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171 Ergebnisse gefunden

  1. Shiro

    0.5.8 - Erste Kampagne

    New Items for 5.8 The first Campaign is here! Players can now win the Throne War! A new 10 zone campaign map has been created along with a new starter area experience. More details in “Campaign” below. A new vessel talent system has been introduced! Please see “Talents” for a more detailed overview. Significant updates to the player map! Campaign Leaderboard has arrived. Plants, a new harvestable resource has been added and populated throughout the campaign world. New plants include, button mushrooms, chanterelle mushrooms, ginseng, mandrake root, garlic, and wild onion. Plants can be collected by pressing F, which will spawn their associated doobers for pickup. A new mob, the Auroch, has been added and populated throughout the campaign world with a hunger variation that spawns at night. Player created vendors can now be placed within the Market parcel. An open vendor socket is required to place the vendor within the parcel. An event trigger system has been added that include tutorial tips and tricks to better understand the core game. New login flow and character creation has also been added. Character creation now occurs at the lobby level rather than at the entry point of a campaign. A Queuing system on login has also been created which include soft caps for factions, runegate teleportation, and campaign entry. Several new changes and updates have been made to the crafting system. Please see “Crafting” for a more detailed overview. Web support for guilds and guild banks have been added. In game support for Guild Crests. More training videos with an abundance of information have been created to also encourage a quicker ease of use for Crowfall. Combat logs are now visible within the player chat window. An expansion on the current social services aspect of in game functionality has been expanded upon including a guild chat channel and the creation of custom chat channels. Mount prototype testing has begun! (All that is missing is the mount models!) Vendors now have an icon above their nameplate. Campaign New campaign map “Roanoak” has been created with 10 zone clusters for US. New campaign map “Hyperia” has been created with 10 zone clusters for EU. A new map system has been integrated into campaigns and EKs. Press M to open! More zone aware toasting notifications have been added. A new leaderboard has been integrated into the map. Fix for resources coming in at minimum rank 2 (instead of rank 1). Banner map icons for outposts and camps added. Fixes to remove visible grid from parcel icons, and start of Beachhead parcel icon. Added new zone gameplay rules configuration (Noted below in “Siege Rules”) and set up a “free city” zone to be a sanctuary zone. Added a rule to graveyards that any graveyard in a sanctuary zone is usable by any player, regardless of factions. The new Beachhead area is still a work in progress, which means “Temp” textures are currently being used. The Campaign Scoreboard Open/Close state should persist whenever the Map is re-opened. Players should now be locked to a faction when they first join the campaign. All other characters that join that campaign for that player/account will automatically use that faction. Also, players can join a campaign now with any number of characters. If a siege ends, hippos in stage 2 are no longer removed at the end of the siege. Added crafting guards to forts and keeps. Fixed confusing capture banner placements. Added sacrifice brazier to forts and keep. Fixed an issue where a harvest node was spawning on top of a house in Canyon MOD. Fixing tree growing through giant rock issue in Hill C04 V02 parcel. Updated collision on main gatehouse battlement r04 to fix ladder teleportation issue. Hippos that get destroyed should now properly remove themselves from the world. Catapults and Trebuchets now do damage to walls. A visual update pass has also been done to both. Vendor stalls have been added to the beachhead areas. A rebalancing pass on siege walls has been done. Siege engines should now be destroyed at the end of a siege as part of the cleanup process. When a fort gets to zero capture value, it will destroy the associated siege engines. Test only system vendors have been added to Runegate parcels and starter areas. More vendors are being added to the starter area. This is a work in progress. Interaction prompt on Runegates should now tell the player where the teleport lands. The Pie Charts on the Cluster Map to Indicate Siege Progress by Faction Should Reflect the Proportions of Captured AND Uncaptured Assets. A slew of backend improvements to the siege functionality, including adjusts to siege vehicles, the camera offset for siege vehicles, and tech alterations have been incorporated. Siege Rules New siege rules and scoring elements have been added. All keeps now become vulnerable to Siege across the entire campaign. The time frame currently for siege testing is a one hour window of sieging. Sieges are now defender vs. attacker. The defending faction must defend their land against all other attacking factions. Banewood trees now spawn in auto-generated locations fifteen minutes after the siege has begun. Three Banewood trees appear near the keep, if destroyed by the defenders the siege of that keep will end early (The Banewood trees are an optional siege mechanic meant to either draw out the defending faction from the keep or allow the attacking factions to gain more leverage). Changes to Tree of Life claim rules have been integrated. If the tree is destroyed within the one hour time frame of the siege, the next faction to plant a Tree of Life will own that keep. A more intuitive UI for siege scoring has been added to the player interface. You should no longer be able to capture a Fort or Outpost while in the bleeding out state. While mounted in a catapult, you should no longer be able to change trays. This means that the only tray visible is the Catapult Action Tray; The Survival and Combat trays are no longer accessible while in a catapult. Interacting with a catapult should now require a 1 second hold, which will break stealth so that you won't be able to enter the catapult while stealthed. Fixed a bug where you couldn't dismount your trebuchet because you were too far away from it. The Ballista Placement should be based on Player Position. Keep gates are no longer attackable. Updated cooldowns and damage for siege weapons. Character Creation Character creation now occurs at the lobby level. Crypts have been removed from the maps and EKs. Switching your active vessel now requires logging out and logging into that vessel. More customization options have been integrated into the character creation flow (Heads, hairs, horns, and skin colorization). Talents Talent Trees are accessed through a button in the Inventory window, pressing “N”, or in the ESC menu. Skills continue to be an account-based system while Talents are tied to a character. Each class now his its own specific talent tree. Skills that were race or class specific have been removed and integrated into Talents. Talent Nodes can grant powers, unlock discipline slots, grant recipes, grant stats, add or remove power trays, and grant equipment slots. Each node has an associated shape to show what unlocks with each talent. (circle = power, square = stat or power modification, hex = major discipline, triangle = minor discipline) Discipline slots are now unlocked through the Talent system. If you notice your discipline slots are unusable at level 1 this is not a bug. Two talent points are unlocked upon each successful character level. Three points are grant at 15th and 30th level. Removed automatically granted class combat powers from all classes, these are now earned via talent tree. Talent nodes can require multiple previous nodes purchased, vessel level, or total points spent in tree. Certain nodes will prevent the purchase of other nodes. (The promotion path nodes specifically). You will be warned before purchasing a node which locks out other nodes. Certain class powers were deprecated as part of the talent system implementation. The next phase of Talents will incorporate Disciplines more fully, generating multiple talent nodes for each discipline. If the player has unspent talent points, the talent button will now flash. Fully trained talent points change color to signify a completion in its training. Adjusted some of the stat rewards granted from final nodes in Talent Trees. Rewrote description for Virtuous Light so it's more clear it only removes the upkeep cost, not the initial cost of Divine Light. Ranger talent power Call for Fire no longer causes a client crash. Rearranged the text in all Promotion Capstone nodes to be much more legible. NPC and Mobs When an NPC does the majority of damage to another NPC, or gets the killing blow, no corpse should be generated and no xp should be granted. NPC's now grant xp to player level based on (NPC rank * 3). EKs and Vassals Temples in EKs have been replaced with a Dragon Statue. Wood on placed buildings will now stay as wood after interacting. Players can now switch regions in EKs again. Browsing functionality for public EKs has been fixed. Skills The Race and Class Skill trees have been deprecated (The statistical power was migrated over to talents and racials). All players regardless of account status may train the same number of Skill Tree Banks. Plentiful Resources: Slag now grants up to 15% chance to harvest cutting grit. Skills: Passive - Way of the Leader is now granted via the skill tree. Fix for Player can visually get the same two skill tree categories training. Crafting Search functionality has been enabled. You can now search for available recipes using the Search bar. Expand all/Collapse all recipes toggle has been added to the crafting UI. Multiple new adjustments to experimentation. Players can choose how much Risk they want to add to an experiment from “No Additional Risk” to “Are You Insane?!” Increasing Risk will increase the difficulty as well as increase the amount of stat multiplier per each point spent. Players must allocate all available pips now before attempting to experiment, however each pip is rolled independently of the previous pips. Experimentation roll results are based on a shifting curve where the higher the sum of players experimentation stats and bonus values vs the experimentation final difficulty (Generally if your value is higher than difficulty value you will see better results, if you value is lower you will see worse results). Post experimentation players may choose to reroll the lowest 2 stats, or reroll the entire experiment for an amount of ethereal dust or chaos embers. (Rerolling higher quality items costs more dust.) Experimentation stats are now much easier to identify during the experimentation phase, including more detail on which stats are being altered. “Grade” and “Luster” are no longer experimental stats (ie you know you are experimenting on Attack Power). New cooking recipes have been added! Food continues to increase the players chicken ticker in addition to potentially providing a small buff. Players may have one active food (Dined) and one active drink (Wined) buff at a time. Reduced amount of experimentation pips for common quality items from 5 to 4. Assembly bonus values are now 0% for poor/common, 15% for uncommon/rare, 20% for epic, and 25% for legendary. Recipe Scrolls functionality has been added. Players can find and equip them (with the proper discipline equipped) and while the recipe is equipped they may craft that recipe. Recipe Scrolls may have a durability that decreases each craft. Upon reaching 0 durability the scroll with be destroyed. Reduced all crafting times to 1 sec. Fixed a data issue that was making crafting an intermediate bow impossible. Garlic, Ground Black Pepper, and Onions are now considered seasonings. Garlic and Onions are also still considered produce. Survivalist Cooking Recipes should be craftable again. For 5.8 all non-basic Crafting recipes will be granted via the major crafting disciplines for that crafting type. (ie Major Discipline Blacksmithing grants the Blacksmithing recipes) Socketing the single discipline will grant all recipes which will be broken into talent nodes in 6.0. Skills will continue to display grants that they are no longer granting. Removed sacrifice value on gnocchi. Made it so any food recipe ingredient does not contribute stats or quality as this is redundant data. Outcome quality on crafted food items are forced. Stats The Critical Hit system has been altered significantly. Each power now has a custom critical hit chance from 0-100. (Most are 0) Powers than used to be guaranteed critical hits are now set to 100% critical hit chance, and then adjusted by critical chance modifiers (Meaning it is possible to prevent criticals with the proper stats.) Added new stats for critical healing: Critical Healing Chance: Modify the chance to score a critical heal. Critical Healing restores more Health. Critical Healing Chance Cap: Increase the cap on your Critical Healing Chance statistic. Critical Healing Amount: Modify the bonus damage healed by Critical Healing. Critical Healing Amount Cap: Increase the cap on your Critical Healing Amount statistic. Critical Hit Healing Chance Modifier: Modify the chance that Critical Healing happens to you. Negative values decrease the chance Critical healing effects you and positive values increase the chance. Stats can now have a min and max value (Denoted as a Floor and a Cap in the Detail UI section of the character sheet). Food Meter will no longer decrement based on stamina usage or taking damage in combat. Energy, Fury, and Essence for Stormcaller Druids will now stop regenerating below 70% food. (Just like the Mana users!) Druid Orb Refund: Now refunds a portion of the Base and not Total cost. Disciplines Most Discipline powers that damage enemies are now enabled to critically hit. (Who knew you couldn’t crit with a Discipline power?!) Updated Destroyer tooltip so it's clear you only get healed when the barrier breaks. New crafting Major and Minor Disciplines have been created and can be crafted. Discipline Shield fighter - Molon Labe passive has been altered to cause Blocks to reflect elemental damage instead of reducing big hit amounts (this includes cleric blocks and shieldmaster blocks). Master of Bows: Now requires "Equip Basic Bow" to equip. Master of Bows: Added power Binding Arrows, removed power multishot. Arcane Archer: Removed power Binding Arrows, added power multishot. Master of Daggers: Crippling Stab 2 now applied a 20% Melee Power Damage debuff for 15 sec. Master of Daggers: Crippling Stab and Slow Demise Combos have had their damage values updated to account for Pip cost (both increased substantially). Master of Daggers: Crippling Stab and Slow Demise part 1 cost 1 Pip to execute. Master of Daggers: Crippling Stab and Slow Demise part 2 cost 3 Pips to execute. Master of Sickles: Added Passive Ironwood Body - When your Health drops below 35%, gain Ironwood Body, which reduces all damage taken by 50% for 10 seconds. Cannot occur more than once every 45 seconds. Master of Sickles: Removed Passives Quick Burn and Slow Growth. Master of Sickles: Essence generation has been moved out of the Stormcaller Passive and attached as stats to the base Discipline. Master of Sickles: Added Out of Combat Essence regeneration. Master of Sickles: No longer triggers setting essence to 80% if over 80% when entering the Death Tray. Master of Sickles: Added Passive Ironwood Body - When your Health drops below 35%, gain Ironwood Body, which reduces all damage taken by 50% for 10 seconds. Cannot occur more than once every 45 seconds. Master of Mystical Staves - Removed Passives Quick Burn and Slow Growth. Master of Mystical Staves - Added Passive Forest Whispers - When your Health drops below 30%, instantly heal 20% of your maximum Health. Cannot occur more than once every 60 seconds. The Master of Pistols discipline is no longer available (Most of its functionality has been migrated to portions of the Duelist Talent Tree. Expect this to happen to all Weapon Disciplines as part of Talents Phase II). Poisoner: Switched poisoner cleanse to stomp major poison group instead of minor. Agent Provocateur: Lay Low: Increased base cooldown to 30 seconds. Lay Low: Healing values changed to a flat 30% of maximum health from a flat value + weapon damage. Mail Proficiency: Deprecated this discipline. Plate Proficiency: Deprecated this discipline. Black Mask: Can once again be used by Rangers! They will be granted similar but slightly different versions of both Shadow Mantle and Call Darkness which use energy and have a fixed duration. Overwhelming Odds tooltip updated to reflect 7% mitigation adjustment. Shieldfighter Molon Lobe can be slotted into a power tray. Disabled the granting of the Mount Movement Speed Power when the mount is equipped temporarily. General Powers Block no longer reflects elemental damage by default. Adjusted cooldown and duration of Thornshield. Items: Reduced Template values for Basic Bows Distance by 5m, Intermediate Bows Distance by 2m, and Advanced Bows by 3m. Quick pass on re-writing power descriptions for singular verb agreement since the name of the power appears automatically as the subject at the start of the sentence. Pass through all powers in the game to make sure the cooldown tooltips are accurate. Rangers/Assassins with both Bow and Melee powers trays should no longer be placed into the melee tray when they are in stealth and attempt to go into the ranged tray. Added Buff status effect for when Walk mode is toggled on. Reduced baseline cap values for Attack Rating and Support Rating. (This will echo through all crafted items.Expect lower stat values for AP and SP on items) Lowered attribute and coefficient values that contribute to attack rating and support rating. Harvesting powers no longer animation lock the character in place while swinging. Expanded the transition out of combat resource generation pause to all mana users, energy users, fury users, and druids with essence regen. Food Hunger will now affect all mana users, energy users, fury users, and druids with essence regen. Punching / Basic Attacks while stealthed will now remove the player from stealth properly. Class Specific Powers and Adjustments While many classes needed adjustments to their powers for their powers to work with the new talents, not all did. Many bugs may have been fixed when the talent portion was added. A large pass has been done to bring in the distance of ranged combatants: Statistic Ranged Distance Bonus - Set baseline cap value to 20. Statistic Ranged Distance Bonus Cap - Set cap value to 45. Multiple new powers have been created for all classes that are accessible through the talent trees. Please see classes below for a more specific list of new powers. Many old powers were not re-added to the classes. Assassin From Behind Damage bonus should function with discipline powers. Diffusion should now re apply the disease DoT instead of the nature DoT when the target is diseased. Fixed issue where Toxins where proccing multiple times when toxin apply stat was above 100%. Deprecated power Curse Weapon, Added power “In the Zone”. Increases your Power Efficiency by 20% and increases your Hit from Behind damage by 10% scaling the duration with pips spent. Toxins - Now flagged as equipable so they display in Red if your class can't equip them. Cleric Cleric Hammers and magical ability damage are now considered damage type Fire instead of Crushing. Cleric Block: No longer automatically heals allies. Tuned Cleric basic attack costs up a little bit more. Added Radical passive which resets the cooldown on Searing Light on Spirit Hammer crits. Added an icon to Blessed Symbol Confessor Only gain the Zealotry resource when they also have Master of Arcane equipped. Concentration passive power now grants The Righteous if the user is at max Zealotry and gains further zealotry. Range on Absolution, Flames of Truth set to 25. Absolution and Flames of Truth can now be modified by Range Increasing Stats. Confessor New Power - Arkon's Fury , Deal damage and apply an elemental vulnerability to the target. (it's like an armor break for elemental damage!) Master of Arcane Redemption: Increased base damage, reduced range to 25m, added a power blackout, increased cooldown to 9s. Master of Arcane: Reduced range to 25m. Druid Druids now wear Leather armor. Reduced Druid Final mitigation caps to match that appropriate of Leather. Deprecated Nature's Grace Combo Chain. Deprecated Forest Whispers Passive. Faerie Flames: Removed DoT from power. Faerie Flames: Added - Blocks target from entering Stealth for 30 seconds. Forest Whispers: Changed armor mitigations from 35% to damage reduction by 35%. Barkskin: Increased base amount of barrier granted. Barkskin: Barrier component is no longer linked to the thorns component. (this means the thorns will last the full duration even if the barrier is knocked off.) Weather Sense should grant a shield equipment slot. Bark Skin can now be placed in the Death Tray. Duelist Main-hand Pistols are now available for the Duelist to use without requiring the use of a discipline. Duelists can now equip pistols in either or both hands. It isn't necessary to have a special Offhand or Mainhand pistol. Duelist basic Pistol Shots have been revised to feel snappier. Impale now does increased instant damage to targets under 50%. Knight Knight Resolve now also regenerates Energy over the 4 second period. Myrmidon The Charge combo ability following Net Pull has been removed. Added buff icons to display raging for Pulverize, Raging Bull and Whirlwind. Ranger Reduced Flare Range to 35m. Laceration tooltip now indicates it hits twice. Cross Slash 1 tooltip now indicates it hits twice. Cross Slash 1 2nd hit now hits for appropriate damage. Rapid Fire: Reduced Shot count to 7, removed stacking critical hit chance and removed the exposed knockdown. Ranger Rapid Fire: Adjusted base damage and weapon damage upwards to account for less arrows. Gleeful Strike: Passive has been updated. It now Increases your Power Damage Bonus: Melee and Power Damage Bonus: Ranged by 10%. Additionally, while the Melee Power Tray is your active tray, all critical hits you land have a chance to restore Energy. Removed passive Energy Regeneration. Laceration tooltip now indicates it hits twice. Cross Slash 1 tooltip now indicates it hits twice. Cross Slash 1 2nd hit now hits for appropriate damage. Flare Arrow is now limited to the Ranged Power Tray. Templar Added stat for Moral Prerogative. Moral Prerogative enhances Righteous Stand to increase its channel duration by 50% allowing more time before another Pip is spent. Corrected an issue that would prevent Templar Righteous Parry from activating when Righteous Stand was re-used while a Righteous Parry opportunity was still available. Increased Holy Warrior cooldown and reduced health buff slightly. Zealotry can generally be gained by only one source at a time but the amount earned was increased so gains will be much more consistent. Reduced the extra gain by hitting a target with Sin. Champion Increased Pitfighter attack power buff, removed portion of description that says it stacks. Race Specific Powers and Adjustments Racial Dodges are no longer modified by cooldown reductions or increases. Elken Ranged Distance Bonus changed to Ranged Distance Bonus Cap and set to 5m. Fae Faerie Fire: Removed erroneous instant damage from power. Faerie Fire: Added Blocks target from entering Stealth for 30 seconds. Bloodline: Tooltip reflects 50% movement speed boost while stealthed. Guinecean Made extra guinecean ring slot available. Racial Burrow will no longer be granted to duelists. Racial Saltpeter rounds will no longer be granted to non-Duelists. Stoneborn Adjusted cooldown on Stoneskin. Stoneskin: Changed armor mitigations from 50% to damage reduction by 50%. Minotaur Removed resource cost from Bull Rush racial. Wood Elf Camouflage: Interacting with an object, taking damage, or using a consumable will now shut off the toggle. This power is surrendered if the user has a Stealth Tray granted to them. Mob Powers Spider Slam now does damage type crushing. Sound Fixing issue with Druid blight burst sounds (Wailing Spirits) stacking and getting really loud. Implemented batch of Ranger power sounds. Sounds for Ranger basic attack arrows. Sounds for Ranger Barrage and Rapid Shot powers. Implementing hit sounds into all basic bow attacks a player can use. Adding hit sound for Ranger Forest Step. Adding variations for Guinecean death sounds. New Elken and Guinecean versions of Knight male noble blood power shout. Elken death sound now has "VO". Further spacing out the additive tiers of Druid Blight Orb explosion sounds (wailing spirits). New layer is added every 2 orbs instead of every 1 orb. Implementing sounds for certain Champion powers. Mostly hits. Also second tier versions for Ultimate Warrior. Updated to Druid LMB power. Less loud. New sounds for Champion Hurlbat, Ranger Concussion Shot (AOE part). Fixing issue with Fae jump sounds being 2D instead of 3D. New hit sounds for Champion Rend and Hurlbat. New VO for Guinecean version of noble blood Knight power. Implementing sounds for eating various food items. New VO for Elken version of Knight yell power. Update to Wolf morph day into night sound. Fall Damage now has sound. Adding new Music track for Lobby playlist. Ongoing pass on Lobby sounds. Adding more different music tracks to Temple (Beachhead) playlists. Ui sound pass for Map. Some polish on Lobby UI sounds. Volume tweaks. Equipment Short swords are now considered swords instead of daggers. Environment Several adjustments have been made to terrain shaders and environmental items to better increase performance. Animation Fixed foot sliding on fidget for Centaur female. Fixed hitching in Fidget for Hgnt Champion. Chat Window and Combat Logs Harvesting actions now look better written in the combat log. Fixed an issue where switching chat tabs could not be used after the window had been minimized. Added an Unread Indicator to show if new messages appear below the current lines of text. Fixed the 503 chat service error. /invite Should now function correctly. General Bug Fixes The Crypt parcel has been removed from campaigns and EKs and the crafting recipe for this parcel is no longer accessible. Food related resource and test vendors have been added to forts and keep parcels. New stylized icons have been added for several inventory items. Map Icons should no longer display as a black texture. Updating the number of items granted by the necro test vendors and also added ambrosia as a necro additive. Setting guild hall to be craftable in 5.8 with the new socket changes added. Updated spider dioramas with newer webs. Stoneborn corpse should no longer remain after rez. Changed the range on the Outpost Guards to 25m with a max of 50m ranged attack. Adjustments to fix memory leaks and overall server performance. Dramatically reduced the amount of experience required to level starter and lower quality vessels. Fixed socketing issues between gatehouse and wings. Updated keeps to prevent players from placing keep on themselves in EKs. Performance improvements for lower end shaders. Medium still looks pretty good. Basic looks "less good". But it does less, so it may be worth it. Guild crest should now display on the player’s nameplate. Bandage use will now remove Stealthed characters from Stealth. New jewelcrafting icons have been added to the gem creation phase. Skills: fix for combat basics tree not loading sometimes. Updated the burial mound assets on harvestable graves. Fixed Centaur female hair clipping on harvesting. Some tuning to harvesting transitions. Fixed a typo in some stats that made harvesting hungershard additives impossible during fall/winter. Players are no longer asked “To Find a Tree to Harvest”. Harvest nodes are now backless; they are no longer vulnerable to “From Behind” attacks. Fixed an issue where floating windows being dragged would be clamped to the wrong y-positions. Item tooltips will now sort stats alphabetically. Players should only take 1 food decrease every 30 seconds when standing within 50m of a Hunger Node no matter how many nodes there are. Harvesting tools now work after using a Runegate without needing to be re-equipped. Fixed an issue with players being unable to retrieve a body from a cairn. “Purchase” button in the lobby is now functional. Added a new icon for “Bruised Apple”. Updated the interact radius on harvestable plants. Fixed an issue where avatars hidden by the camera due to collision do not reappear when entering first-person mode and turning around to face the formerly-hidden avatar until exiting first-person mode. Initial class items should now only be granted in campaigns, not in EKs. This means any freebies granted to a new starting character are only granted upon entering a campaign, they are no longer granted when creating a new EK character. A “Loading” indicator has been added for entering an EK or a campaign. Fixed an issue where the wrong player count was being displayed for EKs and Campaigns. Made adjustments to skin color options for Guinecean. Visible screenshake from other player’s powers should now be fixed. Players can browse worlds even if your vessel is locked to a different scenario, but you will see the message "your vessel is locked to a different scenario" and the enter world button will not be shown. Floor webbing in the starter area has been removed to fix clipping issue. Fix for the Guinecean going into T pose when running and jumping.
  2. Shiro

