Incursion_league

Old: ChuanHsing 2023-02-25 19:38:46

New: ChuanHsing 2023-02-25 19:39:51

OldNewDifferences
1-# Delve league
2-
3-## Archnemesis Patch Notes
4-
5-Delve Biome Modifiers
6-Problem:
7-* Newly-introduced delve biome modifiers that forced all side passage chests to be a specific chest type (such as fossils or azurite) could be used to repeatedly farm the same section of passage to produce huge amounts of resonators and fossils.
8-
9-Solution:
10-* Change Delve biome modifiers that forced chests in side passages to be a particular chest to instead only affect chests behind fractured walls. Modifiers that made side passage chests of a particular type remain unchanged.
11-
12-Problem:
13-* Newly-introduced delve biome modifiers that caused the crawler to consume less sulphite could be used to farm experience very efficiently by finding a biome with a high value of this mod, repeatedly running the same path and logging out before completing the encounter.
14-
15-Solution:
16-* Reduce the values of sulphite-used biome modifiers
17-
18-Specifics:
19-* They now range from 20-50% reduced sulphite used, down from 25-100% reduced. Higher values of this mod can now also only appear deeper in the mines, with the highest tier becoming available at depth 500+.
20-
21-
22-
23-## Scourge Patch Notes
24-
25-Delve Changes
26-Problem:
27-* The current state of Delve leaves players having to spend a huge amount of time playing through relatively easy content in order to reach content that is more challenging and rewarding. Delve doesn't sufficiently reward this time investment.
28-
29-Solution:
30-* Make Delve difficulty and rewards scale much more quickly with Depth. Grant high level players immediate access to harder Delve content. Make a number of changes to the rewards, difficulty and monster mechanics of Delve content to make it more challenging and rewarding.
31-
32-Specifics:
33-* The difficulty of Delve encounters now scales much faster. The difficulty of encounters at depth 500 is now roughly equivalent to the previous difficulty of depth 1,000 encounters. Depth 1,500 encounters are now roughly equivalent to the previous difficulty of depth 6,000 encounters.
34-* The availability of rewards from Delve also now scales much faster, with the intention that progressing deeper into the Azurite Mine is more rewarding than equivalent depths previously were. For example, depth 500 is now more rewarding than depth 1,000 was previously.
35-* As a result of these changes, the Azurite Mine has been reset in Permanent Leagues. Niko has drilled a mineshaft to the deepest level Delve encounter previously completed in that league to pick up where you left off. This change does not affect gathered Azurite or Sulphite, or upgrades you have purchased at the Voltaxic Generator.
36-* Previously-acquired Delve depth and solo depth has been wiped from the Permanent League ladders. To get back on the ladder, just keep playing Delve from whatever level you can handle.
37-* City Biomes in the Azurite Mine are now more common and can appear in earlier depths, but are now smaller on average.
38-* City Biomes can no longer spawn without Delve nodes.
39-* We've also introduced new Delve Biome modifiers, and allowed Delve Biome modifiers to spawn below depth 6,000.
40-* The Area Level of the Azurite Mine now scales slightly faster, reaching Area Level 83 at depth 145 (previously depth 171).
41-* Niko’s mineshaft can now drill deeper into the Azurite Mine, up to depth 101 by Character Level 90.
42-* Delve encounters now contain fewer chests, though each chest is now more likely to drop interesting rewards.
43-* Fossils and Resonators are now more commonly found within Delve, and less commonly found from other sources.
44-* Increased the base Sulphite Capacity to 1,200 (previously 600), scaling up to 6,400 Capacity after six upgrades (unchanged).
45-* Alchemical Resonators are no longer purchasable from Niko, and can no longer be obtained from chests or any other sources. Existing Alchemical Resonators will still function as usual.
46-* Bloodstained Fossils now Corrupt an Item, granting them a Corrupted Implicit Modifier (previously granted a Vaal Modifier).
47-* Enchanted Fossils have been renamed to Deft Fossils, which now grant more Critical Modifiers, and no Attribute Modifiers (previously granted a Labyrinth Enchantment).
48-* Encrusted Fossils have been renamed to Fundamental Fossils, which now grant more Attribute Modifiers, and no Critical Modifiers (previously granted more Sockets, with the possibility of White Sockets).
