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EE v3.0 TEST SERVER Release Notes

Ryan Dancey
Players, we'll be deploying the EE v3.0 update to the TEST SERVER this afternoon. This update will not be applied to the LIVE SERVER until Thursday February 5th.

NOTE: We worked on Smallholdings, Base Camps and Campfires during this iteration but those features are not ready to deploy and we are continuing to work on them.

Achievements
  • Changed Fighter achievement tool tips to say they require Strength or Dexterity.
  • Bandit Slayer achievements now reward Subterfuge points, Hellknight/Crusader Knight/Knight Slayer achievements reward Martial achievement points, and Outsider Slayer achievements reward Arcane and Divine achievement points.

Auction House
  • Selling items on the Auction House now requires that they have max durability and are not on cooldown.

Combat
  • Fixed bug where buffs and other combat effects were ending too soon.

Crafting
  • Changed refining recipe Common/Uncommon achievements to provide a better progression up the refining skill ranks.

Creatures
  • Added Javelin and Javelin Throw animations for Ogre Hurlers.
  • Thornguards now attack PCs with the attacker flag and the Thorngurad aggro range has been increased.
  • Fixed a bug where creatures were not properly getting their Perception value set. NPCs, especially Thornguards, should be more alert now to Stealth.

Environment
  • Resource ratings revised again. Previously all the hexes of a terrain type in a given region were largely the same, which meant ratings in 9-12 resources. Now the same resources can be found in the same regions, but not in all the hexes. resources have been consolidated such that while two hexes may have had a rating of 500 in each of two resources, now both of those hexes will have 1000 in one of those resources. This players should be encouraged to explore more to find the hex that gives them what they want and have to deal with less undesired resources when they get there. Most hexes now have 7-8 resources in them instead of the previous 9-12. Also now some rare hexes have tier 1 random resources out of character with their terrain type so players don't have to trek half way across the map to get what they need, but finding these hexes will not be easy and they will not have as much of the resource as the correct terrain type. So you can find Silver in the Crusader Plains on the southern end of the map, but it will take some hunting and you will never find as much as they have in the Southern Echo Peaks near Thornkeep.
  • Fixed several more terrain holes/pits.
  • Changed an unused settlement hex to be filled with low level monsters.
  • Changed some map terrain type symbols that were incorrect.
  • Added Taverns to every Settlement
  • Added maps for each Settlement that show the correct buildings for that Settlement

Escalations
  • Hexes that are in the stage of just beginning to be infected no longer show up as infected on the mini-map.
  • For the Secret Messages Event in the Broken Men Escalation, the communications documents have been moved off the tables and onto the ground to make it possible to retrieve them. For the Kindling for a God Event in the Razmiran Cultists Escalation, the number of Ritual Fire Encounters has been reduced to make more room for Scribe Camps.
  • Hex icons on the minimap should more accurately show if a hex is infected.
  • Fixed some Escalation events that were spawning incorrect mobs (i.e. Thornguard)

Feats
  • Fixed some reference errors on the requirements for Light Melee and Heavy Melee Attack Bonus so they were not correctly requiring proficiency feats.
  • Added cooldowns to most area of effect cantrips.
  • Set cooldown on energetic field to 21 seconds.

Graphics
  • Multiple texture fixes for characters.

Items
  • Tier 1 consumable items now benefit from higher upgrades. This is a temporary variable fix prior to the full code fix, so Tier 2 consumables will have three less effective keywords (and Tier 3 will have six less) until the proper fix. But it means that you will see increased effect from +1 to +3 consumable items of Tier 1 now.

Loot
  • Changed implements in tutorial packs from the level 3 version to the level 1 version as intended.

PvP
  • Reputation regeneration has been altered. Characters gain 30 points of reputation an hour, in realtime. Like earning XP, the character need not be logged in to regenerate Reputation.

Quests
  • Changed reference to clerics in the Wizard starter gear quest to wizard.

Server
  • Characters should no longer take 2 points of durability damage when respawning at a shrine in a hex other than the hex the character died in. This fix may have addressed all causes of double durability loss but we will be watching for any further appearance of that bug.

Settlements
  • Added Woodshop to the Wizard/Fighter settlement template.
  • Taverns now regenerate Power of characters inside of them.

