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All posts created by Bob

Bob
NightmareSr
Well not sure how many people use the curing/healing tokens almost exclusively like I do but with them having a combat cooldown I don't use them up near as fast as they pile up it seems. As an interim and not final intent that makes more sense now Bob thanks. Also while I am thinking of Combat Cooldown, is it suppose to take as long as it does to get "out of combat" once we quit attacking and quit getting attacked? Seems like it takes too long for the most part.

Some tokens have a combat cooldown and some don't. It does get taken into account in the balance formula, so you get more effectiveness in exchange for the limited use. I could certainly turn it off on all tokens, but I'd have to weaken them to keep them balanced. If I had an easy option to give them more of a timed cooldown, then I could split the difference somehow, but currently my choice on consumables is just Yes/No to a combat cooldown.

The length of time before exiting combat is in fact what we were targeting design-wise, at least for now. In general, it's meant so that if someone is chasing you they have a decent chance of hitting you again to keep you in combat. In theory we could shorten the time when we're pretty sure nobody's going you're completely done worrying about attacks, but that can be tricky to get right. For now, we just keep it simple and refresh the roughly 12 second timer each time you attack or get attacked.
Bob
More public spreadsheet changes to reflect EE 16:

  • Added Enchantment Point feat info to the Points Advancement tab and the Feats on Multiple Trainers tab.
  • Added Expert and Freeholder achievement info to the Feat Achievements tab.
  • Added the Expert and Freeholder achievement prerequisites to the Holdout Weapon and Toolkit Implement Proficiency rows on the Proficiencies tab.
  • Added Spellcraft achievement info to the Crafting Achievements tab.
  • Added the Spellcraft achievement prerequisites to the Spellcraft row on the Skills Advancement tab.
  • Corrected the Regeneration values on the Wright entries on the Armor (Passive) tab.
  • Added the Crafting and Adventure skill point options to the Power row on the Points Advancement tab.
  • Adjusted the Feat Rank requirements on the Recipes (Aeon Stones) tab.
  • Added the Spellcrafter Codex (Tier 1 Recipes) entry to the Recipes (Codex) tab. Tier 2 and 3 versions were already there, though they weren't previously getting learned by default in the game.
  • Corrected number of guards at the Manor and Hermitage holdings on the Holdings tab.
  • Added a new Traits tab with some general info about each of the traits that are targeted by some of the weapon enchantments, including the various Bane enchantments

With that, I believe all of EE 16 is now reflected on the public spreadsheets, and it doesn't look like there's anything needed for EE 16.1. Let me know if there's something you were looking to see that I didn't get to.
Bob
That was a quick-and-dirty effort to make tokens a bit easier to make use of, since they were tending to get stockpiled up intead of being used as they're dropped. We generally don't want to let you store too many things on your person, since they don't currently get dropped as part of your husk, but we ignored that for the moment with tokens. We do have some long-term plans for making consumable use much easier overall, at which point we'll hopefully be able to make things more consistent between tokens and potions once again.
Bob
Schedim
Oki! Now I'm in the error must have been in one of those additional files locations you listed, because this time the reinstall worked.

but is it possible to break up that first Texture.pig file in smaller chunk? the download failed near the end of that three times and had to restart the whole shebang…

Glad that fixed things for you. We may at some point be able to make some changes to the mac install/patch process to prevent this, but for now it's good to know that this can help if someone else runs into similar problems.

We do also plan to look into improvements to the download process at some point, with texture.pig being the primary pain point that we need to deal with. Sadly, breaking that file into pieces, while it will possibly be part of any eventual solution, isn't a trivial change, so it would have to be scheduled in alongside everything else.
Bob
Here are the rankings as of 4:55 PM Pacific for all the settlements/hexes that have completed the first escalation:

