Changes
Fixes
- Creatures no longer disappear immediately when looted. Additional visual indication will be implemented in the patch scheduled for December 17.
- It is now possible to reduce the amount of critical damage received. A base chance to reduce critical damage by up to 15% has been introduced and is calculated automatically based on avatar skill level in relation to the attacking creature’s level. Items and boosts will also be introduced which will allow incoming critical damage to be reduced even further.
- Portable trade and repair - Two new tools have been added that will let you access a basic trade and repair terminal out in the wilderness. These new terminals are crafted from low-level tool blueprints.
Known Issues
- The maximum value of the Kaminsky Barong has been corrected.
- The name and description of the DSEC Laser Amp v1 (L) Blueprint (L) has been corrected.
- An issue causing progress in the Zoldenite and Maladrite mining missions to incorrectly advance when finding Lysterium claim in some situations has been corrected.
- Auction categories have been added for Maladrite and Zoldenite.
- It is now possible to employ the ‘Teleport Home’ feature of higher level Mindforce Teleport chips to teleport to Land Areas.
- An issue causing incorrect rounding when extracting PED from the PED card has been corrected.
- An issue causing gloves dropped on the ground to display oddly has been corrected.
- Text readability has been improved when viewing the item information panel.
MindArk and the Planet Partners strive to ensure a smooth and problem-free Version Update. Nevertheless, even after extensive testing some issues may arise after release. Such issues are often addressed via mini-patches directly after a release and in subsequent patches. If you feel that the possibility of encountering minor issues or bugs directly after a Version Update affects your gameplay to an extent that Entropia Universe is not enjoyable, please wait until the mini-patches have been released and any last minute issues have been resolved.
- It is not possible to place items in the additional area of Monria Hub Shop 2, Floor 1.
- Player register visibility and profession display settings for some users may have been reset. Please be sure to verify those settings upon logging in.
- The DSEC Laser Amp v1 (L) displays the incorrect value in the trade terminal windows. The actual value is displayed correctly when reaching the confirmation panel.
- Monria premium apartments are missing televators to their pool rooms.
- Some font types in the Ad screen UI are displayed as squares.
Originally Posted Here
To be hidden is soc lists in the terminal, I guess.Has anyone figured out already what the "incognito" function actually does in the privacy options screen? Besides the vague discription text lol
and it is really need to remove ESC ??? It is like your car have from one day to the other everything changed. Brake is on right pedal, you get light on if you turn off radio .. and so on
Feffox young and mature were changed as well. Was getting mostly 1s with neme/5b now getting 6-15 on youngs and 8-25ish on matures. Old and above appear to be unchanged though. Uncertain if they simply added damage or changed damage types around.
Someone needs to make a poll that might point out what players want vs what devs 'know" that players want. In this last vu I'm sensing a lack of respect for players. So what are the top 5 things players want in game? Anyone?
Someone needs to make a poll that might point out what players want vs what devs 'know" that players want. In this last vu I'm sensing a lack of respect for players. So what are the top 5 things players want in game? Anyone?
While game mechanics and systems are paramount - Taming, bugs etc...
Top of my list is the disgraceful fragmentation of the User Interface.
*whine on*
...
*whine off*
Get the UI correct and you may see that first impressions do change a new players impressions about the game.
Currently it looks cheap and un-inviting. The talent is there, the impetus appears not to be.
I can name 3 people (including myself) on this forum alone that have the experience to implement these redesigns in a very short period of time.
Need a conceptual proof? - ill do it for free.
Take pride in your product ffs.
Giving more than worth of a shit.
Chaz.
There is no Necromancer skill in EU.You could loot the creature, then it would remain on the ground for a short amount of time, allowing you to tame it as well (after you loot it).
There is no Necromancer skill in EU.
While game mechanics and systems are paramount - Taming, bugs etc...
Top of my list is the disgraceful fragmentation of the User Interface.
*whine on*
Dear MA, as a player - I:
- want correct alignment and spacing of text.
- want consistency in styling, font size, buttons, borders, resizing, docking, background transparency (see Tracked Missions window, Progress, Item windows, Skill windows).
- do not want a mash of styles that are becoming less and less functional.
- do not want each new addition to require "...." at the end because the text does not fit in the designated space.
Tracked missions needs the most immediate attention - use the chat box/radar/crafting menu styling - dockable, resizable, similar font styling and remove those cheap metallic borders.
- want the previous static highlight which worked very well, to be reinstated.
- do not want the current blue highlight for right click menus which fades in too slow - so its difficult to see the current selection.
- do not want HP bars that have a heavy bold white font and only cater for 10 letters, so most are cut off. The previous font and size was more legible.
- can list 30+ more examples which I am surprised were even accepted as changes to the UI.
*whine off*
Get the UI correct and you may see that first impressions do change a new players impressions about the game.
Currently it looks cheap and un-inviting. The talent is there, the impetus appears not to be.
I can name 3 people (including myself) on this forum alone that have the experience to implement these redesigns in a very short period of time.
Need a conceptual proof? - ill do it for free.
Take pride in your product ffs.
Giving more than worth of a shit.
Chaz.
It would make for much better hof screenies if the dead mob is still lying on the ground after looting it.
Creatures no longer disappear immediately when looted.
Great now I can run around making sure they are all looted? Who asked for this "feature?"
Have to ask you MA...
Would this new type of critical damage hit be more often then the old critical damage hits or not.
( Because the answer determines whether it is a nerfs or not ).
Devs NEED educated testers... I'm not sure if MindArk has any...
There's not a new type of critical hit, it's just that both types have less damage now. If anything, the frequency has been reduced. It's a buff with additional buff for sale (which is of course the point).
i seem to get critted alot more often and the dmg has increased from 30-40 to 50-80!.. so the reduction of 4 dmg doesnt help much if mobs crit higher..
Yeah that gets reported after every VU, along with reduced loot, more misses etc. In the case of damage, sometimes it's actually true because mob max damage or damage type gets adjusted, but most commonly it's just the normal "dynamic" fluctuation in frequency of everything in game. It should probably still average out to 2%. In about 700 hits I took after VU to test the crits reduction, I had 7 crits (exactly 2%, as expected) in first 350 and none in the second 350, which probably meant i had more than 2% in the next 350 hits (did not check, but that's the way it tends to work here).
Anyway, no need for "seem": you can look at your chat.log with a spreadsheet or use some parsing app to tell you the frequency of crits. The maximum damage of a crit hit is still 2x mob max damage as it has been forever.