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The Repopulation 15.8.1 Patch

sytes
(@sytes)
Noble Member

The 15.8.1 patch will be going live at 10AM EDT on Tuesday, August 25th. This is just in time for PAX Prime, where you will be able to play the game in booth #7017. From now until next Friday, September 4th you will also be able to pick up an early access copy of the game at a 25% discount. We will be giving away 7 silver keys for early access for free, along with an amazon gift certificate. You can enter into this giveaway here.

With that out of the way let's take a look at some of the larger changes in 15.8.1. The combat and skills system received another round of improvements in this patch. This includes some important changes and bug fixes with regards to how timers are used, and general balancing. The Skills and Abilities section of these notes has a complete run down on each of the changes. We also introduced a new Two-handed Tactics skill which is designed to give those who do not wish to dual wield or use a shield some additional benefit. This skill will increase the damage bonus and chances of buffs or debuffs to stick when using a single weapon. We adjusted how boss resistance and penetration values work to provide additional benefit to buffs or item modifiers, made adjustments to the damage bonuses vs. different armor types, and tweaked or fixed many areas of both Action Mode and RPG Mode combat.

We'll be showing a preview of the new siege system to some members of the press at PAX, and a number of moves were made in preparation for sieges addition to the live servers in this build. This includes the addition of energy generation and storage in player cities. Energy will play an important role in providing shielding during sieges. Crafters can now create modules for the siege camps and power storage. Major NPCs also include new Power Storage Facilities where you can charge your batteries, but it will be cheaper to do this in player created cities using the Power Storage Facility that is used to store energy. Some energy can also be produced passively using energy generating structures such as solar panels. Cities will also have a weekly energy maintenance based on their size. Currently, if the maintenance is not met the cities will stop growing so be sure to check out the system if you have a city as the maintenance will be collected automatically in a week.

To go along with the introduce of the new energy system a new item was introduced: Magnetite. Magnetite can be found randomly when extracting from npcs. It is also found in larger forms in harder npcs with many of the larger bosses now having a chance to drop the larger shards and chunks. They yield a significant amount of energy and will be wanted by nations. Most raw resources such as calibrite ore and some creature harvestables including some meat and tissue from creatures can also be converted into energy as well.

While sieges themselves won't appear on the live servers until 15.9.1 (and only in testing mode at that time), we have introduced several additions specifically designed for PvP. The first of these is a new engagement in Griefclaw Bluffs which pits the three factions in battle with one another. OWON's goal is to protect a downed ALT transport ship and its sensitive cargo from the other two factions, whose goal is to steal and extract the content. In practice this works similar to a game of capture the flag for FPR and Rogue forces, where OWON's goal is simply to prevent it from being stolen. PvP kills should now always result in an insignia from the victim, as well as a very small chance at additional generated loot. Open World kills are now tracked, in addition to the previous tournament kill tracking, and we've introduced several new PvP oriented achievements and titles. We also made a number of tweaks to the new PvP based contested resources.

Many of the items in game now feature a View button on their information window which allows you to view what the item would look like in 3D. Other improvements include map improvements, channel specific chat preferences, offline nation roster manipulation, and much more. You can read the complete build notes below.
Adversarial Camps

Made adjustments to the camps in Griefclaw Bluffs. They are now less common and smaller than was previously the case. They have also been moved to not interfere with the new PvP engagement.
Adjusted the camp spawners in Kitsun Pass to move them away from seams.
The camp spawners in Draeph Plains have been redone to make them smaller in size but common.
Recreated the camp set up in Mirfield. The camps should now be smaller in size in general but there are many of them.

AI

Made numerous small tweaks to the AI pathfinding system in an effort to make NPCs more intelligent in their pathfinding towards players.
Repaired an issue which was preventing escorted NPCs from respawning after an escort ended.

Animations

Updated the male and female idle animations.
Updated the male and female character creation area idles.
When harvesting and swimming at the same time, the harvest animation will no longer play.
Adjusted the standard pistol angle upward slightly.
Fixed some issues in the female handgun animation bone rotation setup.

Auctions and Work Orders

Ctrl + Right Click on an item in a Work Order results list will now open a price info card for that type of item. If the work order is for a component, the game database window will open to that component instead.
Added an "All Grades" option to Item Price info cards. When checked, prices for all possible grades of an item will display, instead of only the grade(s) of the specific item.
Added "Blueprint" to the list of specialties used to search for a player store.
Auction blueprints are now searchable by name.
Removed the auction Item subtype "Housing". Added the auction main category "Blueprints" to replace it.
Renamed work order search option "Search by Source" to "Search by Source Skill".

Combat

Adjusted how NPC penetration and armor values work to put an upper limit on the stats of higher end bosses for balance purposes. These changes should improve the benefit of fittings and buffs.
Two-handed weapons now receive a damage bonus that rises as their Two-handed Tactics skill increases. This only affects weapons which have the option to dual wield or use a shield.
When not dual wielding or using a shield you will now receive a bonus to your buff and debuff chances which scales by the value of your Two-handed Tactics skill.
Discovered an issue with ability cooldown timers which was making some abilities usable more often than should have been the case. Many abilities have had their recharge times adjusted to compensate for this.
Cone, Fixed Cone, or PBAoE action mode abilities now take into account range as part of the selection strategy. This corrects a problem where action mode was previously selecting abilities like Pistol Whip or Butt Attack when you were not in range to use them because your weapon had long enough range to attack. This was primarily affecting ranged users when mixing in non-standard range types.
Damage Over Time is now properly affected by armor type.
Widened the armor type bonuses or penalties for Biochemical, Thermal, and Cold damage types.
Changed the angle clamp to 60 no matter what the distance for front facing attacks.

