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The Repopulation 15.6.1 Build Notes

sytes
(@sytes)
Noble Member

The 15.6.1 patch will go live on Tuesday, July 14th at 10AM. This patch stretched out a bit longer than most as a result of the new tutorial needing quite a bit of testing. We will be looking for a quicker than usual turnaround on the next few patches as we want a chance to quickly respond to tutorial tweaks, and to have time to patch and react on some upcoming features in preparation for PAX Prime.

The largest addition this patch is a new tutorial. The Repopulation is a sandbox, and the open ended nature of the game is a contrast to what many MMO players have been used to. We found that many players left the previous tutorial and then entered into the world without being fully prepared for what to do next. Although there was one case of a mailed mission in that tutorial, it was for the most part a driven experience through the tutorial and there were no generated missions inside of it. Numerous uncovered topics became a point of confusion for players after leaving it. The new tutorial aims to tackle those problems. It takes place in a large new outdoor area. While the required portion of the tutorial is still very short, there are many optional offshoots to it, including generated missions, adversarial camps, harvesters, and other topics which were only briefly brushed through in the previous tutorial. There are also new mentor NPCs who are available to answer many common questions in the game. We also continued the process of adding more image based tips, and this will continue in future patches.

Interface improvements continue with the numerous improvements being made to the crafting and trading interfaces, as well as the in game database. Other highlights include visual upgrades, easier to obtain fittings, a new PvP engagement was added in the Shattered Heights, improved Pending Card rewards, and over 200 bug fixes. You can find a full list of improvements in the notes below.

Finally, we have started back up our Streaming and will have our weekly show on Friday at 3 PM EDT (7 PM GMT) on our Twitch Channel so join us for some discussion of the weekly progress, what is forthcoming, and a few giveaways.

Adversarial Camps

Added new small adversarial camps which are exclusive to the new tutorial. These are small and meant to introduce players to the notion of camps.

AI

Ranged NPCs should now do a better job of finding Line of Sight when players hide behind objects.
Made adjustments to NPC pathfinding to make them less likely to jump on top of things larger than you would expect them to.
Increased the chance that ranged NPCs will move around during combat by roughly 15%.
Improved threat detection code.

Animations

The human character's idle animation has been improved.
Improved the pistol/melee idle animation for the male and female characters.
Improved lurker walk animations.
Fixed the buckled mouth issue for both male and female fishing animations.

Auctions and Work Orders

Partially modified the layout of the Work Orders window, to make room for new search options. (Do not panic, the "Search Bags" feature is still there. Select "Search Bags" from the new options drop down, and then click the single "Search" button at the bottom of the window.)
Added a new search option to the Work Orders window, "Search by Source". This search feature will find all work orders for items that are created (or harvested) via the selected source skill.
The following work order options are now remembered from session to session: Last used Search/Create Option, "Search Bags" match choice, "Search by Source" source selection.
Modified auction search so that if the value in the "Component Type" or "Filter" field is an exact match, including case sensitivity, to one of the choices in the associated list, then the search will only include that one value. (e.g. searching with the component "ore" will also find Power Cores, but "Ore" will only find Ores. Note, if you type in "ore" and press Enter, the value will automatically change to "Ore", since it exactly matches one of the component choices.)
In the "Search Shops" window, right clicking on an item in the "Shop Inventory" list will now show an info card for that item.

Audio

Beam Sniper Rifles have new sound effects.
Added new racer sound effects.

Combat

The damage bonus cap from dual wielding has been increased from 30% to 50% but the rate at which you gain that bonus has been slowed down by roughly 25%. This means you will reach the cap more slowly, but have heavier bonuses at high skill levels.
Abilities using cone attacks use their longer cone distance, but properly check their attack range if setup to use weapon data (as most are). This should keep them from over reaching in some cases while still being able to hit NPCs with larger hit boxes (like hokfigs) as the distance checks obey hitboxes and the cone checks do not.
Melee Cone attack abilities had their cone angle increased slightly.
Crouch, Stand, and Prone abilities are now added to the first vertical ability bar when a new character is created. These abilities were always added to characters at creation but were not slotted previously. They are now slotted to make it easier for players to switch. Players who prefer not to have the vertical bar with these commands or the new Action Mode and RPG Mode commands can simply disable it.
New characters will now get a new RPG Mode and Action Mode ability icons. This allows players who do not like to switch using hotkeys or the middle mouse button to instead toggle modes from your action bars. These are added to a vertical bar on new characters.
Reduced the rate at which NPCs can dodge, block, or parry.
Reduced the duration of NPC paralysis.
Improved the Action Mode tip to make it more clear what the CTRL that the CTRL modifier is used to toggle defensive actions. In addition to this it also mentions that you can customize your deck through the Action Mode Editor.

Dens

Reduced the respawn rates of Fast Zone Wide dens, which are the most used outdoor spawners. These still spawns faster based on the number of players nearby, but the baseline spawn rate has been made slower. This should make things a little easier on solo harvesters.
Added dens specific to the new tutorial.

Engagements

Added six new engagements (two for each faction) centered around the battle for control of Fort Pharynx in the Shattered Heights. The engagements control the NPC spawns in the area. When one faction controls the base the other two factions have engagements that will reward them for conquering it.
Added a new battle engagement for the new tutorial. This features waves of enemies attempting to reach the wreckage site and is used as the players introduction to engagements.
Added a new three wave Vulture Infestation engagement to the Training Facilities.
The first time a player enters into an engagement they will receive a tip explaining how they work. This previously was only displayed in the training grounds engagement, and if players did not participate in it they would miss the tip.
Engagement now support faction specific messages for shared faction engagements.
The first time players an engagement (any engagement) they will now receive a tip explaining how engagement points and tracked and rewards automatically assigned.
Altered the way engagement rewards work in the new tutorial. They are still limited in comparison to real world engagements, but do now give some reward.
Decreased the duration of the Lull in the Action engagement.
Slighty increasd the amount of credits rewarded for each delivery in the "Freedomtown Needs Resources" engagement.
Amended wording of OWON Attacks engagement failure message to give a better description of what could have caused the failure.
You can now put out the fires from slightly further out when Freedomtown gets set ablaze.
Engagements can now add additional spawn points for a player who dies inside of the engagement area.
Reduced the buff bonus chances for each delivery for "Freedomtown Needs Resources" engagement.
Improved the description in the Sabotage engagement in Sept Falls.

Graphics

Female characters will now proper render several clothing sets that they previously did not. This includes civilian clothing.
Added 3 new camouflage tent models.
Added new artillery splashes and FX. These are used in the new tutorial, but could be reused in other areas in the future.
Added several new particle and FX types for the new tutorial.
Added 2 new standard tent models.
All gun visualizations have been properly aligned for both male and female characters.
Added quest related models.
Added new table, 3 ampules and 1 console models.
Added new sign logos and graphics.
Added wire barricade model.
Tweaked some variables on the video auto-configuration to give better results.
Added 2 new light models and 2 new table models.
Added numerous new NPC Outfits.
Added lamp mast model.
Added lights to the camps in Timbertoc.
Updated the skin textures on the male model to a higher resolution texture.
Tweaked the lighting, hair, and skin shaders in game.
Optimized some of the textures in the game.
Adjustments were made to several combat animations in order for the characters to hold their guns straight during idle poses.
Improved grenade cloud textures.
Improved grenade cloud textures.
Updated some tent textures.
Updated the Lurker's texture map specular.

Housing

Removed trees and rocks from the Nimmerwald Housing area. This problem was created when Feldroon opened.
Using the /housing clear command will no longer clear out structure flagged as storage units.

Items and Fittings

Introduced a series of new low quality fittings that can be rewarded from easier missions and dropped from humanoid NPCs. These fittings are of the lowest quality, but are useful for starting characters.
Fittings can now affect the Momentum Cost of abilities.
Medical Scanners can now be dual wielded with other Melee weapons.
Rewrote most of the fitting activation code. It now supports more types of abilities, as well as supporting the use of prepped abilities.
The Ratliff Special Sniper Rifle no longer comes pre-configured with fittings, but instead is now more effective against light and medium armor than other sniper rifle variations, at the cost of being less effective against heavy armors. It is still more effective against heavier armors, just by a smaller margin.
Common Lesoo collectibles have been added to Lesoo loot drops. These can be given to certain lesoo item collectors in exchange for credits.
Item: "Gadgeteering for Cubs - The Manual". The Basic Crafting Tutorial explanations are too complex? The Tip window just keeps popping up when it shouldn't, and it's impossible to find when you need it most? Then "Crafting for Cubs", the complimentary manual the Crafting MentorBot will give you along with his explanations, is just your type of book: consult it anytime, any place, and right from the very same inventory window where you have all your crafting materials!
New tutorial items: Gizmos, Widget, and Gadgets. And the Crafting MentorBot will always be happy to give you more. Never again run out of tutorial crafting materials!
Changed the Beam Particle Accelerator fitting to Physical Penetration and tweaked the stats. They are still less than the normal. Also, changed it to an A socket to match the rest of the damage oriented fittings.
Toxinblock Injections, Dexterity Boosters, Confidence Boosters, and Thermalblock Injections had their vendor price reduced.
Adjusted stack size on Rocharus Tissue to 999.
Removed the Ability Enhancements that were removed from the system from the vendors so they were not selling deleted/broken enhancements.
Reduced the effectiveness of Energy Tank fittings.
Quadruple Barrel Assembly: Removed Component Types: Barrel and Stationary Turret Frame. Renamed Item to Quadruple Large Barrel Assembly. Changed Filter to Quadruple Large.
Added new tiny variations to water and mineral harvesters for the new tutorial. These can extract a very small number of units but extract them quickly.
The fittings tip now clarifies that type A fittings can only fit into the chest slot, and that you can only have one fitting of each other type.
New Item: Quadruple Medium Barrel.
Gurthnite can now stack up to 200 items in a slot.
Renamed Fisherman buildings to something appropriate to their visual appearance.
Quad Long Barrel renamed to Quadruple Long Barrel and moved to filter Quadruple Long.
Added a new Shield Drain combat mod. This increases the amount of shield draining done without impacting penetration/damage values.
Removed Items - Double Barricade Base and Triple Barricade Base.
Improved the descriptions of many fittings.
Renamed numerous fittings from their generic names to more appropriate role playing names.
Removed Component Type Firearm Barrel from Quad Long Barrel.
Vulture Secretion Glands are now significantly more rare.
Reduced the base value of Hard Resin and Syrup.
Updated Icon for Composite Rope.

Minigames

Added 25 new results to the Hacking minigame.
Intimidation will now work when an NPC is Excited.
When an NPC is depressed, choosing Diplomacy will now correctly give you Diplomacy options instead of Entertainment options.
The new tutorial area has three ponds to be used to learn the art of fishing.

