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    Best posts made by Prometheus

    • November 20 Server Issues

      Hi everyone,

      soon after the launch of Alpha 2 on November 20, the live game server experienced some issues due to a wrong configuration file. This resulted in connectivity problems for most players who were unable to login - and even if one managed, the whole gaming experience was very clunky due to high latency and packet losses.

      We fixed that in the afternoon and launched a new deployment of a different machine, which has been running smoothly so far. Due to the very degraded status of the original deployment, however, we didn't manage to transfer world data from it to the new one, which means houses and other player-built world items were lost.

      We're working on changing our saving procedures to ensure this doesn't happen again and we apologize for the inconvenience.

      See you all in game!

      Best,
      Jacopo

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Tech Tree, Marketplace & Money For Dynamight

      Hi all!

      Today's update brings some awesome news and a... less-awesome one: a spotlight on new big features is here, more $$$ for Dynamight are coming, but the Winter Alpha has been moved to March.

      Read the full update


      See you soon for the next video spotlight!

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Can't separate Stacks. Bug or nor yet implemented?

      @Vortech yes, it's coming during this test! 🙂

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Tech Tree, Marketplace & Money For Dynamight

      @PeachMcD said in Tech Tree, Marketplace & Money For Dynamight:

      Question: do city owners start with a certain number of Research Points?

      Nope, but there are a few things you can build without any research: houses, the tavern, stockpiles, and the workshop with all the basic crafting stations. Given that cities require 20 players to be claimed now, gaining the first levels is going to be pretty quick, and each level grants 2 research points (= 2 researches), so.. you're soon going to have a flourishing city 🙂

      @GreatValdus said in Tech Tree, Marketplace & Money For Dynamight:

      That's the way, avoid missing deadlines by giving vague dates!

      Correct! 😛

      @Stacy555 said in Tech Tree, Marketplace & Money For Dynamight:

      So does the marketplace remove the need to transport any and all materials now ?, and how will this affect the possibilty of raiding transport groups in transit, has this just been removed fromthe game. ?

      Marketplaces are local 🙂 I didn't specify that in the video since I assumed it was a known thing, sorry for the confusion.

      posted in News & Announcements
      Prometheus
      Prometheus
    • Open Playtest Server Restart (May 29, 1pm CEST)

      Hi all,

      while trying to generate some metrics in the live world I accidentally overloaded the SpatialOS deployment (the "game server", you could call that). This caused a crash of all server workers (the processes controlling the world).

      World data were not corrupted, and all server workers were restarted, so the deployment became functional again. However, something is still obviously broken in there, so I'm moving all of you to a new deployment, which should be live in 10m or so. The old deployment is being investigated by the SpatialOS engineers.

      No world progress should have been lost. Some player progress might have. Please let us know if so!

      Apologies for the inconvenience. Big lesson learnt here.

      Best,
      Jacopo

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Fall Alpha 2021 Launch Day Revealed

      Hi all!

      We know you've been eagerly waiting to know the launch date of the Fall Alpha - unless you've already seen it on some MMO websites, that is, since we broke the news a few hours ago 😉 Well, anyway, here it is:

      Wednesday, September 22, at 4pm CEST (10am EDT)!

      Read the full announcement


      See you soon in game!

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: upkeep unrealistic

      @CoachFubar @KirwinHansel @MorganReed @Esoba @Mudz there is an error with the new city maintenance table. Values for Cereals and Proteins are too high (the values at rank 24 should be 40 and 80 respectively, not 70 and 140). Hotfix coming tomorrow, apologies!

      @MorganReed said in upkeep unrealistic:

      Right now all of these mining cities will probably be ruined in about 3-4 days. Also how will cities pay the upkeep on the first day. Is there a trial period?

      Upkeep now starts after 3 days. The system is going to be radically different in the next test anyway - more info in the roadmap!

      That being said, mining city are not meant to be able to rank up (above the first few ranks) unless they buy farming products from farming cities 🙂 Ideally, a well-populated mining city should actually have no farming plots internally (because it needs all the space for shops and houses and +prestige decorations) and buy all edibles from farming cities.

