In light of recent issues introduced with the Age of Heroes update, we are reducing the thrall rescue cooldown timer on all official servers. The new values are as follows:
Thrall Rescue: 5 minutes (down from 1 hour)
For those unfamiliar with this feature, this is a function you may access from Follower Management.
WARNING: Thralls recovered this way lose their entire inventory when rescued, but you will at least be able to recover the character.
Damage cooldown: 2 minutes (down from 10 minutes)
After a stuck follower takes damage from any source, you will be able to use the Rescue function on them after 2 minutes instead of 10 minutes.
These changes were committed today, October 23, so the new values will not go into effect until after the servers restart later tonight.
We understand this does not fully address the overarching issue, but our hope is this can help lessen the sting of loss for a follower you invested your time in. The core issue will be addressed in an upcoming hotfix; as soon as we know more about a release timeline, we’ll keep you updated.
Thank you for your attention and I sincerely apologize for any trouble or frustration caused. And please let us know how this works for you!
Yeah that’s cool and all but I’m really hoping for a stability fix for private servers. As a server owner, it’s extremely disheartening that each content update butchers the playability for the communities we built to allow this game to survive as long as it has been.
wouldn’t it make more sense to change “AmbientLifeEnabled=True” to “False” in the serversettings.ini as well !?
This does at least prevent more thralls from migrating to the 0, 0, 0 coordinate on my private server. With this setting on however we had to go and rescue some of our thralls after EVERY server restart.
This coordinate has always been a wormhole for lost items whenever the server can for some reason not find an objects place. Chests that got placed under-mesh. Some antelopes that weren’t able to spawn in their designated spot…
It’s also the coordinate where players first load on the map whenever they log in. Then they get teleported to the spot they logged off at. Or so it seems.
The players usually don’t notice it.
At least they didn’t in the past.
But occasionally very long loading times for players on my server correlated with them being shown on the 0 coordinate for quite some time and them to experience falling through the map on log in.
In my theory, and I might be totally off the mark, crafter thralls fall through the map on server restart and their home location gets nulled.
I recommend building a structure at 0, 0, 0 to catch thralls as well. Thralls teleport there, and then when someone activates the chunk, the thrall falls out of the sky. If they don’t die from the fall damage, they get to have the pleasure of being mauled by a nearby pack of wolves. I put a structure at that spot to keep them safe until they get home.
In AoH the damage cooldown has always been 10 minutes, even if a thrall was left in an area where there were no mobs that could cause damage. I’ve seen this most frequently lately in single player with thralls freed from cages–rescue thrall from cage, lead her to safe place and put on guard, get back to camp and there is always a 10 minute damage cooldown.
Depends. That’s a setting every private server uses currently. If FC servers do it too, then data on the issue stops coming in from a portion of the playerbase.
If you play on FC servers, you might want to assume you’re a guinea pig
My game has been crashing all day. I’m on an Xbox series. X and I play in a private server. I completely lost my game for exile lands when the age of heroes update dropped several weeks ago. I started a new game on the aisle of septa built my settlement and went on a thrall collecting spree this morning, and my game has been crashing every since
Does anyone know if there’s a limit to how many thralls I can have or how big my settlement can be?
If you are playing on your own server, its as big or as many as you want. Just for reference, how many thralls are you talking about? If its several hundred, you might be seeing a limit on your hardware. But should be fine if only a couple dozen.
I can imagine that the inner sanctum 'conversations over at Funcom offices have indeed been quite active - possibly moreso than the ones by us players. Thanks for the communication now.
Ideally, as others have suggested, the new Thrall system be switched off until patched successfully? Private servers did that from day one of the issue landing and have had no(?) issues that official server players have had.
Am guessing the trending hashtags over there in the FC offices are #whoneedssleep#morecoffeeplease#pleasestopscreaming
To be honest this Age release is the worst ever I personally have lost 6 or 7 Named crafters to this bug not to mention you can’t stop them opening doors and fighting things ie purge attacks you need to be able to stop them opening up the base ,you able to stop them using beds and other things now make so we can stop them opening doors should we want it.And some compensation for lost thralls would be good as many people are not happy and may choose to abandon the game altogether
It means different things at different companies, but in general, there is no such thing as a time limit for a hotfix. The “hot” part of it refers to patching a branch that’s currently live in production, as opposed to putting it into the development branch as part of a typical release lifecycle.
What you’re referring to is simply priority, which is determined by a measurement of severity (how much does it break things) and visibility (how many users are affected). If I were assessing this issue, I would determine it’s either medium or high severity with very high visibility, which would set the priority to high or very high.