Goblinworks Blog: Alpha 13 Release Notes


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Goblin Squad Member

sspitfire1 wrote:
Nihimon wrote:
[Edit] Just as an intellectual exercise, one possible way this could happen is if there are tables Characters, Expendables, and Character_Expendables. The query might do a proper inner join to Character_Expendables, but then do an unconstrained inner join to Expendables.
Gibberish. A more important intellectual exercise: did this bug destroy player character information, or simply confuse databases? If it destroyed character information (say, by replacing all no's with yes's in the table that records whether an expendable is trained or not), that would be very difficult to undo in the live game.

If the problem is as I described, then it's unlikely data was destroyed.

Goblin Squad Member

Nihimon wrote:
sspitfire1 wrote:
Nihimon wrote:
[Edit] Just as an intellectual exercise, one possible way this could happen is if there are tables Characters, Expendables, and Character_Expendables. The query might do a proper inner join to Character_Expendables, but then do an unconstrained inner join to Expendables.
Gibberish. A more important intellectual exercise: did this bug destroy player character information, or simply confuse databases? If it destroyed character information (say, by replacing all no's with yes's in the table that records whether an expendable is trained or not), that would be very difficult to undo in the live game.
If the problem is as I described, then it's unlikely data was destroyed.

My cleric knows at least a dozen, maybe quite a few more than that, spells including 3 or 4 level 3s (he needed a +3 Acolytes to slot all his higher spells at once).

If I get around to logging him in this week will check and see what he can slot now compared to a few weeks back.


Neadenil Edam wrote:

My cleric knows at least a dozen, maybe quite a few more than that, spells including 3 or 4 level 3s (he needed a +3 Acolytes to slot all his higher spells at once).

If I get around to logging him in this week will check and see what he can slot now compared to a few weeks back.

I've already done this with my cleric, who previously had quite a few lvl 1-3 spells learnt. He now also has access to every single expendable in the game (every cleric and wizard spell, every fighter and rogue maneuver).

Goblin Squad Member

Kero wrote:
Neadenil Edam wrote:

My cleric knows at least a dozen, maybe quite a few more than that, spells including 3 or 4 level 3s (he needed a +3 Acolytes to slot all his higher spells at once).

If I get around to logging him in this week will check and see what he can slot now compared to a few weeks back.

I've already done this with my cleric, who previously had quite a few lvl 1-3 spells learnt. He now also has access to every single expendable in the game (every cleric and wizard spell, every fighter and rogue maneuver).

An odd decision on the devs part. Maybe there was too much whining from people that wanted spells without having to kill stuff for them :D

*wonders if they will do this for T2 recipes next

Goblin Squad Member

Neadenil Edam wrote:

An odd decision on the devs part. Maybe there was too much whining from people that wanted spells without having to kill stuff for them :D

*wonders if they will do this for T2 recipes next

Or maybe they are giving more folks a chance to really test them out before EE.

Goblin Squad Member

Ravenlute wrote:
Neadenil Edam wrote:

An odd decision on the devs part. Maybe there was too much whining from people that wanted spells without having to kill stuff for them :D

*wonders if they will do this for T2 recipes next

Or maybe they are giving more folks a chance to really test them out before EE.

But... can they be tested atm?

Has anyone a Holy symbol to slot lvl 4+ spells into?

Goblin Squad Member

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<Kabal> Daeglin wrote:


Edit: ah crap, elder moment with my brain reading Flat footed where Distressed is. Got so excited for a bit :(

My highest damage short sword exploit works off distressed. I need to figure out if it is worth the time to throw the caltrops and use that exploit rather than the feint followed by flatfooted exploits.


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You can spam Thrust, which will cost you quite a bit of Stamina when you need a full 51 to pull off Compound.

Or you could drop caltrops in the beginning or middle of a fight, regenerating 60 Stamina while you do, hitting them with lots of slow (which will help you deal max damage and max Bleed), then smack them with 3 Compounds in a row, lathering your target in 90 bleed stacks and damage. Unless they are interrupting you, that would be a pretty vicious opening 2 or 3 rounds for a fight.

And Caltrops is ranged.

Goblinworks Game Designer

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We're still trying to figure out what happened with the Expendables (by which I mean, it doesn't seem to be my fault so we have to wait for programming to get in ;) ). You're seeing attacks that aren't even hooked up to the advancement sheets, so I suspect your actual character data is not affected in any way, they just somehow all got set to "yes, please, have some more."

