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All posts created by Bob

Bob
On the positive side, the fix is in and will got out with the next build.
Bob
I'm not actually sure what the technical details are for that. I'll have to check the code tomorrow.
Bob
Yup.
Bob
Edam
There are 12 hour fallow escalations ?

Sorry, bad example, since none are currently set to 12. The raids (Bandit Raid, Float Any River, Goblin Raid and Mercenary Raid) were originally 12, but got raised to 24 quite a while back. Currently, all escalations are set to 24, 48 or 72 hour fallow times. The only exceptions are the Bloodbriar tutorial escalations, which only have 1 minute fallow times so that those hexes never go more than an hour without an escalation running.
Bob
The fallow time is the minimum amount of time before another escalation will spawn automatically in that hex, though it should rarely take more than 1-2 hours beyond that minimum for another escalation to launch. The fallow time is also ignored when escalations are started using GM commands, though that is pretty much reserved for big events where I launch an escalation in a bunch of hexes at once.

Technically, the escalation engine goes through all the monster hexes at the top of each hour (and right after returning from downtime) and launches a new escalation in any uninfected monster hex that has been uninfected for the prescribed fallow time. As a result, if a hex is cleared 20 minutes before the hour and has a 12 hour fallow time, then a new escalation will generally launch in that hex in 12 hours and 20 minutes. If that time falls around downtime, then it's possible things get thrown off a bit depending on exactly when the servers go down for daily maintenance and exactly when they come back up.
Bob
I've filed a bug report to rework that page, as it needs more than simple updating of information. Shouldn't be a ton of work, though there will be an awful lot of settlements to add/delete/adjust.
Bob
Mistwalker
I would love it if the nodes were color coded based on node type, so that you could tell which type of node it is without having to do a mouse over.

A feature request for that was filed a while ago. Just hasn't hit the right combination of priority and ease of implementation yet. Perhaps combining it with other color/icon changes will give it a little boost.
Bob
Live is once again, well, live. Have at it!
Bob
Good suggestion, I've added it to the bug report for consideration.
Bob
Edam
I have tried equipping a few different items that match masterwork (including comfortable shoes and stylish slippers) but none seem to activate masterwork on the Channel Positive Energy utility. When hovering over Channel Positive Energy in the UI, the masterwork keyword remains white (no blue highlight) and no improvement in the effect of Channel Positive Energy occurs.

Channel Positive Energy is a glove-based utility feat, so some of its keywords (in particular Masterwork) can only come from gloves, not boots.

This is one of the more confusing aspects of keyword matching, so I've filed a bug for us to look into providing a clearer explanation when this happens.