An Item Filter for the Discerning Exile | Ancestors Release | Spectre Filter Alpha

I've been playing for a bit on console - just reached Act III. The colours of the filter takes some getting used to, but it does seem easier to recognize some stuff! I'm already ignoring certain items by just looking at the colouring :)

One minor thing for me atm - since I play SSF and this was my first character: the sizes of single currencies are a bit too small for me, especially Wisdom (and Portal) scrolls. In early game most currency drops in stack size of 1, but those drops are important for me in the beginning, and every single one matters when it is the first character of the league.

So I had this crazy idea: in the first couple of acts, all (single) currency drops are 'big' - similar to high stack size. Then as you progress through the acts, the single currency drops diminish in size until it completely dissapears somewhere in maps.

Handy for league start only, but annoying for later characters in the league when you've alread found enough currency.

I guess that would add a lot of complexity to the filter, especially if you would make it all configurable... Hmmm... decisions, decisions...

"
superdreddie wrote:
...snip...

Ooh which items are you ignoring? I'm guessing it's either using the red/blue split for attack/caster weapon backgrounds (I've found it pretty nice when looking for bases) or the implicit brightness.

The early currency size thing is a good idea, testing a solution now that will emphasize some of the earlier currency until maps (so it doesn't do weird things where scrolls outvalue alchemy, I've adjusted a lot of other sizing too).

Right now I don't hide currency at all, but scrolls/scraps/whetstones do lose the beam, sound, and icon once entering maps.

I also made currency stack size change font size like you were saying, which flattens individual tiers of currency since that's where the modifiers were used previously (this means the sizes of items in the same tier as each other will be closer until stacking multiples of a currency) but overall will handle value better.

Also spent a minute to give Incursion Vials actual filtering and fixed a bug with high level gems being smaller than intended after reaching maps. Also moved Stacked Decks down a tier as they were in line with Divines and Awakener's Orbs by mistake.

Going to play a bit with the changes and see how it does before updating.
*You call into the void. You hear a sound in the distance.*
"
Felix35071 wrote:

Ooh which items are you ignoring? I'm guessing it's either using the red/blue split for attack/caster weapon backgrounds (I've found it pretty nice when looking for bases) or the implicit brightness.

The early currency size thing is a good idea, testing a solution now that will emphasize some of the earlier currency until maps (so it doesn't do weird things where scrolls outvalue alchemy, I've adjusted a lot of other sizing too).

Right now I don't hide currency at all, but scrolls/scraps/whetstones do lose the beam, sound, and icon once entering maps.

I also made currency stack size change font size like you were saying, which flattens individual tiers of currency since that's where the modifiers were used previously (this means the sizes of items in the same tier as each other will be closer until stacking multiples of a currency) but overall will handle value better.

Also spent a minute to give Incursion Vials actual filtering and fixed a bug with high level gems being smaller than intended after reaching maps. Also moved Stacked Decks down a tier as they were in line with Divines and Awakener's Orbs by mistake.

Going to play a bit with the changes and see how it does before updating.

Mostly I'm ignoring equipment drops for a couple of zones when I have adequate gear. It saves me a lot of reading when I can just look at the minimap icon :p And the difference between attack and caster is so nice.

I am not yet in maps so I can't comment on that for now.

Minor update

Default: https://www.pathofexile.com/item-filter/jLnNq2iJ
Ruthless: https://www.pathofexile.com/item-filter/Vprx0qFM

PS https://www.pathofexile.com/item-filter/dNYydAsx
PS+Ruthless https://www.pathofexile.com/item-filter/kkgNN3tN

Xbox https://www.pathofexile.com/item-filter/J4mDMziX
Xbox+Ruthless https://www.pathofexile.com/item-filter/QYezz3tZ

The changes mentioned previously are in, so:

- Chaos recipe added. These items have a golden border and are hidden, but have a grey minimap icon. The Chaos Recipe is integrated into the Rare Safety Net, and does not consider up to date items as viable for the recipe. Only DropLevel < 59, as anything above 59 with iLvl 68+ is considered a potential early mapping sidegrade/upgrade.
- Rare Accessories that are iLvl 60-74 will show below area level 75 with the golden border from the Chaos Recipe whether or not it's active.
- Added a new Sidegrade/upgrade behavior mentioned above. This will show slightly outdated rare items until level 75, starting in maps.
- Some accessories moved around in tiering
- Currency stack size influences size
- Tiered Incursion vials
- Fixed some bugs (items with 3+ white sockets were able to hide if outdated)
- Adjusted the text brightness of transmutations, augmentations, alterations, and some other currency with slightly too dim text.
- Maps have border colors independent from other classes. Eventually this will integrate with affix filtering when that's a thing so you'll get an idea of the danger level and reward of the map.

