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    Prometheus

    @Prometheus

    DymStudios - CEO

    Co-Founder and CEO - Dynamight Studios

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    Prometheus Follow
    TF#12 - PEOPLE'S HERALD TF#11 - PROCONSUL DymStudios - Community Manager DymStudios - CEO TF#10 - CONSUL TF#9 - FIRST AMBASSADOR TF#8 - GENERAL AMBASSADOR TF#7 - AMBASSADOR TF#6 - DIPLOMAT TF#5 - LEGATE TF#4 - EMISSARY TF#3 - ENVOY TF#2 - MESSENGER TF#1 - WHISPERER administrators

    Best posts made by Prometheus

    • Weekly Drawings - Be Active & Win Foundation Points!

      Foundation Header


      -----> WHAT'S A WEEKLY DRAWING? <-----

      A Weekly Drawing is a random draft held here on the Fractured forums on a weekly basis.

      If you've been selected to be part of a Weekly Drawing, you are to compete with all other participants for a large Foundation Points reward.

      Winners are always chosen through a random algorithm among all participants in the Drawing. The number of contributions don't matter - each account is entered only once in each Drawing.

      The number of winners of each Drawing depends on the amount of participants - could be only one, could be several!


      -----> ENGAGEMENT DRAWINGS <-----

      Dropping a message in the Welcome section or the "daily post" thread is fine and dandy - but not really... Deep and interesting!

      With Engagement Drawings, we want to reward the meaningful contributions you leave in these forums - many have been posted already, and a lot more will surely come!

      Some examples of the type of posts we considered for the Engagement Drawing:

      • Asking a question on the game never asked before (or asked when some information hadn't been released yet).
      • Providing feedback (including constructive criticism) on the design / art / gameplay of Fractured.
      • Dropping your own ideas about possible Fractured features, lore...
      • Discussing possible character templates, skills...
      • Setting up a guild and recruiting other players.
      • Discussing other topics in the gaming world (but not only) that could be related to the development of Fractured.

      In sum, any nice, interesting discussion does it!

      Reward: 1,000 Foundation Points

      Method: if one of your posts/threads has been considered worthy, you'll be entered in the Engagement Drawing of the week during which you made the post/thread.


      -----> COMMUNITY CONTESTS <-----

      Community contests are not weekly nor random - but it's good to mention them here since the reward is always Foundation Points.

      A community contest is a competition held on the Fractured forums, open to all registered users. The type of contest varies each time - it could be fan art, writing, role-playing, or even a game design contest. The subjects explored are several too - they may touch the lore of Fractured, its game mechanics, or be more loosely related to the game.

      Reward: Foundation Points (varies)

      Method: Dynamight Studios chooses one or more winners among all community members who have taken part in the competition.


      Thank you all for your support!
      Enjoy Fractured!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Spread The Word & Win An Alpha Key!

      Hi, dear Fractured follower!

      Are you looking for a key to access Alpha 2 - Test 3? Well, you have a chance to win one by spreading the word about the game!

      How? That's really simple: just talk about Fractured and post a link / screenshot to what you published as a comment to this thread!

      You could describe and recommend the game in a Reddit channel / Discord channel / forum you follow, write a post on your own blog, make a video... Anything that helps letting the world know about Fractured and triggers a positive reaction in the audience will do!


      Before and during the test, we'll select the best entries (= the most heartfelt / creative / effective) and award them a key to take part in Alpha 2 - Test 3!

      Additionally, every meaningful entry will get 500 Foundation Points - so there's always a reward!


      Please note that by "meaningful entry" we mean one that feels personal and isn't spammy. Just dropping your referral code somewhere is not considered a meaningful entry! ๐Ÿ˜‰

      Moreover, always remember some forums don't allow advertising games or have other rules in that regard. /r/MMORPG, for instance, doesn't allow referral codes!


      If you are looking for more info about Fractured for your contribution, you can find them on our homepage, the News page and this thread. You can point people to these resources too!


      Thank you all for your support!
      Enjoy Fractured!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Alpha 2 - Test 3 Postponed

      Hi everyone,

      it's with great sadness that we have to announce that the start of Alpha 2 - Test 3 has been postponed to a later date due to a game-breaking server issue that came up rightย today.

