Pann

ArtCraft Developer
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Pann last won the day on April 20

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About Pann

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    Director of Community

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    Austin, TX

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  1. After your playtest session, please share your feedback here and tell us about any bugs or anomalies you encountered. Patch notes for this build Need help? Email us! support@crowfall.com
  2. I love that you guys are doing this even if I had to giggle a little because you're naming this amazing communication stuff after the one Crowfall god who can't talk. =)
  3. This has been corrected.
  4. BarriaKarl, are you also on Chrome? I'm a Chrome-aholic myself and it looks like one of their recent updates is causing a number of issues for me. Jared is aware of it and is checking back often to see if Chrome has made any headway in resolving them.
  5. It is not possible to put people on Ignore if they have admin or moderator status. I guess you're stuck with me.
  6. Please use the designated playtest threads to report bugs or issues with the game, or email support@crowfall.com. This forum is for discussion policy, not game-related issues.
  7. As referenced already in this thread, data mining of any sort is expressly prohibited. Anyone is welcome to download our media kit and use the contents in accordance with our Fair Use Policy. If there are images you need for a specific project that are not available in the kit, you can email me--community@crowfall.com--and I will try to get them for you if it's possible.
  8. Blixtev gives an overview of Passive Powers FULL STORY
  9. Warning: Known crash load bug in ATI/Radeon 3D cards. We're working to resolve and will update as possible.
  10. Perhaps you missed Todd's announcement about the snap test yesterday. We had originally limited the test to the Pre-Alpha 1 and 2 test groups; we're now up to Pre-Alpha 1 through Alpha 3. I anticipate that Beta 1 and 2 will be added at some point over the weekend (but I can't promise it). It all depends on how many people log in and how the server handles the load. Watch the Testing forums for announcements; Gordon will post if he adds more test groups.
  11. The playtest that was scheduled for Friday, May 19, will be kicked off early. Servers will be going offline soon, which will end the snaptest that's been running since yesterday. We don't anticipate the servers being down for long. Here's what you can expect when the servers are up again. EKs will be wiped Imported EK assets will be wiped The spirit bank will not be wiped Campaigns will be reset A new client will be deployed An EU server will be added later tonight
  12. EDIT: This thread has been locked since we received sufficient data from the mid-week snap test. A new topic has been opened for actual weekend build feedback here. If you encountered a bug, technical problem or other anomaly during the snaptest, please post about it here. Remember to be as descriptive as possible.
  13. ValKro is working on patch notes now. They will be posted as soon as she has them ready.
  14. Fresh new forums for our fresh new testing phase. Let the conversations flow!
  15. This is an important cross-post of Todd's message here. - Pann Hey folks, OK -- so, we are going to do a snap test today, to test some of the new stuff we revealed this morning ! As we have done in the past with significant updates, this means that we need to "reset the clock" back to the smallest subset of players, to make sure the servers don't fall over, and then we'll add more players as stability allows and dictates. We'll start with Pre-Alpha 1 & 2 and then move on to Alpha 1, etc. This version has a TON of changes. Some of it was covered in the reveal; a lot of it did not. Patch notes will follow after this message, but here is a "Greatest Hits" of fixes and changes in the build that it about to go up. - There are so many changes that a wipe was necessary: spirit banks will be empty, purchases will need to be re-imported, EKs and characters will have to be re-created. Skill training was not affected. - New lighting is in -- but still a first pass! We need to do a lot of tweaking to make it look as good as it did in the video. Weather effects and day/night cycle are still being tested internally. - Disciplines can be added to your character. There are more than 100 implemented in this version! A select few of them are not yet working because we're still working on animations, but most of them are usable. - To make it easy for you to test these, Disciplines Runestones have been added to the crafting tables with incredible simple recipes. (This will change, obviously!) Craft or collect a some and use the Runestones tab on your equipment UI to attach them to your character, then use the K screen to add the new powers and passives to your power bar. - We've divided all damage/health/etc numbers by 10. We asked for feedback, the general consensus was "the numbers are too high", so we adjusted them. - Chat bug should be fixed (fingers crossed!) - Server performance should be improved. One of the changes here had to do with knotwood/cobblestone/etc, so if you notice any changes with harvesting (can't target trees that seem to be there, etc) please let us know. - Eternal Kingdoms are now a maximum of 10 x 10 grid squares in size. - Eternal Kingdoms can now be set to PUBLIC / PRIVATE and you can turn PVP on / off. (!!) - PASSIVE powers are now in the game! These are powers that, once added to the PASSIVES area of your power bar, will give you benefits that trigger automatically (you don't have to do anything to activate them; hence the name). Again: press K to open your Powers screen to add them. - The harvesting test potions have been replaced with PASSIVE powers that will give you a handicap if you haven't trained the required skills (up to a point, of course). Since you only have 3 passive slots (currently), there is an opportunity cost in using them. Choose wisely. (Hit 'K' to bring up the Powers Config screen. Drag icons to the slots at the bottom. The purple icons on the left are the "newbie" passives for harvesting, crafting, skinning, etc.) Drag one of those into the PASSIVE slots below to activate it!) - There are new Harvesting potions in the Alchemy tab. These are not "test potions" like the previous ones; they are more limited in effect and have more reasonable resource requirements. They do not stack with the group leader passive. - Parcel crafting test recipes are in! You can create new parcels for your Eternal Kingdoms. - Architecture test recipes are in! You can create buildings. - Weapon efficiency is in! How this works: The multiplier on weapons * resource cost is now active. This is important because it can make you powers cost more or less resource (mana, fury, rage) to use. + weapon efficiency is bad, - weapon efficiency is good! - If you have a + weapon efficiency, you will want to use the Weapon Finesse passive to mitigate going positive. - The Race/Class changes mentioned in the reveal earlier today are NOT in the build (yet!) This is a pretty big change and will take a significant amount of development time to implement. We'll keep you updated as that effort continues. More changes listed in the patch notes, below! Todd