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All posts created by Bob

Bob
Congratulations to Alderwag and Mediash for clearing the ninth and tenth Over the Crowns! With that, everyone getting +3 structures for clearing Stages 6 and/or 7 will get +4 versions as well!

In addition to the cleared Stage 7's, 1 more hex made it to Stage 7, for a total of 3 hexes cleared yesterday. That may not seem like a lot, but there was also good progress on the other Stage 7 hexes yesterday, so it's clear everyone was focused on those.

Today is the final day to take down the 4 remaining Over the Crowns and earn structure kits, with each of those now being worth a guaranteed additional +4 medium structure kit! Will they all fall today?

Here's the total numbers that made it to each stage so far:

  • Stage 1: 36
  • Stage 2: 31
  • Stage 3: 26
  • Stage 4: 23
  • Stage 5: 18
  • Stage 6: 14
  • Stage 7: 14
  • Finished: 10
Bob
Flari-Merchant
Do you think that any opportunity exists in the area of using tech both from your mule follower mechanics and tweaking the aggro system? Something like you activate a crafted item(like mule saddle bags), and the "follower" (man-at-arms, skeleton, combat pet, whatever) simply follows like a mule and shares the "summoner's" aggro?

We would definitely leverage that tech pretty heavily when writing new code, and it's possible that some simple versions would even be pretty easy to implement. There's just not enough of it quite yet for me to do anything with spreadsheets alone.
Bob
This is definitely something we'd like to do at some point, it's just behind a bunch of higher-priority features/fixes. Personally, as the PvE designer, I really want to be able to have bosses conjure up mobs to make the boss battles more interesting. I actually tried to make a very simple version of this work (basically, just having the mobs in the boss encounter respawn after a while) using existing tech at one point, but no such luck. There's definitely a bunch of code work required just to get the basics in for this, much less a balanced system that lets players join in the fun.
Bob
Congratulations to Blackwood Glade and Ozem's Vigil for clearing the seventh and eighth Over the Crowns! Just 2 more to go and everyone getting +3 structures for clearing Stages 6 and/or 7 will get +4 versions as well!

In addition to the cleared Stage 7's, 3 more hexes made it to Stage 7 and 1 more to Stage 6, for an impressive total of 6 top-end escalations cleared.

There are now 2 days left to clear 10 Stage 7 escalations, which at this point only requires getting another 2 hexes through Stage 7. It's no longer possible to clear 20 Stage 6 escalations during the remaining time, so everything's riding on clearing 10 Over the Crowns.

Here's the total numbers that made it to each stage:

  • Stage 1: 36
  • Stage 2: 31
  • Stage 3: 26
  • Stage 4: 23
  • Stage 5: 18
  • Stage 6: 14
  • Stage 7: 13
  • Finished: 8
Bob
These are the Preliminary Release Notes for Early Enrollment v14.3. A Final Candidate for EE 14.3 was deployed to the Test Server on Friday, January 5, and will be deployed to Live during Daily Maintenance (9-10 AM Pacific) on Wednesday, January 10 if the build holds up well during testing.

What Is In This Release

EE 14.3 fixes a number of small but important issues. In preparation for the upgradable structures coming soon in EE 15, the amount of pine and other resources needed for those structure kits has been updated to better reflect demand. Resources have also been redistributed to make sure that every resource has a fair number of hexes where it can be more easily gathered.
Other improvements were made to guard AI, Line of Sight, Daily Maintenance time, and preservation of additional states when crossing hex borders, along with several other improvements based on feedback received since EE 14 and its successors were released.

Full Release Notes

Resources:
  • Adjusted gathering resources to take into account the needs for structures, and ensured that every gathering resource has a reasonable number of hexes where it is relatively abundant for its tier. In particular, pine was made more abundant and there are now multiple hexes where it can be gathered fairly easily. However, since these changes only alter the maximum amount of a resource a hex can hold, it may take a day or two for the world to generate resources up to these new numbers.

