Patch Notes
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October began with a slew of additions over three patches. It closed with a slew of new testers being invited into the game. The remaining backers will all be gaining access over the course of November. Let’s take a look back at some of the highlight additions in October.

Housing and City elements continued to receive updates this month, including the introduction of player shops. A player with a housing unit in the persistent PvE world or in one of the player cities can place down several shop vendors. Other players can visit the shop vendor to browse the goods. Players can subscribe to shops to browse the goods remotely. You can purchase goods for pickup from a subscribed shop or pay a fee to have it delivered to you.

Along with the new player shops, a handful of new options were introduced in the housing and city elements including storing of housing data, dynamic placement of city plots, and introduction of housing plots to cities. Storing of housing data allows a plot to be moved from one location to another, much like a blueprint of the whole plot. This allows a plot to be moved back and forth from all of the housing options available in game. Dynamic placement of city plots allows for placement of city plots in designated areas giving players a bit more control of where the city will be placed in the zone. Lastly, housing plots are currently being implemented into cities that serve as an isolated housing unit to the player in the city. The city owner can vacate the plot at any time, but control and ownership of the plot’s structures belongs to the player that the plot is assigned to. If the plot is vacated the player can then move the plot to a new location if one can be found. Players can also store an existing housing unit and move it to a vacated player city plot if available allowing a lot of flexibility for housing placement.

The Vehicle and Mount systems also received significant improvements in October. Vehicle physics received a pass to ensure that each vehicle type felt unique. More importantly though, a new Vehicle Upgrade system was introduced. Vehicle Upgrades are similar to fittings, but for Vehicles. Depending on the quality of a vehicle it will have between 3-5 Upgrade slots. Upgrades fall into the categories of: Engine, Gun, Cannon, Exterior, and Perk. These upgrades can include passive improvements such as acceleration, deceleration, maximum speed, armor or gun damage. They can also include perks which grant new special abilities which can be used when controlling your vehicle. This includes things like turbo boost or shielding, along with more offensive oriented capabilities such as firing a cannon, dropping a mine, or delivering an EMP blast. Tamed Mounts also received upgrades, gaining offensive capabilities and unique abilities for each mount type.

The Cosmetic Styling skill received a significant amount of attention last month. This includes a variety of new dyes. Since most armor or clothing pieces in Repop support up to four different color values, there are different dye to to support the different options. Some dyes will dye multiple channels, and others will only dye one or two. Dyes aren’t restricted to armor though, you can also dye your hair or facial hair. In addition to the new dyes, there are also new items which allow players to alter their hair or facial hair styles post-creation. These join the already existing cosmetic surgery kits which allow you to change your appearance, and your characters can now be completely customized at any point of your career.

Genetic Engineering headlined the list of pet improvements this month. This system has been completely revamped to make it more customizable, and introduced new pets. There are also more varied ability styles between the different breeds. Tamed pets now have additional species which can be tamed.

Interface wise we introduced a new command icon system which allows players to bind /slash commands to action bar buttons. To create a command icon simply right click on an empty action bar slot and then use the editor to select an icon and command. There were also some new commands added to system including /hidehelm and /gearswap. The gearswap command allows you to equip all of the items in any of your containers at once. This will happen instantly if you are not in combat, but switching in combat suffers from the normal gear swap penalties, which will prevent you from attacking for 6 seconds per piece swapped. It is very useful for downtime role changing though. A new regional map system was also implemented in its early phase to make navigation of the world much easier.

Rogue Nations now have their own bounty collectors, and rogue military NPCs now drop insignias which other nations can turn in for their own bounties. Rogue Nations are also now allowed to switch to be reserve military, which will provide them with protection if they are in a Rogue owned area. There are not many of these areas, however. We also began including backer perk NPCs into the world. These are perks from the Kickstarter which allowed users to design their own NPC for insertion into the world. Other improvements include better anti-bot measurements, aggro management improvements, shockgun upgrades, engagement cinematics, and the FPR tutorial receiving a revamp similar to the recent OWON tutorial revamp.

And now for the complete build notes...

Adversarial Camps
 

  • Amiuyoi in Loch Aza: added a highest tier Hellty Camp spawner.
  • Kilmer Valley in Timbertol now has a Hokfigs & Scaedecoos Camp spawner.
  • Clifford Archeological Site: added a small a Nahal Barca Camp spawner.
  • Viminal Valley in Timbertol: added a small Smarag Barca spawner, and a small Hokfigs & Scaedecoos spawner.
  • Oowwooki in Loch Aza: added an Adversarial Camp spawner in the Deroohee valley, focused on Drakes.
  • Ikah in Loch Aza: added a Helltyr & Drake Adversarial Camp spawner, and a Nahal Barca Adversarial camp spawner.
  • Cassidy Rock in Timbertol: Jabberbulls and Rogue troops, sneaking through Doma Highlands, have set Camps in the area.
  • Tiq Sennu in Loch Aza: added a small Scaed'ecoo Adversarial Camp spawner, and a small Nahal Barca Adv. Camp spawner.
  • Maverick Gulch in Timbertol now has a small Drake Camp spawner.
  • Added a Desert, a Generic, and an Arrvor Adversarial Camp spawner to the Sonjen Archeological Site in Loch Aza.
  • Kimilha in Loch Aza: added a small Hokfig, Drake and Scaedecoo Camp spawner, and a small Arrovr Camp spawner.
  • Nitlsha in Loch Aza: added a Hokfig & Scaed'ecoo Adversarial Camp spawner.
  • Aza Shores in Loch Aza: added a large Helltyr Adversarial Camp spawner.
  • Purplefield in Timbertol: added an Okolat, Lurker, Brachura & Turloc Camp spawner.
  • Huntsfolly: added a few Adversarial Camps spawn points to take advantage of the increased amount of flat terrain.
  • Eastwood in Timbertol: added a small Smarag Barca spawner, and a small Hokfigs & Scaedecoos spawner.
  • Lukluha in Loch Aza: added a small Nahal Barca Camp spawner.
  • Niseya in Loch Aza: added a small Hokfig & Scaedecoo Camp spawner.
  • South Koleyna in Loch Aza: added a Nahal Barca Adversarial Camp spawner.
  • There's now an Arrvor Camp in the Maprumtel pass in Waterwas, Loch Aza.
  • Hudson Pass in Timbertol: added a small Smarag Barca Camp, and a small Arrvor Camp.
  • Tishdlada in Loch Aza: added a small Arrvor Camp spawner, and a large Helltyr&Drake Camp spawner.
  • Nywisp in Doma Highland has a Jabberbulls & Rogue Troops Camp Spawner.
  • Carter Archeological site in Loch Aza: added a Hokfig & Scaed'ecoo Adversarial Camp spawner around the Traful oasis.
  • Jabberbulls and Rogue Troops have also sneaked into The Sevens, setting Camps there.
  • Ageshuul in Loch Aza: added a small Drake Adversarial Camp spawner.
  • Loch Desert in Loch Aza: added an Adversarial Camp spawner.
  • Lonesome Canyon in Timbertol: added a Hokfig & Scaedecoo Camp spawner.
  • Decroux Etang in Loch Aza: added a small Hokfig, Drake and Scaedecoo Camp spawner, and a Nahal Barca Camp spawner.
  • Bradshaw Peak in Timbertol: Rhinocs and Okolats have set Camps here.
  • Sandsurfs in Loch Aza: added a Desert Camp that will spawn along the Shady Sands trail.
  • Ghetti Gorge/Timbertol Area5: added a Scaed’ecoo Camp spawner, and a high-tier Drakes & Hokfig Camp spawner.
  • Fallentide in Loch Aza: added a small Scaed'ecoo Adversarial Camp spawner.
  • Echo Pond in Timbertol: set up a Rhinocs & Okolats Camp, and a Jabberbull & Rogues camp.
  • Niseya in Loch Aza: added a small Hokfig & Scaedecoo Camp spawner, and a small Lesoo Camp spawner.
  • Picken Pass in Timbertol: Smarag Barcas, Rhinocs and Okolats have set Camps here.
  • Batjac in Timbertol: Arrvors and Smarag Barcas have set up camp here.
  • Skiberan in Timbertol: added a Rhinocs & Okolats Camp spawner.
  • Added a Nahal Barca Adversarial Camp spawner to Waswamp.
  • Laredoo Lagoon in Timbertol: Rhinocs and Okolats have set a small Camps here.

 

Audio

 

  • Optimized how interactive music (instrument played) is transmitted to players.
  • Faugea have all new sound effects from Clyde Shorey.
  • Added a new ambient music track from Clyde Shorey. Submerged will play when your character is near the sea, or in a cave.
  • Barca now feature sound effects.
  • Added voice overs to numerous babbles.

 

Combat

 

 

  • You can no longer use abilities when suffering from the equipment swap in combat penalty.
  • If you have a friendly target selected and use a hostile ability, it will now use the target of your target as the subject for your ability, assuming that target is hostile to you. This allows healers to keep their target on a player and still perform offensive abilities on whoever they are attacking.
  • When a weapon swap penalty expires it will automatically use your ondeck ability, if any exist.
  • If you have a hostile target selected and use a friendly ability it will use the target of that hostile entity as the target for your effect if that target was friendly to use. This allows you to heal whoever the target is attacking, for example.
  • Significant changes were made to how the aggro system works. Taunts and detaunts should be more useful than was previously the case, and you should find it more difficult to manage aggro.
  • Healing will now generate aggro.

 

 

Dens

 

 

  • Waswamp in Loch Aza now has a Nahal Barca Den in the Tankam Valley.
  • Amiuyoi in Loch Aza: some of the toughest Helltyrs in Rhyldan have their Den in the Averno valley.
  • Kilmer Valley in Timbertol: Hokfigs, Fragarias and Calprates now have an area-wide den here.
  • Viminal Valley in Timbertol: added an area-wide Achillea & Hokfigs Den.
  • Laredoo Lagoon in Timbertol: Fragarias, Okolats and a few Rhinocs thrive in the western side; when in large enough numbers, they may attract a couple of Jabberbulls to the area.
  • Oowwooki in Loch Aza: Drakes have set up a Den in the Deroohee trail.
  • Drakes, Achilleas, and a few Calprates and Okolats now have an area-wide den in Maverick Gulch, Timbertol.
  • Ghetti Gorge/Timbertol Area5: it's drake breeding season in Timbertol; a breeding drake has set up a den in the Gorge.
  • Ikah in Loch Aza: a pack of Helltyrs are claiming the Nachtmahrtal valley as theirs.
  • Camps Nitlsha in Loch Aza: Morgensten Cacti will reproduce and grow stronger unless erradicated.
  • Cassidy Rock in Timbertol has an area-wide Achillea, Jabberbulls & Rogue Troops Den.
  • A herd of Mubarks has moved to de Campo d'Ennio plains in Eastwood, Timbertol.
  • There's a new Helltyr Den in the Chaudron d'Hadès valley, in the Aza Shores region of Loch Aza.
  • Camps Hudson Pass in Timbertol: added a small Arrvor & Morgenstern Den.
  • Okolats, Lurkers and Turlocs now have an area-wide Den in Purplefield, Timbertol.
  • Tishdlada in Loch Aza: Helltyrs have a rather tough area-wide Den here.
  • Ageshuul in Loch Aza now has an area-wide den for some Drakes, Arrvor and Morgensten.
  • Niseya in Loch Aza: added an area wide Morgensten and Lesoo Scout Den.
  • There is a fairly large Hokfig Den in Lonesome Canyon, Timbertol, along with the occasional stray Mubark from Eastwood.
  • Decroux Etang in Loch Aza: added a small Hokfig & Drake area wide Den.
  • Scorched Gorge in Freedomtown has a new small raxin den.
  • Sandsurfs in Loch Aza: a Morgensten Cacti Den will tend to spawn along the Shady Sands Trail, and will grow in quantity and strenght if not removed.
  • A small mubark herd has migrated from Huntsfolly and has set a Den in Trockental, Timbertoc.
  • Loch Desert in Loch Aza: added a Drake Den in the Agualenta Plain.
  • Niseya in Loch Aza: added an area wide Morgensten, Lesoo & Rhinocs Den.
  • Fallentide in Loch Aza: added a small Scaed'ecoo Den.
  • Bradshaw Peak in Timbertol: Rhinocs, Okolats and Achilleas have spread in a area-wide Den here.
  • Echo Pond in Timbertol: Okolats and Achilleas have set a Den in the area.
  • An Arrvor Den has taken residence in the Maprumtel pass in Waterwas, Loch Aza.
  • Skiberan in Timbertol: Calprates, Okolats and Fragarias have set an area-wide Den here.

