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R58 QA Server Testing has now begun!

Discussion in 'Release 58 QA Feedback' started by BurningToad, Sep 19, 2018.

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  1. BurningToad

    BurningToad Dev Emeritus Dev Emeritus

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    Hello!

    We are ready for R58 QA testing! The first build number is 741.

    One thing we are particularly interested in having tested currently is being able to damage NPCs while they can not reach you. You should not be able to do this, please let us know if you can!

    Please report all bugs in our R58 QA bug forum here:
    https://www.shroudoftheavatar.com/forum/index.php?categories/release-58-qa-bug-forum.1743/

    You can also provide general non-bug feedback here:
    https://www.shroudoftheavatar.com/forum/index.php?forums/release-58-qa-feedback.1740/

    When we publish new QA versions, I will post in this thread so that you know there are new things to test!

    Those of you new to testing on the QA Server please note the following:
    • Do not post screenshots or video outside of the QA forums (or QA on Discord) of anything from the QA server.
    • The same Rules of Conduct apply on the QA server as they do on Live.
    • The QA server is an early snapshot of the upcoming release, which means the build on that server is going to be broken and incomplete. That is why we need your help!
    • We usually copy over data (your character for example) from the Live server to the QA server, which means when you login you will see your Live character. Any changes or progress made on the QA server will NOT affect your Live server character.
    • To report bugs for QA, please use the /devbug chat command, which will link you to the appropriate QA bug forum. While the Bug button and /Bug chat command still work, they will direct you to the Live bug forums for the previous Live release.
    • (This will be done closer to R58 release) The draft of the instructions (to be posted in the R58 QA Feedback forum by Starr) you will see early on may include items that won’t actually make the release or conversely it won’t included items that will make the release. In other words the early draft of the instructions will be an early draft.

    Here are instructions on how to download and install QA builds:

    You can play by downloading a new SotA Launcher(QA) installer to download a separate QA copy of the game. It exists independently from the regular live version of the game and installs to a separate folder. Alternatively, after the links, there are instructions to play using Steam instead.

    Windows: https://d2sx9mrt4zumaq.cloudfront.net/Installers/SotAInstaller(QA)-1.2.0.exe

    Mac: https://d2sx9mrt4zumaq.cloudfront.net/Installers/Shroud of the Avatar - Installer(QA) 1.1.0.pkg

    Linux Package: https://d2sx9mrt4zumaq.cloudfront.net/Installers/shroud-of-the-avatar-launcher-qa_1.1.0_amd64.deb

    Linux tar.gz: https://d2sx9mrt4zumaq.cloudfront.net/Installers/shroud-of-the-avatar-launcher-qa_1.1.0.tar.gz

    If you want to play through Steam:

    WARNING: Playing both the normal and QA versions through Steam could use up to 7 GB+ of data download via steam each time you move back and forth between versions.

    To install the QA client via Steam, follow these instructions:
    • Right click on the game in your game library
    • Go to Properties
    • Click on the tab at the top that says BETAS
    • Enter the beta access code "SotAQATesting" and hit Check Code.
    • Select "qaclient" from the dropdown menu
    • Steam will switch the install to the new branch
    • To return to playing the normal client, follow these instructions:
      • Go back to the properties beta tab and select "none - opt out of all beta programs" and it will switch you back to the normal install.
     
  2. Pawz

    Pawz Avatar

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    @BurningToad Can you tell us if Wyverns are in this build?
     
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  3. Alley Oop

    Alley Oop Bug Hunter Bug Moderator

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    this is half-fixed for me on a linux machine. i cannot damage them, but they're still clustered right by the rock where i jumped up waiting for me with swords ready rather than leashing back to their spots and losing aggro.

    09/19/2018 17:52
    User Specs:
    OS: Linux 4.18 ManjaroLinux 17.1.12 64bit
    CPU: Intel(R) Core(TM) i5-4430 CPU @ 3.00GHz (4) System RAM: 15992
    GPU: GeForce GTX 970/PCIe/SSE2 GPU RAM: 4096
    SotA.QA.Linux.64.741.Date.09.19.18
    Area: Novia_R11_Hills01_ElysiumMinesEntrance
    Area Display Name: Twins Foothills
    Loc: (-96.4, 70.2, -132.4)
    Debug: Tm92aWFfUjExX0hpbGxzMDFfRWx5c2l1bU1pbmVzRW50cmFuY2V8fCgtOTYuNDExLCA3MC4yMzQsIC0xMzIuNDQxKXwoMCwgLTAuNzY5LCAwLCAwLjYzOSl8LTEyOC40OTExfDQ4LjI2MTM4fDE4
     
  4. liz_the_wiz

    liz_the_wiz Avatar

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    I like the notification of fast travel signs - did I overlook a way to turn this hint off?
     
