Testlive Update (26.11.2020) - Update 2.2: Bug fixing, stamina and shield overhauls!

I hope we get some impact when blocking, this doesn’t look very natural

Hide the children, lock the servers, drop your weapons, he is here!!

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A troll with a belivable story. The most dangerous combination :^)

Let’s stop derailing the topic even more. Whoever was trolling has received their suspension already. They already got more attention than they deserve.
Please. Let’s focus on the feedback about the patch.

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Will point zero be corrected on the exiled lands? Which arrive from all over the map in one place?

Hello Exiles, we appreciate all the feedback that has been shared so far.
We’ve also just released a TestLive patch, further details and changelog below:

03/12/2020

Version 2.2.264624 released. Changelog:

  • Fixed a number of crashes
  • Players can now trigger a dodge to interrupt healing wraps, but only 2.5 seconds into the animation. We are exploring this solution to give players some agency while not devaluing the commitment aspect of using bandages and their relationship to potions. We will continue to test and iterate on this
  • Fixed the maximum durability value of the following items:
    • Ancient Lemurian Shield (7500)
    • Ancient Lemurian Sword (1350)
    • Ancient Lemurian Trident (2100)
  • Reverted the previous changes to Karmic items as the change to these items was too drastic for the scope of this update, and we will address it properly in a future major update
  • Rebalanced the previous change to Yog’s Touch. This change is intended to bring Yog’s Touch back to a point where it offers a unique gameplay style for a 1 handed axe user without being completely overpowered compared to other 1 handed axes in its class:
    • Health Damage changed to 51
    • Armor Penetration changed to 28%
  • Buildings with updated pieces will no longer disappear after rejoining a session
  • It’s no longer possible to stack foundation when attempting to replace them
  • Fixed pathfinding issues non-playable characters were having in certain dungeons, vaults, and underground locations
  • Fixed an issue where certain larger creatures could get stuck in a persistent leashing state when trying to return to their spawn point
  • Followers should no longer enter a broken state if they are ordered to attack while their behavior is set to “Attack Nothing”
  • “Isle of Siptah” and “Exiled Lands” are now localized in the Map Name drop-down selection in the Server Browser
  • Pristine Khari weapons now grant a second bonus to attributes and have been restored to their original power-level:
    • Pristine Khari Bow
      • Health Damage remains at 20
      • Armor Penetration changed from 7% to 9%
    • Pristine Khari Sword
      • Health Damage changed from 45 to 49
      • Armor Penetration changed from 7% to 9%
    • Pristine Khari Daggers
      • Health Damage changed from 39 to 43
      • Armor Penetration changed from 15% to 18%
  • Fixed an issue that caused Thrall weapons and shields to take durability damage. This was due to an incorrectly flagged stat while making changes related to the shield revamp
  • Acheronian weapons have been restored to their original power-level:
    • Acheronian War-Axe
      • Health Damage changed from 33 to 45
    • Acheronian Spear
      • Health Damage changed from 31 to 43
    • Acheronian Longsword
      • Health Damage changed from 31 to 43
    • Acheronian Two-Handed Sword
      • Health Damage changed from 38 to 53
    • Acheronian Shield
      • Health Damage changed from 27 to 37
  • The Shield Rebound stun state should now trigger in PvE combat
  • Fixed a visual glitch on the large trees within the Jungle Biome
  • Crafter Thralls should no longer disappear from their Workstations upon session rejoin
  • Endowment, Chest, and Breast sliders are now accessible in the character re-customization through the Orb of Nergal
  • Changing the character’s race through re-customization no longer causes players to speak in animal tongues
  • “Antidote of One” perk should now be applied to the correct buffs
  • Fixed an issue that caused shields to not work properly in PvP
  • Fixed an issue that allowed healing items to be used without playing their animation
  • Modified Isle of Siptah music so it can be properly Modded
  • Re-balanced reward chances and costs of Eldarium recipes: players are now guaranteed a reward when delving an Eldarium item, but the costs of crafting them has increased roughly by 50%.