      Since the issue is particularly tricky and obscure, we aren't able to make any prediction on when we'll be able to fix it. We'd love to make it by tomorrow so you can play during the weekend, but it's more likely we'll have to launch next week.

      We are going to post real-time updates on any progress we make on our Discord server and our forums.

      In 1.5 years of testing, this is the first time we have to postpone the launch of a testing phase. It's a day we really hoped would never happen, and we apologize deeply for it. We know how excited many of you are for player cities. We'll make sure to compensate you for the disappointment of having to wait a few days longer.

      Speaking of player cities, city claiming and joining has been re-opened and will be closed again the day before the new launch date.

      Thank you for your understanding.

      Best,
      Jacopo (Prometheus) & the whole Dynamight Studios team


      UPDATE #1 (July 17, 12.20pm CEST): we're investigating the issue with the Improbable engineers. It seems that the issue was introduced when we updated to a new version of our backend engine (SpatialOS).


      UPDATE #2 (July 17, 4.30pm CEST): the improbable engineers have identified the bug in the engine and are looking into the causes.


      UPDATE #3 (July 17, 5.40pm CEST): we're received a version of the engine with a fix to the issue. We've started running large scale internal tests. If all goes well, tomorrow we'll announce on what day NEXT WEEK Alpha 2 - Test 3 is going to start.
      Stay tuned!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Two Words On Reporting, Leaderboards & Pre-Alpha. I'm tired.

      Hi guys.

      As some of you surely have noticed, we had some drama going on this morning on our forums. If you want to spare yourself of the suffering of having to read those 3 pages, I can tell you that, in brief, some user accused someone else of having created several multi accounts to "cheat" The Foundation.

      I was entangled in a very long planning meeting for Alpha 1, hence I couldn't intervene immediately. Now, instead of preparing the next Kickstarter update, I'm forced to write down this thread. It means that instead of spending my time making the nice 99% of the community happy, I have to waste it calming down the kindergarten-minded 1%. And I'm not happy about it.

      So, let's tackle the issue step by step.


      Reporting

      If you want to report someone for any kind of rule-breaking behavior, you shall do so privately to a member of the staff. It can be via forum pm, Discord, email, whatever. But private. Opening a thread of the forums, destined to descend into a flame war, serves no purpose whatsoever.

      This time, I'm not going to ban anyone. The next time someone does this instead, he's going to take a long vacation from the Fractured community. Perhaps a permanent vacation.


      The Foundation

      The purpose of The Foundation, as stated in its announcement, is to "reward you for doing all the small things that show your interest in Fractured and its success". It's not a competitive thing. The leaderboard is there to allow players to find the most engaged/veteran players and the most active guilds to get in touch with. Nothing is won being top 10 in the leaderboard compared to being rank 2000. The Foundation is going to be eventually phased off during testing.

      Please, don't force us to get rid of the leaderboard just because you're taking it as some kind of competitive feature and going nuts about it.


      The Pre-Alpha

      Some people might be taking The Foundation in a competitive way because players in the TOP 100 can access the pre-alpha. But what is the pre-alpha?

      The pre-alpha is going to consist of a couple (or more) weeks of hardcore testing. It will allow us to receive important feedback and fix unexpected bugs. It requires passion for the game, but also a friendly, cooperative attitude between testers to be successful.

      Why am I telling you this? Just to let you know that if you're stirring the pot, engaging in flame wars, threatening other players (more or less explicitly), and overall being a toxic factor in the Fractured community, you won't get into the pre-alpha. Like, not even if you're in the TOP 10. You just won't. Think about that.


      I hope everything is clear and we can get back to normal, because seriously, there are a 31.000+ registered users, almost 15k with a forum account, hundreds being really active and really nice, then a handful that manages to consistently turn good threads to trash, and my patience for this last bunch is running out.

      Note: if you're part of the handful and want to take said vacation from the Fractured community, giving the wrong reply to this thread is the best way to achieve that. Apologizing instead could do you some good.

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Pre-Alpha Wave 2 Is Out - Live On Friday

      Hi everyone!

      We're glad to announce that the second wave of invites for the Fractured Pre-Alpha has been sent out today!

      All players invited will gain access to Pre-Alpha servers starting this Friday, December 21, at 6pm CET (12pm ET).

      We've invited a total of 25 players this time, mostly (but not exclusively!) picked from the TOP 50 of the leaderboard of The Foundation as it was on the 27th of November.

      This wave is the last of the year. Wave 3 is likely coming on the second week of January and is going to include a higher number of new testers.

      Here you can find some additional info on the Pre-Alpha in case you've missed them. Here instead you can find the map of Myr, where it all takes place!

      Enjoy Fractured!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Alpha 2 - Test 3 Launch Day Revealed

      Hi everyone!

      I'm sure you've been eagerly waiting to know the launch date of Alpha 2 - Test 3 - unless you've already seen it on Discord, the forum or the FAQ, that is ๐Ÿ˜› So, here it comes:

      Thursday, July 16, at 4pm CEST (10am EDT)!

      This new test is likely to be the most feature-rich in our development history, beating even Alpha 2 - Test 2!

      Read the full announcement


      Let us hear your feedback and see you soon in game!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Welcome to Fractured - Useful Links

      This section has been created for new members of the Fractured community to introduce themselves. We suggest you use the other forums for discussions about the game.

      Below you can find a list of links to official Fractured pages and resources that might come in handy. Other than checking out the links, we invite you to explore the forums and post your feedback, ideas and criticism about Fractured!

      Thank you for your interest and for being part of this wonderful community!


      Resources
      Website โ€“ https://fracturedmmo.com
      FAQ โ€“ https://fracturedmmo.com/faq
      The Foundation: https://fracturedmmo.com/the-foundation
      Devtracker Thread: https://forum.fracturedmmo.com/topic/1612

      Social
      Discord - https://fracturedmmo.com/discord
      Reddit - https://www.reddit.com/r/fracturedmmo
      Facebook โ€“ https://www.facebook.com/FracturedMMO
      Twitter โ€“ https://twitter.com/FracturedMMO
      YouTube โ€“ https://www.youtube.com/c/FracturedMMO
      Google+ โ€“ https://goo.gl/Q1oegd

      Policies
      Terms of Service โ€“ https://fracturedmmo.com/terms-of-service
      Privacy Policy โ€“ https://fracturedmmo.com/privacy-policy

      posted in Welcome to Fractured
      Prometheus
      Prometheus
    • Fractured Gamepedia: Let's Populate It!

      Hi everyone!

      I'm glad to announce you that we have been contacted by the guys of Curse LLC, owners of Gamepedia, who have created this beautiful wiki for us:


      https://fractured.gamepedia.com/Fractured_Wiki


      We have agreed to make it the official wiki of Fractured - The Dynamic MMO!

      As with all Gamepedia wikis, this one is also open for editing, so all of you can contribute to make it shine! ๐Ÿ˜Ž

      I know there's at least one unofficial Fractured wiki project in the making - and there might be more. What I'd like to ask of you wiki admins, is to merge your content into our official wiki. Let's pool our resources!

      To everyone else... let's populate the wiki together! Our Feature Spotlights and this awesome thread are good starting points for that ๐Ÿ‘

      The biggest and most reliable contributors will be elevated to admin status in the wiki, also as customary for Gamepedia project.

      Once the wiki has enough content, we'll link it in the navbar of our website, next to the forum.

      Thank you all!
      Enjoy Fractured!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Roadmap To Alpha 1 - Test 2

      Hi everyone!

      Alpha 1 - Test 1 has come and gone, and it's been glorious! We've received great feedback on the basic mechanics of the game, and are truly glad to know they've been appreciated by most of the community ๐Ÿ™‚

      Alpha 1 - Test 2, is set to start in June - exact day to be revealed. Aside from the obvious bug fixes and QOL changes, here's a roadmap of what we'll be working on in the next two months!

      Discover the roadmap


      Enjoy Fractured!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Fractured Sprint 13/15 Recap (Feb 05, 2018)

      Hi everyone,

      welcome to the 2nd Sprint Recap of Fractured! This post covers work done here at Dynamight Studios during Sprints 13-15, which lasted from the 13th of December to the 5th of February.

      If you aren't familiar with this kind of brief update yet, please have a look this introductory post.

      Ready? Enjoy!


      Abilities & Status Effects

      This line of work is a direct continuation of the previous Sprint Recap. This time, we've focused on mobility abilities - such as leaps and dashes - and status effects - such as freezes, poisons, stuns, and more.

