Hi @SirDaveWolf Thank you for posting this compilation. Just for your information, the majority of the issues in your video were found and reported before the build was pushed to TestLive. This is why there is also a section for known issues.
None of these issues are game-breaking (except for one which is not shown in your video) and there is no reason to delay the TestLive patch since it is a test patch and work in progress anyway. While the developers are working on those issues that they already know about, players can play test the rest of the patch and potentially find issues that were not previously known.
Now, if this patch goes as it is on live, I would agree that there is an issue but I donāt see it as such as long as those issues are acknowledged and addressed during the TestLive phase.
Summary of the issues reported by SirDaveWolf:
Cripple effect removes sated buff when it wears off (this is not a new issue).
Certain mobs can push you undermesh, usually those that have some charge or stomp attack (if this happens in a specific location, it would be helpful if you report it with the coordinates. )
LoD issue with one of the cages (again coordinates would be helpful when reporting such issues).
The bug in the tower is what I assume is the infamous roll bug (please explain if this is not it).
What I assume you mean with your report is that the wasting disease effect is applied to your character instead of your opponent. Please explain if this is not the case. Considering the high damage on that short-sword, I assume this is intended. It also drains your water/food on hit.
This item (1h legendary axe) and a few others have been reported and are still work in progress but thanks for mentioning it.
It has been reported that the 1h sword gives you 50% corruption. I have personally asked whether this is intended design or not.
There are some effects which we have not figured out just yet but this doesnāt necessarily mean they are not working. Again the descriptions, icons, visuals and armors/weapons might be still work in progress. The effects that we are yet to figure out are Fleetfoot, Nimble, Exhausting and Ripping.
The balancing issues with cats are also not a new issue and as far as I understand not subject to this patch.
For me testlive is a branch of Conan, where I can see, test and give feedback to upcoming features and gameplay mechanics, but the patch has bugs in fundamental areas of the game. This is unacceptable for me, even if itās a test branch. This is something you can deliver to your internal testing department but not to the public.
The video is fine as it is for me. And as I stated before, I donāt want to do work for free where others get paid ~$60k per year.
Thanks for the feedback Narelle, as always, a Star!
I do wish that there were admin-generatable wildsurge-spouts that could be tossed down here and there into Exiled Lands occasionally too. Keep those pesky players on their toes.
This is already added to the game, many little camps will be empty in the day time on the main base map but if you return in the evening they are at home, far as I have always thought they were out hunting in the day light hours. This does not happen every time its day in these camps but it happens often enough to know it is a already used asset from the main map.
So I removed this post 2 seconds after I wrote it and put "Edited, no worth it in the endā but someone thinks āEdited, no worth it in the end.ā is a bad comment wow.
Hah! I do that already As long as contextual, lots of beasties added to mix things up. Iāve seen lots of wildlife. Most predators hide quietly whilst waiting for prey - therefore, in some areas bushes conceal nasties, some small scorpions have a lot of venom and are hard to hit 'cause theyāre small. Cats hide in bushes without moving - and wolves hunt in packs. Of course, there have been some planar rifts that left one or five Siptah friendlies stranded and vengeful, but they tend to hide from the regulars (apparently some Exiled locals report these rare encounters are in remote, wild areas. #modsrule
Iāve spent some 40+ hours testing this thing, so Iām ready to give some feedback. What Iāve not found in-game I have ādataminedā by looking at the Admin Panel (I play single-player).
The new placeables are dope AF. I would like some additional, bigger (2x1) variants of the devolved statues, though. The new braziers are my new default high-tier braziers. New barricades are great, as are the fast elevators. Also, weāre getting the banners from the Accursed and Black Corsairs, right? Because they look absolutely awesome and I want them in my base.
The new armors are⦠OK. The medium Silent Legion is great, light Silent Legion looks bad, Dragonbone looks metal AF, Stygian Invader looks great (not sold on the helmet, but whatever). Overall they are great, the weakest one is definitely the light Silent Legion, which looks like a Silent Legion sexy Halloween costume.
The new weapons have awesome stats, but their looks are very mediocre. I like the new harpy Weapons, though I would prefer them to be based on obsidian models rather than hardened steel, I think it would make them more consistent. I absolutely HATE how the goblin weapons look, though: they look straight out of some Chinese FTP mobile MMORPG. If you want to add crystals to weapons, great, just please tone down the brightness of them: they look horribly high-fantasy and I honestly think their look is VERY out of place. Also, I REALLY hope that the serpentman twinblades model is a placeholder, because come on, you can see from a mile away that it is two shortswords welded together. The new grenades are a welcome addition. Fish-people weapons are great.
The new factions are absolutely awesome. I LOVE the Black Corsairs, cannibalistic pirates are awesome. The stygian Mercenaries feel very stygian and civilized, as it should be. I love the accursed, though I hope their models are placeholder and something more is done to differentiate them from the others (and from the Cimmerians they are based on). The new camps look great, keep it up!
The new activities look great (robbing graves, freeing thralls), even though Iām sure they are not yet implemented.
I love the tower interior and its function, although I have found no additional āchallengesā inside mentioned in the patch notes. I like the idea of having a Library of Esoteric Artifacts inside of it. As some one else has mentioned, however, adding new recipes to the pool will make it more frustrating when gunning for a specific one. Consider changing it so that recipes already gathered are removed from the pool.
Overall I think it is a solid update that is definitely heading in the right direction for Siptah and the game at large. There are, however, some areas that need further polishing in terms of both graphics (goblin weapons, light Silent Legion Armor) and gameplay (Library of Esoteric Artifacts). I havenāt tried the new Surges yet, and Iāve only had 2 Purges (Fiends and Stygian Mercenaries), but both looked solid.
EDIT: I know it is out-of-topic, but could we get smaller (2x2, 3x2) gates, please? Those things are massive and thatās great for bigger fortresses, but they are unwieldy for smaller camps.
Graphically, I hate how the storm looks. It doesnāt feel like a storm, but more like a filter. I liked it more when it was actually easy to lose your bearings inside while getting assaulted on all sides by demons; it actually felt otherworldly and dangerous, even at max level.
I donāt like how nighttime on Siptah is represented graphically. Is there a particular reason why it is so damn bright at night? It kind of makes braziers and toches useless.
EDIT: Also, could we get some rain on Siptah sometimes? It is an island in the middle of the ocean, after all.
Wait, what did I miss? Why are light sources suddenly bad for server performance? I get the clients can get bogged down, but what do servers have to do about them?
Oh, okay. I wasnāt nitpicking, by the way. I was genuinely curious that Iāve missed something new since I stopped logging in. Thanks for clarifying
No rain, please. Personally, I love the sound of the rain and the thunder and lightning, but I canāt stand how it makes the inside of my base look wet.
Originally, I was against the call for a darker ānightā on Siptah, but after playing it for a while, I kind of agree now that its a bit too bright. But I donāt like pitch black either. So maybe a 20% light reduction and see how it goes? Iām guessing at the percentage, but I would reduce a little at a time (if more is necessary) than instead of a drastic change.
Well, Mounds of the Dead at night is a bit too much, so Iām not proposing that kind of darkness. But Siptah is even brighter than the desert at night. It just feels like night never comes down on Siptah: you get to the evening and then the sun rises again. Honestly I feel like it is a big immersion breaker.