The Repopulation

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The Repopulation

Message par Eldorhaan le Ven 22 Aoû - 7:20

Présentation
Dans les mois qui suivirent le débarquement du TSS l'Étoile du Nord sur Rhyldan, l'humanité était unie autour d'un but commun: la survie. Une espèce indigène appelé Lesoo mena une série d'attaques sur la nouvelle colonie, mais bien que les Lesoos sont une espèce forte et robuste, ils furent surpassés technologiquement.

La nouvelle colonie fut nommée Plymouth, et ce nom marqua une fois de plus la découverte d'un nouveau monde. Plymouth City fut construite lentement à l'aide de ressources naturelles locales et de pièces récupérées de l'Étoile du Nord. Pendant quelque temps il y eut la paix et l'unité parmi les hommes. Mais cela ne dura pas.

La loi de la colonie était tout simplement que chacun était responsable de lui même. Votre vie n'est pas un droit, c'est un privilège. C'était une terre dangereuse et il arrivait régulièrement que quelqu'un meure dans la nature en s'éloignant de la colonie. La possibilité de restaurer des souvenirs et de reconstruire rapidement les humains à partir de leur ADN ont transformés la mort en un contretemps douloureux.

Les choses commencèrent à mal tourner quand un soldat nommé Obore Daniels a commencé à faire des vagues. Daniels contestait le fait que les enfants n'étaient pas autorisés. Les enfants ne pouvaient pas se débrouiller seul et pire encore ils rendait les adultes moins productifs. Il contestait également le fait que le Conseil, l'ensemble des premiers colons, choisissait quel ADN utiliser sur les nouveaux clones et gardait l'ADN sécurisé loin des autres. Certains colons voulait voir des membres de leur familles ressuscité, mais à moins que ces « membres de la famille » possédait des talents uniques pour justifier le temps de clonage, ce n'était pas possible.

Daniels a continué à faire entendre ses sentiments et au fil du temps il rassembla un nombre raisonnable d'autres citoyens à sa cause. Il disparu alors pendant une patrouille, apparemment suite à une embuscade de Lesoos. Le Conseil décida de ne pas accorder une nouvelle vie à Daniels. De leur point de vue, il était un fauteur de troubles et pouvait être remplacé par quelqu'un qui serait tout aussi productif, mais moins gênant. Cette décision ne plu pas.

Les protestations commencèrent à naitre, mené par un homme nommé Edward Salazar. Salazar émis l'hypothèse que Daniels avait en fait été assassiné sur ordre du conseil. Il n'y avait aucune preuve dans ce sens mais le refus de rétablir sa vie laissait un doute. Les manifestants ont refusé de travailler jusqu'à ce que ce problème soit résolu. L'unité des colons éclata et les querelles étaient hors de contrôle. Pour mater la rébellion, le Conseil créa le premier d'une série de cyborgs qu'ils appelèrent Peacekeeper. Ces cyborgs furent créés en utilisant un mélange d'ADN hybride et équipés d'inhibiteurs d'ondes cérébrales qui les ont rendus complètement contrôlables et loyaux envers le Conseil.

Les Peacekeepers furent utilisés pour forcer les gens à retourner au travail. Quand ils furent lapidés, ils ouvrirent le feu et le sang fut versé. Salazar et ceux qui le soutenaient fuirent et devinrent des parias. Ils se firent appelés la République Populaire Libre (FPR : Free People's Republic) et s'enfuirent dans les collines, où ils semblèrent disparaître.

Une nuit, ils organisèrent une attaque bien coordonnée sur l'usine de clonage à Plymouth et réussirent à repartir avec un ensemble de brins d'ADN. La FPR était désormais en mesure d'élever sa propre armée. Le Conseil condamna ce vol et forma sa propre nation, appelé Un Monde, une Nation (OWON : One World, One Nation).

Les deux camps sont si diamétralement opposées qu'elles sont tombées dans un état de guerre ouverte. OWON estime que la scission du FPR a affaibli les deux factions, et qu'ils l'ont fait pour des raisons égoïstes. Leur objectif est la survie de l'humanité, et ils ne veulent pas que des desiderata individuels se mettent en travers de leur chemin. De son coté, La FPR voit OWON comme étant un gouvernement oppressif qui refuse les opinions divergentes. Ils ont mené une campagne de propagande contre OWON, tentant de convaincre les nouveaux clones. OWON a quant à lui diabolisé la FPR comme une bande de séparatistes.
Modifier
Systèmes de jeu
• Une approche hybride qui combine les mécanismes bac à sable et parc à thème.

• Système unique à trois factions PvP (Player vs Player) qui permet aux joueurs de rejoindre l'une des deux grandes nations (OWON ou FPR), ou de former leur propre nation indépendante. Les nations indépendante sont similaires aux guildes dans d'autres jeux, sauf qu'elles agissent également comme une faction indépendante en PvP.

• Le système de construction de ville permet aux nations de former leurs propres villes avec murs, tourelles, ateliers, maisons et d'autres infrastructures qui bénéficies à leur propriétaire, ou la ville dans son ensemble. Les villes peuvent même être assiégées par les nations opposées.

• Un gameplay basée sur les compétences, et 15 niveaux d'avancement dans chaque compétence. Cela inclut des compétences de combat, sociales, Rogue, artisanat, de médecine générale et divers arbres de compétences.

• Un système qui fournit au hasard des événements survenus à travers le monde. Ces événements peuvent évoluer, muter, se propager et sont basés sur la façon dont les joueurs réagissent entre eux. Visiter le même lieu trois fois pourrait dévoiler trois environnements très différents si les joueurs ont introduit des espèces exotiques ou modifié une zone. Les rencontres sont à la fois communes et aléatoires, et tous les joueurs qui participent pourront profiter des récompenses automatiques.

• Le système de missions avancées générées aléatoirement (quêtes) permet aux joueurs de toujours avoir quelque chose à faire.

• Le jeu intègre un double système de combat, dont un dynamique permettant de viser et tirer et un autre plus inspiré des RPG, avec une atmosphère traditionnelle MMORPG.

• De nombreux rebondissements. Selon le développeur, le système incite à jouer en équipe. Le Système Momentum permet par ailleurs de profiter de ses acquis pour développer de puissantes capacités (par exemple, le joueur pourra acquérir des compétences contre une espèce particulière en les combattant).

• Les joueurs ne sont pas contraints au combat. Il y a de nombreuses activités connexes non combattantes, et diverses méthodes pour les faire progresser indépendamment du combat. Cela inclut un système avancé d'artisanat qui permet la création de nombreux objets de pointe.

• Un système de véhicules pour se déplacer rapidement ou combattre, en plus de véhicules de siège.

• Personnalisez votre équipement avec un système de montage.

• Apprivoisez les animaux et éduquez les pour qu’ils gagnent en puissance au fil du temps. Construire ou acheter des robots est possible pour effectuer diverses tâches.

• Soyez récompensé pour vos voyages à travers le système d'exploration.

• Les bosses développent des stratégies et adaptent leurs tactiques pour affronter les joueurs. Le système permet aux bosses de sélectionner leurs aptitudes et compétences adaptées au niveau de difficultés et adversaires.

