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.
These are the Release Notes for Early Enrollment v11.3. This build has been running on the Test Servers since Friday, July 22, and was deployed to the Live Servers on Wednesday, July 27.
This release includes several small bug fixes and balance improvements. One of the most noticeable changes is that encounters will now retain the same mobs for one hour after being spotted, making it more important to actually clear encounters rather than just walking away and hoping for better mobs the next time around. There are also now shrines in all of the pass hexes, to fill in some gaps where dying players sometimes were too far from a shrine and would wind up respawning in the middle of the hex. More logging was also added to help us track down the "can't find item" bug in the Auction Houses, and we plan to release additional server-side updates every few days with even more logging until we can finally narrow in on the cause of that issue.