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As we push into August, it is time to take a look back on at the progress brought about through our two alpha patches in July.

July saw large scale world changes on Rhyldan. Based on player feedback, many parts of the world have been opened up, removing natural barriers in many places and adding alternate travel routes. This is just part of a massive group of changes that saw the introduction of 27 new areas in July, with many pre-existing areas also seeing heavy change. These changes were made to optimize seamless transitions, as well as opening up the world. This also gave us the opportunity to break in some new content designers and that experience will be very helpful as we move forward.

Another feedback induced change is the capability to train abilities using training points. Trainings points are a mechanic that was introduced with Ability Enhancements a couple of months back. As you perform different activities such as gaining achievements, skilling up, or completing missions you receive Training Points which you could spend on enhancing abilities. You can now also spend these points to train abilities which you are capable of learning, as well. Not all abilities can be learned in this way, and you can still also receive abilities through missions, engagements, or mob drops.

While Pharmaceutical injections have been a part of the game for some time, July saw a significant amount of work occur to the Pharmaceutical trade skill. This resulted in many new types of injection buffs and debuffs, as well as the previous medical oriented injections.

The fitting system saw a number of improvements, including the addition of new activated and in some cases charged effects. Medical abilities will soon receive a number of upgrades to take advantage of these.

We also introduced the first in a series of changes to the music system. This code has been largely rewritten to allow for better transitioning and sound mixing, with less interference when going in and out of combat. This is only part of the planned changes there, but we’ll save those details until their implementation in next month’s report.

Finally, we introduced a survey during July to help us gather some Demographic and Play Style information about those who are interested in playing. We will have the survey open until August 15. Once the survey is closed we will be sending out Alpha keys to a few lucky participants of the survey. The survey is open to anyone to fill out, but we are mostly looking for MMORPG players.

The Survey can be filled out here. If you have any questions or feedback about the survey please direct it to this thread.

Adversarial Camps

  • Adjusted camp growth rates and max sizes throughout the world. In general they will now cover a slightly larger radius, while having less mobs per camp when at maximum size.
  • Many new camp spawning locations have been added throughout the world. This includes both in newly added areas, and in pre-existing ones.
  • Lesoo camps are now more common in FPR territory.
  • Created new Adversarial Camp spawning lists for the new areas around Plymouth.

 

Audio

  • The bulk of the Music System has been rewritten. It should now fade in and out more fluidly.
  • Added five new music tracks from Matthew Shine and Clyde Shorey.
  • Music now fades in and out more slowly.
  • Added new environmental sounds for Desert and Wasteland areas from Clyde Shorey.
  • Added environmental sound effects to the waterfalls in several locations.
  • Added support for more areas in the automatic music system.
  • Removed the skill up sound. You will still randomly give a skill gain voice over occasionally.
  • Corrected some issues with music tracks overlapping.

 

Combat

  • Players now receive a 12 second immunity to Knockdown after they have been knocked down.
  • Stuns and leg injuries have had their effectiveness increased.
  • Armor classification is now determined by the total armor absorption value.
  • Adjusted the Action Mode combat offset on the camera so it is slightly higher than before. This makes it a bit easier to see around the character.
  • Action mode targeting now projects a bit further so it doesn't hit anything between the player and the camera.
  • Near camera clamp for action mode now checks your resolution as at higher resolutions you can come in closer without being obstructed by the character. This should put most resolutions at a clamp near the same spot and make those playing past 1080p better able to use 3rd person action mode.
  • Increased Shockgun damage.
  • Reduced the damage of Lesoo Flash Bombs.

 

Dens

  • Adjusted many den types and locations throughout the world to allow a smoother spawning of mobs, giving players a better chance to clear through areas.
  • Increased the frequency of loot in Dens, and added some additional types of loot.
  • Added new raid and scout camp types, and accompanying missions throughout the world.
  • Updated some of the dens on the FPR side to fix problems where the bosses would occasionally not respawn.

 

Graphics and Animations

  • New Maintenance Bot model and animations added.
  • Added 120 new ability, item and furniture icons.
  • When the time of day synchronizes it will now smoothly adjust to the change rather than doing it dramatically unless the time gaps were significantly sized. Players have a new slider to be able to adjust the update rates, as well.
  • Doubled the acceleration of the player so they go to max speed more quickly.
  • Added crouched movement animations for handguns and rifles.
  • Rifle Aim animation should be a bit more visually proper when facing upward/downward as it contorts a bit more due to the rotation of the animation.
  • Melee animations are now properly segmented so they play upper/lower properly with the multiple animations (both 1 handed and dual).
  • Melee animations updated for female model as well.
  • Added a new platform prop for Plymouth Control Center.
  • Created a variety of new signs.
  • Fixed clipping issue on the larger_unit building model.
  • Improved generator models, this includes added glow, improved normal/specular, and optimizations.
  • Added 2 platform props for Plymouth Control Center.
  • Handgun muzzle flash now ends shortly after the 3rd firing instead of waiting for the collision as on longer shots it just looked odd with it going for a second.
  • Added 4 new console/computer models.
  • Improved floor mist particle effects.
  • Added new light models.
  • Environmental day lerping has been sped up.
  • Tweaked Sentry Alarm FX.

 

Inquiries

  • Added a new inquiry starter question: Can I ___?.
  • Added new profession based inquiries.
  • Added new bar related inquiries which must be unlocked.
  • Added new fishing based inquiry questions.

 

Items and Fittings

  • Fittings can now have activated effects. You can activate them by left clicking the fitting in it's socket, or by dragging the icon into your action/ability bar and using it there. A fitting must be socketed in order to use the ability, however.
  • Added Lesoo and Faugea specific locked containers which you can hack into, but will cause you to lose reputation with those species.
  • Fittings can now have a limited number of charges before they are consumed.
  • New book (a song) "Heroes of Freedomtown"; will give the first reader a small, permanent bonus to Entertainment Skill.
  • Armor now has the following weight to determine type and factor: Body: 4, Legs: 2, Head: 2, Arms: 1, Legs:1. This influences the category of armor you get flagged with and the "Armor Factor" which is the base physical penetration value (Medium per example is 30 and if you have on all medium you get 30).
  • There are now multiple different injection timers. These timers are based on categories.
  • Made adjustments to many items to allow them to stack in larger quantities.
  • Movement Speed Attribute has been tweaked so it is applied and modified immediately when added or removed as it wasn't reflected until you went into walk/run/sprint where it would be updated.
  • Book "Lilac Memories", by Sadie Mitchell, now gives to readers a bit of Knowledge related to the Mitchells Storyline.
  • Book "The Formation of Freedomtown" was reworded to fit current Backstory.
  • Reduced the value of Learning Stims.
  • Type A Fittings for Armor now only work for Body (primary damage resistance Fittings) Armor.
  • Fittings can now be restricted not only by slot but also by item type.
  • Moved Vault system over to same backend setup as inventory.
  • Many items have new icons.
  • Semi-automatic Shockguns are now referred to as Rapid Fire Shockguns.
  • Power Infuser Molds and Hexavalent Chromium now stack to 200.
  • Issued Shockguns now use standard shockgun stats. Previously they were using Heavy Shockgun stats.
  • MAX Health/MAX Endurance/MAX Energy fittings should now properly apply/remove.
  • The former Medium Tactical Set is now Light Tactical Set (that is not medium armor).
  • Added many new crafted injections.
  • Heavy Tactical Set has been changed to Medium Armor. Heavy Tactical Recipe was repurposed to Light Tactical since both were changed. Original Light Tactical Recipe is called Light Tactical 2 for the short term.
  • You can now stack up to 999 Bandages in a single slot.
  • Argos changed to Medium Armor. Updated 2 recipes to use Medium panels instead of Heavy due to change.
  • Vendetta Armor set now properly visualized for Females.
  • Composite Armor now properly visualized For Females.
  • Argos Armor Now Properly Visualized for Females (minus leggings, issue there).
  • Titan Armor now Properly visualized for Females.
  • Light CBR Helmet is now Terminus Helmet and is Medium (they are a set).
  • Light Assault Helmet is now Vendetta Helmet (they are a set).
  • Medium Armor Reinforced Gloves changed to Medium Tactical Gloves to match the naming scheme of the rest of the armor set.

