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The months keep flying by, as August is now in the books. The big news this month was PAX Prime, which is now winding down in its final day. We'll be releasing a new video later this week, and there will be some features covering the game from PAX on numerous web sites. So be sure to stay tuned for those. Much of our development centered around PAX. Getting sieges working in-game, and then streamlining a demonstration version of them that was quick and simple enough for people to partcipate in at the show. 

PAX wasn't our only focus this month though. We also introduced an advanced Area and World Event system. We'll cover the nitty gritty details in the build notes below, but these systems allow us to track events on a local and a world-wide scale. They are used to tie Dens, Missions, Spawns, and Engagements together. You can inquire with NPCs about what is going on in local or distant areas and get information on current and past events. These systems also allow us to grid off sections and track metrics of what is going on there, and then use those metrics in a newly introduced World Spawn system. Each world spawn or world event will only be available in one location at a time, and it will choose which location to spawn at based on the metrics collected with these systems. This means that hunting parties will spawn in areas that currently contain a high count of big game, bandits might spawn in areas where there are wealthy newbies, and raid events may spawn in heavily populated areas.  

 We also invited a significant number of new players into alpha testing. The most common question we receive is when the game will be shipping or when it will be going into beta, so we wanted to address that. We wish we had concrete answers for people, but our line in this remains, "When it's ready." That hving been said, we can dispel any hopes of the game shipping this year. Instead our focus will be on getting all of our backers into testing by the end of the year. These players have supported the product in an early stage and we want to get them into testing early enough that they can aid us in molding its features. From there we'll keep examining where the game is at each month. When we feel the content and polish lives up to our expectations the game will ship. This determination will be made based on our perceptions, as well as tester feedback.

Area and World Events

  • Introduced new a new Area and World Events System. We'll describe both in detail below.
  • Area Events are a tracking system for what is going on in the local area. Engagements, Dens, Missions, and other facets of the game can both affect and be affected by Area Events. They can manipulate the spawns in the local area, as well as determining which engagements, dens or missions are available, as well as creating new models or hostpots. They allow us to change area-wide content in a way that is persistent, and allows for dramatic change. 
  • World Events are similar to Area Events except they track world-wide events. This allows them to control things that are happening on a global scale. 
  • World Events also allow us to grid off parts of the world into Event Trigger Locations. The locations allow us to track how often certain things happen in that location, and are used to determine when World Spawns (see below) or World Events happen. We can currently track metrics on a variety of things including the number of players passing through an area, or specific numbers of players from certain factions, how wealthy those players were, and if they were new or veteran players. We can also keep track of the number of prey, big game, or other types of monsters are in that location.
  • World Spawns are a new feature that works in tandem with World Events and Event Trigger Locations. It allows us to mark certain spawns as World Spawns. These spawns are managed from a World Spawn Manager, rather than local area spawn systems, and each event can only be active in one location at a time. Each event can specify criteria which is desireable for that event. And when it is time for this event to spawn it then cycles through teh list of Event Trigger Locations and finds a desireable location for it to happen. Some examples of things that can be done with this system include adding hunting parties in locations that are overflowing with big game, spawning bandits in locations where wealthy newbies frequently pass through, or spawning raid events in areas where there are many players.
  • You can now inquire with some NPCs to ask them what's new in the local area, or what's new in any other friendly controlled area. When you do so they will pull information from the Dynamic Area system (assuming you pass the Diplomacy check) and use it to give you an update on events that are happening in that area, as well as other things that have recently happened. This allows you to ask questions about far away areas to try to get an idea of whether or not it is worth traveling there at this time. 
  • Some examples of currently implemented World Events include a Lesoo Murderer event which will spawn near heavily used roads in areas with a high Lesoo count. These is a heavily armed and dangerous group of mobs, but each of these Lesoo has a chance to drop boss loot. Another example is of Bounty Hunters. When certain mob population starts overrunning an area there will often be a world event created which offers players bounties for trimming their numbers. Not only players will show up for these, but also NPC Bounty Hunters, seeking to collect their own bounties.

