Patch Notes
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In our last update we were letting in new testers and releasing a new video. But things didn't slow down there. September unleashed three large patches with a fourth hitting to start October. Another round of testers will be getting in in the middle of October, and we've been pushing hard to get our experimental tweaks and additions out of the way now as we push towards feature completion. Let's take a look at the highlights of the month from a feature standpoint.

We introduced another of our Kickstarter goals this month: Points of Intrigue. Points of Intrigue are an extension to our generated adversarial camp system. Similar to camps they will spawn randomly throughout the world, and adjust based on the player population. But where camps follow a pretty standard set of rules, Points of Intrigue allow for a high degree of customization.

A typical Point of Intrigue would involve a point of interest spawning someplace in the wilderness which attracts the local wildlife. If players can clear out the wildlife and observe the point for a short period of time the point will become owned by their faction, or in the case of generalized points by mankind as a whole.  When friendly players visit this point they will receive potent buffs. Those who helped contribute to clearing the point receive additional rewards including Training Points and Achievements.

A more advanced type of Point of Intrigue which was also introduced this month is it's PvP oriented cousin: Control Points. Control Points are small camps which spawn in these locations that are populated by one of the factions NPCs. This can include missions and vendors, as well as military personnel. The player population at the time that a camp sprouts up is taken into account to weight which factions receive the most camps. Underpopulated factions will have more camps spawned to support them. Opposing factions can conquer these camps by killing the NPCs and then standing in the control point for long enough for it to first become unclaimed and then switch to their factions control. Upon conquering the point their own factions NPCs will spawn, which could also include vendors and mission givers. The conquering players also receive the usual slew of Point of Intrigue awards. We plan to extend the Point of Intrigue system to include additional rule sets in the future.

Medics received a slew of updates this month. We felt that they needed a little more in the way of offense, and more ways to customize their characters. The solution was a slew of new Ability Enhancements and Fittings which allow medics to tailor their capabilities. These were mixed in with a number of new special abilities.

With a slew of new testers on the way we decided that it was time to upgrade the tutorial. This is our third major revision to the tutorial system. But where the Tutorial 2.0 built on top of the original in an attempt to streamline it, we more or less started over this time around. Some of simpler tutorials are unchanged, but many were completely rewritten and in general they were all streamlined and moved into more distinct categories.

We also added many more tips to the game, which are granted either when events occur to your character, or through a newly added inquiry feature which allows NPCs to provide tips in addition to their other features. That was just one of several upgrades to the inquiry system. NPCs can now respond to more generic directions instructions such as Where is City Hall, and about a variety of new topics.

Default controls received a pass, to make it easier for players from some other games to adapt. Items vendored to NPCs are now sent to the Auction House. Decay received a number of changes and improvements. More challenging group content. Improved group rewards in missions. Cinematic upgrades, Balance Tweaks... And these are just a small sampling of the changes that took place this month. You can read the full details in the build notes below.

Adversarial Camps

  • Numbskulls and Riffraffs have increased their presence in certain areas through the camp system.
  • Barca and Jabberbulls can now spawn through the generated camp system.
  • Rogue's Rest now has new Adversarial Camp and Point of Intrigue opportunities.
  • Kitsun Pass in Wailing Chasm: added a Lesoo-themed adversarial camp to Ulster Valley.


Auctions and Work Orders

  • Vendors now have a ToAuction tab where the vendor will list the item on the Auction. For the purposes of testing and the economy all vendors are awesome and giving 25% instead of 15% of item cost so people will use it so materials will be on the auction for a longer period of time. Items with multiple stacks will be split, but it will still prevent you from selling things with fittings in them. Items sold by vendors have a (V) listed by the name of the seller to make it easier to tell. They currently sell slightly over base listing prices if you would drop it into the auction window.
  • Grade stacks will now auto split and create separate auctions when you post them. So if you have a stack of C3/C4/C5 it will split them into 3 auctions for you. Bid/Buyout is split evenly based on quantity (so if you have a buyout of 150 and had 1/2/3 they would have a buyout of 25/50/75 based on the quantities). It does check the split against your total auction count as each counts as a single auction.
  • Auction durations are now 8/24/48/96 hours increasing the max from 2 to 4 days.
  • Buyout price is now 3x price instead of 5x. Starting bid is still 1x.
  • Posting fee for auctions has been reduced in half. It was 2% of buyout per 12 hours, it is now 1% of buyout.
  • Auction limit has been increased from 50 to 100.

Audio

  • Added four new music tracks from Clyde Shorey. Three are ambient music tracks, and the fourth is a Victory track. These are available in all areas.


Combat

  • The Hover Targeting option now works in Action Mode, in addition to working in RPG Mode.
  • Shield users should see a significant boost to their block chances as their Shield Tactics skill rises.
  • Action Mode will now automatically treat Neutral opponents as hostile unless they are human or robotic. You can toggle a flag in Game Options to set neutral robots or humans as hostile, if you desire.
  • Discovered an important bug in the health scaling code for mobs. After fixing the bug the health calculations had to be tweaked to compensate for this code working. The end result is that low end mobs should show little difference, but as the tier increases mobs will be more difficult than was previously the case.
  • Made adjustments to the dodge chances to allow them to better scale with your skill level.
  • Players can now only Parry with a melee weapon. Parry odds also increase significantly as the skill raises.
  • Created a new combat effect custom script which can be used to do explosive damage through a combat effect. It was designed for Martin's minefield engagement but could be used in other cases, as well.
  • A text banner is now displayed, in addition to the chat message if you are trying to swap weapons during combat before the swap penalty has expired.
  • There are now messages when trying to attack with Combat Immunity (from death) and also when trying to attack an NPC with combat immunity.
  • Knockback and Knockdown skill modifiers on fittings or buffs are now properly applied to your chance to successfully complete this types of attacks.
  • Significantly increased the effectiveness of the Defense Bolstered melee buff.


Dens

  • Ambergris in Wailing Chasm: set a Area-Wide Progressive Den for Okolats, Calprates, Turlocs and Achilleas. This should repopulate the area at a slower, more progressive rate than our standard Zone-Wide Fast Den.
  • Kitsun Pass: added a Hokfig & Calprates Den. Unlike the ZoneWide Fast Den we used for most of the new Plymouth & FPR regions (which groups the mobs in one wave), this ZoneWide Progressive Den has the mobs spreaded in several waves, which should provide for a slower respawn curve.
  • Nido Cuervo in Wailing Chasm: added a Dwarf Hokfig den.
  • Kahavi: added a Bastet Barca Den.
  • Tecooy Run: added a Dwarf Hokfig Den.
  • Runa Grove in Wailing Chasm: added an Area-Wide Progressive Den for turlocs, calprates, fragaria and goofigs; should gradually (re)populate the area, with tougher/rarer mobs in the later waves.
  • Arid Grove in Wailing Chasm: set a Area-Wide Progressive Den for Hokfigs, Calprates, Lesoo and Achilleas. This should repopulate the area at a slower, more progressive rate than our standard Zone-Wide Fast Den; at the later stage both tougher mobs and calves should show up.

Engagements

  • Improved our internal tools for Engagements to make it easier for the content team to produce advanced engagements more quickly.
  • Engagements now have the ability to adjust NPCs health and scale difficulty based on the number of players. This is not common behavior in Repop, but there are some uses for it.
  • Engagement ability rewards will now be more common.
  • Added two new hooks for engagement scripts to allow for greater customization whenever a player enters or re-enters an active engagement.
  • Engagements can now adjust your reputation with various factions based on your performance.
  • Engagements now support customized text banners at different stages.
  • Engagement text banners can now be displayed before the engagement distributes rewards or fails completely.
  • The new tutorial features a new version of the Training Grounds. The new version doesn't feature as large of a battle scene, but is more boss centric.
  • Added two new engagement tips, the first covering engagements in general and the second covers rewards. They are displayed when you first enter into the new Training Grounds engagement, and after it ends.
  • Found an issue in the engagement point calculations which was not properly distributing rewards to a players group. This has been fixed.
  • Korej: new Engagement "Calprates in Lo Fo Valley".
  • Ren Canyon: new Engagement "Drakes on Ren Canyon Road": these winged monstrosities are blocking the road and isolating Torn Mist Valley; the Council will greatly appreciate your help in this matter.
  • Korej: New engagement "Rhinoc Migration".
  • Arid Grove in Wailing Chasm: new engagement around Sendarida. A few lesoo-trained rhinocs are prowling the area; after the rhinocs will come the hunters, and after the hunters, a Lesoo Rhinoc Master.
  • Kahavi: new engagement "Barca swarm in Bastet Valley". Travel to Faolan Hollows via Kahavi is pretty much interrumpted; clear them out!
  • New engagement "Arrvors in Brenning". These poisonous predators have overrun the Neith Serqet fields; please help in their removal.
  • RCAVs, which are often used in engagement escort missions, will no longer regenerate health.
  • Ambergris Grove: new engagement "Okolats in Wolfsway". Okolats love hitting the road; somebody needs to hit them back!
  • Corrected a problem which was erroring out and preventing some engagements from being completed.
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GM

  • Improved the GM messaging system.
  • Enhanced GM options to send messages to players area and world-wide.