Miscellaneous

Armor type now impacts endurance drain when sprinting. It was originally at 150 per tick, it is now 80 at naked, 100 at light, 150 at medium, 250 at heavy.
Improved the locational FX system. The new system supports both client/server or client only, along with variable chances, and damage support.
Radio broadcasts now support faction variable text replacements.
Improved the loot code so players should not see the "That would be stealing" message if they were legitimate contributors on a kill.
Rest and Relaxation now gives a non-stackable 3% bonus to health, energy and endurance recovery. This is true for the rest and relaxation from both rest areas and player created camps.
Due to the additional size and functionality of the new tutorial, we have increased the maximum harvests of various species and maximum skill caps in the tutorial, in comparison to previous ones. Grades of harvests are capped though, and most missions are not repeatable.
Reduced the level of the Psychologist in Sept Falls so they can be tracked by entry level trackers.
In order to give lower skilled entertainers a better chance to achieve the "Plushroom Unknown" achievement, Lola Layetta has lowered her standards, making this easier.
Static Harvesters are now supported in instances and can be setup to work independently in each instance. This is primarily used in the new tutorial.
The OWON Trained and FPR Trained achievements now reward you with the title: Private rather than Recruit.
Added a new Vulture Exterminator achievement which can be obtained in the new tutorial and offers a suffix title.
The Comprehension Impairment debuff on death will no longer stack its penalty.
Added the NPC Shop data to the in-game database.
Added a new tip which will appear the first time you visit an Ability Trainer. It describes how to spend Training Points.
Added information to the hints for "Auctions", "Work Orders", "Inventory and Storage Management" , and "Item Stack Management"
Added a hint for Surveying.
Added hints for Crafting Component, Crafting Filter, Work Order, Auction, Player Shops, Maps, Weapon or Armor Shell, Energy, Batching, Pattern, and Blueprint.
Added three new achievements tied to Fort Pharynx.
Added a hint for Attributes if anyone searched for it in the hints section of the GameDB.
Added a new tip which explains how to open your E-Mail. It will appear the first time you receive an E-Mail.
Changed the Penetrate Shielding Icon to the purple icon.
Added a new Taming tip.
Upgraded the Skill Imprinting tip to include recent changes in SI, as well as to better explain the process to new players.
Improved the vending machine code to be more network efficient.
Improved the tip about Achievements to include details about Training Points.
Updated the hint for "Failing Enhancing or Enriching".
Adjusted the Goal tip for Medical Scanners Mission to be a bit more clear to medical scan a player or NPC.
Improved the Ability Enhancement tip to mention the name of the enhancement being equipped to aid players in finding it in their inventory.

Missions

The Random Fitting rewards from missions can now accept multiple quality levels of fittings. This allows easier missions to sometimes reward the newer low quality fittings where tougher ones can give the better rewards.
Missions now support some pre-requisites only being valid in certain areas.
Boosted rewards from combat missions.
Fittings are now a more common reward from missions.
Thicket Overwatch: Jeff Borromeo may deal with artifacts from the Dead City. Maybe. Or maybe not.
It ain't easy to keep morale up in Plymouth, with surprise inspections being Security's favourite activity. In "Morale Wars", Officer Jennie Kush needs a Morale Recruit to convince Community Protection Officer Steven Jackson to relax his iron grip a bit.
Plymouth: Steven Jackson will now offer loyal citizens the chance to experience a cop's life in Plymouth. Expands the Career Choices quest chain.
Freedomtown: Gordo Lanatta now buys common lesoo items like crude weapons, or household items like pots or quern stones. Exactly how you get them is none of his business, though.
Plymouth: Phoebe Ahmed will now offer exciting opportunities with Facilities. Expands the Career Choices quest chain.
Introduced new repeatable combat opportunities for whoever controls Fort Pharynx in Shattered Heights. In addition to these added a spattering of other mission opportunities to the zone.
Banshee Hollow: Neegni Jinnd trades with a lot of people in a lot of towns. He may be willing to buy crude lesoo weapons or common household items from you; says he is just interested in reselling them.
"Security Assignment: Lenwood" and "Lenwood Beat Cop": Officer Steven Jackson will offer to OWON Security recruits these opportunities to teach some Numbskulls some manners.
If you become an OWON Security Recruit, Community Protection Officer Steven Jackson may require you to have "A Thoughtful Chat" with a Plymouth citizen who asks too many foolish questions.
Sept Falls: Velma Castaneda says they will buy common lesoo pottery and quern stones from you, and also crude lesoo weapons. She may even tell you where and how to get them.
"Security Assignment: Founders' Grove" and "Founders' Patrolmen": vermin have respect for the Founders' memories; Officer Jackson may require Security Recruits to remind said vermin that mankind has inherited Rhyldan.
Across the seven quests of the "Leadership Mentor" mission chain, show your leadership skills by teaching your faction's soldier how to motivate, inspire, and utterly convince their squadmates that we've got this. On paper, moods and dilemmas could swing for the worst should you fail... but a leader of your stature surely accepts nothing but success!
Banshee Hollow: Neegni Jinnd collects common lesoo item and does not deal with rare artifacts... but may know somebody who does. Or maybe not.
Kaavo Hold: Trader Robert O'Goobo tends to stay inside the city limits. But if you happen to go out there and bring back some crude lesoo weapons, or some of their quern stones, he'll be willing to buy them from you. Apparently some other people somewhere else like to collect them; Robert has no clue why, he is just the middleman.
Kaavo: word around is that Robert O'Goobo also trades in artifacts from the Dead City; or at least knows somebody that does.
Koleyna: bring crude lesoo weapons or lesoo domestic items to Lyle Vee and he'll take them from you for a good price.
Morale Boost, Big Morale Boost: two new Plymouth missions. OWON Morale would like you to improve the spirits of OWON citizens who are sad or depressed.
Along the seven quest of the "Protection Techniques" mission chain, show your faction soldier how to guard, protect, and shield their squadmates, or how to taunt and humilate their foes tobecome the focus of their aggression. Mood & dilemmas will swing depending success, failure or refusal to train the soldier.
Koleyna: no, Lyle Vee does not trade in archeological artifacts from the nearby archeological sites. He'll tell you himself if you ask him.
Plymouth: rare coin trader Henryk Walczak has expanded his collector business; he will now buy crude lesoo weapons from you, if you have some to sell.
Plymouth Control: smuggler Sandio Bolas will also deal in the more common Lesoo objects like domestic items and crude weapons... if you have some to sell.
Plymouth: Henryk Walczak may or may not also trade in archeological artifacts from Loch Aza, and may or may not know somebody who does.
Plymouth Control: Sandio Bolas may or may not also trade in archaeological artefacts from Loch Aza, and may or may not know somebody who does.
Added new generic missions that can be run at numerous military installations.
Along the six mission of the "Defensive Tactics" quest chain, instruct your faction soldiers on how to tell their squad mates to fall back, hold the line, stay alert, or retreat. NPCs Dilemmas & Moods will swing depending success, failure, or refusal to train them.
As Sam Hudson would say, 80 percent of success is not being there. In the four-quests "Acrobatics" mission chain, teach your faction's soldiers how to run, roll, regain balance and not be where the blow lands. Moods & dilemmas will swing based on sucess, failure, or refusal to train them.
Thicket Overwatch: Jeff Borromeo is now willing to buy common Lesoo objects like crude weapons and household items, if you have them for sale.
Plymouth: in "Food Fight", Yolanda Rivers from Agriculture needs to conduct some research on the viability of setlangs as protein source. A job for the combat-oriented Agriculture Recruits.
Seven new missions in the "Genetech" quest chain: train your faction's soldiers, scientists and doctors in transfection, molecular cloning, homologous recombination, gene trapping and protein engineering. Dilemmas and moods (and what NPCs say about you...) will change depending success, failure, or refusal to train them.
Added new trade skill related mission opportunities.
Added additional mission opportunities to Souza Spring and Fort Bondsteel.
Tutorial: if you have accepted Kornwyle's bandit assignment, he may mail you an extra target: bandit boss Tari Balik. Don't go after her alone, though.
Tranining Facilities: after you dispatch some bandits, Nahuel Bismutt will be willing to buy junk in bulk from you.
Tutorial: Bounty Hunter, Pond Lurkers. Lieutenant Kornwyle is willing to pay you in credits rather than tips, if you manage to get rid of some lurkers threatening the fishermen near the lakes. The missions is shareable, so if lurkers are a bit too tough, feel free to bring friends.
Tutorial: "Wanted: Wildo Rogan". Players that have accepted the Bandit job from Lieutenant Kornwyle may receive by mail and additional target: bandit leader Wildo Rogan.
Training Facilities: The Crafting MentorBot will gift you with your very own Rookie Starter Harvesting Tools Bundle, containing a saw, a machete, a mining drill, and a tiny water harvester.
Training Facilities: Nahuel Bismutt has three harvesting missions that he will mail to you, asking for Pyrite, for Calibrite, and for Hudson Fir wood.
The second part of the Harvesting and Crafting tutorial: "Harvesting and Crafting - Harvesting and Minerals": After completing the first part ("Wood and Water"), the Crafting MentorBot will offer the continuation. Another catch: some of these resources shoot back. A great teaching incentive, to get the wonderful Type A Firearms Fitting that you'll be able to craft as soon as you finish this tutorial!
Training Facilities: Dr. Peters wants bandits recloning as far away as possible... their DNA samples may make it easier to keep the undesirables away; bring him a batch of bandit DNA for a reward.
Training Facilities: added a Bastet Barca kill mission; generated, non-repeatable, requires the Tolley's Mesa exploration achievement (solely so it's a bit harder to receive, no other connection)
New tutorial book: "Crafting for Cubs - the Manual". Doesn't it irk you when NPCs babble and babble for babble's sake? Then this manual is just what you need: all what the Crafting MentorBot has to say in the "Harvesting and Crafting Tutorial", but only a third of the wordcount. Amazing time saver!
Tutorial: vulture numbers need to be kept in check; Lieutenant Kornwyle has the perfect seek and destroy mission for combat-oriented clones tired of drills and training, and in need of some real action... and a bit of creds.
Updated the Bandaging the Wounded tutorial. Removed the text message and updated his dialog to make it clear that you didn't need to keep bandaging him.
Through the three missions of the "Robotics Mentor" chain, teach your faction's soliders how to fix, sabotage, and transfer energy to robots. Moods and dilemmas will swing depending of outcome.
Training Facilities: if you complete his harvesting jobs, Nahuel Bismutt may offer by mail two extra crafting missions: Glue, and Sulfur.
Tutorial: if you accept Kornwyle's vulture assignment, he may mail you an extra target: the Vulture Queen that is reportedly leading the pack.
Tutorials: new Basic Crafting Tutorial. Received by talking to the Crafting MentorBot in the tutorial Workshop, will take you through the steps needed to combine Gizmos and Widgets to create Gadgets. And, unlike the previuos stingy Workshop Supervisor (only willing to give you resources once), the Crafting MentorBot's endless supply of Gizmos and Widgets will allow you to practice as much as you need!
Training Facilities: Lt. Kornwyle has two extra kill missions; some bandit bosses just don't learn to stay away.
Introduced a new trap detection and removal tutorial for the new tutorial which has players clearing a minefield.
The Taming tutorial no longer gives you cards of Feed Animal and Tame Animal. It directly trains those abilities instead.
Tutorial Area: are your feet your only carriage? Talk to Nahuel Bismutt: he is willing to trade a large number of fitting modules, or an even larger quantity of calibrite, pyrite and hudson fir wood for one of his (slow) vehicles
Tutorial: Bounty Hunter, Bandits. Rather than a tons of tips, Lieutenant Kornwyle will give you good solid credits, after you get rid of some of those pesky bandits near the lakes. Bandits too tough to tackle alone? Then share the mission, of course!
Harvesting and Crafting tutorial: "Harvesting and Crafting - Advanced Tips" and "Harvesting and Crafting - Wood and Water". After completing the Basic Crafting tutorial, the Crafting MentorBot will be more than happy to offer this two-part tutorial. One catch, though: this time you'll have to get the materials yourself. That's what "harvesting" means, after all!
Training Facilities: Nahuel Bismutt has a gadget, gizmo and widget delivery job that won't require you to leave town.
Removed the introduction sequence from the tutorial as it seemed to confuse a number of players wondering why they couldn't move.
Reduced the reward weighting of collection goals which require no combat, but increased it for combat goals.
Improved rewards if you are successful in your Diplomacy attempt in the All Apologies mission.
Mission "Players" no longer requires you to visit the medical center in order to register as visiting Sept Falls.
Altered the initial mail of the Encrypted Message mission to clarify why this must be hand delivered.
The "I Hope You Can Read" mission now supports cross-area waypoint markers.
Changed request dialog of "Junk in Bulk" mission to ask for "Sorted Robot Parts" instead of just "Robot Parts".
Improved the rewards of the Robot Gone Haywire and Madman on the Loose missions.
The Investigate the Sewers mission now supports long range markers.
Reworded some of the text in the Gypsum Or Bust dialogues and email text to make it more clear what the NPC is seeking.