• Les joueurs ont une influence sur le monde. Les PNJ tiennent compte des actes et paroles du joueur et se souviennent de la façon dont le joueur les traite. Traiter rapidement une menace permet d’éviter qu’un problème ne s’étende. À défaut, une zone peut tomber au main d’un adversaire.

Source

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Eldorhaan
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Re: The Repopulation

Message par Eldorhaan le Ven 22 Aoû - 7:35

The repopulation : Le jeu passe sous le moteur Hero Engine 2.0
Fiche

Le jeu passe sous le moteur Hero Engine 2.0
«La nouvelle année avec un nouveau moteur»
Les studios Above & Beyond Technologies ont annoncé via leur [url=http://www.therepopulation.com/index.php?option=com_content&view=articl e&id=288:end-of-december-2012-update&catid=61:new-frontpage-news&Itemid=428]update de décembre[/url] que [url=http://www.therepopulation.com/index.php?option=com_content&view=articl e&id=288:end-of-december-2012-update&catid=61:new-frontpage-news&Itemid=428]The Repopulation[/url] passait sous le moteur graphique Hero Engine 2.0. C'est l'un des moteurs graphiques les plus puissants du moment et la qualité visuel du jeu va forcement en prendre un coup comme pour les lumières en HDR.

Ce genre de nouveauté va permettre aux créateurs du jeu de se lancer dans de nombreuses nouvelles idées qu'ils n'auraient peut être pas pu se permettre avant, c'est donc un bon point pour le contenu à venir. Mais ce n'est pas tout, le billet d'information parle aussi de nouveautés dans les areas of dens, le crafting, les véhicules, unenouvelle espèces les Rhinoc et tout un tas de petites choses encore.
 

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Mise a jour de Fin Juin

Message par Eldorhaan le Ven 22 Aoû - 7:46

Comme vous pouvez le voir ils ne chaument pas sur leur updates, par contre c'est en Anglais:
The Repopulation a écrit:
End of June 2014 Update




Created on Friday, 04 July 2014 03:16 Written by Joshua Halls

(First thanks to Benoit Niedzielski for this wonderful work above, they all have been good, but this one is phenomenal. You can get a full resolution version here.)
It's that time of the month again, and with July's arrival needed to take some time to reflect on June. The biggest addition is the new Batching System for Crafting. You can now produce up to a hundred results in an automated and batched fashion, provided you have reached sufficient mastery level for that recipe. Batches are sent to the player's Batch Queue, with the duration of time required being based on the quantity and quality of the result. Higher quality and quantity will result in longer production times. You can cut resource costs by producing low quality batches, or raise quality at a cost of more resources. Batched crafting will never be able to produce as good of a result as manual harvesting, but it can produce good results in quick time.
Harvesting also received significant upgrades in June. Surveying can now provide information on "whack a node" regions. Surveying also provides information about about additional details such as spawning queues, quantity spawned, and spawning quality. Regions also now spawn at a randomized quality which is set for 30 minutes before reshuffling. Players can improve the quality for themselves and other players by using a new Enrich option, up to a maximum of B9 quality. The "enhancing" aspect of the system was tweeked as well to allow more skilled players to enchance "junk" nodes up to B9 if they want to take the time doing so.
The Inquiry system also received a number of improvements this month. The largest of those revolve around the games generated content systems. You can now ask for information on harvester or adversarial camp related content in either the local area or any other area that the NPC might know about. If you ask about resources for example, you could find out which resources are available to have harvesters placed on them. You will then need to survey and find a good location, but it allows players to check on resources in further off areas without needing to travel there to survey. The camp system meanwhile not only provides information on a random camp in the area, but it also assigns the player 30 minute time limited mission to take out either the camp or NPCs from it. If the camp is in the same area as the player it will also provide a tracking arrow to the camp.  
 
We also took the time during the month to put out a podcast with Mostly Harmless during this month. They are a guild with a few members in Alpha and we talk about the game and they also talk a little bit about their experiences during the Alpha. Mostly a Q/A, but if you want to check it out you can find it up on Youtube.
 

 
Alpha 3 has been humming along and we are grateful to everyone that has supported us and joined in on the testing and bug squashing that has gone on the last few months. July should be a busy month with more tweeking and bug fixing as we are getting closer to being Beta 1 ready. Alpha 3 access is still available as part of the Early Adopter Program on our website and we look forward to seeing more of you in game later in the year as we roll into Beta and the different Beta phases.
Adversarial Camps

  • You can now receive destination arrows and descriptions of known camps through the inquiry system.
  • There are new timed missions which will reward the first player who can take out a den or reward players a bounty for clearing out certain NPCs inside of a den.
  • Adversarial Camps spawning rules were tweaked again, to add a higher number of initial mobs, but to decrease the numbers significantly on the higher end.

AI

  • Many tweaks were made to AI to adjust the ranges at which mobs will aggro players, and the ranges at which they will pursue players.
  • Leashed NPCs now will return to their spawn origin as well if they chased far enough. They would just start roaming again before and then almost immediately reaggro on the player.
  • NPCs now have a max pursue distance check. They already have a distance cap, this prevents the npc from running around a ton (mostly to prevent Kiting)
  • NPCs running back to their spawning point are now invulnerable. They will give a message to indicate this if you try to shoot them. Once they reach their destination they will be back to normal again.
  • Adjusted the Unpursue/return to spawn state so if it fails to get a proper path it just books it A->B.
  • Altered the mob chase code to add in randomization and to ease up on chasing if a player has not damaged them recently.
  • Increased vulture pursue speed.
  • NPCs returning to the spawn point if they are fixed positioned spawns use the same AI state now as npcs returning if they killed a player. State it was using was for moving an NPC point to point.
  • Minor optimizations to the pursue AI code.

Auctions and Work Orders

  • Put in some fixes for issues expiring items properly in the auction.
  • Successful Auctions will now notify you of who purchased your goods.

Audio

  • Added numerous utility based sound effects from Clyde Shorey including: Cranks, Building Placement Sounds, Alarms, Machinery Noises, Transmissions, and Sign Sounds. These have been added to various locations in the world.
  • Drakes now feature death, pain, footstep, and wind flap sound effects. In addition they also play more varied attack sound effect.
  • Added new city background sound effects.
  • Tweaked many NPC sound effects, adding new sounds, and making better use of existing sounds.
  • Adjusted the volume numerous sound effects to try to correct situations where some sounds were louder than others.
  • Added new sound effects for Repeaters, Automatic Firearms, and Shockguns.
  • A 3d sound effect is now played to nearby players whenever a structure is moved or placed.
  • Footstep sounds should now be working on the female model.
  • Added sound effects to the torches in the Mysterious Cave and other locations.
  • Adjusted the 3d settings of many sound effects.
  • Reduced robot footstep volume.

