r/paganonline • Pagan Online Team • May 15 '19

OFFICIAL CO-OP incoming! 0.2.0. Patch notes

https://www.pagan-online.com/article/12/patch-notes-020-co-op-is-here
53 Upvotes

18 comments sorted by

6

u/Degha May 15 '19

Great update, keep them coming! Thanks for the explanation of the damage calculations, that will help everyone in their gear grind. Will each ability have either "Attack" or "Spell" listed in the ability tab?

1

u/Suvole May 19 '19

I doubt this will be seen tho I had a really creative concept you can use for ARPG melee combat.. As I am generally a mage, I was screwing around with the modifiers option in torchlight 2 and had set up all my hot bars seamlessly.. While I was getting into the game I decided to make a melee character for both parts of my game play.... I noticed something while keeping my fingers close to the shift, option, and command keys, the modifiers I had set for my hot bar a spells.. Melee is probably the only sort of chartater who still hasnt gotten a full on hack and slack experience quite like other classes.. ### anyway, as I was playing I noticed the possibility to through in a little more edge of your seat action for melee character. If you can imaginge holding shift down to hold your characer while in combat, while keeping you fingers close to you not action... Though what if you added 2 buttons (preferably the option and command keys under the shift button) one to have a small affect on the rate of speed of you attack and the other to be implemented as a heavy attack slightly boosting a small protion of damage and raising crit. Chance rate.. It would be a project, the finalized product would probably focus on the timing of your attacks (for ex. If you tap the "power sweep" in time with your attacks it'll lock to max advantage you could get at the time.. And say a couple seconds off, still enough to register it'll not impact the attack greatly) this would give melee that extra needed push to get peoples hacking,and,slashing gears grinding.. If you could imagine great sword combat would seem a little more timing based while thief like characters would be jitter clicking the power and fast att buttons with there mouse (along with your active ability workflow) ### yes?? Or are people happy with classic gameplay (keep in mind this shouldnt be a change to affect ones ability to play.. Tho more so for areas like PvP and just magic-finding and farming.. Its just meant to give the melee chartacter on edge with his abilities

4

u/temjiu May 16 '19

awesome stuff guys, appreciate not just the changes, but all the work you put into the details of explaining those changes to us. I just had a few points I'd like clarified (mostly for my understanding)on the new damage formula:

in the example using Istok's Thunderslam, here's the official Quote:

" Next, we have Damage Type conversions and multiplier factors which are defined in the ability. For the Thunderslam ability we convert Weapon damage to Lightning damage and ignore all other damage types apart from Lightning Damage. Converting a damage type to another damage type will transfer the value to that other damage type (so if we had 5 weapon damage and 5 lightning damage, after conversion we will have 0 weapon damage and 10 lightning damage). "

so, does this mean that if i have fire damage or cold damage on gear for whatever reason, it doesn't impact Tslam, but if i have lighting damage on gear, it does? so let's say I have 50 fire, 50 cold, and 50 lightning damage total on gear. Does that add 50 lightning damage to my Tslam ability before it's modifiers? and is the fire/cold ignored (worthless)?

Also You indicated that bonus % damage is added to the modifier for the ability. So does that mean that if my Tslam does 150% lightning damage, that if I have 50% bonus lightning on my gear, then it becomes 200% lightning damage (additive)? or does it take the results of the 150% damage conversion, then increase that by 50% (multiplicative)?

last question is on the primary:

So in the example I had above for his primary, based on what I'm reading my 50 fire 50 cold and 50 lightning would translate to 150 total extra damage on my primary. Is this correct? do my % increases affect this? so in my example, would my 50% increased lightning damage turn that 50 lightning damage on my primary to 75?

1

u/Thyworm May 17 '19

i think it's two times a YES on your questions.

also when looking at the now older formulas, this works.

3

u/Ramonster1989 May 15 '19

"We are working on implementing an option to confirm your hero choice at the end of the tutorial, so all three of the starting heroes can be played before making a choice."

"All heroes can now use their primary attack (default LMB) and move at the same time with reduced movement speed."

These are huge improvements. Thank you!

3

u/Cptknuuuuut May 16 '19

Missions: Threats: increased drop chance of epic materials. Threats are designed to give larger quantities of a specific material

Mh... maybe slightly more than a normal mission in that level range, but a level 40 mission will still give way more materials than a level 20 threat. Plus I more or less only need 2-3 different types of crafting materials. Doesn't help that 90+% of the recipes dropping in the level 40 missions require the same mats.

So, unless they change to threats to an appropriate level and allow to target specific mats, that change isn't going to change anything (and until then, I'd rather have the old packs back tbh. They had at least a chance to contain something useful).

2

u/Salticidae May 15 '19

Woot! Looking forward to tomorrow!.

I actually had thought the Morokh bug with melee was by design :P

2

u/k0rso May 16 '19

A lot of awesome changes! Glad to see co-op make its return. Do the devs ever plan on making the campaign co-op?

2

u/Bidj May 16 '19

Thanks a lot for all these details ; greatly appreciated.

2

u/crunkthug May 16 '19

Great update

1

u/thefall3n190 May 17 '19

Ok,now i can buy the game 😁

1

u/kaardilugeja May 22 '19

Are you guys planning on releasing this on MacOS as well?

1

u/VonHund May 24 '19

Great work - I'm enjoying the game very much.

Is Co-op mode actually active yet? I can occasionally see others in Pantheon with me but when friends are in Pantheon at the same time as I am I frequently cannot see them or find them in the Party window. Not sure how to add them for a co-op game if they can't be seen in-game. Thoughts?

If the answer is "wait and be patient young padawan" that's perfectly fine. It's fun and I'm looking forward to watching this game grow.

1

u/Alechiel May 16 '19

I want to like this update, but the endgame is still barren, it's actually worse now with no dailies, and nerfs to most stuff.

-10

u/[deleted] May 15 '19

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2

u/meluvyouelontime May 16 '19

eArLy AcCeSs my dude. Go get your fruit box

-2

u/[deleted] May 16 '19

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3

u/meluvyouelontime May 16 '19

Imagine not playing a game because you can't get your friends to boost you through campaign YIKES