NPCs

Improved NPC custom script support so that custom NPC scripts can identify the killer, as well. This opens the door to allowing complex sequences based on who killed the NPC.
Gave NPC medics a new Biospray attack.
Gave new abilities to Ash Drakes.
NPCs with the profession of Robotics Engineer (there are about a dozen worldwide at this time) now have a special pickpocketing spec that includes many various robotics-related parts as well as the advanced robotics manual.
NPC chatter can now reference their factions with generically replaceable markups, making it easier to portray that information in generated missions or situations.
Improved NPC pathing in Thicket Overwatch.
Private Andrei Ruffus, Souza Spring in Kalazar. He is part of the Souza Tower Patrol; from Thicket Overwatch expert knows a lot about killing elkars.
Zoray Ziro's Water Treatment Plant defence system currently consists of 11 turrets spread around the reservoir and treatment plant.
Jimbo Smalls general location should now appear on the minimap when he is used in a mission. He spawns randomly in one of the spots at The Shacks.
Master Tamers will now also sell pet food and supplies.
The Psychologist in Sept Falls has moved his offices to the second floor of the Medical Center.
Tutorial: Feeling like putting all that weapon training and tips to good use? Go have a chat with Lieutenant Kornwyle, ruthless Bounty Hunter, right outside the Workshop. He has a couple of real jobs, of the seek and destroy kind.
Codie Azru, a Robotics Engineer in Freedomtown, is now pickpocketable.
Two cleaner bots are attending to duty at Aoss Gardens.
Earl Alexander in Plymouth City can now be pickpocketed.
Captain Yotam Amadeo , Fort Bondsteel in Kalazar. Dedicated. Intel Officer for Fort Bondsteel.
Added bots to the workshop in Aoss Gardens in Tralus: Harvesting Supplies Bot, Crafting Supplies Bot as well as the new tutorial bot "Craftoboto".
Harvesting Supplies Bot, Fort Bondsteel in Kalazar. Added to the Workshop.
Kalazar: Stubborn Private Ajam Najazdour and gung-ho Private Nathaniel Ramirez are now stationed at Checkpoint Tolley in Nettle Patch; probably trying to make sure no drake from Shackleford decides to take a trip to Fort Bondsteel. Ajam says he holds Bondsteel record of 'most cloned'; Nathaniel likes axes, and dislikes those pesky cacti that give Nettle Patch its name.
Workshop Supervisor, Fort Bondsteel in Kalazar. Added to the Workshop.
Added a crafting mentor bot to the workshop of Fort Bondsteel in Kalazar.
Sergeant Tyler Osborne, Souza Spring in Kalazar. Commander of the Souza Patrol Tower; there to prove himself by protecting Fort Bondsteel's water supply.
Major Vincent Fitzpatrick, Fort Bondsteel in Kalazar. He's the Executive Officer of the Fort and responsible for all the logistics.
Ged Krahug, Fort Bondsteel in Kalazar. He's the FPR Defense Rep for Kalazar.
Added new variations of various NPC types for the tutorial. These variations have a lower than usual aggro radius.
Kalazar: Helpful Private Vickie Black and tough Specialist Paco Derbaud now patrol Checkpoint Rockwell in Nettle Patch, guarding the passage to Bleakburn. Paco spent several years in Scorched Gorge Outpost; if you ever get attacked by tumblers, this is the guy you want to last-stand with. Black is tough, fair and a pretty normal person for around here... wonder why she requested a transfer to here?
Crafting Supplies Bot, Fort Bondsteel in Kalazar. Added to the Workshop.
Private Jamondel Diome, Souza Spring in Kalazar. He is part of the Souza Tower Patrol; good guy, take him at face value.
Ludmilla Adamchuk, Fort Bondsteel in Kalazar. She's the FPR Hunting Rep for Kalazar.
Tutorial: Nahuel Bismutt, vehicle engineer, is willing to trade raw or recycled resources in exchange of one of his (slow) vehicles. You'll find him in the Workshop.
Private Forrest Gibbs, Souza Spring in Kalazar. He is part of the Souza Tower Patrol; always emphasises how important the work he does is.
Axe and Bladed Masters now are holding weapons like the Blunt Weapon Master.
Automatic Weapon Master now has a hint for Automatic Weapons.
Changed Sarah Dean and Jimbo Smalls hostility groups from Underworld to FPR so they don't attack FPR players doing AOE damage during The Shacks engagement.
Updated the appearance of numerous female NPCs in game to take advantage of the new female outfits.
Added a new Concerned Medic at the spawn in point of the new tutorial, just for background and to have him babble.

Pets

Removed the genetically engineered pets from pet food vendors.
Corrected some issues with pets not attacking from long range.

Player vs. Player

New PvP engagements were added in the Shattered Heights. These center around Fort Pharynx and include controllable turrets. Each faction can fight for control of the base, but only one can control it at a time. Owning the base will spawn bounty collectors, vendors, and props which you can use, as well as friendly soldiers and turrets. It will also grant you access to missions.
Tweaked bounty military experience rewards to set them at the same rate of experience per insignia no matter how many you turn in. So 4 for 1, 100 for 25.
Added a new Fully Protected area type. This type is used to mark special case places like the new tutorial where PvP is completely protected no matter which faction you are a member of or your PvP flags. It is currently only used in the new tutorial.

Points of Intrigue

Added a new Point of Intrigue that is exclusive to the new tutorial. All that needs to be done is to clear it of NPCs and then it becomes a shrine that offers players buffs for venturing to it. It has a much shorter duration than other points of intrigue.
Corrected a bug which was preventing Conquest Points of Intrigue from working properly.

Resources

Surveying speed is now twice as fast (takes half the time so 5 seconds to 2.5 seconds) and increased the unit discovery distance 10-20%.
Adjusted the surveying math a little. It is a bit more friendlier toward lower skills while still giving good bonuses for those with higher skills. The increase for being closer to the resource was tweaked so it gave a bigger bonus for being nearly on top of it.
Adjusted enhancement and enrichment rates for whack-a-nodes (and corpse enhancement), slightly increasing the effect of high or low harvest skills. Adjusted the time to enhance/enrich, such that high skills will result in slightly quicker times, and low skills will result in slightly slower times.
Survey now displays the level/difficulty of a region.
Gain of Skill and Knowledge when extracting has been updated. It should be significantly harder now to gain past Grand Master in both and difficulty/level of the resource should now be properly referenced in the check.
You now are able to use a water harvester at 0 skill points. This means you get an extra water harvester to use as a result (so max 5 vs max 4 of other resources).
Adjusted the skill progression requirements for extra harvesters to better match the skill mastery levels. It is now 0 (water only), 200, 900, 2100, 6000.
Adjusted harvest enhance and enrich rates, to be more reasonable at the higher skill levels.
Improved the calculations for the extraction grade ranges of corpses. The ranges should be generally higher than before.
You will now receive an info message and a banner message if you are online and a harvester is full.
Auto equip of harvest tools will now work for tools in your inventory containers.
Although rare, generated Lumber and Plant resources can now spawn in Amiuyoi.
There is now a hint that pops up the first time you corpse extract or harvest a resource.
Added a hint the 1st time you try to extract something without a tool.
Crafting tutorial: added resource regions for Hudson Fir (2), Kupletskite, Calibrite (the resources needed in the Harvesting Tutorial)
There are now 10 static water harvesters placed near the Pond in the Training Facilities.
Reshaped the Falasium spawning region in Scorched Gorge.
Adjusted the resource regions in Fanshaw Hollow to elminate problems with resources spawning on hills or inside of rocks.
Made adjustments to the resource regions outside of Freedomtown's southern gate so they cover more area and can not get stuck underneath rocks or terrain.
Corrected the display of harvest and species skill bars on the extraction window, so that high skills (relative to the node's current grade) will properly fully fill the bars.

Skills and Abilities

In the event that a player logs out while having pending card rewards the rewards will be selectable when they log back into the game. This aids in situation where users accidentally close the card reward window, or need to close it quickly.
Improved stealth math to enhance its effectiveness. It should be easier to move around and near NPCs now.
Distance has a much larger effect on Stealth now than was previously the case.
You will no longer gain skill from immobile NPCs or objects when you are out of the range which they an affect you. This prevents a problem where players were exploiting these NPCs from out of range.
Abilities now support making armor less useful over time (similar to a drain).
Increased the rate at which some weapons gain skill.
Added a localized message when you fail ability activation due to a lack of energy.
Increased the chance of Nano-Vaccine and Advanced Nano-Vaccine to remove negative effects (First Aid).
Increased off hand skill gain rates for all melee weapons when dual wielding.
0 skill requirement abilities now have a 5 training point cost instead of 10.
Bandage Wound seemed to have its cooldown and globalcool down reversed. It now has a second global cooldown and a 20 second cooldown so you cannot just spam it to death healing people as it is a HOT ability.
Bandage Wounds's effect was cleaned up. It now heals 40 HP every 3 seconds, before it had an uptick effect that healed more once the effect was getting closer to being up. Was a bit confusing so removed it.
Increased Bladed Weapon skill gain rates.
Warning Shot (Handguns) now requires a pistol to use.
Training Points were being given out on recipes based on the wrong numbers (they were fixed recently). The values were fixed and also fixed to properly work with the multiple gain code.
Removed ability restrictions on most Ability Enhancements. They use the new socketing system to determine which abilities can take advantage of them now. The exception here are special cases where an enhancement was intended only to be used with specific abilities.
Fixed circle abilities now have their circle adjusted on the client if they are ground targeted.
Scrounge for water now has a 0 skill requirement.

