![]() Basically, we made them temperature resistant. Sandstone, for instance, is supposed to make you colder, but only past a certain threshold. Other than that, there’s been some changes to temperature and how building pieces will affect your character. As mentioned last week: knocking someone down with a giant hammer isn’t the same if he doesn’t go flying in a heap of limbs. They’ve also been helping out team Berserkers by adding improved ragdolls for humanoids. Hopefully they make it into the game really soon. The Vanguard has been on the crash and bug fixing train this past week, resolving both inventory crashes and server crashes. Vanguard (Bugs and exploit fixes and gameplay updates) You can find their names and descriptions in the first community letter. The development team is split into cross professional Scrum teams that each have their own focus and tasks to complete. What the teams have been working on in the past week:Įvery Friday, the entire development team meets up to discuss what they’ve been working on recently: New content and features, bugs that have been fixed, and things to come down the pipeline. Work continues on server stability with G-portal, our official server partner. The version we rolled out last week seems to have helped a lot with client stability. We found an error where the game was using up too much memory, causing the client to crash. Xbox was patched last week with a hotfix to take care of some memory and texture loading issues. They become available at level 12 and you can unlock higher tier ones which are more efficient for repairs at higher levels. Finally, we added some more roofing pieces (bringing the total number of new building pieces up to 195) so you’ll have more variety when building. We will update TestLive this week with bugfixes as well as the ability to tell thralls to follow you around, and we aim for the patch to go to Live during next week. We have also introduced repair kits and patch kits to complement the new and reworked repair system. These allow you to do partial repairs on weapons and armor sets, respectively. This should make it easier to rearrange your defenses. The follow mechanics also opens up the doorway for rescuing thralls in the future. This makes it more cumbersome to move thralls over long distances. We are therefore adding support for archer, fighter and dancer thralls to follow you around instead. One side effect of introducing the thrall inventories was that you could no longer pickup these thralls once they have been deployed. They’ll still retain their weapons, so they can fight, but without armor they might not survive for long. New thralls will only be clothed in the most basic, coarse tunic after you remove them from the Wheel of Pain. You can now interact with archer, fighter and dancer thralls and open their inventories. This means you can equip better armors and weapons and thereby increase their survivability and damage potential! Last week we pushed a new build to Testlive with some exciting changes. I’ll keep the introduction short this week so we can get to the good stuff! Current state of PC ![]() I ended up using a Lemurian Royal gown (hides pants) with light legs/gloves for a reasonable trade-off that got me over the line.We hope everyone’s had a good weekend and that the fall weather is treating you well. ![]() Strangely epic light/medium/heavy give quite a lot (4/4) relative to all of the "cool" sets. Getting enough resistance is pretty easy with heavy epic armor (hard not to!), but can be challenging with medium and especially light. There may be a discrepancy between survival's reported contribution (0.5 h/c per point) and its actual contribution (perhaps ~0.33 per point) You seem to need roughly 15-20 total in a resistance to avoid getting damaged (debuffs could still put you into DoT territory without quite a lot more) 1 and 4 both show up as 1 bar, 5 and 9 as 2 bars, etc.) On both equipment and your character stats, the "bars" are 5 point intervals, rounded up (e.g. The status effect you get on the Heatstroke to Frostbite continuum is determined by comparing the effective temperature to appropriate resistance There's an "effective net temperature" at any given time based on location, shelter/insulation, and food/drink Your character has heat and cold resistance values that you can't see the exact numbers for that's from your equipment and survival stat I started a thread recently where I'm looking at and trying to understand it (also updating the wiki as I go):
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