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All posts created by Bob

Bob
I can check into this when I'm back in the office Monday, but is there any chance this project used some materials from a vault that you only had Crafting permissions in? If so, then the result would have been deposited there instead of your personal vault.
Bob
Sadly, there are no surprise roles that are nearly ready to deploy, though we did take all the planned ones into account when setting up the initial ones, and we planned to leverage existing tech and mechanics where doing so makes sense. I'm sure ease of implementation will be a major consideration when deciding which roles to work on next, though there are plenty of other considerations to take into account as well.
Bob
Ravenlute
Will this fix prevent mobs from snapping when you cross a hex border as well?

Could be related, but can't guarantee it. I'll file another separate-but-related bug to look at this specific issue (or just link them together if one already exists).
Bob
Crossing a hex border for no other purpose than to trigger a clear bug (such as dropping debuffs) and use that to your advantage, would be an exploit. Don't do it.
Bob
We've been looking into the issue with buffs and such falling off when crossing a border and believe that can be fixed, which makes me suspect we can fix feud state issues as well. It won't be a trivial amount of work, but worth it. I've added a separate-but-related bug to get the feud states checked out too.
Bob
Sounds pretty harmless at first glance. I've filed a feature request to consider adding that.
Bob
With Stephen's help, I tracked this issue down. Unsurprisingly, it was just a typo, and the L3 keyword for Improved Blessing and Greater Blessing is supposed to be Enhancing, which aligns all the Blessings with Glory Domain. I'll try to get that change in for the next build.
Bob
Decius
While we're near the subject: The observed behavior of nodes is that there are some number of spots where nodes can spawn, and when a node is taken another of that type immediately spawns on one of the open spots. The number of active nodes of each type appears to remain constant.

Basically correct.

Decius
How much variance within a hex type is in the number of nodes of each type? The techniques I would use to count them properly are labor-intensive, and repeating them for every hex would be prohibitively time-consuming.

The numbers are set based on the terrain type (Coastlands, Mountains, Woodlands), and they vary quite a bit between terrain types. But any two Coastlands hexes should have the same numbers for each node type.

Bob
If you're a T3 gatherer, then you're pulling randomly from all the available resources, and things should indeed be expected to stay pretty close to their original ratios. However, if you're a T1 or T2 gatherer, then you're only pulling from a subset of the available resources. As a result, you're reducing the percentage of the things you can gather relative to the percentage of the things you can't gather, throwing the ratios off. As a result, if some T1-2 gatherers hit the hex before you did, you'll be reporting a higher percentage of T3 resources than that hex would typically have. If that's happening consistently, then the ratios may stay relatively consistent over time. If it's happening inconsistently, then the numbers could bounce around a fair amount.

The 60/30/10 numbers were just meant as an example, not to say that hexes are anywhere close to that ratio. Unfortunately, I also used those numbers incorrectly. I wrote my original example at 60/30/10, then realized the math would be easier at 75/25/5. Unfortunately, I forgot to correct the first gathering example. I've edited my original post to fix that.
Bob
We've had a bug on this for a while, so I've been researching Arcane Attack Bonus and rolling it around in my head. Finally thought I had a pretty good understanding of it, so I checked with Lee and Stephen to make sure I was right, and the plan was indeed to open that up to use Personality to pass the ability requirements. It's a pretty easy change, so I'll try to get that done for the next build.

As for light armor and the arcane penalty, it does seem likely that we'll use the feat system in some way to make that happen, since feats are really how you define which role you're playing. However, I don't know that we have the ability to counter arcane penalties through feats quite yet, so there could be some coding involved in addition to setting up the feats in a spreadsheet.