Cities and Housing

  • Introduced new happiness increasing buildings including an Outdoor Marketplace, Power Generators, Solar Panels, Wind Generators, and a Landing Pad.
  • Structure damage is now visible in a new damage bar that is placed on their nameplate. This will only be visible when a structure is damaged.
  • You now have finer control of structure or furniture placement.
  • Adjusted the nameplate and command window so that it is placed cleanly right above structures.
  • Structure nameplates can now be seen at twice the distance as was previously the case. 
  • Added 37 new structures and 22 new furniture items.
  • Control Centers, Siege Camps, and several other structures received visual upgrades.
  • Removed the ability to pick up strauctures in Action Mode. 

Combat

  • Added a new Discouraged status effect. This is an opening which other abilities can feed off of. In addition to this it increases the effectiveness of debuffs on the discouraged individual while it is active.
  • Energy based weapons should now consume energy at a significantly slower rate.
  • Cover now provides a bonus to damage reduction rather than accuracy.
  • Player vs. Player damage has been increased to shorten the duration of fights. 
  • Several improvements were made to the client side LOS check. This check allows us to filter out if a player does not have line of sight on the client, before it burdens the server to verify it.
  • Melee weapon trail particles and animations are much improved.
  • Weapon range adjustments.
  • Melee combat animations are now multiplexed, allowing us to play multiple animations for an ability. 
  • Numerous improvements to action mode for melee users. 
  • When you are charmed there are now special effects to indicate it.
  • Improved combat and knockback animations.
  • Action Mode should now be more responsive.
  • Updated Action Mode to support all the recent ability changes.
  • The Select Next Target command (defaults to TAB) will now adjust range based on your weapon and will properly select hostile Rogue Nation players.

Crafting and Harvesting

  • Abandoned Bundles are now automatically harvested, rather than popping up an extraction window.
  • The following resources have been added to the area just outside Plymouth City: Calibrite, Geflech Wood, and Lilac.
  • You can now harvest Copper in Bog's Edge.
  • Crafting Suppliers now have Sterilizing Agents for sale. These are used in medical recipes.

Engagements

  • Introduced 8 new Siege Engagements. These engagements will activate when a siege is ongoing. These engagements will reward players for participating in them and provide some insight on the current goals. 
  • Engagements now have an alternate fail and success override option. This allows other systems such as World Events or Sieges to force a change to an alternate route which will be different based on engagements which are currently active.
  • Collection engagements which offer a mission to collect the parts will now automatically abort if you do not have the pieces. Some players were leaving these missions open and later wondering why they couldn't complete them after the engagement had completed.
  • Added Area Event support to many pre-existing engagments. This allows NPCs to talk about recent engagments in those areas.
  • Introduced new siege only engagement rewards. This includes a new type of insignia that can be turned in to bounty collectors.

General Additions

  • Added 26 new facial morphing features and additional morphing range to characters, allowing you to create more unique looking characters.
  • Improved armor tinting features. You can see this on display at character creation.
  • Added a new /stylehair command which allows you to change your hair style.
  • Introduced some new quick buffing NPCs for PAX. These NPCs allow players to choose from one of 12 different skill kits such as Sniper, Leader, Medic, or Assassin. They then have their skills buffed to match the skills appropriate for this type of build, are given a set of armor and weapons appropriate for that kit, and a collection of special abilities. This NPCs allow players to quickly get buffed and participate in the PvP events at PAX, as well as to try out different styles. These NPCs will reappear from time to time for shows or special events.
  • We temporarily disabled the delay on being able to switch between nations to allow players to quickly switch sides for the PAX demo. This allows players to help balance sides if one side is steamrolling the other. 
  • You may now /suicide to kill character. You will suffer normal death penalties for doing so, however.
  • Animated clouds have returned to the sky.
  • Internal shadow tweaking tools.

Items and Loot

  • Humanoid Boss mobs now have a chance to drop ability training cards. Cards are generated for the player, and you will only receive training cards for abilities which you already qualify for. 
  • Medical Scanners now work similar to how ranged weapons work for fittings. This allows for special fittings to increase their healing effectiveness.
  • Medical Scanners now consume energy rather than endurance.
  • Medical Scanners now double as weak melee weapons.
  • Slightly reduced collectible coin drop rates.
  • Increased the range of Mauls, Hammers and Hatchets.
  • Grenades, PvP Insignias and Explosives had their stack size incresaed from 99 items per stack.
  • Small optimizations in the loot code.
  • Added a new light armor set.
  • The Ratliff Special Sniper Rifle can now contain five fittings, rather than the previous three.
  • Tents now start off with a default stack of 3, the price has gone up slightly as a result, but it is cheaper per tent.