Graphics

  • Added a slew of new emotions for both players and NPCs. This includes new laying down animations, pain animations while laying down, sleeping animations, interacting with wall consoles, standing and typing, arguing, and repairing on ground.
  • Adjusted the timing/interpolation of player movements on the client to improve both low and high latency representation of player positions.
  • Added new animations when interacting with some types of props.
  • Replaced the caravan vehicle model. This vehicle was commonly used in escort engagements and had a tendency to disappear on slopes. That model was a placeholder though and has been replaced with a completely new one.Added a new interior structure set.
  • Added 40 new inventory icons. These are primarily trade skill and fishing related.
  • The crouching combat stance has received updated animations.
  • Rotated the melee/pistol run animations weapon bone so it is no longer crooked.
  • Created new vehicle engine and trail FX for RCAVs.
  • Added new shielding FX for NPCs.


Housing

  • Implemented a saving routine to properly update structures that got updated as they don't save instantly due to many changes that can happen fairly quickly due to nudging and other things. It now marks them in a save list and then saves them every 5 minutes. This is for updates to position/rotation/etc. They are saved initially when created.
  • Nido Cuervo in Wailing Chasm has a small housing plot in the Kutsui Teway canyon.
  • You can now alt and ctrl click your housing structures in the Housing Window to Re-Blueprint them. Alt click will blueprint 1, Ctrl will blueprint the whole quantity.
  • Kahavi now has a housing plot in the El Rucaco valley.
  • Neverwoods in Wailing Chasm now has a rather large PvE housing region in Nimmerwald.
  • There is a new PvE Housing region in Hudson Pass.
  • Tecooy Run now has two housing plots: one in the Divisiva valley, another in the Callejon Valley.
  • Added an open world housing area to Scorched Gorge.
  • Added a PvE Housing region to Bendigo Basin.
  • Added a small PvE Housing region to Galloway.


Inquiries

  • Added a slew of new inquiry questions that allow you to ask for local directions without requiring a prompt. These are currently on display in select locations but eventually will be available for NPCs in other areas. They allow you to ask NPCs about the local General Store, Pub, City Hall, etc and you will receive a destination marker.
  • Inquiries questions can now give tips. We've updated a number of NPCs to informational questions. Expect more of these in the future.
  • Long range direction inquiries on the FPR side such as "Where Is The Shed?" have all gotten a usability pass to ensure they are up to date with the world changes.
  • Added a number of new inquiry topics to some NPCs throughout the world.
  • Added a new tip that will be displayed to players the first time they gain a new bit of Knowledge. This explains how to enter into Inquiries with an NPC and the role that Knowledge plays.
  • Added a new starting question, "What is...", and topics for it.
  • A text banner is now displayed any time you gain new bits of Knowledge.


Items and Fittings

  • You can now double click fittings to transfer them to/from your inventory like you can with items.
  • Introduced 17 Charged fittings for Medical Weapons; these range from Heals to Recovery boosts as well as debuffs.
  • Crafted fittings now have a Break Point listed. This is a full grade below their created grade plus one subgrade. So if it is crafted B5 it will break at C4 (when it rolls to C4, so you will get B5-C5 before it breaks). If it happens to fall below F0 it will stop at F0. F0 fittings (if they are created) will break when they roll over.
  • Added an info message to players when a fitting is damaged 100% and it starts to eat away at the condition. It currently is using a variable so it won't spam you when it happens only sending the message once per session.
  • When a Fitting decays down to a lower grade it now sends an info message indicating as such (also one if it breaks).
  • If an item offers a mission, knowledge or skill points it will now indicate so in it's tooltips or information cards. If those benefits are removed from an item the tooltip text will also disappear. This allows players to avoid being scammed by purchasing books from the auction house that have already had their benefits consumed.
  • Tougher Jabberbulls will now occasionally drop a venom sac which can be used as a single use weapon that inflicts your target with a long duration disease.
  • Added a new tip that covers the difference between Loot and Harvesting. It will be displayed the first time a player loots an NPC who has personalized loot.
  • The following items have new icons: Stiff Leather, Pulled Leather, Pulled Leather Padding, Textile, Polyester Fabric, Polyester Filament, Polymer Textile, Hudson Moss, Hudson Fabric, Acrylic Cloth, Acrylic Fibers, Latex Foam Rubber Padding, Polyacronitrile, Nano-textile Components, Speed Nanites, Nano-whiskers, Nanopores, Nanite Injectors, Silica Optical Fibers, Fluoroaluminate Optical Fibers, Superior Chalcogenide Optical Fibers, Electro Actuators, Vibro Actuators, Beam Actuators, and several types of Stims and Injections.
  • Nacoot Tissue and DNA can now be stacked in larger quantities.
  • Had a few of the precious gems left that still had "precious" values, they were adjusted down to the other ones in the 5 figure range.
  • You can now obtain trophy fish as loot from Lurkers or Brachura, albeit rarely.
  • Introduced a new minor fitting that is given to players during the tutorial.
  • Hexavalent Chromium had a default stack size of 5 causing issues. Changed to 1 as it should be.
  • The various types of Robot Parts, Wood, and Implant Casings have had their maximum stack sizes increased.
  • Calprates Heads are now stackable.

Minigames

  • Improved Minigame support in engagements. You can plan on seeing a slew of engagements taking advantage of minigames in the future.
  • Minigames can now be launched by interacting with props.
  • Added a new Catch the Nacoot minigame, which is used in the new tutorial to teach players the basics of minigames.
  • Fire extinguishers used in the OWON Attacks! engagement in Freedomtown will now open a minigame bar when used. When you approach the fire you can use the first ability to put out the fire. You can also use fire extinguishers as a simple melee weapon. You can still use your normal abilities while in this mode, just be aware that three of your keys are remapped while the minigame is active.
  • A new tip will display the first time you cast your fishing pole. it explains the basics of the fishing minigame.
  • Increased the quality of the results in the Fishing minigame.
  • Increased the skill gain rates in the Fishing Minigame.
  • Improved the calculation and fixed a bug with the Fishing minigame's grade and quality calculation.
  • It's now easier to hook fish in the Fishing minigame in the event of latency.

Miscellaneous

  • We've added new cinematic camera opportunities. Similar to the conversation camera these can be disabled by deselecting to Show Cinematics in your options. They differ in from our previous options in that they allow us to easily snapshot different locations or sequences and then jump between them as necessary. This differs from the older options which allows camera to walk on paths or generated an angle based on your position to the NPC in that these are preset snapshots throughout the world.
  • Looting is now performed before harvesting so that players who have personalized loot do not have to consume the corpse in order to loot.
  • Improved anti-bot measures to take the new facing and following options into account.
  • Tab target will not cycle through targets if the previous selection was more than 1.5 seconds ago. It will instead select a target like if you hit escape than tab before.
  • Many of the games Tips have been updated to provide up to date information in a more concise manner.
  • You will now receive a Tip the first time you interact with a merchant. This tip covers the Buy, Sell, Inquire, ToAuction and Buyback tabs.
  • Added a new Tip which covers how to select and display your Prefix and Suffix titles. It will be displayed the first time that you earn one.
  • You'll now receive an Exploration tip when you discover your first Exploration point.
  • There are new tips covering the basics of inventory manipulation and fittings.
  • A new tip will be displayed the first time that your character dies. It will explain the release options, revive timer, and death penalties.
  • Players will receive a tip the first time they enter into a Resting area which explains what Rest areas are used for.
  • Camera manipulation FX can now use each other as events to chain from.
  • Improved mission camera and animation effects for seated NPCs.
  • You will now receive a text banner any time you accrue Training Points.
  • The OWON and FPR Trained achievements now provide the prefix title: Recruit.
  • Server side performance improvements by moving certain areas out of debug mode.
  • Reduced skill gain chatter frequency.
  • Anjari references changed to Anjara.
  • If you happen to run into a bug where all your mission markers have disappeared you can use the /help fixmissions command to update them.

