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All posts created by Bob

Bob
We've always intended to add more combat logging and this could certainly be interesting info to track. I've added a feature request to consider it when we have time.
Bob
The knockback code path has some similarities to those for charge and evade, but some big differences as well. It's possible these are all part of the underlying blue-screen issue, but while we've seen both blue-screening and moving in odd directions with all three options (knockback, charge, evade) we haven't found a way to consistently replicate either result. However, simply not charging at all is something I haven't seen very often and haven't had many reports of, so I'm treating that as a potentially separate issue. Hopefully the new logging in 11.5 will help us figure all of this out.
Bob
These are the Release Notes for Early Enrollment v11.5. This build was deployed to the Live Servers on Friday, October 14, and has been running on the Test Servers since Tuesday, October 11.

What Is In This Release

This release includes a distance restriction on charges and evades that will hopefully prevent the blue-screening issues many have encountered when using certain feats. We’re still not sure exactly what’s causing the problem, but we know that in at least some cases characters wind up being told to charge/evade such extreme distances that they wind up instantly outside the known world, causing a crash. With this fix, charges/evades that go beyond reasonable limits will instead simply fail to charge or evade. That’s obviously not ideal, so we’ve also included some additional logging whenever such a failure occurs to help us track down the underlying problem so we can deal with it more appropriately.

There are also several other small fixes, including the removal of more player traps and some additional polish to the auction house.

Full Release Notes

Feats:
  • Charges and evades will fail if they attempt to move the character so far that the game would crash.
  • The descriptions for the spells went through an editing pass. The biggest changes were to make sure that the Greater/Improved versions of various spells no longer referred to the stats for the original versions, and to make sure any previous stat changes to spells were reflected in their descriptions.
  • All spells get full support even if a character is not a member of a settlement. Previously, some spells (Lightning Ray, Shout, Superior Dispel Sorcery, and many Improved/Greater variants) didn’t properly get support under that circumstance.
  • Rank 6 of several Cleric attacks (Clothed in Iron, Cowards Flee, Into the Fray, Reveal the Coward, Sever Enchantments, Unshakeable Blade and Virulent Edge) now properly requires Strength Domain instead of Sun Domain as a Domain option.
  • Pommel attack grants Shrug Off to self instead of target.

Auction House:
  • Items that are unsellable (either because they’re damaged or simply aren’t allowed to be sold) are included in the Inventory and Local Vault lists, but they are grayed out and have tooltips explaining why they can’t be sold. Damaged items also include their durability on their listings.
  • The Inventory and Local Vault lists don’t reset their scroll bars when switching item selections from the list, particularly right after putting an item from that list up for sale.

Terrain:
  • Cleaned up several bridges to better align with the ground.
  • Removed a player trap in hex -20,1.
  • Removed a player-trapping tree in hex -3,4.
  • Moved the Holding site in hex -14,-3 off of the road.

UI:
  • Achievements in the Achievement Window are sorted by Pinned/Unpinned status, then by alphabetical order.
  • The error messages for trying to reclaim a mule that is technically on a different hex server tell players which hex they’re in and which hex the mule is in, along with an explanation for how to be fully inside the correct hex.
  • The default controls now include right-ctrl for run and right-shift for walk. New characters will start with those key bindings (unless there is an existing player_settings.ini file in the Keybinds folder, in which case they use that as their defaults so these keys would need to be added manually to the file if desired), and existing characters without bindings for those keys will have them automatically added the first time that character gets saved and reloaded. Characters with bindings for those keys will be left as-is. If you are using either of those keys for some other purpose, such as voice communication, you can set those bindings to be blank to avoid conflicts.

Items:
  • New coins from all sources (withdrawn from vaults, dropped as loot, …) all stack together properly in inventory and vaults. Existing coins in vaults or inventory that don’t stack properly will remain in separate stacks, but will slowly leave the system as they get used up or converted to Abadar credit.
  • The Inventory and Local Vault lists don’t reset their scroll bars when switching item selections from the list, particularly right after putting an item from that list up for sale.

Escalations/Events/Quests:
  • The Escalation Tutorial was adjusted so that the text in the Objectives Window better matches what’s expected of the player at each stage.
  • The guards for the Ripping Diplomat are now properly labelled Ripping Goblins.
Bob
I've filed a bug report to look into that.
Bob
Everything looks good for 11.5 on Zog, so we're planning to deploy the build to the Live Server tomorrow morning during downtime. I've edited the original post to reflect that, and also added in a comment explaining that new characters actually get their default keybinds from player_settings.ini if it exists, so right-ctrl/shift would have to be added manually to that file if desired. Players who haven't messed with their keybindings don't have to worry about that.
Bob
Edam
Good stuff.

