PC Update (02.03.2019): Optimizations, Balancing, Purges, new VOIP and so much more. Thank you community!

Running across a problem with a master huntress being unkillable, once her hit points reaches 0 and the game crashes.

Bug: Purge-destroyed structures allow thralls to float.
Live Version Private Server North America No Mods PvP
Summary: Thralls standing on structures destroyed by Purge events will be left floating.

To reproduce:

  1. Have a structure like an open tower, three floors tall in a Purge area
  2. Place a handful of thralls on its levels
  3. Be offline for the Purge
  4. Return and find floating thralls.

This is another player’s structure. The steps may differ, but I’m repeating verbatim what happened to this user. He was purged while offline and asked me to have a look at it.

Bug. Slave rotation does not work.
@Tascha

sam for me with map markers

Weapon Repair kits do not work for me. It consumes the repair kit but doesn’t do any repair on the weapon. Other clans-mate are able to repair but me. Anyone else having the same issue? Armor Patch kit works fine for me.

Great update! But it broke our modded server and there’s no fix in sight. Our community is tiny at 20 close friends, but the impact of a broken game is still heavy.

There doesn’t appear to be a fix beyond, “Uninstall your mods.” which is sad because the potential for the loss of structures is extremely high. Back-ups are no guarantee that structures will be saved.

Perhaps testing future patches with the most popular mods before release would be helpful?

Thanks to the devs and all who contribute to making the game amazing! Just… please don’t make me have to rebuild my inn again

Player death on our private server is causing a server crash. Any kind of death from falling, removing the bracelet, dying by the sword, lava etc.

Is that on modded or unmodded server?

We’re aware and it’s being looked into.

also something we noted down from earlier today - thank you. It’s being looked into.

This comes up every single patch, so I don’t mean to single you out here, but this needs to be said.

As a veteran mod author, I know that Funcom cannot possibly do this in any way shape or form. Not only would this require an insane amount of man power, they cannot possibly redesign their game in order to make sure 3rd party mods that may or may not be abandoned on a moments notice work with the game. Further, if a mod (like some of my own mods) edits a core blueprint in order to do what it needs to do, there is nothing Funcom can do about it.

Example: In my LBPR mod, I had to edit BP_Master_Placeables.

In today’s patch, BP_Master_Placeables has multiple new blueprint code that Funcom added for a variety of reasons. Because my mod references BP_Master_Placeables in a version built December 10th, it conflicts with today’s patch on March 2nd because the March 2nd blueprint contains new code that assets used in the game need to access.

This is the most common example of why mods break the game and cause crashes. Funcom is fixing and improving the game, and this requires editing core blueprints that I, and many other modders, also edit. There’s no way around it. Nor is there a feasible way for Funcom to provide the dev kit earlier to mod authors.

It just is what it is, mod authors like myself will update our stuff when we can, and just ask the modding community to hold on while we do so.

Thank you for the reply. Hoping for a quick and easy fix.

Hours of work, gone. The motivation to rebuild? Non-existent. Why bother since it could all vanish again when the game updates? For the modding/modded community, this doth sucketh mightily.

I guess if we go into playing this game we just have to accept that from time to time our server will require a wipe because of mod compatibility issues.

Unless a mod is no longer being updated that is the source of the problem, you should be able to just wait for a compatibility update. I’m sure there are instances where a wipe is required no matter what when using mods (it has happened with a few mods that I know of), but most of the time, it just needs an update. I totally understand losing all of the hard work, especially with buildings (I’m a building fan, obviously). But give modders a few days to get their stuff in order, at least it isn’t like the dark days of waiting for the dev kit to update for several days (dev kit was updated already).

Most mods touching thralls will need an update, some others to.

Charedit i didn’t see issue yet, less buildings restriction is fine, but will become an update to.
Pippi will probably follow to.

Am i missing something somewhere? … in the notes, it says - Thralls and pets no longer use the hunger system to stay alive. Instead, their life is terminated if no member of the clan to which they belong to, has logged into the game for two weeks (official servers) … so on a private, unmodded server we tested it and copied the same settings as official servers, but sped up the time it takes for the current hunger to run down, and the thrall died … so they do in fact still need feeding and using the hunger system? … or was the option for pet and thrall hunger system needing to be turned off? (in which case, shouldnt the official servers be turned off too?)

Just checked on an official server, thrall and pet hunger are still enabled.

Is that with or without mods?

That’s right, dices aren’t working in singleplayer, but work well on servers.

It’s not really a big issue, i don’t barely play dices alone.
On server you can slide them simply in the shortbar, then use them, they will show what you rolled in chat.
Maybe they will become a fix for singleplayer in the future.

Reported it in the testlive section some days ago.
Dices are working fine on server, but don’t in singleplayer.

Gotcha - thanks for the dice feedback :slight_smile: