Christmas has arrived early on Fractured Online! Read below to discover all the gifts this patch is delivering!
SANTA CLAUS' REINDEER
The nine reindeers of Santa Claus have landed on Elysium - and they're available for all players to catch!
From now until January 6, each horse that spawns in the world has a small chance to feature a limited edition Reindeer skin. Catch it with your animal net, and the skin will be permanently unlocked for your account!
As the true celebrity of the bunch, the Rudolph skin is 3 times rarer than the others. Who will find it first?
CHRISTMAS SALE
It's been a long time since we've put all Founder Packs (that we should really rename to Supporter Packs) on sale!
So, here's the second surprise. From now until January 6, all Founder Packs enjoy a 20% discount!
We currently don't support putting on sale Dynamight Tokens, but if you would like to see that too... we sure can implement it!
EARLY CHRISTMAS WEEK
You loved our previous event, so here comes another one!
This week, you can enjoy all the following bonuses:
So, here comes the last surprise: all Glory gains from the sources listed above have been permanently increased by 33%!
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Enjoy Fractured Online!
Patch Log - r.0.4d - Bug Fixes
Hi all,
we've got some more urgent bug fixes here, namely:
Fixed a bug that made artifact creation fail, consuming materials. It happens only if the piece of equipment was created before the F2P launch patch, and only if you take the piece out of a chest, marketplace or bank and try to turn it into an artifact right away. As a workaround from here to the patch, put it in your inventory, logout and relog before trying to turn it into an artifact.
Fortress guards are now friendly towards members of the alliance of the defending guild.
Fixed a bug that would make some players of the conquering guild / alliance not get points after conquering a fortress.
The cart friends UI is now functional again.
Fixed a page of the season UI not closing properly when pressing ESC.
Some more translation improvements.
Cheers!
Patch Log Recap - r.0.4b/c
Hi all,
this is a summary of the changes and fixes that went live in the last 2 patches, r.0.4b and r.0.4c. Want to stay always up to date? Join our Discord!
Changes
Popups added to explain why some stations (e.g. Imbuing Tables) can't be used in NPC cities or player cities when you are not a Trusted Citizen.
New color for Alliance chat, different from Guild chat.
Link to New Players Guide on the Fractured Wiki added to character selection menu and to account registration email.
On the first character login after opening the client, some menus now open automatically (Special Events, Seasons, Adventurer's Tasks).
Bug Fixes
Multiple fixes to bits of UI not localized that are always displayed in English.
Fixes to broken tags in some translations, particularly Polish.
Fixed a bug that prevented other guilds from joining an alliance, other players from being recognized as allied, etc.
Fixed a bug that caused some settings to reset from time to time (e.g. Shadows and Cursor).
Fixed guild creation menu that sometimes prevents clicking on the TAG box.
The number of own inventory slots displayed when trading with another player is now correct instead of always being the maximum unlockable slots.
Fixed character moving when issuing invites.
The quest tracker is now cleaned up correctly after claiming an Adventurer's Task.
Fixed visual issues when mounting while transforming.
The Glory points of guilds that were lost when the last update was released have been restored. Please note that we've been able to restore all points from logs except those given by city pledges, for which we apologize. Compared to the points from other activities, they are definitely minor, so the 2 days lost there aren't changing the ranking in any significant way.
Tons of additional adjustments to pieces of UI that were not localized and would always show in English.
Glory points for fortresses are now tracked correctly in the permanent player leaderboards.
Calculations for Supremacy in the Season UI of Guilds are now correct. This was a visual bug.
Have a nice weekend! Cheers!
All Free Account Restrictions Removed
Hi all!
We have released a client and server patch that removes all restrictions on "free" accounts, including the inability to add gold to pay for the maintenance of your land claim and to create / join settler groups. This was all a big bug that has been fixed!
Cheers!
Free To Play & Season One Launch!
Hi, fellow gamer and MMO enthusiast!
