Changelog
V1.1 - Public Release
V1.1a - Added Animated Flesh
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Posts made by Silynx
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RE: Vandiir Enchantment Calculator V1.2
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Vandiir Enchantment Calculator V1.2
Hey all,
There still seems to be an issue with the downloaded version. Please use V1.1 as a downloaded version for now. I will work on this and update asap.
I was thinking about this since the start of the test - unsure if I would want to keep it private or make it public. Well, here is my answer to hopefully end some confusion and suffering when it comes to enchantments:
How to get it
- Open the Vandiir Enchantment Calculator.
- Download a copy of the google sheet locally.
- Follow the instructions in the file to get your most wanted enchantments right.
I understand that you can use the online sheet. A Download is not necessary ultimately. BUT you will be competing with multiple people to change values in the same sheet. And the online version is slow. A locally saved copy will get results in 1-2 seconds, the online version will take closer to 1 minute. Especially having to reenter your inventory items all the time would be very tedious as well!
What does it do?
- You select the wanted tier and enchantment and will be given the ingredients you should use.
- you can configure items in your possession to only be used (manual entry needed - it does not look at your ingame inventory)
Keeping this up to date
This game is still in development and things which are currently accurate may not be forever. I would love for this to be a community effort to report new ingredients, changed values for ingredients/enchantments and any bugs you find.
Please report missing ingredients, incorrect values or wrong enchantments in a reply to this channel with @Silynx.
I am hoping we will see a full version of something similar that is web based in a real website format which will allow to configure whole equipment sets and lists all needed ingredients and such, maybe including some pricing options and such. But I can't do that. I can do excel and the current file is already getting pretty large. And I would hope for that to be a public release.
There are other great tools out there: Like the great character sheet by Maze as well as some other enchantment tools. I would love for there to be a better interconnection between all these tools, so we don't all have to update ingredient lists as we go. If anyone has a great idea for that - I'm all ear.
Old Versions
V1.1Enjoy,
Silynx -
RE: New Mage
@Mullroy regarding ways to increase your damage. A big help will be the enchanting system. It allows you to add +spell damage modifiers to equipment. Same with crit damage and crit chance even though those only affect your auto attacks as a mage at this time.
Another great way to add more damage is joining a town and craft a better mage staff and obviously selecting +spell damage nodes in the talent tree.
Besides that most of your spells scale off of your intelligence stat. So adding more of that to your equipment through enchantments, selecting intelligence nodes in the talent tree and making sure to have 18 intelligence after character creation will help you quite a bit.
Hope that helps,
Silynx -
RE: Tanning Tubs Are a Disaster
I very much disagree with you there @Farlander. This is very different than the facebook games in the sense that not everything is on a long timer. Certain production aspects though may be. So unlike the games referenced, you can still do stuff at all times.
It purely limits the amount of leather that can be made in a certain time (per town atm) and therefore cause a certain price for leather. Obviously that's less important right now since leather armor is rather meh, but sure will have a greater impact after launch.
If this would be instant, the hide price would be equal to leather price more or less and we could just omit having leather all together - just call it hides, used for everything we need leather or hides for at this time. And I would say the same about any other production chain.
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RE: Not enough slots
@AlejoTheBear but even that appears to be just added hassle which could be avoided with additional slots right? Memory itself seems to be the limiting factor to not allow a I-can-do-it-all character. I don't think quickslot numbers are needed in addition. That just appears as an inconvenience over a limiting game feature.
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RE: Not enough slots
Since Fractured is currently not developing for console, afaik, I don't think that's the reason. I too believe that the current slot amounts are really slim.
This does not even have much to do with the actual abilities, but as @Tyrgrim pointed out, most players probably have bandages quick slotted. I'm confident there will be more tinctures of some sort in the future (mana regen, other short term buffs, antidotes, etc.) that would ultimately want to live in a quickslot. Especially since we need the mouse to move. So opening an inventory, while moving and using a potion is not necessarily an option either.
I highly hope they are just not there with their UI yet and will add more slots coming up.
Silynx
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RE: No critical hits for mage abilties?