War of Towers
  • Defenders in the capture area of a tower always subtract from the points of attackers, even if there are attackers in the capture area.
Schedim
Lots of good stuff here … But, but …. auction house filter and … and a bit love for the Rogue
Schedim: Peddler and dealer in stuff easily transported, restless wandering the land of the River. Trying to find out how to reawaken the cult of Hanspur. To realise this ambition I created the company named Rats of Hanspur.
You can reach me on: pfo.schedim@gmail.com
Dazyk of Phaeros
Awesome update!
Dazyk Half-Elven, Elder of the Frozen Fingers, the shock- troops of Phaeros. If you are a fighter, cleric, or rogue, and enjoy battle, be it PVP or PVE, we are the company for you! We welcome role-players, casual gamers, and hardcore players alike.

Find your hidden strength, join the Frozen Fingers today!
Dazyk's PFO Resources Folder
Kitsune
Ryan Dancey
  • Bandit Slayer achievements now reward Subterfuge points, Hellknight/Crusader Knight/Knight Slayer achievements reward Martial achievement points, and Outsider Slayer achievements reward Arcane and Divine achievement points.
Freaking. Awesome. I was concerned for Dex/Bow fighters, as they would previously have to spend XP on "needless" Martial-based attack feats that give STR instead of Dex. In this case, now, the Dex Fighter can now obtain his/her martial achievement points by other means. Also a big benefit to other similar cases where someone doesn't want to grind a weapon type just to get their appropriate achievement points.

One question: Will the existing/previously-awarded Adventure points be converted into their appropriate new types?

—–

Ryan Dancey
  • Fixed bug where buffs and other combat effects were ending too soon.
I'm hoping this fixes Immobilize/Stun/etc. … I was noticing that String Bolos, for example, was definitely not lasting a full two seconds against players. Barely a half-second.

—–

Ryan Dancey
  • Fixed a bug where creatures were not properly getting their Perception value set. NPCs, especially Thornguards, should be more alert now to Stealth.
Any chance we can get some examples of their perception values, and whether these compare 1:1 with a Player's Perception skill? I'd like to do some testing at some point, to see what's so broken about the current PvP Perception-vs-Stealth and the lack of diversity between someone with 0 Perception and someone with 80 (which currently equates to somewhere around 1.5m).

—–

Ryan Dancey
  • Fixed some Escalation events that were spawning incorrect mobs (i.e. Thornguard)
Oh my, that's a frightening thought. Glad it's fixed, though!

—–

Ryan Dancey
  • Fixed some reference errors on the requirements for Light Melee and Heavy Melee Attack Bonus so they were not correctly requiring proficiency feats.
Any word on Scout 6 and whether or not it requires Light Armor Proficiency 2 properly now?

—–

Otherwise, I'm very happy to see all the improvements to Thornguards. That should make things significantly safer in towns.
Giorgio
Q1 is off to a good start. smile
First Elder Durin Steelforge; Leader of Forgeholm; Founder of Steelforge Engineering Company

PM Giorgo on Paizo Forums
PM Admin George on Commonwealth of the Free Highlands
Ryan Dancey
The team worked on the auction house changes in EE2. I was hoping that they would go into EE3 but the time required to work on the game time system overtook them. They should [no promises, crossed fingers and toes] go in to EE4.
Gog
Kitsune
I was concerned for Dex/Bow fighters, as they would previously have to spend XP on "needless" Martial-based attack feats that give STR instead of Dex. In this case, now, the Dex Fighter can now obtain his/her martial achievement points by other means.

I saw a completely different benefit here: I'll be able to weaponswap to a light melee setup without needing to spend hours farming Subterfuge with a shortbow.

Where do any Knight type mobs live?
^This is Dak (Charlie George). RIP <Guurzak>
Giorgio
Guurzak
I saw a completely different benefit here: I'll be able to weaponswap to a light melee setup without needing to spend hours farming Subterfuge with a shortbow.

Where do any Knight type mobs live?

And my freeholder and adventurer PCs can raise stealth and Knowledge Arcana (amougst other skills) by participating in escalations of the right type, and by not grinding with Rogue weapons! Yay!
First Elder Durin Steelforge; Leader of Forgeholm; Founder of Steelforge Engineering Company

PM Giorgo on Paizo Forums
PM Admin George on Commonwealth of the Free Highlands
Tuoweit
Guurzak
Where do any Knight type mobs live?

I believe the Ustalavs & Stone Claw Mercenaries both count as Knights.
KarlBob
Ryan Dancey
Settlements
Taverns now regenerate Power of characters inside of them.
Does this come with the introduction of player-purchased taverns, or the addition of taverns in any of the PC settlement types? Unless the Power regeneration rate is very high, the time required to run to Thornkeep or one of the few wilderness taverns might outweigh the benefit.
 
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