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All posts created by Bob

Bob
Maxen
Is that by design?, or;
Should home hex monsters only drop their enchanting salvage during the actual escalation window?
Should they be able to drop it anytime in the home hex or a regular escalation?
Should any random encounter mob associated with that salvage drop it?

It's by design in that the loot system currently sets a mob's loot tables when it spawns, and we just added these drops to their standard loot tables to make it easy to implement. They were intended to only drop for official escalation mobs, not for the standard mobs that are always in the home hexes or for the random mobs that appear in other hexes. It is admittedly harder to tell the difference between a standard home hex mob and an escalation mob, but they usually don't overlap for long.

We might eventually look into ways to make it a little more obvious what's going on, but overall you'll find that if you start killing mobs while an escalation is running, you'll start getting enchanting salvage reasonably soon, and if you start killing mobs while an escalation isn't running, you probably won't get any enchanting salvage unless you're clearly attacking a straggler (so not predictable in a home hex).
Bob
All the stuff the patcher downloads is in Library/Application Support/Goblinworks.
Bob
Stilachio Thrax
This raises an interesting question- Should we be able to recover enchantments, at the expense of the item it is attached to?

I wrote the enchanting recipes generally thinking that lots of the ingredients get used up as part of the enchanting process, in much the way that coal gets used up in the smelting process. If we ever do create some kind of item teardown/salvaging feature, we'd probably figure out some way to include the enchantment in that process. That's something we've talked about doing, but I doubt it will be on the schedule very soon.
Bob
Maxen
@Bob, Yes, I was in the hex laying waste to Molochs with a T3 character with better than average knowledge skills, so you can imagine my frustration with such a low drop rate. The escalation was at zero when I entered the hex, so I took that down first because I wasn’t sure if that would nerf the drops.

Oh, well that may actually be an even more relevant point. For some of the escalations, you're assumption that being at zero might nerf the drops is correct. In those escalations, every mob other than the boss that spawns after the strength drops to 500 will have reduced drops, and in particular won't drop any enchanting salvage. Any mobs that were spawned before that will continue to drop their standard escalation loot.

However, Moloch Cultists doesn't have that set up yet, so that wouldn't have caused any problem in this particular case, but I suspect it does lead us to the real issue: Only mobs that spawn as part of an escalation ever drop the enchanting salvage, so any mobs that spawned after you killed the boss wouldn't drop any escalation salvage. You probably had about an hour to kill any stragglers, with the percentage of stragglers dropping steadily over that time. I initially overlooked that possibility because you did get at least 1 unit of ashes, but you probably got that unit pretty early on, then nothing after that, which would explain the low number.
Bob
Maxen
By way of example, I am trying to gather the mats to make a T1+3 Flaming enchantment. After much, much mining I got the Beryl (maybe 1 unit in every 15 to 20 pulls). However, one of the salvage components is Sacrificial Ash (going by memory here) and it appears only the Molochs drop it. So logically, I head to the Moloch home hex. After nearly two hours of grinding mobs, I come away with one unit. I need 38.

I'll be revisiting the drop rates for these, as there are definitely some places when my quick-and-dirty initial numbers didn't work out quite as intended, but overall the enchanting salvage items are intended to be fairly rare drops. That said, 1 unit of Moloch Sacrificial Ashes after 2 hours of killing Moloch mobs does sound like a particularly bad run on the random number rolls, assuming you were killing mobs at a pretty rapid clip. I'd need to know the actual number of kills to say for sure, but I'd expect 4 to be a more typical number for that much time. Still, when 4 is the expected average number, 1 isn't really an unlikely number to have happen on occasion.

Also, it's important to remember that you don't actually need 38 units for a single T1+3 enchantment. Those 38 units will get you 4 Basic Singed Sheets, enough for 4 of those enchantments, so technically you only really need slightly less than 10 of them for a single enchantment. The whole economic system from gathering/salvaging to refining to crafting to enchanting, was never really balanced around "how hard would it be to go from having zero ingredients to a single specific fully enchanted item doing everything with my own characters." Refining recipes in particular often have their output quantities set relatively high, on the assumption that there will always be another equally valuable use for any "excess" output beyond your immediate needs. In large part, that's meant to encourage trade of any such excess, so we want to make sure any changes don't go too far and undermine that incentive.
Bob
We do have a long-standing plan to let event encounters be much more aggressive about grabbing space for themselves, but it's not a trivial change. In particular, we don't want to just clear out encounters that players are in the middle of battling, or drop an event encounter right on top of said players, so we have to be careful about any changes to that system. It is one of those tasks that's been rising up our priority list, but it's not quite on the schedule yet.
Bob
Schedim
It seems to be somekind of problem with e client, I did an installation on my old PC (took like forever, but I was already planning to do that) and it connected just fine. I did a reverify and it didn't help. I guess I just have to do a reinstall of the client on my new(ish) Mac.

A reinstall is a good next step. If that doesn't work, we may need to take a closer look at some logs, possibly both on the server and on your client.
Bob
Congratulations to Keeper's Pass, third to finish The Nhur Athemon Sequence! There are still more prizes available for all the sequence escalations cleared by Daily Maintenance on January 7, including the spellcrafting structure rewards for any settlements that complete the sequence by then.

Six more settlements/hexes have joined the list with this update. Those unassigned hexes will ultimately need to be cleared to unlock Emerald Aristocrats as a reappearing escalation, but only cleared escalations in assigned hexes count toward the rewards getting calculated on January 7.