Dens

Day Break Acres: some Hokfigs and Morgensten Cacti have taken residence in the valley south of the D-BRAC compound.

Engagements

Introduced a new set of PvP engagements in Griefclaw Bluffs. The storyline behind this engagement is that an ALT Labs transport vessel heading to OWON has been shot down. OWON players participate in a protection engagement which involves defending the vessel until SYMBOL (SYMbiotic Bioelectrical Overloading Logic) can be safely recovered. SYMBOL itself is an experimental bioelectrical field that FPR or Rogue forces would love to get their hands on and each is conducting recovery missions of their own to obtain it. FPR or Rogue forces must venture inside of the downed ship and hack into the computers to afflict one of their players with the virus. They must then reach their factions extraction point with it intact. If the player is killed the virus will transfer itself to the person who was responsible for their death, or in the case that nobody is nearby it must be recovered again from the ship. The two landing zones are on opposite sides of the ship. The virus can also be passed intentionally from one player to another at short range or use special minigame based abilities while afflicted. If the FPR or Rogue forces are able to reach their LZ with SYMBOL they will win the engagement, if neither side is able to do so in within 15 minutes, then OWON will win. This engagement is currently set to respawn quickly for testing and for PAX. In the future we will reduce its spawn frequency.
You can now receive Magnetite as a reward from engagements. It is most common in PvP oriented engagements but also available in others.
Improved the "cooties" system so that it is easier to perform advanced logic when effects are transferred from one player to the next.
The cooties system now supports callbacks for players logging out of the game.
Reduced the number of terrorist who spawn in the Bombs in the City engagement.

Graphics

Introduced a number of new particle FX. This includes explosions, flashes, and some ability FX.
Replaced the mission indication icons that appear over the heads of NPCs with all new icons.

Inquiries

You can now inquire about events ongoing in Griefclaw Bluffs to be notified if the engagement is currently active. This can be done from long range.
You can now inquire with journalist Claudia Foerster in Freedomtown, about the stories she has written. One story is part of the Sgt Brewen investigation quest line.
Krachester (Doma Highlands), Virsey Point: If inquired Len-korlai Alcantar will tell you about her scientific work with drakes.
You can now inquire with Pedro De La Torre in Banshee's Hollow about his time in the FPR Military. This will allow you to ask more about Sgt Brewen if you are investigating him as part of a quest chain.
Aoss Gardens (Tralus): If inquired, Matty Gee will talk about himself and insult some of the other people staffing the solar plant.

Items and Fittings

Added a new "View" button to the Item Info Card, for those items that have a visual that can be displayed (weapons, armor, vehicles, and blueprints). Click to bring up another window where you can preview the item.
Modified chat hyperlinks to visual items, so that the item info cards created from the links will include the new "View" button. (e.g. links to armor and weapons)
Added a new rare Charged Reinforcement shield fitting which can only be obtained from raid bosses.
Increased the chance that Locked Containers are rewarded from missions and as loot drops.
Reduced the rate at which Luck Charms gain effectiveness through Grade.
Reduced the chance that Intoxicating Venom procs will proc by 2%.
Adjusted the point at which players hold hand guns to choke up a little higher on the grip.
Speed Enhancement Modules now have a more accurate item description.
Tweaked the cost and values of Biological Transport Software and Removable Storage Devices.

Minigames

Increased the amount of time you have to respond to Entertainment minigames from 6 to 8 seconds.
Tale and Dance based minigame abilities can now be selected using hotkeys, though Music Minigames still disable hotkey selection, due to those keys being overriden by the interactive music keys.
Players who grab SYMBOL in the new Griefclaw engagements will have a simple minigame appear which allows them to remove SYMBOL and transfer it to the nearest player. If no players are nearby it will return to the ship.

Miscellaneous

Reduced the number of human kills required to achieve the Mass Murderer achievement.
Reworded the text telling players they have already harvested enough of a particular type when in the tutorial to make it more clear that there is a limit in the tutorial.
Introduced an achievement "Rugged Mnemosyne" which will be granted on your first birthday.

Missions

Introduced "Happy Birthday" missions which will be given to your character on their birth date. They will provide players with a birthday gift.
Doctors and Nurses will offer the generic mission "Prion Alert" in many areas. If you've encountered Elkar... watch out... you too may be at risk of a prion infection!
New mission in Freedomtown "Talent Agent Help", sometimes entertainers are just ungrateful, help out a Talent Agent by reminding wayward entertainers not to break their contracts.
Inquiring with Claudia Foerster in Freedomtown about stories she has written will allow you to ask more about Sgt Brewen. Only available to those doing the Sgt Brewen investigation quest line.
Krachester (Doma Highlands, Virsey Point): If inquired, Len-korlai Alcantar will tell you about her scientific work with drakes.
Increased the number of recommended players in the Wanted: Teri Balik mission, which also improves the rewards of the mission.
"Nickeline, Nickeline my Teachings for Some Nickeline" has been modified so that Orpheus will try to give you the collection missions when he tells you what he wants. These missions are repeatable and available individually from Orpheous if they are abandoned before being completed.
Inquiring with Pedro De La Torre in Banshee's Hollow about his time in the FPR Military will allow you to ask more about Sgt Brewen. Only available to those doing the Sgt Brewen investigation quest line.
Aoss Gardens (Tralus): If inquired, Matty Gee will talk about himself and insult some of the other people staffing the solar plant.
Missions Yaco's Secret, Wayne's World and GI Supply have all been amended to work with Meredith Wayne's transformation into an opportunist. This should mean the "Smuggling Run" mission in Freedomtown from Ramon Swatt should no longer deliver to Meredith who is more or less stood next to him.
Introduced new mission opportunities in Kitsun Pass.
Added new mission opportunities to Niseya and Decroux Etang.
Added new mission opportunities to Bales Ridge.
The Hides for the Homeless collection in Koleyna now requires 20 lurker hides and had its rewards rebalanced.
Improved the mission helper text for the Red Lung Infection mission to note where the NPCs are located for each step. In addition to this it now supports long range markers.
Training Area: reworded the Harvesting & Crafting tutorial goal about crafting the Firearms Fitting, to make it clear players need to use the Recycled Firearms Fitting recipe (which they are given for free at the start of the mission). Also added an extra note on Tip & Manual.

