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vkromas

ArtCraft Developer
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Everything posted by vkromas

  1. 5.92.1 Patch Notes and Known Issues Please share any bugs you noticed while playing the game, these are objective issues with gameplay. Overall feedback or opinions on systems should be directed to The Feedback Thread. If you encounter disconnection problems, showstopper bugs, or any other issues preventing you from entering or playing the game, please send an email as well as your client logs* to support@crowfall.com. *Client logs can be found here: C:\Users\[username]\AppData\LocalLow\Art+Craft\Crowfall
  2. Publish time! Closing out this thread and starting a new one. Thanks all!
  3. Crowfall Pre-Alpha Build 5.92.1 **IMPORTANT!!!** If your login fails, please login to Crowfall.com to accept new agreements. ... Wenn Ihre Anmeldung fehlschlägt, gehen Sie zu Crowfall.com, um neue Vereinbarungen zu akzeptieren. … Si su inicio de sesión falla, visite Crowfall.com para aceptar nuevos acuerdos de servicio. … Se o seu login falhar, visite Crowfall.com para aceitar novos contratos. … Si votre connexion échoue, rendez-vous sur Crowfall.com pour accepter les nouveaux accords. Welcome to The God Trials To report any issues or bugs, please go here: 5.92.1 Bug Reports To report feedback, please go here: 5.92 Feedback For an up-to-date list of known issues please go here: 5.92.1 Known Issues 6/14/19 General Bug Fixes: Doobers should no longer fall through static geo meshes and terrain. ------------------------------------------------------------------------- Campaigns: Ranger guards in forts, keeps, and outposts now have proper loot tables. World Map: Added new assets for the monster camps and updated the tooltips currently in the map to match new stoneborn styling. General Bug Fixes: General Chat channel should now be visible. Enbarri artifact combine recipe should now be visible when interacting with artifact crafting station. Fixed some backend issues with Guinecean burrow. Fixed an issue with doobers not contacting the terrain. Added icon to trammel belt accessory. Added notification text for Max Skill Points and notification when a player cannot pick up a vendor. Fixed an issue with vassal changes causing deeds to no longer be accessible.
  4. Crowfall Pre-Alpha Build 5.92.1 Welcome to The God Trials To report any issues or bugs, please go here: 5.92.1 Snap Test Bug Reports To report feedback, please go here: 5.92 Feedback For an up-to-date list of known issues please go here: 5.92 Known Issues 6/12/19 General Bug Fixes: Added notification text for Max Skill Points and notification when a player cannot pick up a vendor. Fixed an issue with vassal changes causing deeds to no longer be accessible. --------------------------------------------------------------------- 6/11/19 Campaigns: Ranger guards in forts, keeps, and outposts now have proper loot tables. World Map: Added new assets for the monster camps and updated the tooltips currently in the map to match new stoneborn styling. General Bug Fixes: General Chat channel should now be visible. Enbarri artifact combine recipe should now be visible when interacting with artifact crafting station. Fixed some backend issues with Guinecean burrow. Fixed an issue with doobers not contacting the terrain. Added icon to trammel belt accessory.
  5. Yikes! I don't think we have another option but I'll ask about. Re: Runic weapons: As for books, bows, and staves only having one gem slot, this is a bug and should be fixed soon.
  6. Thanks for the reminder, I meant to go and try and track down more information for these recipes and if those changes were intended. I probably won't get an answer until tomorrow but I just wanted to let you know I was going to dig into this one. I will try my best to get you that info! The drops on these might be in flux for a bit, so I'll try to remember to note any changes to the specific mobs, drop rates, and any other specifics.
  7. That's correct, the souls for the major disciplines should now be on ancient mobs. The unfortunate part is, we found out today those mobs are extremely rare in the current map cluster, but it's definitely being looked at and we hope to have a solution soon!