      As of today, we have over 40 different status effects planned, so... this is going to take a while to be completed!

      To speed up ability development further, we've re-factored the generic ability code to be more modular. A time investment that will definitely make us save time in the future!


      More Human Greatness

      This second line of work is also a direct continuation of the previous one. More human building modules, decorations and tech have been made. You should expect this to be mentioned several times in the future, also given we have a series of upcoming Feature Spotlights on the topic.

      To exemplify the work, let's drop a classic. Remember the (in)famous Penis Cannon from the last spotlight? Here it is, completed:

      Cannon Textured


      Smooth Combat

      Since our very first announcement post, we have always stated how combat is a key component of the revolution we want to bring to the world of sandbox MMOs. Therefore, we'll never stop improving this part of the Fractured experience!

      In this case, we've implemented several small tweaks and additions to character movement and fighting. Among those we can mention:

      • New algorithms for character rotation and rotation / attack synchronization;
      • Adjustments to camera movement on rough terrains;
      • Animation sequences for better looking chained attacks;
      • New spawning rules and animations for floating numbers that display damages;
      • ...and a few more!

      World Building Pipeline

      In our first State Of The Game update, we've talked about our world building procedures and the effort it took us to figure out the optimal ones to build a large world procedurally.

      In this new iteration of the pipeline - this time obviously not a rewriting of the system, just an incremental update! - a few notable changed have been brought to life, such as:

      • Procedural generation of road;
      • Procedural generation of rivers;
      • Overall improved terrain shapes, particularly when it comes to different altitude levels;
      • Visually improved connections between different biomes;
      • Sensibly lighter terrains with no visible quality loss.

      Post Processing

      If you could see any 2017+ AAA FPS without post-processing, you'd be like THE EARLY 00s HAVE CALLED, THEY WANT THEIR GAME BACK!

      Yeah, nowadays post-processing in videogames makes THAT much of a difference - and it was about time we tackled it. Among the things we have implemented/tweaked we can mention:

      • Switching from TAA (Temporal Anti-Aliasing) to the much better looking and performing SMAA (Subpixel Morphological Anti-Aliasing).
      • Adding Ambient Occlusion;
      • Improving Color Tuning (temperature, sharpening, vibrance...);
      • Adding Bloom and a range of other optical effects!

      Those Little Details

      In Fractured, resources that can actually be harvest/extracted - such as trees, rocks, and plants - make up a large part of the world that surrounds you. Is that enough to make the environment look good? Well... nope.

      In all games - and particularly in those with an isometric camera, such as Fractured - purely cosmetic environmental details are crucial not to make terrain feel empty and repetitive. Be it a bunch of wild mushrooms or the ancient bones of a fallen beast, they have to be there - and so we've been making them be!

      Here's a mix of images on the topic - including some from PvE hotspots:

      Props Mix


      Project Workspaces

      With the growth of the size of the project, the time required to create a new server build started to be an issue heavily affecting productivity around here. Unity's building process is not exactly smart, and coupling that with SpatialOS takes away even more flexibility. The time had come to speed things up!

      To fix the issue, we've devised a system to split the project into different workspaces, allowing us to load and build subsets of Fractured tailored for specific development tasks - such as NPC development, world building, and character development.

      What a relief!


      What's Coming Next

      Due to the preparation of the 4th Feature Spotlight and the expansion of The Foundation, actual game development has slowed down a little in the last few weeks.

      Since a month ago or so, we've been running again at full speed, and the release of our first proper gameplay video, focused on PvE is now really close - it should be out any time in the next 2-3 weeks.

      We can't wait, and we know you can't too!

      See you soon and, as always, donโ€™t forget to let us hear your feedback! ๐Ÿ˜„

      posted in Development Updates
      Prometheus
      Prometheus

    Latest posts made by Prometheus

    • RE: Town Issues/Discrepancies & Bugs

      Hi @Junkie @OlivePit, a reply to the issues you brought up:

