Patch 15.5.1 (en ligne depuis le 9/6/15)

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15.5.1 has been finalized and will be hitting the live servers on Tuesday, June 9th. Let's take a look back on the larger changes from this update.

Combat tweaking has continued as we work our way towards shaping its status for launch. We've added new stances for Healers and Pet types. Pure pet types have a variety of new abilities to help aid you in that role. There are new abilities which can only be used when Dual Wielding, new area based healing abilites, and AI pathfinding improvements. We also spent quite a bit of time restructuring skill ranges, accentuating weapon differences, and adding additional abilities. Dazes and aggro range reducers such as Unthreatening Approach are now much more effective.

We've added Storage Units to the housing system. You can use these like a bank but attached to your home. Players can upgrade the number of slots available using in game credits. Player Shops have also been improved in a number of ways. Shops are now included when you store or unstore homes, can now be searched, and use a new flagging system. The structure and furniture window is also better sorted now into many different categories.

The mission system also saw some major improvements in this build. At the forefront of these is a new and improved long range marker system which allows you to view mission locations from throughout the region. In addition to this a good number of missions can now be shared with other players of your group. If a mission can be shared its Share button will be clickable when you view its full details (right click from the Mission Tracker). A variety of new tutorial, storyline, and mastery missions were also introduced, and a new hidden ability was also added. This includes new tutorials for the recently implemented Diplomacy Minigame, and new Haggling minigames which are initiated by numerous missions.

Work also continues on improving the User Interface, including numerous improvements to the Crafting, Harvesting, and Surveying interfaces. A new high end dungeon was opened in Timbertol on the OWON side. PvP damage numbers were tweaked and buff/debuff durations can be different in PvP as compared to PvE. Roads were improved on the FPR side, many bugs have been squashed, and much more. You can read the full build notes below.

Adversarial Camps
Added adversarial camp opportunities to Galloway.

AI
Significant improvements have been made to NPC pathfinding to avoid situations where NPCs path into or through walls. Paths are also better smoothed client side.

Auctions and Work Orders

The Auction Search Category (Items, Fittings, Crafting Components) is now remembered each time you open the window, within the current play session.

Audio
Tracking now features a beeping audio which beeps faster the closer you are to your target. This is useful when you are in a three dimensional space where maps and arrows do not accurately reflect NPC position.
The pub jukebox music is now better occluded.
Racers now have varying audio levels based on speed.
Crawlers and some other types of robots have new sound effects.

Combat
We've made another round of combat tweaks. This goal of this round of tweaks was to take better advantage of openings, and to make it easier for weapon lines to chain off their own abilities, while trying to accentuate the differences between various weapon types.
Improved action mode's support of friendly self only or group abilities.
Improved determination of healer contributions to combat. They should see the "That would be stealing" message less often.
Combat effects which can stack will no longer give the full value for multiple stacks. Each additional stack will instead add 33% of the original value.
The Defense Conscious debuff which is activated from numerous melee abilities is now treated as an opening which other abilities can be enhanced by.
NPC's of Above Average or higher difficulty ranks have received a hit point boost. This is small at lower ranks and grows significantly for bosses and raid bosses.
Dazed entities are no longer able to move.
Improved how dispelling effects work so that some of them can dispel an unlimited amount of effects.
There is now greater variety to NPC damage types.

Dens
Added new Lesoo tent models to several Lesoo dens, and adjusted their spawn locations to accommodate.
Reduced the respawn rate of Lesoo and Lurker Scout and Raid camps.

Engagements
Bandits have begun to grow brave in various areas, placing barriers on the roads and ambushing travelers. There are new engagements in numerous areas revolving around this.
The F.S. Supply Post will now respawn guards more quickly after the Lurkers have been cleared out, and lurker raids are less frequent.

Graphics
Added 74 new ability icons. Unarmed, Entertainment, and Thrown weapons received the largest number of updates.
Added 4 new lesoo tent models.
Composite Armor is now a flat grey color to make it easier to dye properly.
The Vendetta Armor Set now has correct color tinting regions.
Updated numerous older icons which had no background to include one.
Improved occlusion and thus frame rate in Freedomtown.

