Live Broadcast: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/230410/announcements/detail/1711869190688627901]here[/url].
What: Review, Revise, Refresh! Join us as we go over 2020's first Mainline – but not in a 'new content' sense. We are going to be reviewing a 20-part list of Reviews, Revisions, and Refreshes that we are working on for Warframe. Everything from Railjack Onboarding Changes to Shield Gating. From Self Damage to Excavation Mission Health Scaling – don't miss it! We will have a comprehensive Dev Workshop up on Friday for those who cannot watch the stream – fear not!
Prizes? Join us for a chance to win Platinum or Prime Access
It's time for a refresh to the featured training packs, and it's just in time for the end of Competitive Season 13. Whether your Dream Rank is Gold, Platinum, or even the elusive Grand Champion rank, be sure to hit these training packs hard to step up your game.
These nine training packs have something for everyone. If you want to brush up on your passing ability, check out Mykal's infield passing pack. If you're just starting to get your aerial game off the ground, the Intermediate Aerials Pack can help you strike the ball with ease. The Goalie pack from Nemoto Putti will help you clear it when your opponent is turning up the pressure, and if you want to get really fancy, there's even a pack to perfect your Kuxir Pinch.
#
Author
Name
Difficulty
Code
1
howhitb0l
Misa's training pack 2
Champion
E4A0-8342-8007-E328
2
Kevpert
Kevpert - 1s Shots F8
Gold
FC42-A3E1-A202-884A
3
MERTZY
MERTZY's Recreating Shots
Grand Champion
B6B7-F65F-A128-FC2F
4
Aced
Kuxir Pinch Practice
Champion
0E99-5226-5F68-4804
5
ReaLize
wall defence
Champion
1C1A-041C-862D-5F9C
6
Mykal
Passing (Infield)
Platinum
CDBB-8953-C052-654F
7
Mykal
Intermediate Aerials
Diamond
537C-F257-0F3A-4CB0
8
Nemoto Putti
Goalie clear pack
Grand Champion
53FB-4222-BD08-6E58
9
FL0
Easy Goals :D
Silver
57EA-B9F0-E066-ED28
Competitive Season 13 ends on March 25, so there's still time to earn your rewards before then! If you've made the next great Custom Training Pack, let us know by sharing it on Discord, Reddit, and Twitter. We go through fan-submitted Training Packs each month, and could even choose yours for our next Community Spotlight.
Hunters, gather together for a warm celebration of the all-new Holiday Joy Fest in the Seliana Gathering Hub! Log in starting on February 28 at 00:00am UTC (Feb 27 at 4:00pm PST) to enjoy the new Gathering Hub decorations, Armor Sets, Weapon Pendants, Event Quests, and a brand-new food platter filled with delicious-looking dumplings!
[Joyful Tickets] Just like previous seasonal events, each day you log in, you'll get an exclusive event ticket; this time, it's the Joyful Ticket. These useful tickets can be used to craft or be exchanged for a variety of items. Take some Joyful Tickets to the Smithy (along with a few other materials), and you'll be able to craft the Oolong Armor and the Lucky Crimson Tiger Pendant for yourself and the Shishi-mai Set for your Palico. And if you're feeling particularly lucky, you can take your Joyful Tickets to the Elder Melder to try your odds at getting some Armor Skill Decorations by first exchanging the ticket for a Melding Ticket (by the way... you can also get Melding Tickets by helping the Steamworks during this Seasonal Event). Or you could even exchange them for the super fun Snowman item!
[VIP Joyful Tickets] Keep on hunting during the Holiday Joy Fest and you'll come across a rarer ticket type… the VIP Joyful Tickets! These will net you some of the more premium event exclusive items, such as the Oolong Layered Armor and different color variations of the Lucky Tiger Pendant. If you want to increase your odds of getting VIP Joyful Tickets, make sure to craft the standard Oolong Armor and wear it during your time helping Low Rank & High Rank hunters (via the Hunter Helper system), or while you clear special Event Quests.
