Daji the Fox

Kitsune Aou's page

424 posts. Alias of Aou.


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Goblin Squad Member

Goblinary release 2.0.6 has been updated with "latest" spreadsheet data from 10/12/15. Only feature added this release was some changes to the footer.

Goblin Squad Member

@Cheatle: I'm not sure where all those numbers come from, but they seem fair enough.

Caldeathe Baequiannia wrote:
I think that PFO will go in a different line from here forward, and that may also make it more interesting to some backers. On the whole, I feel a great deal better about the project than I did during the week+ of total silence last month.

@Cal: I like these words.

Goblin Squad Member

MidknightDiamond wrote:
Yeah, I'm still having the same issue - commented on it in the GW forums a couple of days ago. Just like Duffy I cannot log in, nor can I reset my password.


It's a recurring issue. I'll try to make a habit of daily looking for accounts with this issue - at least until I can get it permanently resolved.

Goblin Squad Member

Problem solved - sent you an email. The problem was only affecting two users at this time, but if anyone else is still having issues, please let us know.

Goblin Squad Member

Release 2.0.5 (8/17/15): Security update to Character Builder. Instead of a boolean "Public" flag, each character now has a three-way option for Public/Shared/Private. Characters that were previously marked "Public" are still public, and characters that were "Private" are still private. Updated Character List to show this status and allow it to be changed. Updated Character Details page to reflect this status and provide a link to share. Added a Password Reset page. Upon entering your username and email, a new password will be emailed to you. Added link on Login page to the Password Reset page. Updated password requirements and touched-up the Register page a little. Fixed a bug where Ability Score Bonus for Wish List were not calculated properly when the Trained rank was set to zero.

Goblin Squad Member

Release 2.0.4 (8/10/15): Updated database with the latest spreadsheet from 8/7/15, which includes the EE10.1a changes. Also added a few effects parser tweaks to prepare for the upcoming Goblinary 2.1 changes. Added a new test environment: test.goblinary.com! We'll be using this new site as a public beta test of sorts, where we'll be trying out new features and the latest changes to the database - especially when major changes happen to the Goblinworks spreadsheets. You will be able to login to both sites using the same username/password as the live/Release website, however [u]at this time, character data will not be replicated cross-site[/u] - meaning you'll have to create new characters on the test website for now. We'll look into adding a "copy character to test" feature at a later date.

Goblin Squad Member

Release 2.0.3 (8/5/15): Phase II of the character builder! Added "Public/Private" status option for each character - defaulted to "Private" for existing chracters and all newly created characters. Updated Character Details page to accept querystring with character number - it will now show details for any character, provided it is either a Public character OR it is one of your own characters (note: attempts to view characters that do not meet these criteria will simply fail). Updated the "Change" button to read "List/Manage" instead. Added "Public" checkbox to Character List page. Added Public/Private status to Character Details page. Added link to Character Details page that copies current URL to clipboard (for convenience/sharing). Added Details button to each character on Character List page. Updated privacy notice to mention available Public status. Updated WishList Ability Scores and Total WishList XP - they will calculate based on the greater of each trained feat rank or each wished feat rank; in other words, the WishList scores/XP will never be lower than the trained scores/XP. Thanks for the suggestion, Dazyk!