Missions

  • We've introduced a system which allows us to show general location mission markers for hostile generated mission NPCs. Previously these missions would report a sighting of a den or group of monsters in the area and you were left to find them on your own. They can now give a more traditional mission marker to where they were spotted. This may not be the actual place where they are located now, but should give you a ballpark idea. This is an optional feature, meaning now every generated hostile supports it, it is up the designer to decide which do and which do not.
  • The mission journal now displays a missions Category type and Risk Level. An example of this would be: Military as the category and Moderate as the difficulty.
  • Added new semi-rare missions to the pub in Freedomtown. These missions will be given to anyone who is standing around listening to the drunks tell their sad stories occasionally.
  • Increased the chance that players receive ability cards when completing missions.
  • Made adjustments to the Awakening tutorials so that players receive a card of Leg Shot instead of Pistol Whip when they earn their Handgun abilities.
  • Introduced new Siege and PvP related missions. There are timed and auto-assigned variations of these, as well as mailed variations of these. 

NPCs

  • Adjusted the Setlang spawns outside of Plymouth City, and . We had several dens of these which shared the same mob name, but had differnet IDs. This was causing generated missions to ask for a generic Setlang but some users would then kill the wrong den of them and think the mission was broken. You will receive a mission marker to the general location of the proper Setlang type if you receive any generated missions involving these. 
  • Added a raycast check for NPCs who have multiple shared spawn locations to make sure two NPCs do not spawn at the same spot. In many of our pubs for example we have many different locations where NPCs can stand, and most NPCs just pick a random spot out of that list. But occasionally you'd get situations where two NPCs would pick the same spot. This change ensures that will never happen.
  • Increased the effectiveness of the Brachura's Leg Pinch ability.
  • Added a new saddled version of Quadras. In the future they will be tameable as mounts.
  • We now have the capability of preventing NPCs from rolling or repositioning in ranged combat on an NPC by NPC basis.

Sieges and PvP

  • Structures can now be damaged and destroyed. They also support models and FX when damaged.
  • Repair abilities will now properly repair structures which have been damaged.
  • You may now target structures, which will display a nameplate which includes damage bars. You also still receive the detailed information in a tooltip when mousing over them.
  • When a siege camp or control center is destroyed there is now a broadcast to all players in the area, as well as some as some new FX.
  • Introduced new Mannable Turret and Mech units for use in sieges.
  • Hostile players names will now always show as red on nameplates, rather than displaying a strength comparison.
  • Sieges can now manipulate engagements and missions.
  • Players can now receive personal military bonus rewards for going on killing sprees during sieges.
  • Sieges are now tied into the new Area Event system, so that NPCs can tell you what stage a siege is on.

