Pagan Online

Pagan Online Dev Tracker




01 May

Comment

Originally posted by MaxinRudy

I got it, it was select wrong server for my ACC

Good to hear you found the solution! All good now?


30 Apr

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Welcome to the Shroud!

More seriously, would you mind posting a full bug report so we can try to go to the Shroud ourselves reproduce this behavior and fix it?


29 Apr

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Hey /u/YiffMeLikeHell. It's definitely a bug. Sorry about that. We're working on a fix right now, more news to follow soon.

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Hey Boonatix, thanks for the very nice feedback and game overview! The great thing is - we agree on everything, even the things you consider bad (we consider them unfinished too!). As you can see on other topics, and even on my replies on comments on this thread, endgame content, new content and coop are our primary focus right now - and by endgame content i'm thinking hero customization, skilltree and different seasonal things to do ingame. Also, we're prototyping something called "Battle Modifiers" which is kind of similar to what you mentioned about random buffs / debuffs in missions. It's all gonna take some time but hopefully it's gonna be worth it, and of course, that's why we're here to inform you on our intentions. We've been out only for a week, so it's gonna take us some more time to consolidate valid Roadmap, but we're gonna present it also soon enough. Cheers!

Comment

Originally posted by kajidourden

They've stated only generically that they have "plans" for more meaningful/longterm endgame. We will see, as right now once you unlock all the characters there's no motivation to continue but it is also early access and clearly not everything is in the game yet based on the story being blocked off, etc.

We're pretty sure that the game in the following months is gonna get more and more incentives for people to continue playing even after unlocking all heroes and maxing your mains. Stay tuned for more detailed info on the roadmap - we're gonna inform players as soon as we're sure about the future steps, but it's a sweet problem for us - choosing between good features and better features to produce :)

Comment

Originally posted by Erva420

WarFrame

Warframe has a ton of different builds, i spend most of my time trying new things and new builds.

Even hots has at least 3 character builds that changes the heroes playstyle, while i agree we dont need another poe, playing and testing builds is a huge part of ARPGs.

I'd say Warframe is closest to something we're aiming for :) And just a bit of PoE, to spice it up a bit :)

Comment

Originally posted by 421guy

It will be large according to them

Working on recalculating some of the current stats (actually, types of damage), adding new stats, and on hero customization (in terms of mechanics). The first two are easier and are going to be live quite soon, and for the skilltree we just started production, which means it's gonna take some time, but on the other hand - we're going to inform you soon enough with what it looks like and when to expect it.


26 Apr

Comment

Originally posted by polki92

Morokh is bad.
RMB is crappy because it's way too long to cast, LMB is bugged and can't target melee enemies ( how dumb is that as a melee character ?), the fact that LMB makes him move is overly crappy, his passive is absolutely pointless and way too underpowered.

it's bug (missing enemies close to him), it's being fixed.

Comment

Originally posted by Boonatix

He feels squishier now as the blind does not work as long as before... just when you place it. That is kinda of a challenge, some enemy mages nearly oneshot me now after the blind ends :O

Adding challenge was the main point so we were kind of aiming for something like that, for as long as it's not frustrating only :) Waiting for a CD with a spell that hasn't been used is a bug, this should be fixed.

However, there's gonna be a lot of fluctuation in hero balance in the following month or two until we get them in the place where we want them to be. We're gonna be playtesting and listening to you carefully and see if we overdid some nerfs or buffs, and act accordingly.

Comment

Originally posted by LeafyManBug

Agree. Bear seems to die really easily

We'll check if we nerfed him too much, maybe he even gets buffed a bit in the next update, who knows :)
Certainly - Dameer move + lmb will already add to his power without changing any stats. We had some issues with that, and left it out of this update at the very last moment.

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Originally posted by unibomber1337

Agree

We're experimenting with hit&move and cast&move as we speak - we won't promise anything, but there's a good chance things will get more and more fluid as we update the game in the nearest future :)

Comment

Originally posted by DoNotKillMyVibe

There's still a "bug" when you bind something new to a key.

For example, if you bind "R" (interact) for like "F", it works but keeps showing on screen the "R" key whenever there's something to interact with.

Yep, display widgets for Tutorials and Interactions are still not dynamic, which means these have to be reprogrammed. It's a known issue and will be fixed somewhere along the way.

Comment

Originally posted by Thyworm

Hey guys,

I like most of the changes and did a more detailed video about it, which you can check out here:

https://youtu.be/fHO9m4U-V8M

Keep up the great work!

Great video man! :) Thanks for that!

Comment

stop leaking our DMs :'(

Post

EDIT: Thanks everyone for leaving all of this great feedback. We're now in full swing gearing up for our next patch, and we can't wait to hear what you think.

Hey all!

Patch 0.1.1. is now live!

I'm opening this thread to see what you think about the latest patch. We'll be watching it closely, so do share your thoughts here!

Check out the Patch Notes here.

External link →

25 Apr

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Originally posted by [deleted]

[deleted]

thanks! :)

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Originally posted by Bamrak

I'm sure it has very little to do with, but I wanna believe the impromtu discord ama on damage led to the Damage Calculation Model discovery since several people gave feedback.

Easymode interacting and trying to explain the system to us is something I've not seen in a long time from devs. Thank you so much!

Will pass the praises on to him! :)

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Originally posted by NobdymoveNobdyGeturt

I can't even explain how happy it makes me, to see that you are a firm believer in WASD. Please never take this OPTION away, add whatever, but leave the option. WASD was the main selling point for this game. Thanks for the fun game! Also, attacking while moving for melee characters should be implemented. Moving while attacking is always fun.

experimenting with movement right now! WASD is and always will be primary control scheme, even if we add alternatives ;)

Comment

Originally posted by Weakling_DK

This. Especially in harder content, getting locked down by an animation will get you slapped around real fast.

We're experimenting with these - stay tuned. On the other hand - we've found some issues with Dameer moving and attacking, so it also might be out of this update, and fixed for the next one :)