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Bob 07.27.2016 10:22 | |
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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. What Is In This Release 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. Full Release Notes Escalations/Events/Encounters:
Terrain:
Auction House:
UI:
Gathering: There are now T2 resources in the hexes around Marchmont. Items: Unsupported Tokens no longer drop as loot. Buildings
Quests:
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Bringslite 07.27.2016 10:40 | |
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Looks good Bob and crew! Thanks. I will send you an email requesting test-server access to help out next time. Mine was lost in a meltdown earlier in the month. These things do not look like much at first glance, but they certainly are and they are definitely progress. My favorite will be the company roster view fix, I think. ![]()
Virtute et Armis
-Unknown |
Harad Navar 07.27.2016 19:10 | |
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Questions regarding heigh information: 1) Is the height information from the coordinate popups meaure from the bottom of the character box? 2) The e/w and n/s coordinates are in 1k meter units with an precision of +/-10 meters. The height coordinate seems to be in 100m units with a precision of +/- 1 meter. Is this correct? 3) Where is height 0.00? Or is that something we should hunt for?
Knowledge can explain the darkness, but it is not a light.
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Bob 07.29.2016 17:21 | |
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Harad NavarYes. Harad NavarThat's correct for the height. The e/w and n/s coordinates were changed back in EE 10 to better line up with the hex coordinates. I'm not sure how that aligns to meters at this point. Harad NavarI'm not actually sure there's an accessible point at height 0.00. I'll be very interested to hear if anyone finds one. |
Harad Navar 07.29.2016 19:42 | |
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Thanks, Bob.
Knowledge can explain the darkness, but it is not a light.
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Harad Navar 07.29.2016 19:50 | |
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BobYes, the coordinates displayed were changed so that they are not direct measures. From information pasted to me through Mike Hines (from Mark): z = position.z / TerrainConsts.hexHeight; x = position.x / (3 * TerrainConsts.hexWidth / 4); public const float hexSize = 384.0f; public const float hexWidth = hexSize * 2f; public const float hexHeight = sqrt3 / 2f * hexWidth; This is why the hexes in the Unofficial PFO Atlas look squashed. They are a true representation of the coordinates displayed from the mini-map, and not the orthogonal hexes that are in the raw game space.
Knowledge can explain the darkness, but it is not a light.
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Decius 07.30.2016 00:37 | |
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Harad NavarThat math looks like an accurate description of a hexagon's width and height from the radius of the circumscribed circle.BobYes, the coordinates displayed were changed so that they are not direct measures. From information pasted to me through Mike Hines (from Mark): |
Harad Navar 07.30.2016 05:41 | |
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In game that is correct. However, if you look at the z and x variables, which are the coordinates displayed in the game maps, the x (e/w) coordinate does not map with the same scale as the x (n/s) coordinate.
Knowledge can explain the darkness, but it is not a light.
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