Nations

Solar Panels, Wind Generators, and Power Stations now have the new passive energy generation values on them and now are scale limited. Wind Generators also now give happiness for generator (power).
Leadership of the nation can now be passed to an offline or online member.
Put in a damageStructure value for cities when they are under siege and that functionality is open, if not you cannot damage them.
Members can be promoted/demoted by changing rank no matter the offline/online status.
New cities now have an ID added after the default "Unset" name. City name can of course be changed.

NPCs

Arrvor special abilities have received a small damage boost.
Vultures are now innately resistant to Biochemical effects.
Improved mob distribution in the Kitsun Pass.
Improved mob distribution in Mirfield.
Increased mob populations in Decroux Etang.
Increased the mob population in Niseya, and moved some mobs further from the seams.
Reworked the Barca spawn points in Bales Ridge to provide more mobs and to a better mob distribution.
NPCs: Daybreak Acres - Jenu: Added Crafting and Harvesting Supplies bots to the workshop.
In order for mission "Smuggling Run" to work more believably Meredith Wayne is now an opportunist.
Jolene Perry's bio reflects the fact that her sibling is now called Nells Ditchburn. They run the Engie's Jar put in Fort Bondsteel.
Added a housing travel agent and tutorial to Sept Falls.
Corporal Rockwell is a bit more talkative than he has been previous.
Made numerous minor adjustments to NPCs in Ingall's Pass.
Reduced the difficulty of terrorists.
The Lurkers in Sept Falls are now a similar size to other lurkers in the world.
You can no longer finish off the Dying Man, who gives a one time mission.
Amended mob spawns for Corporal Moon, Corporal Meyers and Sergeant Clark so that all settings are "Day".

Pets

Vulture pets gain innate biochemical resistance at level 3+.
Slightly increased the damage of the Arrvor Sting ability.
Attempting to summon a robot which has no charges remaining will now indicate to the players that they need to repair the robot with the Fix Robot skill before calling it back to duty.

Player vs. Player

Introduced a new set of PvP oriented engagements in Griefclaw Bluffs.
Open world PvP kills are now tracked. Previously this was only available for Tournaments. You can track progress through the /pvp command currently.
Introduced a new PvP based achievement and title: Serial Killer. These can be earned by slaying a good number of players.
Introduced two new PvP oriented Achievements and prefix Titles centered around the new Griefclaw Bluffs engagements.
Contested harvesters will no longer add points for players who are driving around on vehicles.
You should now gain insignias every time you kill other players.
Improved rewards from PvP engagements.
Added PvP mission support to some locations which were missing it.
Reduced the number of hostile players required in the Defeat Our Enemies PvP mission to five.

Resources

Many creatures throughout the world will now drop magnetite resources. Boss difficulty creatures have a chance to drop additional high end magnetite resources.
Geel Bean and Hok Leaf are no longer obtained directly from resource nodes. Instead, Plant Breakdown in Foraging will separate out the useful pieces of these plants and provide items like the beans and leaves.
Made adjustments to the harvestable regions on Blair Ridge. This should prevent problems with trees are spawning on the road, etc. Also reduced the density of some areas.
Numerous modifications were made to the harvesting regions in Bales Ridge. It's the same types of resources but their locations have moved somewhat.
Ore and Minerals are now more common on the Oota Dabun Peak.
Added generated mineral resources to Ingall's Pass.
Added generated plant and lumber resources to Bales Ridge.
Added generated lumber resources to the Kitsun Pass.

Skills and Abilities
Miscellaneous

Introduced a new Two-Handed Tactics skill which all players possess. This skill reflects your mastery of Two-Handed Weapons, and is meant to provide two-handed weapon users with options similar to those currently possessed by the Dual Wielding and Shield Tactics skills. This skill will provide users with a damage bonus as it increases, and will also have an affect on the debuff chances of combat related abilities.
Modified how using abilities works while swimming. By default abilities can not be used while swimming but there are overrides to allow some abilities to work while underwater.
Increased the rate at which you can gain Dodge, Block, and Parry skills.
Dual Wielding, Two-handed Tactics, Dodge, Block, and Parry skills now ignore the normal skill check timers. This should result in these abilities increasing more quickly than previously was the case.
Slightly reduced the rate at which you gain defensive skills.
Abilities that can not be trained will show a tooltip on the earnable abilities tab. "This ability can not be trained, but can be earned through adventuring."

Aerosol

Reduced the recharge time of Cloud (Aerosol).
Increased the spread radius and halved the recharge time of Maximum Release (Aerosol).
Decreased aggro generation and recharge rate of Wide Sweep (Aerosol), while slightly increasing its momentum cost.
Increased the damage of Wide Sweep (Aerosol).
Reduced the recharge time of Spray (Aerosol).
Reduced the threat generation and recharge time of Smoke Screen (Aerosol).
Cut the recharge time of Make it Rain (Aerosol) by 25%.
Halved the recharge time of Smoke Wall (Aerosol).
Increased the spread radius of Slow Release (Aerosol).
Increased the momentum cost of Heavy Gust (Aerosol) slightly but reduced its recharge time significantly.
Reduced the recharge time of Searing Blast (Aerosol).
Halved the recharge time of Wall (Aerosol).
Increased damage while reducing recharge time of Release and Roll (Aerosol).
Decreased the aggro generation and recharge time of Spray Cone (Aerosol).