Trade Skills

Added a search filter to the Recipes Window, so that only recipes matching the filter text will be shown.
Crafting recipes can now have variations that depend on different quantities of the same ingredients, e.g. to make different sizes of a similar product.
Adjusted the random component of the grade calculation for crafting items, to reduce the wildness a bit, and to make it more stable the higher your skill is vs the skill needed for the item being crafted.
In the crafting window, if a Main Product is selected, auto selection of ingredients will only choose from components that match the filters needed to make that product.
In the crafting window, when manually adding an ingredient, if that ingredient can't be used to make the current selected product, the Main Product selection will automatically update to the best choice of one that can be made. Similarly, if the Main Product selection is changed, and one or more slotted ingredients can not be used to make that product, they will be removed from the slots.
If the crafting window is closed with a partially processed product, upon opening the window again, the previously selected product will be automatically reselected, allowing the craft to be finished.
Added a drop down list to the Crafting window that lists all the possible Main Products for the current recipe, given the player's current skills for that recipe.
Improved behavior of Auto Pick in the craft window, to more intelligently find a set of ingredients that can combine to make one of the recipe's products.
Added the ability to set, save, and view favorite recipes in the Recipes list window. A favorite recipe can be set by checking the new check box to the left of the recipe name. All favorite recipes can be shown (and all others hidden) by clicking the "Show Favorites" button. All recipes can be made available again by clicking the "Show All" button. Your favorite recipes will be saved from session to session.
The tool tips, for each empty ingredient slot in the crafting window, will now show a list of filters, if required for the selected Main Product. If a filter is not required, then none will be listed.
The Shop button in the Crafting Window now only displays components that can be purchased and used by that recipe.
Modified the Game Database, Recipe Results section, to show optional ingredient quantities when applicable. The numbers will be shown inside of ()'s in the Filter columns. If no numbers are shown, then that ingredient, for that result, will use the Default Qty shown in the Ingredient section of the page. (Note, this change includes 4 new fields to the Recipe_Results table of the repop.db3 file).
Recycled Fitting recipes were broken into 2 recipes. The new tier 1 recipe requires refined metal, a recycled module, a pattern, and glue. The previous Recycled Fitting Recipe remains the same, but starts at tier 2 and requires the improved recycled modules. This should allow for easier production of lower tier fittings.
Added a new Artillery recipe, Chemical Gain Medium Mixing. This recipes produces 5 different chemical gain mediums.
The "original" fitting recipes requiring motherboards and powercores had their tier 1/2 difficulties removed and now start at tier 3 requiring 900 points. The easier Recycled Fitting recipes are intended for tier 1/2 now.
New tutorial recipe: Gizmowidgetic Gadgeteering. All you need to know to craft your very first Gadget! The Crafting MentorBot will give it to you for free as soon as you start the Basic Crafting Tutorial.
New tutorial recipe: Gadgetic Discombobulation. Recycle your Gadgets into better quality Gizmos and Widgets... which can then be used to craft even better Gadgets. Just think of the possibilities! Given to you by the Crafting MentorBot if you finish the Basic Crafting Tutorial.
Added a new Installations recipe, Large Platform Construction. This creates 10 varieties of raised platforms for cities.
Added a new recipe to Installations, Rock Gardening. This creates 15 different blueprints for decor rocks for cities and housing.
When mousing over an empty ingredient slot in the crafting window, matching items that highlight in the inventory or bank windows now must also match the ingredient's filter requirements. (those filters are listed in the tool tip for the ingredient slot)
Cosmetic Styling: Removed Failed dye output from the recipe (not needed with recent crafting changes).
Installations is now a full progression skill. Players will be able to craft items and gain skill points from 0 to 8500 skill. Nearly every Installations recipe was tweaked in some way (mostly skill point ranges, also many minimum product qualities) to accomplish this task.
Recipe: Barricade Base Construction - Removed Double and Triple bases as this is now handled by the variable ingredients crafting change.
The initial Fitting recipes for melee/armor/firearms now starts at 200 points of 0 to steer players toward the recycled ones. The point progression has changed a bit for the normal fitting recipes requiring a slightly higher initial value. The recycle fitting recipes were adjusted slightly as well lowering the progression slightly.
Added a new Robotics recipe, Transporter Terminal Frame Upgrade. This recipe upgrades a titanium terminal frame into a Transportation Terminal Frame (for creation of a Transportation Terminal). This recipe can be found in the new advanced Robotics book.
Recipe: Rotary Stock Assembly - Rotary Stock Assembly now Requires Quadruple Medium Barrel Assembly.
Installations now has 3 recipes books. The two new books, Installations: Cities and Housing Edition and Installations: Decorators Edition can be purchased from the Crafting Supplies vendor for 10,000 credits each.
New low tier Culinary Arts recipe: Animal Oil. This takes animal fat and a heat source and makes Animal Oil. Useful parting agent and Refinement Agent (MR:2 like the other oils).
Introduced a new advanced Robotics recipe book, The Roboticist's Guide to World Domination. This manual is available as loot from Rare and Epic Human and Robot mobs as well as a rare pickpocketing reward when stealing from Robotic Engineers.
Installations: Recipe - Metal Canopies - Added 9 metal canopies (previously named Fisherman Buildings)
Added Component Type 'Acid' to Fluorosulfuric Acid.
Installations: Removed recipes Large Fishermen and Medium Fishermen. These are now contained in Metal Canopies
Metalworking: Rebar Fabrication - Altered recipe to fit new variable ingredient system.
Introduced a new Metalworking recipe, Terminal Frame Fabrication. This recipe creates a piece needed for player city terminals.
Updated the following items to component type 'Tool Schematic'. Hammer Pattern, Augered Bore Pattern, Hand Carder Pattern, Leather Scraper Pattern.
Metalworking: Moved Bolt Housing to the Simple Component Production Recipe.
Floor Module Construction now contains all 4 floor modules (Square, Rectangle, Medium, and Large). Consequently, the recipes Medium Floor Module Construction and Large Floor Module Construction have been removed.
Introduced a new Installations recipe, Player City Terminal Production. This recipe creates interactable city structures like Crafting Stations and Bank Terminals.
Added a new Installations recipe, Power Station Construction. This produces a high end power station and is found in the Installations: Decorators' Edition recipe Book.
Metalworking: Moved Quad Long Barrel to recipe Barrel Assembly.
Added 2 new recipes to Installations: Underground Teleporter Production and Medium Ground Platform Construction. These recipes are found in the Installations: Cities and Housing Edition recipe book.
In the Crafting window, the "Main Product" and "Difficulty" choices are tied together. If the selected product is only available using one difficulty, then that difficulty will be automatically selected. Similarly, if the selected difficulty has only one main product, then it will be automatically selected.
Added 3 new results to the Artillery recipe, Electrolaser Medium Production. Also added additional tiers of difficulty up to 6300 skill.
Metalworking: Moved Launcher Tube to recipe Firearm Barrel.
Changed Component type on Screw from Simple Component Pattern to Simple Component.
In the crafting window, as long as at least one ingredient or agent slot is empty, the "Auto" button will remain available, and can be used to fill the remaining slots.
When ingredients are loaded into the craft window slots, any main products, that cannot be created with that combination of ingredients, will be displayed in a dimmer color, in the Main Product drop down list.
Robot Manufacturing has been updated to produce city bots such as Crafting Vendor Bot and Intelligence Bot. A total of 19 bots were added.
Added a new Installations recipe, Statues. This currently only produces the La Mano statue, but may be expanded in the future. This recipe is located in the Basic Installations Guide.
Metalworking: Removed Recipe: Barrel. Barrels are all produced in the recipe Firearm Barrel.
Added Barricade Base Construction and Barricades to Installations Recipe Book.
Added an "Expand/Collapse" button to the Recipes window, to open/close all the recipe categories at once.
Added Trapping Device recipe to Artillery 101.
Added Large Barrel for use in construction of city turrets.
Added Hilted Hand Tools and Weldong Tool Production Recipes to Basic Metalworking book.
Removed Refinement Agent and Heat Source flags from all harvested wood. Since it is broken down into firewood at much higher quantities it was kind of redundant and if you are trying to auto in items it makes it harder as it would select it for a heat source, which is a very common component and it wasn't really optimally designed to be used as one.
Updated description of a number of recipe books.
Added Grade to Giant Setlang Hide.
Culinary Arts: Renamed Recipe Vegetable Press to Vegetable Pressing.
Fine Iron Oxide now requires Sulfuric Acid instead of Hydrochloric Acid.
Fixed a problem in the recipe skill ranges of Variegated Alloy.
Placebo Plant Pod is now correctly identified as component type, Placebo Pod.
Recipe: Barricade Construction - Added Type X Complex Barricade, and updated recipe to use new ingredient system.
Removed Quadruple Barrel Assembly as a recipe as it will now be created within the barrel assembly recipe
Gold Secondary Dye and Spring Green Secondary Dye now requires Chromium Acetate and Anhydrous Sodium Sulfate, respectively, as their Mordant.
Added Grade properties to Brachura Chitin. This can now be used in recipes.
Added Dye Removal recipe to Modern Style.
Added City Wall Construction and Small Wall Constructions recipes to Basic Installations book.
Recipe: Gun Upgrade - now uses Quadruple Long Barrel.
Removed duplicate Composite Rifle Scope recipe.
Bumped up the output of Recycled Fitting modules on Humans/Humanoids a bit.
Recipe: Barrel Assembly - Quadruple Large Barrel Assembly now requires 4 Large Barrels.
Removed Category Type 'Plant' from Placebo Plant Pod.
Hardened Sangiccum Resin is now easier to obtain, though it is still a very rare drop. It can now be harvested in F and D grade variations, however. Previously the result had to be C grade or higher.
Removed Turbine Pattern as it is not needed to make turbines.
In the game database window, removed duplicated skill range entries for recipes.
Increased Sulfur output from 2 units to 5 units in Mineral Breakdown.
The Hacking recipe, Active Monitor, now creates an item, Industrial monitor, at Normal difficulty.
Success message for crafting an item, now includes the quantity for stacked items, if greater than 1
Renamed Component Type 'Welding Tool Production' to 'Tool Schematic'
Calcium Carbonate is now part of Mineral Breakdown from Limestone as a secondary by-product (along with Quicklime as the primary).
Recipe: Hilted Hand Tools - changed recipe to use Component Type 'Tool Schematic'.
Corrected an issue with the Recipe window, where some recipes were shown as usable when they shouldn't have been.
Updated icons for a number of Component Types and patterns.
Recipe: Turret Frame Construction - Stationary Quadruple Turret Frame now requires Quadruple Large Barrel.
Removed Anthracite as a Heat Source as there are far better alternatives.
Renamed Spring Design to String Pattern. Added to crafting patterns shop, and removed from other vendors.
Renamed Component Type 'Metal Chair Piece Production' to 'Metal Chair Piece Pattern'.
Renamed Recipe: Anchored Metal Mounting to Metal Component Fabrication.
Renamed Component Type 'Fuse Engineering' to 'Fuse'.
Made a progression balancing pass on Chemistry. Many recipes skill point spreads or minimum qualities were altered.
Updated icons for a number of component types.
Renamed the following filters: Rugged Durability, Stealth Upgrade, Combat Recovery, Combat Upgrade, Combat Upgrade v2, Combat Upgrade v3. Removed Suite from the filter to remove confusion as it is used for Software Libraries too.
Renamed filter Box Module Type I to Box Module Type 1.
Updated icon for Component Type 'Fruit Gelatin'.