 

 

Engagements

 

 

  • Engagements now have the option to grant players a short immunity while they play a cinematic effect. This is not something that is planned to be used often, but in some cases such as something opening based on one engagement being completed it is desirable.
  • Implemented a new Marker system for engagements to give us finer control over how engagements appear on the map. There can now be multiple marked points on the minimap. The labels can also be moved and support multiple positions. Last but not least NPCs can be marked to display an indication on the minimap as they move. This would typically be used for escort type engagements.
  • Added a radio broadcast on the completion of the Training Grounds engagement to inform players that their combat training is complete.
  • Added a new engagement tied to a mine detection minigame at Camp Taak. Now if players fail on "Rogue Raiders" they will need to escort a resupply vehicle leaving Camp Taak through a mined path using a tablet with 2 abilities #1 to detect nearest mine and #2 to disable mine once player is close enough.
  • Added new master camera fx to engament chain at Camp Taak so players are noticed where they need to go to escort vehicle. Master camera is using a new immunity decorator so player locked on camera cant be damaged.
  • Improved the pathing in the Rogue Raiders engagement so NPCs would be less likely to get distracted en route to the supplies.
  • Modified some failure/success messages on Camp Taak engagements. Also adjust stages time limits and relocate mines on mine field so players be able to get mine detector and play minigame ontime.
  • Increased the difficulty of the Rogue Raiders engagement in Camp Taak. If this stage fails the engagement now spins off into the new minefield engagement so we wanted to make it more challenging. The encounter is now a very large battle sequence.

 

 

GM

 

  • Improved GM alignment manipulation capabilities.
  • Several improvements to the GM teleporting powers.

 

Graphics

 

  • Strafing while prone will now roll on the ground.
  • Eliminated the turning animations. Movement outside of combat now works like it did previously in-combat without the momentum buildup.
  • All NPC and Vehicle portraits had their images updated.
  • Began the process of updating all of our ability icons. The first batches went in this month, with many more expected in next months builds.
  • All creature portraits have been recreated. New species are now supported and older ones had their snapshots retaken.
  • Added 29 new prop models (e.g. generators, beds).
  • Added 27 new prop models (e.g. lockers, led's)
  • Improved the animation transitions of Malagions and Drakes so they moved more smoothly from one mode to another. Drakes saw the largest effects which are most noticeable when transitioning between flight and landing.
  • Added 12 new prop models (e.g. barriers)
  • Optimized Freedomtown by improving occlusion and optimizing texture usage.
  • Added new textured small building.
  • Female armor sets have been adjust to fit the character better.
  • Updated the texture on the plot foundations.
  • Added props for Plymouth Control Center.
  • Fixed some seaming issues on female armor.
  • Repaired gaps in female armor.

 

Housing

 

 

  • The first stage of the revamped city system is ready for testing. We're using Kaavo as our testbed for this area. The new city system works very much like Open World Housing, in that you have a little more freedom to place your base. We have more big changes to the city system in the next build but feel free to give the new system a run and report any issues you find.
  • Player Shop Vendors are now available in the Housing unit list. Players can place them in persistent housing units to run their own shop. You can add items to the shop's inventory and players can purchase from them locally, subscribe for remote viewing, and can also have shop items delivered for a fee from subscribed shops. Subscribed shops are listed in your Trading window in the new Shops tab.
  • There is now /housing store and /housing unstore. This will store your housing unit up to be unstored in another spot. This destroys the housing unit in the process, but allows you to copy over the structures to another housing unit (that has been already placed down). You currently cannot store Vendors/shops. Doing so will destroy them and everything them have so be sure to clear them out first before doing so!
  • Show housing now adds a transparent box around the location where housing can be placed in game.
  • A city can now be formed at the Kaavo Ridge. This is west of Kaavo Hold.
  • Waterwas in Loch Aza now has a small PvE housing region near the Amati oasis.
  • Longshot Ridge in Timbertol now has a fairly large PvE Housing region.
  • A city can now be formed in the Avalanche Expanse, a ways northwest of Kaavo Hold.
  • Ikah in Loch Aza now has a PvE housing region in the Talampaya Valley.
  • You can now form cities in the Gelid Pass, just north of Kaavo Hold.
  • Nywisp (formerly Doma Pass) in Doma Highland now has a medium-sized PvE housing region.
  • The /housing command now is partly exposed to players. Can clear/destroy your housing unit using the command instead of /help.
  • Waswamp now has a fairly large PvE housing plot in the Red Sands plains.
  • Cities can now be formed in the Fana Plains. This frigid area is southeast of Kaavo Hold.
  • Trockental in Timbertol now has a fairly large PvE Housing region in the Burrone Secco valley.
  • There is room for a city in the Barren Dale, in the far northeastern corner of Mount Ash.
  • Lukluha in Loch Aza has a fairly large PvE Housing Region in the Maison de Roche valley, to where Zedkay Decroux retired after Sam Hudson concluded his Loch Aza campaing.
  • Oowwooki in Loch Aza now has a PvE housing region at the Henereloohee plain.

 

 

Items and Fittings

 

  • Added 40 new Cosmetic Styling items which allow you to customize your hair style, facial hair style or moustache. These are gender specific and will be created using the Cosmetic Styling trade skill.
  • Introduced a new Dye system. This system allows you to specific item slots, hair, or facial hair to a different color.
  • Added a new /gearswap command. This command will allow you to swap gear configurations. This will attempt to equip each piece of gear in that backpack with a limit that includes the total amount of gear slots. It should be noted that this gear swap is subject to in-combat swapping penalties. If you swap out of combat it will happen near instantly, but swapping in combat is subject to a 6 second penalty for each piece of gear. So be careful about using this command while in combat. You can bind this command to a button using the new Command Icon system.
  • Items can now an optional gender requirement.
  • Introduced 2 new parasites to resource nodes. One is found when logging; the other while mining. These parasites are useful in Genetic Engineering and Cosmetic Styling.
  • Dozens of items which were not stackable or which were only available as short stacks have had their stackable numbers increased.
  • Reduced the effectiveness of movement speed fittings.
  • Reduced the rate at which fittings are being damaged through use.
  • Drop rates on Ectoparasites have been significantly increased.
  • Dual Wield handguns are now held in a better position.
  • Complete Cosmetic Surgery Kits now stack in stacks of up to 200.
  • Reduced the Energy Split percentage boosts on the Energy Charger fitting.
  • The Beam Particle Accelerator fitting given to players in the combat training tutorial can now be removed without destroying it. It can not be traded, however.
  • The Electrical Waraxe has a new visualization.
  • Created an Official Military full set dye for OWON; this will dye any full set of armor the OWON colors: Blue, Gold and Yellow. These dyes are offered to seasoned OWON military personnel only (minimum rank of Lieutenant).
  • Corrected an issue with the Calibrite-Carbon Curule Base and Polyester Seat Straps recipes.
  • Created an Official Military full set dye for FPR; this will dye any full set of armor the FPR colors: Red, Silver and Green. These dyes are offered to seasoned FPR military personnel only (minimum rank of Lieutenant).
  • Metal Wasps are now found more often in Cobalt Deposits.

 

Minigames

 

 

  • The Fishing Minigame should now give better results more often on the lower end.
  • The bobber in the Fishing minigame is now normal sized.

 

 

 

Missions

 

 

 

