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All posts created by Bob

Bob
Post away all, before I stomp in with my Clompy Boots of Opinions!
Bob
You are a Troll
Bob
Father Bronin
When is the holiday event likely to start / end?
The start date will be sometime from December 14-18. Haven't decided on an end date, but probably January 4 at the earliest. There won't be a big race component to this year's event, so don't worry too much about being available right when it starts.

Any update on this yet?

We're in the final testing stages of the build for this event, and even have what we hope is the final build running on Zog. Sorry about the lack of details, was racing to get things finished up so we could take advantage of the weekend to let the build run through a few Daily Maintenance cycles. The plan is to deploy the build to Live mid-week, then launch the sequences shortly after Daily Maintenance on Friday.

I'll post more details on Monday.
Bob
I take it you mean being able to turn your character by just moving the mouse, as opposed to having to hold down one of the mouse keys while moving the mouse. That would essentially be adding a toggle key that turns the cursor control on and off. It probably wouldn't be too hard to implement a simple version of that, but you'd probably find yourself toggling back and forth quite a lot. That's why you'll find similar control systems on other games that mix a bunch of cursor-based stuff on the screen with the ability to look/move freely, while games that generally only use the cursor for full-screen UI's during times you can't turn anyway will allow turning without pressing a mouse button at the same time. It could be done as an option though. I'll throw in a feature request to consider it when we have time.
Bob
Father Bronin
When is the holiday event likely to start / end?
The start date will be sometime from December 14-18. Haven't decided on an end date, but probably January 4 at the earliest. There won't be a big race component to this year's event, so don't worry too much about being available right when it starts.
Bob
The log work is almost done, and Cole also managed to get our code and content moved over to a modern version control system. That will make it easier for us to check in our code/content changes from home instead of needing to drop by the office each time, and will also give us a cleaner pipeline for making builds and deploying them to the cloud. Moving so much code and content has been quite the challenge, with some steps taking a week or more to process and copy files before failing. It's supposed to be smart enough to recover, and it did usually, but… technology.

The solution, obviously, is: "pathfinder-online_rinse-and-repeat_final-02_final-w-fixes_really-final"…

All the content for our holiday event (as well as some meant to last well beyond the holidays) is also just about ready for testing, and we'll get that ready to ship right after Cole and I take next week off for an extended Thanksgiving break. Have a great week yourselves, and stay safe!
Bob
We briefly switched focus to getting OE 2.3 deployed, but Cole's been back on the cloud work since that settled down and has a preliminary version of the new log system working. Needs a little more polish to mesh with the rest of our cloud setup, but once it's finished off we'll start using the logs to figure out why some of the game systems aren't functioning as expected.

Meanwhile, I'm working on a bit more content to release before the holidays in OE 2.4. More info on that soon.
Bob
NightmareSr
The Research Center looks cool Bob, but is the hanging sign in front suppose to be blank?
I still need to create/repurpose some art for those signs, and since I don't mess with textures very often, there's a bit of a learning/relearning curve to work through. Didn't want to slow things down while I figured all that out, so I left them blank for now.
Bob
These are the Release Notes for Open Enrollment v2.3. The release build of OE 2.3 has been running on the Test Server since Friday, October 23 and was deployed to Live on Tuesday, October 27.

What Is In This Release

This release focuses on adding new structures to support Combat Alchemists and adding a rebalanced Seekers from the Citadel escalation to the standard rotation. Multiple other improvements were also made to various systems in order to keep steadily improving the overall player experience.

Full Release Notes

Structures:
  • New structures are available to provide training for Combat Alchemists: Research Center, Combat Alchemist School and Bombing Range. Recipes for these structures drop as loot and there are new default recipes for the required Combat Alchemist Codexes and Codex collections as well.
  • The Visiting Combat Alchemist Trainers at the Keeps in player settlements had their Trainer Levels dropped by one. These levels will continue to drop over future updates and soon those trainers will be removed altogether.

Escalations:
  • Seekers from the Citadel is now part of the standard escalation rotation, and was rebalanced to get through the earlier phases more quickly, to drop more level-appropriate loot in each phase, and for the final boss to provide a more interesting combat challenge.
  • Typo fixed in one of the phase descriptions for Nature’s Wrath.

Miscellaneous:
  • Elite Crusader Slayer achievement description no longer incorrectly says it can’t be earned.
Bob
On Zog, Wolfdale now has a Research Center +5 while Goblinville has a Combat Alchemist School +5 and a Bombing Range +5.
Bob
NightmareSr
Are any of the new structures on the test server Bob?
Not yet, but I'll post an update when I place some during testing tomorrow. Unfortunately, I didn't find any unused art assets this time around that felt right for the Combat Alchemist, but did try to combine appropriate assets from other structures differently enough to make these feel new.