vkromas

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  1. If you're still crashing and would like to try and experiment with turning some of the game's biggest offenders off we've added a few debug options for you to hopefully help alleviate the crashing. A /debug command has been enabled in the Chat Panel to help further isolate the issue. If you are still crashing and would like to turn off specific settings. Use this debug ability to turn off particular settings such as "sky", "fx", "trails", and "deferred" like so: /debug sky off or /debug fx off You can use 'false' or 'no' or '0' instead of 'off' if you prefer. and '/debug sky' will tell you the current setting. In this build we have disabled some performance features that may be causing the ATI card crashes (specifically: GPU skinning, batching, and graphics jobs).
  2. I went through the change log and noticed that basically all of our powers had been checked. Looks like practically all the powers have been adjusted, including class powers (Myrmidon, and especially Ranger) and most, if not all, of the discipline powers (like Dryad and Banshee). This is not a full list of powers, but I wanted to clarify it for you. As for the question about arrows, I am not sure at the moment but I will try and track an answer down for you! Follow up on this: Looks like these arrows aren't quite test ready just yet, but they'll have elemental DOT damage, if I'm seeing this correctly. I'm going to remove this from the patch notes so it doesn't cause any further confusion.
  3. Welcome to Crowfall Pre-Alpha Build 5.0.2 Welcome to Big World! To report any issues, bugs, or feedback you have for this playtest session, please go here: May 25, 2017 Playtest Bugs and Feedback When reporting issues please try to be as detailed as possible (i.e. Campaign World, or Eternal Kingdom, Character Class, what power/status effect was active, etc). ATTENTION ATI/RADEON USERS, PLEASE READ! Another fix has been implemented to address the ATI/Radeon crashing on load problem. This issue may still not be completely fixed. If you are running into this problem, please send your crash files, client logs, and DXDiag to support@crowfall.com. A /debug command has been enabled in the Chat Panel to help further isolate the issue. If you are still crashing and would like to turn off specific settings. Use this debug ability to turn off particular settings such as "sky", "fx", "trails", and "deferred" like so: /debug sky off or /debug fx off You can use 'false' or 'no' or '0' instead of 'off' if you prefer. and '/debug sky' will tell you the current setting. In this build we have disabled some performance features that may be causing the ATI card crashes (specifically: GPU skinning, batching, and graphics jobs). General: General fix to how Retaliate combos work. The prompt should correctly show the retaliate power you have equipped. Auto-equipping gear during the “Retrieving Body” Resurrection process should now correctly re-apply equipment based tags. Updates have been made to 2 Handed Weapons to now have similar Power Cost Multiplier outcomes to 1 Handed Weapons. Discipline Runes can now be transferred from the Spirit Bank back to Player Inventory (YAY!). Made a change so now the power tray mapping resets when creating a new vessel of the same archetype. Disciplines: Troubadour Songs: Dirge, Lament, and Requiem now place a buff icon on caster so they know the song is still active. Restructured the Troubadour songs so the buff icon is placed on me even if I didn't hit any targets. Dryad healing orb Essence refund now only happens while you're actively in the healing tray. Fixed the issue of Blood Pact not displaying a buff. Added a Resource cost to all Dryad abilities. Classes: Made a pass at a lot of powers to now include a resource cost. Added power cooldown and power cooldown long/short to many abilities that had been stomped. Ranger: Piercing Arrows: Fixed the issue of the Ranger's Piercing Arrow no longer applying the bleed or damage on the 3rd LMB. Adjusted the execute range for Slashing arrows to be under 35% to match the other execute effects. Known Issues: Durability in crafted items is not properly carrying up the crafting chain. Non Ranger classes lack bow animations. All bow related disciplines will remain inactive until they do. Bard Speed Song cancels when entering combat. Bard Speed Song remains at combat buff amounts if the buff was placed on you and you were in combat mode then went into non combat movement speed (waiting on race/class split to fix this one). Vessel inventory objects can not be used at a Temple. Settings Menu appearing outside of the window area. The window can be closed in game by pressing F12, no need to close the client and relaunch. Weapon disciplines that grant weapon equips will not be fully functional until animations are added. Power adjustments have been made but updates to tooltips are still in process. Text descriptions may not completely coincide with their current functionality.
  4. After your playtest session, please share your feedback here and tell us about any bugs or anomalies you encountered. Patch Notes Can Be Found Here Need help? Email us! support@crowfall.com
  5. Hi gang! I'm going to lock this thread and open up a new one very soon. We're hoping to have a new patch up with a few more debug options for the ATI/Radeon crashes. Thanks for your patience, we really appreciate it!
  6. Welcome to Crowfall Pre-Alpha Build 5.0.1 Welcome to Big World! To report any issues, bugs, or feedback you have for this playtest session, please go here: 5.01 Playtest Feedback and Bug Reports When reporting issues please try to be as detailed as possible (i.e. Campaign World, or Eternal Kingdom, Character Class, what power/status effect was active, etc). If something does not work on the first try, try it again.... General: Fixed an issue with ATI cards experiencing crashes on load. Fixed the issue that was causing the Power Menu (k) to disappear if the player cancels out of the Character Creation Menu at the Temple. An Invulnerable pulse field has been added to Map Bloodbath. Renamed “Weapon Efficiency” to “Power Cost Multiplier” in order to help alleviate confusion on what this stat does. Fixed the issue with Druid Blink that was causing rubberbanding. Disciplines: Runescarred Gladiator Discipline should no longer grant First Wind to Champions. Field Surgeon Rehabilitation now properly heals your ally. Blademaster Blood Price no longer spawns health orbs from harvesting or siege damage. Bard Songs: If the Twisting Passive is unequipped, the empowered version of the song will not play on the next toggle. The toggle does continue and when the empowered version wears off, the normal version of the song will autoplay. Reduced distance on Bard Songs from 75m to 50m. Corrected the issue of Numbness and Molon Labe making Block abilities super expensive. Players can no longer equip the same discipline twice. Molehunter Get 'Em now applies a root instead of a slow. Adjusted the stat on Pixie Dust. Slightly increased the amount of penetration on Shieldbreaker Reveal Weakness. Master of Mystical Staves Soothing Winds: Fixed issue with the chain jumps on this power healing incorrect amounts (they were way too high). Banshee Ghost Army now returns 12.5% of damage done as Healing. Powers: Dazes should no longer cause permanent movement reductions Adjustments have been made to the Stealth Tray in order to prevent using disciplines to buff or heal allies while in stealth. Renamed Weapon Finesse to Mental Fortitude and included a more elaborate power description. Added the Knockdown Combo Trigger to a number of ala carte style knocked downs and stuns like Knight Pursuit and Confessor Flames of Truth. This is required to allow you to Retaliate out of them. Known Issues: Durability in crafted items is not properly carrying up the crafting chain. Non Ranger classes lack bow animations. All bow related disciplines will remain inactive until they do. Bard Speed Song cancels when entering combat. Bard Speed Song remains at combat buff amounts if the buff was placed on you and you were in combat mode then went into non combat movement speed. (waiting on race/class split to fix this one) Vessel inventory objects can not be used at a Temple. Myrmidon Berserk UI widget timer on the client can be incorrect by +/- a few seconds, however should the Berserker Crash will always happen at the 8.35 second mark on the server. Ranger Arrows lose data after first arrow fired, this will cause 3rd basic shot to malfunction. Settings Menu appearing outside of the window area. The window can be closed in game by pressing F12, no need to close the client and relaunch. Weapon disciplines that grant weapon equips will not be fully functional until animations are added. Power adjustments have been made but updates to tooltips are still in process. Text descriptions may not completely coincide with their current functionality.