Housing
Flagging is now working for player shops. There are a variety of different flags with more to be added later. For non grade flags you need to have 50% of your inventory to quality for the flag. The grade flags require 75% of your inventory to quality. Flags are automatically assigned. You can see your flags on the shop at the bottom of the Management tab on the Shop Window. When searching from the Search Shops tab in the Trading Window the shop must match *ALL* selected flags.
Vendors now are properly stored with the housing data if the housing unit is stored (or archived). Once unstored the housing vendors will be placed in their reference position like structures are and the vendor will be ready for use again. Vendors that are "stored" with a housing unit cannot be accessed.
There is a Search Shops tab in the Trading Window. This allows you to search a shop by character name. It needs to be the exact character's name (it is not case sensitive though). You will get a list of vendors that the character has and you can view the inventory by clicking on the shop. You can right click to subscribe to the shop (then you can use the normal Shops tab to perform shop actions).
You can purchase storage units in the housing window. There are a total of 10 of them and they increase in price starting at a few thousand and growing into the millions. Once a storage unit is purchased you will be able to assign it to a specially marked Storage Structure. Each structure has a certain amount of slots so we can have better structures with more slots, each structure assigned will consume a storage unit. Once the Storage Unit is assigned you can then interface with the structure like you would the bank structure to access the stored items.
Reduced the default scale of the structures 'Calibrite Harvester' and 'Silo' as they were overly large.
Categorised all Structures into logical groupings.
Improved the category support for housing structures, bots, and furniture items. The new system allows us to better define categories to make it easier to wade through structures.
Fixed what we believe was causing the rent not to be displayed if you had an existing housing unit. It should now properly update the central area with the rent data and the player checks in the data when first logging in (as well when it is updated by paying rent).

Items and Fittings
The price of the vendor purchased Standard Battery has been significantly increased.
Added more items to NPC loot tables.
XG-57 is now more common.
Reduced the vendor price of Vehicle Software Development Kits.
Implant fittings will now take damage like other fitting types.
Fixed a bug which could prevent players from using abilities.
Significantly reduced the range bonus of Stable Hands stims.
Improved equip weapon behavior when double clicking on an icon from your inventory or bank. New behavior will always try to equip the item, swapping existing item(s) as needed.
Fixed several issues with the /gearswap command. It should behave much better now with different weapon combinations.
Improved behavior for equipping weapons via drag/drop. For example, you can now drop a 2H weapon onto the primary slot, resulting in two dual-wield weapons from the primary and secondary slots to be automatically unequipped, instead of receiving an error message.
If you use /gearswap to swap several items, while in combat, but end up out of combat before it is finished, the remaining items will equip much quicker, rather than taking 6 seconds each.
For non dual wield weapons, the tool tips, info cards, and the game database will now show if the weapon is one or two handed.
Equipping items via the action bar now works in a similar manner to double clicking icons from your inventory or bank, and similar to drag/drop from the same. Note, you can only equip items via the action bars for items in your inventory, or in an open bank.

Minigames
Introduced new Haggling minigames which are launched by missions.
Diplomacy Minigames can now optionally be unrepeatable.
Added support for minigames to complete mission goals on expiration. This allows them to have optional branches based on if a character doesn't respond in time.
Diplomacy Mini-game Plush Room Auditions has been set up on Lola Layetta, waitress and co-owner of the Plush Room in Sept Falls. Use your entertainment skills to impress Lola with your performing talents. She is looking to put performers of all levels on to her books.
There will now be options to choose when trying to Intimidate scared NPCs.
The Hacking minigame tip now provides more in depth information.
EMP Viruses can now be created using the Hacking Minigame.
You can now fish in the ponds of Searchers Valley.

Miscellaneous
Improved internal metrics systems.
Beer brewers may now earn achievements for crafting Widgie Beer, including the Brewmaster title.
Removed Thicket Overwatch and Plymouth Control Center as starting options for the time being as they are being revamped.