 

Miscellaneous

  • Inventory Backend received a significant change in how data is sent from the server to the client requiring retooling of many aspects of the inventory data backend.
  • The DiveToggle ability now defaults to the period key. This was previously unassigned. Users can reset their key bindings or remap it. DiveToggle allows you to tap that key while moving to dive in that direction, rather than needing to double tap.
  • Conversation Camera keeps the previous camera position/rotation from before and resets it once going out of conversation camera.
  • Camera Zoom is saved when switching between action/rpg mode. Rotation is also saved when returning to RPG mode so if you had the camera rotated downward it would save the rotational position, but will come out facing forward in the direction you were last facing. These changes are per client session and are not saved past the session.
  • Renamed players now show their updated name in the player finder.
  • Improved wording on text in auction and group system messages.
  • Added Online Status to Player Finder. Will display Online or AFK depending if the player is AFK or not.
  • Adjusted some of the emitter/lifetime values on the rifle/handgun particles. Not much of a noticeable different, but increased framerate fairly significantly when it is firing many of them off at once.
  • Decreased the level size scaling of npcs from a factor of 5 per 5 levels to 3 per 5 levels.
  • Walking now won't take movement speed adjustments over 1 so you don't "jog" or do other things with speed buffs.

 

Missions

  • Missions and engagements can now create temporary aggro modifiers to certain NPCs. These can expire based on time or based on goals, and can make NPCs friendly, neutral, hostile or afraid of the player during that period of time. These would typically be used for things like smuggling, assassination, spying, or espionage missions.
  • Missions can now remove knowledge, in addition to being able to give it. This is taken advantage of in one of the new ALT series missions.
  • Missions can now reward you with Training Points as a reward.
  • Scorched Gorge Outpost: new Medical/Exploration mission "The Missing Recruit".
  • Founders' Grove: three new OWON combat-oriented missions: "randomhostile1 Hunt in Founders Grove", "Large Vulture Hunt in Founders Grove", "Agitated Vulture Queen Elimination in Founders Grove."
  • Tuolumne Grove & Greenreath Barrows: new OWON combat mission "Dealing with Lesoo Rhinoc Master".
  • Global: new Harvesting/Crafting mission Armorsmith Supplies - Acetic Acid.
  • Tuolumne Grove & Greenreath Barrows: new FPR combat mission in OWON territory: "Killing the Master ". Provides larger rewards to compensate the increased risk.
  • Two new Generated combat missions for Pebbles Perch: "Cull Calprates" and "Calprates Charger Removal".
  • Huntsfolly, Lower Daxton, Murkwar and Blair Ridge can now generate the "Raid the randomhostile1" mission (Targets a Raid Boss-level mob)
  • Added new smuggling missions which take advantage of the new temporary aggro features.
  • Huntsfolly, Greenreath Barrrows, Pinon Pines, Founder's Grove, Tuolumne Grove, Fanshaw Hollow, Northwest Plymouth City, Murkwar, Lower Daxton, Daxton, Tolkien Meadow, Ren Canyon, Blair Ridge and Rocharus Rangecan now generate the "randomhostile1 Sighting" mission. (Targets a Boss-level mob)
  • Pebbles Perch: new OWON combat mission "Grazing Okolat Hunt".
  • Koywe: a few combat missions added to the area.
  • Greenreath Barrows, Founder's Grove, Fanshaw Hollow, Northwest Plymouth City, Murkwar, Lower Daxton, Tolkien Meadow, Huntsfolly, Rocharus Range, Verdevista and Daxton can now generate the "Priority assignment: randomhostile1" (Targets a miniBoss-level mob)
  • Pebbles Perch: new FPR combat mission "Butcher the Okolats"; due to greater risk, provides greater rewards.
  • Tandil: area now has a few hunting missions.
  • Greenreath Barrows, Pebble Perch, Pinon Pines, Founder's Grove, Rogue's Rest, Leverstow, Northwest Plymouth City, Murkwar, Lower Daxto, Tolkien Meadow, Huntsfolly and Verdevista can now generate the "randomhostile1 spotted in area" (Targets an Above Average-level mob)
  • Introduced a new extension to the ALT series: Seeing is Believing.
  • Added a new mission in the ALT series: Human Test Subjects. This mission is available to all factions, and is part of a lengthy storyline. Obtaining this stage requires players to complete another hidden mission, in addition to all previous ALT Labs series missions.
  • Added a new followup mission to Unholy Creations: Assistance From Sept Falls. This is a continuation on an epic storyline which is available to players of all factions.
  • Twin Hills: combat missions added to the area.
  • Scorched Gorge Outpost: new Medical mission "The Missing Recruit".
  • Reduced the rate at which NPCs give job offer or job in progress babbles.
  • The Fixing the Foreman assassination mission is now available in more locations.
  • Updated many of the OWON missions to support which needed long range markers added, to fit the new world changes. Inevitably, some of these will undoubtedly wind up getting missed or pointing to the wrong locations. If you come across any of these please report them on Mantis or the forums.
  • Implemented a new inquiry initiated trade skill mission: Widgie Beer.
  • Greenreath Barrows: two new FPR combat missions, "Kill the Pets" and "Murder in the Barrows". Note that these are FPR missions in OWON territory, providing larger rewards to compensate the increased risk.
  • The new ALT Research instances will automatically place the player in the same instance as their groupmates if someone in their group is already inside of an instance. You can each work on different stages of the missions together.
  • Added a new Harvesting mission: All The Hok Weed You Can Get. This is a repeatable collection that is now being offered at the Jenkins Ranch.
  • Temporarily disabled the cross-area patrol missions near Plymouth until have time to update all of their glowing trails.
  • Added a mission in the ALT Corporation chain: Building a Case Against ALT. There are multiple ways to complete this mission, though the details are left intentionally vague.
  • Greenreath Barrows: two new OWON combat missions, "Relocating the Natives" and "Pygmy Rhinoc Hunt".
  • Founders Grove: new FPR combat missions: "Forced Migration", "Eliminate the Weak", "Darwin's Hand". Note that these are FPR missions in OWON territory, with larger rewards for the greater risk.
  • You can now receive the Missing Official mission in more areas.
  • Tuolumne Grove: 4 new hunting missions; two for OWON players, two for FPR players. Since this is an OWON area, the FPR missions have much higher rewards.
  • Founders Grove: new FPR combat & collection mission "Remove the Founders Eye". Note that this is an FPR missions in OWON territory, with larger rewards for the greater risk.
  • Lenwood: New OWON combat Mission "Deal with Numbskull Gang Members in Lenwood"
  • Rogue's Rest: new OWON combat missions "Dwarf Achilleas Prune", "Rhinoc Hunt", "Bull Rhinoc Hunt".
  • Freedomtown: new Medical mission "Red Lung Reprise", continuing Jin Zhao's Red Lung storyline. Our most complex dialog trees as of yet, with optional branches and several skillchecks.
  • Lenwood: New FPR combat mission "Hunt Down Numbskull Gang Members in Lenwood". Note that this is an FPR mission in OWON territory, giving larger rewards for the risk.
  • Rogue's Rest: new FPR combat missions "Prune Dwarf Achilleas", "Rhinoc Slaughter" and "Berserk Bull Rhinocs". Note that these are FPR missions in OWON territory, with larger rewards for the greater risk.
  • Updated several long range mission markers to include Rogue's Rest which didn't before.
  • Ollaseca: added hunting opportunities.
  • Made adjustments to the articles of clothing needed in the Missing Official mission so they are easier for players to locate.
  • Brenning: added a few hunting missions.