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Release 2.0 (8/1/15): We're back! After countless hours and many late nights programming, we're ready for the new Goblinary 2.0!
- Structures have been added to the database, and have been tied into the Items and Feats.
- New logo, designed by Pixie (darkangelpixie), plus a significant facelift to the entire website's style - including support for larger screens (now stretches 100%).
- Trainer Info have been added to feats, and we'll likely be adding a complete Trainers section in a future release.
- We are pleased to announce the first iteration of our Character Builder! Create an account and login to begin. Character details and character list are accessible from the account/character info box at the top right of the site. Train individual feat ranks by checking boxes while viewing individual feats. We'll be expanding on this in future releases.
- And a whole lot more! Changed page titles to little-endian; most significant part of page title is shown first on browser tabs. Updated expendable types to match Goblinworks nomenclature. Removed some old code for a Tree Generator we didn't use for Recipes. Added new page for Release Notes and changed our nomenclature to use "Releases" instead of "Versions". Implemented a new Effects parser - should help with some unsightly bugs in various Effects around the website. We think we've fixed the problem where letting the website go stale (letting it sit idle for ~30min) would yield an Internal Server Error (500) upon using the Master Search - if it's still a problem, please let us know. Fixed the unfriendly Item Type displayed on the Item Details page. Added a Quantity Produced to each Recipe node on the Recipe Details page. Fixed sorting on Achievement Requirements on the Feat Details page. Updated the Recipe Tree to be more mobile-friendly when dealing with nodes with long names. Improved layout for grids that are side-by-side, such as the Keyword Details page. Fixed a bug where an erroneous "No feats to show in this list" was showing. Added some style to distinguish inherent keywords from the others. Added "Ability Score Bonus per XP Cost" to Feat Ranks shown on Ability Details page. Removed the Master Search from the front page, and updated the one at the top of the screen - it is now also the default input when loading the home page. Some updates to the Login, Register, and Manage pages for accounts, now that they're actually being used. Added better sorting for items on the Item Details page. Fixed a bug where an erroneous "per Keyword" would show up on certain Feat Ranks. Fixed a mostly-invisible bug where some items had broken URLs in the +4 and +5 upgrades, despite no text being in the grid. Fixed the Meta description for Achievement Details pages. Fixed some malformed URLs for Weapon Kill Achievements. Fixed a large number of broken URLs due to inappropriate trailing spaces. Fixed various bugs due to cAsE inSensItiviTy. Fixed a bug where the filtering instructions were shown momentarily before being hidden on every page load - it is now hidden until shown. Fixed numerous bugs with the new features we've implemented, and countless more as we stumbled upon them while creating this new release.

Goblin Squad Member

I'm just here to stab.

Goblin Squad Member

"What is this green liquid?" Kitsune asks, as he takes a sip. "It doesn't look anything like a Fuzzy Navel..."
1d20 - 2 ⇒ (19) - 2 = 17

Goblin Squad Member

Oops, there were some additional patch notes that didn't make it in:

"New stuff from the latest spreadsheets added: Coin costs (for Feats), "Feat Advancements" & related feats, Holdout Weapon Expendables & Toolkit Expendables, Holdings & Outposts, and related recipes. Formatted the Effects slightly different such that conditional statements are broken into two lines."

Goblin Squad Member

New version!

Version 1.2 (4/14/15): We've completely changed the way the website interacts with its database/model. With this change, we had to re-write hundreds of lines of code scattered throughout nearly every file in the website, but it was all worth it. The website should not experience any more slow-downs like we had been seeing in v1.1 (note: some of the larger pages may still take a couple seconds to load, and we're working to hopefully improve this), plus this change has enabled us to do some more fancy things throughout the website. In other news... StockList & StockDetails pages have been added. RecipeDetails page now has details about each recipe, along with a nifty ingredients tree. Dropdown for Achievement types has been added to the AchievementList page. Various obsolete things removed from the data model. Fixed a bug where the Player Killer achievement page gave a 500 Internal Server Error (thanks, Red!). Fixed a bug where Stock Items did not show their Stocks on the ItemList and ItemDetails pages. Fixed a bug where Ability Bonuses were being rounded to two decimal places, where it should be 3 places like it is in the spreadsheets (thanks, Tuoweit!). FeatList page now shows friendly Feat types in the dropdown, in the title, in the meta information, and in the header.

Goblin Squad Member

New version!

