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All posts created by Bob

Bob
Another update to the original post: Cauchemar moved to list of eligible settlements with an already cleared assigned hex.
Bob
NightmareSr
Bob

Sorry for all the delays. We knew this rabbit hole was deep, we just didn't realize it had been dug by a killer rabbit. Should have listened to Tim the Enchanter, but we kept focusing behind the rabbit.
Did you acquire the Holy Hand Grenade of Antioch, or do you need one crafted? smile
We had one, but clearly we counted to five.
Bob
Well, the good news is that the builds of the game client and game server look pretty good and so far seem ready to go on Zog. The bad news is that testing around the latest fixes on those builds again exposed some tricky issues with the back-end server code. We'd expected to have to do a few quick fixes before phase one of the Zog update, but we turned up more than we can fix up today. That means we'll have to delay the switch until Monday, since doing it tomorrow would mean the first Daily Maintenance running the new back-end code would happen on a Saturday when we're out of the office.

Sorry for all the delays. We knew this rabbit hole was deep, we just didn't realize it had been dug by a killer rabbit. Should have listened to Tim the Enchanter, but we kept focusing behind the rabbit.
Bob
Quick update to the original post: Forgeholm moved to University Commons 5-6, rechristened Forgeholm 4-4-4-4-4-4-5. That made Forgeholm 4-4-4-5 unassigned, and it has already been cleared.
Bob
Bob
Ideally, nothing will noticeably change on Live during the first stage, but it will technically be running new code in the background. That code knows how to follow both the old rules and the new rules, and will interact with both Zog and Live according to the rules they're each running on.

Also, we won't have to do quite the same two-stage release when we go to Live, because the back-end server stuff will effectively already have been rolled out for both Zog and Live during this first stage. The switch on Live will be a bit more complicated than our usual update, but it will all happen at once.
Bob
NightmareSr
When you mention the 2 stage deployment to Zog, does that mean that part of the update is going to Live earlier and then the rest later after testing in Zog?
If so what is changing to Live in the first stage?

Ideally, nothing will noticeably change on Live during the first stage, but it will technically be running new code in the background. That code knows how to follow both the old rules and the new rules, and will interact with both Zog and Live according to the rules they're each running on.
Bob
NightmareSr
If offsetting the launch times, then does that mean the deadline for each phase would be the next phase's launch time?

Yes, the start of a new phase would be the deadline for the previous phase. For the last phase, the deadline would likely be Daily Maintenance on 1/6.

NightmareSr
Also if a previous phase is not completed by the next phase launch time, does it get replaced by the next phase or just miss out on the next phase?

Launching a new phase would immediately replace whatever's running in each assigned hex. I'll probably just leave the sequences from the last phase running. These sequences will be much shorter, and there won't be as many of them launched (since I won't be launching in unassigned hexes), so I expect they'd get cleared up relatively quickly.
Bob
Nails
Sounds good, I have a question on the dates. The dates that you list are they actual dates or server dates? And does the event start after the servers come back up after downtime? So for example, on December 20th, does the event start after the servers come back up which is 1pm eastern time?

I'm thinking about offsetting the launch times for each phase to keep from overly favoring some time zones over others. Maybe launch the first phase at 4 PM on 12/20, the second at 10 PM on 12/26, and the third at 10 AM on 1/1, all times/dates Pacific.
Bob
ELIGIBILITY AND HEX ASSIGNMENTS ARE NOW LOCKED

We're still working out the final details of this year's holiday event, but one part of it will involve eligible settlements clearing sequences from assigned hexes for prizes. My rough plan at the moment is to launch shorter sequences on three different days (possibly 12/20, 12/26 and 1/1), with the biggest prizes for completing sequences, smaller prizes for the number of escalations cleared, and bonuses for the total number of sequences cleared across the map (bringing back that cooperative aspect). There may also be prizes for being the first, second or third settlement to complete their sequence during each phase, still deciding on that.