Note that most of the ones with question mark icons don't actually do what they say on the tooltip. Because most of those use effects that aren't working yet, they're set so none of their effects are parsed by the system. So, for example, if you use Stinking Oils on the Rogue Kit, it does literally nothing but cost you power because it's supposed to use Nausea and that's not in yet, so neither of its other effects will work either. Attacks that do damage in addition to their effects might do the damage.

The exceptions are Dazzle (Trophy Charm), Thrown Caltrops (Rogue Kit), Targeted Updraft (Spellbook), and Purge Defenses (Holy Symbol). Those are concepts we were testing internally and weren't ready to show off yet. They're intended to be powers useful for something similar to EVE's tackler role: something you get lower level allies to do to your enemies so you don't have to. They all have six second activation times, so even a slow weapon Interrupt can stop them.

So, since the cat's out of the bag on that one, I guess maybe test those until we get it fixed and give us feedback on how well they work in a group?

Goblin Squad Member

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Stephen Cheney wrote:
They're intended to be powers useful for something similar to EVE's tackler role: something you get lower level allies to do to your enemies so you don't have to.

Not really related to the rest of the post, or even the thread, but I just wanted to say I really love that these kinds of things are in the design. It's really great that y'all are specifically looking for ways to make it worthwhile to include new players in our groups.

Goblin Squad Member

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Stephen Cheney wrote:
They're intended to be powers useful for something similar to EVE's tackler role: something you get lower level allies to do to your enemies so you don't have to. They all have six second activation times, so even a slow weapon Interrupt can stop them.

@Nihimon, yup. When I saw those very long duration effects, like caltrops, my immediate reaction was: this isn't for the rogue to use to multiply his effects on some PvE target. This is for the rogue to use on other players so every member of the rogue's party or group gets bonus effects on those targets.

Scarab Sages Goblin Squad Member

If I recall correctly, effects like Slow only work on PCs right now, which makes an Expendable like Thrown Caltrops a PVP-specialized tool.

Edit: Stephen, can you tell us how the process of teaching the AI to react to conditions is coming along? It sure would be nice to slow shamans as much as they slow me.


Stephen Cheney wrote:


The exceptions are Dazzle (Trophy Charm), Thrown Caltrops (Rogue Kit), Targeted Updraft (Spellbook), and Purge Defenses (Holy Symbol). Those are concepts we were testing internally and weren't ready to show off yet. They're intended to be powers useful for something similar to EVE's tackler role: something you get lower level allies to do to your enemies so you don't have to. They all have six second activation times, so even a slow weapon Interrupt can stop them.

I noticed that the Cleric, Rogue and Wizard expendables are all on the Expendables list for the Shared Data from the Devs file- so those cats managed to escape through two holes in the bag at once.

Also, I really like the idea of these, as well. At first, I saw Razed 80 on a level 1 spell and was like, "OP!" Then I discovered the 6 second attack time and was like, "Love it!" Their really long and large effect amounts mean that, even after Effective Protection takes its toll, these attacks will still have a meaningful impact on the target.

Goblin Squad Member

<----Begging here.

Could you please do something to improve the readability of the chat window? Dark background, large print. better (more contrasting colors), anything? "It can't be that hard." says the guy with no clue about that...

<Sad Eyes>.......

CEO, Goblinworks

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@Bringslite - yes.


Bringslite wrote:

<----Begging here.

Could you please do something to improve the readability of the chat window? Dark background, large print. better (more contrasting colors), anything? "It can't be that hard." says the guy with no clue about that...

<Sad Eyes>.......

Well begged, sir! Well begged.

Goblin Squad Member

I might be missing something, but when I equip my rogue's kit or a holy symbol, I don't see any expendables in my feat list.

Goblin Squad Member

If I remember right, selecting the kit / implement on the charm bar causes them to appear. Simply having them equipped, if you're looking at the wrong weapon set, won't work.

Goblin Squad Member

Caldeathe Baequiannia wrote:
If I remember right, selecting the kit / implement on the charm bar causes them to appear. Simply having them equipped, if you're looking at the wrong weapon set, won't work.

I will give that a try, thanks.

Goblin Squad Member

Caldeathe Baequiannia wrote:
If I remember right, selecting the kit / implement on the charm bar causes them to appear. Simply having them equipped, if you're looking at the wrong weapon set, won't work.

This is correct.

Goblin Squad Member

Ryan Dancey wrote:
@Bringslite - yes.

My thanks to the Staff and yourself. Much easier to read now.

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