Fixed in v.a.2.4.0h
Posts made by Prometheus
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RE: Patch Log & Mini-Roadmap - v.a.2.4.0i
@Kralith said in Patch Log & Mini-Roadmap - v.a.2.4.0i:
Thats good, but i am not quite sure, if the fields give enough to produce own town needs AND have enough for selling them to towns, who don't have fertile grounds. Hope you counted right Prometheus
If you have fertile grounds, you definitely have enough to sell, even at high ranks
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RE: Patch Log & Mini-Roadmap - v.a.2.4.0i
@Xulu @PeachMcD we thought we had that fixed already, but it came back. We're likely going to release a hotfix patch tomorrow just for that, assuming we can figure it out quickly.
@RoxRocks said in Patch Log & Mini-Roadmap - v.a.2.4.0i:
With an event that will require cooperation between players that are not necessarily partied, will there still only be loot/reward for first hit? What would be the motivation for coop play if only one person will be rewarded?
Loot rights have never depended on who does the first hit (or the last). There's a formula that takes into account the total HP of the creature and the damage dealt by each person VS the damage dealt by top damage dealer. It's a fairly complex formula. It's easy to miss loot rights against creatures with low HP, but if the creature has a lot, you should get them fairly easily (the more people are dealing damage, the less each single person has to deal to get loot rights)
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Patch Log & Mini-Roadmap - v.a.2.4.0i
Hi all,
this time we've decided to spice up the patch log with a list of content that's going to be implemented in the next few days Here we go!
Upcoming
- Legends & Lost Tales. The first Fractured World Bosses are coming! End-games challenges with 3 difficulty ratings, better suited for groups of 2-3 (easy) up to 8-10 (hard) players.
- Destroy building / destroy plot functionalities. I know you want that. More power to the... governors?
- Heavy material storages. 4 dedicated small buildings for different heavy materials (stone, wood, ores/ingots, edibles).
- Global Heavy Material Exchange view. Check out what each city is buying and selling on a global scale from any City Trading Post. Just viewing, you need to actually move the materials!
Fixed in this patch
- Fields now correctly revert to the "unsowed" status when harvested instead of producing endless harvests
- Ruins in city areas no longer reappear after a server restart, and charcoal piles no longer get refilled.
- Charcoal piles now disappear after being emptied.
- Wooden Poles and Wooden Handles are now available in the Woodworking Table.
- Raw Rice and Raw Beans now have their icons.
- The time to process new leathers (e.g. Troll Leathers) in the Tanning Tub is now 16 hours like all other leathers instead of 10 seconds (ouch).
- The War Hammer now is correctly a Heavy weapon.
- "Ready on..." abilities (e.g. Bash, Bleeding Strike) can again be activated when on cooldown (and will proc when off cooldown).
- Fixed lots of errors in the recipe descriptions of new weapons and armors.
- Fixed the description of the abilities Frenzy and Enrage.
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Patch Log - v.a.2.4.0h
Changes
- Added particles to smelteries, forges and charcoal piles and other world objects.
Bug Fixes
- Fixed a bug that caused heavy materials to disappear or change into different ones when put into / taken out of shop storages (e.g. Coal in the Blacksmith shop).
- Fixed a bug that made it so that players buying heavy materials from a Trading Post would only receive 1 unit instead of the whole quantity.
- The woodworking table now spawns correctly after completing its blueprint.
- Trolls now spawn in the world and properly assign knowledge.
- Fixed a bug that made Carpenter shops built in some locations not accessible (players couldn't pass the door frame).
- Toggle / ready abilities that require a specific weapon now correctly deactivate when switching to an invalid weapon instead of remaining permanently active and proccing with each attack.
- The crafting tab in the Inventory Crafting menu no longer disappears when opening the campfire.
- City markers on the map no longer change
- It's no longer possible to place forges in the walls of the Blacksmith shop.
- Vice-Governors are again able to accept citizenship requests.
- Ignore Armor can now be activated correctly.
- Poison can again be applied to poisonable weapons (dagger, short sword, long sword, spear, bows).
- Clicking on a requirement inside of a recipe now correctly opens the recipe for that requirement if it's a craftable item and it's crafted within the same station.
- Bash and Heavy Blow now correctly increase attack damage.
