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    • Erebus

      Dark and Light 3/8 - Patch Notes   03/08/2018

      Greetings Adventurers! On Thursday, 3/8 a patch with many quality of life changes and bug fixes will be released. Be sure to check out the adjustments made to Dark and Light in our full patch notes below. 

      Dark and Light Loading Optimizations We know that many Adventurers have had longer than desired load times since Dark and Light’s Early Access launch, especially for those who are not using a SSD. We’ve been working on this issue, and after this update, players should see a reduction in their initial loading times.  This is something that we’re going to be continuing to work on so that Adventurers can spend less time in loading screens, and more time in Archos. New Item - Mobile Fortress Artillery By unlocking Goblin Engineering Level 4, Adventurers will now have access to two new blueprints: Artillery and Artillery Shells. Adventurers can place these on their own Mobile fortress, on structures in their base, and on the ground as well. The Artillery Cannons have a small ammo storage capacity, however they do bonus damage to large creatures and other Mobile Fortresses. They also automatically aim and fire these destructive shells. These cannons will do 3x normal damage to large flying creatures such as Frost Dragons, Infernus Dragons, and Gryphons. 7x normal damage to mythical creatures such as the Peregriff. And 50x normal damage to other Mobile Fortresses. Lava Shoes Sprint Function The Lava Shoes that are craftable in the Scalding Abyss now have a new sprint enchantment. By holding down the “Y” key, you can enable this function and then move using your standard movement keys. The Lava Shoes require fuel, Flame Essence, which powers their new ability.  Hitting another Adventurer or creature while using these boots causes a small collision, damaging them. Taking damage while sprinting will not interrupt the sprinting effect. House Log Adjustments We’ve made some improvements to the localization of the House Manager. House logs will also provide additional details on tames that have died from hunger There are now additional tabs that provide information on House Members, Tames, Structures, House Management, and Diplomatic Relationships. Gameplay Updates Giant Storage Boxes can now be opened with a pin code by non House members.  Added a new sound effect to the Rotisserie Staff Head. The icons for Small, Medium, and Large Fertilizer has been changed. Magic Essence can not be used to restore 2000 health on a Mobile Fortress and Chaos Essence can be used to restore 10,000 health. The Estle Hunting Vendor has been moved from the woods to the road. Increased the feeding range while taming creatures to 30 meters. Added additional structures in Bel’Xahl Lair to prevent him from wandering too far away. Scalding Abyss blueprints can now only be used once to craft an item. Bug Fixes Fixed a bug where Adventurer bodies would sometimes glitch through structure ceilings on death. Fixed a bug where Adventurers weren’t able to collect their items after death due to them being stuck in the air. Fixed a bug where Goblins and Treants would have their crafting progression get stuck. Fixed a bug that was causing the server to crash. Fixed a bug where Bel’Xahl would get stuck in a hole in the Scalding Abyss. Fixed a bug where players were getting stuck in some parts of the snow capped mountains. Fixed a bug where Adventurers would appear larger when sitting on the Fancy Chair. Fixed a bug where non House Members were able to turn off the Soul Mire. Fixed a bug where Single Player Games would not save automatically. Fixed a bug where city vendor donations would be reset to zero after server restarts. Fixed a bug where some spells were causing double the damage on one cast. Fixed a bug where players would have their Earth Magic Knowledge stuck and unable to progress. Fixed a bug where the Searing Edge Ax had no sound effects. Fixed a bug where some trees around Archos appeared to be floating.. Fixed a bug where the Mobile Fortress had an animation issue when returning to the docks. Fixed a bug where wooden doors and door frames wouldn’t match up properly. Fixed a bug that wouldn’t let Manor Foundations be placed on Manor Ceilings. Game Optimizations Made an optimization to the Magic Tower Interface making them easier to operate.  Made an optimization to collecting different shrubs around Archos, improving the animation. Made an optimization to collection materials in the Wheat Fields. Made an optimization to Dark and Light’s localization. Made optimizations to the Nidhog, Windrider, and Wyvern. Made optimizations to riding of Unicorns, elite Unicorns, and the Pegasus. Made optimizations to flight animation for the Infernus Dragon and Pegasus.  Made optimizations to the Pegasus flight visual effects. Made optimizations to the Frost Dragon breath attack. Made optimizations to the sound effects of the Berunda. Made optimizations to the placement of Manor Structures such as stairs and ramps. Creature Updates Fixed a bug where the Peregriff’s stamina would recharge slower than other creatures. Lowered the animation frequency for Peregriffs, Windriders, and Pegasus. Windrider’s wildness was not dropping at all when taming. This has been adjusted. Fixed the Fire Elementals attack so that it can now hit close crouching Adventurers Fixed the ragdoll effect that Infernus Dragons could get after being defeated.
    • Erebus