49-* Tangled Fossils now makes a random Modifier type much more likely, and prevents another random modifier type (previously granted any Fossil modifiers). The effects are fully revealed once a Resonator is fully Socketed.
50-* The damage dealt by the Darkness based on player Life and Energy Shield has been roughly halved. The flat damage per Darkness stack now scales with depth, up to a cap at around depth 1,000. For an example of the impact this has, a character with 6,000 Life would take less damage from the Darkness than previously at depths below about 500, and take approximately 50% more damage from the Darkness at depth 1,000 and greater. A character with extremely low amounts of Life could take as much as ten times the Darkness damage it previously did at depth 1,000.
51-* Turong's mega Fireball skill now deals ~35% more damage.
52-* Cavestalkers can now cast Spark Novas.
53-* Introduced a new type of Spider enemy that drops from the ceiling and uses Flicker Strike
54-* Mother Spiders now summon more Spider packs.
55-* Monsters in Darkness now attack players from 50 units away (previously 20).
56-* Ice Golems found in Frozen Hollow Biomes can now cast Ice Storm.
57-* Hellions that drop Burning Ground on death can now be found in Magma Fissure Biomes.
58-* Monster sounds and animations have been improved for many Delve monsters, to match the ongoing Act Monster improvements.
1+# Incursion league
592
603 ## Ultimatum Patch Notes
614
62-Delve Changes
63-* Delve has been rebalanced in a way that makes better rewards appear earlier and more frequently at shallow depths. Very deep depths no longer provide such an exponential increase to the rate of encountering high-tier rewards.
64-* Fractured Fossils now apply a Split modifier to both items, preventing further duplication. As a result, Fractured Fossils can no longer be applied to items that cannot be Split, such as Synthesised, Enchanted, Fractured or Influenced items.
5+Incursion Changes
6+* Alva can now convert your completed and ready-to-run Temple of Atzoatl into an tradeable object that can be consumed in the Map Device. You will need access to the Map Device to use this convert function.
7+* We have made a lot of changes to the Temple of Atzoatl. As you may know, specific rooms in the Temple of Atzoatl can drop unique Incursion items that can later be upgraded - many of these unique items have been improved (please read the Incursion Uniques Changes section for more information).
8+* Previously, the temple's boss, the Omnitect, dropped random rare items with special Incursion modifiers on them. Now, it also drops rare items with Incursion modifiers based around the themes of the rooms your temple contains, and has a higher chance to drop Vials related to that room. Having higher tier rooms also causes more rare items to drop.
9+* Specific rooms now add specific Monster packs to the temple and Temple modifiers have been improved which results in more monster density, challenge and reward. Temple modifiers have been improved so that if your temple has more higher-tier rooms, then it's comparable to a good map. We have also performed a modernisation pass on room rewards so that they're competitive with newer leagues.
10+* The Explosives Rooms now contain some basic chests that can be opened with Flashpowder Kegs if you don't need them for opening a path elsewhere in the temple.
11+* The Shrine of Empowerment room in the Temple of Atzoatl now randomly empowers one connected room that is tier 2 or below and upgrades it by one tier. The Sanctum of Unity room now randomly empowers two connected rooms that are tier 2 or below and upgrades them by one tier each.
12+* The Table of Sacrifice in the Hall of Offerings room now allows you to sacrifice a unique item for another random unique of the same item class.
13+* The "Monsters Killed" progress bar in Temporal Incursions has been updated slightly, to make it easier to see if you have killed all of the Monsters in the Incursion.
6514
6615 ## Heist Patch Notes
6716
68-Delve Changes
69-* The Buried Monolith encounter (Legion) is now restricted to areas of level 68 and above.
17+Incursion Changes
18+* The Hall of Mettle, Hall of Heroes, and Hall of Legends are now only available in Incursion Temples whose temporal exploration began in level 68 and above areas.
7019
7120 ## Delirium Patch Notes
7221
73-Delve Changes
74-* Delve areas are now considered to be the level of the monsters in the shallowest part of the Delve, meaning players will not be downscaled below the level of the shallowest part of the Delve. It also means that item filters which filter by area level will work correctly in the Azurite Mine.
75-* You can no longer enter Delve areas if you are 20 levels (or more) below the shallowest part of the Delve you are trying to access.
76-* You can no longer join a Delve encounter that is already in progress.
77-* The rate and volume of monsters that will spawn while you are in a City area has been increased.