  • The FPR Training Facility has been revamped in a similar fashion to the OWON revamp in the last build.
  • Laredo Lagoon in Timbertol: New OWON Mission "Remove Okolats from Laredo Lagoon". Okolats have been sighted in Laredo Lagoon; begin a controlled cull to reduce their numbers before any problems arise.
  • Izzy's Post in Howling Hills: new missions "Shortstack's Hokfig Bacon", featuring hokfing bacon artists Barclay Shortstack. He's always buying!
  • Kahavi Canyon in Wailing Chasm: new mission "Alabaster Infestation". Ziq Farou tends to prefer finesse... but sometimes mass slaughter will just do.
  • New OWON combat mission: "Malagion in Bendigo Basin"
  • Laredo Lagoon in Timbertol: New OWON Mission "Remove Okolat Bulls from Laredo Lagoon". As part of the controlled cull to prevent okolat problems, there is an extra bounty available for eliminating Okolat Bulls.
  • Reduced the opening introduction sequence in duration by 32 seconds.
  • Brenning: new Combat mission "Back At It": Teco's soldiers just don't know how to deal with Morgensten Cacti.
  • Although it is mentioned earlier in the tutorial, it will now remind players via a tip that the remainder of the tutorial is optional at the start of the Recruit Training mission.
  • New OWON combat mission: "Clear Hunting Arrvor from Timbertol Trail". The hunting arrvor have started to swarm around our land routes through Timbertol Trail. These dangerous creatures must be removed.
  • New FPR combat mission "Calprates in Korej". The calprate population in Korej is increasing and is wandering closer to Banshee's Hollow.
  • New OWON combat mission: "Arrvor in Bendigo Basin".
  • Viminal Valley in Timbertol: New OWON mission "Achilleas Along the Salice Trail". Cut back the achilleas that are impeding the Salice Trail; your work will be rewarded.
  • Re-enabled the Smuggling Run to the Hole on the Hill mission. This mission smuggles some goods from Plymouth City into the Hole on the Hill. The trick is in avoiding the OWON Patrolmen who are aware of the operation.
  • New OWON combat mission: "Clear Rhinocs from Timbertol Trail". A pack of rhinoc have taken up residence on the Timbertol Trail. We cannot allow them to remain there.
  • New FPR combat mission "Lesoo in Korej". Ziq Farou has received reports that lesoo hunters have been sighted close to Banshee's Hollow. This is not desirable for the general safety of the area.
  • New OWON combat mission: "Secure the Ponds in Searchers Valley – Arrvors ".
  • Changed some of the older tutorials to only display FX to the player, not to other nearby ones.
  • Viminal Valley in Timbertol: New OWON mission "Hokfigs in Viminal Valley". The hokfigs in Viminal Valley need culling; you'll be paid for your work.
  • New OWON Mission: Fallentide: "Scavengers around Fallentide". Scaed'ecoos are being attracted to Fallentide; thin their numbers to reduce the danger.
  • New OWON Mission: Aza Shores: "Hades Cauldron". Helltyr have been migrating away from the Hades Cauldron in Aza Shores; cull their numbers to reduce this tide.
  • New OWON combat mission: "Deal with the Raxin Predators". Our settlement at Timbertoc is threatened by raxin predators.
  • Kitsun Pass: new mission "Hokfig in Kitsun". The hokfig block the Kitsun Pass. This is disappointing.
  • New OWON Mission: Loch Desert: "Large Drake in Loch Desert". Kill the large drake commanding the pack of drakes near the Agualenta Trail.
  • New OWON Mission: Ikah: "Helltyr Spread". A pack of helltyrs are moving out of Amiuyoi toward Nachtmahrtal Valley in Ikah; they are dangerous and need to be culled.
  • New OWON Mission: Waterwas: "Remove Arrvors in Waterwas". Arrvors have been blocking the Maperumtel Pass in Waterwas. Hunt some down and clear the way into the Amati Valley.
  • New OWON Mission: Aza Shores: "Helltyr Chieftain". As part of the ongoing cull of Helltyr in the Hades Cauldron, there is an extra bounty available for killing a Helltyr Chieftain.
  • Kahavi Canyon in Wailing Chasm: new mission "Worthy Foe", worth facing in the field just for the sheer joy of a fair fight. But should such joy be not enough, a few credits will also fatten your account.
  • New OWON combat mission: "Secure the Ponds in Searchers Valley – Foraging Okolats".
  • New OWON Mission: Ageshuul: "Arrvor Lurkers in Ageshuul". Cull Large Arrvor in Ageshuul to prevent them spreading to Lukluha.
  • Banshee Hollow: new Harvesting / prop interaction mission "Camera Bait". Photographer Danielle Marek needs help with a shot.
  • New OWON Mission: Oowwooki: "Drake Squatters in Oowwooki". Drakes from Loch Desert have migrated to Oowwooki; hunt some down before they can establish a nest.
  • New OWON combat mission: "Secure the Ponds in Searchers Valley – Pond Lurkers ".
  • Huntsfolly: new OWON combat mission "Remove Mubark in Huntsfolly". Majestic beasts, but in an inconvenient place.
  • New OWON Mission: Fallentide: "Scavengers' Champion". A bounty has been offered for killing one of the tougher Scaed'ecoo Champions in Fallentide.
  • New OWON Mission: Ageshuul: "Possible Drake Nest in Ageshuul". A drake nest has been reported close to Lukluha; cull their numbers and reduce risk to the settlement.
  • New OWON Mission: Oowwooki: "Misleading the Oowwooki Drakes". Remove the large drake that commands the drake pack squatting along the Deroohee Trail in Oowwooki.
  • New FPR Mission: Red Hot Supplies in Scorched Gorge: "Urgent Equipment Recovery". This mission features the dry Professor Szaranev and is a sequel to "Western CARL Offline". As you are so reliable (or tolerant) Professor Szaranev asks you to help him retrieve a memory module from a downed squad. Things are never as simple as they seem and who knows what unexpected problems you could find yourself embroiled in?
  • At the start of the Awakening mission the medical bot will now speak a phrase. This was intended in the first pass of the new tutorial but a bug was preventing the phrase from being spoken.
  • Huntsfolly in Plymouth: new FPR combat mission in OWON territory, "Dangerous Game". When we've driven OWON from the planet, this will make a fine hunting reserve...
  • New OWON Mission: Waterwas: "Large Arrvor Problem in Waterwas". The Arrvor that invade the Maperumtel Pass in Waterwas are often led by larger specimens; hunt some down to disperse the swarm.
  • Kahavi Canyon in Wailing Chasm: new mission "Kill the Queen". Should the Puppy's Trail take you to the Bastet Valley in the northeast tip of Kahavi, Ziq Farou may request you to remove a Bastet Barca Queen from the gameboard.
  • New OWON Mission: Nitlsha: "Morgenstern in Nitlsha". Cut down morgenstern cacti in Nitlsha before they can impinge on Koleyna.
  • New OWON combat mission: "Secure the Ponds in Searchers Valley – Desert Setlang".
  • New OWON Mission: Ikah: "Ikah's Helltyr Chieftain". Whilst you deal with the helltyrs that are spreading into Ikah, there is an extra bonus for killing any of the larger and stronger Helltyr Chieftains you come across.
  • Huntsfolly: new OWON combat mission "Eliminate a Mubark Herd Leader from Huntsfolly". If the mubark pack disbands, we won't have to kill the rest to keep them in check.
  • New OWON combat mission: "Remove Brachura in Lower Daxton". The adult brachura pose a threat to our people fishing at the lake; sadly, they cannot be reasoned with.
  • Eastwood in Timbertol: New OWON mission "Keep a Small Threat Small". The small herd of mubark who roam near Campo d'Ennio in Eastwood, need to be kept that way. Cull a few of their numbers.
  • New OWON Mission: Decroux Etang: "Hokfigs in Decroux Etang". There are too many Hokfigs near the Decroux Oasis; you will be rewarded for culling them.
  • Scar's Wall: New Mission: "Abomination at Scar's Wall": gather a large group together and see if you can clear the Setlang Abomination from the Freedomtown trade route.
  • New FPR Mission: Scorched Gorge Outpost: "Locket Up, Soldier". This mission is only available from doing mission "Urgent Equipment Recovery". Having agreed to deliver a locket to the person it belongs to; how are you supposed to do it if the picture is ruined?
  • The unarmed combat tip also mentions the hand blade which you are given.
  • New OWON Mission: Tishdlada: "Helltyrs Overrunning Tishdlada". Helltyrs from Averno Cauldron in Amiuyoi are threatening Tishdlada Plains. Stop their expansion before they reach our settlements in Lukluha or Ikah.
  • Blair Ridge in Plymouth: new FPR combat mission "Fishing for Kills". Fishing in a warzone? It is almost insulting! This is a "behind enemy lines" mission for FPR players in OWON territory, and thus the rewards are much larger to compensate for the increased risk.
  • New OWON Mission: Waswamp: "Eliminate the Nahal Queen in Waswamp". Remove the Queen leading the colony of nahal barcas currently invading Takam Valley in Waswamp.
  • Eastwood in Timbertol: New OWON Mission "Behead the Herd". There is an extra bounty available if you cull the leading mubark as part of your threat reduction exercise.
  • New OWON Mission: Sandsurfs: "Morgenstern Along the Shady Sands Trail". The Shady Sands Trail leading to the Carter Archeological Site is often blocked by morgenstern cacti; the way needs clearing.
  • New OWON Mission: Decroux Etang: "Feeding Drakes". The large numbers of Hokfigs breeding near the Decroux Oasis are attracting drakes; cull drakes near Cythère Coteau Hill.
  • Scar's Wall: New Mission:"Charged Atmosphere at Scar's Wall" - hunt a calprates charger for the good of Scar's Wall's efficiency.
  • New OWON Mission: Tishdlada: "Three Chiefs". Whilst dealing with the helltyrs overrunning Tishdlada there is a bonus for killing any of the larger helltyr known as Chieftains.
  • Huntsfolly: new OWON combat mission "Deal with a Giant Mubark in Huntsfolly". It is a clear and present danger to our nearby outposts; we need it dealt with immediately. Be advised, though: you will not be able to defeat this giant mubark without a considerably large squad.
  • New OWON Mission: Loch Desert: "Drake Removal in Loch Desert". Promote travel and commerce by clearing drakes from the Agualenta Trail in Loch Desert.
  • Banshee's Hollow: New Mission: "Music Tape" - make sure the unconventional militia stays entertained on their long watch.
  • New OWON Mission: South Koleyna: "Nahal Cull in South Koleyna". Nahal barcas have tunneled extensively under South Koleyna; perform a major cull eradicating them over a wide area.
  • New Combat Mission: Red Hot Supplies in Scorched Gorge:"Western CARL Offline". After helping dryly ironic Professor Szaranev in "Radio Test" he now requests assistance in repairing a defective CARL. This is not an easy task as various creatures attack whenever this maintenance is attempted.
  • New OWON Mission: Amiuyoi: "Helltyr Source". The Averno Valley is the home of a large helltyr horde; hunt them here and stop them migrating to nearby areas.
  • Moved many mission based babble phrases into the Mission channel rather than the Say channel.
  • New OWON Mission: Waswamp: "Nahal Infestation in Waswamp". A nest of nahal barcas have taken up residence in Takem Valley in Waswamp; make a dent in their numbers.
  • New OWON Mission: Niseya: "Morgenstern Along the Tramostriste and Tragomargo". Morgenstern cacti along the Tramostriste and Tragomargo Trails need cutting back as they are beginning to become a hazard to travellers.
  • Banshee's Hollow: New Mission:"Samr Superfood" - help Renate keep her customers supplied with healthy Samr Berries.
  • New OWON Mission: South Koleyna: "Nahal Chain of Command". Once you start the South Koleyna Nahal Cull there is an additional bounty if you kill a number of nahal barca soldiers; they command the drones and make the swarm more effective.
  • New OWON Mission: Amiuyoi: "Amiuyoi Chieftain". Whilst you deal with the Amiuyoi horde; there is an extra bonus for eliminating the largest helltyr in the pack nicknamed the Chieftain.
  • New OWON Mission: Niseya: "Prowling Lesoo in Niseya". Lesoo scouts have been spotted near the Tramostriste and Tragomargo Trails; there is a bounty for hunting them.
  • Ghetti Gorge in Timbertol: New OWON Mission "Unwanted Neighbors". Reduce the numbers of drakes in Ghetti Gorge and prevent so many drakes migrating towards Fort Hudson. You will of course be paid for your effort.
  • Ghetti Gorge in Timbertol: New OWON Mission "Large Ghetti Drake". During your migration prevention cull, there is a bonus available if you can take down one of the Large Drakes.
  • You are now mailed the Catch the Nacoot mission after you pass the Training Grounds area in the tutorial. Previously you were given the objective and then could walk right past the General Store and Training Grounds if you responded to it immediately.
  • New OWON Mission: South Koleyna: "Golden Queen". Once you begin culling barcas in South Koleyna, there is an additional bounty available for killing one of their rarely seen ruling queens.
  • Banshee's Hollow: New Mission:"Smiles around the Hollow" - Those rocharus won't be smiling any more once you thin their numbers.
  • New OWON Mission: Pahokie: "Growing Lesoo Numbers in Pahokie". Lesoo are moving into the area and have been reported in large numbers. Intimidation and violence seem to be the most effective diplomatic options against them; you will be paid to remove them.
  • Ghetti Gorge in Timbertol: New OWON Mission "Stop the Breeding Season". Whilst preventing Fort Hudson from gaining drake neighbors, there is a an extra bounty if you can handicap future drake population expansion by culling a Breeding Drake.
  • New OWON Mission: Carter Archeological Site: "Hokfigs around the Traful Oasis". Hokfigs are gathering around Traful Oasis in what are becoming dangerous numbers; please cull them.
  • Banshee's Hollow: New Mission:"Wings around the Hollow" - Elkar can be found around the town after dark; get their numbers down.
  • New OWON combat mission: "Drakes in Bendigo Basin"
  • Banshee's Hollow: New Mission:"Byna Buzz" - Byna berries are popular but can have interesting side-effects if you eat too many. Help Renate with more of her supply issues.
  • New OWON Mission: Pahokie: "Surgical Removal".Whilst you deal with the Lesoo incursion into Pahokie there is an extra bounty for targetting Lesoo Healers.
  • You will no longer be able to initiate the Catch the Nacoot minigame unless you have an active version of the mission. If players attempt to click on the box to start the minigame it will give them a tip reminding them of how to open their mail and accept the mission.
  • New FPR combat mission: "Tend the Garden". Nido Cuervo in Wailing Chasm is a tranquil haven, but such places require maintenance.
  • Added a new tip which is given to players before they reach the weapon trainers en route to the Training Grounds. It lets them know they need to complete the Firing Range tutorial before going there, and also discussed the role of the various trainers.
  • When players walk past the Firing Range in the tutorial they will now receive a radio broadcast which orders them to speak to the Staff Sergeant to receive a gear issue. We found that a reasonable number of players were passing the Firing Range and then later attempting to go into the Training Grounds without yet being issued a weapon or training.You will now receive a radio transmission informing you that there is a situation brewing at the labs when you receive the Catch the Nacoot mission email. Along with a call for help it mentions to check your inbox. This helps draw your attention to the tip which is also received at the same time.
  • The Training Grounds is now behind a door which will only open after the players have completed the basic combat tutorial at the Firing Range. We found that some players were walking past the Firing Range and then entering the Training Grounds with no weapon and no idea of what to do. If players reach this door and have not yet completed the firing range tutorial it will send them a radio broadcast telling them that they need to complete the firing range tutorial to open this door.
  • You can no longer kill the Freed Nacoots in the tutorial. They can only be used for the Minigame or Taming.
  • Removed the ability watching segment from the Unarmed Weapons tutorial. Once you receive your training cards the mission will close, similar to other weapon missions.
  • The Nacoot container no longer disappears after you collect it in the tutorial. This is as a failsafe in the event that the players do not complete the minigame, so it doesn't bug it out for them.
  • Moved the Scrap Bot in the new tutorial so players will be able to do the Salvage Parts tutorial before they reach the Training Grounds. He's now just before they turn into the Training Grounds/Advanced Trainer section.

 

 

Nations

 

 

  • City Plot regions can now be seen on the minimap. They work very similar in fashion to the Housing regions in regard to how they display in game and on the map.
  • City Plots are now available in the Nation Structure List in with the Control Center structure. This allows a player to place a city plot down in defined city regions in the game. For the time being only a single plot can be placed down per region.
  • You will no longer be considered Rogue if you leave an OWON or FPR nation and your military rank will not be reset. You will stay a member of OWON or FPR until the time that you join a nation who belongs to a different faction. This allows players to switch nations within their own faction.
  • You must now wait five minutes before joining a new nation after you have left your old one. This is to prevent players from exploiting alliance settings by quickly switching nations.
  • When placing a structure down you can now zoom out much further than normal (this is for nations only, not housing).

