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									The Repopulation / Fragmented - Solar Trade Alliance  Forum				            </title>
            <link>https://www.tradealliance.nl/community/the-repopulation-fragmented/</link>
            <description>Solar Trade Alliance  Discussion Board</description>
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                        <title>Revisit The Repopulation</title>
                        <link>https://www.tradealliance.nl/community/the-repopulation-fragmented/revisit-the-repopulation/</link>
                        <pubDate>Mon, 21 Jan 2019 11:02:41 +0000</pubDate>
                        <description><![CDATA[Gisteren zag dat er voor The Repopulation  weer eens een update uitgekomen is.Nu heb  ik dat spel eigenlijk allang afgeschreven maar misschien toch een keertje Rhyldan opnieuw bezoeken? Bij ...]]></description>
                        <content:encoded><![CDATA[Gisteren zag dat er voor The Repopulation  weer eens een update uitgekomen is.<br><br>Nu heb  ik dat spel eigenlijk allang afgeschreven maar misschien toch een keertje Rhyldan opnieuw bezoeken? Bij een positief onthaal zal er een eventje van maken.]]></content:encoded>
						                            <category domain="https://www.tradealliance.nl/community/the-repopulation-fragmented/">The Repopulation / Fragmented</category>                        <dc:creator>Lantern</dc:creator>
                        <guid isPermaLink="true">https://www.tradealliance.nl/community/the-repopulation-fragmented/revisit-the-repopulation/</guid>
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                        <title>The Repopulation Revival</title>
                        <link>https://www.tradealliance.nl/community/the-repopulation-fragmented/the-repopulation-revival/</link>
                        <pubDate>Mon, 05 Jun 2017 12:02:14 +0000</pubDate>
                        <description><![CDATA[Update nieuws
.The Repopulation is a work in progress and the team has posted a new article detailing what is currently in the works and what is coming further down the road both from a tech...]]></description>
                        <content:encoded><![CDATA[Update nieuws
.The Repopulation is a work in progress and the team has posted a new article detailing what is currently in the works and what is coming further down the road both from a technical and developmental standpoint.<br><br>The first thing covered is the Vision of the team, so here is the quick bullet points and below you will see an explanation of a couple points.<br><br>Core vision has not changed from JC's original vision in 2013/14<br>We are working on consolidating and unifying in game storyline<br>Will be expanding the game to include multiple play styles<br>Will not deter from the current core of the game<br>Will not become pay to win for any play style<br>Will be focused on clean and simple code/scripts<br>Will be focused on systems that we can build upon for future expansions<br>The update heading to the game in the near future is one called "Condorslug" and players will immediately notice differences in the game world through heightmaps and shaders as well as new textures, a revamped tutorial as well as a server wipe.<br><br>Post-Condorslug, the team will continue to overhaul the world in two major pieces. Art and design will work on "remaking" the world, something that should come out in a single patch. The second piece will be the more intensive on spearheaded by the design and programming teams. All major systems will be checked and revamped and will undoubtedly take more time than the first part.<br><br><br>Read more at <a href="http://www.mmorpg.com/the-repopulation/news/the-plan-moving-forward-detailed-alpha-coming-soonish-1000044383#76IYb7lvdc41d0I4.99">http://www.mmorpg.com/the-repopulation/news/the-plan-moving-forward-detailed-alpha-coming-soonish-1000044383#76IYb7lvdc41d0I4.99</a>]]></content:encoded>
						                            <category domain="https://www.tradealliance.nl/community/the-repopulation-fragmented/">The Repopulation / Fragmented</category>                        <dc:creator>Roebar</dc:creator>
                        <guid isPermaLink="true">https://www.tradealliance.nl/community/the-repopulation-fragmented/the-repopulation-revival/</guid>
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                        <title>MARCH UPDATE</title>
                        <link>https://www.tradealliance.nl/community/the-repopulation-fragmented/march-update/</link>
                        <pubDate>Mon, 20 Mar 2017 15:32:21 +0000</pubDate>
                        <description><![CDATA[Welcome back Repop players! The servers are back up and running! It&#039;s important to say that this isn&#039;t really a full re-launch yet, but more of a soft re-launch to get the servers back up an...]]></description>
                        <content:encoded><![CDATA[Welcome back Repop players! The servers are back up and running! It's important to say that this isn't really a full re-launch yet, but more of a soft re-launch to get the servers back up and running and allow players back in, we are still transitioning a lot in the backend, including the backer portal. Here are some bullet points to enlighten some people to the situation:<br> <br>Backer Portal still hasn't been fully transitioned from ABT to us, this means that we cannot verify 100% of the accounts and backer status, we are working as hard as possible to make sure everyone who has purchased the game has access, but some people have been put on hold and this is the reason. We want to make sure all supporters have access to the game before opening the gates.<br>MAJOR NOTE: We will not be able to re-open sales until this has been fully transitioned. We hope to still be on track for this week, but this transition really does need to finish.<br>Servers are exactly the same as they were before, same hardware, same locations, same configuration, same everything. Please feel free to send in dxdiags and crash logs so we can take a look, but please check other software too as there is a large chance it's to do with your computers environment/drivers/hardware adjustments there could have been a lot of changes over the past year. One major thing that has cropped up a few times is updates to Windows 10, and not installing direct x 9.0c. That is not to say we don't have work to do in solving a lot of these crashes, there is a LOT for us to fix up, thank you for submitting issues and so forth.<br>US West was taken down before the servers went black, ABT gave everyone a heads up and allowed transfers before taking it down, but this server is not up due to this reason.<br>Currently Live Server is being restarted daily due to players getting stuck and the some of the below issues. We hope to have this fixed over the patches, but until then the server restarts will continue.<br>A lot of people have asked about wipes, there is a guaranteed wipe before release (a long way down the road), we also plan on but cannot guarantee at least 1 more wipe in order to check the economy from scratch. There may or may not be other wipes down the road depending on circumstances and issues that arise.<br> <br><I>Warning, the rest of this post is mainly technical!</I><br><br>update march17There is a bit of bad news: The first major patch (16.0.0) wont be any time really soon. We have been digging in to the zoning/transition issues, which have provided an insight to many other issues, this includes but is not limited to a lot of information that is being replicated which doesn't need to be, and some major issues with server drops, memory leaks and performance are being extrapolated by this.<br><br>What this means for us is... We have to go over all replicated information, sort out what should be server side and client side, then apply all of the fixes without borking up other interconnected systems at the same time. As example of this is when players go over zone lines: ALL of your Account information is replicated from one area to the next, this includes for example, your inventory. So the more information on your character, the longer it will take to transition. This is not a straight forward and easy changing a 1 to a 0.<br><br>Another related major issue with this, is that information shouldn't be going from area to area in the first place, it should be using a proxy system so it stays in one place and relays the information, which is another big amount of information to fix on the systems side, and also needs to be done at the same time when fixing the systems.<br><br>We did try enabling the ability for NPC's to go over area lines, unfortunately this provided a lot more problems than we hoped which goes a lot deeper than we had imagined. The NPC's positions would be wrong, you wouldn't be able to attack as they would be invalid, yet they were still able to hit you, it is/was extremely game breaking. This is a lot to do with replication, and the NPC not using the proxy code.<br><br>Unfortunately an engine update wont fix any of these underlying issues, as development goes on they will become more and more apparent, more players, systems on systems and so forth will just make it worse and worse. So at this point we have decided to fix a lot of these issues, which in some cases means some pretty deep coding.<br><br><a href="https://therepopulation.com/images/news/update-march17.jpg"><img src="https://therepopulation.com/images/news/update-march17.jpg"></a><br>A lot of the above is actually fine for prototyping, early alpha, making sure systems actually work, but we want to get it to where it's sturdy and can be built upon without having any major issues.<br><br>Meanwhile, the art team is still fixing a lot of errors, cleaning things up and providing an efficiency boost, most of these bug fixes will come in to fruition in a patch down the road.<br><br>So overall we have had to move on to some fixes to do with account replication, area replication and systems area work, the longest amount of time is done in the research and learning of what systems will be affected by what changes, when all of this is plotted out and known we can start to apply fixes one at a time. The first major patch (16.0.0) will not fix absolutely everything, (but we hope to have the core done) and may show up to have bugs which are not currently apparent. BUT overall performance should be improved, other elements should be more fluid and we should have a stronger base to build upon.<br><br>You may see a few other external updates from the game version before the next major patch, things like bug reporting being more fluid for us, site updates and so forth, and we hope to provide smaller patches of the framework instead of one giant patch.<br><br>Internal testing may be slightly delayed from this, but they will have a lot more to test when we get the fixes going.<br>You can read more and discuss on our forums]]></content:encoded>
						                            <category domain="https://www.tradealliance.nl/community/the-repopulation-fragmented/">The Repopulation / Fragmented</category>                        <dc:creator>Lantern</dc:creator>
                        <guid isPermaLink="true">https://www.tradealliance.nl/community/the-repopulation-fragmented/march-update/</guid>
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                        <title>Game Servers to ReOpen on March 12th</title>
                        <link>https://www.tradealliance.nl/community/the-repopulation-fragmented/game-servers-to-reopen-on-march-12th/</link>
                        <pubDate>Thu, 09 Mar 2017 10:24:50 +0000</pubDate>
                        <description><![CDATA[Game Servers to ReOpen on March 12thGame Servers to ReOpen on March 12th - The Repopulation NewsAccording to a post on the newly revamped The Repopulation site, the game servers will be open...]]></description>
                        <content:encoded><![CDATA[Game Servers to ReOpen on March 12th<br><br><a href="http://images.mmorpg.com/images/heroes/news/43503.jpg"><img src="http://images.mmorpg.com/images/heroes/news/43503.jpg"></a><br><br><I><br>Game Servers to ReOpen on March 12th - The Repopulation News<br>According to a post on the newly revamped The Repopulation site, the game servers will be opening again for backers beginning on March 12th. To prepare, downloads of the client are currently available. According to the post, nothing has changed as far as log in and access for those who are backers of the game.<br></I><br><br>Op de officiele website staat het volgende:<br>Website and server updates<br><br>by HE-Sarrene » Wed Mar 08, 2017 2:00 pm<br><br>Good Day Everyone!<br>I am happy to announce that the new site is almost complete. While the developers are working hard on the game, a few of us have been working on the new site for The Repopulation. <br><br>There are things we are waiting on yet, however, you will start to see some nice changes in the next 5 to 7 days. The website is getting a makeover as well as the forums. This will be done in steps; first will be the primary site, then the forums will be restyled from the very basic appearance you will see at first. Once the domain is transferred, all we'll be waiting for is the DNS to repopulate across the world.<br><br>In the meantime, you will have access to the new Discord channel Raynie has set up for us. (Thank you Raynie!) You can join here: <a href="https://discord.gg/ST6mvr5">https://discord.gg/ST6mvr5</a> The channel is available for all players. At this time, we don’t have 24/7 moderators for the discord channel, so we hope everyone is on their best behavior.<br><br>I do want to let everyone know that though no posts will be lost, most attachments will not be present on the forums. This includes any screenshots you may have posted on the forums. I am very sorry for this, however under these circumstances it is unavoidable. So please backup any attachments you want saved, including all the awesome screenshots. <br><br>Also regarding the site, we have cleaned up some of the groups. If you are a Backer but do not have the Tester group as your primary group, please let us know. We will get you added to that group!<br><br>For the news that I am sure no one wants to hear: Servers will be opening up to all current players on the 12th of this month. All backers and current players of The Repopulation can enter the game starting at midnight EST on Sunday. Downloads are open, as some of you already know. <br><br>Your game account login will be exactly the same. Nothing has changed there. We wanted to make sure that everyone that bought and supported the game had the same access as before. If you forgot your password you can use the link provided on the launcher to reset your password. If you have any problems logging in please feel free to post that up. A ticket system will be in place after the transfer is complete.<br><br>We will be turning The Repopulation sales on at Steam between the 19th and the 26th of this month depending on how the servers hold up to the Alpha testing.<br><br>Peace,<br>Sarrene'<br>]]></content:encoded>
						                            <category domain="https://www.tradealliance.nl/community/the-repopulation-fragmented/">The Repopulation / Fragmented</category>                        <dc:creator>Lantern</dc:creator>
                        <guid isPermaLink="true">https://www.tradealliance.nl/community/the-repopulation-fragmented/game-servers-to-reopen-on-march-12th/</guid>
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                        <title>UPDATE 2/13/2017</title>
                        <link>https://www.tradealliance.nl/community/the-repopulation-fragmented/update-2-13-2017/</link>
                        <pubDate>Mon, 13 Feb 2017 23:17:03 +0000</pubDate>
                        <description><![CDATA[Good morning everyone!Just wanted to take a moment and give everyone the latest news.As of this morning, the Steam transfer is finally nearing completion! I know that we&#039;ve all been on the e...]]></description>
                        <content:encoded><![CDATA[Good morning everyone!<br><br>Just wanted to take a moment and give everyone the latest news.<br><br>As of this morning, the Steam transfer is finally nearing completion! I know that we've all been on the edge of our seats so far, and luckily the wait is almost over. With this, I have also been asked to let the community know that we are beginning preparations for internal testing! We will be interviewing potential testers, so if you would like to volunteer to be a part of the internal test please post your request in this thread. I would like to note: we do have a few names of early testers already that are in the community whom we will be reaching out to. See you in Rhyldan!<br><br>Sincerely;<br>Christopher E Riley<br><br><a href="http://www.therepopulation.nl">http://www.therepopulation.nl</a>]]></content:encoded>
						                            <category domain="https://www.tradealliance.nl/community/the-repopulation-fragmented/">The Repopulation / Fragmented</category>                        <dc:creator>sytes</dc:creator>
                        <guid isPermaLink="true">https://www.tradealliance.nl/community/the-repopulation-fragmented/update-2-13-2017/</guid>
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                        <title>The Repopulation Timeline and Summary</title>
                        <link>https://www.tradealliance.nl/community/the-repopulation-fragmented/the-repopulation-timeline-and-summary/</link>
                        <pubDate>Wed, 25 Jan 2017 18:46:23 +0000</pubDate>
                        <description><![CDATA[Important Information-IF plans to honor backer rewards and all purchased copies of the game 1  5 -IF plans to implement cosmetic only type microtransaction store(as ABT planned) as means to ...]]></description>
                        <content:encoded><![CDATA[Important Information<br>-IF plans to honor backer rewards and all purchased copies of the game 1  5 <br>-IF plans to implement cosmetic only type microtransaction store(as ABT planned) as means to fund the game 1 <br>-IF will be developing the game using their own internal development team 2 <br>-ABT will be acting as advisers for the project at least for the first few months 5 <br>-IF wants to keep The Repopulation a sci-fi sandbox true to ABTs vision 4 <br>-Optimizations are a high priority 6 <br><br>Timeline<br>1.  Assessment of game and existing issues by IF 4 <br><br>2.  Relaunch of Alpha using completed but unreleased version 15.10.2(possibly with additional improvements to zone transitions and log-in/log-off issues) but no core changes 3  4  6  7 <br><br>?.  Steam and direct to customer sales will resume<br><br>?.  Game will enter into Beta where content and gameplay issues will be addressed 4 <br><br>?.  Game will receive update for Directx11 in phases 4 <br><br>?.  Release Candidate(s) 9 <br><br>?.  Stress Test 9 <br><br>?.  Full wipe 9 <br><br>?.  Soft Release 9 <br><br>?.  Full Release! 9 <br><br>Profiles of IF Staff<br><br>HE-Sarrene 9  10  11 <br>Chief Operating Officer of Idea Fabrik<br>Relevant experience: Community Staff at SOE 2006-2009, Lead Designer Triad Game Studio (Dark Relic) 2010-Present<br><br>TR-Hobble 4  18 <br>Technical Director for The Repopulation<br>Relevant experience: Technical Artist for Triad Game Studio (Dark Relic)<br><br>TR-Riley 12  13  14 <br>Writer and Community Rep for The Repopulation<br>Relevant experience: Author of book "Shards of Fate: The Rising"<br><br>TR-Krun 6  17 <br>Head Coder and Database Admin for The Repopulation<br>Relevant Experience: Lead Developer of "Anvil of Honor" another HE game under development<br><br>TR-MCINDUS 15  16 <br>Representative from(or Voice of) the Art team for The Repopulation<br>Relevant Experience: Developer in some capacity with "Odyssey of Ydris" another HE game under development<br><br><a href="http://www.therepopulation.nl">http://www.therepopulation.nl</a>]]></content:encoded>
						                            <category domain="https://www.tradealliance.nl/community/the-repopulation-fragmented/">The Repopulation / Fragmented</category>                        <dc:creator>sytes</dc:creator>
                        <guid isPermaLink="true">https://www.tradealliance.nl/community/the-repopulation-fragmented/the-repopulation-timeline-and-summary/</guid>
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                        <title>Above and Beyond Technologies sells &quot;The Repopulation&quot; to Idea Fabrik</title>
                        <link>https://www.tradealliance.nl/community/the-repopulation-fragmented/above-and-beyond-technologies-sells-the-repopulation-to-idea-fabrik/</link>
                        <pubDate>Sat, 14 Jan 2017 12:07:01 +0000</pubDate>
                        <description><![CDATA[the repopulationIdea Fabrik PLC acquires from Above and Beyond Technologies, Inc. the Science Fiction Sandbox MMORPG &quot;The Repopulation&quot;, a craft and combat game, to bring it online in the fi...]]></description>