 

NPCs

  • Introduced new Patrol NPCs for each faction. These can be used as generic patrols in controlled areas and their primary purpose is to provide someone who can be interacted with using the inquiry system in order to keep up on events, camps, or harvestable resources in the area.
  • NPCs who are flagged as scouts (meaning they run for help rather than attacking) are now immune to Panicked Flight.
  • Reduced the stock Lesoo aggro range. Scouts still have long range aggro.
  • Introduced new types of Phosphori.
  • Added a new FPR soldier type that can be placed in static locations and be used for inquiry purposes.
  • Added new types of Lesoo.
  • OWON Patrolmen stand guard in Tuolumne Grove, Rocharus Range and Ren Canyon, and will answer Inquiries.
  • Added maintenance bots to more parts of the world.
  • The outside of the city patrollers in Plymouth City will now walk through the city at one point to make them easier to find for new players.
  • Achillea can now attack from longer range.
  • A new human rights activist has begun frequenting the Sept Falls area.
  • Dwarf Achillea can now be a part of missions in more areas.
  • There are new mission NPCs in the Aemar Hydro Plant.
  • A new politician has become accessible in Sept Falls.
  • Added ten new Faugea NPC types.
  • Calprates Calves now have a longer expected lifetime.
  • Setlang and Vulture NPCs in Bog's Edge are now more in line with other NPCs of their species.
  • Brachura can now move underwater.
  • Tyler Hoard has taken a job at the Jenkins Ranch.
  • A new npc: Lenny Coyotte has begun to hang out at the Shacks when Shrooffles are in season. Players can sell Shrooffles to Lenny for rewards and to affect the world event.
  • Added new patrolling NPCs that you can inquire with to the following areas: Brenning.
  • ALT has beefed up their security forces.
  • Scorched Gorge: a small pack of mutated raxins now call the east side "home."
  • Updated the Drake animations.
  • The drake boss in Mid-Plymouth is now much tougher than was previously the case.
  • Phosphori Flamebeasts now have generated boss abilities.
  • Carl Jones has replaced Cayo Layutta as the FPR Shroom Collector.
  • Reduced the number of Brawny Malagion in Scorched Gorge.

 

Pets

  • Turret pets now have an aggro detection range of their firing distance so they aren't constantly pinging things they cannot attack.
  • Delayed follow routine after combat ends now checks to make sure the pet is not fighting so it won't attempt to follow if it is in combat again already.
  • Increased the distance the pet "follows" behind you as some reports of it being a bit to close.
  • Reissuing follow/stay action for pets clears out Combat states and removes aggro routines.
  • Pets no longer move around you when you stand still and rotate after a second or two of standing still. They will attempt to normally get directly behind you if you move though.
  • Pets completely go out of combat mode when killing a creature in aggro mode so it can reset and grab a new target. It was getting stuck before as it wasn't being properly cleaned out and they would just stand there and get killed as a result.
  • Changes in states are now sent to the client just to be sure they are in sync UI wise. Initial states are now highlighted as well as a result.
  • Turret flagged pets will now give a message when you try to change them to follow as the command was being ignored on the server.
  • Tamed Nacoots can now attack every 2 seconds. It was a common question/issue from new players and was causing more confusion than needed. They don't do a lot of damage regardless.
  • Feed Animal can now be used at about twice the range that was previously allowed.
  • There was an issue with pets and other npcs still in combat with them and some AI checks. There is now a new check to see if they are out of combat with a disregard for the other npc's state. It was causing some inactivity issues as they would not go into combat as a result.
  • If you lack the Veterinary Medicine skill to tend to a certain pets wounds it will now give you a text banner and chat text to indicate it.
  • You can now dismiss a vehicle/mount from a further distance as it was set to the mount distance before.
  • The summoning leash will now update the creatures current health correctly if another player tended to your pet's wounds.
  • Commands to pets now have a 1 second time check to prevent wasted processing if someone spams the button a few times.
  • Fixed pet naming. You can now select a pet and use /pet name [newname]. It uses the same name-validation as on character creation.
  • Issuing of Passive and Defensive commands to your pet will now drop them out of the combat states (if they get attacked or something like that it will of course push them back in).
  • Pets no longer dismiss when renaming. The issue that this "addressed" was fixed awhile ago so there is no need.
  • Pet Turrets no longer go in/out of their fight state due to an issue with failing a pursue call (since they cannot pursue). If you tell one to attack now it will keep attacking unlike before and probably increased their DPS as a result as they aren't constantly going in/out of the state when aggressive is set.
  • Pet food now stacks in much larger quantities.
  • Actions issued to pets now properly work with more than 1 pet.
  • Adjusted the aggro and follow routines a bit more so pets stay in the aggro setup better once going in/out of combat.
  • Pets can no longer attack a player that you wouldn't be able to attack and players can no longer attack pets of players they couldn't attack.
  • There was some code preventing pets from being targetted by npcs. It was removed.
  • Fixed some zone transfer issue with pets causing their AI to not properly be registered with the new zone, some data not properly following them, and aggro not being turned back on.

 

Player vs. Player

  • Turning in 25 insignias now has a chance to reward a player with SI.
  • Adjusted the military experience curve.
  • Reduced the amount of damage dealt in PvP.

