Xbox One 3.6.1 Patch Notes

3.6.1 Patch Notes

Console Specific
  • Xbox One Base and Xbox One S consoles will wait until the entirety of preloading has completed before loading into an area. What does this mean? Currently when you enter an area the game ‘preloads’ the necessary game assets to generate the area, when this has completed your client will load and you can begin playing. The downside to this behaviour is that you may temporarily notice missing effects, textures or other assets. When you engage with monsters during this period they may also require loading of assets, which can then cause a large frame rate drop due to other loading still occurring. By waiting for the entirety of preloading to complete before beginning gameplay will result in a smoother gameplay experience, but comes with the cost of longer load times. We believe this to be an improvement over the current state of the live realm. This remains a high priority issue and we're continuing to look into this further to address ongoing memory concerns.
  • Fixed a stall that could occur when cycling through the 'Cosmetics' panel.
  • Implemented deletion of memory blocks from the queue in Synthesis.

What about Betrayal content being re-enabled?

We’ve been addressing Betrayal concerns throughout the week alongside our performance changes, and have one issue which remains. As such, Betrayal will remain disabled in Xbox patch 3.6.1 but we expect to have it re-enabled in a patch to follow late next week.

Synthesis Fixes
  • Items that are "flipped" due to a full inventory or dropped in a Fragmented Memory are now dropped at the completion of the Fragmented Memory.
  • You can now delete Memory Fragments from your queue by right clicking the memory's icon and accepting the confirmation prompt.
  • Added a warning when you reach the maximum number of Memory Modifiers. Prevented the use of the Memory Modifier device while at maximum Memory Modifiers.
  • Reduced the range at which Filimites can use their Dash Projectile skill.
  • Monsters now spawn slightly farther away from the starting platform in Synthesis Memories.
  • Collapsing a placed Memory now sets your checkpoint to the Memory Stabiliser used to collapse the Memory.
  • Increased the potency of the "x% increased Rarity of Items found" implicit Ring modifiers created by the Synthesiser.
  • Prevented the use of the Synthesiser if input items contain socketed Gems.
  • Added new Distant Memory tilesets.
  • Entering or returning to the Memory Nexus now refills flask charges.
  • Act 1 Quests no longer display in the Quest Tracker while you are in the Memory Nexus.
  • Fixed various bugs which could cause portals leading back a memory from the Memory Nexus to not work as intended.
  • Fixed a bug where Distant Memories could spawn with inaccessible bridge connections.
  • Fixed a bug where items moved to your location by using a Memory Stabiliser in the Memory Void could drop in Decay and be out of reach.
  • Fixed a bug which prevented travel to the Memory Nexus via waypoint unless you were in a Town or Hideout.
  • Fixed a bug which prevented some players from accessing the Memory Nexus if they had not talked to Cavas prior to the Templar Laboratory Memory. Affected players can speak to Zana in Oriath or at the entrance to a Fragmented Memory after completing it to gain access to the Memory Nexus.
  • Fixed a bug where you could get stuck on a Memory bridge if a connected Memory was deleted while you were standing on the bridge.
  • Fixed a bug where the Expanding Pulse skill used by the Fractal Titan boss only dealt damage on the first pulse.
  • Fixed a bug where Synthesis doors did not block movement or projectiles.
  • Memory Fragments now drop items if the instance creator does not enter the Memory.
  • Increased the delay before Decay begins moving at full speed.
  • Fixed a bug where Decay in the Memory Nexus began faster than it was intended to. This should alleviate various cases where you were overrun by Decay before you could start moving.
  • Fixed a bug where Distant Memories could spawn in configurations that prevented access to one another.

