Giorgo Goblin Squad Member |
Ryan Dancey CEO, Goblinworks |
1 person marked this as a favorite. |
We may have a delay with this blog being posted so here is the text:
This update is mostly focused on fixing bugs and improving system stability but there are a few new features of note.
Animations
We have been working on many of the animations and animation systems and preparing a major update of the animation tech. That update arrives today. Animations will now appear more fluid and lifelike and you will see fewer strange animation behaviors. Weapons will be attached correctly to hands. We have built these animation suites using the male human avatar and that model will show the most improvement. The other racial avatars and the female models are using the new animation suites but they have been retargeted from the male human model and have not all been hand-adjusted for maximum improvement. That is work that we'll be doing incrementally over time.
* Various player movement animation improvements.
* Fixed broken arm animations on a number of weapon suites.
Characters
* Selecting different races and genders in character selection has less of a delay.Major overhaul to animations, which fixes much of the combat timing for feats (reducing the number of dropped animations).
* For players who have never set which character accrues xp, when they initially select a character, that character will obtain bonus xp (as if their character was created on September 29th), but only for the first character they begin training. All other characters start at 1000 xp. Anyone who lost XP will not have their missing XP restored - our sincere apologies.
Combat
* If a character has no target and that character receives damage, the source of that damage is automatically targeted
* Hostile players can now be tab-targeted.
Environment
* Added missing war wizard facility and trainer to Wizard/Fighter template.
* Added definitions for all new hexes so they will spawn nodes and monsters properly.
* Added maps for all templates of player settlements, and made some minor updates to NPC settlement maps.
* Fixes issues in the following player settlements: Gardheim, Talonguard, Auroral, Hammerforge, Golgotha, Brighthaven, Keeper's Pass, Blackwatch, Dagedai.
* Minor cosmetic fixes to Thornkeep, including removing a tree from the middle of a bridge.
* Fixed floating encounter objects around several unoccupied settlements.
* Fixed several building collision issues.
* The mini-map is fixed, after having been broken in the previous build.
Escalations
* Adjusted reinforcement percentages to make Escalations more manageable at 100% strength.
Easier Escalations are now more likely to start up than the harder ones. This will get readjusted as the player base levels up.
Feats
* Update the auto-generated feats that show up when first selecting a weapon.
* Any changes made to the slotted feats are saved when a weapon is removed and later reequipped.
Gear
* Removed energy resistance from heavy armor. This is the first stage of reducing the desirability of heavy armor for players of lighter-armored roles, as the removal of speed penalties left it way better than intended at low level. Expect further adjustments to armor balance as a few more tech pieces (like spell penalty and encumbrance) are implemented soon. Once those are in, we can get a more updated impression of what else armor needs to have a good continuum of desirability.
Loot
* Doubled the (relative) drop chance for common refining recipes at +1 to +3 (i.e., when you get a recipe drop for a refining skill, it's now slightly more likely to be a common recipe and slightly less likely to be an uncommon recipe).
* Moved Coarse Padding to the correct loot table (it was accidentally set as a Tier 2 instead of Tier 1 drop).
* Added custom Evil Outsider loot tables for hellhounds (which also gives the Asmodean Hellhound appropriate level loot).
* Recipes Disabled amalgams as default smelting recipes (as they don't do anything yet and the upgraded recipes aren't set to drop).
Giorgo Goblin Squad Member |
Bringslite of Fidelis Goblin Squad Member |
sspitfire1 |
1 person marked this as a favorite. |
How about the wolf-guards that were supposed to have been removed last patch?
And when they do get removed, could you add them as a random spawn out in the deep wilds? Pretty please? You could change their names to "Rogue Thornguard" and "Wolfy" or "Guppy" or some other silly name for the omega wolf.
Ryan Dancey CEO, Goblinworks |
<Kabal> Daeglin Goblin Squad Member |
At Stoneroot Glade, we tried making friendly with them by feeding 'em goblins. Didn't make any difference. Then we noticed how we had a few extras dwarves around...