Fractured Online is now FREE TO PLAY, and SEASON ONE has started!
Why have we gone F2P? Have players who bought a game copy gotten compensated for that? How does a Season work?
Read below to get all the answers!
Why F2P?
The box price of the game ($15) was very low, especially in developing markets (where it was discounted further), and only accounted for a minority of our revenues. At the same time, the fact a box price existed at all still acted as a major barrier to acquiring new users. This was made even harder by the presence of strong F2P competitors.
Our initial plan was to transition in October already, but following community feedback we decided to postpone so we could get more content into the game!
Compensation
Needless to say, everyone who has purchased the game paying the box price (be it on Steam or by buying a Founder Pack) has been compensated for the $15 they have spent!
More in detail, everyone has received 1 month of VIP time, except purchasers of the Eternal Founder Pack or higher, who already have lifetime VIP. They have instead received the same dollar value in Dynamight Tokens (3750 tokens).
Everyone who received the month of VIP time is able to activate it when they feel like. No forced activation!
Monetization
The item store and the VIP subscription are now our only source of revenues. This has made some community members concerned that we could add P2W items to the store or VIP.
This is not happening: there are no changes planned to our store or VIP! The only addition is a second rewards track for VIP players taking part in Seasons, on top of the regular rewards track.
Also, there are no changes planned for Founder Packs, which will be renamed to Supporter Packs (a more fitting name for a released game). They are still there to offer greater value compared to purchasing VIP and tokens separately!
Season 1
Season 1 is set to last for 90 days. Individual characters get rewards right away as they increase their season progress, while guilds get rewards at the end of the season.
Every player can take part in a season, gaining points for themselves and their guild, and earning rewards. No "battle pass" or anything of the sort is required. The only difference between a free account and a VIP account is that the latter gets an additional rewards track - more on the topic below.
Let's get into the details of a Season now!
Glory
Glory is the measure of personal player progression in a Season. It's character-based, not account-based. It can be earned the following ways:
Completing daily quests
Conquering fortresses
Running PvE God Trials (killing Exalted and Infused monsters)
Running PvP God Trials (killing Galvanos Legends, opening Corrupted Rewards and Coins of Fate)
Crafting artifacts
If an action can be completed by multiple players (e.g. conquering a fortress), the Glory gain is equally split among each player who participated.
The more your Glory bar progresses, the more rewards you get!
Personal Rewards
Season 1 has two personal reward tracks. One is available to all accounts, while the other is only for VIP accounts.
Rewards are automatically sent to the special slots of your inventory when unlocked. They include crates, pouches and scrolls that when used transform into the following:
Crafting materials
Runes (materials required to craft artifacts)
Primal energy
Gold
Crafting recipes
Artifact schematics (materials required to craft artifacts)
Achemical supplies (elixirs and other consumables)
Dynamight tokens
All accounts get 100 rewards, while VIP accounts get 100 more. Once the progression bar has been completed, VIP players can keep farming runes and schematics!
Please note that runes and schematics are meant to be obtained through dungeons and NPC crafting orders respectively. We've chosen them as Season 1 rewards to allow you to craft artifacts before these new features are implemented!
Supremacy
Supremacy is the measure of guild progression in a Season.
Each time the member of a guild earns Glory, their guild earns an equal amount of Glory, which is then converted into Supremacy with a ratio that depends on the type of action. In general, Glory obtained through PvP events enjoys a better conversion rate to Supremacy than that obtain through PvE content.
Adding to the above, guilds can obtain Supremacy directly by having cities pledged to them (max 3 per guild), and can steal the Supremacy of other guilds by raiding their cities!
If by the end of a Season a guild has managed to enter the Diamond bracket, all its members receive a unique Peckodon skin. Moreover, the third, second and first guild in the leaderboard get even more cosmetic rewards!
Please note that a player must be a member, and must have been a member of said guilds for at least one month when the season ends to get the cosmetic(s). No last-minute switching to the winning side! ;)
Alliances
Together with Seasons, we have released Guild Alliances!
The concept here is classic. The leader of a Guild can create an Alliance by paying gold, then invite other guilds to join it by inviting their guild leaders. If a player is part of an alliance, the tag of the alliance will be displayed after the name of the guild.
Members of the same Alliance enjoy a shared chat channel, see each other's names in green, and can defend fortresses together.
Whenever a guild that is part of an alliance gains Glory through the contribution of one of its members, it receives only 50% of it. The rest is split equally among the guilds that are part of the alliance, including the guild itself. In practice: if guilds A and B are part of the same alliance, and a member of guild A gains 100 Glory, guild A gains 75 Glory (50+25) and guild B gains 25.
This is all for today's preview. An overview of Artifacts, already implemented, coming soon!
Cheers!
Backend Update - Crashed Server Processes Auto Restart
Hi all,
we have deployed a new version of our backend that is able to automatically restart crashed server processes. From now on, if it happens again that a portion of a continent "dies", it is "resurrected" in less than 5 minutes with no world and no player data loss.
Moreover, we have patched the client to fix the bug with crafting recipes that require more than 5 materials - like the best of the new consumables.
Cheers!
Patch Log - r.0.4a - Hotfixes
Hi all,
this patch hotfixes some critical issues introduced by Release r04, that is:
Chest loot is now correct on both continent.
Crafting new consumables generates 10 items time instead of 5 (with the same requirements, which means they're twice as easy to craft).
The Potions of Power and Haste now work correctly.
Fixed a few monster loot tables that still contained the old consumables.
The first Special Event of Fractured Online is here!
From now until Monday, October 28 at 8am UTC, all players will enjoy the following bonuses:
Doubled Divine Reward drops. This applies only to Divine Reward drops that go directly into your inventory, i.e. random drops from regular monsters, Corrupted monsters and Iridia coins. Time to farm those Babilis and Iridia trials!
Doubled Divine Favor gains. This applies to all the Gods!
+50% Gold drops. This applies to gold that goes into the inventory of monsters.
...and now, to the patch log!
Consumables
The patch is focused on consumables, which have been completely reworked. In a nutshell, these are the major changes:
Consumables now have their own dedicated slot in the hotbar.
There are way more consumables than before, split into three different categories: poisons, bandages, and potions.
Consumables are much stronger than before, but their cooldown is higher.
Whole new items are needed to craft consumables, such as Gem Dusts and Awakened Energy.
A new city building has arrived: the Herbalism Shop!
Please note that the items that used to be called “potions” (the ones consumed from the inventory when resting) are now called “elixirs“. They have also been tweaked, in that a third power tier has been added, and their crafting requirements changed.
Interested in getting all the details? Then check out this google doc!
Please note that the old consumables crafted from fireplaces have been removed from the game. In order to compensate the players who crafted them, they've been converted into the material used to craft them. This means that if you had 50 Arnica Teas in a chest, you'll find 50 Arnica Leaves there.
Also, please note that low-toxicity elixirs (e.g. Elixir of Luck) now have one tier only, which power-wise is in between the old T1 and T2. Existing items of both tiers have been converted into the new item.
Balancing
This patch is guaranteed to shake the PvP meta - and not only because of consumables. Check out the additional changes below!
Armor Penetration
The working of Armor/Magic Penetration has changed. Let's assume you have 50% armor penetration and your opponent has 1500 armor (which means 75% damage reduction).
Before: you would deal damage as if your opponent had 750 armor (which means 60% damage reduction).
Now: 50% of your damage goes through unmitigated, and 50% is mitigated (by 1500 armor, ie 75%).
What this means in practice is that Armor Penetration is now more powerful, particularly against targets with high armor. Because of this, we had to reduce all numbers from weapons, talents and attributes. While before a character with a dagger, 23 DEX and the talents would hit 50% pen (the cap), the same character with 25 DEX now hits 30%.