By the way, we've added some new Event Quests with new unique gear for you to craft! - A Chilling Entrance (Sealed Dragon Cloth) - Muscle Monkey Madness (Buff Body) - Scores of Ores (Mad Scavenger Pickaxe) - Duffel Duty (Duffel Penguin Mask)
[Winter Star Fest] And for those playing Monster Hunter: World or just wanting to spend some time in Astera, be sure to make a trip up to that Gathering Hub to enjoy the return of the Winter Star Fest. More details here
Enjoy, hunters!
Important: Matchmaking in Monster Hunter World: Iceborne requires players to have updated to the same version. Keep in mind that you can only match with other players who have the same update. You can verify the version number in the bottom-right corner of the title screen.
For other questions, please visit the official Monster Hunter World: Iceborne support portal below. http://www.capcom.com/mhwsupport/
What happens when an explosion goes off in Rainbow Six Siege? What factors go into calculating explosion damage? How does it all work?
Explosions play a major role in the gameplay of Rainbow Six Siege. They don't just go boom - they open defenses, create pathways, provide intel and utility, and sometimes they help you get the W. In this Dev Blog we'll be diving a bit into how explosions work, and how we want them to evolve.
THE ANATOMY OF AN EXPLOSION
Destruction in Rainbow Six Siege is unique, and explosions never happen the same way twice.
The damage and destruction that happens once an explosion goes off is calculated in a matter of milliseconds. Players will receive visual and audio cues, and take damage if they are caught in the blast. To make all this possible, our explosion engine must go through several steps.
THE BLAST RADIUS AND SHAPE OF THE EXPLOSION
Each type of explosion is defined by multiple data points, and this determines the shape of the explosion and the radius of its effects. Explosion shapes vary depending on the type of explosive - a frag grenade is radial while a claymore is oblong.
When an explosion occurs, the game takes the explosion shape and sends a query to our physics engine. Then, using the origin of detonation and the explosion shape, the query returns with a list of entities (operators and objects) present in the blast radius. This list is our list of potential entities to be affected by the explosion.
RAYCASTING TO DETERMINE WHO OR WHAT TAKES A HIT
With the list of potential entities from within the blast AOE, our physics engine executes raycasts. These raycasts are exploratory lines that travel outward from the epicenter towards any entities and their query points within in the blast radius.
Each entity has many individual query points that are used to determine whether or not damage is taken. Instead of targeting the bones in the model skeleton or setting an arbitrary single target point for an Operator, these query points let us better decide if an Operator should be vulnerable to blast damage while still optimizing performance and minimizing latency.
The raycasts target these query points based on specific parameters and create data points to later calculate damage output. For example, raycasts will target the closest points on an Operator's physics capsule to the explosion origin as well as 4 points on their bounding volume (the shape that encompasses the Operator's visuals), while raycasts will target query points of a wall using a different set of rules.
Before the damage is calculated, one more variable comes into play. Environment objects change elements of the blast shape and potentially save you from damage.
IT WAS THE METADATA THAT SAVED YOU
Once the raycasts have completed their journey towards entities affected by the blast, the returned data determines the outcome of the explosion. In Siege, there are objects that can block explosion damage. All objects contain metadata that define what it is, and how it interacts with other elements in the game. Certain objects contain metadata that block explosion damage, such as metal barricades, castle walls, deployable shields, etc.
If the raycast path collides with an object that has the metadata to block explosive damage before reaching the query points on an Operator in the blast radius, you are safe. If the raycast hits nothing, or objects without metadata to block the damage, you take damage. This also applies to gadgets with an AOE explosive effect, such as Thatcher's EMP.
Finally, with all these data points, explosion damage is calculated and executed.
DETERMINING DAMAGE TAKEN
When calculating damage output, there is a drop-off in damage the further away you are from the epicenter of the blast. Different explosions have different damage curves, with the greatest damage output usually at the origin. Using the results of the raycasts, final damage output is determined by interpolating the damage curve with respect to your distance from the explosion.