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Relaunch Patch Notes & More

      Hi all,

      here's a final post before relaunch with an extensive patch log, mostly balancing-related, and more! Enjoy

      Read the post


      See you all in game tomorrow!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Patch Log - v.a.2.4.2c

      Minor Changes

      • Members of the same guild can now loot the corpses of other guild members by default (for parties it remains off by default). This setting can be changed by each guild/party member in the guild/party menus.

      Bug Fixes

      • Fixed a major bug that made all players and monsters have a minimum of 50% Critical Chance, disregarding their attributes and equipment. This has surely screwed up the whole balancing of these first few hours, both PvP and PvE, so... apologies! Please note that you may still see 50% client-side for a bit (we have another client-only patch in the pipeline coming out soon).
      • The Generate Items button in the bank now creates all types of weapons and armors + a horse.
      • Switching to Aggressive no longer blocks interactions with world items.
      • Player looting rules are now working correctly (members of a militia can loot the corpses of members of other militias, Good players can loot Evil players, Evil players can loot everyone).
      • Fixed a graphical bug where the cooldown of bandages would remain at 0 instead of disappearing.
      • The Player Trading window now correctly displays the names of the two parties involved.
      • Spells in the Abilities menu now always show their Memory Cost number.
      • Several animations errors for 2h weapons have been fixed (e.g. walking with a 2h Hammer).
      • Fixed the missing description of Shatter Wards.
      • The description of Frenzy now correctly reports that having the ability active prevents the player from receiving any healing, including that from bandages.
      • Fixed a graphical bugs where projectiles such as arrows would not disappear after hitting an opponent.
      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Patch Log - v.a.2.4.3c

      Changes

      • Some asset loading processes at the launch of the client have been optimized. This should prevent some (rare) occurrences in which the client would get stuck on "Loading Assets" for 30+ seconds before character selection. Please let us know if this still happens to you!

      Bug Fixes

      • Tanning Tubs and Smelteries are functional again.
      • All supporters of a candidate Governor that has withdraw its candidacy now correctly lose the "Candidate Citizen" status and can apply to other cities / candidacies.
      • The Warcry spell now correctly cripples the target. Its description has been updated too.
      • Magic Missiles used by other players / creatures are no longer invisible.
      • Cobwebs now cripple all users within them as they should (including the caster and party members).
      • Fixed a bug that would trigger the "You have already killed this person too recently improve your PvP rating" block even if that wasn't true.
      • It's no longer possible to turn Aggressive in the starting areas (it was a visual bug, you couldn't actually attack).
      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Patch Log - v.a.2.5.0d

      Changes

      • Cereal plants in starting areas are now Rye plants instead of Wheat plants. Rye can be used to craft the items needed to complete the tutorial and make bread, but can't be used to make cereal sacks for city maintenance. No more new character exploiting!

      Bug Fixes

      • Battle Jump can now be learnt correctly. Note: you may have discovered the ability before the right time (60% of the knowledge progress of the Felghoul). You won't be able to unlock it until you reach that about of progress.
      • All new monsters (Skeletal Mage / Archer / Priest, Skeletal Dragon, Felghoul) are now correctly listed in the Book of Knowledge.
      • Death now removes the Necrotic Disease.
      • Fixed a bug that would prevent the use of certain materials (e.g. Primal Weave to craft Scholar Clothes) in player cities.
      • Materials of tier > 1 can no longer be used in starting area cities.
      • Targeted projectiles cast by opponents against one's own character are visible again.
      • The tooltip for items crafted from the inventory crafting (not in a crafting station) now correctly states they are always of Poor quality.
      • It's not longer possible to jump on a horse while pulling a handcart or dropping a heavy material.
      • The Wagon now longer removes vegetation.
      • Hotkey rebinding is now fully functional.
      • The Cobweb spell now correctly creates webs again.
      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: New Limits on Locating Packaging Stations Is Unrealistic & No Fun

      @PeachMcD @OlivePit @Kralith @GamerSeuss damn that's a terrible bug. Packaging stations have (should have, apparently) their own ruleset that allows them to be placed everywhere inside the region of the city... so you don't even have to place them on the fields (which would take farming space away) - you can just place them nearby.

