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TOPIC: October 29 Update

October 29 Update 4 months 3 weeks ago #17025

  • srand
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The long-awaited update is finally here! This update includes wide-spread changes to abilities and treasure effects. Those changes have especially affected existing equipment, so make sure you read the instructions below for dealing with those changes.

Combat feels a bit different now. In general, you regenerate more in combat and your armor... well, okay, it's hard to summarize all the changes. Let's just say that combat is a bit different, especially at higher level. Expect some shock at first. It will take a little while to get used to, but in the end you won't be weaker than before -- this update was NOT, in general, a nerf to overall player power. It may just feel that way while you get used to things.

There is a list of Known Issues at the bottom of these patch notes!


Halloween!

Because so much of the combat system has changed in this update, you will probably need new loot. So we've made this year's Halloween event a loot extravaganza. There are chests in town that you can unlock to get loot. To get started, use "/redeem Halloween2016" to get 5 free Halloween Chest Keys. Find more keys by killing skeletons and ghouls! (Tip for newbies: the Serbule crypt is full of skeletons... once you get past the horde of spiders at the entrance.)

Also, Velkort has reported that the sacrificial altar in Serbule is emitting blue fire. Best to stay clear of that area.

[Seriously, the latter half of Serbule is going to be a bloodbath. Be aware of your surroundings! We should really move this type of horrific event out of town, but there wasn't time this year... so stay safe!]

IMPORTANT: for performance reasons, PLEASE do not throw unwanted loot from the loot chests onto the ground. Sell it or give it to NPCs!


Two-Skill Equipment

New items: The way that treasure effects are chosen for loot and crafted gear has changed. We've retired the notion of "single-skill treasure" -- all new treasure will have its effects evenly split (as much as possible) between two combat skills when it is generated. This is intended to encourage players to build for two skills instead of maximizing their primary skill at the expense of a second skill.

Special notes:
  • Just as before, your active skills determine the effects on loot most of the time. There is still a chance to get "generic" effects instead, and a small chance to get a random skill unrelated to the ones you're using. The chance to get a random second skill is much reduced, however.
  • If you use the same skill on both ability bars, the game treats your second skill bar as "generic", so the gear you find will always be half-filled with generic effects (or, occasionally, a random other skill as mentioned above).
  • Similarly, if you use the same gem for both primary and secondary slots when crafting an item, the game treats the second skill as "generic", so you will get generic treasure effects most of the time.
Old items: Existing equipment that doesn't meet the new two-skill requirements has been marked as Legacy. (Legacy items can be used for 30 days, but after that they will break and be unusable for combat.)
  • "Generic" mods don't count as one of the two skills, and there are some special rules for how that works -- you *can* have an item with mods for only one skill, if half of the item's mods are generics.
  • By the way, items with only two mods are exempted from becoming Legacy even if their two mods are for the same skill. But you shouldn't find NEW two-mod items for only one skill -- if you do, that's a bug so please report it!
Legacy Equipment: In addition to the two-skill requirements above, a lot of treasure mods have changed in major ways. Most existing mods have been automatically converted, but if the mod now goes on a different slot then that piece of equipment has been marked as Legacy as well.

Legacy Item Replacer NPC: There is a new golem in Serbule that provides a service for Alpha players: if one or more of your items has become Legacy due to gameplay changes, the golem can replace it with a new randomly-generated item.

Legacy Items in Error: Because the changes to treasure effects are very wide-spread, you may find that a piece of equipment has been marked as Legacy incorrectly. If that happens, don't panic! Do not throw your item away! It may be a bug, and if so it will automatically become Un-Legacy when we fix the bug. Here's what to do:
  • In Serbule, find the Legacy Item Replacer golem in the house next to Joeh's shop. It can examine an item and tell you why it's marked Legacy.
  • After seeing the reason, if you still think it's a bug, then you're probably right. Report it as a bug! Include the name of the item and the treasure effects in the bug report (or send a screenshot to This email address is being protected from spambots. You need JavaScript enabled to view it. showing the item's info). Then hang onto the item for a bit. If it's a bug, we'll fix it within a week or two and your item will un-Legacy automatically.
  • After seeing the reason, if you're satisfied that it's Legacy, you can give it to the golem to receive a replacement item.
  • Remember that Legacy items are completely usable for a month, so do not freak out prematurely!