    Patchnotes: 0.5.8 - Erste Kampagne

    New Items for 5.8 The first Campaign is here! Players can now win the Throne War! A new 10 zone campaign map has been created along with a new starter area experience. More details in “Campaign” below. A new vessel talent system has been introduced! Please see “Talents” for a more detailed overview. Significant updates to the player map! Campaign Leaderboard has arrived. Plants, a new harvestable resource has been added and populated throughout the campaign world. New plants include, button mushrooms, chanterelle mushrooms, ginseng, mandrake root, garlic, and wild onion. Plants can be collected by pressing F, which will spawn their associated doobers for pickup. A new mob, the Auroch, has been added and populated throughout the campaign world with a hunger variation that spawns at night. Player created vendors can now be placed within the Market parcel. An open vendor socket is required to place the vendor within the parcel. An event trigger system has been added that include tutorial tips and tricks to better understand the core game. New login flow and character creation has also been added. Character creation now occurs at the lobby level rather than at the entry point of a campaign. A Queuing system on login has also been created which include soft caps for factions, runegate teleportation, and campaign entry. Several new changes and updates have been made to the crafting system. Please see “Crafting” for a more detailed overview. Web support for guilds and guild banks have been added. In game support for Guild Crests. More training videos with an abundance of information have been created to also encourage a quicker ease of use for Crowfall. Combat logs are now visible within the player chat window. An expansion on the current social services aspect of in game functionality has been expanded upon including a guild chat channel and the creation of custom chat channels. Mount prototype testing has begun! (All that is missing is the mount models!) Vendors now have an icon above their nameplate. Campaign New campaign map “Roanoak” has been created with 10 zone clusters for US. New campaign map “Hyperia” has been created with 10 zone clusters for EU. A new map system has been integrated into campaigns and EKs. Press M to open! More zone aware toasting notifications have been added. A new leaderboard has been integrated into the map. Fix for resources coming in at minimum rank 2 (instead of rank 1). Banner map icons for outposts and camps added. Fixes to remove visible grid from parcel icons, and start of Beachhead parcel icon. Added new zone gameplay rules configuration (Noted below in “Siege Rules”) and set up a “free city” zone to be a sanctuary zone. Added a rule to graveyards that any graveyard in a sanctuary zone is usable by any player, regardless of factions. The new Beachhead area is still a work in progress, which means “Temp” textures are currently being used. The Campaign Scoreboard Open/Close state should persist whenever the Map is re-opened. Players should now be locked to a faction when they first join the campaign. All other characters that join that campaign for that player/account will automatically use that faction. Also, players can join a campaign now with any number of characters. If a siege ends, hippos in stage 2 are no longer removed at the end of the siege. Added crafting guards to forts and keeps. Fixed confusing capture banner placements. Added sacrifice brazier to forts and keep. Fixed an issue where a harvest node was spawning on top of a house in Canyon MOD. Fixing tree growing through giant rock issue in Hill C04 V02 parcel. Updated collision on main gatehouse battlement r04 to fix ladder teleportation issue. Hippos that get destroyed should now properly remove themselves from the world. Catapults and Trebuchets now do damage to walls. A visual update pass has also been done to both. Vendor stalls have been added to the beachhead areas. A rebalancing pass on siege walls has been done. Siege engines should now be destroyed at the end of a siege as part of the cleanup process. When a fort gets to zero capture value, it will destroy the associated siege engines. Test only system vendors have been added to Runegate parcels and starter areas. More vendors are being added to the starter area. This is a work in progress. Interaction prompt on Runegates should now tell the player where the teleport lands. The Pie Charts on the Cluster Map to Indicate Siege Progress by Faction Should Reflect the Proportions of Captured AND Uncaptured Assets. A slew of backend improvements to the siege functionality, including adjusts to siege vehicles, the camera offset for siege vehicles, and tech alterations have been incorporated. Siege Rules New siege rules and scoring elements have been added. All keeps now become vulnerable to Siege across the entire campaign. The time frame currently for siege testing is a one hour window of sieging. Sieges are now defender vs. attacker. The defending faction must defend their land against all other attacking factions. Banewood trees now spawn in auto-generated locations fifteen minutes after the siege has begun. Three Banewood trees appear near the keep, if destroyed by the defenders the siege of that keep will end early (The Banewood trees are an optional siege mechanic meant to either draw out the defending faction from the keep or allow the attacking factions to gain more leverage). Changes to Tree of Life claim rules have been integrated. If the tree is destroyed within the one hour time frame of the siege, the next faction to plant a Tree of Life will own that keep. A more intuitive UI for siege scoring has been added to the player interface. You should no longer be able to capture a Fort or Outpost while in the bleeding out state. While mounted in a catapult, you should no longer be able to change trays. This means that the only tray visible is the Catapult Action Tray; The Survival and Combat trays are no longer accessible while in a catapult. Interacting with a catapult should now require a 1 second hold, which will break stealth so that you won't be able to enter the catapult while stealthed. Fixed a bug where you couldn't dismount your trebuchet because you were too far away from it. The Ballista Placement should be based on Player Position. Keep gates are no longer attackable. Updated cooldowns and damage for siege weapons. Character Creation Character creation now occurs at the lobby level. Crypts have been removed from the maps and EKs. Switching your active vessel now requires logging out and logging into that vessel. More customization options have been integrated into the character creation flow (Heads, hairs, horns, and skin colorization). Talents Talent Trees are accessed through a button in the Inventory window, pressing “N”, or in the ESC menu. Skills continue to be an account-based system while Talents are tied to a character. Each class now his its own specific talent tree. Skills that were race or class specific have been removed and integrated into Talents. Talent Nodes can grant powers, unlock discipline slots, grant recipes, grant stats, add or remove power trays, and grant equipment slots. Each node has an associated shape to show what unlocks with each talent. (circle = power, square = stat or power modification, hex = major discipline, triangle = minor discipline) Discipline slots are now unlocked through the Talent system. If you notice your discipline slots are unusable at level 1 this is not a bug. Two talent points are unlocked upon each successful character level. Three points are grant at 15th and 30th level. Removed automatically granted class combat powers from all classes, these are now earned via talent tree. Talent nodes can require multiple previous nodes purchased, vessel level, or total points spent in tree. Certain nodes will prevent the purchase of other nodes. (The promotion path nodes specifically). You will be warned before purchasing a node which locks out other nodes. Certain class powers were deprecated as part of the talent system implementation. The next phase of Talents will incorporate Disciplines more fully, generating multiple talent nodes for each discipline. If the player has unspent talent points, the talent button will now flash. Fully trained talent points change color to signify a completion in its training. Adjusted some of the stat rewards granted from final nodes in Talent Trees. Rewrote description for Virtuous Light so it's more clear it only removes the upkeep cost, not the initial cost of Divine Light. Ranger talent power Call for Fire no longer causes a client crash. Rearranged the text in all Promotion Capstone nodes to be much more legible. NPC and Mobs When an NPC does the majority of damage to another NPC, or gets the killing blow, no corpse should be generated and no xp should be granted. NPC's now grant xp to player level based on (NPC rank * 3). EKs and Vassals Temples in EKs have been replaced with a Dragon Statue. Wood on placed buildings will now stay as wood after interacting. Players can now switch regions in EKs again. Browsing functionality for public EKs has been fixed. Skills The Race and Class Skill trees have been deprecated (The statistical power was migrated over to talents and racials). All players regardless of account status may train the same number of Skill Tree Banks. Plentiful Resources: Slag now grants up to 15% chance to harvest cutting grit. Skills: Passive - Way of the Leader is now granted via the skill tree. Fix for Player can visually get the same two skill tree categories training. Crafting Search functionality has been enabled. You can now search for available recipes using the Search bar. Expand all/Collapse all recipes toggle has been added to the crafting UI. Multiple new adjustments to experimentation. Players can choose how much Risk they want to add to an experiment from “No Additional Risk” to “Are You Insane?!” Increasing Risk will increase the difficulty as well as increase the amount of stat multiplier per each point spent. Players must allocate all available pips now before attempting to experiment, however each pip is rolled independently of the previous pips. Experimentation roll results are based on a shifting curve where the higher the sum of players experimentation stats and bonus values vs the experimentation final difficulty (Generally if your value is higher than difficulty value you will see better results, if you value is lower you will see worse results). Post experimentation players may choose to reroll the lowest 2 stats, or reroll the entire experiment for an amount of ethereal dust or chaos embers. (Rerolling higher quality items costs more dust.) Experimentation stats are now much easier to identify during the experimentation phase, including more detail on which stats are being altered. “Grade” and “Luster” are no longer experimental stats (ie you know you are experimenting on Attack Power). New cooking recipes have been added! Food continues to increase the players chicken ticker in addition to potentially providing a small buff. Players may have one active food (Dined) and one active drink (Wined) buff at a time. Reduced amount of experimentation pips for common quality items from 5 to 4. Assembly bonus values are now 0% for poor/common, 15% for uncommon/rare, 20% for epic, and 25% for legendary. Recipe Scrolls functionality has been added. Players can find and equip them (with the proper discipline equipped) and while the recipe is equipped they may craft that recipe. Recipe Scrolls may have a durability that decreases each craft. Upon reaching 0 durability the scroll with be destroyed. Reduced all crafting times to 1 sec. Fixed a data issue that was making crafting an intermediate bow impossible. Garlic, Ground Black Pepper, and Onions are now considered seasonings. Garlic and Onions are also still considered produce. Survivalist Cooking Recipes should be craftable again. For 5.8 all non-basic Crafting recipes will be granted via the major crafting disciplines for that crafting type. (ie Major Discipline Blacksmithing grants the Blacksmithing recipes) Socketing the single discipline will grant all recipes which will be broken into talent nodes in 6.0. Skills will continue to display grants that they are no longer granting. Removed sacrifice value on gnocchi. Made it so any food recipe ingredient does not contribute stats or quality as this is redundant data. Outcome quality on crafted food items are forced. Stats The Critical Hit system has been altered significantly. Each power now has a custom critical hit chance from 0-100. (Most are 0) Powers than used to be guaranteed critical hits are now set to 100% critical hit chance, and then adjusted by critical chance modifiers (Meaning it is possible to prevent criticals with the proper stats.) Added new stats for critical healing: Critical Healing Chance: Modify the chance to score a critical heal. Critical Healing restores more Health. Critical Healing Chance Cap: Increase the cap on your Critical Healing Chance statistic. Critical Healing Amount: Modify the bonus damage healed by Critical Healing. Critical Healing Amount Cap: Increase the cap on your Critical Healing Amount statistic. Critical Hit Healing Chance Modifier: Modify the chance that Critical Healing happens to you. Negative values decrease the chance Critical healing effects you and positive values increase the chance. Stats can now have a min and max value (Denoted as a Floor and a Cap in the Detail UI section of the character sheet). Food Meter will no longer decrement based on stamina usage or taking damage in combat. Energy, Fury, and Essence for Stormcaller Druids will now stop regenerating below 70% food. (Just like the Mana users!) Druid Orb Refund: Now refunds a portion of the Base and not Total cost. Disciplines Most Discipline powers that damage enemies are now enabled to critically hit. (Who knew you couldn’t crit with a Discipline power?!) Updated Destroyer tooltip so it's clear you only get healed when the barrier breaks. New crafting Major and Minor Disciplines have been created and can be crafted. Discipline Shield fighter - Molon Labe passive has been altered to cause Blocks to reflect elemental damage instead of reducing big hit amounts (this includes cleric blocks and shieldmaster blocks). Master of Bows: Now requires "Equip Basic Bow" to equip. Master of Bows: Added power Binding Arrows, removed power multishot. Arcane Archer: Removed power Binding Arrows, added power multishot. Master of Daggers: Crippling Stab 2 now applied a 20% Melee Power Damage debuff for 15 sec. Master of Daggers: Crippling Stab and Slow Demise Combos have had their damage values updated to account for Pip cost (both increased substantially). Master of Daggers: Crippling Stab and Slow Demise part 1 cost 1 Pip to execute. Master of Daggers: Crippling Stab and Slow Demise part 2 cost 3 Pips to execute. Master of Sickles: Added Passive Ironwood Body - When your Health drops below 35%, gain Ironwood Body, which reduces all damage taken by 50% for 10 seconds. Cannot occur more than once every 45 seconds. Master of Sickles: Removed Passives Quick Burn and Slow Growth. Master of Sickles: Essence generation has been moved out of the Stormcaller Passive and attached as stats to the base Discipline. Master of Sickles: Added Out of Combat Essence regeneration. Master of Sickles: No longer triggers setting essence to 80% if over 80% when entering the Death Tray. Master of Sickles: Added Passive Ironwood Body - When your Health drops below 35%, gain Ironwood Body, which reduces all damage taken by 50% for 10 seconds. Cannot occur more than once every 45 seconds. Master of Mystical Staves - Removed Passives Quick Burn and Slow Growth. Master of Mystical Staves - Added Passive Forest Whispers - When your Health drops below 30%, instantly heal 20% of your maximum Health. Cannot occur more than once every 60 seconds. The Master of Pistols discipline is no longer available (Most of its functionality has been migrated to portions of the Duelist Talent Tree. Expect this to happen to all Weapon Disciplines as part of Talents Phase II). Poisoner: Switched poisoner cleanse to stomp major poison group instead of minor. Agent Provocateur: Lay Low: Increased base cooldown to 30 seconds. Lay Low: Healing values changed to a flat 30% of maximum health from a flat value + weapon damage. Mail Proficiency: Deprecated this discipline. Plate Proficiency: Deprecated this discipline. Black Mask: Can once again be used by Rangers! They will be granted similar but slightly different versions of both Shadow Mantle and Call Darkness which use energy and have a fixed duration. Overwhelming Odds tooltip updated to reflect 7% mitigation adjustment. Shieldfighter Molon Lobe can be slotted into a power tray. Disabled the granting of the Mount Movement Speed Power when the mount is equipped temporarily. General Powers Block no longer reflects elemental damage by default. Adjusted cooldown and duration of Thornshield. Items: Reduced Template values for Basic Bows Distance by 5m, Intermediate Bows Distance by 2m, and Advanced Bows by 3m. Quick pass on re-writing power descriptions for singular verb agreement since the name of the power appears automatically as the subject at the start of the sentence. Pass through all powers in the game to make sure the cooldown tooltips are accurate. Rangers/Assassins with both Bow and Melee powers trays should no longer be placed into the melee tray when they are in stealth and attempt to go into the ranged tray. Added Buff status effect for when Walk mode is toggled on. Reduced baseline cap values for Attack Rating and Support Rating. (This will echo through all crafted items.Expect lower stat values for AP and SP on items) Lowered attribute and coefficient values that contribute to attack rating and support rating. Harvesting powers no longer animation lock the character in place while swinging. Expanded the transition out of combat resource generation pause to all mana users, energy users, fury users, and druids with essence regen. Food Hunger will now affect all mana users, energy users, fury users, and druids with essence regen. Punching / Basic Attacks while stealthed will now remove the player from stealth properly. Class Specific Powers and Adjustments While many classes needed adjustments to their powers for their powers to work with the new talents, not all did. Many bugs may have been fixed when the talent portion was added. A large pass has been done to bring in the distance of ranged combatants: Statistic Ranged Distance Bonus - Set baseline cap value to 20. Statistic Ranged Distance Bonus Cap - Set cap value to 45. Multiple new powers have been created for all classes that are accessible through the talent trees. Please see classes below for a more specific list of new powers. Many old powers were not re-added to the classes. Assassin From Behind Damage bonus should function with discipline powers. Diffusion should now re apply the disease DoT instead of the nature DoT when the target is diseased. Fixed issue where Toxins where proccing multiple times when toxin apply stat was above 100%. Deprecated power Curse Weapon, Added power “In the Zone”. Increases your Power Efficiency by 20% and increases your Hit from Behind damage by 10% scaling the duration with pips spent. Toxins - Now flagged as equipable so they display in Red if your class can't equip them. Cleric Cleric Hammers and magical ability damage are now considered damage type Fire instead of Crushing. Cleric Block: No longer automatically heals allies. Tuned Cleric basic attack costs up a little bit more. Added Radical passive which resets the cooldown on Searing Light on Spirit Hammer crits. Added an icon to Blessed Symbol Confessor Only gain the Zealotry resource when they also have Master of Arcane equipped. Concentration passive power now grants The Righteous if the user is at max Zealotry and gains further zealotry. Range on Absolution, Flames of Truth set to 25. Absolution and Flames of Truth can now be modified by Range Increasing Stats. Confessor New Power - Arkon's Fury , Deal damage and apply an elemental vulnerability to the target. (it's like an armor break for elemental damage!) Master of Arcane Redemption: Increased base damage, reduced range to 25m, added a power blackout, increased cooldown to 9s. Master of Arcane: Reduced range to 25m. Druid Druids now wear Leather armor. Reduced Druid Final mitigation caps to match that appropriate of Leather. Deprecated Nature's Grace Combo Chain. Deprecated Forest Whispers Passive. Faerie Flames: Removed DoT from power. Faerie Flames: Added - Blocks target from entering Stealth for 30 seconds. Forest Whispers: Changed armor mitigations from 35% to damage reduction by 35%. Barkskin: Increased base amount of barrier granted. Barkskin: Barrier component is no longer linked to the thorns component. (this means the thorns will last the full duration even if the barrier is knocked off.) Weather Sense should grant a shield equipment slot. Bark Skin can now be placed in the Death Tray. Duelist Main-hand Pistols are now available for the Duelist to use without requiring the use of a discipline. Duelists can now equip pistols in either or both hands. It isn't necessary to have a special Offhand or Mainhand pistol. Duelist basic Pistol Shots have been revised to feel snappier. Impale now does increased instant damage to targets under 50%. Knight Knight Resolve now also regenerates Energy over the 4 second period. Myrmidon The Charge combo ability following Net Pull has been removed. Added buff icons to display raging for Pulverize, Raging Bull and Whirlwind. Ranger Reduced Flare Range to 35m. Laceration tooltip now indicates it hits twice. Cross Slash 1 tooltip now indicates it hits twice. Cross Slash 1 2nd hit now hits for appropriate damage. Rapid Fire: Reduced Shot count to 7, removed stacking critical hit chance and removed the exposed knockdown. Ranger Rapid Fire: Adjusted base damage and weapon damage upwards to account for less arrows. Gleeful Strike: Passive has been updated. It now Increases your Power Damage Bonus: Melee and Power Damage Bonus: Ranged by 10%. Additionally, while the Melee Power Tray is your active tray, all critical hits you land have a chance to restore Energy. Removed passive Energy Regeneration. Laceration tooltip now indicates it hits twice. Cross Slash 1 tooltip now indicates it hits twice. Cross Slash 1 2nd hit now hits for appropriate damage. Flare Arrow is now limited to the Ranged Power Tray. Templar Added stat for Moral Prerogative. Moral Prerogative enhances Righteous Stand to increase its channel duration by 50% allowing more time before another Pip is spent. Corrected an issue that would prevent Templar Righteous Parry from activating when Righteous Stand was re-used while a Righteous Parry opportunity was still available. Increased Holy Warrior cooldown and reduced health buff slightly. Zealotry can generally be gained by only one source at a time but the amount earned was increased so gains will be much more consistent. Reduced the extra gain by hitting a target with Sin. Champion Increased Pitfighter attack power buff, removed portion of description that says it stacks. Race Specific Powers and Adjustments Racial Dodges are no longer modified by cooldown reductions or increases. Elken Ranged Distance Bonus changed to Ranged Distance Bonus Cap and set to 5m. Fae Faerie Fire: Removed erroneous instant damage from power. Faerie Fire: Added Blocks target from entering Stealth for 30 seconds. Bloodline: Tooltip reflects 50% movement speed boost while stealthed. Guinecean Made extra guinecean ring slot available. Racial Burrow will no longer be granted to duelists. Racial Saltpeter rounds will no longer be granted to non-Duelists. Stoneborn Adjusted cooldown on Stoneskin. Stoneskin: Changed armor mitigations from 50% to damage reduction by 50%. Minotaur Removed resource cost from Bull Rush racial. Wood Elf Camouflage: Interacting with an object, taking damage, or using a consumable will now shut off the toggle. This power is surrendered if the user has a Stealth Tray granted to them. Mob Powers Spider Slam now does damage type crushing. Sound Fixing issue with Druid blight burst sounds (Wailing Spirits) stacking and getting really loud. Implemented batch of Ranger power sounds. Sounds for Ranger basic attack arrows. Sounds for Ranger Barrage and Rapid Shot powers. Implementing hit sounds into all basic bow attacks a player can use. Adding hit sound for Ranger Forest Step. Adding variations for Guinecean death sounds. New Elken and Guinecean versions of Knight male noble blood power shout. Elken death sound now has "VO". Further spacing out the additive tiers of Druid Blight Orb explosion sounds (wailing spirits). New layer is added every 2 orbs instead of every 1 orb. Implementing sounds for certain Champion powers. Mostly hits. Also second tier versions for Ultimate Warrior. Updated to Druid LMB power. Less loud. New sounds for Champion Hurlbat, Ranger Concussion Shot (AOE part). Fixing issue with Fae jump sounds being 2D instead of 3D. New hit sounds for Champion Rend and Hurlbat. New VO for Guinecean version of noble blood Knight power. Implementing sounds for eating various food items. New VO for Elken version of Knight yell power. Update to Wolf morph day into night sound. Fall Damage now has sound. Adding new Music track for Lobby playlist. Ongoing pass on Lobby sounds. Adding more different music tracks to Temple (Beachhead) playlists. Ui sound pass for Map. Some polish on Lobby UI sounds. Volume tweaks. Equipment Short swords are now considered swords instead of daggers. Environment Several adjustments have been made to terrain shaders and environmental items to better increase performance. Animation Fixed foot sliding on fidget for Centaur female. Fixed hitching in Fidget for Hgnt Champion. Chat Window and Combat Logs Harvesting actions now look better written in the combat log. Fixed an issue where switching chat tabs could not be used after the window had been minimized. Added an Unread Indicator to show if new messages appear below the current lines of text. Fixed the 503 chat service error. /invite Should now function correctly. General Bug Fixes The Crypt parcel has been removed from campaigns and EKs and the crafting recipe for this parcel is no longer accessible. Food related resource and test vendors have been added to forts and keep parcels. New stylized icons have been added for several inventory items. Map Icons should no longer display as a black texture. Updating the number of items granted by the necro test vendors and also added ambrosia as a necro additive. Setting guild hall to be craftable in 5.8 with the new socket changes added. Updated spider dioramas with newer webs. Stoneborn corpse should no longer remain after rez. Changed the range on the Outpost Guards to 25m with a max of 50m ranged attack. Adjustments to fix memory leaks and overall server performance. Dramatically reduced the amount of experience required to level starter and lower quality vessels. Fixed socketing issues between gatehouse and wings. Updated keeps to prevent players from placing keep on themselves in EKs. Performance improvements for lower end shaders. Medium still looks pretty good. Basic looks "less good". But it does less, so it may be worth it. Guild crest should now display on the player’s nameplate. Bandage use will now remove Stealthed characters from Stealth. New jewelcrafting icons have been added to the gem creation phase. Skills: fix for combat basics tree not loading sometimes. Updated the burial mound assets on harvestable graves. Fixed Centaur female hair clipping on harvesting. Some tuning to harvesting transitions. Fixed a typo in some stats that made harvesting hungershard additives impossible during fall/winter. Players are no longer asked “To Find a Tree to Harvest”. Harvest nodes are now backless; they are no longer vulnerable to “From Behind” attacks. Fixed an issue where floating windows being dragged would be clamped to the wrong y-positions. Item tooltips will now sort stats alphabetically. Players should only take 1 food decrease every 30 seconds when standing within 50m of a Hunger Node no matter how many nodes there are. Harvesting tools now work after using a Runegate without needing to be re-equipped. Fixed an issue with players being unable to retrieve a body from a cairn. “Purchase” button in the lobby is now functional. Added a new icon for “Bruised Apple”. Updated the interact radius on harvestable plants. Fixed an issue where avatars hidden by the camera due to collision do not reappear when entering first-person mode and turning around to face the formerly-hidden avatar until exiting first-person mode. Initial class items should now only be granted in campaigns, not in EKs. This means any freebies granted to a new starting character are only granted upon entering a campaign, they are no longer granted when creating a new EK character. A “Loading” indicator has been added for entering an EK or a campaign. Fixed an issue where the wrong player count was being displayed for EKs and Campaigns. Made adjustments to skin color options for Guinecean. Visible screenshake from other player’s powers should now be fixed. Players can browse worlds even if your vessel is locked to a different scenario, but you will see the message "your vessel is locked to a different scenario" and the enter world button will not be shown. Floor webbing in the starter area has been removed to fix clipping issue. Fix for the Guinecean going into T pose when running and jumping. Ganzen Patchnotiz lesen
  3. Shiro