Assassination

Reduced the recharge time of Backstab, Blindside, and Slice Throat (Assassination) by 25%.
Cut the recharge time of Assassinate (Assassination) in half.

Automatics

Slightly increased the momentum cost of Discouraging Assasult (Automatics) while reducing its recharge time by 25%.
Decreased the damage of Stopping Power (Automatics).
Reduced the recharge time of Spraying Fire (Automatics).
Decreased the damage of Opportunistic Assault (Automatics).
Reduced the recharge time of Covering Fire (Automatics).
Halved the recharge time of Swaggering Burst (Automatics).
Reduced the recharge time of Frenzied Fire (Automatics) but reduced its damage to compensate.
Decreased the recharge time of Spraying Assault (Automatics).
Increased the momentum cost while reducing the recharge time of Pelt Area (Automatics).
Decreased damage and increased energy cost of Controlled Burst (Automatics).

Axes

Increased the damage of Hurricane Slice (Axes).
Reduced the recharge time of Blind Hack (Axes) from 8 to 5 seconds.
Increased damage and reduced recharge rate of Hold (Axes).
Significantly reduced the recharge rate of Thrusting Pell (Axes), but also reduced its damage and endurance cost.
Slightly decreased the damage of Slicing Blow (Axes).
The recharge time of Pummeling Slash (Axes) has been reduced.
Reduced the damage and increased the endurance cost of Axe Flurry (Axes).
Slightly increased the momentum cost of Axe Trip (Axes).
Increased the endurance cost and recharge time of Surprising Assault (Axes).

Blades

Reduced the recharge time of Open Wound (Blades).
Decreased the recharge time of Back Slash (Blades).
Reduced the recharge time of Springing Thrust (Blades), while increasing its damage output at the cost of momentum.
Reduced the damage of Furious Onslaught (Blades) and increased its endurance cost.
Increased the momentum cost of Triple Strike (Blades) and decreased its damage.
Reduced the recharge time of Kidney Puncture (Blades).
Halved the recharge time of Lethal Thrust (Blades).
Cut the recharge time of Opportunistic Strike (Blades) in half.
Improved damage and reduced recharge time of Hamstring Slice (Blades).
Sneaking Thrust (Blades) no longer has a momentum cost, but had its recharge increased by three seconds.
Reduced the recharge time of Lunging Thrust (Blades) from 20 to 12 seconds.
Significantly reduced the recharge time of Gaping Slash (Blades).
Increased the momentum cost of Puncture (Blades) but reduced its recharge time by 10 seconds.
Cut the recharge time of Bleeding Slash (Blades) by more than half.
Decreased the damage of Quick Slash (Blades) slightly.
Reduced the recharge time of Feign Stab (Blades).

Blunts

Significantly reduced the recharge time of Reckless Swing (Blunts).
Reduced the recharge time of Pound (Blunts).
Decreased the recharge time of Stop Momentum (Blunts).
Reduced the recharge time of Lunge (Blunts).
Decreased the recharge time of Wild Swing (Blunts).
Reduced the recharge time of Debilitating Crush (Blunts), while slightly increasing its momentum cost.
Slightly increased the endurance cost and damage of Disarming Twirl (Blunts), while slicing its recharge time by 33%.
Decreased the recharge time of Smash Generator (Blunts).
Slightly increased the endurance cost and threat generation of Knock Senseless (Blunts), while reducing its recharge time.

Defensive Tactics

Reduced the recharge time of Dig In (Defensive Tactics).
Reduced the recharge time of Stay Alert (Defensive Tactics).

Dirty Fighting

Sucker Punch (Dirty Fighting) had its description modified to note that it requires your hands to be free to use.

First Aid

Increased the Damage Over Time and damage debuffs of Ocular Spray (First Aid) but it is no longer stackable. In addition to this its range has been increased. It's recharge time has also been cut in half.
Halved the recharge time of Spray Biohazard (First Aid).
Energy Overload (First Aid) will now transfer energy to your target instantly, as well as increasing their energy regeneration rate for a short period of time. In addition to this its usage time was reduced by a second.
Slightly increased the momentum cost of Antibody Injection (First Aid) slightly, and tied its healing amounts into a bonus rather than a flat heal percentage. It's range has also been increased.
Increased the damage of Repulsive Cloud (First Aid).
Increased the tick rate of the thermal damage DoT ability enhancement for Overload Powercell (First Aid).
Increased the damage and reduced the usage time of Corrupted Nano Bomb (First Aid).
Vaccinate Area (First Aid) can now dispel up to two effects and has an increased chance of dispelling them.
Slightly increased the momentum cost of Nano Cloud (First Aid), while significantly reducing its recharge time.
Sliced the recharge time of Atrophic Injection (First Aid) in half.
Spray Biohazard and Atrophic Injection (First Aid) had their damage tick rate reduced from 5 to 3 seconds, boosting damage substantially.
Increased the damage and Knockback Chance of Overload Powercell (First Aid).
Decreased the recharge time of Advanced Medical Scan (First Aid).
Increased the momentum cost of Nano-Plasma Spray (First Aid).
Inject Sedative (First Aid) now does a small amount of damage instead of only acting as a debuff. It also had its recharge time reduced.