  7. Welcome to Crowfall Pre-Alpha Build 5.0.1 Hotfix Welcome to Big World! To report any issues, bugs, or feedback you have for this playtest session, please go here: Playtest Feedback for May 19-21, 2017 When reporting issues please try to be as detailed as possible (i.e. Campaign World, or Eternal Kingdom, Character Class, what power/status effect was active, etc). Important items to note: Weapon disciplines that grant weapon equips will not be fully functional until animations are added. Power adjustments have been made but updates to tooltips are still in process. Text descriptions may not completely coincide with their current functionality. Class Avatars are not appearing in Character Creation. Please also refer to the Known Issues portion of the patch notes for more information. If something does not work on the first try, try it again.... General: Fix has been implemented to address the issue of not being able to loot corpses/gravestones. Updated Parcel rank for Bloodbath Map. Crafting: New test recipes have been added for the new weapon disciplines, Great Mace, Great Axe, and Great Sword. Disciplines: New Weapon Disciplines have been created: Great Mace, Great Axe, and Great Sword for 2 Handed Weapons. Scarecrow: Aura of Terror - now ticks out it's spookiness once every 1.5 seconds instead of once per second. If you are suppressed (all the way feared up) or if you can move away and allow all stacks of "Building Fear" to drop, you will become "Unafraid" and be immune to further Aura of Terror effects for 15 seconds. Set cooldown bonus for Axemaster cooldown to -.25 instead of -25 Set the caps to be negative for these and set them a value that makes sense with the revelation that these stats are 0-1 instead of 1-100. Runescarred Gladiator: Runecarve Flesh damage reflection is now clamped to a maximum of 1050 damage. Banshee: Haunt - Now heals and reflects 35% incoming damage and both damage and healing clamp to 1050 damage. Banshee: Ghost Army - Now heals 25% of damage dealt. Master of Scimitars: Fixed a bug with Druid losing healing tray on respawn with master of scimitars equipped. Shield Master - Should now benefit from Block efficiency stats. More status icons have been added to Discipline Powers. General Combat Fixes: Updates to snare powers have been made to address the issue of the infinite snare/backward running bug. Some of these powers include: Druid Lightning Burst, Legionnaire Basics, Knight Shield Bash, Agent Provocateur Caltrops, Banshee Wail, Shield Fighter Shield Throw, Master of Rapiers Hamstring, and Troubadour Chains. Classes: Knight: Knight Block / Shield Mastery Blocks: Should now Benefit from Block and Weapon efficiency stats. Known Issues: Durability in crafted items is not properly carrying up the crafting chain. Non Ranger classes lack bow animations. All bow related disciplines will remain inactive until they do. Bard Speed Song cancels when entering combat. Bard Speed Song remains at combat buff amounts if the buff was placed on you and you were in combat mode then went into non combat movement speed. (waiting on race/class split to fix this one) Vessel inventory objects can not be used at a Temple. Myrmidon Berserk UI widget timer on the client can be incorrect by +/- a few seconds, however should the Berserker Crash will always happen at the 8.35 second mark on the server. Ranger Arrows lose data after first arrow fired, this will cause 3rd basic shot to malfunction. Settings Menu appearing outside of the window area. The window can be closed in game by pressing F12, no need to close the client and relaunch. Weapon disciplines that grant weapon equips will not be fully functional until animations are added. Power adjustments have been made but updates to tooltips are still in process. Text descriptions may not completely coincide with their current functionality.
  8. Welcome to Crowfall Pre-Alpha Build 5.1 Welcome to Big World! To report any issues, bugs, or feedback you have for this playtest session, please go here: May 19-May 21 Playtest Feedback Items to Note: Some players have been experiencing issues with their settings window displaying outside of the screen area. You can close this window by pressing F12, no need to close and relaunch the client. As a precaution it is highly recommended that players reset their input settings. This can be done in Settings > Input > Key Bindings > Edit 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 If something does not work on the first try, try it again.... General: Added lootable chests to Bloodbath map. Added display names to placeable deeds. Shadows have been re-enabled. More crafting icons have been added. Disciplines: Discplines are no longer removed on death. Fixed an issue causing discipline effects to persist on class change. Increased the internal cooldown on Terrifying Features to match the current standard for Crowd Control. Set Field Surgeon Rescue proc to reflect to your target instead of yourself. Replaced the stat mods on Marsh Body, which fell off one day no doubt due to over-ripening in the wet weather. Corrected Poison damage numbers in Poisoner and the poison template, they were still doing damage in the old scale Removed the Pip cost from Templar Radiant Sweep (only the first in the combo should have a cost). Replaced stat mods on Knight Chainpull daze effect. Set Runecaster discipline abilities to be usable by anyone instead of just casters. Known Issues: Durability in crafted items is not properly carrying up the crafting chain. Non Ranger classes lack bow animations. All bow related disciplines will remain inactive until they do. Bard Speed Song cancels when entering combat. Bard Speed Song remains at combat buff amounts if the buff was placed on you and you were in combat mode then went into non combat movement speed. (waiting on race/class split to fix this one) Vessel inventory objects can not be used at a Temple. Myrmidon Berserk UI widget timer on the client can be incorrect by +/- a few seconds, however should the Berserker Crash will always happen at the 8.35 second mark on the server. Ranger Arrows lose data after first arrow fired, this will cause 3rd basic shot to malfunction. Settings Menu appearing outside of the window area. The window can be closed in game by pressing F12, no need to close the client and relaunch. If you need a refresher on what went into release 5.0, please click here for those patch notes.
