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All posts created by Bob

Bob
Several hexes advanced to the next escalation during the week. Here's where the hexes still running the sequence stand as we head into the weekend:

  • Staalgard 4-4: Currently on escalation 25 (Elite Dark Elves) at 52909 strength.
  • Fort Ouroboros 4-4-4: Currently on escalation 25 (Elite Dark Elves) at 59153 strength.
  • Veggr Tor 2-3: Currently on escalation 25 (Elite Dark Elves) at 60813 strength.
  • Talonguard 4-5-5: Currently on escalation 24 (Elite Duergar Slavers) at 13076 strength.
  • Unassigned (Phaeros 4-4-5): Currently on escalation 23 (Them Ogres Ain't Right) at 0 strength.
  • Corbenik 5-5: Currently on escalation 23 (Them Ogres Ain't Right) at 36079 strength.
  • Middenheim 4-5-5: Currently on escalation 22 (Dark Elves) at 35625 strength.
  • Sylva 2-3: Currently on escalation 21 (The Wrath of Nhur Athemon) at 20000 strength.
  • Hope's End 4-5: Currently on escalation 20 (Ustalav Invaders) at 8586 strength.
  • Unassigned (Sylva 4-4): Currently on escalation 20 (Ustalav Invaders) at 49500 strength.
  • Unassigned (Marketstead 3-3-3): Currently on escalation 18 (Undying Ogg) at 15270 strength.
  • Canis Castrum 4-4: Currently on escalation 18 (Undying Ogg) at 18180 strength.
  • Greystone Keep 3-3: Currently on escalation 18 (Undying Ogg) at 29700 strength.
  • Unassigned (Fort Ouroboros 6-6): Currently on escalation 16 (Duergar Slavers) at 14790.5 strength.
  • Sunholm 5-5-6: Currently on escalation 16 (Duergar Slavers) at 16150 strength.
  • Succinct Prime 3-3-4: Currently on escalation 16 (Duergar Slavers) at 16817.5 strength.
  • Unassigned (Fort Ouroboros 2-3): Currently on escalation 16 (Duergar Slavers) at 23300 strength.
  • Unassigned (Fort Ouroboros 3-3-3-4): Currently on escalation 16 (Duergar Slavers) at 24550 strength.
  • Unassigned (Brighthaven 1-2): Currently on escalation 15 (The Shadow of Nhur Athemon) at 1000 strength.
  • Phaeros 3-4: Currently on escalation 15 (The Shadow of Nhur Athemon) at 20000 strength.
  • Unassigned (Staalgard 5-5-6): Currently on escalation 15 (The Shadow of Nhur Athemon) at 20000 strength.
Bob
Father Bronin
Bob
Harad Navar
I am waiting for the account rework (paying for individual characters, provided that DT linked characters count as one account) hoping that will spur another round of active accounts.

Yes, activating one twinned character will activate the other twinned character for free.

How long before this begins?

It will be part of EE 18, scheduled to deploy sometime this month or next month.
Bob
Harad Navar
I am waiting for the account rework (paying for individual characters, provided that DT linked characters count as one account) hoping that will spur another round of active accounts.

Yes, activating one twinned character will activate the other twinned character for free.
Bob
harneloot
Bob, 10 months after the fact I would like to submit this list as evidence that last years competitive Holiday event was not the best choice for our current PFO player base. The year before a certain number of hexes needed to be cleared before Gathering of Legends would spawn FOR ANYONE (I believe that is correct - please correct me if wrong) and it needed to happen before a certain date (New Years Eve maybe?). This created a frenzy of cooperate activity that was exciting and satisfying.

What did last year's format *create*?

The Challenge of Gatherings three years ago was completely cooperative, with no rewards other than getting to fight more Gatherings. Basically, every three days from 12/23 to 1/7 I manually launched 5+ Gatherings, with the number increasing by 1 each time if all the previous Gatherings had been cleared.

The next year's Escalating Escalations had a mix of competitive and cooperative elements. Settlements that cleared 6 or 7 stages of escalations from their assigned hex before the event ended got rewards, so it was important to focus on the hexes assigned to you or your allies first. However, those rewards were increased as more and more total hexes were cleared during the event, so there was an incentive to help even non-allied settlements clear their assigned hexes as well.

Last year's Nhur Athemon Sequence added a race element to the competitive side, which really drove a lot of participation, especially while Carpe Noctem and Aragon raced neck-and-neck for First Place. There were also rewards for Second and Third Place, plus a number of recipes based on how far each settlement got before 1/7 (and a bonus for completing the sequence before then). All of that did a great job of driving participation from each settlement and their allies during the holidays, but there admittedly wasn't really a cooperative element beyond helping out your allies during that period of time.