DESTRUCTION VS DAMAGE
Explosions in Siege are executed by our destruction engine, Realblast. It is a procedurally generated destruction system that is core to upholding the unique and dynamic gameplay elements that you know and love in Siege. You can watch a GDC panel by Julien L'Heureux on Realblast here.
Explosions commonly have two effects - destruction and damage. Damage deals damage to players and destruction is what causes any environmental destruction. Each can have varying ranges and shapes depending on the explosion.
Currently in Siege, after the initial raycast exploration and queries are returned, we determine the range of the damage and destruction effects. If the raycast runs into a blocker, the damage range is limited to the realblast radius.
However, the current solution for explosive effects and ranges is not ideal as in some cases it can make the outcome of the explosion unrealistic. For example, under the current explosion system, a C4 out in the open is far more lethal than when used inside a building due the walls which can cap the damage radius.
SHRAPNEL CHANGES IN Y5S1
With Y5S1 we will be making some subtle but important improvements to explosions that will make explosion damage more realistic and transparent. We will be introducing a Shrapnel concept into explosions in Rainbow Six Siege. This means destructible objects will no longer limit the range of explosion damage, thereby addressing the problem of destruction vs damage range described above.
Shrapnel will allow explosion damage to be more realistic as damage that is applied to the player will be reduced based on the number of destructible objects the raycasts hit along the way. Explosions will also be more transparent as shrapnel holes will provide much more visual feedback on the direction from which the explosion damage originated.
TL;DR - SUMMARY
The art of destruction in Rainbow Six Siege is a one-of-kind experience that promotes realistic results and reactions. The addition of Shrapnel damage will be an improvement towards more realistic explosion effects and damage, as well as making feedback from explosions much more visual and transparent.
To learn more about Explosions and Shrapnel, check out the Logic Bomb Podcast's exclusive first look and discussion on the changes:
The future of competitive motorsport has arrived, and it's in a hurry. Two brand new open-wheel ultra-performance vehicles. Seven high-speed tracks. Dozens of split-second decisions, from the tires you use, to whether you take that all-important pit stop. And above all: one seat, one driver, one grand prize.
Path of Exile: Delirium introduces a skill called Blade Blast. Alongside this new skill, we're making some changes to some existing spells that it can interact with. Among these are Ethereal Knives, Bladefall, Blade Vortex and as a follow on effect, Animate Weapon.
Blade Blast Casting Blade Blast deals damage in a medium sized area at your target. Enemies hit will be Unnerved, increasing their spell damage taken. If there are any blades from Ethereal Knives, Bladefall or your own Blade Vortex in the area of effect, Blade Blast will detonate those blades as well, creating a chain reaction. This way, you can set up and detonate a long sequence of explosions to finish off enemies in a large area, or deal high damage to targets in a cluster of blades.
Ethereal Knives Ethereal Knives has received some visual improvements while also allowing one in every three knives to remain as a small blade in the ground. A blade in the ground will do nothing and fade away after a duration but these blades can be interacted with by other skills.
To make the most of Ethereal Knives with Blade Blast, using the Slower Projectiles Support lets you create a dense field of blades close to you, and adding the Unleash Support will result in easily setting up a huge damage burst for taking out bosses. Using the Ring of Blades unique jewel will let you spread out the blades in a ring around you, which results in a large circular area of Blade Blast explosions.
Blade Vortex As Blade Vortex already has respectable single target damage, Blade Blast has a different purpose when interacting with it. Blade Blast can detonate blades as they spin around you and for each Blade Vortex blade detonated in sequence, the area of the Blade Blast is multiplied, gaining over three times the area on the tenth blade destroyed. This lets Blade Blast cover a large area around you in a burst of damage that can clear out a dangerous group of monsters (or your delusions) in one quick cast.