Missions

  • If you complete missions in a group, your groupmates now have a chance at SI rewards. It is not as high as the original players chances, but does provide added incentive to complete missions in a group. This is in addition to Credit, Faction and Bonus Buff rewards which already were giving group rewards.
  • Missions can now start minigames through any mission dialog or action.
  • The bonus buffs which are obtained commonly through engagements and missions have had their effectiveness increased.
  • Adjustments were made to the bonus buff percentages of missions. This provides a minimum +5% chance boost, with that number being higher based on the difficulty of the mission.
  • OWON characters can now take part of a brand new tutorial. FPR characters will have a similar revamp in the next build.
  • After completing the new Awakening tutorial you will receive a new mission which is geared simply to direct you to various other parts of the tutorial. All of the steps of this mission are listed as Optional with the exception of the need to visit the Transportation Officer when your ready to leave the tutorial. Completing the optional goals will provide a slight boost to the rewards at the end of the mission.
  • Added a new Gathering Lilac tutorial. This mission takes place just outside of the Training Grounds, and involves gathering some Lilac nearby to aid a Corpsman who is busy treating a wounded soldier. This is the new harvesting tutorial.
  • Added a new taming tutorial. This one only opens after you have completed the Laboratory minigame first. Unlike the original tutorial, this one does not require a training chit.
  • The Taken in the Night series is no longer given to you immediately after entering Plymouth City. The world had changed a lot since it's introduction and this mission required you to travel to places that new characters were no longer ready for. It will now be mailed to you after you have a little more experience under your belt.
  • Fittings and Ability Enhancements are both now covered in a new combat tutorial.
  • During the tutorial players will now receive an emailed mission to give them a better idea of what to expect in the real world, and to give us the opportunity to provide tips and information on this system. In this case they are directed to the Research Lab where a recruit has set free the Nacoots used in research. This area has two tutorials. The first teaches the players about minigames, in an effort to catch the escaped Nacoot. The second trains players in the art of taming, by an NPC who wishes to free the Nacoot.
  • Introduced a new system which makes it easier for us to flag client side events and use them to update the tutorial system. This is taken advantage of in the new tutorials.
  • When you first visit the Training Grounds in the new tutorial you will now receive an exploration point and a tip explaining how explorations work in the game.
  • Added several new achievements centered around completing missions.
  • Ambergris Grove: new FPR combat mission "Clear the Wolfsway", hinting at the (playful?) rivalry between Gwen Oulopathis and Wailing Chasm's Hunting Rep, Ziq Farou.
  • New OWON combat mission, "Remove Fragaria Achillea in Verdevista".
  • New Entertainment mission in Freedomtown, "A Little Doom, and Sunshine", expanding the Pub Tales storyline.
  • Runa Grove in Wailing Chasm: new FPR combat mission "Turloc Trespassers on the Muddy Road". Some turlocs from the nearby Terminus Mire think it would be a good idea to migrate to the Grove; Gwen Oulopathis thinks not.
  • There is a new tip displayed at the end of the Catch the Nacoot! tutorial which provides some important generated mission tips including pointing out the generated nature of them, the ability to abandon them, and ways to filter or disable generation.
  • New OWON combat mission "Hunt Mubark in Murkwar". The mubark are huge, majestic creatures. They are also an extreme hazard to travellers, being very aggressive and very powerful.
  • New OWON combat mission, "Remove Rhinocs in Blair Ridge": the Lesoo use them as watchdogs.
  • Ambergris Grove: new FPR combat mission "Remove Turlocs near the Graukreuzung crossroad", furthering the (playful?) rivalry between Gwen Oulopathis and Wailing Chasm Hunting Rep, Ziq Farou.
  • Leverstow: new FPR combat mission inside OWON territory, "Starve the Scavengers". Being a "behind enemy lines" mission, the rewards are larger to compensate for the extra risk.
  • When you set off an alarm in the trapping tutorial it will now display a text banner in addition to particles and sound.
  • You will now receive a text banner indicating when you complete a mission.
  • They are big, nasty, and poisonous. "Remove Hunting Arrvor in Verdevista", new OWON combat mission.
  • Arid Grove in Wailing Chasm: new FPR combat mission "Hokfig Cull" introducing Ziq Farou, the Wailing Chasm Hunting Rep.
  • Leverstow: new FPR combat mission inside OWON territory, "Chain of Life". Being a "behind enemy lines" mission, the rewards are larger to compensate for the extra risk.
  • Verdevista: new FPR combat mission inside OWON territory, "Stir the Nest". Since this is a "behind enemy lines" assignments, the rewards are larger.
  • Verdevista: new FPR combat mission inside OWON territory, "Trim the Weeds". Since this is a "behind enemy lines" assignment, the rewards are larger.
  • Ren Canyon: new FPR combat mission inside OWON territory, "Distraction". Being a "behind enemy lines" mission, the rewards are larger to compensate for the extra risk.
  • New OWON Combat mission "Remove Malagion in Ren Canyon". Winged night-time monstrosities shall not be tolerated!
  • Ren Canyon: new FPR combat mission inside OWON territory, "Night Wings". Since this is a "behind enemy lines" assignments, the rewards are larger.
  • New OWON combat mission: "Hunt Diseased Mubark in Murkwar"
  • There are now long range mission/inquiry markers available for Sergeant Blythe in Freedomtown.
  • Freedomtown: new mission "Supply and Demand". Stock gathering dust on shelves is bad for the whole FPR.
  • Sept Falls: new mission "Screams from the Many", expanding the Euterpe storyline; this mission has several other Freedomtown & Sept Falls missions as prerequirements.
  • Freedomtown: new missions "Urgent Care". If a tranquilizer can put down a Hokfig, it can put down a human...
  • Arid Grove in Wailing Chasm: new FPR combat mission "Motionless Targets". Nobody likes aggressive salads, and Ziq Farou is no exception.
  • New Freedomtown mission "Wayne's World", expanding on the shady dealings of blackmarketeer Meredith Wayne.
  • Arid Grove in Wailing Chasm: new FPR combat mission "Need to ask". They think, therefore we... shoot?
  • Scar's Wall: new combat mission "Vulture Population at Scar's Wall", introducing local Defense Representative Birgit Amsel.
  • Improved rewards of the Handwritten Poetry and Model Ship collections.
  • Arboleda: new combat mission "Kill the Guards". Teco needs a hand from Gwen.
  • Freedomtown: New Mission: "The Muses are Silent" - ...so the player is asked to record the thoughts and experiences of FPR citizens to act as inspiration for a new song.
  • Blair Ridge in Plymouth: new OWON combat mission "Remove Lesoo Grunts in Blair Ridge". The Slow Water clan is moving south from Loch Aza; OWON Miltary Command would rather they stayed in their desert.
  • Arboleda: new combat mission "Cut Off The Head": guards taken care of, now take the queen. Bring some friends.
  • Brenning: new combat mission "Taking on the Arrvor". Why do they grow that big, anyway?
  • Blair Ridge in Plymouth: new FPR combat mission "Blind the Eyes". Those pesky rhinocs need to be dealt with... and since this is a "behind enemy lines" mission for FPR players in OWON territory, the rewards are much larger to compensate for the increased risk.
  • Freedomtown: New mission: "GI Supply" - a sequel to "Wayne's World". Another chance to do business with the humanitarian black-marketeer Meredith Wayne, who likes to give everyone what they want.
  • Blair Ridge in Plymouth: new FPR combat mission "Third Party". Gwen Oulopathis cannot afford for Lesoo interlopers ruining her infiltration plans. 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.
  • Scar's Wall: New Mission: "I Need Those Eggs" - hunt or trade for vulture eggs for the cheerful Scar's Wall cook Simon Dokes.
  • Sept Falls: new mission "Military Grade Hardware", expanding the Euterpe storyline; this mission has several other Freedomtown & Sept Falls missions as prerequirements.

