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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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About Bwicked

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  1. I'm listing this as a bug because if it's intended, then I'll lose even more faith in the developer's competence to deliver a good game. -Manor Columns require the same materials to craft as the Small Manor Columns. The small manor columns should take at least half the materials to make, because they are smaller. -Manor Ceilings require the same materials to craft as the curved corner manor ceilings. Curved corner manor ceilings should take an estimated 1/4th fewer materials to craft. -Each faction's manor tier is slightly different. Some items are learned at different ranks depending on your faction. I've even noticed one faction gets an extra building piece that I don't see available to the other factions. Yes, you can learn the other faction's manor, but it's a little unfair that a faction might gain access to a building piece sooner because they rolled a certain faction. The manor material requirements need to be looked at and re-adjusted to fit the logic of what's being made. The different faction's manor ranks need to be looked at and match each other for a sense of fairness. Also, there are manor snapping bugs that I've noticed repeatedly. I may have mentioned them before. -Small Manor Columns won't snap to underside of manor ceilings as the normal manor columns do. They snap through them which is annoying and I can't see anyone wanting a column to snap that way. -When snapping a normal large column dropped down below a normal large column that's already there, (snapping one under the other) and when there are lots of other columns around, at least on two sides, often the column will light up like it will snap where you want, but then it will jump down and snap to another point off a neighboring column. Columns as expensive as they are to make are very annoying when you have to demolish them because they snapped wrong and jumped to some other snap point you weren't even looking at. Please, for the love of digital gods, fix the manor building system and adjust the requirements needed to build some of these pieces. Oh right, and add triangle manor ceilings, sloped wall pieces that can be flipped upside down, and manor inclined walls to match the sloped wall pieces, because those need to be a thing.
  2. I wish they would just fix the collision with the airship in the game so that instead of clipping through things, it will stop if it hits a wall and not go through it. That's what's really needed to make the airship ship work, make it so nothing can clip into it or through it. Shoving it into someone's base and then dismounting and raiding the inside is completely broken. As for the damage, do you really expect an airship to damage structures the way it did without also damaging its self in the process. What should have happened is they should have made the airship also take damage if you ram it into something. That would be the more realistic approach. Then if they wanted to protect the airship, give it some airship protective magical shield, then make it so the shield can't clip through things also. That's what should have happened with the design. I honestly don't know what the devs were thinking configuring the airship the way they did. And I agree, these things should be tested on a pre-patch server, or 3 of them, one so each tester can be in a different faction and then go and test all the new stuff before the patch rolls out. I have even offered to be one of these testers if Snail wants to hire as a game tester. But no word from them yet. I feel like they go to the devs and see what they've worked on, throw all the progress into a patch, then let it fly seeing if anything works without in-house tests. It makes me upset the way they push these broken patches. Each broken patch makes me lose even more hope the game will ever be finished and working properly.
  3. Flying into a corner with? What kind of corner? Map corner? Manor corner? Iron/stone/wood/straw corner? Just trying to get an idea of how they are glitching through. I assume it's a form of a meshing vulnerability in the game that the devs need to address.
  4. It's Thursday, some of the ads on the forums have been around since last Wednesday. I saw another weird ad posted again today in the news section. Seriously, where are the forum admins?
  5. It's probably intended that if you encounter wasps/bees, to remove your armor or it will get damaged. Similar to ARK's SotF acid rain effect where you have to remove your armor or the acid rain will damage it until it's destroyed. I don't pretend to know what the devs had in mind, just assuming this may be the case with the bees vs armor.
  6. Wow, that sucks. I'm curious what you guys mean that they get in through curved structures? Like the curved manor walls? I'm building a manor castle now and wonder if I should avoid curved manor walls if there's an issue with them. Also, where is @Erebus ? Sounds like this really needs to be looked into and have those steam accounts permanently banned. If they want to keep hacking, they can buy the game on another account. At least that way Snail makes some money off them. Then snail can ban their new accounts when they get caught. Snail could probably also report to valve and get their steam accounts shut down, causing them to lose access to any other games they have the account. I'm no hacker, but having that done once would be enough to make me stop hacking games. Both of the accounts linked by Saint shows both users play other PvP games and Snail could report to Snail and have those steam accounts banned. Just have to get a snail server admin to log in and act like a regular player to catch them doing it. Seriously, where are the other DnL admins that used to moderate these forums? I only see Erebus any more and lately that even seems rare.
  7. Yep. Yesterday the house news told me that an Albino Deer died to a wolf my tribe mate was using. Today that news is gone. Under the creature news tab it says nothing. It should tell me that the treant from last week died, my deathkitty died, and yesterday an albino deer died. That info is missing from the news feed. It's a great idea, but obviously it's broken and needs work.
  8. Bees seem okay to me. Only problem I've had with them is when I took a hive without killing the bees and they followed me home. After a while they stopped attacking and just hung out. They were unkillable for a while. But was able to kill them later. Didn't know you had to kill the bees around it before looting one back then. It makes sense to me that the bees can hit a rider and cause some armor damage. I think the armor damage is a little too much, but I think if armor damage were reduced it would be fine. It would serve someone right for getting too close to someone's base or breaking in. I don't agree that bees or wasps should spawn through walls. If a beehive is inside a building, the bees should only spawn within the walls of that building and only escape to attack if there's an opening like a broken door, window, or wall. Royal Jelly seems to be consumed far too quickly and is a pain to make. Royal Jelly should last much longer than it does.
  9. I'm probably not the only one noticing that there's some forum accounts that are using the forums for advertising junk. Seems Snail could use some forum admin help, especially over the weekend when I've noticed some of these ads go up. Unsure if the forums are capable, but a vote or report system to have a thread taken down would be nice.
  10. I feel like that's what's happening. Feels like the news tabs are resetting every so often. Can't tell if it's after a server reset or what.
  11. I've noticed between the last few days, after server restarts have passed, it will say some things have died, then later those things are no longer mentioned in the news feed. Either those things are getting pushed off the feed somehow, or the game is forgetting them. It's strange that the treant info got pushed off and yet things I've demolished before that time are still in the feed. I wish I had picture proof. If things are getting pushed off the feed, why can't it be programmed to keep a max number of entries per category? I know the news has a limit and if building and destroying things is pushing information off, it would be good to know if if something is about to get pushed off the feed. Having each category with it's own feed limit would be the better option.
  12. House news is kinda broken. It forgets things from previous days. Like things I've tamed or things that have died. It no longer tells me that a wild gryphon murdered my broken treant. (broken because it does nothing for crops) I like the idea of the improved news feed. It would be nice if it wouln't forget information.
  13. I've been noticing that when I log in sometimes, my health is drained a lot more than when I log out. I'm not sure if there's a bug where you lose health over time while logged out or if I'm being attacked while I'm offline by things spawning in the base and the spell towers take care of it, or what. House news doesn't keep track of wild things they kill while online or offline so it's hard to say. There's a chance that health is draining while being offline and it might drain enough to kill some people. I've got about 1300 HP atm and logged in with about 400 hp remaining. When you're starting out you have much less HP and so if I didn't have the HP I currently have, I could have possibly been logging in dead the last week or so. Just something to think about. I put all my stuff into a chest before logging out when I can.
  14. Really iFreecell? I've played on a PvE Mastercraft server as well and the max was 120 there. So I figured it was 120 across the board until March 8th.
  15. I'm curious where I find the previous live Q&A's. Is there a site or youtube somewhere?