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EE 11.1 Release Notes

Bob
These are the Release Notes for Early Enrollment v11.1. This update was deployed to the Test Server on Friday, January 22, 2016, and to the Live Server on Tuesday, January 26, 2016.

What Is In This Release

This release focuses on bug fixes and general gameplay improvements, including a /stuck command for getting characters out of deep holes and other sticky situations, improved vault filtering and sorting, and the ability for settlement leaders to manage permissions of the Settlement and Settlement Upkeep vaults.

On a sadder note, a memorial to Brenna Stonebreaker was added at the top of the lower stairs into Forgeholm. Our condolences to Giorgio and all those close to Brenna in Golarion and beyond.

Full Release Notes

Stuck: Typing /stuck into the chat window will start a 5 minute timer. If the character doesn't move and doesn't get into combat during that time, she will be teleported to the nearest shrine. This is intended for use anytime a character is stuck in a hole or other problematic terrain feature and there isn't a GM available. Please file a support ticket to report the location of any player traps before using this command.

Vaults:
  • Vaults are sorted and filtered the way Auction Houses are. There are a few items that wind up in some odd categories for the moment (e.g. Coins are listed under Crafting/Salvage), in part because the original categories only covered items that were intended to be sold on the Auction House. These will be cleaned up in future builds.
  • Vaults have an additional Miscellaneous category to display any items that don't have a proper category. If you find any items in this category, please file a support ticket to report them. This category will be removed when we can clean up the item database and be sure that every possible in-game item has a proper category.
  • The Deposit All button on the Inventory window will deposit everything in Inventory into the currently selected Vault.
  • Raw Materials are sorted by Material Name instead of Quality. This is true for all alphabetically sorted lists that include Raw Materials, such as Inventory, Vaults and Auction Listings.

Settlements:
  • Settlement Leaders can set the access permissions for Settlement and Settlement Upkeep vaults. Those permissions were all set to the default values that have been enforced by the server for the past several months during the same downtime that EE 11.1 was rolled out. After that, any changes to the permissions will be respected by the bank and by all crafting and refining buildings.
  • A memorial to Brenna Stonebreaker was added at the top of the lower stairs into Forgeholm.
  • Settlement Names can be changed with a GM command without deleting and recreating the settlement.
  • The tall stairs at the bottom of the Player Settlements can be climbed without jumping.
  • Several graphical issues with Structures were fixed to make them line up better with each other and the terrain they're on, and to improve the collision models of the Structures.
  • A warning is given when attempting to place a Structure Kit of a higher plus value than is necessary. Players can still go ahead and use the Kit if desired, with the understanding that the resulting Structure will be identical to what would have been placed with a lower plus value. Until upgrading goes live, this means that any Structure Kits +1 to +5 will provide a warning, since all Kits from +0 and up result in the same basic Structure.
  • The Spellwright Structure has the proper sign and has been reworked to give it a unique appearance.
  • The Keep walls can't be walked through on the corners.
  • Graphics for the Lab Structure have been improved.

Inverted X and Y Controls: A setting is available on the Main Menu to invert the X and Y controls when using the mouse.

Escalations and Quests:
  • Win Bosses drop Recipes.
  • For the Dark Elves, Ogre Servitor encounters are properly labeled.
  • The wandering Ustalav Boss drops better loot than the Home Ustalav Boss, to better offset the drops available from wandering Legends.
  • Rolling Bones text properly refers to Greystone Keep.

Auction House: Auctions last 4 weeks instead of 1 week.

UI:
  • Text in the Objectives Window doesn't dim when players are in a Party.
  • Tooltips for complicated Achievements, such as Role Achievements, are back.
  • Waypoints and Event Markers display properly over monsters and NPCs on maps.
  • Influence numbers on the Company windows are rounded down to properly reflect how much influence is available for use.
  • The "Couldn't Connect" message on the login screen mentions the daily maintenance times.
  • Roles on the Character Sheet are properly separated.
  • Text in the Objectives Window doesn't get cut off at the ends of long lines.
  • The Quest Window scrolls properly.

Smallholdings: Husks for torn-down Smallholdings contain everything from both the Personal and Party Vaults.

Trading: Items in mid-trade are protected from loss if a character disconnects before the trade is completed.

Terrain:
  • Several deep holes and other player traps were fixed.
  • Woodlands hexes once again launch Default Encounters of all sizes instead of just Unevens.
  • Terrains around the NPC Settlements such as Marchmont were adjusted to take into account that none of these are Starter Settlements anymore. Most had been adjusted long ago, but there were a few stragglers. This included changing all the hexes surrounding Marchmont into Wilderness hexes that can have Holdings and Outposts placed in them.
  • Mineral Nodes sit properly on terrain.