Combat

  • You will no longer be able to gain combat or defensive skills against trivial opponents. Whether an opponent is trivial or not is determined by your skill with the currently equipped weapon as well as your overall Combat Knowledge in relation to your target.
  • Your chances to gain skills will also be affected by the difficulty of your opponent in comparison to your own skill levels with your current weapon.
  • Adjustments were made to the radius indicator on clients. The radius indicator shown is now a more accurate reflections of the radius of the ability used.
  • All NPCs should now have an awareness range that is further than the furthest sniper rifle reach. They will not aggro from this range generally, but should be able to detect players if they are the subject of attacks.
  • Internal combat performance optimizations.
  • Grenade accuracy was increased and dodge check removed as you can roll away from them so there isn't a lot of need to make them miss if you are standing in the explosion area.
  • Added Take Aim into the Action Mode Defensive abilities list for Shockguns, Handguns and Automatic Weapons, where previously it was only available for Rifles. To use a Defensive ability when in action mode you hold the CTRL key while clicking.
  • The absorption rate of shields should now scale up better for more difficult encounters.
  • Momentum gain and loss rates have been tweaked. Momentum now gains more slowly, and dissipates slightly more quickly. 
  • The momentum gain from defeating mobs, or landing critical hits or heals has been increased.
  • Increased base NPC melee damage slightly.
  • Slightly increased NPC and monster base health values.
  • You can now dual wield two swords using new Light Blades.
  • Tweaked many NPC special abilities to make some species or bosses more dangerous.

Engagements

  • Several adjustments were made to the FPR Training Grounds to reduce their difficulty.
  • More of the Shed patrons will join in on the fight against the Lesoo when they try to raid the bars supplies.

GM

  • GMS can now speak and emote from out of the body of the NPC they are possessing.
  • GMs can now use a new Mimic capability which allows them to select and wear from pre-set outfits.
  • GMs now have a [GM] prefix in front of their nameplates.
  • GM nametags are now a turquoise color to make them easily differentiated from regular players.
  • GMs now have the ability to grant missions to players.
  • Improved GM logging support.
  • Added in a new GM command which can clear out players status effects if they somehow get one stuck visually after death.
  • Improved GM ability to check on respawn timers.

Graphics

  • Added more flexibility to the facial morphing controls for both male and female.
  • Added a height measurement object to the character creation screen.
  • Added a new male head variation to character creation screen.
  • Added more variation to the NPCs in the world.
  • Visual spread FX on rifle attacks now have less variance.
  • Added new hair styles to the characters.
  • Increased the duration of Shockgun electrical effects.
  • Improved falling leaf particle effects.
  • Created new lumber harvesting particle effects.
  • Plugged in new Mining Drill/Electric Saw animations.
  • Some adjustments have been made to the male and female run cycle.
  • Many new models were added including computers, consoles, tents, and other types of props.

Inquiries

  • Added new inquiry questions which allow you to ask if any new camps have sprouted up in the area. If they have you will be given a destination marker to a random camp in the area and information on the type of camp that it is.
  • When you inquire about camps in the nearby area, you may receive new timed missions to eliminate NPCs who are a part of those camps or dens.
  • You can now inquire about what resources are new in an area. This can be used to see if any generated harvester based nodes are available in the local area and what types. You will still need to survey to find them from there, but this will give you some general information beforehand.
  • Added numerous new mission oriented inquiries. These can be used in conjunction with missions to find hidden branches or results, or in some cases to advance the missions themselves.
  • Added long-range inquiry and mission marker locations to many new NPCs throughout the world.
  • You can now inquire for additional information (or directions) about Tikt Tunnels from nearby areas.
  • Added inquiries to a reasonable number of NPCs who did not previously allow for them.
  • Added new inquiry starter questions including: "I need information about ___".
  • Added new Destinations that you can ask for directions to.

Items and Fittings

  • Increased duration of traps across the board.
  • Added new mission related items which can be pick pocketed.
  • The value of Geel, Pratinus, and Azul flowers has been increased.
  • Adjustments were made to the coin loot drop system to reduce the amount dropped in some cases.
  • New Book: 'After Action Report 371'. Military brief detailing the first encounter with Old Gristleguts. Provides a small permanent Leadership boost to the first reader.
  • Knuckles Blades can now be dual wield.
  • Added new particle based variations to Hand Blades.
  • Reduced weapon Momentum gain values across the board.
  • Doubled the duration of food and drink buffs.
  • Added new Light Blade swords which can be Dual Wield.
  • Knuckle blades now have five fitting slots instead of only two.

Miscellaneous

  • Introduced the ability for props to pop up an information window for things like computer panels.
  • Made some adjustements to Knowledge NPCs to store hostility information until the player goes out of spatial as it was eating up some cycles on replenish caused by accepting a mission.
  • Added Destination marker support to parts of Loch Aza.
  • Stacking is now supported in the bank via double clicking and adding it to the bank. It will stack with existing bank items if dragged over top of a stackable item. Otherwise it will swap.
  • Splitting inside of the bank to another bank slot should work exactly like it does in the inventory. Splitting between the inv/bank is not supported though.
  • Altered harvest, reward and loot messages to make them easier to parse.
  • Added a lightweight routine to increase stack values on an existing item in your inventory for crafting as most results will be added to an existing stack reducing execution and database time.
  • Entertainer ability chat and NPC babbles are now in the Say channel rather than in the General chat channel.
  • Made a few adjustments to crafting processing to make it run more effectively on the server.
  • Pick pocketing messages are now localized.
  • Added long-range destination markers between the Plymouth Hills and the Hole-Plymouth Trail.
  • The /bind command is once again player usable. You can use this command to bind yourself to an area and use it as your home anchor point.
  • Improved pathing in Plymouth City.
  • Reduced the amount of data loaded on the character at Character Selection.
  • /loc can now be used to give you a simple coordinates location for those who are trying to navigate using it or simply want to mark a location for their logs. /coords should be used if you want to paste the coordinates for a bug report.
  • Corpse decay times are now 3 minutes for harvesting purposes. Enhancing a corpse will also reset the corpse if the timer is low enough.