Blade Blast won't detonate Vaal Blade Vortex or other player's Blade Vortexes so you can't destroy your Vaal Skill or 'accidentally' end your party member's Blade Vortex.
Bladefall Bladefall will leave one blade per volley, resulting in 6 blades per cast. The blades are placed relatively central in the volley, so with Concentrated Effect you can place them close enough to create a lot of overlapping Blade Blasts.
Combining the skill with the Unleash and Spell Cascade Supports, you can place a huge number of blades with one cast, actually going over the maximum of 50 blades. Use Awakened Spell Cascade instead to spread them over a wider area.
Having a setup where Blade Blast, Bladefall or both are triggered by a trigger support or cast by totems lets you create a devastating area of effect combo with ease.
Animate Weapon Blades from Ethereal Knives, Blade Vortex and Bladefall can now be Animated by Animate Weapon, making the skill much easier to sustain.
Blades animated this way have base attack speed, crit and range similar to a Glass Shank, but Animate Weapon adds bonus physical damage to Ethereal Blades based on the level of the Animate weapon skill, on top of the added damage granted to all weapons by Animate Weapon. This also means that blades from a low level Bladefall can be used by a high level Animate Weapon as effectively as a high level Bladefall's blades.
We've rebalanced Animate Weapon to lower the maximum number of blades and lower the time taken to reach full power, which also improves server performance. To compensate for the minion count loss, we've significantly improved their speed and granted much more added damage. The skill now has a faster cast time, lower mana cost, and grants More Attack Speed. The skill grants increased minion movement speed as the gem levels and a higher minion limit as the gem levels.
Here is a preview of these mechanics in action.
We hope you've enjoyed this preview of the blade spell changes. Next week we'll talk about the new Kinetic Bolt Wand skill and the Spellslinger gem. Stay sane, Exiles!
We know the last few months have had some ongoing issues impacting gameplay and wanted to take a moment to address everything. We know the below issues have been extremely frustrating to deal with and we're sorry they've persisted for so long.
First of all, we want to give a brief statement on cheating. Combating cheaters is one of our highest priorities and we're utilizing multiple internal teams and external resources to find new solutions for this problem. We'll be sharing more information regarding these efforts in our upcoming Community Letter and 2020 Roadmap post in early March.
Now let's talk about some of the issues, why they've remained such a problem, and what we're doing about it.
We've received lots of feedback regarding performance issues, including FPS drops, stuttering, and crashing and despite these efforts, we've found that performance issues and crashes have been increasing since the January update.
Our development team is conducting ongoing multi-faceted tests and analysis in an attempt to identify and resolve the issues causing this performance loss and causing game crashes. The difficult part is that some of these issues are impacting specific hardware, or happen in unique situations which are difficult to reproduce. To improve performance issues, which have to track down the specific cause, which often means needing to reproduce the specific steps leading to the issue. We want to thank all of you who have sent in your replay files and system data to help us as we try to identify the cause.
If you are experiencing performance drops, FPS stutter, or game crashes, please contact our support team at http://PUBG.com/support and share whatever information you can regarding your PC hardware and any other information you believe is relevant.
This is a top priority for us right now and we thank those of you who are affected for your patience.
DDoS Attacks Against our Game Servers
As many online games are forced to deal with from time to time, our servers have been the target of intermittent DDoS (distributed denial-of-service) attacks. When a game server is under attack by DDoS attacks, all players who are in the server almost certainly face connection issues such as network delays, a significant ping increase, and severe packet loss. Unfortunately, our servers have been increasingly targeted for these attacks. Last November, the intensity of the attacks increased to a level we hadn't experienced before, which increased again in February.
Our dev team has been increasing our DDoS defense solutions, working with various server infrastructure providers and analyzing their effectiveness in order to protect our game servers and provide a more stable service. At the same time, we're working on our own defense system specifically designed to protect PUBG's game servers.
