Testlive Patch (21.04.2020) - Followers II Rev.2

Will we ever see a shortcut to command followers to stop following or have the most recent follower start following? Its annoying to have to go to the radial menu each time. Just a thought. :slight_smile:

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well i just some testing removed all mods got to menu screen no fatal error.
restored mods crashed removed pipi mod first got to menu screen tried to log with a short list got fatal error again. Than started logging on with just one mod could log in to game but once in got a fatal error. Removed all mods got into game, one error but did not full restart game. Full restart interacted with thrall and set the some stances, no error,
List of mods some checked those checked all fatal errors.
*D:\SteamLibrary\steamapps\workshop\content\440900\895167522/Gardener.pak
*D:\SteamLibrary\steamapps\workshop\content\440900\1341568834/citylife.pak
*D:\SteamLibrary\steamapps\workshop\content\440900\880177231/Pythagoras.pak
*D:\SteamLibrary\steamapps\workshop\content\440900\880454836/Pippi.pak
*D:\SteamLibrary\steamapps\workshop\content\440900\1394768794/Immersion.pak
*D:\SteamLibrary\steamapps\workshop\content\440900\1369743238/No_Building_Placement_Restrictions.pak
*D:\SteamLibrary\steamapps\workshop\content\440900\1367404881/Savage_Steel.pak
*D:\SteamLibrary\steamapps\workshop\content\440900\1598693222/Savage_Steel_vol_II.pak
*D:\SteamLibrary\steamapps\workshop\content\440900\953802094/Populus.pak
*D:\SteamLibrary\steamapps\workshop\content\440900\1369802940/Emberlight.pak
D:\SteamLibrary\steamapps\workshop\content\440900\1414531358/Asghaard_deco_and_placeables.pak

well i just some testing removed all mods got to menu screen no fatal error.
restored mods crashed removed pipi mod first got to menu screen tried to log with a short list got fatal error again. Than started logging on with just one mod could log in to game but once in got a fatal error. Removed all mods got into game, one error but did not full restart game. Full restart interacted with thrall and set the some stances, no error,
List of mods some checked those checked all fatal errors.
*D:\SteamLibrary\steamapps\workshop\content\440900\895167522/Gardener.pak
*D:\SteamLibrary\steamapps\workshop\content\440900\1341568834/citylife.pak
*D:\SteamLibrary\steamapps\workshop\content\440900\880177231/Pythagoras.pak
*D:\SteamLibrary\steamapps\workshop\content\440900\880454836/Pippi.pak
*D:\SteamLibrary\steamapps\workshop\content\440900\1394768794/Immersion.pak
*D:\SteamLibrary\steamapps\workshop\content\440900\1369743238/No_Building_Placement_Restrictions.pak
*D:\SteamLibrary\steamapps\workshop\content\440900\1367404881/Savage_Steel.pak
*D:\SteamLibrary\steamapps\workshop\content\440900\1598693222/Savage_Steel_vol_II.pak
*D:\SteamLibrary\steamapps\workshop\content\440900\953802094/Populus.pak
*D:\SteamLibrary\steamapps\workshop\content\440900\1369802940/Emberlight.pak
D:\SteamLibrary\steamapps\workshop\content\440900\1414531358/Asghaard_deco_and_placeables.pak

all these mods in main game working, both games are solo servers.

For real ? It’s been 8 month i wait for a news like this for coming back in game. This could make my day :open_mouth:

With just pippi loaded I get the following. Using the test live track from the dedicated launcher on multi player

[2020.04.23-08.29.44:827][ 0]LogLoad: (Engine Initialization) Total time: 1550.86 seconds
[2020.04.23-08.30.01:444][ 23]ConanSandbox:Warning: SetupAIData was called before the SpawnDataTable was ready, reverting back to default AI values
[2020.04.23-08.30.01:444][ 23] Script stack log unavailable (DO_BLUEPRINT_GUARD_BASE==0)! [2020.04.23-08.30.05:288][ 23]LogWindows:Error: === Critical error: ===
[2020.04.23-08.30.05:288][ 23]LogWindows:Error:
[2020.04.23-08.30.05:288][ 23]LogWindows:Error: Fatal error!
[2020.04.23-08.30.05:288][ 23]LogWindows:Error:
[2020.04.23-08.30.05:288][ 23]LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000088
[2020.04.23-08.30.05:289][ 23]LogWindows:Error:
[2020.04.23-08.30.05:289][ 23]LogWindows:Error: !0x0000000000000000
[2020.04.23-08.30.05:289][ 23]LogWindows:Error:
[2020.04.23-08.30.05:292][ 23]LogExit: Executing StaticShutdownAfterError
[2020.04.23-08.30.06:259][ 23]Log file closed, 04/23/20 09:30:06

A new clean DB seems to boot ok, even with the same mods

Definitely there is improvement in AI, reactions are faster but in some situations NPCs can reset to their neutral state after aggroing them from afar. Like in Thugra’s stand the NPC on top of the cliff, if its a archer and you aggro it from afar it will shoot back you, BUT if you go to the entrance and stand next to the cliff and infront of the spikes he will just reset and go back to the cliff.