  9. This is a big one, folks! Welcome to Crowfall Pre-Alpha Build 5.0 Welcome to Big World! To report any issues, bugs, or feedback you have for this playtest session, please go here: Snap Test Bugs and Feedback Items to Note: As a precaution Spirit Banks will be reset. Some players have been experiencing issues with their settings window displaying outside of the screen area. You can close this window by pressing F12, no need to close and relaunch the client. It is highly recommended that players reset their input settings. This can be done in Settings > Input > Key Bindings > Edit If something does not work on the first try, try it again.... Lighting: New Tenkoku lighting along with Experimental Settings (Esc > Settings > Graphics) have been added to Crowfall! Updates made to shadow reflections. Changes to character lighting have been added. Building Tool: Looting a placeable building now takes 2 seconds instead of 1 second. Fixed bug on startup of campaign (with buildings with active smart connectors already placed) where smart connector collision wouldn't correctly get turned on. Fixed collision on Throne Keep. Fixed issue with building placement showing a valid placement location but actual placement failing and showing a message saying "Some object was blocking placement at the placement location." Hitting escape to leave building placement mode no longer brings up the Escape Menu. Eternal Kingdoms: Change EKs to be 10x10. Change EK Tool labels to be dynamic based on the actual size of the kingdom. Added kingdom options to panel in Eternal Kingdoms Customization Window. Customization settings in this menu include: Renaming your EK The option to make “Public” The option to allow PVP General: Harvest Doobers (Ore, Wood, etc) now have a larger collider so the server picks them up sooner/easier. Updated doober pickup FX. Added "Logging in please wait" indicator while login is processing and loading the lobby. Removed Hunger Shards from NPC loot tables (they are still in skinning tables however). UI: Adjustments made to inventory window which should address issues with sometimes having “dead cells” in inventory spaces. Created new icons for Harvesting Rune Tools. Third tab at top of “Player Inventory UI" is the Discipline tab. More updates to address chat functionality. Statistics: Updated stat caps on the resource_cost (-.60), weapon_resource_cost (-.20). Added a base (.75) weapon_resource_cost to all advanced weapons (This means Efficiency is very important in crafting weapons now). (Poorly made weapons efficiency can be countered via a new passive Weapon Finesse located in the Passive powers UI) Added a base (.20) weapon_resource_cost to all basic weapons to ensure they are always less desirable. Reduced weapon_efficency grants from skill tree to (-.0003) per skill box. Fixed Stat mod for Knight Onslaught which was pointing at resource instead of resource_cost. (those two things aren’t equal!) Altered the way Bonus Damage is calculated to account for many of the newly created discipline stats. Added Movement Speed Damage Bonus to combat loop. Increase max bonus harvest stats to 5. Added new Plentiful Harvesting Rating stats which feed into the Plentiful Harvest Stat. Updated skill trees to grant rating stats. Updated Quarrying, Logging, Skinning Passives to use these new rating stats. Added New Vision Stat and Anti-Stealth rating stat. Changed all Attack Power references to Attack_Rating. Healing powers min/max now only uses support power for base healing values. Damage powers use min/max plus weapon min/max, ammo min/max, attack power, and weapon_damagemin bonuses for base damage values. Stat mods for min/max value on game effects will now account for weapon damage, attack power, etc. for hitpoint affecting game effects. Crafting and Harvesting: Removed multiple outcome recipes for Parcel Creation and broke them up into individual recipes. Created and implemented Architecture crafting recipes for building crafting. Fixed an issue with yew not dropping any heartwood. Created recipes to use smaller parcels to create bigger parcels. Decreasing crafting failure rate per Blair's request (Thank you, Blair!). Added Quarrying, Skinning, Logging, and Mining Boost passive powers which set all bonus harvesting stats (plethora) to 3 if they are under 3. Added to every player’s powers, but not loaded out. These powers set your plentiful harvesting for named resources to 3. and no more (all it costs is a valuable passive power slot). Created empty flask item as a recipe reagent. Moved and relabeled current set of potions to PRE-ALPHA TESTING POTIONS subsection of alchemy, and added new potion recipes for new plentiful harvest potions (new plentiful potions grant +1 , and don’t stack with the group leadership harvesting buff. So either harvest with a trained group leader, or support your local alchemist union). Removed Testing only - Plentiful Harvesting Potion from recipe list. New Weapon recipes have been added including: One Handed Hammer and Hammer Head. One Handed Axe. One Handed Scimitar and Curved Blade. Focus Orb and components. Please note that these items do not have visuals in game yet, and this is a known issue. New Test Discipline recipes are now available for Major, Weapon, and Minor Disciplines. These recipes are for pre-alpha testing only, but will allow players to view and use all currently available disciplines. Adding unobtainium (any recipe with this ingredient means we don’t want you crafting it yet, there is no such thing as unobtainium!) to Master of Bows, Sharpshooter, Arcane Archer, Expansive Mind, Stoneskin, Master of Poleaxes, and Master of Polemaces test recipes (These disciplines are not test ready). Updated display names and some of the vessel recipes to now fit with the new races. Final pass made on discipline equip list. Combat: All powers, player pools like health, and items have had their stats reduced by a factor of 10. (2530 is now 253) Cooldowns across all powers have been standardized. (Except for Myrmidons who are mainly gated by resource opposed to cooldowns, cept for Berserk). (There are now discipline powers that offer substantial cooldown reduction for those wishing to explore this playstyle) Daze now has its own tag. Increased slow reduction of Daze, reduced base duration. Dazes do not qualify for “while target has a movement speed reduction style of attacks.” Changed stat mod from flat bonus to percent of base bonuses for Dazes. Add code for the low/high health damage taken bonus in the combat loop. Can now assign powers with subcategories LMB, RMB and Ultimate to Power Tray. Fixed a bug that caused traps to immediately destroy themselves instead of hanging around until they are triggered. New power input type “Toggled” Toggle powers automatically recast themselves per their defined tick rate. Normal powers can be used while a Toggle power is active. Toggle powers have groups and only 1 can be active within a group (i.e. All Bard Songs are on same toggle group, only the most recent one cast will stay in the toggle on state). There is no UI to indicate a toggle power being active. Players can now globally modify the chance of a critical hit on the target in either a positive or negative direction (I put a debuff on you so everyone has a +10% increased chance to critically hit you). Disciplines: Discipline functionality has been added and available for Pre-Alpha testing. There are over 100 Disciplines, with a few hundred powers and many new stats. Have fun! Many Power FX and sounds are not yet complete! However all the powers should behave correctly. Let’s start knocking out the bugs! Added a new Discipline with the Passive called Weapon Finesse to grant resource cost reduction for people who can’t get a decent crafted weapon with a reasonable weapon resource cost (0 OR NEGATIVE NUMBERS, are considered good resource costs). Added this passive to a minor discipline for future use. For now just granting but not equipping this passive on all archetypes. Trailblazer will now re-apply after Bard Speed Song wears off. Hooked up peripheral vision stat to allow/prevent the camera zoom focus based on power configuration. This is now an equippable harvesting minor discipline. Updating baseline discipline quality. Majors are now Legendary, Weapons are Epic, and Minors are Rare (Future crafted ones will use resource qualities like all crafted things). Equipped disciplines are destroyed when switching archetypes (In the future they will stay in the vessel they are placed in, and the vessel will become an inventory object). Disciplines are consumed when equipped, and must be destroyed in order to make room for a different discipline. Discipline items must be drug to a valid discipline slot or won't be equipped (Cannot be equipped with right-click)(We want people to be really sure when they equip these as they are a substantial investment). Discipline slot equipped FX + combat power tray has 8 slots. Classes: Adding the Group Leader passive to all players passive powers but not equipped list. This passive does nothing unless you have trained in the group leadership skill tree. Confessor: Added a small mana cost to Confessor basic attacks to offset regen. Duelist: Removed a buff display that shouldn't be there from several Duelist abilities. Known Issues: Durability in crafted items is not properly carrying up the crafting chain. Non Ranger classes lack bow animations. All bow related disciplines will remain inactive until they do. Bard Speed Song cancels when entering combat. Bard Speed Song remains at combat buff amounts if the buff was placed on you and you were in combat mode then went into non combat movement speed. (waiting on race/class split to fix this one) Vessel inventory objects can not be used at a Temple. Myrmidon Berserk UI widget timer on the client can be incorrect by +/- a few seconds, however should the Berserker Crash will always happen at the 8.35 second mark on the server. Ranger Arrows lose data after first arrow fired, this will cause 3rd basic shot to malfunction. Settings Menu appearing outside of the window area. The window can be closed in game by pressing F12, no need to close the client and relaunch.
  10. Welcome to Crowfall Pre-Alpha Build 4.9.2 Welcome to Big World! To report any issues, bugs, or feedback you have for this playtest session, please go here: Playtest Feedback for Friday May 12, to Sunday May 14, 2017 If something does not work on the first try, try it again.... General: New combat performance map “Bloodbath” has been added Updated interact range on statues and added text descriptions Please note, you cannot switch vessels unless you are in crow form. This is a known issue and is currently being investigated. Localization updates for Lobby and Login Allows for localization switch for Alpha-1 backers and above. More fixes to chat have been added including: Support to allow usernames to include underscores (_). Known Issues: Durability in crafted items is not properly carrying up the crafting chain. Vessel inventory objects can not be used at a Temple. Myrmidon Berserk UI widget timer on the client can be incorrect by +/- a few seconds, however should the Berserker Crash will always happen at the 8.35 second mark on the server. Ranger Arrows lose data after first arrow fired, this will cause 3rd basic shot to malfunction.
  11. Welcome to Crowfall Pre-Alpha Build 4.9.2 Welcome to Big World! To report any issues, bugs, or feedback you have for this playtest session, please go here: https://community.crowfall.com/index.php?/topic/16770-playtest-feedback-for-fri-may-5-%E2%80%93-mon-may-8/#comment-339165 Test Parcels & Buildings As we announced on Wednesday, April 19, 2017 we are granting our testers some additional Test Assets (parcels and buildings) to use in the Eternal Kingdom. You won't be able to keep these for launch (or even for the duration of pre-alpha) but please try placing and testing them this weekend to help us stress the building placement tools and persistence of the EK system! https://crowfall.com/en/news/founders-update-expanded-testing-of-eks/ If something does not work on the first try, try it again.... Stats: Several fixes have been added to address issues with stats including: Fixed a bug where stats with two contributors would use the multiplier for the first on the second stat Fixed a bug where a stat could suddenly jump to its max value if it were to exceed half its max value Added support for stats to have a third contributing stat (example: attack power) General: Addressed a major issue causing problems with the final stage in crafting and inhibiting player movement. More implementation on logging valuable items. Archetypes: Templar: Fixed an issue that was causing the Templar to be unplayable. Known Issues: Durability in crafted items is not properly carrying up the crafting chain. Vessel inventory objects can not be used at a Temple. Myrmidon Berserk UI widget timer on the client can be incorrect by +/- a few seconds, however should the Berserker Crash will always happen at the 8.35 second mark on the server. Ranger Arrows lose data after first arrow fired, this will cause 3rd basic shot to malfunction.
