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    Posts made by Prometheus

    • Dev Roadmap - To Release & Beyond

      Hi, fellow gamer and MMO enthusiast!

      We are aware you've wanted a proper roadmap for a while, and we apologize for having you wait for so long. Here it finally comes, packed with a lot of updates, several already under development and coming this month!

      Click to read the announcement


      Excited for the release? Let us know what you think, as always! Cheers!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Patch Log - b.2.0b - Hotfixes & Inactive Citizens

      Hi all,

      after discussing with the community, we agree that need for citizens to be active doesn't make sense for the time being, so it's been temporarily suspended until we have another big push of players into the game.

      On top of that, here are some hotfixes to The Invasion:

      • Fixed a bug that would sometimes make citizens (or candidate citizens) newly added to cities get removed from the city's list, which would then make them not actually count as citizens.
      • It's now possible to repair bows and staves.
      • Howler and Peckodon mounts in world events are now visible.
      • Demons now correctly start as Neutral and their Karma can't go above 0. All existing Good Demons have been turned Neutral.
      • Primal Crystal world events on Terra, which are now very common, no longer have collectible Primal Energy Shards.
      • Items in purchased inventory slows now stack correctly.
      • Fixed an issue where the new Wandering Legend world events would reset by themselves even if the legends were still alive.
      posted in Minor Releases
      Prometheus
      Prometheus
    • The Invasion Has Arrived!

      Hi, fellow gamer and MMO enthusiast!

      Demons, new racial traits, item repair and recycle, new legends, mount cosmetics, and A LOT more… We’re one step closer to full release!

      Read the full announcement


      A huge read! Cheers!

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Patch b.1.1e - Fixes, Buffs & Rebalances

      BUG FIXES

      • The countdown for city food upkeep now starts if the town hall is not built.
      • Heavy material storage blueprint no longer reports 0/0 stone blocks and wood logs.
      • Heavy material storage can now be moved and deleted.
      • Added lights to Arboreus buildings.
      • The lamp hanging from the stargate can now be used to open the stargate menu.
      • Opening one's claim and then another no longer shows the maintenance timer of the first one.
      • Carts left in land parcels that become unclaimed now start their 24h self-destruction timer.
      • Cart inventory tooltips now correctly disappear when closing the menu with ESC.
      • The icon of ghost, mount and legend events now disappears when the event is completed (no more mobs left or legend killed), even if not despawned yet.
      • Market find for primitive items no longer shows material selector.
      • <br> tags in chat messages no longer interpreted as new lines.
      • Fireplaces in siege tents can now be build correctly.
      • The Warhammer recipe is no longer missing.
      posted in Minor Releases
      Prometheus
      Prometheus
    • RE: Patch b.1.1e - Fixes, Buffs & Rebalances

      CHANGES


      Divine Rewards

      • The drop chance of Fabled Rewards from CR 6-7 mobs has been increased from 3% to 4%.
      • The drop chance of Epic Rewards from CR 8-9 mobs has been increased from 3% and 5% respectively to 4% and 7%. The chance they turn into an Orb is now 16% instead of 15%.

      While these numbers may seem small, they lead to a 33% increase in Orb generation for CR 6-7 mobs, a 42% increase for CR 8, and a 49% increase for CR 9!


      Status Reductions

      Fortitude and Willpower now reduce negative status effects less than before, with numbers closer to pre-EGC. This is the new table:

      alt text

      This was before the patch:

      alt text

      The reduction at 1000v1000 is now 50% instead of 67%. This makes all negative status effects (including CCs, but not only) more effective.

      If needed, we will introduce diminishing returns for hard CCs in the future.


      Aeromancers

      The shocked status was problematic for game servers, since a single shocking AOE applied on a large group of already shocked targets could generate hundreds of damage instances. Game clients also struggled to keep up. Moreover, the effect was weak to totally useless if one wasn't hitting A LOT of targets at the same time.

      Shock has been reworked. Adding stacks to an already shocked target now deals damage to the target itself, and releases 1 lighting that hits a random enemy within 4 meters (up from 2). The damage dealt to the primary and optional secondary target depends on the number of shocked stacks on the primary and ranges from 80 to 160 (up from 40 to 120).

      This should make Aeromancy an excellent school against single targets or small groups, and give abilities such as Chain Lighting the intended effect when used against 2 close targets.

      Also, Shocking Arrows can now be learnt from the Bandit Agitator!


