Short list of things still broken things reported last few betas and no mention of a known issues list:

  1. Abyssal Bow / Heartpiercer still not registering the infinite abyssal arrow for damage calculation. I would play a corrupted archer if the bow worked properly.
  2. Thrall pots do not work (at least not in combat when you need them)
  3. Stamina reduction weapon mod is still 1 or 2 points of reduction (so 99% useless) this mod has a chance to compete with the master weapon kits by offering a 20-30% reduction in stamina cost.
  4. Armor rebalance kits keep dropping, but cannot be applied to any armor. With the heavy reduction in hyper armor from most weapons something like this is needed.
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When the dungeon expansion kit comes out, can it PLEASE be paired with the existing kit. Those that have these pieces will get the discounted rate and those that have been more blah due to the lack of options and stairs can actually enjoy the complete set?

Call it Isen-Hawt. Gorgeous design, love all of it, and really love the moat effect. Gothic organ and monks are always chanting in the soundtrack!

Please show us how the tavern eventually fits in!

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I dont know why we couldnt tbh. Kind of depends on how much work a modder wants to put into it. Having a prebuilt system in place would be nice but I can think of a way to do it today.

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Thanks. :slight_smile:

Here’s a view from ground level:

The tower is inspred by the ward towers, and the walls are supposed to resemble the ones around New Asagarth.

It’s pretty basic, no interior decorations yet, and no tavern - I put that at my main base (see above). Also, some parts were build with items from the store and battlepasses, and after some remodelling, I cannot replace them on the beta client.

But once that’s fixed, I’ll post some more pictures. :slight_smile:


About purges
 the base works really fine by now. The attackers stick to the bridge - that’s great. But the purge camps tends to spawn just left or right of the base. So, attackers come from the left or right, which sometimes get them stuck, or the guards running into their camp or something.
So, I added the outer wall. Now, they come straight from the front - just into the meat grinder.

The labyrinth seems a bit exploit-ish and sometimes creates a huge traffic jam. Probably will remove it later.

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About the PvE siege*:

After some more attacks, I want to add some thoughts to my previous opinion:

  • If you do the raid by breaking walls with trebuchets, bombs and battering rams, the gold reward alone would be too low to justify the time and resources needed. The XP from the boss would still make it worthwhile if (if!) you’re levelling thralls.
  • Lightning storm is near useless against the castle. It deals miniscule damage to the building pieces. Used three storm spells on the castle’s roof, and some tiles were damaged by 10% or so - not a viable approach.
    I don’t have any PvP experience, so I don’t know if that’s a bug with the spell or if it’s supposed to be this weak. But at least for a PvE encounter, it’s laughably weak. Maybe change the materials to T2?
  • The complexity of the of the central building’s layout should be reduced, as it causes many issues:
    – Thralls teleport across the levels. Thrall AI always had a problem with three-dimensional-thinking and wayfinding, and the multi-story layout of that castle plays right into that weakness: “Where did my thrall go? Oh, he teleported two levels up and is getting pounded by the boss.”
    – The number of building pieces may contribute to the strain the building puts on the game/computer. That’s a bit questionable, as my main base probably has a similar amount of pieces without causing such issues. But it’d be my candidate to look at.
    – Sneaking into the base is fun, but too easy compared to a brute force approach. One can circumvent all the siege mechanics with a few simple tricks. Won’t post it here - not an exploit, but certainly a spoiler.
  • To fix that, I’d switch to a simpler design: a Stygian war camp, not a medieval european castle, more like Kraxus’ camp on the Isle of Siptah, less like Minas Tirith.
    The last patches added glorious Stygian tents that would be very fitting for a Stygian war party and probably less strainful for the hardware.
    The camp could be surrounded by wooden palisades like Kraxus’ camp. And maybe the Stygians used on old ruin as their main base where the commander resides among the treasures his soldiers looted from the Exiled Lands.
  • I’d consider downgrading the structure to T2 materials or make it less resistant to trebuchet and lightning storm attacks specifically, and balance the whole affair around that.
    That way, it wouldn’t be too problematic when players will find ways to circumvent the walls - and they will.
  • I’d reduce the spawn rate of NPCs, but increase their health pool. That would keep the time and effort needed to break through them, but avoid turning the castle grounds into a gore-filled slaughterhouse.
  • All soldiers despawn when the boss gets killed. That gives easy access to all treasure chests and encourages only killing the boss. I’d remove that - let them stay to take revenge on the attackers and guard the remaining treasure.
  • The boss hits laughably hard. He’s doable, even to a potato player like me, but it’s still weird. He’s the commander of an army, not the Arena Champions punchy big brother.
    Having him summon or buff his minions instead would be a more fitting mechanic in my view. The golems can give area-based damage buffs, maybe use that mechanic for him. He could have a damage shield or increased damage resistance while minions are near him, encouraging players to kill his goons before they face him.
    One could even make him spawn only after x soldiers have been killed and/or y building pieces have been destroyed in the camp. That would make it harder to cheese the encounter.