  5. Pawz

    Pawz Avatar

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    Same thing for ships. I like it too.
     
  6. Alley Oop

    Alley Oop Bug Hunter Bug Moderator

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    no need, only once for each type
     
  7. Undone

    Undone Trap Master Moderator SOTA Developer

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    This is expected. If someone else grabs aggro then they will change targets - the point is to prevent you from being able to damage them if they cannot damage you AND you are their current target.
     
  8. Alley Oop

    Alley Oop Bug Hunter Bug Moderator

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    okay, it is a change from behavior before the bug, though
     
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  9. Undone

    Undone Trap Master Moderator SOTA Developer

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    How so? Previously they would also just stand and stare at you waiting.
     
  10. Barugon

    Barugon Avatar

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    That actually sounds like the way it should work.
     
  11. Alley Oop

    Alley Oop Bug Hunter Bug Moderator

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    okay, it is a change from behavior before the bug, though, and allows for clustering them up on purpose:

    Alley Oop
    Today at 5:57 PM
    half-fixed.

    wandering healer
    Today at 6:04 PM
    now with more rubber bands?

    Alley Oop
    Today at 6:07 PM
    no rubberbanding, that's the part not fixed
    they're all clustered at the edge of the rock waiting for me

    wandering healer
    Today at 6:08 PM
    sounds fun :smiley: get on rock, cast every defense fully charged. charge up aoe glyphs
    pop down for 5 seconds

    Alley Oop
    Today at 6:08 PM
    won't work, even dots won't hit once you pop back up
    i'm seeing 0 from my rends once i'm out of range

    wandering healer
    Today at 6:15 PM
    yea you use the off-time to effectively instant cast the defense at max charge
    so you can do dps only until they die
    otherwise the defense would wear off as you leeroy the scene into one place

    Alley Oop
    Today at 6:18 PM
    ..but you could buff up while on rocks before the bug, too

    wandering healer
    Today at 6:18 PM
    right
    doing so after they are all roudned up into one spot is the advantage

    Alley Oop
    Today at 6:20 PM
    that's a good point
     
  12. Alley Oop

    Alley Oop Bug Hunter Bug Moderator

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    no they woudn't, they'd leash back to their spawn spots and forget about you
     
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  13. Pawz

    Pawz Avatar

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    @Undone Can you tell us if Wyverns are in this build?
     
  14. Tila Tenderfoot

    Tila Tenderfoot Avatar

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    Does unicorn hunting count as inaccessible mob? Same for rocks with taming bears.
     
  15. Undone

    Undone Trap Master Moderator SOTA Developer

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    Leashing behaviors were not touched. Currently on live when the NPC cannot reach you they just sit and stare.
     
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  16. Alley Oop

    Alley Oop Bug Hunter Bug Moderator

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    but they didn't prior to the being able to reach them bug.
     
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  17. liz_the_wiz

    liz_the_wiz Avatar

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    I like that new behavior, it sees you and is still angry with you but will wait you out, very bear and animal like
     
  18. Alley Oop

    Alley Oop Bug Hunter Bug Moderator

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    true, it's realistic, but it's also exploitable
     
  19. Elwyn

    Elwyn Avatar

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    That was a change I noticed in R58. I actually first noticed that behavior a few releases ago with boars when they were new. They probably wanted to do something about being able to get mobs to fight each other by jumping on a rock. The main thing for me is that you can still stand on a rock as a sort of "pause button" when you have to stop playing suddenly.

    And for what it's worth, I didn't notice being able to damage them in R57, but I didn't actually try.

    Much less exploitable than encouraging "friendship" by getting the little animals to "play" with each other, like when you have a spider and a wolf aggro on you. I suppose it could be somewhat exploitable with two or more players, one attacking while they are locked on the other standing on a rock, but at some point they'll have aggro on both and always attack whichever player is on the ground.
     
  20. Alley Oop

    Alley Oop Bug Hunter Bug Moderator

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    if they each leash back to their own spawn area as they used to, they won't fight eachother.
     
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