      Cryomancers

      Freeze duration, which depends on the number of Chilled stacks on the target, has been increased from 0.5-3 to 1-3. Coupled with the CC reduction nerf, it makes Freeze easier to use and more effective. Moreover, the following changes have been implemented:

      • Deep Freeze damage 100-150 x MP => 120-180 x MP
      • Frost Blast damage 100-150 x MP => 120-180 x MP
      • Frost Nova damage 300-450 x MP => 360-540 x MP
      • Permafrost damage 300-450 x MP => 360-540 x MP
      • Icebound Blast damage 200-300 x MP => 240-360 x MP
      • Ice Spikes: smaller cone, faster projectiles

      Assassins

      The only place where a nerf was needed. Assassins were too oppressive in PvP.

      If a player's Detection is >= the Stealth of a hidden player and is close enough, all the members of the party of the detector will now see the assassin as semi-transparent, not only the detector itself. Moreover, the following changes have been implemented:

      • Assassin set magic resistance: 500 => 400.
      • Shadow Dash charges: 4-2 => 2, cooldown 10 => 12-8.
      • Shadow Step extra weapon damage: 100-150 x PP => 40-100 x PP, Fear duration 3-4.5 x PP => 3 x PP.
      • Coup de Grace pure damage per missing HP: 5-7.5 => 4-6.

      Note that ranges above mean school level 0 - school level 10.


      Various

      Several buffs in here!

      • Poison spell stacks: 5-7.5 x MP => 8-12 x MP
      • Poison Spray: 100-150 x MP => 120-180 x MP, stacks 5-7.5 x MP => 10-15 x MP
      • Headshot stun: 0.75 x PP => 1.5 x PP
      • Strafing Strike: channeling time 1.5s => 1s, total arrows 9 => 8
      • Volley: smaller cone
      • Crystal Shackles mana removal: 50-75 x MP => 80-120 x MP
      • Crystalline Touch mana removal: 30-45 x MP => 40-60 x MP
      • Earth Spikes slow duration: 3 x PP => 1.2-1.8 x PP
      • Slow slow duration: 2-3 x PP => 2.4-3.6 x PP
      • Hack & Slash: duration 1.5-3 => 2-3, attacks 3-6 => 4-6, attacks deal full damage, target is properly stunned
      • Energy Blast: duration 3 => 2, dmg/s 200-300 x MP => 300-450 x MP, stacks/s 4-6 x MP => 6-9 x MP
      • Sprouting Pulse: root time 1.5 x MP => 1.8 x MP
      • Entangling Roots: root time 1.6-2.4 x MP => 2-3 x MP
      posted in Minor Releases
      Prometheus
      Prometheus
    • Patch b.1.1e - Fixes, Buffs & Rebalances

      Hi all,

      here comes patch b.1.1e, packed with bug fixes and balance changes - mostly buffs!

      The patch log is split into multiple posts for easier reading.

      posted in Minor Releases
      Prometheus
      Prometheus
    • Patch Log - b.1.1c2 - Founder Pack Sale

      Hi all,

      the discounts on Founder Packs have been enabled!

      alt text

      Moreover, the patch contains the following fixes:

      • The Journey UI (quest log) no longer shows quest texts out of window bounds.
      • Bridges and roads are clearly visible again in the Terra world map.
      • Trying to invite a Free Account to a Settler Group now correctly outputs an error instead of failing silently.

      Enjoy Fractured!

      posted in Minor Releases
      Prometheus
      Prometheus
    • RE: Patch Log - b.1.1c - Free Weekend

      @grofire said in Patch Log - b.1.1c - Free Weekend:

      and for some reason the ratio for DR per time is better for lowered CR mobs. that is just crazy.

      Yep, we noticed this. It should be increased for higher CR mobs. We're going to release another adjustment ASAP.

      posted in Minor Releases
      Prometheus
      Prometheus
    • RE: Patch Log - b.1.1c - Free Weekend

      @grofire said in Patch Log - b.1.1c - Free Weekend:

      the DR is very low drop, am i understand correctly that instead of improving solo play, you made group harder?

      We just tripled the DR drops vs non-legendary monsters, it's.. a lot more than before. For legendaries, the average you get is the same as before, there's just some randomness now.

      @ccj said in Patch Log - b.1.1c - Free Weekend:

      @Prometheus is it normal that we see no warning that servers are shut down? I have been in the middle of a fight in the graveyard an from one second to the other i got disconnected. Only when i tried to reconnect i could read that we have a planned downtime because of patching. Honestly?

      No, it isn't. Something went wrong yesterday, the messages didn't appear in the client, I had another complaint. We'll look into it. Apologies!

      posted in Minor Releases
      Prometheus
      Prometheus
    • Patch Log - b.1.1c - Free Weekend

      Hi all,

      welcome to b.1.1c, the patch preceding the Free Weekend!


      Free Respecs

      No 24h timer for one week!


      Rewards & Orbs

      The amount of orbs given by Divine Rewards has been increased considerably following the request for more rewards by solo players. It is clear to us we've swung too much in the direction of rewarding only group content with EGC.

