So far everything seems good. Though these stability messages are still appearing in the event log on server start up. Nothing disappeared this time, but it is still concerning.
So, it’s going to be 1 on 1 now? 1 blood etc to 1 zeal? What’s the point in that? Removing protection from the game? Some people can’t play for hours everyday to farm that zeal you know… If you plan to really nerf zeals then increase the duration of the protection.
And this lmao … imagine a T3 door with 25k hp and the wall/foundation next to it with 100k lmao. 2-3 jars and the door will be down, also imagine a T1 door, you won’t need a jar for it anymore lol
Instead of buffing the durability of doors, which will lead to building less doors, you are guys are lowering it down. Now instead of having 10 doors you have to build another 10.
No complaints about any of the test live changes. I think making the undead Dragon stationary is a good idea we were trying to find him in the wall last night with no luck. Can’t wait till it’s tested and hits PS4. Keep improving and growing! Thanks
Exile
Airlocks and false doors are very important strategy regardless of door HP. I’m guessing, after only a few test runs here, that this was done to allow the Purge minions more of a fighting chance. Right now I’m intrigued by how the humans are “randomly” attacking the doors with a measure of success.
I will say it again that having such large patches rather then keeping the balancing changes internal until major bugs that require QA are dealt with is not good. The fact this means bug fixes people have been waiting for will have taken more then 8 weeks now before they go live.
8-10 days for QA for bug fixes is totally reasonable 8-10 weeks is a bit much. Big Patches means long dev cycles which leads to angry players and player churn and brand damage.
I realize this has to be done because this is how this dev cycle has gone. However after this patch goes live I would beg of you fix the bugs this will introduce (we all know it will at this point that is obvious as it really always does) in smaller focused patches (not just hot fixes for server issues) with shorter QA times so they can hit live faster. Getting a few bugs fixed and then a few more bugs fixed and then a few more means we see less forum screaming and players actually can see hey yes bugs are being worked on. 2 months is too long to leave bugs that are fixed to sit on set live because other bugs in the same giant patch still need QA time.
Oh rats, I always had fun positioning myself in NPC camps to cause maximum destruction, while battling those NPCs. Seriously though, very smart move.
I assume this only matters on players and has no impact on NPCs?
I always got 2 hits, so I’m somewhat confused by this.
Very cool! Looking forward to getting my new playthrough character to 60 and trying this perk again.
At first I was wondering why, since oil is so easy to acquire. As someone else says, it is the only good oil sink for the game, but then with this change, we can stop placing 50-100 fish traps and drop down to just 5, to get all our ichor/oil needs met. Much better got server/client performance.
Sweet! Deleting that mod (thank you to the mod developer though, your work was greatly appreciated!!!)
Sweet baby Crom! Thank you!
Seriously though, I hated goats more than anything. They aren’t hard to kill, once they finish their teleport charge, but so fracking annoying. Who else had been launched off a cliff due to these guys?
Does this only apply to camels, or did it fix other large pets like Rhino? I’ve been stuck in the rhino many times and posted about it as well. The greater rhino is nearly impossible to have as a follower, as it’s horn is always interfering with your movement.
BUT MOST of all, I love you for the new Carpenter bench! I can’t wait to craft one and toss that old crappy bench out the door for good.
Seriously fantastic update. All the balancing and increasing difficulty is awesome. Making the North more of a challenge and taking Sepermeru off easy mode is very well done. Building changes are very welcome! Great job!!
Edit: Oh, and pickup chests!!! Nice move!
But guess which modder is crying because he knows his mod users will still want to be able to destroy NPC camps to build their bases in because that’s what the mod does. This one
Pretty sure I can work around it, but it does mean more work for me on that end. But I’ll happily accept that responsibility for the performance cause.
Yeah, I can see where that could be an issue, I’m heading into the workshop to see which mods (many yours) are tweaked by this update.
Oh if it’s got my name on it, this update probably will break them. I might have to call in sick at work on patch day Pretty sure the stress alone will do the trick on that front haha.
Well, LBPROE No NPC, Paragon leveling and T4 half increase spawn are the three I am about to test with the patch. Don’t sweat the mods. Keep your day job happy. This is just a game after all.
T4 and LBPR for sure breakage, probably, maybe. T4 won’t act broken but it will be, the data table will conflict with all the numerous changes Funcom has made, it happens every single patch and I have to rebuild it from scratch. Paragon should be okay other then the stupid admin panel bug I’m dealing with. Anyways I’m going off subject here, feel free to add me on steam or message me on discord if you find some stuff out.
The Dancers at Derketo trainer are fixed Both came to attack me for the first time ever.
Phenomenal list of improvements!! Between this and the upcoming quality of life patch, my excitment levels are blazing towards the top of the scale. Thankyou Funcom and bravo, keep up the great work
Does this include Large Chests? - Yes it does…
Excellent - Captain in Sepameru has the same HP as Vathis. Sepameru is the place to be now.
That’s probably more relevant to Testerle (mod author) then a Vanilla issue.
I should have been more clear. I disabled that mod and there is no admin pickup of thralls. With the mod enabled, it just crashes the client when I try to open radial menu on a thrall.
As far as I’m aware (and I could be completely mistaken), the only thing you can do in vanilla with Thralls after placement is guard location changes. Admin or no, I don’t recall there being an ability to physically pick them up and place them back in your inventory in vanilla gameplay.
Damn. You are right. It was the Pickup+ mod that did it. It can be confusing running so many mods
I am liking how tough the relic hunters are in Sepermeru. I already had a couple of “OH SHOOT!” moments!