  8. Ok, I think I'm finally getting the question you're asking. Sorry, there have been some changes and more in the works so I'm trying to keep it all straight. I'm going to toss a lot of info at you and hope this clarifies a bit on how to get all 10 exploration disciplines. As far as I know, they aren't actually dropping from NPCs or Mobs, but are in the harvesting loot tables now. Creating an Exploration Discipline: The first requirement is harvesting a rough soulgem. Rough Soul Gems: Drop from ore harvest nodes. Before a player can collect rough soulgems they will need to train within the Exploration skill tree to unlock the ability to harvest these soulgems from Ore Harvest Nodes. After a player polishes a soulgem using the crafting system (under the “Jewelcrafting” category) players can slot that item into a harvest tool to collect exploration souls from harvest nodes. In order to unlock this additive in the recipe players will also need to have the Runemaking Techniques minor discipline equipped, which will then allow an additive slot on the harvest tools recipes to be added. Once that tool has a soul equipped then you can start harvesting exploration souls from harvest nodes, rank 6 and above. The following souls drop from Rank 6+ Stone nodes (Granite, Slate, Travertine, Marble, Limestone) connoisseur villein foreman quarryman The following souls drop from Rank 6+ Ore Nodes (Aurelium, Tin, Copper, etc) villein lookout connoisseur miner The following souls drop from Rank 6+ Skinning nodes (Spider, Elk, Wolf, etc) foreman hoarder lookout skinner The following souls drop from from Rank 6+ Graves (Human, Elven, Monster, etc) lookout survivalist hoarder grave digger The following souls drop from Rank 6+ Trees (Ash, Oak, Birch, etc) logger hoarder survivalist connoisseur Clear as mud? I know I threw a lot of info at you, and I hope this helps answer your question, but if not ping me again and I'll try my best to track that info down. 🙂
  9. Ohhhhh I see now, apologies for the confusion. Yes, these souls are in the game and are found on harvest stone nodes rank 6+. You'll need to have that tool with the soulgem equipped with it in order to gather those items as drops though. Does that clarify things a bit more?
  10. Yes, this is currently a bug. Thanks for reporting it. I might be mistaken but I believe discipline quality and vessel quality now need to be the same. So, as a blue vessel you are only able to equip a blue discipline (or higher quality) of any kind. There are a few new crafting recipes added that should allow you to combine like quality disciplines to create a higher quality version of it. I'm pretty sure all the minors and combat souls drop from rank 6+ humanoid bosses in campaign worlds and start at a blue quality and increase in quality on higher ranked like bosses. I'm pretty sure Mr. Blair made a post awhile ago describing changes to disciplines; let me see if I can find it and I'll reference it here.
  11. 5.92.0 Patch Notes and Known Issues Please share any bugs you noticed while playing the game, these are objective issues with gameplay. Overall feedback or opinions on systems should be directed to The Feedback Thread. If you encounter disconnection problems, showstopper bugs, or any other issues preventing you from entering or playing the game, please send an email as well as your client logs* to support@crowfall.com. *Client logs can be found here: C:\Users\[username]\AppData\LocalLow\Art+Craft\Crowfall
