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All posts created by Bob

Bob
I reactivated the three main player settlements on Zog (Goblinville, Ogreville and Wolfdale) and stocked their settlement vaults. I'll get to the other player settlements as I can.
Bob
Azure_Zero
If you do the counter in Days I think the value should be like 7 days a full week, as Capture requires a min of 4 days at the fastest and can span to a 5th day if they could only capture one outpost the first night, adding a extra day or two just to make sure that the switch takes longer then any attempt at capture so the switch does not interupt a capture attempt during the 3 PVP days.
Fair point. Ultimately, there are only 3 days where protection matters over that week, so a 7-day buffer would just guarantee that everyone pays the same 3-relevant-day price.
Bob
The new build is up on Zog. The Visiting Combat Alchemist is at the Keep in player/NPC settlements, except in Thornkeep where they're at the Alchemist structure. I'm going to run around restarting any shutdown settlements and stocking settlement vaults with all the new stuff that's ready to go. Let me know if I've missed anything, or if you run into any issues.

I did notice already that Formula Book Implement Proficiency isn't working, so I'll file a bug on that and get it fixed.
Bob
Azure_Zero
Bob their is a BIG benefit that does happen near immediately and is short enough to be super effective and that is Hex protection (within 24 hours of change) like with feuds for raids.
This sudden switch could be used to stop a raid or attack on a target holding deep within a territory, hence the reason I said the switch should ONLY be put in effect at Settlement Upkeep for the week.
Ah, yes, that does kick in very quickly right now. We could probably do something similar to what we did with DI, like say that companies don't get to participate in protection within their settlement until they've been members for at least 2-3 days. We'd probably also want to say that settlements can't protect each other until they've been allies for at least 2-3 days as well. I'll add a feature request to think about that.
Bob
Azure_Zero
Now if Companies can hop around, that would be a issue, as I think the companies should be locked to the settlement until next settlement upkeep, so if they need to pay DI or switch hexes to a protective and protecting state but forget to do the switch over, they have to wait and hope no one notices.

Ideally, we like to give companies the flexibility to join and leave companies whenever they wish, but have there be natural consequences for doing so that keep companies from doing so very often. For example, when a company joins a settlement, we currently don't include their holdings in the DI calculations for that settlement the next day. We could do other things along the same lines to disincentivize settlement hopping by companies, or company hopping by characters, without locking them in if the pros of switching outweigh the cons.
Bob
The Bandoliers are now on the Ammo Container tab on the public spreadsheet.
Bob
NightmareSr
Are there going to be new achievements for the new role also?
There's a new Alchemical Expert achievement for kills with Alchemist's Tools, and a new Alchemist achievement for tracking your progress up the ranks as an Alchemist.

[quote="NightmareSr"Along that thought are you going to be added a new tutorial in TK to match the existing ones?
I'll eventually add a tutorial for Alchemists, but not right away. They're not too hard to put together, and they can use the existing tutorials as a kind of template, but they're pretty long and need a lot of tweaking throughout for each role.
Bob
NightmareSr
I assume there will be advancement entries for the new feats? That and the recipes will be important for planning an alchemist build.
Yup, I'll get all that stuff up soon. Each part takes a little massaging to get it from the actual game spreadsheets to the public spreadsheet, and I often spot bugs while reviewing the data before it goes up that I want to fix first.
Bob
And last item for tonight, the Reagents are now listed on the Ammo tab. I'll add a bunch more stuff tomorrow.

We're also preparing a build that will hopefully be ready for some quick internal testing tomorrow morning. With a little luck, it will be in good enough shape to go up on Zog later in the day, fingers crossed.
Bob
NightmareSr
What is the deal with the hexes that have Holdings at +0 and outposts at +3 or something?
If these are grandfathered in are they just going to longer forever, until someone takes them?

They are sort of grandfathered in. It's no longer possible to upgrade an outpost higher than the holding, or to downgrade a holding lower than its outposts, but we didn't forcibly downgrade outposts that were higher than their holdings before that restriction was implemented.

However, their production is maxed at the same upgrade level as the holding, so they're not actually any more productive as a result. The only advantage to them is that they'll immediately start producing more resources if the holding eventually gets upgraded.