Handguns

Cover Fire (Handguns) had its threat generation reduced as it was erroneously high. It also had its recharge time decreased.
Reduced the duration of the leg injuries caused by Leg Shot (Handguns) but also reduced its recharge time.
Cut the recharge time of Stopping Shot (Handguns) by 33%.
Lowered the recharge time of Shield Shot (Handguns).
Reduced the damage caused by Overwhelm (Handguns) significantly.
Decreased the recharge time of Body Blast (Handguns).
Slightly increased the recharge rate and momentum cost of Double Shot (Handguns), while reducing its damage.
Reduced the recharge rate and damage of Burst Fire (Handguns).

Rifles

Halved the recharge time of Snipe (Rifles) but increased its energy cost.
Reduced the recharge time of Arm Shot (Rifles).
Decreased the recharge time of Got Your Back (Rifles).
Decreased the recharge time and damage of Rapid Fire (Rifles), but increased its momentum cost.
Slightly reduced the recharge rate of Suppressing Fire (Rifles).
Halved the recharge time of Startle Shot (Rifles).
Decreased the recharge time of Pick Off (Rifles) by 25%.
Reduced the recharge time of Disarming Shot (Rifles) by 33%.

Shockguns

Increased the spread radius of Angle Shot (Shockguns).
Slightly increased the momentum cost of Stun Shot (Shockguns) while decreasing its recharge time by 25%.
Slightly increased the momentum and energy costs of Static Discharge (Shockguns) while reducing its recharge time significantly.
Decreased the recharge time of Shock (Shockguns) by 25%.
Slightly increased the momentum cost of Overcharge (Shockguns) while reducing both its recharge time and its energy cost.
Cut the recharge time of Debilitating Shot (Shockguns) in half.
Halved the recharge time of Maniacal Rampage (Shockguns).
Reduced the recharge time of Melon Shot (Shockguns).
Halved the recharge time of Obliterate (Shockguns).
Reduced the recharge time of Momentum Swinger (Shockguns).
Reduced the recharge time of the Shockgun ability: Take Them Down!
Reduced the damage of Maniacal Kill Spree (Shockguns).
Slightly increased the momentum cost of Double Click (Shockguns).
Decreased the recharge rate of Stunning Blast (Shockguns) substantially.

Unarmed

Decreased the recharge time of Calm (Diplomacy).
Reduced the recharge time of Headbutt (Unarmed).
Increased the damage and reduced the recharge time of Kick (Unarmed).
Cut the recharge time of Unbridled Aggression (Unarmed) in half.

Veterinary Medicine

Decreased the recharge time of Heal Animal (Veterinary Medicine).

Trade Skills

Installations now contains seven recipes for crafting Siege Modules. These recipes are necessary for creating Siege Camps.
Added a new Installations recipe, Power Storage Facility Production. This recipe create the Power Storage Facility, a necessary part of any successful player city.
Building Module Fabrication in Installations now directly produces the Small, Medium, Large, and Sci-Fi Building Modules. As a result of this change, the recipe components have been increased 3 to 6 fold, depending on the building module and this recipe now produces products from Simple to Arduous, beginning at 200 skill.
Added a new recipe to First Aid, Cloning Tube Fabrication. This creates both a blueprint for decor, and an item for crafting.
First Aid received 2 more crafting recipes: Medical Bed Production and Medical Station Production. These recipes will create a blueprint or an item for crafting.
Introduced new Culinary Arts recipe: Quiche. This recipes produces three open-faced pastry crust dishes with a filling of savory custard and other ingredients.
Introduced new Culinary Arts recipes, Cheese Pie Filling. This recipes produces a cheese filling used in certain pies.
Introduced new Culinary Arts recipes, Rack of Ribs. This recipes produces four different Rib Racks cooked via an oven.
Crafting Supply Vendors will now carry the Installation: Siege Edition book. This recipe book contains the information necessary to create siege camps.
Tri-Mineral Reduction in Chemistry now contains 3 levels of difficulty and requires more materials to produce the battery cells.
Changed the Robotics recipe, Battery, to Battery Production and updated the description. Also altered the skill spread of the recipe to more closely match the skill requirements of battery cells from Chemistry; Simple now begins at 150 points instead of 0, Normal at 700, Complex at 1200, and Arduous at 2500.
Metal Wasps drop chance has been reduced to 20% in Copper, Kupletskite, Beryl, and Cobalt nodes.
Meatballs no longer require Seasoning Mix as an agent.
Plant Breakdown now includes 3 results for Geel Flower: Petals, Beans, and Pollen.
Plant Breakdown now includes 2 results for Kosha Plant: Fruit and Roots.
Broth no longer requires Preservative as an agent; instead Purified Water is has been moved from Ingredient to Agent.
Plant Breakdown will now contain 3 results for Hok Weed: Leaf, Sap, and Tubers.
Fixed an issue where a craft failure can cause the craft window to change the currently selected product or difficulty level. (e.g. failure to create medium rebar switched the product to small rebar)
Removed component type "Plant" from Placebo Plant Pod.

User Interface

There is now a save channel per tab option in the Chat Settings. It is disabled by default. If checked each channel perference will be saved by tab. If unchecked (default setup) channel preference is saved to the 1st tab. It should also now remember your last used channel anytime you zone/relog or cause the chat UI to restart.
Changed some minimap marker colors. Normal missions are now yellow, tutorial/trainer missions are orange, and collection missions are purple. Mission NPCs are a bright yellow, while mission markers (radius circles and waypoints) are a duller yellow.
The Waypoint button on the minimap will now close the waypoint window, if it's already open. (Now toggles the window)
Made some script changes to the world map so that it shares common behavior with the minimap for displaying mission markers.
On the minimap, mission waypoints are now displayed as an yellow waypoint target, instead of a dot or mission NPC.
Increased zoomout range on minimap.
Changed minimap markers for players to triangles, and basic NPCs to dots (even if hostile). As before, green = friendly, red = hostile, and neutral = blue.
Abilities which dispel or cancel other effects will such as cures will now display the percentage chance to dispel those effects, and the maximum number which can be removed.
The search input box now has focus in the Game DB window.
Increased effectiveness of vehicle and mount special attacks.
You are not longer able to close the Reclone Window when you die.
Improved chat message when harvesting (e.g. "2 Iron Ores (D9)" is now "Iron Ore (D9) x 2")
Added power index and energy capacity values to the GameDB.
Removed the 3d aspect option from interface options as it is no longer a valid option for nameplates.
Reworded text in Training Points hint to explain things more clearly.