How does 30% now compare to 50% before? Let's assume you deal 100 damage:
Before, 50% resist opponent (light): 50 => 67
Before, 75% resist opponent (tank): 25 => 40
Now, 50% resist opponent (light): 50 => 65
Now, 75% resist opponent (tank): 25 => 48
As you can see, it's slightly less powerful vs a light user, and clearly more powerful vs a heavy user. Moreover, all statuses and abilities that used to reduce armor (e.g. rend armor, impale, corrosion...) now reduce it the same way, ie they apply armor pen on the victim. The total armor pen is capped at 50%, while before the cap was only on your modifiers, but abilities pushed above.
In sum Armor Penetration is now much stronger and desirable than before if you are fighting against a tank.
Battlemage Armor
The effect now works with ranged weapons too!
This is a small change, but is likely to be very impactful, giving birth to whole new competitive builds, so it deserved its own paragraph.
Misc Fixes & Changes
There's a lot here!
Nelena teleport charges now refresh correctly every day at midnight UTC.
The legends spawned in the Galvanos Trial are now 5 instead of 3 but no longer show on the world map (they still do on the minimap).
Eviction notices no longer reset on server restart.
The Loot All button now work if your inventory is full but the items you are picking can stack with items you already have.
After defeating a Summoned Legend, all its minions instantly disappear.
Giving attack and movement commands at the same time no longer makes your character behave in funny ways.
The Mending Staff is now visible in the progress wheel.
Decayed cities no longer remain part of a nation.
The summoned Skeletal Warrior now correclty displays its name.
Some other very minor bug fixes are not listed to keep this shorter.
This is all. Stay tuned for the Free To Play date announcement next week! Cheers!
Patch r.0.3 - Performance & Fixes
Hi, fellow gamer and MMO enthusiast!
This patch took a while longer than expected to be completed due to the sheer complexity of the issues involved, as explained below. Now that it's out, we can finally get to releasing new content again - the next steps are the consumables patch and an overview of our work on dungeons.
In the meantime, let's see what's new here!
Performance & QOL
It's been really hard to get to the bottom of the performance issues on older machines introduced by the update to Unity 2022. Shoutout to the community members who decided to devote their time to helping us by testing a million different game client builds!
Stuttering
After the update to Unity 2022, some operations performed when the character is moving had become sensibly slower for players with older CPUs. This had caused visible "stuttering" for these players - stuttering that became worse the older the CPU and the faster the player movement.
After working closely with a group of affected players, we've managed to make these operations as fast as they were before the update, without having to come to any graphic or gameplay compromise.
While working on this, we've also added multiple performance improvements that could impact stuttering when moving, including improvements to Garbage Collection (for the same as a whole) and Texture Splatting (for terrains).
Last but not least, we've improved the performance of some parts of our UI.
Movement
In Fractured Online, your character can move following two different logics: "pathfinding" and "directional movement (with obstacle avoidance)". Historically, a single click would use pathfinding, while holding down the mouse button or activating AutoRun would use directional movement.
In the Unity 2022 / big QOL update, this system was accidentally broken, so that holding down the mouse button would also do pathfinding. We've restored this as before the update, which is what most of you wanted, but we've also added an option in the Settings menu to still use pathfinding, for the few of you who prefer so.
Loot All
The feature you all wanted is finally live! There isn't much else to say - this button a massive time-saver, particularly for players with higher latency.
Note: the functionality is for looting monsters only, not other players in PvP. Also, we are already working on automatic loot splitting when multiple players have loot rights over the same monster.
Bug Fixes
There's always some, let's have a look!
Serious
Projectiles no longer go through doors and some of the walls of fortresses.
Fortress doors can now be attacked while in Combat Mode.
Fixed a bug that would allow a player to trigger the Active Racial Ability of a Demon twice in a row.