While testing various DDoS defense solutions from external infrastructure providers, server locations were often located far away from standard locations, which resulted in increased ping and other network issues for some players. Additionally, many players have suffered constant packet loss issues due to the experimental DDoS defense solutions deployed by these providers. We know that we could have been much more open in communicating these reasons with you, but did not want to contaminate tests and results by letting the attackers know we were doing this testing. Regardless, our sincere apologies to players who experienced ongoing connectivity issues during this time.
The good news is, our recently developed internal solution has reduced the impact of DDoS attacks by nearly 85%. This is and will remain an ongoing issue, but our dev team will also continue to work on and implement additional measures to mitigate the impact of DDoS attacks when they occur.
DDoS server attacks are a serious crime and we've been gathering all information we can to take legal action against the perpetrators.
Arcade - Team Deathmatch Matchmaking Issues [Mostly Resolved]
Team Deathmatch is PUBG's first "Arcade" game mode and we've been thrilled to see such a great response so far. Unfortunately, we found some issues with TDM matchmaking that caused players to have extended matchmaking times or sometimes not be matched at all. Additionally, another issue was identified that sometimes caused teams to have more than 8 players, with less than 8 on the other team.
The team in charge of this mode analyzed the cause of these issues after they were reported and worked to deploy a hotfix to the issue affecting team size, which is now resolved. The issues related to matchmaking times currently remain and while we've improved the situation with some back-end improvements, we're actively working on a permanent solution.
While we continue work on this, if you experience any of the above problems, please let us know through our community channels or http://PUBG.com/support
Disabled Custom Match Presets
We've received reports that custom match presets are not functioning properly since the last patch. This issue was an unfortunate side effect of improvements being made to back-end custom match code. We've taken action to resolve existing saved presets, but it will take time to fix this issue entirely. The good news is that saving and loading new presets now works correctly. Our apologies for those affected by this issue.
Unrelated to custom matches, we've resolved other recent issues such as player stats not being applied properly, inability to create FACEIT matches, and players falling through the ground at a specific location on Karakin.
In Closing
We understand there are many other high-priority issues impacting gameplay. One of our primary goals this year is to be more transparent with what we're working on, so we wanted to get this letter out to you to address some of the more notable issues we've faced recently.
Rest assured, we'll continue to work on the unresolved issues and will do our best to be more open with details on these subjects moving forward.
It's hard to believe that the first Competitive Season of 2020 is winding down, but it's ending on March 25! Then, Season 14 begins that very same day. So, without further ado, here are the rewards for Competitive Season 13.
The end of Season 13 is bringing brand new Wheels for every rank, including Grand Champion. Be sure to complete your 10 placement matches in any Competitive Playlist and fulfill the appropriate Season Reward Level to earn your Rewards.
Similar to previous Competitive Seasons, Grand Champion Rank will receive the "Season 13 - Grand Champion" Title, in addition to all of the Season 13 Wheels. Those who earned the Rank of Grand Champion in Extra Modes will receive the Extra Mode-specific Grand Champion titles. See the full breakdown below:
COMPETITIVE SEASON 13 REWARDS
Bronze I or higher – Season 13 Bronze Wheels
Silver I or higher – Season 13 Silver Wheels + lower Wheels
Gold I or higher – Season 13 Gold Wheels + lower Wheels
Platinum I or higher – Season 13 Platinum Wheels + lower Wheels
Diamond I or higher – Season 13 Diamond Wheels + lower Wheels
Champion I or higher – Season 13 Champion Wheels + lower Wheels
COMPETITIVE SEASON 13 GRAND CHAMPION REWARDS
Competitive Grand Champion – 'Season 13 – Grand Champion' In-Game Title + Grand Champion Wheels + all Season 13 Wheels
Rumble Grand Champion – 'Season 13 – RNG Champ' In-Game Title + Grand Champion Wheels + all Season 13 Wheels
Dropshot Grand Champion – 'Season 13 – Floor Destroyer' In-Game Title + Grand Champion Wheels + all Season 13 Wheels
Hoops Grand Champion – 'Season 13 – Dunk Master' In-Game Title + Grand Champion Wheels + all Season 13 Wheels
Snow Day Grand Champion – 'Season 13 – Blizzard Wizard' In-Game Title + Grand Champion Wheels + all Season 13 Wheels
(Note: Grand Champion In-Game Titles for Extra Modes are earned by achieving Grand Champion Rank in each individual Extra Mode)
Season 13 will end roughly two hours before Season 14 begins on March 25. Rocket Pass 5 will come to a close the same day, so make sure to complete those last-minute Challenges before then! There's still time to hit your dream rank this season, so jump into your Competitive Playlist of choice and get those wins! Good luck out there!