                        <content:encoded><![CDATA[the repopulation<br><br>Idea Fabrik PLC acquires from Above and Beyond Technologies, Inc. the Science Fiction Sandbox MMORPG "The Repopulation", a craft and combat game, to bring it online in the first quarter 2017.<br><br>In response to the amazing support from fans, Idea Fabrik PLC is excited to announce the acquisition of “The Repopulation” game from Above and Beyond Technologies, Inc. and the relaunch of the title in the first quarter of 2017.  Following the successful resolution of outstanding issues, all players of “The Repopulation” will be able to log in with the same account information as soon as the testing of the game is concluded.<br><br>“The Repopulation” - one of the most anticipated Science Fiction Sandbox MMORPGs in recent years - has grown to over 50,000 players over one year. The game has had two successful campaigns on Kickstarter; the first in June 2012 started with over 700 backers and then in December 2013 during the second campaign they drew in over 2,000 backers, growing their player base early on.  Building on the Kickstarter success, “The Repopulation” became so popular that it closed four additional crowd funding campaigns through their own website. After being “Greenlit” in January 2014, the game was finally launched on Steam® in December 2014 and started its successful addition of new players.<br><br>Alex Shalash, Chairman and CEO of Idea Fabrik PLC., said: “We are incredibly excited to relaunch “The Repopulation” game to the public during the first quarter of 2017.  Above and Beyond Technologies’ talented team has created one of the most awaited MMORPGs in recent years and we are looking forward to bringing this exciting player experience to game’s backers and players.”  Sarrene Grant, COO of IF Studios Inc., the operational arm of Idea Fabrik PLC, said: “Our first goal is to re-open game servers to the payers, and to begin the optimization and bug fixing as we continue to welcome feedback from players.  Working alongside Above and Beyond Technologies the last few months we have gathered a lot of valuable information, however we will be looking to the community to help us spot areas they are looking for improvements in.”<br><br>Joshua Halls, CEO of Above and Beyond Technologies, Inc., said: “We have made excellent progress with Idea Fabrik’s team to be able to bring back “The Repopulation” to players and will be working together with Idea Fabrik to ensure a smooth transition.”<br><br>repop1<br><br>About “The Repopulation”<br><br>“The Repopulation” is a Massive Multiplayer Online Role Playing Game (MMORPG) set in a futuristic world.  The game offers a host of features to MMORPG players over and above what is now available, such as full sandbox play, city building, random engagements, player and city sieging, and many more. As a sandbox oriented MMORPG with an eye on innovation, in “The Repopulation” the players have the freedom to walk the path which they enjoy the most, rather than being forced down a set of preset paths.<br><br>The action takes place on the planet Rhyldan, with the only known remaining human population fighting for their very existence.  The indigenous life forms did not meet the colonization efforts with open arms.  Worse yet, humans have managed to splinter themselves into warring factions.<br><br>The player starts in Plymouth City or Freedom Town, a new human settlement, where differences over DNA control and cloning have split the population into three factions, which are now at war. The players have the option to join and go to war with the “One World, One Nation” faction, the “Free People’s Republic”, or form their own independent “Rogue Nation”. There are many other splinter factions that the player can engage with along the way.<br><br>About Idea Fabrik PLC.<br><br>Idea Fabrik PLC. is an international technology company that develops, supports and licenses to game developers worldwide its massive multiplayer online game development platform HeroEngine™ and online service HeroCloud™.  Idea Fabrik’s mission is to help developers build complex, content rich and fun to play games faster and cheaper than ever before.  Idea Fabrik PLC. is a public company. Its shares are traded on the Berlin stock exchange under the symbol TI4.<br><br>HeroEngine™ is an all-in-one game development platform which allows developers to build, test, and prototype in a collaborative environment in real time online games, virtual worlds, educational and other simulations.  HeroEngine™ allows teams to work either onsite or remotely for increased efficiency and lower cost.  HeroCloud™ delivers all the features of HeroEngine™ as a PaaS (Platform-as-a-Service) built upon Idea Fabrik’s revolutionary real-time server platform.  HeroCloud™ service is delivered through a global network of data centers and is offering developers full access to an unparalleled set of tools and services to build and launch their online games and other projects.<br><br>Stay tuned for updates in the coming weeks and months.<br><br><a href="http://www.therepopulation.nl">http://www.therepopulation.nl</a>]]></content:encoded>
						                            <category domain="https://www.tradealliance.nl/community/the-repopulation-fragmented/">The Repopulation / Fragmented</category>                        <dc:creator>sytes</dc:creator>
                        <guid isPermaLink="true">https://www.tradealliance.nl/community/the-repopulation-fragmented/above-and-beyond-technologies-sells-the-repopulation-to-idea-fabrik/</guid>
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                        <title>The Repopulation Summary of current situation (Hero troubles</title>
                        <link>https://www.tradealliance.nl/community/the-repopulation-fragmented/the-repopulation-summary-of-current-situation-hero-troubles/</link>
                        <pubDate>Sat, 02 Jan 2016 11:31:39 +0000</pubDate>
                        <description><![CDATA[To make this perfectly clear, as I think there is some confusion to the topic. The money in question here is a small amount of money that was not due until November 8th, weeks after their pr...]]></description>
                        <content:encoded><![CDATA[To make this perfectly clear, as I think there is some confusion to the topic. The money in question here is a small amount of money that was not due until November 8th, weeks after their problems. Them trying to say September is just a shady way of trying to apply pressure on us, because the time frame for those royalties is the September sales which we are not paid for until the end of the following month, and which is then not due to them until a period of time after we receive payment. So any notion that their financial woes were caused by that payment is completely false. We simply refuse to pay them any more money until normal services are restored, which they have been aware of since November, as we'd never be able to recoup that money and because prior to the payment due date we already had to shut off sales.<br><br>Our viewpoint on this is if you pay for hosting a web store and one day your host tells you that your site can stay up, but it no longer can support sales. People can just browse it, that's not acceptable is it? Well what if you find out that you can no longer edit the site at all (no patches in our case), and if it has hardware failure there is nobody around to fix it? And then you are informed that you need to renegotiate your contract to pay additional money in order to keep the server running. Would you feel obliged to continue paying for this service if that meant that in a few months you would be out of money and have to fold shop? That's basically what has happened here. That is the situation that we were already facing when it came time to pay our bill. So we refused to pay it, and they said this would mean taking the alpha server offline, which we agreed to as keeping it up would require us to pay our staff and to pay server fees every month with no money incoming (which would sink us). We informed them we would pay the remaining balance in full when our services can return to normal, as well as offering options to help them secure an investor. Moreover they were aware of our decision a long time ago, and we allowed them to approve and tweak our shut down messages. So none of this is new. For their part they kept the alpha servers up longer than expected. We expected them to go offline at the end of November, but they obviously were hopeful that something may have been resolved by the end of the year and were trying to prevent any interruptions.<br><br>We aren't their backers, or their investors. We are a client licensing a service and we felt the service was not currently acceptable. We made that decision in the best interest of ourselves and our players, not because we don't want to help the situation, but because doing so would jeopardize us, as well. We can't take that leap of faith in them, though we are hopeful that they can find a solution.<br><br>For the most part things have been amicable between us. There was friction the past couple days, because we felt they threw us under the bus. Our primary obligation though is still to our players, and as a result of that we are still willing to work with Idea Fabrik moving forward to get the game launched. But in order for that to happen a proposal has to be made that won't sink either of us, and to date no acceptable solution has been found. We're giving them time to come up with something. If they are unable to and we can not find come to any other acceptable terms, we are prepared to go in other directions to getting the game to market, though that would be a last resort. Our game, and our players are what matters to us though, first and foremost. If we can aid Idea Fabrik in a way that doesn't jeopardize the Repopulation, we'll do it. But for example, if we had decided to keep the servers running, the costs we would have lost from then to now would have been roughly the amount of our original Kickstarter in server costs alone over two months, and that's without taking staff into account. Without money coming in, we simply can't fork out that kind of money while hoping they find an investor. It would be financially irresponsible for us to do so. That doesn't mean we aren't hoping they find a solution. Nor does it mean that we are turning our backs to them. It's just the reality of the situation.]]></content:encoded>
						                            <category domain="https://www.tradealliance.nl/community/the-repopulation-fragmented/">The Repopulation / Fragmented</category>                        <dc:creator>sytes</dc:creator>
                        <guid isPermaLink="true">https://www.tradealliance.nl/community/the-repopulation-fragmented/the-repopulation-summary-of-current-situation-hero-troubles/</guid>
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                        <title>The Repopulation Upcoming Content Changes</title>
                        <link>https://www.tradealliance.nl/community/the-repopulation-fragmented/the-repopulation-upcoming-content-changes/</link>
                        <pubDate>Mon, 12 Oct 2015 21:44:29 +0000</pubDate>
                        <description><![CDATA[15.10.1 is a big patch for a number of reasons. Most notably it will be the first version of the game using the updated Hero Engine. There are also some large improvements with things like t...]]></description>
