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By Damis

Conan Exiles - Time To Mount Up

It is time to mount your steeds and ride across the plains of the Exiled Lands. One of the most sought-after features since Early Access launch is a reality: Mounts are now available in Conan Exiles!  You can engage in mounted combat and level up your pets and thralls, so they grow more powerful the more time you spend with them.
MOUNTS
Getting a mount works the same way as getting a regular pet. You will first have to find a foal, then bring it back to a Stable to raise it. Stables work the same as Animal Pens, but are for horses only.
Like Pets/Thralls, horses will grow stronger as they level up. Raise several different horses to find one with the stats you like.
Once your foal has grown into adult horse it can be placed in the world, like a regular Thrall/Pet. To ride into the sunset like your favorite cowboy you’ll need to equip your horse with a saddle, which can be unlocked at level 20.
Saddles will have different effects on your mount:
Cavalry Saddle – Fast acceleration, maximum speed, minimum defense, minimum maneuverability Scout Saddle – Long sprinting time, medium speed, low defense, maximum maneuverability Warhorse Saddle – Slow acceleration, minimum speed, high defense, low maneuverability No matter which saddle you choose, using a horse to get anywhere is significantly faster than running on foot.
MOUNTED COMBAT
With mounts we’re also introducing mounted combat. Shoot your enemies from afar with a bow and gallop away before they know what’s going on. Grab a sword, axe or mace and swing away from the comfort of your steed.  Equip a pike or a spear and attack your enemies by stabbing at them or equip a lance and tear through your opponent’s defenses with a mighty charge.
We think mounted combat is going to add a whole new level to Conan Exiles’ PvE and PvP gameplay and we’re excited to hear what you think.
PET/THRALL LEVELING
We’re also adding a leveling system for Pets and Thralls that can follow you. Leveling a Follower grants them increased stats and special bonus Perks.
When placing a Follower, they start at level 0 with a base set of Attributes. Faction and Tier determines growth rate and base Attributes, to make sure similar pets and thralls won’t be exactly the same. You can check your Follower’s Attributes by selecting “Info” from the radial menu.
Killing enemies when a Pet or Thrall follows you will grant them experience points. Crafting, exploration and other activities will not. Pets/thralls will only gain experience points when they are following you. Pets/Thralls will gain perks as they level up, which will further enhance their capability and grant bonuses to Attributes. The more specialized the Perk, the greater the bonus.

Conan Exiles: https://www.conanexiles.com/
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By Damis

7 DAYS TO DIE - Alpha 19 B-157 Experimental Released.

The Fun Pimps are working towards another huge upgrade for the survival game 7 Days to Die, with a new experimental build out now to try. It's a massive upgrade again to many areas of the game. Some of what's new includes: Linear Color Space Lighting, Improved Gamepad Support, New Survival System & Critical Injuries, Interactive Loading Screen, Food and Water Bars in the UI and HD Characters.
Alpha 19 Official Release Notes
https://7daystodie.com/a19-official-release-notes/
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By Damis

Camelot Unchained Newsletter #67

Slowed but not stopped. 
We are now entering the new 90 day development period.  So we expect to see giants in all their glory or at least an early version.  Also, they plan on starting up a persistent world on a 24/3 [weekends] server run by their overlord program.  Some things we may also see during this period is are the Spirit mages and dragons as they start to get flushed out.
This months newsletter:  https://mailchi.mp/citystateentertainment/unveiled-camelot-unchained-newsletter-642244
News: https://camelotunchained.com/v3/category/news/
Read more...
By Damis

Amazon's MMO New World Release Date.

Amazon has delayed its upcoming open-world MMO New World from August 25th to an undefined spring 2021 date.  It sounds like Amazon may be taking a more cautious approach to game development after early feedback from testers that the games weren’t quite what they hoped.
The New World team wants to add “more features and content before we share it with a wider audience,” including “plenty of middle and endgame experiences,” studio director Rich Lawrence said in a blog post that was also shared on Twitter. “We want our players to feel completely immersed in the game, and know that our studio stands for quality and lasting gameplay you can trust — and that means added time to get things where we want them before we fully release.”
Does New World require a subscription?
No, there will not be a subscription fee to play New World. You only need to make a one-time purchase—it's $40 for the standard edition—though there may be expansions or other things to spend money on in the future.
How to play in Beta
If you signed up for the beta on or before July 9th, already pre-ordered the game, or are a current alpha tester “in good standing,” you’ll be able to participate in a “first-hand look at New World” beginning on the game’s previously scheduled launch date, August 25th, according to an FAQ on the New World website.
If you get access to that first look, you’ll be able to play the game “in its current state” and for “a limited period of time,” according to Lawrence.
https://www.newworld.com/en-us
Read more...
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  • Enjoy your summer everyone!
Elark