    0.5.7 - Jahreszeiten

    New Items for 5.7 Stoneborn Male is now a playable. Half Giant Female is now playable. Harvestable hunger crystals are now in campaigns. These hunger crystals cause other harvestable spawners nearby to become unharvestable and will add some snow and frozen FXs to the affected area. You must harvest and destroy these hunger crystals to unfreeze any nearby harvestable nodes. The following new mobs have been added to campaigns: Wolf, Elk, and non-hunger Hellcat. Day and Night functionality has been introduced into campaign worlds including a Season Clock being visible within the UI. Added functionality for Day/Night cycle for mobs to now shift into a hunger version at night. The chat server has been upgraded along with a new look. There are now slash commands you can use to set the current channel context. These commands are case sensitive. /Zone will change your chat panel to display Zone specific text. /General is the slash command to set the chat panel back to its original settings. The "Who" function has also been updated to /who + channelname. Clicking on a chat tab won't put you in the channel automatically. You will need to manually change it using /+channelname. Megadeed functionality has been added. Now, some deeds will have smart connectors and multiple versions of one deed contained within the deed to allow better ease of use when connecting pieces within an EK. New lighting functionality has been added. The first round of zoning has been implemented. This is the first step in allowing campaign worlds to have multiple zones (See Campaign for more details). Changes to the functionality of “F” to Interact have been added (See “F” to Interact for more details) . New campaign map with hunger functionality, Aeryth has been added. Mobs and AI Winter Hellcat Pounce now causes normal instead of execution class damage. Summer Hellcat step now uses a soft target and shouldn't miss and causes normal damage. Removed special ranged punishment mechanics from Ai strategy with Step since it is now a normal ranged attack. Created three new pounces to cover various distances so summer hellcat pounces are effective versus ranged. Mobs can now “assist” other mobs. Fixed an issue where mobs were only performing their first attack in a string of combos. Code adjustments were made to increase the loot radius on a defeated mob. Muted Flailing transition in order to keep the hellcat from randomly going to the falling pose. Elken headbutt will stop when colliding with characters. Fixed an issue in which some mobs would not stop at their home location and keep running. Hunger Functionality Fireflies FX should not appear on nodes affected by hunger shards. Snow FX should now be turned on when the hunger crystal affects a harvest node. Removed weapon additive hunger shards from animal harvestables. Added weapon additive hunger shards to hunger crystals. (required skill added in excavation skill tree) Disabled generic harvestable self destruct timer on hunger crystal harvest nodes when they take their first point of damage. Created sacrifice hunger shard that is now a loot drop while harvesting hunger crystals. (Use them to level up!) Harvest Nodes should have Frozen! Flytext when hit if they can not be harvested due to a nearby Hunger Shard node. Chat Chat tabs can now subscribe and unsubscribe to channels and display text when it is broadcasted in those channels. The next step will be to mock up the UI for channel filters and integrate that with the game. Updated the chat popup window to reflect the latest syntax of the chat commands. Also updated the /chathelp command to show the chat arguments along with the help text. In the past /who did not need the channel name because it was bound to the tab that we were typing into. Now since a tab can be subscribed to multiple channels, we need to provide the channel name to look up all the players that are in it. Added chat input field backing overlays. Crafting Added in mega deed crafting recipes and updated skill node text to reflect their skill requirements. Setting Rapier advanced recipe to unlock on Advanced Weapon Research instead of Research Mastery. Setting general crafting station to appear under Basic Crafting. Changed label on it from "Intermediate Deeds" to "General Deeds" for consistency. There were a couple of places that the assembly difficulty wasn't updating. Specifically, when a recipe is selected or when items were cleared out from the recipe. This was causing an issue in which the success chance was not resetting when a new recipe in the crafting menu was selected. Fixed a bug where recipes were sometimes not being granted by skills. Altered stats which appear on some rings/necklaces. Jewelcrafting now identifies the specific stats being experimented on during the experimentation phase. Added new section to character details page for Final Mitigation values. (this is a sum of chest + armor bonus stats) Reduced subcomponent crafting time to 1 second base. Increased final item crafting times to either 30 or 60 seconds. (crafting speed stat should modify these values at 1% faster per point of crafting speed stat) Reduced number of Pips avail for experimentation for Common quality items from 6 to 5. Reduced number of Pips avail for experimentation for Poor quality items from 6 to 4. Reduced Harvest Critical Amount Cap from 10 to 5. Reduced Harvest Critical Amount Grants in Skill Trees from 5 to 1. Reduced Max Durability on Rings and Necklaces since they only suffer decay on Death now. Added variable stat caps for crafting assembly, experimentation and experimentation points. Set max stack size of Ethereal Dust to 5000. Set max stack size of Chaos Embers to 50. Crafting Fuels (carbon, coal, lacing sinew) now require Ethereal Dust. Armor Layers now require Ethereal Dust. Slightly reduced the Ethereal Dust cost for end armor (plate, mail, leather) combines. Reduced resource amounts required for most armor components. (metal scales, rings, sheets, plates, leather squares and hardened squares) Added new data to crafting descriptions to indicate the amount of the outcome for that recipe. Leather Padding, and Rivets only stat outcome is out of combat health regeneration. Buckles only stat outcome is now Stealth. All stats previously available on Padding, Rivets, and Buckles have had their coefficients on components they are still on increased (since they now appear on less items). All Crafting Types Experimentation Point Caps now default to 18.(Cap increasing items and racials on the way) New Alchemy Potion - Potion of Sapho - Increases All Experimentation Point Caps by 4. New Alchemy Recipe - Transmute 1 Chaos Ember to 75 Ethereal Dust. New Alchemy Recipe - Bulk Grind 20 Resources at a time. Alchemy - Empty Flask Recipe now Require 1 Ethereal Dust. Alchemy - Empty Flask Recipe now produces 3 flasks per combine. Alchemy - Empty Flask Recipe outcomes are now always Common quality. Updated all crafting discipline recipe descriptions. Now the descriptions should list which powers are granted with each discipline. Basic harvesting tool recipes have been updated to include an increased durability tool if all named wood resources are used for each required recipe slot. The description of the recipe has also been updated. PCM values were being displayed as a positive integer instead of a negative one. This has been fixed. F to Interact Updates Can now F to interact another player. (initial options, trade whisper, invite) Added in Trade response hookups for F to Interact. Added in Trade response hookups for F to Interact. Hooking up acceptance for trade, redoing keybindings and fixing the place the key hooks in. Adding interactable to the player that covers both the social case and the deathblow case and still provides reticle information. Fixes the issue of ESC not appearing on F to interact social menu. Disabling cursor when using F To interact social. Disabled powers hookup when F to interact social is there. You cannot drag items into the trade window until the other person accepts. Disabling keys when you're in the player social interaction HUD. Skill Trees Added new skill node to excavation tree to enable harvesting of weapon additive hunger shards. Replaced nodes in reaping tree for animals which used to grant hunger shards to increase bone and blood harvesting. Added more detailed text to several skill nodes. Vassals and EKs Fixed a bug with moving/removing parcels in the EK where non-player objects that should be teleported to the temple/graveyard were not correctly teleporting. You can now rotate placeables while they are in their socket preview state. Death and Durability Lowered Per combat death to 5 durability per item hit. Tow Truck amount has been reduced to 25 per item. Increased the rate at which decay is taken while in Combat Stance (This should move us towards decay happening based on use vs on death and is uniform across all playstyles which would factor in; melee vs ranged, fast vs slow attacks). Slots affected by in Combat Decay (Pri/Sec Weapons, Shield, Helmet, Gloves, Boots, Chest). General Powers Fix for power combo cancel: client power blackout for interrupt powers. Visuals for blackout time on powers have been added to the power tray. Fixing the power tray not expanding correctly if the player has more than 9 power slots. Fixed cooldowns from combos not showing correctly after switching power trays. Fixed the hitch that would occur when trying to switch to stealth tray while airborne. Blind effects are now reduced in duration by the appropriate stat. Reflex Bows: Non Physical arrows will now do damage on attacks 2 and 3, however the damage they deal will be of type piercing. Barriers weren't updating the max value before updating the barrier value on hanging effects.(This was causing all barriers to always be 0.) Re-enabled code that had been commented out that was causing the projectile visibility settings to not be respected. A full pass on powers that have screen shakes has been done. Screen shake feedback should now feel a lot better during combat. Fixed an issue with aim mode powers where the targeting reticule disappeared and executed immediately without allowing any targeting. Hooked up Fall, Winter and Summer icons in Common Seasonal passive. Fixed a bug that was causing channelled powers execute blackout to be treated the same as charged powers. Proc chains should no longer preserve the power origin and directionality from before the proc triggered, thus letting the chained DM/GE determine a new one each time. Dodge power now looks more disabled when you have no dodge pips, plus adding new mouse button icons for power bar. Interrupt abilities will no long show as on blackout when activating other abilities. Made a pass through all abilities and updated range in tooltips. Discipline Scarecrow ability Aura of Terror will apply Frostbite again if enemies remain nearby for too long. Reticle range for character targets is now displayed as the distance from my world location to the point the raycast hit on the target's collider (instead of their world position) so that it better reflects how the physics casts will detect range during combat. Other players jumping will no longer cancel combos on the local player. Disciplines Assassins can no longer use Master of Swords. Master of Hammers can only be used by Clerics. Long Live the Fighter and Poisoner once again correctly Proc on the third basic attack. Removed Minor Discipline Punch Drunk until we have tech to organize targeted types of cooldowns. Discipline is no longer craftable. Fixed the issue of being rooted after using Mighty Shield Slam. Candle That Burns now affects Power Efficiency. Shield Breaker Dispel will now only hit once (critically) when used against a target with a Barrier. Updated description of Dryad Blast of Leaves to include the fact it heals you too. Set Caltrops, Stinkbomb, Binding Arrows, Flare, Fountain of Life, Pixie Dust, Wee One, Sanctuary, Rune Shield, Grasping Roots, Firewall, Guardian Rhythms, Hymn of Restoration, Verses of Victory, Call Darkness, Shadow Mantle, Finer Things, Daggermaster Combo 2, Insanity, Energetic Harvesting, Fire Eater, Reflect Heat, Back to Work, Take it Down, Benediction, Indulgence, Toughness, Unstoppable, Bleed Debuff 2, Heads Up, Stars Align and Back Into It to use key down. Knife Grinder should no longer be granting an outrageous amount of strength. Discipline powers will no long be unequipped from the power tray on death. Reduced damage bonus on Banshee Angel of Death to 20%. Races All attributes baseline cap at 250 points now. Each race now has a series of attribute cap adjustments which can be seen on the Racial Discipline (Another variable in the mix, enjoy!). Class/Race Specific Powers Power queue now cooperates with client immediate combo processing. Combos should now execute! REJOICE ALL! Set Racial jumps and dodges to use key down. Corrected an issue preventing the Stoneborn Bloodline passive from working. Made Fae Jumping and Gliding abilities use key down to activate as well. Assassin Set Dagger Storm, Dodge to use key down. Champion Whirling Pain will now trigger critical hits when used with exactly two Pips left when starting the combo from Massive Cleave. Prior to this you would only get crits if you had three or more pips, though it only cost you two. Adjusted hit times on Champion basics. Set Rend, Dodge, Leap (2nd), Ultimate Warrior and Whirling Pain to use key down. Cleric Set Hand of the Gods, Holy Symbol to use key down. Confessor Hellfire Shield, Fire Wave, Hellfire Blast, Hellfire Aura, Fire Tornadoes, Zealot Rush, Immolation to use key down. Druid Corrected an issue that allowed Druid Nature's Avatar to be used on NPCs. The additional hit caused by Duelist INCONCEIVABLE! buff Capo Fero no longer tries to play an additional animation but the hit itself is now much "larger" and noticeable. Healing Basic 1, 2, 3, Healing Rain, Blight, Dissipate, Sacrifice and Wicked Winds to use key down. Reduced Armor Bonuses of Forest Whispers to 35% Duelist Pepperbox Shot will no longer stun Minotaurs from the front. Dodge, Recon, Tunnel, Vanish, to use key down. Set Go for Broke to use key down. DoT ticks caused by Impale will no longer remove you from stealth. Elken Fix for the elken stutter step in the jump land run. Knight Re-iterated on hit shake and activated hit pauses on Knight attacks. Set Onslaught, Brutal Strike, Twin Assault, Shockwave, Obliterate, Shield Stun to use key down. Myrmidon Berserk should no longer accumulate damage that really isn't happening while invulnerable. Berserk no longer heals for damage absorbed by Barriers. However damage prevented by Barriers still goes into the final damage amount for the Berserk. Adjusted hit times on Myrmidon basics. Set Whirlwind, Berserk to use key down. Corrected a logic problem that prevented Berserk Crash prevention mechanics from working. Ranger Fixed a long delay in the first Ranger basic bow shot. Set Barrage, Launch Explosive Trap, Flare Arrow, Suppression Shot, Cross Slash 2, to use key down. Templar Templar Brilliance now does Fire instead of Bleed damage. Set Retaliate to use key down. Templar will no longer get sometimes stuck in parry. Player Movement Sprint is now a client immediate Hold-and-Release power. Functionality of Sprint is the same, it occurs immediately. Fixed an issue where holding down movement keys in the opposite direction as a crow may still execute the latter part of the moving animation where the crow glides in place. Sounds Implemented a large batch of Confessor power sounds including Confessor Retaliate and Nethari racial power Call of Flames. Volume/timing tweaks for Fae dodge and double jump sounds. Added sounds to Elk and Wolf powers. Lowering volume spike of UI sound for opening Skills UI. Hover sounds for sidebar buttons. Changing resurrect music stinger so it builds up depending on how many people you resurrect. Various sounds for Hunger versions of Elk, Wolf, and Spider NPC's. Raising volume of hog sounds slightly. Fixed issue where test-file was playing on vessel resurrect. Reduced volume of certain Assassin power sounds (mostly stuff that triggers without stealth mode). Added lots of ambient sounds for both day and night functionality. Assigned footstep sounds to NPCs. Hunger crystals should now notify the audio manager when the local player is close enough to them, which is used to trigger the snow footstep sound switch. Adding three additional tracks to the Campaign Day music playlist (one new beachhead track and also the EK day and EK night tracks). Setting silence to 3 minutes between these tracks. Campaigns New Campaign map Aerynth has been added. This is the first campaign map to support multiple zones within one campaign map. Rune gates from Aerynth Beachheads to the mainlaind of the campaign map have been added. More tweaks to map randomization. New outposts with capture functionality are in. There are two versions: an outpost tower and an outpose campfire. Implemented new Friendly only Campfire to be used wherever we want the player to own the Keep/fort/outpost to benefit from the campfire healing. Fix to make sure POI's in datalayers show up on the map. Changed placement of system vendors in Shire Parcel so the leatherworking and woodworking vendors are near their respective crafting tables. The offensive missing texture on small houses in the beachheads have been updated so they no longer have a pink portion on the underside of the roofings. The text on hippos “New Phase Very Long Name” has been updated with correct phase names. Added a new “Gear for Gold” vendor in the beachheads which can also be accessed on Live. Added a new “Resources for Gold” vendor to forts and keeps that can also be accessed on Live. Equipment items such as basic weapons, intermediate gear, bandages, and white resources can now be purchased from these vendors for gold. Updated the avatars for system vendors so they are different from our Item Vendors. Melee and Ranged vendors now look like weapon racks, and the other vendors now look like chests. Functionality and items granted for testing purposes are still the same. Removed Enchanting tables from Fort and Keep parcels. Added New Crafting stations which grant Thrall Worker Buffs when standing near them. New stations can be found in Keeps. Station types ; Blacksmith, Leatherworker, Jewelcrafter, Necromancy, Woodworker. These buffs can only be accessed once the keep is taken by your faction. (These buffs add experimentation points, and increase experimentation point caps) Removed "campaign state change message". Slight increase of features to make sure the dioramas randomize in above 15% of the locations in the map for resources. Re-randomized Aerynth's dioramas to fix an issue with the modular forest dioramas missing, because they were moved to a datalayer after the map was randomized. Increased boss rooms, some mid-adventure parcels, and the Keep's ranks to 10. We will now default to releasing the crow to the graveyard in the local zone. If one is not found, it will go back to the beachhead. Outposts should no longer trigger campaign toast events. Mob ranks are now included in their display name. (Test only) When a player dies, the respawn location will prefer sending the player to the beachhead over using a graveyard within the required minimum distance. Adventure zones should be denser with harvestable nodes. Eternal Kingdom The second placed parcel in the EK editor will show the correct parcel name. Nicer version of the building placement shader has been added. Translucent with a little warbly effect in emissive and blocks the stencil grid projector. Lighting, Terrain, and Environment Adjustments Fixed a thunking bug for grass, but more importantly rewrote the whole thing to be multi-threaded and carefully staged so generation AND thunking have no impact on main thread CPU. Now normalizing the values across all splat textures, and verified that the indexing is properly done. Improved look of grass to make wind use pivot, use normal sample so it blends better, and stop the ugly popup/scaling. Updated webbings with newer assets. Various tweaks to get shadows and directional light working the way we want it with Envirosky prefab, so we can tweak its settings. Several adjustments to parcels, such as the Farm and Hamlet, have been done to update them to the newest used shader and lighting. General Bug Fixes Increased doober trigger volume size so they're easier to pickup. Parent stats will get cascaded down after loading default stats. Updates for new F prompt, mega deed icons. Falling damage after dodging has been fixed. In Game videos should now have titles. Adjusted building placement HUD to accommodate new functions. Changing how item tooltips are structured so that it doesn't cause problems with Unity's layout system. Fixed several bugs in what is shown in tooltips. Added some more data such as XP and item quantity. Fixed an issue where keybindings that were cleared in one session would reset to default in the next session. Invulnerability should no longer prevent stomping on the stealth flag when you change trays. Also, added an explicit few lines of code to make sure you can see your corpse object when you are a crow. Fixing bug in drawing the nameplate for vendors. Fixed hellcat spit coming from ground. Moved the default position of the character creation screen, removing many of the jaggies on character models. Fixing scale on Cleric hammer scale. Fixed shield orientation for Fae Male. Basic Poison Toxin Vials are now considered Common quality and Advanced Toxins are now considered Uncommon quality. Cool new backgrounds on items to show quality AND now it's easy to see items you cannot equip. Removed extra two hand axe from melee system vendor. Logout should no longer be allowed if you're not grounded (e.g. middle of a long glide for fae). Added limits to the amount of points a player can spend after leveling a vessel so that they can't go over the max stat value. If the player is wearing gear or has other effects that add to that stat, it can still go over the cap with level up attribute points. A pass on inventory icons for several items have been added and are currently in progress. Durability bar and item counter is now displayed on items in the Power Tray. Gray quality resources have been removed from harvest nodes. Gold ore has been updated to "Aurelium Ore" to help differentiate between gold currency and resources. Tooltips now show changes between items in inventory and equipped items. Fix for observed players doing a leap then immediate dodge and the animation controller failing to transition back to grounded pose. Added stoneborn necromancy pieces to system vendor. Fixing parent and child stats for per hit dust tables. Toned down flop on the stoneborn shoulder pauldron. Crafting tables in the Keeps should now display the proper crafting recipes. Fixed some localization errors causing issues with Necromancy Crafting. Made the location marker on map a bright red. Fixing issue where sound was in stealth state upon login. Shattered fragments of Stoneborn death now remain the duration of the rez timer. Fixed an issue with harvest_damage_bonus not calculating the increase properly when a necklace with this stat is equipped. Adjustments were made to help prevent the issue of getting kicked back to the lobby that some players were experiencing. Fixed the issue of players being unable to use general chat when they log out to lobby.
  4. Shiro