                        <content:encoded><![CDATA[15.10.1 is a big patch for a number of reasons. Most notably it will be the first version of the game using the updated Hero Engine. There are also some large improvements with things like the Nutrition system, shell changes, siege improvements, interactive music improvements, etc. This post though is going to focus on the PvE content additions, and provide you with a place to make suggestions for other types of content which you'd like to see.<br><br>Boss and Raid Boss Camps<br><br>While we love the pre-existing camp and den systems, we wanted to better utilize them to provide more assortment through camps and points of intrigue. One of the ways we'll see that in this build is with new boss and raid camps which were integrated just in time for 15.10.1. These special types of camps have no camp or den object, and spawn with a boss and some minions or guards from the get go. The camp will last for up to two hours or until the boss is killed, whichever comes first. You can ask about these in inquiries to receive directions to them, as well as missions that are unique to them being active to defeat the bosses. Both raid and group bosses are supported, and many new boss types have been added to support it. So to make a long story short, where you currently see camps, some of those will randomly be replaced with these boss encounters when they spawn.<br><br>Northern Star Points of Intrigue<br><br>Points of Intrigue also work through the camp system and to date we've seen two basic rule sets for them (though several variations of those): Conquest and Control Point. We have not only beefed up the number of POIs using existing rules, but we also added a new Northern Star Wreckage variation. These POIs will disappear quickly, but you can obtain artifacts from the Northern Star by defeating the looters who are attracted to these. Those can be turned in to new collection NPCs in various parts of the world for rewards. We plan on adding additional scenarios into the Points of Intrigue system for randomized events. Feel free to offer any suggestions.<br><br>Focus on Engagements<br><br>We introduced many new types of engagements this patch and sprinkled them throughout the world. This includes combat related, collection oriented, harvesting related, repair or clean up oriented, fishing related, and even new talent show's which are targeted at entertainers. We expect this trend to continue as we round out content for launch. If anyone has any suggestions for engagements, feel free to offer them up.<br><br>Better World Coverage<br><br>We've added support for long range inquiries for many more locations. Most of the new engagements, camps and POI types can above can now be inquired about from long range to help you determine if its worth traveling to an area or not.<br><br>Rare Pets<br><br>Two new rare pet types have been added, and we've added baby animals in more randomized locations and into some of the new camp types.<br><br>One Time Missions<br><br>Although there is still work to be done there, we've begun to make a pass of One Time Mission spawners in more locations in the world. These missions were intended to reward exploration, but have been seldom used outside of Plymouth and Freedomtown, until now. We expect this to continue until launch.<br><br>Dungeons<br><br>There are new dungeons in this build including an Okolat Hive in Mistden (Kaavo) and the Lurker Lair in Fool's Sanctuary (Plymouth region).<br><br>These are a few of the things you'll see when 15.10.1 goes live next week. This goes along with the usual assortment of content additions as we make second and third passes on existing areas]]></content:encoded>
						                            <category domain="https://www.tradealliance.nl/community/the-repopulation-fragmented/">The Repopulation / Fragmented</category>                        <dc:creator>sytes</dc:creator>
                        <guid isPermaLink="true">https://www.tradealliance.nl/community/the-repopulation-fragmented/the-repopulation-upcoming-content-changes/</guid>
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                        <title>The Repopulation 15.9.1 Patch</title>
                        <link>https://www.tradealliance.nl/community/the-repopulation-fragmented/the-repopulation-15-9-1-patch/</link>
                        <pubDate>Tue, 22 Sep 2015 18:34:13 +0000</pubDate>
                        <description><![CDATA[The 15.9.1 patch is rolling out to servers at 10AM Eastern on Tuesday September 22nd.The largest addition this build is the re-introduction of sieges. We will be introducing the siege system...]]></description>
                        <content:encoded><![CDATA[The 15.9.1 patch is rolling out to servers at 10AM Eastern on Tuesday September 22nd.<br><br>The largest addition this build is the re-introduction of sieges. We will be introducing the siege system in a few phases to properly test the system and to also adjust and fix some other balancing issues related to PvP that will greatly impact the outcome of a siege. Siege Camps will now be able to be built in game and players can place the siege camps. Players will be able to adjust the windows for the 2 combat phases of the siege and participate in the final combat window that would normally either end up the city being defended or lost to the attackers. However, for the first phase of testing in 15.9.1 structures will be able to be damaged, but they cannot be destroyed. This will prevent the attacking nation from being able to win. This restriction will slowly be lifted after sufficent testing is done and proper balance is achieved.<br><br>As we move closer to beta the game's social features are also an area which needed improvements. Several steps were made in that direction in this build including the addition of Looking for Group, and Looking For Nation features and filtering in the player finder. There is now an events tab in the Nation Window which allows you to monitor what other players in your nation are doing, including things such as members joining or leaving, bosses being defeated, and epic missions being completed. Many of those events are also tied into the nation reputation system which saw a number of improvements, as well. <br><br>Itemization is always an issue in alpha testing. With mobs and missions not fully itemized it reduces the benefits of combat. This is typically one of the areas that happens later in a games testing cycle, but we've began to place a higher focus on this area. We've begun to add new armor and fitting types which feature particle effects, and other fun gadgets which have a higher "coolness" factor including mind control devices. Tougher mobs and missions are also now capable of dropping ability enhancements, which were previously only obtainable by spending Training Points. <br><br>The mission system has gone through similar itemization steps. There are now more types of very rare mission reward loot. Missions can also specify to have random furniture rewards, typically from non-combat oriented missions. We also adjusted the mission system so that you will no longer receive new job offers if you already have 10 pending job offer emails. It will also trim out non-epic job offers after 15 minutes if they are not accepted. The goal of those changes is to make it easier to reduce the chance that you will be accepting mails from areas you had previously visited but since departed.<br><br>Pet types also see a slew of improvements to make it easier to heal, buff, or repair pets, and to make it easier to identify the skill level required to tame a pet. Other additions include AI improvements, boosts to the Fishing minigame, and much more. Don't take our words for it though, you can read the complete build notes below...<br><br>Adversarial Camps<br> <br><br>    The camps in Ollaseca should be smaller than was previously the case, and can spawn different NPCs types.<br>    Adjustments were made to the adversarial camps in Twin Falls. In general they are smaller in size than was previously the case, and the mobs were also adjusted.<br><br><br>AI<br> <br><br>    Improved NPC pathfinding in prediction in cases where an NPC is exiting and entering your spatial range. This should solve some issues with NPCs pathing underground.<br>    NPCs will now babble half as often as before.<br><br><br>Auctions and Work Orders<br> <br><br>    When fulfilling a work order, if the entire stack of the slotted item is used, its icon will now properly disappear. Similarly, if the item is otherwise removed from the bank or inventory, its icon will be removed from the work order fulfillment slot.<br>    Fixed an issue where blueprints were not searchable by name after a server reset. All blueprints, new and old, should now be searchable.<br>    For failed auctions, added the the original posted bid and buyout unit prices, to the email message sent to the auction owner.<br>    Component and Filter drop down lists, on the Auction Search and Work Order windows, are now sorted alphabetically.<br><br><br>Audio<br> <br><br>    Improved our system for damage sounds and alternate sound effects to be able to include things like holstering or drawing a weapon, swinging and landing effects.<br>    NPCs now support different types of hit landed sounds for players based on their attack type.<br>    Introduced a range of new combat oriented sound effects.<br>    Interactive Music Mode now supports G# notes. This has shifted over the A note by one hotkey.<br>    Leaping sounds will now play less often, instead of every time you jump.<br>    Improved the interactive music system's guitar sounds.<br><br><br>Combat<br> <br><br>    If an Action Mode setting exists for a weapon but all of its options are empty, it will now fall back to the automatic selection. We found that in some cases users could have empty selection trees as this would cause them to fire at something and repeatedly miss until editing their action mode settings to fix it. It will now do that automatically.<br>    Clamped the Energy Recharge Timer to 1.25 seconds.<br>    Reduced the energy and endurance cost requirements when dual wielding.<br>    Line of Sight will now be enforced when directly using action keys while in action mode.<br>    When a target who has been confused or under a form of mind control breaks free of their ailment they, and others who they may have attacked will display their anger at the player who afflicted them.<br>    Improved mind control target selection strategies to ensure that groupmates or pets are not attacked.<br>    Improved the auto-aim correction when in action mode by both increasing the radius and allowing for additional rays to be cast in the event that no target is found.<br>    A text banner is now displayed after an in-combat gear swap is completed.<br>    Reverted the shield reset code back to the way it was before so it would reset on each hit, this also was causing issues with the regen not kicking in on occasion as it was randomly firing.<br><br><br>Engagements<br> <br><br>    Added new engagement opportunities to the following areas: Twin Hills, the Bald Forest, Azure Taiga, Laredo Lagoon, and O'Doyle Meadow.<br>    Opposing players are now treated as an optional goal in the Fort Pharynx engagements. You will receive bounties and credit for them as before, but in the event that no opposing players are in the area you can still succeed the protection goals.