It’s different if you are wearing a helmet, or boots, or a top or shirt or such.
Boots and helmets gives you the inferior one, while the other if mixed the superior.
For example, you can wear darfari armor (light), with a medium helmet, and still be light. But if you wear all light stuff, but a medium top, you will be medium.
You’re not understanding me. I know you can add various mixed pieces and still achieve the lower class you desire.
I’m asking about the #4 Agility Perk, and its effects on armor. A whole set of Silent Legion should allow you to roll like Medium, I just don’t recall this Perk actually lowering the class of the armor itself. That was my question.
The only feasible way I see that being accomplished is if Funcom purposely deleyed the patch 3-5 days. For example, the update yesterday, the moment it was ready, they finalized what they needed to do and it was out to the public. In order for your request to be reasonably accomplished, you would be asking the public to have that patch delayed 3-5 days extra just so us modders have extra time. I don’t think that would go over very well.
Funcom cannot give mod developers an early access period, this would create a lot of extra work for the modders, and the developers too. If Funcom said here you go, have the dev kit early. Then 4 days later they go, oh oops, we had to update these blueprints, then the modders would have to do all of that work again (I have to spend enough time as it is without having to redo something in a short amount of time twice).
It’s an understandably frustrating situation, but I really don’t see a better way to do it.
After the patch when “recruiting” thralls (Wheell of pain) it consumes gruel but the white bar don’t move, but if you change or add a taskmaster, it resumes the process (sometimes it finish instantly)
I placed a stove back into my inventory, it put everything in the stove in my inventory including the thrall, but I’ve now got all the T4 thrall recipes in my inventory as items as well. On official server.
I havent read the complete changes but after i tried to get bark from formed wood i saw that i now need two workbenches. I find the change of bark by-product kind of strange.
Before you needed 5 wood to get one formed wood and 1 bark. Now you need 10 wood and two workbenches to receive the same.
So you lose 5 wood each time when you have a T4 carpenter if not you lose 10 wood and you need to be at least 57 to have this recipe.
I dont see any balancing in it more like to boss the players around.
A few changed are nice and needed, others are strange, bossy or destroying game content. I like the idea that you can get legendary repair kits within the reworked nameless city but the amount is way to high. I found more repair kits then fragments some others on the private server without any mods and nearly vanilly settings expect the farming settings i play on are now throwing the repairs kit away or leave them inside the Bosses. I let them rot inside the enemies which are more or less not challenging. More damage and more health doesnt make it a better fight only longer. I know need 3 times the Aleo Extract as i needed before but that isnt making it better.
The not completely reworked stack systems is also annoying. (wood stacks to 1000 dry wood is still by 100, plants have stacks of 100 or 20 and so on) I dont see a clear line why something get a rework and others dont.
All my markers are gone now and i cant place any more because i have reached limit. Great i cant remove or see the old ones and i cant place any new ones.
I still cant invite players to build a group, alliance only into guild. Which is for a PvE server pretty annoying, which would be nice to see them on the map. At least for group members.
The fix set of Boni on armors limit me to much. I cant upgrade armors to fit other biomes in addition to removed weight or more armor.
And with this Update my Single Player isnt working anymore. I cant rejoin anymore it just crashes. Every 10 hours i can make a new game and after logging out and rejoin it crashes again (no mods). To login to servers are working without any problem.
Hi Tasha,
To follow up on SallnS bug report.
Server type: official PvE, oceanic.
Noticed about a week prior to the patch implementation, but still continues:
(Note: our server had a couple of crashes/restarts prior to this starting to occur, where as previously it had been very stable since May.)
Greater Wheels of Pain halt their thrall taming when player is not in the vicinity or is logged off and the game does not execute the appropriate “catch-up progress” script to reconcile how far the taming progress should have occurred when the player logs back in or runs back into vicinity of the wheel. Also does not correctly reconcile if the wheel should still be active.
Instead the wheel stays in the stopped/off status and when the player clicks the play/start icon the taming resumes from where it left off.
Ocassionally when the player manually restarts the wheel, the game will execute the time-skipping catch up but in most cases it does not.
Similar occurrence with crafting in the Improved Furnaces. But I can’t rule out that it’s not occurring in other workstations… I’ve seen it occur in the Bonfire and Large Campfire as well.
Load furnaces with Stone and stone consolidant, iron ore, steel fire. Have up to three stacks of oil as fuel. Turn furnaces on. Note: furnaces have t3 or t4 smelter thralls.
If I leave the immediate vicinity for an extended period of time then when I return to furnace is “off” and has not finished converting the available materials and excess fuel is still present. Sometimes but not often pressing “play”/start will cause the instant crafting but in most cases up it will resume without doing that.
If I log out within close vicinity to the Improved Furnace when I log back in several hours later, it is also in the “off” mode and the materials have not converted with fuel remaining. Frequently when I manually restart them in this scenario there is instant crafting as the game reconciles the elapsed time vs crafting progress. Often on the first furnace I restart it will execute a catch up script and not on subsequent furnaces I manually restart.
What I’m observing now in the multiplayer server is something that was reported in single player games … that if you leave the vicinity of a crafting station (or wheel of pain) and LOG OUT away from it, then when you log back in and return to the station vicinity, the single player game does not execute a time-skipping catch up script and does not appropriately reconcile the on/off status of the stations.
Did the drop rates on fragments of power get nerfed? I killed a couple on testlive during the event and it seemed 100%. Now on Live I killed 5 of the relic hunter mini bosses and got zero.
yes. Relic hunter named no longer drop them, just repair kits now. Dragons haven’t dropped them for me either. I do still get them from the wraith, white bat and the skeleton bosses.
Edit: I should say “they no longer appear to drop them”. Could be they have a chance, just a very small chance now, rather than 100% like on Testlive CtA event.
Fixed an issue where NPCs, thralls and pets moved into water-volumes and immediately got stuck and refused to move
The bug was infuriating, but the solution might be worse. Now they stand at the edge of the water and stare, allowing you to easily plink them to death with the bow if you’re standing in shallow water. In most cases they don’t even instigate a cant-reach-player-run-away loop.
Brilliant.
Tested on local co-op mode, standard difficulty, several different mobs.
I’m afraid to thank… But, thanks for this update. Despite the minor bugs, I am very glad that you have finally released the patch. And most importantly, you began to test all the adequate time!
Wow! I thought I cant wait
It is a pity that you did not add structure optimization.
Also, I would like to see stacks of 1000 (or 500) for the following items:
stone consolidate, tar, steelfire, flask, ichor, iron bar & ore, all dye, raw ash, feather, demon blood, all leather & pelt, fur, bone, obsidian, chitin, cochineal!, seeds, black ice, crystal, dust, bonemeal, oil, flowers, glowing goop adn twine.
This will allow even more to reduce the number of chests on the servers. Workstation including. + very great comfort for players.
Yeah, the only way I could see that work now that I think about it is to push any bugs found during that time to the next patch and that wouldn’t go over well with people if there were game breaking bugs pushed out either.