  12. Light on patch notes this week. Also including the last few patch notes as a memory refresher below the most recent patch notes. Welcome to Crowfall Pre-Alpha Build 4.9.1 Welcome to Big World! A hotfix for the issue preventing player movement and causing issues with collecting crafted items has been deployed and ready to test (2:12 PM CST, May 1, 2017). To report any issues, bugs, or feedback you have for this playtest session, please go here: Playtest Feedback for April 28-May 1, 2017 Test Parcels & Buildings As we announced on Wednesday, April 19, 2017 we are granting our testers some additional Test Assets (parcels and buildings) to use in the Eternal Kingdom. You won't be able to keep these for launch (or even for the duration of pre-alpha) but please try placing and testing them this weekend to help us stress the building placement tools and persistence of the EK system! https://crowfall.com/en/news/founders-update-expanded-testing-of-eks/ If something does not work on the first try, try it again.... Eternal Kingdoms: Several fixes made to address EK launching problems. Building Tool: Fixed issue with building placement showing a valid placement location but actual placement failing and showing a message saying "Some object was blocking placement at the placement location." General: A few more iron nodes have been added to Scorn map. Chests have been removed from Scorn map. NPCs have been removed from Corruption map. Initial implementation of Valuable Items logging for all item destruction cases and for bank withdrawals. Fixed an issue with Hunger Shards being lootable from NPCs. Hunger Shards should only be harvested during the skinning phase. Fix implemented to skills not properly granting their stats (Please check the math between skills and character sheet). Archetypes: Legionnaire Fixed an issue with the Legionnaire run speed (the legionnaire on the first log in was running at the same pace as the other archetypes). FX/UI: Fix for chat messages getting sent in the wrong channel. Updates made to ping meter and population count display in the Lobby. Updated the Power Menu to now display tooltips Power description tooltips show combo chains Power description tooltips load modifier icons Added power combo chains and descriptions for powers in the tray Known Issues: Durability in crafted items is not properly carrying up the crafting chain. Vessel inventory objects can not be used at a Temple. Myrmidon Berserk UI widget timer on the client can be incorrect by +/- a few seconds, however should the Berserker Crash will always happen at the 8.35 second mark on the server. Ranger Arrows lose data after first arrow fired, this will cause 3rd basic shot to malfunction. Templar archetype is currently being investigated for functionality and may not function properly in game at this time. ------------------------------------------------------------------- 4.9 Patch Notes Building Tool: Buildings can no longer be placed on NPCs. Fixed a connector issue that was causing towers and other placeable deeds to not connect properly. Fixed bug on startup of campaign (with buildings with active smart connectors already placed) where smart connector collision wouldn't correctly get turned on. General: Added a fix to address the High CPU usage issue. Dying should now correctly leave you in the waiting for release mode instead of trying to auto teleport you to the temple. Archetypes: Fixed a problem with stats changing or resetting when changing vessels. (Check the stats page to ensure you still have stats after doing either of these things) Legionnaire Missing textures - Legionnaire missing textures have been fixed. His arms, legs, and face are now visible. Lobby: Videos can now be accessed from the lobby menu and are functional. Added "logging in please wait" indicator while login is processing and loading the lobby. Update to “Purchases” window to not be selectable if you have no purchases. Automatically sends the player back to the Main Menu when last item from “Purchases” window has been imported. FX/UI: Uniform scaling of tooltips are now independent of floating window scale. Adjustments made to ammo counter. Fixed an issue with tooltips displaying the wrong information and icons for deeds and parcels. Fixed a problem in which the equipment tab was showing the accessories tab first instead of displaying the equipment tab. Addressed an issue with looting tombstones; items were not displaying or were hidden until more space was made available in the tombstone window. Fixed a bug that was causing the chat panel to gain full focus when the user was not intending to use the chat window. Known Issues: Player Nameplates disappearing. Durability in crafted items is not properly carrying up the crafting chain. Vessel inventory objects can not be used at a Temple. Myrmidon Berserk UI widget timer on the client can be incorrect by +/- a few seconds, however should the Berserker Crash will always happen at the 8.35 second mark on the server. Ranger Arrows lose data after first arrow fired, this will cause 3rd basic shot to malfunction. --------------------------------------------------------------------------------- 4.8 Patch Notes Building Tool: Cleanup of socket visuals now that we have attachables. Attachables will also properly update socket info. Sockets no longer appear while you are selecting a new building to place. Implemented the first pass of smart socketing tech. Towers that used to require separate connector pieces now will fill those in dynamically based on the type of piece you are trying to socket to them. Deed inventory sizes have been set back to original values of 2x2. Eternal Kingdoms (You can only see this option with proper access) Fixed an issue that was showing debug text instead of the proper parcel name. General: Extended the max caps amount on pool stats. Continued iteration through stat caps to ensure they are putting stat values where they should be. Fixes for two config problems found in CS: missing entitlement to allow all users VIP skill training, and broken login to live ops. Removed chests from small houses in Sanctuary Map. Updates have been made to NPC spawn times. Crafting: Advanced Arrow recipe updated to require Bundled Arrowheads and Arrowshafts. Advanced Arrow recipe updated to require more resources. Advanced Arrows recipe produces 250 arrows. (Yes crushing and slashing arrows remain unequipable until we implement skill trees being able to grant equips) Added recipe for 1 handed Axe (usable by Knight and Legionnaire). A new submenu has been added under Stonemasonry for Geomancy recipes. Harvesting: Set the on-damage screenshake on harvesting abilities from mild to none. Fixed a syntax issue that was preventing NPCs/Mobs from being lootable. Archetypes: Implemented a fix to the raycast and rectangle for the new Z parameter. This should fix a lot of the issues seen during the previous playtest that was causing problems with powers. All the permutations of the slot specific armor types now inherit from their specific armor category so all armor mitigations will fall under one roof and should respect caps. For example, armor slashing chest now inherits from armor slashing (which inherits from physical_mitigations and all_mitigations). Fixed knight and duelist models not showing up during vessel creation (layer issue). Disabled vessel customization until it’s ready for testing. Added support for passive basic resource gain to Confessor, Myrmidon, Druid and Ranger passives. Added hitpoints_loss stat to all archetypes. (this translates as a damage taken amount in either a positive or negative direction and it happens post all mitigations) Druid Resource gains: Druid resource gains now check what tray you're in and either deducts or adds essence so getting a Resource buff doesn't harm you if you're a healing druid. In nuking tray, a resource