Because the sequences are automated, we were able to let them keep running, so this was the first event to have much life past the holiday timeline. Because we figured any settlement that had cleared their own sequence would still have allies to help out right up until 1/7, we added the cooperative element for the time period after that, with the shared goal of completing all the sequences on the map for the reward of having Emerald Aristocrats enter the standard rotation. On that point, we did underestimate just how long it would take to clear all the sequences, and the lack of a personal incentive to speed things along probably contributed to that.

Overall though, the timing worked out pretty well. The first sequence was completed in about 4 days, so anything shorter would have meant that only a limited number of players got to participate. Four sequences were completed by 1/7, and lots of settlements made significant progress during that time. Since the main goal was to drive participation over the holidays, I'd call the competitive part pretty successful, and something we can build on. The cooperative aspects and the long tail end were less successful, and that's something we're definitely taking into account when setting up this year's rules.
Bob
Azure_Zero
Bob Can you knock Highroad off the List as it is a Dead Settlement, Along with a few the other dead settlements, just take a snapshot of the current state of settlements, and any shutdown are dead and don't go on the list.
As it'll make it more manageable then what we are still clearing out.
The cleared, Unassigned ones could be fought over.

We don't currently require that a settlement avoid being shut down, so some settlements might be choosing to remain shut down even though they're still actively clearing their sequence. I'd mostly suggest focusing on assigned hexes for settlements that you're allied with, or at least friendly with, before clearing unassigned hexes. Also, the overall reward, getting Emerald Aristocrats included in the regular rotation, requires all sequences being cleared, so it's still important to know the status for all hexes.

Azure_Zero
Also High Road 4-4-5-5-5, Better known as TalonGuard 1-6 is THE TalonGuard Hex, it has been since the Days of the HRC.
So I ask when launching the new Event, that TalonGuard is assigned it's correct hex.

In general, I tried to give each settlement their nearest standard monster hex. The problem is that High Road is close to two home hexes, but not particularly close to any standard monster hexes. All the remotely nearby standard monster hexes are also the nearest monster hexes for one or more settlements. Switching Talonguard from the closest choice of Talonguard 1-6 to Talonguard 4-5-5 only increased the distance by one hex, where every other choice forced me to move someone else much further away. I had to make similar compromises all over the map in order to assign a relatively-nearby standard monster hex to every settlement.

That said, I did offer to take re-assignment requests last year, to switch to unassigned hexes or to make voluntary trades. Beyond that, it'd be possible to free up some hexes by adding eligibility requirements for participation, but how appropriate that would be really depends on the exact nature of the contests/rewards, which we still need to do more work on.
Bob
One more down! With High Road's assigned hex cleared, we're up to 25 hexes completed and 21 hexes remaining. Here's the current status for all hexes still running the sequence:

  • Staalgard 4-4: Currently on escalation 25 (Elite Dark Elves) at 69110 strength.
  • Veggr Tor 2-3: Currently on escalation 24 (Elite Duergar Slavers) at 14867 strength.
  • Talonguard 4-5-5: Currently on escalation 24 (Elite Duergar Slavers) at 25076 strength.
  • Fort Ouroboros 4-4-4: Currently on escalation 24 (Elite Duergar Slavers) at 58257 strength.
  • Unassigned (Phaeros 4-4-5): Currently on escalation 23 (Them Ogres Ain't Right) at 0 strength.
  • Corbenik 5-5: Currently on escalation 22 (Dark Elves) at 38932 strength.
  • Middenheim 4-5-5: Currently on escalation 22 (Dark Elves) at 47625 strength.
  • Sylva 2-3: Currently on escalation 21 (The Wrath of Nhur Athemon) at 20000 strength.
  • Hope's End 4-5: Currently on escalation 20 (Ustalav Invaders) at 20339.75 strength.
  • Unassigned (Sylva 4-4): Currently on escalation 19 (Elemental Rift) at 0 strength.
  • Unassigned (Marketstead 3-3-3): Currently on escalation 18 (Undying Ogg) at 21055 strength.
  • Canis Castrum 4-4: Currently on escalation 18 (Undying Ogg) at 23940 strength.
  • Greystone Keep 3-3: Currently on escalation 17 (Mordant Spire) at 0 strength.
  • Sunholm 5-5-6: Currently on escalation 16 (Duergar Slavers) at 20950 strength.
  • Succinct Prime 3-3-4: Currently on escalation 16 (Duergar Slavers) at 21617.5 strength.
  • Unassigned (Fort Ouroboros 6-6): Currently on escalation 16 (Duergar Slavers) at 23300 strength.
  • Unassigned (Brighthaven 1-2): Currently on escalation 15 (The Shadow of Nhur Athemon) at 1000 strength.
  • Unassigned (Fort Ouroboros 3-3-3-4): Currently on escalation 15 (The Shadow of Nhur Athemon) at 8000 strength.
  • Phaeros 3-4: Currently on escalation 15 (The Shadow of Nhur Athemon) at 20000 strength.
  • Unassigned (Fort Ouroboros 2-3): Currently on escalation 15 (The Shadow of Nhur Athemon) at 20000 strength.
  • Unassigned (Staalgard 5-5-6): Currently on escalation 15 (The Shadow of Nhur Athemon) at 20000 strength.
Bob
We're still working out all the details for this year's holiday event, but we plan to make use of the assigned hexes again to at least some extent. Since the new sequence won't be allowed to run in hexes that already have a sequence running, settlements that haven't cleared their assigned Nhur Athemon Sequence before the new event starts will be at some disadvantage. We're looking into some different options for minimizing those disadvantages, but focusing on the remaining assigned hexes would certainly be helpful. In particular, getting any of the assigned hexes that are currently at zero strength or running Shadow/Wrath/Revenge escalations would be good, since they're not getting the natural strength reduction over time benefit until they move to the next escalation.
Bob
One more hex cleared since the last update, this one unassigned (Hope's End 2-2). Here's the current status for all hexes still running the sequence:

