Age of Heroes - Chapter 1 Q&A

Bosses still instaheal on their spawn in point.

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Heya @DeaconElie,

Please share it on the patch Megathread or open a bug report to help this information become more visible to our team.

Thanks in advance Exile! :smiley:

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I would like to see fighter thralls capable if patroling an area.

Also, barrer theall should gain extra slots for items as they level up. Maybe 1 extra slot for every two levels

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That sounds like fun. Hopefully this idea/system will find its way into the game in one of the later chapters!

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For our management of settlement health (when implemented) , can we get automatic map location markers for any building site with thralls established so we can see the health (Red, yellow, green coloring would work for me) of our empire at a glance?

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I can :thinking: think of a few things… why not make it so obvious? If you mean only the poi, I understand. I almost argued for no HP bar, which is good, but what I saw is better.

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15 thralls slots added per player joining a clan is NOT enough for dealing with crafters and thralls, this number needs to be doubled (30 instead of 15) , considering than any new member will likely have a base (to enjoy and use the building system) 1 person alone in a clan or without it has 65 thrall capacity , 10 man has only 200 … i can see there a big problems with numbers now that crafters needs to be placed on the world. based on that calculation in a 10 man clan you can have only 20thralls including crafters . that is NOT enough,

any base with only 16 thralls in the vicinity will make your base feel quite alone if no guards are present.

@Caroll

Any update about the Falling through the floor bug that was implemented in AoW Chapter 4?

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This one always worries for the sprouts.
Unless they have someone to walk them thru certain things, how are they to know?
The hints in the loading screen are sometimes utile.
And while the survival genre often makes a big deal of self congratulating for being obtuse, but some things are either so out of the blue, inherently gamist, or just counter intuitive that there is no real way to know about them.
This one has a list, but that strays a bit off topic.

Hopefully, at some point, there will be a journey steps added for building a community or urban planning so those new to all this can at least have some guidance.

Something that can be occasionally useful is watching the Neebs videos. They do a decent job of missing things that are not well explained or counter intuitive, showing certain weaknesses in presentation for features. Not just for this game but several others. Veteran players may laugh or roll their eyes, but those not already encultured may find themselves in very similar situations.

Just a moment please.
It is important to note that if the crafters can open, without player permission or knowledge, doors and gates, it is not just cosmetic. In PvP that entirely changes fortress design considerations. In PvE it can create paths for monsters and enemies to pass thru into what might have been assumed as a safe location.

If this one may, the game play this one would suggest for journey steps would be:

  1. Place a crafter thrall.
  2. Create an item at a bench that benefits from a crafter thrall
  3. Give your Crafter a break: Place a chair or bench or other such places let that fulfills that need in range of a craft thrall.
  4. Feed your Crafter: Place a campfire/stove/food need fulfilling placeable within the range of a craft thrall.
  5. Give your Crafter a place to sleep: Place a bed/bedroll within range of a Craft thrall.
    Add additional steps until all of the Thrall “needs” have been explored.

The text as part of that Journey segment could include the fact that such thralls roam around and can open doors. That door part being something no other NPCs in game can do and something that new players have no reason to expect their tanner can do if their warrior cannot.

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Thats what I mean, they seem empty but are not. Great living settlement. And what is the reach, how will i tell if it is manned?

I was so excited for this, but then when I tried the beta, all of my thralls just stood there like before. In the Steam news they said:

The second major feature in Chapter 1 is Living Settlements, which breathes life into all the thralls in your base with realistic behavior. They will visit your tavern, eat, sleep, interact with those around them, and more.

It said all thralls not only crafters. This is extremely misleading and disappointing. It said all thralls…

When you open the bench, it displays all the applicable thralls in range, you select which one to use when crafting.

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Reminds me of the “The Sims” fun evenings trapping the poor sods with the cheap grill. Nostalgia hits…

It is not misleading, as we see that the guys do show you cant get fighters to “go somewhere”. The thing is not really showing how you tell them “which somewhere to go”.

I am here just operating as Devil’s Advocate, “stoking the fire” some people might imply “allegedly”, because mods are way past this point.

To not talk about mine, there are N mods out there to do just that, and they do a fine job already. But having it baked in the game might not only benefit Console players, but also the players on official servers, I guess, and players who dont want a list of 10, 20 mods.

However I must point out again that we dont really have to rely on what is said HERE, as there is a lengthy stream in which Dennis, one of the leads there, plays the stuff and talk about it.

You can even see him reacting (or lack of reaction) to a thrall dancing tucked into a foundation. That particular point is hillarious: Andy has to point out that there is something strange for Dennis to remark on it.

However, cant leave without some ad, as I dont get paid, but I earn some “benefit” from it. There is a part in the stream they say … "that sounds difficult, in the short term no, and in the long term maybe "…

i am watchihg wak stream about age of heros, and wak place looks deserted, it looked more alive before update./

maybe it will be good for funcom to have some sort of benches where we can place down invenotry items to bring more life, (Even if those are static?)

i have noticed bugs, pathing problems, crafters following trying to go back to the base then teleporting to the player. thralls standing on tables instead of sitting. thralls getting lost , not being able to be found anywhere. etc. etc etc.

i still believe this is a step backwards.

also crafters level as fighters, they dont have any perks that are aligend to their craftmanship…

populst exile crafters are very weak. 600 hp when placed as any other exille t4 crafter.

the update came out today give it a break

funcom decided to push it as it is right now, maybe it was not ready for today? . i will say what i saw witht he things i see, i am not a seer, to see the future,. if they improve it, on testlive, i will post accordingly,. as it is , it SUCKS.

i look forward to see how they will be updating testlive with fixes, hopefully they will avoid doing the same crap they did in the past.

When will the waifu outfits hit the bazaar?

And always entertaining :blush:
wingy dang dang :notes:

Ya, I’m a sub :stuck_out_tongue:

When are they going to rename the spell mass harvest correctly?
{a point I have argued at length}

It’s not a purge, it’s a siege.

When is the mass harvest going to harvest plant fiber again?

Every time I get back to base I have to wait on traffic to sort my loot.

How? Now all I need is 1 good blacksmith to run all my benches a black smith runs. No no need of farming to find 4 or 5 T4 blacksmiths.

ITS THE FORNICATING DAMN BETA SERVER!
What the Set do you expect?

In a lot of ways.

lost connect, game crashed. Supper time.

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its called a beta server but does it work as a regular beta server? , where the developer, updates and fixes things players have been reporting?

in the past, it was used just as a place to promote changes, and for content creators. hope to see a change there.

watching waks stream and , it does not seem alive as it used to be.

not everyone plays the game as you do. and no you need 3 blakcsmiths not 1, XD.

watching wak stream i see same problems, pathing, trhalls standing on top of tables, (not using chairs) (anticlimatic) and thralls getting lost. crafters that you asign as followers running back to the base, then telpoerting back next to you and running back again then teleport…

ya got the same issue lol, disconnected and online game is restricted, restart … message :slight_smile:

Wont argue the the beta client isn’t being used to the best it could be. But even for a preview I don’t expect the release version. I do expect the release version to be much better then they usually are.
I have argued at length that it seems it more for wak attacks then actual bug hunts.

Why? One T4 does what I need, you mean you WANT the types of blacksmiths. A want is not a need.

May base isn’t. I mean all it is is the base, I’m still working things out. I’m not at alla big builder so not making the best use of the space. But thralls are not getting lost or pathing issues. I do see odd animations, like smith that couldn’t make up his mind if he wanted to stand or set next to the fountain.

Not sure why you would want an artisan follower. Do they get better at their job if the level up?

you are absolutely right about that, apologies.

valid question for funcom.!