https://youtu.be/587ZD-y4LQE Continue your quest for ultimate survival and unlock a whole new chapter in the saga of ARK: Survival Evolved with the ARK: Genesis Part I!
Waking up within a virtual simulation, the ultimate task of survival lies ahead with challenges that have yet to be seen! ARK: Genesis represents a new, story-oriented beginning in ARK's epic saga of survival.
With HLN-A, an in-game robotic companion, you must overcome the simulation's rigorous tests. Uncovering the secrets of this ominous landscape will be no easy task. To pass the simulations test you will need to explore, build, tame and fight but also you must adapt just as the environment around you does.
EXPLORE LETHAL LANDSCAPES
ARK: Genesis presents a unique challenge with diverse landscapes and deceptively beautiful biomes.
Put your survival skills to the test while traversing chilling mountain peaks, treading through the imposing alien bog, drifting in low-gravity on the surface of an alien moon, or submerging yourself into deep undersea trenches.
Mastering each biome requires planning, preparation, smarts, and the ability to think fast on your feet. You never know when you'll find yourself trapped in a whirlpool, escaping a sudden avalanche, or dodging a volcanic meteor shower.
The biomes you encounter aren't just trying to kill you, they are preparing you for the challenges and missions that await.
GEAR UP AND BUILD UP
As you make your journey through the simulation, being equipped with the right weapons will be more important than ever. With new threats lurking in Genesis, combo-capable plasma claws and remote-guided cruise missiles will help you keep your competitive edge.
Tools like the fishing net and the mining drill allow you to be efficient on-the-go while vehicles like the hover-skiff may reduce your on-the-go time.
Interactive structural elements such as pressure plates, alarm systems, jump pads, and ocean platforms will be fundamental while establishing yourself in the unique habitats the biomes offer.
Whether you're a go-it-alone survivalist, a weapon-making warmonger, or a base-building architect, ARK: Genesis has a crafting project suited for you.
CONQUER EVERY MISSION
HLN-A will be an extra set of ears and eyes as you embark on missions within the simulation. The simulation itself isn't perfect, so you can earn extra credit (and experience) by fixing the glitches scattered all throughout the world. Through HLN-A, you will be provided a wide array of missions at varying difficulty levels to complete at your own convenience.
You may find yourself hunting and tracking powerful bosses, speeding to the finish line in dino races, tearing through swarms of enemies with the aid of power-ups, escorting vulnerable baby creatures to their parents, or playing a casual game of Dodo-Basketball.
HUNT AND TAME NEW CREATURES
The environments may be forbidding, but they're nothing compared to the new creatures who call ARK: Genesis home. Take flight on hyperspace-capable space whale, swing from trees on a web-spinning spiderlike beast, build on sea turtles the size of islands, admire the cute-but-deadly shapeshifters, or utilize lava lizards that act as living forges - the choice is yours. Master the simulation, and test yourself against a mysterious new boss… the likes of which ARK has never seen before.
WILL YOU PASS THE TEST?
ARK: Genesis takes your story in an all-new direction — and your skill determines your success. Everything is turned up to the highest setting: the challenges, the dangers...and the vast rewards. Only the toughest and smartest survivors will pass all of the simulation's many tests. Will you be one of them?
