Hi all!
Today's update brings some awesome news and a... less-awesome one: a spotlight on new big features is here, more $$$ for Dynamight are coming, but the Winter Alpha has been moved to March.
See you soon for the next video spotlight!
Hi all!
Today's update brings some awesome news and a... less-awesome one: a spotlight on new big features is here, more $$$ for Dynamight are coming, but the Winter Alpha has been moved to March.
See you soon for the next video spotlight!
@Vortech yes, it's coming during this test!
@PeachMcD said in Tech Tree, Marketplace & Money For Dynamight:
Question: do city owners start with a certain number of Research Points?
Nope, but there are a few things you can build without any research: houses, the tavern, stockpiles, and the workshop with all the basic crafting stations. Given that cities require 20 players to be claimed now, gaining the first levels is going to be pretty quick, and each level grants 2 research points (= 2 researches), so.. you're soon going to have a flourishing city
@GreatValdus said in Tech Tree, Marketplace & Money For Dynamight:
That's the way, avoid missing deadlines by giving vague dates!
Correct!
@Stacy555 said in Tech Tree, Marketplace & Money For Dynamight:
So does the marketplace remove the need to transport any and all materials now ?, and how will this affect the possibilty of raiding transport groups in transit, has this just been removed fromthe game. ?
Marketplaces are local I didn't specify that in the video since I assumed it was a known thing, sorry for the confusion.
Hi all,
while trying to generate some metrics in the live world I accidentally overloaded the SpatialOS deployment (the "game server", you could call that). This caused a crash of all server workers (the processes controlling the world).
World data were not corrupted, and all server workers were restarted, so the deployment became functional again. However, something is still obviously broken in there, so I'm moving all of you to a new deployment, which should be live in 10m or so. The old deployment is being investigated by the SpatialOS engineers.
No world progress should have been lost. Some player progress might have. Please let us know if so!
Apologies for the inconvenience. Big lesson learnt here.
Best,
Jacopo
Hi all!
We know you've been eagerly waiting to know the launch date of the Fall Alpha - unless you've already seen it on some MMO websites, that is, since we broke the news a few hours ago Well, anyway, here it is:
Wednesday, September 22, at 4pm CEST (10am EDT)!
See you soon in game!
@CoachFubar @KirwinHansel @MorganReed @Esoba @Mudz there is an error with the new city maintenance table. Values for Cereals and Proteins are too high (the values at rank 24 should be 40 and 80 respectively, not 70 and 140). Hotfix coming tomorrow, apologies!
@MorganReed said in upkeep unrealistic:
Right now all of these mining cities will probably be ruined in about 3-4 days. Also how will cities pay the upkeep on the first day. Is there a trial period?
Upkeep now starts after 3 days. The system is going to be radically different in the next test anyway - more info in the roadmap!
That being said, mining city are not meant to be able to rank up (above the first few ranks) unless they buy farming products from farming cities Ideally, a well-populated mining city should actually have no farming plots internally (because it needs all the space for shops and houses and +prestige decorations) and buy all edibles from farming cities.
Hi all,
here's a final post before relaunch with an extensive patch log, mostly balancing-related, and more! Enjoy
See you all in game tomorrow!
Minor Changes
Bug Fixes
Changes
Bug Fixes
Changes
Bug Fixes
@PeachMcD @OlivePit @Kralith @GamerSeuss damn that's a terrible bug. Packaging stations have (should have, apparently) their own ruleset that allows them to be placed everywhere inside the region of the city... so you don't even have to place them on the fields (which would take farming space away) - you can just place them nearby.
The fix will go straight in the next patch. Had we only know about this earlier we would have fixed it right away, it must have been a gigantic pain... sorry
Addition: you can see it's a bug by the fact you don't get the message "this station must be placed inside of the city territory..." when you click the build button. Instead it allows you to start the placement, but the blueprint just remains red...
Changes
Bug Fixes
Hi all,
today's patch also includes the following changes/fixes.
Crafting Taxes
Crafting fees and taxes are live. The system is meant to introduce gold sinks into the game and reward cities who decide to open up their crafting stations to the public. Here's a few bullet points on the system.
Harbor Protection
No more harbor camping by player killers! Harbors are now PvP-free, like cities, up to 50 meters from the Harbor office building.
A nice particle effect shows where the protection ends. After that, you're fair game!
Player Animations
Praise our new (and first) animator!
Bug Fixes
Hi all,
today we are performing a major transfer of our game servers. Here's a few more info on it.
As many of you know, SpatialOS is our backend engine of choice. So far, we're run our servers on the SCP (SpatialOS Classic Platform). We are now moving to IMS Zeuz, the new hosting platform, which is way more flexible (and potentially cheaper) than the SCP, enabling us to eventually use dedicated bare-metal servers instead of cloud servers.