Missions
Mission markers can now list for for away locations. Currently they can stretch as far as the current region your in.
Some missions can now be shared. If a mission is shareable the button to share will become selectable when you select the mission in your Journal ('L' key). Pressing the share button will share with everyone in your group.
Mission rewards can now utilize custom scripts in special case situations. This is useful for things like the bounty collections where a user can turn in variable amounts.
Increased mission credit rewards.
Made it easier for missions to give specific abilities without creating a card.
Placed a hard cap success ratio of 90% on mission based skill checks.
Mission based skill checks now have a minimum 3% chance of success for those far below the threshold.
Adjustments were made to the success ratio on mission Skill Checks so that players well over grandmaster would have their chances diminish more quickly.
Tutorial mission "Psychology 101" is now available from Psychologists. The tutorial explains how to initiate and use Diplomatic Mini-Games with the "Interact" ability. Those who complete it are awarded with the "Interact" ability.
New cross area diplomatic mission "Hard Bargainer" takes you from Laredo Waystation to Ingalls Terminal. Brandi Howell is known to be a hard bargainer. A haggling diplomatic mini-game will give you the choice of social skills to influence Brandi to pay the price she originally agreed to.
"Cooking Teacher: Basic Cooking": help a solider that's been appointed to kitchen duty to learn the basics. And, if you are skilled enough, how to brew a beer!
"I Need to Speak to You, Soldier": reports of your talents to train soldiers with melee weapons may reach Carter Dayton, Plymouth Control's Security Officer, who may be curious on why, exactly, are you trying to do his job.
Two more missions in the Chemistry Teacher chain: impart the complex chemistry secrets of "Acid Dissociation Constant" and "Molecular Diffusion"; moods & dilemmas will swing depending success, failure, or refusal to teach what you know.
"Vet Med Mentor": a three-mission chain in which you can attempt to instruct your faction's soldiers on how to tend to, cure and heal their pet friends; success, failure or refusal could swing the NPCs moods and dilemmas across seven different outcomes.
"Cooking Teacher: Advanced Cooking": somebody needs to prepare a romantic dinner... without having much clue how to. The help of an above average cook will be greatly appreciated!
New Mission in Plymouth: Battery Cell Breakdown. You'd never believe how much trouble they can be.
New Mission in Plymouth Control: Setlang Supplies. New mission launched from "Report to Rory Crittenden". Helping out with some basic supplies.
New mission "Troop Assignment Negotiations" at Red Hot Supplies in Scorched Gorge. The next one in the chain for Professor Szaranev. This time he wants you to play diplomat at Scar's Wall.
"Bad Train Day: Need a Constructive Story": Some combat mentor wannabes have been telling soldiers they can improve their weapon skills... and spectaculary failing to deliver. Time for Entertainers to lift the irritated soldiers' spirits! (or turn it for the worst by failing...) NPCs mood & dilemma will swing according to degree of success or failure.
Through the seven missions of the "Defense Mentor: Melee Weapons" chain, mentor your faction's soldiers on how to avoid and endure being bashed, chopped and slashed by attempting to train them in Axe, Blunt Weapons or Bladed Weapons defense; your success, failure, or your refusal to train them will swing the NPCs' moods and dilemmas accordingly.
Through the medical seven-mission chain "Med Mentor: Field Medic", help your faction's soldiers to improve their first aid abilities, from setting a bone in place to saving the day by pulling off an emergency overload at the right time; the NPCs mood & dilemmas could be shifted to seven different outcomes depending sucess, failure or refusal to train the soldier.
Iona Amato, Plymouth Control's Education Officer, has taken note of your talents for teaching OWON troops the right way to bash, hack and slash a foe's limbs. In "Could We Have a Chat?", she'll inquiry your motivations for doing so.
New Mission in Plymouth Control: "Safety Inspection". Launched from "Report to Rory Crittenden". Helping out the facilities and engineering departments.
New Missions in Banshee's Hollow: The Secret of Melanko Serum. Six short missions and inquiries giving more information about this rhyldan plant.
Thicket Overwatch's Defense Rep, Gloria Barbour, will take an interest in your gun mentoring prowess during "We Need to Talk". She'll probably complain a bit about lack of training funds for Thicket, but may commend your efforts after she finds out your motives.
Email text for "Rock Samples" has had the directions to the rock sample updated.
A new chain of seven missions: "Combat Mentoring: Handgun Tactics". Mentor your faction's soldiers all the way up to Elite and Master Gunslinger... although their mood may change for the worse if you fail to train them properly.
"Cooking Teacher: Skilled Cook": a group of high ranking officers will arrive for an official visits soon and the official cook needs to organise a dinner for them... and wants to learn a new dish to make sure he causes a good impression.
Modified the description of the All Apologies generated mission template to be more generic about the cause of apology and to provide additional information on the NPC selected.
Major Noren will ask you why are you training the Thicket Overwatch soldiers in the use of mauls, swords and axes in "Can We Talk?", and may commend you if he likes what he hears.
Aerosol Weapon has its own seven-mission "Combat Mentor" chain: teach your faction's soldiers how to improve their smoke screen into a smoke wall, how to knock their foes off their feet, and how to make it rain fire; NPCs moods and dilemmas will change to one of seven possible outcomes depending your degree of success or failure.