Missions

  • You can now receive long range markers for many more NPCs in the game and you can get them directly through missions even if the NPC is currently on the other side of the area. We still have the capability to hide some NPCs, and other NPCs who patrol wide radius are or spawn completely randomly are impossible to properly give long range markers for, but it is should be much easier to learn for new players.
  • Short range NPC arrows have been phased out in favor of the long term ones. The short range arrows will instead just show in gold on the minimap dots and the long range one will stay active.
  • Added cross area tracking to numerous missions which did not previously support them.
  • The Faugea Ambassador should now give the Communicating with the Faugea mission to players who have already befriended the Faugea. This will take a couple of missions to achieve.
  • Added a new extension to the Taken in the Night series: Who is V. Stark? This mission delves heavily into the inquiry system and will require some experimentation on the part of players to obtain the information they need on this mysterious figure.
  • New mission "Screams from Within", bringing the Mr. Euterpes storyline from Freedomtown to Sept Falls.
  • Introduced a new mission in the Taken in the Night series: Hack Into the Cloning Computer. This is a different type of mission which involves breaking into a cloning facilities and hacking into the computer systems there. This is a rogue centric mission, requiring players to pick the pocket of an NPC, sneak into the facilities using stealth and cover to avoid security, and finally hacking into the computer. The thievery and hacking requirements are low however and with some trial and error all players can complete the mission, though it will be a rougher go without some thievery, hacking or stealth skill.
  • Freedomtown: new delivery mission 'Crush the Skull'.
  • New Global crafting/harvesting mission: 'Armorsmith Supplies - Animal Fat'. Greasing the wheels of production!
  • Scorched Gorge Outpost: new combat mission 'Aid for Scorched Gorge Outpost', troops must be fed, raxins will be hunted.
  • Red Hot Supplies: new exploration 'Watching the locals', delving a bit with Tumbler Storyline.
  • Scorched Gorge Outpost: new Combat mission "Counter Sniper Needed": soldiers whisper it's the Reaper; Major Miles disagrees.
  • Added twelve new timed combat missions which can occur throughout the world.
  • Improved mission rewards on quite a few missions.
  • Red Hot Supplies: new exploring mission 'Meeting the Locals', delving a bit more into the Tumbler Storyline.
  • Freedomtown: new combat mission '... To Make an Omelette'. Risking clone and limb to recreate Terran flavours.
  • Freedomtown: new harvesting mission 'Black Diamonds'. Newgens gotta earn their place in the FPR.
  • Introduced a new OWON storyline mission: Missing Sister. This is an offshoot of the Taken in the Night series.
  • The Taken in the Night mission has been made significantly easier. Players now receive markers long range markers to the cave. Leif will now also walk away before despawning. It is important to note that stages of this mission will be mailed to you, and that the mission can branch in many directions depending on your actions. Some routes end early, others are tougher and have better rewards.
  • New harvesting mission: Armorsmith Supplies Hard Resin.
  • New global harvesting mission: "Armorsmith Supplies - Sodium Bicarbonate".
  • Added a new cross-area delivery Red Hot Research, linking Freedomtown and Red Hot Supplies. 
  • Freedomtown: new Entertainment mission "What's Wrong, Freedomtown?"
  • Mitchell's Farm: New Inquiry Mission 'Why do Lilacs make Sadie Sad?', delving deeper into the Farm's and Sept Fall's Lore, the mission has some Knowledge & Achiements prerequisites.
  • New global harvesting mission "Armorsmith Supplies - Antifreeze"
  • Freedomtown: new delivery mission "Contract Nullification", delving a bit deeper in Mr. Euterpes' storyline.
  • Freedomtown: new Entertainment mission "Cheer up, Clones!"
  • Freedomtown: New Collection mission 'Blood for the Doctor'
  • New harvesting mission Armorsmith Supplies - Soft Resin
  • Red Hot Supplies: New harvesting/combat mission "Malagion Samples", delving a bit deeper into the Gristleguts Storyline.
  • The Shacks: new combat mission 'Beating the Beasties'.
  • Jenkins Ranch: New harvesting/cross area delivery "Hokfig Feeder". They are always hungry!
  • The Shacks: Cross-Area delivery 'Misplaced Groceries', with Knowledge prereqs, delving into shrooffle lore & Gavin Stone's students.
  • Red Hot Supplies: New exploring/combat mission "Radio Test" delving into the Gristleguts Storyline.
  • Replaced the large glowing ball which was being used as a mission waypoint marker with a smaller blinking red light.
  • Freedomtown: New delivery mission 'Handle with Care', delving a bit in the aftermath of the Sept Falls Siege.
  • New global crafting/harvesting mission: 'Armorsmith Supplies - Quicklime'. 
  • Mitchell's Farm: New mission "Lost Notebook", delving into Sadie & Nat Mitchell storyline.
  • Freedomtown: new delivery mission 'Fashion Forward', dealing with trendsetters and camouflage.
  • Red Hot Supplies: Another exploration missions, also delving a bit into Tumbler Storyline.
  • New cross-Area delivery mission 'The Other White Meat', with bonus goal, linking Mitchell's Farm & Freedomtown, and delving a tiny bit in exStar Lore.
  • Freedomtown & The Shacks: New cross-Area delivery mission 'In the Membrane', with alternative endings depending on player choice, and expanding Opal Cubillo's storyline.
  • Red Hot Supplies: New cross-Area delivery mission "Tumbler Research"; more Tumbler Storyline!
  • Freedomtown-The Shacks: New medical mission 'Red Lung', with skillchecks & prereqs, and deliving deeper in shrooffle-related lore.
  • Scorched Gorge Outpost: New mission 'Come get your Tasty Stew', a sort of coda to 'Aid for...'.
  • Scorched Gorge: new combat mission "Weapon Testing on Tumblers"; Science & Research demand sacrifices!
  • FPR players will now receive an FPR variation of Keeping Busy when they first arrive in the city. This tutorial teaches players about the generated mission system and how to use inquiries.
  • New global mission 'Armorsmith Supplies - Calcium Carbide', dealing with harvesting & crafting.
  • Freedomtown: New delivery mission '10 Rounds for the prize'. Luck, friendship, and boxing gloves.
  • Added cross-area markers for the mission: Missing Official. It should be noted that the first few steps have you obtaining evidence which spawns in randomized locations but the new markers will get you in the right general area for that step.
  • Improved Maddie's pathing in the Lead Me to the Shacks escort mission outside Freedomtown.
  • Improved the descriptions in the Hav' Some generated mission template.
  • Hostile generated mission markers are now supported in some areas which did not support them previously.
  • Added new mission opportunities to Timbertol.
  • Improved directions on a reasonable number of missions in the game.
  • Added long range tracking to parts of The Cult, Investigate the Fang, Report the Attempted Murder, and the Fang missions. These is part of a lengthy series in the Plymouth area.
  • Added a hint to users in the Taken in the Night text to ask the locals in the hills if anything unusual is happening in the area. This is meant to direct players to use the inquiry system to get directions to the cave.

Nations

  • Increased the height capacity of city plots, allowing players to build further into the sky.
  • Nation Names can now begin with a number. A nation must have at least 2 characters though in their name, in addition to numbers. It should be noted that handles can not have spaces, but nation names can.
  • You can now build on the second city plot in the Lower Basin.