 

Skills and Abilities

  • You can now learn new ability by spending Training Points. The amount needed is listed in your Earnable tab in the Abilities Window. You can double on the ability to train it. It should be noted that some abilities are not trainable due to being obtained through other means, but the vast majority are.
  • Charged effects can now have a chance to trigger rather than always triggering.
  • Increased flexibility of charged trigger effects.
  • The following abilities have new icons: Reckless Swing, Smash Generator, Killer Instinct, Body Blast, Overwhelm, Stopping Shot, Neck Shot, Overcharge, Shock, Static Discharge, Snipe, Humiliate Enemies, Startle Shot, Panic Shot, Opportunistic Strike, Jolting Shock, Feign Counter, Release and Roll, Focused Sweep, Spray Cone, Self Sacrifice, Unbridled Aggression, Pelt Area, Discouraging Assault, Dig in and Fire, Dig in and Spray, Cranial Slice, and Humiliate.
  • Sentry Alarms will now only go off once, they were previously going off repeatedly.
  • You can now use corpse extraction on Phosphori.
  • The Cure Animal ability should now work properly.
  • Stable Hands buff has been reduced to 10% to bring it in line with other Tier 1 buffs; the tooltip has been rewritten to clarify the buff.
  • Fixed a bug in stealth, you can now only gain skillups from HOSTILE and no longer from NEUTRAL mobs.

 

Trade Skills

  • Recipe advancement numbers have been tweaked, they should clamp more at higher recipe mastery now resulting in lower returns.
  • The Pharmaceuticals line has received a significant amount of attention with many new recipes being added. These are generally consumable injections, similar to potions or stims.
  • Introduced a new type of human corpse objects which can be tossed as very rare spawning objects in harvestable regions. You can harvest these for a variety of things including robot or human harvestable resources, and collectible items or mission starters.
  • Introduced a new Metalworking recipe in Casting Molds. It can be used to produce Filling Plug Casting Molds, Piston Pin Casting Molds, Anvil Casting Molds, Piston Casting Mold, Rubber Hose Molds, and Rubber Eye Piece Molds.
  • There is a new Advanced Pharmaceuticals recipe manual.
  • Created recipe Advanced Pharmaceutical Extraction. Added Advanced
  • Implemented a new Pharmaceuticals recipe: Pharmaceutical Extraction.
  • Introduced a new Metalworking recipe:Optics Housing
  • Book shelves and bedside tables can now be created in Carpentry.
  • Introduced a new Metalworking recipe: Hilted Hand Tools
  • Added a new Metalworking recipe: Ceramic Powder Production. This recipe can be used to create Beryllium Powder.
  • Introduced a new Metalworking recipe: Rubber Components
  • Introduced a new Culinary Arts recipe: Malt Extraction
  • Added effect breaking stims for Fear, Immobilize/Daze, and Paralyze effects. These recipes can be found in the Advanced Pharmaceuticals book.
  • Introduced a new Culinary Arts recipe: Beer
  • Introduced a new Metalworking recipe: Radar Dish Production
  • Introduced a new Metalworking recipe in Fuse Engineering
  • Introduced a new Metalworking recipe: Welding Tool Production
  • Introduced a new Metalworking recipe: Industrial Centrifuge Assembly
  • Added a recipe to create Melanko Serum. This recipe is in its own book.
  • Introduced a new Hacking recipe:Effect Mechanism
  • Introduced a new Hacking recipe:Effect Actuator
  • Introduced a new Metalworking recipe:Processor Blade Assembly
  • A new heat source was added which can be extracted from dead Phosphori.
  • Koywe: Hok Weed, Melanko, Green Leaf and Yano grow under the valley's huge trees.
  • Introduced a new Metalworking recipe:Processor Pump Assembly
  • Enriched Stimulant Synthesis can now create Advanced Increased Threat Stims. These stims have 4 tiers of difficulty and higher tiers offer a buff to knockdown chance.
  • Enriched Stimulant Synthesis can now create Advanced Decreased Threat Stims. These stims have 4 tiers of difficulty and higher tiers offer a chance to be crit reduction.
  • Added 4 varieties of resistance stims with increasing buffs at higher difficulty levels.
  • Added 3 Stims and 3 Boosters for Health, Endurance, and Momentum with increasing benefits at higher difficulties.
  • Introduced 4 Stealth and Recovery related stim with increasing buffs at higher difficulties.
  • Introduced 4 Threat and Crit injections with increasing buffs at higher difficulty levels.
  • Added the following harvestable resources to Lower Daxton: Byna Berry, Samr Berry, and Fish. The area is also rich in generated mineral and ore resources.
  • Added the following harvestable resources to the Wailing Chasm: Green Leaf, Oudomni Tree, Cree'it Tree, and Lesapen Fruit.
  • You can now create Beam Actuators with the appropriate Hacking recipe.
  • Pet food is now properly built in stacks of 5.
  • Tandil: Mika Berry, Byna Berry and Takayura trees grow here, and Beryl can mined.
  • Added the following harvestable resources to the Northern Range: Calibrite, Human Corpses, and Beryl. These are in addition to the previous resources.
  • Ollaseca: this dry valley will yield Monazite, Niurevium and Pyrohemalite.
  • Recipe changed and medium plates changed out for the weave.
  • Added the following harvestable resources Outside Freedomtown: Pechem, Falasium, Kupletskite, Tungsten, and Samr Berries. These are in addition to previous resources. The area is also much more rich in generated plant-life than was previously the case.
  • The fertile soil of Murkwar allows for Lesapen Fruits, Hok Weed, Melanko, Ngooberries, Samr Berries, Anjara Trees and Cayro Trees to grow.
  • Verdevista's vegetation includes Pechem, Hudson and Maypurit Trees; Niurevium and Thorium can be mined here.
  • You can now harvest the following resources in the Bald Forest: Geflech Tree, Green Leaf, Kupletskite, Mika Berry, Niurevium, Placebo, and Sangiccum.
  • Added the following harvestable resources to Fanshaw Hollow: Aquaios, Sangiccum Tree, Placebo Plant, Morgan Wood, Tungsten, Kosha, and Pratinus Flowers.
  • The deep woods of Rocharus Range is home to Green Leaf, Multi-Hued Yano, Fallon trees, Takayura trees and Cree'it trees.
  • Southwest Ridge: added Mika Berry; increased a bit the quantity of static harvesting nodes (Plants, Ore and Lumber)
  • Added the following harvestable resources to O'Doyle Meadow: Saverous Tree, Niurevium, Multi-hued Yano, Mika Berry, Azul Flower, Maypuri Tree, Kupletskite, and Morgan Wood.
  • South of Freedomtown: added a small patch of Hok Weed.
  • Added the following harvestable resources to Pebbles Perch: Juro Tree, Geflech Wood, and Lilac.
  • Added the following harvestable resources to Tuoluomne Grove: Hok Weed, Azul, and Pyrohemalite.
  • Added the following harvestable resources to Greenreath Barrows: Ngooberries, Anjara, Geel Flower, Pechum Wood, and Albus.
  • Daxton Lake is source of Fish and Prophyra.
  • You can now harvest Fish and Salty Prophyra in Bog's Edge. This is in addition to the resources previously available.
  • Ren Canyon's vegetation includes Anjara Trees, Hok Weed, Rue Trees, Mika and Byna Berries, and Takayura Trees.
  • Twin Hills: this rocky area provides Iron, Copper, Cobalt, and Tungsten. There are also a few patches of Hok Weed and Green Leaf.
  • Added the following harvestable resources to Tolkien Meadow: Copper, Hudson Fir, Lilac, Thorium, Fallon Tree, Geel Flower, and Monazite, Rue Tree.
  • Added the following harvestable resources to the Westwoods: Anjara, Multi-hued Yano, Cayro, Cobalt, Falasium, Rezzo Tree, Abandoned Supplies, Cree'it Tree, and Calibrite.
  • Brenning: this arid plain provides Maeglium, Thorium, Pyrohemalite, Morgun Tree.
  • Blair Ridge's vegetation includes Geflech Trees, Cayro Trees, and several patches of Oudomni Trees.
  • Added Human Corpses and Lilac to the static resource list in The Pipeworks. These are in addition to previous resources.
  • Added the following harvestable resources to Founder's Grove: Oudomni Tree, Melanko Leaf, Geel Flower, Alluvium, Calibrite, Abandoned Supplies, Pratinus Flower, and Human Corpse.
  • Added the following harvestable resources to Huntsfolly: Alluvium, Calibrite, Human Corpses, Jessup, Lesapen Fruit, Thorium, and Tungsten.
  • Arboleda: this forest provides Juro Tree, Takayura tree, Maypuri Tree, and Lilacs; the stream provides Fish.
  • Added the following harvestable resources to Pinon Pines: Geel Flowers, Placebo Plant, Cobalt, Cree'it Tree, Falasium and Jessup Tree.
  • Added the following harvestable resources to Claw Canyon: Alluvium, Abandoned Supplies, Aquaios, Human Corpses, Kosha, Multi-hued Yano, Takayura Wood, and Tungsten.
  • Added the following harvestable resources to Twin Falls: Aquaios, Azul Flower, Fish, Melanko, Iron, Juro Tree, and Salty Prophyra.
  • Chemical Extraction: Sea Plants can now produce Chemical Salt.
  • The recipe to create Barrels was added to the Basic Metalworking book.
  • Curved Glass Pane can now be created with any gemstone.
  • Updated Modern Style icon; increased stack amounts for Curved glass pain and Silver Foil.
  • Transitional Chemical Reaction recipe was added to the Chemistry 101 book
  • Nanite Injectors have been renamed Injector; it's recipe now yields 3 injectors per craft.
  • Reduced the value of acids.
  • You can now harvest Sweetfinger Mushrooms in either of the Faugea tunnels.
  • Beam Carbine Barrel Assmebly is now an acceptable input for Beam Weapon Stock Assembly.
  • You can now purchase Ignition Trigger patterns from vendors.
  • Cannisters can now be used properly in recipes.
  • The Cybernetic Power Core recipe will now properly accept Bio-Alloy Power Couplings as a component.
  • Foam Latex Rubber Filling will now work properly in recipes requiring it.
  • Clamped down maximum skill/recipe gains. You might now get an extra subgrade or two, but they were a bit higher than they needed to be as they were in some cases nearly a whole grade in bonus.
  • You can now obtain the Advanced Pharmaceutical Manual through crafting missions or engagements, and as a rare mob drop.
  • Added the following harvestable resources to Leverstow: Hok Weed, Iron and Maeglium.
  • Enriched Stimulant Synthesis now requires 3 injectors to produce 3 stims.
  • You can now find mushrooms after a rain in the Boglands provided they are in season.
  • Magnetic Alloy Smelting now requires Ore instead of Refined Metal Bars.
  • You can now obtain new rare gemstones from Alluvium Deposits.
  • Added the following resources to Lenwood: Green Leaf, Lesapen Fruit, Copper, Iron, Takayura Tree, and Rezzo Wood.
  • Nanites are now created unspecialized at 0 skill in Pharmaceuticals. These Nanites can then be specialized at skill 100 in Pharmaceuticals and used for many things including armor and stims.
  • Diamonds are now also considered Gemstones.
  • Chair Leg Patterns now work properly.