Load-Outs

You can now save different configurations of ability bars and equipment sets for your character. Load-outs are a snapshot of your active skills, abilities, and equipment. You can switch to a different load-out at any time (except during combat), either through the GUI or by configuring a hotkey.

You unlock your first two load-outs when you get your first combat skill to level 25. After that, each combat skill you raise to level 50 unlocks another load-out, up to a maximum of 9. The equipment used by load-outs is marked with a special icon in your inventory so that you can easily tell which ones are in use. And these items don't show up in the vendor GUI -- they are effectively "locked" from being sold.


Food

Meals are super important now!

Both food and drink items are now called "Meals". (Snacks are still separate.) Meals generate in-combat regeneration as well as out-of-combat regeneration. Without a level-appropriate meal, you're going to have a much harder time surviving combat! (In contrast, Snacks always have instantaneous effects.)

There's another gotcha here: Meals now have a Gourmand level requirement. If you've been ignoring Gourmand skill, it's time to start leveling it up! Eating new foods is by far the fastest way to level Gourmand. We recommend throwing food-trading parties as the easiest way to get new foods. (You can see what foods you've already eaten in the Skills window.)

If you've ignored the Gourmand skill up until now, you may be in for a rough slog at first because your regeneration will be low. To help ease you into eating regularly, all existing accounts can obtain some special food. In game, type "/redeem AlphaBeets". You'll get 20 hours' worth of Meals. (Note that for technical reasons, this can only be done once per account.)

Also worth noting: We didn't have time to update the Tutorial to better explain how Meals work. For now, we've just dropped several bowls of Porridge into new players' inventories, and hopefully they'll notice the "You're Starving" icon and eat a bowl. (This porridge is the same stuff that's in Lawara's cooking pot on the island.) If you see a newbie having trouble, give them a gentle nudge in the right direction!


Ability Changes

The following skills have SIGNIFICANTLY changed loot: Sword, Unarmed, Staff, Mentalism, Psychology, Necromancy, Druid, Fire Magic, Archery. Many mods were changed to be less sucky, and some were moved around to better distribute the gear.

Other skills have not yet had their sucky gear mods revised, but the stats of their gear and abilities HAVE been changed to use the new base formulas as everything else. (They just haven't had their least-exciting gear mods replaced yet.)

General Changes:
  • Power costs of all abilities are different -- some larger and some smaller.
  • Abilities do more base damage. A LOT more base damage. This helps make them useful even if you don't put a lot of treasure effects on the same abilities.
  • As a side-effect of abilities doing more base damage, mods that boost damage by a percentage are now using smaller percentages. This does NOT in general mean that mods are weaker than before... it's just how math works. Mods still account for more than 50% of your character's total power at high level.
  • Your armor now gives much bigger boosts to your Combat Refresh. Metal armor has the least effect on the refresh but has more Armor to compensate. Cloth armor has lower Armor but you recover significantly more Power and Health. Leather armor is somewhere in between.
  • Significantly increased potency of rage-reduction abilities at high level, to better match modern monster max-rage stats. (Typical high-level rage-reducing abilities remove about 250% more rage).
  • Tweaked stuns so that chain-stuns don't diminish quite as quickly (accounting for longer combats).
  • The description of an ability now tells you more important facts that you need to know, such as exactly how much damage an ability will do with your current gear and mods. Enchanted aspects of the ability are shown in green or red, depending on whether the enchantment is positive or negative. (This was a huge amount of work so it is likely to be buggy. Please report bugs!)
  • Your ability bars also now inform you when the timer on your Combat Refresh is up and it's ready to use again. (And there's a little 'boop' noise.)