Vehicles and Mounts

Increased damage output of manned cannons by roughly 15%.

World

Added the Power Storage Facility structure to Plymouth City, Freedomtown, and Sept Falls. They can be used to charge batteries for those not in a nation or access to a friendly nation city. Most likely it will be "cheaper" to do it in a nation city, but wanted to make sure it was available for everyone.
Zones throughout the Contested Lands that contain city plots now have Electromagnetivity Ratings. This rating affects passive energy gains in player cities and varies from zone to zone.
Updated some room visibility values for all zones with nation regions in them hoping to fix some visual issues when logging in and teleporting.
Reduced respawn rate in Plymouth's Underbelly to make it easier to navigate the dungeon without being respawned on.
Slowed down respawn rate in the Subterranean Thicket to make it easier to dungeon crawl.
Added trees and foliage to the Kitsun Pass.
Added some background mountains behind the world's edge in Day Break Acres.
D-BRAC, Daybreak Acres - Jenu: Computer terminal near the Workshop will now initiate the hacking mini-game.
Prop changes and improvements in Day Break Acres.
Numerous small optimizations to the Plymouth City area.
Significant amounts of work was done to the area surrounding Griefclaw Bluffs, including Mirfield and other locations.
Griefclaw Bluffs now supports faction specific spawn points within the area.
D-BRAC, Daybreak Acres - Jenu: Added a resting place to the Quarters building.
D-BRAC, Daybreak Acres - Jenu: Added points of interest: D-BRAC, Quarters, Control Centre and Checkpoint.
Added Storm environment scheme to Freedomtown.
Terrain work was done to Calprates Canyon.
Moved the Contested Harvester out of the city region in Gelid Pass. It is now north of there near the mountains.
Added cover areas to Griefclaw Bluffs.
Added trees, rocks, and foliage to Bales Ridge.
Added a Bank Terminal near crafting station in Aoss Gardens.
Smoothed out some jagged sections of terrain in the Bendigo Basin.

