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.
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This is all for today! Enjoy Fractured Online!
Engine Update & French Localization
Hi all,
we have deployed an engine update that should put an end to the crashes (3 so far) that occurred to server processes in the last few days.
Together with that, we're also releasing an update to memory management that should make game clients faster at loading asset from disk and use less memory, and introducing French localization!
Next in line: big QOL patch + Spanish + Portuguese!
Cheers!
The Hunt Update & Free Week
NOTE: we recommend you read this article on our website, with all the nice image galleries :)
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Hi, fellow gamer and MMO enthusiast!
Less than 3 weeks have passed since the full release of Fractured Online, and we are already dropping the first major content update!
To celebrate, we are launching a Free Week when everyone can play the game without having to buy it... and it actually lasts longer than 1 week ;)
Read below for all the details!
Free Week
The Free Week will start on Friday, August 16 at 1pm UTC. Everyone will be able to play by signing up here on fracturedmmo.com and downloading our standalone launcher.
The event will end on Sunday, August 25 at 8am UTC. That’s more than 9 days of free play! After that, everyone who wants to continue playing will be able to buy the game on Steam or through our store.
Please note that it doesn't matter where you buy the game. If you play on the standalone launcher and then buy on Steam, once you launch the game from Steam for the first time you'll be able to link your Steam account to your Fractured account. No progress will be lost!
New Summons
Summons have undoubtedly been one of the most successful additions to the game this year, so... why not having more? 11 more, I say!
Ultimate, 5 control slots: Arboreal / Mountain / Ember Dragonling
Ultimate, 3 control slots: Crystal / Ice / Fire / Storm Elemental
Regular, 3 control slots: (Elder) Arctic Wolf
Regular, 2 control slots: Direwolf, Skeletal Mage, Skeletal Warrior
Dragonlings belong to the school of Hunting, while Elementals belong to schools of magic (Pyromancy, Geomancy, Cryomancy, Aeromancy). The former are well-rounded summons (and undoubtedly the strongest in the game), while the latter are definitely more offense-oriented.
The Arctic Wolf can be considered as the Hunting equivalent of the Ghoul, while the Direwolf as an offensive alternative to the Bear. The Skeletal Warrior is a more DPS-oriented alternative to the Skeletal Knight, while the Skeletal Mage plays the same role of the Skeletal Archer, with a twist.
There's something new for everyone here! Moreover, we are improving some aspects of summoner gameplay, like targeting and summon behaviors.
Adventurer Tasks
Adventurer Tasks are a system akin to the "daily quests" found in many MMOs but more respectful of your time, since they can be accumulated so they don't "force" you to login every day.
In this first iteration, Adventurer Tasks consist of missions that ask you to defeat monsters, from the weak Goblins to the mighty Jotunns. Each quest can be completed by hunting in a specific area of a continent, and can come in 5 difficulty levels. The maximum difficulty can only be obtained by rerolling (see below). The harder the quest, the better the rewards!
The maximum amount of quests you can accumulate depends on you rank, from 1 below rank 10 to 5 at rank 40 or above. If the current amount you have is below the maximum, a new one will be assigned to you at midnight (UTC). This means that if your rank is 40 or higher, you can let them accumulate and complete them all together every 5 days!
If you don't like a quest, you can reroll it to receive another one at random with a difficulty level that will be the same or higher (unless the difficulty is already at the maximum - it this case it might be lowered). VIP users get 3 rerolls per day, while regular accounts get 1.
Emotes
https://www.youtube.com/watch?v=YCGhDFyyQ6w
From the most utilitarian animations to static poses that would make Team Rocket jealous, here come the emotes of Fractured Online!
Up to 8 emotes can be assigned to your Emotes Wheel, which can be brought up with an hotkey (default: F1). All accounts start with several emotes unlocked by default, while more can be purchased from the Appearence menu for Dynamight Tokens.
Easy!
Balance
We are also doing a minor balance pass in this patch. The main change is a decrease in the profitability of the Trial of Galvanos and a boost to the profitability of the Trial of Babilis, Summonable Legends and Ultimate Legends. We're also tweaking some numbers in some armor sets.
Nothing major here, as we feel game balance is in a pretty good place right now. The details can be found here.
This is all for this update.
Enjoy Fractured Online!
Patch Log - r.0.0f - AFK Timer & Bank Fix
Hi all,
we've finally caught the bug that under extremely unlikely and convoluted circumstances caused the content of a player's bank to be saved incorrectly.
Together with this fix, we've also added a disconnection timer for AFK players (triggers after 30 minutes of inactivity). This is going to prevent a lot of characters from dying of starvation 😉
(the patch also contains some other stuff, but it's all internal - improved loggings, admin commands, etc)
Enjoy Fractured Online!
Patch Log - r.0.0e - Bug Fixes x5
Hi all,
here we go once again with some bug fixes!
Walls can now be built correctly, but existing bugged ones can't be completed. Please ask a Game Master for help - he will help you delete them, then you'll place a new one and the GM will insta-build it for you.
Fixed another instance where a player could jump below a Grokoton platform.
Depositing heavy materials into a crafting station with the "Deposit All" button no longer causes materials to be lost of the station's inventory is full.
It is now possible to track optional tutorial quests. If a new mandatory quest is assigned, the tracker will automatically switch to that one.
The top-center Divine Trial UI now appears correctly when logging in inside an active Divine Trial.
It is now possible for Aggressive players to steal the carts of other Aggressive players on Terra.
Patch r.0.0e Re-Deployed
Hi all,
the latest patch has been re-uploaded after a deploy error which would make the client connect to the wrong backend service. If you are being asked to re-link your account, it's because you're on the wrong patch.
It's also possible a handful of you have actually linked / created their account with the wrong backend. If so, once you have patched you will be correctly asked to redo the process.
It usually takes a bit for Steam to figure out there's a new patch, so we advise you close and reopen Steam, then the game will update.