Hi, fellow gamer and MMO enthusiast!
Demons, new racial traits, item repair and recycle, new legends, mount cosmetics, and A LOT more… We’re one step closer to full release!
A huge read! Cheers!
Hi, fellow gamer and MMO enthusiast!
Demons, new racial traits, item repair and recycle, new legends, mount cosmetics, and A LOT more… We’re one step closer to full release!
A huge read! Cheers!
BUG FIXES
CHANGES
Divine Rewards
While these numbers may seem small, they lead to a 33% increase in Orb generation for CR 6-7 mobs, a 42% increase for CR 8, and a 49% increase for CR 9!
Status Reductions
Fortitude and Willpower now reduce negative status effects less than before, with numbers closer to pre-EGC. This is the new table:
This was before the patch:
The reduction at 1000v1000 is now 50% instead of 67%. This makes all negative status effects (including CCs, but not only) more effective.
If needed, we will introduce diminishing returns for hard CCs in the future.
Aeromancers
The shocked status was problematic for game servers, since a single shocking AOE applied on a large group of already shocked targets could generate hundreds of damage instances. Game clients also struggled to keep up. Moreover, the effect was weak to totally useless if one wasn't hitting A LOT of targets at the same time.
Shock has been reworked. Adding stacks to an already shocked target now deals damage to the target itself, and releases 1 lighting that hits a random enemy within 4 meters (up from 2). The damage dealt to the primary and optional secondary target depends on the number of shocked stacks on the primary and ranges from 80 to 160 (up from 40 to 120).
This should make Aeromancy an excellent school against single targets or small groups, and give abilities such as Chain Lighting the intended effect when used against 2 close targets.
Also, Shocking Arrows can now be learnt from the Bandit Agitator!
Cryomancers
Freeze duration, which depends on the number of Chilled stacks on the target, has been increased from 0.5-3 to 1-3. Coupled with the CC reduction nerf, it makes Freeze easier to use and more effective. Moreover, the following changes have been implemented:
Assassins
The only place where a nerf was needed. Assassins were too oppressive in PvP.
If a player's Detection is >= the Stealth of a hidden player and is close enough, all the members of the party of the detector will now see the assassin as semi-transparent, not only the detector itself. Moreover, the following changes have been implemented:
Note that ranges above mean school level 0 - school level 10.
Various
Several buffs in here!
Hi all,
here comes patch b.1.1e, packed with bug fixes and balance changes - mostly buffs!
The patch log is split into multiple posts for easier reading.
Hi all,
the discounts on Founder Packs have been enabled!
Moreover, the patch contains the following fixes:
Enjoy Fractured!
@grofire said in Patch Log - b.1.1c - Free Weekend:
and for some reason the ratio for DR per time is better for lowered CR mobs. that is just crazy.
Yep, we noticed this. It should be increased for higher CR mobs. We're going to release another adjustment ASAP.
@grofire said in Patch Log - b.1.1c - Free Weekend:
the DR is very low drop, am i understand correctly that instead of improving solo play, you made group harder?
We just tripled the DR drops vs non-legendary monsters, it's.. a lot more than before. For legendaries, the average you get is the same as before, there's just some randomness now.
@ccj said in Patch Log - b.1.1c - Free Weekend:
@Prometheus is it normal that we see no warning that servers are shut down? I have been in the middle of a fight in the graveyard an from one second to the other i got disconnected. Only when i tried to reconnect i could read that we have a planned downtime because of patching. Honestly?
No, it isn't. Something went wrong yesterday, the messages didn't appear in the client, I had another complaint. We'll look into it. Apologies!
Hi all,
welcome to b.1.1c, the patch preceding the Free Weekend!
Free Respecs
No 24h timer for one week!
Rewards & Orbs
The amount of orbs given by Divine Rewards has been increased considerably following the request for more rewards by solo players. It is clear to us we've swung too much in the direction of rewarding only group content with EGC.
This means you're 3 times more likely to find an Orb now when farming CR7-9 mobs (CR8-9 in particular)!
If your're wondering why Legendary has gone up so much, that's because Summonable and Ultimate legends no longer drop orbs directly, but now give more Legendary rewards, and that's where you find the Orbs - roughly as many as before (ON AVERAGE) for Ultimate legends, a bit less than before for Summonable.