 

User Interface

  • Chat Bubbles now have a timer adjustment called "Chat Bubble Life" in the Chat Settings. When the slider is to the left they will have a shorter life (for faster readers) and to the right a longer life (for slower readers or those who like to click them away). Made some slight adjustments to the base values as they were off on the initial creation vs the new timer when they were stacked.
  • If an ability consumes or requires a component, that requirement will now be listed in the ability tooltip. Previously it was only displayed on the info card.
  • The Realtime Updates checkbox in Video Options has been replaced with a frequency slider. This allows you to specify how often you wish to synch shadows. Some users prefer a very infrequent update which prevents shadows from swimming, others want them updated in realtime. This allows you to set the frequency from anywhere from instant to once every 2 minutes.
  • Vitals section of Character Sheet now shows only the total Energy and there is a new line to show both the Recharge amount and Delay. Energy Pool split is displayed below so it was skipped.
  • Put in a check not to display the A socket on non body armor when selecting the sockets.
  • Shrank Name and Status columns in the Player Finder and gave them a fixed width. This leaves more room for the columns Nation and Area.
  • NamePlates now have a distance dropdown allowing you to change how close or far they "fade in/out". This will only impact newly loaded npcs.
  • HotKey1-9 changed to HotKey01-09 so they are displayed in order in the Key Binding Options. This will require rebinding them if you had them set before the change (should be fine thereafter).
  • Names now scale in tooltips.
  • Renamed the Dynamic Details section in Video Options to Foliage to avoid confusion.
  • Attributes listed in Character Sheet should be adding together and displaying properly now.
  • Vitals/Offense/Defense/Misc information in Character Sheet is now in a scrollable area.
  • You will no longer receive a range indicator if you have yourself targeted.

 

Vehicles and Mounts

  • The mountable Calprates is now the size of a horse.
  • Updated the riding animations for the mountable Calprates.
  • Vehicles now have a height and width value so their bounding box can be properly sized so they aren't clipping into objects.

