Smelters will let you put in more ore than needed and will consume it. For example 6 copper, 5 iron and 3 coals will run.
Posts made by Accol
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[FRAC-2313] Smelters will let you put in more ore
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RE: Patch Log - v.a.2.4.0l
Advanced smelters are still broken. I noticed when making alloys i could put more than 10 ores in the smelter. The 11th ore seemed to take a fuel slot and a stack of 5/5 ores showed as 1/5. I could still take one ore out again and it would go from 1/5 to 5/5 again.
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RE: Please fill up your Trading Posts!
The problem in this test is gold coin has very little value and very few are willing to sell resources for coin.
It would be cool to have an option to allow trading posts to sell resources directly for other resources, this would be useful for this test. When the game is released coin probably will have value so i'm not sure a change just for alpha is worth it.
Edit: I am in the town of Argo and we had 100+ iron selling for 50g and buying all others for 50g but had to stop selling iron because people were only taking iron without selling us anything.
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Wagon Bugs
1: I got a graphics bug where I dismounted while pulling a wagon on top of a rock. Now it shows the wagon behind me when i run around- the real wagon is still also displayed. relog fixes it.
2: When pulling a wagon and my horse dies, I get dismounted but I am still pulling my wagon without a horse- I need to press q to drop the wagon.
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Horse Stats and Feedback
I am pretty sure i found the correct stat range for str/dex/con. This is based on the video where the devs say the +/- is 3 and me actually finding these stats exist. The other 3 stats are overwhelmingly 5/11/8 but i guess they could be diffrent.
Str 11-17
Dex 9-15
Con 13-19Str and Con increase hp and dex increases speed. I might see how much hp it increases by if i am bored later.
Overall i feel like taming the horses is way too simple- cast net click 2 times repeat.
I see a ton of people who feel finding horses is just too hard. I think if you were to increase the spawn rates for these people you should make 2 different types of spawns. One easy to find common spawn with a lower range of stats. One much like the current one where you have the full range of stats.
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RE: Enchanting Table Chart (Alpha 2 - February Open Playtest)
From Skeletons- got many bones and just one Death Crystal.
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RE: Feedback and considerations [in progress]
It would be nice to have your dead body marked on the map so you can find it again. If not you just gotta to remember to look at where you are before releasing.
Someone in the house unplugged my internet but it turned out to be good! When i got DC'ed i could see all the available mobs listed in my Book of Knowledge. This spoils everything the game has. I know people will tr and data mine to find things but this just seems way too easy.
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RE: Enchanting Table Chart (Alpha 2 - February Open Playtest)
These two are from Ghouls in Whispering Woods. I didn't find any new things off skeletons yet but i wouldn't be surprised if i missed it.
Not related but Skeletons give a good run speed skill that has 100% uptime if you have good mana regain!
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RE: Enchanting Table Chart (Alpha 2 - February Open Playtest)
Shard of Corruption- Destroy 3 fire 2 death 4
From a spider
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RE: Enchanting Table Chart (Alpha 2 - February Open Playtest)
Found 9 new items on Fridays update
Treants/Wisps
Treant Sap- 2 body 4 transfer 1 life
Dark Splinters- 3 destroy 3 earth 1 death
Living Wood- 1 mind 2 order 4 life
Spark of Life- 2 soul 2 create 4 life
Callous Bark- 4 negate 2 earth 2 waterElementals
Fertile Dirt- 3 transfer 3 earth 1 life
Pulsating Geode- 4 mind 2 earth 3 knowledgeElementals/wisps
Primordial Dust- 2 transform 3 time 3 chaosdeath spiders
Plagued Remains- 2 body 3 earth 3 chaos -
Mobs Not Pulling When at Max Range
I was in the Vale today after the update and i could attack most mobs without having them attack back when I hit them at max range.
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RE: Enchanting table Guide - Basic Mechanics - How to
@PedroBillyMattos said in Enchanting table Guide - Basic Mechanics - How to:
The Primitive Mage staff for exemple has Magic affinity of 3, so in other words, 3 slots for enchanting.
Something you didn't put in the guide that would help is where you craft your items makes a difference on how much Magic Affinity it has.
If you craft the Primitive Mage Staff by yourself then it gets 3 Affinity. If you craft it at a Simple Workbench then the same item gets 4 Magic Affinity to work with.