      The fix will go straight in the next patch. Had we only know about this earlier we would have fixed it right away, it must have been a gigantic pain... sorry 😞

      Addition: you can see it's a bug by the fact you don't get the message "this station must be placed inside of the city territory..." when you click the build button. Instead it allows you to start the placement, but the blueprint just remains red...

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Patch Log - v.a.2.6.1b

      Changes

      • Each chat message can now be 128 characters long at most. This applies to all chats (local, global, etc).
      • The chat can now contain 128 messages at most. Older messages are deleted as new messages are added.
      • Chat messages now become invisible 60 seconds after they are received. They are not deleted - when the chat is in focus (i.e. when typing a message or if forced through the lock icon), they all become visible again.

      Bug Fixes

      • The Fast Metabolism talent now works correctly (it actually did nothing before).
      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)

      Hi all,

      today's patch also includes the following changes/fixes.

      Crafting Taxes

      Crafting fees and taxes are live. The system is meant to introduce gold sinks into the game and reward cities who decide to open up their crafting stations to the public. Here's a few bullet points on the system.

      • If you craft from your inventory crafting menu, there's no gold fee to be paid whatsoever, but all items (T1 weapons, Commoner Clothes, Hide Armor) are of Poor quality.
      • If you craft from a crafting station, be it in a city or at home, you pay a base gold fee plus (possibly) a tax of to the city you are in / the city that controls the region. Below is a list of the base fees.
        o armor tier 1: 100 (x2 if main piece)
        o armor tier 2: 300 (x2 if main piece)
        o weapon tier 1: 50 (x1.5 if 2-handed)
        o weapon tier 2: 400 (x1.5 if 2-handed)
        o shield tier 1: 50
        o shield tier 2: 400
      • The base fee is burned, while the city tax goes to the treasury of the city.
      • The city tax is always a % of the basic fee, and can be chosen by the governor of the city. There are 5 options: none, low, medium, high, very high. They are respectively 0%, 25%, 50%, 75%, 100% of the base fee.
      • The governor can choose a different taxation level for citizens, residents of the region and foreigners.

      Harbor Protection

      No more harbor camping by player killers! Harbors are now PvP-free, like cities, up to 50 meters from the Harbor office building.

      A nice particle effect shows where the protection ends. After that, you're fair game! 😉

      Player Animations

      • Player characters holding a mage staff no longer move like they have a mage staff up their derrière.
      • Player characters now also play a proper animation when being knocked out and standing back up.

      Praise our new (and first) animator!

      Bug Fixes

      • SMELTERIES NO LONGER EAT INGOTS. YAY!
      • Land claim owners can now again pick up carts left by other players on their claim and move them out.
      • Fixed a bug that allowed player to become permanently invisible under some very specific circumstances.
      • Poison and Acid staffs can be crafted in the Wizard Bench.
      • When going stealth, you now gain 100% Critical Chance. It applies to the first weapon attack (melee or ranged) when coming out of stealth, which will always be critical. Doesn't apply to spells!
      • Lower Mana Cost now works correctly. It reduces mana cost! 😛
      • The Tough II talent now does what it's meant to.
      • Death Bargain now ends and makes you recover HP if you kill a creature when it's active, instead of knocking you down.
      • Poison can be applied again to bows.
      • Dash spells now do damage to enemies in melee range.
      • Totems now grant loot rights to the caster.
      • Fixed some instances where picking up items would not assign / remove the Encumbered status when... encumbered 🙂
      • The Quality selector in the marketplace now works correctly (for newly listed items only). Moreover, the Armor category now contains all armor sets as sub-categories.
      • The Composite Longbow and Dual Daggers crafting recipes no longer drop.
      • Lore tablets can no longer be consumed at campfires in the wild.
      • Pins of POI now show correctly as ? if undiscovered (there's still a visual bug where the pins reset at relog though).
      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Patch Log - b.0.1f - IMS Zeuz Transfer

      Hi all,

      today we are performing a major transfer of our game servers. Here's a few more info on it.

