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All posts created by Bob

Bob
I've upgraded all the structures in Goblinville, Ogreville, Wolfdale and TesterTown to +2. For the most part, these are similar to the buildings previously used in player settlements, but not always. In some cases, the number of available model variants called for using higher- or lower-end models for +2 than were previously in player settlements. There was also a major editing pass on all the buildings to clean up various technical issues, so almost nothing is the exact same model as before.
Bob
After a long day of crawling through all of our change notes, I've finally got everything listed out in a rough draft of the Preliminary Release Notes. Tomorrow morning I'll re-order things a bit and clean the wording up so that everything makes sense, then post it to the forums.
Bob
I've upgraded all the structures in Goblinville, Ogreville, Wolfdale and TesterTown to +1.
Bob
Still working on those notes, but I'm getting close. Meanwhile, I made sure that all the +0 structures are represented between Goblinville, Ogreville, Wolfdale and TesterTown. Each settlement has a pretty wide assortment, and most have all of the Infrastructure buildings and of course the Keep. All of the small structures are represented between Ogreville and Goblinville, as are the bulk of the medium and large structures, but a small number of mediums and larges are only available in Wolfdale or TesterTown. I'll do a quick pass tomorrow and raise everything up to +1.
Bob
Fiery wind
What exactly happens if a settlement shuts down and isn't reactivated?

For the moment, it just stays shut down until it's reactivated. We may eventually add some automated structure deterioration/destruction for settlements that stay shut down too long, but only once we're happy with all the warning systems. However, the settlement would have at best a Settlement Level of 9, and would be more vulnerable to Settlement Warfare as a result.
Bob
FYI, I removed the reference to emailing active settlement leaders when a settlement is shut down from the OP. This will require some extra consideration and wasn't able to be finished in time, but we'll be looking at it again after EE 15 is deployed.
Bob
FYI, I edited the OP to make clear that the territory portion of DI generation is rounded to the nearest integer after multiplying the square root of the number of hexes controlled by 40.
Bob
EE 15 is now running on Zog and passed the smoke test. I'm going to spend some time making sure all the player settlements have a keep set up and a good assortment of +0 structures, along with doing a few other quick tests. After that I'll get back to putting together the Preliminary Release Notes so you can all get a better idea of everything that's in the build.
Bob
I got a good start on the Preliminary Release Notes. The good news is that we've made a whole lot of improvements for this update. The bad news is that it's taking a lot longer to write all those up. I still hope to get those posted later today, but we're still going ahead with deploying the build to Zog this morning. That means there will also be a lot of distractions while testing the build, so we'll see how things go. Meanwhile, feel free to ask questions on anything that confuses you about the new build, or that you're just curious about.
Bob
We prepared our first build for Zog last night and plan to deploy it tomorrow after Daily Maintenance. The build handled the standard smoke tests on our internal server (Chitterwood) perfectly, and we'll continue to test it further today, but everything's looking good so far.

We're still finishing up work on taxes at holdings, so this build won't be a final candidate. It's close enough though that we don't want to wait any longer than necessary before letting all of you take a look. In particular, with so many structure upgrades to see, I'm planning to steadily upgrade the structures in each player settlement day by day, to give those of you interested in taking a look a chance to see each upgrade before I move on to the next. There's also a lot of daily processing going on with DI, so having the build running for multiple days will help us test that system out thoroughly.

We don't anticipate the remaining work will take very long, so there will be another build going up on Zog shortly after this one. Of course, this is also a chance for us to hear your feedback on the build and potentially make some changes before EE 15 goes Live. That's much less predictable, but the build has been fairly heavily tested already, and the big changes were pretty heavily discussed on the forums, so we're hopeful that any remaining essential changes will be fairly quick.

I'll start writing up the Preliminary Release Notes today as well and try to get them posted before the build gets deployed to Zog. There's a lot going in, so we'll see how fast my typing is today.