  • High Road 4-4-5-5-5: Currently on escalation 29 (Emerald Aristocrats) at 66276 strength.
  • Staalgard 4-4: Currently on escalation 24 (Elite Duergar Slavers) at 0 strength.
  • Talonguard 4-5-5: Currently on escalation 24 (Elite Duergar Slavers) at 39076 strength.
  • Veggr Tor 2-3: Currently on escalation 24 (Elite Duergar Slavers) at 57375 strength.
  • Unassigned (Phaeros 4-4-5): Currently on escalation 23 (Them Ogres Ain't Right) at 6500 strength.
  • Fort Ouroboros 4-4-4: Currently on escalation 21 (The Wrath of Nhur Athemon) at 20000 strength.
  • Sylva 2-3: Currently on escalation 21 (The Wrath of Nhur Athemon) at 20000 strength.
  • Middenheim 4-5-5: Currently on escalation 21 (The Wrath of Nhur Athemon) at 50000 strength.
  • Corbenik 5-5: Currently on escalation 21 (The Wrath of Nhur Athemon) at 50000 strength.
  • Hope's End 4-5: Currently on escalation 20 (Ustalav Invaders) at 48900 strength.
  • Unassigned (Sylva 4-4): Currently on escalation 19 (Elemental Rift) at 9627 strength.
  • Greystone Keep 3-3: Currently on escalation 17 (Mordant Spire) at 0 strength.
  • Canis Castrum 4-4: Currently on escalation 17 (Mordant Spire) at 0 strength.
  • Unassigned (Marketstead 3-3-3): Currently on escalation 17 (Mordant Spire) at 0 strength.
  • Unassigned (Brighthaven 1-2): Currently on escalation 15 (The Shadow of Nhur Athemon) at 1000 strength.
  • Succinct Prime 3-3-4: Currently on escalation 15 (The Shadow of Nhur Athemon) at 8000 strength.
  • Unassigned (Fort Ouroboros 6-6): Currently on escalation 15 (The Shadow of Nhur Athemon) at 8000 strength.
  • Phaeros 3-4: Currently on escalation 15 (The Shadow of Nhur Athemon) at 20000 strength.
  • Sunholm 5-5-6: Currently on escalation 15 (The Shadow of Nhur Athemon) at 20000 strength.
  • Unassigned (Fort Ouroboros 2-3): Currently on escalation 15 (The Shadow of Nhur Athemon) at 20000 strength.
  • Unassigned (Fort Ouroboros 3-3-3-4): Currently on escalation 15 (The Shadow of Nhur Athemon) at 20000 strength.
  • Unassigned (Staalgard 5-5-6): Currently on escalation 15 (The Shadow of Nhur Athemon) at 20000 strength.
Bob
Next up, armor feats. Here's what I've been thinking so far:

For keywords, alchemists would focus on Light and Clothing armor. This first batch of keywords I'm proposing is based on sticking with just the existing suits of armor, but could be altered pretty easily if the thought of "alchemically enhanced" armor works out.