      Dark and Light 3/12 Patch Notes   03/12/2018

      Greetings Adventurers! On Monday, 3/12 a patch with adjustments for the 3/8 patch was released. We’re also going to be optimizing the forging system, and as always, your feedback to these adjustments are important to our development process. Be sure to check out of all of the changes made to Dark and Light in the full patch notes below!
        Forging System Optimizations Reduction to the overall cost of forging. Forging now has fewer affixes available, but the stat increase from forging has been raised.  Forging with materials that would normally give one stat increase now gives two. Forging with materials that would normally give six stat increases now only gives four. Our hope with these changes is to increase the rewards for forging with lower quality ingots, as well as reducing the overall time Adventurers need to spend on forging higher quality items. Items now have fixed and random affixes on them depending on the item being forged.  Fixed Affixes Equipment has a maximum of 2 fixed affixes. Fixed affixes are identified by the ∞ symbol. Only equipment that is green and higher in rarity will have two fixed affixes. The first fixed affix relates to the type equipment being forged. For example, the Lava Armor set’s fist affix is cold resistance.  The second fixed affix relates to where the item is worn! Chest items increase health, items worn on your feet have increase running speed, helms increase the amount of spells Adventurers can cast, pants help with stamina, and gloves increase attack. After these initial fixed affixes have been added to an item, they will not change with further forging. Random Affixes Equipment will also have a random affix attached to them which will be indicated by the ☆ symbol. Items of Purple quality or higher will be able to have two random affixes.  The random affixes library corresponds to each equipment’s characteristics. For example, Mithril Plate items can give a random affix that can increase the amount of constitution your Adventures has, health regeneration, or max health. Random affixes also have a chance to have double or triple the stat increase when forged. Double the stat increase will be notified with the ☆☆ symbol and tiple with ☆☆☆. ☆☆ is more rare than ☆ and ☆☆☆ being the rarest to obtain. Reforging a piece of equipment that has more than one random affix will only replace one of the random affixes. Bug Fixes Fixed a bug where the Mobile Fortress would disappear when mounting a creature near a completed Mobile Fortress. Fixed a bug where Human Manor Gates and Gate Frames could not be placed properly. Fixed a bug that could cause the server to crash. Fixed a bug that could cause gaps in a structure after repairing manor ceilings. Fixed a bug that could cause Adventurers to get stuck on Human Manor Walls due to collision issues. Fixed a bug with the Lava Shoe’s energy icon. Fixed a bug with Fafnir and Nighogs idle animations. Fixed a bug where Dwarven Manors had more health than Human and Elven Manors. Fixed a bug with House Manager localizations. Adjusted other localization issues in Dark and Light.
    • Erebus

      Dark and Light 3/15 - Patch Notes   03/16/2018

      Greetings Adventurers! On Friday, 3/16 ~1am we’ll be deploying a small patch with a few key bug fixes. Be sure to check out of all of the changes made to Dark and Light in the full patch notes below!
        Bug Fixes Fixed a bug where Adventures were logging off in a safe place, and logging back in dead. Fixed a bug where Stone Triangle Foundations were flipped. Fixed a bug where Mobile Fortresses and Manors were doing damage to each other.


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Godhand last won the day on March 15

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  1. I know people complained on it damaging manor but it damages absolutely nothing now. Not even straw. I mean i'd get turning the damage down 1/2 on manor but it cant damage anything?? That's pretty flawed considering how easy they are destroyed by cannons. Not very much utility and uses exist . except glitching into peoples bases. It may as well be a seasonal santa sled with reindeer attached to the front of it.
  2. one guess is near floating islands.
  3. Whatever it takes! Pester the devs. I'm sure many others are like myself and hate the house name they chose in the beginning.
  4. Sarcasm? because mine is broke and doesn't show if my tames or anything kills anyone.
  5. Erebus is it intended for the airship to not at all damage manor? Could it not have been cut in half? 150 trample instead of 300? Were complaints the reason for the change?
  6. any idea of a timeframe for results of the spellcraft event? fall? winter?
  7. A friend and I tested this on official server. I'll let the pics do the explaining.
  8. Only posting here to try and have discussions like Allavez and I are having. Just being honest the airship is not even worth grinding for now. 20 cannons can absolutely wreck a ship and they're slow so they cant escape assured death. The game has necessary defenses built-in not even mentioning honeycombing manor thwarts the airship raiding efforts x2.
  9. If they simply cut damage to 150 trample instead of 300 trample that would have kept utility and one of the few reasons to have airships. I dont' think they were OP beforehand especially with how much cannons wreck them.
  10. It means that they now do absolutely 0 damage to manor. I'm not going to bitch about it but that takes away a lot of utility out of an airship. At previous state it took 12 hours to break a manor foundation 10-11 hours to break a manor wall A manor base could simply honey comb for defense like people with iron and stone do. Not even mentioned cannons and turrest deal a ton of damage to an airship
  11. No swords like this exists in game but arrows and staff magic do
  12. dancing at bonfire no longer works since 3/8 patch
  13. The bugs will happen. My personal frustration has been mainly from lack of communication from DEVS and GM's, perhaps an updated Q&A or livestream or roundtable would help with this.. The second primary frustration is from the seemingly lack of testing before rolling the patches. (I KNOW, things sometimes appear fine on test and break during transition for whatever reason) and then the carelessness to not roll back and allow many to be raided because of the broke 3/8 patch.
  14. Youtube. They did a discord inerview hosted by TheGermanGuy. last one was on October 27 2017 roughly 45 minutes long Horsejoke and Jimmy were the ones asking questions.