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    Best posts made by Prometheus

    • Development Roadmap - From Alpha To Release

      support_us_ks_small


      Hi everyone!

      Since we started our Kickstarter campaign, a development roadmap has been one of the updates most requested by the community.

      In the beginning, we were wondering whether to focus on Alpha 1 or provide an overview from now till full release. In the end we came to a conclusion: why not both? So here we go!

      ---> Discover the full roadmap <---


      I hope this quite detailed article has been able to give you a good overview of what's coming in the next, exciting months, and which pledge pack suits your needs the most.

      If you feel like, share it on Reddit (<- no referral codes!), social media, your guildmates... Let's make it visible together!


      Stay tuned for the spotlights on player-run towns and keep up the awesome support for our Kickstarter - 57% funded today, 12 days to go...

      We can make it happen!

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Power gap between r1 and r3 spells is too big (POLL)

      Hi guys, I've seen the discussion on Discord so let me give you a quick reply here.

      First of all, some people were afraid that VIP would give an advantage in leveling up spells, but that's really not the case. The hard part of raising a spell to level 2 - 3 was always completing 4/6 - 6/6 tasks, because some could be located on different planets and/or be more complex than the others.

      I'm using past tense here because the concept of leveling up spells to make them more powerful was indeed breaking horizontal progression in a way, and has therefore been removed in favor of acquiring alternate versions of the same spell, which can then be chosen during the resting phase as if they were different spells altogether 🙂 An alternate version might be more effective (higher damage and so on), but if so, that's always offset by one of more parameters getting worse (typically higher mana cost and cooldown).

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • The Fractured Store Is Live!

      Hi everyone!

      The long wait is over: crowdfunding for Fractured is up and running again through the Fractured Store!

      As we hinted after we successfully completed our Kickstarter campaign, we decided to include all the Early Bird offers and the other limited packs for all of you who didn’t manage to pledge for technical reasons or just arrived late to the party. They're available in a much more limited quantity compared to Kickstarter though, so make sure you get yours before they're sold out!

      Click here to read the full post


      Got any feedback on the store? Let your voice be heard!

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Pinatas, catatonia, and Montgomery Scott (or what matters the most to me in MMOs)

      Monster behavior is very important for us all well. While Fractured has elements of an ARPG, we don't like swarms of creatures with 0 brain. We're going to give this side of the game the attention it deserves!

      @gothix said in Pinatas, catatonia, and Montgomery Scott (or what matters the most to me in MMOs):

      So if one bear notices another bear from it's "tribe" in danger (in combat), it would react even if it does not notice the player that's attacking that other bear. It would first run towards the bear who needed help, and then check whats up. At that point if bear saw a player attacking a bear he would react to the player. A bear would not instantly run to a player that has aggro, because this might look foolish, because that other bear might not notice player instantly from his original position.

      Even in the current (very basic) version of the creature AI we're running, pack animals already behave that way - they call for help to others members of the pack 🙂 Other aggressive creatures instead fight alone, while others just run. Things are going to get a lot more sophisticated than that of course, but it's going to take a while 😉

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Alpha 1 - Test 2 Is Live!

      Dear Fractured followers,

      rejoice: Alpha 1 - Test 2 has started!

      We got a video trailer to showcase all the new content...
      ...a due apology for the amount of bugs in the build 😞
      ...and some good news: the standalone client has arrived!

      Click here to read the announcement


      See you all in game!

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Why we need attribute respec options.

      Dropping a very late reply here, I assumed someone would have mentioned it already since I've addressed this several times.

      The current plan is to give every account 1 free stat respec. After that, it will be possible to buy them from the store, but their use will be severely limited (e.g. if you respec a character, you have to wait 1 month to respec the same character again).

      The idea is that if you want to play with a radically different character template (e.g. a "mage" instead of a "warrior"), you have create a new character, like you would in any class-based MMO 🙂 You know progression in Fractured is pretty fast, so that's not a big deal!

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Open Alpha 2 Weekend & Test Extension

      Hi, fellow gamer and MMO enthusiast!