Skills and Abilities

  • Many combat skill lines saw significant improvement. You'll now receive special abilities more quickly than was previously the case, and there are many more abilities in general. There are too many changes to list here for skill changes. But we will cover any ability which had its functionality changed and every new ability.
  • Increased the rate at which weapon skills increased.
  • Many abilities have new special FX. This might include particle, audio or animation upgrades.
  • Lunge/grapple abilities should work much better. They should move smoother and also fixed an issue that could cause them to go underground if they hit a steep angled slope.
  • Skill Imprinting Stations have a new look.
  • Created a new FX to indicate when a target has been taunted. All taunts are using some variation of it.
  • Added a new Shotgun Tactics ability: Stun Shot. This ability has a chance to leave your opponent momentarily stunned. It is gained at 65 skill.
  • Added the new Shotgun Tactics ability: Chest Shot. This attack will drain some of your targets endurance and energy.  
  • Added the Shotgun Tactics ability: Angle Shot. This shot must be performed from behind, and deals heavy damage, as well as having a chance to leave opponents confused. It is gained at 285 skill.
  • Added the Automatic Weapons ability: Controlled Burst. This ability has slightly increased accuracy, range and damage on a single target. It is gained at 10 skill.
  • Added the Automatic Weapons ability: Dialed In. This ability can be gained at 75 skill, and increases your chance to land critical damage, and your maximum range.It consumes a small amount of momentum, requires you to be kneeling or prone, and prevents movement momentarily.
  • Added the Automatic Weapons ability: Frenzied Fire. This is fires two quick bursts into the area of effect. It is gained at 125 skill.
  • Added the Automatic Weapons ability: Stopping Power. This ability aims at the legs of all targets within the area of effect. If successful it can cause leg injuries which create openings and reduce speed movement speed. It requires a moderate amount of Momentum. It is gained at 200 skill.
  • Added the Automatic Weapons ability: Aim High. This is a low accuracy attack which aims at the head, but often completely misses. All is not lost though on a miss, as it will often knock your targets off balance, creating an opening. This ability can be earned at 450 skill.
  • Added the Automatic Weapons ability: Swaggering Burst. This high damaging and relatively accurate attack focuses on a single target. If it lands successfully it can cause the shooter to act with a swagger for the a short period of time,creating a Motivated Opening and increasing their damage output while it is active. 
  • Added a new Protection Ability: Behind Me! This ability will shift some of the attacks targeted at one the targeted ally if they stay close enough to you. Unlike Guard, which shifts damage, this shifts the attack in its entirety, allowing the resistances and armor of the protector to be used. It is obtainable at 650 skill.
  • Added the Protection Ability: Everyone Behind Me! This is a group version of Behind Me! but unlike Behind Me! (which has an unlimited duration) it only has a one minute duration. It is gained at 4100 skill.
  • Added a new Survival ability: Scrounge for Water. This ability is earned at 10 skill, and allows you to scrounge the local area for water. The success rate and quality of scrounted items will be determined by your location and skill level.
  • Created a new Defensive Tactics ability: Dig In. This ability can be earned at 300 skill, and instructs your allies to dig in their current locations, reducing movement speed, but increasing their resistances across the board for a short period of time.
  • Added a new Defensive Tactics ability: Stay Alert. This ability grants your allies increased stealth detection for a short period of time. It is earned at 140 skill.
  • 0 Added the Aerosol Tactics ability: Focused Spray. This ability is gained at 140 skill and focuses your release on a single target, granting increased damage and range against that target. 
  • Introcued the Aerosol Tactics ability: Make it Rain. This ability is gained at 330 skill and deals damage, as well as damage over time within a large radius which centers around your target. It has a chance to Discourage anyone caught within the flames.
  • Added a new Intimidation ability: Screw Face. If you intimidate your opponent with this move they will lose momentum instantly and become Discouraged. It is earned at 20 skill.
  • Added a new Intimidation ability: Just Give Up! This ability is only useful on opponents who are already discouraged, but will cause them to completely lose confidence, affecting their ability to do meaningful damage.
  • Stunning Blow (Blunt) had its damage increased and its skill requirement increased from 20 to 65.
  • Terrorize had its Intimidation requirement raised from 5000 to 6000, but its effect radius increased.
  • Hold the Line (Defensive Tactics) is now available at a lower skill level (50) and has had its effectiveness increased to boot.
  • Hold Tight (Defensive Tactics) is now available at 1300 skill, which is significantly earlier than the 5000 it previously required. It also had its effectiveness increased.
  • Draw Attention is now an AoE Taunt, as intended. It was only affecting a single target before.
  • Maniacal Kill Spree (Shotguns) had its skill requirement raised from 5000 to 6000, but its damage and AoE Radius increased.
  • The Defensive Tactics skill Instill Confidence has had its skill requirement reduced from 2500 to 2100. It also now reduces the energy and endurance costs of abilities while it is active.
  • The Leadership abilities: We’ve Got This! and Mind Over Matter now have a chance to remove Discouraged effects on players, in addition to their previous capabilities.
  • Added the Blunt Weapons ability: Staving Smash. This attack has a chance to knockback your opponent, and is more effective against off-balanced enemies. It is gained at 20 skill.
  • Added the Blunt Weapons ability: Crush Legs. This has the chance to injure or break your opponents legs, as well as a chance to knock them off balance. You can obtain it at 100 skill.
  • Added the Blunt Weapons Ability: Sternum Smash. This ability is gained at 150 skill and has a chance to sap your opponents endurance.
  • Added the Blunt Weapons Ability: Stop Momentum. This ability is gained at 325 skill and will sap some of your opponents Momentum, as well as having a chance to stun them. It requires a small amount of Momentum.
  • Added the Blunt Weapons ability: Debilitating Crush. A high damaging attack. If your opponent is already knocked senseless (Confused opening) it will leave them extremely susceptible to physical attacks for the next few seconds, creating an opening of its own. It is gained at 975 skill and requires a moderate amount of Momentum.
  • Added a new Shotgun Tactics ability: Double Click. This consumes a small amount of Momentum to fire two shots in rapid succession. Each shot deals above average damage, and has a chance to knock your opponent off balance. It is gained at 415 skill.
  • Added a new Shotgun Tactics ability: Momentum Swinger. This is a scattering shot which can affect many enemies. You will receive a bonus to your Momentum and your Momentum Retention which scales by the number of enemies it damages. It also applies the Motivation opening/enhancement on the shooter. It is gained at 585 skill.
  • Added a new Shotgun Tactics ability: Obliterate. This ability must be used from close range, but delivers high damage on a single target. If your opponent is knocked down it has a high chance of paralyzing them. It is gained at 1055 skill.
  • Added a new Shotgun Tactics ability: Take Them Down! This is a heavy-hitting blast on a single target, which consumes a moderate amount of Momentum. For the next 8 seconds, every time a friendly player damages this target they will regain a small amount of Endurance. It can be gained at 2270 skill.
  • Added a new Shotgun Tactics ability: Stunning Blast. It is a short range cone of fire attack which has a chance to stun your opponents. It is gained at 3850 skill.
  • Added a new Blunt Weapons ability: Disarming Twirl. This is an area of effect disarm attack that consumes a large amount of momentum. It is gained at 6000 skill.
  • Maniacal Kill Spree now significantly more damage than was previously the case. 
  • Lunge and Lunging Thrust had their maximum range increased slightly.
  • The following abilities have switched icons: Critical Rifle Work, Controlled Burst, Spraying Assault, Knee Shot, Scatter Shot, Verbal Assault, Terrorize, Show Off, Soothing Twist, Flanking Attack, Behind Me, Everyone Behind Me, Motivate, We Got This, Cloud, Make it Rain, Uppercut, Shin Shot, Trip, Shove, Hold, Fury, Gaping Slash, Quick Slash, Back Slash, Slice Throat, and Got Your Back.

