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Pathfinder Online will be ending operations on November 28, 2021. For more details please visit our FAQ.

All posts created by Bob

Bob
Not sure what happened here. I was briefly unable to log into either the game or the web site at all, but minutes later everything seems to be working fine. It's possible some of the servers crashed and eventually recovered, or it's possible there was just some kind of connectivity issue that was intermittently blocking anyone from reaching the servers. We'll look into it more when we get back into the office to see if there's anything we should be doing to make this less likely to happen again.
Bob
Bringslite
Need an accept for "Sojourne" from the Master of the Goblinville Company. The big one, plz.
Done.
Bob
The build is taking longer than I'd hoped, so let's shoot for Friday morning instead. That will give all of you today and tomorrow to get anything set up on Zog that you'd like to do in advance (e.g. start some crafting queues, place a smallholding).

Meanwhile, let me know if any of you see anything confusing/concerning in the Release Notes.
Bob
If you'd like to help out with testing, your account needs to be set up to have access to the Test Server (just send an email to customer.support@goblinworks.com if you need to request this), which allows you to download the Test Server Client from your account page on goblinworks.com. That will install a separate copy of the client that will connect to Zog and stay up-to-date with the current test version.
Bob
We're about to prepare the first final candidate for EE11. Assuming it passes a quick internal review, we could be ready to put it on Zog as early as tomorrow morning (Thursday, November 12). We could delay it to Friday morning if people need more time to set up some test cases, but sooner is certainly better if we can make it happen.

I'll make myself available as much as possible today to help people get any needed supplies or achievements on Zog, though I'll also have to be handling the internal build testing. I'll keep you all updated on our progress.

Meanwhile, here's the first draft of the Release Notes for EE11 (FYI, these are written to be sent out when EE11 goes live, so they occasionally refer to things in the past tense that haven't happened yet, such as the distribution of the structure kits):

What's In This Release

This release delivers the ability to customize each player settlement’s selection and layout of structures, allowing each settlement to specialize in the training, crafting, and economic capabilities its members are most interested in. There’s also a new escalation (Dark Elves, which drops a new kind of Azlanti Stone), better loot for ogres, more T3-dropping mobs, new locations for all the shrines (on the edges of monster hexes), and many other improvements and bug fixes.

Full Release Notes

Customized Settlements:
  • Each player settlement can construct up to 2 Large, 6 Medium, 10 Small, and 10 Support Structures, using Structure Kits (similar to the way Holdings and Outposts are constructed. Settlements will be given an initial distribution of Kits to replace their original Structures (contact customer.support@goblinworks.com if your settlement hasn’t yet made arrangements to receive them), and additional ones can be crafted by Engineers.
  • Structures can only be placed by Leaders of the settlement they’re being placed in.
  • All player settlements come with a Keep, Bank and Tavern pre-placed.
  • In addition to Trainers being affected by Settlement Level, the Facility Rating for all Crafting Structures will go up as Settlement Level increases.

Escalations:
  • Added Dark Elves, a new escalation which drops a new kind of Azlanti Stone. The escalation was launched in 12 random hexes, and will become part of the regular escalation rotation when only a small number of instances are left.
  • All escalations other than those that at one time dropped Azlanti Stones (The Wrath of Nhur Athemon, The Shadow of Nhur Athemon, Them Ogres Ain’t Right, Dark Elves) now lose a little bit of strength every hour.
  • All event timers have been removed, so none of the escalations will grow in strength anymore when their events time out.
  • Bonedancers, Razmiran Cultists, Skeletal Uprising, and Skull-Basher Ogres now get tougher as their strength drops.
  • Them Ogres Ain’t Right is now a regular part of the escalation rotation, though it no longer drops Azlanti Stones. Its event loot drops have been adjusted to be more appropriate, and it now takes less time to complete than it did previously. The sudden strength drops during some of the phases have also been slightly smoothed out. Its boss has also been renamed as Targ Ascended.
  • Made Bandit Raid, Bonedancers, Broken Men, Float Any River, Goblin Raid and Mercenary Raid less common.
  • Made Duergar Slavers, Elemental Rift, Mordant Spire and Ustalav Invaders more common.
  • The Razmiran Holy Book event now requires burning only 10 books instead of 40.
  • The wandering version of Ustalav Invaders once again includes Ustalav Legends, much tougher knights with a correspondingly better chance of dropping T3 loot (particularly recipes). Increased the likelihood of running into Ustalav Heroes as well.
  • The Moloch Cultists are now tinted a bit to make them stand out from other enemies wearing similar clothes.
  • Bloodbriar Goblins now runs correctly in both of its hexes near Thornkeep. Previously, it would only run in one hex at a time.

Terrain:
  • Shrines have been removed from the settlements and are almost all now on the edges of monster hexes. Until we have a better system for binding them to individual players and their companies/settlements, this will help prevent problems of respawning in the middle of enemy settlements or too near a contested holding/outpost.
  • Increased the number of encounter sites for the 15m and 5m encounters in all hexes. There should now be enough spots to support all escalation events in any hex (even when 2 smallholdings are placed in that hex).
  • All existing buildings (e.g. Outposts and Smallholdings) will move from their current location to the nearest new 15m encounter site. The new location may be basically at the same spot, or could be a short distance away.
  • Water in rivers was lowered slightly to better stay inside its boundaries, which should keep monsters from spawning in the rivers.
  • Floating bridges brought back down to ground.

