@DisneyGamer68 I've found the issue and replied to your email - let's continue the discussion there and restore the lost points!
Best posts made by Prometheus
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RE: Lost Foundation Levels
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RE: Town Location Advantage
Hi @Crowdac! Coastal towns are located in coastal biomes, which are only found on the riverside (obvious, yeah) and include a few unique resources. Of course it's possible that only with fishing and navigation they'll unlock their full potential, but there should be enough reasons to settle there already!
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RE: Website is broken
@Bramibal said in Website is broken:
@Prometheus men you guys are really on it! I think everyone will agree when i say that you guys are really committed and helpful to the community and it will play a big part in the development of this already awesome game!
Thanks a lot for the kind words - we just do our best!
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RE: Leaderboard rank missing.
Apologies it took so long for us to look into this, the pre-alpha (and work towards alpha) is eating all our time.
Yes, it wasn't displaying the rank for users out of the top 100. It's fixed now.
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RE: Suggestion: Currency names
@humerus said in Suggestion: Currency names:
@Prometheus By the way there are still plenty of "Dynamight Gold" text leftovers in the shop, hmu if you need their locations on the user end
Sure thing, just post here where you've caught them, thanks!
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RE: Forums not tracking some quests between profile for older members
Hi @Dr-Quick, the issue is that you have a dot in your username, which shouldn't be allowed (only letters and numbers). I just fixed that in the registration procedures. I just renamed your account to DrQuick, now it should be all good
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RE: What's The Stance on "Foul Language"?
I think the question from OP was replied to so we can close this one
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RE: Housing Limits?
@VyrVandalous said in Housing Limits?:
Housing Limits?
Is it limited to the number of houses you can have per account? per character? per character and race? I have plans on having at least 3 houses. 1 in each of the realms. Are my plans in jeopardy? or is this confirmed or known yet?
Thank You
1 land claim (doesn't matter if in town or out of town) per account per planet, that's the plan
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RE: Who won what in the alpha? Any feedback survey?
@Freas said in Who won what in the alpha? Any feedback survey?:
I guess it takes them a bit more time to review all the stuff and decide a winner.
^ this
We're going to send out the keys when we publish our stress test review
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RE: I bought the eternal pack but can't access the developers forum
@Kappawack @Zori fixed, apologies for the wait and thank you for your support!
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RE: KP for City Skills
@PeachMcD said in KP for City Skills:
I don't make a lot of suggestions about new features, but I would like to suggest that it would enhance joy and be very realistic if players got KP (and possibly creatively designed skills) for doing the work of keeping a city running.
That'd be very hard to fit into our system I'm afraid. KP is not a currency you can spend - everything is calculated so that what you can gain from mobs, legends, and exploration allows you to learn all skills and unlock all talents with no points left.
What we can and will add instead is harvesting and crafting proficiencies Not sure that's going to be in the Winter Alpha but it will come eventually!
@Ostaff said in KP for City Skills:
talking about upkeep.. I think it would be nice if any citizen could "deposit" the upkeep, and only VG and above could "remove" instead of only VGs and above being able to do anything with the upkeep.
It should be working like that already, regular citizens can add sacks to the upkeep. If not we have a bug. Are you talking about adding gold to the treasury perhaps?
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RE: Cities, Permissions, Griefing
@GreatValdus said in Cities, Permissions, Griefing:
I keep hearing about the concept of taking stuff out of a smelter as being an action everyone can perform, thus you could start smelting stuff and 4 hours later someone else gets the ingots.
Hi Valdus The usage of timed crafting stations like smelteries and tanning tubs has never been an action "everyone can perform", it's always been restricted to citizens only. The problems was that in previous testing phases you had to be a citizen of some town to be able to do most of the crafting. This was fine for cities owned by a guild, but for "open" cities where the governor allowed various groups and individuals in, it was a mess, as thievery of resources being processed was common...
Starting from the next testing phase, you'll be able to build tanning tubs and smelteries in your own land parcel, so you'll set the access level on those, disregarding whether your land parcel inside of a town or outside Those in shops in the city are still going to be for citizens only, but we expect cities to be controlled pretty much by close-knit groups (guilds) only, since players no longer need to be part of a city to progress.
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Patch Log - v.a.2.1.0d
Minor Changes
- Some tweaks applied to the login server + more detailed logging for login procedures added to the client. We hope we'll be able to put an end to connectivity issues soon.
- Spider Lich added to Deadwood biomes.
- Number of kills required to complete Wolf and Bear knowledge reduced from 30 to 20.
- Wolf and Bear abilities are now learned earlier in their knowledge progress.
- Bear's second ability is now Bash instead of Heavy Blow.
Bug Fixes
- Navigation paths for players and monsters are now computed correctly. No more walking on cliffs and mountains
- Fixed a pretty terrible bug that allowed duping items placing a stack from the inventory on top of a stack in a chest.
- Removed "giant holes" in the Vale of Shadows. Side note: the Vale is not implemented yet, just a regular grassland biome!
- Restored missing rivers and lakes.
- Net Trap and Woodland Wisp outlines fixed.
- The VFX of Entangling Web is visible again.
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RE: Streaming of re-launch
@M1ckGO said in Streaming of re-launch:
Hello!
Will you be allowing people to stream content of the re-launch on June 22nd?Hi! Absolutely!
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RE: Stats layout in Alpha 2 test 1
Awesome table! I suggest adding the info to the official community wiki!
@grofire @Yitra @asspirin Luck positively influences all your dice rolls! For instance, if your attack can deal 50-80 damage, with high Luck you're more likely to roll numbers closer to 80 than 50. On the opposite, if you have a 34% chance on a Willpower save throw - so the system rolls a d100 and you have to score less than 34 to pass, with high luck you're more likely to get lower numbers on the roll. Luck just makes you... Lucky!
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RE: Stress Test Server Issues
@yvz5 said in Stress Test Server Issues:
Well I never had such a problem with spatial os. You are probably doing something wrong. Debugging such a problem is a pain in the butt. I wish you good luck and patience
Did you ever have 300+ players connected in a 60km2 world with both high entity count and high entity density (500,000+ resource nodes and 25,000+ creatures in total, which means 8000+ resources and 400+ creatures per km2), or something comparable to that? If so, PM me!
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RE: Alpha 2 - losing items from my inventory for no reason
Fixed in version a212