      As many of you know, SpatialOS is our backend engine of choice. So far, we're run our servers on the SCP (SpatialOS Classic Platform). We are now moving to IMS Zeuz, the new hosting platform, which is way more flexible (and potentially cheaper) than the SCP, enabling us to eventually use dedicated bare-metal servers instead of cloud servers.

      Other than doing it for advantages mentioned above, this move was necessary because the SCP is eventually going to be deprecated. The process of getting used to the new platform took some dev time, and that is why we don't have a game patch this week bringing "visible" changes to the game.

      Thank you all and stay tuned because we have some big news coming very soon!

      Cheers!

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Revert Necro back to WIS

      @MrTalltree @Meiki I agree with you that your build is difficult to pull off now, and this was a bad effect of the patch.

      The problem also comes from the fact you are constrained by too many stats. You have room for 3 attributes, and one of them must be CON. We have a plan to make your hybrid builds (and hybrid builds in general) easier to pull off. Hang on a little longer!

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Engame Changer - Objectives Preview

      Hi all,

      here comes a preview of Endgame Changer before the official blog post. This preview is focused on objectives - what are we trying to achieve here?

      ETA for the arrival of Endgame Changer: by the end of this month. It's largely ready, but requires a TON of testing. More news will follow.


      1) All character builds should have similar requirements in terms of different attributes strictly needed, while at the same time all other attributes should be potentially useful to them.

      • Currently: everyone needs CON, which in itself is bad. Beyond that, a mage only strictly needs INT, while non-mage builds require multiple attributes. Moreover, most attributes are completely uninteresting to builds that don’t use them for ability scaling.
      • After Endgame Changer: mage vs warrior balance and more build freedom for everyone.

      2) Enchanting equipment should be equally important for all player builds.

      • Currently: there’s little reason to enchant (give +1/2/3/4 to) staves, 1-h weapons, and light armor.
      • After Endgame Changer: more incentives to enchant, without creating an excessive power gap.

      3) PvP fights should be fun and balanced disregarding the amount of players participating.
      4) Given a similar level of ability power and equipment in a PvP fight, it should not be possible for one of the combatants to kill the other in a couple seconds with a damage burst. Conversely, it should not be possible for both combatants to outheal damage and make the fight endless, unless it’s an extreme scenario (e.g. healer vs healer).

      • Currently: we’ve reduced the burst-fest to some extent. However, high resists, abundant sources of (self) heal and lack of mana often mean failed burst = fight is over.
      • After Endgame Changer: diminishing returns on CC and focus fire in group PvP allow us to increase the base power of many spells, making small fights more fun while keeping large ones balanced.

      5) There should be a good reason (reward-wise) to take part in end-game PvE challenges, current and upcoming, and future end-game PvP events.

      • Currently: you’re better off farming Ogres than running an Ultimate Legend challenge.
      • After Endgame Changer: unique rewards from legends and more incentives for T3 imbuing make legend farming rewarding.

      6) Each character build should have at least a couple of options to choose from when it comes to T2 armor sets.

      • Currently: full set bonuses are ultra-specific, often suitable for a specific build only (e.g. Ranger), sometimes for a gameplay style only (Hunter), sometimes… for no one.
      • After Endgame Changer: reworked full set bonuses and equalized resistances (within the same weight class) mean multiple options for most character builds.

      7) The choice of mount and consumables adds variety to character builds and is particularly important for high-level characters.

      • Currently: the consumable and mount systems are uninteresting and incomplete - they feel like placeholders.
      • After Endgame Changer: drink potions and catch new mounts with revamped mounts stats (the best are very rare!). Each type has a unique ability, but they all must be replaced when they die of old age (RIP mount).

      Do you think something important is missing - aside from having more end-game PvE events and have PvP events in general? Let us know!

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Myr Cities & Hotspots Map

      @Roccandil said in Myr Cities & Hotspots Map:

      Can sieges occur across sea lanes?

      Nope, a city can only launch a siege against a neighboring city, ie one it's connected to via a main road 🙂

      posted in Town Planning
      Prometheus
      Prometheus
    • Patch Log - b.1.0h - Revert & Rebalance

      ===> REVERTED CHANGED <===

      TL;DR no more monster AOE pulls. TL;DR

      The AOE pull mechanic added to Ogres, Jotunns and Legends has been reverted. It did the job, but it did it in a way that felt glitchy, with the infamous “yo-yo” effect in full force. We need to take our time to implement this properly instead of releasing a half-baked solution like this one.

