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changelog.txt

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@@ -8,18 +8,18 @@ It was a lot of work and there are sure to be an above-average number of bugs a
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changed from PoE1 to PoE2.
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At release of PoE2 Early Access a subset of the PoBCommunity team dug in and got to work carving
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data/memory/assets/their-time like nobody's business in an effort to get this port put together.
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It took us much longer than we anticipated (partially because many of us to this day highly enjoy playing PoE2 and
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coding takes a back seat on some days; partially because it was Holiday Season; and partially b/c GGG did not provide
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us with a Passive Skill Tree and the assets we normally have so we had to go dig them up).
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It took us much longer than we anticipated (partially because many of us - to this day - highly enjoy playing PoE2
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and coding takes a back seat on some days; partially because it was Holiday Season; and partially because GGG did
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not provide us with a Passive Skill Tree and the assets we normally have, so we had to go dig them up).
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Huge thanks to: LocalIdentity, Nostrademous, trompetin17, PJacek, sida-wang, Peechey,
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QuickStick123, deathbeam, Helyos96, zao, Wires77
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Huge thanks to: LocalIdentity, Nostrademous, trompetin17, TPlant, sida-wang, Peechey,
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QuickStick123, deathbeam, Helyos96, zao, Wires77
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In this version we are releasing the following initial features:
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* PoE2 Passive Skill Tree and "most" Ascendancy support (including Weapon Set Skill Points)
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* PoE2 Passive Skill Tree and support for "most" Ascendancies (including Weapon Set Skill Points)
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* Support for Attribute Switching on small passive tree nodes
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* Basic support for most Skills and Supports gems with Stat Sets breakdowns for skills with multiple parts or effects
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* Support for many (possibly all) known unique items (outside of skills granted by items as previously mentioned)
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* Support for many (possibly all) known unique items
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* Re-coded ailment calculations formula
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* Much improved skill tree rendering engine
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* Rune & Soul Core support
@@ -28,21 +28,20 @@ In this version we are releasing the following initial features:
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A quick hit-list of things that ARE NOT SUPPORTED in this initial release:
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A quick hit-list of things that ^1ARE NOT SUPPORTED ^7in this initial release:
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* Character Importing (GGG has not yet enabled the API that will allow us to import characters)
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* Character Importing - GGG has not yet enabled the API that will allow us to import characters
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* Meta Skills / Trigger Skills damage calculation - this needs an entire overhaul we didn't have time to do thus far
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* Skill Combos - it is our hope in the future to implement the concepts of "rotations" in a given skill
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(e.g., Tempest Flurry: normal strike -> normal strike -> third strike -> final strike
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-- that is the rotation of holding down the skill button in game, each one has slightly different speed, modifiers,
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and damage potential; we plan to enable calculation of the DPS of a "rotation" in the future)
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i.e. the rotation of holding down the skill button in game, each one has slightly different speed, modifiers,
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and damage potential
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(e.g., Tempest Flurry: normal strike -> normal strike -> third strike -> final strike)
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* Weapon Set Swap combos
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* Full support for Item Crafting (a lot is there, but weights are hidden by GGG now so knowing probability
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of certain events happening needs to be crowd-sourced)
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* Support for all Nodes / Modifiers / Ascendancies (many are supported, but not all - follow the logic of"if a modifier
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on an item, tree node or ascendancy node is 'blue colored' we parse it and hopefully support it, if it's 'red colored'
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we do not."
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* Proper support for Skills granted by Items (we still need to complete the process of fully removing the concept of
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skill gems being tied to item sockets that was in PoE1 to allow for this, we just ran out of time)
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* Support for all Nodes / Modifiers / Ascendancies
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Many are supported, but not all - if a modifier on an item, tree node or ascendancy node is 'blue coloured'
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we parse it - and hopefully support it - if it's 'red coloured' we do not.
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* Proper support for Skills granted by Items
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We still need to complete the process of fully removing the concept of
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skill gems being tied to item sockets that was in PoE1 to allow for this, we just ran out of time
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* Map Mods
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* Boss Skills

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