Fixed Already
Spoiler
Just updated but caught an issue with ModFontSize handling where single stack currencies were inheriting each other's defined size (Ie A single divine orb takes the Sextant's base size and then their shared stack size modifier). I just need to separate out the blocks handling StackSize further, should be quick but just note that some currency isn't the intended size.
*You call into the void. You hear a sound in the distance.*
Last edited by Felix35071 on Apr 17, 2023, 10:59:42 AM
Another fresh char today to fine tune the leveling behaviors. After I hit maps for the third time this league (lol) I'll move onto improving endgame behaviors.

If anyone is using the filter and is deep into maps I'm curious how the experience has been.
*You call into the void. You hear a sound in the distance.*
I am just in early maps (T4) but I've already used the chaos recipe a bunch of times; it's great for early chaos currency. I like the gray minimap icon since it is not too distracting from other stuff - like the chromatic item which is bright green :D - and chaos recipe items are not that important anyway.

A very minor thing I did notice is that when a bunch of items drop in the same place but have a different minimap icon, the icons will stack/overlap creating sometimes a weird pattern at first glance. This might be a thing with any filter though?
"
superdreddie wrote:

A very minor thing I did notice is that when a bunch of items drop in the same place but have a different minimap icon, the icons will stack/overlap creating sometimes a weird pattern at first glance. This might be a thing with any filter though?

Right, the stacking icons thing just happens sometimes with a lot of loot, pretty regardless of item filter. Having fewer icons overall would make it happen less, but there's clearly a tradeoff there in terms of information on screen.

Yeah I went with gray for the chaos recipe mostly because it requires so many items to complete. Also, I'll probably limit the accessories highlighted to low tier bases just to make sure it's apparent higher tier ones are better for IDing.
*You call into the void. You hear a sound in the distance.*
Still thinking on adjustments to make. A few tweaks are in my staged version but not enough to update.

Any fresh souls have feedback on the filter?
*You call into the void. You hear a sound in the distance.*
"
Felix35071 wrote:
I have removed the old Spirit PS and Xbox versions, and will be removing Spirit Prebuilt and Lite in around a week (copy the contents into a new filter if you want to use them after that point). Spirit Default Gearing will disappear probably before next league's launch.

It's now "around a week", so Spirit - Prebuilt and Spirit - Lite are no more.

Also made a minor update including some miscellaneous tweaks and the adjustment to the chaos recipe mentioned earlier (it now only highlights low tier accessories, the other ones are better off identified).

It also applies rudimentary filtering for unique equipment (weapons and armours), tracking their relevance for the current area level and adjusting font size. Now low level unique weapons won't appear over-large in later zones.

Default: https://www.pathofexile.com/item-filter/jLnNq2iJ
Ruthless: https://www.pathofexile.com/item-filter/Vprx0qFM

PS https://www.pathofexile.com/item-filter/dNYydAsx
PS+Ruthless https://www.pathofexile.com/item-filter/kkgNN3tN

Xbox https://www.pathofexile.com/item-filter/J4mDMziX
Xbox+Ruthless https://www.pathofexile.com/item-filter/QYezz3tZ
*You call into the void. You hear a sound in the distance.*
Last edited by Felix35071 on Apr 21, 2023, 11:38:14 AM
A third character has reached maps, so next I'll be looking at handling mapping in a more detailed way. Probably a ways out though tbh.

My plan with map filtering is to separate maps by layout types and add affix filtering to highlight high danger (ie reflect) or more rewarding maps.

An aside:
Spoiler

My chars so far have been an rf jugg, then I realized a high % of players did that so I made a point blank ele slayer (galvanic arrow stacking proj speed with the "projectile speed increases damage" mastery), and I need some gear for that guy so I leveled a chaos poison/ignite elementalist hex/doomblaster that is very very squishy atm but has fun clear using cursed ground+impending doom for repeatable blasts in a large area (while hexblast is used for single target with ignite prolif). Also using Alchemist's mark for extra single target but it's pretty middling at least while my hit damage is a good chunk of DPS.


Anywho, it's nice to see some traction with followers this early. Just waiting to hear from more of you! :)
*You call into the void. You hear a sound in the distance.*

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