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RE: Patch Log - v.a.2.2.0h
@Prometheus said in Patch Log - v.a.2.2.0h:
Cotton is now the default option for Scholar Clothes - this is not really a bug since it was possible to change the type of material used, but most players running the tutorial didn't know that and were left wondering why they were gathering cotton then be asked to use linen.
When I open the crafting window to make any scholar clothes and press Craft it will not work. I need to go to the cloth options and reselect cotton and then press craft and then it will craft.
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RE: Enchanting table Guide - Basic Mechanics - How to
There is some rng atm but you can avoid it by finding all the mats in the game. For example, today i wanted to put a 8% spell damage increase on my neck. The cheapest way to get it was:
Dandelion x2
Honeynail Mushrooms
Mandrake RootThis has the spell damage proc and 3 others i dont want. Those mats are very easy to find too. But ended up doing:
Rabbit Paw
Spider Eye
Honeynail MushroomsThese mats are a bit more time consuming to find but will give me the spell damage proc 100% of the time. I like how it works now and think you need to keep it like this in order to make a large variety of mats relevant.
An idea to the devs to make it even more complex- have some stats cancel out their opposite- for example have +2 order would also do -2 chaos, +3 Life would do -3 Death. EDIT on second thought it might be easier for balance just to have negative stats put in on an item by item basis rather than an across the board rule that opposites give negative stats.
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RE: Alpha 2 - Test 2 Launch Day Revealed
I think you got the 10am ET start time wrong for the US at least. 4pm CET should be 11am? We started daylight saving time early.
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RE: February 2020 Playtest Survey
I think they changed the survey from when you all took it because I only saw an option for Knight/Immortal equivalent packs.
I assumed that to mean packs like they already have on sale on the store that are watered down packs of Recruit/Founder/Patron KS packs. It looked like the only exclusive things they kept from KS was the founder blueprints and wagon/mount. The best thing the knight pack had was the alpha access and that is over now anyways. I guess the founder palace blueprint could tempt me. Immortal just had lifetime vip and i don't see how you can water that down.
For me the biggest thing missing from the current store packs is the extra character slots that KS had.
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RE: What does "armor" mean?
The map of Myr we are playing on this week isn't even finished yet. Its supposed to be 1/4 of the size of the total human planet. There will be 2 other entire planets in the game.
To me there is such an enormous amount of room for other skills and armor to be made for melee classes to balance out this Mage Armor skill. The question is, "is Mage Armor so good that it cannot be balanced by the time you are finished?" When the world is only 10% or so finished you shouldn't be balancing what little you have as you go. Each alpha and beta there will be back and forth between classes based on what they are working on at the time.
This skill takes a spot on your skill bar to move your armor class up one space. I am pretty sure the devs didn't set the bar too high with this skill.
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RE: What does "armor" mean?
It doesn't seem too powerful to me. All its doing is moving cloth up to leather range of armor, if they add chain or plate armor than it will not compete. They could also add some other skills that harden leather armor and make that better.
The other thing you are not thinking of is that skill consumes 4 memory points and a slot on your skill bar all which are limited when building your character.
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RE: Enchanting Table Chart (Alpha 2 - February Open Playtest)
@Soaryng said in Enchanting Table Chart (Alpha 2 - February Open Playtest):
Thank you SO MUCH Accol
Welcome!
2 more for you. Both from Wargs.
Beast Blood- Transfer 4 Fire 2 Energy 2
Warg Fang- Body 3 Destroy 4 death 2
EDIT: Something you can add to your enchanting notes, a tier 2 enchant needs 5 points in each slot and the enchant will use 2 Magic Affinity.
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RE: Enchanting Table Chart (Alpha 2 - February Open Playtest)
Crystalized Magic- Primal:Mind 1 Universal: Water 4 Universal: Energy 4 - I think i got them from Black Widdow Spiders
Lavender- Manipulation: Negate 4 Universal: Water 1 Universal: Energy 2- They seem to be on the areas near beaches
Fox Tail- Primal: Mind 3 Manipulation: Transfer 2 Universal: Air 3
Milkweed- Manipulation: Negate 2 Universal: Water 3 Universal: Time 3 - Also near beaches
Weapons and Amulets have different bonus than the armor that don't seem to be on your spreadsheet