<br>    Created a new Retrieving Cannisters engagement which can take place in numerous locations throughout the world. In this engagement you come across a panicked salesman who lost his cargo when he was caught in a Rhinoc stampede. He will offer rewards for players for retrieving the cannisters, and at the end of the engagement the players with the largest number of contributions will receive additional rewards.<br>    Engagements can now award fittings as rewards for top performers.<br>    Improved loot tables of many engagements.<br>    Improved support for tick based actions in engagements.<br>    Reduced the frequency at which the Raid on the Hill engagement occurs.<br>    With PAX now behind us, we've slowed down the rate at which the Griefclaw Bluffs PvP engagement respawns. It still spawns relatively quickly, but not as quickly as before.<br>    Numerous changes were made to the Thicket Overwatch engagements. The terrorists are now easier to defeat and pathing has been altered to occur in waves, and in less numbers.<br><br><br>Graphics<br> <br><br>    Introduced new swarming FX which can be found on some abilities as well as the new Swarm Pod item.<br>    Added numerous new particle FX designed to be attached to rare fittings or pieces of armor.<br>    Retextured some of the Fort Hudson graphics set and moved it over to a texture atlas for efficiency.<br>    Retextured some water and fuel tank props models and moved them over to a texture atlas for efficiency.<br>    Character idle animations have been modified.<br>    Updated numerous of our pallet and machinery models to use new texture atlas based textures as an optimization.<br>    Introduced a number of new ability and effect icons.<br><br><br>Housing<br> <br><br>    Skill Imprint Stations and Crafting stations are now listed under Tech to keep all of the interactive structures together.<br>    Housing plots now have their own category (Housing Plots). They were in control center earlier.<br><br><br>Inquiries<br> <br><br>    You can now hear news of the Retrieving Cannisters engagement through inquiries from throughout the world.<br>    Day Break Acres (Jenu): If inquired, Sergeant Vallah Xenaria will flirt with you and tell you about her base.<br><br><br>Items and Fittings<br> <br><br>    Improved the damage of flame throwers at close range.<br>    All shockguns should now deal electrical damage rather than energy based damage by default. Some of the shells were erroneously dealing energy damage previously.<br>    Added support for fittings to be restricted to a specific weapon type rather than a generic one. Meaning we can now have Shockgun specific fittings, for example. This level of filtering was previously only available for ability enhancements, where normal fittings could only be restricted by a generic type (Ranged, Melee, etc).<br>    Introduced numerous new rare armor pieces with particle effects. These can currently be obtained as rare loot from boss mobs or epic missions.<br>    Introduced new Swarm Pods which are a rare drop from certain species. When broken these pods will unleash a swarm of insects which can debuff and inflict damage to a nearby target. This will consume the pod.<br>    Introduced new rare Shockgun fittings: EMP Overload. These fittings can be activated to disable a robotic opponent for up to 15 seconds. This will prevent the robot from attacking, but any damage done to it can jar it out of the effect.<br>    Introduced several new variations of rare mind control devices. These fittings socket into head slots, and in some case grant a willpower bonuses. Their true strength lies in a charged effect which can be activated which can control the minds of specific types of NPCs or specific difficulty ranks of NPCs.<br>    Introduced a new ability enhancement: Shockgun Energy Converters. These enhancements can fit into most shockgun abilities and will convert their damage from electro-magnetic to energy based. This will increase the damage output against living beings, while reducing it against robotics and making it susceptible to energy shielding. It will increase the potency of shockguns against most opponent types, however. You can purchase these enhancements from Ability Trainers in cities for training points.<br>    Introduced new Advanced Movement Accelerator fittings. These can only fit into boots, and will increase your movement speed. In addition to this they feature a new particle effect.<br>    Introduced a potent new Riteli Sniper Rifle. These rifles feature a laser targeting particle and are a very rare loot.<br>    Introduced a new Tranquilizing Darts fitting that can be placed into ranged weapons. This fitting can be activated to launch a tranquilizing dart at your target. These darts can be used for crowd control, but each fitting only comes with a total of 10 darts.<br>    Introduced new Emergency Shielding fittings. These fittings can only fit inside of chest armor pieces and grant 10 charges of Emergency Shielding. This effect absorbs a high amount of damage for a short period of time, and also provides a damage shield which reflects electro-magnetic damage back on your attackers.<br>    Introduced new sgACC Stimulator implants. These implants improve a characters Courage, making them less susceptible to intimidation or discouraging effects.<br>    Added new rare and random loot to several species which had none or which had little previously.<br>    Added new super rare loot which can be stolen or pick pocketed.<br>    Added a particle effect to Charged Reinforcement fittings.<br>    Introduced additional items into the mob loot tables for most humanoid species.<br>    Significantly reduced the armor factor of the Pink Shower Cap, but increased the durability of the item. The incredibly high armor value was causing issues with armor type calculations.<br>    Reduced the value of Moissanite, Sodium Bicarbonate, and Myxini Gel. Increased Sodium Bicarbonate produced per craft to 2, up from 1.<br>    Reduced the base price of anthracite, to match the value of other base minerals from Sarnium nodes.<br><br><br>Minigames<br> <br><br>    Adjusted the fishing Minigame so that it trophy fish are a little more common. This was done by increasing the skill bonus and skill bonus cap, as well as increasing the bonus from an area being well stocked with fish. High fishing skill and proper use of lures is still required, however.<br>    Computer terminals in Fort Bondsteel can now initiate hacking minigames.<br>    Slightly increased the chances of catching Electrophorus in the Fishing Minigame.<br>    All of the fire extinguishers in Sept Falls should now be interactive.<br><br><br>Miscellaneous<br> <br><br>    You can now use /lfg to toggle whether or not you are looking for a group.<br>    Players can now use the /lfn command to denote that they are looking for a nation. You can do this while in an existing nation, but the moment you join a new nation it will turn off.<br>    Added 12 new profession based titles.<br>    You can now have up to 30 friends and 30 enemies.<br>    A text banner is now displayed when you acquire a blueprint. Previously this was only printed in the chat window.<br>    The "Next Friendly" command will now cycle through friendly pets, as well as players.<br>    Numerous minor optimizations in the chat system.<br>    Increased the chance that you can steal XG-57.<br><br><br>Missions<br> <br><br>    Some missions can now reward Random Furniture items as a reward.<br>    Improved rewards of a good number of different mission templates.<br>    You will no longer receive mission emails if you already have more than 10 pending mission email offers.<br>    Generated emails now automatically delete themselves if not accepted within 15 minutes. This is intended to aid players who are moving throughout the world so they don't have older emails from previous areas piling up.<br>    Adjusted the recommended number of players and rewards of the boss slaying missions in the tutorial.<br>    Reduced ability reward percentage for parasite collections.<br>    Added new mission opportunities to the Morrigan Plains.<br>    Day Break Acres (Jenu): If inquired, Sergeant Vallah Xenaria will flirt with you and tell you about her base.<br><br><br>Nations<br> <br><br>    Added a new minManageSiege permission value to limit who can perform siege management. This will be used for both attacking and defending.<br>    Added a new Nation Events tab to the Nation Window. This tab will track events such as members joining or leaving the nation, difficult missions or bosses being defeated, sieges, and things of that nature.<br>    Revised the code for sending locking and position updates for nation structures so server updates would not open/update the UI unless you were actively working with the structure.<br>    Adjusted how some of the structures visual code works to fix some issues with ghosted cities. The introduction distance was also reduced for cities as well to help.<br>    You can now help increase a nations reputation by completing Very High and Extreme difficulty missions.<br>    You can no longer siege a nation that you have an ally/peaceful/neutral status with.<br>    Made it easier to place down siege camps on a slight slope.<br>    Put some checks in place to ensure that you can not have more than one siege camp.<br>    Significantly decreased the amount of nation experience requires to gain a new reputation level.<br>    You can now increase your nation's reputation by a small amount when killing mini-bosses.<br>    Increased the amount of nation experience gained from defeating bosses.<br>    Tripled the amount of nation experience earned from completing epic missions.<br><br><br>NPCs<br> <br><br>    Increased the number of hit points on Raid mobs.<br>    Improved the loot tables of some Scaed'ecoo and Arrvor bosses.<br>    Reduced the percentage of damage reflected by Phosphori flame shields.<br>    An Exiled Lesoo Beast Master has been sighted in Droum Slopes. It is suggested that you approach this rarely sighted creature with extreme caution... and a few groups of friends.<br>    Numerous adjustments were made to spawns in Twin Falls. In general the number of mobs has been slightly reduced. We also moved some spawn positions that were along the small trail to Ollaseca to make it a little easier to navigate.<br>    Significant adjustments were made to the NPC population in Ollaseca. This includes a reduction of mob difficulty and populations.<br>    A herd of Rhinoc has been spotted in the Morrigan Plains.<br>    Reduced the mob density in some parts South of Freedomtown.<br>    Obsidian Bastille, Mount Ash: Now has a Crafting Supplies and a Harvesting Supplies vendor bot in the Workshop.<br>    Reduced the difficulty of the Mercenaries in the Thicket Watch engagements.<br>    New players can now track Ike Harden in Plymouth City. He was previously quite difficult to track.<br>    Slightly reduced mob populations Outside Freedomtown.