      Summoned Legends now also spawn fewer monsters in a smaller area, and they respawn more slowly. As told in the previous point, the Legend no longer pulls them all towards the targeted player. What this means in practice is that you can now clear your way towards the Legend, and sometimes when you fight it, you’ll have a newly respawned monster you have to deal with, but far from the extremes of the previous version.

      Last but not least, Axe Fighting and Swordsmanship abilities that apply Bleed stacks do it again scaling on STR, the main attribute of the school, instead of DEX.

      ===> RELOCATE REWORK <===

      TL;DR the balance of Relocate vs Battle Jump is now that the former moves faster and has up to 2 charges, while the latter has a shorter cooldown and applies Slow and damage, but they can reach exactly the same places. TL;DR

      The main change in this patch is Relocate, which turned PvP battles into a teleport-fest, and gave a massive advantage to its users over the users of other mobility spells because of how it could reach locations other spells could not.

      Relocate now has 1 charge below 15 INT and 2 charges otherwise, while it could previously have up to 4. Moreover, it’s mechanically different – it no longer behaves like a teleport, but like an extremely quick dash from your current location to your destination. This means it now follows the same rules as all other mobility spells (jump and dashes), in that it doesn’t allow crossing areas that could not be crossed on foot (e.g. if you try to relocate through a chasm or a cliff, you character will stop at the edge of the latter).

      ===> OTHER CHANGES <===

      A handful of changes to some mage spell and effects are listed below. We are taking a more conservative approach to rebalancing now, changing spells little by little. Once we are sure there are no more "broken" spells that create low TTK, we'll get to buffing abilities that are underused, to allow as many "fair" character builds as possible.

      • Glass Barrier. Bleed stacks are now fixed at 0.6xINT instead of [0.6-0.9]xINT.
      • Ember Dragon Breath. The guaranteed Critical on this ability vs Burning targets meant it could deal more than 5,000 damage over 3 seconds. This type of guaranteed crit just doesn’t work. The spell now deals 25% more damage than other breaths (so it’s gone up from [16-24]xINT to [20-30]xINT damage), as common for Pyromancy abilities vs other schools, and applies again 1xINT Warm stacks instead of 0.5xINT, but it’s no longer a guaranteed Critical.
      • The Slowed status now reduces Attack Speed by 20% instead of 40%. We found such a strong AS debuff was a major annoyance in PvE for warriors, particularly in areas where it’s common to be Slowed.
      • Hailstorm. This spell was seriously bugged, adding way more Chill stacks to creatures in its AOE than it should have, insta-freezing anyone. It has been changed and now works as Firestorm, i.e. it no longer applies Chill in the whole AOE, but it’s the hail drops that do so. Having fixed the bug that mislead us, we have raised the number drops back to 0.4xINT like Firestorm, instead of 0.32xINT.

      ===> BUG FIXES <===

      • Dragging items from processing stations into a full inventory slow no longer deletes the content of the inventory slot.
      • Fixed an issue with long-distance teleports (e.g. harbors) where they could fail to teleport you.
      • Using the Take All function with a full inventory no longer breaks the UI of the marketplace.
      • It’s no longer possible for guilds to declare a conquest on Terra. The conquest would not work anyway, but it could be declared.
      • Fixed various minor marketplace UI glitches.
      posted in Minor Releases
      Prometheus
      Prometheus
    • Feature Spotlight #3 - The Knowledge System

      Hi everybody!

      Just over a month since Universe & Travels, it’s time for us to drop a new Feature Spotlight – this time focused on one of the most unique features of Fractured: the Knowledge System!

      While originally it was our plan to release an article on player-made villages, you've been relentless in making us notice how much you wanted to know more about character progression on Fractured. So here it comes 😉

      Click here to read the journal

      Let us know what you think about this new sneak peek and check out the last paragraph to find out what we're covering next!

      Enjoy Fractured!

      posted in News & Announcements
      Prometheus
      Prometheus
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