    Patchnotes: 0.5.7 - Jahreszeiten

    New Items for 5.7 Stoneborn Male is now a playable. Half Giant Female is now playable. Harvestable hunger crystals are now in campaigns. These hunger crystals cause other harvestable spawners nearby to become unharvestable and will add some snow and frozen FXs to the affected area. You must harvest and destroy these hunger crystals to unfreeze any nearby harvestable nodes. The following new mobs have been added to campaigns: Wolf, Elk, and non-hunger Hellcat. Day and Night functionality has been introduced into campaign worlds including a Season Clock being visible within the UI. Added functionality for Day/Night cycle for mobs to now shift into a hunger version at night. The chat server has been upgraded along with a new look. There are now slash commands you can use to set the current channel context. These commands are case sensitive. /Zone will change your chat panel to display Zone specific text. /General is the slash command to set the chat panel back to its original settings. The "Who" function has also been updated to /who + channelname. Clicking on a chat tab won't put you in the channel automatically. You will need to manually change it using /+channelname. Megadeed functionality has been added. Now, some deeds will have smart connectors and multiple versions of one deed contained within the deed to allow better ease of use when connecting pieces within an EK. New lighting functionality has been added. The first round of zoning has been implemented. This is the first step in allowing campaign worlds to have multiple zones (See Campaign for more details). Changes to the functionality of “F” to Interact have been added (See “F” to Interact for more details) . New campaign map with hunger functionality, Aeryth has been added. Mobs and AI Winter Hellcat Pounce now causes normal instead of execution class damage. Summer Hellcat step now uses a soft target and shouldn't miss and causes normal damage. Removed special ranged punishment mechanics from Ai strategy with Step since it is now a normal ranged attack. Created three new pounces to cover various distances so summer hellcat pounces are effective versus ranged. Mobs can now “assist” other mobs. Fixed an issue where mobs were only performing their first attack in a string of combos. Code adjustments were made to increase the loot radius on a defeated mob. Muted Flailing transition in order to keep the hellcat from randomly going to the falling pose. Elken headbutt will stop when colliding with characters. Fixed an issue in which some mobs would not stop at their home location and keep running. Hunger Functionality Fireflies FX should not appear on nodes affected by hunger shards. Snow FX should now be turned on when the hunger crystal affects a harvest node. Removed weapon additive hunger shards from animal harvestables. Added weapon additive hunger shards to hunger crystals. (required skill added in excavation skill tree) Disabled generic harvestable self destruct timer on hunger crystal harvest nodes when they take their first point of damage. Created sacrifice hunger shard that is now a loot drop while harvesting hunger crystals. (Use them to level up!) Harvest Nodes should have Frozen! Flytext when hit if they can not be harvested due to a nearby Hunger Shard node. Chat Chat tabs can now subscribe and unsubscribe to channels and display text when it is broadcasted in those channels. The next step will be to mock up the UI for channel filters and integrate that with the game. Updated the chat popup window to reflect the latest syntax of the chat commands. Also updated the /chathelp command to show the chat arguments along with the help text. In the past /who did not need the channel name because it was bound to the tab that we were typing into. Now since a tab can be subscribed to multiple channels, we need to provide the channel name to look up all the players that are in it. Added chat input field backing overlays. Crafting Added in mega deed crafting recipes and updated skill node text to reflect their skill requirements. Setting Rapier advanced recipe to unlock on Advanced Weapon Research instead of Research Mastery. Setting general crafting station to appear under Basic Crafting. Changed label on it from "Intermediate Deeds" to "General Deeds" for consistency. There were a couple of places that the assembly difficulty wasn't updating. Specifically, when a recipe is selected or when items were cleared out from the recipe. This was causing an issue in which the success chance was not resetting when a new recipe in the crafting menu was selected. Fixed a bug where recipes were sometimes not being granted by skills. Altered stats which appear on some rings/necklaces. Jewelcrafting now identifies the specific stats being experimented on during the experimentation phase. Added new section to character details page for Final Mitigation values. (this is a sum of chest + armor bonus stats) Reduced subcomponent crafting time to 1 second base. Increased final item crafting times to either 30 or 60 seconds. (crafting speed stat should modify these values at 1% faster per point of crafting speed stat) Reduced number of Pips avail for experimentation for Common quality items from 6 to 5. Reduced number of Pips avail for experimentation for Poor quality items from 6 to 4. Reduced Harvest Critical Amount Cap from 10 to 5. Reduced Harvest Critical Amount Grants in Skill Trees from 5 to 1. Reduced Max Durability on Rings and Necklaces since they only suffer decay on Death now. Added variable stat caps for crafting assembly, experimentation and experimentation points. Set max stack size of Ethereal Dust to 5000. Set max stack size of Chaos Embers to 50. Crafting Fuels (carbon, coal, lacing sinew) now require Ethereal Dust. Armor Layers now require Ethereal Dust. Slightly reduced the Ethereal Dust cost for end armor (plate, mail, leather) combines. Reduced resource amounts required for most armor components. (metal scales, rings, sheets, plates, leather squares and hardened squares) Added new data to crafting descriptions to indicate the amount of the outcome for that recipe. Leather Padding, and Rivets only stat outcome is out of combat health regeneration. Buckles only stat outcome is now Stealth. All stats previously available on Padding, Rivets, and Buckles have had their coefficients on components they are still on increased (since they now appear on less items). All Crafting Types Experimentation Point Caps now default to 18.(Cap increasing items and racials on the way) New Alchemy Potion - Potion of Sapho - Increases All Experimentation Point Caps by 4. New Alchemy Recipe - Transmute 1 Chaos Ember to 75 Ethereal Dust. New Alchemy Recipe - Bulk Grind 20 Resources at a time. Alchemy - Empty Flask Recipe now Require 1 Ethereal Dust. Alchemy - Empty Flask Recipe now produces 3 flasks per combine. Alchemy - Empty Flask Recipe outcomes are now always Common quality. Updated all crafting discipline recipe descriptions. Now the descriptions should list which powers are granted with each discipline. Basic harvesting tool recipes have been updated to include an increased durability tool if all named wood resources are used for each required recipe slot. The description of the recipe has also been updated. PCM values were being displayed as a positive integer instead of a negative one. This has been fixed. F to Interact Updates Can now F to interact another player. (initial options, trade whisper, invite) Added in Trade response hookups for F to Interact. Added in Trade response hookups for F to Interact. Hooking up acceptance for trade, redoing keybindings and fixing the place the key hooks in. Adding interactable to the player that covers both the social case and the deathblow case and still provides reticle information. Fixes the issue of ESC not appearing on F to interact social menu. Disabling cursor when using F To interact social. Disabled powers hookup when F to interact social is there. You cannot drag items into the trade window until the other person accepts. Disabling keys when you're in the player social interaction HUD. Skill Trees Added new skill node to excavation tree to enable harvesting of weapon additive hunger shards. Replaced nodes in reaping tree for animals which used to grant hunger shards to increase bone and blood harvesting. Added more detailed text to several skill nodes. Vassals and EKs Fixed a bug with moving/removing parcels in the EK where non-player objects that should be teleported to the temple/graveyard were not correctly teleporting. You can now rotate placeables while they are in their socket preview state. Death and Durability Lowered Per combat death to 5 durability per item hit. Tow Truck amount has been reduced to 25 per item. Increased the rate at which decay is taken while in Combat Stance (This should move us towards decay happening based on use vs on death and is uniform across all playstyles which would factor in; melee vs ranged, fast vs slow attacks). Slots affected by in Combat Decay (Pri/Sec Weapons, Shield, Helmet, Gloves, Boots, Chest). General Powers Fix for power combo cancel: client power blackout for interrupt powers. Visuals for blackout time on powers have been added to the power tray. Fixing the power tray not expanding correctly if the player has more than 9 power slots. Fixed cooldowns from combos not showing correctly after switching power trays. Fixed the hitch that would occur when trying to switch to stealth tray while airborne. Blind effects are now reduced in duration by the appropriate stat. Reflex Bows: Non Physical arrows will now do damage on attacks 2 and 3, however the damage they deal will be of type piercing. Barriers weren't updating the max value before updating the barrier value on hanging effects.(This was causing all barriers to always be 0.) Re-enabled code that had been commented out that was causing the projectile visibility settings to not be respected. A full pass on powers that have screen shakes has been done. Screen shake feedback should now feel a lot better during combat. Fixed an issue with aim mode powers where the targeting reticule disappeared and executed immediately without allowing any targeting. Hooked up Fall, Winter and Summer icons in Common Seasonal passive. Fixed a bug that was causing channelled powers execute blackout to be treated the same as charged powers. Proc chains should no longer preserve the power origin and directionality from before the proc triggered, thus letting the chained DM/GE determine a new one each time. Dodge power now looks more disabled when you have no dodge pips, plus adding new mouse button icons for power bar. Interrupt abilities will no long show as on blackout when activating other abilities. Made a pass through all abilities and updated range in tooltips. Discipline Scarecrow ability Aura of Terror will apply Frostbite again if enemies remain nearby for too long. Reticle range for character targets is now displayed as the distance from my world location to the point the raycast hit on the target's collider (instead of their world position) so that it better reflects how the physics casts will detect range during combat. Other players jumping will no longer cancel combos on the local player. Disciplines Assassins can no longer use Master of Swords. Master of Hammers can only be used by Clerics. Long Live the Fighter and Poisoner once again correctly Proc on the third basic attack. Removed Minor Discipline Punch Drunk until we have tech to organize targeted types of cooldowns. Discipline is no longer craftable. Fixed the issue of being rooted after using Mighty Shield Slam. Candle That Burns now affects Power Efficiency. Shield Breaker Dispel will now only hit once (critically) when used against a target with a Barrier. Updated description of Dryad Blast of Leaves to include the fact it heals you too. Set Caltrops, Stinkbomb, Binding Arrows, Flare, Fountain of Life, Pixie Dust, Wee One, Sanctuary, Rune Shield, Grasping Roots, Firewall, Guardian Rhythms, Hymn of Restoration, Verses of Victory, Call Darkness, Shadow Mantle, Finer Things, Daggermaster Combo 2, Insanity, Energetic Harvesting, Fire Eater, Reflect Heat, Back to Work, Take it Down, Benediction, Indulgence, Toughness, Unstoppable, Bleed Debuff 2, Heads Up, Stars Align and Back Into It to use key down. Knife Grinder should no longer be granting an outrageous amount of strength. Discipline powers will no long be unequipped from the power tray on death. Reduced damage bonus on Banshee Angel of Death to 20%. Races All attributes baseline cap at 250 points now. Each race now has a series of attribute cap adjustments which can be seen on the Racial Discipline (Another variable in the mix, enjoy!). Class/Race Specific Powers Power queue now cooperates with client immediate combo processing. Combos should now execute! REJOICE ALL! Set Racial jumps and dodges to use key down. Corrected an issue preventing the Stoneborn Bloodline passive from working. Made Fae Jumping and Gliding abilities use key down to activate as well. Assassin Set Dagger Storm, Dodge to use key down. Champion Whirling Pain will now trigger critical hits when used with exactly two Pips left when starting the combo from Massive Cleave. Prior to this you would only get crits if you had three or more pips, though it only cost you two. Adjusted hit times on Champion basics. Set Rend, Dodge, Leap (2nd), Ultimate Warrior and Whirling Pain to use key down. Cleric Set Hand of the Gods, Holy Symbol to use key down. Confessor Hellfire Shield, Fire Wave, Hellfire Blast, Hellfire Aura, Fire Tornadoes, Zealot Rush, Immolation to use key down. Druid Corrected an issue that allowed Druid Nature's Avatar to be used on NPCs. The additional hit caused by Duelist INCONCEIVABLE! buff Capo Fero no longer tries to play an additional animation but the hit itself is now much "larger" and noticeable. Healing Basic 1, 2, 3, Healing Rain, Blight, Dissipate, Sacrifice and Wicked Winds to use key down. Reduced Armor Bonuses of Forest Whispers to 35% Duelist Pepperbox Shot will no longer stun Minotaurs from the front. Dodge, Recon, Tunnel, Vanish, to use key down. Set Go for Broke to use key down. DoT ticks caused by Impale will no longer remove you from stealth. Elken Fix for the elken stutter step in the jump land run. Knight Re-iterated on hit shake and activated hit pauses on Knight attacks. Set Onslaught, Brutal Strike, Twin Assault, Shockwave, Obliterate, Shield Stun to use key down. Myrmidon Berserk should no longer accumulate damage that really isn't happening while invulnerable. Berserk no longer heals for damage absorbed by Barriers. However damage prevented by Barriers still goes into the final damage amount for the Berserk. Adjusted hit times on Myrmidon basics. Set Whirlwind, Berserk to use key down. Corrected a logic problem that prevented Berserk Crash prevention mechanics from working. Ranger Fixed a long delay in the first Ranger basic bow shot. Set Barrage, Launch Explosive Trap, Flare Arrow, Suppression Shot, Cross Slash 2, to use key down. Templar Templar Brilliance now does Fire instead of Bleed damage. Set Retaliate to use key down. Templar will no longer get sometimes stuck in parry. Player Movement Sprint is now a client immediate Hold-and-Release power. Functionality of Sprint is the same, it occurs immediately. Fixed an issue where holding down movement keys in the opposite direction as a crow may still execute the latter part of the moving animation where the crow glides in place. Sounds Implemented a large batch of Confessor power sounds including Confessor Retaliate and Nethari racial power Call of Flames. Volume/timing tweaks for Fae dodge and double jump sounds. Added sounds to Elk and Wolf powers. Lowering volume spike of UI sound for opening Skills UI. Hover sounds for sidebar buttons. Changing resurrect music stinger so it builds up depending on how many people you resurrect. Various sounds for Hunger versions of Elk, Wolf, and Spider NPC's. Raising volume of hog sounds slightly. Fixed issue where test-file was playing on vessel resurrect. Reduced volume of certain Assassin power sounds (mostly stuff that triggers without stealth mode). Added lots of ambient sounds for both day and night functionality. Assigned footstep sounds to NPCs. Hunger crystals should now notify the audio manager when the local player is close enough to them, which is used to trigger the snow footstep sound switch. Adding three additional tracks to the Campaign Day music playlist (one new beachhead track and also the EK day and EK night tracks). Setting silence to 3 minutes between these tracks. Campaigns New Campaign map Aerynth has been added. This is the first campaign map to support multiple zones within one campaign map. Rune gates from Aerynth Beachheads to the mainlaind of the campaign map have been added. More tweaks to map randomization. New outposts with capture functionality are in. There are two versions: an outpost tower and an outpose campfire. Implemented new Friendly only Campfire to be used wherever we want the player to own the Keep/fort/outpost to benefit from the campfire healing. Fix to make sure POI's in datalayers show up on the map. Changed placement of system vendors in Shire Parcel so the leatherworking and woodworking vendors are near their respective crafting tables. The offensive missing texture on small houses in the beachheads have been updated so they no longer have a pink portion on the underside of the roofings. The text on hippos “New Phase Very Long Name” has been updated with correct phase names. Added a new “Gear for Gold” vendor in the beachheads which can also be accessed on Live. Added a new “Resources for Gold” vendor to forts and keeps that can also be accessed on Live. Equipment items such as basic weapons, intermediate gear, bandages, and white resources can now be purchased from these vendors for gold. Updated the avatars for system vendors so they are different from our Item Vendors. Melee and Ranged vendors now look like weapon racks, and the other vendors now look like chests. Functionality and items granted for testing purposes are still the same. Removed Enchanting tables from Fort and Keep parcels. Added New Crafting stations which grant Thrall Worker Buffs when standing near them. New stations can be found in Keeps. Station types ; Blacksmith, Leatherworker, Jewelcrafter, Necromancy, Woodworker. These buffs can only be accessed once the keep is taken by your faction. (These buffs add experimentation points, and increase experimentation point caps) Removed "campaign state change message". Slight increase of features to make sure the dioramas randomize in above 15% of the locations in the map for resources. Re-randomized Aerynth's dioramas to fix an issue with the modular forest dioramas missing, because they were moved to a datalayer after the map was randomized. Increased boss rooms, some mid-adventure parcels, and the Keep's ranks to 10. We will now default to releasing the crow to the graveyard in the local zone. If one is not found, it will go back to the beachhead. Outposts should no longer trigger campaign toast events. Mob ranks are now included in their display name. (Test only) When a player dies, the respawn location will prefer sending the player to the beachhead over using a graveyard within the required minimum distance. Adventure zones should be denser with harvestable nodes. Eternal Kingdom The second placed parcel in the EK editor will show the correct parcel name. Nicer version of the building placement shader has been added. Translucent with a little warbly effect in emissive and blocks the stencil grid projector. Lighting, Terrain, and Environment Adjustments Fixed a thunking bug for grass, but more importantly rewrote the whole thing to be multi-threaded and carefully staged so generation AND thunking have no impact on main thread CPU. Now normalizing the values across all splat textures, and verified that the indexing is properly done. Improved look of grass to make wind use pivot, use normal sample so it blends better, and stop the ugly popup/scaling. Updated webbings with newer assets. Various tweaks to get shadows and directional light working the way we want it with Envirosky prefab, so we can tweak its settings. Several adjustments to parcels, such as the Farm and Hamlet, have been done to update them to the newest used shader and lighting. General Bug Fixes Increased doober trigger volume size so they're easier to pickup. Parent stats will get cascaded down after loading default stats. Updates for new F prompt, mega deed icons. Falling damage after dodging has been fixed. In Game videos should now have titles. Adjusted building placement HUD to accommodate new functions. Changing how item tooltips are structured so that it doesn't cause problems with Unity's layout system. Fixed several bugs in what is shown in tooltips. Added some more data such as XP and item quantity. Fixed an issue where keybindings that were cleared in one session would reset to default in the next session. Invulnerability should no longer prevent stomping on the stealth flag when you change trays. Also, added an explicit few lines of code to make sure you can see your corpse object when you are a crow. Fixing bug in drawing the nameplate for vendors. Fixed hellcat spit coming from ground. Moved the default position of the character creation screen, removing many of the jaggies on character models. Fixing scale on Cleric hammer scale. Fixed shield orientation for Fae Male. Basic Poison Toxin Vials are now considered Common quality and Advanced Toxins are now considered Uncommon quality. Cool new backgrounds on items to show quality AND now it's easy to see items you cannot equip. Removed extra two hand axe from melee system vendor. Logout should no longer be allowed if you're not grounded (e.g. middle of a long glide for fae). Added limits to the amount of points a player can spend after leveling a vessel so that they can't go over the max stat value. If the player is wearing gear or has other effects that add to that stat, it can still go over the cap with level up attribute points. A pass on inventory icons for several items have been added and are currently in progress. Durability bar and item counter is now displayed on items in the Power Tray. Gray quality resources have been removed from harvest nodes. Gold ore has been updated to "Aurelium Ore" to help differentiate between gold currency and resources. Tooltips now show changes between items in inventory and equipped items. Fix for observed players doing a leap then immediate dodge and the animation controller failing to transition back to grounded pose. Added stoneborn necromancy pieces to system vendor. Fixing parent and child stats for per hit dust tables. Toned down flop on the stoneborn shoulder pauldron. Crafting tables in the Keeps should now display the proper crafting recipes. Fixed some localization errors causing issues with Necromancy Crafting. Made the location marker on map a bright red. Fixing issue where sound was in stealth state upon login. Shattered fragments of Stoneborn death now remain the duration of the rez timer. Fixed an issue with harvest_damage_bonus not calculating the increase properly when a necklace with this stat is equipped. Adjustments were made to help prevent the issue of getting kicked back to the lobby that some players were experiencing. Fixed the issue of players being unable to use general chat when they log out to lobby. Ganzen Patchnotiz lesen
  5. Shiro