User Interface

Adjusted the minimap interface distance checks since they were setup for the circle element earlier. A z-sorting issue was also fixed where some elements could show up over top of the frame.
Newer socket fittings now display only the list the sockets it fits. This is pretty much all fittings now but weapon/armor fittings.
Updated the map system to better display targets of missions. The arrows are now easier to see on the map and the mission targets now have a new icon making them easier to find on the map.
Changed minimap POI labels over to white with a semi transparent black background to make them easier to read, particularly those with red/green colorblindness.
When interacting with a Skill Imprinting Station only the Spend SI window will pop up. Previously the players Skill Imprinting list also popped up and this sometimes confused players as to which window they should interact with.
You can now use /ticket or /petition to access GM support. This is in addition to /support and is intended to make things easier to find for players who may have used those commands in other games.
Added a new Hints and Tips button to the menu which pops up when you hit the escape key. It reopens the hint window so you can close it and reopen it without much hassle.
Hints and the order they were given are now stored in the local settings. The data is saved per player.
The hints window can now be resized vertically.
The hints tab in the Game Database window will now show the same images that are available in the standalone Hints window (typically used during the tutorial).
Added Cone range for cone based attacks to the tooltip/infocard/gamedb for abilities.
Abilities with energy costs now display it on the tooltip/infocard/gameDB.
Enabled Info channel by default.
Removed capability to purchase structures from the housing Window as the recipes should mostly be available now.
From the Player Shops window, pressing Enter in the Char Name field is the same as clicking on the "Search" button.
Action bars will now periodically save their information rather than waiting on the player to log out.
Changed Usage Time to Prep Time to match the modification values and internal field name. This is for abilities that have a prep timer such as the teleport abilities.
Hardware Mouse cursor now defaults to on when no cursor settings are present.
Using a fixed circle ability and clicking it out of range now properly cancels the whole thing out.
Set newbie channel default color to white/light yellow color.
Removed capability to purchase structures from the nation Window.
Updated all the Attributes with descriptions and added a primary fitting socket for display in the game database to make it easier to figure out what socket type they are primarily used in.
Added a new Action Bar option which allows you to hide unused buttons on your action bars. This defaults to being on, but can be toggled on or off through the Interface Options. This allows you to save screen space and not display any slots which do not currently have anything in them.
Usage information messages for "Search Shops" now goes to the player's Info chat, instead of General.
The description for fittings are now displayed in the info card (it was only in the tooltip before).
Enabled Mission channel by default.
The Mail Notification icon will now adjust its location properly if the minimap is resized.
Crafting Item tool tips and info cards will now display the name of the item's filter, if applicable.
Changed label in "Search Shops", to make it a little more clear on what the search flags mean.
Abilities that use cone targeting now display the information on their tooltips as well as the game database.
Added Shift roll movements for the wasd keys as they were only mapped to the arrow keys. You can now hold shift and hit w to roll forward.
NPCs that you interact with during a mission now get a cursor change like mission givers do.
Increased default bubble life slightly.
World Map is no longer on the ignore list for action mode.
Vertical Bars default positions are now slightly lower on the screen than before, to provide room for status bar icons.
If a tool tip is covered by another window, you can now bring it to the front by clicking on it.
The Skill Imprinting upgrade window (from Skill Imprinting Stations) will now now only unfold the categories which you have enough points to upgrade. This should make it easier to scan through abilities which can be improved.
Recipe book info cards now list their recipes in alphabetical order.
You can now use /chatreset to reset your chat settings to as if you had just started your character. It will grant access to General Chat properly if you have 50 or more in a skill.
Added Game Database hints.
Reduced the "interaction" distance slightly.
In character creation, while choosing the armor set and colors, the color palette channel will no longer change when switching between armor pieces, so you can more easily set the same color channel for each piece. (e.g. Setting each Secondary Color, one after the other.)
Robotic Pet and Vehicle mods now have new displays for both the mods and sockets. The mods all now have rounded boxes as well as the sockets. The main difference now is the boxes are color coded to make it easier to tell what goes with what. All the socket displays were changed over as well from the old A/B to 3-4 characters and matching color coding for the mods that go into the socket.
Recipe books are now displayed in the Game Database. You can also click on it to take you to the Item page for the recipe. The item page for a recipe book now displays the recipes as well.
Points of Intrigue now show up as green tents on the minimap.
Dens now show up as red tents on the minimap.
Fixed the POIs not showing up on the Larger map when in minimap mode.
The selections in the "Difficulty" drop down of the crafting window are now color coded by level. The product choices in the "Main Product" drop down are also color coded to match.
The /friend list command will now list if your friends are online or not.
Action mode reticle now turns green if you can interact with the object or npc and gray if you are to far away from it.
Adjusted the inventory tooltip so that it refers to the icon as an opened box rather than as a backpack, since the appearance has changed.
Adjusted more of the info channel not to include [Info] when messaged.
Adjusted more code for dynamic missions and quest participants that aren't mission givers so they get the icon update as well on the map.
Added a 2nd layer to the Larger map for elements. Put the POI labels on it so there was less issues sorting them out.
Added the Hint window to the ignore list for action mode.
When the crafting window is open, and you open a new recipe, the window will now stay in its current location.
When switching tabs in the game database window, the Search field no longer clears, but instead will conduct a new search for the new tab, using the same search string.
A green indicator can now be displayed on some action abilities to indicate they are currently selected. This is used for the new Action Mode, RPG Mode, Crouch, Stand and Prone abilities.
Attempting to sort bank and inventory items, without selecting any items with the check boxes, will now result in a popup message directing you to do so.
Mission name will be shown as part of the Summary on the Quest Details window instead on the window title. This looks better with longer names.
The "Auto to Manual Harvesting" drop down in the Game Options window now includes the A grades.
Minimap Resize will no longer overlap Engagements and Quests list trackers.
When manually opening the game database window (e.g. 'G'), the window will automatically switch to the last tab open when it was last closed.
Harvester Node window will now display a more accurate Time Remaining and will be updated on each extraction, not only when the window is opened.
Minimap enlarge now has a maximum limit equal to the double of the minimum size.
Changed the font to the primary font on the labels on the maps. The font is a little easier to read than the one used earlier.
Vertical Action Bars are now scaled smaller by default.
Missions can now be moused over to give the complete name if the mission name had been shortened due to length.
Double clicking on a Fitting that is destroy on remove that is socketed now will ask if you want to destroy it.
Harvester tooltip now displays per hour and per minute breakdown of extraction rate.
Improved the appearance of Mission Item info cards, removing unnecessary space.
Clamped the zoom out of the minimap.
Hint window now pushes itself to front when it is updated so it doesn't update behind a bunch of other windows and goes unnoticed.
"Spread" abilities such as many in Shockgun line now show activation of Target spread and their Spread from Target distance. This is very similar to Circle abilities, but are not free placement and originate at the target.
Harvester Cluster now changes its mouse cursor like regular resources so you can easier tell if you are in range or not.
Added tooltip support to Engagement Tracker. Mousing over a shortened name will now display the full name in a tooltip.
There is now a button in the options for GM Support/Bug Report. These were only available via commands earlier and most likely unknown by a lot of players.
When opening the housing window, collapsed structure categories no longer automatically open, but will remain closed until the player specifically opens them.
Tweaked harvest extraction window, to make room for longer species names, like "Multi-hued Yano"
Ability card description updated to be more clear you double click on them to learn the ability.
Moved most of the default messaging from the client/server over to the Info channel clearing it out of the General channel since nearly all of it was Info messages anyway.
Updated the display/resolution controls a bit in video options. If you try to change it to Window Mode it now will give you the url with instructions on how to do it. The resolution if changed in fullscreen mode will now properly change when selected and will be set properly when you first start the client.
Ranking displays for Knowledge has been wrong for ages. It is corrected, it should match the recipes now and make a bit more sense (Grand Master is at 1k like recipes).
Abilities with additional attacks (ala Quick Slash) now display number of attacks in their tooltip/DB.
Fixed the Scroll For More box on the hint window as it was using an element that was very transparent.
Removed Mission channel as a chat option if it is enabled as it isn't a conversation channel.
You can now right click on a harvester in action mode to interact with it.
Updated the ability modification hint with the new information from the recent changes.
Circle based abilities now displayed the proper distance on the client.
Fixed an issue where some of the recharge fields were not being displayed in the game database for abilities.
Updated the Stealth Hint. It was incorrect in some areas. Added information about the impact of distance.
Removed the blinking effect from the map for quest givers.

Vehicles and Mounts

Added new Salvaged Cycles which can be obtained through a new tutorial. These have greatly reduced speeds, do not feature an engine upgrade, and have less vehicle upgrade slots, to ensure that crafted or purchased vehicles are superior. They do allow players to have access to vehicles more quickly and easily than was previously the case, however.
Vehicles when consumed and added to your vehicle list now spawn the vehicle and display a hint the first time. There was some confusion as to what was going on so hopefully this helps cut that down.
Racers have new sound effects. This includes acceleration, braking, idle and movement sounds.

