Ryan Dancey CEO, Goblinworks |
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Players - some fun news for your Thanksgiving weekend!
We are going to be patching the game this afternoon to update to Alpha 13. We are doing some final checkouts of the server code as I write this, and then we expect to take the game off line while we run the update process. I'll update this thread when Alpha 13 is ready for you to begin patching!
Harad Navar Goblin Squad Member |
Will the map be changing with this update? I believe that Lee indicated that 1 or 2 of the starter settlements will be moving.
From the Alpha Forums:
We are keeping the starter towns for early EE, but moving some of them. Ossian's Crossing is moving out west and south, while Kindleburn is moving south.
Long term we are going to phase out the starter towns as they exist now. We're primarily keeping them in now to spread out players in the initial surge of release to avoid server issues. Once that dies down we're going to build some camps in the hexes around Thornkeep that have all the tutorial content set up in them (but without a whole town to have to navigate), and then point you to Thornkeep once you complete the tutorial. Fort Inevitable and Fort Riverwatch will eventually have something similar.
<Tavernhold> Locke Goblin Squad Member |
Nihimon Goblin Squad Member |
Will the map be changing with this update? I believe that Lee indicated that 1 or 2 of the starter settlements will be moving.
From the Alpha Forums:
We are keeping the starter towns for early EE, but moving some of them. Ossian's Crossing is moving out west and south, while Kindleburn is moving south.Long term we are going to phase out the starter towns as they exist now. We're primarily keeping them in now to spread out players in the initial surge of release to avoid server issues. Once that dies down we're going to build some camps in the hexes around Thornkeep that have all the tutorial content set up in them (but without a whole town to have to navigate), and then point you to Thornkeep once you complete the tutorial. Fort Inevitable and Fort Riverwatch will eventually have something similar.
You've been spending too much time with ornery goats...
#ICanHazQuoteTags?
Nihimon Goblin Squad Member |
T7V Avari Goblin Squad Member |
Ryan Dancey CEO, Goblinworks |
You can play Pathfinder Online on Macintosh! See thread in this forum for more details!
(Link fixed!)
sspitfire1 |
You can play Pathfinder Online on Macintosh! See thread in this forum for more details!
Um, this is making me download an installer. Not linking to a thread. (Not that I mind.)
Bringslite Goblin Squad Member |
Ryan Dancey CEO, Goblinworks |
Bringslite Goblin Squad Member |
<Kabal> Daeglin Goblin Squad Member |
1 person marked this as a favorite. |
You can play Pathfinder Online on Macintosh! See thread in this forum for more details!
(Link fixed!)
WOO HOO!
Go go gadget downloader!
<Tavernhold> Locke Goblin Squad Member |
I had trouble keeping first character on when I logged second. Is there a new feature logging charter out when new character logged in. Does the exit 'kill' the one who is removed?
"This server has dropped your connection New Client Login."
"The server has dropped your connection. You logged in as another player."
Ryan Dancey CEO, Goblinworks |
sspitfire1 |
PSA: If your character was not previously a member of a settlement and it had feats trained up above level 7 (or level 3 for attacks, level 6 for Armor), you will find them reduced to those levels. THESE FEATS HAVE NOT BEEN UNTRAINED. You simply cannot access the higher levels until you join a settlement.
Caldeathe Baequiannia Goblin Squad Member |
Caldeathe Baequiannia Goblin Squad Member |
<Tavernhold> Locke Goblin Squad Member |
Yes. Currently you can only log one character in per account.
I missed that in the notes. Where was that stated? I do not usually make much use of that, but needed to transfer raw resources from one to the other. As I understand that will no longer be possible as it was. I could use AH to do that , but have no coppers.
So contrary to a recent post, it is better to have two accounts vs an account with two characters.I had thought you did not want to encourage players to hide things in multiple accounts.
OK, who is still selling accounts?
sspitfire1 |
Ryan Dancey wrote:Yes. Currently you can only log one character in per account.I missed that in the notes. Where was that stated? I do not usually make much use of that, but needed to transfer raw resources from one to the other. As I understand that will no longer be possible as it was. I could use AH to do that , but have no coppers.
So contrary to a recent post, it is better to have two accounts vs an account with two characters.I had thought you did not want to encourage players to hide things in multiple accounts.
