UPDATED June 27
June 26th – EA – Bugfixes patch
Bug Fixes
Fixed an issue where multiple Clan-related functions were not responding.
Fixed an issue with containers' ownership that made them inaccessible to everyone.
Fixed an issue where players with the launcher were stuck in a loop while trying to log in.
Fixed various crash issues.
Improved the robustness of the NPC spawning fix.
Early Access Day 3 – Status update June 21
Hello Paxians
Here’s a recap of the issues on Day 3 of our Early Access and their status:
Thank you to everyone who continues to report issues and bugs and find workarounds for some of them.
❖ We applied some fixes yesterday and the issues below are now solved:
Clan issues (can’t invite/disband)
Recipe unlocks and chat messages
❖ We’re still investigating the points below:
Crafters/Chest Issues
We are looking into an issue regarding removing some pieces like chests and crafters.
Mining nodes becoming non-interactable
We are looking into this and will provide an update as soon as possible.
Teleporting to the home shrine from another province does not work
We advise against using teleport if you’re not in your home province until we fix this.
Founder Role on Discord (Steam players)
We have an issue with the process of flagging the Founder Role on Discord for Steam players. We should have an update early next week.
Thank you for your patience while we’re solving these issues.
We encourage you to continue reporting bugs and issues in-game via the F8 tool. You can contact our support team for any issue affecting your account (https://support.playpaxdei.com/) Pax vobiscum, The Mainframe Team
EA Release Notes June 18
Welcome to Pax Dei’s Early Access!
The game is still heavily in development and not yet feature-complete. We expect all aspects of the game will require balancing and polish. Throughout Early Access, we plan to expand the game in terms of content and systems. Below is the content you can expect to see right away.
Regions and Shards
Region: The shards are in 3 distinct geographical regions: NA (East), EU, and SEA (Singapore). You can create a character on the shard you’d like, even if you don’t live in the geographical region where it is located. Also, your account is not bound to a single shard or region. You can create your characters in different regions, and if you have multiple plots, you can also claim them in different regions. Note that neither regions nor shards are interconnected.
Shards: Our worlds are not language-based.
[RP] Shards: You will notice some world names with a tag [RP] in front of them. It is an indicator for those who want to explore Pax Dei with a roleplay touch. HOWEVER, we won’t enforce any specific rule on these shards, and there won’t be RP-specific moderation either. We trust our community to behave as they should and not disrupt the RP adventures of others.
Early game progression
We’ve made numerous changes to the early progression when it comes to crafting skills and unlocking recipes. You will now receive a variable amount of experience during failed crafting attempts, and some experience when crafting Trivial items. We also expanded the size of the inventory. This should make the start way smoother and less constraining than during the previous Alpha test.
Plots & Building
Decay system: Releasing a plot or deleting a character with a plot will leave all buildings and inventory in the game world. All containers, their contents and anything else placed on the plot will become public. After 48 hours, the decay system will start to remove pieces from top to bottom and the plot will be completely empty 72 hours after releasing the plot. If a player claims a plot on the same spot, they automatically gain control of anything left there, and the decaying process stops.
Building: You have access to the same new pieces and decoration items - props - as for the previous Alpha test. On top of that, you now have to craft props on a workbench to obtain them as items in your inventory before being able to put them on your plot from the Building menu. This change means you can craft a prop and give or sell it to someone else!
Crafting & Items
Crafting: We have given all the professions some love by rebalancing everything, particularly the difficulty of some early recipes. The new resource types from Wilderness Alpha, such as apples, onions, and hops, are still there. Cooking and distilling are now real things: you can even have your own manual grain mill!
Item Durability & Repair: We have implemented durability and repair mechanics. To ensure that your gear remains in top condition throughout your adventures, you can repair damaged gear, weapons, and tools on the crafting station type used to craft them: the basic tools on a Carpenter Workbench, the plate pauldron on the Armorer Workbench, the clothes on a Tailoring Table. Repairing does not cost resources but will reduce the Lifetime Durability of the item.
PvE & PvP content
Recent Combat Changes: We’ve made numerous changes (big and small) to the moment-to-moment gameplay to improve the game feel and responsiveness of combat, locomotion, and wood-chopping/mining. The main pain points we targeted in this iteration had to do with the general feeling of unresponsive controls and the clunky “swimming” feeling players had when trying to maneuver around and perform actions. Most noticeably you can now much more easily switch between attacking/moving where the combat actions don’t force you to stay in place long post-impact. Character acceleration is also faster and turn transitions are more responsive and behave consistently. When chopping trees and mining the character now rotates properly towards the tree or mining deposit. Some additional important points: We introduced aim assist and we fixed the montage for Spear Special Attack
Enemies: The hostile creatures and NPCs are still as smart and formidable opponents as in the previous Alpha, requiring strategy and skill to defeat. The wilderness is now really wild, and the dungeons are extremely dangerous. Beware of badgers!
