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All posts created by Bob

Bob
harneloot
Thanks, this has been a big bug-a-boo for me since ammo came in. Just a FYI note: I always carry PLENTY of ammo and this seems to happen to me several times an evening anyway.

Carrying lots of ammo makes it so that it can only happen on the last piece of ammo from each reload, so it's probably making it happen less often for you than it would otherwise, but it definitely doesn't eliminate the problem. You might be able to reduce it further by generally trying to get targets back into line of sight and range so that the attack actually goes off, instead of switching targets. That's obviously not always possible, and isn't necessarily the best instinct to operate on most of the time, but it might help for now.
Bob
Over the last few months, we've had occasional reports of players finding their attacks temporarily frozen until they switched weapons or exited combat. I've tried off and on to replicate the issue without success, but finally managed to do so today. It happens when a character has either one or zero pieces of ammo loaded and tries to attack a target that's outside either Line of Sight or Range. If the character then switches targets before the attack goes off (which would happen when the original target comes into LoS and Range), then the character is stuck thinking that a reload is needed. Switching weapons or exiting combat kicks things loose again, allowing you to start attacking again.

Now that we've figured out the cause of the issue, it should be pretty easy to fix. We'll try to get that into the next build. Meanwhile, if this is happening to you regularly, your best bet is to carry enough ammo to avoid constant reloads (makeshift ammo means reloading after every attack), to try to avoid attacking out-of-range/out-of-sight targets unless you're going to leave the attack queued up until back in range/sight, and to be prepared to switch weapons as soon as you notice your attacks failing to go off.
Bob
Edam
Note that there are also DEX based sanctified attacks (star slinger for example) so maybe consider doing the same thing with DEX and light blade proficiency.

Yup, any changes would be made for all feats with the same general issue, where the explicit rank 6 ability score prerequisites contradict the implied rank 3 proficiency scores.
Bob
Flari-Merchant
Do you have the ability to alter buildings with alternate "skins" or is that sort of thing out of reach without "artists"?

I swapped out a couple wall textures for some of the studios and cottages to provide a little more variety, but that's a pretty minimal change. I also did only a small amount of it because I'm sure I wasn't doing things in the most performance friendly way. Doing something truly interesting would probably require an actual artist, and doing a lot of it would probably require some coding time to keep the additional art from slowing things down.

Flari-Merchant
How many hexes do actual separate servers control on the "network"? Any idea how much it would cost to pay an "artist" to spruce up a n individual hex? Could an "Adopta hex" system work at all and be funded by players?

Each physical server handles about 1-2 columns of hexes, depending on what else that physical server is busy with, but it does that by running individual virtual servers for each hex. As a result, it's usually best to just think of each hex as having its own server.

However, that doesn't really affect our ability to spruce up any one part of the map. Regardless of whether we change 1 hex or 50, we just include all those changes in the next build, and then the individual servers just load up the parts they need. I can do some simple changes in Unity, which I've done to fix player traps and the like, but for major changes we have to go back to the terrain pipeline, and that's got a pretty steep learning curve.

It's hard to say what a budget for sprucing up an individual hex would be, but it probably wouldn't be cheap unless a pretty minimal amount was done. That's a large part of why we automated so much of the work. With 800+ hexes on the existing map, it would have taken a very long time to polish each hex by hand. I can imagine some possible ways to do a hex sponsorship thing, much as we did things where some Kickstarter backers paid to create Feats for the game (subject to approval and rebalancing), but given the learning curve and general difficulty of just getting to the point where we could offer it, there'd have to be an awful lot of interest for what would likely be a pretty expensive sponsorship to make it worthwhile.
Bob
Stilachio Thrax
Honestly, that is only a bit annoying, and wasn't that hard to get to 20 STR. Then again, I play a fighter/cleric hybrid that uses a mix of regular and sanctified attacks, and uses both a trophy charm and holy symbol. I could see it being harder for a pure cleric that focused primarily on using focus attacks, but hey, meaningful choices and all that.

Agreed, it's completely fair that a focus-based cleric later trying to pick up a sword has a lot of catching up to do. The oddity here is that the prerequisites for those sanctified attacks at rank 6 specifically say they require 18 STR/DEX and 20 WIS, but they also require require the appropriate weapon proficiency at rank 3, which in turn requires 20 STR/DEX anyway. The slightly lower STR/DEX requirement goes throughout the advancement on those feats, so it was clearly intended to require less STR/DEX throughout, it just gets messed up by a hidden requirement. Either way, it still requires that cleric to pick up a lot of STR/DEX, so there's still a meaningful choice involved.
Bob
This is very high on our list of things to do, just didn't quite make it onto the Road Map.
Bob
Flari-Merchant
There are plenty of feats that I have by passed and plenty that I wish that I knew (in an EASY way) that they DO or DO NOT stack, compliment each other, work together, etc…

Just a comment about something which is frustrating. smile

That's certainly something we want to improve on, and there are several bugs and feature requests filed for the most important related issues. Hopefully we'll get to those soon, then continue to iterate on this.
Bob
Edam
Bob
Okay, I'll take a closer look at adding Ability=30 alternatives to all the rank 3 armor proficiencies to match rank 14 armor weight keywords and their ability prerequisites. I don't think it would be too hard to sort out and am pretty sure it won't cause balance problems. It will be a while before I can get to it, so anyone else who has concerns about such a change has a little time to chime in before I implement this.
That would be an interesting work around to apply to people having difficult training alternate weapons (clerics wanting to use a T3 sword for example) … though of course there will be significant "balance issues".

There's only so far I could go with that, because the requirements for related attack, bonus and proficiency feats are so heavily intertwined. However, it does appear that it was intended for the various sanctified attacks at rank 6 to only require 18 DEX or STR (along with 20 WIS), but then they all require a proficiency at rank 3, which in turn requires 20 DEX or STR. That's the one big spot where there seems to be a contradiction, and therefore where it looks to be more difficult to advance than was intended. I may be able to fix that by having the related proficiencies require STR 18 and (STR 20 or WIS 20). I'll file a bug to look into that.
Bob
Stilachio Thrax
Some attacks require Parrying as a conditional, so even if the reflex bonus doesn't stack, it activates the conditional which may be more valuable than the extra reflex.

Parrying can be a conditional, but I'm not actually finding any that currently capitalize on it, or on Defending, which it would also count for. This kind of thing is what makes balancing feats so tricky.
Bob
There's definitely some redundancy there, but they're not completely redundant because the Parrying turns to Riposting as soon as you take Melee damage. That makes it a bit of a specialty feat (you'll only get the full value if you take Melee damage while it's active and then follow up quickly with an attack that benefits from Riposting), and also means I should tweak the balance on it to reflect that you're only getting about half the value out of the Parrying (essentially, it's giving you a conditional delayed shorter-duration Riposting instead). I'll file a bug to do that.