Publish 9

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Publish 9: Secrets of the Force, Redux

System

  • Improved server stability
  • Fixed some memory leaks
  • Made many server performance optimizations
  • Added a much more graceful server shutdown procedure

Spawns/World

  • Updated some newbie spawns to be non-aggressive
  • Fixed it so that mobs that spawn together in the same dynamic spawn will never fight each other
  • Easy and Medium spawn zones around cities will now only spawn mobs from their respective spawn list instead of also spawning things from the world spawner
  • Non-trainer NPCs that have the appearance of a trainer no longer register on the planetary map as a trainer
  • NPCs that are indoors now register on the planetary map (trainers, junk dealers)
  • Added a few junk dealers that were missing
  • The names of some outposts on the map have been fixed
  • Added crafting contractors' functionality
  • Fixed some lairs on Yavin IV that weren't spawning their boss mobs
  • Added a couple wild spawns that were missing
  • The Nightsister Stronghold cave's spawns are now more accurate to live
  • Axkva Min now calls for assistance when engaged

Creatures/NPCs/AI

  • Fixed an issue that sometimes caused players to not be able to see spatial chat from an NPC
  • Philosophers will now respond when conversed with
  • Fixed a creature area attack that wasn't properly an area attack
  • Added proper AI pathfinding within the world and from the world into a building
  • Some dynamically spawned NPCs will now have a random mood set
  • NPCs will no longer sometimes spawn with a weapon in hand that they'll never use
  • Added proper random name generation for droids
  • Fixed AI now uses height in it's aggro distance calculation and will no longer sometimes aggro from too far away in hilly locations
  • Fixed some instances where corpses would talk
  • When a mob leashes for moving too far away from it's home location, any DoTs on it will be removed

Events/Dungeons/Theme Parks/Quests

  • Added the Village Jedi progression system. This includes everything from getting glowy through to the village outro, the Padawan Trials, the Jedi professions, visibility system, player bounty hunting, and the Knight Trials. The Force Ranking System is disabled for now as it is still under development.
  • Added the Corellian Corvette dungeon and associated quests and loot
  • Added the Nightsister Stronghold tasks
  • Added the Singing Mountain Clan tasks
  • Added Bardo Klinj task
  • Added Brennis Doore task
  • Added Captain Eso task
  • Added Crev Bombaasa task
  • Added CX-425 tasks
  • Added Dalla Solo task
  • Added Damalia Korde task
  • Added Dannik Malaan task
  • Added Denell Kel Vannon task
  • Added Dilvin Lormurojo task
  • Added Durgur Pyne task
  • Added Ebenn Q3 Baobab task
  • Added Gravin Attal task
  • Added Green Laser task
  • Added Grobber and Zekka Thyne tasks
  • Added Grondorn Muse task
  • Added Ignar Ominaz task
  • Added Jazeen Thurmm task
  • Added Joz Jodhul task
  • Added Jusani Zhord task
  • Added Kritus Morven task
  • Added Lethin Bludder task
  • Added Megan Dr'lar task
  • Added Rep Been task
  • Added Scolex Grath task
  • Added Serj-X Arrogantus task
  • Added Skinkner task
  • Added Venthan Chassu task
  • Added Vinya Maysor and Karrek Flim tasks
  • Added Vraker Orde tasks
  • Added Warden Vinzel Haylon task
  • Added Yith Seenath task
  • Added the rest of Gilker Budz' tasks
  • Talon Karrde no longer has tasks for players, instead his lieutenant Zakarisz Ghent now does
  • Targets for themepark/task quests will now only spawn once the player is close to their location
  • Added some missing conversation options to some themepark/task givers and targets
  • When speaking to a themepark/task quest giver while having another quest underway, the giver will now have the option to quit their current task
  • Escorts will now stop if a player gets too far away and will require the player to converse with them to continue
  • Added the heralds for the geonosian lab (including the one that also acts as a junk dealer for the geo relics)
  • Added some other heralds that were missing
  • Fixed the mark of intellect quest to properly require the player to have spoken to the hermit first
  • The mark of altruism quest now properly requires completion of the hermit's pre-quest
  • Fixed the blumbush painting schematic so that the Bestine Museum Curator will actually give it to a player that purchases it
  • Death Watch Bunker security waves will now despawn after 5 minutes if not killed
  • DWB security waves now trigger on damage instead of on a timer
  • DWB security waves now path through their rooms looking for intruders