New Abilities
  • First Aid: Added the level 50 First Aid ability. Currently the first-aid kits drop from level 60 monsters and cannot be crafted or purchased.
  • Lycanthropy: Two new abilities 'Skulk' and 'Blood of the Pack' can be learned from Sanja the wolf
  • Psychology:
  • -- Added a new level of the ability Psychoanalyze. The old Psychoanalyze 3 is now a level 31 ability, and the new Psychoanalyze 4 is level 47. If you are above level 47 you will already have this ability in your list, but you may still have Psychoanalyze 3 on your ability bar until you manually switch to the higher version.
  • -- A new level of Strike A Nerve is available from Nissim in Amulna. It requires Psychology level 62.
  • Staff: Added the new ability Phoenix Strike, which is temporarily learnable from Hogan in Hogan's Keep, Eltibule.
  • Unarmed:
  • -- The ability "Kick" is now "Front Kick".
  • -- A new ability, Infuriating Fist, is available from Furlak. Level requirement is 40/50/60. (There are three levels of the ability.)
  • -- New ability tiers: Punch 6 @ Furlak, Front Kick 5 and 6 @ Furlak, Knee Kick 5 @ Furlak, Hip Throw 4 (auto-learned), two new levels of Headbutt (available as loot scrolls or from Flia), Jab 6 (level 60 loot-drop scroll)
  • Mentalism: New ability Agonize, taught by Mu the Myconian. (It replaces Mind-Armor Wave, so if you had that old ability, you already have the new one.)
  • Necromancy:
  • -- There are new tiers of many abilities: Raise Skeleton Archer, Raise Skeleton Swordsman, Raise Skeleton Battle Mage (2 of these), Life Crush, Life Steal, Death's Hold, Wave of Darkness, Provoke Undead, Spark of Death (2 of these), Create Shambling Corpse (2 of these). They were added to shorten the gaps between getting new versions of your core abilities. Some other abilities' levels have moved up or down by 1 to fit these new tiers of abilities. You should check the abilities you use and see if there are new ones available!
  • -- Most new abilities below level 50 will have been auto-added to your Persona list. Higher-level abilities are for sale from Daniel Murderdark.
  • -- NOTE: Wave of Darkness and Heart's Power are no longer auto-learned. They are now taught by Jumjab the goblin (who lives in the wilds of Eltibule). Jumjab also now teaches Create Super Zombie, taking over from Azalak the mantis, who doesn't actually know anything about Necromancy and was just bluffing.
  • Archery: New abilities Restorative Arrow and Mangling Shot, temporarily taught by Azalak the mantis. (Who knows nothing about Archery, but is pretending.)

Specific Misc Skill Notes
  • Giant Bats can raise the Bat skill to level 60. Befriend Yavazek in Sun Vale's Animal Town.
  • Although Knife has not been substantively revised yet, note that the Knife Crit Boost effect HAS been updated... building your setup around these treasure effects should be much more effective now
  • Knife ability 'Gut' now deals direct health damage instead of normal damage
  • Reduced the healing-regen potency of Howling. Increased damage potency
  • Necromancy and Bat reap effects ("steals X health") no longer get the benefit of bonuses to necromancy/bat base damage. Instead, their base effects (and treasure effects) are directly more potent
  • Wind Strike now adds the bonus damage to the NEXT attack after Wind Strike, as intended, instead of just adding the damage directly to Wind Strike
  • Fire Magic no longer has lower max power than other combat skills (effectively giving fire mages +25 Max Mana at level 50+)
  • Health Regeneration from Beast Metabolism (a/k/a "werewolf corpse-eating") has been reduced by 33%. Power regeneration has been reduced more, Armor regeneration less.
  • Necromancy: "Heart's Power" and "Spleen's Power" can now be placed on the sidebar.