Consumables: The journey to greatness requires sustenance, so we made food more meaningful than before. Whether it's berries that increase your stamina or cooked delicacies that grant powerful buffs, replenishing your health and energy has been widely developed and received a first strong balance pass.
Player vs Player: The province of Lyonesse, an area not covered by the divine protection of Pax Dei, is available for our PvP fans. Lyonesse is at the center of the current world and is accessible from the four other provinces. Entering Lyonesse will flag players for PvP.
Players who die in Lyonesse can see their belongings being looted by others. Yes, in our PvP area, the system is ‘full loot.’ Everything you have in your inventory or equipped can be looted from your corpse if you are killed or die from a fall. Be mindful of the gear you bring to the area. You don’t want to lose your best pieces! Note that players in PvP no longer see enemy players on the map
Why would you go into Lyonesse, then? Lyonesse hosts many valuable resources, particularly the Pure Iron ores. Pure iron is also available outside of Lyonesse but in small numbers. PvP and PvE do not have separate balancing. The same damages and effects apply across the board. We are working toward added resists for stun effects, but note that in this build, abilities like Shield Bash also work on players. Note though that, now, Shield Bash has a reduced stun duration and no longer has diminishing returns. Shield Bash II & III have had their aggro generation and damage increased substantially.
World
We've made numerous changes to the game world, from lighting and biome transitions to cave exploration. These subtle yet significant improvements enhance the overall atmosphere and immersion of the game, making every corner feel alive and vibrant. Also, dungeons are now visually distinctive from each other, for a more immersive experience.
And more - We also fixed many issues and bugs from the previous Alpha test and introduced a number of changes, in particular regarding the UI (who said “key remapping?”). Below is a non-exhaustive list of some of the latest changes introduced to the game.
Patch Notes – June 18
Resources & Crafting
Players will now receive a variable amount of experience during failed crafting attempts, and some experience when crafting Trivial items
Recipes are now unlocked both with items and skill levels
Tabard has been added to the game with the recipe
More recipes were added to the Campfire
Added more varied meat ingredients to cooked food recipes
Removed Strong and Rough wooden items
Adjusted balancing of early fletching to be more accessible
Adjusted crafting deliverable amounts for various recipes
Adjusted drops from metal ore deposits
Adjusted inventory sizes of various storage props
Adjusted numbers of hide drops from animals
Tweaked balancing of alchemy progression
Tweaked resource spawn amounts
UI & UX Improvements
Added remappable key binds which you can find under controls in the settings menu
Added a tutorial that will guide the player to gather resources, craft a construction hammer and claim a plot
Perhaps you might now be able to carry a few more items with you?
The flow of the game menu was changed with a new design
World Interaction
We did a polish of Ambiance in the world
Changed font colors in various places to make the descriptions more readable.
Added some missing sounds to crafters
Changed the old teleport feature to its intended functionality. It now gives players the ability to quickly travel home to their Heartland shrine, Petra Dei. The starting Heartland of a new character determines their initial home location but you can interact with a Petra Dei in a different Heartland to bind it as your home instead. As before, the teleport ability resides in a radial menu that you can open by holding “T”.
Graphics Improvements
Added and updated icons for various items
Fixed clipping issues with some wearable items
Added a cap on frame-rate time limit
Bug fixes
"Invalid Login" message no longer appears when trying to log in after idle logout
We extended login timeout periods to prevent players from being sent back to the lobby too early on slow connections
We fixed issues related to using spell slots where sometimes it would select a spell for a different slot. Notification and visual feedback should now work correctly when equipping items that grant assignable spells
Improved the combat behaviour and animations for Lost Souls NPCs
Fixed an issue where fall damage could be affected by FPS values
Fixed an issue where Players could block natural bottlenecks with plots
Fixed an issue where NPC attacks could go through walls and doors
Fixed an issue where NPC projectiles would not collide with the environment
Fixed an issue where NPCs in dungeons would aggro onto the player as soon as they entered
Fixed an issue where Party Corpse Summoning did not move the body for the Player whose character was being moved
Fixed an issue where the player was not able to examine resources and crafters
Fixed an issue with gaps that allowed players to go out of bounds.
Fixed the issue where the black bear visuals changed drastically on low-quality settings
Fixed an issue where the performance of the title was low on recommended specs
Fixed an issue where the Player couldn't use the teleport menu when standing near a highlighted item, crafter or character
Fixed an issue where players were unable to close the map with the same button as the one that opened it
Fixed an issue where characters were cut off in the lobby
Fixed an issue where the player was unable to exit the game from the lobby using ESC
Fixed an issue where the message “Character Limit Exceeded” was displayed while pressing ESC button
Fixed an issue where the portraits for clan members were slow to load
Fixed an issue where we would sometimes get too many NPCs spawned in one area, creating performance issues
Those are the patch notes for Pax Dei on June 26.