Architect Archive
Thread: November Post Patch Issues
Alrighty... The dust has settled, and player cities have arisen. I've given he devs a week or so to iron out any bugs tht they might already be aware of, so Im ready to collect the whole new list of issues.
Currenly known problems
- Armoir mixups persist
- Power problems (solved with harvester rollback?)
- Garden problems
Anything else?
yeah, experimentation and combine crit fails have increased!!
Using +12 crafting tools and +45 crafting station and good quality materials, oh, and I am a master and also have a +3 skill tape to combining (forget the exact name)
Hi,
I actually have the problem, like others too, that I am unable to switch off my harvester. I can not re-deed it cause it wont stop working. Those harvesters even continue to harvest when they run out of power.
Fusion cant be experimented higher than BER 14.
Solars are buged as well
Old Deeds are still broken. The convert-bug isnt foxed, so old BER 13 Fusions and stuff like that are now BER 10 to BER 23. Those economy-destroying harvesters should be fixed.
Creators name is wrong and changing
Original Item Name is not displayed correctly in the vendor. Best example are powerups, you cant see if they are melee or ranged. You cant be sure what you buy.
Merchant-Bonus seems to still not work, the 20% cost-reductionI mean.
Read ya.
IF YOU CAN NOT SHUT OFF YOUR HARVESTER:
1) Get off your mount.
2) Shut off your harvester.
If 2) still does not work. Goto 3).
3) Store your mount.
4) Shut off your harvester.
They can be built there. Suppose to anyway. A great CSR helped our guild leader drop our Tat pa hall on Lok. Took around 45 minutes to do but it was done.
Biggestproblem I have is fusions aren't able to be experimented on.Finally have great iron to use for metal part and want to see if I can make some 17kg+ fusions.
Shellkicker has it right, get off the mount to turn off the harvesters.
Crit fails seem ok for me, but they do come in droves and many crit fails on experimentation, but it has not been that bad for me.
Still need to get them to boost the maximum resource density for low grade ore, all low grade ore veins should cap no lower than 50% and as high as 100%. We need far too much of this material to be pulling only half of what other resources can be pulled at.
um, ore mining units still do not get crated. I think that is all I can recall.