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vkromas

5.1.1 Playtest Feedback for July 14-17, 2017

51 posts in this topic

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

 

Orleans, Za_, Tofyzer and 1 other like this

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12 minutes ago, Zybak said:

It looks like Pre-Alpha 1 and Pre-Alpha 2 get to play the Campaign Worlds this weekend. SEIZE THE MEANS OF PRODUCTION!!

Let us destroy the Pre-Alpha 1 and 2 class enemies Comrade Zybak!

SoberSoul likes this

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3 hours ago, vkromas said:

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

 

idgi, are these changes in or no?

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Just now, canvox said:

idgi, are these changes in or no?

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.

moneda and Orleans like this

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So you guys got dual-env working, but the test env is only accessible by pre-alpha... but it also seems like other than that there's just kind of a basic weekly patch without any of the CW mechanics, because siege isn't ready yet?

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the amount of rubber banding and bunny hopping possible when jumping is quite frustating to land powers on people spamming it

e.g.

giphy.gif


you need to look at the targetting of call storm and spark and gaea's wail - none of which were touched in 5.2 from the sound of it

and all ground target powers on structures (temples, walls, buildings etc) or resource nodes


p.s. call storm tooltip says it hits 5 targets instead of single target power....please make this true its a fairly lack luster single target on "AoE centric" class (in theory not in reality after tweaks) [and grounded is such a niche power as to not be used]


now you have changed the cooldown on the auroa combo can we move the daze to the first part with the 8 second cooldown rather than the 23/25 parts...


corruption DoT effects do not stack with electrocute DoT effects? that is disappointing (e.g. call storm electrocute and faerie fire minor corruption)

Edited by Tinnis
Tofyzer, Anthrage and PanzerUDL like this

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Dang it's been a while since I've played. I've gotten rusty, and I was that spectacular to begin with.

Had a UI bug where the hammer runestone slot was out of alignment

FyGenbh.png

Also on the Master of Mystical Staves discipline, Druid was spelled Drud

M6sWiAy.png

coolwaters likes this

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suggestion to make illusionist army of the dead have a more interesting theme and mechanics:

  • make the 'ghosts' act as 'allied players' in targetting terms and absorb enemy powers (e.g. dmg/cc) like an allied player would if they get in the way....
    • [inspired by current issues of orbs, graves, bodies, fire tornados etc acting as targets when they shouldn't]


7 hours ago, coolwaters said:

It's a support class.

There is no "i" in Drud.

But there is "Dud" :)

Edited by Tinnis

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