Some players who bought the game on Steam after playing during the Steam Free Weekend didn't receive their Access pack. They are now assigned the pack automatically the first time they log in.
Wild land parcels far away from the city that controls the region now correctly send gold to the city on claim / maintenance. While we fixed this, we also fixed other potential similar issues.
Minor
The upcoming Adventurer's Task (if any) is no longer assigned immediately on rank up (unless a new task slot is unlocked).
Acid Sphere now correclty inflicts Acid damage instead of Ice.
The Adventurer's Task menu is now tall enough to properly contain all texts.
It's no longer possible to use emotes while on horse.
The Shock Staff now properly applies Shock stacks.
Fixed some dirt roads that ended up inside of land claims.
Ew, brother ew
Fixed a bug that would make bouncing ranged attacks (e.g. from the Mage Weapon Mastery talent) behave incorrectly. They would do all sorts of weird stuff, such as: if you hit a spider with a bouncing attack from a Shock Staff, you would apply the Poison of the bite of the spider instead of Shock to the secondary targets.
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This was all for today, enjoy Fractured Online!
Quality-Of-Life, Major Engine Update, Free Play & Roadmap!
NOTE: you've missed The Hunt, the first major update to Fractured Online since release? Check it out here!
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Hi, fellow gamer and MMO enthusiast!
The big Quality of Life update that was promised has been released, and the game is now built with Unity 2022.3!
Read on for all the details on this major milestone and for more info on what's coming to the game in September!
RELEASED: Today's Patch Log
Free Play Extended
The Free Week has officially been extended once again until Monday, September 9, at 8am UTC!
We've taken this decision because we promised you'd be able to experience this major update during the Free Play event last week, but completing testing and fixing all the issues generated by the engine update took longer than expected.
This is the last extension though, so make the most of it! ;)
Please note that Steam doesn't allow running more than one Free Weekend per year for B2P games, so this event is available only on our Standalone Launcher. No worries though, if you later purchase the game on Steam you'll be able to link your Fractured Online account to your Steam account the first time you launch from Steam. No progression will be lost!
Unity 2022.3 LTS Upgrade
We'll be getting a litte technical here. If tech insights aren't interesting to you, feel free to skip this paragraph!
Due to restrictions in our backend engine, we've been long forced to use an older version of Unity (2020.3 LTS). Being a "Long Term Support" version, it was still being updated with bug fixes, but some of the core systems used by both our client and server were Beta releases, thus not fully stable.
Inherent flaws in those core systems are the reason behind the server crashes that we've been experiencing in the world in the last few days. Do note that the issues didn't lie in the core of our backend engine, which is not part of Unity, but in the Unity processes that control different areas of the world.
A first attempt to just update those Beta packages to the most recent Beta versiown supported by Unity 2020.3 LTS yielded no improvements. We then realized a full engine update was needed, which is now done!
This update also paves the way to many potential client and server performance improvents which we can't wait to start working on!
Quality of Life
Here we have some of the QOL changes most requested by the community!
First, we have added more options to the Settings menu, giving you the chance to:
Change controls to MOBA/RTS-like, i.e. you move with right click (basically mouse controls become inverted compared to the current ones).
Disable quick casting, i.e. you get a target cursor instead of casting the spell directly at your current cursos position.
Change the mouse cursors graphics to more visible (brightly colored) ones.
See the names of monsters on mouseover.
Second, we have implemented the following changes:
Mounting as Peaceful when not in combat takes 1 second instead of 4. Gatherers rejoice!
Targeting is now smarter - trying to cast an offensive spell on a target will ignore allied creatures on top of the target.
Dismounting as Aggressive when other non-allied Aggressive players are within 15 meters from you makes all your ability go on a 5-seconds cooldown.
Double-clicking on the center of a radial menu automatically selects the "default" option of the radial menu. This means that if you are mounted, you can pick up your wagon with double-click, while if you are dismounted, you can open the wagon's inventory with double-click. If you own a house, you can open a chest with double-click...