Miscellaneous Fixes
  • Igna Phoenix now has a more appropriate amount of Energy Shield in Map areas. It was much lower than intended.
  • Skin of the Lords can now have the Runebinder Keystone.
  • Soulrend can now be supported by Volley Support.
  • Updated the description of the "Ignites you inflict deal Damage x% faster" modifier found on the Dyadian Dawn unique belt to clarify that it only applies to Ignites applied by Attacks.
  • Fixed a bug introduced in 3.6.0c where skills granted by Gloves were occasionally removed from your skill bar.
  • Fixed a bug where implicit modifiers which converted Physical Damage to an element prevented prefixes which converted Physical Damage to an element from being crafted on the same item.
  • Fixed a bug where the "x% increased Maximum Total Recovery per second from Life Leech" modifier granted much higher values than intended. Any versions of this modifier that were generated after 3.6.0, but prior to 3.6.1, will now grant lower values than intended and can be updated to their correct values by using a Divine Orb.
  • Fixed a bug where the "Hits have x% additional Critical Strike Chance against you" modifier on the Reckless Defence unique jewel displayed higher values than intended. This was purely a display error and does not have a functional effect on any jewels.
  • Fixed a bug where Consecrated Ground was not correctly applying a 'chance to be critically struck' to monsters within it.
  • Fixed a bug introduced in 3.6.0 where monsters killed in Cities within the Azurite Mine did not grant experience.
  • Fixed a bug where Lilly Roth in Act 6 Lioneye's Watch sold gems which were higher than level 1.
  • Fixed a bug where quest progress granted by killing specific enemies (such as Brutus) was not granted correctly if a Totem which was supported by Decay Support got a killing blow after the Totem had died or timed out.
  • Fixed a bug where the Scorching Ray skill granted by the Balefire unique sceptre did not match the values that a level 25 Scorching Ray skill gem had.
  • Fixed a bug where Essence Drain did not apply its damage over time effect when it had chained, pierced or forked.
  • Fixed a bug where modifiers to Area Damage were not reflected in the tooltip damage of Storm Burst.
  • Fixed targetting issues with Storm Burst when supported by Spell Totem Support.
  • Fixed a visual effects issue that could occur when leveling up.
  • Fixed a client crash in Betrayal Research encounters.
  • Fixed a bug introduced in 3.6.0 where Glove Enchantments did not work.
  • Fixed a bug where a "Mission Complete" message was displayed multiple times when completing a Memory.
  • Fixed a client crash.
  • Fixed an instance crash.

Note: The "Reduced the value of the "x% increased Maximum total Recovery per second from Energy Shield Leech while affected by Zealotry" modifier found on the Watcher's Eye Unique Jewel from 180% to 30%. This modifier was unintentionally six times higher than intended." that was mentioned yesterday change will not be in this patch, but will be deployed in a follow up.
Last edited by Jeff_GGG on Mar 15, 2019, 6:34:00 PM
Last bumped on Mar 20, 2019, 11:45:44 AM
metfansc wrote:
So this doesn't address the mobs going invisible when hit by soulrend and other lighting issues?
This is an unrelated issue where the shader combination for the effect/lighting doesn't exist. A long term solution is currently being implemented internally to address this. We hope to resolve this ASAP.
Necrothus wrote:
So when does this go live? It's after 12 NZ local time so we're past that deadline.
The patch is live. Please power cycle your console if you're not seeing the update available.
metfansc wrote:
So the invisible monsters are definitely still there, I absolutely love the new Soulrend skill and mechanics and I am loving my trickster, but dealing with invisible Portals dumping invisible monsters in the map and hoping I am killing them before they reach me just really is not an acceptable experience.

How do we release a build without ever once playing the brand new skill you release in the build? Any 3 minute play session with the new skill would show the issue?
As I've mentioned in other threads, this is a shader effects/lighting combination missing, these are re-gathered with every major league. We have a long term tech solution in the works to address missing combination.
We're continuing to work on the performance problems internally. I'm hoping to have further updates to this early next week at the earliest opportunity.
Varengrim wrote:
Highlights isn't work now...
I'm aware of this and will have it fixed ASAP at the earliest opportunity next week.
metfansc wrote:
Jeff_GGG wrote:
As I've mentioned in other threads, this is a shader effects/lighting combination missing, these are re-gathered with every major league. We have a long term tech solution in the works to address missing combination.

Wait are we saying that this isn't going to be fixed until the next major release so 3.7?
No that's not the case. This should be sorted well before then.
Corrison wrote:
Qarl wrote:
Adjusted map drop rates up based on data from the first week of Synthesis.

This has been deployed on the servers, there is no client component to this update.

Never got a reply on the PC forums about 3.6.1 Hotfix 2 affecting console users or not. Can we please get some more info from anyone?
This went live on Xbox a few hours after PC. My apologies for not making a post about this.

Lubetobe wrote:
Still no news... We are forgotten as usual :/
I've been posting updates regarding the status of the follow up patch in the Announcement forums.

The follow up patch releases today at 3:00pm PST.

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