22+Incursion Changes
23+* If you're very lucky, you can now find double-corrupted Strings of Servitude from Incursion Temples of level 80 or greater.
24+* Many rooms now provide Temple-wide bonuses for the present-day Temple of Atzoatl based on their tier. The following rooms now grant +1% to monster pack size, 2% increased quantity of items found and 4% increased rarity of items found per room tier: Trap Workshop, Armourer's Workshop, Sparring Room, Shrine of Empowerment, Pools of Restoration, Hatchery, Flame Workshop, Lightning Workshop
25+* Chests in the present-day Incursion Temple that previously contained either an Incursion Unique or a magic item with an Architect's mod now also drop 2 to 3 rare items with Architect's mods.
26+* The Poison Garden's higher tiers now add more and larger poison pods, including some that contain monsters at tier 3.
27+* Tempests from the Tempest Generator and its higher tiers now strike much more frequently and their effects last longer.
28+* Based on the tier of the Surveyor's Study sequence of rooms, Architects throughout the present-day temple will now drop map-related currency items.
29+* The Royal Meeting Room and its higher tiers now add more Magic monsters to the Temple. If you manage to find Atziri in there, her base life will now more closely match that of her Vaal Fragment equivalent.
30+* Based on the tier of the Armourer's Workshop sequence of rooms, monsters throughout the present-day temple will benefit from increased elemental resistances and will take reduced physical damage, in line with similar map modifiers (including the benefits to item rarity, quantity and monster pack size that those modifiers come with).
31+* Based on the tier of the Sparring Room sequence of rooms, monsters throughout the present-day temple will benefit from increased critical strike chance and critical strike multipliers, in line with similar map modifiers (including the benefits to item rarity, quantity and monster pack size that those modifiers come with).
32+* The Guardhouse and its higher tiers now increase the pack size of monsters throughout the temple.
33+* The Splinter Research Lab now contains a Breach. Higher tier versions of this room add additional Breaches and Clasped Hand chests.
34+* The Jeweller's Workshop and its higer tiers now also grant increased item rarity across the present-day temple.
35+* The Shrine of Empowerment now also grants monsters in the present-day temple increased attack and cast speed modifiers, in line with similar map modifiers (including the benefits to item rarity, quantity and monster pack size that those modifiers come with). The Sanctum of Unity (tier 2) now gives +1 to the level of monsters throughout the present-day temple, and the Temple Nexus (tier 3) now gives +1 to the level of both monsters and items throughout the present-day temple.
36+* Based on the tier of the Hatchery sequence of rooms, monsters throughout the present-day temple will benefit from increased damage modifiers, in line with similar map modifiers (including the benefits to item rarity, quantity and monster pack size that those modifiers come with).
37+* Based on the tier of the Hatchery sequence of rooms, monsters throughout the present-day temple will benefit from modifiers which grant extra fire damage to monsters, in line with similar map modifiers (including the benefits to item rarity, quantity and monster pack size that those modifiers come with).
38+* Based on the tier of the Hatchery sequence of rooms, monsters throughout the present-day temple will benefit from modifiers which grant extra lightning damage to monsters, in line with similar map modifiers (including the benefits to item rarity, quantity and monster pack size that those modifiers come with).
39+* Based on the tier of the Torment Cells series of rooms, monsters throughout the present-day temple will now start Possessed beginning at tier 2.
40+* A wider range of Strongboxes can now be found in the Strongbox Chamber and its higher tiers.
41+* Incursion Temple crafting benches can now be used by characters on the same account other than the one that opened it.
7842
7943 ## Blight Patch Notes
8044
81-Azurite Mine and Sulphite Changes
82-* Your Voltaxic Sulphite is now shared across all characters on the same account and in the same league. There is still a hard upper limit of 65000 Sulphite. Characters that are merged to Standard at the end of a league will bring their Sulphite with them, up to whatever your highest maximum Sulphite limit is.
83-* The tunnel Niko digs for you based on your character level is now also shared league-wide across all your characters, meaning your highest-level character will determine the depth of Niko's tunnel for all characters. This tunnel will only ever, at most, be 6 levels behind your highest-level character until you reach level 68. Previously, it was 15 levels behind by the time you reach level 68.
