The maintenance has been completed at 10:53 AM PDT. Thanks for your patience.
Mabinogi will have a scheduled maintenance on March 23rd. During this time, the game will be unavailable. Maintenance is expected to begin at 7:00 AM PDT and last approximately 3 hours.
Please note that the estimated length of time for each maintenance is subject to change without notification.
-Time-
Thursday, March 23rd
Pacific (PDT, UTC -7): 7:00 AM - 10:00 AM Eastern (EDT, UTC -4): 10:00 AM - 1:00 PM Paris (CET, UTC+1): 3:00 PM - 6:00 PM
Processing of requested name changes. Note: The Name Change submission site will be unavailable after 7:00 AM PDT time, and will be available after the maintenance.
Progress has been a little slow for us these past couple of weeks, but we're keeping at it! Here's the updates:
o Updated the ending scene o Added credits o Added images to endings o Added support scene o Updated intro with game logo
There will be more updates in the future!
For those curious, a short explanation on the slow progress: I (DaDarkWizard) am an active undergraduate nearing degree completion! I will be pursuing a Doctorate in Computer Science, and these are the final couple weeks of the semester. Research and class projects are keeping me pretty busy, but I'm still making what time I can for development!
Airy the Dragon has recently gotten a new job and is adjusting to the working hours. Their workflow should be stabilizing in the coming weeks.
Thank you for your support, Airy the Dragon DaDarkWizard
Hello everyone! Combat Waffle here! First of all, we could never imagine the amount of support we’ve received since the launch of the Beta for Ghosts of Tabor, we’re so incredibly proud and humbled by the excitement you’ve shown so far for our game.
Thank you!
We want to emphasize that we’re a fairly small team and are still in Early Access / Beta testing for Ghosts of Tabor. There will be bugs. We have ambitious plans for the future and further development of our game, but are committed to making sure the experience is as smooth as possible and address the most urgent issues over the next few days and weeks. We are constantly monitoring your reports and we are hard at work prioritizing and fixing things as we go. We encourage you to help us out by joining our Discord and submitting your crashreports.
In near time we’re specifically looking at the issues reported below:
Performance issues on Island of Tabor and in general areas
Connection issues during login
Losing items in the game during raids and in safehouse
We are currently working on all of the above and will push an update soon to get this fixed.
The latest updates and patch notes can be found below:
Fixed crash when extracting or dying
Fixed stacking multiple equipables in storage
Fixed equipables stretching on death
Fixed various issues with doors
Fixed weapon attachment duplication bug
Fixed items not detecting backpack borders when backpack is in storage
Fixed guns vanishing that are holstered to dead players
Combined missions and raid terminals
NERDS automatically detach after being used, which fixes collision issues with guns
Fix main terminal screen having black hard to read text.
March 22, 2023 - Personal weapon explosive hit effects now only occur if they do effective damage against ship hulls. - Increased personal weapon damage against torpedoes and ship turrets by 30%. - Additional heavy weapon reloads added during resource tutorial to keep players from having to go back to the ship to re-arm. - Decreased the size of the support menu a bit to make it easier to use in combat. - Targeting effects are now disabled while using the support menu so they shouldn't clutter up the menu. - Minimum range added for weapons targeting larger ships. - Removed dash teleport option in favor of an instant teleport with fade due to trouble getting dash teleport effects to play well with smooth rotation options. - Fixed a desync issue with smooth rotation when teleporting while rotating. - Fixed a desync with beam weapon effects when an origin update occurs. - Fixed a case of subspace beacon getting stuck in the player's hand after exiting the commlink station during the campaign. - Fixed a few places in stations and carriers that caused flight physics to get stuck. - Fixed server/client flight collider mismatch on carrier hangar roofs. - Fixed turret damage effects not resetting if a turret resets in another zone from the client. - Fixed ship names in the command and ship select menu. - Fixed furniture colliders on weapons depot and commlinks not blocking bullets. - Fixed some tutorial screens not clearing on exiting the game. - Fixed shield breaker effects triggering on some structures when entering a new zone. - Fixed handjet boost sound not resetting after exiting field jumps. - Fixed issue with Oculus headsets not setting up microphone correctly on startup. - Fixed some research voice effects triggering on campaign start. - Fixed graphical issue when armor and hull plate modules reset. - Networking system multithreading upgrade. Significant performance improvements all around.
v1.0.9 --------------- + Tutorial Level + Chat badges + Fix hello sanitizing + Check light post colliders + Check fish returns since profit is low + Show others fishing rod / bobbers + Emotions for online + Make a signpost in game letting you know the 'stats of the day' + Bulk purchase bait 1x 5x or 10x + Make selling different items more apparent + Add close buttons to bag/log + Fix scroll wheel sensitivity on scroll views
It’s been a week since Keep the Keep got released and so far we are pleasantly surprised at how much feedback we’ve gotten from you so far! (a special shout-out here to our Discord followers). With your help, quite a few small issues have been found and fixed during the past few days:
It’s now possible to cancel the tower selection by pressing the Escape button
It’s no longer possible to encounter a grey AI opponent in the Quick Match
The campaign map will now focus on the last level you have played and not finished, the “Continue” button in the main menu will launch it
The towers panel mysterious barracks appearance fixed
Builder tower animation corrected
Level names being replaced by their codes (like Level7b, for example) fixed
Balance issues with Level11b and Level7b fixed, now those should be more interesting to play
Wacky AI behaviour when triggering them to attack a Domain tower fixed
Skipping a level by holding a mouse button now behaves more smoothly and doesn’t result in unwanted dialogue skips
Yet again, thanks a lot for your suggestions and reports, it’s been a blast to both help you get through particularly tricky levels and also to make Keep the Keep better. Please don't hesitate to text us if a given level is too difficult, some game interaction isn't obvious, or there's a bug - it will be a pleasure for us to address.