Version 1.1 (3/18/15): Items and Recipes have been loaded into the database! Unfortunately, the RecipeDetails page is not fully built yet - this is coming in v1.2. Otherwise the Items information is pretty much ready to go. KeywordDetails page now splits source feats and matching feats, and also shows matching items now. Fixed a bug where Keywords were not linked properly from the Master Search page (did not pass the Type variable). Fixed a bug where Personality was showing up twice. New feature: filters now automatically update the hashtag in the URL - allowing you to save a bookmark/URL that contains all the filters for the page you are currently viewing. Upon returning to this bookmark/URL, the filters will auto-populate. Caveats: may not work with all browsers (particularly mobile device browsers), and it stores the filters based on column number. This means that if the column order changes, or columns are add/removed, your bookmarked filters might not work as expected.

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Didn't read all of the replies here, but I wanted to point out that Stephen had recently confirmed that the mobs Perception is currently broken and will be fixed very soon. So, stealth-looting your husk at the feet of an enemy NPC might not be possible without high amounts of Stealth.

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Nihimon wrote:

All Hail ZOMG!

That thing you did there: I see it.

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Thank you all again for the well wishes, prayers, and congratulations! :)

BabyFox is doing great. She was discharged from the NICU on Friday, Aug 8th, and we've been home since with the little bundle of joy (and puke, poop, and everything else that comes with these bundles...). ;)

We're starting to figure out sleep schedules and such, and otherwise taking life one day at a time. I'll be returning to work Monday, ad returning to Alpha this weekend (tonight, maybe?). Mrs. Fox is trying to learn how to sleep through the various strange noises that babies make while sleeping (e.g. "What was that? Is she choking? *listens more intently* ... still breathing... still breathing... still....").

I'm really excited to read the patch notes this week - seems like a really good time to get back into Alpha, considering my slightly-negative reputation (for shooting Nihimon in the back too many times during Adventure Time with Bonny a few weeks ago) should heal quickly now.

And a final note: HOLY CRAP FORUM EXPLOSIONS. So many pages and pages of new and updated threads to read through. And just when I thought I was done here... There's a whole new set of forums for the Alphas! -_-

Again, thank you all! Baby and family doing great.

Goblin Squad Member

That explains a lot!

"Why isn't this link working? .... Wait, why isn't goblinworks.com working???"

*checks forums*

Oh! :P

Goblin Squad Member

It would certainly be adding a lot to their A.I., so this would be a significant task for the programming team. They'd have to make each individual mob aware of the location of all other mobs in the area, and then make judgement calls based how many are left in their group, how close they are to other groups... etc.

But it certainly would be cool.

Goblin Squad Member

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So, I haven't been playing Alpha a whole lot these past couple weeks - sorry to disappoint my Twitch.tv followers! I also have not been participating on the forums nearly as much - neither these, nor the brand new ones on goblinworks.com.

This picture sums it up.

But in all seriousness, here's the quick story about what happened:


- On Tuesday, July 15th, mommafox was having some contractions again, more than recent ones, associated with lower back pain this time. Not good to have when 32wk+6day.
- We called her doctor, who advised going to the hospital to check things out. We did, and she was 2cm dilated. They put her on Magnesium to delay labor, and started the steroids for fetal lung development. Because we don't have a NICU in our area, they flew her to Phoenix immediately, anticipating delivery soon. We're glad they did.
- Labor indeed stopped, and they stopped the magnesium after the recommended 72hrs of steriods. As of Friday night, we were just playing a waiting game. We weren't sure if it would be days or weeks before things would progress. I got to participate in the escalation party that night. Woo!
- Mommafox had some small cramps those few days, but nothing that seemed similar to the contractions she'd been having for the past 10 weeks.
- On Saturday, July 19th (33wks, 3 days), mommafox had some small cramps start at 4:30pm, so the nurse put her on the monitors to watch. This time, they did indeed barely show up as contractions, so at 4:45pm, the nurse came back, explaining that they called the delivery doctor to come, and... suddenly her water broke at 4:45pm. Full-blown labor contractions started immediately.
- No time for wheelchair, they pushed her whole hospital bed down the halls to L&D ward. Barely enough time to start an I.V., for the doctor to barely get there, and Mary Lynn <last name redacted> was born at 5:11pm without cesarean. 4lbs 4oz and 17in. A respectable size for a preemie!
- By 5:45pm, mommafox was literally back on her feet again (after stitches and all that crazy stuff - very respectable for a first-time mommy!), and I was down in the NICU with my new daughter.
- Okay, here's a real picture of her.