NPCs

  • Many minor tweaks to the name plates that appear above NPCs heads. They now better adjust and resize for specific situations.
  • Increased NPC out-of-combat regeneration rates.
  • Plymouth City's trainers are now available 24 hours a day to bring them in line with other cities.
  • The Scaed'ecoo ability: Blinding Bleed is now telegraphed and can be avoided. To compensate it is now an AoE blind.
  • Scaed'ecoo's talons are now more effective vs. Light Armor.
  • Rocharus, Calprates, and Rhinocs will no longer eat their own children.
  • Bouncer Burguess Simons, Plush Room Sibling Lola Layetta and master chef Corion Jaffar have shown up for work at the Plush Room Bar in Sept Falls.
  • Renamed some variations of NPCs to avoid confusion by players doing generated missions and killing the wrong type.
  • Made adjustments to Scaed'ecoo combat spacing.
  • If you befriend an NPC species or faction, or if you later betray one you will now see the alignment colors change automatically on your minimap.
  • Security at the Hydro Plant will now patrol the newly added bridge as well as their previous routes.
  • A new Cloning Technician is now on duty at the Plymouth City Hospital.
  • Scaed'ecoo have a new leaping attack which will leap them forward a reasonable range.
  • Tweaked NPC movement rates. In particular their run rates to make some species more difficult to kite and to allow them to close the gap to players more quickly.
  • Tweaked NPC aggro ranges across the board. Noteworthy changes include significantly reduced ranges for Vultures and Okolat, and longer ranges for guards.
  • Plush Room bouncer Burgess Simons now favors Titan armor.
  • Added additional loot to Fang Cultists. Fang Cultists bosses also will now always drop loot.
  • Leif Dalby will now spawn more often in the Mysterious Cave.
  • Altered Yeoman Novell and Stingel's spawn method in an effort to keep them from going AWOL.
  • Chantel Montenegro has moved to Ammann Village, providing the town with a Veterinarian.
  • Rocharus Pups are now available as random rare mobs in Plymouth's Underbelly. Previously they only had one spawn location (with the Den-Mother) in the cave.
  • A few new NPCs added to Sept Falls & Freedomtown.
  • Professor Szaranev has arrived at Red Hot Supplies, willing to provide Ability Enhacements.
  • Rearranged NPC spawn points in Banshee's Hollow so they better take advantage of all the new props.
  • After some vacation time, Neil Voltin has returned to the Shed.
  • FPR soldiers will no longer spawn as an adversarial camp in FPR territory. They have been replaced with OWON soldiers.
  • Max has begun to visit the Hole on the Hill once again.
  • Adjusted the NPCs at Camp Taak and added some new ones.
  • Reworded Carolyn Jackson's Background description.
  • Evan Fortner has curbed his habit of standing on top of shelves.
  • Adjusted NPC locations and spawn settings at Camp Kjell, Scorched Gorge Outpost, and the Shed.
  • Bumped up base NPC health by a small amount.
  • Upgraded the visuals on many NPC outfits.
  • Plush Room & exStar Chef Corion Jaffar has gained a bit of weight; he also has grow tired of wearing armor while tending the bar.
  • Increased the difficulty of large vultures.
  • Increased the range of drake fear abilities.
  • Corrected an issue which was causing Karen Clavey to spawn on top of a tent in the Scorched Gorge Outpost.
  • You can now extract resources from a good number of human NPCs who previously disallowed it.
  • Lurkers Southeast of Freedomtown are no longer miniaturized.

Pets

  • Numerous internal pet AI tweaks to make them react better in combat.
  • Using the '/pet dismiss' command with no arguments will now dismiss all pets.
  • Introduced 12 new crafted robotic pets. The quality of the pet will not only determine how well it's difficulty level but also determines the number of upgrade sockets it has available.
  • Adjusted how tamed pets age. Recently we made a slew of timer adjustments to optimize data usage and it made it very difficult for tamed pets to age. We have adjusted it so there are quicker aging ticks on pets, but each tick has a chance to age the pet assuming it has been sufficiently fed.
  • Pets should no longer despawn when you ask them to stay.
  • Veterinary Medicine skills are now working properly on pets.
  • There is now a one second delay in between summoning new pets.
  • It no longer requires more skill to summon an older pet than a younger one with animal taming. We didn't want to create a situation where your pet aged and you could no longer summon them.
  • Tweaked robotic pet stats across the board.
  • Pet maturation timers now halt when stowed.
  • Robotic pets should no longer change to 1 charge after you teleport or log out. If your robots are currently at 0 charges you can repair them to restore their charges.
  • Corrected a problem where robotic pets were changing to one charge after use rather than expending a charge and then needing a recharge when they ran out.
  • The Repair Robot ability should now properly restore charges to your robot. This ability takes Robot Parts as a component. These can be salvaged from robots.
  • The pets obtained through the pet tutorial are now single use.
  • Pet failure messages are now localized and display a text banner.
  • Pets should now longer decide to switch to aggressive mode on their own.

Player vs. Player

  • Killing faction NPCs now has a negative faction hit. This will be most important to note for Rogue Nation players. If you have been preying on OWON or FPR NPCs then be careful as you may find yourself attacked on sight if this continues.
  • OWON or FPR players will now be flagged as PvP enabled if they enter into the rival faction's protected areas.
  • Significantly increased turret aggro range.
  • Slightly reduced the skill gain rate when performing combat skills on other players.

Skills and Abilities

  • Ability Enhancements can no longer be traded to other players.
  • The Wall and Smoke Wall abilities (Aerosol Tactics) now require an Aerosol Weapon. This was erroneously missing as a check previously.
  • NPC Theft messages are now displayed as text banners in addition to being placed in chat.
  • Increased the effectiveness of the debuff for the Jab ability (Unarmed Tactics).
  • Increased the radius, stun chance and stun duration of the Handgun Tactics ability: Warning Shot.
  • Increased the rate at which you gain Shield Tactics points through defense.
  • Reduced the skill gain rate while playing interactive music.