@Znick please do, I'm fairly certain I discovered all spells in this test again and only melee skills show guaranteed crits.
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RE: Tanning Tubs Are a Disaster
I would agree. Without better options for permissions(which allows restrictions to certain town-owned crafting stations for specific people or groups thereof), this is not an ideal situation. \
I can fully understand your frustration there, but this even more so makes guild cities, where players help each other more important than ever.
Silynx
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RE: Solo playing became extremely difficult.
Hey,
high-level content does not really exist yet. You are only seeing low-level content. And I very much agree that the most recent balancing changes have caused solo play especially in Goblin Hills, the closest area to one of the starting towns, has become very hard for new players (which you would see mostly....well around the starting city). Large amount of mobs with high damage are definitely not starter friendly.
This has been a steady complaint in global chat in the last few days from what I can tell. Maybe make Goblin Hills somewhat easier since this is the first area most new players would hit?Correct, 60 points can be invested in talents and there is a good amount of skills available to learn, both for mages and melee characters. Ranged characters might have a tougher time finding a larger list of skills.
Silynx
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RE: Tanning Tubs – Solutions, an Idea or Two
I can see where you're coming from when just looking at the game in it's test state where everything is being crafted by everyone right now since we lack larger production chains.
Looking at resource nodes being spread around and how trade will be an important thing, I'm not sure a tanning tub public service or NPC is needed at all. You would just end up buying the leather products you need from a leatherworker and sell some iron products you made in exchange. So in the long run I don't think we will see every house having a few tanning tubs anymore.I wouldn't mind if this is someone's business model though ingame, just don't think it'd be worth developing a feature like this.
I do like the point of spoiling leather, which just adds to the overall difficulty of leathermaking.
Silynx
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No critical hits for mage abilties?
Hey,
Since we now have much higher crit chances than in past tests, it's much easier to test this. It appears that the critical chance applies properly to melee auto attacks as well as abilties.
For mages, this is not the case. Only auto-attacks can crit; Fireball, Firebolt or any other spell does not. I have taken that as a feature and not a bug, but seriously am not sure that's the case anymore.
Especially after reading the new talent "Inevitable" which states that "[…] the first […] abilty you use […] is critical if it can be so." this clearly suggests that there are some abiltites, which cannot crit. I have not been able to find any though, which clearly state that in their description. Or is this more referencing to abilities which are not of damaging nature? Obviously a Frenzy skill cannot crit or mage armor or such.
So the overall question is: Are mage abilities supposed to be able to crit and share the crit chance listed in the character window? And if so, I assume the same for attack speed and mage auto attacks?
@Prometheus maybe you could shine some light into this dark corner?
Thanks,
Silynx -
RE: Fractured Newbie Guide
Added Talent Tree descriptions
Added further FAQs for the new alpha. -
[FRAC-2097] Walking animation does not change properly when switching weapons
Hey,
The walking animations are different for spear/quarterstaff and one-handed weapons/shield. When walking and switching from a 2handed weapon set with tab to a 1-handed, the animation does not change, the weapons though do, causing the character to hold one-handed weapons in a rather weird way. The other way around works fine.
Best,
Silynx -
RE: [FRAC-2066] Knowledge progress can go over 100%
I can only second that. Still happening since the last patch. It often doesn't even show creature knowledge completed until over 100% (like 102%) is reached.
Best,
Silynx -
Endurance bonus through str from talent tree not updating correctly
Hey,
I added +1 strength by allocating that node in the talent tree. It showed the correct value in the character sheet but did not update the health bar.
After taking damage and recovering endurance, it seems to have updated eventually to the correct value.
Edit: this seems to also occur when moving to a new worker occasionally, the health bar goes back to the values without talent improvement.
Best,
Silynx -
Endurance/Mana Regeneration Enchantments not applying bonus to character
Hey,
I enchanted some equipment with tier 1 Endurance and Mana Regen. When I equip that gear, the bonus does not show in my character values.
Not certain if this applies to other enchantments, these are the first I applied.
Best,
Silynx -
RE: Fractured Newbie Guide
This guide is now also available in Russian language thanks to @muker.
Main post is updated with a link.