84-* The rate of level growth for monsters within the Azurite Mine is now faster, requiring significantly fewer depths to hit the maximum monster levels within the Mine. This was because most players progressed through the Atlas faster than the Mine, and the two difficulty levels would quickly become out of sync.
85-* As a result of the change to the depth-to-level ratio, the cost of Delves in those interim levels has been increased, but tapers back to the original costs as you get deeper.
86-* Dynamite is now Instant (ie. can be used while moving).
87-* As mentioned above, you can now find Legion encounters and rewards in the Azurite Mine.
45+Incursion Changes
46+* Rebalanced the life regeneration Temple-wide modifier with respect to monsters of magic and rare rarity.
47+* As mentioned above, you can now encounter Legion-themed rooms in the Temple of Atzoatl.
48+* Reduced the life of Vaal Advocates and Enhanced Vaal Fallens by 25%
49+* You can now find items that affect Mines from the Trap rooms of the Temple of Atzoatl.
8850
89-## Introduction
90-The Delve league and Hardcore Delve league were challenge leagues. They launched on August 31, 2018 and ended December 3, 2018.
51+## Legion Patch Notes
9152
92-The league adds an infinitely scaling dungeon called the Azurite Mine. You can find deposits of Voltaxic Sulphite in a zone, which Niko the Mad will collect to power his Crawler, which is used to guide the player in the Delve through the deadly darkness. Each Delve can contain items or Azurite, which can be used to upgrade your equipment and items to help in future Delves. Delves can contain special biomes, boss encounters, and socketable currency items which influence the types of mods created on an item.
53+Incursion Changes
54+* It now requires 12 separate Incursions to enter the Temple of Atzoatl in the present (up from 11). This gives you an extra attempt to upgrade or change a room before you enter the Temple with Alva.
9355
94-All characters and stashes were moved to the Standard league and Hardcore league respectively when the leagues end. Characters that die in the Hardcore Delve league are immediately moved to the permanent Standard league.
56+## Introduciton
57+The Incursion league and Hardcore Incursion league were past challenge leagues. They launched on June 1, 2018.
58+
59+In this league, players will run across Alva Valai, who creates an incursion that takes the player 2000 years back to the Temple of Atzoatl. While in an incursion, the player can open passages and kill architects to change or upgrade the room, which affects the Temple's layout in the future. After 11 incursions, the Temple in present time can be raided for loot and special altars which modify items.
60+
61+All characters and stashes were moved to Standard league and Hardcore league respectively when the leagues ended. Characters that died in the Hardcore Incursion league were immediately moved to the permanent Standard league.
62+
63+Since version 3.5.0, the league mechanics of the Incursion leagues have been reworked as a core mechanic of the game. Alva, the NPC of the Incursion league, has become one of the Master of the game.
9564
9665 ## Minimap
9766 These new icons are introduced to the minimap:
9867
99-<span class="minimap_icon minimap_64" style="background-position-x:-128px;background-position-y:-192px"></span><span class="minimap_icon minimap_64" style="background-position-x:-192px;background-position-y:-192px"></span><span class="minimap_icon minimap_64" style="background-position-x:-0px;background-position-y:-704px"></span><span class="minimap_icon minimap_64" style="background-position-x:-128px;background-position-y:-704px"></span><span class="minimap_icon minimap_64" style="background-position-x:-64px;background-position-y:-704px"></span><span class="minimap_icon minimap_64" style="background-position-x:-192px;background-position-y:-704px"></span>
68+<span class="minimap_icon minimap_64" style="background-position-x:-576px;background-position-y:-128px"></span><span class="minimap_icon minimap_64" style="background-position-x:-640px;background-position-y:-128px"></span><span class="minimap_icon minimap_64" style="background-position-x:-704px;background-position-y:-128px"></span><span class="minimap_icon minimap_64" style="background-position-x:-768px;background-position-y:-128px"></span><span class="minimap_icon minimap_64" style="background-position-x:-832px;background-position-y:-128px"></span><span class="minimap_icon minimap_64" style="background-position-x:-0px;background-position-y:-192px"></span><span class="minimap_icon minimap_64" style="background-position-x:-64px;background-position-y:-192px"></span>
10069
10170 ## Modifiers
10271 All areas have:
10372
104-- <span class="explicitMod">Areas contain deposits of Voltaxic Sulphite</span>
105-
73+- <span class="explicitMod">Areas contain Temporal Incursions</span>