Combat

  • Fixed the color of some combat log entries
  • Mobs will now use secondary defenses
  • Only one pool can now be wounded per attack instead of each pool having a separate chance on each attack
  • Auto attacks now have the same min range calculation as enqueued attacks
  • DOT absorption now functions properly
  • Fixed some instances where a player can get stuck in a feigned death state
  • Food damage mitigation now applies after armor mitigation
  • Wookiee roar no longer goes on cooldown if the target is out of range when used
  • Secondary targets of AoE/cone attacks will now properly give the attacker a TEF where appropriate
  • Combat damage vs. targets vulnerable to the damage type will no longer change when the target's regular resists are reduced
  • Attacks that add a DoT will no longer add the DoT to a corpse if the attack kills the target

GCW

  • Players must now be Special Forces in order to delegate faction points
  • Player names now properly flash while changing faction status
  • Planetary control scores are now updated hourly instead of in real time (the winner was already updated hourly which caused some confusion when the scores changed but the winner hadn't updated yet)
  • Fixed some issues with /delegate when the target is at or near their faction point cap
  • PvP TEF now also blocks entry to player city civic structures
  • A base's security terminal can now be properly repaired after a failed slice
  • Faction bases now have an explosion animation when destroyed
  • A player's faction insignia will now only show to opposite faction and neutral players if they are overt

Professions

Architect:

  • Fixed an issue with making heavy mineral miner deeds in a factory

Artisan:

  • Fixed the filling on Dustcrepe

Bio-Engineer:

  • Fixed effectiveness resists not changing during experimentation
  • Tissues now have the correct cover mod

Bounty Hunter:

  • NPC bounty mission targets will now travel towards a starport and travel to a different planet when they get there
  • Adjusted bounty droid success formula to improve success rates at higher skill mods
  • Droids should no longer sometimes report incorrect distances

Droid Engineer:

  • Droids made in factories should no longer lose their modules after removal from the crate
  • Droids with no power can no longer function as crafting stations
  • Crafting station modules no longer allow a player to experiment when crafting with a generic crafting tool
  • Recharging droids now heals their battle fatigue
  • Detonation droids should now detonate properly
  • Detonation droids now do their 10 second warmup when called instead of when ordered to detonate
  • Droids with harvest modules will now always harvest when set to auto harvest instead of only working if their owner was the group leader

Entertainer:

  • Added group xp bonus
  • Added xp bonuses for audience response
  • Fixed flourish xp to diminish over time when no new flourishes are performed

Image Designer:

  • Fixed some customization details not getting updated properly

Medic/Doctor/Combat Medic:

  • Healing and buffing now properly take into account the target's battle fatigue
  • Tend wound now accepts parameters to specify which attribute to heal

Merchant:

  • Fixed the intervals for warning and deletion of empty vendors

Politician:

  • City Decorations can no longer be placed within no build zones (such as near POIs)

Ranger/Scout:

  • Camouflage no longer checks constantly causing it to break prematurely
  • Rangers can now remove camouflage from themselves
  • Rangers can now get scouting xp from concealing other players
  • Camo kit crafting now uses camouflage skill for assembly/experimentation
  • Fixed the layout of some camps
  • Camouflage now only works on the planet where it was applied
  • Area Track now gives the correct direction when the ranger or target is indoors
  • Fixed the duration of camouflage and added an animation to it's application

Rifleman:

  • Sniper shot should work correctly now

Smuggler:

