With the addition of bomb-head golems, parts of the bases that are otherwise inaccessible now take damage. Making the repair hammer have an area-of-effect instead of having to target each piece will make the chore less tedious.
Archer posts cannot be repaired with the repair hammer. I don’t know if this is intentional or not.
The Starcaller’s meteors destroyed my base’s foundations, but left the ceilings above them intact.
I built a detached barbican in front of my base and it nullified any threat from the bomb-head golems. They focused on the barbican an complete ignored the main base.
Even with the additions of golems, the starcaller and thieves, the chapter 4 purges seem less challenging than they did in chapter 3. They feel shorter or there are fewer npcs/waves.
The night-stalking were-hyenas are too easy. They are two-hit kills. I was hoping for something on level with Volatiles in Dying Light. How about an option to make them 3-skull boses?
And just for the record, I prefer the stack sorting the way it was over your new changes.
Just an idea, with the additions of items like the wall chains, iron maiden and other objects could you make it so if a player logs out while using the object he/she stays on the object instead of flopping on the floor.
Pre patch or post patch? 1 or 2? On 2, post patch they became real beasts and their numbers rocketed! The night became very dangerous. It would be something amazing if Conan could induce that level of stress!
Bravo to both of you for working toward a civil discussion over the problems with the game. Chapter 4 would be taken much better if it had any relationship with the AoW. All of the fixed bugs and minor changes should come out in a patch (hotfix) that is related to the current chapter we are in, not a new chapter. I seldom read the forums any more due to the tone of the discussions and lack of accuracy with some peoples suggestions but I came here today to see what others had learned about Ch4 that I hadn’t caught yet. As usual many of the bugs were things I’ve never experienced until they get fixed and then they happen to me but that’s how my life goes in reality too.
Anyway, it’s nice to see some civil input on some issues that make little sense in how or why they were implemented into the game. But when I look at the whole world in love with the concept of change is always good, even when unneeded and unwanted, I can see how FC gets caught up in it as well. I write my own back stories to the game as it progresses and once in a while have even seen the progression change to fit my story. Lately I’ve had to change settings in the extreme to keep things playable and that only works on single player of course. I can’t imagine how this game plays on PVP official servers and have no intention of trying to find out. Take care everyone and try to find the fun and humor in everything.
And I’m sure I over looked the addition of the Stygian keep on Siptah, which was what ch4 was primarily about, right?
But the QoL and bug fixes need to be separate from the actual chapter updates. How much of this was ready and could have gone out weeks ago? Or even go live now?
I simply felt that the story line centering on a gods sacred hunt did not fit well with the war that was going on in the exiled lands. I should have been more clear in my explanation of that. The only keep I found that could be destroyed on Siptah was full of undead and seemed to have nothing to do with the rest of the war. I might have had the wrong fortress as I only stopped by one of the two mentioned in the patch notes.
Adding the chapter 3 war update to Siptah a whole new chapter 4 seemed to be a month or two late in my opinion but that’s all it was, my opinion. My apologies.
Agree. Been up on the beta server checking. It’s a good update, lot of QoL stuff, returned to fun fighting, but not sure I’d call it a chapter. Maybe a prologue
Spent the entire weekend editing this video explaining some changes that are in the Public Beta :D. It’s in Brazilian Portuguese, but it’s loaded with cool visuals of the updates. If you’re curious, take a look.
Did a new purge, didnt see the golems, the storm caller can be handled but beware it calls a lot of meteors, a managed tho kill it only before he sprayed his first wave of meteors, saddly no one hit any structure, i sitll not know if they are 1 hit like the regular meteor in north, there was 6 meteors, spammed around the coffer, that stills after the purge ends. Im planing to do more today and share results here.
And there it is. Perhaps the 4th chapters will be used to flesh out the previous three, while previewing the focus of the next chapter. I could get behind that.
Hunter of Jhebbal Sag follower will eat everything you put in its inventory including but not limited to armor, weapons, entire stacks of materials, etc.
The same for Ghura the Hunter.
These followers deal 8 dmg on a boss. Are these decorative?
Could not find any means to obtain ancient blood or craft tainted greater champion lure.
I’d like to see it offer +10% damage or -10% stamina drain (drains less), or +10% armor penetration… or even a combination of all three IF the player starts their character with the Crom religion.
If the player is a follower of Crom, this particular weapon amplifies that faith. On thralls, its just like its advertised (a nice weapon for them).
It would also be nice if we could “devote” our character to a particular religion for some kind of benefit, but still have “access” to all the other temples and shrines.
jar head golem wave is too op ! just did a purge and got this wave, they was 12 or more 20 maybe had no time to count, they attack anything near the entrace, they not aggroed me, so you cant make them follow you to kill them far from the base. They will explode in your base! The damage spreded three floors high, and destroyed the caldrons on the entrance (note: thralls in caldron must be set to passive in all instances or they will not fire the caldron instead they will keep im meele position faceing the enemies). The golem explosions damaged the entire base, every single block, even the ones far away from the explosion, with small damage but they did like 10hp to all blocks.
The rewards for purge continues the same, they increased the difcult and the cost, but not the rewards, a lot of junk barelly usless on late game, not enough mats to you even repair the damage purge caused. Please devs include shapped wood on loot tables for us can repair after purge without having to invest more resources in.
With all this base destroyng mechanic and this awnful prizes for a dificult purge, the players ends the day in loss, of resources and time because having to run the entire base hammering evertything to repair is a punch on the blls. Got 50 hardened bricks on chests and spent hundreds to repair from meteor and jart golems. (they dont come toghter at least, and not in the same purge)
It was fun to battle the purge? It was. But the fun ends when you open the chests and cages, and discover that you spent much more than what you gained.
I still think they shall add eldarium and some recipes from Siptah and exiles lands in the loot and maybe some rare Thralls or people Will stop do It in 2 days after update.
If this one may,
The devil is in the details.
In this case, the area that the Stygian fortress was built upon had previously been a holding of a group devoted to the Master of the Hunt. Further, it seems a previous champion of Jhebbal Sag had been slumbering under those ruins. That’s the tie in. In their typical arrogance, the smug Stygians trampled something sacred to someone and their little moment raid is blowing up into something more.
This one appreciates that effort at making clear connective tissue between Ages.
While this one had suggested a transition Chapter between Ages, this serves the same purpose.
It’s a much more explicitly expressed connection than Age of Sorcery had going into Age of War.