Seems to be reliably recreatable. I just added charcoal to a smelter that had 1 slot for 5 charcoal left open.
This is what my cart looks like now - it was full before. 3 charcoal just went somewhere.
Seems to be reliably recreatable. I just added charcoal to a smelter that had 1 slot for 5 charcoal left open.
This is what my cart looks like now - it was full before. 3 charcoal just went somewhere.
Amazing changes in there - really looking forward to it!
I think the right-click change is massive - THANK YOU!
@Prometheus Is there going to be a way for us to convert our current buildings? Do we need to tear them down and rebuild the new ones? How does that work with all the storage built in the current homes?
Also, do you think it'd be possible to make tree stumps lower priority when trying to pick up logs? it often causes you to having to run around in order to be able to select a log.
Thank you,
Silynx
Hey,
I just removed 2 iron ore from this smelter:
and right as I removed the iron, it got backfilled with coal. I had the feeling before I had lost some coal somewhere. Appears as if the smelter has more inventory slots than shown which cannot be accessed. I usually deposit and withdraw materials with the "Deposit All" and "Take All" option.
Thanks,
Silynx
@Ziguar hey a few players had issues with login around the same time in a specific area of the world. If this is still an issue, reach out to any of the GM's in the Fractured discord #player-help channel. They are quite responsive there.
Hope that helps,
Silynx
Hey,
There is a spawn point for Galvanos Legends near 0W -1800N
They are targetable from ranged. not able to loot. Found at least 4 legends spawn in this same location.
Thanks for looking into this,
Silynx
@Yalah said in The Hunt Update & Free Week:
@Prometheus I'm not saying Arboreus needs some summon love, but, uh...
Red is Syndesia
Green is Arboreus
Blue is both
Personally I think that's actually ok. Healing abilities are primarily found in Arboreus. I'm sure thats true for other schools as well. I appreciate the need to visit both worlds.
Hey,
After dropping ore into a cart and hitting "a" mid stand-up animation will execute the mounting channeling but not show the bar. After a few seconds you end up mounted.
This doesn't happen all the time, but I can recreate it maybe 20% of the time.
fixed. please delete/move to closed reports.
hey,
If I am trying to cast a non-targeted ability like "Burning Pillar" or "Incinerate" and I have my mouse over a mob i don't have line of sight to, it will say so and not cast the ability. Even though i can use the ability on that same space, if the enemy would not occupy it.
It seems to use the mobs position instead of the ground when the mouse is over a mob during cast.
Hey,
This isn't really a bug in itself but is causing potentially big issues for players.
In order to initiate trade, you need to drag and drop an item onto your tradepartner's character model. If in the process of that, your trade partner initiates trade with you and you want to click "accept" in the trade request pop-up, you release your left mouse button and subsequently drop your item you had in hand. The "accept" button now changes to "destroy" since the item destroy window now overlaps.
Since this happens quite quickly, it caused me to destroy quite valuable materials. Seems like this has happened to a handful of players throughout the days according to discord.
I would suggest to disable the item destroy option once trade is initialized by another player to avoid this from happening.
Feel free to move this to a different section, if Bug Report is not the one.
Thanks,
Silynx
Hey,
I walk by monsters at times who as soon as I get close run away to their actual spawn. Mind you, there is no player nearby and I had not been in combat with them. Seems like they bugged out during retreat.
Have also had multiple mobs be completely unresponsive once I aggro them. Happened to a few monsters throughout the days (I don't recall having seen this behaviour before the last patch that fixed the PvP party issue). I was able to completely kill a Mountain Dragon without it ever casting a single spell, or moving. Same on a polar bear and dire wolf.
I got a feeling these two issues might be related in some way.
Executor button in imbuing table is still called "Enchant" (yellow box)
Finally managed to update the Newbie Guide I started some 4 years ago to the current game state.
The Rank & Proficiency section will be coming soon.
Hey,
Looking at the main HP bar in the top left corner of the screen; max health penalty is purple, mana reservation grey
Looking at the bars over your head, its exactly the opposite.
Pretty sure that's unintentional.
Best,
Silynx
@Prometheus said in The Hunt Update & Free Week:
Yes, we are adding some improvements to summons as well, like targeting and behaviors. I should have mentioned it, I've added it to the post.
WOOOT?! much appreciated!
@Prometheus said in The Hunt Update & Free Week:
Yeah, we are doing something there too!
OK, now I'm actually excited about the patch!
Thanks for commenting!
Hey,
It happens occassionally, somewhat frequent, that when left clicking an item on the floor (e.g. log, basket of ore, etc.) or on a body, the character will move to the object but not pick it up or open the loot window.
Clicking on the object again makes the character twitch but not loot. moving away and clicking on the object solves this in every instance.
Best,
Silynx
Since you're doubling down on summons. Is there a chance you can look into summons related bugs as part of this update? There is plenty of times where summons do not engage in combat, even though they are set to aggressive OR run back to you while there is a valid target.
Casting spells on enemies is also incredibly hard when surrounded by summons. not being able to cast certain healing spells on specific summons is also a problem. Since they often overlap.
Summon move speed is way too slow. Constant need to resummon as you explore because they fell too far behind. This goes for all summons. Some are worse than others but all are bad as far as movement speed goes.
I will certainly mainly move to ranged summons to avoid the majority of those issues.
Regarding your last words to balancing:
I feel like this actually needs a lot of work all throughout the game. Some builds are really strong, others barely playable. Most Caster and ranger skills NEED summons to tank or otherwise are not playable in PvE.
Different spell groups have insanely different damage numbers and the only reason this isn't so much of a problem in PvP is because of friendly fire.
Races are also completely out of wack. some racial abilities are strong, others about useless.
The fact that humans get +20% to all damage makes them reign supreme in most build scenarios. I think the overall consesus in the game community is that humans are way overpowered or more so that other races are incredibly week.
I was really hoping to see a big balancing patch or something that moves us away from any non-melee build needing to put a summon on their bar. Oh well...
There are a lot more walls monsters (and partially players can walk through). Plenty of walls in the Volcano area of Aerhen and similar structures are passable - not just the ones with doors. List would be massive if I'd put them all here.
Hey,
Chests showing this 0/20/70% chance spread for lockpicking are not showing the correct chances. I burned about 50 rusty lockpicks on multiple of these chests and got non to open. That seems incredibly unlikely.
Thanks for looking into this,
Silynx
Hey,
There is an impassable object on the bridge at 901W - 2212N. Looks like the branch going underneath the bridge is blocking the section there.
Thanks,
Silynx