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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 Can Be Found Here Need help? Email us! support@crowfall.com
  2. I believe this is still a smaller group that can access the 5.2.1 build, but posting this here for full visibility. Welcome to Crowfall Pre-Alpha Build 5.2.1 Welcome to Campaign World! To report any issues, bugs, or feedback you have for this playtest session, please go here: Playtest 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). General: Update to skill tooltip so parent tree names don't extend past the edge of the tooltip. Completely removed all fog settings in the Graphics > Atmosphere section. This fixes the excessive fog issue as the default slider range of 0-100 was clamping the fog distance value (which is 512 set in-editor). Map: Fixed an issue when opening the Map after using a power will freeze the power's visible cooldown. Fixed an issue with the map that caused the power bar to decrease in size. Update to skill tooltip so parent tree names don't extend past the edge of the tooltip. Leaving a takeover window while in combat mode will now return the power bar to its combat state. Building Placement Tool: When placing a building, the ghost for that building now also creates the ghosts for all contained buildings (attachables that were socketed when the deed was picked up). Ghost buildings now don't stick around if you spam Escape while clicking on a deed. Classes: Druid: Shroud of Darkness won't stun you if you initiate damage on yourself, for example by falling. Templar: Devotion won't heal damage initiated by yourself, for example by falling. 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. 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. Character Carousel has been disabled from the front end menu for now. Sizing and rotation on harvesting tools during harvesting animations are incorrect. UI bug: Sometimes when a player logs in the Chicken Ticker (Hunger Meter) below the health bar appears incorrectly. Power Cost Multiplier issues with dual wield weapons are present. Currently investigating and working on improvements. Final Power Cost Multiplier is not properly calculating gains from skill trees. Legionnaires now have Noble Purpose passive granted by default. This is a known issue and should be fixed next update. Frame rate performance is lower than ideal.
  3. I haven't forgotten about this! It's been a busy week but I'll try to set some time aside and get this answered!
  4. Not a problem. I'll see if I can get something written up soon to help
  5. No, these changes are not in the 5.1.1 build but they are in 5.2. Just wanted to give some visibility on what's already been fixed and what's also in the works.
  6. General: Campaign list now automatically updates. This will happen every 30 seconds when a scenario isn't selected, or when pages are changed. Added a stats fix for child stats affected by skill training. The amount of training child stats was off by a few points, but should now be fixed. Adjusted Guinecean harvesting animations. Fixed a bug in which the constitution bonus did not get added to the HP total when re-choosing the same vessel type. This means for example that a knight gains 5 HP per constitution point, increasing its base HP by 27 * 5. New Settings and ESC menu has been added. Fixed a bug where mouse sensitivity is incorrect when changing from the settings panel. Fixed the group member UI to show the correct faction on joining group, and whenever the group member's faction changes. A more elaborate description for Tyranny maps have been added to the campaign info pane to better explain the rule sets. Fixed an issue with Public EK’s not displaying in the kingdoms list. Updated the look of Interaction Prompts. Skill Trees: First pass on Skill Tree interface updates have been added, including more detail on current skill in training. To see more info “Ctrl” key will now expand the selected skill’s tooltip. Fixed issue where crafting skills were capping at 10 for many archetypes. Updated the "while you were away" toast notification windows to now use pips. Updates to skill tooltip - decreasing spacing in the stat area, making stat titles smallcaps, making additional key info at the bottom smaller. Crafting: Removed old siege recipes from crafting list. Added a new reagent called Enriched Mulch for new siege recipes. Added new siege recipes Enriched Mulch, Seed of Life, and Banewood Tree. Replaced gear reagent with polished gemstone for Ballista and Catapult blueprint recipes. Focus Orb crafting has been blocked until animations are added. Updating experimentation for weapon crafting components to now use a single damage line instead of the Min/Max double lines during experimentation for several weapon components have been updated. Powers: Blocking and Parrying no longer prevent control effects when exposed. Updated stat mods on the root of many powers to be consistent for cooldowns and resource cost. Currently in development: Updates to data to support race/class split which include: Expansion of skill trees, weapon wielding, and race/class selection. Investigating Power Cost Multiplier values Campaign worlds are still in progress as we work toward siege Player-to-Player Trading interaction updates Skill tree navigation updates General UI updates to better make all items more consistent
  7. Creating a new thread for this weekend's playtest for 5.1.1. 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
  8. I have some updates for everyone following this thread. I'm going to close this thread and start a new one for the 5.1.1 playtest, but there will also be a closed group playtest occurring simultaneously for a 5.2 release. Those who have access to the Ace Development Partners group will have full access to the feedback thread there for any found bugs or feedback. While I know this isn't the norm and it's out of the realm of our usual testing process please bear with us as we continue to work toward our 5.3 release. As always, your patience and feedback really are appreciated. I'll also add some more info on what's already been addressed and what's in the works in the newer feedback thread.