  • Chymist: Clothing, Inscribed, Intricate, Masterwork, Reinforced, Eldritch, Organic, Dragonskin
  • Concocter: Light, Agile, Reinforced, Masterwork, Stealthy, Shadowskin, Intricate, Truesilver
  • Fermenter: Clothing, Intricate, Agile, Masterwork, Reinforced, Sage, Infused, Dragonskin
  • Metaphysicist: Light, Agile, Reinforced, Masterwork, Intricate, Sage, Attuned, Clothing
  • Sapper: Light, Military, Flexible, Masterwork, Supple, Truesilver, Quiet, Medium
  • Scientist: Clothing, Intricate, Agile, Masterwork, Reinforced, Sage, Organic, Eldritch
  • Seeker: Light, Agile, Stealthy, Masterwork, Reinforced, Shadowskin, Intricate, Truesilver

For bonuses, here are the constant bonuses each feat would focus on. The more specific the bonus is, or the greater the number of bonuses, the lower the actual bonus amounts would be. In some cases, the limited amount of constant bonuses would be balanced by putting greater bonuses on the per-keyword list. Those have a lot more details, so I haven't fully worked through them yet, but would focus on the usual mix of hit points, defenses, recovery, knowledge and skills. I'll post more info on those once I've worked through some initial thoughts on them.

  • Chymist: Negative, Holy, Force and Psychic Resistance
  • Concocter: All Resistances, Base Attack Bonus, Regeneration
  • Fermenter: Acid Resistance
  • Metaphysicist: Energy Resistances
  • Sapper: Fire and Sonic Resistances, Ranged Attack Bonus
  • Scientist: Fire, Cold and Electrical Resistances
  • Seeker: Speed, Perception, Light Melee Attack

Advancement would be very similar to that for all the other armor feats, but focusing on Adventure or Crafting for Category Points and Intelligence for Ability Scores.
Bob
Edam
Also out of curiosity, what is planned for armor feats ? Some thoughts:

Those are in fact what I'm planning on posting next. Hope to have something ready to post today or tomorrow.

Edam
  1. rather than creating entirely new armors or just using existing armor already in game for the feats, how about giving the alchemist craft role recipes that "transform" select existing armor items into an alchemist version that better matches alchemist armor feats. This could use the same game mechanics as invoked when enchanting armor, except its done by an alchemist not a spellcrafter. NOTE this would transform the armor to a new type with new name, new keywords and base effects, not just add a feature like resistance the way spellcraft does.

I'd been looking at just using existing armors and think that could work out okay, but this is an intriguing idea that fits well with alchemist. I'd still have to use existing art, but maybe I could look at some minor changes, like making the altered armor shinier or colored slightly differently. That could go well with the idea that the armor had just been alchemically altered. I can largely implement this with the existing tech by just having standard recipes that use specific suits of armor as ingredients. That's less flexible than the enchant groups system, and also wouldn't enforce the "can't craft to a higher upgrade than the starting armor," but is easy and probably works better if the resulting armor gets its own unique name. Alternatively, I could just make some enchanting recipes for alchemists, but that would mean they couldn't be further enchanted and took up enchantment points. Or it might be worth a little code work to make something that's more of a cross between crafting and enchanting. I'll give this a little more thought, see what's possible.

Edam
  • alchemists in tabletop do not suffer spell failure in heavier armors so I assume the same will apply here
  • regardless of spell failure, making specialist alchemist armors light or cloth would seem to fit the theme

Alchemical attacks/expendables won't be labeled Arcane, so there won't be any inherent spell failure. On the other hand, that means they won't get the boost that spells do for requiring lighter armor

Edam
  • whilst specialist armor that enhances alchemist attacks or improves saves and resistances fits the role well, consider some unusual or funky armor feats that nothing else has as well
  • random example of "unusual" armor feats might be armor that recovers power or heals on a critical hit or adds extra effect power to alchemical potions and expendables

I'm trying to get as much mileage as I can out of existing bonuses that either haven't been used on another armor feat before, or at least not in certain combinations. Same goes for the attack effects and so forth. However, if there are cases where some new effects/bonuses would really make alchemists feel special, and where the code for making them happen is relatively easy, then we'll try to fit some of those in.

For armor feats in particular, they currently only support simpler bonuses like "precise" or "burning recovery bonus", not conditional ones like "on critical hit" or "with greatsword." Again, that's something we could potentially change in code, and could be pretty cool for a variety of armor feats, but would be best avoided unless the armor feats just don't feel right without it in comparison to the armor feats for other combat roles.