Bugs & Assorted Changes
  • Loot tweaked so that you find more of the weapons (and off-hand items) you need, and less that you don't. If you're using Unarmed skill, you'll have a much higher chance of finding unarmed weapons, and much lower chance of finding, say, Fire orbs.
  • The recipe for Lucky Belt of the Batty Battler has been repurposed to create belts for Knife instead, since the bat belt can just be purchased from Harry in Serbule.
  • Lucky Belts now boost base-skill damage. (!)
  • Skeletons have a bit more health starting at low level, and do a bit less damage at high level. Same goes for animal-handling pets
  • Fixed a bug that let players learn higher-level versions of an ability even if they didn't know the lower-level version, if they were learning it from a scroll
  • Frost Bolt and Scintillating Frost no longer share the same icon.
  • Multishot and Heavy Multishot no longer share the same icon.
  • The label color for Exceptional items (those with three treasure effects) is more red than before.
  • "Skeleton Dickweed"s drop more equipment.
  • Significantly reduced the quality of loot dropped from Druidic Emergency monsters.
  • Droaches from the droach invasion druid event can no longer be skinned.
  • Toned down the rarity of loot from group-monsters a notch. Epic and Legendary (4-effect and 5-effect) items are a little bit less common. "Boss" monsters are nerfed a little bit, and "Elite" monsters are nerfed more noticeably, especially in terms of finding Legendary gear. This change does not affect crafted-gear rarities or the loot dropped from solo monsters.
  • Pocket belts have slightly more inventory space, to compensate for how they aren't boosting your damage like regular belts now do.
  • Players no longer get +1 mitigation for every 50 points of Max Armor. They still get +1 mitigation for every 25 points of CURRENT armor, however.
  • Fixed a bug that kept the "Bonus Gold from Work Orders" special event feature from working.
  • The Transmutation Table no longer allows you to alter the Augmented effect on an item; it in fact shouldn't even be shown on the transmutation table (except for "... plus an Augmented treasure effect"). You can still remove augments with the augment-removal recipe.
  • Monsters have a bit more health and their Rage attacks do more damage. (Note: There is no magic "balancing wand" I can wave on monsters... many of them are no doubt going to be too hard or too easy now, and I need your help finding them! If, after some time playing with new gear, a monster seems inappropriately hard (or easy), please assume it is a bug and report it!)

Known issues
  • Item tooltips can appear in awkward spots if they are too close to the corner of the screen.
  • Item tooltips can sometimes "shrink", removing unnecessary whitespace dynamically in a very eerie (but harmless) fashion.
  • The Transmutation table temporarily has no way to change skill-specific effects into Generic effects, or to change Generic effects into skill-specific effects. You can only transmute skill-specific powers into other powers for that same skill.
  • Velkort has forgotten everybody and his Favor level will be reset. Do not bother trying to raise favor with him again; he will remember your old Favor level after the next hotfix.
Last Edit: 4 months 3 weeks ago by srand.
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October 29 Update 4 months 3 weeks ago #17026

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As promised ...


November 5 Hotfix

The blue flame in town is now dormant and monsters can no longer be summoned. However, undead throughout the world still drop Halloween loot and chest keys! ALL undead are now eligible, including skeletons, ghouls, ghosts, flapskulls, faces of death, and zombies (such as Frozen Corpses). All undead boss monsters also have a chance to drop them (on the first kill during a 3-hour period). If a boss looks undead, it probably is; for instance, the Bonfire Puck is undead.

Pre-existing Halloween keys can still be used in any of the Halloween chests, but new keys are tailored to a specific level of chest. For instance, level 20 skeletons drop keys for the level 20 Halloween chest.


