being the first on to kill The Awakener in Hardcore Heist SSF and for winning the $11,000USD cash prize. Follow Zizaran to keep up to date on the latest.

We've also seen a lot of people enjoying the new voice acting and dialogue. Here are the acting credits for the new characters.

Nenet - Georgie Oulton
Gianna and Adiyah - Elle Wooton
Kurai - Miriama Smith
Isla - Juliet Prew
Faustus - Peter Baker
Karst - Aaron Ward
Tibbs - Andy Grainger
Vinderi - Paul Glover
Huck - Blair Annison Chisholm

The Twilight Mystery Box

Do you burn with the desire to look spectacular? Well thank your lucky stars! The Twilight Mystery Box contains 38 brand new Lunaris- and Solaris-themed cosmetic effects. It's clear as day that these stellar outfits are the perfect addition to your cosmetic collection.

Each Mystery Box costs 30 points and guarantees one microtransaction with value equal to or greater than that of the box. Many of these mystery box cosmetics can be combined to create a blended version of the two designs for even deeper character customisation. The possible outcomes from your mystery box range in value from 30 points all the way up to 320 points!

The average reward is worth 110 points, which is more than three times the cost of the box. Check out the full trailer to see what's available!

[previewyoutube][/previewyoutube]

Click here to read the full announcement