Patch Log & Mini-Roadmap - v.a.2.4.0i
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Hi all,
this time we've decided to spice up the patch log with a list of content that's going to be implemented in the next few days Here we go!
Upcoming
- Legends & Lost Tales. The first Fractured World Bosses are coming! End-games challenges with 3 difficulty ratings, better suited for groups of 2-3 (easy) up to 8-10 (hard) players.
- Destroy building / destroy plot functionalities. I know you want that. More power to the... governors?
- Heavy material storages. 4 dedicated small buildings for different heavy materials (stone, wood, ores/ingots, edibles).
- Global Heavy Material Exchange view. Check out what each city is buying and selling on a global scale from any City Trading Post. Just viewing, you need to actually move the materials!
Fixed in this patch
- Fields now correctly revert to the "unsowed" status when harvested instead of producing endless harvests
- Ruins in city areas no longer reappear after a server restart, and charcoal piles no longer get refilled.
- Charcoal piles now disappear after being emptied.
- Wooden Poles and Wooden Handles are now available in the Woodworking Table.
- Raw Rice and Raw Beans now have their icons.
- The time to process new leathers (e.g. Troll Leathers) in the Tanning Tub is now 16 hours like all other leathers instead of 10 seconds (ouch).
- The War Hammer now is correctly a Heavy weapon.
- "Ready on..." abilities (e.g. Bash, Bleeding Strike) can again be activated when on cooldown (and will proc when off cooldown).
- Fixed lots of errors in the recipe descriptions of new weapons and armors.
- Fixed the description of the abilities Frenzy and Enrage.
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Great to see this patch!
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Awesome!
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thats nice
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Amazing!
I was curious when the harvest glitch was going to be patched.
I'm really looking forward to world bosses and the heavy item storage!
Much appreciated!
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Awesome!
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I'm assuming it's not fixed yet, but I wanted to see if we can place items in houses yet? Or perhaps that is something for another patch?
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Great to see! Will the glut of rice be deleted so the market can stabilize? Or will @Loki keep conning newbies in the chat?
Next patch, @Prometheus, can we puh-leeeeez deal with the 'can't build anything in my own house' glitch that's been ongoing since the second alpha? I know poor tired @Specter would be your #1 fan if you did
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@PeachMcD you can pm specter in discord, he has the power to fix this now
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With an event that will require cooperation between players that are not necessarily partied, will there still only be loot/reward for first hit? What would be the motivation for coop play if only one person will be rewarded?
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Oooooh so many good things to get in and try!! Thank you once again Prometheus and Dynamight team!
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@Prometheus said in Patch Log & Mini-Roadmap - v.a.2.4.0i:
Fields now correctly revert to the "unsowed" status when harvested instead of producing endless harvests
Thats good, but i am not quite sure, if the fields give enough to produce own town needs AND have enough for selling them to towns, who don't have fertile grounds. Hope you counted right Prometheus
I have a question about Fertile grounds in general.
How many fields for a Fertile Ground in a town are intended?
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Excellent. Wooot warehouses.
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@Xulu @PeachMcD we thought we had that fixed already, but it came back. We're likely going to release a hotfix patch tomorrow just for that, assuming we can figure it out quickly.
@RoxRocks said in Patch Log & Mini-Roadmap - v.a.2.4.0i:
With an event that will require cooperation between players that are not necessarily partied, will there still only be loot/reward for first hit? What would be the motivation for coop play if only one person will be rewarded?
Loot rights have never depended on who does the first hit (or the last). There's a formula that takes into account the total HP of the creature and the damage dealt by each person VS the damage dealt by top damage dealer. It's a fairly complex formula. It's easy to miss loot rights against creatures with low HP, but if the creature has a lot, you should get them fairly easily (the more people are dealing damage, the less each single person has to deal to get loot rights)
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@Kralith said in Patch Log & Mini-Roadmap - v.a.2.4.0i:
Thats good, but i am not quite sure, if the fields give enough to produce own town needs AND have enough for selling them to towns, who don't have fertile grounds. Hope you counted right Prometheus
If you have fertile grounds, you definitely have enough to sell, even at high ranks
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@Prometheus, is there any plan to fix the KP credit issue for tank-style characters? As they've stacked into Fort and defense, they can't do a lot of damage so they don't get KP or knowledge progress on the kills.
Currently the only way to get the KP for tanky characters (or for physical-based characters with Wisps) is to come back and farm the same area with a second build.
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@Shivashanti - in the last test, what Specter did was destroy my house and put a fresh blueprint down. I had to build another house that was of a size that wasn't bugged.
When I hear y'all say Specter can fix this, I'm not sure whether that means I'll have to build another house or whether he can wave some reagents around and make my fireplace work. The latter would be grand! The former would not be what I call a fix. But sounds like Prometheus is on it, so cool beans.
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wooooow Bosses * _ *
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Is it sad that what excites me most with these is warehouses....lol
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@Esoba said in Patch Log & Mini-Roadmap - v.a.2.4.0i:
Is it sad that what excites me most with these is warehouses....lol
You horder
Looking forward to the 'boss' legends and the global material exchange view. Are the legends going to have a different AI, or actually are you planning for any of the creatures to have a different set of AI, or is 'difficulty' only going to scale through numbers?