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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
questions: wiki - nodes , cleric-showcase with some details
Mois
Member, Alpha Two
Hey,
first of all, to the whole staff: impressive work, please keep it up, keep real and please be obliged to take your time.
wiki and statements:
1.)
in the 'node simulation' article in the wiki it say " If the Village (stage 3) gets destroyed through a siege, its dependant Encampment (stage 2) and Expedition (stage 1) nodes are also destroyed.[28]"
Referencing the August '22 Update, when Steven says "[they] are removed aswell." (1:07:34...)
The simulation (map-video with many numbers in september '21) itself doesn't show that anywhere. And thinking about it, destruction doesn't even make sense, because then there would only be 2 situations for 2- and 1-nodes: 1.) suppressed or 2.) destroyed. Also why would the small guild barely holding on to their 2-node be punished for the bigger guild in the suppressor-village for losing their siege?!
Did Steven mean the dependency is removed and the 2- and 1-nodes finally get to advance?
And does all that count towards 6-5, 5-4 - vassals also?
Please clarify.
2.)
Also the simulation in the september '21 showcase shows at (34:01) a metropolis [at P14] suppressing more than 2 cities at [L15, N11 and T11]. At the same timestamp a city [N32] suppresses two towns [T28,L30] and a village [K32].
Which doesn't reflect the chart in the august '22 update (1:07:34...).
Please clarify.
3.)
Are those vassal-structures in one layer/level of the map only/seperate, or can a surface-city suppress an underrealm-town for example?
I think the meaning of all this is huge, because we're gonna see a run right at server-start to devellop the desired home-nodes of designated alliances as fast as possible by deliberate grinding and exp-farming in any way to avoid being locked out of advancing for months... the fact that vassal-node inhabitants can't siege the suppressor is also fueling that "race to first metro". Of course this (my) opinion is up for discussion also...
4.)
on the cleric-page the skill blessed weapon in the table has the image of flash cure
cleric-showcase July '23 :
5.)
the amount of deliverance-full-channeling varies in an unforeseen way:
at (27:30) Bucky gets 1195HP at 316HP with Steven being at (Divine Power 3)
but at (33:37) Bucky gets only 764HP despite only having 157HP and Steven having (Divine Power 100)
also at (44:58) a 1/3 channel gives a near-death-Bucky with only 485HP the amount of 353HP, followed by a disrupted 3/4 channel that only restore 522HP at remaining 696HP
maybe the HP are calculated at the start of the channeling, or an invisible heal-income-reduction due to missing debufs at all, or some implementation- or calculation-issue?
6.)
the next examples are all for one question: what is actually intended in relation to the skill-description? :
- at (9:34 and following) Steven tries to stack the duration of soothing glow on Bucky, the description says "Reapplying this effect extends its duration on the target by its base duration value." which should mean hammering the key and applying all 3 stacks should add up to (3x8s) 24s or 24 ticks of +40HP in the demo, but as he tries that the ticks seem to be capped at 12 ticks
- at (13:10) resplendent beam doesn't reduce on following targets like described
- at (16:40) Bucky even says "temporary HP" in relation to communal restoration, but what is implemented, is a factual shield
this may seem like splitting hairs, but when i need a huge shield, it is not clear if it is combinable with barrier, where the wording is clear,
also what does "This can overheal." mean on that particular skill-description, is that not universal for all heals?
- at (24:31) Steven and Bucky get a shield (again no "temporary health") off of wings of salvation, not just the target Bucky like described
most of these are merely bugreports or food for thought, I'm not particularly angry if they are too small to address at all as i can imagine there are more pressing issues.
Also i'm fine if anybody posts a link to a similar forum-thread i may have overlooked.
Thanks for all your efforts.
See you in Alpha2 at latest
first of all, to the whole staff: impressive work, please keep it up, keep real and please be obliged to take your time.
wiki and statements:
1.)
in the 'node simulation' article in the wiki it say " If the Village (stage 3) gets destroyed through a siege, its dependant Encampment (stage 2) and Expedition (stage 1) nodes are also destroyed.[28]"
Referencing the August '22 Update, when Steven says "[they] are removed aswell." (1:07:34...)
The simulation (map-video with many numbers in september '21) itself doesn't show that anywhere. And thinking about it, destruction doesn't even make sense, because then there would only be 2 situations for 2- and 1-nodes: 1.) suppressed or 2.) destroyed. Also why would the small guild barely holding on to their 2-node be punished for the bigger guild in the suppressor-village for losing their siege?!
Did Steven mean the dependency is removed and the 2- and 1-nodes finally get to advance?
And does all that count towards 6-5, 5-4 - vassals also?
Please clarify.
2.)
Also the simulation in the september '21 showcase shows at (34:01) a metropolis [at P14] suppressing more than 2 cities at [L15, N11 and T11]. At the same timestamp a city [N32] suppresses two towns [T28,L30] and a village [K32].
Which doesn't reflect the chart in the august '22 update (1:07:34...).
Please clarify.
3.)
Are those vassal-structures in one layer/level of the map only/seperate, or can a surface-city suppress an underrealm-town for example?
I think the meaning of all this is huge, because we're gonna see a run right at server-start to devellop the desired home-nodes of designated alliances as fast as possible by deliberate grinding and exp-farming in any way to avoid being locked out of advancing for months... the fact that vassal-node inhabitants can't siege the suppressor is also fueling that "race to first metro". Of course this (my) opinion is up for discussion also...
4.)
on the cleric-page the skill blessed weapon in the table has the image of flash cure
cleric-showcase July '23 :
5.)
the amount of deliverance-full-channeling varies in an unforeseen way:
at (27:30) Bucky gets 1195HP at 316HP with Steven being at (Divine Power 3)
but at (33:37) Bucky gets only 764HP despite only having 157HP and Steven having (Divine Power 100)
also at (44:58) a 1/3 channel gives a near-death-Bucky with only 485HP the amount of 353HP, followed by a disrupted 3/4 channel that only restore 522HP at remaining 696HP
maybe the HP are calculated at the start of the channeling, or an invisible heal-income-reduction due to missing debufs at all, or some implementation- or calculation-issue?
6.)
the next examples are all for one question: what is actually intended in relation to the skill-description? :
- at (9:34 and following) Steven tries to stack the duration of soothing glow on Bucky, the description says "Reapplying this effect extends its duration on the target by its base duration value." which should mean hammering the key and applying all 3 stacks should add up to (3x8s) 24s or 24 ticks of +40HP in the demo, but as he tries that the ticks seem to be capped at 12 ticks
- at (13:10) resplendent beam doesn't reduce on following targets like described
- at (16:40) Bucky even says "temporary HP" in relation to communal restoration, but what is implemented, is a factual shield
this may seem like splitting hairs, but when i need a huge shield, it is not clear if it is combinable with barrier, where the wording is clear,
also what does "This can overheal." mean on that particular skill-description, is that not universal for all heals?
- at (24:31) Steven and Bucky get a shield (again no "temporary health") off of wings of salvation, not just the target Bucky like described
most of these are merely bugreports or food for thought, I'm not particularly angry if they are too small to address at all as i can imagine there are more pressing issues.
Also i'm fine if anybody posts a link to a similar forum-thread i may have overlooked.
Thanks for all your efforts.
See you in Alpha2 at latest
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