  • Slicing a weapon with a powerup on it will now destroy the powerup

Squad Leader:

  • Group skill mods now persist properly on group members instead of falling off after 5 minutes
  • Group skill mods are now added/removed/updated on group members properly when needed (SL trains/surrenders a skill, faction and faction status changes, travel, player bounty combat, SL death/incapacitation/revival, SL leaving group)

Weaponsmith:

  • Fixed the stock component slot on DH17 carbines to be optional instead of required

Items/Loot

  • Droid repair kits can once again be used by any player
  • Food/drink that apply their affect as a reaction to an external event will now properly have a default duration of 60 minutes
  • Fixed factory run times
  • Looted weapons will no longer have skill mods for other weapon types
  • The Two-Handed Axe now has it's correct armor piercing
  • Added the Eyes of Mesra to loot
  • Fixed the max crate size for many items when created in a factory
  • Exceptional and Legendary items can now drop from any level enemy
  • Increased the chance for skill mods and dots to be found on looted items
  • Exceptional and legendary items now have a much greater chance to have skill mods and/or dots on them than standard loot
  • Poison and disease resist buff pack Cs now bestow their absorption mod
  • Fixed the armor piercing on Nightsister Energy Lances
  • Clothing/armor's name now turns yellow after an attachment is added
  • New BE enhanced clothing will have a yellow name
  • Weapons with DoTs and looted items with skill mods will have a yellow name

Pets

  • Squad Leader buffs should now be able to affect pets
  • Healing of pets now conforms to the same faction status rules as healing of players
  • Pets can now sit or lie down in response to certain emotes
  • Pets capable of sitting down will now do their sit trick animation when performing a trick
  • Pets and vehicles can no longer be stored while their owner is in combat or dead

Misc

  • Added several system messages that were missing
  • Fixed some structure commands that sometimes tried to target a structure other than the player's target
  • Fixed the /emptymail command to properly delete mail
  • The /find command will now draw it's yellow path when used within static cities
  • Fixed moods that weren't setting their proper animation
  • Added species xp bonuses
  • Added the race droid player event perk
  • Added the scavenger droid player event perk
  • Fixed some player event perks that could not be re-deeded
  • Lotto droids no longer break after a server restart
  • Upvote 1

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I'm trying to get back into playing, this and a server over on EQ Emu. Would love to have company on either or both. :D

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I just logged on Basilisk last night.  Our city has faded away, but the area is still open.  I am thinking about starting the Jedi village grind.

I think in the next few days that I am going to check out some of the other servers such as Bloodfin.  The server usually has 700-800 online and incorporates game features from Pre cu, cu and NGE. 

http://www.bloodfin.net/forum/showthread.php?9-Want-information-about-Bloodfin-Why-should-you-play-here

 

List of servers.

https://www.reddit.com/r/swgemu/comments/3ak1wn/which_swgemu_server_should_i_join/csep8wy/?context=3

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9 hours ago, Damis said:

Let me know what you decide. I haven't setup anything yet, I know there are a couple servers I have toons on. I don't think I have anything on Bloodfin, so if you jump that way, let me know what you would need to support. :D

 

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I have a lot of characters on Basilisk.  So it would be easy if i restarted there.  I have a master doctor, entertainer, weapon smith along with my master swordsman whom i used to farm credits and loot with.  Before I stopped playing, i had started working on a commando and a bounty hunter.   If I was to play again on this server then I would convert my commando to a Jedi.

One of the updates on Basilisk killed group grinding which meant that people mostly had to solo level their characters which isn't fun. This why a bunch of us eventually lost interest in Basilisk.   I fondly remember all the spin groups that we did in the past.  Even though most of my characters are already masters, I probably won't go back to Basilisk unless they allow spin groups again.

The Bloodfin server caught my interest for a variety of reasons.  It's populated and they added the good stuff from CU and NGE such as faction armor.  The server also has the  Jedi Force Ranking System (FRS)  system working.   I just hope they still allow spin groups like the old days.   

 

 

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Oooo... So the quested Clone armor would be in there then. Nice. Well, I know I have toons on Basilisk and Hydian-Way. There's probably one or two other servers I have some on, just not sure what they are or if they're still around. lol

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