 

 

NPCs

 

 

  • The Rogue military has set up a bounty collector in Sept Falls.
  • Added five new variations of Smarag Barcas. These are a green colored variation.
  • Barca have new attack animations.
  • Elkar now have a chance to provide Diseased Brain Tissue when harvested. This item is used in Genetic Engineering.
  • Reduced mob density in the Bendigo Basin.
  • Flora Cruz's noisy babbles have been moved to the Mission channel so they can be easily filtered out.
  • Floyd and Margaret Watson will now sell booze and water at the Clone Cafe.
  • Cleaned up many old faction related issues where a certain NPC in a group might be attackable but shouldn't have been.
  • Numerous faction oriented NPCs who were not previously extractable can now be extracted.
  • Arrvor's will now drop Arrvor DNA.
  • Set numerous engagement NPCs to be pick pocketable so that players can increase their thievery skill by pick pocketing hostiles.
  • Arnold Harmon is once again appearing near the Shed. He stops there along his route through Mid-Freedomtown.
  • Ziq Farou now has a Hunting Rep title.
  • Dance Machines can no longer be attacked by either faction.
  • Jutz Klanger at the Mayflower Pub is willing to talk about himself and his books again.
  • Upgraded NPCs so they all should now have the proper NPC portraits. If you notice any NPCs who have incorrect portraits, please let us know.
  • Barclay Shortstack, Competitive Cook and consummate hokfig bacon artist, has set shop in Howling Hills, near Izzy's Post.
  • Gung-ho Musician Kahrinna Mars can be found hanging around the bookstore in Banshee Hollow. Kahrinna likes to play power ballads and hard rock tracks. She's popular in RiffRaffTown and has a bit of a following in both the FPR and OWON territories.
  • Competitive trader Renate Margrethe has come to Banshee's Hollow for business. A trader from Nueva Esperanza, she is always recruiting foragers to go and get her raw materials.
  • Danielle Marek, Gung-Ho Pest Controller and amateur photographer, is doing her tour of duty in Banshee Holllow, in the rather particular way Banshee has organized its defence forces.

 

 

 

Pets

 

 

  • Thirteen new genetically engineered pets were introduced. These pets will scale with crafted quality and will gain more abilities with higher quality.
  • Created 5 new 'cloned' pets for Genetic Engineering including a new Arrvor pet; these 5 creatures will be the first pets Engineers create.
  • Increased the strength of genetically engineered pets.
  • Several genetically engineered pets now have self-only buffs.
  • Messages resulting from feeding or tending to your pet are now listed in the Info channel so you can filter them out if you wish.
  • You can now tame Hokfig calves to use as pets. They require 3000 Animal Handling skill. Hofkig pets are good tanks and are more durable than most other species.
  • You can now have a second genetically engineered pet if your Genetic Engineering skill is 2000 or higher.
  • Introduced two new Rocharus pets to Basic Genetic Recombination.
  • Improved the armor of Rhinoc pets.
  • Pet levels can now scale based on the grade and quality of the summoning item, if the item has a grade.
  • You can now tame a maximum of four Nacoot in the Training Facilities. Some players were taking advantage of the easy to prey on Nacoot.
  • Increased pet level scaling amounts based on grade.
  • Updated pet portraits. Pets should now all be using a portrait which is appropriate to their type.
  • Pets can no longer be ordered to attack friendly targets.
  • Lurker pet's scales are now considered Medium Armor.
  • Tamed pets should mature a little faster than was previously the case. This has the largest effect on babies to young adults, but is the amount of time before a roll is made has been reduced overall.
  • Increased the total pet levels allows when you have multiple pets by 10 pet levels baseline as players were struggling to have enough skill to summon two pets early on after obtaining one.
  • Increased the attack range of Hokfig pets.
  • Cloned pets are now slightly stronger.
  • Recombining Hokfig and Turloc DNA now produces the correct pet.
  • Improved the armor and attack range of drake pets.
  • Increased Animal Handling skill gain rate.
  • You can now gain Veterinary Medicine skill when using the Feed Animals ability.
  • The Robotics tip when you get your single use Crawler pet in the tutorial will now give a brief blurb about tamed and genetically engineered pets.
  • The timer which automatically checks skill gain rates when pets are out will now tick a little more often to compensate for many players having less pets out due to the pet number changes.

 

Player vs. Player

 

 

  • OWON and FPR Bounty Collectors now accept Rogue and Siege Insignias, as well as their rival factions and War Plans. Siege Insignias are earned as rewards from siege engagements.
  • Rogue Nation players are now allowed to switch to Reserve military. This will only protect them in protected Rogue areas however, which are in short supply.
  • Increased the rewards for turning in 5 or 25 Insignias at a time to bounty collectors.
  • Introduced new Rogue Bounty Collectors. These allow Rogue Nation members the opportunity to gain military advancement.
  • If you are unable to attack another player due to PvP restrictions, it will now notify you in a Text Banner, as well as chat.
  • Military rank and experience is now reset when you switch factions.
  • Rogue military NPCs will now drop insignias that can be turned into Bounty Collectors.
  • Increased the spawn rate of PvP control points.

 

 

Skills and Abilities

 

 

  • Defensive buffs now scale to a larger extreme as you skill up. This includes the Evade, Unbreakable Defense, Parry, Raise Shield, Defend Yourself, Riposte, Avoidance, and Block abilities.
  • Introduced several new NPC abilities for genetically engineered pets.
  • Friendly abilities will now automatically select the user of the ability as the target if the ability is allowed to cast on the user, and no other target is selected.
  • The following abilities now scale their effectiveness as your skill increases: Motivate, Sneaking Thrust, Kidney Puncture, Open Mind, Behind Me!, Arrogant Taunt, Concealed Burst, Burst Fire, Spraying Assault, Rip Open Wound, Cripple Legs, Chest Shot, Shield Bash, Bludgeon, Stunning Blow, Shin Shot, Leg Shot, Cloud, Lethal Thrust, Humiliate, Static Discharge, Pistol Whip, Leg Slash, Fury, Knee Shot, Hamstring Slice, Turn the Tide, Scattering Shot, Locked In, Flesh Wound, Dialed In, Flanking Attack, Break Defenses, Crush Legs, and Open Wound.
  • Increased the damage of the Shockgun Tactics ability: Maniacal Rampage.
  • Decreased the snare/debuff duration of Atrophic Injection (First Aid) to 15 seconds.
  • Increased the spread distance of Shockgun abilities across the board.
  • Slightly reduced the damage over time of the Spray Biohazard ability (First Aid).
  • Slightly increased the damage of the Scattering Shot ability (Shockgun tactics).
  • The Kick ability (Unarmed Tactics) is now more accurate, and scales as your skill level increases.
  • Increased the chance of the Impact Shot ability (Shockgun Tactics) to knock opponents off their feet. As is generally the case, off balance opponents will be much more susceptible to knock down attacks.
  • Disabling Thrust (Bladed Weapons) is now more accurate and scales it's damage based on skill.
  • Increased the damage and PBAoE radius of the Shockgun Tactics ability: Maniacal Kill Spree.
  • Sucker Punch (Dirty Fighting) now acts as a more powerful taunt than was previously the case.
  • Riding a mount will slowly raise your Animal Handling skill. This happens much slower than Vehicle Control rises, however.
  • Slightly increased the damage of the Stun Shot ability (Shockgun Tactics).
  • Blind Hack (Axe Fighting) is now more accurate and it's effectiveness scales as you gain skill.
  • Increased the skill gain rate of Stealth.
  • Significant improvements were made to the Angle Shot ability (Shockgun Tactics). It had its damage, spread radius, and chance to confuse opponents increased.
  • Cleave (Axe Fighting) had it's PBAoE radius increased and now scales in effectiveness as your skill rises.
  • Increased the amount of endurance sapped by the Chest Shot ability (Shockgun Tactics).
  • Hold (Axe Fighting) had it's endurance sap increased, scales effectiveness, and also received a damage boost.
  • The Extinguish Flames ability should now properly extinguish the burning effect from players.
  • It is now easier to raise your Assassination skill.
  • Slightly increased the damage and spread radius of the Static Discharge ability (Shockgun Tactics).
  • Power Shot (Unarmed Tactics) not only now scales effectiveness with skill, but also had the length of its Confusion effect increased. This effect is only available if the opponent is already Off Balance when the shot is delivered.
  • Interruptible abilities can now be flagged to not be interrupted from movement. This is optional and on a per ability basis.
  • Made numerous improvements to the Shockgun Tactics ability: Shock. It now does improved damage, has a larger spread radius, and a greater chance to confuse opponents who are currently stunned.
  • Uppercut (Unarmed Tactics) now scales damage based on your skill level, has a chance to knock down your opponent, and had it's stun duration increased by one second.
  • First Aid skills will now increase 25% faster than was previously the case.
  • Shield Shot (Handgun Tactics) had it's damage increased slightly, it's debuff duration increased by a second, and now scales based on skill.
  • Updated the following abilities so that you could move without interrupting them: Medical Scan, Ranged Medical Scan, Vaccinate Area, Nano Cloud, and Advanced Medical Scan.
  • Skill gains are now capped at 15 points in the Training Facilities.
  • Introduced several new abilities centered around Drake and Elkar pets and the pet Tank role.
  • Increased the effectiveness of the Motivated buff so that it further increases Momentum Retension and is visible on the combat effect.
  • The Penetrate Shielding ability enhancement you are given during the tutorial can now be removed without destroying it. It can not be traded, however.
  • Cure abilities will now cure more recent virus strains.
  • Increased the effectiveness of the defensive debuff created by Body Blow (Unarmed Tactics).
  • Increased the effectiveness of the Feign debuff (Unarmed Tactics).
  • Increased the duration that you knock opponents Off Balance with the Balance Shot (Shockgun Tactics) ability by a second. Also improved the description of the ability.

 

 

Trade Skills

 

 