The NICU here is great. Babyfox is doing well. Lungs were fully developed, so no issues there (except the typical 48hr mark problems associated with "I never had to breathe air before, why do I need to do so now? I'm gonna take a 20-second break because I'm tired." thing - which is resolved using caffeine). She just got off the I.V. yesterday, and her only issues right now are holding down her food completely. She's even been holding her own temperature, so no assistance required there anymore either. It's amazing how far she's come in the last 6 days of her life.

We'll probably be here another couple weeks, still, because she's gestationally only 34wks 2days at this point. They need to be 100% sure that she can hold her own, without any assistance or electronic monitoring, when they send her home with us.

So, long story short, I'm about 3hours from home right now, and away from my gaming rig and the ability to live-stream Alpha. I'll be away for the next couple weeks, likely.

And in regards to that other thread that had all the Congratulations posts: thank you! The kind words were certainly appreciated.

Goblin Squad Member

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I lol'd. Wife lol'd. Baby would lol too, but doesn't know how to yet.

Goblin Squad Member

Shiny. Thank you.

Goblin Squad Member

I might be able to participate after all! Baby hasn't come yet - doctors are doing their best to keep Kit inside mommafox, and doing a good job. All drugs stop next week sometime, so she'll probably pop then. That'll be the 34 week mark, where baby should be OK. Baby would be alright if she came now, but would need some extra help in the NICU.

So, right now, mommafox is just bedresting and Kitsune is going stir-crazy.

Thanks again for all the wellwishes. :)

Goblin Squad Member

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I love these sorts of threads. It's like feeding fish. Dev comes in, offers tidbits of delicious figures/stats/info/clarifications, and then the feeding frenzy begins. Dev comes back later, drops some more in, and another feeding frenzy begins.

It's really entertaining (and of course, appreciated!).

Goblin Squad Member

Dakcenturi wrote:
So I probably won't be making it Friday. Wife had an emergency c-section today. Everything ok so far but don't think I will have much PC time :P

Amigad, babies everywhere!! Aren't you the same guy I spoke to on TS that was due around the same time as our little kit? I get people confused sometimes. Nonetheless, super-congrats!

Thank you all for the kind words! Baby hasn't come yet (technically a good thing at 33wks), but everyone's prepared for Mrs. Fox to be taken off the magnesium tomorrow - meaning baby is likely to come "soon" after.

And we won't be naming her "kit" - sorry guys. It's an awesome idea, and I might start using the term anyway in context of these forums. ;)

And prizes! *drools*

Goblin Squad Member

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Sorry, but I need to cancel! Wife is starting into preterm labor, and we are flying out to Phoenix immediately. Even if child doesn't come, we will likely be down there for a while.

Bonny Paz wrote:
I might stream, and I might give away some prizes....>.>

Please save me something? :'(

Goblin Squad Member


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Nihimon wrote:
Kitsune Aou wrote:
Also, Nihimon, do you have a spreadsheet format of the Active/Attack feats (not necessarily the requirements, but rather what they do (e.g. DF, Stamina Cost, etc.))?
It's not a spreadsheet, but the "PFO Attacks for Wiki.txt" file has that data. I'm thinking it might be useful to go ahead and unpack those text files into a spreadsheet to make them easier to read.