Overall i see improvements in the AI but i got to say followers are way to OP, in my opinion they should deal a certain DMG% to players, other NPCs and bosses. Maybe an addition perk tree for their damage against certain groups of AI and bosses and players.

Running testlive with mods is kind of unfair to both Funcom and the mod authors. An outdated mod could run but introduce bugs, if those bugs get reported as Funcom bugs Funcom may waste time on something that isn’t their bug and spend less time on one that is something they could fix. Mod authors will get a chance to work out any issues with testlive once we get an updated devkit.

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Playing on Testlive PvP Europe
Actually focusing on Battle with NPCs/Animals/Monsters at the River area

  1. Reaction Time from NPCs/Animals to an attacking player is still delayed, especially hyenas and crocs have to many delays between their attacks against the player.
  2. Still many portings especially with hostile human NPCs. But also got one weird port with a kappa. He suddenly was running through me and seemed to flee from me. suddenly he vanished to nowhere. At least I couldn’t find him anymore.
  3. Antilopes are easy victims to the player because they don’t flee until I attack. Actually it’s definitely more challenging to hunt down a rabbit .

I don’t know if this update will also adress more optimizations to the AI of monsters/NPCs. Main issues here are still porting, delays in reactions, smoothness of movements and Fleeing/Aggression awareness.

Again a suggestion: severely wounded NPCs should try to flee the battle. Ofcourse there can be differences in this behavior depending on their race, level and type of NPC

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They also do that on live; they don’t run until you hit them, then they and any 'lope in range will run from you for a while…

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NPCs do react faster when you aggro them and they react and attack faster than before, thats my reasoning for saying their reactions are faster than before, the rest as you said with antilopes and other animals hasn’t been touched.

I’ll say it again, IMO: A better, faster more fluid combat will be achieved if player, NPCs and animals are “ungrounded” from their attack animations, meaning attacks should be possible while moving left,right,front and backwards.
I.E: Skyrim and Mount and blade(ignore the latter’s directional attacks)

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I dont think it’s unfair. it gives us an idea of what will work and what wont. I’m not expecting or demanding “fix this now”! it’s more of a heads up of things to check. Surely it’s better if people know in advance that something could break rather than wait until users are screaming at the to fix it when the patch goes live.

Booting on a DB with all the mods taken out on a live client then booting with zero mods on the test live clients seems to start the server. Which seems to imply a dev kit update could fix it or there are object inside a mod that are breaking it.

Again, no demand or expectation. Just reporting what i’ve found. As soon as I can repeat the result i’ll report in here with steps to repeat.

I miss understood. My appologies, a heads up about possible problems is a welcome thing for mod authors and server owners alike.

@Hugo @Ignasi

Hi, it’s me again :slight_smile:

Politely asking if the dev team considered to deactivate the function of having a thrall and a horse following you on pvp servers while raid time? Out of raid time I don’t care if Charles is riding by with his pony Karen and thrall Peter but imagine this scenario:

10 player clan ZX decides to fight 10 player clan AD and suddenly you have freaking 60 creatures running all around fighting each other. This will be a mess for the ping and even worse for the player experience.

I am begging once again in the name of a lot of other pvp players I know. Please deactivate this feature while raid time on pvp official’s. Please.

Thanks in advance!!

well how can we know if someone is good or bad at pvp ? appart from some arena fight there is none curently x)

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What a grand intoxicating innocence.

Did you read what I said? Just for pvp while raid time. I know that pvp players didn’t beg to have this feature while raid time. Rest of the day no one cares just not while raid time.

And no, on pvp servers no one “agrees” on anything while one is trying to raid you xD and you have legitimately no chance if the raiding clan comes with freakin’ 20 thralls and mounds. You need to do the same then.

Hi there,
I haven’t been able to test the patch from this week, but the one from last week had an interesting problem with archers which would leave the archer stuck with the weapon he/she chooses (bow or melee, depending on distance to enemy) when being aggroed until the archer returns to his/her spawn point. Then the process will restart with whatever weapon the archer chooses next. The major problem is when the archer’s target would trigger the archer to change the weapon: the the archer just moves around with empty hands and can’t attack at all but moves around as if he/she had a bow or a melee weapon. This behavior can be reproduced with any archer.

New patch is out!

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