The Primordial's Resurrection

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steve

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New unnecessary abbreviations
Noice Thats Nice GIF
 
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Tai

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Where are your bugs being reported? I joined your discord but there's no bug section, and you don't have a forum
 

Tai

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I will post my bugs here then (about 15 mins of play - level 7)

  • BetaStart package - should be in bag not belt slot
  • Hair placement on F10 window incorrect (male tao)
  • Item placements - looking in your Wardrobe window it looks like you need to fix some placements
  • Added stats are potentially a little crazy - I got a +9 stat wooden sword and +9 base dress in about 3 mins
  • Vipers in starter area - unnecessary aggro mobs are annoying, I don't want to be running away from snakes at level 2 while I'm looking for sheep - they are also disproportiantely large

  • No guild button on UI
  • No Logout/Exit buttons on UI
  • Starter town doors don't lead anywhere
  • Spellmaster in Starter town doesn't sell books?
  • Starter town - only one shop NPC - sells weapons - where do I buy everything else?
  • Perpetual light - maybe that's a choice
  • Tutorial Quest 7 doesn't work - speak to Paul

I stopped here as there wasn't anything obvious to do without any NPC's or quests - but when you get this resolved I will continue :)
 

Pusha

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I will post my bugs here then (about 15 mins of play - level 7)

  • BetaStart package - should be in bag not belt slot
  • Hair placement on F10 window incorrect (male tao)
  • Item placements - looking in your Wardrobe window it looks like you need to fix some placements
  • Added stats are potentially a little crazy - I got a +9 stat wooden sword and +9 base dress in about 3 mins
  • Vipers in starter area - unnecessary aggro mobs are annoying, I don't want to be running away from snakes at level 2 while I'm looking for sheep - they are also disproportiantely large

  • No guild button on UI
  • No Logout/Exit buttons on UI
  • Starter town doors don't lead anywhere
  • Spellmaster in Starter town doesn't sell books?
  • Starter town - only one shop NPC - sells weapons - where do I buy everything else?
  • Perpetual light - maybe that's a choice
  • Tutorial Quest 7 doesn't work - speak to Paul

I stopped here as there wasn't anything obvious to do without any NPC's or quests - but when you get this resolved I will continue :)
Most of this was already on the to-do list, you been added into the CBT section?

I managed to get all the questline that was in game done, so not sure why it's not working for you?
 

LightBringer

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May be a different class, will run through it all today!


Yeah we have a closed beta test area, but in all honesty can post it here as well, entirely up to you :)

THanks for the reported stuff.

Should be able to clear all that off + our other bits today.



Open Beta will be soon(tm) want to get all the reported stuff cleared off, so then when more are on testing we dont get the same reports 100 times :)
 
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LightBringer

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Back on the grind, got a fair few out of that list done _ others reported in discord.




Starter town - only one shop NPC - sells weapons - where do I buy everything else?
*A Basic seller has appeared in each starting area
(Sells all low tier items and buys all items) - except weapons as each area there is already a blacksmith


Starter town doors don't lead anywhere
*No un-necessary indoor maps, but could probably look at getting some if its something people want (we just cut out the clutter)

Tutorial Quest 7 doesn't work - speak to Paul
*Fixed

Hair placement on F10 window incorrect (male tao)
*New recolour hair added (placeholders atm)
*Placements updated

Spellmaster in Starter town doesn't sell books?
*Dialog updated to better explain the spell system


Perpetual light - maybe that's a choice
*Turned to normal d/n cycle, I have perp light on when I am testing stuff as im blind

Added stats are potentially a little crazy - I got a +9 stat wooden sword and +9 base dress in about 3 mins
*Fixed issue where pages weren't saving with max cap
*Max cap on RNG stats set

BetaStart package - should be in bag not belt slot
*Interaction changed so when you use the starter NPC it will give you the items automatically
I cant read a compass
*Tutorial Finish correctly updated text to go west, not east into the unknown
Recruitment checkin rewards updated fron Ebony Sword to
Optional Choice of
Hooked-Sword | Scimitar | Trident
 