  • Introduced a new recipe for Cosmetic Styling: Basic Primary Armor Dye Production. This allows the creation of 9 unique colors.
  • Introduced a new recipe for Genetic Engineering: Advanced Genetic Recombination. This recipe utilizes Primary, Secondary, and Tertiary DNA in over 60 combinations to create strong and often versatile creatures.
  • Introduced the recipe Biomass Reclamation. This will allow Genetic Engineers to refined creature tissue into useful Biomass.
  • Introduced new installations crafting Recipe: City Control Center.
  • Introduced the recipe Prion Disease Stabilization. This recipe allows Genetic Engineers to produced Stabilized Prion Vectors used in the creation of hybrid pets.
  • Introduced a recipe to Cosmetic Styling: Basic Secondary Armor Dye Production. This recipe produces 6 secondary dyes.
  • Introduced the recipe Basic Genetic Recombination to Genetic Engineering. This recipe contains 13 creatures each with unique ability combinations.
  • Added a new Vehicle Engineering recipe: Shielding. This recipe creates Shielding perk upgrades, which grant a vehicle enhanced defensive capabilities for a short time.
  • Introduced a new Vehicle Engineering recipe: Turbo Booster. This recipe creates Turbo Booster upgrades which allow a vehicle to move quickly for a short period of time.
  • Implemented a new Vehicle Engineering recipe: Steering Upgrade. This upgrade improves a vehicle's handling capabilities.
  • Added a new Vehicle Engineering recipe: Speed Upgrade. This produces upgrades which increase a vehicle's maximum speed.
  • Introduced a new Vehicle Engineering Upgrade: Gun Upgrade. This creates vehicle upgrades which will improve damage fired by your vehicles gun. It is of course useless on a vehicle without a weapon.
  • Added a new Vehicle Engineering recipe: Brakes Upgrade. This recipe creates vehicle upgrades which improve a vehicles Deceleration capabilities.
  • Created a new Vehicle Engineering recipe: Electro-Magnetic Pulse. This recipe creates EMP perks for vehicles.
  • Implemented a new Vehicle Engineering recipe: Mine Layer. It creates a vehicle upgrade perk which allows a vehicle to lay mines periodically.
  • Introduced a new Vehicle Engineering recipe: Vehicle Upgrade Mold. This creates molds necessary to create Vehicle Upgrades. It has an entry level skill requirement.
  • Added a new Vehicle Engineering recipe: Acceleration Upgrade. This recipe creates Vehicle Upgrades which will enhance a vehicles acceleration speed.
  • Introduced a recipe to Cosmetic Styling: Dual-Color Armor Dyeing. This allow players to stack two different dyes onto one dye kit, produce a kit with one main and one secondary color.
  • Introduced new recipe for Firearm crafting: Peacekeeper Carbine.
  • Introduced new metalworking crafting Recipe: Survival Knife.
  • Introduced new firearms crafting recipe: Assassin Sniper Rifle
  • Introduced new installations crafting Recipe: Large Ranch A.
  • Introduced new metalworking crafting Recipe: Power Hammer.
  • Introduced new installations crafting Recipe: Pillars.
  • Introduced new installations crafting Recipe: Tent.
  • Introduced new metalworking crafting Recipe: Bubba.
  • Introduced new installations crafting Recipe: Bunker A.
  • Introduced new installations crafting Recipe: Small Building A.
  • Introduced new installations crafting Recipe: Medium Fishermen A.
  • Introduced new firearms crafting recipe: M-88 Rifle
  • Introduced new installations crafting Recipe: Lean-to.
  • Introduced new firearms crafting recipe: Basic Sniper Rifle
  • Introduced new metalworking crafting Recipe: Power Mace.
  • Introduced new installations crafting Recipe: Small Ranch A.
  • Introduced new installations crafting Recipe: Large Building C.
  • Introduced new installations crafting Recipe: Small Building B.
  • Introduced new installations crafting Recipe: Improved Lean-to.
  • Introduced new installations crafting Recipe: Large Building A.
  • Introduced new firearms crafting recipe: Bertha
  • Introduced new installations crafting Recipe: Large Fisherman A.
  • Introduced new Installations crafting Recipe: Small Building E.
  • Introduced new installations crafting Recipe: Medium Building K.
  • Introduced new installations crafting Recipe: Improved Field Canopy.
  • Introduced new hacking crafting Recipe: Melee Electro Power Assembly.
  • Introduced new installations crafting Recipe: Tower House.
  • Introduced new installations crafting Recipe: Small Building C.
  • Introduced new installations crafting Recipe: Small Tent Frame.
  • Introduced new firearms crafting recipe: Composite Rifle Scope
  • Trockental in Timbertol now provides Lesapen, Ngooberries, and some Jessup Trees.
  • Introduced new installations crafting Recipe: Medium Building L.
  • Introduced new installations crafting Recipe: Improved Tent.
  • Introduced new installations crafting Recipe: Large Building B.
  • Introduced new installations crafting Recipe: Detachment Tent.
  • Introduced new installations crafting Recipe: Improved Squad Tent.
  • Introduced the following new recipe for Firearm crafting: Assault Carbine.
  • Introduced new installations crafting Recipe: Medium Improved Field Canopy.
  • Introduced new installations crafting Recipe: Medium Building A/B.
  • Introduced new recipe for Firearm crafting: Basic Carbine.
  • Introduced new installations crafting Recipe: Small Building D.
  • Introduced new Installations Recipe: Small Wood Floor Base
  • Introduced new installations crafting Recipe: Bazaar.
  • Introduced a new Firearms recipe: Long Laser Optics Barrel
  • Introduced new installations crafting Recipe: Medium Building G.
  • Introduced new metalworking crafting Recipe: Single-Bladed Power Axe.
  • Introduced new installations crafting Recipe: Small Building J.
  • Introduced new installations crafting Recipe: Small Building G
  • Added Firearm recipes to Modern Firearms Recipe Book Carbine Stock Assembly,Beam Weapon Stock Assembly, Rifle Stock Assembly, Beam Pistol Stock Assembly, Assault Stock Assembly,Rotary Stock Assembly, Pistol Stock Assembly, Optics Barrel, Buffer, Ram Set, Projectile Bolt assembly, Projectile Reserve, Beam Pistols,
  • Introduced new recipe for Firearm crafting: Street-Sweeper Carbine.
  • Introduced new installations crafting Recipe: Medium Bazaar.
  • Introduced new installations crafting Recipe: Medium Building F.
  • Introduced new installations crafting Recipe: Small Building K
  • Introduced new recipe for Firearm crafting: Tac-Ops Carbine.
  • Introduced new metalworking crafting Recipe: Nightblade Sword.
  • Introduced new installations crafting Recipe: Silo.
  • Introduced new firearms crafting recipe: Micro Laser Optic Barrel
  • Introduced new installations crafting Recipe: Medium Ranch A.
  • Introduced new recipe for Firearm crafting: Beam Raider.
  • Introduced new metalworking crafting recipe:Short Saw-tooth Blade
  • Introduced new installations crafting Recipe: Medium Tent Frame.
  • Introduced new installations crafting Recipe: Small Building F.
  • Introduced new firearms crafting recipe: Beam Rifle
  • Introduced new recipe for Firearm crafting: Lesoo Carbine.
  • Introduced new installations crafting Recipe: Canopy (Tent Component).
  • Introduced new installations crafting Recipe: Large Tent Frame.
  • Introduced new installations crafting Recipe: Small Building J.
  • Introduced new firearms crafting recipe: Composite Laser Scope
  • Introduced new firearms crafting recipe: Rear Area Rifle
  • Introduced new metalworking crafting Recipe: Charged Training Sword.
  • Introduced new installations crafting Recipe: Medium Building D.
  • Introduced new firearms crafting recipe: Composite Laser Sights
  • Introduced new firearms crafting recipe: Rotary Cannon
  • Introduced new installations crafting Recipe: Garrison Tent.
  • Introduced new installations crafting Recipe: Medium Building E.
  • Introduced new firearms crafting recipe:Projectile Power Assembly
  • Introduced new firearms crafting recipe: Partisan Rifle
  • Introduced new installations crafting Recipe: Small Fisherman A.
  • Implemented a new Hacking recipe: Vehicle Upgrade Hardware. This produces hardware that is needed to create Vehicle Upgrades.
  • Introduced new installations crafting Recipe: Canopy.
  • Introduced a recipe to create Paper in Logging.
  • Introduced new hacking crafting Recipe: Beam Power Assembly.
  • Introduced new recipe for Firearm crafting: Peacekeeper Carbine.
  • Introduced new metalworking crafting Recipe: Power Sword.
  • Introduced new installations crafting Recipe: Medium Building J.
  • Introduced new firearms crafting recipe: Forward Line Rifle.
  • Introduced 3 new recipes to Cosmetic Styling to extract pigments from wood, parasites and minerals. These pigments are used to create dyes.
  • Introduced new hacking crafting Recipe: Projectile Power Assembly.
  • Lonesome Valley in Timbertol now supplies Byna, Geel, Hudson Fir, Iron, and a bit of Copper.
  • Introduced a new recipe for Cosmetic Styling: Primary Armor Dyeing. This recipe creates dye kits that change the armor's primary color.
  • Clifford Archeological Site in Loch Aza: at the top of Buter Voie a bit of Cobalt can be found; in the lower plain there are Calibrite, Thorium and Beryl deposits, and the occasional Melanko and Kosha plants.
  • Lukluha in Loch Aza has a Tungsten deposit, and traces of Kupletskite.
  • Cassidy Rock in Timbertol now has a rather large patch of Pratinus, some Byna and Albus, and a few Rue Trees.
  • Galloway's huge lake is home to lots of fishes, and quite a bit of Salty Prophyra.
  • Hudson Pass in Timbertol now has a large patch of Pyrohemalite; it also supplies, Ngooberries and Hudson Fir.
  • The Sevens in Timbertol now provides Samr and Mika berries, and Oudomi Tree.
  • Introduced new installations crafting Recipe: Field Canopy.
  • Sonjen ArcheoSite in Loch Aza: this vast plain provides a Calibrite, Iron and Thorium, traces of Niurevium and Alluvium, and a small patch of Geflech trees.
  • Batjac in Timbertol: Melanko and Kosha manage to thrive in this arid, dry valley; there's also a small Maeglium deposit.
  • South Koleyna in Loch Aza is a good source of Thorium Beryl, and some Iron at the top of the Gurld Nyfschev peak; also a bit of Melanko can be found throughout the area.
  • Tishdlada has the largest Tungsten deposit in Loch Aza; the region is also rich in Kupletskite and Pyrohemalite, has traces of Maeglium, Beryl and Monazite, and a sizeable grove of Morgun and Geflech trees managed to claim ownership of the Baissétoile valley.
  • Kilmer Valley in Timbertol now provides Byna, Azul, and Maeglium; also a bit of Placebo and a few Takayura trees.
  • Longshot Ridge in Timbertol has a Placebo patch, with the occasional Yano, Azul and Hudson Fir.
  • Echo Pond in Timbertol now provides Samr and Mika Berry, and Maypuri tree.
  • Waterwas in Loch Aza: this secluded oasis provides some Cobalt, Falasium, and a small patch of Albus flowers.
  • Viminal Valley in Timbertol has a large Hok Weed patch, one of the few Yano patches in Timbertol, an Azul patch, and the occasional Geel flower, Byna berry, and Fallon tree.
  • Ikah in Loch Aza is rich in Beryl, some Maeglium and Alluvium, and traces of Kupletskite. You may stuble upon a bit of Kosha too.
  • Fallen Tide in Loch Aza: this region is a source of Cobalt, Thorium, Melanko, and a bit of Kosha and Niurevium.
  • Sangiccum Trees now have a chance to drop a rare pigment: Hardened Sangiccum Resin.
  • Decroux Etang in Loch Aza now also has a small patch of Melanko and Hok Weed.
  • Corrected an improper component which was preventing the Cement recipe (Installations) from working.
  • Eastwood in Timbertol is now a good source of Geel, Azul and Placebo; a bit of Green Leaf and Hudson Fir can also be found.
  • The southern half of of Niseya now provides Beryl, Iron, and traces of Falasium; the northern half has a sizeable deposit of Alluvium, and a bit of Niurevium. Like in most areas around Koleyna, Melanko plants can be found here and there.
  • Aza Shores in Loch Aza: this narrow, arid valley has two large deposit of Copper, with traces of Pyrohemalite, Cobalt and Kupletskite.
  • Ghetti Gorge in Timbertol now provides Copper, Green Leaf, Placebo and Geel Flower.
  • Waswamp in Loch Aza: this rather arid valley now has some sparse patches of Niurevium, Tungsten, Alluvium, Sarnium, and Rue tree.
  • Lower Pontoc in Timbertol now has some Placebo, Mika, Takayura trees, and a bit of Pratinus.
  • Introduced the recipe Clone Species. This is the base level creature engineering recipe for Genetic Engineering.
  • Maverick Gulch in Timbertol now provides Geel, Lilac and Green leaf; there are a few Saverous trees and Lesapen fruits here and there.
  • Ageshuul has the largest Cobalt deposits in Loch Aza; the area also has Copper and Pyrohemalite deposits, and traces of Tungsten and Maeglium.
  • The Kahavi Canyon in Wailing Chasm now has second small patch of Anjara Trees, and a second small patch of Juro Trees.
  • Carter Archeological Site in Loch Aza: the region is rich in Thorium and Niurevium, and the Traful pond provides a bit of Saly Prophyra.
  • Purplefield now provides Green Leaf, Lesapen fruit and Lilacs.
  • Picken Pass in Timbertol now has a Melanko patch, and a Byna Berry patch; there's also a bit of Kosha, Ngooberry, Samr berry, and Rue tree.
  • Bradshaw Peak in Timbertol now provides Hudson FIr, Pratinus, Mika, and a bit of Byna, Placebo, and some Rezzo Trees.
  • War Wagon Valley in Timbertol is now a good source of Samr berry, Lilac and Lesapen, and a bit fo Byna berry and Hudson Fir.
  • Laredoo Lagoon is now has the most abundant source of Albus in all of Timbertol.
  • Skiberean in Timbertol: Hudson, Pratinus, and a bit of Mika and Rezzo can be found in the fertile western and southern slopes of the central hill; in the arid eastern slope there's a Beryl deposit, along a bit of Melanko and Kosha.
  • Oowwooki in Loch Aza: this rocky region provides Falasium, Sarnium, some Melanko, and a bit of Maeglium, Alluvium and Kosha.
  • The largest Monazite deposit in Loch Aza is located Amiuyoi, which is also rich in Kupletskite and Pyrohemalite, and traces of Tungsten.
  • Kimilha in Loch Aza has two rather large ore deposits, one supplying Maeglium and the other providing Niurevium; both present traces of Beryl. A dense patch of Geflech trees thrives in the area, mingled with a few Morgun Trees, Kosha and Melanko.
  • Loch Desert in Loch Aza: there's a fairly large Copper deposit here, along with some Sarnium and Calibrite. Kosha plants have extended from Nitlasha, along with a few Melanko and Morgun.
  • Decorative Leg Patterns are now tagged as a Furniture Pattern rather than as used in Furniture Parts Production.
  • Decroux Etang in Loch Aza: the central Cythère Coteau hill has Maeglium and Beryl deposits, and there's a Copper deposit near the Lukluha border; some Thorium, Cobalt and Pyrohemalite can also be found. Salty Prophyra grows in one of the lagoons.
  • Hollow Pass in Doma Highlands now provides Rue and Rezzo trees, a few Fallon trees, and some Sarnium.
  • Fallon, Takayura and Oudomni trees now grow in Nywisp (ex Doma Pass), in Doma Highlands. There's also some Mika & Samr berries.
  • Doma Valley now has a Pechem, Takayura and Oudomi groves.
  • Ingall's Pass in Doma produces Hudson Fir, Pechem and Rezzo tree, and a bit of Albus & Byna berries.
  • War Wagon Valley in Timbertol now has a Drakes & Hokfigs Camp spawner.
  • You can now produce Wooden Curule Bases using the Curule Base Production recipe (Carpentry).
  • Metal Reducing Agents are now considered Refinement Agents, in addition to their previous Metal Reducing qualities.
  • Glass Production recipes will now accept any gemstone as an ingredient, rather than requiring a specific type.
  • Improved the minimum harvesting grade result on a good number of bosses and mini-bosses.
  • Corrected some problems with the Cement recipe (Installations).
  • Moved the "You Are Already Harvesting" and missing tool notification messages to the Info channel.
  • Corrected an issue with the Spindle and Rails Recipe.
  • Many crafting components received new icons.
  • Enrichment or Enhancement messages from harvesting are now displayed in the Info channel so they can be filtered out with other crafting information if desired.
  • Corrected an issue with the Enriched Stimulant Synthesis Recipe.
  • Changed Carbonate Buffer to Buffer Solution for Growth Accelerator as Carbonate Buffer isn't associated with any item.
  • Corrected an issue with the Wall Column Construction,Medium Ranch A, and Large Building C Recipes.
  • Creature DNA for Genetic Engineering has been reclassified as Primary, Secondary, or Tertiary.
  • Introduced a new Advanced Vehicle Engineering training manual. This features advancedrecipes for Vehicle Engineering, including the majority of perk upgrades.
  • Corrected an issue with the Metal-Polymer Chair Production and Lounge Chair Recipes.
  • The rocky valleys of Pahookie, in Loch Aza, have a fairly large deposit of Maeglium, some Sarnium and Alluvium, and traces of Beryl and Monazite. A bit of Melako manages to thrive here and there.
  • Nitlasha in Loch Aza is rich in Calibrite, Falasium and Iron; some Kosha and Morgun Tree can also be found here.
  • The Enrichment tip has been shortened so the last line doesn't clip halfway through.
  • Corrected an issue with the Wooden Table Assembly,Pistol, and Primary Armor Dyeing Recipes.
  • Species/Subsistence system now has a filter option for each result that can be applied like a filter in crafting. This will allow npcs to be flagged to return different results from the species result table.
  • Harvestable regions now have the same setup with the filtering options for the results for specialty filters for the content of that region.
  • The Growth Accelerator recipe is now in the Pharmaceuticals training manual.
  • Optimized harvestable region indexing speeds which should reduce area load times.
  • Corrected an issue with the Solid Base Metal Chair Creation and Assault Stock Assembly recipes.
  • Added following patterns to the Metallurgist vendor: Metal Tubing Casting Mold Pattern, Filling Plug Casting Mold Pattern, Piston Pin Casting Mold Pattern, Anvil Casting Mold Pattern, Rubber Hose Mold Pattern, Rubber Eye Piece Mold Pattern, Piston Casting Mold Pattern, Metal Tubing Pattern
  • Introduced Armor Dye Kits for Head, Chest, Legs, Arms and Boots. These are needed to create armor dyes.
  • Methanol is now considered a Chemical, in addition to a Heat Source and a Refinement Agent.