Bug Fixes

Fixed a bug which was preventing achievement counters from increasing in some cases where it should have.
Corrected an issue involving the vendor sale of an item and making it available on the NPC vendor buyback list.
Resolved an issue with fitting stats not being updated in some cases after swapping equipment.
Fixed an issue with the crafting window where the displayed grade of the crafted product was sometimes one sub grade higher than what was actually created.
Fixed the light issue with nations due to rooming changes.
Fixed an issue with work orders where cancelling a component order would display the incorrect name in the Info chat. (e.g. cancel work order for mineral, would say your order for Ngooberries has been cancelled.)
Fixed a problem which was causing your instrument to disappear when music minigames expired, even if you were still in Interactive Music mode.
Adjusted the base prices for Robotic Master Software, Protocols, and Development Kit Software components.
Fixed an issue with Hunting Setlangs being friendly to players.
Fixed Oasis Watch parent engagement not being able to complete due to a configuration issue.
Marked numerous objects in Plymouth City to no longer be pathable in an effort to improve NPC pathfinding.
Fixed an issue that was allowing people to hurl some types of grenades at friendly targets. This did not do damage, but was allowing players to skill up on one another.
When removing an item from inventory, if the item is also in a Compose Mail slot, the item will now be automatically removed from the slot.
Fixed an issue with the world map and coordinates in zones without valid coordinates.
Moved a computer terminal outside of Plymouth Towers a little bit to the right to prevent NPCs from spawning on top of it.
Corrected prices of fittings, including vendor purchased ability enhancements, to match the changes that were made to other items.
Updated 113 carpentry items that were erroneously not allowed in player housing to be available to player housing.
On the harvest extraction window, increased the size of the species skill label, to make room for longer names like "Sweet Finger Mushroom"
Fixed an issue which was getting players stuck in a swimming animation after death in some cases.
Fixed an issue with the distance of NPC shaman AoE regen abilities.
Metal Market Stalls recipe no longer displays that it produces 2 blueprints when they really only produced one.
Fixed a display issue with the work order tab of the trading window, where the buttons could be displayed incorrectly after when first changing to that tab.
Flattened out rough terrain for Boglands plot.
Fixed an issue that was listing abandoned missions on the mission tracker after you entered or left an active engagement trigger.
Rock 10 can now be crafted by using Lepidolite.
Raised some generated resource spawners in Draeph Plains which had gone underground after some terrain changes.
Fixed a hole where players can get stuck in the Blood Fang Cave.
Using /stuck or /unstick will now remove any cooties effects you have.
Fixed some issues with NPC spawning points in Southern Aza.
Adjusted city visual area to match the height of the region so it in some cases wasn't floating above the terrain causing issues placing city plots.
Fixed an issue that was allowing players to walk under the water in Serenity Lake due to the terrain being deeper than the water region.
Fixed a minor typo in the /help fixearnable utility command.
Improved NPC pathing in Freedomtown.
Corrected an issue where displaying the grade value "A9" sometimes instead appeared as "N/A"
Corrected a problem which was causing a runaway amount of lurkers whenever shrooffles were in season in the Boglands.
Females now hold combat knives in a better position.
Smoothed out a jagged block of terrain in Banshee's Hollow.
You can now sort the work order search results from "Search by Source Skill"
Relocated Harvester spawn points and unburied some spawn points in Scorched Gorge to avoid them to spawn within a Housing Plot.
Fixed the winner selection code so it wouldn't add additional winners who were not tied with the leader.
Fixed some oddly shaped terrain in Decroux Etang.
Slightly changed the height of a water harvestable region in Bog's Edge.
Fixed some buried and floating waypoints and harvestable regions in Serenity.
Fixed an issue that could cause the Item Price volume/day value to be higher than it should have been.
Increased the height of the tooltip window to prevent it from cutting off on long phrases.
Fixed a mission related bug that was allowing players to see a dialog option to deliver a pet even if they didn't have it in their inventory.
Grounded a tree and a rock in War Wagon Valley.
Fixed some problems with mobs being untargetable in Decroux Etang.
Stitched terrain seams in Griefclaw Bluffs.
Lot of work done reshaping harvestable regions in the Boglands trying to get rid of nodes spawning inside trees.
Fixed an issue that was preventing Oasis Watch NPCs spawn after engagement cycle ends.
Grounded some floating Rocks in Golem's Grove.
Fixed a bug where players were able to attack other players pets in the Training Facilities.
Corrected some issues with maps and missions when changing areas.
"Herko's General Purpose Test Mission" will no longer generate in Freedomtown.
Slightly reshaped harvestable regions in Waswamp.
Fixed a crack in the terrain in Calprates Canyon.
Abilities or effects which dispel other effects (such as cures) will no longer be able to dispel cooties based effects.
Reshaped Pyrohemalite harvestable region in Golem's Grove to prevent nodes from spawning on slopes which were too steep to reach.
Logging off while in action mode will now release cursor control.
Corrected some issues with bosses not respawning in Plymouth's Underbelly and Thicket Overwatch.
Resolved an issue which could cause the server to think a player was using a two handed weapon when they were dual wielding or using a shield.
Fixed a bug on the client call to nation rank change.
Refreshing the UI (CTRL+G) in Plymouth Pond - Exile Camp and Pond Overlook will no longer reset the display area name on the minimap.
Fixed an issue with the /help fixpending command that was preventing it from working correctly.
Unburied/Relocated almost 50 waypoints from distinct paths in Greenreath Barrows also deleted a lot of unused buried rocks.
Raised the spawn point at the Fisherman's Hut in Arboleda slightly.
The Thermal and Biochemical Exposure fitting for medical scanners will now properly debuff targets.
Grounded a floating rock formation in Decroux Etang.
Fixed an issue that was preventing a DoTs from being removed correctly in some cases, and causing server errors which could reduce performance.
More adjustments made to some harvestable regions Outside Freedomtown to prevent resources from spawning on tree branches.
Corrected an issue with a Rogue den in Ingall's Pass. The den was spawning above ground on a steep slope previously, and has been moved to flat ground.
Fixed floating props in Mitchell's Farm.
Fixed a grammatical error in the tooltip/info cards for the Replenishment ability.
Fixed several issues with floating resources and NPCs along the Hole-Plymouth Trail.
Fixed a typo on the Attributes - Combat hint.
Small grammar fix for description of the Stun Module fitting.
Fixed a partially floating tree along the Hole-Plymouth Trail.
Abandoned Supplies should no longer spawn within rocks near the Hole on the Hill.
Grounded a Floating tree Outside Freedomtown.
Added mountains to a small section in the Motionless Steppes where you could see the end of the world.
The /face command and auto face will no longer turn you north when you have yourself targeted.
Fixed a typo in one of the strings for regenerative nanites.
If you switch factions while having a cooties effect it will now drop the effect similar to a death.
Reshaped Salty Porphyra harvestable region in Loch Aza to prevent the weeds from spawning inside of geometry.
Fixed a grammatical issue in the dialog of Transportation Officer Coren.
Cooties effects should now always be removed after death.
Non combative (bot) supply merchants, now correctly show on the map and minimap as light blue dots.
