Fixed in v.a.2.4.1
Posts made by Prometheus
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The Legends Have Arrived
The first content patch of Fall Alpha has gone live – featuring legendary creatures, lost tales and and city decay!
What cities will survive and thrive before the end of the Fall Alpha? Will any player be able to gain 100% of the Knowledge that can be acquired in the test?
In the coming days, a ranking menu is going to be added to the game. The TOP 10 cities by rank and the TOP 100 players by knowledge acquired are going to be made immortal in a web page commemorating the Fall Alpha.
Are you going to make it to the top? The next 2 weeks will tell!
Enjoy Fractured!
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RE: upkeep unrealistic
@CoachFubar said in upkeep unrealistic:
Hope also the fix will reset the debts. we already at 32/16...
Yes, it will
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RE: upkeep unrealistic
@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.
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RE: Patch Log - v.a.2.4.1
--->PLEASE NOTE<---
The spawn of legends is temporarily suspended due to an issue that caused excessive loot drops.
There is also 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).
Both issues are going to be hotfixed tomorrow morning. Apologies for the inconvenience!
--->PLEASE NOTE<---
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Patch Log - v.a.2.4.1
--->PLEASE NOTE<---
The spawn of legends is temporarily suspended due to an issue that caused excessive loot drops.
There is also 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).
Both issues are going to be hotfixed tomorrow morning. Apologies for the inconvenience!
--->PLEASE NOTE<---
Changes
- The Legends have arrived! More info in an upcoming blog post.
- City Decay is live! More info in an upcoming blog post.
- The visualization of modifiers on equipment has been improved, splitting them between native properties (static on the item type), material properties and enchantments.
Bug Fixes
- Smelting all alloys is now possible again. The heat power of coal has been temporarily increased to 600C as well.
- The Spell Damage Increase property now increases the damage of all spells.
- Fixed a bug that allowed players to stack some weapons and thus duplicate their properties.
- Fixed a bug that made some objects built in player houses not correctly register with the land claim (making them usable only by the person who build them).
- Picking up resources, crafting, etc. now cancel the "mounting" action if in progress.
- It's no longer possible to add materials to shop storages (e.g. ingot storage) beyond the limit of the storage.
- Poison charges on weapons now correctly decrease when Poisoning Strike is used.
- Memory is now correctly calculated with Base Intelligence only (i.e. the INT set on character creation). Talents no longer increase that.
- Double-tapping A no longer allows players to mount when running.
- Fixed a bug that would show the property of a piece of equipment having value 0% if the combined tier of the property was higher than 3.
- Players getting dismounted when pulling a wagon no longer keep pulling it.
- The Ricochet talent is functional again.
- Abilities are no longer draggable to the mount button (graphical glitch).
- Fixed a bug with stone blocks that sometimes could not be added to the Trading Post. Please note that bugged stone may still exist in the game - we could not fix that retroactively.
- Soil Irrigation now goes up to 100% when finishing the watering procedure instead of when starting it.
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RE: Concern regarding lack of communication and transparency
Hi @LordRellik @Hawkshield, apologies for having been so silent in the last few days. We are a very small studio and we're very focused on development - including myself in person, since I'm not only the CEO of the company but a programmer as well.
The fact we don't have a community manager is a big liability, I know. I do the PR / community management work myself whenever I have time, but I just can't keep up with everything during testing phases. I'm overwhelmed with bug reports, messages from content creators, emails - we should really have a dedicated person for that.
As for the whole "legends coming tomorrow" fiasco, that's entirely my fault. I got overly confident that it was almost complete, but then we had to put it on hold to fix several urgent bugs and rework the city decay system (the other feature coming in the next patch). We have been doing the final polishing of the legends today.
I should never have announced a day for the legends in the first place and just stated they'd come during the test. I won't make the same mistake again
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RE: Items Weight/Inventory
Hi @bawz, you're right that some items are too heavy. Gold and arrows should be almost weightless, while items such as skins and bones are very heavy for no reason. We're going to revise the weight of loot items ASAP
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RE: feedback - too much mouse clicking
Hi @Svann, auto-attacks are not consistent with our action combat - you can however hold down LMB to keep attacking the same target, or hold down RMB to keep attacking in the direction of the mouse cursor, instead of spamming clicks. That's what I always do myself if I don't have to move to dodge etc
As for the auto-run, you're right that holding down LMB hurts. An auto-run feature that simulates holding down LMB is already in our backlog ready to be sneaked into the game as soon as we have a little "spare" time
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RE: Gold from silver deposit
@Sawahya @Ostaff Silver deposits only generate Silver, as Gold deposits only generate Gold. The ones in the picture are a quite unique type of deposit called Silver/Gold deposit that can generate both. Its color is in between the other two, but it's admittedly hard to distinguish. Things will become much clearer once we implement mouseover tooltips for all world objects
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RE: [FRAC-2314] Clover Harvest no results?
@Whisper @Lakica clovers have no harvest, they're just used to change the nutrition of the soil. It should be made clearer probably. Are you sure that nutrition values didn't change?