    Pre-Alpha 5 Live: Im Juni 2018

    In dieser Ausgabe von Pre-Alpha 5 Live erzählen Thomas Blair, Design Director, und Principal Game Designer Mark Halash über die aktuellen Pre-Alpha Patchnotes. Version 5.7 ist aktuell in der Entwicklung und damit einige Systeme, die künftig von den fleißigen Testern ausprobiert werden sollen. In diesem Video geht es unter anderem um: DIe Steingeborenen und weibliche Halbriesen, welche als nächstes spielbar sein werden. Abbaubare Hunger Kristalle in den aktuellen Kampagnen. Tag- und Nachtzyklen in Zusammenhang mit Hunger Kristallen. "Bereavement" - Karte Wölfe, Elche und Sommer Höllenkazen sind ab sofort in unterschiedlichen Ausführungen vorhanden. Erstmals wurde "zoning" implementiert. "F" um mit Mitspielern zu interagieren (Handeln, Gruppeneinladung und Flüstern)
  6. Shiro

    Pre-Alpha 5 Live: Im Mai 2018

    Am Dienstag, den 15. Mai um 18 Uhr, lief erneut der offizielle Crowfall Live-Stream zur Pre-Alpha 5. Design Director Thomas Blair hat sich diesmal Hilfe von Principal Game Designer Mark Halash geholt, um die Community in dieser Ausgabe von Pre-Alpha 5 Live! mit Patchnotes aus der Zukunft zu versorgen. So haben sie die neuesten Fehlerbehebungen und Erweiterungen der anstehenden Version 5.6 besprochen, die aktuell für eine begrenzte Anzahl von Spielern auf der TEST-Umgebung verfügbar ist. Schon bald sollte 5.6 auch LIVE gehen. Während sie die Patchnotes durchgingen, haben sie außerdem Fragen der Zuschauer beantwortet. Auf Folgendes kannst Du Dich in dem Video freuen: Weitere Updates am Fertigkeitenbaum, darunter Freischaltungen von Anleitungen. Demnächst kommende Völker- und Klassenbäume. Kommando-Fertigkeitenbaum. Dem Inventarfenster wurde ein Token-Zähler hinzugefügt. Es wurde ein Fehler behoben, bei dem es beim Teleport für beobachtende Spieler zu einer Desynchronisation kam. Anleitungen für Krypta und Handwerksdeck sind nun verfügbar. Die Tasten ESDF können nun anstelle von WASD erfolgreich belegt werden. Dre Radius zum Aufheben geernteter Gegenstände wurde erweitert.
  7. Shiro

    Pre-Alpha 5 Live: Im Juni 2018

    In dieser Ausgabe von Pre-Alpha 5 Live erzählen Thomas Blair, Design Director, und Principal Game Designer Mark Halash über die aktuellen Pre-Alpha Patchnotes. Version 5.7 ist aktuell in der Entwicklung und damit einige Systeme, die künftig von den fleißigen Testern ausprobiert werden sollen. In diesem Video geht es unter anderem um: DIe Steingeborenen und weibliche Halbriesen, welche als nächstes spielbar sein werden. Abbaubare Hunger Kristalle in den aktuellen Kampagnen. Tag- und Nachtzyklen in Zusammenhang mit Hunger Kristallen. "Bereavement" - Karte Wölfe, Elche und Sommer Höllenkazen sind ab sofort in unterschiedlichen Ausführungen vorhanden. Erstmals wurde "zoning" implementiert. "F" um mit Mitspielern zu interagieren (Handeln, Gruppeneinladung und Flüstern) Was sagst Du zu der Pre-Alpha 5 Live Ausgabe? Ganzen Artikel lesen
  8. Shiro

    Patchnotes: 0.5.6

    Skill Trees In progress: Adding sounds to skill tree menus. Fixed a small issue with the side panel not dimming correctly. Fixed issue where you couldn't train the first skill in the fighter tree. Fixed a bug where first time in skills all nodes would appear as unlocked. Added more information to several skill nodes to include recipe unlocks. Fixed server refresh of skills on training. Fixed some crashing in the skills system. Added 12 skill tree placeholders for upcoming race trees. Added 11 skill tree placeholders for upcoming class trees. Fixed issue with tweening not working properly on the next skill node. Added graphics to indicate when all skill lines need to be trained as a prerequisite for another node. Updating skill nodes in crafting trees to indicate where recipes are granted. (Still a work in progress) Removed all Way of The Leader Passive skill nodes from Profession type Skill Trees. Created new Command Skill Tree off of the Exploration Basics Tree and placed all Way of the Leader skill nodes in there. Completely rebalanced skill node xp, all curves are less of a dogleg and more of a straight line. (Should encourage purchasing of 5 pip as it can now be a fractional amount of the next nodes 1st pip.) Altered the XP multipliers based on the new curve, it is now possible to have nodes which take 5 hours to 5 pip. (Generally the starter nodes in the profession Basics Trees.) Vassals Added token count to inventory window. Visuals will now show token limits on parcels that player has building rights on. The EK Tool parcel bar now displays the names of each parcel. Setting crafting stations to Small instead of Medium token size. Implemented a chat command /ekdisplayparcelowner that shows you who the owner of the parcel you are standing in is. Crafting Updated the skill unlocks and display names for the EK crafting stations. The General station has no skill blocks but will require a crafting station to make. Continuing to adjust recipe skill requirements. Disciplines Fixed the issue of being unable to equip a Sickle using Master of Sickles. Powers Entering Stealth mode now requires the player to be grounded. Druid Druid Retaliate now causes damage and heals you for 3% of your maximum Health over three seconds. General Bug Fixes Fixed the issue of the survivalist campfire missing art. Potential fix for teleport sync issue causing a bug where you can get locked as a crow and unable to move after releasing your corpse. More improvements to NPC debugging. Fixing a string error that displayed during the experimentation phase of some recipes. Added the return to temple G interact prompt to teleport you back to your assigned temple. Fixed the issue where mobs would continue to aggro when no opponent was present. Most noticeable on Fort and Keep Guards. Adjusted the interact radius to 3 on the crypt cairn. When a power would normally go on cooldown at the end of the power execution, it will now properly go on cooldown after being interrupted. Ganzen Patchnotiz lesen
  9. Shiro

    0.5.6

    Skill Trees In progress: Adding sounds to skill tree menus. Fixed a small issue with the side panel not dimming correctly. Fixed issue where you couldn't train the first skill in the fighter tree. Fixed a bug where first time in skills all nodes would appear as unlocked. Added more information to several skill nodes to include recipe unlocks. Fixed server refresh of skills on training. Fixed some crashing in the skills system. Added 12 skill tree placeholders for upcoming race trees. Added 11 skill tree placeholders for upcoming class trees. Fixed issue with tweening not working properly on the next skill node. Added graphics to indicate when all skill lines need to be trained as a prerequisite for another node. Updating skill nodes in crafting trees to indicate where recipes are granted. (Still a work in progress) Removed all Way of The Leader Passive skill nodes from Profession type Skill Trees. Created new Command Skill Tree off of the Exploration Basics Tree and placed all Way of the Leader skill nodes in there. Completely rebalanced skill node xp, all curves are less of a dogleg and more of a straight line. (Should encourage purchasing of 5 pip as it can now be a fractional amount of the next nodes 1st pip.) Altered the XP multipliers based on the new curve, it is now possible to have nodes which take 5 hours to 5 pip. (Generally the starter nodes in the profession Basics Trees.) Vassals Added token count to inventory window. Visuals will now show token limits on parcels that player has building rights on. The EK Tool parcel bar now displays the names of each parcel. Setting crafting stations to Small instead of Medium token size. Implemented a chat command /ekdisplayparcelowner that shows you who the owner of the parcel you are standing in is. Crafting Updated the skill unlocks and display names for the EK crafting stations. The General station has no skill blocks but will require a crafting station to make. Continuing to adjust recipe skill requirements. Disciplines Fixed the issue of being unable to equip a Sickle using Master of Sickles. Powers Entering Stealth mode now requires the player to be grounded. Druid Druid Retaliate now causes damage and heals you for 3% of your maximum Health over three seconds. General Bug Fixes Fixed the issue of the survivalist campfire missing art. Potential fix for teleport sync issue causing a bug where you can get locked as a crow and unable to move after releasing your corpse. More improvements to NPC debugging. Fixing a string error that displayed during the experimentation phase of some recipes. Added the return to temple G interact prompt to teleport you back to your assigned temple. Fixed the issue where mobs would continue to aggro when no opponent was present. Most noticeable on Fort and Keep Guards. Adjusted the interact radius to 3 on the crypt cairn. When a power would normally go on cooldown at the end of the power execution, it will now properly go on cooldown after being interrupted.
  10. Shiro

    Pre-Alpha 5 Live: Im Mai 2018

    Am Dienstag, den 15. Mai um 18 Uhr, lief erneut der offizielle Crowfall Live-Stream zur Pre-Alpha 5. Design Director Thomas Blair hat sich diesmal Hilfe von Principal Game Designer Mark Halash geholt, um die Community in dieser Ausgabe von Pre-Alpha 5 Live! mit Patchnotes aus der Zukunft zu versorgen. So haben sie die neuesten Fehlerbehebungen und Erweiterungen der anstehenden Version 5.6 besprochen, die aktuell für eine begrenzte Anzahl von Spielern auf der TEST-Umgebung verfügbar ist. Schon bald sollte 5.6 auch LIVE gehen. Während sie die Patchnotes durchgingen, haben sie außerdem Fragen der Zuschauer beantwortet. Auf Folgendes kannst Du Dich in dem Video freuen: Weitere Updates am Fertigkeitenbaum, darunter Freischaltungen von Anleitungen. Demnächst kommende Völker- und Klassenbäume. Kommando-Fertigkeitenbaum. Dem Inventarfenster wurde ein Token-Zähler hinzugefügt. Es wurde ein Fehler behoben, bei dem es beim Teleport für beobachtende Spieler zu einer Desynchronisation kam. Anleitungen für Krypta und Handwerksdeck sind nun verfügbar. Die Tasten ESDF können nun anstelle von WASD erfolgreich belegt werden. Dre Radius zum Aufheben geernteter Gegenstände wurde erweitert. Ganzen Artikel lesen
  11. Shiro

    Patchnotes: 0.5.5.1

    Hotfix 18.04.2018 General Bug Fixes Fix for initial state of in-range or out of range of your corpse for the 100m rez. More logging and guarding for the ref count bug based on parsing logs. More fixes for networking support which increases the number of players allowed per zone. Hotfix 16.04.2018 General Bug Fixes Further backend and server improvements. Adding logging in to help better identify what is causing some players to not be able to load into the game. AI and Mob Adjustments Several general bug fixes to AI functionality and pathing have been added. Put shaders on NPCs that are pathing home. This is most noticeable by a blue shimmer happening on the AI. If you see this it’s not a bug, just more debugging tools to help track AIs. Improved slope check for npc fastmovestep. Hotfix 12.04.2018 AI and Mob Adjustments Zombie Ice Shuriken should be line of sight only. Improved log message for stat regen errors. Fix for problem with AI not being able to aggro again after it times out. General Bug Fixes Fixed a bug with the initial state of the range update callback which would prevent it from notifying the server when you move out of range of the bank and leave it open. Added weapon vendors to Abattoir Map. Crows should no longer be able to take falling damage, which was causing a problem with resurrecting. KI Anpassungen Added check for spawner manager number of NPCs spawned to /aistats. Make sure NotifyDeath is always called when AI is torn down. Adjustments to Hate Controller. Limit the total CPU that AIs can consume per frame. Prioritize NPCs that are aggro'd, but make sure you give all of them at least some time. Further tweaks to make aggro'd NPCs more responsive. Sleep NPCS when they are 200 meters from any player. Limit number of NPCs who can be aggro'd against a particular target. Start NPCs in Inactive state to reduce load time. Fix for problem with AIs stuck turning back and forth frantically over a single point. Allgemeine Fehlerbehebungen Server backend adjustments for campaigns and fixes for Operations Tools. Fixing no delay errors on master of bows fx and lowering projection intensity. Crafted vessels should now have proper qualities displaying in the Crypt interface. When changing factions, the hate list and friend list will reevaluate the entries to see if they are still enemies/friends. If they change, they will be removed from the respective lists. For reticle targeting, if the target hit is a trigger volume, like teleporters, you should now have an easier time interacting with them. Resurrection radius around cairns has been added. Fähigkeiten Second Wind will now properly suspend its healing when you take damage. Ganzen Patchnotiz lesen
  12. Shiro

    0.5.5.1

    Hotfix 18.04.2018 General Bug Fixes Fix for initial state of in-range or out of range of your corpse for the 100m rez. More logging and guarding for the ref count bug based on parsing logs. More fixes for networking support which increases the number of players allowed per zone. Hotfix 16.04.2018 General Bug Fixes Further backend and server improvements. Adding logging in to help better identify what is causing some players to not be able to load into the game. AI and Mob Adjustments Several general bug fixes to AI functionality and pathing have been added. Put shaders on NPCs that are pathing home. This is most noticeable by a blue shimmer happening on the AI. If you see this it’s not a bug, just more debugging tools to help track AIs. Improved slope check for npc fastmovestep. Hotfix 12.04.2018 AI and Mob Adjustments Zombie Ice Shuriken should be line of sight only. Improved log message for stat regen errors. Fix for problem with AI not being able to aggro again after it times out. General Bug Fixes Fixed a bug with the initial state of the range update callback which would prevent it from notifying the server when you move out of range of the bank and leave it open. Added weapon vendors to Abattoir Map. Crows should no longer be able to take falling damage, which was causing a problem with resurrecting. KI Anpassungen Added check for spawner manager number of NPCs spawned to /aistats. Make sure NotifyDeath is always called when AI is torn down. Adjustments to Hate Controller. Limit the total CPU that AIs can consume per frame. Prioritize NPCs that are aggro'd, but make sure you give all of them at least some time. Further tweaks to make aggro'd NPCs more responsive. Sleep NPCS when they are 200 meters from any player. Limit number of NPCs who can be aggro'd against a particular target. Start NPCs in Inactive state to reduce load time. Fix for problem with AIs stuck turning back and forth frantically over a single point. Allgemeine Fehlerbehebungen Server backend adjustments for campaigns and fixes for Operations Tools. Fixing no delay errors on master of bows fx and lowering projection intensity. Crafted vessels should now have proper qualities displaying in the Crypt interface. When changing factions, the hate list and friend list will reevaluate the entries to see if they are still enemies/friends. If they change, they will be removed from the respective lists. For reticle targeting, if the target hit is a trigger volume, like teleporters, you should now have an easier time interacting with them. Resurrection radius around cairns has been added. Fähigkeiten Second Wind will now properly suspend its healing when you take damage.
  13. Neue Inhalte Spiders! New Mob type including hunger version and variants for spiders have been added with new mob abilities. New campaign map called “Wrath” has been updated, populated, and ready for testing. First iteration of new AI brains and strategies have been created and setup for better mob performance. EK Vendors and stalls are available to craft and use. This is the first stage of vendors to support better player economy usage. Character LOD adjustments have been made for maximum performance. Initial changes for crafting replication have been introduced for better crafting performance and future use of projects and factories. When resetting the crafting session, it will now persist the selected recipe from the prior session. New weapon visuals, animations, and FX have been added for Scimitar (Master of Scimitars Druid), Focus Orb (Confessor), and One-hand Throwing Hammer (Cleric). Crafting recipes for these items have been re-enabled. High Elf Female playable race has been added. Female Centaur playable race has been added. Further adjustments to character movement have been added for better playability. More improvements to the World Building Pipeline. A lot of these changes won’t be player facing but will improve and speed up the World Creation Process. Players can remap their second combo combo key in the keybinding menu from E to any other non-reserved input. Der Tod und die Krypta Upon player death: Player is put into a bleed out state and prompted with a corpse release option with a background 6 minute timer. Upon player death: Players take item decay. Upon pressing the F to interact to release (or the timer expires): The player crow warps to a nearby Temple/Hero Statue. The player must now fly back to their corpse. (Crows can now free fly around the world) A “Where is my Corpse” indicator will appear on the UI compass widget. The crow may use the tow truck to retrieve their body at the temple/Graveyard for additional decay. The crow is prompted with an F to interact when they near the corpse; completing this will return the crow into the vessel. The corpse is still universal multi-day timeout. If this expires the body and the crow auto tow truck at the nearest temple. First time entry into the world always requires a character create option. Deathblow power has been added and is working as an interaction. A temporary interact has been added to the crypt parcel in order to access the ability to change vessels. This art is only temporary and will be updated in the near future. Loot rules should now be handled properly. Your equipment and vessel are put on your chest container and "looted" from there when you resurrect in the gods reach ruleset. Corpse decaying while you're a crow should be working properly. Bleed Out feature has been added including overlay effects - this is the state you are placed in when your health is at zero. This elaborates on the Deathblow function. Item decay for death and tow truck are now Amount decays rather than Percent decays. EK Editor tool should no longer be accessible while you're a crow or bleeding out. Vessels- Higher quality vessels now grant additional attribute points and max health amounts based on quality of vessel. When you use the tow truck resurrect and your corpse has no items to loot, it should destroy the corpse after a short delay. In combat item decay will now exclude items in specific slots based on the slot definitions. Spawning a doober for the skull of the dead player when someone performs a death blow on them. Players can access crypt while in crowform. Added a periodic tick task to thunk the cairns so that they will not get permanently stuck inside a respawned building or floating in the air. Händler Adding check for if the players inventory is in overflow on buying from a vendor or removing items from a vendor. Adding check for if the vendor has over 5 million in cash in bills of sales. This will block adding more items to the vendor until money is taken. Allowing auto transfer with right click to vendors. Updating Vendor maintenance time to be 30 minutes. Fertigkeiten, Fertigkeitenbäume und Werte Please Note: An overhaul of the Skills and Skill Tree System is in the works and will be patched in 5.5 in the near future. Item stat modifications were updating the stat directly if it was an energy (pool) type of stat. It has been fixed to update the max stat defined on the pool stat. Monster tree Personal Damage Modifier will now reduce damage rather than increasing it... by a lot. Plethora of Dust: All is now a visible stat. Altered stat outcomes for metal sections. Barbarian Training - Short Cool Downs now properly reduce short cooldowns. Fixed a bug where the UI wasn't initializing properly for rogue and mage character types which prevented them from being able to allocate attribute points if they had points to spend when they logged in. Abbau/Ernte Rare version of Ethereal Dust called Chaos Embers can now be found. Handwerk Great Pommel and Crossguard now require two metal bars instead of one metal bar. Updated Metal Section Stat Packages. Setting intermediate armor to require a crafting table. Focus orbs and scimitars are now craftable. Updating crafting recipes and experimentation data for new intermediate tools. Also added dust requirement to equipment and armor recipes. Necklace Gem cuts are now available. Necklaces are now craftable and stat itemized. Final crafted item will now be created when you click the take button instead of when the crafting timer ends. Assembly times in crafting recipes have been re-implemented. Crafting station adjective changes. Now, all intermediate recipes can be crafted at the general crafting station and their specific station type, for example intermediate blacksmithing recipes can now be made at the general crafting station and the blacksmithing station, too. Added leather sheet component for intermediate armor recipes. Basic armor recipes have been updated and moved to Intermediate Armor. Fixing experimentation data and allowing experimentation on the Intermediate Two Hand Axe. After aborting the crafting timer, you should no longer be prevented from crafting another item. Added a Basic Bandage craftable item, can be found in basic survivalist crafting. 10 second cast time, heals for 2500, can be used once a minute. Removed test recipe potions. Fixed a bug in crafting where the experimented stat values would randomly bounce around from one experimentation to the next. Scale and Metal subcomponents which produce crafting stats should now properly produce those stats. Adding spider brisket as a multiple outcome result from cooking spider meat. Increased base durability on rings. Fixed issue with all crafting recipes that were supposed to have a specific quality outcome no matter what quality of resources were used in the combine were no obeying their specific outcome (you can see this on rune fragment combine where 3 commons should always create an epic item now). EK Tool und Gebäude Platzierung Introduced Thunking Sockets system which should help alleviate some problems with socketed buildings, annexes, and attachables. Crafting tables now have their own unique socket types and can only be placed inside buildings with a matching socket. EKs temporarily come with a Crypt parcel which should allow access to change vessels. Temples within Campaigns and EKs no longer support the ability to change vessels. Kampagnen New and Improved Wrath map is in and ready to play; complete with spider mobs and adventure zones. Crypts have been added to areas outside of Beachheads. Water Wells now exist within Wrath which grants water flasks, used in crafting recipes. Crafting stations have been removed from the Beachheads. All basic crafting can now be accessed using the “J” menu. Adjusted NPC ranger range attack blackouts and hit times to match what the animation is doing Changed NPC ranger ranged attacks to use all weapon damage and adjusted for animation timings. Created the rest of the ranks for ranger guard spawner. Ranger guards can no longer be moved via Chain Pull or similar powers. Handled some exceptions that were happening during the siege lifecycle. Also fixed a bug where the siege flow would break and a siege would not be able to start. Einstellungen Fixed an issue where brightness preferences were not applied until the settings UI is opened. Reserved the left mouse button and right mouse button in our keybinding system. Sound Design A full sound design pass has been done to the following game components: Druid and Druid abilities Harvesting and Energetic Harvesting buffs will no longer be silent. Assassin and Assassin abilities. Volume adjustments for common whooshes and Assassin dodge. Fixing issue where Ranger drawback sound would continue playing when you dodge. New dirt generic footstep sounds. Fixing issue with Druid tray swap where the wrong sound was playing. Fixing missing placeholder sounds for Myrmidon LMB and Bull Rush. Fixing missing sounds for Templar basic attack. Fixing missing placeholder sounds for Elken headbutt. Tray swapping sounds for most classes should now be audible. Visuelle Effekte Re-Adding destruction fx to buildings. Adding master of scimitar fx. Adjusting Firewall particles to fire mesh. Optimizing runecaster discipline field. Harvesting changes for SFX support. Fixing runecaster cast. Barrier effects now attach to root of building. New campfire FX. Fähigkeiten Allgemein Players will login with 30 a second invulnerability buff, attacking anyone will cancel the buff early. All powers that apply bleeds should now be properly modified by the Bleed DoT's Damage Addition statistic. Renamed Bleed DoT's Damage Addition to Bleed DoT's Damage Multiplier since it is actually multiplying on the base amount. Ground Targeted abilities will no longer automatically sink to the ground and will act as expected when aimed at areas such as the top of ramparts, catwalks or in buildings. Removed Resource cost from Wild Charge, Gestalt, Head Butt, Faerie Fire, Saltpeter Rounds, Backhand, Humiliate and Call Flames Fixed an issue preventing movement after breaking out from a knockdown after being dizzied. Fixing issue with Stealth sound effects persisting if you leave the stealth tray by pressing V. Also removing whispers from assassin stealth sfx. Klassen Meuchler [Klasseninfo] Assassin Backstab should grant two pips from behind. Assassin Retaliate now causes damage and grants a pip when targets are not exposed. Removed irrelevant mention of cooldown resetting from description as Retaliate is no longer cooldown gated. Assassin Kidney Shot will now only stun Minotaurs from the back. Added a short cooldown to Assassin Backstab. Added screenshake to Diffusion when used with a Toxin. Assassins will no longer attempt to infect rocks, trees and dead animal corpses with their toxins. Waffenmeister [Klasseninfo] Champion 3rd Basic attack while in Ultimate Warrior should properly find a target now. Ritter [Klasseninfo] Knights now have an Energy pool of 1000 which regenerates at a rate proportionally identical to Stamina. Knights now use Energy for abilities instead of Stamina. Noble Blood now returns 350 Energy instead of Stamina Updated strings and power descriptions. Knight UI should show the energy bar now. Kundschafter [Klasseninfo] Rangers now always regenerate Energy regardless of the tray they're in, meaning you can play exclusively in the melee tray if you want. Alertness should now properly apply Perception to the see invis portion of the power. Ranger Flare fields are now checking whether the target is stealthed instead of the caster. Templer [Klasseninfo] Templar will no longer get spammy Zealotry gain flytext from healing targets. Zealotry cannot be earned from target dummies. Healing dummies and other non-players no longer grants Supercharge or Zealotry. Völker Zentauren [Völkerinfo] Added camera offset data for female centaur. Hochelfen [Völkerinfo] Fixed issue with High Elf Bloodline proccing too often. Disziplinen Molehunter Heads Up see invisibility should now work properly. Scarecrow Aura of Terror should take into account perception stat. Glass Cannon can now be loaded out into Stealth trays. Naiad Water Spirits can now be cast while moving. Fashion Statement now grants 1 additional Amulet slot. (down from 2) Highelf Racial Amulet Slot Grant now shares same slot as Amulet Slot granted by Minor Discipline Fashion Statement. Guinecean Racial Ring Slot Grant now shares same slot as Ring Slot granted by Minor Discipline Hand of Glory. Ethereal Sight is now a Minor Discipline which can be found under Ritual in the basic crafting categories. Allgemeine Fehlerbehebungen Several more adjustments to server performance and stability. Fixed a bug where some objects would not thunk correctly depending on how a player approached the area (Campaign Worlds and EK). Updating weak point size and positioning for harvesting muskhogs and hellcats. Fixed the issue of the Survival Tray reticle centered the first time logging into the campaign. Fixed weapons coming out of the Centaur Cleric's hand when casting Illuminate. Setting splitbody version of arc lightning to loop. Fixed several bank transactions bugs, such as resume on login, and routes for deposits. When logging into your EK for the first time, you should no longer be treated as "dead" after you've created your character. Updating tooltip data to include "Equip" list for shields. Fixed an issue where the avatar was shown and hidden at an undesirably high frequency. You should no longer be able to exit out of the character creation screen when you are required to create a character on your first login. After logging out and back in while a crow, you should not be required to create a new character. Spirit crow should no longer display a reticle. Fixed the bounds of the personal bank UI widget, as well as the world bank selector UI, which had the same issue. Added outlines around the targeting icon for critical harvest. Marble nodes should no longer erroneously yield granite when harvesting. Crows should be able to use teleporters now. Updated the doober settings to have a larger pop radius so they don't pop on top of the mega nodes. Also updated the collision on dust doobers so they no longer fall through the world. Spirit crows can no longer take forts. Consumables are now gated by powertray. Added a fix for veering when moving on steep slopes. More fixes to player movement and jumping. Fixed a client bug where an object in the delete queue was being re-added, it would fail to add it, which could grant the stealth classes the ability to be hidden from any observer that was around during that event even though they weren't stealthed. Ganzen Patchnotiz lesen
  14. Shiro