gain will set you to non-burning max if a resource hit would put you over the burning point. Knight Knight Block - now reduces damage by 50%. (using the shiny new hitpoint_loss stat, this reduction happens post mitigations applied) Templar Righteous Parry - now reduces damage by 50% (using the shiny new hitpoint_loss stat, this reduction happens post mitigations applied) FX/UI: Additional fixes, such as text focus, were made to the chat system. Customizing the Power tray: Players can now drag off powers from the tray Added left and right mouse click to power subcategories Fixed an issue where a blank faction image is still shown in the player unit frame when none is available (shows nothing now). Fixed an issue where changing factions from none to something does not make the faction crest visible in the nameplates. Weapon trails have been added to Duelist and Ranger. First introduction of the new lobby has been implemented. Don’t worry, some of the features are still being ironed out! --------------------------------------------------------------------------------- 4.7 Patch Notes Building Tool: Building previews will no longer include effects or lighting (the placeable manor had a number of torches that still showed up in the preview version). Placing a building now puts you in a state where you can choose a new deed to place or move to go back into your character. Eternal Kingdoms (You can only see this option with proper access) Eternal Kingdoms now require that all placed parcels are contiguous (touching) when editing a Kingdom. Fixed bug that would cause a parcel dragged in from the parcel bar (after the user had panned the grid) to appear offset (even out of the grid) from the mouse. Fixed issue preventing users from dragging parcels into certain portions of the grid. Parcel selection highlight has been redone. Selected parcels now have bright white walls surrounding their perimeter. This is much more readable than the old surface-level selection highlight was. General: Fixed an issue that allowed crow form to move away from the spawn Temple. Crows should now be bound to the temple area only. Fixed a few cooldown bugs that were preventing use of another power of similar structure. Items purchased from the store should now have the tags No Trade and No Drop. Fix for capping child stats when using powers. Fixed an issue with child stats not updating properly when parent has non-zero starting value. Implemented a 10 minute death passive to NPCs as a failsafe against their disappearances. This should help with NPC pathing. Changed drop amounts of leather and food in the Trade Chest - Animal Hide and Food loot treasure tables. Crafting: Hunger shards no longer alter the quality of an item when used in crafting advanced weapons. Harvesting: Zoom has been fixed for harvesting- when initial harvesting starts the camera zooms in and once harvesting is complete or the object is completely destroyed the camera should zoom out. Skills: Reduced the amount of critical hit amount per tree category type down a little bit in most cases. The exception being Confessor and Arcane which got reduced a lot since they were giving +100% and +65% respectively. Reduced the base critical hit amount from 150 to 120. Archetypes: Added Resolve bonuses that got accidentally turned into penalties and then removed, back into archetype Retaliates. Duelist Retaliate - Retaliate will properly stomp top level Crowd Control effects. Myrmidon Net Pull - Net Pull now requires Cast Net to hit in order for it to cause damage or do the pull. Ranger Ranger Bow Shot - Fixed an issue with zoom not working properly for powers, like Bow Shot, that have a zoom option. FX/UI: Fixed an issue that was causing some inventory items to display their string ID rather than the string name. This was seen with all wood types and a few other items. Updates currently being made to Tooltips and user interface are in progress! Adjustments made to the chat window: You can now chat in cursor mode and keep text while switching tabs.
  13. You are correct, they do not! I've updated and removed that line from the patch notes because it was a typo.
  14. Patch notes for this weekend's playtest, 4.9, are listed below along with patch notes from 4.8, 4.7, and 4.6.1 just in case you may need a refresher! Welcome to Crowfall Pre-Alpha Build 4.9 Welcome to Big World! A New Patch Client Is Now Available! Please Download the New Installer Before Joining This Weekend's Playtest: https://crowfall.com/client/ Test Parcels & Buildings As we announced last Wednesday, we are granting our testers some additional Test Assets (parcels and buildings) to use in the Eternal Kingdom. You won't be able to keep these for launch (or even for the duration of pre-alpha) but please try placing and testing them this weekend to help us stress the building placement tools and persistence of the EK system! https://crowfall.com/en/news/founders-update-expanded-testing-of-eks/ To report any issues, bugs, or feedback you have for this playtest session, please go here: April 21 - April 24, 2017 Playtest Feedback Building Tool: Buildings can no longer be placed on NPCs. Fixed a connector issue that was causing towers and other placeable deeds to not connect properly. Fixed bug on startup of campaign (with buildings with active smart connectors already placed) where smart connector collision wouldn't correctly get turned on. General: Added a fix to address the High CPU usage issue. Dying should now correctly leave you in the waiting for release mode instead of trying to auto teleport you to the temple. Archetypes: Fixed a problem with stats changing or resetting when changing vessels. (Check the stats page to ensure you still have stats after doing either of these things) Legionnaire Missing textures - Legionnaire missing textures have been fixed. His arms, legs, and face are now visible. Lobby: Videos can now be accessed from the lobby menu and are functional. Added "logging in please wait" indicator while login is processing and loading the lobby. Update to “Purchases” window to not be selectable if you have no purchases. Automatically sends the player back to the Main Menu when last item from “Purchases” window has been imported. FX/UI: Uniform scaling of tooltips are now independent of floating window scale. Adjustments made to ammo counter. Fixed an issue with tooltips displaying the wrong information and icons for deeds and parcels. Fixed a problem in which the equipment tab was showing the accessories tab first instead of displaying the equipment tab. Addressed an issue with looting tombstones; items were not displaying or were hidden until more space was made available in the tombstone window. Fixed a bug that was causing the chat panel to gain full focus when the user was not intending to use the chat window. Known Issues: Player Nameplates disappearing. Durability in crafted items is not properly carrying up the crafting chain. Vessel inventory objects can not be used at a Temple. Myrmidon Berserk UI widget timer on the client can be incorrect by +/- a few seconds, however should the Berserker Crash will always happen at the 8.35 second mark on the server. Ranger Arrows lose data after first arrow fired, this will cause 3rd basic shot to malfunction. --------------------------------------------------------------------------------- 4.8 Patch Notes Building Tool: Cleanup of socket visuals now that we have attachables. Attachables will also properly update socket info. Sockets no longer appear while you are selecting a new building to place. Implemented the first pass of smart socketing tech. Towers that used to require separate connector pieces now will fill those in dynamically based on the type of piece you are trying to socket to them. Deed inventory sizes have been set back to original values of 2x2. Eternal Kingdoms (You can only see this