*or event similar to a siege, but not actually being a siege, according to some definitions

6 Likes

Have you tried placing archers to the left and right of the labyrinth? Especially if they shoot poisoned arrows, you can thin out the wave of attackers before they even get to the bridge, which means fewer warriors will be needed in the grinder.

The gold reward is pretty good for only having to break through one wall. :wink:

Especially when they provided you the means to breach that wall.

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To clarify:

The time/effort/risk to reward ratio varies wildly by how you choose to approach the raid.

  • Sneak, climb and cheese your way to the top: About as time efficient as farming big treasure. More risk and effort, but also a great XP reward from the boss.
  • Go full siege mode: horrible ratio. High risk to get stomped by the guards, Needs lots of time and resources.

Sneaking into the fortress and destroying a single wall is not what I mean by “full siege mode”. That’s sneaking.

What if I treb the front for 5 minutes before riding the bat for the shortcut?

I mean a guaranteed black blade just sitting there. I’m going to grind this the quickest way possible about 3 times before thinking of doing it normal.

:brazil: bug @Community PC Bug Reports

:slightly_smiling_face: AlguĂ©m poderia testa o conjunto picto e conjunto de terma “BAZAR”, se ainda estĂŁo com BUG apĂłs retirar o bracelete e morrer usando os conjuntos?

:us: :slightly_smiling_face: Could anyone test the picto set and the “BAZAR” Terma set, if they still have a BUG after removing the bracelet and dying using the sets?

O conjunto picto quando morre desaparece as botas.

O conjunto de Terma quando morre desaparece as calças

Tem o clipe completo sobre o BUG que até hoje não foi ajustado :sleepy: @Funcom_Community

Apologies to put this in big bold letters, but it is something which was pointed out multiple times, right throughout the Age of War, and has yet to be fixed. Furthermore, it is also something which is relevant and helpful with regard to it. Funcom


Can we please, PLEASE fix the broken Thrall Pot & pet Feed Box?

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They still didn’t fix Siptah Delving
a paid DLC content btw and you think they will fix the Thrall’s feeding?

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Some suprise changes!

  • The room of the final boss in the siege has been changed. Looks better, stops a way to cheese the boss. Good change!
  • Battering rams now break quite quickly, need stamina to swing and do not give Components of Advanced Warfare when dismantled.
  • When you kill the boss, all guards die - and leave their loot. Not a good change I think.

Dogs of the Desert have some items in their loot pool that most certainly are not supposed to be in there:

  • Black Bruargh’s Fury 51566
  • Eye of the Khan 51556
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The FPS in the boss area has worsened even more. I am not able to solo the boss in medium armor (0 Agility, 30 Vitality, endgame gear): He kills my character in one or two hits. The horrible FPS and wonky targeting system make it impossible to dodge his attacks. For some reason, my attacks also often don’t hit, even though it looks like they should - never had that before. Happens on the roof and stairs, so maybe it’s connected to the complex geometry of the area.

FPS issue comes from bugs in the rebuild and cleaning scripts of the new fort.
Sometimes (every time almost) it fails to delete parts of the previous fort and spawns new pieces in place of old pieces. Things still look the same but instead of 1 foundation game renders all 800+ previous versions of this foundation.
Same issue with placeable weapons. bombs and rams.
Fort in the current version is an ultimate building pieces mesher lag machine.

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Interesting! Would a server/game restart fix that?

(Whoops - accidently edited this post instead of creating a new one. Whatever was written here shall now be lost to time and bad editing.)

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