@PeachMcD it's a bug, thanks for reporting!
Best posts made by Prometheus
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Patch Log - v.a.2.6.0e
Changes
- Ranking up a city is now much cheaper to allow for easier testing during the Fall Alpha. Gold requirements have gone down from [25,000 - 50,000 - 100,000] to [10,000 - 25,000 - 50,000] for [Hamlet - Village - City] stages, and food usage has been massively reduced as well (high food costs were actually a bug).
- Claiming a city now costs 50,000 gold as in the last test instead of 100,000.
- Claiming a land parcel now costs 4,000 gold instead of 5,000.
- The tooltip of treasure chests is now more detailed to make it easier to understand what the success rates with different types of lockpicks are.
- It's no longer possible to attempt to open a locked treasure chest with a 0% success chance.
Bug Fixes
- Opened treasure chests can now be looted correctly.
- It's now possible to take the last item out of carts, wagons and stockpiles.
- It's no longer possible to get 4 billion (yep) Warm or Chilled stacks under some very rare circumstances.
- All POIs (points of interest) should now be discovered correctly, instead of having some trigger the discovery of multiple ones.
- The Fortunate and True Striker talents now work correctly, instead of having the former always making you pass all save throws from enemies and the latter making you win all save throws against enemies.
- Fixed a bug that would make half-implemented abilities (not actually in use) visible in the Book of Knowledge in the pages of some creatures, where they could be learnt (but then they would correctly not show up in the Abilities menu).
- Fixed minor issues with several UI menus (town hall, marketplace, world map, etc).
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RE: Magic Missiles Beyond the Grave
@GamerSeuss said in Magic Missiles Beyond the Grave:
They changed it. Its now an instant cast, not a channeling spell
Not really, unless something has gone seriously buggy in the last release
@Leibniz said in Magic Missiles Beyond the Grave:
Have been killed a few times because this spell hits after the spider that cast it has died. Shouldn't death kill the spell?
This is definitely a bug :S
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Patch Log - v.a.2.6.0f
Changes
- Ranking up a city is now even cheaper than we made it in the previous patch. Given that the upgrade cost is equal to the maintenance of the following city rank, we've compensated this change by making maintenance tick faster - it's now every 3 days instead of 7. As the maintenance clock resets when you rank up, a well-organized city should be able to reach rank 15 step by step without having to pay for maintenance.
- The Hamlet stages of a city now require cereals and proteins too instead of generic food. The ratio cereals : proteins is now 2:1. Given that the growth of crops in this test is twice as fast compared to the previous alpha (e.g. only 1 day for rice), asking for generic food is no longer needed.
- The crafting time for cooking steak and packaging food has been reduced from 4 to 2 seconds.
- The character menu now shows several additional modifiers, such as Lower Mana Cost, Block Chance and Lockpicking.
Bug Fixes
- Fixed a bug that would sometimes make dash spells deal damage to enemies in a huge area around the caster, which would pull all monsters hit to the caster. The fix we've implemented is quite "hacky" though, we're still investigating a proper solution.
- Block chance is now working correctly instead of yielding sub-optimal results.
- Ready spells that guarantee a secure hit when triggering (e.g. bleeding strike) no longer make you always hit the enemy when on cooldown.
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RE: Again with Luck BS...
@Nekrage the effect of Luck on enchanting is negligible (if any - I need to check), while for crafting I'm sure it's non-existant. This is also a useful info for @OlivePit.
The things that matter when crafting to determine the quality chances are the bonuses from city researches (+15, +15, +20) and the shop (+50).
The things that matter when enchanting to determine success/failure rates are the type of item (weapon vs leather / hide / cloth / chain / plate armor) and its quality.
I agree all these info are well hidden... We need to find a way to explain it properly in the game.
As for Luck in combat, we're having an internal discussion about that. If you don't go below 10 CHA (so below 0 Luck) you're good though, you shouldn't worry too much.
As for introducing a "skill-like" system for character progress in crafting proficiency, we're going to open a discussion about that with the community soon
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Patch Log - v.a.2.6.1
The big patch of the Fall Alpha 2021 is here!
Changes
- Plenty of talents that were flagged as "under implementation" are now implemented! Most of them either belonged to hybrid branches or were final talents of main branches.
- The inventory of large chests is now... larger (6x9 instead of 5x9).
- Memorizing a spell preset no longer removes spells currently assigned to the hotbar if they are part of the preset that's been memorized (i.e. no more re-assigning all spells to the hotbar because you've just changed one).
- It is no longer possible to add items to one's inventory if the resulting carry weight would go above 200% of the maximum carry weights of a character.
- Several game messages have been polished and/or changed to appear only above the character's head and not in the chat.
Bug Fixes
- Winning a raid as attackers now correctly awards the attacking city with an amount of gold and food equal to what is required to level the victim city up to its current rank. Please note that if you successfully raid a city, you are always rewarded: if the raided city didn't have enough food or gold stored, it doesn't lose stored resources but it loses 1 rank (that's where your reward is taken from)!
- Siege banners now have the correct amount of HP and resistances (they are way more resistant).
- Young players can no longer join a siege.
- The Single Weapon Style talent now correctly gives +25 Evasion and +1.5% Damage instead of +25 Accuracy and +25% Damage (!!!).
- The native property Critical Damage now correctly increases... critical damage
- Creature abilities in the Book of Knowledge are now visible even if it's not possible to unlock them yet.
- Some placeholder texts related to raids have been corrected.
- Launching a new siege after concluding one no longer makes a buggy popup appear.
- When the owner of a land parcel within a city destroys its house, that now correctly take away Prestige from the city.
- House walls now correctly block light from light sources within them and still cast shadows when hidden.
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RE: Siege Bugs
@Harleyyelrah said in Siege Bugs:
The siege tent and banners are visible, but it is the siege tent map icon that seems to be bugged. My character declared the siege and placed the tent, but nothing shows on the world map for me, meanwhile when Nekrage opens his map then the siege tent icon shows on the location. The siege tent icon on the MINI-MAP shows for me, but not on the world map.
That's because you are not an attacker - you're the initiator and the future governor in case of victory, but not a combatant You need to sign up at the siege tent like everyone else.
We're going to make the world map icons visible to everyone by the way, it doesn't make much sense on the minimap they're already that way but on the world map they're just for combatants
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RE: Thoughts so far
Thanks for the feedback @Jameow, a few points:
- Poison: we have a plan to rework it as a whole.
- Street rat: clearly it's not meant to be like this. Could you open a bug report thread with more details?
- Character creation: we do have have a plan to add tooltips for stats there, it's a must indeed!
- Ports: yes, this is planned, and high priority.
- Continents: Myr is older, and indeed not on par with Aerhen visually. We would like to rework it by splitting it into 2 continents with more biomes, but it's a HUGE work. Unlikely we're going to be able to do it any time soon given we have Arboreus and Tartaros coming
- Creature names: coming soon!
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RE: Moderatoren
@lohen said in Moderatoren:
@prometheus sooo either google translator does the work or you can at least read german
Google translator does the work, but I've lived and worked in Germany for 3 years
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Patch Log - b.0.1d (Weather System)
Hi all,
together with the weather system, today's patch also includes the following changes / fixed.
Changes
- We've significantly optimized memory usage by resource assets in the world (plants, trees, deposits), which are now loaded dynamically from disk to memory (ram), just like the rest of the world, instead of being pre-loaded on startup. This makes both ram usage lower overall, and the initial loading time shorter (you'll notice those few seconds of "loading harvestables" are gone.
Bug Fixes
- Fixed an issue that made the client hang indefinitely when changing continent.
- Fixed a very significant memory leak on continent change.
- Pieces of equipment put on sale on the marketplace no longer lose data when the creation of a sell order fails because the player has "too many orders".
- Processed leather no longer disappears if a player tries to move it from the tanning tub to a chest.
Want to provide feedback on the weather system? Please do so here! Thank you!
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Server War PvP Feedback
Hi all,
this is the official thread for PvP feedback during the Server War playtest! What's OP? What's UP? What changes would you like to see?
Our aim is to release a patch or two as early as possible the test with updated balancing to be able to perfect it before the end of the test.
Let your voice be heard! Cheers!
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RE: how do i feel about this patch after 8 hours of playing it
Hi @grofire, I agree with you that the change for dragon legends was exaggerated. We are already working on a fix to be released later this week. Sorry for giving you this bad experience, hold on a little longer!
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RE: [Alpha2-1]] Misspelled word in Fire Shaman description
Fixed in version a212
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RE: Engame Changer - Objectives Preview
@Nehsi said in Engame Changer - Objectives Preview:
@Prometheus So when can we expect this? In a week, a month? What kind of mounts are we looking at here?
ETA for the arrival of Endgame Changer: by the end of this month. It's largely ready, but requires a TON of testing. More news will follow.
Just added to the post, I always forget a part of the post