option with proper access) Fixed an issue that was showing debug text instead of the proper parcel name. General: Extended the max caps amount on pool stats. Continued iteration through stat caps to ensure they are putting stat values where they should be. Fixes for two config problems found in CS: missing entitlement to allow all users VIP skill training, and broken login to live ops. Removed chests from small houses in Sanctuary Map. Updates have been made to NPC spawn times. Crafting: Advanced Arrow recipe updated to require Bundled Arrowheads and Arrowshafts. Advanced Arrow recipe updated to require more resources. Advanced Arrows recipe produces 250 arrows. (Yes crushing and slashing arrows remain unequipable until we implement skill trees being able to grant equips) Added recipe for 1 handed Axe (usable by Knight and Legionnaire). A new submenu has been added under Stonemasonry for Geomancy recipes. Harvesting: Set the on-damage screenshake on harvesting abilities from mild to none. Fixed a syntax issue that was preventing NPCs/Mobs from being lootable. Archetypes: Implemented a fix to the raycast and rectangle for the new Z parameter. This should fix a lot of the issues seen during the previous playtest that was causing problems with powers. All the permutations of the slot specific armor types now inherit from their specific armor category so all armor mitigations will fall under one roof and should respect caps. For example, armor slashing chest now inherits from armor slashing (which inherits from physical_mitigations and all_mitigations). Fixed knight and duelist models not showing up during vessel creation (layer issue). Disabled vessel customization until it’s ready for testing. Added support for passive basic resource gain to Confessor, Myrmidon, Druid and Ranger passives. Added hitpoints_loss stat to all archetypes. (this translates as a damage taken amount in either a positive or negative direction and it happens post all mitigations) Druid Resource gains: Druid resource gains now check what tray you're in and either deducts or adds essence so getting a Resource buff doesn't harm you if you're a healing druid. In nuking tray, a resource gain will set you to non-burning max if a resource hit would put you over the burning point. Knight Knight Block - now reduces damage by 50%. (using the shiny new hitpoint_loss stat, this reduction happens post mitigations applied) Templar Righteous Parry - now reduces damage by 50% (using the shiny new hitpoint_loss stat, this reduction happens post mitigations applied) FX/UI: Additional fixes, such as text focus, were made to the chat system. Customizing the Power tray: Players can now drag off powers from the tray Added left and right mouse click to power subcategories Fixed an issue where a blank faction image is still shown in the player unit frame when none is available (shows nothing now). Fixed an issue where changing factions from none to something does not make the faction crest visible in the nameplates. Weapon trails have been added to Duelist and Ranger. First introduction of the new lobby has been implemented. Don’t worry, some of the features are still being ironed out! --------------------------------------------------------------------------------- 4.7 Patch Notes Building Tool: Building previews will no longer include effects or lighting (the placeable manor had a number of torches that still showed up in the preview version). Placing a building now puts you in a state where you can choose a new deed to place or move to go back into your character. Eternal Kingdoms (You can only see this option with proper access) Eternal Kingdoms now require that all placed parcels are contiguous (touching) when editing a Kingdom. Fixed bug that would cause a parcel dragged in from the parcel bar (after the user had panned the grid) to appear offset (even out of the grid) from the mouse. Fixed issue preventing users from dragging parcels into certain portions of the grid. Parcel selection highlight has been redone. Selected parcels now have bright white walls surrounding their perimeter. This is much more readable than the old surface-level selection highlight was. General: Fixed an issue that allowed crow form to move away from the spawn Temple. Crows should now be bound to the temple area only. Fixed a few cooldown bugs that were preventing use of another power of similar structure. Items purchased from the store should now have the tags No Trade and No Drop. Fix for capping child stats when using powers. Fixed an issue with child stats not updating properly when parent has non-zero starting value. Implemented a 10 minute death passive to NPCs as a failsafe against their disappearances. This should help with NPC pathing. Changed drop amounts of leather and food in the Trade Chest - Animal Hide and Food loot treasure tables. Crafting: Hunger shards no longer alter the quality of an item when used in crafting advanced weapons. Harvesting: Zoom has been fixed for harvesting- when initial harvesting starts the camera zooms in and once harvesting is complete or the object is completely destroyed the camera should zoom out. Skills: Reduced the amount of critical hit amount per tree category type down a little bit in most cases. The exception being Confessor and Arcane which got reduced a lot since they were giving +100% and +65% respectively. Reduced the base critical hit amount from 150 to 120. Archetypes: Added Resolve bonuses that got accidentally turned into penalties and then removed, back into archetype Retaliates. Duelist Retaliate - Retaliate will properly stomp top level Crowd Control effects. Myrmidon Net Pull - Net Pull now requires Cast Net to hit in order for it to cause damage or do the pull. Ranger Ranger Bow Shot - Fixed an issue with zoom not working properly for powers, like Bow Shot, that have a zoom option. FX/UI: Fixed an issue that was causing some inventory items to display their string ID rather than the string name. This was seen with all wood types and a few other items. Updates currently being made to Tooltips and user interface are in progress! Adjustments made to the chat window: You can now chat in cursor mode and keep text while switching tabs. --------------------------------------------------------------------------------- 4.6.1 Patch Notes Building Tool: Fixed the footprint check on the server for building placement. A bug was causing the slope check to fail on the server when it shouldn't. Localized UI for building placement. Now buildings cannot be placed on top of players. Movement in BP mode now follows the terrain so that you can't clip into mountains or hills. Buildings will no longer have grass/etc clipping through the floor. The "Press G to Loot" prompt for placeable buildings will no longer appear for a targeted building if you are standing on top of it. Fixed bug that was allowing socketed sockets to be visible or socketed sockets to not be set as invisible. Fixed bug where placing a building would cause your character to execute a left mouse button attack. Fixed issue where parcel boundary indicators would not turn red if you were trying to place a building in a parcel that had no tokens of the correct type left. Eternal Kingdoms (You can only see this option with proper access: Pre-Alpha 1) To access your Kingdom select the “Load Kingdom” button in the game lobby. Made it so only the Eternal Kingdom owner can place buildings in an EK. You can access the Edit Kingdom Menu in the Escape Menu options. Added /ekinvite /eklist and /ekremove slash commands. Eks are now all private and only the owner or those added using /ekinvite are allowed to enter the kingdom. Only campaigns and subscribed, running kingdoms should appear in the scenario list in the lobby. Fixed a bug that would cause a parcel dragged in from the parcel bar (after the user had panned the grid) to appear offset (even out of the grid) from the mouse. Updated EK UI to remove trash can icon General: Fixed an issue where disconnecting while loading may not transition back to the lobby. Fix for power tray icons not showing on login to a world or for first archetype. Fix for drag swapping items in Spirit Bank. Should be able to split items in Spirit Bank. Fixed an issue causing combo chains to break with E line combos. Crafting: New subcategory for Siege Warfare recipes under the Woodworking section of recipe book. Changed crafting and harvesting potion durations from 10 minutes to 12 minutes. Crafted items now have a 50 character limit on custom names Skills: Reworked Animal Harvesting skill line in the Harvesting tree to be more generic. (this should complete the conversion of the harvesting/excavation skill trees) Moved Big Cat harvesting skills to animal familiarity tree. COMING SOON: Enforcing limits on both client and server for number of skills training at once. Limits are: 1 generic skill. 