World

We've implemented a new tutorial. Unlike the previous tutorial which was primarily indoor, this tutorial takes place completely outdoor, following the crash of a transport ship carrying fresh clones. You can now (optionally) spend quite a bit more time in the tutorial, with numerous new topics being covered, and a much larger area to explore. The goal of this change is to allow those who want to get a better feel for the game before being thrust into the real world a chance to do so in an easier to learn environment.
Fort Pharynx has been created in the Shattered Heights. This military base provides a key supply point for players in the Mount Ash region. It's value however has not gone unnoticed and it is often captured by the various factions. The first time you visit this location you will receive a small but permanent boost to your Counter-Attack skill.
Made some lighting adjustments so that at certain times in the day and night cycle it is not as dark. Also adjusted the back lighting on the characters so their features can be seen better throughout the entire day and night cycle.
Aoss Gardens has received a significant visual upgrade.
Updated the grass texture used from Freedomtown to Mitchell's Farm.
More optimizations were made to Freedomtown.
More detail and visual improvements were added to Twin Falls and it's surrounding areas.
Added additional props and lighting to Souza Spring.
More optimizations were done to Plymouth City and it's neighboring areas resulting in a performance increase while inside the city.
Added a Scrounge for Water disable to Kavoo Hold.
More optimizations were done to Freedomtown and it's neighboring areas resulting in a performance increase while inside the city.
Skill imprint, Bank, and Crafting terminals are now functional in Faolan Hollow.
More environmental work was done to the areas surrounding Freedomtown.
Luker Lake received a visual update. We added more tree, rocks and grass as well as more defined trails.
Improved the environment around Howling Hills.
Significant work has been done on Shattered Heights. It now includes monsters, resources, cover areas, and a conquerable base for PvP encounters to do battle over.
The area surrounding The Shed received a visual update.
Added props and lights to Howling Hills.
Replaced the trees and rocks in Plymouth City, Founders Grove and Lenwood.
Norris Foundation - Jenu: added names to the different buildings & facilities (Computer Lab, DNA Storage, Specimen Lab, etc); they should be visible in the minimap
Training Facilities: exploring the Tolley's Mesa, in the norther corner of the valley, will earn you an exploration achievement and a small permanent boost of your tracking skills.
Points of Interest: Added POI for Aoss Gardens in Tralus: Quarters, Workshop, Medical, Control Centre.
Norris Foundation - Jenu: added a Resting area to the local pub.
Added a Bank terminal by Izzy's shop.
Added a resting area to the Quarters in Aoss Gardens in Tralus.
Added props and lights to Nettle Patch.
Made adjustments to spawn locations near Mitchell's Farm. The area near the farm should be more safe than was previously the case.
Your survival skills will get a small permanent boost if you, well, survive all the morgensten cacti of Nettle Patch in Kalazar, and visit Checkpoint Tolley, right by the border of Nettle Patch and Shackleford. You will also get an exploration achievement.
Replaced the low resolution rock textures in Fort Hudson with higher resolution textures.
Mitchell's Farm received a visual update. Added new trees, rocks, terrain textures, props and foliage.
Your survival skills will get a small permanent boost if you dodge all the morgensten spikes of Nettle Patch in Kalazar, and visit Checkpoint Rockwell, near the passage towards Bleakburn. You will also get an exploration achievement.
Points of Interest: Added POI's for Fort Bondsteel; Medical, General Store, Engie's Jar, Intelligence Office, Vehicle Garage, Quarters, Workshop, Bio Lab, Admin Office.
A new outdoor environment was added to the character creation screen.
Lenwood: you will receive a small permanent boost to your tracking skills if you explore the Pilimantego clearing.
If you travel through the uphill twists of Kjell's Path, South of Freedomtown, you will receive a small permanent bonus to your leadership skills.
Adjusted sky lighting and coloring.
Founder's Grove: you will receive a small permanent boost to your tracking skills if you explore the Founders' Fork crossroad.
Westwoods: your mining skills will get a small permanent boost if you explore the boulder field of Roquedal; you will also receive an exploration achievement.
Numerous small adjustments were made to NPC and resource regions in Eastfal Valley and Fal Midlands.
Fort Bondsteel Resting Areas: Added resting Areas to Engie's Jar pub and to the Quarters.
Added name to Nettle Camp in Nettle Patch; should show up in the minimap.
Brenning: you will receive a small permanent boost to your assassination skill if you explore Neith Serquet. Beware of the rather large arvorr pack while you do so, though.
Replaced the rock textures in Twin Falls with a high resolution rock texture.
Replaced the trees and rocks in Freedomtown, Olleseca and Outside Freedomtown.

