These are the Release Notes for Early Enrollment v11.6. This build was deployed to the Live Servers on Friday, February 24, and has been running on the Test Servers since Monday, February 13.
This release adds Siege Engines and Siege Camps, which can be placed like Holdings and Outposts in the hexes surrounding a settlement in order to damage the settlement and ultimately take it over. The recipes to craft the Siege Engines and Camps are available as loot drops, and they’re available in both Tier 2 (Professional’s) and Tier 3 (Master’s) versions. The complete rules for sieging a settlement will be posted shortly, with all the rules and damage calculations handled by GM's. Once those rules are finalized, we'll provide at least 2 weeks of warning before they go into effect. Meanwhile, this update will allow everyone to begin collecting the required recipes and crafting siege equipment in preparation.
The next update, which we hope to release in early February, will add the ability to craft and deploy a new type of holding called a Siege Engine and a new type of outpost called a Siege Camp. By placing a Siege Engine and two Siege Camps in each hex surrounding a settlement, and then feuding the founders, companies can attack the settlement, first destroying bulk goods in the Settlement Upkeep vault, then damaging and destroying the settlement's structures. Once all the structures have been destroyed, the settlement leaders will be removed from power, leaving the settlement unclaimed. Unclaimed settlements can then be claimed by surrounding them with holdings, each supported by two outposts.
Happy 2017 River Kingdoms! As we enter the third year of Pathfinder Online, I wanted to bring you up to date on a number of things and give you an idea of where we are going in the short run.
These are the Release Notes for Early Enrollment v11.5. This build was deployed to the Live Servers on Friday, October 14, and has been running on the Test Servers since Tuesday, October 11.
This release includes a distance restriction on charges and evades that will hopefully prevent the blue-screening issues many have encountered when using certain feats. We’re still not sure exactly what’s causing the problem, but we know that in at least some cases characters wind up being told to charge/evade such extreme distances that they wind up instantly outside the known world, causing a crash. With this fix, charges/evades that go beyond reasonable limits will instead simply fail to charge or evade. That’s obviously not ideal, so we’ve also included some additional logging whenever such a failure occurs to help us track down the underlying problem so we can deal with it more appropriately.
These are the Release Notes for Early Enrollment v11.4. This build was deployed to the Live Servers on Friday, September 2, and has been running on the Test Servers since Wednesday, August 31.
This release is a grab bag of small fixes, including several fixes to feat requirements that have been blocking some players from advancing. Another pass was also done on the shrines to ensure that players have an appropriate place to respawn no matter where they die. Most of the other fixes were chosen because they could be done quickly and safely, allowing us to clean up our bug database a bit without forcing an extended testing pass that would have slowed down deployment of the feat and shrine fixes.