Fixed in v.a.2.1.1
Posts made by Prometheus
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RE: Owlsane's Feedback / Suggestion / Questions about Alpha 2 - Test 2
@OwlsaneGaming thank you for your detailed feedback! There are a lot of QOL improvements we should introduce indeed, from better tooltips to a combat mode to prevent players from interacting with resources while fighting. They'll all come in time during alpha!
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RE: Patch Log - v.a.2.1.1
@Kralith said in Patch Log - v.a.2.1.1:
Some Fences got just the hand symbol pointer and if you click them the Destroy menu appears directly. Other fences got the normal pie menu.
Could you elaborate on this?
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RE: Two Handed Melee build
@Nyquil44 said in Two Handed Melee build:
Disparity between mage and melee was very glaring at the moment reason this post was made.
There is quite a disparity right now, it's true. The reason is twofold. First, even though half of the existing abilities are for warriors, there are many kinds of weapons - thus only few abilities for each. Second, we are very short on animations, while on the opposite we have VFX to spare. This makes it easier to produce new mage spells rather than warrior spells.
Our next focus for non-mage abilities is going to be marksmanship, since bows literally have 0 right now and they don't require specific animations. We'll try to throw in something for melee weapons too though!
That being said... Have you tried the Bleeding/Blinding/Crippling Strike + Strike Wounds combo for daggers and Concussive Strike for bludgeoning melee weapons? They deal a lot of damage
@Tero-Kaze said in Two Handed Melee build:
We do not have Metal weapons, wood and stone make all current weapons. No Swords, Pikes, Halberds, Battle Axes, a bit of perspective is always good. Yes it is frustrating but keep in mind these are not our "Final" Characters.
This is a very important point indeed. Primitive weapons have reduced damage compared to regular metal weapons (about 20% less), that throws the balancing off for now. Blacksmithing will have a definite impact @Yitra @asspirin
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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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Patch Log - v.a.2.1.1
Additions
- Added a local chat to the game. Messages sent in the local chat are broadcast to all other players in sight of your character. You can switch between local and global chat pressing a new button next to the input box.
Minor Changes
- Added "Delete" option to blueprints, available only to the owner of the blueprint.
- Your own character no longer intercepts mouseovers and clicks. This means it's now a lot easier to interact with items and creatures located nearby and north of your character.
Bug Fixes
- Fixed a major bug that made it so that when you had a confirmation popup, the "confirm" action would be bound to the Enter and Spacebar keyboard buttons and executed as soon as they were pressed, even when the popup was gone. This was the root of several different issues, such as the infamous "items in the inventory disappear when pressing enter" bug.
- Monsters no longer slow down to the player's speed when following player. This bug made it a lot easier to fight creatures that can apply slow and cripple status effects.
- Player characters are now animated during the casting phase of channeling spells (such as Magic Missiles and Earthquake).
- Attack and hit sounds are now played at the correct location where the event took place instead of always being played on your character. This bug was the reason why combat sounds were always so loud and not directional.
- Heavy materials carried by other players are now visualized correctly.
- Discovering an already-studied ability from a monster no longer causes it to "unlearn" itself.
- It's no longer possible to try to drop a heavy material into a full handcart.
- Dagger attacks with right mouse button now correctly deal damage.
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RE: Not able to start the game.
@Dariusacmar @DevilsDog maybe you're not aware, but it's possible to download the Windows 10 ISO from Microsoft, install it and use it even if not activated without any time limit I know of. A few minor functionalities won't be available and sometimes it will remind you to activate it, but otherwise it works fine
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RE: Alpha 2 - losing items from my inventory for no reason
@islesofurth @Onesimee @Putio @Eurav I think we finally figured it out. The bug is not about you pressing Enter or Space - that just triggers a refresh of the UI showing the right values. The bug is about you dragging an item out of the inventory, having the "Do you want to destroy this item?" popup show, closing the popup, but your client sent the request to the server anyway (but the inventory UI didn't refresh).
So my question to you is... before the bug happened, did you have the "Do you want to destroy this item?" popup open?
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RE: Can't load into world
@grofire @Tuoni @Opulent @Lamoth @Doxipunk @Aurellas are login issues still happening for you after today's patch? It was released at 7pm CET, so barely over 2 hours ago.
If they're still happening, can you send me your Player.log file via PM on the forums (upload it to pastebin.com, don't copy-paste it directly please) or on Discord? You should take it right after a failed login attempt. The file is located under:
\Users\YourUser\AppData\LocalLow\Dynamight Studios Srl\Fractured
Thank you!
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RE: Freezing after loading world with No UI.
@r0lldice123 is it still happening after today's patch?
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RE: [Alpha2-1] Background Selection doesn't show properly
@Kralith @Roccandil what's the resolution of your screen and/or the resolution you had the client at when not full screen?
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RE: [FRAC-1504] Giant hole in the middle of the Vale of Shadows
Fixed in version a.2.1.0d.
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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: In my plot i can only craft floating workbenches that cant be used
Hi @NeroulGB, can you tell me the coordinates of your claim?
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RE: Freezing after loading world with No UI.
Hi @r0lldice123, we experienced some connectivity issues on Wednesday. Can you login fine now?
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RE: I cant login! loading screen lock!
Hi @MMMJR, we experienced some connectivity issues on Wednesday. Can you login fine now?
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RE: Herbal Remedy question
Yes, it's supposed to, definitely a bug Thank you for reporting it!
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RE: [A2-1]Day 1 Gameplay
Thank you @Putio! The game might look the same on the surface, but there's a lot more to do compared to A1 indeed
Hope you'll have some more chances to play - this test is going to last for 2 weeks at least, so there's time. You'll find useful mage spells in Heartwood and the Goblin Hills, but actually the ones you already got from the Giant Spider (Cobweb and Entangling Web) are Arcane spells - they can be used only with cloth/light armor etc, so totally for "mages"