Offensive Character Names: A new GM command makes it possible to change character names. For now, this ability will only be used to alter names that violate our Terms of Service.

Feats:
  • Level 7 Expendables require T3 Implement Proficiency.
  • Light Blade Weapon Proficiency requires Subterfuge.
  • Icons added for Strong Back, Trainee, Channel Positive Energy and Channel Negative Energy, as well as for all Basic Attacks and Exploits on Wands, Staves, Foci, and Shields.
  • Support Level is fully respected by all Feats. Previously, many Feats were being supported at all ranks regardless of a character's Support Level, allowing characters to get support without joining a Settlement.

Holdings and Outposts:
  • All Holdings and Outposts have proper signs when Shut Down.
  • Hunting Lodge Holdings don't have an extra tent sticking out of the shed at higher upgrades.

Items:
  • Cloaks and Packs display on characters.
  • Materials for all weapons were improved, and the blade guards on some of the swords were reworked.
  • Sanctified Iron Light Mace displays the proper model.
  • Pot Steel Helm displays the proper model on male dwarves.
  • Claim Tickets and Exquisite Circlets have proper icons.
KarlBob
There are some great improvements in that list. I know some people have been waiting a long time for inverted mouse controls. Grouping materials by name instead of quality is also a long-awaited improvement. It's good to see that the game is still improving while the search for a buyer goes on.
Edam
Logged in before work to check. So far it is looking good.
Tyncale
After looking at the new Vault UI, I am itching to dabble with my crafters again (unsubbed right now). Unfortunately there is simply no turnover now. Potions that keep sitting in the AH and such. I will wait for a new Forever War to fuel my trade. smile
Regalo Harnoncourt, Leader of the River Kingdoms Trading Company, High Council of Callambea.
This is the character that I am playing almost 100% of the time. (Tyncale is my Sage/Mage)
Smitty
Havent seen “the what small stuff would you like us to look at next “ post following the latest release ..
Figure I would get a head start..
First up, look at escalations -
everything starts at 10k - (except lich , ogres and dark elves, and elementals which start at a high %)
all escalations (except lich , crazy ogres and dark elves ) looses strength on its own. -
prior to adding a bunch more heroes and legends to other events .. Please look at what folks go through to get to T3 in any event that is not Usties ..
Elemental - elders have a T3 drop chance - but don’t spawn till the escalation is under 10% or something.. this starts at super high percent and has to be killed to get to that point.. or wait for it to die on its own under the current set up..
Dark Elves .. Matrons start spawning at 50% - it starts really high and you have to work to get to T3 mobs ..
I would like to see all othe escalations that are going to have heroes and legends.. require similar work to produce T3 mobs.. that way we are not stuck with everyone wants 1 escalation.. all though that does gives us something to fight over and does give folks targets for banditry….
Would be nice if mordant, elementals, duregar , crazy ogres, and .. perhaps the lich( not sure I want to see a legendary crystals though..) .. all had versions of heroes and legends.. If this is the plan.. please look into how much work a group does to get to those T3 mobs in each and have it be similar work put into each to get to that point..
If just adding heroes and legends that have a chance to show up that should be easy.. if it is like elementals where the T3 mobs spawn below certain %’s that would probably be a lot more work..
Tigari
Smitty
Havent seen “the what small stuff would you like us to look at next “ post following the latest release ..
Figure I would get a head start..
First up, look at escalations -
everything starts at 10k - (except lich , ogres and dark elves, and elementals which start at a high %)
all escalations (except lich , crazy ogres and dark elves ) looses strength on its own. -
prior to adding a bunch more heroes and legends to other events .. Please look at what folks go through to get to T3 in any event that is not Usties ..
Elemental - elders have a T3 drop chance - but don’t spawn till the escalation is under 10% or something.. this starts at super high percent and has to be killed to get to that point.. or wait for it to die on its own under the current set up..
Dark Elves .. Matrons start spawning at 50% - it starts really high and you have to work to get to T3 mobs ..
I would like to see all othe escalations that are going to have heroes and legends.. require similar work to produce T3 mobs.. that way we are not stuck with everyone wants 1 escalation.. all though that does gives us something to fight over and does give folks targets for banditry….
Would be nice if mordant, elementals, duregar , crazy ogres, and .. perhaps the lich( not sure I want to see a legendary crystals though..) .. all had versions of heroes and legends.. If this is the plan.. please look into how much work a group does to get to those T3 mobs in each and have it be similar work put into each to get to that point..
If just adding heroes and legends that have a chance to show up that should be easy.. if it is like elementals where the T3 mobs spawn below certain %’s that would probably be a lot more work..

