Fixed in v.a.2.2.3n
Posts made by Prometheus
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RE: Evasion is currently useless in its current state
@Hathos said in Evasion is currently useless in its current state:
At the moment, I am able to reach over 600 evasion with inspire, yet it is effectively no different than being 0 in PvP.
If you are stunned, you cannot dodge attacks. The issue with this is currently the meta for melee is centered around abilities like Bash, Shockwave. and Word of Power: Stun, which all currently disregard evasion and have no diminishing returns. Meaning, in a battle, you can be stunned immediately by an ability that you cannot dodge with evasion, and then all subsequent melee hits will be guaranteed to land on you.Yes, that's yet another issue with the current excessive power level of stuns. We have a big balancing patch coming next week that will address it
@asspirin @Hathos @kellewic crits can be dodged, I removed it from the wiki
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RE: Patch Log - v.a.2.3.0b
@1cec0ld said in Patch Log - v.a.2.3.3n:
Is the missing 350 KP per resource applied retroactively?
Yes
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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.
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RE: Necrotic disease from ghouls lasts forever
@Razvan said in Necrotic disease from ghouls lasts forever:
It seems that the only way to get rid of the condition is to use herbal remedy.
Intended, not a bug
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RE: shield as a caster
@CoachFubar said in shield as a caster:
Id like to use a dagger/club with shield and go casting stuff as like shaman do. Now when i equip a shield my spells arent working. is that bug or a feature.
The message is telling you "can't cast with medium armor", right? You need a light shield, i.e. a buckler
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Patch Log - v.a.2.3.0a
Minor Changes
- Leave City functionality added to the Town Hall. It can be used by all citizens save the Governor of the city.
Bug fixes
- Fixed a major issue that caused massively increased monster progress gains (and thus Knowledge Point gains) when killing monsters in a group.
- Fixed a UI bug when claiming a land parcel in the wilderness (cost displayed was 500 gold but it's actually 1,000 gold).
- Fixed a UI bug that made Governors see buttons to manage objects in starting areas (the buttons did nothing when clicked).
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RE: Major bug: Claimed City with a Town Hall shows as Unclaimed with No Governor
@Alexian this looks bad! Do you see the correct window? Are you able to place blueprints etc?
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RE: Packs
@Chenny2025 said in Packs:
If someone has the 25$ pack and I want to get them the 50$ pack do I have to pay 50$ or can I gift it to them for 25$
After you click the Gift button you have to insert the username of the recipient, then it will tell you what you have to pay. In your case, 25 EUR
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Alpha 2 - Test 3 New Launch Date
Dear Fractured followers,
we are glad to announce that the bug that forced us to postpone the launch of Alpha 2 - Test 3Β has been resolved yesterday afternoon.
We've spent yesterday evening and the whole day today playtesting in depth to make sure no unlikely occurrence of the issue could still be around. Well, it seems it no longer is, which means the official new launch date is:
Wednesday, July 22, atΒ 4pm CEST (10am EDT)!
I know some of you will be asking "why not starting sooner?". The reason is simple - having a launch on a weekend is really a terrible idea, since most of the team is not around to provide support in case something bad happens! Moreover, we wanted to give you some time to prepare for the new launch
When announcing the delay, we mentioned a compensation for your disappointment. That's already been delivered - 1,000 Dynamight Tokens have been added to the all the accounts with access to Alpha 2 - Test 3.
Oh, one last thing. Don't forget that client download and character creation are already available! City joining and claiming is also open, and will be closed again on Tuesday afternoon.
See you soon in game!
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RE: Alpha 2 - Test 3 Postponed
UPDATE #3: we're received a version of the engine with a fix to the issue. We've started running large scale internal tests. If all goes well, tomorrow we'll announce on what day NEXT WEEK Alpha 2 - Test 3 is going to start.
Stay tuned! -
RE: Alpha 2 - Test 3 Postponed
UPDATE #2: the improbable engineers have identified the bug in the engine and are looking into the causes.
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RE: Alpha 2 - Test 3 Postponed
UPDATE # 1: we're investigating the issue with the Improbable engineers. It seems that the issue was introduced when we updated to a new version of our backend engine (SpatialOS).
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Alpha 2 - Test 3 Postponed
Hi everyone,
it's with great sadness that we have to announce that the start of Alpha 2 - Test 3 has been postponed to a later date due to a game-breaking server issue that came up rightΒ today.
Since the issue is particularly tricky and obscure, we aren't able to make any prediction on when we'll be able to fix it. We'd love to make it by tomorrow so you can play during the weekend, but it's more likely we'll have to launch next week.
We are going to post real-time updates on any progress we make on our Discord server and our forums.
In 1.5 years of testing, this is the first time we have to postpone the launch of a testing phase. It's a day we really hoped would never happen, and we apologize deeply for it. We know how excited many of you are for player cities. We'll make sure to compensate you for the disappointment of having to wait a few days longer.
Speaking of player cities, city claiming and joining has been re-opened and will be closed again the day before the new launch date.
Thank you for your understanding.
Best,
Jacopo (Prometheus) & the whole Dynamight Studios team
UPDATE #1 (July 17, 12.20pm CEST): we're investigating the issue with the Improbable engineers. It seems that the issue was introduced when we updated to a new version of our backend engine (SpatialOS).
UPDATE #2 (July 17, 4.30pm CEST): the improbable engineers have identified the bug in the engine and are looking into the causes.
UPDATE #3 (July 17, 5.40pm CEST): we're received a version of the engine with a fix to the issue. We've started running large scale internal tests. If all goes well, tomorrow we'll announce on what day NEXT WEEK Alpha 2 - Test 3 is going to start.
Stay tuned! -
RE: Alpha 2 - Test 3 Launch Day Revealed
@Jetah said in Alpha 2 - Test 3 Launch Day Revealed:
wont this give the VIP a huge advantage with them being able to "increase knowledge gain"? i'm trying not to say p2w but the convenience is outweighing catch up time.
could some of the Talent nodes be talked about? I dont want to assume they'll give power but in past RPGs that's exactly what they did.We're not sure we're going to actually put faster knowledge gains in the VIP. Nonetheless, it would still only be a matter of having to kill fewer monsters of each type to complete the monster's knowledge, so merely a progression speed boost.
@grofire said in Alpha 2 - Test 3 Launch Day Revealed:
for classes that do not use str as main attribute, they will not ad this attribute to the items they wear. so the question for them is: "what is better" and for now its seems that con as less usefulness then str, and it seems wierd.
The most important benefit of CON is the Life Multiplier. Life is very important in PvE, particularly for melee characters who take a lot of damage, since it determines how long you can fight before having to stop and rest
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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
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Alpha 2 - Test 3 Launch Day Revealed
Hi everyone!
I'm sure you've been eagerly waiting to know the launch date of Alpha 2 - Test 3 - unless you've already seen it on Discord, the forum or the FAQ, that is So, here it comes:
Thursday, July 16, at 4pm CEST (10am EDT)!
This new test is likely to be the most feature-rich in our development history, beating even Alpha 2 - Test 2!
Let us hear your feedback and see you soon in game!
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RE: Character Attributed and what they mean
@asspirin @Yitra @Oxfurd the video was probably made mixing actual in-game data with info taken from this old feature spotlight. There are a few incorrect things in it indeed.
Our wiki editors will get all the actual design data and put them on the wiki soon!