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All posts created by Bob

We now have a Final Candidate for EE 16 running on Zog, and it's been holding up well so far as we do our last (hopefully) round of testing. Now that we're in the final stages of getting this deployed, I'll write up the Preliminary Release Notes and get those posted soon. I'll also start adding the new recipes and other changes to the Public Spreadsheet so everyone can get a better look at those.
It would make more sense to make the successful completion of a gusher a separate new achievement that ranks up independently (albeit rather slowly).

True, but it's trickier to incorporate that into the prerequisites for gathering ranks, and it does feel like harvesting is demonstrating your worthiness for the next rank somewhat similarly to gathering. I could theoretically say something like "Mineral Gatherer 8, or Mineral Gatherer 7 and Mineral Harvester 3," but could only include 1 or two variants before it gets unwieldy. Not the cleanest option, but it would work.
Masked Dwarf
Why do they cross the kit before stopping anyway? always seems weird to me.

The simple answer is that each entity we basically pick a point to spawn the characters in X distance (pretty far) from the center of the harvesting site, then pick a new point them to run to and think of home Y distance from the center of the harvesting site. The simplest way to implement that taking advantage of existing code was to just pick each point as a random spot X/Y distance away, but that sometimes means they start on one side and want to get to the other side. I'll file a feature request to look into picking the second spot as more like "draw a line from your starting point to the center of the harvesting site, choose your destination as the point on that line that's Y distance from the center of the harvesting site." That would basically result in them running directly toward the harvesting site and stopping as soon as they get close enough, and would likely reduce a lot of these problems.
Gushers are so rewarding in their own way that I wouldn't want to give out too many gathering achievement points on top. That said, 1 point per wave could be reasonable, much less than you'd likely gain if you'd been gathering individual nodes during that time, but also much more than you get from a single node. I'll file a feature request to look into it.
Whoops, got a bit confused and briefly thought this was about a different issue. Clearly my brain is addled from too much turkey.

This behavior sounds like for some reason the bandits had trouble pathing to their exact desired spot. They're still technically trying to get there, but the system can't find a path to get closer, so they just stand there. Cole added some extra code so they at least wouldn't remain permanently invulnerable at that point, but having them intelligently give up and pick a new desired point is a little trickier/riskier. It does take a while for their invulnerability to turn off, so it's possible that your efforts to find the right angle sometimes magically paid off when they became vulnerable. It's also possible that some odd colliders were causing the problem, and were also making it difficult to get line of sight. I've got a separate bug filed to look into that, which is what I very briefly posted about and then deleted.
We've deployed a new build of EE 16 to Zog. A few more issues were found while testing, so this still isn't a Final Candidate, but it's very close. The good news is that most of the changes are working well, and that the problems that need to be fixed don't look like they'll take a lot of time. The bad news is that both Cole and I are off all of next week, so we won't be able to wrap things up until we get back after Thanksgiving.

Here's a quick list of the bigger changes since the last build was deployed:

  • Items must be enchanted to the same upgrade level as the original items (no more +1 enchantments on a +3 item). Anything that was previously given a mismatched enchantment on Zog will stay that way and still function according to the original enchantment.
  • Enchanting takes more than zero seconds, so you can now compare the enchanting times to the crafting/refining times involved for all the ingredients.
  • Enchantment descriptions were added to the item tooltips so you can see the effect an item's enchantment has. The wording was originally written for use on the crafting window, so we'll want to polish it up at some point to read a little better in the tooltips, but it gives a complete rundown of the enchantment's bonuses.
  • Escalations (except for the tutorial escalation) drop enchanting salvage loot. The salvage is unique to each escalation.
  • Raw enchanting mats (particularly T3 ones) associated with rarer nodes (like forester nodes in the mountains) were boosted a little bit to help balance out the amount of time it takes to find those nodes, though they're still a very small percentage of what you'll gather.
  • Fixed a rounding error that sometimes made it so that adding Azoth wouldn't quite get you all the way to the next upgrade.
  • The regeneration enchantments now work, and regeneration bonuses can now be set to tenths of a percent (e.g. +1.2%).
  • Enchantments can be specified on bids and the bids will then only purchase items matching that enchantment. There are some edge cases where the UI does some odd things that need to be fixed before deploying to Live, but overall it's functioning well.
  • Names on some items/recipes were changed, so some items may disappear and some recipes may get unlearned.
  • Enchanting recipes are properly categorized as Recipes in the vaults, instead of as Misc.
  • Fixed a bug allowing gushers of enchanting raw mats.
Would it at least be possible to turn on mouse scrolling? I’m sure everyone has experienced the frustration of clicking and dragging the scroll bar only to shoot way past the item or recipe you’re looking for. At least the mouse scroll gives you a little more control.

It's possible, and has been on our list of things to do for quite some time. We basically want to add it everywhere there's a scroll bar, but it apparently has to be added to each UI individually, and isn't just a switch we turn on or off. We may want to at least do it for vaults sooner than for others, can certainly look into that when we tackle overall vault optimization, which we clearly should do soon.
We've got a bug filed to add those numbers somewhere, and it's not particularly hard to do so. It's sadly in line behind a whole bunch of other relatively easy individual fixes, but we'll get to it at some point.
Some potential workarounds that may help:
  1. default the initial tab in the crafting option to "Recipes" rather than everything
  2. add a "Tier" button similar to the AH
  3. default the tier setting above to show T3 only
  4. add a third company tab, call it something like "Company Crafting"

Defaulting to sub-categories would certainly help when dealing with full vaults, though it might not be as desirable for those dealing with emptier vaults. Right now we've probably tipped the balance over to where fixing the issues for full vaults is more important, but hopefully we can come up with answers that work well for everyone and won't be too hard to implement.

Tier buttons would definitely help and may be one of the more obvious ways to filter things. We could also certainly default things to a tier, though again that might not be desirable all the time, particularly for emptier vaults.

Adding more vaults tends to have more ripple effects (needs to be added to company management UI, list of vaults available in the crafting window, etc…smile, so that can involve more work than expected. They also obviously add to the number of vaults a person might have to look in for things. It makes a lot of sense to add them when there's a big gameplay need for them, like the need to have a relatively secure vault for leadership and a less secure vault for most company/settlement members, but we're probably better off tackling some of the basic performance issues first before adding vaults to help with filtering. At a certain point, full vaults may just prove to be so unwieldy that more vaults are absolutely necessary, but right now it looks like some combination of filtering and performance improvements is a better option.
Stilachio Thrax
The size of the database is the thing clogging up the works. Filtering is a band-aid, that may or may not give any noticeable improvement.

Surprisingly, we're actually able to process the requests on the server pretty quickly despite the size of the database. We're also able to return fairly long lists of item stacks to the client in a reasonable amount of time. The biggest performance issues are primarily the result of the UI trying to handle such a large list, so filtering would make a huge difference.

You can see just how much of a difference filtering would make when looking at relatively empty categories in a super-full vault. Notice that the emptier categories load quickly and scroll smoothly, while the full categories take forever to load and scroll really slowly. Those emptier categories are really just filtered down from the full vault (the vault isn't a collection of separate sub-vaults for each category or sub-category), so further filtering should provide the same performance improvements when that filtering results in lists of similar length.