 

 

User Interface

 

 

  • Command Icons are now supported. These are icons which fit into your Action Bars. Clicking on these icons will execute a /slash command. This can be used to map things like /wave, /waypoint add mylocation, /loc, etc.
  • Right clicking on an empty action bar slot will open up a Command Editor which allows you to create command icons. The editor allows you to pick from a select number of icon types, and to specify what you want this command to do.
  • The Vehicle Window has been revamped. It is now more condensed by default. Vehicles have all-new icons, and the rightmost section which was blank previously now supports Vehicle Upgrade slots. Mousing over the Vehicle icon will display a tooltip with additional information on that vehicle.
  • The new World Map is implemented in a very early state. You can hit shift+M to open it. Plymouth and Freedomtown has some basic blocks for maps. You can drag the window to resize, zoom in and out plus if you hold shift+mouse wheel it will adjust the opacity of the window.
  • Item linking should work much better now.
  • Info Card (right clicking on an item) now displays the grade stacks if there are more than 1.
  • Shift clicking on an link will open the Game Database instead of creating an info card.
  • Improved the ability activation bar for abilities with an activation time. It has a more attractive appearance and the animation is now oriented towards a more standardized appearance.
  • Increased the size of the progress bar in the Subsistence Knowledge window so that it will display properly when you have higher skill values.
  • You can now move Vehicle Ability Bars.
  • Mousing over a stacked item with multiple grades will now list the contents of each grade. If there are more than 5 different grades in the stack it will only list the top five with a note that Additional Stacks are Unlisted. If you right click on the item all stacks will be displayed on the infocard.
  • Rotation of the camera keyboard command (q/e) now rotates about 2.5x times faster than before.
  • Text Banners are now displayed lower on the screen, to make them less likely to cover chat bubbles.
  • Vehicle Interface will now properly scroll.
  • Vehicle hotkey changed to \ and Game Database added at G.
  • Wailing Chasm Region Map Data is now setup, Shift+M will work there now.
  • Updated coordinate data for Timbertol and uploaded a basic map for it.
  • Fixed the offset for the cursor when over a vendor.
  • Popup for the minimap will now pop to the left if it would go out of the viewport.
  • Mission related dots on the minimap will now animate to make them stand out more.
  • Items which have gender requirements will display the gender name in Green if you are of the proper gender, or Red if you are not that gender when viewing tooltips or info cards.
  • Right clicking an existing Command Icon will edit it's settings.
  • The Vehicle Window now displays a description of each vehicle.
  • Updated coordinate data for Fal Sept and uploaded a basic map for it.
  • World Map now supports displaying zone names at close zoom and when zoomed out if you hover over the area it will display the name of the zone.
  • World map displays Waypoints in the region you are in.

 

 

Vehicles and Mounts

 

 

  • We’ve introduced a new Vehicle Upgrade System. Vehicle Upgrades are similar to fittings, except that their effects are applied to a vehicle rather than your character.
  • Vehicles now support five different upgrade types: Engine, Gun, Cannon, Exterior, and Perk. These are similar to Sockets for robots or Fittings for items. They allow you to customize your vehicles.
  • Right clicking on a vehicle icon will now open up an info card which allows you to equip a vehicle or mount with Vehicle Upgrades. These upgrades will be applied when the vehicle or mount is called.
  • Vehicles can now be destroyed. This is a temporary destruction, you will not lose your vehicle.
  • You can no longer kick a Vehicle in reverse to near instantly break. It now obeys the vehicle deceleration stats more closely.
  • Vehicles will now decelerate if you push the back key. This will cause them to decelerate 2x as fast until they reach 0 speed and start to go backwards.
  • Updated each of the vehicle types to support Vehicle Upgrades. Some support more than others, and different vehicles support different types of perks. The higher quality of crafted vehicles the more upgrade types you will be able to support.
  • Vehicle Upgrades can feature new Perk upgrades which new special abilities which can be activated while you are controlling that vehicle.
  • Added a new Perk Upgrade: Mine Layer. This perk outfits your vehicle with a new ability which allows them to periodically Lay Mines on the ground. These will detonate when hostile players (if that player is PvP Enabled) and NPCs walk near the mine.
  • Introduced a new Perk Upgrade: Electro-Magnetic Pulse. This ability emits a pulse that is quite effective against robots, but ineffective vs. living beings. It has the downside of disabling your vehicle for a short period of time.
  • Added a new Perk Upgrade: Shielding. This vehicle upgrade allows you to create a shield around your vehicle that last for a short period of time, and both absorbs incoming damage and does minor electro-magnetic damage to attackers. This only affects the vehicle surface however, so is best for enclosed vehicles. If your character is exposed they can be damaged directly.
  • Introduced a new Turbo Booster vehicle upgrade. This upgrade will increase your vehicles movement speed for a short period of time and can be used once every thirty seconds. It is activated through an ability on your vehicle ability bar.
  • Added several new types of tweakable stats tailored specifically for vehicles. This includes Acceleration, Deceleration, Steering, Gun Damage and Cannon Damage. You can apply these by using the Vehicle Upgrade system.
  • Mounts can now perform simple combat abilities. All Mounts have a simple Mounted attack, and each will also have a custom ability.
  • Rocharus Mounts have a new Gnaw Legs ability which has a chance to knock your opponent off balance, down, or cause leg injuries.
  • Calprates Mounts have a new Gore ability which has a chance to stun your target.
  • You will now always receive a Vehicle ability bar when you enter into a vehicle. At the bare minimum it will have Dismount ability which allows you to easily dismount your vehicle.
  • Mechs now begin with a Gun Fire ability which does low damage vs. living beings, but high damage against structures.
  • Certain vehicles now begin with a base ability. Others can add abilities through the Perk style Vehicle Upgrades.
  • Vehicles should perform more in line with their specs. Meaning cycles should handle better than racers, but racers will be faster than cycles.
  • Spawning/Despawning your vehicle is now tracked on the Vehicle node so when you try to remove fittings to a vehicle you just spawned it won't allow you. This isn't tracked 100% in all cases due to the nature of vehicle can be separated from the player, but mostly in place so players figure out you cannot hotswap them while the vehicle is out as they are applied when the vehicle is spawned.
  • Mousing over a vehicle in the Vehicle GUI will display its base stats.
  • You can now be knocked off of your vehicle in combat if you are knocked down, stunned, paralyzed, knocked backwards, or confused.
  • Introduced three new types of armor upgrades for vehicles. These fit into the Exterior upgrade slot.
  • Vehicles have all-new icons.
  • Cycle and Racer are now setup to properly handle acceleration and deceleration.
  • Vehicles now support custom portait icons for when targeted by players in-game.
  • Turn Rate is now referred to as Steering.
  • You can once again purchase Hypercycles and Silver Cruisers from vehicle vendors. The price has been raised significantly however.