As we head into our second week of A Tigron's Tale, the Evil Mojo team has some fun planned just for you. Our team would like to recognize and thank anyone who has submitted any bugs they've found this patch so that we can continue to improve the overall quality of our game! (Remember you can always submit your bugs to us here[paladins.com]!) The team is always hard at work and your continued help only makes this game better for everyone!
Here's what you can expect this week:
Trivia Tuesday
Join us Tuesday at 10AM ET to test your knowledge for a chance to win a code for one of our many Champion skins!
New Chest!
The Mythological Treasures Chest joins the store featuring: Divine Seris, Goddess Lian, Steel Forged Androxus, Buckules Buck, Exarch Jenos, and the Sacred Wolf mount!
Weekend Event
Blog will be coming Thursday explaining what you can expect from us this weekend in-game!
Fan Art Friday
Check out our favorites from this past week and don't forget to use the hashtag #PaladinsArt so we can find your work as well as tagging us on social!
In December we released the Metamorph League and Conquerors of the Atlas expansion. Both of these updates have been very well received by players, and as such, we've decided that when Metamorph League ends, we will be rolling it into the core game. Today's news post details how exactly that will happen and what you can expect when the next league begins.
We'll be giving Metamorph a 10% chance to affect Map areas. As Metamorph is the only way to get Catalysts, we'll be taking a similar approach to that of Blight league when it was added to the core game. Every Map area that contains Metamorph Monsters will always have a Catalyst reward available, providing consistent access to Catalysts should you so desire.
Metamorph Bosses will continue to drop Itemised Samples provided that you fill the bar. Tane's Laboratory will remain and will be the place to bring your Itemised Samples to, providing you the ability to continue creating unique encounters not ordinarily possible.
We'd like there to be some form of determinism for players that want to engage with Metamorph more often than the base 10% chance. For that reason, we will be adding a set of Scarabs for Metamorph encounters. Here is a preview of these Scarabs.
As you can see, a Rusted Metamorph Scarab will simply add Metamorph monsters to a Map area. The experience will be exactly what you've come to expect in Maps in the current Metamorph league. Polished Metamorph Scarabs will cause Metamorph Bosses which drop an Itemised Sample to drop an additional Itemised Sample. The rewards of the additional Itemised Sample will be rolled independently of the first sample. Finally, a Gilded Metamorph Scarab will cause all Metamorph monsters to have a reward. You'll still be limited to picking one reward per organ type, but you'll have many more rewards to choose from.
To make room for these Scarabs in Betrayal Rewards, we have combined Aisling's Veiled Jewellery rewards with her Veiled Weapon and Armour rewards. This means that you will get the regular amount of Veiled Weapons (or Armour) and in addition, you will get the Veiled Jewellery rewards that Intervention safehouses used to give. Defeating Aisling in Intervention safehouses will give Metamorph Scarabs, with the rank of Scarab (Rusted, Polished or Gilded) being dependent on Aisling's rank.
In addition to Aisling's Intervention rewards, we have also added Metamorph Scarabs to the pool of Scarabs that the Mastermind can drop when defeated. All other sources that give a random Scarab will also be able to give Metamorph Scarabs.
Oh, and yes, we have updated the Fragment Stash Tab to hold these new Metamorph Scarabs.
Finally, we have added a Sextant modifier which will add Metamorph monsters to a Map area. This works just as Metamorph does now. You'll be able to get this modifier by using Awakened Sextants on Watchstones.
Given historical precedence, it is probably a safe bet that you'll end up seeing Metamorph as a Zana modifier in future leagues (though not 3.10.0), providing even more control for those of you that want Metamorph monsters in every single Map that you run.
Hopefully this implementation hits a good balance between random encounters and providing determinism for those that want it. We look forward to seeing how this plays out and can't wait to share more information about what to expect next from Path of Exile very soon!
New, extremely limited time Buzzer Beater packs are available now. Headlined by Galaxy Opal Steph, and also featuring PD C-Webb & Drazen Petrovic, plus Diamond Paul Pierce.