      We hinted to it before Alpha 2 started, but didn't have enough time to actually make it happen. We haven't forgotten about it though, so here it comes: the Open Alpha 2 Weekend is bringing 3 days of free access to Fractured for everyone!

      Read the full announcement

      Is it all? Nope! Due to the stress test, we’ve decided to let everyone who has access to Alpha 2 play until Monday, December 16!

      Can't be bothered to read what's new in Alpha 2 - Test 1? New features trailer to the rescue!


      Excited? Spread the word - and see you soon in game!

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Year of release

      @Deathruler said in Year of release:

      steam doesn't allow them to publish a year later than 2021 and got pretty disappointed to be honest

      Hmm what did you mean? 🙂 Beta (=Steam Early Access) launch should be coming this year indeed, so the "2021" date on Steam stands.

      @Deathruler said in Year of release:

      So far only Myr is completed and they said arboreus will be ready in approximately 5 alphas

      Hmmm again, when did we say that? Actually, we've recently said the opposite, that Arboreus will be one of the highest priorities after the Winter Alpha, which means it should make it a lot sooner than 5 alphas 😄

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • May 2020 Open Playtest

      Hi, fellow gamer and MMO enthusiast!

      To celebrate the easing of the covid-19 restrictions in Italy and most of the EU, we’ve decided to… give you another reason to stay home in front of your computer with a new Open Playtest! Yay!

      • Tuesday, May 26, 2pm CEST (8am EDT): access is granted to all backers, disregarding the type of pledge pack / founder pack.
      • Thursday, May 28, 2pm CEST (8am EDT): access is granted to all registered users – no pledge needed!
      • Monday, June 1, 10am CEST (2am EDT): the open playtest is over.

      Read the full announcement


      Let’s spread the word and see each other soon in game!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Patch Log - v.a.2.1.1

      Additions

      • Added a local chat to the game. Messages sent in the local chat are broadcast to all other players in sight of your character. You can switch between local and global chat pressing a new button next to the input box.

      Minor Changes

      • Added "Delete" option to blueprints, available only to the owner of the blueprint.
      • Your own character no longer intercepts mouseovers and clicks. This means it's now a lot easier to interact with items and creatures located nearby and north of your character.

      Bug Fixes

      • Fixed a major bug that made it so that when you had a confirmation popup, the "confirm" action would be bound to the Enter and Spacebar keyboard buttons and executed as soon as they were pressed, even when the popup was gone. This was the root of several different issues, such as the infamous "items in the inventory disappear when pressing enter" bug.
      • Monsters no longer slow down to the player's speed when following player. This bug made it a lot easier to fight creatures that can apply slow and cripple status effects.
      • Player characters are now animated during the casting phase of channeling spells (such as Magic Missiles and Earthquake).
      • Attack and hit sounds are now played at the correct location where the event took place instead of always being played on your character. This bug was the reason why combat sounds were always so loud and not directional.
      • Heavy materials carried by other players are now visualized correctly.
      • Discovering an already-studied ability from a monster no longer causes it to "unlearn" itself.
      • It's no longer possible to try to drop a heavy material into a full handcart.
      • Dagger attacks with right mouse button now correctly deal damage.
      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Open Playtest Extension & Rollback Gifts

      Hi everyone!

      The May Open Playtest has been running for 2 days now, and we hope you’re having as much fun playing as we do… watching you play 🙂

      Performance-wise, the first day of stress-testing has been remarkably smooth, even at peak times. The second one, sadly not so much!

      To make up for that, we have decided to extend the Open Playtest till Wednesday morning and give you all some Dynamight Tokens!

      Read the full announcement


      See you all in game!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Patch Log - v.a.2.3.0b

      Minor Changes

      • Resources now give 600 KP instead of 250.

      Bug Fixes

      • Enchantments on pieces of equipment now correctly assign the relative bonus to the player.
      • Fixed an issue that would sometimes cause players not to be able to access the global chat and guild/party features until they relogged.
      • Chests in city buildings are now correctly accessible to citizens only instead of everyone.
      • Totems now receive damage again from melee attacks of hostile creatures.
      • Fixed a bug that would sometimes show ruins when teleporting to the Town Hall of a claimed city.
      • Enchanting tables built in cities are now working.
      • Fixed a bug that made it so that a bank under construction would prevent players from clicking on items behind the structure.
      • The CRAFT button no longer disappears when opening a crafting recipe after having opened a blueprint recipe.
      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • May 2020 Playtest Review

      Hi everyone,

      our second open playtest has ended on June 3, and finally here comes the review of what we learnt from it!

