Sorry about that, it sounds like there was some misinformation passed on.
You can't view your own profile yet, this was an oversight on our part. However this will be made available in a future update.
Posted by Cygnus on 02 July 2015 - 14:45
Here is a list of client issues that have known causes & solutions.
Can't Change Server (Java 7 Update 80)
Https handling in this version of Java seems to be broken. With this broken server switching can't work, also the top lists and news will be unable to load.
Solution:
It is recommended to use the most recent Java 8 this version doesn't seem to have the problem.
Alternately install the game client through the download option on our website or Steam. These versions still have their own slightly older Java 7 JRE.
Client Fails to Launch in Hardware (OpenGL Version 1.1)
On some PCs the OpenGL version seems to be 1.1 by default. Eldevin requires OpenGL 1.5 so the game will fail to launch with hardware rendering.
You can check your OpenGL version using a tool like GLview.
It is very unlikely in most cases that the OpenGL support is actually such a low version, this seems to come from a default graphics driver.
Solution:
Updating your graphics driver or installing one specifically from your graphics card vendor should fix this.
Linux Ubuntu/Mint Freezes Loading Realm
Occasionally players find the game freezes when loading into a realm after selecting a character. There are 2 possible causes for this, an audio deadlock (certain Open JDK Java 7 versions) or the system is struggling attempting to handle the first frame in hardware rendering.
Solution:
The audio deadlock is easier fix so try this first. The recommended solution is to install the Oracle Java 8 JRE. Here are Ubuntu/Mint oriented install process guides:
http://tecadmin.net/install-oracle-java-8-jdk-8-ubuntu-via-ppa/
https://help.ubuntu.com/community/Java
If the issue persists the game is likely struggling with hardware rendering. For the time being the only option is to switch to software rendering. To enable software rendering it is best to use the Diagnostics Tool "eldevindiag.jar" which can be found in the Eldevin directory. Choose “Change Graphics Settings” in the “Configuration” section. Choose “Software” from the “Renderer” drop down. Save the change before running Eldevin again.
There are a more issues known at current but exact causes remain unclear. We will continue to try to work on problems and add to the list as we find solutions.
These kinds of problems are generally hard to diagnose so the information players provide in bug reports or tickets can help a lot. Thank you to those who have helped identify and diagnose these issues.
Posted by Cygnus on 11 June 2015 - 15:37
The Young Archaeologist has a surprising amount of code for a single npc which added to the challenge in pinning down these bugs. I eventually managed to get issues similar to those reported. The bugs seem to stem from legacy code when the npc leaves certain areas that's messing up the quest stage progress. This logic will get removed/replaced.
On top of this the range for the "You've lost the Young Archaeologist" check is going to be doubled and a right click "Follow" option has been added to him.
Fixes should be in the next update.
Posted by Cygnus on 21 January 2015 - 16:57
Tornado is definitely broken in terms of the damage it's outputting. That will be getting fixed.
It sounds like something is also generally affecting the damage of a lot of Ranger attacks, we'll look into the issue and aim to resolve it.
Eagle Eye does work correctly but seems it is easily misinterpreted. From the description "Your Ranged Attacks reduce your enemies armor by 5/10/15% for 5s" it applies a % reduction specifically to the target's "Armor".
Some example numbers:
Armor 1894 = Defense 27.62%
when hit with 3 points in Eagle Eye loses 15%:
Armor 285 = Defense 4.14%
and becomes:
Armor 1609 = Defense 23.48%.
Posted by Cygnus on 21 January 2015 - 13:00
Thanks for the reminders and spelling out what causes the problem.
We understood that the creatures were getting locked in a broken reset state but hadn't picked up that the cause was the fear effect.
Also getting fixed is the case where it triggered the creatures to reset with a very high frequency.
Fixes should go in with the next update.
Posted by Cygnus on 08 October 2014 - 17:40
Looking at the spell description there was nothing explicitly saying that the Plasma Shield expires after taking that 10% of damage to the mana pool. Description of this behaviour has been added to the spell tooltip, hopefully makes it clearer.
Posted by Cygnus on 22 September 2014 - 11:51
Thank you for reporting with details.
Normally when you hit flying Imps they try to switch back to walking. If you 1 shot them while flying though they start playing death animations immediately but afterwards switch back to walking animations. So with the fix they won't try to do the latter if they're already dead.
Posted by Cygnus on 24 June 2014 - 10:06
aye and all bonus's Templar's get are % based so they first get an amount of threat based off their dps which is minimal then get % boosts to that....
% boost of nothing is still nothing...
Agreed Templar dps being low (the tradeoff for being one handed melee) means the base value is low.
We're looking through the talent trees at the moment actually to figure out what needs to be improved/replaced, Templars are getting a lot of attention in this.
Anyway more on topic. After more checking the threat boosting talents are kicking in like they should but threat values are still off. What's happening is one bonus is overwriting the other instead of adding on top (usually Defensive Stance will overwrite Born for Combat). The issue doesn't exist when using Born for Combat or Defensive Stance individually.
This is definitely getting fixed.
Posted by Cygnus on 23 June 2014 - 18:04
Three times tied highest roll and other won, why? You should change that system.
This part is the easiest to change. Players are currently rolled in the order they are grabbed from the group, we'll change this to mix up the order each time. We're also adding a re-roll setup for when there is a draw for first place (like how a draw dice roll is often handled in board games).
As for the straight up randomness, the RNG can be unfair at times and this probably isn't exactly what we want either in this situation. We're toying with some ideas that should improve the fairness.
Posted by Cygnus on 16 June 2014 - 17:49
Made a start on working through this list since they're mostly bugs:
Not sure what can be done about the status effect order issue, that one's a little harder than it sounds to work out.
Posted by Cygnus on 05 June 2014 - 17:58
Seems likely this bug was there all along but the recent change that allows multiple players to throw down Lethal Concoction has brought it to light.
The bug is that it doesn't exempt pools you threw down on deciding whether to remove the status effect when another players pool is removed. However it does exempt the owner as a target when the pool they own times out leading to a near perma-effect. The chance of it sticking will largely be down to order/timing.
Getting caught by another Lethal Concoction that hurts you (PvP/ASV) and either leaving the pool or letting it timeout should clear it. Dying or logging out and in again will also remove the status effect. For now I'd advise not getting caught in your own pools if you can.
The validation causing this should be amended in our next update.
Posted by Cygnus on 02 June 2014 - 13:14
Thanks reporting the issue and for the picture. Wasn't sure what the issue was at first but see it now, the glow effects are getting scaled down due to the texture downscaling.
I'll pass this on to someone who might be able to fix it, definite bug in the safemode item rendering. Unfortunately I can't see it being fixed soon.
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