To be eligible to compete, settlements have to be active during at least one of my eligibility checks. Most have already qualified. I'll also only be launching sequences in monster hexes that have already completed the Nhur Athemon Sequence, but settlements that haven't finished up can select another unassigned, cleared hex to switch to anytime before the event starts (just send a request email to customer.support@pathfinderonline.com). However, that hex will probably be further away, and will become the settlement's default hex for future events (though a switch back can be requested if the original hex is unassigned at that time).

Here are the settlements found eligible to compete, and whose default assigned hex is already cleared:

  • Alderwag 2-3
  • Aragon 2-3-2-3
  • Blackwood Glade 1-2
  • Caer Coedwig 2-3
  • Callambea 4-5
  • Carpe Noctem 5-6
  • Cauchemar 3-3-3
  • Corbenik 5-5
  • Dun Baile 6-6
  • Emerald Lodge 3-4
  • Forgeholm 4-4-4-4-4-4-5
  • Fort Ouroboros 4-4-4
  • Golgotha 3-4
  • Hammerfall 1-2
  • Keeper's Pass 1-2
  • Mediash 6-6
  • Middenheim 4-5-5
  • Oak Knoll 4-5
  • Ozem's Vigil 1-2
  • Phaeros 3-4
  • Staalgard 4-4
  • Talonguard 1-6
  • University Commons 1-1

Here are the settlements already found eligible to compete, but who haven't cleared their assigned hex and may want to switch to a different one:

  • Greystone Keep 3-3
  • Succinct Prime 3-3-4
  • Sylva 2-3

Here are the settlements not currently eligible to compete. To become eligible, just meet your DI requirements and pay your upkeep, then send email to customer.support@pathfinderonline.com so I can verify your eligibility:

  • Brighthaven
  • Canis Castrum
  • Concordia
  • High Road
  • Hope's End
  • Sunholm
  • Tavernhold
  • Veggr Tor

The default hexes for these ineligible settlements are now unassigned, meaning another settlement can choose to switch to that hex (if it's cleared).

Here is a complete list of all the unassigned, cleared hexes that settlements can choose from:

  • Brighthaven 3-3-4
  • Carpe Noctem 4-4-4
  • Concordia 4-5
  • Forgeholm 3-3-4
  • Forgeholm 4-4-4-5
  • Hope's End 2-2
  • Kindleburn 2-3
  • Phaeros 4-4-5
  • Talonguard 4-5-5
  • Tavernhold 1-6

Update 1: Forgeholm moved to University Commons 5-6, rechristened Forgeholm 4-4-4-4-4-4-5. That made Forgeholm 4-4-4-5 unassigned, and it has already been cleared.
Update 2: Cauchemar moved to list of eligible settlements with an already cleared assigned hex.
Update 3: Phaeros moved to list of eligible settlements with an already cleared assigned hex. Unassigned Phaeros 4-4-5 marked as cleared. Canis, Hope's End, Sunholm and Veggr Tor removed from eligibility and hexes considered unassigned, but not cleared. Brighthaven, Concordia, High Road and Tavernhold removed from eligibility and hexes moved to the unassigned, cleared list that other settlements might consider switching to.
Update 4: Talonguard moved to Talonguard 1-6 (formerly High Road 4-4-5-5-5), freeing up Talonguard 4-5-5. Also removed the hex assignment numbers from the ineligible settlements so they wouldn't look claimed.
Update 5: Corrected Tavernhold 5-6 to Tavernhold 1-6.
Update 6: Eligibility and hex assignments are now locked.
Bob
We're finishing off what we hope are the last small bugs and are very hopeful that tonight's build will be ready to put on Zog tomorrow, assuming we don't find any more bugs when putting it through a quick round of tests.

Unlike many of our updates, this time we have a lot of changes to our back-end services like billing and authorization. As a result, when it does roll out to Zog, it will happen in two stages. Sometime after Daily Maintenance, we'll roll out those back-end server changes, then do some testing on both Live and Zog to make sure everything looks good. Then, we'll take down Zog (fortunately it's no big deal to do that mid-day) and switch it to the new build. At that point, the final testing begins, and hopefully we'll be able to roll everything over to Live early next week.