Now they're like little happy puppies, fetching slippers, jumping around when we get near. So if you're having problems with them still, just send a few of your dwarf members over to "play" with them.
AvenaOats Goblin Squad Member |
Xeen Goblin Squad Member |
sspitfire1 |
Patcher is running.
Is the energy resistance removal on the same page as the range nerf? Seems like Melee got nerf it didnt need.
Right now anybody and everybody can use Heavy armor, regardless of combat style- even wizards. So this isn't a melee nerf, excepting that Dragoon and Unbreakable are based on Heavy Armor- but Unbreakable isn't a melee Armor Feat, so again, not really a melee nerf.
Xeen Goblin Squad Member |
Xeen wrote:Right now anybody and everybody can use Heavy armor, regardless of combat style- even wizards. So this isn't a melee nerf.Patcher is running.
Is the energy resistance removal on the same page as the range nerf? Seems like Melee got nerf it didnt need.
Your right, Its a fighter nerf... because of wizards.
sspitfire1 |
sspitfire1 wrote:Your right, Its a fighter nerf... because of wizards.Xeen wrote:Right now anybody and everybody can use Heavy armor, regardless of combat style- even wizards. So this isn't a melee nerf.Patcher is running.
Is the energy resistance removal on the same page as the range nerf? Seems like Melee got nerf it didnt need.
Ya, fighter nerf. But I can live with it (as a fighter with some +1 Pot Steel)
Xeen Goblin Squad Member |
Xeen wrote:Ya, fighter nerf. But I can live with it (as a fighter with some +1 Pot Steel)sspitfire1 wrote:Your right, Its a fighter nerf... because of wizards.Xeen wrote:Right now anybody and everybody can use Heavy armor, regardless of combat style- even wizards. So this isn't a melee nerf.Patcher is running.
Is the energy resistance removal on the same page as the range nerf? Seems like Melee got nerf it didnt need.
I dont care for weakening a Fighters tank. They already have tons of other issues that need to be addressed.
KarlBob Goblin Squad Member |
uhm heavy armored gish wont be a good choice soon ?
For a certain value of "soon". Spell penalty and encumbrance were not added to the game with this patch, so playing a gish will still work for now.
There will probably always be a few gishes, because armor proficiency isn't limited by class, as it is in tabletop Pathfinder. Someone who wants to play a gish will have to find a way to mitigate spell penalty, though. (I think magus is a loooong way off.)
By the way, does anyone know where the term "gish" came from?
KarlBob Goblin Squad Member |
Ryan, are the current proportions of melee, ranged, and magic-using enemies approximately what we'll see in EE? If so, then I think a lot of PvE players will continue to use heavy armor for now, because most enemy attacks inflict physical damage. (Escalations being an exception, with plenty of casters.) PVP will probably be a different story, because of PC wizards.
Is medium armor intended to be the middle ground between heavy (physical protection) and light (energy protection) armors, or is there a third damage category where medium armor will provide the best protection?
KarlBob Goblin Squad Member |
sspitfire1 |
Ryan, are the current proportions of melee, ranged, and magic-using enemies approximately what we'll see in EE? If so, then I think a lot of PvE players will continue to use heavy armor for now, because most enemy attacks inflict physical damage. (Escalations being an exception, with plenty of casters.) PVP will probably be a different story, because of PC wizards.
Is medium armor intended to be the middle ground between heavy (physical protection) and light (energy protection) armors, or is there a third damage category where medium armor will provide the best protection?
It is important to keep in mind that Heavy armors kill Reflex defenses, which offsets (but not competely) the extra boost in physical resistance. With my +3 Medium armor, I have 21% physical resistance, 66 Reflex, and 740 HP (activating 3 keywords). In my +1 Potsteel, my physical resistance is 9 points higher, but my reflex is 15 points lower.