  9. I try to know as much as possible, but yes, my knowledge of all the moving parts is quite limited. Thanks again all for a really productive discussion.
  10. This is definitely a bug. As for Noble Purpose I'll try to get more clarification but here is the checkin comment: Noble Purpose no longer works on yourself and can only trigger once every 15 seconds.
  11. Durability on crafted items is still an outstanding issue, but I do believe there has been some work on the spirit bank and inventory issues that crept up in the last feedback thread.
  12. It's still a bit uncertain if we'll be wiping spirit banks with the next patch update, but if it happens I'll make sure to have that listed at the top of the patch notes thread in big letters or at least try to give you all a heads up as soon as that decision is made. I know that uncertainty isn't the most ideal answer on this subject, but unfortunately things are a bit in flux at the moment. We're actually actively working on getting a smoother deployment cycle as well as getting a real test server available. I think there has been a huge amount of take-aways from this thread, at least for me. A more detailed list of fixes, insight/status on reported bugs, and maybe some more focus on testing goals with each release are some of the things I'd like to start working towards, personally. We really do appreciate the open dialog, feedback, and most of all, patience.
  13. This is a pretty interesting request and could theoretically give everyone a bit more visibility. We probably won't be able to even explore this option until a bit closer to beta though, since so many of the devs are in different branches, but it's an interesting idea for sure. As for a bit more info on what's going on with our end here's a bit more insight. We're currently working toward a release build but a gnarly bug seems to have crept in that is causing the server to go haywire. The best of the best are actively trying to track it down and fix it so we can get something out and playable very soon. This snag completely blindsided us and threw our schedule off tremendously. Slight derail on this current topic, but I saw that there were requests for more devs to join in and play. I know Stump and Jack hop in pretty frequently, and a few of us try to jump in on our personal accounts, too. Maybe we can get something more substantial going soon or at least just some more of us being more vocal in game would help. I'm interested in seeing some of these huge battles first hand.
  14. I can understand the dismay and frustration with the lack of status updates on our end. We've got a lot of moving pieces happening throughout each area and trying to keep everyone in the loop has been difficult. Definitely appreciate your patience, all! Here's just a very quick hitlist of items that have already been addressed that were reported in the previous thread: - Focus Orb now has Unobtainium as a recipe component. This weapon just isn't quite ready for prime time. - Field Surgeon: Corrected an issue preventing the Noble Purpose resource restoration effect from happening. - Noble Purpose no longer works on yourself and can only trigger once every 15 seconds. - Rehabilitation now only heals your target. - Weapon Shaft:Medium has been moved to the Two-Handed Weapon Subcomponent List. - Added a stats fix for child stats affected by skill training. - Master of Focus: The pushback effect from Nova can only affect a target once and tuned damage to match ticks and duration of the effect. Added stack group and tags. - Firewalker: Reflect Heat adds 25 Fire Armor. - Master of Pistols: Reduced the initial delay before the first pulse of Rapidfire so it's a little easier to score an expose punish on attacking targets.
  15. This is a legit request. Let me compile a quick list of things I know have already been addressed so you can get a bit more visibility into what's going on.