  12. Crowfall Pre-Alpha Build 5.92.0 Welcome to The God Trials To report any issues or bugs, please go here: 5.92 Live Bug Reports To report feedback, please go here: 5.92.0 Feedback For an up-to-date list of known issues please go here: 5.92.0 Known Issues New Items for 5.92 There are now multiple qualities of minor and major disciplines. You will be able to purchase white quality disciplines from Temple vendors in God’s Reach. Added recipes to combine multiple qualities of minor and major disciplines into one of a higher quality level. Items can now be sold for gold values to system vendors. Current sacrifice and gold values are in flux at the moment. Campaigns: Removed old discipline vendors, added in crafting tables, and added the armor crafting vendor to temple area. A jewelcrafting station has been added to both forts. World Maps can now be viewed from the lobby. More sacrifice loot has been added to creature mobs in the New Player Experience and Campaign worlds. Eternal Kingdoms: The "Your Kingdom" label in the EK Tool now displays the kingdom's name. General Powers: Critical Healing Chance - Now is a child stat of Dexterity instead of Spirit (Too many healing increases were being overloaded onto the Spirit Attribute). Fixed issues with blink while in aim-mode. Now you lose aim mode when you get knocked down/stunned/etc. Fixed channeled and charged powers to tell the client when the power ended, so we can terminate early if we are out of juice. Clearing the suppressed state for power tray buttons when your dead state changes to fix a bug where it would get stuck in the suppressed state if you were suppressed when you were killed. Death Shroud: Now only triggers if resurrected by another player. Death Shroud: Duration is now 60 seconds. Death Shroud: Health Reduce is now 50%. Food Passive: Removed the Starving and Famished states. Food Passive: Hungry now triggers at 35%. Class Powers and Talents: Druid: Talent: Loved by the Sun - Reduced Healing Bonus from 2% per point to 1% per point. Talent: Earthkeeper - Reduced Healing Bonus and Healing Bonus cap stat increases by 5%. Harvesting and Crafting: Players should be able to craft Runed Great Axe and Mace heads now. Adjusted stat values coming from Disciplines. Reduced the Personal Healing Modifier on newly crafted Rings max stat amount. Reduced the amount of decay a player takes when dying from 30 to 10. All pre 5.92 Disciplines will have [OLD] tag in their name so players know they won't be able to use them to upgrade via the upgrade recipes. 186 Simple steps for creating items of power scroll will properly decrease durability when used in crafting. General Bug Fixes: Reduced the respawn rate of open world chests. Fixed jumps for certain races that were not working right. Fixed beard on the Stoneborn, and did some overall tuning on the movement set. Fix NPC HP regeneration when pulled. Fixing a replication initialization issue that causes the next siege start time to show up as 0 seconds. Switched the faction beachhead icon to the new temple zones. NPE zones will now not be displayed in the cluster viewer. Fixed the sizing issue of the spirit bank window (right and bottom cells partially cut off). Campfires now do damage if you step too closely into them.
  13. Crowfall Pre-Alpha Build 5.92.0 Welcome to The God Trials To report any issues or bugs, please go here: 5.92.0 Bug Reports To report feedback, please go here: 5.92.0 Feedback For an up-to-date list of known issues please go here: 5.92.0 Known Issues Campaigns: Removed old discipline vendors, added in crafting tables, and added the armor crafting vendor to temple area. Bank Guards are no longer missing. A jewelcrafting station has been added to both forts. World Maps can now be viewed from the lobby. General Powers: Death Shroud: Now only triggers if resurrected by another player. Death Shroud: Duration is now 60 seconds. Death Shroud: Health Reduce is now 50%. Food Passive: Removed the Starving and Famished states. Food Passive: Hungry now triggers at 35%. General Bug Fixes: Updating vendor sales list to correct tables for exploration disciplines. fixing naming conventions on white quality vendor sales list. Adding in a handful of links for remaining polished spherical gems. Campfires now do damage if you step too closely into them.