<br><br><br>Pets<br> <br><br>    Introduced a new grandmaster Animal Handling ability: Animal Control. This ability allows you to mimic the alpha of an animal and manipulate them into fighting for you for a short period of time. It has a long recharge time but allows you to bypass the three pet limit for a short period of time and can be a game changer in close fights. It is only effective against weaker (minion) animal types.<br>    Increased the range of Heal Animal, Tend to Animal, Patch Animal, and Cure Animal abilities slightly to make it easier to apply them.<br>    Removed the Line of Sight requirement for Fix Robot, Repair Robot, and Energy Transfer abilities (Robotics) to make them easier to perform in multi pet environments.<br>    Removed the Line of Sight check from veterinary medicine healing abilities.<br>    Tamable animals will now display the animal handling skill required to tame them in their tooltip.<br>    Handlers Focus is no longer the easy street for leveling up Animal Handling.<br><br><br>Player vs. Player<br> <br><br>    Tweaked how it handles Rogue Nations in Action Mode ability selection. The Neutral is Hostile flag (under Game Options) will determine how it treats neutral players.<br>    Adjustments were made to target selection based on PvP relationships. If both players are PvP Enabled (either in contested territory or having their active military flags on) it will now select Neutral players with tab or nearest targeting. Otherwise it will not select the target.<br>    Slightly reduced the amount of damage in PvP as we continue to balance it.<br>    You can now receive low quality ability enhancements as an ultra rare loot in PvP.<br><br><br>Resources<br> <br><br>    Added "Max Placement (at Skill):" to harvester tool tips and info cards, that will display the maximum number of harvesters, of that type, that you can plant for each skill threshold.<br>    Increased the rate at which minigame fishing regions replenish their stock of fish by 25%.<br>    Added generated plant spawners in Sianan Hills, and increased the number of mineral spawners in the area.<br>    Geflech and Takayura Trees are now available South of Freedomtown.<br>    Added generated mineral and lumber resources to the Morrigan Plains.<br>    Added generated lumber resources, and additional plant and mineral resources in the Raben Pass.<br>    Added Maypuri and Geflech trees to Ollaseca. Also made some adjustments to existing harvestable regions.<br>    Added a small patch of Saverous and Hudson Fir trees to Twin Falls.<br>    Reduced the extraction odds for Fragaria Achillea Berries, Morgenstern Thorns, Rutting Tree Beetles, Illminite Clusters, Pyrite Clusters, Saltpeter Clusters, Rhyolite clusters, and Achroite Tourmaline.<br>    Reduced the quantity of copper wires extracted from corpses and robots.<br><br><br>Skills and Abilities<br> <br><br>    Introduced a slew of new low quality ability enhancements which can be obtained as very rare loot from mobs or missions. These enhancements are lower quality than those purchased from Ability Trainers, and are primarily intended as stop gaps until players can outfit themselves with the higher quality trained variations. Not all enhancements have drop equivalents.<br>    Some abilities can now require a two handed weapon to use.<br>    Introduced a grandmaster new Two-handed Weapons skill: Pinpoint Accuracy. This ability increases the duration of your buffs or debuffs, and boosts damage for a short period of time. It requires a moderate amount of momentum.<br>    Abilities can now support a definable maximum difficulty (Boss, Minion, etc) for them to be effective against.<br>    Altered how pick pocketing works in a few ways. You can now pick pocket the same NPC more than one time, but the recharge timer of Pick Pocket has been increased.<br>    Increased damage of Aerosol attacks at close range.<br>    Inject Sedative (First Aid) is now available at 60 skill instead of 75.<br>    Removed the Damage Reduction component of Berserk (Axes).<br>    The Confuse ability (Diplomacy) does a better job of confusing opponents. It was previously missing a flag which made it not take effect properly.<br>    Corrupted Nano Bomb is once again an acquirable First Aid ability.<br>    Reduced how quickly you gain Two-Handed Tactics skill.<br><br><br>Trade Skills<br> <br><br>    Installations: Siege Edition boasts 3 new recipes: Quad A Fabraication, Quad B Fabrication, and Siege Camp Fabrication.<br>    Tailoring has a new recipe! Rug Weaving is now available on the Basic Tailoring recipe book and grants players the ability to craft 11 different rugs.<br>    Modified the base value of many resource items, to improve the consistency of pricing between them. Most common resources now have a base value of 2 credits each.<br>    Altered the recipe Tent Frame plus Blueprint Construction. The blueprints are now crafted as byproducts of the main recipe. Also, reduced the amount of Mounting pins required.<br>    Added Medical Bed Filter to Medical bed to allow it to be used to make the Medical Module.<br>    Reduced the creation quantity of Planks and Blocks, from the Lumber recipes, from 2 to 1. Reduced the base value of planks and blocks to 2 credits each.<br>    In the Chemical Extraction Fish recipe, decreased the base value of Strontium Sulfate and Toxinblock Compound from 20 credits each to 3 credits.<br>    In Mineral Breakdown recipe, reduced Water Purification Tablet output to from 10 to 5 and Sulfur from 5 to 2. Reduced base value of Borate from 20c to 2c, Titanium Powder from 5c to 2c, Quicklime from 4c to 2c, Potassium Nitrite from 20c to 2c, and Calcium Sulfate from 4c to 2c. (Moissanite was also previously reduced from 20c to 2c.)<br>    Altered Recipe: Security Module Fabrication to use the correct filter for Short Optics Housing.<br>    Culinary recipe Quiche: Veggie Quiche will now properly produce outcome. Branch issue corrected.<br><br><br>User Interface<br> <br><br>    Targets can no longer be selected by clicking the left mouse button, if the right mouse button is also being held down (e.g. while running by holding down both LMB and RMB).<br>    If a character is looking for group an  tag will now appear on their nameplate and Looking For Work will appear on their tooltips.<br>    Added LFN and LFG filters to the player finder. You can check these if you only want to find players who are looking for a group or a nation.<br>    LFG players will now be denoted as such on the player finder.<br>    You can now left click on a housing structure to place it. Right click still works as well.<br>    Added ability to re-blueprint nation structures like you can in housing. Updated their tooltip as well to have the proper information.<br>    Selecting an object to place from the housing or nation interface will now bring up the structure placement bar.<br>    Added a 1-9 under the structure placement buttons to better indicate you can use the hotkeys for them.<br>    Nation and Housing Structure List collapsible panels are now sorted alphabetically.<br>    Shift+N will now toggle the Structure List open/closed.<br>    Structure List for Nations now is sorted and looks like the housing/nation structure windows. This also fixed an issue when dragging a window over an icon in it and closing that window.<br>    Added a new Transportation category for structures and added the teleporter, cloning facility and transportation terminal to it.<br>    Abilities which cost a percentage of the weapons base energy drain amount will now display the percentage in the tooltip. If an ability uses the standard weapon energy cost then no value will be displayed to conserve screen space.<br>    Ability endurance cost is now listed in tooltips and on info windows. If this is a flat cost it will display the amount of endurance consumed, where if it is a cost which scales based on the weapon's endurance cost that will also be displayed as something like: 125% Weapon.<br>    Added additional room to the revive dialog to allow for an additional cloning point to be displayed.<br>    Disabled some of the options menu buttons at character selection since you don't have a character and it causes issues.<br>    You can no longer drag structure icons as there is no use for that functionality at the time.<br>    Action mode reticle will no longer go red if the target is peaceful or if the target is neutral and neutral is hostile is unchecked.<br>    Corpses that can be extracted now will change the cursor like a corpse that can be looted. It will also turn the recticle green in action mode as well.<br>    The item viewer window will now close when using the Escape key to close the last opened window.<br>    Using Shift+Click on a collapsible panel header will now toggle open or close that panel as well as all sibling panels.<br>    Shift clicking on a collapsible panel (like in skills or abilities) will now open all the panels in the same container. Ctrl Clicking on the panel will close all the panels in the same container. This will work on any standard collapsible panel.<br><br><br>World<br> <br><br>    Work was done on an obscure trail that connects Ollaseca to Twin Falls to make it easier to navigate and travel between the two areas.<br>    Added bank, crafting, and skill imprinting terminals to Obsidian Bastille.<br>    Added trees and foliage to the far side of the Howling Pass.<br>    Added Power Storage Facilities to Obsidian Bastille and Aoss Gardens<br>    Added trees and foliage to the Raben Pass.<br>    Added a lesoo camp, trees, and foliage to the Morrigan Plains.<br>    Smoothed out and repainted the terrain and added props for the raid boss in Droum Slopes.<br>    Added new containers which can be stolen from to the Lesoo Camps in Morrigan Plains.<br>    Added trees and foliage to the Sianan Hills.<br>    Added props for Serenity buildings and environment.<br>    Rock and foliage additions as well as terrain changes in Gallo Gorge.<br>    Added trees and foliage to the Southern Chasm.<br>    Fletcher's Trail: added names to the Medical tent, Cloning building, Handouts office, North Tower, Lamp's Office, the Fliukka Bar, and the Pawnshop; they should be visible in the minimap.<br>    Added a transportation prop to Obsidian Bastille and Aoss Gardens so you can transport to it.<br>    Changes and improvements to the props in Fletcher's Trail.<br>    Prop additions and improvements in Obsidian Bastille.<br>    Changed Arrival waypoint for The Pipeworks so that /stuck moves you to a safer spot.<br>    The rogue safe point in Day Break Acres is now outside of Camp Day Break.<br>    Added an exploration point to Twin Falls. The first time you visit the falls you will receive a small but permanent boost to your Swimming skill.<br>    When you visit Fletcher Trail, you will gain an exploration achievement and a cloning location; as a Neutral town, any faction can reclone here. You will also receive a small permanent boost to your Thievery skill; yep, it's that kind of neutral town.