      • Something went wrong with those last 3 Arboreus houses in the list for sure. It's not only prestige, there are more issues there. We are investigating and we're going to have them fixed in the next patch.
      • Terra cities do require less space given that you don't need the whole military side. Overall you should be able to get enough prestige to reach rank 15 easily. I can see your city indeed has enough for rank 14 and you have only a little missing for rank 15.
      • Farming plots snap in a different way indeed. They do so everywhere though, not only on Terra. As @OlivePit pointed out, this is done to have some walking space between each plot, but not as large as that between buildings.
      • We are studying a solution for the abandoned private parcels issue. We agree that governors should be able to evict unwanted citizens in some way. Hopefully we can get this live in the next patch too.
      • The occupied carpenter space is a mystery. There's no more carpenter entity there, and there has been one server restart already since we fixed the issue, so any leftover object in the server should be gone. This requires more investigation - we'll get to it ASAP, please have a bit more patience ๐Ÿ˜ž
      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Feedback on Legends

      @spoletta @Junkie @AceofSpades the main reward of legends are the Lost Tales. You really don't care at all about those?

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Daily Message posting

      Test post!

      posted in Off Topic
      Prometheus
      Prometheus
    • PvE & PvP Balancing Feedback Thread

      Hi all,

      as you've likely noticed in the recent patches, we've been releasing incremental PvP and PvE balancing passes in Fractured Online. The aim is to bring the game to a place where there are several "competitive" archetypes / builds, both in PvE and PvP, and possibly a "counter" for each of them.

      To ease us in our quest, your feedback is invaluable! Therefore, we would like to ask you:

      • What archetypes /builds you think are visibly OP (too strong) or UP (too weak), and why.
      • What abilities/spells you think are visibly OP (too strong) or UP (too weak), and why.
      • What weapons/armor sets you think are visibly OP (too strong) or UP (too weak), and why.

      Please note that feedback on the early/mid game is welcome, although the focus of this thread is more on the end game, concerning characters with Tier 2, fully enchanted armor / weapons and all the needed abilities unlocked.

      Let you voice be heard!

      Best,
      Jacopo

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Advanced smelters broken again.

      @OlivePit said in Advanced smelters broken again.:

      We figured out that you need to unlearn and re-learn a tech point anywhere in the tree for the tree to reset and recognize the talent points spent.

      There was an issue where work done by QA on staging servers could be reflected on live cities (research data was sent to the wrong database, in a nutshell). It's been fixed. That's what happened to your city. Doing one unlearn/learn would fix it indeed. Apologies!

      posted in Bug Reports
      Prometheus
      Prometheus
    • RE: Guil creation

      Hi @ScarletLotus , did relogging fix the issue?

      posted in Bug Reports
      Prometheus
      Prometheus
    • RE: Advanced smelters broken again.

      @OlivePit @M1ckGO thanks for the report, I've just been to Northguard and used an advanced smeltery in the blacksmith shop. It was working, so I claimed a private land parcel in the city and then another one as far as possible from the city in a residential area. Again the advanced smeltery always worked.

      I need more details on the issue to be able to reproduce it, such as:

      • Id of the character who were trying to smelt
      • Role of the character (citizen? vice gov? gov?)
      • Exact coordinates of the smeltery on the map

      Thanks!

      posted in Bug Reports
      Prometheus
      Prometheus
    • Patch Log - b.0.1g

      Hi all,

      today's patch is a minor one, mostly focus on preparing the game for a successful run of the Open Week.

      Changes

      • Fixed a couple vulnerabilities in the game server / webserver code that could have been exploited by hackers to create resources and to spam the global chats.
      • Added the Game Master and Moderator access roles. Yes, moderators and game masters can finally intervene in the game now, clearly with limited powers compared to those of full admins (Dynamight Studios devs & gamigo CMs).

      Bug Fixes

      • Fixed a bug that made weapon damage splitting (e.g. a bow with 50% Pierce Damage, 50% Cold Damage) not functional is some limited circumstances (the arrow would deal no damage).
      • Fixed a trick that allowed players to reset the cooldown of abilities to 10 seconds by dragging them repeatedly in and out from the โ€œactiveโ€ hotbar to the โ€œmemorized abilitiesโ€ hotbar.
      • All crafting stations in NPC cities are now usable (aside from those with internal inventories such as Imbuing Tables, Smeltieries & Tanning Tubs).
      • The Kick Player admin command now works properly.
      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
    • 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! ๐Ÿ˜‰

      Player Animations

      • Player characters holding a mage staff no longer move like they have a mage staff up their derriรจre.
      • 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! ๐Ÿ˜›
      • 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 ๐Ÿ™‚
      • 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