Even if you added "heroes and legends" to thee escalations, usties will still be better. All around, everything in a ustie hex other than Herod, legends and prelates, are a joke(a group of casters if enough can be annoying). The average difficulty of the escalation as a whole is rather easy (which is my biggest problem with them having the best loot drops). The other escalations you mentioned are much more difficult on average (not TOO bad), and if you add the legends and heroe equivalents, you will just make them all that harder.

Overall, I'd like to see Herod and legend loot slightly nerfed, while the mobs you mentioned in each other escalation buffed (loot drop wise).
Vadaryl
Not yet on suggestions.

One question I am curious is the recipe drop on bosses is how random is it? Will recipes be from any craft\refine skill?

My speculation is Tier may be random similar to how a boss may drop a Tier 1 Cleric Expendable for one player and a Tier 2 expendable for another player.
Duffy Swiftshadow
Tigari
Smitty
Havent seen “the what small stuff would you like us to look at next “ post following the latest release ..
Figure I would get a head start..
First up, look at escalations -
everything starts at 10k - (except lich , ogres and dark elves, and elementals which start at a high %)
all escalations (except lich , crazy ogres and dark elves ) looses strength on its own. -
prior to adding a bunch more heroes and legends to other events .. Please look at what folks go through to get to T3 in any event that is not Usties ..
Elemental - elders have a T3 drop chance - but don’t spawn till the escalation is under 10% or something.. this starts at super high percent and has to be killed to get to that point.. or wait for it to die on its own under the current set up..
Dark Elves .. Matrons start spawning at 50% - it starts really high and you have to work to get to T3 mobs ..
I would like to see all othe escalations that are going to have heroes and legends.. require similar work to produce T3 mobs.. that way we are not stuck with everyone wants 1 escalation.. all though that does gives us something to fight over and does give folks targets for banditry….
Would be nice if mordant, elementals, duregar , crazy ogres, and .. perhaps the lich( not sure I want to see a legendary crystals though..) .. all had versions of heroes and legends.. If this is the plan.. please look into how much work a group does to get to those T3 mobs in each and have it be similar work put into each to get to that point..
If just adding heroes and legends that have a chance to show up that should be easy.. if it is like elementals where the T3 mobs spawn below certain %’s that would probably be a lot more work..

Even if you added "heroes and legends" to thee escalations, usties will still be better. All around, everything in a ustie hex other than Herod, legends and prelates, are a joke(a group of casters if enough can be annoying). The average difficulty of the escalation as a whole is rather easy (which is my biggest problem with them having the best loot drops). The other escalations you mentioned are much more difficult on average (not TOO bad), and if you add the legends and heroe equivalents, you will just make them all that harder.

Overall, I'd like to see Herod and legend loot slightly nerfed, while the mobs you mentioned in each other escalation buffed (loot drop wise).

+1
Takasi
Ustalav legends are still rare and the drop rate (base 0.8% for a party of six) for T3 is still very low even when you can find them.

If the other escalations had harder mobs with an equal rarity of Legends but with a greater (1.6%-3.2% for a party of 6) T3 drop rate then the large parties needed to fight them would feel they were worth the effort.

On average if you grind Ustalavs for 10 hours you might get a single T3 recipe drop. Most settlement members have abandoned doing Ustalavs because very few people have that much time on their hands and would rather spend the time they do have on a more reliable activity like harvesting mats, earning influence or doing escalations that give much better T1 and T2 recipe/expendable output. The only hexes that have had Ustalavs in the last two weeks rarely field more than a party of four or five in hex at any given time.

If anyone thinks Ustalavs should be nerfed then how many T3's recipes and expendables have they gotten from them and how long did it take to get them? We've had legends for two and a half months now. Most of the people I know who have been working them tirelessly still have not found a single expendable they can learn even though their 1 year old characters that they've spent $300 on now have enough XP to slot them.
Duffy Swiftshadow
Even adding Heroes and Legends with a significant boost to the chance might be enough of a change. We switched up to some Dark Elves last night after doing Usties for two weeks and it was much more difficult and a bit of a kick in the teeth after having it relatively easy.
 
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