OK, who is still selling accounts?
Hopefully they are just testing some tech out or something...
Other than this, I have to say the current alpha appears to be the best yet. Very excited to see what the EE Candidate has in store for us :) Good night!
Neadenil Edam Goblin Squad Member |
PSA: If your character was not previously a member of a settlement and it had feats trained up above level 7 (or level 3 for attacks, level 6 for Armor), you will find them reduced to those levels. THESE FEATS HAVE NOT BEEN UNTRAINED. You simply cannot access the higher levels until you join a settlement.
Hopefully that now works. After several very frustrating weeks trying to get my chartered company attached to my original settlement (seemed to require the settlement to have done some magic mumbo jumbo involving goats and chook feathers and then the settlement leader to be online at the same time as me and it to be a tuesday afternoon with a full moon to be in aquarius while you sang sea shanties) I made a decision to remain unattached to any settlement at all - at least for the first few months of EE and possibly permanently.
KOTC WxCougar Goblin Squad Member |
Dazyk Goblin Squad Member |
Another PSA: Currently all cleric spells, including the ones that haven't been officially released yet, are available to all characters. Go have some fun with them!
It appears that ALL expendables are available; I equipped a spellbook that I found and instantly had access to all spells from all levels.
Lots of fun!
<Kabal> Kradlum Goblin Squad Member |
Ravenlute Goblin Squad Member |
Errr... The "fixed" bow proficiency is not fixed. Previously it was unavailable on Skirmisher, now it's not there at all.
Were you looking in Stoneroot Glade? When that happened to me with a different skill it was because the trainer was lower level at an NPC town and didn't offer it.
<Kabal> Kradlum Goblin Squad Member |
<Kabal> Daeglin Goblin Squad Member |
When you obtain a expendable from a monster (I guess the recipe for the expendable?) and your character learns it - will that character always know that spell?
Even if their implement decays or gets looted?
You learn it permanently. You have to have the correct implement equipped (rogue tools for rogue manoeuvre), and the manoeuvre/spell slotted accounting for total levels that your implement is limited to. It might go "missing" if you switch to secondary weapon as it will switch to your secondary implement at this time as well.
Nihimon Goblin Squad Member |
When you obtain a expendable from a monster (I guess the recipe for the expendable?) and your character learns it - will that character always know that spell?
Even if their implement decays or gets looted?
Yes, but you have to have the proper Implement equipped to see which Expendables you have.
I very much wish they'd simply grey out and sort to the bottom any Active Feats that we can't equip at the moment.
Mistwalker Goblin Squad Member |
Black Silver of The Veiled, T7V Goblin Squad Member |
sspitfire1 wrote:Another PSA: Currently all cleric spells, including the ones that haven't been officially released yet, are available to all characters. Go have some fun with them!It appears that ALL expendables are available; I equipped a spellbook that I found and instantly had access to all spells from all levels.
Lots of fun!
Doesn't seem to be the case for everyone. When Nihimon told me about it last night. I equipped my Rogue Kit and no Maneuvers popped up. :(
<Kabal> Daeglin Goblin Squad Member |
Dazyk wrote:Doesn't seem to be the case for everyone. When Nihimon told me about it last night. I equipped my Rogue Kit and no Maneuvers popped up. :(sspitfire1 wrote:Another PSA: Currently all cleric spells, including the ones that haven't been officially released yet, are available to all characters. Go have some fun with them!It appears that ALL expendables are available; I equipped a spellbook that I found and instantly had access to all spells from all levels.
Lots of fun!
I was able to see all Rogue maneuvers and slot Thrown Caltrops (lvl 1, range 20, Distressed for 10 rounds - oh hallelujah rogues rejoice!!). Could also see a ton of Fighter manoeuvres with the trophy equipped.
Edit: ah crap, elder moment with my brain reading Flat footed where Distressed is. Got so excited for a bit :(
Dazyk Goblin Squad Member |
Nihimon Goblin Squad Member |
That's weird Banesama... I've tested all 4 implements now and they've all opened up access to the expendables.
I think it's because Banesama (Black Silver of the Veiled) had never learned any Expendables.
[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.
sspitfire1 |
[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.