Here are the rankings as of 6:20 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 79505 strength.
  5. Hammerfall 1-2: Currently on escalation 21 (The Wrath of Nhur Athemon) at 13000 strength.
  6. University Commons 1-1: Currently on escalation 17 (Mordant Spire) at 12713 strength.
  7. Emerald Lodge 3-4: Currently on escalation 16 (Duergar Slavers) at 18249.5 strength.
  8. Ozem's Vigil 1-2: Currently on escalation 16 (Duergar Slavers) at 20037 strength.
  9. Caer Coedwig 2-3: Currently on escalation 16 (Duergar Slavers) at 24483.5 strength.
  10. Callambea 4-5: Currently on escalation 16 (Duergar Slavers) at 24750 strength.
  11. Middenheim 4-5-5: Currently on escalation 11 (Razmiran Cultists) at 3583.75 strength.
  12. Talonguard 4-5-5: Currently on escalation 11 (Razmiran Cultists) at 5344.5 strength.
  13. Oak Knoll 4-5: Currently on escalation 11 (Razmiran Cultists) at 8520 strength.
  14. Dun Baile 6-6: Currently on escalation 11 (Razmiran Cultists) at 9320 strength.
  15. Mediash 6-6: Currently on escalation 11 (Razmiran Cultists) at 9418.75 strength.
  16. Blackwood Glade 1-2: Currently on escalation 10 (Skeletal Uprising) at 3845 strength.
  17. Corbenik 5-5: Currently on escalation 10 (Skeletal Uprising) at 8119.75 strength.
  18. Concordia 4-5: Currently on escalation 10 (Skeletal Uprising) at 8958.5 strength.
  19. Unassigned (University Commons 5-6): Currently on escalation 9 (Nature's Wrath) at 2131 strength.
  20. Sylva 2-3: Currently on escalation 7 (Broken Men) at 5330.75 strength.
  21. Forgeholm 4-4-4-5: Currently on escalation 7 (Broken Men) at 9860 strength.
  22. Fort Ouroboros 4-4-4: Currently on escalation 5 (Mercenary Raid) at 1743.25 strength.
  23. Unassigned (Forgeholm 3-3-4): Currently on escalation 4 (Goblin Raid) at 4950 strength.
  24. Tavernhold 5-6: Currently on escalation 3 (Float Any River) at 4960 strength.
  25. Staalgard 4-4: Currently on escalation 3 (Float Any River) at 4960 strength.
  26. Greystone Keep 3-3: Currently on escalation 2 (Bandit Raid) at 3006.5 strength.
  27. Golgotha 3-4: Currently on escalation 2 (Bandit Raid) at 4940 strength.
  28. Succinct Prime 3-3-4: Currently on escalation 2 (Bandit Raid) at 5000 strength.
Bob
Another settlement joins the list as Keeper's Pass takes on the Emerald Aristocrats! Here are the rankings as of 9:41 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: Currently on escalation 29 (Emerald Aristocrats) at 120000 strength.
  4. Alderwag 2-3: Currently on escalation 24 (Elite Duergar Slavers) at 59625 strength.
  5. Hammerfall 1-2: Currently on escalation 19 (Elemental Rift) at 21482 strength.
  6. University Commons 1-1: Currently on escalation 17 (Mordant Spire) at 18146.75 strength.
  7. Emerald Lodge 3-4: Currently on escalation 16 (Duergar Slavers) at 21935.5 strength.
  8. Ozem's Vigil 1-2: Currently on escalation 16 (Duergar Slavers) at 22287 strength.
  9. Callambea 4-5: Currently on escalation 14 (Skull-Basher Ogres) at 19960 strength.
  10. Caer Coedwig 2-3: Currently on escalation 13 (Moloch Cultists) at 14413.5 strength.
  11. Oak Knoll 4-5: Currently on escalation 11 (Razmiran Cultists) at 9420 strength.
  12. Dun Baile 6-6: Currently on escalation 10 (Skeletal Uprising) at 10000 strength.
  13. Blackwood Glade 1-2: Currently on escalation 9 (Nature's Wrath) at 9807.5 strength.
  14. Unassigned (University Commons 5-6): Currently on escalation 8 (Ripping Chains) at 9840 strength.
  15. Middenheim 4-5-5: Currently on escalation 7 (Broken Men) at 5258 strength.
  16. Sylva 2-3: Currently on escalation 7 (Broken Men) at 6230.75 strength.
  17. Corbenik 5-5: Currently on escalation 7 (Broken Men) at 9900 strength.
  18. Mediash 6-6: Currently on escalation 6 (Bonedancers) at 5363.5 strength.
  19. Talonguard 4-5-5: Currently on escalation 5 (Mercenary Raid) at 4990 strength.
  20. Fort Ouroboros 4-4-4: Currently on escalation 4 (Goblin Raid) at 4810 strength.
  21. Forgeholm 4-4-4-5: Currently on escalation 2 (Bandit Raid) at 2987.75 strength.
  22. Greystone Keep 3-3: Currently on escalation 2 (Bandit Raid) at 3456.5 strength.
Bob
Not sure what's happening there, we'll have to check the logs when we're back in the office to see if anything stands out. Hopefully it was just a temporary fluke, like when a map server is briefly down, and either cleared up shortly after or at least after Daily Maintenance.