      • Valiant: 1% => 2%
      • Heroic: 2% => 4%
      • Fabled: 3% => 8%
      • Epic: 5% => 15%
      • Legendary: 10% => 60%

      alt text

      This means you're 3 times more likely to find an Orb now when farming CR7-9 mobs (CR8-9 in particular)!

      If your're wondering why Legendary has gone up so much, that's because Summonable and Ultimate legends no longer drop orbs directly, but now give more Legendary rewards, and that's where you find the Orbs - roughly as many as before (ON AVERAGE) for Ultimate legends, a bit less than before for Summonable.

      Also, Wandering (Event) legends now always drop 1 Divine Reward, the type dipending on the power of the Legend!

      alt text


      Anti-Exploit Measures

      To prevent abuses during the free weekend, free accounts:

      • Can claim a land parcel and add friends to it, but can't add gold for maintenance, nor elevate any friend to Co-Owner. This means the Land Parcel will expire in 2 weeks.
      • Can't create nor join a Settler Group.
      • Can join an established city, but aren't counted in 3 vice-govs / 20 citizens minimum required for the city not to derank. The UI will be updated to show who is a Free Account and who isn't.

      The same system will be extended to all refunded accounts and land parcels owned by refunded accounts. Properly fixing the latter for refunded accounts will be done in a future patch, since it requires another couple steps.

      Moreover, players who purchased the game on Steam can no longer login from the Standalone client.


      Bug Fixes

      • Upgrading gems no longer requires gold.
      • Multiple visual glitches on mounts fixed (e.g. logging in with your character walking inside of the mount).
      • Unpassable ogre bridges on terra fixed.
      • Strafing Shot has mana cost.
      • Talent Piercing II works.
      • Evil players in active fortress events are treated as neutrals.
      • The Healing Conversion talent now heals your for 10-40% of the healing amount of your Restoration spells if you heal at least 1 ally using said spells... it's not all spells (e.g. WOP: Heal is not Restoration), but above all, it's not 10-40% of EACH ally healed! This was a terrible balance-breaking bug that gave birth to melee healer-squads...
      • Incinerate has friendly fire.
      • Ghost events respawn correctly.
      • Incinerate channeling animation fix.
      • Hex stacks easier to see in UI.
      • Totem duration longer, almost like pre-EGC.
      • Amulets not implemented to longer shown in marketplace.
      • Pyroblast knockback text clarified.
      • Hunter armor set bonus text updated.
      posted in Minor Releases
      Prometheus
      Prometheus
    • RE: Steam Free Weekend & 30% Discount

      @KnightFalz said in Steam Free Weekend & 30% Discount:

      When will the download be available here to non-backers for that free weekend? I'd like to prepare in advance if possible.

      It's available now πŸ™‚

      posted in News & Announcements
      Prometheus
      Prometheus
    • Steam Free Weekend & 30% Discount

      Hi all,

      It's been almost 4 months since Fractured Online has launched on Steam Early Access. Now that Endgame Changer has been released, it's time to run a new Free Weekend - the first one in our history on Steam!

      Read the full announcement


      See you soon in game!

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Spread The Word & Win A Key!

      After a hell of a long time, the program is back! ❀

      posted in News & Announcements
      Prometheus
      Prometheus
    • Patch Log - b.1.1b - Critical Fixes

      Hi all,

      here come fixes to the most pressing issues after the release of EGC:

      • Fortesses events now start when they are meant to.
      • Mounts can now be tamed. This issue was related to world events which would disappear leaving the mounts behind, and those could not be tamed (always failed).
      • It's now possible to unlock new abilities added to monsters if you have already progressed past them. You just need to kill the monster once.
      • It's no longer possible to have 2 Sustained abilities active adding the Abiding Focus talent, activating the spells and removing the talent (exploit).

      Enjoy!

      posted in Minor Releases
      Prometheus
      Prometheus
    • Endgame Changer - Mounts, Abilities & Fortresses

      Hi, fellow gamer and MMO enthusiast!

      the third video update for Endgame Changer has arrived!

      Click to read the full announcement


      Live to tomorrow! See you in game!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Endgame Changer - Primal Energy & Potions

      Hi, fellow gamer and MMO enthusiast!

      the second video update for Endgame Changer has arrived! This time we are covering primal energy, ghosts, enchanting and potions!

      Click to read the full announcement


      Only 8 days to the release of EGC! Enjoy Fractured Online!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Endgame Changer Is Coming

      Hi everyone!

      It’s official: Endgame Changer, the first major update to Fractured Online since its Early Access launch, will be released on…

      Wednesday, February 21, at 4pm CET (10am EST)!

      Click to read the full announcement


      Enjoy Fractured Online!