    0.5.5 - Abenteuer & Wirtschaft

    Neue Inhalte Spiders! New Mob type including hunger version and variants for spiders have been added with new mob abilities. New campaign map called “Wrath” has been updated, populated, and ready for testing. First iteration of new AI brains and strategies have been created and setup for better mob performance. EK Vendors and stalls are available to craft and use. This is the first stage of vendors to support better player economy usage. Character LOD adjustments have been made for maximum performance. Initial changes for crafting replication have been introduced for better crafting performance and future use of projects and factories. When resetting the crafting session, it will now persist the selected recipe from the prior session. New weapon visuals, animations, and FX have been added for Scimitar (Master of Scimitars Druid), Focus Orb (Confessor), and One-hand Throwing Hammer (Cleric). Crafting recipes for these items have been re-enabled. High Elf Female playable race has been added. Female Centaur playable race has been added. Further adjustments to character movement have been added for better playability. More improvements to the World Building Pipeline. A lot of these changes won’t be player facing but will improve and speed up the World Creation Process. Players can remap their second combo combo key in the keybinding menu from E to any other non-reserved input. Der Tod und die Krypta Upon player death: Player is put into a bleed out state and prompted with a corpse release option with a background 6 minute timer. Upon player death: Players take item decay. Upon pressing the F to interact to release (or the timer expires): The player crow warps to a nearby Temple/Hero Statue. The player must now fly back to their corpse. (Crows can now free fly around the world) A “Where is my Corpse” indicator will appear on the UI compass widget. The crow may use the tow truck to retrieve their body at the temple/Graveyard for additional decay. The crow is prompted with an F to interact when they near the corpse; completing this will return the crow into the vessel. The corpse is still universal multi-day timeout. If this expires the body and the crow auto tow truck at the nearest temple. First time entry into the world always requires a character create option. Deathblow power has been added and is working as an interaction. A temporary interact has been added to the crypt parcel in order to access the ability to change vessels. This art is only temporary and will be updated in the near future. Loot rules should now be handled properly. Your equipment and vessel are put on your chest container and "looted" from there when you resurrect in the gods reach ruleset. Corpse decaying while you're a crow should be working properly. Bleed Out feature has been added including overlay effects - this is the state you are placed in when your health is at zero. This elaborates on the Deathblow function. Item decay for death and tow truck are now Amount decays rather than Percent decays. EK Editor tool should no longer be accessible while you're a crow or bleeding out. Vessels- Higher quality vessels now grant additional attribute points and max health amounts based on quality of vessel. When you use the tow truck resurrect and your corpse has no items to loot, it should destroy the corpse after a short delay. In combat item decay will now exclude items in specific slots based on the slot definitions. Spawning a doober for the skull of the dead player when someone performs a death blow on them. Players can access crypt while in crowform. Added a periodic tick task to thunk the cairns so that they will not get permanently stuck inside a respawned building or floating in the air. Händler Adding check for if the players inventory is in overflow on buying from a vendor or removing items from a vendor. Adding check for if the vendor has over 5 million in cash in bills of sales. This will block adding more items to the vendor until money is taken. Allowing auto transfer with right click to vendors. Updating Vendor maintenance time to be 30 minutes. Fertigkeiten, Fertigkeitenbäume und Werte Please Note: An overhaul of the Skills and Skill Tree System is in the works and will be patched in 5.5 in the near future. Item stat modifications were updating the stat directly if it was an energy (pool) type of stat. It has been fixed to update the max stat defined on the pool stat. Monster tree Personal Damage Modifier will now reduce damage rather than increasing it... by a lot. Plethora of Dust: All is now a visible stat. Altered stat outcomes for metal sections. Barbarian Training - Short Cool Downs now properly reduce short cooldowns. Fixed a bug where the UI wasn't initializing properly for rogue and mage character types which prevented them from being able to allocate attribute points if they had points to spend when they logged in. Abbau/Ernte Rare version of Ethereal Dust called Chaos Embers can now be found. Handwerk Great Pommel and Crossguard now require two metal bars instead of one metal bar. Updated Metal Section Stat Packages. Setting intermediate armor to require a crafting table. Focus orbs and scimitars are now craftable. Updating crafting recipes and experimentation data for new intermediate tools. Also added dust requirement to equipment and armor recipes. Necklace Gem cuts are now available. Necklaces are now craftable and stat itemized. Final crafted item will now be created when you click the take button instead of when the crafting timer ends. Assembly times in crafting recipes have been re-implemented. Crafting station adjective changes. Now, all intermediate recipes can be crafted at the general crafting station and their specific station type, for example intermediate blacksmithing recipes can now be made at the general crafting station and the blacksmithing station, too. Added leather sheet component for intermediate armor recipes. Basic armor recipes have been updated and moved to Intermediate Armor. Fixing experimentation data and allowing experimentation on the Intermediate Two Hand Axe. After aborting the crafting timer, you should no longer be prevented from crafting another item. Added a Basic Bandage craftable item, can be found in basic survivalist crafting. 10 second cast time, heals for 2500, can be used once a minute. Removed test recipe potions. Fixed a bug in crafting where the experimented stat values would randomly bounce around from one experimentation to the next. Scale and Metal subcomponents which produce crafting stats should now properly produce those stats. Adding spider brisket as a multiple outcome result from cooking spider meat. Increased base durability on rings. Fixed issue with all crafting recipes that were supposed to have a specific quality outcome no matter what quality of resources were used in the combine were no obeying their specific outcome (you can see this on rune fragment combine where 3 commons should always create an epic item now). EK Tool und Gebäude Platzierung Introduced Thunking Sockets system which should help alleviate some problems with socketed buildings, annexes, and attachables. Crafting tables now have their own unique socket types and can only be placed inside buildings with a matching socket. EKs temporarily come with a Crypt parcel which should allow access to change vessels. Temples within Campaigns and EKs no longer support the ability to change vessels. Kampagnen New and Improved Wrath map is in and ready to play; complete with spider mobs and adventure zones. Crypts have been added to areas outside of Beachheads. Water Wells now exist within Wrath which grants water flasks, used in crafting recipes. Crafting stations have been removed from the Beachheads. All basic crafting can now be accessed using the “J” menu. Adjusted NPC ranger range attack blackouts and hit times to match what the animation is doing Changed NPC ranger ranged attacks to use all weapon damage and adjusted for animation timings. Created the rest of the ranks for ranger guard spawner. Ranger guards can no longer be moved via Chain Pull or similar powers. Handled some exceptions that were happening during the siege lifecycle. Also fixed a bug where the siege flow would break and a siege would not be able to start. Einstellungen Fixed an issue where brightness preferences were not applied until the settings UI is opened. Reserved the left mouse button and right mouse button in our keybinding system. Sound Design A full sound design pass has been done to the following game components: Druid and Druid abilities Harvesting and Energetic Harvesting buffs will no longer be silent. Assassin and Assassin abilities. Volume adjustments for common whooshes and Assassin dodge. Fixing issue where Ranger drawback sound would continue playing when you dodge. New dirt generic footstep sounds. Fixing issue with Druid tray swap where the wrong sound was playing. Fixing missing placeholder sounds for Myrmidon LMB and Bull Rush. Fixing missing sounds for Templar basic attack. Fixing missing placeholder sounds for Elken headbutt. Tray swapping sounds for most classes should now be audible. Visuelle Effekte Re-Adding destruction fx to buildings. Adding master of scimitar fx. Adjusting Firewall particles to fire mesh. Optimizing runecaster discipline field. Harvesting changes for SFX support. Fixing runecaster cast. Barrier effects now attach to root of building. New campfire FX. Fähigkeiten Allgemein Players will login with 30 a second invulnerability buff, attacking anyone will cancel the buff early. All powers that apply bleeds should now be properly modified by the Bleed DoT's Damage Addition statistic. Renamed Bleed DoT's Damage Addition to Bleed DoT's Damage Multiplier since it is actually multiplying on the base amount. Ground Targeted abilities will no longer automatically sink to the ground and will act as expected when aimed at areas such as the top of ramparts, catwalks or in buildings. Removed Resource cost from Wild Charge, Gestalt, Head Butt, Faerie Fire, Saltpeter Rounds, Backhand, Humiliate and Call Flames Fixed an issue preventing movement after breaking out from a knockdown after being dizzied. Fixing issue with Stealth sound effects persisting if you leave the stealth tray by pressing V. Also removing whispers from assassin stealth sfx. Klassen Meuchler [Klasseninfo] Assassin Backstab should grant two pips from behind. Assassin Retaliate now causes damage and grants a pip when targets are not exposed. Removed irrelevant mention of cooldown resetting from description as Retaliate is no longer cooldown gated. Assassin Kidney Shot will now only stun Minotaurs from the back. Added a short cooldown to Assassin Backstab. Added screenshake to Diffusion when used with a Toxin. Assassins will no longer attempt to infect rocks, trees and dead animal corpses with their toxins. Waffenmeister [Klasseninfo] Champion 3rd Basic attack while in Ultimate Warrior should properly find a target now. Ritter [Klasseninfo] Knights now have an Energy pool of 1000 which regenerates at a rate proportionally identical to Stamina. Knights now use Energy for abilities instead of Stamina. Noble Blood now returns 350 Energy instead of Stamina Updated strings and power descriptions. Knight UI should show the energy bar now. Kundschafter [Klasseninfo] Rangers now always regenerate Energy regardless of the tray they're in, meaning you can play exclusively in the melee tray if you want. Alertness should now properly apply Perception to the see invis portion of the power. Ranger Flare fields are now checking whether the target is stealthed instead of the caster. Templer [Klasseninfo] Templar will no longer get spammy Zealotry gain flytext from healing targets. Zealotry cannot be earned from target dummies. Healing dummies and other non-players no longer grants Supercharge or Zealotry. Völker Zentauren [Völkerinfo] Added camera offset data for female centaur. Hochelfen [Völkerinfo] Fixed issue with High Elf Bloodline proccing too often. Disziplinen Molehunter Heads Up see invisibility should now work properly. Scarecrow Aura of Terror should take into account perception stat. Glass Cannon can now be loaded out into Stealth trays. Naiad Water Spirits can now be cast while moving. Fashion Statement now grants 1 additional Amulet slot. (down from 2) Highelf Racial Amulet Slot Grant now shares same slot as Amulet Slot granted by Minor Discipline Fashion Statement. Guinecean Racial Ring Slot Grant now shares same slot as Ring Slot granted by Minor Discipline Hand of Glory. Ethereal Sight is now a Minor Discipline which can be found under Ritual in the basic crafting categories. Allgemeine Fehlerbehebungen Several more adjustments to server performance and stability. Fixed a bug where some objects would not thunk correctly depending on how a player approached the area (Campaign Worlds and EK). Updating weak point size and positioning for harvesting muskhogs and hellcats. Fixed the issue of the Survival Tray reticle centered the first time logging into the campaign. Fixed weapons coming out of the Centaur Cleric's hand when casting Illuminate. Setting splitbody version of arc lightning to loop. Fixed several bank transactions bugs, such as resume on login, and routes for deposits. When logging into your EK for the first time, you should no longer be treated as "dead" after you've created your character. Updating tooltip data to include "Equip" list for shields. Fixed an issue where the avatar was shown and hidden at an undesirably high frequency. You should no longer be able to exit out of the character creation screen when you are required to create a character on your first login. After logging out and back in while a crow, you should not be required to create a new character. Spirit crow should no longer display a reticle. Fixed the bounds of the personal bank UI widget, as well as the world bank selector UI, which had the same issue. Added outlines around the targeting icon for critical harvest. Marble nodes should no longer erroneously yield granite when harvesting. Crows should be able to use teleporters now. Updated the doober settings to have a larger pop radius so they don't pop on top of the mega nodes. Also updated the collision on dust doobers so they no longer fall through the world. Spirit crows can no longer take forts. Consumables are now gated by powertray. Added a fix for veering when moving on steep slopes. More fixes to player movement and jumping. Fixed a client bug where an object in the delete queue was being re-added, it would fail to add it, which could grant the stealth classes the ability to be hidden from any observer that was around during that event even though they weren't stealthed.
  15. Shiro

