Short list of things still broken things reported last few betas and no mention of a known issues list:
- Abyssal Bow / Heartpiercer still not registering the infinite abyssal arrow for damage calculation. I would play a corrupted archer if the bow worked properly.
- Thrall pots do not work (at least not in combat when you need them)
- 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.
- 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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erjoh
82
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?
Barnes
83
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. 
Hereâs 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.
Itâs 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 thatâs fixed, Iâll post some more pictures. 
About purges⊠the base works really fine by now. The attackers stick to the bridge - thatâs 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!) youâre levelling thralls.
- Lightning storm is near useless against the castle. It deals miniscule damage to the building pieces. Used three storm spells on the castleâs roof, and some tiles were damaged by 10% or so - not a viable approach.
I donât have any PvP experience, so I donât know if thatâs a bug with the spell or if itâs supposed to be this weak. But at least for a PvE encounter, itâs laughably weak. Maybe change the materials to T2?
- The complexity of the of the central buildingâs layout should be reduced, as it causes many issues:
â 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: âWhere did my thrall go? Oh, he teleported two levels up and is getting pounded by the boss.â
â The number of building pieces may contribute to the strain the building puts on the game/computer. Thatâs a bit questionable, as my main base probably has a similar amount of pieces without causing such issues. But itâd be my candidate to look at.
â 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. Wonât post it here - not an exploit, but certainly a spoiler.
- To fix that, Iâd switch to a simpler design: a Stygian war camp, not a medieval european castle, more like Kraxusâ 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 Kraxusâ 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.
- Iâd 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 wouldnât be too problematic when players will find ways to circumvent the walls - and they will.
- Iâd 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. Iâd remove that - let them stay to take revenge on the attackers and guard the remaining treasure.
- The boss hits laughably hard. Heâs doable, even to a potato player like me, but itâs still weird. Heâs 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
Teng
87
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. 
erjoh
89
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 âfull siege modeâ. Thatâs sneaking.
erjoh
91
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. Iâm going to grind this the quickest way possible about 3 times before thinking of doing it normal.
bug @Community PC Bug Reports
AlguĂ©m poderia testa o conjunto picto e conjunto de terma âBAZARâ, se ainda estĂŁo com BUG apĂłs retirar o bracelete e morrer usando os conjuntos?
Could anyone test the picto set and the âBAZARâ 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
@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. FuncomâŠ
Can we please, PLEASE fix the broken Thrall Pot & pet Feed Box?
4 Likes
Solome
94
They still didnât fix Siptah DelvingâŠa paid DLC content btw and you think they will fix the Thrallâs feeding?
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Dogs of the Desert have some items in their loot pool that most certainly are not supposed to be in there:
- Black Bruarghâs 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 donât hit, even though it looks like they should - never had that before. Happens on the roof and stairs, so maybe itâs connected to the complex geometry of the area.
Solome
98
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.)
1 Like