That's what I'm looking for. ^_^

I could probably just pass them through Notepad++ a couple times to format them in to CSV and then migrate it into a spreadsheet, but ...well maybe I'll just do that. hehe

EDIT: Here we go: XLSX spreadsheet of the attacks

Goblin Squad Member

I'll need to confirm with Mrs. Fox, but otherwise count me in! ^_^

(and I'll livestream on Twitch barring any technical difficulties)

Goblin Squad Member

Need tooltips. Tooltips everywhere. :P

Also, Nihimon, do you have a spreadsheet format of the Active/Attack feats (not necessarily the requirements, but rather what they do (e.g. DF, Stamina Cost, etc.))?

Goblin Squad Member

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@Bitter Thorn,

A couple weekends ago (while I had a reset bug), I took a few minutes to sort of go over the basics in advancing my character along the Rogue role. It might not be exactly what you're looking for, but perhaps it might give a small glimpse of how the system works in a more practical sense. Here's the video (11m of my boring voice).

Of course, this is only going through the Rogue role, but I could clearly pick up other feats that would help me along the way - such as focusing more on my ranged weapon, which currently does not advance me in Rogue (although there is planned flexibility later).

Goblin Squad Member

Sentath of Fidelis wrote:

I think this makes me the 4th Arizonan?

Waddell, Az (unincorporated)

Did you count the fox?

Goblin Squad Member

It is always my goal in trying these sorts of things in early Alpha/Beta is to make the development team aware that such "problems" exist. Namely, I'd hate to see cheaters use it in the future (after release and/or after the "first wipe") undetected, gaining some sort of mechanical advantage doing so.

And yes, the rapid double-jumping method (and sometimes just "twitch-spamming" the spacebar) seems to be rather effective. Light/no armor helps considerably, as does good framerate and good connection speed. I'm certain it would be easier for the dev's to replicate this when they are in the same building as Zog (all hail Zog).

Goblin Squad Member

In a word: sexy.

Goblin Squad Member

I had submitted an idea the other day, and but a couple hours later, I came back to find that it was merged with a very generic idea that was not even really the same as what I was suggesting. I'm still rather upset about it. I'm considering deleting the merged post and re-posting again.

Goblin Squad Member

Banesama wrote:
Kobold Cleaver wrote:
That's the main problem with the name "Commoner"—it implies that Banesama's interpretation is fair. Clearly, gathering takes substantial skill, or it wouldn't be such a profitable playstyle.
Not necessarily. I've read stories of people going to rivers that you can still panhandle at for gold hit big. They would go there on vacation, never had done panhandling before and strike a small fortune from the river.

On the other side of that coin, people panhandle around here on sidewalks, and make nearly as much money. Not kidding.

Goblin Squad Member

To offer some constructive comments, I like bacon.

That's about all I can think of after reading this (in other words, that's about how removed I am from the situation?).

Goblin Squad Member

Well, where I'm at, these are the storms we get. This example was taken less than an hour ago.

Goblin Squad Member

Guurzak wrote:

At launch, DAoC's capital cities were bustling hubs of player chatter, filled with crafters and their customers.

A month after the launch of housing, they were ghost towns.

I anticipate the same regardless, once settlements are introduced. In fact, it would be inadvisable to remain attached to the primary starter cities - else you'd not gain higher levels of gear and training.

(just a comment)

Goblin Squad Member

FYI, I've drafted up my own ideas on this subject
on IdeaScale.

Goblin Squad Member

<Magistry> Toombstone wrote:
Doggan wrote:
I'm still of the opinion that everyone should get a hunker down bonus. The way it works right now is a bit silly.
I agree with this too, but I think that ship has sailed

Count my vote in with these. But as Toomstone said, it's too late now.

Goblin Squad Member

Definitely keep the bonus if they stay in the same spot - I think this would be well within the spirit of the Hunker-Down Bonus (HDB). If a guild establishes a decent HDB, maintains that spot, and then moves into the top10, I don't think they should forfeit that HDB just because they are suddenly more popular. After all, they are still staying in the same spot, and they should have some benefit to trying to stay there. Plus, if another guild comes up the ranks and drops them down in the rankings a bit (back into #11+), they would certainly love to have that bonus again to stay where they are at.

Goblin Squad Member

Nihimon wrote:
Guurzak wrote:
Kemedo wrote:
I heards Dreadnaught skills are meant to be required for everyone.
No. Dreadnaught skills are required for anyone who's wearing heavy (or heavyish medium) armor, or using heavy weapons. Those in leather or cloth and wielding bows or daggers have no need of dreadnaught training.
Hit Points are at the Dreadnaught School and are required for Wizards. I think they're required for Rogues as well.

I can affirm.

Goblin Squad Member

The graphics selection is located in the registry, and uninstalling/re-installing will not change it, nor will it delete the registry settings. If you are comfortable making registry edits (I assume most people in Alpha are!), then look for this key:


If you want to delete all the settings and start over, that'd be easiest: just uninstall the game, and then delete the whole "Goblinworks" folder.

Otherwise, if you just want to make a simple edit to the graphics quality, you cen edit UnityGraphicsQuality_h1669003810. A value of 5 is "Fantastic", and I believe it goes down to zero, but I haven't messed with it, personally.

In situations like yours, it would probably be best to just uninstall and delete the whole registry key.

Goblin Squad Member

I admittedly did not read any of the comments. I wanted to throw my lot in with, "I agree."

Speaking to my wife about the game (she's EE, but has been watching me play Alpha), she's probably going to play some hybrid between adventurer and commoner. But both she and I do not like the "commoner" title.

"What are you playing as?"
"A commoner."
"Wait, so you don't do anything? You just stand around in town the entire time?"
"No, it's way more epic than it sounds. I pick up sticks and rocks and stuff."

Goblin Squad Member

Ah yeah, same thing happened to me late last night. A whole hex more-or-less disappeared.

Goblin Squad Member

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In little over a month (and even some of that time being away on vacation), Bonny has really stepped up to the challenge, in my opinion.

She's been a great help via email (customer.support@goblinworks.com) recently, working with the devs on my behalf to make some account changes and fixes, etc. She's quick to respond and is excellent at digging up answers whenever they are available (no fault of her own when the answers are not available, of course).

She's got a great sense of humor and is very approachable - both are great qualities when dealing with a crowd like this.

She's willing to spend her free time socializing with the Alphas - via in-game playtime, via twitch.tv, or even by logging into TSV's teamspeak from time to time. Establishing this sort of rapport with the community is definitely taking "Community Manager" to the next level.

Anywho, I'm not trying to score brownie points with the Goblinworks team. I'm simply trying to point out to Ryan that from my perspective as a player/Alpha, Bonny is do an exceptional job, and this sort of thing should not go unnoticed.

Goblin Squad Member

I completely understand the idea of some sort of tax/revenue/kickback system for people stopping by. That way you could focus more on say, entertaining people at your Tavern, versus (as you said) being forced to kill goblins all day just to pay the upkeep.

I wouldn't say that it should necessarily be enough to 100% pay the upkeep costs, but I do think that the amount should directly reflect the number of visitors/patrons that you can attract. That way, your character's day job really could be working at your tavern.

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Yeah, this will indeed be interesting to watch people take different paths, and to see the different guides/paths that people publish around teh webz.

Goblin Squad Member

Ah yeah, didn't think about those sorts of routes - specifically for gaining the proper prereq's. Like you said, there will definitely be more XP-efficient ways to do it (both long-term efficiency and short-term).

But I'm thinking specifically for the feat substitutions, it will probably be the same overall.

Goblin Squad Member

Dakcenturi wrote:
... the cheapest (XP) way to progress there.

Just a quick comment on this:

Based on the costs of "similar" feats (e.g. weapon proficiencies or various attack bonus types), I don't know if there will ever be "cheaper" routes to a level achievement.

As in, I'm thinking that the "OR feats" will be only substituted like-with-like, and so far, these seem to each have the same XP cost.

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