    Patchnotes: 0.5.4 - Testserver

    New for 5.4 At a Glance New playable class Assassin is now available. New playable Male Human Ranger is now available. New changes to crafting have been added. Basic recipes can be created by pressing the J button. Recipes that are not basic will require a crafting station in order to craft. New crafting stations for campaign worlds have been created. Placeable crafting stations for EK placement have been created and added as craftable recipes. The Equipment and Mitigation tab in the Inventory/Player panel has been updated. UI adjustments to the crafting windows are currently in progress. Input Buffering: With input buffering you can anticipate your next attack and hit the button to activate your next ability a split second before the previous ability has ended. This allows you to chain smoothly from ability to ability without without having "spam" the button to prevent DPS loss. In most cases, input for the next ability will be accepted after the previous abilities has "hit". Input remapping for key bindings has been added. You can now remap your keybindings. Sacrifice System has been created and added. The Sacrifice System allows players to sacrifice items into a brazier which grants XP based on the value of the item sacrificed. XP System has been added which utilizes the sacrifice system. Current level cap is set to 30. Added level up visuals and stinger events. New load screens have been added. Replaced sound engine with Wwise support. LOD manager has been added for additional art support. This now uses a culling system for better asset performance. Data layer support has been added with the intention of developing better world building and content creation. This item isn’t really player facing but this should improve load times. Adventure parcels have been created using data layers. These parcels now have the ability to switch data such as props and other environmental aspects. Implemented Auto-Run Functionality. Crafting Recipe Updates General New recipes for placeable crafting tables have been added to the basic crafting list under Basic Deeds. These tables can be crafted without a station and can be placed in EK buildings. New intermediate recipes and components (Metal Billet and Reinforced Plank) have been added to the crafting table list. Balanced intermediate recipe damage and power cost for both metal and wood variants. All recipes have their skill tree requirements implemented and all recipes now have their station requirements implemented. As you unlock skills your crafting list will populate with the unblocked recipes when you interact with the proper station type. Removed polearms from recipe list temporarily until they are usable by Class/Race. Updated Quiver descriptions to indicate the type of arrow skill required to use them, e.g. Elemental or Exotic. Advanced Blacksmithing Altered all recipes for Plate and Scale. Added new subcomponents for Helms, Boots, and Gloves. Coal, Carbon and Lacing Sinew all force their outcome to Poor Quality now. All recipes that require Coal, Carbon and Lacing Sinew no longer factor in the Quality levels for these components. Advanced Leatherworking Altered all recipes for Leather. Added new subcomponents for Helms, Boots, and Gloves. Alchemy Toxins recipe have been created. Toxins are used to coat a weapon with a poisonous substance. Toxins are only usuable by Assassin classes. Advanced Assassin Toxins created with Alchemy have an experimentable Toxin Application Chance stat. Harvesting Collapsed animal harvesting down to 3 main types: Carnivore Herbivore Omnivore Test Recipes Marking Demon's Pact and Expansive Mind minor discs as available to all players. Armor Types Cleric, Myrmidon, Champion and Druid can now use Leather and Mail armor. Templar and Knight can now use Leather, Mail and Plate armor. Armor Layer experimentation can now be conducted on Physical, Elemental and Organic mitigations. Armor Class has been replaced with the "Armor" stat in skill trees, which is now the top level parent and grants protection against all nine major damage types. The result is the same. The Plate, Mail and Leather combat skill trees have been adjusted to reflect current armor designs. Leather and Chain armor now also increase your Healing Bonus in addition to Damage Bonus. Key Mapping Overhaul Alt no longer accesses cursor mode. All keys should be accessible to the interface except Escape, Enter and Alt. New input manager has been added. The settings menu loads properly with the desired inputs available and correctly categorized. Add toggle for Left+Right mouse movement action. Arbitrary combo keys capability has been added. Modifier key support has been added. Modified InputBindings to pre-cache data about what actions are available and which are assignable. Data transfers now make use of this pre-cached data instead of querying Rewired for the same data multiple times. Added the InputBindingDisplayInfoCollection scriptable object to define how bindings should be displayed. Added the corresponding data asset: Updated InputBindingLabel to handle icons and forced displays. Updated scripts that were listening for binding changes to include icons where possible. Updated prefabs to include an Image to use for changing icons. Added string extension Nicify() to pretty-format input strings with spaces. Update input system, removed inventory action mapping, added mouse wheel icon, added abbreviated ref names for keys. Blocked the windows and PrintScreen/SysReq key from being used as a binding. Reworked how combo actions are handled and queried in GameInput. All non-combo actions that have the same bindings as the combo action's component actions' bindings will be consumed and always return inactive values. Sacrifice System Inventory Items now have a sacrifice value. Sacrifice Braziers have been placed near temples for easy access. XP is now granted when an item is sacrifice. Added crafting recipe sacrifice multiplier so that we can scale the sacrifice value of crafted items. Hooked up in-world particle effects for sacrificing and gaining levels. Sound An ambient bed of wind and bird sounds has been added to the game world. Adding and implementing sounds for Assassin retaliate and Druid Bark Skin. Adding event for Life tray. Druid powers are getting a sound design pass. Implementing certain druid power sounds. Lowering volume of footstep sounds. Adding randomized pitch and volume. Adding and implementing generic heal sound. Stats Changed all stats to point to new animal harvesting stats. Altered Animal Specialization Skill Tree to have 3 branches instead of 5. Altered all hides that drop to point to 5 more generic categories. Added Far-Sight Stat to Archery items to enable them to see Nameplates from further. Many Crafting and Harvesting stats are now linked to an Attribute. Increasing the attribute will also increase these children stats by a small amount. Info on what stat they are linked to can be found in the character sheet details tooltips. Many Harvesting and Crafting stats have had their testing baselines zeroed out as they are now linked to parent attributes. Time Bank and Skills Rules enforcement for starting banking: Can't bank more if over limit for tree Can't bank if already banking 1 (2 for vip) in same sphere. Can't bank if already banking in combat sphere. Count banking spheres toward training sphere limits. Skill nodes should now be colorized. Skill pips should now update correctly. Tracking active time banked will now appear on the front page of skills. Hooked up tooltips, which also shows time banked, and fixed the appearance of the clock. Fixed anchors on Skill tooltips to keep them on screen. VIP in skill trees activate! Changed UI elements to enable VIP status in skill trees. Banked time now based off of VIP status. Add more detailed error messaging for skill training. Fixed the issue of putting timebank into an already training skill can sometimes cause visual/training problems. Fixes bug that wasn't allowing training in same skill tree when only training one skill in a sphere. Days/Hours/Minutes/Seconds text in skill tooltip should be shortened as D/H/M/S. Inventory and Trade Fixed an issue where items in overflow may seem to have disappeared from player inventory. Fix bug that made it impossible to trade items to reduce overflow, even if you weren't getting anything back and the other player wasn't in overflow. Survival Mini-Tray now appears when in inventory mode for easier drag and drop functionality from the player inventory. User Interface Update to detailed stats view to properly highlight stat on hover, and rearrange the order to be combat, crafting, exploration. Added interaction feedback for dragging items in inventory. Fixed issues with Tooltips not always displaying properly. Assassin HUD widget has been added and updated. Fixed the issue that was reported by several players that there is no cursor indicator in the username, password, and 2FA boxes making it difficult to see where text is being input. added a new toolbar for crow form that allows user to log out, exit, change settings, view skills and access other standalone map scenes. Fixed an issue with tooltips in top half of spellbook not appearing. Settings Menu: Fixed an issue where there was only the Very High quality level (NOTE : To set the current quality level, click the line, DO NOT UNCHECK IT.). Added new proxy crafting station UI prefab. Deleted some unused UI prefabs. Created Vessel Selection UI. Added class discipline slot stub to discipline sheet. Updated values of text in mitigation sheet, to better show values and percentage. Added art for class icons. Updated art for race icons for consistency. Fixed a bug in which some incorrect tooltips would display while in combat mode. General and Discipline Powers Burning DoTs now tick for slightly more damage than before at a rate of twice per second, instead of three times per second. The overall DPS remains the same. Basic Bow left-click power should only shoot to 30m now. Master of Bows: Now grants exotic arrow/quiver usage. Sharpshooter: Now grants exotic arrow/quiver usage. Arcane Archer: Now grants elemental arrow/quiver usage. Set Pistol Master Rapidfire cooldown to begin on start to correct issue with cooldown. Updated Reveal Weakness power and status icon. Fixed the issue where growth powers were not altering the size of a target. Corrected an issue preventing the activation of Runescarred Gladiator discipline Nothing to Lose. While Rooted you may no longer use Dodges, Jumps or other abilities that include movement as a core component such as Wild Charge, Leap, Head Butt, Pursuit, Disengage or Censure. Fixed Sprint channeled power not being applied. Most channeled powers are also fixed (Knight's block still broken). Adjusted Healing Bonus, Support Rating, Crit Chance and Amount Attributes contributions so they add a 15% bonus with 300. Fixed an issue where the Famished and Starving debuff effects would stop pulsing. Fixed issue with Health skill node in Fighter granting too few hitpoints. Minor Proficiency Disciplines Leather Proficiency Minor Discipline has been removed. Plate Proficiency Minor Discipline now requires Mail armor use skill as a prerequisite. Harvest Powers Energetic Harvest has been moved to the Q slot. Mechanics are still the same, it just is in the Q slot now. Reduced the cooldown for Energetic Harvest so it doesn't run up against itself. Added a stat for players to gained more Harvest Pips per hit. Reduced base number of Harvest Pips gained per hit to .5. Added new Harvest Minor, The Reaper to gain .5 Harvest Pips per hit. Granted Spotting Passive to all Classes, (upon a successful harvest, player is immune to DizzyDown for 16 seconds.) Race/Class Specific Items Base Health has been adjusted for all classes. Classes with ranged attacks now have 4250 base Health while classes that are primarily melee now have 5000 base Health. Updated dodge tooltips to indicate the rate of Dodge pip recovery for each race. Champion Retimed and tuned a number of Champion abilities to more closely match their animation. Cleric Now has a base of +1 to Chain Healing Bonus Jumps statistic. The basic Cleric weapon is now named Basic One Handed Throwing Hammer. Confessor Confessor Immolate, in addition to its existing effects, now also causes you to become invisible and teleport a short distance away with an improved animation. Updated Immolate description. Confessor's third basic attack is now called Fireball 3 and hits once. Druid Now has a base of +1 to Chain Healing Bonus Jumps statistic. Duelist Duelist Vanish will no longer leave you permanently snared. Human Power Tray now visually displays 9 slots. Knight Retimed and tuned a number of Knight abilities to more closely match their animation. Myrmidon Taste for Blood now procs Blood Craze which correctly reduces Berserk Crash Damage if Active when a Myrmidon Crashes. Taste for Blood also procs Blood Thirst which increases Basic Attack damage, the proc condition for Blood Thirst now correctly requires hitting a bleeding target in addition to its % chance to proc. Retimed some Myrmidon attack blackouts to match their animations. Switched Myrmidon Cast Net to use a power blackout. Switched Myrmidon Net Pull to use a power blackout. Reduced the cost of Myrmidon Whirlwind. Berserk: Updated damage coefficient per point of health to match new health scale. (this stat continues to cap at 20%) Ranger Retimed some Ranger melee attack blackouts to match animations. Templar Fixed tooltip that showed a Pip cost for Templar Radiant Sweep. Consumables Bloodworms: No longer show flytext when consuming. Bloodworms: No longer activate Trailblazer as an active buff if consumed while in a combat state. Bloodworms: Having the Bloodworm Glow effect no longer suppresses Sprint when used. Animation Updates Fixed bow placement on back for Human Ranger DW animations. Fixed shield clipping through the arm on jump. Updated Suppression Shot animations, changed recovery portion from a slow stand up to a quicker hop up to idle pose. Fixed Shovel animation error on human female. Death animations should now be race specific. Fixed bow position on the half giant’s back and an updated sprint animation for the half giant. Adjusted placement of weapon for the Guinecean and Wood Elf when Bard powers are active. Setting up splitbody clips and adjusting base controller so that the Confessor will play Master of Arcane abilities. Set Nethari to use the correct fidget in non-combat mode. Re-timing human male run to 6 meters per second. Fixed Shovel animation error on human female. Updated Elken Bow movement animations to fix clipping in the knees. New Centaur run to idle animation replacing placeholder animation. Updated Male Human rig to properly animate with a Staff. Campaigns Updates to terrain stitching have been added. Crafting stations have been added to the Beachheads, Forts, and Keeps. General Bug Fixes Fixed an issue where brightness preferences were not applied until the settings UI is opened. Fixed an issue where nameplates would not initialize and appear in mouse look mode if the avatar spawned while the player was in cursor mode. Addressed the issue of toggle powers appearing inactive due to a tray swap cycle. Fixed the issue of toggle powers in different categories or groups not displaying properly on the combat tray. Fixed an issue with support power stats being added from disciplines would function incorrectly. Changing vessels while alive will no longer make you untargetable. Logging out while you have a resurrectable corpse in the world should no longer break your vessel when you tow truck resurrect. Using the tow truck resurrection should no longer put your equipment into overflow inventory. it should correctly re-equip what it can. Known Issues General At times players are able to see stealthed players despite faction. Changing a tray keybinding setting and not assigning a new key will result in a state which will cause your inputs to be unresponsive. Close the client and relaunch again to remedy the issue. Cottage buildings lack collision. Most noticeable in forts and beachheads. Harvesting weak points on Slag, Cobblestone, and Muskhog may appear off the node, especially on the smaller rocks and ores. Currently Skill Tree navigation is slow and is currently being investigated. Knight Chain Pull and Myrmidon Net Pull may not function correctly - a fix is currently being investigated. Z-Fighting/Sorting issues on buildings have been reported during internal playtests. Guinecean Burrow FX persist after going from Stealth to Survival Trays. The Champion often slides an appreciable distance after landing from his Leap ability. Harvesting doobers are falling or floating away from the drop source. A balance pass is still in the works for hippos. Current feeder requirements may change. Players have reported getting stuck and/or lagging on various steps throughout some of the campaign zones. Videos have been removed until we can update them. Floating temples have been reported. To fix this issue exit to lobby and return to the campaign. Destruction of buildings may also cause post processing visual issues. Hellcats missing animation after running leap. AI can track and attack stealthed players. Weapon disciplines that grant weapon equips will not be fully functional until animations are added. Players can encounter jumping issues when spam-jumping from higher elevations to lower ones. Ranger machine gun bug - a weird state in which the Ranger animation appears to get stuck in LMB animation. User Interface Some players have reported inventory items not updating their reduced amount. This appears to be happening most frequently with deeds and resource items. Blue crow effect persisting after reviving has been reported to occur at times. Logging out and back in will fix this issue. Chat disconnects may occur. If this happens, just exit to the lobby and rejoin. Ganzen Patchnotiz lesen
  16. Shiro

    0.5.4 - Testserver

    New for 5.4 At a Glance New playable class Assassin is now available. New playable Male Human Ranger is now available. New changes to crafting have been added. Basic recipes can be created by pressing the J button. Recipes that are not basic will require a crafting station in order to craft. New crafting stations for campaign worlds have been created. Placeable crafting stations for EK placement have been created and added as craftable recipes. The Equipment and Mitigation tab in the Inventory/Player panel has been updated. UI adjustments to the crafting windows are currently in progress. Input Buffering: With input buffering you can anticipate your next attack and hit the button to activate your next ability a split second before the previous ability has ended. This allows you to chain smoothly from ability to ability without without having "spam" the button to prevent DPS loss. In most cases, input for the next ability will be accepted after the previous abilities has "hit". Input remapping for key bindings has been added. You can now remap your keybindings. Sacrifice System has been created and added. The Sacrifice System allows players to sacrifice items into a brazier which grants XP based on the value of the item sacrificed. XP System has been added which utilizes the sacrifice system. Current level cap is set to 30. Added level up visuals and stinger events. New load screens have been added. Replaced sound engine with Wwise support. LOD manager has been added for additional art support. This now uses a culling system for better asset performance. Data layer support has been added with the intention of developing better world building and content creation. This item isn’t really player facing but this should improve load times. Adventure parcels have been created using data layers. These parcels now have the ability to switch data such as props and other environmental aspects. Implemented Auto-Run Functionality. Crafting Recipe Updates General New recipes for placeable crafting tables have been added to the basic crafting list under Basic Deeds. These tables can be crafted without a station and can be placed in EK buildings. New intermediate recipes and components (Metal Billet and Reinforced Plank) have been added to the crafting table list. Balanced intermediate recipe damage and power cost for both metal and wood variants. All recipes have their skill tree requirements implemented and all recipes now have their station requirements implemented. As you unlock skills your crafting list will populate with the unblocked recipes when you interact with the proper station type. Removed polearms from recipe list temporarily until they are usable by Class/Race. Updated Quiver descriptions to indicate the type of arrow skill required to use them, e.g. Elemental or Exotic. Advanced Blacksmithing Altered all recipes for Plate and Scale. Added new subcomponents for Helms, Boots, and Gloves. Coal, Carbon and Lacing Sinew all force their outcome to Poor Quality now. All recipes that require Coal, Carbon and Lacing Sinew no longer factor in the Quality levels for these components. Advanced Leatherworking Altered all recipes for Leather. Added new subcomponents for Helms, Boots, and Gloves. Alchemy Toxins recipe have been created. Toxins are used to coat a weapon with a poisonous substance. Toxins are only usuable by Assassin classes. Advanced Assassin Toxins created with Alchemy have an experimentable Toxin Application Chance stat. Harvesting Collapsed animal harvesting down to 3 main types: Carnivore Herbivore Omnivore Test Recipes Marking Demon's Pact and Expansive Mind minor discs as available to all players. Armor Types Cleric, Myrmidon, Champion and Druid can now use Leather and Mail armor. Templar and Knight can now use Leather, Mail and Plate armor. Armor Layer experimentation can now be conducted on Physical, Elemental and Organic mitigations. Armor Class has been replaced with the "Armor" stat in skill trees, which is now the top level parent and grants protection against all nine major damage types. The result is the same. The Plate, Mail and Leather combat skill trees have been adjusted to reflect current armor designs. Leather and Chain armor now also increase your Healing Bonus in addition to Damage Bonus. Key Mapping Overhaul Alt no longer accesses cursor mode. All keys should be accessible to the interface except Escape, Enter and Alt. New input manager has been added. The settings menu loads properly with the desired inputs available and correctly categorized. Add toggle for Left+Right mouse movement action. Arbitrary combo keys capability has been added. Modifier key support has been added. Modified InputBindings to pre-cache data about what actions are available and which are assignable. Data transfers now make use of this pre-cached data instead of querying Rewired for the same data multiple times. Added the InputBindingDisplayInfoCollection scriptable object to define how bindings should be displayed. Added the corresponding data asset: Updated InputBindingLabel to handle icons and forced displays. Updated scripts that were listening for binding changes to include icons where possible. Updated prefabs to include an Image to use for changing icons. Added string extension Nicify() to pretty-format input strings with spaces. Update input system, removed inventory action mapping, added mouse wheel icon, added abbreviated ref names for keys. Blocked the windows and PrintScreen/SysReq key from being used as a binding. Reworked how combo actions are handled and queried in GameInput. All non-combo actions that have the same bindings as the combo action's component actions' bindings will be consumed and always return inactive values. Sacrifice System Inventory Items now have a sacrifice value. Sacrifice Braziers have been placed near temples for easy access. XP is now granted when an item is sacrifice. Added crafting recipe sacrifice multiplier so that we can scale the sacrifice value of crafted items. Hooked up in-world particle effects for sacrificing and gaining levels. Sound An ambient bed of wind and bird sounds has been added to the game world. Adding and implementing sounds for Assassin retaliate and Druid Bark Skin. Adding event for Life tray. Druid powers are getting a sound design pass. Implementing certain druid power sounds. Lowering volume of footstep sounds. Adding randomized pitch and volume. Adding and implementing generic heal sound. Stats Changed all stats to point to new animal harvesting stats. Altered Animal Specialization Skill Tree to have 3 branches instead of 5. Altered all hides that drop to point to 5 more generic categories. Added Far-Sight Stat to Archery items to enable them to see Nameplates from further. Many Crafting and Harvesting stats are now linked to an Attribute. Increasing the attribute will also increase these children stats by a small amount. Info on what stat they are linked to can be found in the character sheet details tooltips. Many Harvesting and Crafting stats have had their testing baselines zeroed out as they are now linked to parent attributes. Time Bank and Skills Rules enforcement for starting banking: Can't bank more if over limit for tree Can't bank if already banking 1 (2 for vip) in same sphere. Can't bank if already banking in combat sphere. Count banking spheres toward training sphere limits. Skill nodes should now be colorized. Skill pips should now update correctly. Tracking active time banked will now appear on the front page of skills. Hooked up tooltips, which also shows time banked, and fixed the appearance of the clock. Fixed anchors on Skill tooltips to keep them on screen. VIP in skill trees activate! Changed UI elements to enable VIP status in skill trees. Banked time now based off of VIP status. Add more detailed error messaging for skill training. Fixed the issue of putting timebank into an already training skill can sometimes cause visual/training problems. Fixes bug that wasn't allowing training in same skill tree when only training one skill in a sphere. Days/Hours/Minutes/Seconds text in skill tooltip should be shortened as D/H/M/S. Inventory and Trade Fixed an issue where items in overflow may seem to have disappeared from player inventory. Fix bug that made it impossible to trade items to reduce overflow, even if you weren't getting anything back and the other player wasn't in overflow. Survival Mini-Tray now appears when in inventory mode for easier drag and drop functionality from the player inventory. User Interface Update to detailed stats view to properly highlight stat on hover, and rearrange the order to be combat, crafting, exploration. Added interaction feedback for dragging items in inventory. Fixed issues with Tooltips not always displaying properly. Assassin HUD widget has been added and updated. Fixed the issue that was reported by several players that there is no cursor indicator in the username, password, and 2FA boxes making it difficult to see where text is being input. added a new toolbar for crow form that allows user to log out, exit, change settings, view skills and access other standalone map scenes. Fixed an issue with tooltips in top half of spellbook not appearing. Settings Menu: Fixed an issue where there was only the Very High quality level (NOTE : To set the current quality level, click the line, DO NOT UNCHECK IT.). Added new proxy crafting station UI prefab. Deleted some unused UI prefabs. Created Vessel Selection UI. Added class discipline slot stub to discipline sheet. Updated values of text in mitigation sheet, to better show values and percentage. Added art for class icons. Updated art for race icons for consistency. Fixed a bug in which some incorrect tooltips would display while in combat mode. General and Discipline Powers Burning DoTs now tick for slightly more damage than before at a rate of twice per second, instead of three times per second. The overall DPS remains the same. Basic Bow left-click power should only shoot to 30m now. Master of Bows: Now grants exotic arrow/quiver usage. Sharpshooter: Now grants exotic arrow/quiver usage. Arcane Archer: Now grants elemental arrow/quiver usage. Set Pistol Master Rapidfire cooldown to begin on start to correct issue with cooldown. Updated Reveal Weakness power and status icon. Fixed the issue where growth powers were not altering the size of a target. Corrected an issue preventing the activation of Runescarred Gladiator discipline Nothing to Lose. While Rooted you may no longer use Dodges, Jumps or other abilities that include movement as a core component such as Wild Charge, Leap, Head Butt, Pursuit, Disengage or Censure. Fixed Sprint channeled power not being applied. Most channeled powers are also fixed (Knight's block still broken). Adjusted Healing Bonus, Support Rating, Crit Chance and Amount Attributes contributions so they add a 15% bonus with 300. Fixed an issue where the Famished and Starving debuff effects would stop pulsing. Fixed issue with Health skill node in Fighter granting too few hitpoints. Minor Proficiency Disciplines Leather Proficiency Minor Discipline has been removed. Plate Proficiency Minor Discipline now requires Mail armor use skill as a prerequisite. Harvest Powers Energetic Harvest has been moved to the Q slot. Mechanics are still the same, it just is in the Q slot now. Reduced the cooldown for Energetic Harvest so it doesn't run up against itself. Added a stat for players to gained more Harvest Pips per hit. Reduced base number of Harvest Pips gained per hit to .5. Added new Harvest Minor, The Reaper to gain .5 Harvest Pips per hit. Granted Spotting Passive to all Classes, (upon a successful harvest, player is immune to DizzyDown for 16 seconds.) Race/Class Specific Items Base Health has been adjusted for all classes. Classes with ranged attacks now have 4250 base Health while classes that are primarily melee now have 5000 base Health. Updated dodge tooltips to indicate the rate of Dodge pip recovery for each race. Champion Retimed and tuned a number of Champion abilities to more closely match their animation. Cleric Now has a base of +1 to Chain Healing Bonus Jumps statistic. The basic Cleric weapon is now named Basic One Handed Throwing Hammer. Confessor Confessor Immolate, in addition to its existing effects, now also causes you to become invisible and teleport a short distance away with an improved animation. Updated Immolate description. Confessor's third basic attack is now called Fireball 3 and hits once. Druid Now has a base of +1 to Chain Healing Bonus Jumps statistic. Duelist Duelist Vanish will no longer leave you permanently snared. Human Power Tray now visually displays 9 slots. Knight Retimed and tuned a number of Knight abilities to more closely match their animation. Myrmidon Taste for Blood now procs Blood Craze which correctly reduces Berserk Crash Damage if Active when a Myrmidon Crashes. Taste for Blood also procs Blood Thirst which increases Basic Attack damage, the proc condition for Blood Thirst now correctly requires hitting a bleeding target in addition to its % chance to proc. Retimed some Myrmidon attack blackouts to match their animations. Switched Myrmidon Cast Net to use a power blackout. Switched Myrmidon Net Pull to use a power blackout. Reduced the cost of Myrmidon Whirlwind. Berserk: Updated damage coefficient per point of health to match new health scale. (this stat continues to cap at 20%) Ranger Retimed some Ranger melee attack blackouts to match animations. Templar Fixed tooltip that showed a Pip cost for Templar Radiant Sweep. Consumables Bloodworms: No longer show flytext when consuming. Bloodworms: No longer activate Trailblazer as an active buff if consumed while in a combat state. Bloodworms: Having the Bloodworm Glow effect no longer suppresses Sprint when used. Animation Updates Fixed bow placement on back for Human Ranger DW animations. Fixed shield clipping through the arm on jump. Updated Suppression Shot animations, changed recovery portion from a slow stand up to a quicker hop up to idle pose. Fixed Shovel animation error on human female. Death animations should now be race specific. Fixed bow position on the half giant’s back and an updated sprint animation for the half giant. Adjusted placement of weapon for the Guinecean and Wood Elf when Bard powers are active. Setting up splitbody clips and adjusting base controller so that the Confessor will play Master of Arcane abilities. Set Nethari to use the correct fidget in non-combat mode. Re-timing human male run to 6 meters per second. Fixed Shovel animation error on human female. Updated Elken Bow movement animations to fix clipping in the knees. New Centaur run to idle animation replacing placeholder animation. Updated Male Human rig to properly animate with a Staff. Campaigns Updates to terrain stitching have been added. Crafting stations have been added to the Beachheads, Forts, and Keeps. General Bug Fixes Fixed an issue where brightness preferences were not applied until the settings UI is opened. Fixed an issue where nameplates would not initialize and appear in mouse look mode if the avatar spawned while the player was in cursor mode. Addressed the issue of toggle powers appearing inactive due to a tray swap cycle. Fixed the issue of toggle powers in different categories or groups not displaying properly on the combat tray. Fixed an issue with support power stats being added from disciplines would function incorrectly. Changing vessels while alive will no longer make you untargetable. Logging out while you have a resurrectable corpse in the world should no longer break your vessel when you tow truck resurrect. Using the tow truck resurrection should no longer put your equipment into overflow inventory. it should correctly re-equip what it can. Known Issues General At times players are able to see stealthed players despite faction. Changing a tray keybinding setting and not assigning a new key will result in a state which will cause your inputs to be unresponsive. Close the client and relaunch again to remedy the issue. Cottage buildings lack collision. Most noticeable in forts and beachheads. Harvesting weak points on Slag, Cobblestone, and Muskhog may appear off the node, especially on the smaller rocks and ores. Currently Skill Tree navigation is slow and is currently being investigated. Knight Chain Pull and Myrmidon Net Pull may not function correctly - a fix is currently being investigated. Z-Fighting/Sorting issues on buildings have been reported during internal playtests. Guinecean Burrow FX persist after going from Stealth to Survival Trays. The Champion often slides an appreciable distance after landing from his Leap ability. Harvesting doobers are falling or floating away from the drop source. A balance pass is still in the works for hippos. Current feeder requirements may change. Players have reported getting stuck and/or lagging on various steps throughout some of the campaign zones. Videos have been removed until we can update them. Floating temples have been reported. To fix this issue exit to lobby and return to the campaign. Destruction of buildings may also cause post processing visual issues. Hellcats missing animation after running leap. AI can track and attack stealthed players. Weapon disciplines that grant weapon equips will not be fully functional until animations are added. Players can encounter jumping issues when spam-jumping from higher elevations to lower ones. Ranger machine gun bug - a weird state in which the Ranger animation appears to get stuck in LMB animation. User Interface Some players have reported inventory items not updating their reduced amount. This appears to be happening most frequently with deeds and resource items. Blue crow effect persisting after reviving has been reported to occur at times. Logging out and back in will fix this issue. Chat disconnects may occur. If this happens, just exit to the lobby and rejoin.
  17. Shiro