 

 

World

 

 

  • There is now a Faugea cave in Southwest Ridge location within FPR territory.
  • You can now enter Timbertol through Doma Highlands via Highlands Base or Cassidy Rock.
  • There are new passageways from Aza Dune to Doma Highlands, from Tralus Plains to Fal Sept, and from Tralus Plains to Kaavo. Terrain work has also been done in these areas, cleaning them up in preparation for the upcoming city changes.
  • Banshee's Hollow has had characters and missions added to it and the surrounding area. The town is a pleasant settlement with it's own character and expertise in high-tech research and development. The locals have a reputation as being very laid-back, preferring trade over conflict.
  • Trockental in Timbertol: added name to the Burrone Secco valley, where the PvE Housing region is located.
  • Cleaned up and smoothed out rough edges of terrain throughout Loch Aza.
  • The borders between Freedomtown and Wailing Chasm should blend together more naturally.
  • Kahavi Canyon in Wailing Chasm: added name to the Panrikattil forest where rhinocs dwell, sometimes lead by a Lesoo Rhinoc Master.
  • The terrain in the Kalazar area has been re-textured.
  • Loch Desert in Loch Aza: added name to the Curattuppu peak.
  • Sandsurfs in Loch Aza: Added name to the Kaavalimanal spire, eternally watching the northern sands.
  • Kahavi Canyon in Wailing Chasm: exploring the Panrikattil forest will increase your Logging skills slightly.
  • South Koleyna in Loch Aza: added name to the Gurld Nyfschev and Kulak peak, and the Futov plain.
  • Waterwas in Loch Aza: added arrival point.
  • Clifford Archeological Site in Loch Aza: added name to the Buter Voie path, said to be one of Zedkay Decroux 's favorite spots.
  • Cleaned up and decorated the trail from Founders Grove to Lenwood.
  • Oowwooki in Loch Aza: added name to the Deroohee trail, another favorite Drake nesting place.
  • Ikah in Loch Aza: added name to the Nachtmahrtal valley, often thick with Helltyrs.
  • Cleaned up the borders between Doma Highlands and Loch Aza, cleaned up some terrain issues, and better decorated the area.
  • Southern Aza: added name to the Gardesable plateau, from where Colony snipers oversaw the migration of the Slow Water lesoo clan after their surrender in Blair Ridge.
  • Ikah in Loch Aza: added name to the Talampaya valley, where the PvE housing region is located.
  • Added name to Laredo Lagoons.
  • Added name to Chaudron d'Hadès, a favourite Helltyr vacationing spot in the Aza Shores, Loch Aza.
  • Waterwas in Loch Aza: added name to the Amati oasis.
  • Murkwar in the Plymouth zone: added name to The Shoulder peak.
  • If you visit the Talampaya valley in Ikah, Loch Aza, you will receive a small permanent bonus to your Instalation skill.
  • The Rocharus population in Banshee's Hollow has grown, though there are far less pups.
  • South Koleyna in Loch Aza: your Mining skill will increase slightly if you explore the Gurld Nyfschev hill.
  • Tishdlada in Loch Aza: added name to the Baissétoile valley.
  • Vermeule Archeological Site in Loch Aza: added Arrival Point.
  • Southern Aza: you will receive a small bonus to your Rifle Tactics skills if you reach the Gardesable plateau, from where Colony snipers oversaw the migration of the Slow Water lesoo clan after their surrender in Blair Ridge.
  • Murkwar in the Plymouth zone: you will get an achivement and a small boost to your Concentration if you manage to reach to the top of The Shoulder peak.
  • South Koleyna in Loch Aza: your Contentration skill will increase slightly if you conquer the top of the Gurld Nyfschev peak.
  • Amiuyoi in Loch Aza: added Arrival point.
  • Your Survival skill will receive a not so small permanent boost if you reach Chaudron d'Hadès, in the Aza Shores region of Loch Aza.
  • Huntsfolly: added names to the Captain's Chair and Thurisaz's Fist peaks, and to the Mannzdaagath and Williamsfield plains, where Kyle William's forces pushed the Slow Water lesoo clan towars Blair Ridge.
  • Lower Daxton in the Plymouth zone: added names to the Mirror Pond and Lauukazgeebo peninsula.
  • There are now ticketing agents who will sell you tickets for transportation between Sept Falls and Kaavo Hold. Kaavo Hold is a neutral trade outpost in the Kaavo region.
  • Aza Shores in Loch Aza: added Arrival point.
  • Eastwood in Timbertol: added name to the Campo d'Ennio plain.
  • Lower Daxton in the Plymouth zone: your Fishing skill will increase slightly if you expore the Mirror Pond or the Lauukazgeebo peninsula; you will also receive an exploration achievement.
  • Greatly improved Mitchell's Farm
  • Cleared some grass off a path leading to the Hole on the Hill, to make it easier to see the road.
  • Niseya in Loch Aza: added name to the Tiyukal spire, from which Farah "Rogue" Kapoor observed and studied the Rhiannon lesoo clan inhabiting the Aza Dunes.
  • A city can now be built in the Treachery Wastes, just northeast of the Obsidian Bastille.
  • Waterwas in Loch Aza: added name to the Maprumtel pass, where Arrvors can usually be found in packs.
  • Timbertol Area2 (x5y2) is now known as Trockental.
  • Fallen Tide in Loch Aza: added name to the Fallen Tide site.
  • Waswamp: added names to the Djinnmaw pass, the Black Rook and White Rook spires, the Tillihuala peak, and the Red Sands plain.
  • Lower Daxton in the Plymouth zone: added names to the Aemar Peak and Cerro Viudo hills, to the Lower Daxton lake, to the Mortenson island, and to the Nyusti Gourfav and Hutua Mbembi peninsulas.
  • Viminal Valley in Timbertol: added name to the Salice Trail, usually infested with Achilleas.
  • Carter ArcheoSite in Loch Aza: added name to the Traful pond.
  • Niseya in Loch Aza: added name to the Melankoleyna mountain range that splits this area in half.
  • Pahookie in Loch Aza: added names to the Rocalider spire, commanding the surrounding rock formations; added names to the Rocalfaris spire and the Buried Hand trail.
  • Carter Archeological Site in Loch Aza: your fishing skill will increase slightly if you discover the Traful pond.
  • Ageshuul in Loch Aza: added Arrival point.
  • Hudson Pass in Timbertol: added name to the Piedramuda spire.
  • Kimilha in Loch Aza: added Arrival point.
  • Sandsurfs in Loch Aza: added names to the Shady Sands trail.
  • You will receive a small permanent boost to your Tracking skill if you travel through the Buried Hand trail in Pahookie, in the Loch Aza zone.
  • Added a second Training Grounds sign at the end of the long hallway after the trainers. Some players were not going to the end of the hall, and thus were not reaching the Training Grounds, assuming that the corridor was all weapon trainers.
  • Bradshaw Peak in Timbertol: added name to the Bradshaw Peak itself (the geographic feature, not the area)
  • Kimilha in Loch Aza: added name to the Tukkam spire, from which a grieving Farah "Rogue" Kapoor witnessed as Sam Hudson and Kyle William's forces trapped the Rhiannon lesoo clan in the Talampaya valley at Ikah.
  • Added furniture and other props to the base in Jenu x3y1 (need name here).
  • Kahavi Canyon in Wailing Chasm: you will receive a small permanent boost to your Concentration if you explore the Llao Llao peak, where Ralf "Puppy" Hounds spend the night pondering what he should do, before his group split from Emily Salazar's and went north towards Faolan Hollows.
  • Niseya in Loch Aza: added names to the Tragomargo and Tramotriste trails, through which Sam Hudson's and Kyle Willams's troops advanced towards Koleyna.
  • Road improvements in Doma Highlands.
  • Lukluha in Loch Aza: added Arrival point.
  • Timbertol Area3 is now known as Purplefield.
  • Kahavi Canyon in Wailing Chasm: your Installation skill will increase slightly if you explore the Rann Torfij valley, where one of Kahavi's housing plots is located.
  • Updated the night time world lighting.
  • Lukluha in Loch Aza: added name to the Maison de Roche valley, where the PvE housing region is located.
  • Loch Desert in Loch Aza: added name to the Agualenta Plain, which a pack of Drakes claim as home.
  • Oowwooki in Loch Aza: added name to the Henereloohee plain, where the PvE housing region is located.
  • Amiuyoi in Loch Aza: added names to the Averno valley, and the Enferespion peak.
  • Cleared brush off the back exit of Freedomtown to make it easier for new players to find.
  • FPR players now have their own version of the new tutorial. It is similar to the OWON tutorial introduced in the last build, but with slight modifications for faction.
  • Doma Highlands had it's areas shifted to fit into the new area design, and to correct some issues.
  • Amiuyoi in Loch Aza: your Mining skills will receive a small permanent boost if you explore the Averno valley.
  • Decroux Etang in Loch Aza: added name to the Cythère Coteau hill.
  • Clifford Archeological Site: added name to the Chaise Geôlier peak, from where Zedkay Decroux mentored her best students in the finer points of sniping.
  • Ikah in Loch Aza: added Arrival point.
  • Kahavi Canyon in Wailing Chasm: you will increase you Survival skill a bit if you travel through the Bastet Valley, through which Ralf "Puppy" Hounds led his group north after splitting from the main FPR group in Banshee's Hollow.
  • Lukluha in Loch Aza: you will receive a small gain to your Protection skill if you explore the Maison de Roche valley, to where Zedkay Decroux retired after Sam Hudson concluded his Loch Aza campaing.
  • Ikah in Loch Aza: added name to the Chaise Bourreau spire.
  • Some terrain improvements have been made in Wailing Chasm, it should be more easy to navigate.
  • Huntsfolly in the Plymouth zone: your Leadership skill will increase slightly if you expore the the Williamsfield plains, where Kyle Williams commanded the troops that pushed the Slow Water lesoo clan to retreat to Blair Ridge, where Sam Hudson's forces awaited to close the trap. You will also receive an exploration achievement.
  • The roads near Camp Taak are safe than was previously the case.
  • Lonesome Canyon in Timbertol: added name to the Las Manos plain.
  • Oasis Approach and Plymouth Pass are grassier than was previously the case.
  • Waswamp in Loch Aza: added name to the Tankam Valley, usually overrun by Nahal Barcas.
  • Clifford Archeological Site: your Rifle Tactics skill will increase slightly if you climb the Chaise Geôlier peak, from where Zedkay Decroux mentored her best students in the finer points of sniping.

 

 

Miscellaneous
 

 

  • Additional anti-bot improvements. We encourage testers to run us through the ringer here if they wish, and share the results. The goal is to minimize the influence of bots before the game hits Steam.
  • You can now use the /hidehelm command to toggle whether or not you want to display your helmet visually.
  • The theft warning message now includes additional information on the dangers of thievery.
  • In preparation for additional players, you will now be disconnected if you leave yourself at the Character Selection screen for a long period of time.
  • Tips will now last significantly longer than was previously the case before auto-closing.
  • We've moved the servers out of debug mode, which will boost server side performance.
  • Small improvements were made to the Fittings and Stealth tips.
  • Additional Anti-bot work was done to help prevent false positives.
  • Many small server side optimizations.
  • Character creation will once again randomly choose between the two factions as your default starting faction. You can of course change. The random selection had been disabled in the 14.10.1 build to test the revamped OWON Training Facility, but with the FPR facility also going live in 14.10.2 it has been re-enabled.
  • If new mail is detected when you first login a new timer executes on the server 5 seconds later to force tick your mailbox so it shows up. Typically, you would have to wait the minute or so before it would do this naturally.
  • Switching factions now ensures that you will not be completely hated as soon as you switch.
  • Switching factions will now provide you with that factions teleport ability, and remove your preexisting faction's teleport.
  • NPC babbles can now happen on channels other than say. This allows us to place Mission based babbles into the Mission Channel for example, so they can be more easily filtered out.
  • Optimized numerous network calls to reduce bandwidth on the client and load on the server.