Also, Wandering (Event) legends now always drop 1 Divine Reward, the type dipending on the power of the Legend!
Anti-Exploit Measures
To prevent abuses during the free weekend, free accounts:
The same system will be extended to all refunded accounts and land parcels owned by refunded accounts. Properly fixing the latter for refunded accounts will be done in a future patch, since it requires another couple steps.
Moreover, players who purchased the game on Steam can no longer login from the Standalone client.
Bug Fixes
@KnightFalz said in Steam Free Weekend & 30% Discount:
When will the download be available here to non-backers for that free weekend? I'd like to prepare in advance if possible.
It's available now
Hi all,
It's been almost 4 months since Fractured Online has launched on Steam Early Access. Now that Endgame Changer has been released, it's time to run a new Free Weekend - the first one in our history on Steam!
See you soon in game!
After a hell of a long time, the program is back!
Hi all,
here come fixes to the most pressing issues after the release of EGC:
Enjoy!
Hi, fellow gamer and MMO enthusiast!
the third video update for Endgame Changer has arrived!
Click to read the full announcement
Live to tomorrow! See you in game!
Hi, fellow gamer and MMO enthusiast!
the second video update for Endgame Changer has arrived! This time we are covering primal energy, ghosts, enchanting and potions!
Click to read the full announcement
Only 8 days to the release of EGC! Enjoy Fractured Online!
Hi everyone!
It’s official: Endgame Changer, the first major update to Fractured Online since its Early Access launch, will be released on…
Wednesday, February 21, at 4pm CET (10am EST)!
Click to read the full announcement
Enjoy Fractured Online!
yo developers can i get forum access as I'm eternal pls
Done, thank you for your support!
Hi all,
we have another bugfix patch coming today while Endgame Changer is entering testing, as explained on our Discord server a couple days ago. We have addressed some of the most critical issues in the game.
Critical
Others
@Bancheis said in Engame Changer - Objectives Preview:
@Prometheus To be honest, I really hate the idea of mounts dying from old age. I rather they be durability based like other equipment, even though that isn't a great solution either.
I wrote "old age" just to convey the idea - the system is durability-like indeed. Clearly the duration will be long enough for them to be worth catching
@Akarikari said in Engame Changer - Objectives Preview:
If nerfing normal content to push for groups to favor hunting legendaries becomes the regular, it's going to push smaller groups away from the game as they will struggle to get to the point where they can actually fight legendaries. Not to mention a lot of people just stand around those waiting for someone to summon only to run in and steal the drops. Those drops need to be locked to the party that summons the boss, (Yes, this is fair in pvp too as they can just pk them after and take the loot or die trying).
We are not nerfing any content in this patch and we are aware there's something wrong with how loot rights are assigned for those bosses, because it's very easy to get them with minimal damage. We also need a system to split drops for different people/groups.
@Akarikari said in Engame Changer - Objectives Preview:
Other thing I really want to see is more added to towns.
Unique city bonuses are planned, but not for this patch
@rainbowmesa said in Engame Changer - Objectives Preview:
A big problem will still be there, it seems. You say unique rewards from legends, but all i hear is "keep farming ogres/whatever the new best coinmaker is and just buy whatever the reward is on the market for gold later". Gold is simply the be-all, end-all, and there is no reason to actually be out there doing the content.
You can't ignore the market value of drops when you evaluate how profitable a PvE activity is People farm ogres because the combined value of their gold + other loot + divine rewards is higher than other activities, including more difficult ones, which is wrong. That being said, I agree we need more activities for players, as @Zeiram @MidniteArrow @padreadamo also pointed out. That is why I ended the post with "Do you think something important is missing - aside from having more end-game PvE events and have PvP events in general?"
@Bancheis said in Engame Changer - Objectives Preview:
My top tier gear currently loses like a good 5-10% of durability per hour of farming.
That's correct, T2 gear lasts for 16-20 hours of combat, aside from weapons which take half the time. We have adjustments planned for that.
@Nehsi said in Engame Changer - Objectives Preview:
@Prometheus So when can we expect this? In a week, a month? What kind of mounts are we looking at 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.
Just added to the post, I always forget a part of the post
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!