Bug Fixes

In the Auction Search window, fixed the display of an item's grade, for items that have no grade, when the Display Option "Split by Grade" was chosen. The grade will now show as "N/A" instead of "F0". This also fixes an issue with attempting to buyout these items in this mode, so they are once again buyable.
Fixed an issue where storage units were not unloaded when the housing unit was stored. This would cause them not to work until the zone they originally were in was unloaded.
Fixed an issue with placing harvesters which caused the cap to be much lower than intended.
The Investigate the Sewers mission at the Aemar Hydro Plant can be completed once again.
Fixed an issue with removing housing structures that were flagged as happiness causing a bad nation check. This was impacting quite a few structures.
Fixed an issue where an action mode flag was being set on the server when not in action mode.
Corrected an issue where the wrong image could be displayed if an invalid tip image was given or if it had not yet been retrieved from cache.
Corrected an issue which was causing some mission awarded achievements to give you the full achievement immediately when they were intended to give you steps towards completing it.
Player will receive feedback when try to buy from a merchant while mounted on a vehicle.
Numbskull Medics should no longer melee from long range.
HDR should now properly turn on by default with a clean settings db.
Fixed a bug which caused engagements to sometimes not be removed from your tracker when you left the engagement area.
When using an action bar item that represents an equipable item, if the item is already equipped, it will remain in place, and will not be re-equipped into a possible new location. (e.g. dual wield item from primary to secondary slot)
Fixed a problem which was causing inquiries about local harvestable resources to say that none were available erroneously.
When changing to the "Search Shops" tab in the Trading window, the title will now correctly update.
Corrected an audio issue which could occur when crossing seams on an vehicle.
Adjusted Resource regions in the Kyoto Prison to eliminate spawn issues.
Repaired an issue related to abilities shading out due to energy or momentum pending but causing an error under certain circumstances and not updating.
Fixed typo on Component Specialty Cut.
Fixed Lethal Thrust's effect to increase Physical Penetration by 15 points instead of 15%.
Corrected a problem where some camp destination markers were showing internal naming rather than nice names.
The Shady Dealings mission can now be completed in all areas that it is given.
Several of the "Combat Mentor" missions were incorrectly set up; they should properly spawn now.
Fixed a borked NPC visualization where the NPC was wearing shorts and a large breastplate.
Corrected a grammatical error in one of the Hunted random NPC babbles.
Corrected minor typos on some quests of the Chemistry Teacher chain.
Fixed the female helmets that would not scale properly with the character when making them tall or short at the character creation screen.
Fixed a problem where the Bastet Barca Point of Intrigue was offering an incorrect mission to clear out a Vulture den.
You can no longer gain super regeneration by stacking together many camps.
Fixed an outdated message in the loading screen tips.
Fixed a typo that occurred when you asked for directions to Otis Bores in Freedomtown.
Fixed a few holes in Feldroon Cave where you could get stuck.
Pants patterns are now available in stacks of 200 to bring them in line with other clothing patterns.
Fixed a floating Barrel in Elkar Woods.
Fixed an issue that could cause ability enhancements being equipped as a mission watching event to not trigger correctly.
Modified the text in the Mines and Traps tutorial to make things more clear after completing the mission.
Nano-Plasma Spray did not have the proper skill set on it making it unavailable.
Difficulty/level for the harvestables is now properly set by the region. This should make things slightly more uniform.
Repaired a problem which could occur on some minigame or item triggered abilities and eat the effect.
Filled in a hole where you could get stuck in Neverwood.
The Bouncers in the Clandestine Love Affair mission can now be killed if you choose to attack Chip.
Mission "Poisonous Matter": This no longer gets stuck on the pick up goal. Also corrected grammar in one of the response options.
Mission "Plugging a Leak" no longer hangs on the first goal.
Fixed an issue with auction buyouts, where sometimes the incorrect funds where sent to the auction owner.
Fixed some grammatical issues with one of the Lonely mood based chatter options if no player or NPC was specified as the cause.
Corrected an issue in the Endurance Healing code.
Margaret Watson now has a more feminine voice.
Fixed an issue with the bank and storage vaults, where empty slots were incorrectly hidden when the main inventory had items in the containers.
Gurthnite now has a Grade so it can be used to craft.
Corrected some speed tree collision issues in Arboleda.
Nurse Weng should no longer go AWOL after she has been murdered.
Fixed a typo in the Training Cards portion of the Combat Training tutorial.
Corrected some trees on the border which were attached to the wrong area near Nimmerwald.
Fixed part of the road that was too steep in Laredo Lagoon.
Corrected an issue with prep timers that had 0 seconds.
Lenwood: raised a couple of resource regions and a couple of resource waypoints that were underground.
Lesoo Overlords can now be harvested.
The generic mission "Clear the Lesoo Traps" which is available to both sides, no longer sends an email from OWON Command. Also made email and mission titles the same.
Fixed "the text goes in this box" issue for Samuel Fisher in Amman Village. He now has basic inquiries.
Double right click on an NPC shop item should no longer buy the item. (double left click will however)
Closed a seam in the terrain of the Badlands.
South of Freedomtown: rescued several mob & resource waypoints from under ground, trees and rocks. Moved escort trigger above ground.
Fixed a typo in the message that tells you that a vehicle is already loaded in the world.
Nurse Blanchett is now less manly.
The rest area at Ranger Station 56 has been shrunk to only be viable in one of the bunkers. It was previously allowing players to rest while on the front line in the engagement.
Lesoo Camp models will no longer collide with players when Den not active or cleared.
Fixed several places where players could get stuck in the corner walls in Fort Bondsteel and Laredo Lagoon.
Relocated several Harvester spawn locations at Scar's Wall.
Fixed some problems with harvestable resource regions in Scorched Barrier.
Grounded a tree in Plymouth City.
Corrected a good number of spawn points in Fanshaw Hollow which were floating above the terrain and causing Out of Range errors in combat.
Ramon Swatt's mission marker now matches his description when speaking to NPCs. His alternate spawn point near the pond has been removed.
Added a damage handler to Corrupted Nano Bomb as it was missing one and not doing any damage.
Fixed a terrain seam in Neverwood.
Fixed an issue where stacksizes were not properly being provided when using the ToAuction functionality.
Fixed the No Housing Unit display in My Plot showing up in the section element for My Plot.
Fixed a problem with the Ranger Station 56 rest area ticking too slowly, and sometimes causing you to not be in a rest area for a second due to latency.
Fixed Skill tooltip display. It was saying 2 Skills instead of 2 Abilities or however many abilities was available for that skill.
Miscellaneous area clean up in Neverwood. This includes terrain stitching, and fixing some of the resource regions and spawn locations.
Stitched a terrain seam at Aumi Valley.
Founder's Grove: raised some buried rocks & trees. Raised a few buried mob waypoints. Raised some buried resource waypoints; moved a few waypoints so plants spawn on grass, and ore spawns on rocky terrain.
NPCs and resources should no longer spawn on top of or try to path over the large growths in Scorched Barrier.
NPC dropped Armor Durability coatings can now be properly repaired by Armor Repair Kits.
Twin falls: lifted some ore-spawning waypoints above ground. Moved a bit some resource waypoints so plants spawn over dirt or grass, and ore over rocky ground. Rescued a tree that was below ground, and upside down.
Fixed an issue where in very rare situations, multiple mails could go out to auction house winners
Westwood: rescued one buried mob waypoint.
Fixed the global cooldown display on client, it was applying the weapon values even if the ability was not flagged to use weapon values.
Fixed a terrain seam in The Shed.
Mr. Whitehead in Fool's Sanctuary will not longer keep the rewards for himself after you deliver water samples.
Fixed a bug with the parry calculation which was causing those with low parry skill to have a smaller chance to parry than desired.
Landed a floating tree at Aumi Valley.
Removed duplicate Soft Resin Item (Soft Resin 1).
Fixed "Hot off the Data Stick" mission as it was generating for the same NPC that offerw the quest producing a loop that borked the quest. Changed the generated NPC profession from General Store to Hacker.
Moved a Dwarf Achillea spawn in Plymouth Pond so that it cannot spawn on top of cree-it trees.
Fixed a bug which sometimes gave you engagement updates from further away than it should have.
Fixed StarCast Trade with Terry Patterson dialog so it specifies the proper credit amount for the reward.
Repaired an issue with abilities which were doing a weapon check when they should not have been.
Brenning: reshaped the Maeglium & Thorium regions since they were too big; rescued some mob waypoints from underground and below rocks.
The Hide NPCs option on maps will no longer hide players.
Cloaking Device, Endurance Enhancement, and Free Movement Enhancement fittings are now properly repaired by Armor Repair Kits rather than Melee ones.
Corrected an issue where abilities added directly to your ability list from within a mission goal, rather than through the selector or an ability card, would not automatically slot into your action bars.
Fixed Prioritize Animation so it will save and load properly. There is also now a warning when it is disabled as it can cause significant FPS loss for very little return at high FPS.
Fixed the terrain in a few locations in Pond Cave.
Fixed StarCast Trade with Troy Barski dialog so it specifies the proper credit amount for the reward.
Ollaseca: rescued the arrival point from under a tree, and dug out some ore-spawning waypoints. A small pack of calprates, irked at being buried under a mountain, has relocated.
Ability Enhancements which had an ability will now proc the ability rather than requiring it to be clicked on.
Fixed a terrain an texture seam in Dibaa Nisin.
Fixed an issue with Ability Enhancements not pulling up the 1st time due to excessive loading of ability information.
Reshaped a Harvestable Region along the Plymouth-Hole Trail to prevent resources from spawning inside of rocks.
Fixed an issue with images and hints if the image texture wasn't properly loaded. It will now force a refresh on the hint once the texture is properly loaded.
Repaired some issues with Helltyrs spawning underground in Amiuyoi.
Fixed issue where loading of some recipes broke the crafting window, and the item could not be crafted.
Fixed display name for "Cromerth" Area.
Fixed an error that could occur on abilities that require a specific creature category if you had no targets selected.
Energy Charger fittings now properly restore energy instead of endurance.
Fixed an issue where dragging an item icon from one slot to another, could leave a ghost icon behind if done after using alt+drag and getting an error dialog.
Fixed a bug which could cause abilities which used sub-abilities to go into a loop and affect server side performance.
Fixed StarCast Trade with Max Grand dialog so it specifies the proper credit amount for the reward.
The Shacks: dug out a few waypoints & triggers.
Abilities will be grayed out on the client properly now if they require a weapon and you aren't wearing one.
Improved Kevin Downey's pathing in Freedomtown so he should no longer disappear at some points.
Tweaked some paths at Outside Freedomtown to avoid Lesoo spawn within a rock.
Fixed a bug which caused ability enhancement based damage flares to not proc.
Corrected an issue which was caused the Chromite Shortage engagement to take 1 Chromite instead of the 10 it said it was going to take.
Reshaped some resource spawns in Howling Hills.
Fixed an issue with storing housing units with storage units that were not loaded up in the game.
Corrected some problems with the mining regions in Amiuyoi.
Fixed an error with Ability Enhancements and abilities which had no sockets.
Fixed an issue with the potted plants in Freedomtown's City Hall that was causing the building to disappear.
Freedomtown: rescued some waypoints from inside the trees (trees have bigger trunks now, and engulfed some of those waypoints)
Fixed an issue where ability icons would constantly highlight if they required momentum and you didn't have enough and had a npc targeted.
Reworded the radio broadcast in the Mating Season engagement.
Ability Enhancements which were intended to change damage style now work propery.
Moved a tree out of a housing region in Scorched Gorge.
Corrected an issuse where Ability Enhancements could time out when pulling specs from vendors.
Fixed an issue with auto equipping a mining drill if your inventory also contained a smithing hammer.
Fixed an issue (hopefully) where some server lag could cause delays in the updating on harvesters that would allow duplication of results from them.
Judair Gulch: rescued a couple of lumber waypoints buried underground.
Fixed an issue with abilities that launch sub-abilities.
Corrected a display name issue in item tooltips that would occurr rarely.
The rock to bury the uniforms underneath in the "A Simple Request" mission in Camp Taak is once again accessible. It had become buried by some terrain changes.
You will no longer receive a dialog about unable to find your city after dying.
Fixed issue with Survey tool, where "Clear" did not actually clear the underlying data, and it would all reappear on the next Scan.
Minor typo corrected in the Energy Transfer ability.
Relocated and rotated a chair action mark that was using players to sit in mid air.
Removed some debug code in the pathing system.
Stitched terrain seams in the Shattered Heights.
The static Lesoo camp which spawns occasionally in Boglands will no longer cause collision issues/invisible walls when it is not active.
Arboleda: dug out several mob & resource waypoints; also dug out some buried rocks. Reshaped the Maypuri resource region.
Freedomtown: Gordo Lanatta "Tenoidean Glands Collection" mission was incorrectly set up; Gordo should now offer this Collection quest.
Replenishing Nano-field and Regenerative Nano-field should now appear in your abilities list properly if you have them.
Collapsible containers (e.g. in recipe lists) will no longer grow when double clicking the header of an open container.
Resolved an issue which was displaying the incorrect image when receiving the tip for the Medical Scanner tutorial.
Fixed a scaling issue with the OWON Attacks engagement which was not allowing it to be completed at certain player count threshholds.
Fixed a variable text babble FX to read better in different cases.
Fixed a couple of grammatical errors in the Mission to the Falls email.
Moved Medical Center POI label in Freeomdomtown North slightly so it wouldn't overlap with the Central District's label.
Ash Drakes are no longer Neutral.
Fixed harvestable node and corpse grade ranges, so that the node or corpse's spawn grade will always be at least one sub grade lower than the max enhancement grade.
Fishing poles are now held in the left hand of NPCs.
Repaired some problems with ore resources in the Boglands.
Bald Station: rescued a few ore-spawning waypoints from below ground.
Reshaped a harvestable region Outside Freedomtown to prevent resources from spawning underneath rocks.
Fixed some blurry terrain textures in Fort Hudson.
You are no longer told to keep the bandages after completing the Bandaging the Wounded tutorial. This was a remnant of a previously fixed bug, and you no longer had an extra bandage.
Minor typos corrected on the descriptions of the "Dig In" and "Hold Tight" abilities from the Defensive Knowledge skill.
Engagement names now support trimming the name using "..." similar to missions.
Corrected an issue where scalable engagement goals weren't always being calculated correctly. This caused some collection engagements to not complete properly in some cases.
Fixed a typo in the Corpse Extraction tip.
Corrected a problem with the first Bunker city structure.
Fixed a rare issue related to abilities with momentum costs which could cause them to be unusable under certain conditions.
Fixed the Remote Subscribe Shop system as it wasn't able to properly remote subscribe.
Fixed an issue which was causing AI to stop confused in some situations.
The Flying Fish of Corburn have gone extinct.
The Shed: name updated on minimap. Relocated buried boulders, waypoints, and reworked the patrol path to Mitchell's Farm.
Fixed an issue that prevented sorting of bank items. (Inventory sort worked fine)
Freedomtown Needs Resource engagement spawning code has been better optimized.
Fixed an issue with the survey window and the harvester panel not scrolling properly.
Adjusted Resource regions in the Sevens to eliminate spawn issues.
Fixed a typo for a npc babbler text so it reads "vengeance".
Repaired an issue which would cause you to log in the next character on your list after you Deleted an existing character.
Fixed Static Discharge Effects on resistance, they should be flat values not percentage.
You will no longer receive generated missions to kill Vultures in Eastern Fork. They were removed from the area a while back but the mission flags were not.
Mitchell's farm: resized the farm's exploration trigger, so it covers the whole farm; rescued a couple of waypoints from under rocks and trees; moved the plant-spwaning waypoints from rocky ground to over dirt.
Fixed an issue that was applying 2 stacks of Comprehension Impairment when player dies in a different area than the cloning facility.
Fixed typos in the F-Town Players Pamphlet.
Fixed an Issue that was preventing to Den models from being removed after the den closed.
Fixed a typo in the Bandaging the Wounded tip.
Clicking on Return to Game while in action mode (from the game menu) will now properly put you back into action mode.
Corrected an issue related to emptying harvesters.
Corrected a typo in the Action Mode tip.
Fixed some floating trees near Plymouth Pond.
Improved the Geflech region near Plymouth City so nodes shouldn't be able to spawn under ground.
Fixed typo on Illminite Filter.
The dungeons Feldroon, the Blood Fang Cave, and Gristlegut's Lair are now listed in the Player Finder.
Fixed an issue with nameplates not updating properly.
Fixed some spawning regions in Eastern Fork which had portions of their region which were underground.
Southeast of Freedomtown: dug out many waypoints from under ground or below rocks.
Transfer health abilities now properly transfer the amount of health listed.
The Thicket Overwatch and Plymouth Control Center radio broadcasts at the start of the Keeping Busy mission now gives proper instructions.