  14. Crowfall Pre-Alpha Build 5.92 Welcome to The God Trials To report any issues or bugs, please go here: 5.92.0 Bug Reports To report feedback, please go here: 5.92.0 Feedback For an up-to-date list of known issues please go here: 5.92.0 Known Issues New Items for 5.92 There are now multiple qualities of minor and major disciplines. You will be able to purchase white quality disciplines from Temple vendors in God’s Reach. Added recipes to combine multiple qualities of minor and major disciplines into one of a higher quality level. Items can now be sold for gold values to system vendors. Current sacrifice and gold values are in flux at the moment. Eternal Kingdoms: The "Your Kingdom" label in the EK Tool now displays the kingdom's name. General Powers: Critical Healing Chance - Now is a child stat of Dexterity instead of Spirit (Too many healing increases were being overloaded onto the Spirit Attribute). Fixed issues with blink while in aim-mode. Now you lose aim mode when you get knocked down/stunned/etc. Fixed channeled and charged powers to tell the client when the power ended, so we can terminate early if we are out of juice. Clearing the suppressed state for power tray buttons when your dead state changes to fix a bug where it would get stuck in the suppressed state if you were suppressed when you were killed. Class Powers and Talents: Druid: Talent: Loved by the Sun - Reduced Healing Bonus from 2% per point to 1% per point. Talent: Earthkeeper - Reduced Healing Bonus and Healing Bonus cap stat increases by 5%. Harvesting and Crafting: Players should be able to craft Runed Great Axe and Mace heads now. Adjusted stat values coming from Disciplines. Reduced the Personal Healing Modifier on newly crafted Rings max stat amount. Reduced the amount of decay a player takes when dying from 30 to 10. All pre 5.92 Disciplines will have [OLD] tag in their name so players know they won't be able to use them to upgrade via the upgrade recipes. 186 Simple steps for creating items of power scroll will properly decrease durability when used in crafting. General Bug Fixes: Reduced the respawn rate of open world chests. Fixed jumps for certain races that were not working right. Fixed beard on the Stoneborn, and did some overall tuning on the movement set. Fix NPC HP regeneration when pulled. Fixing a replication initialization issue that causes the next siege start time to show up as 0 seconds. Switched the faction beachhead icon to the new temple zones. NPE zones will now not be displayed in the cluster viewer. Fixed the sizing issue of the spirit bank window (right and bottom cells partially cut off).
  15. Hi! I'm going to be skewing your results because I just chose a poll value at random so I could see the results. Sorry about throwing off your poll position! Bookmarking this thread though. Seems like this is an ongoing conversation that's a pretty big topic lately and maybe we can use some of the feedback and ideas that come from these threads in the future.
  16. Crowfall Pre-Alpha Build 5.90 Welcome to The God Trials To report any issues or bugs, please go here: 5.90 Live Bug Reports To report feedback, please go here: 5.90 Feedback For an up-to-date list of known issues please go here: 5.90 Known Issues 5/29/19 General Bug Fixes: Fixed trebuchets not being able to use their basic attacks. --------------------------------------------------------------------------------------------- 5/23/19 General Bug Fixes: Fixed channeled and charged powers to tell the client when the power ended, so we can terminate early. Improved Fae glide response. --------------------------------------------------------------------------------------------- 5/22/19 General Bug Fixes: Zone loading was getting stuck due to players moving between grid cells. This should help fix some players who were unable to load. Fixed T-posing half giant cleric. Fix ranger target locks on dead NPCs. Fixed missing loot drops from monsters; Re-added Soul Gem drops to day monsters. Fixed issues with blink while in aim-mode. Now you lose aim mode when you get knocked down/stunned/etc. Also added a few more adjustments to the code.
  17. Thank you! Also, I was able to wrangle Blair into responding to the dev partner forum post here: I'm going to go ahead and close out this thread and direct any other questions you may have to that particular forum. Thanks all!
  18. Morning all, please forgive me, I've been dealing with an awful case of food poisoning and I'm just now able to come up for some air. I meant to follow up on this specific issue yesterday but I was kept from doing so by other forces. Let me rally some folks and I'll pop back in shortly, with some answers.
  19. I also just want to take a moment to reiterate something. I really do appreciate all the engagement taking place, not just here but in other areas like Discord, Twitch, and Twitter. I just hope this doesn't come across as feeling hollow or like I'm just repeating the same phrase, but I legitimately thank you all for your objective comments and questions. Making a game isn't easy, but it definitely helps that you all have as much passion about our game as we do.THANK YOU!
  20. Oh my gosh, I would love this! Let me talk with a few people and see if we can maybe do something along these lines. No promises, but I know I'm personally interested in this!
