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Foundry is up now.

klkcahboy90klkcahboy90 Member Posts: 340 Arc User
edited May 2014 in The Foundry
Foundry is up now, for me.

Hopefully, it's the same for everyone.
Post edited by Unknown User on

Comments

  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited May 2014
    what?! omg I'll try it as soon as I get home,
    this is amazing!! finally!
    2e2qwj6.jpg
  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited May 2014
    Yep, It's up for me too. Awsome! Thank you Cryptic!
    Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited May 2014
    I'm waiting to see the new issues that the foundry will have now, I'm scared now XD
    2e2qwj6.jpg
  • eldartheldarth Member Posts: 4,494 Arc User
    edited May 2014
    Large terraced mountain snowy may be broken if anyone is using that. Trees and rocks all floating 30' off the ground.
  • eskarineeskarine Member Posts: 0 Arc User
    edited May 2014
    JFC, can they do ONE module release where existing projects don't get f***** up? D:

    One of my key NPCs went through plastic surgery (the image on left is pre-update):
    p0pTs8LU

    AND WHAT THE HELL IS WRONG WITH THEIR FACES >:I
    g8kBikTf

    I'm pretty sure I didn't put a prepubescent elf with a tiny face into my foundry.

    These are just costumes. I kind of shudder at the thought of what else I will find.
  • riotact007riotact007 Member, Neverwinter Beta Users Posts: 13 Arc User
    edited May 2014
    Thanks for the heads up mate!
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited May 2014
    that double floating chin also happens when using the male courtesan wear, I hope they can get it fixed.
    2e2qwj6.jpg
  • eskarineeskarine Member Posts: 0 Arc User
    edited May 2014
    I have to redo 1/3 of my costumes now >:I
  • bardaaronbardaaron Member Posts: 545 Bounty Hunter
    edited May 2014
    So excited!
    [SIGPIC][/SIGPIC]
  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited May 2014
    You know, I didn't really think I would use the warcries for anything, but after taking a closer look, those are really nice. The Elder Brain one works perfectly for the final end boss of The Legacy of Nightmares and that beholder one is going to be used at the end of part ten of the Arcane Conflict and likely added to part eight as well.

    Also, as for the new hair styles, lets just say I'm working on a new quest right now and every costume that has hair showing uses one of the new styles so far.
    Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
  • bardaaronbardaaron Member Posts: 545 Bounty Hunter
    edited May 2014
    They advertised a wailing sound effect, but it's not there. :( That was the one I wanted most. The warcries are cool though. I haven't checked out the hairstyles yet.
    [SIGPIC][/SIGPIC]
  • eskarineeskarine Member Posts: 0 Arc User
    edited May 2014
    Guys, is it just me or the winter music festival doesn't work?
  • eldartheldarth Member Posts: 4,494 Arc User
    edited May 2014
    If you find bugs, please enter them (and images if possible) to the Bug Reports forum and I will link them into my current foundry bugs list.
  • harbinger815harbinger815 Member, Neverwinter Beta Users Posts: 41
    edited May 2014
    they added a few design pieces and thats it, nothing and I mean nothing to get excited about. once again foundry gets neglected.
  • maegmaagmaegmaag Member Posts: 332 Arc User
    edited May 2014
    There is one foundry update quite good, ppl just missing it it seems, and thats: the budget (well unless i am only one who got a raise).
    From 1500 to 1700 and, one more good part, assets cost reduced for most things (huge foliage tree...) from 5 to 3. Sadly it came after my neverending hundreds of hours battles with budget on two of my open walk-free/exploration maps (almost gave up, now i can c at least working on it again).

    Now a "delve flag" or encounters/bosses as strong as the HEs in IWD or normal dungeons, rly burning/poisoning volumes and real traps as next, thx.
    dAuGVxU.png
    A bit nosy NW-DKG7E99X6
    "Hardcore" exploration journey and dungeon crawl. Read its description prior to trying it.
  • maegmaagmaegmaag Member Posts: 332 Arc User
    edited May 2014
    k patrol speed seems to work, limited to 4-16 ft/s with no animation adjustement (run/walk), rly hoped for **** fast direwolf but hey, better than nothing (will try if the limits are not npc/encounter type dependent but i doubt it);

