Two random things:
- I agree bats should be able to fly in the casino and will make that happen
- I fixed a scripting bug with Sugar the deer, who now has the usual talk/gifting options (but no...
Type: Posts; User: Citan
Two random things:
- I agree bats should be able to fly in the casino and will make that happen
- I fixed a scripting bug with Sugar the deer, who now has the usual talk/gifting options (but no...
About flying indoors: in some dungeons it's possible to use flight to perch monsters without any danger. We've generally just brushed those issues aside because we have bigger issues to deal with,...
It will get added soon. It just keeps getting bumped down the to-do list, but I suspect we'll manage it soon -- not in the next update (which is in QA now) but probably the one after.
Deldaron - thanks for the detailed feedback! I haven't made any substantive changes to the skill (or any other skill) for tomorrow's small update, but I did fix several loot effect bugs you...
Oct 24 Update:
This is a minor bug-fix patch:
Fixed bug that prevented the "fireworks" particles from playing when you level up a skill
Fixed a bug in the favor quest "Checking in on...
Yes, as I discussed in blog posts, the mount system and the animation system have run into technical problems, so in the short term we've reordered the schedule to focus on rolling out new/updated...
I'm not sure yet, but thanks for the bug report, we'll look into it!
Kremmu doesn't currently spawn, but will eventually return!
We are now back online! (We had a hardware failure and the hard-drives had to be moved to a replacement machine.)
The login server is no longer reachable on the internet. We've contacted the networking provider, who is looking into the problem. I don't know what the problem is, but usually this sort of thing...
cozycats - Aggro didn't change in Kur at all (or anywhere else, except possibly some tweaks in the Fae Realm), so I don't really know what that's going on there. Respawns likewise haven't been...
Things that have a % chance to activate are pretty much always rolled separately. (Things that add a % of damage are a different story!) Having both mods that give a 5% chance to stun means you have...
It is indeed unintended that bonus levels affect XP drop-off. Another bug: hoplology, phrenology, and similar recipes are not supposed to have XP drop-off at all; they just got marked incorrectly in...
It's true, this cheese is much rarer than it used to be. I'll work the recipe into a drop sometime soon-ish, so that it can be grown like other cheeses. The recipe doesn't exist atm.
The lag you're experiencing is specific to your computer, it's not network-related. In a nutshell, it happens when the game loads blocks of data (from your hard drive) that are too large for your...
Thanks guys, we actually found the bug and corrected it for the next update based on Alopias' post. So it will be fixed in the next update. Thanks!
I think the "people are invisible except their items" problem is a bug with the SphereCull special setting, which we haven't tracked down a fix for yet. (It looks like it may need to wait until we...
We've patched a bug that caused some bosses to be unable to spawn portals (or do other things) when they die.
There's another bug I've seen reported a couple times which I can't reproduce in a...
The new unarmed equipment (that buffs evasion) explicitly states that you must be using Unarmed, of course. And if it isn't working as listed, PLEASE report that, as it is obviously a bug. And if it...
Yaffy: personal insult? Give me a break. These are separate development topics. You want me to quickly remove parts of a design because you said something on the forum a few days before the update...
There are more "secrets" in this update than usual, mainly due to experimental ideas that didn't pan out, but which left behind something interesting. Some of those are actual literal secrets (such...
I actually thought most of those Gazluk caves were full of level 70 monsters already. It's unfortunately too late to adjust much for tomorrow's update, but I'll plan on making some changes there for...
Yeah, in retrospect I should have left this alone as I suspect it's going to derail Yaffy's excellent thread. Well to bring it back around to mitigation: one of the trickiest things is that different...
I don't think I want to move toward a "super l33t powers that are intentionally limited to a tiny group" game design. I can see why it's exciting, but from my viewpoint as a game designer it feels......
In terms of combat length I'm basically trying to get battles to last long enough that there can be nuance and difference to each monster. I've long since realized 40 seconds (or even 20 seconds)...