NPCs

  • We've introduced a new NPC species: Jabberbulls are a large quadruped that also features two small arms. This species has a long range spitting attack which can blind opponents. Once blinded it unleashes a bite which will disease it's prey, slowly killing them and limiting their effectiveness.
  • We've introduced a new insect species: The Barca. This model has actually been in the game for months, but was only used as one NPCs pet. They are now available the world. This colorful insect species has 16 different color variations. They are an absolute pushover on their own, but can overwhelm you with sheer numbers. The stronger members of their species have the capability to disarm and poison.
  • Added a new leaping special attack for some robot bosses. This ability is telegraphed, and sees the NPC jump high in the air and covering a long distance. When they land they will do a high amount of damage to anything underneath them.
  • Upgraded the npc Babble system so that FX can include a conversation between two NPCs in a single FX call, rather than requiring two separate FX scripts (one for each NPC). This resulted in a small network optimizations, as well as being easier for our editors to work with.
  • Updated some of the NPCs in the world with custom cameras for use with the new cinematic camera options.
  • Certain types of robotic NPCs have gained the ability to create an impenetrable shield around them for a short period of time. This shield will reflect damage back on anyone who attempts to attack them.
  • The Helltyr's slap ability now has a chance to cause the Helltyr to go into a rage. When raged their damage output will be increased, and they will alter their ability selection strategy to pick their strongest offensive abilities for a short time. This state also prevents Helltyr from using beneficial abilities on their allies though.
  • Added a new flag which allows some NPCs to never regenerate. This is particularly useful for certain types of engagements or minigames.
  • Made adjustments to numerous NPC boss abilities so that they better adapt for the NPCs unique settings despite being shared by many boss types.
  • Ambergris in Wailing Chasm: this area originally had desert-dwelling mobs; Ambergris now being close to Terminus Mire, previous mobs have migrated to more arid climates and Ambergris itself has been repopulated by Turlocs (around the Salisbury Plain and Graukreuzung) and a pack of Okolats (close to the Wolfsway). Some Calprates from the bordering Calprates Canyon have also moved into the area, and a few Achilleas have sprouted here and there.
  • Freedomtown: after long, grueling drink-serving hours, Heather Charity has been promoted from Waitress to Bartender. She has not abandoned her flirting ways, though.
  • A number of NPCs in the world have become better better color coordinated.
  • Guide Bots have been removed from the new tutorial. Instead players can inquire with many NPCs to use new inquiry based directions. This is closer to the experience that players receive after leaving the tutorial.
  • We've added a new variant of Hokfig, the Dwarf Hokfig, which won't attack players unless attacked first. The Dwarf Hokfig will usually be found in less aggressive areas, like Tecooy Run and Nido Cuervo... although if they breed in large numbers, they may attract more dangerous predators.
  • NPCs now support up to three different telegraph FX abilities.
  • Reduced the amount of damage reflected by the Vulture's Acid Spray ability.
  • Peacekeepers have new uniforms.
  • Malfunctioning Robots can now be harvested for better loot, drop normal loot more often, and have a lower aggro radius.
  • Sentry bots are now capable of running, and their animations and FX have been improved.
  • Desiree Rosenthall, the cook at The Shed, is now working much longer hours.
  • Reduced the damage on the Mutant Disease Combo NPC ability.
  • Corrected an issue which was preventing Judith Parker in Plymouth City from respawning if she had been killed. She should be walking the city delivering flowers most of the time.
  • Runa Grove in Wailing Chasm: two packs of calprates have moved into the region, one atop Gallo's Pain, the other close to the Futharkwoods. Some turlocs from the Terminus Mire come here through the Muddy Road looking for herbs; and two packs of goofigs (smaller, non-aggressive cousings of Hokfigs, although they will fight back if provoked) have taken residence in the Torpecillos valley.
  • The injured tutorials in the Bandaging tutorial now have new writhing in pain animations and uniforms.
  • Arid Grove in Wailing Chasm: Three packs of hokfigs, attracted by the hokweed patches, have taken permanent residence near Trechoseco and the Foxsway road; some calprates have claimed the Lips and Ankebe peaks as home. If their population grow, they will attract some Lesoo Hunters, looking for prey.
  • Moved the mission markers for Phosphori and the Inferno in Scorched Gorge to be more centered on their spawn range. they can spawn anywhere in the lava near those markers.
  • Added titles to more NPCs.
  • Ricky Dusel, a woodworker, has set up in the Crafting Workshop in Freedomtown. He sells carpentry supplies.
  • Howling Pass in Wailing Chasm: Isabella "Izzy" Reiken is now at Izzy's Post. She still need missions, though.

Pets

  • Numerous changes were made to the taming system. You now have a significantly higher chance of success if your target has been calmed. Your success chance is also more much heavily weighted to your skill level vs. the skill level required on the NPC now. This will result in a lower chance of success on mobs who you barely have the skill to tame, but a significantly higher chance on NPCs who you have been able to tame for some time.
  • Tamed pets will now be sized proportionally to their maturation level.
  • It is now easier to progress up to 50 skill in Animal Handling and Robotics lines. The skill curve is untouched after that point.
  • You will no longer be able to a Genetically Engineered pet if you already have a pet summoned.
  • You are now required to have at least 500 pet skill in Animal Handling or Robotics in order to summon a second pet of the respective type.
  • You are now required to have at least 6000 pet skill in Animal Handling or Robotics in order to summon a third pet of the respective type.
  • When controlling more than one pet you are now also limited by the total pet levels of the combined pets. The level is determined by the pet type and it's it's maturation in relation to your skill level. This isn't too much of a restriction on most pet types, but it will prevent you from having three Alpha Drakes, for example.
  • Medbots receive a balance pass, first reduction, and then an upwards boost to get them more in line with where we want them to be.
  • Reduced the size of drake pets so they are less prone to jump into your line of sight.
  • Increased the size of Lurker pets to fit the latest revisions of the model.
  • Slightly increased the attack range of Tamed Rocharus pets.
  • The Tend to Animals ability should now properly increase Veterinary Medicine skill.
  • Tamed pets will no longer mature at hyper speed.
  • The Pet Control tip now points out the special pet control abilities which will command all pets at once, as well as the fact that you can have more than one pet once you gain sufficient skill.

Player Created Tournaments

  • Tournaments with teams of 2 or more players will now be auto-grouped unless the players entered with a premade group.


Player vs. Player

  • Introduced new factional vendor NPCs who spawn in PvP oriented Control Points. They will sell military perks to players of sufficient rank.
  • Added a new tip which explains how military rank works.


Points of Intrigue

  • We've introduced another of the Kickstarter stretch goals: Points of Intrigue. Points of Intrigue work similar to Adversarial Camps in that they can spawn randomly throughout the world and feature a high level of configuration. These points will center around some type of a ruin, camp, or object. NPCs will be attracted to this object and form near it. Players need to clear out the NPCs and then stand near the object of intrigue to claim it. The more players near an object, the faster it claims. Once a point has been claimed the claiming characters and other players who fit within the settings of that point type will gain buffs for visiting this location. Eventually it will despawn and spawn someplace else in the world. This system allows for many configuration options but we describe the hybrid rule sets for them as they are introduced.
  • Introduced a new type of Point of Intrigue: Control Points. Control Points will spawn randomly in contested areas. They will spawn as the faction which has the minority of the population initially, providing some guards and in some cases missions or vendors to players of that faction. Players of opposing factions can take the point over by dispatching all of the NPCs and then standing in the Control Point for long enough to take over control. The more players who are standing at the point, the faster it will go. This will only work if there are no opposing factions within the control point when you are capturing. Capturing the point will spawn your factions NPCs to protect it, and provide military experience in addition to the normal bonuses from Points of Intrigue which can include Achievements, Training Points, and Buffs.
  • Points of Intrigue each support a custom script with hooks for various important events. This allows different points of intrigue to use non-standard rules, if necessary.
  • PvP Control Point Triggers will display a GUI which indicates who currently owns the control point (if anyone) and the progress before it is captured or reset.
  • You can gain both Training Points, Bonus Buffs, Military Experience, and Achievements from conquering a Point of Intrigue. This is configurable for each Point of Intrigue type.
  • Points of Intrigue which are used as changeable control points will lose control more quickly than they gain it.
  • Added new achievements and titles which are centered around Points of Intrigue.
  • The first time you discover a new Point of Intrigue you will be given a tip which explains how the system works.