Combat/AI:
  • Fixed some issues that would result in guards treating mobs as teammates, which would result in the guards attacking allied players.
  • Stun and Immobilize no longer prevent characters from provoking Opportunity if movement keys are held down throughout.

Line of Sight:
  • The servers now take harvesting nodes into account for LoS somewhat like clients do. They don’t use the exact same collision models as the clients do yet, so there will still be some disagreements between the client and server, but this should significantly reduce the likelihood of mobs attacking through gathering nodes while players are unable to attack through them.
  • Ensured that the heights and centers used for mob collision models are identical between client and server. This should reduce the likelihood of mobs being able to fire over a hill or other object when the UI says you can’t fire back.

Daily Maintenance:
  • Reduced some lower-priority logging so there’d be less data to back-up each day during Daily Maintenance. This should bring our average Daily Maintenance period back toward the hour or so it was originally taking.
  • Adding some logging to Daily Maintenance to help us see where it would benefit most from further optimization.

Hex Borders:
  • Feuds aren’t momentarily forgotten when crossing hex borders, which could result in unintended reputation losses.
  • Stealth status is correctly maintained when crossing borders, and will then visibly discontinue if a character starts running after having crossed a hex border while stealthed.
  • Movement/Jump states are correctly maintained when crossing borders, so that characters will properly provoke Opportunity even if they don’t stop moving.

UI:
  • Action Bar ammo container tooltip properly updates when switching ammo containers.
  • “Used all ammo” message shows up properly for last type of ammo in container.

Quests:
  • Various quests no longer include Base Attack Bonus 1. This probably didn’t affect many players, since Base Attack Bonus 1 is usually learned pretty quickly.

Commands:
  • SetRankPermissions command was made GM-only until we can provide a user-friendly process for setting those permissions.

Bob
Bob
We've got an initial build of a 14.3 with increased Pine and some other fixes up on our internal server. If it looks like a Release Candidate after today's testing, we'll put it up on Zog later today. If not, we should have something ready for Zog by early next week. With a little luck, we should be able to release 14.3 to Live sometime next week.

Testing went very well, so we're deploying 14.3 to Zog momentarily. I'll have the Preliminary Release Notes posted soon. We certainly don't expect anyone to log on to Zog much over the weekend, what with so many ninjas that need killing, but just running it through some extra Daily Maintenance cycles will make us more confident that it's ready to go to Live, hopefully on Wednesday.
Bob
FYI, for 14.3 we've also cleaned up some cases where the clients and servers had an ever-so-slight disagreement about the height and center of a mob's collision volume. This should help reduce the instances where mobs would fire over a hill while the UI said that you couldn't fire back.
Bob
Flari-Merchant
Bob
Flari-Merchant
Now can we talk about Lodestone and having a 100%, bottomless lodestone hex right near Ozem's Vigil? It seems that is not one of the things that you guys are not going to change without being asked. smile

Interesting, I hadn't noticed the number of T2 resources that had at least 1 super-abundant hex. Not the majority of them, but more than I would have thought. I was expecting to see some high percentages for the T1 resources, since they're super-abundant in the T1-only hexes, so the high numbers didn't stand out all on their own, only when you look at them in comparison to tier. I'll file a bug report to look at limiting that, or having it happen more often/evenly, or more likely some combination of both.
No, I didn't mean we have one like that. I meant we would like to. Apologies for the confusion.
Well, while the changes I made won't give you anything quite that good, they do guarantee that every resource has at least some good hexes for it. With so many resources, that also makes it every settlement has a fair number of such hexes nearby. That's something I also plan to revisit on a later pass, to try to give more hexes at least one thing they're particularly good for gathering, and to make sure those advantages are somewhat spread out.

Of course, your mileage may vary, and luck being so capricious, whatever resource you want most will likely be most abundant somewhere on the other side of the map.
Bob
FYI, this is fixed in 14.3.
Bob
FYI, this is fixed in 14.3.