  21. I think I've mentioned this before, but this is definitely something we're cognizant of in house. We're working on actually playing more like players now rather than game devs. In fact, I just heard someone say "I played this last night and as I player I think it needs tweaking". It's just one of those difficult aspects of game development, but we're working on doing more engagement with our game. Our game is pretty intimidating and we are going to try and make strides to continue to iterate on it. The Advantage/Disadvantage system is something we've talked about and still want to do. It's just a matter of scheduling it and planning for it accordingly. Most of y'all have played live products before so you understand that balancing is an ongoing thing, and it's something we're also aware of. It's an ongoing process that can feel pretty weird from both sides of the fence and we're still trying to find our cadence between balancing what's already in game and what's coming up. Hopefully we can keep making significant and noticeable strides in that regard.
  22. 5/20/19 Crowfall Pre-Alpha Build 5.90 Welcome to The God Trials To report any issues or bugs, please go here: 5.90 Live Bug Reports To report feedback, please go here: 5.90 Feedback For an up-to-date list of known issues please go here: 5.90 Known Issues Campaigns: Increase zone caps in Adventure and Siege zone to 150. Forts in Guita now have names. Fort siege windows now are four times per day per fort. Removed ancient mobs from Gods Reach temples. Added runegates in Gods Reach temples. Added new dragon statues to Gods Reach temples. Fixed a bug that could cause NPCs and campfires to float slightly off the ground for the first player that encountered them. God's Reach Loot Improvements. Eternal Kingdoms: Fixed issue causing interaction to fail in EKs. General Powers: Fix for Can't use any powers if whirlwind finishes normally. Fixed a performance issue with Ranger Barrage. Race Powers: Guinecean: More adjustments made to Guinecean tunneling. General Bug Fixes: Raised max height for Crow to be 30m over terrain or meshes, so you can clear the Keep walls. Fix for avatars not being loaded enough when in Lobby. Fixed an issue in which some characters could not be unlocked from a campaign.
  23. You bring up some good points, especially how we could potentially be overwhelming new players or confusing them. We're in an interesting point in our dev cycle at the moment where we are still trying to create a game loop, entice new players, and also keep our current player base engaged. It's a tough line to toe, in all honesty, and from the sidelines it might seem very confusing, because we have so many irons in the fire. I don't have an easy answer for you with this specific subject because it really isn't an easy subject to tackle. From my understanding the concept of Gods Reach was introduced as a way to introduce new players to our game mechanics while also supplementing them with a new player experience. We're still working on this process and we've got some other things going through the pipe that may also facilitate game play for our more advanced players where what you just said (choices matter) will in fact be present. With all that being said, it's just a matter of time and patience that we're asking for on the part of our players. Our ultimate goal is to make something we can all enjoy and be proud of, but that kind of game play requires some collaboration across the board. I don't know if I've alleviated or increased your concerns, but that's why community engagement is one of our biggest priorities.
  24. It's an interesting thought and I totally understand why someone would want some kind of exchange for their vessel. The concept of exchanging vessels is a notion we've been kicking around, we're just not sure how to go about it with a well thought out system. On top of that, we're also trying to nail down our remaining must have tech asks. Your suggestion is a cool concept for sure, we'll just have to be smart about how we can go about this when we get the ability to get some more tech time. Definitely making a note of this one when we get a bit more bandwidth and time to polish.
  25. Oh, one other thing I touched on earlier; this subject is such a huge topic that I'm going to try and do at least one more followup live stream for this. Hopefully we'll have some more feedback on the leveling curve changes, maybe some more bug fixes with XP amounts with sacrifice items, and an opportunity to answer some of the more advanced questions. It's hard to talk about all of these things in just one live stream, so if I didn't touch on a point you were curious about please know I didn't intentionally ignore it or forget it. I think next stream will also be a bit more organized and may even include even more player feedback. With that said, are there any lingering questions, concerns, or general curiosity that I haven't even touched up that you would like to hear more about? Thanks again for all the quality constructive feedback; it really does help!
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