The I'M STUCK button can now be used in sieges, and Game Masters can enter active siege zones.
Trying to interact with an item while in Combat Mode now triggers a message saying "Can't do this while in combat".
Combat Mode is no longer triggered when casting spells or attacks if such spells or attacks don't connect with any target. This means you can now jump to that plant and harvest it right away, yes.
Instant-pickup (e.g. small stone) can be interrupted.
In the Book of Knowledge, if you've reached 100% knowledge of a creature, a text now explains you can't gain more KP from that creature.
Bug Fixes
We've got several big ones here, let's go over them!
Selecting the Italian language no longer disables the chat.
Claim item recovery is now functional. Items from abandoned claims have been saved correctly, but could not be recovered because the recovery UI would not open. If you've abandoned a claim, you can recover your items now.
The traps placer by a player no longer hurt the summons of that player.
The base damage of the Chadra Primal Form attacks is now correctly 140 instead of 100.
Totems now always attack, also when the caster is in Summon Follow or Summon Guard mode.
Auto Combat Mode no longer overrides Manual Combat Mode. If you turn on Combat Mode manually through the hotkey, it will stay on until you disable it.
Emote preview is now functional for all races.
The "combat mode prevents looting" option is now disabled for new players.
UPCOMING: September Roadmap
Premium Houses
Not much to add here. Owners of Founder Packs are getting their unique blueprints, and everyone will be able to buy house skins from the store to re-skin their homes :)
Consumables
You all want that dedicated consumable hotbar slot, even though there are just a handful of consumables to put in there. It's time to change this! We have a huge expansion of consumables in store, which will add value to items and events that currently have little, such as gems and ghosts. We can't get into detail in there, since this is such a big topic that it requires a dedicated post. Let's just say that you will get that dedicated hotbar slot, and you'll be able to put 1 consumable there out of several categories. Note: all numbers are for illustrative purposes only and still require balance.
Stay tuned for the dedicated post, and let's move to the next step of gear progression in Fractured: artifacts!
City Crafting Orders
Right now, there is no reason for players to upgrade their cities. This is also something that really needed to be changed, so here we go!
With the last patch of September, city shops will be populated with NPCs that require T1 items crafted by players. Each day each NPC will have a unique request, meaning it will look for a maximum N units of a specific type of item, made of a specific material and optionally with a minimum quality. Note: N unit from each player who wants to contribute, not N in total.
The more complex the request, the higher the amount of reward points earned! When enough points have been accumulated, they can be traded for a random reward, including:
Gold
Crafting Recipes (the ones currently found in chests and Divine Rewards, which will no longer be dropped there)
Artifact Recipes
The higher the level of the city, the better the requests of the NPCs that populate it and the largest the rewards. Moreover, the taxing system will be changed to equalize all cities. More details will follow, since this is also a huge topic.
Artifact Equipment
Once you've got your recipe, you can now use it to turn a weapon or a piece of armor of into an artifact!
The item must be of Legendary quality to undergo this process - that's a new quality level not yet available in game, only achievable by the most skilled crafters who are getting their crafts quality boosted by a Crafting Recipe. Note that the recipe is not the only requirement - unique items found battling Legends in PvE are also needed.
An item turned into an artifact gains a unique suffix which gives it a unique passive ability. Just a few examples below:
Weapon of Wizardry: attacks and physical abilities use Magical Power instead of Physical Power as scaling factor.
Shield of Absorption: Converts 20% of the magical damage you take into mana.
Armor of Strength: Your Strength score increases by 2 points.
Helm of Protection: You take 50% less damage from critical hits. Only the critical portion of the damage is affected.
Boots of Stealth: You move 20% faster while hidden.
Gloves of Brawling: Your unarmed attacks deal 20% more damage.
These are just a few examples out of many. Note: all numbers are for illustrative purposes only and still require balance.