1 archetype skill, unless you have a VIP entitlement, in which case the limit goes to 3. Archetypes: Archetype passives have had their status icons updated. Trailblazer movement speed can now be modified by stat increases. Fixed an issue that was causing some powers to deal double damage. Knight Shield Bash - Can now critical hit. Shield Bash - now causes -2 Dodge on target hit instead of modifying the cost of Dodge on target hit. Duelist Duelist should be rendering correctly again. Pistol Shot - Fixed a bug that affected Rapid Fire cooldown. Druid Forest Whispers - New archetype passive which can be loaded out. (press K to open powers UI) Legionnaire Strength of the Legion - New archetype passive which can be loaded out. (press K to open powers UI) Legionnaire - Equestrian now Grants a Reduction to Dodge Regen Tick Rate. (no more infinite dodge) Ranger Disengage - Fixed a bug that was causing Disengage not to swap the tray to Ranged Mode. Templar Faith - New archetype passive which can be loaded out. (press K to open powers UI) FX/UI: Tweaks to the display of Dodge Pips on the Right Click Power button. New UI elements are being added to the skill trees, they are non functional at this time. (don’t be alarmed) The character paperdoll sheet has seen a large rework to account for the dynamic adding and removing of equipment slots coming with the discipline system. Ensure all previous functionality still works. Updates to Myrmidon Vessel Creation
  15. Welcome to Crowfall Pre-Alpha Build 4.8 Welcome to Big World! First iteration changes to the lobby and User Interfaces (like tooltips and new login window!) have been introduced! Don’t panic, this is still in a state of flux and is not the finished product. There are few issues noted internally with stats and skills. Please see notes listed under "Known Issues" for more details. Archetype Legionnaire is also bugged - Character textures are missing, which may look a bit odd in game. To report any issues, bugs, or feedback you have for this playtest session, please go here: Friday April 14th to Monday April 17th 2017 Feedback Personal EK’s should be available for Pre-Alpha 1 & 2! If something does not work on the first try, try it again.... Building Tool: Cleanup of socket visuals now that we have attachables. Attachables will also properly update socket info. Sockets no longer appear while you are selecting a new building to place. Implemented the first pass of smart socketing tech. Towers that used to require separate connector pieces now will fill those in dynamically based on the type of piece you are trying to socket to them. Deed inventory sizes have been set back to original values of 2x2. Eternal Kingdoms (You can only see this option with proper access) Fixed an issue that was showing debug text instead of the proper parcel name. General: Extended the max caps amount on pool stats. Continued iteration through stat caps to ensure they are putting stat values where they should be. Fixes for two config problems found in CS: missing entitlement to allow all users VIP skill training, and broken login to live ops. Removed chests from small houses in Sanctuary Map. Updates have been made to NPC spawn times. Crafting: Advanced Arrow recipe updated to require Bundled Arrowheads and Arrowshafts. Advanced Arrow recipe updated to require more resources. Advanced Arrows recipe produces 250 arrows. (Yes crushing and slashing arrows remain unequipable until we implement skill trees being able to grant equips) Added recipe for 1 handed Axe (usable by Knight and Legionnaire). A new submenu has been added under Stonemasonry for Geomancy recipes. Harvesting: Set the on-damage screenshake on harvesting abilities from mild to none. Fixed a syntax issue that was preventing NPCs/Mobs from being lootable. Archetypes: Implemented a fix to the raycast and rectangle for the new Z parameter. This should fix a lot of the issues seen during the previous playtest that was causing problems with powers. All the permutations of the slot specific armor types now inherit from their specific armor category so all armor mitigations will fall under one roof and should respect caps. For example, armor slashing chest now inherits from armor slashing (which inherits from physical_mitigations and all_mitigations). Fixed knight and duelist models not showing up during vessel creation (layer issue). Disabled vessel customization until it’s ready for testing. Added support for passive basic resource gain to Confessor, Myrmidon, Druid and Ranger passives. Added hitpoints_loss stat to all archetypes. (this translates as a damage taken amount in either a positive or negative direction and it happens post all mitigations) Druid Resource gains: Druid resource gains now check what tray you're in and either deducts or adds essence so getting a Resource buff doesn't harm you if you're a healing druid. In nuking tray, a resource gain will set you to non-burning max if a resource hit would put you over the burning point. Knight Knight Block - now reduces damage by 50%. (using the shiny new hitpoint_loss stat, this reduction happens post mitigations applied) Templar Righteous Parry - now reduces damage by 50% (using the shiny new hitpoint_loss stat, this reduction happens post mitigations applied) FX/UI: Additional fixes, such as text focus, were made to the chat system. Customizing the Power tray: Players can now drag off powers from the tray Added left and right mouse click to power subcategories Fixed an issue where a blank faction image is still shown in the player unit frame when none is available (shows nothing now). Fixed an issue where changing factions from none to something does not make the faction crest visible in the nameplates. Weapon trails have been added to Duelist and Ranger. First introduction of the new lobby has been implemented. Don’t worry, some of the features are still being ironed out! Known Issues: CPU Usage is high for certain backers when Crowfall is running. We have investigated as much as we can and are awaiting fixes from Unity. Durability in crafted items is not properly carrying up the crafting chain. Vessel inventory objects can not be used at a Temple. Myrmidon Berserk UI widget timer on the client can be incorrect by +/- a few seconds, however should the Berserker Crash will always happen at the 8.35 second mark on the server. Known issues with stats and skills Health Pool gains from Skill Trees are not applied to character Example: Knight has 62500 base health, I have knight skill box 1 which should give me +800 to the base, but is not being applied Starting to train a skill, and or gaining a point in a skill will instantly set the character to max health Changing Vessels / Death causes all stats to reset to default values and ignore stats gained from skills (The UI reports the correct stats, but the actual stats are set to default).