  1. Carpe Noctem 5-6: First completed sequence!
  2. Aragon 2-3-2-3: Second completed sequence!
  3. Keeper's Pass 1-2: Third completed sequence!
  4. Alderwag 2-3: Currently on escalation 25 (Elite Dark Elves) at 71915 strength.
  5. Hammerfall 1-2: Currently on escalation 22 (Dark Elves) at 43730 strength.
  6. University Commons 1-1: Currently on escalation 19 (Elemental Rift) at 8820.75 strength.
  7. Caer Coedwig 2-3: Currently on escalation 16 (Duergar Slavers) at 10229.5 strength.
  8. Emerald Lodge 3-4: Currently on escalation 16 (Duergar Slavers) at 13582.5 strength.
  9. Ozem's Vigil 1-2: Currently on escalation 16 (Duergar Slavers) at 17737 strength.
  10. Callambea 4-5: Currently on escalation 16 (Duergar Slavers) at 22450 strength.
  11. Oak Knoll 4-5: Currently on escalation 14 (Skull-Basher Ogres) at 4831.75 strength.
  12. Middenheim 4-5-5: Currently on escalation 14 (Skull-Basher Ogres) at 13162.5 strength.
  13. Talonguard 4-5-5: Currently on escalation 12 (Goblin Ghouls) at 14051.5 strength.
  14. Fort Ouroboros 4-4-4: Currently on escalation 11 (Razmiran Cultists) at 533 strength.
  15. Dun Baile 6-6: Currently on escalation 11 (Razmiran Cultists) at 6106 strength.
  16. Concordia 4-5: Currently on escalation 11 (Razmiran Cultists) at 7013.75 strength.
  17. Mediash 6-6: Currently on escalation 11 (Razmiran Cultists) at 8498.75 strength.
  18. Blackwood Glade 1-2: Currently on escalation 11 (Razmiran Cultists) at 9440 strength.
  19. Unassigned (University Commons 5-6): Currently on escalation 10 (Skeletal Uprising) at 3898.5 strength.
  20. Corbenik 5-5: Currently on escalation 10 (Skeletal Uprising) at 5477 strength.
  21. Forgeholm 4-4-4-5: Currently on escalation 8 (Ripping Chains) at 9620 strength.
  22. Sylva 2-3: Currently on escalation 7 (Broken Men) at 4410.75 strength.
  23. Unassigned (Carpe Noctem 4-4-4): Currently on escalation 6 (Bonedancers) at 3064 strength.
  24. Golgotha 3-4: Currently on escalation 6 (Bonedancers) at 6921.25 strength.
  25. Unassigned (Forgeholm 3-3-4): Currently on escalation 4 (Goblin Raid) at 4324.75 strength.
  26. Tavernhold 5-6: Currently on escalation 4 (Goblin Raid) at 4980 strength.
  27. Staalgard 4-4: Currently on escalation 4 (Goblin Raid) at 5000 strength.
  28. Greystone Keep 3-3: Currently on escalation 2 (Bandit Raid) at 2546.5 strength.
  29. Succinct Prime 3-3-4: Currently on escalation 2 (Bandit Raid) at 4540 strength.
Bob
Very odd. To start off, send the most recent Client and Conn logs (right after triggering the bug) from your {UserDir}/Library/Logs/Goblinworks/Pathfinder/ to customer.support@pathfinderonline.com, hopefully there's something useful in there.

Second, here's a more complete list of places where you might have Pathfinder Online files, maybe clearing out more of them before doing a reinstall will make a difference:

/Application/Goblinworks
/Library/Application Support/Goblinworks
/Library/Logs/DiagnosticReports (Pathfinder Online_* or Patcher_* files)
{UserDir}/Library/Preferences/unity.Goblinworks.Pathfinder Online.plist
{UserDir}/Library/Saved Application State/unity.Goblinworks.Pathfinder Online.savedState
{UserDir}/Library/Logs/Goblinworks
{UserDir}/Library/Caches/unity.Goblinworks.Pathfinder Online
{UserDir}/Library/Application Support/CrashReporter (Pathfinder Online_* or Patcher_* files)
Bob
NightmareSr
Thanks Bob. Not sure if it makes a difference but I died on a 30m that would have been the first I tried to clear once the Boss quest was ready. That death was my last tick on my armor so I stealthed to my husk and left to grab a new set of armor. When I came back to the 30m spot where I died and expected to see half of the mob still there, I found the spot empty and went to a different 30m spot and cleared it then left hex so the boss could spawn and it didn't so I repeated a few times of clearing 30m spots but didn't find the boss.

The encounters generally have timers on them so that they cycle regularly and don't stick around too long in a half-finished state. We do want them to stick around while they're in sight, and long enough when out of sight to give a decent feeling of continuity. However, if you've been away for very long, you never really know if someone else came along and cleared the encounter, so we figured it wouldn't feel too weird for them to disappear on their own after a while. It just seems a lot less likely right now with the smaller player numbers, so it's more noticeable than we'd intended. Just think of it as them sneaking away while you were gone and it was safe to do so.