User Interface 

  • The User Interface options now has an option to enable or disable the Action Mode Ability Bar. It defaults to being off. 
  • Hitting the Reset Ability Bar button from the Interface Options now aligns the other bars based on your main bar so they are not in the center of the screen.
  • Targeting yourself will now also open a targeting panel of yourself.
  • If you hit the escape key when the revive window is open it will automatically revive you at the nearest cloning location.
  • Added a new remappable Dismount Vehicle command. This defaults to CTRL-D.
  • Adjusted the animations played at character creation.
  • Introduced new nameplate hiding options for structures.
  • "/activemilitary status" will now inform you of your current military status (Active or Reserve).
  • You will no longer receive skill gain messages for other players, only yourself.

Vehicles and Turrets

  • Combat vehicle functionality has been introduced. Combat oriented vehicles have their own ability bar, which can be slotted with several special abilities. 
  • Created new player mannable turrets. When you enter in to control these vehicles it will allow you to rotate and swivel around to aim. You can use action mode or RPG mode for firing.
  • Introduced a new type of "NPC" vehicles. These vehicles can be spawned like an NPC, and controlled by whoever jumps in them. 
  • Created new engine, exhaust and dust particles for vehicles.
  • Vehicles can now be forced to optionally only rotate when moving. 
  • Hypercross Racers will now lean into their turns.
  • The vehicle garage in Plymouth City has been moved to just outside the city. 
  • Mechs now support weapons.
  • Vehicles can now have custom camera controls.
  • Introduced 9 new turret models.
  • Turrets have new firing FX.
  • Added new vehicle driving animations. There are now different animations for some vehicles.
  • When you create a Vehicle it will now be named “<yourname>’s <vehicle name>”.

World Design

  • Sept Falls has been introduced for our PAX demonstration. It is a mixture of a Siege and an Engagement. Unlike a full siege though it bypasses the earlier phases such as placing units and dropping the force field for a quicker paced action which would work better for PAX. 
  • Plymouth City was terraformed significantly. There is now more open space surrounding the city, allowing for an increased number of mobs and resources. The mountain range between it and the Pond has been removed, so you can take a more direct route if you don't wish to follow the trail.
  • Freedomtown has had it's size condensed to make it easier to navigate. There are new points of interest and less empty shops. Added new minion-controlling mini-bosses to the area surrounding Freedomtown. The decorations in the city have also been improved, and include new types of flower boxes and street lights.
  • Added a new cave sytem near Plymouth Pond. This area has also had a mountain terraformed so that it can be accessed from a larger area than the little pass. A new trail carved out to the exile camp. 
  • Bog's Edge is a swampy region not far from The Shed. It includes new Turloc boss and den types.
  • The Shed has received a number of visual upgrades. This includes improved outdoor appearances, as well as new models in the pub.
  • Significant work was done to the Kalazar Mountains and deeper portions of Loch Aza. Details to follow when we populate these areas with mobs.