<br>    Day Break Acres: if you explore the Marsfield Valley, your mining skill will receive a small, permanent boots. You will also receive an exploration achievement.<br>    Further flattened some land near the Boglands plots.<br>    Fletcher's Trail: Added names for the Vakktorn Cafe, Bowest's Shop, and Mom's Gang tents on the southern side of the town; the should now be visible in the minimap.<br>    Smoothed out some terrain near one of the trails out of the water in Twin Falls to make it create a shortcut to the western portion of the area.<br>    Added cabling as to the first ALT Labs instance.<br>    More props and lights added in Fletcher's Trail hub.<br>    World: Obsidian Bastille, Mount Ash: Added POIs: Workshop, City Hall, Training Area, The Door, Market<br>    Smoothed out some rough patches of terrain in Twin Hills.<br>    World: Obsidian Bastille, Mount Ash: Added Resting Areas at The Macuahuitl and the Training Area.<br>    Some optimizations were made to Obsidian Bastille to improve performance.<br><br><br>Bug Fixes<br> <br><br>    Fixed an issue where the map and mini map did not show mission waypoints after teleporting to a new area.<br>    Fixed an issue that was showing a tiny amount of health on corpses.<br>    Fixed a fishing minigame area in the Boglands.<br>    Adjusted the data structure for harvesters to resolve the data issue when the server patches. This will fix the issue for the following patch (due to the data adjustments it will clear out with the initial patch).<br>    Corrected an issue where an info card for a blueprint, created by right clicking on the blueprint in an auction listing, sometimes displayed %s instead of the name of the associated structure.<br>    Fixed an issue with the map and minimap, where the wrong mission markers could be displayed for multi-step missions.<br>    Fixed an issues with the den in Morrigan Plains. It would never stop due to the boss that is flagged to stop it not being in the tracking list.<br>    Fixed an issue which caused players to sometimes begin the game without a starting nation.<br>    Adjusted the Security spawn locations in Plymouth City. This has corrected an issue where two of the spawn locations were standing on top of benches which had been added to the area recently.<br>    Corrected some problems with Calibrite and Beryl spawning along the road near the Aemar Hydro Plant and causing guards to walk over top of them as they patrolled.<br>    Joe Vendor should no longer spawn Southeast of Freedomtown. This spawn point was intended to be OWON Scout Bots, but was erroneously spawning an NPC used for testing.<br>    Turrets and structures can now longer be made to bleed or run away in fear.<br>    Corrected a grammatical issue in the Genetech: Homologous Recombination mission email.<br>    Corrected a problem where the Fort Pharynx engagement would get into an odd state if rogues controlled and no opposing players had been killed before it timed out to success.<br>    Fixed an bug which was preventing rogues from attacking neutral rogues even if the Neutral is Hostile flag was enabled.<br>    Resolved an issue which was causing loading screen hangs when quickly transitioning between multiple areas.<br>    Reshaped a Harvestable region in Desolation Gulch to prevent resources from spawning on steep slopes.<br>    When FPR or Rogue forces remain in control of Fort Pharynx it no longer erroneously says that OWON forces have maintained control of the fortress.<br>    Resolved an issue which was preventing nation experience from being rewarded on boss kills.<br>    Howling Hills is no longer listed as Izzy's Item Shop in the Playerfinder.<br>    Corrected an issue which could allow players who were already in a nation to receive nation invites.<br>    Corrected an issue which was making the Dying Man in the Family Heirloom one time mission lay rigid and sideways.<br>    Repaired some issues with the Lesoo spawners outside of Freedomtown.<br>    Pulled a fire extinguisher out of the inside of a wall in the upper portion of Freedomtown. It had become lodged inside of the walls after the building changes a few patches back and went unnoticed until recently.<br>    You can now use corpse extraction on the Mercenaries in Elkar Woods.<br>    Pausing and restarting a harvest enhance or enrich will no longer reset the failure count.<br>    You can no longer gain easy skill points from Support Stance (First Aid).<br>    Corrected an issue which allowed you to use some transfer abilities on hostile targets when it should have been disallowed.<br>    Fixed an issue if you closed the Structure List window when placing down a structure it would stay visible in the game world until you relogged.<br>    Fixed a collision issue with some large rocks Outside Freedomtown.<br>    Fixed some issues with Rogue Nation pet hostilities.<br>    Removed some inaccessible Fragaria Achillea spawners in the Raben Pass.<br>    Corrected an issue when using hotkeys, that should somewhat improve client side performance.<br>    Put in an update to shift the floor bases on cities when you enter into a zone seamlessly to fix an issue with physics and falling through them.<br>    The ALT Security Guards in the first labs instance will no longer despawn a few seconds after they rush to the entrance.<br>    Fixed action mode so it properly went back into action mode after selecting a respawn point.<br>    Corrected a bug which was allowing users to use some abilities which were intended to require line of sight without having them.<br>    Pets set to aggressive will no longer attack opposing faction players in the Training Facilities.<br>    Fixed an issue with hitting escape not properly removing a housing visualization if you had the Structure list open.<br>    Fixed a typo in Galvart's Journal, Part II.<br>    Softened some terrain in Mount Mills where players could get stuck.<br>    Fixed an issue with the grade display of items that would sometimes show as "A" grade when it should have been "F"<br>    Grounded and relocated a misplaced tree in Fort Bondsteel.<br>    Reshaped Alluvium Deposit Harvestable Region in The Shed to prevent nodes from spawning in trees.<br>    Fixed a stuttering issue which occurred if a player tried to mount a vehicle while having a cooties effect, such as when carrying SYMBOL.<br>    SYMBOL's map icon should now be removed properly after capturing it.<br>    Fixed some rooming issues with more rocks Outside Freedomtown.<br>    The safe point in Twin Hills is now on the road and in a safer location.<br>    Reshaped a harvestable in Brenning to avoid resources to spawn in a rock.<br>    Softened some terrain in Obstinada where players could get stuck.<br>    Fixed an issue with halfway submerged Salty Porphyra resources in the Boglands.<br>    Double clicking to move a stacked item from inventory to the bank will no longer cause the bank to go into an overflow state.<br>    Fixed an issue with Missing Official mission that was leading to the wrong NPC while the dialog send you to speak with Steven Jackson actually goal was expecting you talk to Yan Livingstone. Also it path marker was pointing to the wrong place and Jackson is not longer at City Hall.<br>    You can no longer use /vehicle mount on unmountable pets.<br>    Repaired a problem that was causing some special case drops that were obtained through pick pocketing, harvesting or other odd means from ever obtaining the special item.<br>    Confused or mind controlled targets will no longer continue to fight one another after the effect expires.<br>    Fixed an issue with the item viewer, where the item being viewed could change when mousing over previously viewed items in your inventory.<br>    Solved a problem with NPCs who were the cause of their own dilemmas referring to themselves in third person.<br>    Corrected some issues with grass poking through the crashed ship in Griefclaw Bluffs when the engagement is open.<br>    Fixed an issue with using Alt+drag to split an item, when dragging onto another similar item.<br>    Fixed some steep terrain spawning issues with resources Outside Freedomtown.<br>    Fixed an issue with position/rotation/scale updates not updating the properties window due to the changes in how nation structures work a few patches ago.<br>    Fixed some issues with harvester clusters and spatial positions. They should hopefully be staying put near boundry lines now.<br>    Added a missing comma to "The Miner" achievement title.<br>    Reshaped a Hudson Fir Harvestable Region in Tecooy Run to prevent them from spawning down a ridge.<br>    Fixed some issues with action mode in hardware cursor mode and how it was handling recticle changes to bring in more in line with the software cursor code. It shouldn't go red on props any more and has the grey/green code working now for interactions.<br>    You can no longer receive duplicates of stolen items that were soulbound if you already have one.<br>    Fixed a bug with one of the Water environment songs which was causing the music system to stop in some cases when in water based environments.<br>    Corrected a grammar issue in the "Crafting for cubs - The Manual".<br>    Adjusted the formula for adjusting item base values based on grade, to create a more distinct stair step progression between the major grade changes. The total range from F0 to A9 remains the same.<br>    Fixed a bug in visualizable fittings which could leave behind a ghost particle.<br>    Fixed several issues with abilities incorrectly closing the dance minigame.<br>    Fixed an issue where sometimes attempting to open an NPC shop would show a Vending shop instead, if done shortly after opening the craft window's vending shop.<br>    Corrected a bug which could prevent the Oasis Watch Needs Lumber engagement from completing successfully.<br>    Fixed an issue wuth the ALT Lab door in Freedomtown which was not allowing players to enter the Lab and continue the Unholy Creations mission.<br>    Fixed up the recticle going red in action mode on corpses for software/hardware cursor.<br>    You should now be able to complete the Bypassing Security mission. This was previously broken due to a bug in the pick pocketing system. Players will need to abort the old mission in order to be able to complete the mission, however.<br>    Grounded a couple floating trees in Verdevista.<br>    Fixed a bug which caused GM portraits on target bars to be all white.<br>    Fixed a light flickering in Freedomtown.<br>    Activating Tale of Mirth from the Comedic Exposition ability now correctly advances the tale.<br>    Grounded some floating Trees along the Hole-Plymouth Trail.<br>    Item values shown in loot windows once again show the value a vendor will pay for the item.<br>    Fixed a typo in the "Show us the Way Home" mission.<br>    Rotated and relocated some flora in Oasis Aproach which was misplaced on steep terrain.<br>    Stitched a terrain seam in the Howling Pass.<br>    Fixed a minor typo in Training Points hint.