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All posts created by Bob

Bob
Over the past year, we've run into more and more issues where delayed upgrades have slowed our progress, prevented important fixes, or simply served as unexpected distractions. We were taking a serious look at catching up on those upgrades, and were really in the final stages of deciding exactly which upgrades to pursue, when the recent server outage became a painful reminder of why we need to update our systems as soon as possible.

We've concluded that the two biggest and most essential upgrades are moving from physical servers to the cloud and upgrading Unity to the latest version. We're working on the cloud transition first, in large part because it's the quickest of the two updates and we hope to complete it before our current co-location deal ends. Moving to the cloud will also make it easier for us to work from home, something we may be doing as much as we can for quite some time. Given the age of our physical servers, there's also a good chance we'll see some performance improvements with this shift, while taking physical maintenance tasks (and potentially replacement tasks) off our one-person tech team, aka Cole.

After that's done, we'll shift to upgrading Unity. We had a technical review done last year to verify the feasibility of moving to the latest version, and to at least narrow in how much work was likely to be involved. It will probably involve at least 6 months of work, possibly more, but we've decided it looks feasible and that it has now become worth investing that time. Upgrading will fix several lingering bugs related to the version we're currently using, will make the game look and perform better, and will enable us to once again support the latest version of MacOS (Catalina). On top of that, it will make it significantly easier for us to incorporate assets from the Unity Asset Store, and possibly even from other Pathfinder video games.

Taking on those updates means dedicating them the bulk of our programming time for the remainder of the year, and possibly into next year given how unpredictable such updates can be. In turn, that means pushing off any roadmap plans that require significant programming work until these updates are finished. We'll still fix some smaller code-dependent issues along the way, particularly when those fixes are time-sensitive or when Cole just needs a break from focusing on one thing for too long. However, most of the updates released this year will be content fixes or additions. We're still working up a final list/schedule to post on the official roadmap, but it's likely to include things like more Combat Alchemist content (e.g. structures, tutorials), adding more phases and events to existing single-phase escalations, making more Elite variants of existing escalations, and possibly adding completely new content where we can do so with little or no additional code. We’ll also be updating the website and other documentation, engaging in more customer outreach, and running more events.
Bob
With pretty much everyone having moved to Discord, Golarion Mumble will be shutting down after May 20, 2020.
Bob
NightmareSr
Is it really just the bad luck of me and 5-6 other people. OR is there a problem with the Forester nodes in Sylva 4,4 ?

I wouldn't say there's a problem with Sylva 4,4, but the odds for event items are very low in that hex as a result of it having very high numbers for its standard items. Usually that's a positive thing because it's hard to drain the hex, but it's a negative thing for event/enchanting items that are always placed in low numbers. Part of the game is figuring out which hexes are most/least promising for whichever specific item you're looking for, so the important thing is that all the event items from that hex are more easily available in nearby monster hexes.

NightmareSr
I heard Aragon's monster hex is just dropping Dreamglow Mushrooms also so maybe that is a problem mat?!?

Yup, Dreamglow Mushrooms seem to be one of those items that's often clustered up into certain hexes in large numbers. That hex does have its event items set up properly as well, but it's tough for their numbers to match up to things like those mushrooms.
Bob
I put a new version of the Settlements page up today. All the settlement names are current and only claimed settlements are included. For any settlements that hadn't sent in new descriptions and URLs, I pieced a description together from the previous version or from what I could find on the forums (or just made something up), then used the URL for the forum dedicated to their settlement or alliance (as best as I could determine that) if one was available. Let me know if you see any issues.
Bob
Balzar
My other comment is you need to add some kind of effects (sound and video) for the attack itself. You get the animation of the character throwing something, then nothing…no explosion, no flames, no noise. The only way you know an attacked happened is the mobs life bar drops. How about stealing at least the explosion sound from the goblin bomber to let use know when the bombs go off; while a graphic would be nice I can live without it.

I'll look into it. Haven't worked with the audio before so I'm not sure how difficult that is to do.
Bob
Interesting idea. I'll throw in a feature request to look at the possibility when we have a chance.
Bob
Maxen
I was in the Swamp the other day. I saw Xyzzy numerous times. Didn’t get any rare salvage…

There are definitely some event raw materials there. Event salvage depends on whatever escalation's running there at the time.
Bob
Edam
Maybe take the existing potion and bomb icons and just change the colours.

That could certainly help. Might be a good compromise if I figure out how to do some simple editing but my art skills aren't quite up to making proper icons.
Bob
Edam
One possibility to consider is eventually creating "minor" versions of the resistance enchantments that only give about 30% of the resistance that standard enchantments give but use less of the enchanted mats and/or only use a single enchanted mat.

The tricky part would be that the current enchantments already only apply 1 resistance when applied to +0 heavy armor, so there's no room to go down there. I'd probably have to either raise the smallest amount the standard enchantments provide (which probably wouldn't be a bad idea given how expensive these enchantments are) or restrict the "minor" versions to lighter armors. Certainly worth exploring.
Bob
NightmareSr
Bob, I have been really enjoying the Combat Alchemist and I know their isn't any artwork but having all the attack and formula feats displaying with "?" is a bit difficult to work with in combat.
Could those maybe have 2 letter initials or abbreviations or something to distinguish them? Really anything to make each one of the look different when slotted would help a lot.

Hmm, maybe? Probably the easiest thing to do would be to hook them up to the icons for existing attacks from other weapons, though that might be confusing. There's a whole system for what the backgrounds on those icons mean, but I don't know how much the average player pays attention to them. On the other hand, I suspect those who do pay attention are in tune enough with the state of the game to recognize that they don't apply to the Alchemist's Tools and play accordingly. At the very least, there's enough variety available to give each Combat Alchemist attack its own icon.

I've been planning to look into the art files behind the existing icons and see if even my limited art skills would be enough to generate some new ones. I've only done very limited work with the existing icons, so I really have no idea what would be involved in doing that. My guess is that I'll take a quick look at it, start trembling in fear, and fall back on using some existing icons.