Ability Fixes
  • Most harmless abilities (such as heals and buffs) were affected by buffs that boosted skill damage. For instance, if you had a buff that gave you +10 Psychology damage, your Pep Talk would deal 10 damage (before healing for the normal amount). This bug has been fixed for over 60 different abilities, so if you're wondering about a specific ability, the answer is probably: yes, it was bugged
  • Jab indicated that it was a Basic Attack, but did not generate a Combat Refresh. In actuality it wasn't supposed to be marked as a Basic Attack (it has a 5 second cooldown... and costs Power...) but it seems more interesting with a Combat Refresh attached so we'll make it do that for now
  • Blood of the Pack levels 1-4 could be learned in any order and did not share the same cooldown timer
  • Bodyslam could not be substituted for Hip Throw in a few combos
  • Deflective Spin is no longer marked as "harmless", since it does AoE damage now
  • "Heart's Power" and "Spleen's Power" are no longer marked as ranged attacks. Or, in fact, as attacks of any kind
  • "See Red" is now considered harmless (meaning that using it out of combat does not begin combat)
  • Blocking Stance no longer benefits from buffs that make melee attacks cheaper (because it is not an attack)
  • The abilities "Feed Pet" and "That'll Do" did not correctly display buffed healing numbers (although the healing was correctly buffed, just not displayed)
  • Flesh to Fuel was fixed so that Fire Magic Damage no longer boosts its damage. This reduces the damage it does with typical high-level fire gear by a lot! However, the damage from Flesh to Fuel is still Fire damage, so buffs to the Fire damage-type still boost its damage. This is an intentional trade-off. (By making the ability do real Fire damage, your Fire Mitigation gear works on it, potentially reducing the damage to zero, but that also means it can deal more damage. It's supposed to be a tricky and slightly annoying balancing thing... and with the bug fixed it should work closer to the intention.) The terms are very similar here, so to be extremely clear: the term "Fire Magic" refers to the skill, but "Fire" by itself refers to the damage type. So things that boost "Fire Magic Damage" do not affect the ability anymore, but things that boost Fire Damage or Direct Fire Damage still do. (Things that boost Indirect Fire Damage do not, because it isn't an indirect fire source... it's directly burning you right when you press the button.)
  • Similarly, the ability Restorative Arrow is no longer buffed by things that boost Archery damage. However, it does a tiny amount of Piercing damage, and things that boost Piercing will boost this number. (But the damage amounts are so small that it's just for flavor.)
  • "You Were Adopted" could not be activated after using Tell Me About Your Mother. (Psychoanalyze still worked.)

Loot Mod Fixes
  • "Double Hit Ignites the Target, Dealing X Damage": was igniting the player instead
  • "Debilitating Blow deals +X damage and causes your Core Attacks to deal +Y damage for 7 seconds": was buffing the monster's Core Attack damage instead
  • "Tell Me About Your Mother boosts your Epic Attack Damage +10 and reduces the Power cost of your Epic Attacks -4 for 15 seconds": only lasted for 1 second
  • "Calefaction causes target to take +4% damage from Cold for 12 seconds": had wrong icon
  • Loot mod that made Fire Breath deal AoE damage did not make it an AoE attack
  • Loot that boosted Jab damage didn't work
  • "Skulk causes your next attack to deal +20% damage if it is a Slashing attack": now correctly describes it as a Crushing attack
  • "Smell Fear deals +X% damage and further reduces Rage by Y": the Rage-reduction number was incorrectly displaying as 0. It did actually remove Rage, however
  • "Positive Attitude boosts your out-of-combat sprint speed": was turning itself off if you didn't have the Staff skill active. It now requires the Psychology skill, as intended
  • "Electrify generates no Rage and reduces Rage by X": X was always displayed as 0. (It did actually remove Rage, however.)
  • "Mamba Strike and Front Kick deal X Trauma damage over 15 seconds": was incorrectly flagged as a Fire Magic effect. If you did not have Fire Magic active it would abort after 1 tick of damage
  • "LOW_COMMUNITY_XP_EARNED_MOD" now has the correct label "XP Penalty When Feeling Lonely" (which, of course, only applies to Humans)

Other Fixes
  • Imbuing an item with Shamanic Infusion caused it to become Legacy. (These items should automatically stop being Legacy now. If they are still Legacy please check the golem to see why, and report if it is in error!)
  • You can now get two more levels of Staff skill by raising Unarmed skill. (This allows Staff users to potentially reach 65 and access Phoenix Strike 4)
  • Low-level deer should no longer be afraid of summoned pet deer
  • Words of Power "whiny voice", "hateable face", and "disgusting body odor" are supposed to increase the Taunt of your attacks but were accidentally multiplying it by 0 afterwards, resulting in no taunt from attacks
  • Renamed "Psychology Healing" to "Pep Talk Healing" to better describe what it does
  • Velkort did not remember your Favor levels from before the update
  • Magically-infused musical instruments now count as "equipment" for gift-giving purposes
Last Edit: 4 months 2 weeks ago by srand.
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October 29 Update 4 months 3 weeks ago #17027

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October 29 Update 4 months 3 weeks ago #17028

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Velkort has forgotten everybody and his Favor level will be reset. Do not bother trying to raise favor with him again; he will remember your old Favor level after the next hotfix

Obviously it's a fake Velkort. Pod-person Velkort...I shall befriend you even if nobody else will! Unless you don't talk to bats, then you're just as jerky as the original Velkort.
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October 29 Update 4 months 3 weeks ago #17032

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Ok so i noticed something about unarmed - soem skilsl feel a bit left behind. For exampel both slashign attacks ares till stuck at lv 50, meanign tehy are nto realy worth usign over "normal" unarme dattacks.