One semi-related question. Is walking speed identical to stealth speed, you just remain visible ?

I'm not sure about the exact numbers, but it looks like unstealthed walk is a little faster than stealthed jog (normal movement).
Bob
These are the Preliminary Release Notes for Early Enrollment v11.5. We deployed a Final Candidate for 11.5 to the Test Server on Tuesday, October 11. We plan to deploy 11.5 to the Live Server on Friday, October 14 during Daily Maintenance (9-10 AM Pacific).

What Is In This Release

This release includes a distance restriction on charges and evades that will hopefully prevent the blue-screening issues many have encountered when using certain feats. We’re still not sure exactly what’s causing the problem, but we know that in at least some cases characters wind up being told to charge/evade such extreme distances that they wind up instantly outside the known world, causing a crash. With this fix, charges/evades that go beyond reasonable limits will instead simply fail to charge or evade. That’s obviously not ideal, so we’ve also included some additional logging whenever such a failure occurs to help us track down the underlying problem so we can deal with it more appropriately.
There are also several other small fixes, including the removal of more player traps and some additional polish to the auction house.

Full Release Notes

Feats:
  • Charges and evades will fail if they attempt to move the character so far that the game would crash.
  • The descriptions for the spells went through an editing pass. The biggest changes were to make sure that the Greater/Improved versions of various spells no longer referred to the stats for the original versions, and to make sure any previous stat changes to spells were reflected in their descriptions.
  • All spells get full support even if a character is not a member of a settlement. Previously, some spells (Lightning Ray, Shout, Superior Dispel Sorcery, and many Improved/Greater variants) didn’t properly get support under that circumstance.
  • Rank 6 of several Cleric attacks (Clothed in Iron, Cowards Flee, Into the Fray, Reveal the Coward, Sever Enchantments, Unshakeable Blade and Virulent Edge) now properly requires Strength Domain instead of Sun Domain as a Domain option.
  • Pommel attack grants Shrug Off to self instead of target.

Auction House:
  • Items that are unsellable (either because they’re damaged or simply aren’t allowed to be sold) are included in the Inventory and Local Vault lists, but they are grayed out and have tooltips explaining why they can’t be sold. Damaged items also include their durability on their listings.
  • The Inventory and Local Vault lists don’t reset their scroll bars when switching item selections from the list, particularly right after putting an item from that list up for sale.

Terrain:
  • Cleaned up several bridges to better align with the ground.
  • Removed a player trap in hex -20,1.
  • Removed a player-trapping tree in hex -3,4.
  • Moved the Holding site in hex -14,-3 off of the road.

UI:
  • Achievements in the Achievement Window are sorted by Pinned/Unpinned status, then by alphabetical order.
  • The error messages for trying to reclaim a mule that is technically on a different hex server tell players which hex they’re in and which hex the mule is in, along with an explanation for how to be fully inside the correct hex.
  • The default controls now include right-ctrl for run and right-shift for walk. New characters will start with those key bindings (unless there is an existing player_settings.ini file in the Keybinds folder, in which case they use that as their defaults so these keys would need to be added manually to the file if desired), and existing characters without bindings for those keys will have them automatically added the first time that character gets saved and reloaded. Characters with bindings for those keys will be left as-is. If you are using either of those keys for some other purpose, such as voice communication, you can set those bindings to be blank to avoid conflicts.

Items:
  • New coins from all sources (withdrawn from vaults, dropped as loot, …) all stack together properly in inventory and vaults. Existing coins in vaults or inventory that don’t stack properly will remain in separate stacks, but will slowly leave the system as they get used up or converted to Abadar credit.
  • The Inventory and Local Vault lists don’t reset their scroll bars when switching item selections from the list, particularly right after putting an item from that list up for sale.

Escalations/Events/Quests:
  • The Escalation Tutorial was adjusted so that the text in the Objectives Window better matches what’s expected of the player at each stage.
  • The guards for the Ripping Diplomat are now properly labelled Ripping Goblins.

Update 1: Added expected deployment to Live Server on Friday (10/14), along with comment explaining that new characters actually get their default keybinds from player_settings.ini if it exists, so right-ctrl/shift would have to be added manually to that file if desired. Players who haven't messed with their keybindings don't have to worry about that.
Bob
Both of those spells were accidentally on the drop list for a short time, but are unsupported. If you right-click on them, your character will learn them, but they won't show up on the list of feats you can equip on your holy symbol because they're unsupported. We'll return them to the drop list, categorize them as expendables and make them equippable once we get them working.
Bob
I made some edits and deletions to some posts that bordered on personal attacks, including posts that just quoted or mentioned or referenced them in any way. Let's all try to keep things on-topic.
Bob
I'll file a feature request to look into it.