Known issues:

  • Shields created before the 2.2 patch are not working properly, which is being investigated
  • The Nemedian helmet and Godbreaker boots have incorrect stats, this will be fixed in the next TestLive update
  • Daggers of Dagon was unintentionally changed from a legendary item resulting in lower stats. This will be fixed in the next update
  • Stamina regeneration rate for light, medium, and heavy armor is still in progress, we expect to have a more final version for the next update
24 Likes

@AndyB This seems to be broken, the above post has another reply and it is the post it is replying to :man_facepalming:

Awesome! Keep up the good work guys!

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Missing change - “Hard worker perk is moved to its original position”

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Thanks for listening to community feedback on the Karmic effect. :blue_heart:

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Thank you so much for making these changes based upon community feedback.

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For bandage changes, why not just make it dodgeable at any point, but weight the significant healing towards the back end of the buff/animation?

Like say 50% of the healing happens in the last 3 seconds or something.

Hell I might do that for my mod lol.

Also, I was one of the few people who was cheering for the Karmic changes. They were a gameplay nullifying, bad idea from the start, but, cheers to FC for listening to community feedback regardless.

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I think it’s good that you don’t publish it too early. The cooperation with the testers shows that it works. I hope the path can be maintained.

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Hey Hugo,

Can you walk me through how this works?

Seems to me that all the changes that were an accident would have been reverted with the discovery and reversion of the changes cause by the issue mentioned above. Were you not able to revert the change as a whole and had to make the changes individually?

I ask because as stated you have a bunch of the weapons fixed that were effected by this but the Daggers of Dagon were not?

I’m trying to understand how this process works. In my mind you would find the issue that effected say 20 weapons (for example) delete or revert that issue, and all 20 weapons would be restored to their previous stat. Am I wildly misunderstanding the process?

Edit: Grammar and Spelling.

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And people ask Why even have testlive? Pretty simple answer …

Funcom listens.

Kudos, team.

Regards

jim

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If it was an intended change, they would just say so. Enough with the conspiracy theories, at bare minimum it’s offtopic to what the point of this testlive thread is for.

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I agree with the testlive branch, I always have and always will. The last version of testlive is a perfect example of why it is necessary. Both in terms of player feedback and devastating changes (unintended or not) making it to the live branch. The more people playing and testing and reporting the better the live version of the game will be.

I would also like to take a moment to thank everyone that plays and tests on the testlive branch of the game. Your hard work and dedication really improve every players experience, you should be proud of the time and effort you have put into testing and reporting.

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Right, this is something that has been bugging me for a while.
I understand that the mount cannot sprint while I am over-encumbered, but shouldn’t that change if I have 50 Encumbrance?

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Took a while, but here it is! This means that after 2.5 secs you can cancel it at any time, right?

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Thank you for listening to the community, i hope the next time you address the karmic effect, or any other effect already in the game, gets a better treatment and understanding of how the playerbase will react if you remove it completely.

I was fine with the precious changes, i see no reason for the karmic effect to exist at all, we used to live without it, and its really easy to find legendary repair kits and weapons to replace the broken ones, most of them are thrash though, so… perhaps they require some attention?

I may suggest that instead of random legendary items, every boss should drop some sort of legendary material required to craft it, they can also drop legendary recipes or learn them somewhere in the world.
This way instead of having chest filled with legendary items that will never be used, players may search the materials to craft the item they want. If they can craft it they can fix it, they won’t need this karmic effect at all, neither farming for an legendary repair kits, that in some places seems to be very easily obtained, they only need the legendary material required. Now that i think of it, it reminds me of Age of Conan, that in order to craft some epic items you need a special ritual and/or having some very rare ingots, this could be here too, i believe this will add more value to the item and the quest to obtain it, not depending only on RNG.

To be honest i liked the idea, if it was well implemented, they receive far more hits than a player and are not really very communicative about their affairs so they would need to have more durability resistance.

Thank you, is really annoying to accidentally hit the quickbar button where the wraps are located and get locked in a 10sec animation in the middle of a fight.

1 Like