 

World

  • The world has seen large scale changes to improve seamless performance, and to make it more open at the request of testers. This includes many new areas and many shifted areas as part of the optimization process.
  • As part of the world changes Plymouth City is now located in a valley. The trails to the Pond and Falls are no longer accessible directly, and instead connect to other areas in the north. Content was updated to reflect these changes.
  • Introduced new ALT Labs mission instances. These are for the continuation of the series and support five new missions.
  • New Freedomtown Area: Koywe, between the Gorge and Scar's Wall. Hokfigs graze under its huge trees; a few Drakes and Lesoo Hunters seek prey.
  • Introducing a new area: Murkwar, to the north of Leverstow. This fertile, secluded plateau is home to a small herd of Mubarks and quite a few Hokfigs, turning it into a Lesoo hunting ground. This area also includes emerging Lesoo camps and locked containers.
  • New Freedomtown area: Twin Hills. A rocky wedge between Scorched Gorge Outpost and Jenkins Ranch, the area is home to packs of Hokfigs and Rhinocs; the Lesoo hunt here, but their numbers are few since they were drove away by Yanaba Hehewuti and the FPR forces.
  • New Freedomtown area: Ollaseca. A dry, arid pit southeast from Freedomtown. Arrovrs find it cozy; so do some Scaed'ecoos and a couple of Raxins.
  • Implemented a new area in the Plymouth region: Tolkien Meadow. This meadow is populated by Hokfig, Lesoo, Drakeling, Malagion and occasionally FPR forces.
  • Introduced a new area to the northwest of Plymouth: Lenwood. This wooded area features Raxin, Numbskulls, Calprates, and the occasional FPR.
  • We've added a new area to the Plymouth region: Verdevista. This valley in the frontier between Plymouth and Loch Aza is home to Rhinocs, Scaed'edcoos, Achilleas, and the occasional Arrvor and Morgensten Cactus.
  • Introduced a new area a bit to the North of Plymouth: Pebbles Perch. This wooded area features Calprates, Okolat, and various camps.
  • Introduced a group and raid area to the Plymouth region: Huntsfolly. This area features Lesoo, Mubark, Phosphori and Drake, as well as generated camps.
  • Introduced a new tier 2-3 area in the Plymouth region: O'Doyle Meadow. This is a large hunting area that features an array of mobs including Calprates, Elkar, Rhinoc, Dwarf Achillea, and Scaed'ecoo. It also is features a good number of generated adversarial camp locations.
  • We have introduced a new area between Payton's Peak and the Plymouth Control Station: Fanshaw Hollow. This wooded area includes populations of Faugea, Fragaria Achillea, and Rocharus, in addition to generated adversarial camps.
  • Introduced a new area North of Rogue's Rest: Leverstow. This arid area features a Calprates pack, a Hokfig pack, several Morgenstem Cactus, and Scaed'ecoos looking for prey.
  • A new Area in the Plymouth Region: Daxton, sharing the lake with Lower Daxton. Brachura and Lurkers call this area home, also inhabited by Calprates.
  • We've added a new area to the Plymouth region: Greenreath Barrows. This tier 2-3 area includes Lesoo, Numbskull, Rhinoc, along with generated camps.
  • We've added a new area to the Plymouth region: Ren Canyon. North of Murkwar, this fertile valley is home to Drakes, Nacoots and Calprates; night life includes Malagions.
  • Introduced a new area just north of Plymouth City: Founder's Grove. This area features introductory camps and content including Setlang, Vulture, Lesoo and Numbskulls.
  • New Freedomtown area: Brenning. A semi-arid plain filled with fire-like flowers, separating Elkar Woods from the Gorge region. Local dwellers include Arrvors, Scaedecoos, night-time Elkars, and the occasional stray Hokfig from Sapless and Twin Hills.
  • New Area in the Plymouth Region: Blair Ridge, north of Huntsfolly and in the limit with the Loch Aza region. Blair Ridge was one of the places where Sam Hudson lead the counterattack against the Lesoo during the First Year. Whenever allowed to, the Lesoo will return to the area in strong numbers: Lesoo Grunts, Lesoo Healers and packs of Rhinocs, and sometimes a Lesoo Rhinoc Master.
  • A new Area in the Plymouth Region: Rocharus Range, north from Ren Canyon and south from Verdevista, so named after the Rocharus and Turlocs that populate these deep woods which are also home to a few herds of Okolats, and some scattered Achilleas.
  • Added signs to empty billboards in Freedomtown.
  • New Freedomtown area: Arboleda. A forest of tall, gnarled trees in the limits of the Bogs. Lingmaa inhabit the northern side, while Okolats graze in the southern half. A few Rhinocs and Achilleas can also be found.
  • Introducing a new area in the Freedomtown region: Twin Falls. This area includes twin waterfalls, fishing holes, and a population that includes Lurkers, Okolat, Elkar, Lingmaa, and Riffraff.
  • Introduced a new area in the Freedomtown region: The Bald Forest. This area features Rhinoc, Lesoo, and Raxin, and contains a small outpost.
  • New Freedomtown Area: Tandil, south from Koywe. Drakes love it. Other dwellers include Achilleas, Morgenstern cactus, and a Calprates pack.
  • Rearranged non-OWON spawn points in Plymouth.
  • Introducing a new area: Pinon Pines. This area includes populations of Calprates, Scaed'ecoo, Okolat, as well as adversarial camps. Malagion have also been known to frequent the area at night.
  • Introduced a new area in the Plymouth region: Lower Daxton. This area is includes a lake populated with Brachura, Drake, Okolat and Fisherman.
  • Added more grass, trees and plants to Freedomtown.
  • Remove miscellaneous mountain ranges and hills in Plymouth Zone.
  • Lowered the elevation of Fanshaw Hollow.
  • LZ Kabura is now accessed from new path near Plymouth Pond and is smaller than before. Part of the old NPCs are still in Falls Trail, in a new base.
  • Mob distribution has been redone in Fanshaw Hollow to compensate for the drastically changed area.
  • Adjusted resource and mob distributions in Charred Valley.
  • You can now access Oasis Approach from Plymouth Control Center and Fanshaw Hollow.
  • The Bog's Edge has some new rock formations, and improved mob placement and distribution.
  • The Aemar Mine has reopened for business.
  • Redecorated the first ALT Lab instance.
  • Redesigned the mob distribution in the Northern Range to match the area changes. The roads are more safe, and mobs are better sectioned off into groups. The mob population numbers have also increased significantly, it features new adversarial camp spawners, and a higher number of Lesoo.
  • Introduced a new area in the Freedomtown region in the Westwoods. This wooded area is about a kilometer east of Freedomtown. It includes Achillea, Riffraff, Lingmaa, Setlang, Calprates, and generated adversarial camps.
  • Adjusted spawn rates and numbers in the Tikt Tunnels.
  • Removed a Mountain from Scorched Barrier.
  • The Freedomtown area has undergone environmental changes, and now features new sound effects, weather and wind conditions.
  • Reconnected Timbertol to parts of the Plymouth region.
  • Added props in Sept Falls for the Screams from the Many mission.
  • The area once known as East Plymouth has been renamed to Albus Slope.
  • You can now access BloodFang Cave from Camp Takk and O'Doyle Meadow.
  • The ALT Corporation has opened a warehouse in Sept Falls, which includes an underground research facility.
  • The main road out of Freedomtown is no longer as steep as was previously the case.
  • You can now sit down on the benches in Sept Falls.
  • Plymouth Pond has received a content pass. Adversarial Camps in the area are now tougher than was previously the case, to reflect the area now being further from Plymouth City and overall distribution has been improved. The cloning point is now at the Exile Camp.
  • Removed large mountains near the Shed and the Pipeworks.
  • The road outside of Freedomtown is now safer than before.
  • The Pipeworks has had it's mob populations increased and better distributed to match the new open areas. Along with this new adversarial camps and generated harvester locations have also been added.
  • Added props in Sept Falls for missions.The Wailing Chasm has become a habitat for Scaed'ecoo and Calprates. At night Malagion have also been spotted in the area.
  • The area near the Shed has seen significant alterations. In addition to the area being more open, there are higher mob counts, and additional hunting locations.
  • The Hole-Plymouth Trail received a content pass. Changes include better mob and resource distribution, safer roads, and less action near the seams.
  • You can now access Maverick Gulch from O'Doyle Meadow and Camp Takk.
  • Removed the hill/mountain in front of Mitchell's Farm and made it a grassy farmland field.
  • Added variation to the trees, ground textures and grass in Judair Gulch.
  • Removed the large mountain from Plymouth Pond. The exile camp has been moved to adjust for this.
  • Mobs are now present in the newly extended areas in Elkar Wood.
  • Increased the mob count in Freedomtown, thanks to the larger new training area.
  • South of Freedomtown: the area has a few more mobs prowling in the roads.
  • Removed the large mountain from Claw Canyon.
  • Altered the LOD Factor on various objects in Plymouth City to improve some popping issues.
  • The Plymouth-Hole Trail has received a content pass. This includes improved generated camp and resource locations, and a spawner for tougher camps. Content was also added to a previously barren part on the backside of the area.
  • Introduced a new area NorthWest of Lenwood: Tuolumne Grove. This wooded area features a Calprates pack, Okolats, Okolat Bulls, Rhinocs, Rhinoc Bulls, some Achillea, some Lesoo Gatherers, and a Lesoo Rhinoc Master suffering from insomnia.
  • The first time a character visits the Aemar Mine they will now receive a small but permanent boost to their Mining skill.
  • Removed the large mountain in the area Outside Freedomtown and replaced it with a greenish grove area.
  • Added lights which turn on at night inside of some of the buildings in Sept Falls.
  • Flattened a large mountain near S&B Supply Post.

 

World Events

  • The Shrooffles World Event can now occur on the FPR side, as well as OWON.

 

Bug Fixes

  • Fixed an issue with Recharge Delay not properly being applied via Fittings.
  • Fixed an odd display issue on the client with Recharge Delay. It was for some reason being listed improperly on the client, but was ok on the server.
  • Fixed an issue with keybinds not properly showing on ability bars. Also when changing keybinds it is now immediately reflected on the ability bar.
  • Buying Fittings had an issue with the name information since it was checking it like it was an Item. This resulted in Fitting not being able to be purchased from the Auction. It is fixed.
  • Training Points is now properly flush against the edge and updates when ones are added or spent.
  • Fixed some jagged terrain sections in The Sticks.
  • Fixed some Z-Fighting Issues with the ivy outside of Plymouth City.
  • Corrected a problem that was causing players to get inaccurate long range mission markers on cross area missions which moved them in different directions.
  • Fixed a bug that in some cases could skip all military levels and reward a player with the rank of general.
  • Removed some antiquated code that was causing a pretty significant lag hit when logging in.
  • Fixed floating objects near Plymouth.
  • Mission "Aid for Scorched Gorge": removed Collect goal & hidden bonus Collect goal to avoid zoning issues; updated level to compensate the rewards.
  • Fixed an issue which was preventing players from being able to perform basic dance moves in rest areas.
  • Fixed an issue with crafting difficulty level mismatches.
  • Fix Robot was requiring 35 Sorted Robot Parts, I believe this was a mistake and changed it to 1.
  • Fixed an issue with Lesoo Pathfinders running as soon as they were attacked.
  • Stitched terrain seams in Tolkien Meadow.
  • Fixed the cloning point in Rogue's Rest.
  • Fixed floating Lesoo totems in the Plymouth-Hole trail.
  • Fixed the light LOD values in Plymouth Northwest.
  • Repaired physics issues in the Aemar Mine.
  • Fixed a bug that could prevent resurrection.,
  • Nerfed flying props in Freedomtown to the ground.
  • Fixed an issue which was preventing Springs from being created.
  • NPCs will no longer try to climb over the Lesoo Totems in the Plymouth-Hole Trail.
  • Fixed numerous floating trees and rocks in Claw Canyon.
  • Stitched terrain seams in Fanshaw Hollow.
  • Fixed an issue with the adversarial camp registration system failing to clear out older nodes in some cases.
  • Fixed a problem that was allowing players to resurrect monsters and then kill them again.
  • Stitched terrain seams in Calprates Canyon.
  • Corrected a problem in the buff scaling code.
  • Fixed the banding "multiple lines" FX issue with handguns. They should be back to looking normal.
  • Fixed some rooming issues in Plymouth City.
  • You can no longer heal or resurrect inanimate objects which have hit points such as Dens, Camps, or Barricades.
  • Fixed some Z-Fighting issues with signs in Sept Falls.
  • Distances for MeleeShort, MeleeMedium, and MeleeLong were not properly matched up on the client/server if they were used for an ability causing it to light up the ability on the client when it wasn't close enough.
  • Corrected issues with arrival points in Fanshaw Hollow, Southeast of Freedomtown, Murkwar, Claw Canyon, and Bog's Edge.
  • Fixed floating trees and Rocks in the Freedomtown region.
  • Fixed an issue with bank items on the client and how they were being associated causing it to error out.
  • Using Training Points on Earnable Abilities is now properly adding them to the player.
  • Unpursue state was recycling after 15 seconds of waiting (unusual, but a pathing issue) and was causing the NPC to stay invulnerable as a result. It now does the same thing as when it fails a pathing request and just runs straight to the location instead.
  • Blended Leverstow's terrain texture into it's neighboring areas.
  • Smoothed some rough edges in the Boglands.
  • Mission "10 Rounds for the Prize" Added missing Goal Completion to one Response Option.
  • Typos corrected in e-mail & dialogs from missions "Hav´ Some", "Malagion Samples", and the FPR Cloning Assistant Achievement.
  • Repaired some terrain issues near Ammann Village, Ren Canyon and Rocharus Range.
  • Fixed some NPC and resource spawning issues Outside Freedomtown.
  • Fixed the Data Class for Recipe Books so they will work properly.
  • Fixed the banding on the rifles.
  • Electrode Plates no longer appear to give 10 results when they really only grant one in the GUI.
  • Stitched terrain seams in Bog's Edge.
  • Fixed an issue which was preventing Numbskulls from being harvestable.
  • Mission "Military Supplies": fixed a bug that completed the mission just by talking to the first NPC.
  • Fixed a UI warning/error that was popping up for the "escape" options window that might of been causing issues.
  • Filled in some holes in the North Plymouth Mountains.
  • You can now inquire properly with Johnathon Scott.
  • Mission "Cheer Up, Clones!": added in missing response option.
  • Shockgunner and Corpsman NPCs no longer come super sized.
  • Fixed an issue where the icon was not being displayed properly for newly created items and fittings in your inventory that you didn't have before.
  • Fixed a synchronization issue with the time of day.
  • Fixed up some of the falling through terrain issues.
  • Marked the flower pots in Plymouth City to be BLOCKONLY pathing wise so NPCs will not attempt to climb over them.
  • The Armorsmith Supplies - Sodium Bicarbonate mission can now be completed.
  • Fixed some rooming issues along the Plymouth-Hole Trail.
  • Fixed grammatical issues in random NPC mood or dilemma based chatter.
  • Many bug fixes on regions and trade skill regions near Freedomtown.
  • Scorched Gorge: the area has quite a few more mobs, taking advantage of the new flatter layout.
  • Action mode was improperly checking recharging abilities that were toggled active on the client forcing them to be accidentally selected when they could not be used. This was resulting in no abilities being used as a result as the server would invalidate it.
  • Removed the play button locking in character selection if the Character Button wasn't selected as this is a very rare occurrence. It ignores the login, but doesn't lock the play button, which at times prevented it from working as a result.