Skills and Abilities

  • Many buffs and debuffs had had their effectiveness increased. This affected to many abilities to be listed in their entirety.
  • Added a good number of new skill advancement titles and achievements. These are obtained when you hit a certain skill threshold.
  • Abilities that are setup to stop when movement is detected now will properly eat the bar on the client and also send you a message that you moved cancelling the ability.
  • Introduced 2 new ability enhancements for Atrophic Injection. The first increases range but also increases Endurance cost; the second increases damage by a moderate amount but also increases energy cost.
  • Introduced the ability Energy Overload. This ability significantly increases the target's energy regeneration for a short time at a large cost to the caster.
  • Introduced 2 new ability enhancements for Corrupted Nano Bomb. The first increases range while significantly increasing recharge timer while the second removes the cast time but decreases range.
  • Introduced a new damage ability to First Aid: Spray Biohazard. This is a Biochemical Cone AoE Damage-over-Time ability that can be stacked.
  • An ability enhancement has been introduced for the ability Nano-Regen; this enhancement cuts the Energy cost in half.
  • Introduced a new damage ability to First Aid: Atrophic Injection. This is a melee range ability that snares and DoTs the target. Costs Momentum to use.
  • Two ability enhancements have been introduced for the ability Replenishment; one makes the Heal-over-Time stronger while increasing cost and cast time and the other adds a direct heal while increasing cast time and adding a 30 second recharge timer.
  • Made adjustments to the descriptions of the Make Peace and You Don't Want To Do This abilities to make it more clear that they can only be used on humans.
  • The Heightened Senses ability (Tracking) is now twice as effective at detecting hidden characters.
  • Introduced a new damage ability for First Aid: Overload Powercell. This ability discharges an electrical jolt from the medical weapon to damage an enemy and has a moderate cost and recharge timer.
  • Ability Card rewards now display a text banner instead of just printing the message into chat.
  • Introduced a new Diplomacy based ability: Calm. This ability will attempt to calm down a human opponent. Calmed opponents will only be able to perform beneficial actions for a short period of time, being unable to attack. In addition to this, it will also reduce their aggression level towards you.
  • Tweaked the skill gain rates of many lines.
  • Thrusting Pell (Axe Fighting) now bolsters your defenses for a short period of time, in addition to the damage dealt.
  • Introduced a new damage ability to First Aid: Corrupted Nano Bomb. This ability consumes Organic Repair Nanites to use but is a moderate damage Biochemical AoE.
  • Rapid Strikes (Bladed Weapon Tactics) now improves the users defense, in addition to dealing multiple attacks.
  • Break Defenses (Bladed Weapon Tactics) had it's damage increased, and now provides the user with a short defensive buff.
  • Removed the Energy Tank Tactics skill. This skill no longer had a purpose after energy was moved to armor and fittings.
  • Introduced 2 new ability enhancements for Antibody Spray. One lowers the recharge timer, the other increases the PBAoE radius.
  • Wild Swing (Blunt Weapon Tactics) now has a chance to make your opponent defense conscious, reducing their overall damage output for a short time. It also had it's damage slightly increased.
  • You will now have a chance to gain Vehicle Control skill when driving a vehicle.
  • Defensive Stance (Defensive Knowledge) has had it's Block, Dodge and Parry chances boosted by 5%.
  • Nano-Regen's heal was increased but the time between ticks was increased and the length halved.
  • Stop Momentum (Blunt Weapon Tactics) now has a chance to reduces your opponents damage output for a short time, in addition to it's previous capabilities.
  • Introduced 2 ability enhancements for Medical Scan. One doubles the heal amount and activation cost, the second adds a jump effect to the heal while adding a Momentum cost.
  • Altered Advanced Medical Scan to a large melee range heal with a long cast time and recharge timer.
  • Quick Slash (Bladed Weapon Tactics) now has a chance to make your opponent defensively conscious, reducing their damage output for a short period of time.
  • Advanced Rapid Scan has been redesigned. It is now Antibody Injection, a moderate melee range heal with a short cast time and medium recharge timer.
  • Made adjustment to the trap removal effective distance curve. Ranges are now increased at lower skill levels and increased by a reduced amount at higher skill ranges.
  • Jab and Feign (Unarmed Tactics) now have a chance to make your opponent defensively conscious, reducing their damage output for a short period of time. They also had their existing debuff durations increased slightly.
  • Introduced a new ability enhancement for Antibody Injection that halves the recharge timer while adding 1 second to cast time.
  • Introduced 2 new ability enhancements for Spray Biohazard. The first reduces recharge time by half and allows the ability to stack up to 3 times on a hostile target while increasing the activation cost of the ability, while the second doubles the range of the Conal AoE and increases the cast time of the ability.
  • Increased the effectiveness of the Defense Conscious debuff which is given by several melee abilities.
  • Rapid Scan has become Nano-Plasma Spray, a medium range conal AoE heal. This ability has a medium cast time and moderate recast timer and has an Energy and Momentum cost.
  • Introduced 2 new ability enhancements for Advanced Medical Scan. One cuts the recharge timer in half; the other drastically increases healing but doubles the cast time and recharge timer.
  • Introduced 2 new ability enhancements for Ranged Medical Scan. The first adds a jump effect while significantly increasing the recharge timer and adding a Momentum activation cost; the second adds increased aggro and reduced damage taken buffs for a short time.
  • Adjusted the NPC level to tracking curve to make it slightly more difficult to track higher end NPCs. The lower end is unaffected.
  • Introduced a new CC ability for First Aid: Inject Sedative. This allows medics to quick disable a creature at melee range with Confusion and a small snare.
  • Med Scan Area has become Nano Cloud, a heavy healing group Heal-over-Time with a long cast and recharge time and a heavy cost.
  • Introduced 2 ability enhancements for Nano-Plasma Spray. The first turns the Conal AoE into an instant cast ability but triples the recharge timer while the second changes the ability into a 30m PBAoE heal with a HoT component and cuts the direct healing by half.
  • Replaced the Revive Animal ability (Veterinary Medicine)with a new Heal Animal ability. The new ability is a more potent heal that can be used more quickly than Patch Animal, but is less efficient and has a longer recharge time.
  • Introduced a new CC ability for First Aid: Ocular Spray. This ability requires Fluorosulfuric Acid to activate and applies a Damage-over-Time effect while also Blinding the target.
  • Introduced the ability Replenishment. This is a cheap, fast casting HoT that is stackable.
  • Defensive Focus (Defensive Tactics) had it's recharge time reduced from 30 to 20 seconds.
  • Introduced 2 new ability enhancements for Nano Cloud. The first adds a secondary HoT component with a longer duration and boosts friendly energy resistance while adding additional Momentum cost while the second doubles the HoT duration and the ability recharge timer and adds a 40 Endurance activation cost.
  • Introduced the ability Antibody Spray. This is a moderately expensive PBAoE Heal-over-Time.
  • Rally (Leadership) had it's recharge rate reduced to 90 seconds, it's effectiveness increased, and can now stack up to three times.
  • Introduced 2 new ability enhancements for Emergency Transfusion. The first adds a Heal-over-Time effect while significantly increasing energy cost while the second adds an endurance heal while increasing cost by a moderate amount.
  • Introduced 2 new ability enhancements for Overload Powercell. This first increases damage at the expense of cast time and activation cost; the second makes Overload Powercell instant cast and adds a damage over time effect but significantly increases recharge time.
  • Introduced the ability Emergency Transfusion. This transfers a moderate amount of health from caster to target at the expense of Momentum and Energy.
  • Introduced 2 new ability enhancements for Energy Overload. The first reduces Momentum cost significantly while tripling the recharge timer; the second removes the cast time and significantly reduces recharge time while doubling Momentum cost.
  • Repair Structure and Emergency Repairs abilities are now part of the Installations skill.
  • Added interruptible preparation times and new animations to Revive and Resuscitate (First Aid).
  • The Disable Trap skill will now grab the closest trap within range of your skill level. Previously it was stopping when it found any trap in range. In a densely packed minefield this may not have been the closest mine.
  • Added new Tips covering Training Cards and Ability Enhancements, and a new tutorial only Ability Enhancement.
  • Evasive Manuever (Bladed Weapon Defensive) had it's recharge time slightly increased, but it's effectiveness more than doubled. You also receive a boost to your resistance while evading.
  • Slightly reduced the potency of the Patch Animal ability (Veterinary Medicine).
  • Off Balance opponents are now more susceptible to Knockback effects. This was previously only being applied to Knockdown effects.
  • Evade (Dodging) had it's effectiveness and duration increased. You also receive a boost to your resistance while evading.
  • Detect and Disarm Trap no longer share the same icon.
  • Block (Shield Tactics) had it's recharge time reduced from 30 to 15 seconds.
  • Maniacal Rampage and Impact Shot (Shockgun Tactics) have new icons to make the early shockgun abilities less confusing.
  • Pummeling Slash (Axe Fighting) can now make your opponent defensively conscious, reducing their damage output for a short period of time.
  • The Confuse ability (Diplomacy) should now be effective more often, it's endurance cost reduced, and its radius increased. It's recharge timer and skill requirement have also increased, however. The increased skill requirement will not affect players who already have the ability.
  • You must now be able to vocalize in order to use the Make Peace ability. If you can't communicate currently it will fail.
  • The Repairing was removed with it's functionality being moved into the respective lines for it's repair type. For example Firearms Repair is now part of the Firearms skill.

