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LordofCake

ArtCraft Developer
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  1. Like
    LordofCake got a reaction from Tofyzer in 5.125 TEST Patch Notes for 8/11/20   
    Crowfall The Calling Update
    Beta Build 5.125.0
    If you have a client crash, please contact support@crowfall.com.
    To report any issues or bugs, please go here: 5.125 TEST Bug Reports
    To report feedback, please go here: 5.125 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    General
    Reduced instances of NPCs sinking into the ground where they could not be killed. Improved culling on environmental assets and terrain.  
    UI
    Added new Russian translations. Improved the lobby UI description on Gods Reach campaigns.  
    Powers
    Updated Druid Aurora Emitter FX to improve performance. Disabled Frostweaver frost armor shader, and added an effect for when armor is applied and removed.
  2. Like
    LordofCake got a reaction from Tyrant in 5.125 LIVE Bug Reports for 8/10/20   
    5.125 LIVE 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 LIVE Feedback
    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
  3. Like
    LordofCake got a reaction from BarriaKarl in 5.125 LIVE Patch Notes for 8/7/20 v2   
    Crowfall The Calling Update
    Alpha Build 5.125.0
    If you have a client crash, please contact support@crowfall.com.
    To report any issues or bugs, please go here: 5.125 LIVE Bug Reports
    To report feedback, please go here: 5.125 LIVE Feedback
    For an up-to-date list of known issues please go here: Known Issues
    General
    Improved the spawn rate of mobs to better support the number of players in a zone.  
    Campaign
    The Gods Reach refinery chest that grants required building materials from Master Fiamma now has a 24 hour cooldown. While on the Caravan Pig Gods Reach quest, players can now interact with the Maeve Statue Pedestal to summon a pack pig that they can tame to complete the quest goal.  
    Powers
    Nature's Avatar, Pack Avatar and Storm Avatar no longer apply a long duration debuff to their recipients. These abilities are now all standard strength buffs and are governed by a normal cooldown. The cooldown of Gaea's Wail, Aurora Emitter and Lightning Strike has been reduced to 15 seconds.
  4. Like
    LordofCake got a reaction from APE in 5.125 LIVE Patch Notes for 8/7/20 v2   
    Crowfall The Calling Update
    Alpha Build 5.125.0
    If you have a client crash, please contact support@crowfall.com.
    To report any issues or bugs, please go here: 5.125 LIVE Bug Reports
    To report feedback, please go here: 5.125 LIVE Feedback
    For an up-to-date list of known issues please go here: Known Issues
    General
    Improved the spawn rate of mobs to better support the number of players in a zone.  
    Campaign
    The Gods Reach refinery chest that grants required building materials from Master Fiamma now has a 24 hour cooldown. While on the Caravan Pig Gods Reach quest, players can now interact with the Maeve Statue Pedestal to summon a pack pig that they can tame to complete the quest goal.  
    Powers
    Nature's Avatar, Pack Avatar and Storm Avatar no longer apply a long duration debuff to their recipients. These abilities are now all standard strength buffs and are governed by a normal cooldown. The cooldown of Gaea's Wail, Aurora Emitter and Lightning Strike has been reduced to 15 seconds.
  5. Like
    LordofCake got a reaction from SAM_BUKA in 5.125 LIVE Patch Notes for 8/7/20 v2   
    Crowfall The Calling Update
    Alpha Build 5.125.0
    If you have a client crash, please contact support@crowfall.com.
    To report any issues or bugs, please go here: 5.125 LIVE Bug Reports
    To report feedback, please go here: 5.125 LIVE Feedback
    For an up-to-date list of known issues please go here: Known Issues
    General
    Improved the spawn rate of mobs to better support the number of players in a zone.  
    Campaign
    The Gods Reach refinery chest that grants required building materials from Master Fiamma now has a 24 hour cooldown. While on the Caravan Pig Gods Reach quest, players can now interact with the Maeve Statue Pedestal to summon a pack pig that they can tame to complete the quest goal.  
    Powers
    Nature's Avatar, Pack Avatar and Storm Avatar no longer apply a long duration debuff to their recipients. These abilities are now all standard strength buffs and are governed by a normal cooldown. The cooldown of Gaea's Wail, Aurora Emitter and Lightning Strike has been reduced to 15 seconds.
  6. Like
    LordofCake got a reaction from Tyrant in 5.125 TEST Feedback for 8/6/20   
    5.125 TEST Patch Notes and Known Issues
    Please share any feedback you may have from your time playing the game. This includes subjective observations about your gameplay experience. Bugs that you have encountered should be directed to TEST Bug Reports
    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
  7. Like
    LordofCake got a reaction from Tyrant in 5.125 LIVE Feedback for 8/7/20   
    5.125 LIVE Patch Notes and Known Issues
    Please share any feedback you may have from your time playing the game. This includes subjective observations about your gameplay experience. Bugs that you have encountered should be directed to LIVE Bug Reports
    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
  8. Like
    LordofCake got a reaction from Tofyzer in 5.125 LIVE Patch Notes for 8/7/20   
    Crowfall The Calling Update
    Alpha Build 5.125.0
    If you have a client crash, please contact support@crowfall.com.
    To report any issues or bugs, please go here: 5.125 LIVE Bug Reports
    To report feedback, please go here: 5.125 LIVE Feedback
    For an up-to-date list of known issues please go here: Known Issues
    General
    Fixed an issue where parts of Keep gates would remain visible mid-air after being destroyed.  
    Eternal Kingdom
    You are no longer able to import completed parcels into World Banks (which cannot be used anywhere other than your EK).  
    UI
    Parcel inventory tooltips will now show the number of buildings attached to the parcel. Added missing Russian translations.
  9. Like
    LordofCake got a reaction from SAM_BUKA in 5.125 LIVE Patch Notes for 8/7/20   
    Crowfall The Calling Update
    Alpha Build 5.125.0
    If you have a client crash, please contact support@crowfall.com.
    To report any issues or bugs, please go here: 5.125 LIVE Bug Reports
    To report feedback, please go here: 5.125 LIVE Feedback
    For an up-to-date list of known issues please go here: Known Issues
    General
    Fixed an issue where parts of Keep gates would remain visible mid-air after being destroyed.  
    Eternal Kingdom
    You are no longer able to import completed parcels into World Banks (which cannot be used anywhere other than your EK).  
    UI
    Parcel inventory tooltips will now show the number of buildings attached to the parcel. Added missing Russian translations.
  10. Thanks
    LordofCake got a reaction from BarriaKarl in 5.125 LIVE Patch Notes for 8/6/20   
    Crowfall The Calling Update
    Alpha Build 5.125.0
    To report any issues or bugs, please go here: 5.125 LIVE Bug Reports
    To report feedback, please go here: 5.125 LIVE Feedback
    For an up-to-date list of known issues please go here: Known Issues
    Latest Updates:
    Campaign:
    Based on Community feedback, the Dregs and Infected siege schedule has been adjusted to support both NA and EU players on the same server!  Different zones have siege schedules set to the primetime of the respective regions.  Some Strongholds will be vulnerable for an hour nightly in a range from 7:30PM to 10:30PM CEST (12:30PM to 3:30PM CDT.) Other Strongholds will be vulnerable somewhere from 7:30PM to 10:30PM CDT (2:30AM to 5:30AM CEST.)  Players from different regions can participate in sieges in any zone.
    This change allows a greater number of players to join a siege timed to the period they usually login to play and will increase direct competition between players from both regions.
    There are now Multiple versions of Keep Bases in Dregs and Infected campaigns, the Mini and Medium Keep.
    The Mini Keep has the same parcel footprint and building plot limitations as the now deprecated large Fort.
    We consider the Keeps to be player “Home Bases” and require siege equipment to siege properly, as they all contain stone walls. (if you see a stone wall, it is some form of Keep!)
    Outposts now include new versions of Forts.
    Some Forts can be surrounded by wooden walls.
    Forts can contain chests that produce materials and other items every hour.
    Forts with walls should not require siege weapons to break the walls down.
    Sacrificing higher rank materials should now provide progress towards building walls
    Caravan Pig locations will now spawn additional pigs when there is an active siege within the zone.
    Updated the Tame channel sfx for Caravan pigs.
    The Caravansary turn-in Guinecean now stands on top of his cart at all times.
    God’s Reach now has been expanded to include the second chapter of introduction quests intended to guide in Crowfall gameplay.
    Crafting Quests should now open your crafting menu directly to the required recipe.
    The levels of some God’s Reach NPCs have been modified to allow a smoother transition between zones.
    Improved culling on burning debris and statues in Gods Reach temples.
    Vendor slots have been removed from Temples.
    New Victory Cards have been added or updated.
    Wartribes:
    Wartribes should now be represented in each campaign. Legendary relic items have been added to Wartribe bosses which can be sacrificed and used for specific victory cards. Increased the chance of receiving Uncommon disciplines on Watrtribe Bosses. Several foods have been added as part of Wartribe loot. Crafting:
    Small Re-rolls now indicate that they re-roll your 3 lowest Point results, with the current result as the minimum value. Large Re-rolls will completely re-roll all Point results for the current experiment, with no minimum value, basically it is as if starting the entire phase over again Recipes that always combine with a minimum rarity can no longer trigger a Flawed Assembly. Updated SFX for trying to use invalid recipe components. Small, Medium, Large Shields require a Bending Form to Craft. Added weapon appearance functionality for Small, Medium and Large Shields, Pistols, Rapiers, Frostcasters, Books. Dodges:
    Dodges have been normalized to be either 10m and 20m based on the character’s race. 
    Races with 20m dodges:
    Guinecean, Centaur, Nethari, Wood Elf
    Races with 10m dodges:
    Human, Half-Elf, Fae, High-Elf, Stoneborn, Half-Giant, Elken, Minotaur
    Races who have 10m dodges have a Dodge Power maximum of 2.
    Races who have 20m dodges have a Dodge Power maximum of 1.
    Races who have 10m dodges have a Dodge Power Regeneration Base of 11.
    Races who have 20m dodges have a Dodge Power Regeneration Base of 22.
    Retaliates:
    Crowd Control Immunity - We hadn't looked at the numbers associated with Crowd Control in a long time, and now that we have the Retaliate power functioning correctly whenever it is used, we could look at Crowd Control in general, and made a few adjustments.
    Post using the Retaliate power, the player was also made immune for 3 seconds; this value has been reduced to 1.5 seconds. When the player has had multiple Crowd Controls placed upon them in a short period of time they are made immune to Crowd Control for 8 seconds. We do this via increasing a stat on the player called Resolve. When the Resolve stat hits a certain threshold, Crowd Control immunity kicks in. This immunity has changed from 8 seconds to 3 seconds. Similar crowd control types no longer stack and will no longer generate Resolve. Specifically:
    Hard Crowd Control (Knockdown/Stun) now blocks all other forms of Crowd Control. Hard Crowd Control (Knockdown/Stun) is prevented when you are afflicted by both a Movement Crowd Control (Root/Push) and Attack Crowd Control (Blind, Suppress, Cooldown Reduction) at the same time. Attack control types (Blind, Suppress, Cooldown Reduction) no longer stack with each other. This means you cannot be Suppressed while Blinded for example. Movement control types (Root/Push) don't stack with each other and won't increase Resolve. Basically in the past all the forms of Crowd Control applying to the player were stacking, and pushing the player into a Crowd Control Immunity state very quickly.
    Combat:
    Power Trays - All classes now have 10 base Power Tray slots. Offensive player combat abilities that can hit multiple enemies can now hit a maximum of five targets. Weapons and Power Damage - We have decided to remove the damage range variance from weapons, You will no longer see 105-117 on weapons but instead just see a single damage number 111. We also took out the minimum-maximum roll variance out of the powers, and all powers should always deal the same amount plus the player stats and weapon bonuses. We did this to make things less confusing and easier to see damage values increases when gaining better equipment and buffs in combat. (Ie the player normally sees 235 damage when using an attack against an opponent, when they have a buff placed on them, they see that number jump to 455 on the next attack.) Harvesting:
    Reworked the Grave Loot tables, they now follow the patterns of the other resource types more in that you can get lower qualities as filler drops for upper end resource nodes.  Added roots/mushrooms as potential drops from graves. Seasonal buffs do not increase/decrease grave digging harvesting based on season. Reduced the stat values granted by the seasonal harvesting buffs. Energetic Harvest is no longer classified as an Ultimate power, it is now classified as a standard Tray power. Intermediate Harvesting Tool recipe is now 4 separate recipes, each Recipe should be granted in the skill Trees by the same nodes that allow the player to equip them. General:
    Several performance optimizations have been included including a new occlusion system which limits rendering objects blocked by other objects. The "Pack Pig Saddle" and the "Swift Pack Pig Saddle" are now the "Pack Pig Mount Figurine" and "Swift Pack Pig Figurine." Both have been given new icons to reflect this. Updated a wartable UI icon to distinguish between Fort and Keep. Updated the color of the Group chat channel from purple to blue to increase its visibility and legibility. Improved culling performance on light sources. Improved the appearance of floating objects inside of Keeps. Improved the “you are here” pulse over your current zone on the World Map to increase visibility. Improved the appearance of Confessor Book inventory icons. Improved the appearance and performance of God statue outposts - there should also always be one of each of the 12 god outposts in every Dregs campaign. There are now 90 second breaks between recurring Ward and Tree of Life Under Attack messages. Sentinel SFX are now controlled by the Ambient SFX audio settings controller. Bugs Fixed:
    Show Stoppers:
    Fixed an issue where maps and the campaign scoreboard would not update to reflect conquest changes during a campaign. General:
    The Delete Character warning in the lobby will now tell you the quality level of your vessel before you confirm deletion. Fixed an issue where if you were killed while recalling, you would teleport to your temple in bleed out state. Fixed an issue where hitting any key while the Retaliate prompt is visible would cause it to disappear and become unusable. Fixed an issue where you would be unable to trade items to other players if your inventory was in overflow. Fixed an issue where some assets around Canyon entrances would appear to float in the air. Fixed an issue where in-combat fidget animations would play at incorrect times. Fort Walls will no longer ever be affected by poison DoT. Fixed a number of culling inconsistency issues. Fixed an issue where some areas on Trees of Life would not trigger hit FX. Added SFX for capturing outposts. Updated sacrifice values on a number of consumable items. Fixed an issue where Ballista would snag and get stuck while in placement mode. Catapult and Trebuchet attacks should now always play SFX. Fixed an issue where Guineceans would appear incorrectly if jumping or falling while stealthed. Fae should now display FX while gliding. The Retaliate shader should now remain visible on you for the duration of your Retaliate effects. Updated FX when consuming some food/drink items. Fixed an issue where Auroch NPCs were not displaying hit FX while skinning. The hit FX from Assassin basic attacks should now appear correctly on their targets. Trees of Life and Banewood Trees should now play SFX when they are hit to reflect damage. Fixed an issue where skill tree SFX would go off at the wrong times. Removed extraneous audio feedback and click SFX in the lobby. Fixed an issue where you could become stuck inside of Keep walls if you stood on them during construction. Fixed an issue where you could not hear harvesting SFX of other players. Fixed an issue with broken collision on spider nests. Fixed an issue where resource collision would not update after being damaged or destroyed. Fixed an issue where some players would lose all sound. Player armor debuffs will now also affect NPC's. Fixed an issue where slotting consumables to your minibar would cause power trays to clear after zoning. Improved overall performance by updating terrain textures. Updated environmental assets so that they now always face the correct directions. Fixed object collision issues in the temple marketplace. Items moved between your Inventory, World Bank, and Account Vault should now stack properly (with the exception of items auto-imported into a campaign - this should be reflected by the item UI). Fixed an issue where zoning would cause your all gameplay input to break. Improved the sizes of short swords so that they appear more reasonably sized. Fixed an issue where the client would (very rarely) abruptly shut down at seemingly random times. Updated the loot on boss Elemental Golem NPCs. Sentinels will now persist through campaign restarts and updates. Campaign:
    Guards should no longer be invulnerable and damage players after a keep goes neutral. Ranger Guards now only spawn after the walls are fully built. Minion type aracoix assassins who Swoop in on you from Stealth will no longer inflict a stun (boss and lieutenant types will continue to stun though). Elementals no longer detect stealthed players. Ranged NPCs will no longer attempt to maintain range since it looks bad when they do. Fixed teleport/rubberbanding issues in the Gods Reach Moon Temple zone. Fixed an issue where Keep guards would remain hostile even after you had taken the Keep for your guild. Fixed interact issues with scavenging minecarts. Fixed a Wartribe hut that caused teleport/rubberbanding issues. Fixed Hunger nodes that would cause teleport/rubberbanding issues. The Tinker Camp Stew quest will now only yield a maximum of 20 stews with the quest rewards. Crafting:
    Fixed an issue where improved weapon molds (runed/imbued/compendium appearance) would result in the wrong items being crafted. Eternal Kingdom:
    Fixed parcel rotation issues on the Hamlet Parcel in the EK editor. Fixed an issue where some parcels could not be placed at the edges of your EK map. Improved the collision on the Guild Hall placeable building. Fixed collision issues on a number of placeable castle wall pieces. You will no longer be able to move or loot buildings while logging out of your EK. Fixed an issue where removing a parcel from your EK would cause that parcel’s name to break. Fixed issues with objects disappearing inside of placeable buildings. Fixed an issue where if you removed noble status from a player while they were placing a building, they would get stuck in placement mode. There is now a 48 character maximum limit on your EK description. UI:
    Improved the crafting descriptions on Metal Bar, Metal Section, and Metal Billet recipes. Fixed an issue where zones on the Cluster Map would highlight incorrectly. You will now see an error message if you try to move items into a World Bank that has already reached full capacity. Item Tooltips have been updated to better reflect how they can be used (mainly for crafting recipe items). Fixed an issue where dragging vendor items out of the inventory window would cause them to get stuck on screen. Fixed an issue where dragging vendor items outside of their inventory windows would prompt the “destroy item” UI (even though you cannot destroy items on a vendor).  F to Interact prompts should now only appear when they can actually be used. Fixed an issue where opening the Split Stack UI at the bottom of your screen would cause it to remain forever visible. Improved zone maps to better reflect real time capture status. Fixed an issue where unarmed Druids would see incorrect messaging if they tried to use Kinetic Boost without weapons equipped. Updated lobby messaging when the client is down for Maintenance. Fixed an issue where the Combat Basics skill tree information tooltip was not appearing correctly. Fixed an issue where ally health bars would appear in red, as though they were enemies. Improved the tooltip for the Confessor Redeem talent - it improves the Movement Control Intensity stat. Fixed an issue where clicking the “Reset” button during the crafting process would imply that you lose those resources - this is not the case. Banewood Tree combat information will appear as Plague Tree in your combat log. Fixed an issue where the Split Stack UI would appear in the lobby. Fixed an issue where Minotaur players' health bars would appear behind their heads, so they were partially obscured from view. Swift saddles can now be traded. Fixed an issue where moving items into your vendor would always show the sale info UI, even if the item was not successfully moved into the vendor. Improved Quest compass marker functionality. Added missing Russian translations. Fixed a number of Russian translation appearance issues (overlapping or bleeding text). Banks and refineries map pins have been updated and will now display more information. Updated the damage stats UI on your inventory panel to better reflect damage by tray. Updated quest dialogue to make it more consistent between NPCs. Chat:
    There is now messaging in the Me channel to reflect when your inventory is in overflow and preventing you from picking up more loot. Powers:
    Fixed an issue where Recall could occasionally be used multiple times before its cooldown would trigger. Fixed an issue with Recall FX appearing incorrectly. Fixed an issue where Ballista FX would cancel out before the power ended. Urgu wartribe Ranger’s basic attacks should now display the correct FX. The Harvesting ultimate, Energetic Harvesting, should now play the correct SFX. Centaur Wild Charge should now have the correct hit FX. Fixed an issue where traps placed by other players were not visible to you if they were placed before you logged in. Assassin Spirit Dart will now display the correct projectile FX with, or without a valid target. Assassin Spirit Dart cooldown will now be correctly reduced after being used on enemies that have been Exposed. Improved Cleric ultimate, Miracle, power FX so that they always appear at your feet. The Confessor talent Well-Oiled Sandal should now properly increase your dodge pip regeneration rate. Confessor Condemnation should now hit within the correct range. Druid Essence Scram power FX now appear correctly under your hands. The Druid Wicked Winds power tooltip has been updated to reflect that it consumes the Shroud of Darkness buff when used. Duelists should now correctly gain pips after using Flintlock Shot on enemies that have been Exposed.  Duelist Rapid Fire should once again fire the correct number of times in keeping with your current number of pips. Fixed an issue where Templar Holy Warrior and Resurrection powers were not appearing correctly in your power tray after being unlocked. Frost armor no longer gives double armor when cracked. Frost Armor cracks may now form at a rate of 1 every 0.5 seconds naturally or 1.5 seconds with the Frozen Solid talent. Fixed an issue that caused the deploy time from Volatile Ice to be removed leaving it nearly impossible to escape. Fixed an issue that caused the deploy time from Refreshing Ice to be removed. Re-Fridgerate now requires 1000 Supercharge to activate. Volatile Ice now assumes the cast time of Ice Weave for damage calculation and is now in the AOE damage category. Frigid Ice now assumes the cast time of Ice Weave for damage calculation. The casting time of Ice Weave is now 1.35 seconds. The ticking effects of Cool Ice and Frigid Ice no longer stack. Frostweaver Freezing Blast should now hit within the correct range (up to 30m). Fixed an issue where Myrmidon Vengeance and Frenzy power FX would stack. Removed the "In Combat" component from buff abilities that shouldn't be putting you into combat. Updated the icon for Ranger Flare Arrow. Updated the tooltip for Frostweaver Ice Weave Volatile Ice to reflect the correct damage inflicted (95 + 95% Weapon Damage). Disciplines:
    The NPC Confessor power Flames of Truth should now display the correct FX. The Burning Hatred passive power FX should now appear correctly (granted by the Burning Hatred minor discipline). The Ricochet Shot power (granted by the Sharpshooter major discipline) should now display hit FX when hitting a valid target. Fixed an issue where Male WoodElf Rangers would animate incorrectly when using the Adjudicator power (granted by the Adjudicator major discipline). The Chain Heal power (granted by the Friar major discipline) will no longer root the caster. The Benediction power (granted by the Friar discipline) should now increase your Bleed Resistance cap correctly. The Unstoppable power (granted by the Juggernaut major discipline) now plays SFX. Fixed an issue where the Dispel power would not knock down targets correctly. Added ignore external interrupts component to Bard and Troubadour powers. Frostweavers are no longer eligible to use Blood Pact. The Fieldsurgeon major discipline Purgative power should now purge all pulsing debuffs. Updated the icon for Reveal Weakness (granted by the Shield Breaker major discipline). Mental Fortitude and Weapon Finesse descriptions have been updated to indicate they don't stack with each other. Updated the Reprisal tooltip (granted by the Rune Caster major discipline) with the correct max targets. Updated the Ricochet Shot description (granted by the Sharpshooter major discipline) with the correct number of additional hits. Updated the Spirit Whip tooltip to have max targets listed. Updated the icon used for the Reactive Barrier passive power (granted by the Force Mage discipline).
  11. Thanks
    LordofCake got a reaction from Tofyzer in 5.125 TEST Patch Notes for 8/5/20   
    Crowfall The Calling Update
    Development Build 5.125.0
    If you have a client crash, please contact support@crowfall.com.
    To report any issues or bugs, please go here: 5.125 TEST Bug Reports
    To report feedback, please go here: 5.125 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    Showstopper:
    Fixed an issue where audio would sometimes cause crashes. General:
    Fixed an issue where a client disconnect would cause all F interactions to break. Fixed an issue where game assets would briefly disappear immediately after closing your Skill Tree window. Fixed an issue where guard NPCs would appear without weapons. Fixed an issue where High Elf models would display an incorrect hairstyle stacked with your hair choice. Fixed an issue where melee combat was having difficulty landing a hit with targets in very close proximity. Fixed an issue where sometimes the client could not reconnect correctly after disconnecting. Fixed an issue where tower outpost ladders were difficult to use (especially when trying to go down the ladder). Improved culling performance on light sources. Improved the appearance of floating objects inside of Keeps. Channeled interacts will no longer be interrupted by just looking at another interactable item; however using a primary attack or primary defense will interrupt them. As before, once a held interaction is interrupted, you will have to stop holding the key and press it again to restart the interaction. Updated the amount of Dust given by loot chests at Forts. Plant doobers should now display the correct FX. Fixed an issue where doobers would not always appear in your inventory after picking them up. Boosted the sacrifice values on some sacrifice items, but made them worth a bit less gold. Campaign:
    The Building Materials provided by Caravans and Forts have been modified.
    The majority of Building Materials generated by Caravan runs and Forts are now "generic" material types of Ingot, Timber, or Stone, which can not be refined at a refinery.
    White quality non-generic resources can only spawn in chests where there is a siege active for the Fort.
    Uncommon or better non-generic resources can spawn at any time with a low probability.
    These changes are intended to make caravans primarily generate Building Materials used for constructing Buildings or keeps while still being an alternate source of resources without flooding the economy. Increased the spawn rate of high ranking monster NPCs. Fixed an issue where Dregs maps would only have 8 of the 12 god outposts - they should now always have all 12. Fixed an issue where some siege weapons would not despawn at the end of the siege window. Fixed an issue where you could be teleported underneath the runegate platform when being teleported to a safe location. Fixed broken collision on Forts in Training Zones of Gods Reach campaigns that were preventing you from entering the buildings. Improved the balance of resources given at Fort chests. Fort chests should now drop the correct runes. Improved culling on burning debris in Gods Reach temples. Fixed an issue where occasionally, Fort Buildings in Gods Reach campaigns had invisible walls that prevented players from entering. Ranger guards should no longer spawn at the corner towers of Keep walls. Eternal Kingdom:
    Updated an image on the Learn About Parcel Placement quest dialogue. There is now a 48 character maximum limit on your EK description. UI:
    Fixed an issue where buff/debuff icons would stack and obscure your screen. Fixed an issue where quest dialogue UI would remain visible after walking away from the quest giver. Fixed an issue where the Wartribe camp icon would appear in place of other types of map icons. NPC vendor names should now always appear correctly. The server HUD should now fully display the campaign and zone name correctly. There are now 90 second breaks between recurring Ward and Tree of Life Under Attack messages. Fixed an issue where an “X” button would appear on crafted vessels in character creation. Fixed an issue where joining a group immediately after leveling up would cause your health UI to incorrectly represent your health. Improved the appearance of verse numbers on quest dialogue. Powers:
    Guinecean burrow FX should now disappear correctly after leaving stealth. Frostweaver and Duelist ranged weapons should now correctly influence ranged damage stats on your inventory UI. Fixed an issue where Woodelf Druids would T-pose when using any power immediately after dodging. Druid Lightning Burst combo should now correctly hit targets while you or the target are moving. Druid Coalesce Life orbs should once again disappear correctly where appropriate. Druid Gaea’s Wail FX should now appear and disappear correctly. Druid Lightning Burst no longer roots the caster in place while casting it. Fixed an issue where Druid basic attack FX would linger around your torso after casting. Fixed an issue with broken FX on Duelist Recon ability. Frostweaver Crystal Lance and Piercing Lance can now be properly modified by "Execute Damage" bonuses gained from such items as the "Finish Him!" Minor Discipline. Frostweaver Icecaller's Cool Ice will no longer prevent allies from switching trays. Ranger Forest Step now has hit FX when you hit a target. Ranger Suppression Shot arrow now correctly has textures. Fixed an issue where Templar Righteous Parry SFX would loop and play forever. Fixed an issue where players resurrected by the Templar Resurrection ability would continue to see its FX long after the power ended. Disciplines:
    Smoldering Hatred (Minor discipline) attack buff orb now has VFX associated with it. Your cursor should now correctly show the distance between you and your target when aiming the Rehabilitation ability (granted by the Field Surgeon major discipline).
  12. Like
    LordofCake got a reaction from Prometeu in 5.125 TEST Patch Notes for 8/5/20   
    Crowfall The Calling Update
    Development Build 5.125.0
    If you have a client crash, please contact support@crowfall.com.
    To report any issues or bugs, please go here: 5.125 TEST Bug Reports
    To report feedback, please go here: 5.125 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    Showstopper:
    Fixed an issue where audio would sometimes cause crashes. General:
    Fixed an issue where a client disconnect would cause all F interactions to break. Fixed an issue where game assets would briefly disappear immediately after closing your Skill Tree window. Fixed an issue where guard NPCs would appear without weapons. Fixed an issue where High Elf models would display an incorrect hairstyle stacked with your hair choice. Fixed an issue where melee combat was having difficulty landing a hit with targets in very close proximity. Fixed an issue where sometimes the client could not reconnect correctly after disconnecting. Fixed an issue where tower outpost ladders were difficult to use (especially when trying to go down the ladder). Improved culling performance on light sources. Improved the appearance of floating objects inside of Keeps. Channeled interacts will no longer be interrupted by just looking at another interactable item; however using a primary attack or primary defense will interrupt them. As before, once a held interaction is interrupted, you will have to stop holding the key and press it again to restart the interaction. Updated the amount of Dust given by loot chests at Forts. Plant doobers should now display the correct FX. Fixed an issue where doobers would not always appear in your inventory after picking them up. Boosted the sacrifice values on some sacrifice items, but made them worth a bit less gold. Campaign:
    The Building Materials provided by Caravans and Forts have been modified.
    The majority of Building Materials generated by Caravan runs and Forts are now "generic" material types of Ingot, Timber, or Stone, which can not be refined at a refinery.
    White quality non-generic resources can only spawn in chests where there is a siege active for the Fort.
    Uncommon or better non-generic resources can spawn at any time with a low probability.
    These changes are intended to make caravans primarily generate Building Materials used for constructing Buildings or keeps while still being an alternate source of resources without flooding the economy. Increased the spawn rate of high ranking monster NPCs. Fixed an issue where Dregs maps would only have 8 of the 12 god outposts - they should now always have all 12. Fixed an issue where some siege weapons would not despawn at the end of the siege window. Fixed an issue where you could be teleported underneath the runegate platform when being teleported to a safe location. Fixed broken collision on Forts in Training Zones of Gods Reach campaigns that were preventing you from entering the buildings. Improved the balance of resources given at Fort chests. Fort chests should now drop the correct runes. Improved culling on burning debris in Gods Reach temples. Fixed an issue where occasionally, Fort Buildings in Gods Reach campaigns had invisible walls that prevented players from entering. Ranger guards should no longer spawn at the corner towers of Keep walls. Eternal Kingdom:
    Updated an image on the Learn About Parcel Placement quest dialogue. There is now a 48 character maximum limit on your EK description. UI:
    Fixed an issue where buff/debuff icons would stack and obscure your screen. Fixed an issue where quest dialogue UI would remain visible after walking away from the quest giver. Fixed an issue where the Wartribe camp icon would appear in place of other types of map icons. NPC vendor names should now always appear correctly. The server HUD should now fully display the campaign and zone name correctly. There are now 90 second breaks between recurring Ward and Tree of Life Under Attack messages. Fixed an issue where an “X” button would appear on crafted vessels in character creation. Fixed an issue where joining a group immediately after leveling up would cause your health UI to incorrectly represent your health. Improved the appearance of verse numbers on quest dialogue. Powers:
    Guinecean burrow FX should now disappear correctly after leaving stealth. Frostweaver and Duelist ranged weapons should now correctly influence ranged damage stats on your inventory UI. Fixed an issue where Woodelf Druids would T-pose when using any power immediately after dodging. Druid Lightning Burst combo should now correctly hit targets while you or the target are moving. Druid Coalesce Life orbs should once again disappear correctly where appropriate. Druid Gaea’s Wail FX should now appear and disappear correctly. Druid Lightning Burst no longer roots the caster in place while casting it. Fixed an issue where Druid basic attack FX would linger around your torso after casting. Fixed an issue with broken FX on Duelist Recon ability. Frostweaver Crystal Lance and Piercing Lance can now be properly modified by "Execute Damage" bonuses gained from such items as the "Finish Him!" Minor Discipline. Frostweaver Icecaller's Cool Ice will no longer prevent allies from switching trays. Ranger Forest Step now has hit FX when you hit a target. Ranger Suppression Shot arrow now correctly has textures. Fixed an issue where Templar Righteous Parry SFX would loop and play forever. Fixed an issue where players resurrected by the Templar Resurrection ability would continue to see its FX long after the power ended. Disciplines:
    Smoldering Hatred (Minor discipline) attack buff orb now has VFX associated with it. Your cursor should now correctly show the distance between you and your target when aiming the Rehabilitation ability (granted by the Field Surgeon major discipline).
  13. Thanks
    LordofCake got a reaction from Dartorn in 5.125 TEST Patch Notes for 8/5/20   
    Crowfall The Calling Update
    Development Build 5.125.0
    If you have a client crash, please contact support@crowfall.com.
    To report any issues or bugs, please go here: 5.125 TEST Bug Reports
    To report feedback, please go here: 5.125 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    Showstopper:
    Fixed an issue where audio would sometimes cause crashes. General:
    Fixed an issue where a client disconnect would cause all F interactions to break. Fixed an issue where game assets would briefly disappear immediately after closing your Skill Tree window. Fixed an issue where guard NPCs would appear without weapons. Fixed an issue where High Elf models would display an incorrect hairstyle stacked with your hair choice. Fixed an issue where melee combat was having difficulty landing a hit with targets in very close proximity. Fixed an issue where sometimes the client could not reconnect correctly after disconnecting. Fixed an issue where tower outpost ladders were difficult to use (especially when trying to go down the ladder). Improved culling performance on light sources. Improved the appearance of floating objects inside of Keeps. Channeled interacts will no longer be interrupted by just looking at another interactable item; however using a primary attack or primary defense will interrupt them. As before, once a held interaction is interrupted, you will have to stop holding the key and press it again to restart the interaction. Updated the amount of Dust given by loot chests at Forts. Plant doobers should now display the correct FX. Fixed an issue where doobers would not always appear in your inventory after picking them up. Boosted the sacrifice values on some sacrifice items, but made them worth a bit less gold. Campaign:
    The Building Materials provided by Caravans and Forts have been modified.
    The majority of Building Materials generated by Caravan runs and Forts are now "generic" material types of Ingot, Timber, or Stone, which can not be refined at a refinery.
    White quality non-generic resources can only spawn in chests where there is a siege active for the Fort.
    Uncommon or better non-generic resources can spawn at any time with a low probability.
    These changes are intended to make caravans primarily generate Building Materials used for constructing Buildings or keeps while still being an alternate source of resources without flooding the economy. Increased the spawn rate of high ranking monster NPCs. Fixed an issue where Dregs maps would only have 8 of the 12 god outposts - they should now always have all 12. Fixed an issue where some siege weapons would not despawn at the end of the siege window. Fixed an issue where you could be teleported underneath the runegate platform when being teleported to a safe location. Fixed broken collision on Forts in Training Zones of Gods Reach campaigns that were preventing you from entering the buildings. Improved the balance of resources given at Fort chests. Fort chests should now drop the correct runes. Improved culling on burning debris in Gods Reach temples. Fixed an issue where occasionally, Fort Buildings in Gods Reach campaigns had invisible walls that prevented players from entering. Ranger guards should no longer spawn at the corner towers of Keep walls. Eternal Kingdom:
    Updated an image on the Learn About Parcel Placement quest dialogue. There is now a 48 character maximum limit on your EK description. UI:
    Fixed an issue where buff/debuff icons would stack and obscure your screen. Fixed an issue where quest dialogue UI would remain visible after walking away from the quest giver. Fixed an issue where the Wartribe camp icon would appear in place of other types of map icons. NPC vendor names should now always appear correctly. The server HUD should now fully display the campaign and zone name correctly. There are now 90 second breaks between recurring Ward and Tree of Life Under Attack messages. Fixed an issue where an “X” button would appear on crafted vessels in character creation. Fixed an issue where joining a group immediately after leveling up would cause your health UI to incorrectly represent your health. Improved the appearance of verse numbers on quest dialogue. Powers:
    Guinecean burrow FX should now disappear correctly after leaving stealth. Frostweaver and Duelist ranged weapons should now correctly influence ranged damage stats on your inventory UI. Fixed an issue where Woodelf Druids would T-pose when using any power immediately after dodging. Druid Lightning Burst combo should now correctly hit targets while you or the target are moving. Druid Coalesce Life orbs should once again disappear correctly where appropriate. Druid Gaea’s Wail FX should now appear and disappear correctly. Druid Lightning Burst no longer roots the caster in place while casting it. Fixed an issue where Druid basic attack FX would linger around your torso after casting. Fixed an issue with broken FX on Duelist Recon ability. Frostweaver Crystal Lance and Piercing Lance can now be properly modified by "Execute Damage" bonuses gained from such items as the "Finish Him!" Minor Discipline. Frostweaver Icecaller's Cool Ice will no longer prevent allies from switching trays. Ranger Forest Step now has hit FX when you hit a target. Ranger Suppression Shot arrow now correctly has textures. Fixed an issue where Templar Righteous Parry SFX would loop and play forever. Fixed an issue where players resurrected by the Templar Resurrection ability would continue to see its FX long after the power ended. Disciplines:
    Smoldering Hatred (Minor discipline) attack buff orb now has VFX associated with it. Your cursor should now correctly show the distance between you and your target when aiming the Rehabilitation ability (granted by the Field Surgeon major discipline).
  14. Thanks
    LordofCake got a reaction from SAM_BUKA in 5.125 TEST Patch Notes for 8/5/20   
    Crowfall The Calling Update
    Development Build 5.125.0
    If you have a client crash, please contact support@crowfall.com.
    To report any issues or bugs, please go here: 5.125 TEST Bug Reports
    To report feedback, please go here: 5.125 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    Showstopper:
    Fixed an issue where audio would sometimes cause crashes. General:
    Fixed an issue where a client disconnect would cause all F interactions to break. Fixed an issue where game assets would briefly disappear immediately after closing your Skill Tree window. Fixed an issue where guard NPCs would appear without weapons. Fixed an issue where High Elf models would display an incorrect hairstyle stacked with your hair choice. Fixed an issue where melee combat was having difficulty landing a hit with targets in very close proximity. Fixed an issue where sometimes the client could not reconnect correctly after disconnecting. Fixed an issue where tower outpost ladders were difficult to use (especially when trying to go down the ladder). Improved culling performance on light sources. Improved the appearance of floating objects inside of Keeps. Channeled interacts will no longer be interrupted by just looking at another interactable item; however using a primary attack or primary defense will interrupt them. As before, once a held interaction is interrupted, you will have to stop holding the key and press it again to restart the interaction. Updated the amount of Dust given by loot chests at Forts. Plant doobers should now display the correct FX. Fixed an issue where doobers would not always appear in your inventory after picking them up. Boosted the sacrifice values on some sacrifice items, but made them worth a bit less gold. Campaign:
    The Building Materials provided by Caravans and Forts have been modified.
    The majority of Building Materials generated by Caravan runs and Forts are now "generic" material types of Ingot, Timber, or Stone, which can not be refined at a refinery.
    White quality non-generic resources can only spawn in chests where there is a siege active for the Fort.
    Uncommon or better non-generic resources can spawn at any time with a low probability.
    These changes are intended to make caravans primarily generate Building Materials used for constructing Buildings or keeps while still being an alternate source of resources without flooding the economy. Increased the spawn rate of high ranking monster NPCs. Fixed an issue where Dregs maps would only have 8 of the 12 god outposts - they should now always have all 12. Fixed an issue where some siege weapons would not despawn at the end of the siege window. Fixed an issue where you could be teleported underneath the runegate platform when being teleported to a safe location. Fixed broken collision on Forts in Training Zones of Gods Reach campaigns that were preventing you from entering the buildings. Improved the balance of resources given at Fort chests. Fort chests should now drop the correct runes. Improved culling on burning debris in Gods Reach temples. Fixed an issue where occasionally, Fort Buildings in Gods Reach campaigns had invisible walls that prevented players from entering. Ranger guards should no longer spawn at the corner towers of Keep walls. Eternal Kingdom:
    Updated an image on the Learn About Parcel Placement quest dialogue. There is now a 48 character maximum limit on your EK description. UI:
    Fixed an issue where buff/debuff icons would stack and obscure your screen. Fixed an issue where quest dialogue UI would remain visible after walking away from the quest giver. Fixed an issue where the Wartribe camp icon would appear in place of other types of map icons. NPC vendor names should now always appear correctly. The server HUD should now fully display the campaign and zone name correctly. There are now 90 second breaks between recurring Ward and Tree of Life Under Attack messages. Fixed an issue where an “X” button would appear on crafted vessels in character creation. Fixed an issue where joining a group immediately after leveling up would cause your health UI to incorrectly represent your health. Improved the appearance of verse numbers on quest dialogue. Powers:
    Guinecean burrow FX should now disappear correctly after leaving stealth. Frostweaver and Duelist ranged weapons should now correctly influence ranged damage stats on your inventory UI. Fixed an issue where Woodelf Druids would T-pose when using any power immediately after dodging. Druid Lightning Burst combo should now correctly hit targets while you or the target are moving. Druid Coalesce Life orbs should once again disappear correctly where appropriate. Druid Gaea’s Wail FX should now appear and disappear correctly. Druid Lightning Burst no longer roots the caster in place while casting it. Fixed an issue where Druid basic attack FX would linger around your torso after casting. Fixed an issue with broken FX on Duelist Recon ability. Frostweaver Crystal Lance and Piercing Lance can now be properly modified by "Execute Damage" bonuses gained from such items as the "Finish Him!" Minor Discipline. Frostweaver Icecaller's Cool Ice will no longer prevent allies from switching trays. Ranger Forest Step now has hit FX when you hit a target. Ranger Suppression Shot arrow now correctly has textures. Fixed an issue where Templar Righteous Parry SFX would loop and play forever. Fixed an issue where players resurrected by the Templar Resurrection ability would continue to see its FX long after the power ended. Disciplines:
    Smoldering Hatred (Minor discipline) attack buff orb now has VFX associated with it. Your cursor should now correctly show the distance between you and your target when aiming the Rehabilitation ability (granted by the Field Surgeon major discipline).
  15. Thanks
    LordofCake got a reaction from Bzra in 5.125 TEST Patch Notes for 8/5/20   
    Crowfall The Calling Update
    Development Build 5.125.0
    If you have a client crash, please contact support@crowfall.com.
    To report any issues or bugs, please go here: 5.125 TEST Bug Reports
    To report feedback, please go here: 5.125 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    Showstopper:
    Fixed an issue where audio would sometimes cause crashes. General:
    Fixed an issue where a client disconnect would cause all F interactions to break. Fixed an issue where game assets would briefly disappear immediately after closing your Skill Tree window. Fixed an issue where guard NPCs would appear without weapons. Fixed an issue where High Elf models would display an incorrect hairstyle stacked with your hair choice. Fixed an issue where melee combat was having difficulty landing a hit with targets in very close proximity. Fixed an issue where sometimes the client could not reconnect correctly after disconnecting. Fixed an issue where tower outpost ladders were difficult to use (especially when trying to go down the ladder). Improved culling performance on light sources. Improved the appearance of floating objects inside of Keeps. Channeled interacts will no longer be interrupted by just looking at another interactable item; however using a primary attack or primary defense will interrupt them. As before, once a held interaction is interrupted, you will have to stop holding the key and press it again to restart the interaction. Updated the amount of Dust given by loot chests at Forts. Plant doobers should now display the correct FX. Fixed an issue where doobers would not always appear in your inventory after picking them up. Boosted the sacrifice values on some sacrifice items, but made them worth a bit less gold. Campaign:
    The Building Materials provided by Caravans and Forts have been modified.
    The majority of Building Materials generated by Caravan runs and Forts are now "generic" material types of Ingot, Timber, or Stone, which can not be refined at a refinery.
    White quality non-generic resources can only spawn in chests where there is a siege active for the Fort.
    Uncommon or better non-generic resources can spawn at any time with a low probability.
    These changes are intended to make caravans primarily generate Building Materials used for constructing Buildings or keeps while still being an alternate source of resources without flooding the economy. Increased the spawn rate of high ranking monster NPCs. Fixed an issue where Dregs maps would only have 8 of the 12 god outposts - they should now always have all 12. Fixed an issue where some siege weapons would not despawn at the end of the siege window. Fixed an issue where you could be teleported underneath the runegate platform when being teleported to a safe location. Fixed broken collision on Forts in Training Zones of Gods Reach campaigns that were preventing you from entering the buildings. Improved the balance of resources given at Fort chests. Fort chests should now drop the correct runes. Improved culling on burning debris in Gods Reach temples. Fixed an issue where occasionally, Fort Buildings in Gods Reach campaigns had invisible walls that prevented players from entering. Ranger guards should no longer spawn at the corner towers of Keep walls. Eternal Kingdom:
    Updated an image on the Learn About Parcel Placement quest dialogue. There is now a 48 character maximum limit on your EK description. UI:
    Fixed an issue where buff/debuff icons would stack and obscure your screen. Fixed an issue where quest dialogue UI would remain visible after walking away from the quest giver. Fixed an issue where the Wartribe camp icon would appear in place of other types of map icons. NPC vendor names should now always appear correctly. The server HUD should now fully display the campaign and zone name correctly. There are now 90 second breaks between recurring Ward and Tree of Life Under Attack messages. Fixed an issue where an “X” button would appear on crafted vessels in character creation. Fixed an issue where joining a group immediately after leveling up would cause your health UI to incorrectly represent your health. Improved the appearance of verse numbers on quest dialogue. Powers:
    Guinecean burrow FX should now disappear correctly after leaving stealth. Frostweaver and Duelist ranged weapons should now correctly influence ranged damage stats on your inventory UI. Fixed an issue where Woodelf Druids would T-pose when using any power immediately after dodging. Druid Lightning Burst combo should now correctly hit targets while you or the target are moving. Druid Coalesce Life orbs should once again disappear correctly where appropriate. Druid Gaea’s Wail FX should now appear and disappear correctly. Druid Lightning Burst no longer roots the caster in place while casting it. Fixed an issue where Druid basic attack FX would linger around your torso after casting. Fixed an issue with broken FX on Duelist Recon ability. Frostweaver Crystal Lance and Piercing Lance can now be properly modified by "Execute Damage" bonuses gained from such items as the "Finish Him!" Minor Discipline. Frostweaver Icecaller's Cool Ice will no longer prevent allies from switching trays. Ranger Forest Step now has hit FX when you hit a target. Ranger Suppression Shot arrow now correctly has textures. Fixed an issue where Templar Righteous Parry SFX would loop and play forever. Fixed an issue where players resurrected by the Templar Resurrection ability would continue to see its FX long after the power ended. Disciplines:
    Smoldering Hatred (Minor discipline) attack buff orb now has VFX associated with it. Your cursor should now correctly show the distance between you and your target when aiming the Rehabilitation ability (granted by the Field Surgeon major discipline).
  16. Thanks
    LordofCake got a reaction from Surelia in 5.125 TEST Patch Notes for 8/5/20   
    Crowfall The Calling Update
    Development Build 5.125.0
    If you have a client crash, please contact support@crowfall.com.
    To report any issues or bugs, please go here: 5.125 TEST Bug Reports
    To report feedback, please go here: 5.125 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    Showstopper:
    Fixed an issue where audio would sometimes cause crashes. General:
    Fixed an issue where a client disconnect would cause all F interactions to break. Fixed an issue where game assets would briefly disappear immediately after closing your Skill Tree window. Fixed an issue where guard NPCs would appear without weapons. Fixed an issue where High Elf models would display an incorrect hairstyle stacked with your hair choice. Fixed an issue where melee combat was having difficulty landing a hit with targets in very close proximity. Fixed an issue where sometimes the client could not reconnect correctly after disconnecting. Fixed an issue where tower outpost ladders were difficult to use (especially when trying to go down the ladder). Improved culling performance on light sources. Improved the appearance of floating objects inside of Keeps. Channeled interacts will no longer be interrupted by just looking at another interactable item; however using a primary attack or primary defense will interrupt them. As before, once a held interaction is interrupted, you will have to stop holding the key and press it again to restart the interaction. Updated the amount of Dust given by loot chests at Forts. Plant doobers should now display the correct FX. Fixed an issue where doobers would not always appear in your inventory after picking them up. Boosted the sacrifice values on some sacrifice items, but made them worth a bit less gold. Campaign:
    The Building Materials provided by Caravans and Forts have been modified.
    The majority of Building Materials generated by Caravan runs and Forts are now "generic" material types of Ingot, Timber, or Stone, which can not be refined at a refinery.
    White quality non-generic resources can only spawn in chests where there is a siege active for the Fort.
    Uncommon or better non-generic resources can spawn at any time with a low probability.
    These changes are intended to make caravans primarily generate Building Materials used for constructing Buildings or keeps while still being an alternate source of resources without flooding the economy. Increased the spawn rate of high ranking monster NPCs. Fixed an issue where Dregs maps would only have 8 of the 12 god outposts - they should now always have all 12. Fixed an issue where some siege weapons would not despawn at the end of the siege window. Fixed an issue where you could be teleported underneath the runegate platform when being teleported to a safe location. Fixed broken collision on Forts in Training Zones of Gods Reach campaigns that were preventing you from entering the buildings. Improved the balance of resources given at Fort chests. Fort chests should now drop the correct runes. Improved culling on burning debris in Gods Reach temples. Fixed an issue where occasionally, Fort Buildings in Gods Reach campaigns had invisible walls that prevented players from entering. Ranger guards should no longer spawn at the corner towers of Keep walls. Eternal Kingdom:
    Updated an image on the Learn About Parcel Placement quest dialogue. There is now a 48 character maximum limit on your EK description. UI:
    Fixed an issue where buff/debuff icons would stack and obscure your screen. Fixed an issue where quest dialogue UI would remain visible after walking away from the quest giver. Fixed an issue where the Wartribe camp icon would appear in place of other types of map icons. NPC vendor names should now always appear correctly. The server HUD should now fully display the campaign and zone name correctly. There are now 90 second breaks between recurring Ward and Tree of Life Under Attack messages. Fixed an issue where an “X” button would appear on crafted vessels in character creation. Fixed an issue where joining a group immediately after leveling up would cause your health UI to incorrectly represent your health. Improved the appearance of verse numbers on quest dialogue. Powers:
    Guinecean burrow FX should now disappear correctly after leaving stealth. Frostweaver and Duelist ranged weapons should now correctly influence ranged damage stats on your inventory UI. Fixed an issue where Woodelf Druids would T-pose when using any power immediately after dodging. Druid Lightning Burst combo should now correctly hit targets while you or the target are moving. Druid Coalesce Life orbs should once again disappear correctly where appropriate. Druid Gaea’s Wail FX should now appear and disappear correctly. Druid Lightning Burst no longer roots the caster in place while casting it. Fixed an issue where Druid basic attack FX would linger around your torso after casting. Fixed an issue with broken FX on Duelist Recon ability. Frostweaver Crystal Lance and Piercing Lance can now be properly modified by "Execute Damage" bonuses gained from such items as the "Finish Him!" Minor Discipline. Frostweaver Icecaller's Cool Ice will no longer prevent allies from switching trays. Ranger Forest Step now has hit FX when you hit a target. Ranger Suppression Shot arrow now correctly has textures. Fixed an issue where Templar Righteous Parry SFX would loop and play forever. Fixed an issue where players resurrected by the Templar Resurrection ability would continue to see its FX long after the power ended. Disciplines:
    Smoldering Hatred (Minor discipline) attack buff orb now has VFX associated with it. Your cursor should now correctly show the distance between you and your target when aiming the Rehabilitation ability (granted by the Field Surgeon major discipline).
  17. Like
    LordofCake got a reaction from Tofyzer in 5.125 TEST Patch Notes for 7/29/20   
    Crowfall The Calling Update
    Development Build 5.125.0
    If you have a client crash, please contact support@crowfall.com.
    To report any issues or bugs, please go here: 5.125 TEST Bug Reports
    To report feedback, please go here: 5.125 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    General:
    Fixed an issue where a client disconnect would cause all F interactions to break. Resolved an issue that caused the client to crash. Channeled interacts will no longer be interrupted by just looking at another interactable item; however using a primary attack or primary defense will interrupt them. As before, once a held interaction is interrupted, you will have to stop holding the key and press it again to restart the interaction. Improved culling performance on light sources. Fixed an issue where Banewood trees could become friendly to siege Defenders, making them impossible for Defenders to destroy. Sentinel SFX are now controlled by the Ambient SFX audio settings controller. Mobile Banking chest interactions should now work consistently. SFX should now play correctly when mounting a siege weapon. The Elken Two-Handed Sword has a model once again. Caravan pigs should once again disappear properly when their timers run out. All Fort loot chests should now despawn correctly, only when they are completely empty. Intermediate bows should no longer do more damage than advanced bows. Gaea's Glee FX will no longer persist through dodging and jumping. Knight guard NPCs should now animate correctly when performing Whirling Leap. The god statue icons on the map should now be unique to each god. Fixed an issue where High Elf models would display an incorrect hairstyle stacked with your hair choice. Fixed an issue where game assets would briefly disappear immediately after closing your Skill Tree window. Fixed an issue where guard NPCs would appear without weapons. Fixed an issue where tower outpost ladders were difficult to use (especially when trying to go down the ladder). Fixed an issue where some siege weapons would not despawn at the end of the siege window. Campaign:
    Slightly increased the amount of barrier health added per stronghold level to Mini Keeps. Fort chests should now give out the correct amounts of resources. Fixed broken collision on Forts in Training Zones of Gods Reach campaigns that were preventing you from entering the buildings. UI:
    Fixed an issue where buff/debuff icons would stack and obscure your screen. Powers:
    Confessor Moment of Glory talent now correctly says Knockdown instead of Knock Up. Druid Lightning Burst combo should now correctly hit targets while you or the target are moving. Druid Coalesce Life orbs should once again disappear correctly where appropriate. Disciplines:
    Burning Hatred (major discipline) description has been updated to reflect the correct amount of healing (2%).
  18. Like
    LordofCake got a reaction from Tofyzer in 5.125 TEST Patch Notes for 7/28/20   
    Crowfall The Calling Update
    Development Build 5.125.0
    To report any issues or bugs, please go here: 5.125 TEST Bug Reports
    To report feedback, please go here: 5.125 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    General:
    High ranking Wartribe NPCs should now spawn correctly. Siege weapons can once again only be placed on a siege parcel during that parcel's active siege window. God Shrine buffs no longer play their VFX and SFX when you respawn with the buff applied. Wood Elf females armed with bows should now animate correctly. Fixed an issue where Barracks stronghold building practice dummies would occasionally spawn on top of the building. The Caravansary turn-in Guinecean now stands on top of his cart at all times. Fixed an issue with z-fighting textures on destroyed Keep walls. Eternal Kingdom:
    Fixed an issue where you could not place the Stronghold Building: Lodge Throne Room on the Shire Parcel. UI:
    Fixed a number of broken text strings. Fixed an issue where tooltips would sometimes remain visible through logout and appear in the lobby. Fixed an issue where the Campaign Details pages (Siege Schedule/Scoreboard/Conquest) would overlap with one another. Fixed an issue where the siege ending UI would reflect neutral siege status instead of the information for the winning guild. Fixed an issue where the map grid lines would appear incorrectly and overlap with one another. Banks and refineries map pins have been updated and will now display more information. Raised Urgu NPC nameplates. Powers:
    Fixed a number of broken power animations that appeared as T-Pose (Fae glide, Confessor Immolation, Stealth). Updated the tooltip for Frostweaver Ice Weave Volatile Ice to reflect the correct damage inflicted (95 + 95% Weapon Damage). Minotaur Dodge should now only hit a target twice, rather than 4 times. Disciplines:
    Rallying Banner (granted by the Standard Bearer major discipline) will now properly heal up to 5 group members in the radius each second while they are under 35% health.
  19. Like
    LordofCake got a reaction from BarriaKarl in 5.125 TEST Patch Notes for 7/27/20   
    Crowfall The Calling Update
    Development Build 5.125.0
    To report any issues or bugs, please go here: 5.125 TEST Bug Reports
    To report feedback, please go here: 5.125 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    General:
    Fixed an issue where Quitting the client would cause you to hang on a perpetual loading screen. You should now receive the correct amount of resources when turning in Caravan Pigs. Players can now stack up to 5 of the same building resources instead of 3. Added unique names to Lore items that drop off Wartribe enemies. Combat AOE target maximums have been set to five. Polished the appearance of Frostweaver ice nodes. Improved culling on statues in Temples. Fixed issues with missing object collision on Barracks stronghold buildings. Campaign:
    Free City zones will only be available in Dregs campaigns. Resolved an issue that prevented players from completing the Motherlode harvesting quest in the Gods Reach questline. The Tinker Camp Stew quest will now only yield a maximum of 20 stews with the quest rewards. Kronos Pedestal in God's Reach Earth Temple zone now displays lore information related to Kronos. Changed the images shown in the Morrigan questline to better represent the information being taught. Sentinels will now persist through campaign restarts and updates. Eternal Kingdom:
    Fixed an issue where Gatehouse Wall pieces were missing their “Use Gate” interactions when placed at some elevations. UI:
    Improved the “you are here” pulse over your current zone on the World Map to increase visibility. Updated the damage stats UI on your inventory panel to better reflect damage by tray. Ranged ammo should now be included in the ranged damage stat.  Fixed an issue where the melee damage value would sometimes set incorrectly when dual wielding. Fixed an issue where the glowing blue power slot FX would appear over the wrong slots. Fixed an issue where map tooltips displayed the A1 quadrant for every pin location. Powers:
    Elken Gestalt and Ranger Alertness powers should now both reveal stealthed targets correctly. Disciplines:
    Added max target information to the Battle Chant tooltip (granted by the Holy Avenger major discipline).
  20. Like
    LordofCake got a reaction from Tofyzer in 5.125 TEST Patch Notes for 7/27/20   
    Crowfall The Calling Update
    Development Build 5.125.0
    To report any issues or bugs, please go here: 5.125 TEST Bug Reports
    To report feedback, please go here: 5.125 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    General:
    Fixed an issue where Quitting the client would cause you to hang on a perpetual loading screen. You should now receive the correct amount of resources when turning in Caravan Pigs. Players can now stack up to 5 of the same building resources instead of 3. Added unique names to Lore items that drop off Wartribe enemies. Combat AOE target maximums have been set to five. Polished the appearance of Frostweaver ice nodes. Improved culling on statues in Temples. Fixed issues with missing object collision on Barracks stronghold buildings. Campaign:
    Free City zones will only be available in Dregs campaigns. Resolved an issue that prevented players from completing the Motherlode harvesting quest in the Gods Reach questline. The Tinker Camp Stew quest will now only yield a maximum of 20 stews with the quest rewards. Kronos Pedestal in God's Reach Earth Temple zone now displays lore information related to Kronos. Changed the images shown in the Morrigan questline to better represent the information being taught. Sentinels will now persist through campaign restarts and updates. Eternal Kingdom:
    Fixed an issue where Gatehouse Wall pieces were missing their “Use Gate” interactions when placed at some elevations. UI:
    Improved the “you are here” pulse over your current zone on the World Map to increase visibility. Updated the damage stats UI on your inventory panel to better reflect damage by tray. Ranged ammo should now be included in the ranged damage stat.  Fixed an issue where the melee damage value would sometimes set incorrectly when dual wielding. Fixed an issue where the glowing blue power slot FX would appear over the wrong slots. Fixed an issue where map tooltips displayed the A1 quadrant for every pin location. Powers:
    Elken Gestalt and Ranger Alertness powers should now both reveal stealthed targets correctly. Disciplines:
    Added max target information to the Battle Chant tooltip (granted by the Holy Avenger major discipline).
  21. Like
    LordofCake got a reaction from mythx in 5.125 TEST Patch Notes for 7/24/20   
    Crowfall The Calling Update
    Development Build 5.125.0
    To report any issues or bugs, please go here: 5.125 TEST Bug Reports
    To report feedback, please go here: 5.125 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    General:
    The "Pack Pig Saddle" and the "Swift Pack Pig Saddle" are now the "Pack Pig Mount Figurine" and "Swift Pack Pig Figurine." Both have been given new icons to reflect this. Fixed an issue where the Always Melee camera setting would cause you to lose your camera while in crow form. Improved the appearance of Confessor Book inventory icons. Fixed an issue where Guineceans could burrow to invalid locations on the map, causing a long loading screen and death on the next login. Fixed an issue where players would be removed from stealth at close proximity to NPCs, regardless of stats. Updated the loot on boss Elemental Golem NPCs. Fixed an issue where player input would break if they were inside of a siege weapon when the game server went down.  Fixed an issue where the character creation screen would show a new randomized character every several seconds. Campaign:
    Eliminated the Motherlode quest line exploit by adjusting the motherlode in the Gods Reach area to drop just enough loot to complete the quest goal but can also use the reagent drops in crafting recipes. Please note, this common copper ore will not stack with other common copper ore, but it can be used in crafting recipes. Fixed broken Runegate interactions in the Sun Temple in Gods Reach. Fixed an issue where capturing Forts and Keeps would not always count towards your conquest score. Fixed an issue where destroying a Tree of Life would cause the nearby Sentinel to float. Fixed an issue where Ranger guards at Mini Keeps were respawning too quickly. Fixed an issue where Barracks stronghold buildings would spawn too many practice dummies. Fixed an issue where players could gain Victory Card points by killing Caravan pigs whose last owner was friendly. The sign post on Bell Towers should no longer change position through the different Ranks of the building. Improved the appearance and performance of God statue outposts. UI:
    Fixed an issue where the campaign scoreboard would abruptly stop updating to reflect conquest changes in the middle of a campaign. You should once again see popup messaging to indicate when stronghold walls are destroyed during a siege. Fixed an issue where the siege outcome UI would display incorrectly, and declare the wrong team the winner. Added and rearranged quest dialogue images in the Gods Reach Storyline to better communicate information to the player. Peaceful creatures in some zones had their nameplate color changed from red to yellow to better show their alignment. Updated quest dialogue to make it more consistent between NPCs. Fixed an issue where outpost UI would not update by proximity correctly.  Chat:
    Updated the color of the Group chat channel from purple to blue to increase its visibility and legibility. Powers:
    Druid Circle of Life FX will now end correctly when the power ends. Added a 3 second cooldown to Duelist Pepperbox shot attack. Duelist Impale power no longer applies a bleed to the Tree of Life, Banewood Trees, or Monoliths. Frostweaver’s Frost Armory now instantly applies the Frost Armor effect to you and one nearby group member for each Ice in your Ice Stores, emptying them in the process. Disciplines:
    Banshee major discipline power Ghost Army can now correctly only hit 3 targets each wave. Force Mage major discipline Wreckoning power will now only hit 3 targets when the barrier ends. Updated the Reprisal tooltip (granted by the Rune Caster major discipline) with the correct max targets. Updated the Ricochet Shot description (granted by the Sharpshooter major discipline) with the correct number of additional hits. Updated the Spirit Whip tooltip to have max targets listed.
  22. Like
    LordofCake got a reaction from Tofyzer in 5.125 TEST Patch Notes for 7/24/20   
    Crowfall The Calling Update
    Development Build 5.125.0
    To report any issues or bugs, please go here: 5.125 TEST Bug Reports
    To report feedback, please go here: 5.125 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    General:
    The "Pack Pig Saddle" and the "Swift Pack Pig Saddle" are now the "Pack Pig Mount Figurine" and "Swift Pack Pig Figurine." Both have been given new icons to reflect this. Fixed an issue where the Always Melee camera setting would cause you to lose your camera while in crow form. Improved the appearance of Confessor Book inventory icons. Fixed an issue where Guineceans could burrow to invalid locations on the map, causing a long loading screen and death on the next login. Fixed an issue where players would be removed from stealth at close proximity to NPCs, regardless of stats. Updated the loot on boss Elemental Golem NPCs. Fixed an issue where player input would break if they were inside of a siege weapon when the game server went down.  Fixed an issue where the character creation screen would show a new randomized character every several seconds. Campaign:
    Eliminated the Motherlode quest line exploit by adjusting the motherlode in the Gods Reach area to drop just enough loot to complete the quest goal but can also use the reagent drops in crafting recipes. Please note, this common copper ore will not stack with other common copper ore, but it can be used in crafting recipes. Fixed broken Runegate interactions in the Sun Temple in Gods Reach. Fixed an issue where capturing Forts and Keeps would not always count towards your conquest score. Fixed an issue where destroying a Tree of Life would cause the nearby Sentinel to float. Fixed an issue where Ranger guards at Mini Keeps were respawning too quickly. Fixed an issue where Barracks stronghold buildings would spawn too many practice dummies. Fixed an issue where players could gain Victory Card points by killing Caravan pigs whose last owner was friendly. The sign post on Bell Towers should no longer change position through the different Ranks of the building. Improved the appearance and performance of God statue outposts. UI:
    Fixed an issue where the campaign scoreboard would abruptly stop updating to reflect conquest changes in the middle of a campaign. You should once again see popup messaging to indicate when stronghold walls are destroyed during a siege. Fixed an issue where the siege outcome UI would display incorrectly, and declare the wrong team the winner. Added and rearranged quest dialogue images in the Gods Reach Storyline to better communicate information to the player. Peaceful creatures in some zones had their nameplate color changed from red to yellow to better show their alignment. Updated quest dialogue to make it more consistent between NPCs. Fixed an issue where outpost UI would not update by proximity correctly.  Chat:
    Updated the color of the Group chat channel from purple to blue to increase its visibility and legibility. Powers:
    Druid Circle of Life FX will now end correctly when the power ends. Added a 3 second cooldown to Duelist Pepperbox shot attack. Duelist Impale power no longer applies a bleed to the Tree of Life, Banewood Trees, or Monoliths. Frostweaver’s Frost Armory now instantly applies the Frost Armor effect to you and one nearby group member for each Ice in your Ice Stores, emptying them in the process. Disciplines:
    Banshee major discipline power Ghost Army can now correctly only hit 3 targets each wave. Force Mage major discipline Wreckoning power will now only hit 3 targets when the barrier ends. Updated the Reprisal tooltip (granted by the Rune Caster major discipline) with the correct max targets. Updated the Ricochet Shot description (granted by the Sharpshooter major discipline) with the correct number of additional hits. Updated the Spirit Whip tooltip to have max targets listed.
  23. Like
    LordofCake got a reaction from IdefixCZ in 5.125 TEST Patch Notes for 7/22/20   
    Crowfall The Calling Update
    Development Build 5.125.0
    To report any issues or bugs, please go here: 5.125 TEST Bug Reports
    To report feedback, please go here: 5.125 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    Latest Updates:
    Campaign:
    Based on Community feedback, the Dregs and Infected siege schedules have been adjusted to support both NA and EU players on the same server!  Different zones have siege schedules set to the primetime of the respective regions.  Some Strongholds will be vulnerable for an hour nightly in a range from 7:30PM to 10:30PM CEST (12:30PM to 3:30PM CDT.) Other Strongholds will be vulnerable somewhere from 7:30PM to 10:30PM CDT (2:30AM to 5:30AM CEST.)  Players from different regions can participate in sieges in any zone.
    This change allows a greater number of players to join a siege timed to the period they usually login to play and will increase direct competition between players from both regions.
    There are now Multiple versions of Keep Bases in Infected and Dregs campaigns, the Mini and Medium Keep.
    The Mini Keep is the same parcel footprint, and building plot limitations as the now deprecated large Fort. We consider the Keeps to be player “Home Bases” and require siege equipment to siege properly, as they all contain stone walls. (if you see a stone wall, it is some form of Keep!) Outposts now include new versions of Forts.
    Some Forts can be surrounded by wooden walls. Forts can contain chests that produce materials and other items every hour. Forts with walls should not require siege weapons to break the walls down. Sacrificing higher rank materials should now provide progress towards building walls.
    Caravan Pig locations will now spawn additional pigs when there is an active siege within the zone.
    God’s Reach now has been expanded to include the second chapter of introduction quests intended to guide in Crowfall gameplay.
    The levels of some God’s Reach NPCs have been modified to allow a smoother transition between zones.
    Vendor slots have been removed from Temples.
    Wartribes:
    Wartribes should now be represented in each campaign. Legendary relic items have been added to Wartribe bosses which can be sacrificed and used for specific victory cards. Increased the chance of receiving Uncommon disciplines on Watrtribe Bosses. Several foods have been added as part of Wartribe loot. Crafting:
    Small Re-rolls now indicate that they re-roll your 3 lowest Point results, with the current result as the minimum value. Large Re-rolls will completely re-roll all Point results for the current experiment, with no minimum value, basically it is as if starting the entire phase over again Recipes that always combine with a minimum rarity can no longer trigger a Flawed Assembly. Updated SFX for trying to use invalid recipe components. Small, Medium, Large Shields require a Bending Form to Craft. Added weapon appearance functionality for Small, Medium and Large Shields, Pistols, Rapiers, Frostcasters, Books. Dodges:
    Dodges have been normalized to be either 10m and 20m based on the character’s race. 
    Races with 20m dodges:
    Guinecean, Centaur, Nethari, Wood Elf
    Races with 10m dodges:
    Human, Half-Elf, Fae, High-Elf, Stoneborn, Half-Giant, Elken, Minotaur
    Races who have 10m dodges have a Dodge Power maximum of 2.
    Races who have 20m dodges have a Dodge Power maximum of 1.
    Races who have 10m dodges have a Dodge Power Regeneration Base of 11.
    Races who have 20m dodges have a Dodge Power Regeneration Base of 22.
    Retaliates:
    Crowd Control Immunity - We hadn't looked at the numbers associated with Crowd Control in a long time, and now that we have the Retaliate power functioning correctly whenever it is used, we could look at Crowd Control in general, and made a few adjustments.
    Post using the Retaliate power, the player was also made immune for 3 seconds; this value has been reduced to 1.5 seconds. When the player has had multiple Crowd Controls placed upon them in a short period of time they are made immune to Crowd Control for 8 seconds. We do this via increasing a stat on the player called Resolve. When the Resolve stat hits a certain threshold, Crowd Control immunity kicks in. This immunity has changed from 8 seconds to 3 seconds. Similar crowd control types no longer stack and will no longer generate Resolve. Specifically:
    Hard Crowd Control (Knockdown/Stun) now blocks all other forms of Crowd Control. Hard Crowd Control (Knockdown/Stun) is prevented when you are afflicted by both a Movement Crowd Control (Root/Push) and Attack Crowd Control (Blind, Suppress, Cooldown Reduction) at the same time. Attack control types (Blind, Suppress, Cooldown Reduction) no longer stack with each other. This means you cannot be Suppressed while Blinded for example. Movement control types (Root/Push) don't stack with each other and won't increase Resolve. Basically in the past all the forms of Crowd Control applying to the player were stacking, and pushing the player into a Crowd Control Immunity state very quickly.
    Combat:
    Power Trays - All classes now have 10 base Power Tray slots. Offensive player combat abilities that can hit multiple enemies can now hit a maximum of three targets. Weapons and Power Damage - We have decided to remove the damage range variance from weapons, You will no longer see 105-117 on weapons but instead just see a single damage number 111. We also took out the minimum-maximum roll variance out of the powers, and all powers should always deal the same amount plus the player stats and weapon bonuses. We did this to make things less confusing and easier to see damage values increases when gaining better equipment and buffs in combat. (Ie the player normally sees 235 damage when using an attack against an opponent, when they have a buff placed on them, they see that number jump to 455 on the next attack.) Harvesting:
    Reworked the Grave Loot tables, they now follow the patterns of the other resource types more in that you can get lower qualities as filler drops for upper end resource nodes.  Added roots/mushrooms as potential drops from graves. Seasonal buffs do not increase/decrease grave digging harvesting based on season. Reduced the stat values granted by the seasonal harvesting buffs. Energetic Harvest is no longer classified as an Ultimate power, it is now classified as a standard Tray power. Intermediate Harvesting Tool recipe is now 4 separate recipes, each Recipe should be granted in the skill Trees by the same nodes that allow the player to equip them. General:
    Several performance optimizations have been included including a new occlusion system which limits rendering objects blocked by other objects.
    Bugs Fixed:
    General:
    The Delete Character warning in the lobby will now tell you the quality level of your vessel before you confirm deletion. Fixed an issue where if you were killed while recalling, you would teleport to your temple in bleed out state. Fixed an issue where hitting any key while the Retaliate prompt is visible would cause it to disappear and become unusable. Fixed an issue where you would be unable to trade items to other players if your inventory was in overflow. Fixed an issue where some assets around Canyon entrances would appear to float in the air. Fixed an issue where in-combat fidget animations would play at incorrect times. Fort Walls will no longer ever be affected by poison DoT. Fixed a number of culling inconsistency issues. Fixed an issue where some areas on Trees of Life would not trigger hit FX. Added SFX for capturing outposts. Updated sacrifice values on a number of consumable items. Fixed an issue where Ballista would snag and get stuck while in placement mode. Catapult and Trebuchet attacks should now always play SFX. Fixed an issue where Guineceans would appear incorrectly if jumping or falling while stealthed. Fae should now display FX while gliding. The Retaliate shader should now remain visible on you for the duration of your Retaliate effects. Updated FX when consuming some food/drink items. Fixed an issue where Auroch NPCs were not displaying hit FX while skinning. The hit FX from Assassin basic attacks should now appear correctly on their targets. Trees of Life and Banewood Trees should now play SFX when they are hit to reflect damage. Fixed an issue where skill tree SFX would go off at the wrong times. Removed extraneous audio feedback and click SFX in the lobby. Fixed an issue where you could become stuck inside of Keep walls if you stood on them during construction. Fixed an issue where you could not hear harvesting SFX of other players. Fixed an issue with broken collision on spider nests. Fixed an issue where resource collision would not update after being damaged or destroyed. Fixed an issue where some players would lose all sound. Player armor debuffs will now also affect NPC's. Fixed an issue where slotting consumables to your minibar would cause power trays to clear after zoning. Improved overall performance by updating terrain textures. Updated environmental assets so that they now always face the correct directions. Fixed object collision issues in the temple marketplace. Items moved between your Inventory, World Bank, and Account Vault should now stack properly (with the exception of items auto-imported into a campaign - this should be reflected by the item UI). Fixed an issue where zoning would cause your all gameplay input to break. Improved the sizes of short swords so that they appear more reasonably sized. Fixed an issue where the client would (very rarely) abruptly shut down at seemingly random times. Campaign:
    Guards should no longer be invulnerable and damage players after a keep goes neutral. Ranger Guards now only spawn after the walls are fully built. Minion type aracoix assassins who Swoop in on you from Stealth will no longer inflict a stun (boss and lieutenant types will continue to stun though). Elementals no longer detect stealthed players. Ranged NPCs will no longer attempt to maintain range since it looks bad when they do. Fixed teleport/rubberbanding issues in the Gods Reach Moon Temple zone. Fixed an issue where Keep guards would remain hostile even after you had taken the Keep for your guild. Fixed interact issues with scavenging minecarts. Fixed a Wartribe hut that caused teleport/rubberbanding issues. Fixed Hunger nodes that would cause teleport/rubberbanding issues. Crafting
    Fixed an issue where improved weapon molds (runed/imbued/compendium appearance) would result in the wrong items being crafted. Eternal Kingdom:
    Fixed parcel rotation issues on the Hamlet Parcel in the EK editor. Fixed an issue where some parcels could not be placed at the edges of your EK map. Improved the collision on the Guild Hall placeable building. Fixed collision issues on a number of placeable castle wall pieces. You will no longer be able to move or loot buildings while logging out of your EK. Fixed an issue where removing a parcel from your EK would cause that parcel’s name to break. Fixed issues with objects disappearing inside of placeable buildings. Fixed an issue where if you removed noble status from a player while they were placing a building, they would get stuck in placement mode. UI:
    Improved the crafting descriptions on Metal Bar, Metal Section, and Metal Billet recipes. Fixed an issue where zones on the Cluster Map would highlight incorrectly. You will now see an error message if you try to move items into a World Bank that has already reached full capacity. Item Tooltips have been updated to better reflect how they can be used (mainly for crafting recipe items). Fixed an issue where dragging vendor items out of the inventory window would cause them to get stuck on screen. Fixed an issue where dragging vendor items outside of their inventory windows would prompt the “destroy item” UI (even though you cannot destroy items on a vendor).  F to Interact prompts should now only appear when they can actually be used. Fixed an issue where opening the Split Stack UI at the bottom of your screen would cause it to remain forever visible. Improved zone maps to better reflect real time capture status. Fixed an issue where unarmed Druids would see incorrect messaging if they tried to use Kinetic Boost without weapons equipped. Updated lobby messaging when the client is down for Maintenance. Fixed an issue where the Combat Basics skill tree information tooltip was not appearing correctly. Fixed an issue where ally health bars would appear in red, as though they were enemies. Improved the tooltip for the Confessor Redeem talent - it improves the Movement Control Intensity stat. Fixed an issue where clicking the “Reset” button during the crafting process would imply that you lose those resources - this is not the case. Banewood Tree combat information will appear as Plague Tree in your combat log. Fixed an issue where the Split Stack UI would appear in the lobby. Fixed an issue where Minotaur players' health bars would appear behind their heads, so they were partially obscured from view. Swift saddles can now be traded. Fixed an issue where moving items into your vendor would always show the sale info UI, even if the item was not successfully moved into the vendor. Improved Quest compass marker functionality. Added missing Russian translations. Fixed a number of Russian translation appearance issues (overlapping or bleeding text). Chat:
    There is now messaging in the Me channel to reflect when your inventory is in overflow and preventing you from picking up more loot. Powers:
    Fixed an issue where Recall could occasionally be used multiple times before its cooldown would trigger. Fixed an issue with Recall FX appearing incorrectly. Fixed an issue where Ballista FX would cancel out before the power ended. Urgu wartribe Ranger’s basic attacks should now display the correct FX. The Harvesting ultimate, Energetic Harvesting, should now play the correct SFX. Centaur Wild Charge should now have the correct hit FX. Fixed an issue where traps placed by other players were not visible to you if they were placed before you logged in. Assassin Spirit Dart will now display the correct projectile FX with, or without a valid target. Assassin Spirit Dart cooldown will now be correctly reduced after being used on enemies that have been Exposed. Improved Cleric ultimate, Miracle, power FX so that they always appear at your feet. The Confessor talent Well-Oiled Sandal should now properly increase your dodge pip regeneration rate. Confessor Condemnation should now hit within the correct range. Druid Essence Scram power FX now appear correctly under your hands. The Druid Wicked Winds power tooltip has been updated to reflect that it consumes the Shroud of Darkness buff when used. Duelists should now correctly gain pips after using Flintlock Shot on enemies that have been Exposed.  Duelist Rapid Fire should once again fire the correct number of times in keeping with your current number of pips. Fixed an issue where Myrmidon Vengeance and Frenzy power FX would stack. Fixed an issue where Templar Holy Warrior and Resurrection powers were not appearing correctly in your power tray after being unlocked. Frost armor no longer gives double armor when cracked. Frost Armor cracks may now form at a rate of 1 every 0.5 seconds naturally or 1.5 seconds with the Frozen Solid talent. Frostweaver Freezing Blast should now hit within the correct range (up to 30m). Fixed an issue that caused the deploy time from Volatile Ice to be removed leaving it nearly impossible to escape. Fixed an issue that caused the deploy time from Refreshing Ice to be removed. Re-Fridgerate now requires 1000 Supercharge to activate Frostweaver attacks that strike multiple enemies are now limited to three targets. Volatile Ice now assumes the cast time of Ice Weave for damage calculation and is now in the AOE damage category. Frigid Ice now assumes the cast time of Ice Weave for damage calculation. The casting time of Ice Weave is now 1.35 seconds. The ticking effects of Cool Ice and Frigid Ice no longer stack. Removed the "In Combat" component from buff abilities that shouldn't be putting you into combat Disciplines:
    The NPC Confessor power Flames of Truth should now display the correct FX. The Burning Hatred passive power FX should now appear correctly (granted by the Burning Hatred minor discipline). The Ricochet Shot power (granted by the Sharpshooter major discipline) should now display hit FX when hitting a valid target. Fixed an issue where Male WoodElf Rangers would animate incorrectly when using the Adjudicator power (granted by the Adjudicator major discipline). The Chain Heal power (granted by the Friar major discipline) will no longer root the caster. The Benediction power (granted by the Friar discipline) should now increase your Bleed Resistance cap correctly. The Unstoppable power (granted by the Juggernaut major discipline) now plays SFX. Fixed an issue where the Dispel power would not knock down targets correctly. Added ignore external interrupts component to Bard and Troubadour powers. Frostweavers are no longer eligible to use Blood Pact. The Fieldsurgeon major discipline Purgative power should now purge all pulsing debuffs.
  24. Like
    LordofCake got a reaction from Tofyzer in 5.125 TEST Patch Notes for 7/23/20   
    Crowfall The Calling Update
    Development Build 5.125.0
    To report any issues or bugs, please go here: 5.125 TEST Bug Reports
    To report feedback, please go here: 5.125 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    General:
    Fixed an issue where the Dodge ability would slot itself back into your trays after zoning, even after manually removing it. Fixed an issue where the TAA Anti Aliasing setting caused a severe drop in graphics quality. Fixed an issue where guard outposts could spawn next to Wartribe camps and engage in perpetual combat. Fixed an issue where Caravan Pig locations would spawn the wrong types of pigs. Fixed an issue where you could not pass through Keep side doors while mounted. Campaign:
    Fixed an issue where Banewood tree AoE decals would be obscured by other objects. Fixed an issue where the Feed the Flock victory card was scoring enemy deaths incorrectly. New Victory Cards have been added or updated. Note that victory card challenges regarding Keeps refer to both the larger and mini Keeps. Increased the spawn rate of Boss NPCs in Dregs campaigns. Improved the collision on Wartribe camp environmental assets. Fixed an issue with floating environmental assets in Wartribe camps. Fixed an issue in Gods Reach where the Ranger Guards would appear without a faction. Crafting Quests should now open your crafting menu directly to the required recipe. Fixed an issue where loot chests were not spawning correctly in Forts on Infected campaigns. Leatherworking Vendors in pre-built Keeps have been moved to accommodate easier crafting and buying experience. UI:
    Fixed an issue where the "Destroy Item" UI would appear in situations where you could not destroy items (pulling them from a vendor or loot chest). Powers:
    Fixed an issue where Ballista attacks would appear to land under the terrain. Cleric Divine Order now increases the base damage of both Spirit Hammers and Searing Light by 150. Disciplines:
    Updated the icon used for the Reactive Barrier passive power (granted by the Force Mage discipline).
  25. Like
    LordofCake got a reaction from BarriaKarl in 5.125 TEST Patch Notes for 7/22/20   
    Crowfall The Calling Update
    Development Build 5.125.0
    To report any issues or bugs, please go here: 5.125 TEST Bug Reports
    To report feedback, please go here: 5.125 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    Latest Updates:
    Campaign:
    Based on Community feedback, the Dregs and Infected siege schedules have been adjusted to support both NA and EU players on the same server!  Different zones have siege schedules set to the primetime of the respective regions.  Some Strongholds will be vulnerable for an hour nightly in a range from 7:30PM to 10:30PM CEST (12:30PM to 3:30PM CDT.) Other Strongholds will be vulnerable somewhere from 7:30PM to 10:30PM CDT (2:30AM to 5:30AM CEST.)  Players from different regions can participate in sieges in any zone.
    This change allows a greater number of players to join a siege timed to the period they usually login to play and will increase direct competition between players from both regions.
    There are now Multiple versions of Keep Bases in Infected and Dregs campaigns, the Mini and Medium Keep.
    The Mini Keep is the same parcel footprint, and building plot limitations as the now deprecated large Fort. We consider the Keeps to be player “Home Bases” and require siege equipment to siege properly, as they all contain stone walls. (if you see a stone wall, it is some form of Keep!) Outposts now include new versions of Forts.
    Some Forts can be surrounded by wooden walls. Forts can contain chests that produce materials and other items every hour. Forts with walls should not require siege weapons to break the walls down. Sacrificing higher rank materials should now provide progress towards building walls.
    Caravan Pig locations will now spawn additional pigs when there is an active siege within the zone.
    God’s Reach now has been expanded to include the second chapter of introduction quests intended to guide in Crowfall gameplay.
    The levels of some God’s Reach NPCs have been modified to allow a smoother transition between zones.
    Vendor slots have been removed from Temples.
    Wartribes:
    Wartribes should now be represented in each campaign. Legendary relic items have been added to Wartribe bosses which can be sacrificed and used for specific victory cards. Increased the chance of receiving Uncommon disciplines on Watrtribe Bosses. Several foods have been added as part of Wartribe loot. Crafting:
    Small Re-rolls now indicate that they re-roll your 3 lowest Point results, with the current result as the minimum value. Large Re-rolls will completely re-roll all Point results for the current experiment, with no minimum value, basically it is as if starting the entire phase over again Recipes that always combine with a minimum rarity can no longer trigger a Flawed Assembly. Updated SFX for trying to use invalid recipe components. Small, Medium, Large Shields require a Bending Form to Craft. Added weapon appearance functionality for Small, Medium and Large Shields, Pistols, Rapiers, Frostcasters, Books. Dodges:
    Dodges have been normalized to be either 10m and 20m based on the character’s race. 
    Races with 20m dodges:
    Guinecean, Centaur, Nethari, Wood Elf
    Races with 10m dodges:
    Human, Half-Elf, Fae, High-Elf, Stoneborn, Half-Giant, Elken, Minotaur
    Races who have 10m dodges have a Dodge Power maximum of 2.
    Races who have 20m dodges have a Dodge Power maximum of 1.
    Races who have 10m dodges have a Dodge Power Regeneration Base of 11.
    Races who have 20m dodges have a Dodge Power Regeneration Base of 22.
    Retaliates:
    Crowd Control Immunity - We hadn't looked at the numbers associated with Crowd Control in a long time, and now that we have the Retaliate power functioning correctly whenever it is used, we could look at Crowd Control in general, and made a few adjustments.
    Post using the Retaliate power, the player was also made immune for 3 seconds; this value has been reduced to 1.5 seconds. When the player has had multiple Crowd Controls placed upon them in a short period of time they are made immune to Crowd Control for 8 seconds. We do this via increasing a stat on the player called Resolve. When the Resolve stat hits a certain threshold, Crowd Control immunity kicks in. This immunity has changed from 8 seconds to 3 seconds. Similar crowd control types no longer stack and will no longer generate Resolve. Specifically:
    Hard Crowd Control (Knockdown/Stun) now blocks all other forms of Crowd Control. Hard Crowd Control (Knockdown/Stun) is prevented when you are afflicted by both a Movement Crowd Control (Root/Push) and Attack Crowd Control (Blind, Suppress, Cooldown Reduction) at the same time. Attack control types (Blind, Suppress, Cooldown Reduction) no longer stack with each other. This means you cannot be Suppressed while Blinded for example. Movement control types (Root/Push) don't stack with each other and won't increase Resolve. Basically in the past all the forms of Crowd Control applying to the player were stacking, and pushing the player into a Crowd Control Immunity state very quickly.
    Combat:
    Power Trays - All classes now have 10 base Power Tray slots. Offensive player combat abilities that can hit multiple enemies can now hit a maximum of three targets. Weapons and Power Damage - We have decided to remove the damage range variance from weapons, You will no longer see 105-117 on weapons but instead just see a single damage number 111. We also took out the minimum-maximum roll variance out of the powers, and all powers should always deal the same amount plus the player stats and weapon bonuses. We did this to make things less confusing and easier to see damage values increases when gaining better equipment and buffs in combat. (Ie the player normally sees 235 damage when using an attack against an opponent, when they have a buff placed on them, they see that number jump to 455 on the next attack.) Harvesting:
    Reworked the Grave Loot tables, they now follow the patterns of the other resource types more in that you can get lower qualities as filler drops for upper end resource nodes.  Added roots/mushrooms as potential drops from graves. Seasonal buffs do not increase/decrease grave digging harvesting based on season. Reduced the stat values granted by the seasonal harvesting buffs. Energetic Harvest is no longer classified as an Ultimate power, it is now classified as a standard Tray power. Intermediate Harvesting Tool recipe is now 4 separate recipes, each Recipe should be granted in the skill Trees by the same nodes that allow the player to equip them. General:
    Several performance optimizations have been included including a new occlusion system which limits rendering objects blocked by other objects.
    Bugs Fixed:
    General:
    The Delete Character warning in the lobby will now tell you the quality level of your vessel before you confirm deletion. Fixed an issue where if you were killed while recalling, you would teleport to your temple in bleed out state. Fixed an issue where hitting any key while the Retaliate prompt is visible would cause it to disappear and become unusable. Fixed an issue where you would be unable to trade items to other players if your inventory was in overflow. Fixed an issue where some assets around Canyon entrances would appear to float in the air. Fixed an issue where in-combat fidget animations would play at incorrect times. Fort Walls will no longer ever be affected by poison DoT. Fixed a number of culling inconsistency issues. Fixed an issue where some areas on Trees of Life would not trigger hit FX. Added SFX for capturing outposts. Updated sacrifice values on a number of consumable items. Fixed an issue where Ballista would snag and get stuck while in placement mode. Catapult and Trebuchet attacks should now always play SFX. Fixed an issue where Guineceans would appear incorrectly if jumping or falling while stealthed. Fae should now display FX while gliding. The Retaliate shader should now remain visible on you for the duration of your Retaliate effects. Updated FX when consuming some food/drink items. Fixed an issue where Auroch NPCs were not displaying hit FX while skinning. The hit FX from Assassin basic attacks should now appear correctly on their targets. Trees of Life and Banewood Trees should now play SFX when they are hit to reflect damage. Fixed an issue where skill tree SFX would go off at the wrong times. Removed extraneous audio feedback and click SFX in the lobby. Fixed an issue where you could become stuck inside of Keep walls if you stood on them during construction. Fixed an issue where you could not hear harvesting SFX of other players. Fixed an issue with broken collision on spider nests. Fixed an issue where resource collision would not update after being damaged or destroyed. Fixed an issue where some players would lose all sound. Player armor debuffs will now also affect NPC's. Fixed an issue where slotting consumables to your minibar would cause power trays to clear after zoning. Improved overall performance by updating terrain textures. Updated environmental assets so that they now always face the correct directions. Fixed object collision issues in the temple marketplace. Items moved between your Inventory, World Bank, and Account Vault should now stack properly (with the exception of items auto-imported into a campaign - this should be reflected by the item UI). Fixed an issue where zoning would cause your all gameplay input to break. Improved the sizes of short swords so that they appear more reasonably sized. Fixed an issue where the client would (very rarely) abruptly shut down at seemingly random times. Campaign:
    Guards should no longer be invulnerable and damage players after a keep goes neutral. Ranger Guards now only spawn after the walls are fully built. Minion type aracoix assassins who Swoop in on you from Stealth will no longer inflict a stun (boss and lieutenant types will continue to stun though). Elementals no longer detect stealthed players. Ranged NPCs will no longer attempt to maintain range since it looks bad when they do. Fixed teleport/rubberbanding issues in the Gods Reach Moon Temple zone. Fixed an issue where Keep guards would remain hostile even after you had taken the Keep for your guild. Fixed interact issues with scavenging minecarts. Fixed a Wartribe hut that caused teleport/rubberbanding issues. Fixed Hunger nodes that would cause teleport/rubberbanding issues. Crafting
    Fixed an issue where improved weapon molds (runed/imbued/compendium appearance) would result in the wrong items being crafted. Eternal Kingdom:
    Fixed parcel rotation issues on the Hamlet Parcel in the EK editor. Fixed an issue where some parcels could not be placed at the edges of your EK map. Improved the collision on the Guild Hall placeable building. Fixed collision issues on a number of placeable castle wall pieces. You will no longer be able to move or loot buildings while logging out of your EK. Fixed an issue where removing a parcel from your EK would cause that parcel’s name to break. Fixed issues with objects disappearing inside of placeable buildings. Fixed an issue where if you removed noble status from a player while they were placing a building, they would get stuck in placement mode. UI:
    Improved the crafting descriptions on Metal Bar, Metal Section, and Metal Billet recipes. Fixed an issue where zones on the Cluster Map would highlight incorrectly. You will now see an error message if you try to move items into a World Bank that has already reached full capacity. Item Tooltips have been updated to better reflect how they can be used (mainly for crafting recipe items). Fixed an issue where dragging vendor items out of the inventory window would cause them to get stuck on screen. Fixed an issue where dragging vendor items outside of their inventory windows would prompt the “destroy item” UI (even though you cannot destroy items on a vendor).  F to Interact prompts should now only appear when they can actually be used. Fixed an issue where opening the Split Stack UI at the bottom of your screen would cause it to remain forever visible. Improved zone maps to better reflect real time capture status. Fixed an issue where unarmed Druids would see incorrect messaging if they tried to use Kinetic Boost without weapons equipped. Updated lobby messaging when the client is down for Maintenance. Fixed an issue where the Combat Basics skill tree information tooltip was not appearing correctly. Fixed an issue where ally health bars would appear in red, as though they were enemies. Improved the tooltip for the Confessor Redeem talent - it improves the Movement Control Intensity stat. Fixed an issue where clicking the “Reset” button during the crafting process would imply that you lose those resources - this is not the case. Banewood Tree combat information will appear as Plague Tree in your combat log. Fixed an issue where the Split Stack UI would appear in the lobby. Fixed an issue where Minotaur players' health bars would appear behind their heads, so they were partially obscured from view. Swift saddles can now be traded. Fixed an issue where moving items into your vendor would always show the sale info UI, even if the item was not successfully moved into the vendor. Improved Quest compass marker functionality. Added missing Russian translations. Fixed a number of Russian translation appearance issues (overlapping or bleeding text). Chat:
    There is now messaging in the Me channel to reflect when your inventory is in overflow and preventing you from picking up more loot. Powers:
    Fixed an issue where Recall could occasionally be used multiple times before its cooldown would trigger. Fixed an issue with Recall FX appearing incorrectly. Fixed an issue where Ballista FX would cancel out before the power ended. Urgu wartribe Ranger’s basic attacks should now display the correct FX. The Harvesting ultimate, Energetic Harvesting, should now play the correct SFX. Centaur Wild Charge should now have the correct hit FX. Fixed an issue where traps placed by other players were not visible to you if they were placed before you logged in. Assassin Spirit Dart will now display the correct projectile FX with, or without a valid target. Assassin Spirit Dart cooldown will now be correctly reduced after being used on enemies that have been Exposed. Improved Cleric ultimate, Miracle, power FX so that they always appear at your feet. The Confessor talent Well-Oiled Sandal should now properly increase your dodge pip regeneration rate. Confessor Condemnation should now hit within the correct range. Druid Essence Scram power FX now appear correctly under your hands. The Druid Wicked Winds power tooltip has been updated to reflect that it consumes the Shroud of Darkness buff when used. Duelists should now correctly gain pips after using Flintlock Shot on enemies that have been Exposed.  Duelist Rapid Fire should once again fire the correct number of times in keeping with your current number of pips. Fixed an issue where Myrmidon Vengeance and Frenzy power FX would stack. Fixed an issue where Templar Holy Warrior and Resurrection powers were not appearing correctly in your power tray after being unlocked. Frost armor no longer gives double armor when cracked. Frost Armor cracks may now form at a rate of 1 every 0.5 seconds naturally or 1.5 seconds with the Frozen Solid talent. Frostweaver Freezing Blast should now hit within the correct range (up to 30m). Fixed an issue that caused the deploy time from Volatile Ice to be removed leaving it nearly impossible to escape. Fixed an issue that caused the deploy time from Refreshing Ice to be removed. Re-Fridgerate now requires 1000 Supercharge to activate Frostweaver attacks that strike multiple enemies are now limited to three targets. Volatile Ice now assumes the cast time of Ice Weave for damage calculation and is now in the AOE damage category. Frigid Ice now assumes the cast time of Ice Weave for damage calculation. The casting time of Ice Weave is now 1.35 seconds. The ticking effects of Cool Ice and Frigid Ice no longer stack. Removed the "In Combat" component from buff abilities that shouldn't be putting you into combat Disciplines:
    The NPC Confessor power Flames of Truth should now display the correct FX. The Burning Hatred passive power FX should now appear correctly (granted by the Burning Hatred minor discipline). The Ricochet Shot power (granted by the Sharpshooter major discipline) should now display hit FX when hitting a valid target. Fixed an issue where Male WoodElf Rangers would animate incorrectly when using the Adjudicator power (granted by the Adjudicator major discipline). The Chain Heal power (granted by the Friar major discipline) will no longer root the caster. The Benediction power (granted by the Friar discipline) should now increase your Bleed Resistance cap correctly. The Unstoppable power (granted by the Juggernaut major discipline) now plays SFX. Fixed an issue where the Dispel power would not knock down targets correctly. Added ignore external interrupts component to Bard and Troubadour powers. Frostweavers are no longer eligible to use Blood Pact. The Fieldsurgeon major discipline Purgative power should now purge all pulsing debuffs.
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