Other than doing it for advantages mentioned above, this move was necessary because the SCP is eventually going to be deprecated. The process of getting used to the new platform took some dev time, and that is why we don't have a game patch this week bringing "visible" changes to the game.
Thank you all and stay tuned because we have some big news coming very soon!
Cheers!
@MrTalltree @Meiki I agree with you that your build is difficult to pull off now, and this was a bad effect of the patch.
The problem also comes from the fact you are constrained by too many stats. You have room for 3 attributes, and one of them must be CON. We have a plan to make your hybrid builds (and hybrid builds in general) easier to pull off. Hang on a little longer!
Hi all,
here comes a preview of Endgame Changer before the official blog post. This preview is focused on objectives - what are we trying to achieve 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.
1) All character builds should have similar requirements in terms of different attributes strictly needed, while at the same time all other attributes should be potentially useful to them.
2) Enchanting equipment should be equally important for all player builds.
3) PvP fights should be fun and balanced disregarding the amount of players participating.
4) Given a similar level of ability power and equipment in a PvP fight, it should not be possible for one of the combatants to kill the other in a couple seconds with a damage burst. Conversely, it should not be possible for both combatants to outheal damage and make the fight endless, unless it’s an extreme scenario (e.g. healer vs healer).
5) There should be a good reason (reward-wise) to take part in end-game PvE challenges, current and upcoming, and future end-game PvP events.
6) Each character build should have at least a couple of options to choose from when it comes to T2 armor sets.
7) The choice of mount and consumables adds variety to character builds and is particularly important for high-level characters.
Do you think something important is missing - aside from having more end-game PvE events and have PvP events in general? Let us know!
@Roccandil said in Myr Cities & Hotspots Map:
Can sieges occur across sea lanes?
Nope, a city can only launch a siege against a neighboring city, ie one it's connected to via a main road
===> REVERTED CHANGED <===
TL;DR no more monster AOE pulls. TL;DR
The AOE pull mechanic added to Ogres, Jotunns and Legends has been reverted. It did the job, but it did it in a way that felt glitchy, with the infamous “yo-yo” effect in full force. We need to take our time to implement this properly instead of releasing a half-baked solution like this one.
Summoned Legends now also spawn fewer monsters in a smaller area, and they respawn more slowly. As told in the previous point, the Legend no longer pulls them all towards the targeted player. What this means in practice is that you can now clear your way towards the Legend, and sometimes when you fight it, you’ll have a newly respawned monster you have to deal with, but far from the extremes of the previous version.
Last but not least, Axe Fighting and Swordsmanship abilities that apply Bleed stacks do it again scaling on STR, the main attribute of the school, instead of DEX.
===> RELOCATE REWORK <===
TL;DR the balance of Relocate vs Battle Jump is now that the former moves faster and has up to 2 charges, while the latter has a shorter cooldown and applies Slow and damage, but they can reach exactly the same places. TL;DR
The main change in this patch is Relocate, which turned PvP battles into a teleport-fest, and gave a massive advantage to its users over the users of other mobility spells because of how it could reach locations other spells could not.
Relocate now has 1 charge below 15 INT and 2 charges otherwise, while it could previously have up to 4. Moreover, it’s mechanically different – it no longer behaves like a teleport, but like an extremely quick dash from your current location to your destination. This means it now follows the same rules as all other mobility spells (jump and dashes), in that it doesn’t allow crossing areas that could not be crossed on foot (e.g. if you try to relocate through a chasm or a cliff, you character will stop at the edge of the latter).
===> OTHER CHANGES <===
A handful of changes to some mage spell and effects are listed below. We are taking a more conservative approach to rebalancing now, changing spells little by little. Once we are sure there are no more "broken" spells that create low TTK, we'll get to buffing abilities that are underused, to allow as many "fair" character builds as possible.
===> BUG FIXES <===
Hi everybody!
Just over a month since Universe & Travels, it’s time for us to drop a new Feature Spotlight – this time focused on one of the most unique features of Fractured: the Knowledge System!
While originally it was our plan to release an article on player-made villages, you've been relentless in making us notice how much you wanted to know more about character progression on Fractured. So here it comes
Click here to read the journal
Let us know what you think about this new sneak peek and check out the last paragraph to find out what we're covering next!
Enjoy Fractured!
@Rofus said in "Extra-planetary" travels? Interesting!:
So I guess the planets are in the same solar system orbiting the same star(s)? Will the planetary positions affect how easy it is to travel between planets? Will the planets have different orbital periods and thus have different season lenghts (if there are season in the game)?
I can't reveal it all now, so I'll restrict myself to a few hints: