@jpsteyn lets compare mods - what do you use? see my list in other post. Maybe we can isolate to which one is bad
try with the minimap, this is what solved it for some of the users.
@jpsteyn same for you if you have this mod.
will try - thanks Narelle
The fix is included in the patch, we could not list it until we got the confirmation by QA.
Another two changes also are included and weâve updated the notes to reflect it. For reference, the fixes added are:
I know its kinda offtopic, but any news about consoles? Are the patches in certification progress?
Hm-m. So the fix to thrall feeding that basically holds back from even placing thralls into the world on modded servers - lest theyâll be leveled in sub-par way - isnât included, but nerfing thralls was considered to be important enough.
By how much the thrall damage was nerfed, anyone can tell?
That has been fixed internally and will come in a future patch.
Thanks for the heads-up; good to know it was fixed after all. Hope the patch will be scheduled soon.
What about a thrall counter and something to remove the ones we canât find. Is this still being overlooked? I donât care about movement because all I have been doing since the update is trying to find and remove thralls
Nice one
Movement feels a lot better, especially when jogging from workstation to workstation.
Good job Funcom.
In principle, each addition of something to the game should slightly reduce its performance (more to load, more to process ). I donât see any changes in fps, because I always play 30 fps - more seems unreal to me
.
Did you report the problem in a separate forum thread?
After the patch my character canât move. I can roll but canât move or turn. I can still get on horses but canât move on them either. I have tried on keyboard and controller. I rent a g-portal server and do have mods installed.
âFixed an issue that would cause certain thralls to be locked to a certain growth rate.â
this may it, but worded sierd???
I agree! Any news on those backwards dudes?
Remove your minimap mod (niflheimr minimap). This should solve the issue until the modder updates his mod.
Wow! I hopped in quickly to test the new movement and, for the moment, it seems like itâs all I was hoping for! Iâll test the cliff-grabbing aspect of it later, when I have time to play seriously, but Iâm finally back to being able to climb my own stairs without falling off, go through my own doors without bumping into them, open the chest I want instead the one next to it and farm at a decent clip
My thanks to the whole team
Itâs hard not to be grouchy when youâre having real, concrete problems in the game and your feedback about them is met with the deluge of âgit gudâ and âyouâre wrong because I say soâ.
Youâre one of the voices on these forums that I hold in the highest regard and that doesnât change just because youâre not singing âShiny Happy Peopleâ 24/7
I wanted to thank you for your efforts and work on a quick resolution on the movement debacle.
Thank you taking our concerns in mind and being willing to adjust controversial mechanics.
I will have to put in some more time and potentially further detail my thoughts, but I jumped on for 15 minutes before having to head to work and I personally believe it is night and day better.
As far as standard movement goes, I have no criticism regarding walking/running and moving from crafting bench to crafting bench.
Admittedly I havenât tried harvesting yet, but I assume the movement between nodes will be reflective of moving between crafting benches (i still donât like what happened to the mining animation, but that is a separate subject).
Climbing and cliff jumping is much more like it used to be which is my biggest relief (once again, not much time so I do want to test further) but I no longer feel like I am committing suicide when I jump off a cliff anymore, I have my ability to explore and navigate back.
I do want to test on the jump some more also, but from what I can see, our jump returned to being a bit more agile as well which was one of the big issues that hurt climbing.
At this point, baring any further discoveries with further testing, I think the movement is in a good spot and I believe it doesnât really need any further tweaking. I am curious as to what others have to say about it as well.
Thanks once again Funcom for considering our concerns and facilitating one of our favorite pastimes.
Are all arrows fixed or just the exploit?
Does the 90-100% AP arrows people already made still exist in game?
can confirm solution is to remove Niflheimr mini-map - (hope its temporary, since this is a great mod)
Thanks again @Narelle