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LightBringer

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We've had a ton of updates since the above

Our last 'big' thing for CBT is the following:
Looking at items now to fill in larger level gaps (For example)

NecklaceA is Level 48
NecklaceB is Level 60

It feels pretty **** waiting 12 levels for the base item upgrade (even in a faster level environment)

This is being done across the board (some will be 'fodder-ish' items, others rarer)



We're also potentially looking at 'upgraded' versions of existing items

For example
Ruby-Ring
Elegant-Ruby-Ring

Both can drop, but 'Elegant' prefix can be crafted by using multiple of the same item + crafting materials



All of this pipes into the quality system, to allow for a much bigger and more diverse pool of min maxing at different stages of the game
The above is adding 50+ new BASE style items.
We're also adding much stronger 'rarer' items (a level 30 rare item may have equivalent stats of a 45 item- for example)
Also doesn't include any crafting items.

It should be a big addition to the enjoyability of the grind as well as supporting the kinder progress path through items!

I will then look to post our banners/adverts in preparation for our Open Beta period!
 
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LightBringer

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Our Closed testers have really helped out infinitely, they found what was an actual major issue which would've been awful if it was there in live.
We've also managed to stream line quest lines (to make them easier to follow)
Update the spell level system to make it not as punishing for lower levels
Generally update UI and scripts to make them clearer/more accurate
Added new items (from low to high level) to allow for a better fluid drop rate and item progress.

Just a few things, I will dump some of the RECENT beta change logs:

This is just a changelog dump so it isn't pretty, but just so you can see, we aren't being quiet, stuff is happening

Healing now has SpiritSwords base accuracy built into its leveling (to allow taos to have a better time on levelling early)
Fencing now also has Slayings accuracy built into it, so warriors have a better time leveling as well

Novice and Apprentice Ring images updated

dnitems fixed
Agility doesn't scale on levelled mobs anymore
All Mob level areas adjusted to stop caves falling off so fast

GreenHerbs will now spawn around Angara Wall area
OakTrees will now spawn around Angara Wall area

Alchemist in Ancient Cavern will now correctly sell Glass-Bottles for his quest to refine his potion

I am aware some items (mainly the placeholder "NecklaceLevel66" for example) aren't named.
Doing this tomorrow - spent far too long today on drops


All Mobs/Sub/Boss drops are now completed (revision 1)
Still need to do MobLevel6-7 but these will be completed shortly!


We've listened to your feedback on the spell system in beta testing.
It feels you get very little return for the amount of investment it takes to get your spell levels up!

While we're keeping the costs as they are now (don't want to change too much without this being tested).

A spellpage hand in from level 0-1 is now 100% success (from 20% failure) All spells
A spellpage hand in from level 1-2 is now 100% success (from 33% failure) All spells

BookPage hand in success rate has increased from 25% => 33% success change
The 8% success rate increase for bookpage hands ins, is an incremental one, as we don't want this to go OTT until it's been tested again (also in live, with a high server count, there will be much more spell pages appearing)


SpellPages guaranteed levelling will allow for a much better transition of spells from 0 -2 (see below for more info)


There will be a class quest line (separate from the story quest line) that will follow various quests, where rewards will be specific core low level SPELLPAGES (Such as Fencing/Poisoning/SFB/Halfmoon/Tbolt)

This is to help guarantee low level core spells have a guaranteed level up path (with the new 100% success changes to level 0-1-2)

*This will be added in the next couple of days along with the MobLevel 6-7 Drop updates
BookPage1 has been renamed to BookPage
BookPage2 has been renamed to AdvBookPage

Relevant Scripts and drop files updated

This is to better differentiate between the 2 items

Issue Fixed with HolyShieldPage hand in.
Reworded the ExchangeBookPage handins to be clear what you are getting and the chances of getting what.
 
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IckityWickity

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I've been eyeballing this server for awhile - hoping for it to drop in June or July bc I'm off work. Not to try & rush it but what are my chances? :)
 
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