Trade Skills

  • Batched crafting is now supported. Batched crafting is an automated process which takes time but does not require active engagement. 
  • You are allowed to batch craft a recipe once it turns green to you. 
  • Increasing the quality or quantity during batched crafting will increase the amount of time it takes to produce the results. 
  • Batched crafting does not produce as high of a quality as manual crafting. In order to get close to the same quality level you will need to expend additional resources using the quality slider. 
  • When manually harvesting you now have the option to attempt to Enrich a region. Enriching takes significantly longer to do but improves the grade of the results for all other players for a period of time. 
  • In an effort to reduce the amount of clicking necessary in manual harvesting we have made those process now time based. You also still have the option to auto-harvest.
  • When manually harvesting players now have the option to enhance the grade of their results, at the expense of time. 
  • Surveying now supports information for Harvestable Regions as well as Harvester Clusters.
  • Ingredients that call for multiple quantities now will use the full stack like agents do. It consumes to of the stack and then highest quality like agents do.
  • There is now an upper limit to how many resources can stockpile in the available resource pool before a region depletes. Previously areas that were left unharvested for a good period of time could amass stockpiles that would not run out any time soon.
  • Implemented a new Robotics recipe: Robot Manufacturing. This recipe allows the creation of 12 new robot pets.
  • Introduced a new Metalworking recipe:Rope Production
  • Introduced a new Metalworking recipe:Firearm Barrel Components: Bolt Housing & Quad Long Barrel.
  • Added a new Tailoring recipe: Nano-Composite Part Fabrication. This recipe is used to create parts that are used in the creation of furniture primarily.
  • Introduced a new Carpentry recipe: Book Shelf Assembly.
  • Introduced a new Metalworking recipe:Welded Metal Tubes.
  • Introduced a new Carpentry recipe: Solid Base Construction. This is a component production recipe for furniture or installations.
  • Curule Base Completed and entered in books. Calibrite-Carbon Curule Base added to base.
  • Introduced a new Carpentry recipe: Bedside Table Production.
  • Introduced a new Metalworking recipe:Firearm Component Fabrication components Ram Pin & Chipper Blade
  • Added a new Carpentry recipe: Tri-Legged Table Base Fabrication. This recipe creates components used in furniture creation and is only found in the Advanced Carpentry manual.
  • Introduced a new Carpentry recipe: Seat Panel Production.
  • Introduced a new Metalworking recipe:Simple Component Fabrication. Component List: Mounting Bracket, Back Mounting Frame, Motile Metal Mounting, Fuel Release Valve, Aerosol Wand, Ignition Coil, Reaction Chamber, Rocket Propulsion Rigging, Mounting Rings Decorative Handle
  • Robotics vendors will now sell the software libraries needed for robotics software. Previously these were only on the generic crafting supplies vendors.
  • Introduced a new Carpentry recipe: Sofa Frame Fabrication.
  • Implemented a new Carpentry recipe: Standard Table Bases. This recipe is used to create table bases for use in furniture production.
  • Introduced a new Carpentry recipe:Chair Backing Production
  • Added a new tailoring recipe: Leather Covered Chair Padding Creation.
  • Added a new Carpentry recipe: Wooden Tabletop Fabrication. It is used to create wooden tabletops used in furniture creation.
  • Introduced a new Metalworking recipe: Metal Tubing Casting Mold.
  • Introduced a new Metalworking recipe: Casted Metal Component Production addition : Metal Tubing Component used in building Carpentry.
  • You can now create Mounting Clips through the Simple Component Production recipe (Metalworking).
  • Added a new Carpentry recipe: Softwood Furniture Part Production. This recipe creates components that can be used to create furniture.
  • Introduced a new Metalworking recipe:Metal Tube Chair Part Fabrication addition : Basic Metal Tube Chair Frame, Metal Tube Float Chair Frame, Metal Tube Slat, Metal Sofa Frame components used in building furniture.
  • Introduced a new Metalworking recipe: Counterweight Production. This recipe is used to create counterweights used for generators.
  • Introduced a new Metalworking recipe Chain:Metal Chair Piece Production
  • Added a recipe to mining to create Gold, Silver, Platinum and Palladium Refined Metal Bars with less agents than before.
  • Increased grade and difficulty requirements for Fluoroaluminate, Chalcogenide, and Superior Chalcogenide Optical Fibers.
  • Repaired an issue which was preventing Calcium Carbonate from being created.
  • Static resource regions will now produce a more randomized range of resources each spawn tick.
  • Added Chromium Acetate, Manganese dioxide, and Aqueous Silver Sulfide to their correct recipes
  • Added the following harvestable resources to the Southwest Ridge: Rue Tree, Saverous Tree, Tungsten Ore, and Thorium.
  • Introduced a new Metalworking recipe:Back Mounting Creation
  • Rearranged the harvesting regions in the Aemar Hydro Plant. The largest changes here were with Fish nodes.
  • You can now obtain Sorted Robot Parts from extraction. These are a component for robotic healing abilities.
  • The Softwood Lumber recipe can now produce Maypuri Stalks as a byproduct when processing Maypuri wood. Maypuri Stalks are used in the creation of Flour.
  • The Cloth Salvaging recipe (Tailoring) can now produce Cheesecloth Filters.
  • Added Falasium and Monazite deposits to the North Plymouth Hills.
  • Cheesecloth Filters are now produced in batches of 5.
  • You can now harvest Maeglium deposits from a hidden away location in Wailing Scar.
  • Reduced the sell price of Glue, Turpentine, Cellulose, Methanol, Jessup Resin, and Juro Resin.
  • You can now stack fish in larger quantities.
  • Tweaked fish population numbers to make some species more common than was previously the case, including Tilapiine.
  • Perchloric Acid is now properly considered an Acid, as well as it's previous component types.
  • Increased yield on several Culinary Arts recipes.
  • Momentum Locker Nanites can now be used in the Nanoparticles recipe.
  • Harvestable regions now will replenish at least 1 resource if they are over the minimum. The 'trickle' in now over the minimum and if they have some resources left in the available queue.
  • The Bandage Production recipe now accepts Sterilizing Agents as an agent. It was previously not accepting them.
  • Significantly reduced the cost of Chemical Salt, and set it to be available in stacks of 20.
  • Metal Reducing Agents can now be found on crafting and metalworking vendors.
  • Aqueous Sulfide and Hydrogen Peroxide can now be used as Sterilization agents.
  • Reduced the SI gain rate while harvesting to bring it in line with other methods of obtaining it.
  • Added the following harvestable resources to Banshee's Hollow: Alluvium and Geflech Wood.
  • Silica Optical Fiber Production recipe now use Moissonite and Millosevichite as it's minerals.
  • Refined Platinum, Silver, Gold or Palladium can now be used as Decorative Metals.
  • Added harvestable Cree'it and Rezzo trees to Searchers Valley.
  • Added a new Carpentry recipe: Sandpaper.
  • You can now produce Refined Chromite using the Mineral Breakdown recipe.
  • Added a new grove of Hudson Fir and Cayro trees near the new Numbskull camp above Blood Valley.
  • Reduced the sell price of Glue, Turpentine, Methanol, Jessup Resin, and Juro Resin.
  • Hudson Fabric can now be used as both a Textile and Cloth.
  • Increased fish population across the globe.
  • Expert changed to 330 points in a Recipe (from 350). This is to better match up the blue bar in 1 difficulty recipes. It also indicates when Batching can begin (multiple difficulty recipes they will just have to go by the recipe bar, when it is blue they are good).
  • Reduced the number of Electrode Plate necessary in Robotic Manufacturing to 7.
  • Changed Reinforced Polymer Textile to require a Refined Calibrite Bar as a ingredient for Calibrite-Carbon Polymer Sheet
  • Until the ocean areas reopen we've added Electrophorus and Crystal Fish to freshwater fish tables.
  • Refined Cobalt Bars are now properly refined as being Cobalt. This was causing them to not work in some recipes they were intended to be use for previously (such as CPU Sockets).

User Interface

  • The difficulty markers on the name plate huds on client will now reflect if an NPC is difficult enough for you to gain skill from or not. If an NPC has three grey down arrows then you will not be able to gain skill from fighting them.
  • Added a new 'Log To File' option in Chat Settings. If this is enabled it will log chat into a repop.log text file that you can read or parse later. If you select the Show Timestamps option in chat settings, it will also log a timestamp of when each chat message was received. These logs are saved into your local appdata directory.
  • Split many chat messages into different channels rather than having them on the main channel. It should be noted that the Info channel received many of these messages and this channel was defaulted to being disabled previously. So existing testers may wish to turn it on if they wish to see things like loot messages.
  • Typing a message into any chat channel other than Emote will now automatically switch that to your default chat channel for future messages.
  • You will now see nation icon indicators above the heads of most NPCs who belong to a nation.
  • Optimized minimap rendering by causing actors and waypoints to update at a fixed rate rather than per frame and by caching the color values.
  • When viewing a component in the in-game crafting database it will now list the items that can be used as that component first as this is often what users are looking for when they right click on an component slot.
  • You can now type /general, /group, /party, /say, /yell, etc to switch your default channel.
  • Skill Gain messages will now display your current skill point level in parenthesis.
  • Weapon range values in tooltips and information windows now display the range in meters.
  • The range to your target will now be displayed in the lower right corner of your target status bar.
  • Tooltips and information windows for Weapons now denote that the attack speed is in seconds.
  • Reordered item tooltip order in some cases to be able to more logically group stats.
  • Altered the color of destination and inquiry based markers so they stand out better against the minimap borders.
  • The target reticle in action mode now displays your range to the target on the side of the reticle.
  • If a weapon can be dual wield it is now denote which hands it can be held in inside of item tooltips and information windows.
  • The Show/Hide Mission NPC option will now hide some NPCs that it was previously still showing.
  • Adjusted targeting selectron scale and arrow positioning on Lurker NPCs to make it properly fit the models.
  • The shop window's default position is now slightly lower and to the right as the tabs were not visible in some resolutions.
  • The Player Finder has been brought up to date with new areas.
  • Target status bars are once again saving their positions.