Maba strike could use one more tier.

Also i noticed taht barrage and cobra strike are labeled as nice and core attacks, but they alternatives dont. Thsi makes claw barrage even less appeling, while maba strike suffers a bit too (after all it has lower base dmg than cobra, and dont benefit form core atacks bonuses).

Also new tauntign attack seems to not proc combat refresh, even tough its supposed to be alternative for punch.

Oh and not sure if its intended, but Jab has 5 sec cd.... A bit too much imo.
IGN: Naku - werewolf. Friendly. Mostly. If you need help/have question or just want to party up, feel free to send me pm.

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October 29 Update 4 months 3 weeks ago #17034

Just want to say I'm excited about these changes - Eric/Citan/whatever, you're doing an amazing job with this game so far, and I hope you get richly rewarded when the Steam release comes!
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October 29 Update 4 months 2 weeks ago #17054

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Will we have the option in the future to "tweak" legacy items through transmuation, rather than completely rerolling that item? Most of my items are two-skill with a proper split, but fail since some mods are now placed on the wrong item.
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October 29 Update 4 months 2 weeks ago #17055

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I am happy with the changes.

I always used two skills and these changes made me considerably stronger. It is also possible to modify my old single skill gear now, to support other secondary skills than my favorite (usually Psychology, but I also use Mentalism, Druid, Unarmed, .. but have had not that much gear to support these).
My power management is worse though. I may have to look for better food and tweak gear some more. Trying to keep my vegetarian badge (I don't care for the vegan badge) might limit my choices quite a bit. Since I can't get my gourmand skill as high as the omnivores (are there pure carnivores amongst us?) it would help if vegetarians got a boost in food duration that eases the gourmand cap (probably mitigated by non-vegetarian food ever consumed, to avoid unnatural high boni for former omnivores that turn vegetarians at max skill only to attain better boni).

The only thing that became worse is my crashes. I never crashed in the town of Serbule before. Now I ain't safe there no longer. It is probably the spawns from the altar that cause the crashes; druid emergencies also made me crash around the town of serbule, when they occured.
I don't have any crash reports so far, since all of them were these ugly 'hard reset your machine' crashes that fail to write log files.
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October 29 Update 4 months 2 weeks ago #17057

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cr00cy wrote:
Ok so i noticed something about unarmed - soem skilsl feel a bit left behind. For exampel both slashign attacks ares till stuck at lv 50, meanign tehy are nto realy worth usign over "normal" unarme dattacks.

Make sure you send in-game reports for anything like that that you see! We've definitely got a lot of bugs, but more than that we are certainly going to need to do a lot of tweaking. So tell us anything that seems wrong and we'll sort it out.

Xilias wrote:
Will we have the option in the future to "tweak" legacy items through transmuation, rather than completely rerolling that item? Most of my items are two-skill with a proper split, but fail since some mods are now placed on the wrong item.

At this point, it doesn't look like this will be changed in the next 30 days. There are some tech problems and a lot of complications, and while we might get something rigged up ... I have to say it's unlikely. And to clarify: getting the transmutation table to handle skill->generic and generic->skill changes *is* important and *will* happen. It's just extending that to Legacy items that's a real problem.

Thurstay wrote:
The only thing that became worse is my crashes. I never crashed in the town of Serbule before. Now I ain't safe there no longer. It is probably the spawns from the altar that cause the crashes; druid emergencies also made me crash around the town of serbule, when they occured.
I don't have any crash reports so far, since all of them were these ugly 'hard reset your machine' crashes that fail to write log files.

Ouch! Yes, it probably is due at least partly to the spawns in Serbule. (Those won't be hanging around as long as the chests, by the way.) But if you do get a crash report at any point, we'd love to see it!
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October 29 Update 4 months 2 weeks ago #17168

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The notes for the November 5 Hotfix are now included above.
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