Influence: The ramp for earning influence was reduced. New characters still earn influence at the same rate as before, but completely experienced characters earn influence roughly 3 times faster than before.

Feats:
  • Blind-Fight training is now available from Seminary and Occultist Trainers.
  • Channel Smite training is once again available from Cleric Trainers.
  • None of the Cantrips require specific Feature Feats as prerequisites anymore (e.g. Acid Dart no longer requires Conjurer).

Monsters:
  • Ogres now drop loot appropriate to monsters 1 level above their actual level. Until we can take a closer look at their combat stats and figure out exactly why ogres seem to require so much more effort to kill than similarly leveled monsters, this will help balance out the rewards for putting in that effort.
  • Elite and Boss monsters now count toward quests (such as tutorial quests) that previously only counted the basic versions of those monsters (e.g. killing cultists of any level will count toward completing the Wizard tutorial kill quest).

Achievements:
  • Cleric 9 now properly requires Power 18 (it was previously listed in the description, but wasn’t actually being checked).
  • Added achievements for killing Dark Elves.

Items:
  • The various ingredients needed to craft Structure Kits 3.g. Worker’s Tools, Decorative Weapons, Codex Collections) can now be crafted.
  • Unused recipes can now be used as ingredients in Codices, which in turn are ingredients for Codex Collections, which are needed for crafting Structure Kits.
  • All new items can be bought and sold at the Auction House in appropriate categories.
  • T3 Armors all have placeholder models when worn.
  • Fixed typos in descriptions for camps and smallholdings.

Holdings and Outposts:
  • The Facility Ratings for Holdings at each upgrade now more closely match the Facility Ratings assigned to Settlement Levels that provide similar Training levels (and eventually to similar upgrade levels for Settlement Structures that provide similar Training levels). This increased the Facility Rating for Holdings at each upgrade.
  • Stonecutting Outposts are now visible at all stages and upgrades.

NPCs:
  • The various quest givers were moved to the Keep, Bank and Tavern.
  • The Pack Suppliers from the old tutorials were removed.
  • Freeholder and Expert Trainers were added to Rotter’s Hole.
  • Named NPCs such as Kel the Red were given specific color settings so that they won’t change hair color all the time.

UI: Icons have been fixed for the newer Expendables released in the last update.

Textures:
  • Texture on side of Tavern no longer oddly rotated.
  • Texture on grain sacks no longer shimmers.

Settlement Names: The text for quests near High Road and Live Oak no longer refer to those settlements by their former names.

Tutorials: Multiple editorial fixes made to the tutorials.


EDIT #1: Added comment that the release notes are written to be released when EE11 goes live, so some things mentioned in past tense haven't happened yet. Also changed wording about structure kits to say that settlements should contact customer.support@goblinworks.com if they haven't made arrangements to receive them yet, instead of saying to do so if they haven't actually received them yet.
Bob
It's Lisa's turn for a Keepside Chat, but Wednesday's aren't good for her right now, so we're moving it to Thursday. If any of the usual suspects are available to moderate, that would be great. Otherwise, Lisa will just take questions from the audience. Or maybe I'll take over and ask Lisa all the really tough questions, like "Aren't puppies just the cutest?" and "The Truesilver Greatsword +5: A great sword or the greatest sword?"
Bob
We've had occasional problems where a list shows up but gets automatically scrolled below the actual bottom of the list. That can result in the available list being empty but the non-available list having items in it (particularly if the second list is longer). Often there's an invisible scroll button on the side of the empty list (it's scrolled, but it's not actually long enough to scroll, so there's no button). You can sometimes force it to scroll and make the list reappear.

If that's not the problem here, let me know precisely which feats had the issue and I'll look into it further.
Bob
If you have access to the test server, you'll find a link on your goblinworks.com account page to install the test client. That will install a separate copy of Pathfinder Online that will stay synced to the version running on Zog.

If you don't have access and would like to help test, send an email to customer.support@goblinworks.com and I'll add it to your account.
Bob
We're not targeting a specific date for EE11. With such a small team, things are very unpredictable and we can't make predictions with a high degree of confidence.

However, I can tell you where we're at now and give some idea of a reasonable timeline to get from here to live, though you'll have to take that timeline with an ocean of salt.

We've finished up all the planned work, and have begun testing builds on our internal server. We've also fixed most of the bugs we've found along the way, but there are a few that were found recently that we need to get taken care of before we can put a build up on Zog. Some of those bugs have held us back a bit from doing a complete test pass, so we expect to find a few more bugs along the way. If we're lucky, they'll be minor enough that we can move to Zog by the end of this week. If not, next week seems pretty likely, since most of the bugs we've been finding are pretty isolated and haven't taken too long to fix.

Once we go to Zog, things really just depend on how many issues are found. Given the small team here to handle the testing, it seems likely that we'll have missed a few things that will turn out to be worth fixing before EE11 goes live, so I'd expect to have to go through at least one or two additional builds before declaring it ready for live. That probably means at least 1-2 weeks on Zog. That basically means that it's possible we'll be ready for Thanksgiving, but that a lot of things would have to go our way for that to happen.
Bob
Turns out Lisa has to leave earlier than she thought, so it's just me for tonight.