World

  • A lot of work was done to the Timbertol region. All of its areas are now named, and many have content. It should all be considered a work in progress.
  • The Southwest Ridge is now considered a Dangerous Area and will give a skill gain bonus when hunting anyplace inside of it. Along with that it's population has been increased and includes a number of encounters for groups or raids.
  • The Timbertol Trail has had some content tweaks, seeing more Faugea in the area. It also now features faction specific spawn locations.
  • Some cultist ruins have been discovered near the Ammann River. These tie into an epic mission series.
  • Scaed'ecoo have migrated to the Sapless Foothills. This adds mission opportunities to the area.
  • One of the neon signs in numerous areas will now flicker, and has a sound effect of it failing.
  • Added Dens, Resources and Adversarial Camps to Banshee's Hollow in the Wailing Chasm.
  • Oasis Valley has been renamed to Searchers Valley. It also had it's spawn location moved to a more suitable location, and added faction specific spawn locations.
  • A new herd of Okolat have begun grazing in the North Plymouth Mountains region. Their presence has in turn attracted a pack of Elkar.
  • The Numbskulls have expanded their operations to include a new permanent camp near the Hole on the Hill.
  • The hospital in Plymouth City now has an entrance to the cloning center. This area is only accessible while undertaking certain missions.
  • Introduced new Cloning Center instances which can be used in missions for both OWON and FPR factions. These centers are set up for stealth oriented missions, and feature places to hide behind which make your stealth more effective.
  • Added some trees and a small camp with a harvesters to Aumi Valley in the Wailing Chasm.
  • Added props to Aemar Hydro Plant.
  • Added new props and lights to Scorched Gorge tents.
  • A herd of Calprates has been spotted in the mountains of Wailing Scar.
  • More props and lights added to Banshee's Hollow.
  • Performed numerous miscellaneous improvements to prop placement, lighting levels and terminal interaction.
  • Added props to the staircases in the Plymouth Hills.
  • Sprinkled trees into a barren trail in Banshee's Hollow.
  • Added more props to Aemar Hydro Plant and made adjustments to the terrain.
  • Changed the environment particles in Timbertoc to match the new appearance of the area.
  • Blocked off a section of terrain which was not meant to be accessible near Scorched Gorge Outpost.
  • Additional optimizations made to Plymouth City for better performance.

