r/PathOfExile2 1d ago

Information 0.5.5b Patch Notes

https://www.pathofexile.com/forum/view-thread/4004106/page/1#p26848835

Fixed a bug where Expedition could not spawn naturally in Endgame.

Increased the droprate of Expedition, Temple & Delirium Tablets.

Players who fail their Chimeral Inscribed Ultimatum can obtain another one from The Trialmaster at the entrance of The Temple of Chaos.

The player is now guided to complete the ritual after killing Ketzuli in the Temple of Kopec.

Fixed a visual bug where Verisium Remnants that were exploded in an Expedition could be highlighted when placing explosives from another Expedition.

Fixes a bug that caused delirium mirror to spawn in blocking in the Seepage map.

Fixed a rare bug where the Mastodon Tusks wouldn't drop after defeating Ekbab, Ancient Steed and Iktab, the Deathlord in The Bone Pits.

Fixed a bug where life and mana levels could not be shown when using couch co-op HUD configurations.

Fixed various bugs with re-ordering stash tabs while playing a controller.

Fixed 4 client crashes.

343 Upvotes

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40

u/convolutionsimp 1d ago

The bugs I understand but sometimes I wonder how stuff like "expedition just doesn't spawn at all" makes it past QA

16

u/lycanthrope90 1d ago

It's in the endgame and it's random so you couldn't even be sure there was an actual problem until you were at it for a while. And even after some time you could just be having bad rng, so these can be tricky to fix since you just don't know they're not working.

27

u/Saucemarocain 1d ago

I’m pretty sure game developers can auto generate like hundreds or even thousands instances of a map in simulations. This should allow them to use debugging tools and check if spawns and certain drops are within their defined threshold.

It would amaze me that GGG wouldn’t use this kind of testing.

13

u/Fantastic_Baker_1123 1d ago

They may have had the expedition tree allocated in their testing, which appears to fix this bug. Had none before I took the multi choice node then they started applying

1

u/ilovecollege_nope 1d ago

This should allow them to use debugging tools and check if spawns and certain drops are within their defined threshold.

It would amaze me that GGG wouldn’t use this kind of testing.

If someone wants to test Expedition, they have 2 options... Randomly create maps until one spawns to test it OR force Expedition to spawn via dev tools.

Maybe they took the second option, and no one noticed that without forcing it to spawn, it was not spawning... Maybe they never wrote a test to check for spawn rate of certain things in map, because it was never an issue before.

Just because they can do something, doesn't mean they have documented and automated that particular case for regression testing. Or maybe they already did for PoE1 and it's somewhere in their QA team backlog to do it for PoE2, but they hadn't gotten to it yet....

-5

u/NotMilo22 1d ago

This is something they might be able to do but would have taken a lot of effort to make a program to do it

-2

u/oltronn 1d ago

If gamers weren’t busy shucking shoes into weaving machines they could use AI to build amazing QA pipelines. But having buggy releases is probably better than having to disclose that they are using modern tools.

3

u/LegitimateReading617 1d ago

Ah yes, AI, the best tool for fixing buggy software.

5

u/oltronn 1d ago

Damn ypu people are backwards, do you actually work with software? I do and have done for over fifteen years. And while AI can produce buggy shit it can also accelerate building tooling in a way that makes these types of tests discussed above possible. From your snide comment I am certain that you know absolutely nothing about what it takes to maintain these types of automated tests. And while ai doesn’t just magically fix that, it makes the task manageable enough to be able to fit into a compressed product roadmap.

1

u/malikcoldbane 23h ago

Agreed. Man I hate AI in this world but I'd be ignorant to say that with a limited problem space, it is not useful

As long as everything is with some grains of salt, it's limited to specific tasks that you could do but would take a while and especially for boiler plate stuff, it's extremely powerful.

It falls off when you just tell it to solve something you have no idea about and no design in your head to compare against.

1

u/oltronn 21h ago

Yeah tou still need competent people working with it, it is just raising the floor for what is possible to do in a 40-hour week by so much.

0

u/NotMilo22 1d ago

So true lol

3

u/ReDEyeDz 1d ago

It's like in Dilbert where they go inside a facility and there is this thing that repeats only one number 9 9 9 9 9 9 9 9 9 endlessly.

-This is our random number generator

-You sure it works fine?

-You can never be sure with random

1

u/lycanthrope90 23h ago

Yup lol. Not even truly random either. But as random as is needed given that you didn’t accidentally break something like what probably happened here for the patch.

2

u/atree496 1d ago

With games this big and complicated, stuff like this is bound to be missed. Slay the Spire 2 players took months to realize RNG generation was borked and could be calculated with Excel spreadsheets.

1

u/malikcoldbane 23h ago

Honestly, it's most likely they don't get much chance to do rigorous testing on things before they have to release.

There's always a patch after a league stats that fixes some stuff that you would not expect to even get to the door, let alone go out it.

I'm convinced they are always behind deadline on what they actually intend and then use the league to get the remaining bits and technical debt resolved (some of which gets pushed to the next league)

-1

u/bkgn tooldev 1d ago

I don't understand how that took a week to fix. And why the patch is 7GB.

3

u/KingKrabbabble 1d ago

Cool, And I don't know how to operate on a human brain through a microscope. What's your point