  • Fixed a typo in the Armorsmith Supplies - Sodium Bicarbonate mission.
  • Stitched terrain seams in Fool's Sanctuary.
  • Minor format, typos & markup text correccions for Missions: Missing Weapon Shafts, Hacker Needed, All Apologies, An Urgent Request, Cheering Up , Running Weapons, My Muffin Cravings, Rents Due
  • Action mode ranged attacks that don't hit anything now fire off a projected FX now in the direction instead of randomly to some other location.
  • Resource nodes originally loaded in a neighbor were causing the player/vehicle to change zones running over them. This has been resolved by reloading the nodes properly in the zone after crossing over.
  • Moved the arrival point in Albus Slope to a more suitable location.
  • Fixed an issue with the Scientists in the Unholy Creations mission not properly babbling.
  • Stitched terrain seams in the Hole-Plymouth Trail.
  • Corrected an issue which was causing some entertainment Tales and Twists to spam the text for each affected player rather than just saying it once.
  • Mission: Armorsmith Supplies Wanted – Antifreeze, bug corrected to allow the correct delivery response option.
  • Faugea Ambassadors will no longer try to grab your attention in the common tongue.
  • Hitting attack with a pet was doing 25 damage for some unknown reason. That was removed.
  • Empty results were not being properly checked during Batching resulting in a display issue on the client.
  • Ioma Dutis should no longer attack FPR characters.
  • It should no longer refer to Shockguns at Shotguns in tooltips or information cards.
  • Smoothed a section of road that was too steep to walk up in Brenning.
  • Grounded some floating trees in Plymouth Pass.
  • Cleaned up the stay/follow code for pets so they go more clean in/out as well as combat changes forcing back to non combat mode (so they either stay following or staying out of combat).
  • Corrected a problem which was preventing Fisherman from playing their fishing animations.
  • Fixed the Rogue and FPR arrival path in Fool's Sanctuary.
  • NPCs should no longer try to destroy their own camps or dens.
  • Fixed floating trees on the border of Tolkien Meadow and Daxton.
  • Mission: Armorsmith Supplies Wanted – Soft Resin, bug corrected to allow the correct delivery response option.
  • Corrected a probem with Pechem Trees placement position (it was too far in the ground).
  • Stitched terrain seams in the Northern Range.
  • Mission "Threat to Cloning": fixed a bug that prevented one of the dialog branches.
  • Fixed an issue which was causing the time of day to go heywire on some players screens when realtime updates were disabled due to a synching issue.
  • NPCs should now hold fishing poles more naturally.
  • Corrected an issue which was allowing you to receive stim buffs even if the stim was still on a timer.
  • Fixed several bugs with the Missing Official mission.
  • Fixed an issue with resources spawning on top of trees in Rocharus Range.
  • Missions "Radio Test": corrected location in Goal titles.
  • Fixed some issues with Riffraff Bandits.
  • The hospital signs in Sept Falls should no longer dim out at mid-range.
  • Fixed the invisible collision objects in Aemar Hydro Plant.
  • Mission "Delays and Details": fixed a bug that made the mission to complete to early.
  • Vendetta Gloves were not properly named.
  • Grounded floating trees in Fanshaw Hollow.
  • Repaired a problem which was preventing you from clicking on Emergiz signs or Rubble in the Plymouth City engagements.
  • Adjusted attack ranges on drakes.
  • Fixed the arrival point in Searchers Valley.
  • Fixed an issue in some old code that was checking the backpack slots improperly adding null slots to the dictionary.
  • Fixed an issue where pets were getting their Hostilty groups reset after they were changed to the players on the summon. This was causing them to use the pet hostility group causing some issues. This also fixes the tab target issue of other people's pets.
  • Marked some of the trees in the Plymouth area so they only appear in the world and not on the map. This was done for cases where trees were covering roads.
  • Missions "... to make an Omelette", "Black Diamonds": removed Collect goal, and set the drop off it directly as a Talk To goal, to avoid zoning issues.
  • Book group props should no longer cause errors.
  • Smoothed some terrain in the Elkar Wood.
  • Fixed an issue with the Diamonds and Girls mission not accepting Perfect Calibrium Diamonds.
  • Fixed recursive reference errors on the Drakes.
  • The lanterns in the restaurant in Sept Falls should no longer be floating, and should now LOD properly.
  • Corrected a missing space in the Audio Options for Theme Music.
  • Mission "Information Courier": fixed a bug (mission was not giving the quest item), reworded the email to expand the Cloning Assistant/Greenfisher Storyline.
  • Fixed some erroring out code when npcs drop AI states when a player or pet moves to another zone.
  • The Setlang in the Setlang/Vulture/Lesoo toggling den in Mid-Plymouth are no longer much stronger than most other setlang.
  • Fixed an issue which was causing audio to get stuck in combat mode sometimes.
  • Ability Bar Settings are now properly cleared out when logging off so you don't end up using that character's ability positions when logging into a new character.
  • NPCs will no longer try to path into the massive chasm in the Wailing Chasm.
  • Fixed an issue with timed missions not clearing out until the time expired if you had already completed the mission.
  • Fixed Drake tail from sinking into the ground on all of it's animations.
  • Grounded some floating rocks along the Hole-Plymouth Trail.
  • Mission "Sudden Bereavement" renamed "A Sensitive Matter", and expanded considerably. Fixed some bugs on the skill checks, reworded some dialogs, reworked the reward structure.
  • You can now extract properly from ALT NPCs.
  • Resolved some issues with floating trees and rocks in Oasis Approach.
  • The arrival point is now in a better location in the Northern Range. Previously it could spawn near mobs.
  • Vanguard Boots were mislabeled. Changed the recipe as well to the older set and marked the newer one as "OLD" so not to be used.
  • Moved the arrival point in Mid-Plymouth to a better location.