Bug Fixes

  • You can now convert Calprates into mounts properly. There was a bug which was preventing it from converting them properly due to a mismatched id.
  • Difficulty no longer resets after crafting.
  • Fixed an issue that was preventing you from harvesting certain types of drakes.
  • There are no longer 'flying fish' in the North Plymouth Hills.
  • Fixed the time left for effects as it was off by 1 second.
  • Fixed an error in Meghan Szal's background information that could cause some odd looking inquiry output previously.
  • Mission 'Encrypted Message': reworded e-mail, which was a bit confusing.
  • Fixed an issue related to fitting icons that could cause a mismatch client side.
  • Fixed some NPC respawning issues on NPCs who despawned unnaturally.
  • Corrected an issue related to obtaining a heading to inanimate objects such as structures.
  • Fixed Tab Tagetting code, was a few issues and I added a few wrinkles to make it deal with melee vs ranged easier (wider angle up close) and weighted center npcs a bit so it would pick them a bit earlier.
  • Fixed an issue where vehicle data was being updated by other players when they crossed into a new zone causing positional/sync issues until you restarted the client.
  • Fixed a bug that could occur if you tried to feed a pet whose hunger timer was not active.
  • Mission 'For Fun' had the wrong NPC profession, corrected.
  • Stitched terrain seams in the Sapless Foothills.
  • Miscellaneous clean up and removal of old code, or things which were no longer needed.
  • Limestone is now flagged as the proper branch instead of Calcium Carbonate.
  • Added more spawn points for the random spawn location NPCs at the Hole on the Hill.
  • Added ability for players to use /general and /party.
  • Fixed an issue with expiring fittings on auction that was causing it not to spin up properly as a result.
  • Corrected a problem that was causing some species factions to now properly utilize player alignment gains.
  • Stitched terrain seams in Maverick Gulch.
  • If a creature's effective level is > 45 then you can always gain skill from them, although it may be at a reduced rate if your combat skills are high enough.
  • Fixed a ghost city plot in Fal Canyon, which occured when that area was split.
  • Fixed a rare error in the fitting damage FX code.
  • The Mineral Breakdown recipe now specifically asks for Limestone as a component rather than asking for Calcium Carbonate and really requiring Limestone.
  • Stitched terrain seams in Lower Pontoc.
  • Fixed some Z-Fighting issues in Sept Falls.
  • Timed Missions now properly remove themselves from the timed mission list if you abandon them before they expire.
  • The FPR spawn point in Southern Lowlands is no longer underground.
  • Fixed an issue with pathing npcs where if they try to relocate to a waypoint and the height was too high they would stay stuck at the waypoint.
  • Fixed some despawning issues with Advanced NPC Triggers.
  • Fixed an issue sending a waypoint to players where if they weren't in the zone it would get hung up on an issue.
  • Fixed an issue where Abilities, Vehicles, Recipes and other nodes might not of been properly added/removed if you crossed into a different zone.
  • Typos corrected on missions 'Shrooffles Delivery', 'Survey Says', 'Grenades!', 'Biowaste Delivery' and in Achivement 'Aware of ALT research'
  • Fixed an issue in the damage contribution list when a player buffed another player who was in combat with a killed mob.
  • Moved the OWON and Rogue Nation spawn locations in Ravine Fal to be in better suited locations.
  • Corrected a typo in the Document Drop mission.
  • Fixed a cacheing/memory issue with random path patrolling PCs.
  • Repaired terrain seams in Timbertoc.
  • Miscellaneous warning cleanup.
  • Mail check fixed when first logging in that was causing some mailboxes not to be released to the player that was thus working after another mail was sent while online.
  • Mission 'Geothermal survey' had the wrong NPC profession, corrected.
  • Mission 'They Eat the Dead' could be completed without fulfilling the kill goal. Corrected.
  • You can now harvest from some human NPCs who previously did not allow it.
  • Fixed an issue that was preventing the Hot of the Data Stick mission from generating.
  • You will no longer see physics ghosts from the barricades in the Pipeworks science engagement.
  • Fixed an issue with some option settings impacting performance on the server.
  • Fixed some floating trees behind the setlang pens in the OWON Training Facilities.
  • Recipe mastery gains of multiple points had its localization string input incorrectly. Fixed.
  • Removing items from mail messages when inventory is full was causing the mail item to be removed from the mail message. Cleaned up some code on both single items and right clicking on mail messages to prevent the item from being removed unless there was room for it in the inventory.
  • Mission 'Drake Hunt' could be completed without fulfilling the kill goal. Corrected.
  • Adjustments were made to Yeoman Stingel and Yeoman Novell in Freedomtown to attempt to keep them from going AWOL.
  • Fixed some issues with NPCs who did not have their day/night flag set properly and could have missions generated for them at the wrong time of day.
  • Cleaned up some memory leaks from missions.
  • Adjusted a lot of code involving getting a new mission making it much more efficient.
  • Fixed an issue where history in a recipe was interfering with results showing up properly the 1st time you opened the recipe. It was leading to the 'no results' message when there should be results.
  • Corrected a problem with the destination marker system which was preventing it from changing destinations in some cases where you already had a current marker.
  • The /help fixdisguise command will now properly remove disguises even if your disguise state is borked.
  • Fixed an error that could occur if a character requested waypoints and then disconnected.
  • Corrected an issue with props on the staircases in the Plymouth Hills. These were erroneously attached to a neighboring area and causing seamless issues.
  • By popular demand, mission 'Diamonds and Girls' now accepts Perfect Calibrite Diamonds.
  • Fixed an issue which was causing pet Combots to run in fear.
  • Fixed some spawner related issues on the Outskirts of Plymouth.
  • The 'Are Those Commandos?' engagement has been adjusted in a couple of ways. This fixes a problem with the speech script not always being seen, and the issue of one of the Commandos being 8' tall.
  • Fixed floating trees in Mid-Plymouth.
  • Fixed a node leak in the Treasure/Loot system.
  • Fixed an issue where you could damage mobs from long range with a sniper rifle and they would not aggro you.
  • Fixed up some code when you first login making it more efficient.
  • Fixed an issue clicking on the icon in the Crafting History list and it erroring out causing it to exit out early in the code.
  • Fixed an issue with cross-species disguises not removing properly.
  • Corrected a problem in the engagement tracking code which could occur if the killer of one of the engagement NPCs was not a character or NPC.
  • Mission 'Softer side of Life':corrected NPC profession.
  • Rotated a crate which was poking through a tent in Camp Taak.
  • Fixed a bug which was preventing the Missing Official mission from being completable if you choose a certain dialog branch.
  • Put in a check at login to make sure to restore a character from an old disguise if they are no longer disguised. This could happen previously if you crashed while disguised and your effect ran out while offline.
  • Rocharus, Calprates and Rhinocs were not flagged as being animals previously which was causing some animal specific abilities to not work on them (such as taming). This has been fixed.
  • Fixed a rare Den spawning issue.
  • Unarmed weapons no longer display as weapon type Unknown in tooltips or info windows.
  • Removed the Interaction Spatial awareness from NPCs as I don't think it has any practical use as they are already in the primary spatial.
  • Added Chromium Acetate, Manganese dioxide, and Aqueous Silver Sulfide to their correct recipes
  • Fixed some spawn issues at The Shed.
  • Fixed an issue on the Skills Window where the Master level was incorrectly set to 4100 skill when you needed 4400.
  • Fixed a longstanding issue with spawn timers which was preventing some NPCs from respawning when they should have.
  • Freedomtown: Medical Rep Jin Zhao was not set to generate missions, now she is.
  • Corrected a hyper-linking related issue.
  • Fixed an issue with move rate modifiers and snare/immobilization.
  • Fixed an issue with abilities that were specific to pets of a certain category, such as Animal only abilities.
  • Fixed some code that was causing issues when you first logged in with some scenarios regarding timed missions. This could of caused the login process to end abruptly causing any number of issues including appearing in the middle of nowhere.
  • Fixed a bug which was causing you to create Failed Optical Fibers instead of the proper versions.
  • Sara Torres and numerous other NPCs can now be pick pocketed.
  • Corrected a problem where spawners were not cleaning out an NPC from their spawn list until after the corpse had faded away, and also could have caused some engagements or dens to not spawn enough mobs if the same event spawned quickly enough. This allowed players to leave corpses to try to slow down spawn rates and should now be resolved.
  • Mission 'Stowaway Package': e-mail markup text corrected.
  • Put in some code to help with mounting vehicle offset that was causing the vehicle to fall into the terrain at times.
  • Fixed an issue in login that was causing exiting out of a zone to properly not finish causing issues.
  • Corrected an issue where the melee animations would sometimes play a running swing when you were standing still.
  • Fixed an odd issue where it would try to raycast an ability to its own position.
  • Resolved an issue which was preventing players from extracting mobs that someone in their group had killed and thus blocking loot until someone extracted them.
  • Vehicles now start with their collision sphere the proper one so it doesn't change it when mounting it.
  • Fixed an error with the an exploration achievement in the Boglands which was referring to itself as a Boglands Lurker Camp when in fact it was populated by Lesoo.
  • Fixed a bug in the creature kill tracking feature for achievements which could occur under rare circumstances.
  • Fixed a bug which was not properly depleting resource counts.
  • Adjusted some code we believe was leading to the ? issues with players.
  • Adjusted the timing on the Camera Rotation to do a normal rotation at low FPS. This should prevent it from sticking in low FPR situations.
  • Fixed a typo in the Plymouth's East Gate tip.
  • Fixed a tooltip scaling issue that could occur with longer names.
  • Splitting using Shift/Ctrl/Alt between the bank/inventory is not supported currently and was disabled to prevent any issues that may arrise.
  • Fixed a server side memory leak in the engagement points system
  • FPR Patrolmen will now drop FPR insignias rather than OWON.
  • Corrected a problem with Refined Palladium not having the proper crafting branch, and thus being unusable as a specific component.
  • Fixed some action mode related camera issues.
  • Fixed an issue in the damage contributions list which could loop when you had multiple players contributing to a target and not properly assign the loot to anyone.
  • Fixed physics ghosts from some geometry used in engagements in the Aemar Hydro Plant.
  • Fixed an issue with some information not being properly removed when a Fitting was removed from a socket causing all sorts of hell.
  • Smoothed a rough patch of terrain in the OWON Training Facilities.
  • Fixed an issue where robotic pets were spawning with no health.
  • Fixed an issue that was preventing the pet food buffs from taking effect with store bought pet food.
  • Corrected an issue with the Polymer Textile recipe.
  • Fixed a rare bug in the Momentum increasing code.
  • Fixed an issue with nations and cities where more than 1 city was in an area and it wouldn't go through both triggers.
  • Adjusted how the cursor locking works with action mode so it works like the camera rotation one instead of the way it was before. It was causing fluidity issues at lower FPS.
  • Electrical Knuckle Blades are now properly doing Electro-magnetic damage rather than physical.
  • Fixed an issue with the Hav' Some generated mission not being able to turn in properly.
  • Increased the hit points on FPR turrets in the training grounds to bring them in line with the OWON variations.
  • Fixed an issue where players were seeing the radio broadcasts of other nearby players in the Training Grounds.
  • Fixed an issue where an item was held that didn't exist and was causing issues with unholding/holding items (weapons not going into stow/held, etc).
  • Fixed a pretty bad bit of code with the random dispel code for effects.
  • Corrected an issue that could occur in the NPC pursuit AI code if the intended target was not a player or NPC and cause the mob not to know who to pursue.
  • Corrected an AI related issue where NPCs would try to attack objects they were unable to rather than removing them from their aggro list.
  • Fixed an issue where an NPC could get stuck in a Maneuver state.
  • Fixed an issue where a NPC would not pursue properly.


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Eldorhaan
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Date d'inscription : 17/08/2014
Age : 37
Localisation Localisation : Seychelles
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