- Static Discharge now deals damage if interrupted because the caster runs out of mana.
- Fixed a bug that would make the automatic Combat Mode become permanent when travelling the world after being attacked by a creature, which prevented all interactions and forced the player affected to relog.
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RE: city mines
Hi @Birthright, is it working fine for other citizens of your city?
If so, the issue is probably related to the crash we had last night - you account is not correctly set as citizen of that city. Can you tell the Governor to kick you out (Towh Hall menu -> Citizens list), then you re-apply and get accepted again?
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Fall Alpha Live, Dev Update #4 Out
Hi all!
The Fall Alpha has launched, and with it comes the last video update – featuring City Maintenance, Trading Posts, Exploration & Legends!
Also, we'd like to extend an apology for what happened last night...
Are you excited for the coming of the Legends? 'cause we are!
See you all in game!
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RE: November 5 Server Crash - Ongoing Investigation
UPDATE
The blame is on us. We're working on a fix. New ETA for when the Fall Alpha should be back up: 4pm CET (10am ET).
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November 5 Server Crash - Ongoing Investigation
Hi everyone,
the deployment crashed tonight around 2.40am CET.
We've been investigating since we woke up (about 2h ago) and we should have pinpointed what caused that. It's not related to server load, which was fine.
We're still trying to figure out the details and whether that's an error on our side or was originated by something akin to a DDOS attack.
We'll keep you updated in this thread.
Big apologies for the inconvenience, there'll be compensation for the play time and possible player progression lost.
UPDATE
The blame is on us. We're working on a fix. New ETA for when the Fall Alpha should be back up: 4pm CET (10am ET).
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RE: YOWZA! What's YOUR favorite part of the 3d Update?
@Razvan said in YOWZA! What's YOUR favorite part of the 3d Update?:
my bigest complaint about it is how people don't insta die when they are killed in pvp, which will make the zvz terribly long and boring unless a side completely steamrolls the other.
@Ostaff said in YOWZA! What's YOUR favorite part of the 3d Update?:
They should add a finishing move ability that will keep the dead from rising again
Th Execute functionality in PvP has been around since Alpha 2 - Test 3, it's enough to click on an opponent who's KO to execute him/her
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Fall Alpha Dev Update #3
Hi all!
Only 5 days left to the start of the Fall Alpha! Will your city be able to sustain itself? Find it out in the new video update on Health, Farming & Party Pins!
Want to join the Fall Alpha? You can get permanent access by buying a Master pack or higher on our store!
See you soon in game!
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RE: Mobile
@TrueCrimsonFTW said in Mobile:
Using your mobile phone has some bugs when using the map. It does not zoom in and our easily. It also seems to require you to use 2 fingers to move at times. I think the the integration is just a bit bugged. I can screen record if needed. @Specter @Prometheus
The map on the website is better used from a PC. Zooming isn't always perfect, yes. As for moving the map, it does actually require 2 fingers. 1 finger scrolls through the page
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RE: Zenith, capital of the Kingdom of Meridian - a nexus of community/politics/trade
@PeachMcD said in Zenith (Meridian) - a nexus of community, diplomacy & trade:
Hey hey hey guys!! Happy news this morning in my email from @Prometheus
I won a for the alpha!! So glad and looking forward to helping build a great harbor city with y'allHmm you didn't actually Yesterday I sent an email to all players with access to the Fall Alpha inviting them to join a city. You received that email because you have access, and you have access because you purchased an Artisan pack (the €75 option among the old packs). Since price of Alpha access has gone down to €50, the old Founder and Artisan packs give Alpha access now. Guess you missed that bit of update
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Fall Alpha Launch & Dev Update #2
Hi everyone!
The second video update for the Fall Alpha is out, and the launch day has been revealed:
Wednesday, November 4, at 4pm CET (10am EST)!
See you next week for the third video development update!
Enjoy Fractured!
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RE: Fall Alpha Dev Update #1
@Kralith said in Fall Alpha Dev Update #1:
Hmm this time we need 19 Citizen for the Big Town?
Yes, 5 more then before
@Kralith said in Fall Alpha Dev Update #1:
Did i missed the list of Materials?
I see Cereals, Stone, different kind of Ores, but which is which?Wait for the next video(s)!