Corrected an issue which could cause players to be dead permanently while waiting on a revive.
Reshaped harvestable regions near the Hole on the Hill to prevent resources from spawning inside of rocks or on top of trees.
Fixed an issue that was preventing Jacob Johnahson from spawning during the day.
Fixed a hole where players could get stuck in the Lone Tree Prairie.
Grounded a floating tree outside of Plymouth City.
Moved setlang spawn points in Fal Midlands to minimize the chances that they roam into mountains.
When dragging a blueprint item to the chat window, the resulting hyperlink will now display the full blueprint name. When clicking on the link, an info card for that specific blueprint will open. When shift + clicking on the link, the game database will open to the correct entry on the Blueprint tab.
Reshaped some harvestable regions along the Hole-Plymouth Trail to reduce the chances of resources spawning inside of geometry.
Fixed an issue that was preventing players from automatically respawning if the countdown ran out of time within the Training Facilities.
Fixed a duplicated word in Grenades hint.
Teleporting will now properly end any cooties effects or active minigames.
Corrected an issue which was popping up blank pending card reward selectors.
Reshaped Rezzo Tree and Cobalt harvestable regions in Lone Tree Prairie. This was to prevent issues with them spawning on unreachably steep slopes.
Repaired some problems that were causing the Bales Ridge dens to get stuck.
Alexander Schaefer in Freedomtown has learned how to defend himself.
The minigame for SYMBOL now transfers properly if you kill someone who has it.
Fixed a bad gender setup that was making Melody Ritz sounds like a man.
Fixed issue where resources weren't displaying on the minimap.
Corrected an issue which was not displaying engagement markers on the screen for some engagements if you entered after the engagement was already active.
Reshaped some harvestable regions in Judair Gulch to prevent resources from spawning within trees or rocks.
Reshaped an Alluvium region in the Badlands to prevent nodes from spawning on steep slopes.
Fixed a spawn point in Plymouth City which was colliding with a computer terminal.
You can no longer mount a vehicle while carrying Wreckage from the Retrieving the Wreckage engagement or when carrying SYMBOL in the new Griefclaw engagements.
Corrected an issue which was making ability cards generated for entertainment abilities which should have no longer been available.
Repaired a problem with the Red Lung Infection mission which was preventing you from talking to Danny "Shot" Malice on the second step of the mission.
The roll ability (Acrobatics) will now visibly roll.
Slightly changed the FPR spawn location in the Bald forest to prevent players from spawning half-buried in a platform.
Terrorists can now be properly harvested after defeating them.
NPCs will no longer kill Leif Dalby as he is important in the Taken in the Night series.
Refreshing the UI (CTRL+G) in Plymouth City will no longer reset the display area name on the minimap.
Slightly changed the height of the Oudomni Wood region in Founder's Grove.
Sarnium is once again available near Koleyna.
Modified a Sarnium region in Blades Ridge to prevent nodes from spawning on steep slopes.
Fixed a typo in Choosing Your Path hint.
Corrected an issue with one of the Wounded Woman's spawn points in Camp Kjell.
You can no longer grab wreckage in the Retrieving the Wreckage engagements if you are mounted or driving a vehicle.
Resolved an issue which could cause a client side issue when rendering the minimap if a dot id was 0.
The Family Heirloom one time mission is once again available. It had apparently gone missing from the NPCs mission list at some point.
Fixed some holes behind rocks where players could get stuck and die frozen in Mistden.
Dispelling effects now take into account your relationship with the target. Meaning you can no longer extinguish flames from hostile targets, or cancel buffs from friendlies.
Repaired an issue which was causing FPR players to lose Freedomtown faction when pick pocketing terrorists.
Corrected a rooming issue with some rocks outside Plymouth City. This could cause them to disappear and reappear at certain angles.
Fixed a bug which allowed you to receive item or minigame only abilities as loot drops.
Adjusted the depth of the exploration point for the Overlord's Lair to include the deeper place of the cave.
The minimap no longer shows arrows for missions that you are not currently tracking. (e.g. box is not checked in mission list). The involved NPCs are also shown as yellow dots instead of pawns. If the tracking is turned back on for that mission, then the arrow will show again (as needed) and the NPC will display as a pawn.
Unburied Adversarial Camps and Resources in Kuuma Prairie.
Reshaped an Alluvium Harvestable Region in Bleakburn to prevent nodes from spawning on slopes which were too steep to reach.
William Pollack will no longer spawn on top of a box in Camp Kjell.
Training Area: fixed a typo in the "Basic Gadgeteering" quest, where the recipe was explained incorrectly.
Corrected an issue on engagements that used custom engagement markers. It was showing the engagement for each faction if the engagements were faction specific, which could result in overlapped text or markers.
Fixed buried/floating spawn points of the OWON NPCs in Mistden.
Fixed a display issue with the Item Price info card, where the show options could get confused when changing the options on multiple cards open at once.
Fixed an issue with "Grenades!" quest that was pointing to Pick Up the box of grenades in Freedomtown regardless where the quest was generated.
Fixed an issue with the display of values in the Item Price Info card, where values that are even multiples of 1000 did not display correctly.
Grounded two partially floating trees in Lenwood.
Fixed an issue with the minimap, where it would sometimes show more mission arrows than was appropriate for that mission.
Grounded a floating tree near The Shed.
Grounded and rotated a misplaced tree in Bowrock Prairie.
In the game database window, Skills tab, fixed an issue with the skill range display for recipes of a selected skill. (e.g. Installations skill, Small Building Construction displayed wrong min skill)
Fixed several floating trees along the Plymouth-Hole Trail.
More adjustments made to harvestable regions in Ollaseca prevent resources from spawning inside of rocks or on steep slopes.
Fixed some problems with engagements sending players the FX intended for opposite factions on faction specific engagement events.
Corrected a problem which caused the dying man to miraculously spring to (animation wise) in some cases.
Reshaped a Niurevium and Kupletskite harvestable regions in Obstinada to prevent resources from spawning in unreachable locations.
Fixed a major terrain seam north of Purplefield.
Reduced the amount item prices increase as the quality of an item increases.
Fixed a bug which was preventing some fixed circle abilities from working in PvP while using action mode.
Fixed OWON Patrol NPC's pathing in Lenwood to prevent them from walking over rocks.
Fixed the Byna Berry harvestable region in Nido Cuervo.
Reshaped a Falasium Harvestable Region in Ducatti Field to prevent nodes from spawning on overly steep slopes.
REPLACE ME mission will no longer be generated to players.
Grounded a floating tree in Lundy Pass.
Reshaped a Kupletskite Harvestable Region in Rendall Gulch to avoid nodes spawn on steep zones.
Fixed a floating tree in Balddell.
Grounded floating trees and fixed a terrain seam in Mirfield.
Reshaped Harvestable Regions in Sapless Pass to avoid resources to spawn into trees.
Reshaped a Calibrite Harvestable Region on Fal Midlands which was spawning nodes over a tree.
Reshaped a Hok Weed harvestable region South of Freedomtown to prevent resources from spawning in rocks or trees.
Unburied several spawn points in Aza, probably generated by terraforming.
Fixed some buried and floating waypoints and harvestable regions in Fletcher Trail.

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Topic starter Posted : 25/08/2015 8:50 pm