    another nice thing is item limit increased from 15 to 20 (i feel like they heard me when talking about budget and items amount limits); also noticed boolean values attached to them, dont know if they have use as of now (had just a fast check before maintenance and there is no tooltip, nor noticed objective checks - not using them anyway^^);

    invert visibility condition worked for a while now, yet still using both conditions (skill AND item) with invert did not; question is how safe it is using it (will it break ur heavily developed boolean environment the next patch?);

    next thing i noticed volume gates: their volumes are not that deep/big (at least two gates i checked) so they are not opening from half the room/area; will have to check the invisible volume gate if its fixed (full collision and way shorter volume, its unusable otherwise);

    overall, i call it a good update, even if not that obvious for most ppl; now the difficulty and traps and damage volumes...
    dAuGVxU.png
    A bit nosy NW-DKG7E99X6
    "Hardcore" exploration journey and dungeon crawl. Read its description prior to trying it.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited May 2014
    maegmaag wrote: »
    another nice thing is item limit increased from 15 to 20 (i feel like they heard me when talking about budget and items amount limits); also noticed boolean values attached to them, dont know if they have use as of now (had just a fast check before maintenance and there is no tooltip, nor noticed objective checks - not using them anyway^^);

    That would be implementation of this:
    09-07-2013 [FIXED] [AWESOME!] Identical UGC Foundry Created Items are not stackable

    If checkbox at bottom of item is checked -- items are stackable!
    NOW we can make find multiple item quests, pseudo-vendors, etc.
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited May 2014
    ooh nice :D
    2e2qwj6.jpg
  • eskarineeskarine Member Posts: 0 Arc User
    edited May 2014
    Okay, I don't want to make a bug report before I made sure, but is it just my sudden inablility to use projectors, or do they do not display? I think I tried placing them at every possible angle.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited May 2014
    eskarine wrote: »
    Okay, I don't want to make a bug report before I made sure, but is it just my sudden inablility to use projectors, or do they do not display? I think I tried placing them at every possible angle.


    You are aware that they by default project into the sky, right?
    11-19-2013 Projectors by default project into sky

    You have to set P (pitch) +180 and make sure they are at least slight above the terrain/details you want them projected onto.
  • eskarineeskarine Member Posts: 0 Arc User
    edited May 2014
    eldarth wrote: »
    You are aware that they by default project into the sky, right?
    11-19-2013 Projectors by default project into sky

    You have to set P (pitch) +180 and make sure they are at least slight above the terrain/details you want them projected onto.

    Yes, I am aware. Maybe it's just something with my editor, but it seems they do not display for me, even rotated.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited May 2014
    eskarine wrote: »
    Yes, I am aware. Maybe it's just something with my editor, but it seems they do not display for me, even rotated.

    Any chance it's this "new" bug with floor tiles?
    04-21-2014 ### [new] Floor Tiles Platform 01 overrides all Blood, Ground Debris, and Rope Decal assets


    Which projectors and what are you trying to project them onto?
  • eskarineeskarine Member Posts: 0 Arc User
    edited May 2014
    eldarth wrote: »
    Any chance it's this "new" bug with floor tiles?
    04-21-2014 ### [new] Floor Tiles Platform 01 overrides all Blood, Ground Debris, and Rope Decal assets


    Which projectors and what are you trying to project them onto?

    They were small blood and small ice, projected just on empty terrain (large empty plain, flat).
    It might have been something with my client. I am at work now and unable to check again until later this evening, so hold up with actually naming it a bug. I'll edit this post when I check again if it wasn't just my PC being <font color="orange">HAMSTER</font>.

    EDIT: Indeed, it's like maemaag says, the projector appeared when I switched to high fx quality (I lowered it after update after recent fps drops) and left/loaded map again.

    Which is weird, I think the projectors displayed fine before the update even on medium settings?
  • maegmaagmaegmaag Member Posts: 332 Arc User
    edited May 2014
    Ill try to check this if my memory allows but for now just to be sure, is ur shader quality set to at least high right? (better to set it max).

    edit:

    it works (tried on one terrain and one room) but, it's tied to visual fx quality now, have to set it to max (high);
    it will NOT update the current map as u change it, u need to reload the map (full reload, return to foundry and "play the map" again);
    dAuGVxU.png
    A bit nosy NW-DKG7E99X6
    "Hardcore" exploration journey and dungeon crawl. Read its description prior to trying it.
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