Backer Perks

Sholani Hunter, Fort Bondsteel in Kalazar. Driven scientist, working on something impressive.
Norris Foundation - Jenu: if you want to piss off Sergeant Kaptin Joe, you should try calling him KapTAIN...
Private Cal Tarquino, Fort Bondsteel in Kalazar. A robotics engineering cub who ends up spending more time at the vehicle garage where his sense of humor is more appreciated.
Lye Incus, Aoss Gardens in Tralus. Has a keen business sense. Based at the solar plant.
Elissa Bently, Fort Bondsteel in Kalazar. The local FPR Cloning Rep. She's always busy.
Specialist Nirriti Tantra, Fort Bondsteel in Kalazar. Lesoo expert and guerilla specialist.
Norris Foundation - Jenu: Funny Bartender Lady C serves drinks at the Doghouse. She was at one time an entertainer at the Plush Room in Sept Falls; that's where she got her nickname, from the C note.
Corporal Milena Sixta, Fort Bondsteel in Kalazar. Kind and chatty, she runs the vehicle garage.
Corporal Ghislaine Cleroux, Aoss Gardens in Tralus. Another person who just enjoys being unhappy.
Corporal Aseanie Tycee, Fort Bondsteel in Kalazar. A great squad leader who cares about her command.
Corporal Mahala Shang, Fort Bondsteel in Kalazar. Military Supply, new to the Fort.
Norris Foundation - Jenu: Quiet Doctor Rene Zwieselbauer will treat you and cure you alright. Don't expect a smile or a word from him, though.
Kate Haruno, Nettle Patch. Hardworking scientist, devoted to winning the war - by any means necessary.
Private Tancred Muehsam, Fort Bondsteel in Kalazar. Cook in the top side Quarters; his temper is even hotter than the spices he uses in his food.
Corporal Cosign Knerl, Aoss Gardens in Tralus. A dedicated, friendly soldier from Obsidian Bastille.
Sergeant Damarack Samordin, Fort Bondsteel in Kalazar. Loves his guns and loathes robots.
Private Nia Sing-Chokai, Aoss Gardens in Tralus. Part of the security team from Obsidian Bastille.
Jeremiah Cayea, Nettle Patch. Driven, brilliant, ruthless. Mentor to Kate Haruno.
Jeanette Lundo, Fort Bondsteel in Kalazar. She runs the General Store at the Fort, she'll chat but don't expect to persuade her of your point of view.
Hirn Gewitter, Aoss Gardens in Tralus. Funny guy and handy robotics engineer.
Private James Pugwash, Fort Bondsteel in Kalazar. One of the fort's comedians.
Norris Foundation - Jenu: Idealist Veterinarian Aliandre Asphoron thrives for excellency in everything. And you won't find a more pro-vegan person in all of Nawala Wilds!
Sergeant Omerta Vassallo, Aoss Gardens in Tralus. Leads the security team and is from Kaavo.
Ava Dril, Nettle Patch. She wants the war to be brought to an end as quickly as possible.
Jolene Perry, Fort Bondsteel in Kalazar. She and her sibling Curtis run the Engie's Jar; she's the business minded one.
Matty Gee, Aoss Gardens in Tralus. "Matty McJerky". Not a popular person.
Private Yain Umeko, Fort Bondsteel in Kalazar. Laid back, but lethal in battle.
Norris Foundation - Jenu: Stubborn Veterinarian Hugh Jassman never gives up, even when the cause is lost.
Private Alysanne Lithranis, Aoss Gardens in Tralus. Part of the security team from Sept Falls.
Aidina Roy, Fort Bondsteel in Kalazar. A talented entertainer who can't help complaining about..well anything really.
Paopi Vaspari, Aoss Gardens in Tralus. Loves to talk, largerly about Banshee's coffee houses.
Corporal Trini Mac'Wiley, Fort Bondsteel in Kalazar. She's always cooking up some new scheme.
Norris Foundation - Jenu: Loner Veterinarian Johnny Canuck doesn't like the company other "humans", much preferring to surround himself with animals.
Norris Foundation - Jenu: Gung ho Veterinarian Kelly Ochoa is the kind of veterinarian that can tames drakes...
Isabel Kenkaid, Nettle Patch. Works for FPR Crafting and is superb at sourcing supplies for Fort Bondsteel.
Sergeant Amee Snow, Fort Bondsteel in Kalazar. Responsible for PR; she can put a positive spin on anything.
Honest Davion, Aoss Gardens in Tralus. He's just too nice.
Private Donder Zitterhund, Fort Bondsteel in Kalazar. Don't mess with the Zitterhund.
Norris Foundation - Jenu: Curious Hacker Peter Piesker is the local computer security expert. And quite a good one, as far as others say.
Private Shea Yogalishi, Aoss Gardens in Tralus. Part of the security team from Kaavo.
Norris Foundation - Jenu: Shady Labourer Bartholamew Ordu doesn't talk much. It's like he is always thinking about something he is not quite sure he wants to share.
Paych Lamp, Souza Spring in Kalazar. The administrator of the Water Treatment Plant; he wants to know everything about anyone who gets close to his precious water treatment plant.
Private Sera Nemdar, Fort Bondsteel in Kalazar. Training to be a journalist under mentor Sergeant Amee Snow.
Sandy Vera, Fort Bondsteel in Kalazar. Loves to sell the biggest and best guns and explosives.
Norris Foundation - Jenu: Suspicious Scientist Lefty Mcbride can be found running some of his simulations in the computer lab.
Ceeweidan Geire, Aoss Gardens in Tralus. Technician working on the Tralus Solar Plant.
Norris Foundation - Jenu: Enthusiastic Labourer Valacia Morgan is a ray of sunshine, having to put up with Norman and Bart. And she is quite happy with the local salads.
Jelissa Gamble, Souza Spring in Kalazar. Engineer at the Water Treatment Plant; makes no move without triple-checking everything.
Jessie Aheda, Fort Bondsteel in Kalazar. She's enjoys her job of turning scientific theory into working stims and meds.
Private Armina Radoxi, Fort Bondsteel in Kalazar. For someone who's not that keen on combat, she picked a bad place to be.
Norris Foundation - Jenu: Cautious Scientist Divaz Rawde is one of the local lead scientists. She follows regulations and test specs by the letter, and she's very thorough in every experimentation.
Private Aeonyth Elkanah, Fort Bondsteel in Kalazar. The kind of person you'd want watching your back.
Rikkor Le Grande, Aoss Gardens in Tralus. Technician from Plymouth who snaps at anyone who mentions the war... or pretty much anything.
Norris Foundation - Jenu: Rumor is that Complainer Labourer Norman Dahl has some big stack of t'seef burgers hidden somewhere. Until Burt finds out, at least!
Zoray Ziro, Souza Spring in Kalazar. Engineer at the Water Treatment Plant; responsible for the robotic defenses of the plant.
Dr James Garrett, Fort Bondsteel in Kalazar. A doctor specialized in cybernetics research.
Sergeant Tyrenius Munro, Fort Bondsteel in Kalazar. Military Supply. Focuses on his job.
Norris Foundation - Jenu: Flirty Scientist Serra Kristall is rumored to be a bit of gwyn. Minus the bit part, even.
Private AllySyn Chaynes, Fort Bondsteel in Kalazar. Always humming some kind of tune.
Gabi Theodorescu, Aoss Gardens in Tralus. She is from Freedom town and runs the Tralus Solar Plant.
Norris Foundation - Jenu: Talkative Robotics Engineer Lissy Xilef can talk anybody to sleep. Even her pet robot!
Sly Xaojin, Fort Bondsteel in Kalazar. He supplies personal armor; don't bother bargaining he always gets the better deal.
Dr Vivian James, Fort Bondsteel in Kalazar. The fort's doctor. She's a bit grim and negative.
Norris Foundation - Jenu: Competitive Scientist Akotie Sinopafe hates to lose, and he hates to be second to somebody else. He seldom is, though.
Private Arkana Val'Devan, Fort Bondsteel in Kalazar. She survived tours at Thicket Overwatch; only see her smile when there's music playing.
Kamakuro Scylla, Souza Spring in Kalazar. He works at the Water Treatment Plant; moved down to Kalazar from Faolan Hollows.
Jonathan E Betancourt, Fort Bondsteel in Kalazar. He's the FPR Crafting Rep for Kalazar.
Kaylee Valbosia, Fort Bondsteel in Kalazar. The fort's doctor. FPR Medical Rep and gossip.
Norris Foundation - Jenu: Lazy Scientist Sevaren Elandyre seems to be in a perpetual state of boredom, dragging his feet in the lab, slowly performing his tasks. If you ask him, he's waiting for test results.
Private Enerao Orichi, Fort Bondsteel in Kalazar. From Scar's Wall, although rumor has it he may have lost his edge.
Alex Voider, Souza Spring in Kalazar. She works at the Water Treatment Plant; moved down to Kalazar from Freedomtown.
Kedo Akren, Fort Bondsteel in Kalazar. She's the FPR Systems Rep for Kalazar.
Kardina Seval, Fort Bondsteel in Kalazar. Originally from Aoss Gardens, came here for work.
Norris Foundation - Jenu: Complainer Scientist Gary Fassnacht comes from Thicket Overwatch. And he is most clearly not happy with the local vegetarian menu.
Sergeant Marcelle Makena, Fort Bondsteel in Kalazar. She's known for keeping her squad's vat counts down.
Curtis Bzdel, Fort Bondsteel in Kalazar. Cooker of good food at the Engie's Jar.
Norris Foundation - Jenu: Straight-Edge Private L. Ron Xenu is a hardcore vegan. Has no problem killing, actually, but considers meat a way to mistreat your body.
Cameron Foux, Scientist at Fort Bondsteel in Kalazar. Spends too much time at the Engie's Jar.
Norris Foundation - Jenu: Gung ho Private Marilata Obscura does not quite get why Norris wants to craft chems that make drakes run *away* from her; says she gets tired of chasing them down...
Corporal Len-korlai, Fort Bondsteel in Kalazar. Works in supply and knows a lot about weapons and ordnance, particularly grenades.
Krevente Syret, Aoss Gardens in Tralus. He's a drifter from Jenu and helps run the solar plant.
Enika Uzax, Fort Bondsteel in Kalazar. Talented musician from Freedomtown.
Norris Foundation - Jenu: Coward Private Dave Rock guards the underground bunker entrance. Makes you wonder why the Sarge posts him there, though...
Corporal Gwenvale Grey, Fort Bondsteel in Kalazar. She prefers bots and turrets to people.
Private Yukie Rozenkreuz, Aoss Gardens in Tralus. She's the spouse of Sgt Omerta at the solar plant. A woman who gets what she wants.
Private Kimberly Prenta-Belton, Fort Bondsteel in Kalazar. She's really friendly.

Quote
Topic starter Posted : 15/07/2015 12:07 am
Leto
 Leto
(@leto-the-mandorine)
Illustrious Member

Leeft de TheRepopulation.nl site nog een beetje?

Is er al reclame gemaakt voor die site bij verschillende gamecommunity sites? :-

The Mandorine

ReplyQuote
Posted : 15/07/2015 9:43 am
Lantern
(@lantern)
Illustrious Member Admin

Nope dat is niet gebeurd. een fansite moet je inderdaad anders mee omgaan dan een community site als sta en ik heb de tijd en de zin niet om het alleen te doen. Einde van het jaar (na aflopen domeinregistratie) gaat de site down en domein weg.

ReplyQuote
Posted : 21/07/2015 4:45 pm
Leto
 Leto
(@leto-the-mandorine)
Illustrious Member

Ah okey begrijpelijk.

The Mandorine

ReplyQuote
Posted : 21/07/2015 4:57 pm