Bug Fixes

 

  • Corrected an issue in the NPC assist code.
  • Fixed a potential exploit in some mission and minigame props where a player could interact with the prop even when it was hidden.
  • The Cloning Officer no longer refers to female players as "he".
  • Transportation Officer Blair no longer gives the FPR variation of the questions about Obore Daniels or the reasons why the two factions are at war.
  • Corrected an issue in the NPC aggro scripts that allow them to aggro friendly players, if a player managed to have a player targeted quickly before that script executed it could have allowed that player to attack them.
  • Corrected a typo at the end of the Recruit Training mission, before you teleport out of the facilities.
  • Fixed the problem which was preventing the temporary aggro system from working. Missions can now begin using system. Temporary aggro allows us to flag certain NPCs as being aggressive to the player temporarily and is very useful for things like smuggling missions.
  • Respawn point at Area North Plymouth Mountains is no more underground.
  • Fixed issues with NPCs spawn points being underground near Camp Taak.
  • Timbertol Trail: massive geological formations had buried the Saverous & Albus resource regions; they have been rearranged & resurfaced.
  • The arrival point in Tandil is no longer underground.
  • Fixed a typo in the Firing Range tutorial.
  • Hostile PBAOE and FixedCircle abilities now check relationship so non friendlies are not targetted as you could chuck a grenade at a green npc or use Panicked Spray on them.
  • Fixed a gate which had one leg floating off the ground outside of Camp Taak.
  • Corrected a problem that was preventing some props which could be stolen from highlighting in red rather than in white.
  • Fixed a few Paths/Waypoints in Camp Taak area that makes engaments particles and mobs spawns not showing at correct location.
  • Corrected a problem that was causing certain pet types to not mature.
  • Fixed a math issue in the pathing code.
  • Fixed floating trees and rocks near Camp Taak.
  • Fixed an issue which was preventing dance combos from being performed in some cases.
  • Resolved an issue which was making some effects which only cancelled on movement or damage stay permanently if the user teleported with those effects active.
  • If you only receive a single Training Point as a reward it will no longer refer to the points in plural form.
  • Fixed some buried mobs and resources in Tandil.
  • Removed some misnamings of Shockguns as Shotguns.
  • Fixed a typo in the Action Bars tip.
  • You can no longer do the dance tutorial twice. This was the result of having faction specific versions and has been corrected.
  • Stealing an interactive object should now produce a theft warning in all cases. This was previously not working on some prop types.
  • Corrected an issue where NPCs were blocking melee attacks way more than should have been the case.
  • Fixed a memory leak issue with pets. Note: We believe this is harmless, if you notice any issues with NPC controlled pets such as rhinocs controlled by lesoo please Report. (Needs further testing)
  • Corrected typos in the tutorial missions.
  • Fixed a spot near the Shed where you could get stuck in between a rock formation and the terrain.
  • Corrected a problem which was preventing Nacoots from respawning for the lab minigame.
  • Corrected a proxy issue with the bonus buff system.
  • Echo Pond in Timbertoc: Arrival point moved from over the water to dry land.
  • Mobs and resources should no longer spawn in the trees in the Northern Plymouth Hills.
  • Fixed an issue where if a character logged out crouching or prone it might not clear the state when they logged back in. This could cause some abilities to fail erroneously.
  • Rapid Plant Harvester was missing grade data making it bugged.
  • Fixed some Z-Fighting issues on signs in the Training Facilities.
  • Fixed an issue with using vehicle abilities while having no target.
  • Repaired a typo in the Mission Markers tip.
  • Minigames which grant players temporary abilities will now clear out the players on deck abilities when the minigame closes. This corrects a problem where a minigame ability could be on deck but unable to complete and get the players on deck ability in a stuck state.
  • Fixed an issue with female looting animations.
  • Fixed a problem that was causing some NPCs who should have appeared on the minimap from doing so.
  • Corrected an issue which could occur on non-combatant NPCs and cause an error in the AI logic.
  • Sending a waypoint to another player will now send the name as well as the other information. It was not previously sending the name.
  • Stitched terrain seams in numerous parts of Kaavo and Fal Sept.
  • Fixed a grammatical issue in the Up Close and Personal tutorial.
  • Fixed an issue with shops on the client when duplicated items were listed causing the UI not to display properly.
  • The Calibrite and Kupletskite regions in Bendigo Basin should no longer be in water or in the trees.
  • Cleared grass off of trails along the Hole-Plymouth Trail.
  • Vermeule Archeological Site in Loch Aza: rescued a fully buried rock, poor thing.
  • Fixed some issues with the marker system recently put in place to be able to easily track escort or important NPCs in an engagement.
  • Huntsfolly: unearthed several mobs' spawn points that had been buried by tectonic shifts.
  • Fixed a memory leak with mission action evaluation. (Needs further testing).
  • Fixed an issue which was forcing medics to turn when they healed.
  • Fixed a lighting issue near Terminus Mire.
  • Fixed an issue that was preventing players from being able to harvest NPCs.
  • Fixed some issues with the Trading window if you didn't have some Shop Data. Oops.
  • Fixed a bug which was preventing manned cannons from being mounted in some cases.
  • Niseya in Loch Aza: Arrival point is now above the ground.
  • Fixed an issue with several Genetically Engineered pets not being the proper pet type.
  • Item or Minigame use only abilities should no longer erroneously appear on your Earnable Abilities list.
  • Fixed some rooming issues in the Shady Lady Pub. This was causing some objects/NPCs to disappear if you brushed up against the trees that were potted outside of it.
  • Fixed a spelling error in the Advanced Crafting tutorial on Ore Refining.
  • Housing window's credit value at the bottom was not updating when credits were added/removed. It is now.
  • Fixed a music related bug which was caused by trying to calculate combat music threat levels on proxied nodes (across seams).
  • Eastwood in Timbertol: Arrival point is above ground now.
  • Fixed floating trees in Pebble Perch.
  • Corrected a problem in the Medical Scanner tip. It mentioned to target an opponent, when it should have said an ally.
  • Corrected a problem with the Basic Genetic Recombination recipe which was causing an error and preventing other recipes from displaying properly.
  • Fixed a stretchy block of terrain in Banshee's Hollow.
  • Repaired a fitting socketing error that could occur if the client sent the server a bad fitting id.
  • Repaired a rooming issue which was creating an invisible wall near the park area in Plymouth City due to there being a wall in a room that couldn't be seen from the path.
  • Corrected a typo in the Mission Tips hint.
  • Fixed a potential bug in the chat settings system which could prevent your chat from displaying after a fresh login in a latency situation.
  • Corrected a problem where certain NPCs in the Training Facilities were being attacked when they should have been unattackable.
  • Removed an extra space in the name of the Genetically Engineered Venomous Setlang pets.
  • Fixed the name checking for queued mails so it does a lowercase check in every scenario as it was causing issues with mail retrieval.
  • Changed several crafting components that were still referred to as Shotgun instead of Shockgun.
  • Fixed an issue when placing down a nation structure due to a bad reference in the code.
  • Fixed a bank related replication issue.
  • Optimizations in the NPC movement code which helped reduce server load significantly.
  • Fixed an issue which was preventing Quest NPC dots to appear on the minimap if they were part of a large area radius marker which was being displayed.
  • Fixed a problem in the anti-bot code which was causing some detections to not properly flag the player.
  • Destroying a housing unit will now properly clear shop/vendor data before it cleared from the server so there isn't stray data left over.
  • The Catch the Nacoot offer email no longer refers to the player as .
  • Aza Shores in Loch Aza: rescued a few buried boulders that were victims of some massive geological transformation.
  • Fixed a typo in the Magnificent Mubark Hide spelling.
  • Turquoise Barca Queens are now actually Turquoise!
  • Minigame ability bars will now be automatically closed after a relog or teleport.
  • Fixed a pet related aging issue caused by offline characters.
  • Corrected a problem with randomized dispel selection abilities which was hitting and error which prevented the ability from dispelling anything.
  • Corrected an issue that was causing NPCs to stay aggro on a player after a respawn in some cases.
  • Fixed a rock formation outside of Plymouth City which was oriented improperly, allowing you to see through a transparent side.
  • The Action Mode tip should no longer be too long to display in the tip window.
  • The /nation join command will now only be allowed if you are a member of that faction and are joining a default nation. So /nation join OWON and /nation join FPR will work if you are of the appropriate faction. In order to switch factions you must be invited by a nation on the other side and accept that invitation.
  • Players should no longer respawn in a swimming animation if they died in the water.
  • Fixed an issue with some replication of data for Fitting/Mods for robotic pets. Should properly be working now (there is still some visual representation of the sockets that needs work, but they should show up now at least).
  • Fixed an issue with the FPR version of the Shrooffle Collection mission.
  • Adjusted how the data node for the mail system works. It should now properly persistent between the patching process.
  • Fixed an issue where certain engagement script hooks were not getting called properly for the first character who entered a new one. In most cases this was not doing anything, but some engagements were falsely assuming that each player was in the pointslist, when that was not yet the case for the first player. This could cause some odd bugs.
  • Changed the achievement awarded in the FPR Awakening Tutorial from "OWON Trained" to "FPR Trained".
  • Fixed an issue when harvestable regions would reset and they wouldn't properly destroy their harvest nodes causing them to leak.
  • Freed some buried trees and rocks in Scorched Gorge.
  • Corrected a problem in the death code for non-NPC targets.
  • Fixed an issue where the players posture was not getting properly reset on death.
  • Slight adjustments were made to the Firing Range signs so that the glow wasn't clipped by the signs edge.
  • Grounded floating trees in the Fal Midlands.
  • Fixed an issue in the Hostility Group code which was not properly applying player alignments in some cases.
  • Maddie Mason now spawns a little further down the road outside Freedomtown in an effort to prevent her from running off during her escort mission.
  • Repaired an issue where your minigame ability bar might not be removed from using the Exit Minigame button.
  • Ageshuul in Loch Aza: dug out a couple of entombed rocks.
  • Cleaned up terrain seams in the Fana Plains.
  • Made a few adjustments to the grounding code so it works a bit more uniformly when logging in and after. Fixed another potential issue that could have it try to cast very far into the sky that wasn't needed.
  • Improved efficiency in a combat tick loop.
  • Fixed an issue which was preventing Variable Timer spawns from repawning in some cases. This primarily affected boss mobs and some mission NPCs.
  • Right clicking on a structure in both housing/nation window will no longer improperly try to load a tooltip window that does not exist.
  • Fixed an issue that was allowing OWON Privates to spawn in the FPR Training Grounds.
  • Seated NPCs in the Mayflower Pub should no longer be levitating slightly off their seats.
  • Fixed some floating crates in the Red Hot Supplies shop in Scorched Gorge.
  • Fixed an issue where certain status effects weren't being added or removed properly when you logged in a character.
  • Corrected numerous Z-Fighting issues in Freedomtown.
  • Fixed the grass scheme used throughout Doma Highlands. Fixed the look and optimized the settings, grass was set to a render distance of 90 and painted very dense.
  • Fixed a client side display issue which was causing players who had a military rank of General to appear as Privates on the character sheet.
  • Players will no longer take falling damage after respawning in Kaavo Hold.
  • Scorched Gorge in Freedomtown: several Mutated Raxins have been de-mutated; the process has left them as Irritated Raxins.
  • Fixed a typo in the Breaking and Entering mission.
  • Adjusted the data node creation process for the Player finder system.
  • Kimilha: took pity and unearthed two rocks which, having no doubt displeased the Skybringer, had been buried alive.
  • Rescued a buried Arrival point at Clifford Archeological Site.
  • Guards will now spawn at the start of the Camp Payton Under Attack! engagement. This was originally intended but mistagged in the engagement.
  • Fixed a bug which was greying out some AoE abilities on your ability bar if you did not have a target.
  • Repaired a problem that was causing training cards to be generated for the recently introduced healing Enhancements and Fittings when it should not have been.
  • Corrected a problem related to the clients effect tracker being out of synch with the server due to an effect being cancelled before the client was loaded in.
  • Fixed a camera related issue on mounts.
  • Converted some references to Shotguns to Shockguns.
  • Fixed some NPC aggro related issues with NPCs who should have been friendly winding up neutral.
  • Fixed some issues with your ability bars getting stuck after certain minigames ended.
  • Removed a bugged mountain from Fallentide.
  • Updated the menu bar tooltips to indicate the swapped default keys for the Mission Journal and Achievements windows.
  • Resolved an issue that could occur on brand new accounts where the double tap to dive option might be checked off due to repository loading latency.
  • Fixed a bug where pets were trying to attack a null target.
  • Fixed a typo in the Momentum tip.
  • Fallentide in Loch Aza: lifted the Arrival point, which was below ground.
  • Fixed an issue which could cause your ability timers to not display a proper reset after dead.
  • Corrected a problem where missions generated in Lower Fal Canyon would display it's ID as the location, rather than it's name.
  • Fixed a typo in Transportation Officer Blair's name.
  • Fixed some camera snapping issues.
  • Scorched Gorge: the Scorched Gorge Falasium-producing region was overlapping the Housing region; trimmed it a bit to avoid conflict.
  • Grounded a couple of crates that were floating slightly off the ground in the OWON Training Facilities.
  • Fixed a typo in the Medical tip.
  • Galloway in Timbertol: Arrival points are now above ground.
  • Fixed a typo in the dialog when you leave the Training Facilities.
  • Fixed an issue caused by the new stack size checks in the result section of the Crafting Window.
  • Cleaned up numerous textures and terrain issues that were a result of the recent terrain shifting in the Jenu Plains area.