Now that the additional energy resistances are gone, I'm probably just going to stick with my medium.
KoTC Edam Neadenil Goblin Squad Member |
KarlBob Goblin Squad Member |
Personally, I hope that spell penalty and a high encumbrance value for heavy armor will be enough to nudge most people back into the armor types appropriate for their roles.
Back when the movement speed penalty was in play, having the heavy armor wearers far behind the rest of the party was pretty bad. In PVP, fighters wouldn't be very scary if all but the most overloaded gatherers could easily outrun them.
Jakaal Goblin Squad Member |
Tabletop has fighter class features that significantly lower the armor penalties. Why isn't that an option here?
(following is an excerpt from d20pfsrd.com)
Armor Training (Ex)
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
KoTC Edam Neadenil Goblin Squad Member |
By the way, does anyone know where the term "gish" came from?
Githyanki with Prestige Classes.
Quote from here:
In the githyanki language, apostrophes (which are not pronounced) separate different morphemes which have been combined into a single word. For example, gish'sarath combines the word gish, or "skilled," with sarath, or "sergeant." Githyanki who have trained with great heroes add the prefix gi' ("student of") to their trainer's name.
KarlBob Goblin Squad Member |
KarlBob wrote:By the way, does anyone know where the term "gish" came from?
Githyanki with Prestige Classes.
Quote from here:
In the githyanki language, apostrophes (which are not pronounced) separate different morphemes which have been combined into a single word. For example, gish'sarath combines the word gish, or "skilled," with sarath, or "sergeant." Githyanki who have trained with great heroes add the prefix gi' ("student of") to their trainer's name.
Thanks, Edam.
Diella Goblin Squad Member |
Armenfrast wrote:uhm heavy armored gish wont be a good choice soon ?For a certain value of "soon". Spell penalty and encumbrance were not added to the game with this patch, so playing a gish will still work for now.
There will probably always be a few gishes, because armor proficiency isn't limited by class, as it is in tabletop Pathfinder. Someone who wants to play a gish will have to find a way to mitigate spell penalty, though. (I think magus is a loooong way off.)
By the way, does anyone know where the term "gish" came from?
possible this:
GishThe term originates in the Dungeons & Dragons (D&D) game, where it originally referred to a Githyanki fighter/wizard combination.
gish (plural gishes)
(role-playing games) A magician, or character that is skilled in both physical combat and the use of magic. Most gish characters use their magical abilities to increase their own personal combat abilities (known as "buffing").
(slang) An outsider
Edit
that what I get for not reading to the end before replying
Xeen Goblin Squad Member |
It's not a "nerf". It's a reversion to the plan.
Could you elaborate?
Seems to me that a fighter/cleric will not be able to handle the damage it did before. Only because there are Rogues and wizards that are using heavy armor and they should have penalties for it.
Which is why I asked if it was temporary like the rooting for ranged attacks.
Ryan Dancey CEO, Goblinworks |
Fanndis Goldbraid Goblin Squad Member |
I have been able to survive the Thornguard/wolf attack once. When stunned I changed to healer feats and began spamming "Minor Cure" as I tried to run. It worked! But you must start healing immediately...the Thornguards hit hard. Happily there is no apparent negative consequence for surviving the renegade Thornguard attack like a lowering of reputation, or having other guards attack.
mirrormirror Goblin Squad Member |
mirrormirror Goblin Squad Member |
Hello,
I got an email for the alpha stress test for 9.1 but it neglected to include a link for the Mac Client DL? Was this an oversight or is there no Mac Client ready at this time?
BTW, if there isn’t one, I will have to go to my Nephew’s house soon and hijack the PC I built* years ago. :)
*I let my nephews use it for the last 5 years exclusively, but I still own everything but the updated video card and monitor — & yes it meets min spec requirements in case you are wondering.
mirrormirror Goblin Squad Member |