    Patchnotes: 0.5.3.10

    General EK navmesh errors fixed. Elken infinite headbutt error fixed. Bloodbath Campaign map has been updated and enabled for current play. Players with a _ in their name will now have the faction and campaign chat tabs. General server performance improvement and enhancements have been added. Known Issues General Harvesting weak points on Slag, Cobblestone, and Muskhog may appear off the node, especially on the smaller rocks and ores. Currently Skill Tree navigation is slow and is currently being investigated. Knight Chain Pull and Myrmidon Net Pull may not function correctly - a fix is currently being investigated. Z-Fighting/Sorting issues on buildings have been reported during internal playtests. Guinecean Burrow FX persist after going from Stealth to Survival Trays. Centaur scale size in character creation is very large. Motion Blur and Depth of Focus settings have been altered and may need some more adjusting. Floating rocks and trees at the edge of campaign parcels may appear. The Champion often slides an appreciable distance after landing from his Leap ability. Some parcels are displaying their default name. Harvesting doobers are falling or floating away from the drop source. A balance pass is still in the works for hippos. Current feeder requirements may change. Players have reported getting stuck and/or lagging on various steps throughout some of the campaign zones. Frame rate performance may be slightly lower. Videos have been removed until we can update them. Floating temples have been reported. To fix this issue exit to lobby and return to the campaign. Destruction of buildings may also cause post processing visual issues. Hellcats missing animation after running leap. AI can track and attack stealthed players. AI may be difficult to loot/skin due to a smaller loot radius. Templar LMB Attack without weapon is missing animation. Weapon disciplines that grant weapon equips will not be fully functional until animations are added. Players can encounter jumping issues when spam-jumping from higher elevations to lower ones. Ranger machine gun bug - a weird state in which the Ranger animation appears to get stuck in LMB animation. Pressing alt while the trade window is open permanently hides the trade window. User Interface Some players have reported inventory items not updating their reduced amount. This appears to be happening most frequently with deeds and resource items. Blue crow effect persisting after reviving has been reported to occur at times. Logging out and back in will fix this issue. Chat disconnects may occur. If this happens, just exit to the lobby and rejoin. Test patch client doesn’t close itself after the game is exited. Ganzen Patchnotiz lesen
  18. Shiro

    0.5.3.10

    General EK navmesh errors fixed. Elken infinite headbutt error fixed. Bloodbath Campaign map has been updated and enabled for current play. Players with a _ in their name will now have the faction and campaign chat tabs. General server performance improvement and enhancements have been added. Known Issues General Harvesting weak points on Slag, Cobblestone, and Muskhog may appear off the node, especially on the smaller rocks and ores. Currently Skill Tree navigation is slow and is currently being investigated. Knight Chain Pull and Myrmidon Net Pull may not function correctly - a fix is currently being investigated. Z-Fighting/Sorting issues on buildings have been reported during internal playtests. Guinecean Burrow FX persist after going from Stealth to Survival Trays. Centaur scale size in character creation is very large. Motion Blur and Depth of Focus settings have been altered and may need some more adjusting. Floating rocks and trees at the edge of campaign parcels may appear. The Champion often slides an appreciable distance after landing from his Leap ability. Some parcels are displaying their default name. Harvesting doobers are falling or floating away from the drop source. A balance pass is still in the works for hippos. Current feeder requirements may change. Players have reported getting stuck and/or lagging on various steps throughout some of the campaign zones. Frame rate performance may be slightly lower. Videos have been removed until we can update them. Floating temples have been reported. To fix this issue exit to lobby and return to the campaign. Destruction of buildings may also cause post processing visual issues. Hellcats missing animation after running leap. AI can track and attack stealthed players. AI may be difficult to loot/skin due to a smaller loot radius. Templar LMB Attack without weapon is missing animation. Weapon disciplines that grant weapon equips will not be fully functional until animations are added. Players can encounter jumping issues when spam-jumping from higher elevations to lower ones. Ranger machine gun bug - a weird state in which the Ranger animation appears to get stuck in LMB animation. Pressing alt while the trade window is open permanently hides the trade window. User Interface Some players have reported inventory items not updating their reduced amount. This appears to be happening most frequently with deeds and resource items. Blue crow effect persisting after reviving has been reported to occur at times. Logging out and back in will fix this issue. Chat disconnects may occur. If this happens, just exit to the lobby and rejoin. Test patch client doesn’t close itself after the game is exited.
  19. Shiro

    Patchnotes: 0.5.3.9

    General Fixed a bug with the equipment and disciplines that caused items to not refresh correctly. Updated Hollow Gatehouse in order to fix a collider issue. Fixed the issue of items and discipline tooltips going off screen. The issue of players not seeing certain chats due to having a period (.) in their name has been fixed. Addressed an issue that was causing players to teleport to the edge of the map when logging back into a campaign. User Interface Fixed the issue of having to spam the Esc key to bring up the Esc Menu. Known Issues General Harvesting weak points on Slag, Cobblestone, and Muskhog may appear off the node, especially on the smaller rocks and ores. Currently Skill Tree navigation is slow and is currently being investigated. Knight Chain Pull and Myrmidon Net Pull may not function correctly - a fix is currently being investigated. Z-Fighting/Sorting issues on buildings have been reported during internal playtests. Guinecean Burrow FX persist after going from Stealth to Survival Trays. Centaur scale size in character creation is very large. Motion Blur and Depth of Focus settings have been altered and may need some more adjusting. Floating rocks and trees at the edge of campaign parcels may appear. The Champion often slides an appreciable distance after landing from his Leap ability. Some parcels are displaying their default name. Harvesting doobers are falling or floating away from the drop source. A balance pass is still in the works for hippos. Current feeder requirements may change. Players have reported getting stuck and/or lagging on various steps throughout some of the campaign zones. Frame rate performance may be slightly lower. Videos have been removed until we can update them. Floating temples have been reported. To fix this issue exit to lobby and return to the campaign. Destruction of buildings may also cause post processing visual issues. Hellcats missing animation after running leap. AI can track and attack stealthed players. AI may be difficult to loot/skin due to a smaller loot radius. Templar LMB Attack without weapon is missing animation. Weapon disciplines that grant weapon equips will not be fully functional until animations are added. Players can encounter jumping issues when spam-jumping from higher elevations to lower ones. Ranger machine gun bug - a weird state in which the Ranger animation appears to get stuck in LMB animation. Pressing alt while the trade window is open permanently hides the trade window. User Interface Some players have reported inventory items not updating their reduced amount. This appears to be happening most frequently with deeds and resource items. Blue crow effect persisting after reviving has been reported to occur at times. Logging out and back in will fix this issue. Chat disconnects may occur. If this happens, just exit to the lobby and rejoin. Test patch client doesn’t close itself after the game is exited. Ganzen Patchnotiz lesen
  20. Shiro

    0.5.3.9

    General Fixed a bug with the equipment and disciplines that caused items to not refresh correctly. Updated Hollow Gatehouse in order to fix a collider issue. Fixed the issue of items and discipline tooltips going off screen. The issue of players not seeing certain chats due to having a period (.) in their name has been fixed. Addressed an issue that was causing players to teleport to the edge of the map when logging back into a campaign. User Interface Fixed the issue of having to spam the Esc key to bring up the Esc Menu. Known Issues General Harvesting weak points on Slag, Cobblestone, and Muskhog may appear off the node, especially on the smaller rocks and ores. Currently Skill Tree navigation is slow and is currently being investigated. Knight Chain Pull and Myrmidon Net Pull may not function correctly - a fix is currently being investigated. Z-Fighting/Sorting issues on buildings have been reported during internal playtests. Guinecean Burrow FX persist after going from Stealth to Survival Trays. Centaur scale size in character creation is very large. Motion Blur and Depth of Focus settings have been altered and may need some more adjusting. Floating rocks and trees at the edge of campaign parcels may appear. The Champion often slides an appreciable distance after landing from his Leap ability. Some parcels are displaying their default name. Harvesting doobers are falling or floating away from the drop source. A balance pass is still in the works for hippos. Current feeder requirements may change. Players have reported getting stuck and/or lagging on various steps throughout some of the campaign zones. Frame rate performance may be slightly lower. Videos have been removed until we can update them. Floating temples have been reported. To fix this issue exit to lobby and return to the campaign. Destruction of buildings may also cause post processing visual issues. Hellcats missing animation after running leap. AI can track and attack stealthed players. AI may be difficult to loot/skin due to a smaller loot radius. Templar LMB Attack without weapon is missing animation. Weapon disciplines that grant weapon equips will not be fully functional until animations are added. Players can encounter jumping issues when spam-jumping from higher elevations to lower ones. Ranger machine gun bug - a weird state in which the Ranger animation appears to get stuck in LMB animation. Pressing alt while the trade window is open permanently hides the trade window. User Interface Some players have reported inventory items not updating their reduced amount. This appears to be happening most frequently with deeds and resource items. Blue crow effect persisting after reviving has been reported to occur at times. Logging out and back in will fix this issue. Chat disconnects may occur. If this happens, just exit to the lobby and rejoin. Test patch client doesn’t close itself after the game is exited.
  21. Shiro

    Patchnotes: 0.5.3.8

    General Racial discipline runes should no longer appear in player gravestones. Fixed the issue of players not being able to craft Mineral Hammer and similar harvest tools. Made adjustments to respawning harvestables that were causing players to get stuck. User Interface Players will no longer see the Edit Kingdom when they shouldn't or not see it when they should. Campaign More tweaks to wall resistances and catapult damage values. Guards should now correctly change faction when the parcel is claimed by growing a second Tree of Life. Respawn times for Ranger guards has been changed from 30 seconds to 5 minutes. Ranger Guards and personal banks are now neutral at campaign start and any point their associated parcel doesn't have an owner. Added inner guards to forts and keeps. Known Issues General Harvesting weak points on Slag, Cobblestone, and Muskhog may appear off the node, especially on the smaller rocks and ores. Currently Skill Tree navigation is slow and is currently being investigated. Knight Chain Pull and Myrmidon Net Pull may not function correctly - a fix is currently being investigated. Z-Fighting/Sorting issues on buildings have been reported during internal playtests. Guinecean Burrow FX persist after going from Stealth to Survival Trays. Centaur scale size in character creation is very large. Motion Blur and Depth of Focus settings have been altered and may need some more adjusting. Floating rocks and trees at the edge of campaign parcels may appear. The Champion often slides an appreciable distance after landing from his Leap ability. Some parcels are displaying their default name. Harvesting doobers are falling or floating away from the drop source. A balance pass is still in the works for hippos. Current feeder requirements may change. Players have reported getting stuck and/or lagging on various steps throughout some of the campaign zones. Frame rate performance may be slightly lower. Videos have been removed until we can update them. Floating temples have been reported. To fix this issue exit to lobby and return to the campaign. Destruction of buildings may also cause post processing visual issues. Hellcats missing animation after running leap. AI can track and attack stealthed players. AI may be difficult to loot/skin due to a smaller loot radius. Templar LMB Attack without weapon is missing animation. Weapon disciplines that grant weapon equips will not be fully functional until animations are added. Players can encounter jumping issues when spam-jumping from higher elevations to lower ones. Ranger machine gun bug - a weird state in which the Ranger animation appears to get stuck in LMB animation. Pressing alt while the trade window is open permanently hides the trade window. User Interface Some players have reported inventory items not updating their reduced amount. This appears to be happening most frequently with deeds and resource items. Blue crow effect persisting after reviving has been reported to occur at times. Logging out and back in will fix this issue. Chat disconnects may occur. If this happens, just exit to the lobby and rejoin. Test patch client doesn’t close itself after the game is exited. Ganzen Patchnotiz lesen
  22. Shiro

    0.5.3.8

    General Racial discipline runes should no longer appear in player gravestones. Fixed the issue of players not being able to craft Mineral Hammer and similar harvest tools. Made adjustments to respawning harvestables that were causing players to get stuck. User Interface Players will no longer see the Edit Kingdom when they shouldn't or not see it when they should. Campaign More tweaks to wall resistances and catapult damage values. Guards should now correctly change faction when the parcel is claimed by growing a second Tree of Life. Respawn times for Ranger guards has been changed from 30 seconds to 5 minutes. Ranger Guards and personal banks are now neutral at campaign start and any point their associated parcel doesn't have an owner. Added inner guards to forts and keeps. Known Issues General Harvesting weak points on Slag, Cobblestone, and Muskhog may appear off the node, especially on the smaller rocks and ores. Currently Skill Tree navigation is slow and is currently being investigated. Knight Chain Pull and Myrmidon Net Pull may not function correctly - a fix is currently being investigated. Z-Fighting/Sorting issues on buildings have been reported during internal playtests. Guinecean Burrow FX persist after going from Stealth to Survival Trays. Centaur scale size in character creation is very large. Motion Blur and Depth of Focus settings have been altered and may need some more adjusting. Floating rocks and trees at the edge of campaign parcels may appear. The Champion often slides an appreciable distance after landing from his Leap ability. Some parcels are displaying their default name. Harvesting doobers are falling or floating away from the drop source. A balance pass is still in the works for hippos. Current feeder requirements may change. Players have reported getting stuck and/or lagging on various steps throughout some of the campaign zones. Frame rate performance may be slightly lower. Videos have been removed until we can update them. Floating temples have been reported. To fix this issue exit to lobby and return to the campaign. Destruction of buildings may also cause post processing visual issues. Hellcats missing animation after running leap. AI can track and attack stealthed players. AI may be difficult to loot/skin due to a smaller loot radius. Templar LMB Attack without weapon is missing animation. Weapon disciplines that grant weapon equips will not be fully functional until animations are added. Players can encounter jumping issues when spam-jumping from higher elevations to lower ones. Ranger machine gun bug - a weird state in which the Ranger animation appears to get stuck in LMB animation. Pressing alt while the trade window is open permanently hides the trade window. User Interface Some players have reported inventory items not updating their reduced amount. This appears to be happening most frequently with deeds and resource items. Blue crow effect persisting after reviving has been reported to occur at times. Logging out and back in will fix this issue. Chat disconnects may occur. If this happens, just exit to the lobby and rejoin. Test patch client doesn’t close itself after the game is exited.
  23. Shiro

    Patchnotes: 0.5.3.7

    !!!!THIS UPDATE REQUIRES A NEW PATCH INSTALL. PLEASE UNINSTALL AND DELETE YOUR CURRENT PATCH FILES AND DOWNLOAD THE NEW PATCH TEST CLIENT FROM https://crowfall.com/en/client/!!!! The new crowfall patch client has a gray bar at that top that says, "Crowfall Launcher". If your client has that gray bar at the top you have the most up to date patch client. Skills Reduced the time of Toast Notification for skills to 3 seconds, it was at 10. Should fix the bug of window is on screen too long. Discipline and General Powers Fixed a problem when a discipline with a granted slot getting destroyed also destroyed the slotted item. Line of sight will now be blocked by walls and buildings, even if they are friendly. Saltpeter Rounds: Cooldown is now correctly 68 seconds. Set Redirect Pain cooldown back to 45 seconds. Duelist Vanish will no longer leave you permanently snared. Visual Effects FX Fixes to Dryad Disc Healing Orbs. FX Myrmidon Whirlwind and Arcing Slash fix. Added FX scaling to Ranger Ranged Basic misses. User Interface Fixed the issue of overlapping text in equipment sheet. Fixed an issue where Trays would not update their correct slot amounts on vessel change. The issue of items getting stuck in the Spirit Bank has been addressed. Campaign Fort wall durability increased. Fort walls now reset themselves when holes/damaged below 50% has been applied. Adjustments have been made to the Keep Guards firing through walls. More adjustments are in the works. Modifications have been made to keep parcels to support faction changes. More adjustments have been made to the tree LODs. Known Issues General If you equip Master of Shields on a class that already has shields on it (Knight and Cleric) if you switch to a new vessel body you will enter a broken state that will require you to exit and restart the client. Harvesting weak points on Slag, Cobblestone, and Muskhog may appear off the node, especially on the smaller rocks and ores. Currently Skill Tree navigation is slow and is currently being investigated. Knight Chain Pull and Myrmidon Net Pull may not function correctly - a fix is currently being investigated. Z-Fighting/Sorting issues on buildings have been reported during internal playtests. Guinecean Burrow FX persist after going from Stealth to Survival Trays. Centaur scale size in character creation is very large. Motion Blur and Depth of Focus settings have been altered and may need some more adjusting. Floating rocks and trees at the edge of campaign parcels may appear. The Champion often slides an appreciable distance after landing from his Leap ability. Some parcels are displaying their default name. Harvesting doobers are falling or floating away from the drop source. A balance pass is still in the works for hippos. Current feeder requirements may change. Players have reported getting stuck and/or lagging on various steps throughout some of the campaign zones. Frame rate performance may be slightly lower. Videos have been removed until we can update them. Floating temples have been reported. To fix this issue exit to lobby and return to the campaign. Destruction of buildings may also cause post processing visual issues. Hellcats missing animation after running leap. AI can track and attack stealthed players. AI may be difficult to loot/skin due to a smaller loot radius. Templar LMB Attack without weapon is missing animation. Weapon disciplines that grant weapon equips will not be fully functional until animations are added. Players can encounter jumping issues when spam-jumping from higher elevations to lower ones. Ranger machine gun bug - a weird state in which the Ranger animation appears to get stuck in LMB animation. Pressing alt while the trade window is open permanently hides the trade window. User Interface Some players have reported inventory items not updating their reduced amount. This appears to be happening most frequently with deeds and resource items. Blue crow effect persisting after reviving has been reported to occur at times. Logging out and back in will fix this issue. Chat disconnects may occur. If this happens, just exit to the lobby and rejoin. Ganzen Patchnotiz lesen
  24. Shiro

    0.5.3.7

    !!!!THIS UPDATE REQUIRES A NEW PATCH INSTALL. PLEASE UNINSTALL AND DELETE YOUR CURRENT PATCH FILES AND DOWNLOAD THE NEW PATCH TEST CLIENT FROM https://crowfall.com/en/client/!!!! The new crowfall patch client has a gray bar at that top that says, "Crowfall Launcher". If your client has that gray bar at the top you have the most up to date patch client. Skills Reduced the time of Toast Notification for skills to 3 seconds, it was at 10. Should fix the bug of window is on screen too long. Discipline and General Powers Fixed a problem when a discipline with a granted slot getting destroyed also destroyed the slotted item. Line of sight will now be blocked by walls and buildings, even if they are friendly. Saltpeter Rounds: Cooldown is now correctly 68 seconds. Set Redirect Pain cooldown back to 45 seconds. Duelist Vanish will no longer leave you permanently snared. Visual Effects FX Fixes to Dryad Disc Healing Orbs. FX Myrmidon Whirlwind and Arcing Slash fix. Added FX scaling to Ranger Ranged Basic misses. User Interface Fixed the issue of overlapping text in equipment sheet. Fixed an issue where Trays would not update their correct slot amounts on vessel change. The issue of items getting stuck in the Spirit Bank has been addressed. Campaign Fort wall durability increased. Fort walls now reset themselves when holes/damaged below 50% has been applied. Adjustments have been made to the Keep Guards firing through walls. More adjustments are in the works. Modifications have been made to keep parcels to support faction changes. More adjustments have been made to the tree LODs. Known Issues General If you equip Master of Shields on a class that already has shields on it (Knight and Cleric) if you switch to a new vessel body you will enter a broken state that will require you to exit and restart the client. Harvesting weak points on Slag, Cobblestone, and Muskhog may appear off the node, especially on the smaller rocks and ores. Currently Skill Tree navigation is slow and is currently being investigated. Knight Chain Pull and Myrmidon Net Pull may not function correctly - a fix is currently being investigated. Z-Fighting/Sorting issues on buildings have been reported during internal playtests. Guinecean Burrow FX persist after going from Stealth to Survival Trays. Centaur scale size in character creation is very large. Motion Blur and Depth of Focus settings have been altered and may need some more adjusting. Floating rocks and trees at the edge of campaign parcels may appear. The Champion often slides an appreciable distance after landing from his Leap ability. Some parcels are displaying their default name. Harvesting doobers are falling or floating away from the drop source. A balance pass is still in the works for hippos. Current feeder requirements may change. Players have reported getting stuck and/or lagging on various steps throughout some of the campaign zones. Frame rate performance may be slightly lower. Videos have been removed until we can update them. Floating temples have been reported. To fix this issue exit to lobby and return to the campaign. Destruction of buildings may also cause post processing visual issues. Hellcats missing animation after running leap. AI can track and attack stealthed players. AI may be difficult to loot/skin due to a smaller loot radius. Templar LMB Attack without weapon is missing animation. Weapon disciplines that grant weapon equips will not be fully functional until animations are added. Players can encounter jumping issues when spam-jumping from higher elevations to lower ones. Ranger machine gun bug - a weird state in which the Ranger animation appears to get stuck in LMB animation. Pressing alt while the trade window is open permanently hides the trade window. User Interface Some players have reported inventory items not updating their reduced amount. This appears to be happening most frequently with deeds and resource items. Blue crow effect persisting after reviving has been reported to occur at times. Logging out and back in will fix this issue. Chat disconnects may occur. If this happens, just exit to the lobby and rejoin.
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