Trade Skills

  • Harvestable Resources now spawn out at a much greater number than before. You should see about 5x more than the amount before.
  • Harvestables from creatures/harvestable nodes/harvester regions below A now start with subgrade values of 0, 5, and 9 only now (so ex: B0, B5, B9, C0, C5, C9). Enhancing/Enriching can change these of course. A grades can still come in any subgrade.
  • There is a new tracker that gets placed on characters when participating in the new tutorial. It will prevent them from harvesting each species type if they have already harvested that species 20 times. This is to prevent players from being able to extract resources easily with the fast tutorial spawns.
  • Introduced a new Firearms recipe: Projectile Bolt Assembly.
  • Created Hacking Recipe: Microprocessor Fabrication; this recipe creates Single-Core Microprocessors and Subverted Single-Core Microprocessors
  • Created Recipe: Chaise Lounge Seat Production. This recipe make the chaise seat for Chaise Lounge couches in Carpentry. It can be found in the Advanced Carpentry Book.
  • Introduced a new Firearms recipe: Projectile Reserve.
  • You can now harvest RCAVs as if they were robots.
  • Anhydrous Chromium Sulfate will now be correctly produced in Dessicated Mineral-Solvent Synthesis
  • Introduced a new Firearms recipe: Collapsable Stock.
  • Nido Cuervo in Wailing Chasm: a fertile oasis Southeast from Banshee's Hollow, provides Sangiccum Trees and several patches of berries (Mika, Byna, Ngoo & Samr). It's also a source of Water nodes.
  • The Carpentry recipe High Backed Chair Production has received an additional 12 unique results.
  • Introduced a new Firearms recipe: Projectile Trigger Assembly.
  • Kahavi Canyon, through which Ralf "Puppy" Hound lead his people north after splitting from Emily Salazar's group, is a good source of Sarnium, Kupletskite, Pyrohemalite, Anjara & Juro Trees, and the Placebo Plants from which Kahavi is made.
  • Added four new harvesting related Tips.
  • Introduced a new Firearms recipe: Carbine Stock Assembly.
  • Created Recipe: Lounge Chair Assembly; this Carpentry recipe creates 9 unique results.
  • Created 3 Recipes for Cybernetics: Type D, E, and F Bioalloy Containment Fabrication; these recipes created the fitting sockets for charged medical fittings
  • Introduced a new Firearms recipe: Rifle Stock Assembly.
  • Repair Materials now take a flux as their sole agent.
  • Created Recipe: Loveseat Production; this basic Carpentry recipe creates 7 unique results.
  • Created a new First Aid recipe: Bioalloy Contained Medical Charged Fitting Production; this recipes allows the creation of 17 varieties of charged medical fittings. These may only be slotted into a Medical weapon. They are classified as D, E, or F fittings.
  • Introduced a new Firearms recipe: Assault Stock Assembly.
  • Slightly reduced the chances to get SI through harvesting.
  • Waxes and Oils are now Parting Agents as well.
  • Created Recipe: Couch Assembly; this basic Carpentry recipe produces 6 unique results.
  • Arid Grove in Wailing Chasm: several patches of Melanko and Green leaf thrive atop the Ankebe and Lips plateaus; Hokweed grows in the lower valleys, attracting grazing hokfigs. Takayura and Maypuri trees grow along the Glebkreuzung and Foxsway roads.
  • Created Recipe: Chaise Lounge Seat Production; this Advanced Carpentry recipe produces 2 unique results.
  • Rendall Gulch: the westernmost Wolfsthroat valley (shared with Arid Grove) now has a small, dense grove of Takayura trees, and some lilacs.
  • Introduced a new Firearms recipe: Optics Barrel.
  • Humans/Humanoids now have extracted Salvageable Fitting Modules. These are now used in the new Recycled Fittings recipe in both Melee/Ranged/Armor. They can make tier 1 fittings using the modules, a metal with attributes, and a mold as well as the agents from the fitting recipes. The modules are somewhat uncommon extractions.
  • Introduced a new Firearms recipe: Rotary Stock Assembly.
  • Increased the number of generated resources in Rogue's Rest.
  • Advanced Armorcrafting had an old Recipe for Energy Chargers that was removed as the recipe was depreciated and removed awhile ago.
  • Created Recipe: Sectional Couch Assembly; this Advanced Carpentry recipe creates 2 unique results.
  • Created Recipe: Divan Assembly. This is an Advanced Carpentry recipe that produces a chic, divan-style couch.
  • Introduced a new Firearms recipe: Buffer
  • Brachura and Lurker will now occasionally have moss or porphyra as loot.
  • Introduced a new Firearms recipe: Pistol Stock Assembly.
  • Created Recipe: Backless Leather Couch; this recipe produces a unique backless leather runner couch.
  • Reduced the replenishment rate of spear gun fish nodes. They had been artificially boosted previously due to players needing more fish. With the introduction of the fishing pole minigame it was time to tune them back down.
  • Introduced a new Firearms recipe: Ram Set
  • Tecooy Run's woods are home to Sangicum, Juro, Anjara and Hudson trees; also Mika, Byna and Samr berry.
  • Runa Grove in Wailing Chasm: this valley now has several patches of Hokweed where the goofigs tend to graze, some Melanko up in the Gallo's Pain, quite a bit of Azul and Lesapen which attracts turlocs herbalists from the Terminus Mire, and a small grove of Hudson Firs.
  • Destructive Distillation of Hudson Fir trees now provides moss.
  • Kitsun Pass in Wailing Chasm: several patches of Hok Weed thrive in this otherwise arid canyon, along with some Green Leaf and Melanko Plants. Pratinus and Albus flowers grow in the Ulster Vale to the west
  • You will now gain Training Points at various stages of recipe mastery.
  • Creating planks with Hudson Fir trees now produces more moss.
  • Growth Accelerator recipe added to Pharmaceuticals.
  • You can now use Level 2 of the Pet Food recipe to produce a higher quantity of results. This also allows you to skill up to 1250 skill where level 1 of the recipe only allows you to skill up to 300 skill.
  • Acrylic Upholstered Padding, Basic Upholstered Padding, and Pulled Leather Padding are now considered Upholstering.
  • Fixed an issue that was causing Batching entries not to show up on the client.
  • Ambergris in Wailing Chasm now provides Lesapen Fruit, Mika Berry, a bit of Kosha Plant and traces of Monazite.
  • There is a new First Aid Handbook which will teach you basic first aid recipes. You can purchase it from medical supplies vendors.
  • Tweaked Softwood and Hardwood Lumber recipes; these now require Contaminated Water instead of Purified Water and produce 10 firewood instead of 5.
  • Refined Metal recipes now has 7 steps.
  • The Book Shelf Assembly recipe is now working properly.
  • Repair Materials and Repair Kit Mold moved to Metalworking. Recipes also added to the Basic Metalworking book.
  • Korej: this arid valley, northwest from Banshee's Hollow in Wailing Chasm, provides large supplies of Sarnium and Tungsten. Some copper can also be found.


User Interface

  • A Game Database has been added. You can access it from the System Menu that appears when you hit escape. It has all of the capabilities of the web based GameDB plus a few extras. The old Crafting Database has been merged into the Game Database.
  • We've added a waypoint GUI, which is accessibel from a new button on the minimap. Waypoints have been in-game for several months. But they are now much easier to add, share and manage.
  • There is now a Harvester tab in the Trading Window (prev Auction and Work orders). It lists all your deployed harvesters. You can click on a harvester and it will prompt you to add a waypoint to it.
  • The Auto Find Target option under Interface Options is now functional. When selected it will automatically target the nearest hostile target when you use a hostile ability. It was working earlier during testing but apparently was broken when by the ranged dimming icon changes a couple of months back and had gone unnoticed.
  • Added a new Interface setting under targeting options. It will allow you to automatically face your target when you use a hostile ability if selected. This will only work on NPCs or friendly players.
  • Added a new interface to display the progress towards control point captures. This interface shows the faction icon of whoever controls the control point currently along with a color coded (by faction) progress bar and some text also mentioning who owns it currently. If another faction begins to overtake the point it will first remove the progress until it is empty, which releases control of the control point. The bar will then begin to fill up with the color of the new faction. If it reaches full the control point switches to their control.
  • Improved the Mission Window in a number of ways. Entries now use much less screen space per entry. Icons have been rearranged, and the selection border is now better aligned.
  • Fitting names now scale based on their length in tooltips.
  • Targeted NPCs now blink to make it a bit easier to tell you have something targeted. Friendly targets flash blue, where hostile ones are red.
  • Added a new Auto Stick option to your Interface Options. If this option is toggled on it will automatically stick to an engaged target either in melee range or at follow range, depending on which weapon you are using. This is primarily desired when for melee users. You can toggle this on or off by press ALT+T by default, though this can be rebound to anything. Similar to /stick this will only work on NPCs or friendly players.
  • Harvester Node GUI now says Quantity Left vs Quantity as it was causing some confusion and it is technically Quantity Left.
  • Usage of blueprints has changed. Double clicking and Shift Double Clicking now adds them to Housing. Atl Double clicking adds 1 to Nations Structure List and Ctrl Double Clicking adds the whole stack to Nations. Information about this is now in the tooltip.
  • Hostile player's nameplate now show up as red instead of yellow.
  • You can now disable double-tapping to dive or roll from the Game Options window.
  • Housing icons now display a different tooltip as it was displaying the same one as placed structures, which was confusing.
  • Shift + Ctrl + Click will now prompt deleting a fitting like it does an item.
  • Once your action bar begins to get full on abilities you will receive a one time tip explaining how to open additional bars.
  • Parting agent icon updated to match the actual parting agent icon for the item.
  • The Mission details window that you view from right clicking an entry from the mission helper or PDA windows will now display the missions Tier and Recommended Group Size, as well as the previously listed category and difficulty.
  • Changed old icon for Survival Techniques to the newer ones used by other recipe/training books.
  • The default keys for the Mission and Achievement windows have been reversed. You now use the L key to open the mission window and the U key to open the Achievement window.
  • The Toggle Structure Mode default key has been changed from SHIFT+S to CTRL+S. This was done to make things easier on players coming from an FPS background.
  • SHIFT+W no longer has a default binding to toggle first person mode. This was causing issues for players from FPS backgrounds. You can still use CTRL+F to toggle first person.
  • Reduced latency on the Nearest Target and Next Target commands.
  • Auction and Work Order tooltip now is called Trading (hotkey is T, so double win).
  • Q and E now default back to being used to Rotate Left and Right. Action Mode toggle has been changed to the comma key or CTRL+A by default.
  • ALT+V (by default) will now face your target. It will only work on NPCs or friendly players.
  • ALT+F (by default) will now follow your target. It will only work on NPCs or friendly players.
  • Increased the rotation speed when rotating the camera via the Rotate Left or Rotate Right key bindings.
  • ALT+S (by default) will now stick to your target in melee range. As with all commands this is rebindable. It will only work on NPCs or friendly players.
  • Tracking is now color coded to make it easier to identify your targets. Friendly entities show up as green, neutral as blue, and hostile as red. Corpses show up as grey.
  • Added a new /face command. This command will turn to face your current target. This will only work on NPCs or friendly players.
  • Set the minimum y value for the Game menu so it wasn't cut off.

World

  • PvP Control Points will now spawn randomly in Contested territory. See the Points of Intrigue section for more details on the control points.
  • Mount Ash has been connected to the world. The entire world is now connected, though some areas still need quite a bit of work.
  • Blair Ridge in Plymouth: added names to the Atolladero and Sandweg valleys, from where humans blocked the escape route of the Slow Water lesoo clan during the Ridge battle; the Bjarkan and Dereenoulaleeai mounds, where the main battle took place; the Child's Tear plateau, to where the Slow Water clan was forced to retreat and where it made its last stand; and the Hagall peak, from where Sam Hudson commanded his forces and stormed down into the battlefield for the final strike.
  • Rendall Gulch in Wailing Chasm: added names to the Wolfsthroat valley, and The Nape peak.
  • The Kahavi Canyon, through which Ralf "Puppy" Hound lead his people north after splitting from Emily Salazar's group in Banshee's Hollow, has been populated with some rhinocs, and loads of the alabaster-coloured species of the Barca, know as the Bastet Barca.
  • Ambergris Grove: players will now receive a small boost to their Leadership skill when they travel through Wolfsway.
  • Reduced mob density in O'Doyle Meadow.
  • Ren Canyon: decreased a bit the normal population of Drakes & Malagions.
  • Arid Grove in Wailing Chasm: you will receive a small boost to your Acrobatics skill if you visit the Upper Lip peak.
  • Korej: the eastern Lo Fo Valley in is now home to a large pack of Calprates; lots of rhinocs have migrated to the Bun Fo Valley in the west.
  • Tectonic shifts have morphed Korej Basin's geography, and it's a basin no more; the area has therefore dropped "Basin" from its name.
  • Ren Canyon: players will now receive a small boost to their Aerosol Defense when they visit Ryuu Road.
  • Arid Grove in Wailing Chasm: you will receive a small boost to your Acrobatics skill if you manage to climb the Lower Lip peak.
  • Arid Grove in Wailing Chasm: you will receive a small boost to your Leadership skill if you visit the Gelbkreuzung crossroad.
  • Murkwar: added name to the Alfil plain, where Mubarks roam, and the Leurolaleelee mesa, where Lesoo dwell
  • Kitsun Pass in Wailing Chasm: Hokfigs and Calprates inhabit the Kitsun, Ulster and Daannd Badbaach canyons; some Calprates have also manage to claim the GaeBulg Cliff as home. When able to reproduce in large amount numbers, they will attract Lesoo hunters and other predators from Kalazar Mountains.
  • Scar's Wall: added name to the Miralejos peak, from where Major Scarborough detected the advancing OWON forces before the battle that gave the town its name.
  • Murkwar: players will now receive a small boost to their Blunt Weapons Defense when they explore the Leurolaleelee Mesa.
  • Arid Grove in Wailing Chasm: added name to Sendarida.
  • Korej: players will now receive a small boost to their Stealth when they visit the Lo Fo Valley.
  • Arid Grove in Wailing Chasm: you will receive a small boost to your Concentration skill if you travel through the Sendarida road.
  • Blair Ridge in Plymouth: added names to the Blair Ridge Peak, and the Mannz Seerouleeai secluded plateau.
  • Nido Cuervo in Wailing Chasm has been populated with the non-aggressive Dwarf Hokfig, Nacoots, and the occasional Bastet Barca and Achillea... although if the Dwarf Hokfigs reproduce in large enough numbers, predators from the neighboring Kalazar mountains may be attracted.
  • Numerous tweaks to the mob content in the caves under Timbertol.
  • Rendall Gulch in Wailing Chasm: you will receive a small boost to your Concentration skill if you visit the Wolfsthroat valley.
  • Malfrow: added names to the Farlaas, Kentstaalt and Wolfsbane plains.
  • Korej: players will now receive a small boost to their Animal Handling when they visit the Bun Fo Valley.
  • Runa Grove in Wailing Chasm: added name to the Gallo's Pain peak. Runa Grove was Gallo Papanoguri's favourite spot for hunting.
  • Blair Ridge in Plymouth: your Leadership will improve a bit if you explore the Hagall peak, from where Sam Hudson commanded his troops in the Ridge battle against the Slow Water lesoo clan
  • Faolan Hollows in Wailing Chasm: added Arrival point.
  • Added more rocks and trees to Rogue's Rest.
  • FPR Training Area received a visual updates.
  • Ambergris Grove: added name to the Salisbury Plain.
  • Runa Grove in Wailing Chasm: you will receive a small boost to your Rifle Defense skill if you visit the Gallo's Pain peak.
  • Arid Grove: helped a levitating tree to get in touch with the ground.
  • Blair Ridge in Plymouth: you will improve your Concentration if you discover the Mannz Seerouleeai plateau.
  • Faolan Hollows in Wailing Chasm: in honor to his fellow members of the First Landing Expedition, Ralf Hound named the geographical features of the area where he built his town as Rogue's Pockets, Valkyrie's Spear, Geisha's Blade, Sobkian's Jaws, and Golem's Fist. It is not clear why he did not include the Wizard.
  • Ambergris Grove: players will now receive a small boost to their Installations skill when they visit the Salisbury Plains.
  • Updated the world lighting.
  • Runa Grove in Wailing Chasm: added name to the Gorziv Gunyev peak.
  • Blair Ridge in Plymouth: your Intimidation skill will increase slightly if you visit Bjarkan, where Sam Hudson's troops forced the Slow Water clan to retreat towars the Child's Tear plateau.
  • Malfrow in Wailing Chasm: added Arrival point.
  • Neverwoods in Wailing Chasm: added name to Nimmerwald.
  • Ambergris Grove: added name to Graukreuzung.
  • Tecooy Run in Wailing Chasm: added area to RP Controls (AstronomyTemperate) & RP Oracle
  • Korej in Wailing Chasm: added names to Bun Fo Valley, Lo Fo Valley, and the Blunt Teeth Mesa.
  • Olcan Thorn in Wailing Chasm: named the Garganta del Diablo canyon, the Ensaldera Valley (which continues into Arid Grove), and the Wolfstand plains.
  • Runa Grove in Wailing Chasm: you will receive a small boost to your Acrobatics skill if you visit the Gorziv Gunyev peak.
  • Blair Ridge in Plymouth: your Diplomacy skill will raise slightly if you visit the Child's Tear plateau where the Slow Water lesoo clan, cornered and outnumbered, surrendered to Sam Hudson's troops.
  • Kahavi in Wailing Chasm: added names to the Duskwall mountain range, and to The Wedge cliff.
  • Malfrow in Wailing Chasm: added name to The White Fangs mountain range.
  • Neverwoods in Wailing Chasm: your will receive a small boost in your Carpentry skill when you visit the Nimmerwald forest.
  • Ambergris Grove: players will now receive a small boost to their Leadership skill when they travel through Graukreuzung.
  • Kahavi in Wailing Chasm: added names to the Marecrisum, El Rucaco, Renn Torfij and Bastet valleys, and to the Llao Llao and Winds Peak mountains.
  • Causeco in Wailing Chasm: added names to the Drywatch, the Rocktower and the Rooftop peaks.
  • Brenning in the Freedomtown zone: added name to the Neith Serqet plains where the Arrvor engagement takes place.
  • Rendall Gulch in Wailing Chasm: added Arrival point.
  • Added props and signs to Kaavo Hold.
  • Tecooy Run has been populated with a non-aggressive species of Hokfig, the Dwarf Hokfig; also nacoots, and a few (they tend to prefer dryer climates) Bastet Barcas.
  • Tecooy Run in Wailing Chasm: added names to the Divisiva and Callejon valeys, and the Tecooy Run forest.
  • Runa Grove: added names to the Torpecillos valley where goofigs graze, the Futharkwoods and Dersuzal valleys, and to the Muddy Road leading to Terminus Mire.
  • Olcan Thorn in Wailing Chasm: added Arrival point.
  • Jenu Plains is now connected to Wailing Chasm, Freedomtown, and Kalazar Mountains. This region has yet to be populated and is still a work in progress, but is now accessible.
  • Nido Cuervo in Wailing Chasm: added names to the Rockfall Oasis, the Nido Cuervo tree , the Kutsui Tewai valley and the Atalaya peak.
  • The OWON arrival point in The Sevens is now located in a new cloning facility there. FPR and Rogue Characters now spawn on a trail outside of this area.
  • Causeco in Wailing Chasm: added name to The Teardrop mountain range.
  • Ambergris Grove: added name to the Wolfsway road, leading East towards Faolan Hollows.
  • Kitsun Pass in Wailing Chasm: added names to the Kitsun Pass, Ulster and Daannd Badbaach valleys, and to the GaeBulg Cliff (all leading to Morrigan Plains, the area to the West).
  • There are now bank, crafting, and skill imprinting stations in Aemar Hydro Plant.
  • Blair Ridge in Plymouth: your will receive a small boost in your Acrobatic skill if climb the Blair Ridge Peak.
  • Causeco in Wailing Chasm: added Arrival point.
  • Arid Grove in Wailing Chasm: added names to the Ankebe, Upper Lip and Lower lip peaks; the Trechoseco and Durrmonch valleys; and the Glebkreuzung and Foxsway roads.
  • The Backwoods in Wailing Chasm: added name to the Bloodwyn Valley, connecting the Backwoods with Morrigan Plains.
  • Ren Canyon in the Plymouth zone: added name to Ryuu Road, where the Drake engagement takes place.
  • Ambergris Grove: added name to Boulgignang, where the local okolat pack tends to graze.

World Events

  • The World Event server will now calculate the total number of players in each faction who are currently in the world once every 15 minutes. This value can be used as a filter by World Events, Points of Intrigue or other systems which want to spawn certain things for the based on who is the majority/minority faction.


Bug Fixes

  • Fixed a bug which was preventing Counter-Attack and Dirty Fighting from skilling up properly.
  • Fixed /activemilitary so it can be used by players.
  • Fixed an issue with water harvestable clusters not being picked to spawn.
  • Fixed the issue from the change I put in for delayed activation abilities (teleport). I also fixed some old code with detecting movement for abilities that break with movement.
  • Cleaned up floating bushes and rocks in Claw Canyon.
  • Fixed a display bug where the chat channel would default to the tab name until you typed something in the channel.
  • Tab target will now get hostile players.
  • Fixed the repair type used on some firearm fittings which were erroneously requiring melee repair kits.
  • Dead NPCs should no longer babble or play arrival FX.
  • Fixed an item change related issue in the Activated Item, Theft and Prop code which could have caused some errors ending a loop prematurely.
  • Repaired height issues with two adversarial camp spawners in O'Doyle Meadow.
  • Fixed an issue with non combatant nodes not getting replicated to players.
  • Corrected an issue where the Smoker ability (which is used on an item) was appearing as an Earnable ability for players.
  • The podium in the Emergiz Propaganda mission is no longer be floating off the ground.
  • Fixed NPC outfits which had skin poking through.
  • Fixed an issue with recipes that had 2 of the same results, but each result had a different count. The result icon showed wouldn't be selected properly in this case on the client (the server was returning the proper result though).
  • Standard body damage FX will now display in a better location on Rhinoc.
  • Fixed an issue that could occur with cinematic cams and force your camera directly behind the player rather than using the camera.
  • You should no longer receive missions to collect samples from a Mutant T'Seef from inside of Freedomtown.
  • Repair materials are now properly flagged. Their worth had been greatly reduced as well as their maximum stack size increased to 999.
  • Fixed some spawn positions which were underground after some recent terrain changes in Plymouth City. This was causing the NPCs to be visible but for players to not have Line of Sight when they attacked them.
  • Fixed an issue with status bars retaining prior targets and receiving their effect updates.
  • Stitched terrain seams in the Ambergris Grove.
  • The Affectionate Delays mission no longer unhides the deliver to Atahualpa goal until you are ready for it. This was causing him to appear as a mission marker and confusing players.
  • Fixed a number of spawn points in Rogue's Rest which were underground after some recent world changes.
  • Round Stone Tabletop had backwards stacking values. Fixed.
  • Korej in Wailing Chasm: repositioned Arrival point (was under a mountain)
  • FPR Corpsman can now be harvested.
  • Fixed conversation animations for both male and female, they are no longer distorted
  • Corrected a problem in the fly by camera modes which forced players into third person momentarily even if they were in first person before the cinematic began.
  • Fixed the locations in the How To Bait Your Dragon series at the Aemar Hydro Plant. The mission was previously broken after it's props were buried by terrain changes.
  • Added some code on both the client and server to prevent moving an item into an empty slot in the inventory if the inventory is full. Due to the nature of containers counting as slots sometimes there are extra slots in the inventory window.
  • Crafting database no longer has fittings and structures reversed.
  • Evened out a stretchy bit of mountain in Maverick Gulch.
  • Mission "Red Hot Research": reworded e-mail and dialog lines to make it clearer that Dr. Torres is in Scorched Gorge, and not in Freedomtown.
  • Fixed problems with the sleeve textures on one of the light armor sets.
  • Fixed an issue with the Tell me about Mr. Euterpe knowledge question.
  • The arrival point in Doma Lake is no longer halfway underwater.
  • When double clicking to move an item from your container to your bank it will now properly remove the icon from the container. The item was technically moved on the server, but the client call back was not being processed.
  • Put in a timer for now to catch the unpursue state lock as it leaves the npc unable to be attacked. Need to figure out better why it is happening to fix properly.
  • Tecooy Run in Wailing chasm: added an Arrival point.
  • Marjo Peltola in Freedomtown has become more talkative, as originally intended.
  • The Grenades! mission now has a long range marker available on the first step.
  • Fixed some seams in arms on characters on the character creation screen.
  • Stitched terrain seams in Eastwood, The Lonesome Canyon, and Vinimal Valley.
  • Fixed an issue if you died with a pet out it would error out releasing your pet and you wouldn't get the respawn dialog.
  • Fixed an issue that could sometimes result in double banners for the same message.
  • Kitsun Pass in Wailing chasm: added an Arrival point.
  • Fixed an issue which could prevent genetic or robotic pets from summoning.
  • Tweaked the LOD ranges of some objects that were popping out too early in Plymouth City.
  • Fixed an issue with the "What's going on at the Candy Shoppe?" inquiry question.
  • Fixed a missing space in one of the Heartbroken babbles.
  • You should no longer receive a message that you lack the skill to tend to a creatures wounds when they are at full health. This is now replaced with a more appropriate message that have no long-term injuries.
  • Corrected a problem with the Collecting Parasites collections. If you choose to select the What bounty? option it wasn't resetting the mission back to a default state or abandoning it, which forced the users to manually abort the mission and speak to the NPC again to turn it in.
  • Fixed a problem that could happen in engagements which had a protection goal and no other goals. In that circumstance they would succeed rather than fail if the NPCs who needed to be protected died.
  • FPR and Rogue characters will no longer spawn underneath the ground in Maverick Gulch.
  • Fixed a typo in the Missions window.
  • Fixed an issue with grade changes not being properly sent to the client when condition rolls over and causes grade degradation.
  • Corrected an issue with ability enhancement stat caches. These were not properly updating in some cases when a fitting was removed.
  • Corrected a typo in the Veterinary Medicine failure message.
  • Fixed stack updates not properly updating quest counts in some situations.
  • If you lack the skill to tend to a creatures wounds it will now let you know. This was previously broken due to a mismatched loop.
  • Fixed some issues that could occur if effects had no activator from environment damage.
  • Tecooy Run in Wailing Chasm: re-distributed harvestable resources (Sangiccum, Anjara, Juro & Mika) in smaller regions; this should avoid them becoming invisible to players.
  • Fixed a problem which could occur in engagements that had protection assignments which were optional, but the only goal for the engagement.
  • Fixed a bug on the Mutant during the Human Test Subjects instance. He was not properly dropping the item that the mission needed.
  • Fixed an issue that caused fittings or ability enhancements to not apply their effects properly on a relog under certain conditions
  • Corrected an issue where the Galvart's Journal achievements were named as the incorrect book.
  • Moved a couple of rock formations in The Sevens which were attached to a Echo Pond erroneously and could cause seamless issues.
  • Fixed a guard who was spawning on top of crates on Taak Bridge.
  • You can now find the Fresh Produce required in the Misplaced Groceries mission. It also features a better description of where to look.
  • Corrected a problem in the engagement trigger activation/deactivation system that was not deactivating triggers in some cases.
  • The last stage of the Mines and Traps tutorial is now sent via Radio message, since the player may be out of range of the mission giver.
  • Fixed an issue which was preventing Training Points from being rewarded properly at the end of Points of Intrigue's being conquered.
  • Ren Canyon in the Plymouth zone: repositioned the Arrival point, to avoid having it in the middle of the Drake engagement.
  • Fixed an issue where the targeting flash was getting left behind after tab targeting.
  • FX Triggers now properly display the FX to other nearby players.
  • Fixed a significant issue in the Engagement counter system. This was not resetting the counters in some cases and causes engagements designed in a certain manner to get stuck until they timed out.
  • Fixed a problem with the Confuse effect. NPCs were not properly switching targets.
  • Stitched terrain seams in Brenning, Tandil, Charred Valley, Sapless Pass, and Sapless Mesa.
  • Stitched gap in the terrain adjacent to Banshee's Hollow
  • Fixed an issue that was preventing the military perk turret pets from spawning.
  • Corrected a problem with the alternate completion route of the Eviction notice mission.
  • Fixed the title of the Underachiever achievement.
  • Adjusted a vehicle thing that was caused by a bit more info being replicated to neighbors.
  • You can now complete the Rock Samples mission.
  • Fixed a memory leak in the point tracking system for engagements.
  • Galyin Rock can now be pick pocketed.
  • Repositioned the Peacekeeper Commander's cinematic camera so it didn't cut off the top of his inquiry text on longer inquiries.
  • Cleaned up some rough patches of terrain in Claw Canyon, Sapless Foothills, and the Southern Chasm.
  • Smoothed out a screwy section of terrain in the mountains near the Plymouth Control Center.
  • Fixed some spawning point issues in Pinon Pines.
  • Fixed the FX (animation in this case) for Disarm Trap. It now uses the same setup as the loot FX.
  • Fixed the fitting search issue, page 2 (and further pages) now work.