It's probably unrelated to the actual problem, since whether cleared by killing mobs or just by timing out, the encounters should still just go into the pool of available encounters pretty much the same way, but we'll keep it in mind in case our other theories don't pan out.
Bob
Hmm, if there weren't any other quests/events running, and the system was spawning new regular 30m encounters, that implies the system was convinced the boss had been spawned somewhere. We have gotten very occasional reports of instances where an encounter would very clearly be an old event encounter with an uncleared interactive object (e.g. a pickle jar or a gravestone), but the map and/or mini-map would have a marker for some other event (e.g. a boss), so maybe something similar happened here.

We've had enough reports of things like this recently that we've moved the related bugs up in priority, so hopefully we'll figure out a fix for them soon. Until then, they do at least often seem to clear up after about an hour (I think the encounters eventually time out and get shuffled around a bit), or at the very least they clear up at the next Daily Maintenance.
Bob
Here are the rankings as of 7:12 PM Pacific for all the settlements/hexes that have completed the first escalation:

  1. Carpe Noctem 5-6: First completed sequence!
  2. Aragon 2-3-2-3: Second completed sequence!
  3. Keeper's Pass 1-2: Third completed sequence!
  4. Alderwag 2-3: Currently on escalation 25 (Elite Dark Elves) at 75380 strength.
  5. Hammerfall 1-2: Currently on escalation 22 (Dark Elves) at 59631 strength.
  6. University Commons 1-1: Currently on escalation 18 (Undying Ogg) at 19986.5 strength.
  7. Caer Coedwig 2-3: Currently on escalation 16 (Duergar Slavers) at 11918 strength.
  8. Emerald Lodge 3-4: Currently on escalation 16 (Duergar Slavers) at 16672 strength.
  9. Ozem's Vigil 1-2: Currently on escalation 16 (Duergar Slavers) at 18787 strength.
  10. Callambea 4-5: Currently on escalation 16 (Duergar Slavers) at 23500 strength.
  11. Middenheim 4-5-5: Currently on escalation 13 (Moloch Cultists) at 19200 strength.
  12. Oak Knoll 4-5: Currently on escalation 12 (Goblin Ghouls) at 5675.5 strength.
  13. Talonguard 4-5-5: Currently on escalation 12 (Goblin Ghouls) at 14770 strength.
  14. Concordia 4-5: Currently on escalation 11 (Razmiran Cultists) at 7433.75 strength.
  15. Dun Baile 6-6: Currently on escalation 11 (Razmiran Cultists) at 8820 strength.
  16. Mediash 6-6: Currently on escalation 11 (Razmiran Cultists) at 8918.75 strength.
  17. Blackwood Glade 1-2: Currently on escalation 11 (Razmiran Cultists) at 9860 strength.
  18. Corbenik 5-5: Currently on escalation 10 (Skeletal Uprising) at 5897 strength.
  19. Unassigned (University Commons 5-6): Currently on escalation 10 (Skeletal Uprising) at 9700 strength.
  20. Fort Ouroboros 4-4-4: Currently on escalation 9 (Nature's Wrath) at 9967.5 strength.
  21. Forgeholm 4-4-4-5: Currently on escalation 7 (Broken Men) at 4086.5 strength.
  22. Sylva 2-3: Currently on escalation 7 (Broken Men) at 4830.75 strength.
  23. Unassigned (Forgeholm 3-3-4): Currently on escalation 4 (Goblin Raid) at 4534.75 strength.
  24. Tavernhold 5-6: Currently on escalation 3 (Float Any River) at 1329.75 strength.
  25. Staalgard 4-4: Currently on escalation 3 (Float Any River) at 4710 strength.
  26. Golgotha 3-4: Currently on escalation 2 (Bandit Raid) at 1449.5 strength.
  27. Greystone Keep 3-3: Currently on escalation 2 (Bandit Raid) at 2756.5 strength.
  28. Succinct Prime 3-3-4: Currently on escalation 2 (Bandit Raid) at 4750 strength.
  29. Unassigned (Carpe Noctem 4-4-4): Currently on escalation 2 (Bandit Raid) at 4860 strength.
Bob
Flari-Merchant
"Aside from polishing up Enchantment any way we could get a tease at what might be next?" <–Asked the Heartless Impatient Demon… smile

We were ridiculously busy getting the event together before we all headed out on vacation, and just got back in the office today, so we haven't had a chance to get beyond some preliminary conversations yet. We have started talking about that and should have something to report back soon, and we're also fixing some other annoying little bugs while we're at it.