<br>    Fixed an issue with fitting tracking and structures causing some abilities not to work.<br>    Fixed some spawn points in Oasis Valley Watchtowers that were buried probably after the addition of some models.<br>    Spray Biohazard can accept ability enhancements once more.<br>    Deepened one of the stream sections in Twin Falls so that it was deep enough to support the Fish inside of it.<br>    Fixed a typo in the success banners of bomb engagements in Plymouth City and Thicket Overwatch.<br>    Corrected a rooming issue with a rock which was located in Ollaseca but tagged under Outside Freedomtown. This can cause rooming switching issues when running against it.<br>    The title for defeating 60+ raid bosses has been renamed to Fabled as the previous title was also used in the 250 achievements reward title.<br>    Fixed a bug related to targeting GMs in action mode.<br>    Fixed a bug which could occur when rewarding failure or success achievements on engagements if a player logged simultaneously with the completion.<br>    You can no longer catch fish on terrain Southeast of Freedomtown.<br>    Repaired a case of floating rocks along the Plymouth-Hole Trail.<br>    You can once again gain Dual Wielding skill.<br>    Dying Man will no longer spawn within a tree Outside Freedomtown.<br>    Adjusted the fallback order for the Wooden Wall Construction recipe so that rubble isn't selected as the top level combine.<br>    Fixed an issue that would cause the pending rewards window to erroneously display and then quickly disappear on occasion.<br>    Corrected an improperly rotated rock in Nitlasha which allowed you to see into its hollow insides.<br>    Fixed a camp location in Scorched Gorge to prevent mobs from spawning in a tree.<br>    Fixed some texture issues and floating rocks in Mirfield, Griefclaw Bluffs, and Draeph Plains.<br>    Refreshing the UI (CTRL+G) in Camp Taak will no longer reset the display area name on the minimap.<br>    Slightly reshaped an Albus Harvestable Region in Judair Gulch to prevent resources from spawning inside of rocks.<br>    Landed some floating trees in Oasis Valley Watchtowers and made minor terraforming under a group of speedtrees so the both have a good postion.<br>    Fixed an issue where the "View" button for vehicle info cards was not visible the first time, when opening the card from an auction listing.<br>    Fixed floating trees in the Sapless Pass.<br>    Corrected a problem where players were gaining Two-Handed Tactics skill when dual wielding or using a shield.<br>    Fixed an issue that caused /face and /follow to sometimes not work when targeting another player, and which also prevented some abilities, like Resuscitate, to not work if you have the Interface Option "Auto Face on Attack" set.<br>    Corrected an issue with fog in the Twin Hills area.<br>    Fixed some spawning issues in the first ALT Labs instance.<br>    Repositioned a garbage bin in the Training Facilities to prevent players from getting stuck.<br>    More fixes done to Widgie beer missions.<br>    Refreshing the UI (CTRL+G) in The Shacks will no longer reset the display area name on the minimap.<br>    Fixed an issue with chat links to blueprints that could prevent other players from being able to use a link you placed.<br>    Stitched a terrain gap between mountains in Korej.<br>    Stitched a terrain seam in the Howling Pass.<br>    Fixed some issues with harvester spawn points overlapping Southeast of Freedomtown.<br>    Grounded a tree, removed some buried not used models and made a minor terraforming under water to avoid a peak that could send players under map in Obstinada.<br>    Removed flowers sticking through a building and added/moved props so the buildings don't appear to be hovering while loading into Character Selection.<br>    Corrected a problem which was making dead players stand up in some cases. This was a visual client side issue but was confusing.<br>    You can no longer catch fish on terrain in the Lurker Bog.<br>    Grounded a few trees in Rogue's Rest.<br>    The Lab Technician in the Unholy Creations instance should no longer be attackable.<br>    Reshaped a Melanko Leaf harvestable region in the Arid Grove to prevent reources from spawning on the steep side of a cliff or in the air.<br>    Fixed an issue with combat messages not coming through if multiple players were around and one of them had disable combat filter enabled.<br>    Slightly reshaped a Harvestable Region in Ollaseca to avoid resources to spawn at steep terrain.<br>    Fixed an Engagement Region in Arid Grove which was causing scorekeeping errors due to being misshaped.<br>    Increased the spatial awareness range of resources in Arboleda, which should fix some of the disappearing node issues.<br>    Grounded some floating Trees and Rocks in Murkwar.<br>    Geflech trees should no longer spawn in the water near the Shed.<br>    Resolved an issue which was preventing Target Wound (Blades) from being usable. It was erroneously flagged to require your hands to be free, but also flagged as requiring a blade.<br>    Fixed a huge hole in the Badlands that was on the side of a mountain.<br>    Corrected an issue which was causing Ranged Medical Scan to appear as an Invalid ability under the ability list, rather than being in the First Aid section.<br>    The mission "Unarmed combat" from the Martial Arts Master in the Training Facilities no longer completes when selecting "Maybe some other time." after he explains martial arts to you.<br>    Fixed an issue which allowed players to run through walls in Player Created Cities.<br>    Adjusted resource spawners in Sianan Hills so resources don't spawn on steep slopes.<br>    Slightly moved a rock in Twin Falls to cover a water mirror edge near a waterfall.<br>    Corrected an issue which was preventing musician buffs from taking affect on other players.<br>    Relocated and reshaped 3 Melanko Harvestable Regions that become unreachable after terraforming.<br>    Fixed a bug which was allowing people to send you tells even if you were ignoring them.<br>    Corrected a spelling issue in the Anjara Fruit Craving mission.<br>    More work done to harvestable regions in Southeast of Freedomtown to prevent resources from spawning within rocks and trees.<br>    Fixed an issue with Ctrl+Right click on an auction listing, where it would sometimes open an item info card, instead of the price info card.<br>    Fixed an issue with the Run and Gun effect description.<br>    Fixed a good number of pathing issues in the Elkar Wood.<br>    Fixed a typo in one of the dialog options of the Starcast Trading missions.<br>    The Art By Other Means mission no longer erroneously refers to Huautec Tleximtl as being in the City Hall. It now refers to him at his proper location, the Lost and Found.<br>    Relocated and unburied some spawn points of Lurker Hunters in Southern Pass.<br>    The Diamonds and Girls mission template is no longer flagged as an epic mission. It still has the same rewards as before, but this was done so it would not be given if players have crafting/harvesting missions filtered out.<br>    The FPR and Rogue safe point in Plymouth Control Center is now outside of the base.<br>    Fixed some issues with the large font and how it displays in the nameplate.<br>    Fixed some issues with the no status bar display in the nameplate.<br>    Refreshing the UI (CTRL+G) in Pilimantego will no longer reset the display area name on the minimap.<br>    Refreshing the UI (CTRL+G) in Camp Payton will no longer reset the display area name on the minimap.<br>    Refreshing the UI (CTRL+G) in Izzy's Post will no longer reset the display area name on the minimap.<br>    Refreshing the UI (CTRL+G) in Rulbabeesamr Ponds will no longer reset the display area name on the minimap.<br>    Refreshing the UI (CTRL+G) in The Hole on the Hill will no longer reset the display area name on the minimap.<br>    Refreshing the UI (CTRL+G) in the Aemar Hydro Plant will no longer reset the display area name on the minimap.<br>    Refreshing the UI (CTRL+G) in Sendarida will no longer reset the display area name on the minimap.<br>    Refreshing the UI (CTRL+G) in Cuevruja Cave will no longer reset the display area name on the minimap.<br>    Refreshing the UI (CTRL+G) in Plymouth Control Station will no longer reset the display area name on the minimap.<br>    Refreshing the UI (CTRL+G) in Lower Oasis Valley will no longer reset the display area name on the minimap.<br>    Refreshing the UI (CTRL+G) in Gelbkreuzung will no longer reset the display area name on the minimap.<br>    Slightly terraformed under a pillar in Pontoc, so it was not floating.<br>    Grounded a few trees in Plymouth Outskirts.<br>    Grounded a floating tree in the Elkar Woods.<br>    Grounded a floating tree in the Oasis Valley Basin.<br>    Grounded a couple floating trees in Timbertoc.<br>    Grounded a partially floating tower in Lower Pontoc.<br>    Grounded several trees in The Sevens.<br>    Stitched a small terrain seam on the Griefclaw/Draeph border.<br>    Terraformed a section of terrain which you could climb up unintentionally in Day Break Acres.<br>    Grounded a partially floating tree in Fanshaw Hollow.<br>    Grounded a floating tree and did some terraforming in Tandil.<br>    Stitched a terrain seam near the FPR LZ in Griefclaw Bluffs.<br>    Rotated a big rock that was showing its hollow underbelly along the Hole-Plymouth Trail.<br>    Grounded some floating Trees and Rocks in Leverstow.<br>    Grounded a floating tree in Tuolumne Grove.<br>    Grounded a floating tree in Tolkien Meadow.<br>    Grounded some trees in Plymouth Northwest.<br>    Softened terrain in Golem's Grove so that players are unable to get stuck in the mountains.<br>    Repaired a mysterious case of floating trees in Daxton.<br>    Grounded floating objects in Bradshaw Peak.<br>    Softened an odd peak of terrain in Balekeep.<br>    Unburied a Lumber Harvester spawn point at Lurker Bog.<br>    Stitched a terrain seam in Day Break Acres.<br>    Rotated a rock that was missplaced allowing to see through it in Plymouth City.<br>    Grounded some floating trees in Skiberean.<br>    Fixed a partially floating tree in Pebbles Perch.<br>    Grounded a partially floating tree along the Hole-Plymouth Trail.<br>    Grounded a partially Floating tree in Pinon Pines.<br>    Grounded some floating Trees in Lenwood.<br>    Grounded a floating fence model in the Training Facilities.<br>    Grounded some trees in Rocharus Range.<br>    Grounded a floating tree in the Northern Trails.<br>    Unburied arrival waypoint in Brenning Brooks.<br>    Fixed some floating trees in Payton's Peak.<br>    Welded down a flying sign in Freedomtown]]></content:encoded>
						                            <category domain="https://www.tradealliance.nl/community/the-repopulation-fragmented/">The Repopulation / Fragmented</category>                        <dc:creator>sytes</dc:creator>
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