      Read the review


      Also, we have released a survey on the May Open Playtest. It’s an obvious thing to say, but your feedback is really important for us, so please give the survey a go – it’s a very short one, and completing it awards 1,000 Foundation Points! 😉


      Enjoy Fractured!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Patch Log - v.a.2.5.0c

      Changes

      • We've changed the structure of the packaged asset files used by the client so that our launcher can make smaller patches. This is the reason why this client patch is so heavy. The next ones should be very small!
      • We've tacked some server issues that should hopefully have increased its stability greatly, so that we don't have to do another emergency restart like what happened 2h after launch yesterday.

      Bug Fixes

      • Fixed an issue where players logging in with a female character would see their character as a male.
      • Fixed the total play time counter for the Young status that was resetting in some circumstances.
      • Fixed an issue where the inventory crafting menu would go crazy after leaving a city area.
      • The friend list of carts can now be closed properly.
      • Fixed an issue that would sometimes prevent players from being able to complete the construction of a Shrine.
      • Monsters that kill a player summon no longer acquire infinite range.
      • Fixed an issue with the pin of a player town in the world map that had ended up on top of another town.
      • Nations now correctly cost 50,000 gold to be created. All existing nations have been reset.
      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Alpha 2 - Test 3 Launch Day Revealed

      @Silynx said in Alpha 2 - Test 3 Launch Day Revealed:

      Is there any info on the length of the playtest?

      1 month is the expected duration 🙂

      posted in News & Announcements
      Prometheus
      Prometheus
    • Patch Log - v.a.2.5.0e

      Bug Fixes

      • Fixed a bug that would prevent claiming personal land parcels that weren't close to the city of the region.
      • The same bug was causing issues when trying to abandon personal land parcels in residential areas. That's fixed too.
      • ...and it was also causing gold not to be delivered to the city sometimes when claiming.
      • Walls can be completed now (no more UNDEFINED TOOL error). Do note that existing walls before the patch still can't be completed. Admin intervention is needed for that.

      Coming Next

      • The revamped Legends system - powerful world bosses that can be summoned and drop wondrous loot, including Lost Tales, items that grant knowledge when consumed!
      • Some good balancing for a few key spells that are currently OP in PvP.
      • More bug fixes... and exploit fixes! Yes, we can see you. Yes, we know it all. 👁
      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Alpha 2 - Test 3 Surveys

      Hey everyone!

      The G.Round and the Alpha 2 - Test 3 feedback surveys are ready. Fill them, earn Foundation Points, and let your voice be heard!

      Read the full announcement


      Stay tuned for the new Content Pills and Q&A announcements - coming really soon!

      Enjoy Fractured!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Spring Alpha Major Release #1

      Hi all!

      The first major release of the Spring Alpha has arrived, featuring:

      • The Legends: 9 world bosses to be summoned at 9 altars in the continent of Myr. The reward? Precious loot and the Lost Tales, the only way to get to 60 Talent Points!
      • A deep rebalancing of PvP following the suggestions of our PvP guilds. Thank you guild masters (and not)!
      • Some changes to jails and bounty hunting.
      • Fixes to a ton of bugs and exploits.

      Read the full announcement


      Enjoy Fractured!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Relaunch Pretest Start Day Revealed

      Hi all,

      the big announcement you've been waiting for is here. Fractured Online will be back for a time-limited test, starting on...

      Thursday, June 22, at 4pm CEST (10am EDT)!

      Read the full announcement


      See you soon in game!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Steam Relaunch Day Revealed

      Hi all,

      the big announcement is finally out: we'll be back on Steam Early Access on...

      Wednesday, November 8, at 7pm CET (1pm EST)!


      Full announcement here


      Let's go!

      posted in News & Announcements
      Prometheus
      Prometheus
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