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: sup

      @Babaros said in sup:

      yo developers can i get forum access as I'm eternal pls πŸ™‚

      Done, thank you for your support! πŸ™‚

      posted in Questions & Answers
      Prometheus
      Prometheus
    • Patch Log - b.1.0i - Critical Fixes

      Hi all,

      we have another bugfix patch coming today while Endgame Changer is entering testing, as explained on our Discord server a couple days ago. We have addressed some of the most critical issues in the game.

      Critical

      • Fixed 2 different item dupe issues. These bugs only allowed for limited duping (only for some specific items and only in limited quantity). Still very critical.
      • Governors can no longer delete player houses inside of their city. Some thought this was intended, but it obviously wasn't, since governors aren't even allowed to delete claimed land parcels - only vacant ones. A proper eviction system will be implemented in the future.
      • The portion of the Volcano of Terra that wasn't accessible (because it was full of "invisible walls") is fixed.
      • Players going stealth are now always detected by other players nearby - they no longer have to be all Aggressive.
      • It is no longer possible to cast Bramble Wall and Bone Barrage if the wall would end up inside of a land parcel. This exploit (anyway punished by GMs) was used by Evil players to push AFK players outside of their parcels to kill them.
      • It is no longer possile to trade items with another player if the latter would end up being too overweight (above the 200% limit).
      • Carrying an empty cart no longer gives a speed bonus when the person carrying it is overweight. This exploit was used to move much faster than intended when overweight.
      • Fixed an issue that could make classic Legend Altars (those of Summonable Legends) non-functional.
      • Players can no longer initiate trade requests when they are KO, when they are in combat, and when the counterpart is in combat. This prevents players from using trade requests to annoy their opponents in PvP.
      • Fixed an issue that allowed players who didn't own a cart to friend the cart to another player, which would then steal it.
      • Catapults can no longer be placed and used inside of the attacker's siege tent.

      Others

      • Jotunns chest events now contain a nice mix of monsters instead of having always multiple copies of the same Jotunn.
      • Co-owners can invite friends to a land parcel.
      • Fixed a dirt road that was preveting players from building a city wall.
      • Starting to lockpick a chest removes the Monster Immunity buff that is given when standing up after being KO.
      • Players can no longer destroy items in their inventory when KO.
      • Summonable and Ultimate legends are now all resistant to the Shocked status effect.
      posted in Minor Releases
      Prometheus
      Prometheus
    • RE: Engame Changer - Objectives Preview

      @Bancheis said in Engame Changer - Objectives Preview:

      @Prometheus To be honest, I really hate the idea of mounts dying from old age. I rather they be durability based like other equipment, even though that isn't a great solution either.

      I wrote "old age" just to convey the idea - the system is durability-like indeed. Clearly the duration will be long enough for them to be worth catching πŸ™‚

      @Akarikari said in Engame Changer - Objectives Preview:

      If nerfing normal content to push for groups to favor hunting legendaries becomes the regular, it's going to push smaller groups away from the game as they will struggle to get to the point where they can actually fight legendaries. Not to mention a lot of people just stand around those waiting for someone to summon only to run in and steal the drops. Those drops need to be locked to the party that summons the boss, (Yes, this is fair in pvp too as they can just pk them after and take the loot or die trying).

      We are not nerfing any content in this patch πŸ™‚ and we are aware there's something wrong with how loot rights are assigned for those bosses, because it's very easy to get them with minimal damage. We also need a system to split drops for different people/groups.

      @Akarikari said in Engame Changer - Objectives Preview:

      Other thing I really want to see is more added to towns.

      Unique city bonuses are planned, but not for this patch πŸ™‚

      @rainbowmesa said in Engame Changer - Objectives Preview:

      A big problem will still be there, it seems. You say unique rewards from legends, but all i hear is "keep farming ogres/whatever the new best coinmaker is and just buy whatever the reward is on the market for gold later". Gold is simply the be-all, end-all, and there is no reason to actually be out there doing the content.

      You can't ignore the market value of drops when you evaluate how profitable a PvE activity is πŸ™‚ People farm ogres because the combined value of their gold + other loot + divine rewards is higher than other activities, including more difficult ones, which is wrong. That being said, I agree we need more activities for players, as @Zeiram @MidniteArrow @padreadamo also pointed out. That is why I ended the post with "Do you think something important is missing - aside from having more end-game PvE events and have PvP events in general?" πŸ˜„

      @Bancheis said in Engame Changer - Objectives Preview:

      My top tier gear currently loses like a good 5-10% of durability per hour of farming.

      That's correct, T2 gear lasts for 16-20 hours of combat, aside from weapons which take half the time. We have adjustments planned for that.

      posted in Discussions & Feedback
      Prometheus
      Prometheus
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