Bug Fixes

  • Fixed a bug with one of the Setlang Dens near Plymouth City. It was requiring you to kill the Setlang from a different den to advance it to stage 2.
  • Using the mouse buttons when in action mode and riding a vehicle will no longer display firing/swinging effects while on the vehicle.
  • You can no longer dive or roll across water.
  • Fixed a couple of issues with housing structures.
  • Corrected an issue with Flying Text where the border was going away when you hovered over it.
  • Fog particles are functional again.
  • Fixed a collision bounding bug on structures that was caused by scaling.
  • Corrected an issue with the second spawner of mushrooms in the OWON Training Facility, popping up the extraction window rather than auto-extracting.
  • Fixed an issue related to changing from Prone, Crouch or Stand position while in water.
  • Replaced some textures in Plymouth City that were displaying visual artifacts due to grainy specular maps.
  • Fixed a couple of structure icons that were not using the correct color scheme.
  • Corrected a typo in the unable to place a structure text.
  • Fixed a hair style related issue.
  • Repaired a small gap between the walls in Plymouth City.
  • Improved NPC muzzle flash locations.
  • Fixed some issues with some of the older NPC outfits that were causing performance issues.
  • Corrected an issue where players could press F and V quickly while in the water to walk on water.
  • Fixed a bug that was causing some of the starter Automatic Weapons abilities to be double attacking when they should not have been.
  • Player deployable turrets are once again functional (the model was gone) and given new special FX.
  • Fixed skin weighting on mercenary shirts.
  • You can no longer use the Protect ability on yourself.
  • Fixed a bug with energy weapons or armor not resetting the recharge timer when they were depleted.
  • Locational fixes for both player and NPC handgun FX.
  • Fixed an issue with multiple targets and the structure selection in abilities. 
  • The Panicked Recruit at the OWON Cloning Facility has moved positions so he is not standing on top of a light beam.
  • Fixed a bug with the Unarmed Tactics ability: Knockback. It had its knockback chance set to 0, and has been upped to 50%.
  • Repaired an issue with energy shielding values not being set when players swapped out armors.
  • Fixed a typo in the description for the Unarmed Tactics ability: Body Blow.
  • Fixed an issue that was allowing players to attack while Paralyzed.
  • Added a check to vehicles to ensure that the vehicle isn't already at max occupancy before you enter it.
  • Fixed a bug in PvP Kill goals for engagements that was preventing them from being used as primary goals. It was only counting them when they were optional goals.
  • Nano-stitch (First Aid) no longer says that it requires Momentum (that requirement was previously removed but the description was never updated).
  • Fixed a bug with character portraits that was causing them to be updated much more frequently than was necessary.
  • Fixed issues that were affecting several nation related commands.
  • Changed the vertical bone node used on the turrets to be one that is further in so it wasn’t “yo-yoing” when a npc was on top of the turret.
  • Fixed an action mode related targeting issue.
  • Repaired the Subsistence Knowledge tooltip.
  • Fixed a bug that was related to vehicles despawning when the player had jumped on them first. This was causing some animation related issues.
  • Fixed some hostility bugs related to PvP combat and Rogue Nations.
  • Changing alliance settings will now properly update the hostility checks.
  • Fixed the cooldown time on Bleeding Slash.
  • Corrected the orientation on Flame Thrower FX.
  • Fixed some PvP related issues with active military in protected areas.
  • Fixed an Action Mode related bug that was checking endurance instead of energy on some ranged weapons.
  • Sim Invaders in the OWON Training Facility should no longer past the sandbags and into the bunkers.
  • Fixed a bug that was causing energy to not work properly on some NPCs.
  • Fixed a bug that was causing minor arm deformation when knocked down.
  • If you die while riding a vehicle, you are now properly dismounted.
  • Fixed an aggro related issue on city units.
  • Fixed a bug that was preventing you from using targeted abilities on yourself.