Path of Exile

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Path of Exile is an online Action RPG set in the dark fantasy world of Wraeclast. It is designed around a strong online item economy, deep character customisation, competitive PvP and ladder races. The game is completely free and will never be "pay to win".

The game is available on PC (Windows), PC (macOS), Xbox One, PS4, PS5.


For Path of Exile 2 see [email protected] community.


Settlers of Kalguur (3.25)

Starts 2024-07-26 21:00 (GMT)
Ends 2024-12-10 21:00 (GMT) (estimated)

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Disclaimer: Community is not affiliated or run by Grinding Gear Games.

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We've been working with Youtooz to create the pinnacle plushie, and the limited edition Kitava Plushie is now available for pre-order on their website here!

Video: Path of Exile - Kitava Youtooz Plush

The pre-order window for the Kitava plushie will only be open for the next three weeks, so make sure you get in before it closes! You can check if Youtooz ship to your country here.

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Hi all.
While the PS5 native client is close to release it still should not be available. It seems like some users were able to pre-download it early. While it is possible to install it the client won't be able to login.

We'll make a proper announcement with the exact date of release when it will be fully confirmed.
Sorry about the confusion.

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Our Senior Narrative Designer, Matt, has taken a moment to reflect on writing for the Settlers of Kalguur League. Here are his thoughts.


Designing the narrative context for the Settlers of Kalguur league was an interesting project. This may be the most 'integrated' a new piece of content has ever been—we know most of the characters already, and anyone who's seen Path of Exile 2 might have noticed players running around Kingsmarch twenty years in the future. This is both an expansion on existing lore, and set up for future stories. With some leagues, the narrative must carve into the unknown, but with this one, I was making a puzzle piece that had to fit exactly on all sides.

There's a tension inherent in the story of the Kalguurans we've met. Ostensibly, they're here to excavate and trade, but there's always been a nervous energy about certain topics. With Settlers, I was able to explore that more organically. Every single Kalguuran character has had their lives influenced by their King, and spending enough time with them or reading their letters slowly reveals each relationship and, perhaps, certain choices they've made. As Faustus says, there's a sinister shadow growing longer with each passing day—and we can be sure it's going to darken our skies sooner or later.

Speaking of Faustus, I was keen right from the start to integrate Kingsmarch with our existing world. Faustus and Isla were perfect for their roles, and their presence begins to answer something I've been hoping to expand upon since Heist: with the world in shambles, who are the rogues actually stealing from? Well, here we are, finally, with a bit of civilisation and rebuilding going on. The ports are growing, trading is profitable, and maybe Wraeclast isn't entirely zombies and wastelands!

The other interesting constraint on this one was the new type of mechanic we'd never tried. We didn't want an overarching quest line for Settlers, because the long-term nature of the city building would surely outlast any quests we made. This would need to be more a 'setting' than an 'adventure,' and so we strove to make it enjoyable to visit and hang around in. That led to idle chatter upgrades, and a new type of greeting we may actually shift toward in the future, where the NPC greets you as you approach, rather than when you open their dialogue box. That felt really natural, but we'll have to sculpt town spaces to accommodate something like that. If they're too close together, or trigger when you're just passing by, it won't feel right.

We also recorded some lines for a conversation system like Trials of the Ancestors had, with the notion that NPCs would sometimes be in the tavern instead, or, perhaps, talk to the other NPCs close to them. Unfortunately, the layout of Kingsmarch, the distances involved, and the realisation that they were probably too far apart made that system problematic. Also, for some of the NPCs, it would be really annoying if they were randomly in the tavern instead. I could already picture the meme: 'Tujen's in the Tavern. Tujen's ALWAYS in the Tavern. But only if you go to the docks first.'

Ultimately, the inter-NPC conversations were scrapped for now. I'm definitely going to try again for future content, and upgrade the systems that did work. I consider something we developed here an opportunity—services that were separated from the NPC and put next to them, such as the Map Device or Recombinator. If their services are available from a device close to them, but still trigger or involve their dialogue, then the NPCs are free to wander or do more lifelike things in their surroundings. We've already done some great work in that direction for Path of Exile 2, and I'm really excited to see how far we can go with it.

Overall, I'm quite happy with how Kingsmarch turned out. There's thought layered into every detail, so the more time you spend there, the more you might notice or understand. I feel that this is a great starting point for telling grand tales, and we're going to need that for what's coming. And, for once, I don't have to say 'stay tuned'—Path of Exile 2 is right around the corner! I can't wait!

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Over the weekend, we launched Path of Exile: Settlers of Kalguur. We’re pleased to report that deployment went extremely smooth on PC with only a few issues that we were able to hotfix relatively quickly! We also hit a new record peak for concurrent players at 350,000! We are closely monitoring feedback and reports and will continue to update our Live Updates post with any hotfixes and updates.

Unfortunately there were some pretty major issues with our console release which were resolved several hours after launch.

We know you’ve all been busy finding ores, collecting gold and upgrading Kingsmarch so you might not have had time to check out all the clips from all of the amazing content creators! We’ve gathered some of our favourite highlights from the weekend for you to check out.

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Though many many shipments we have tested and pretty well solved the base mechanics of the Shipping in Settlers of Kalguur - here's how to get the rewards you want and to scale the currency and loot you get back from your shipments!

Cheetsheat and notes: https://imgur.com/gallery/ziggyds-poe-settlers-of-kalguur-shipping-cheat-sheet-notes-aLOZPpf

UPDATES: Port level may play a role in determining a minimum level for favored requests. Based on Steelmage not doing any fulfillments and then going from port 1 to 11 in one go and then first refreshing updating to a large request size. Looks like a built in catch up mechanic for juicers, makes sense so they aren't stuck doing tiny shipments for days to catch up. I wonder if there is a upper limit to trade value of requests based on your port level?

ZIGGYD Live on TWITCH: https://twitch.tv/ziggydlive

Timestamps:
0:00 - Intro
0:37 - Rewards Cheetsheet
2:11 - Runes & Tattoos
3:16 - Favored Resources Requests
4:11 - Bonus Unique Items
4:50 - Favored Resource Loot Multiplier
6:41 - Port "Leveling" System
8:18 - How to Refresh Ports
8:41 - Just Focusing Fulfilments Can Be Rewarding
10:06 - Some Additional Favored Testing
11:00 - Getting the Most Out of Your Shipments
11:58 - Rewards Scale in Quality Not Just Quantity
12:54 - Port Distance
13:24 - Does Shipment Value DO Anything?
16:33 - Strategy Theories - Beginner
17:37 - Strategy Theories - JUICER
18:32 - Strategy Theories - The "Busy Dad" Strat
20:10 - Outro

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submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/[email protected]
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submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/[email protected]
 
 

There are still a lot of unknowns, but here is what was figured out so far. Not sure who is the source of the image, if you know, let me know and I'll add a note.

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Private Leagues for Path of Exile: Settlers of Kalguur are now available!

Those of you who are planning to play in a Private Settlers League at launch are now able to create them beforehand. Click here to set up your Private League (don't forget to double check the start time of your league upon creating)! Please note that you won't be able to participate in these events until they officially launch on July 26th (PDT).

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