"Combat Mentoring: Sniper"; through a chain of seven missions, show your faction's soldiers all things rifle, from critical rifle work to Zedkay's favourite Rifle Fire Storm; your degree of success (or failure...) will swing NPCs moods and dilemmas to one of seven possible outcomes.
Freedomtown: in "Need a Word with You", the Defense Representative may like to have a chat, if you mentor enough soldiers in the use of Melee Weapons.
Expanded mission "Keeping Busy" so that you are sent to talk to Iona Amato in Human Resources about your career opportunities if you start from Plymouth Control Centre. This will lead on to many other missions that give a flavor of what the various OWON Departments do.
Seven new chained Combat Mentoring missions: "Automatic Weapons". Share with your faction's soldiers some tips in the fine art of spraying your foes with laser shots and convincing them not to abandon cover; NPCs moods will swing depending your degree of success or failure.
"I'd Like a Word with You": word of you mentoring Freedomtown's soldiers in the use of guns may the ears of Hunting Representative Gwen Oulopathis, who may commend you for your efforts.
Teach soldiers all about equilibrium constants or (if you really think you can...) mass balance equations in "Chemistry Teacher: Dynamic Equilibrium". Sucess or failure will swing the NPC's mood & dilemma accordingly.
New Mission in Plymouth Control: Deactivate Malfunctioning Robot. OWON Facilities Recruits may receive this mission.
2 more missions in the Bad Training Day chain: "Spooky Story" and "Uplifted Story". Soldiers irritated by the lousy lessons of fake combat mentors will need some good story to improve their day. Share with them spooky urban legends about Tiq Sennu and Greyfriar, or the uplifting deeds of Remi Ducatti's flight saga and Kjell's End of Journey speech.
"I Need a Word with You, Soldier!": Train enough Plymouth soldiers in the use of guns, and they will happily drop a good word about you to Morale Officer Jennie Kush.
Combat mentor wannabes running amok can ruin a soldier's day... and they will "Need a War Tale" from you. Share the story of how Hudson's forces samkyled the Slow Water Clan at Blair Ridge to improve the soldier's day (or screw up and you'll turn their moods and dilemmas for the worse).
Amended "Crafting Basic Tutorial Purifying Water" so that the amount of water and purification tablets given fits with the new stack sizes and purified water output.
"Defense Mentor: Gun Defense": in this seven-mission chain, teach your faction's soldier how to avoid becoming easy targets for enemy snipers, gunslingers and shockgunners. You will be able to attempt to train them in Rifle, Automatic Weapons, Shockgun or Handguns Defense; your degree of success or failure will swing the NPC's moods and dilemmas accordingly.
Amended "Crafting - Adv. Tutorial: Ore Refining" so that the amount of sulfur and animal fat fits the reduced number of agents required for the ore refining recipe.
"Shockgun Tactics" now has its seven chained Combat Mentoring missions: Show your faction's soldiers how to shock and blast opponents in a maniacal killing spree; NPCs moods and dilemmas will swing depending your degree of success or failure.
In "Need a Gripping Story" and "Need a True Story", improve an irritated soldier's mood by telling about Tommy O'Doyle last words, how the Runt found the Golem, or the ambitions of the greatest storyteller in all of Rhyldan.
A scientist is having problems wrapping his egghead head around "Viscous Fluid Dynamics"; dazzle him by solving general equations of continuum motion in an inertial frame of reference... or if that's too difficult for you, just simplify it for incompressible fluids and arrive to the fundamental equation of hydraulics.
"We Need a Chat": Plymouth's Security Officer Steven Jackson will be highly impressed if you mentor enough soldiers in the use of melee weapons, and may ask you for your reasons in doing so.
Honor, duty, courage; that's the sort of story soldiers need after a irritating day. In "Need a Tale about Duty", tell them about the siblings who found themselves on opposide sides of the Sept Falls battlefield, or how Anne Tolley stood by her engines while the Star fell.
The local general store clerk wants to learn the very basics about chemistry; indulge him in "Chemistry Teacher: Molarity" by teaching how to calculate molarity, or explaining about the Avogadro number. Mood & dilemma will swing according to the results.
New Mission in Plymouth Control: Pharmaceutical Supplies. New mission launched from "Report to Rory Crittenden". Just a simple delivery job.
New Mission in Plymouth Control: Supply Run. Collect those snacks for hard-working OWONites.
Ever wonder why crafting needs so many heat sources? Some NPCs wonder that too; in "Chemistry Teacher: Exotermic Reactions", explain to them how a reaction is endothermic if it absorbs heat from the surroundings. Or you may take a stab at teaching Arrhenius equation, if your knowledge of chemistry is extensive enough.
"Defense Mentor: AoE Evasion": a seven-mission chain, in which you can attempt to instruct your faction's soldiers on how to evade those fragging grenadiers and flamethrowers bent on burning them to a crisp. Success, failure, or refusal to train them will swing the NPCs' moods and dilemmas.
Show mastery of chemical processes by giving a lesson on "Flow Patterns", explaning dimensionless parameters that predict similar flow patterns in different fluid flow situations, or (if you have the skills...) how a laminar layer will become turbulent after a certain length of flow.
New Mission in Plymouth Control: Time for Tea. OWON Supply Recruits may receive this important mission!
Some missions are now flagged as Epic which previously had the flag missing.
Shortened some abnormally long mission names.
Added new mission opportunities to Nido Cuervo.
Added new combat mission opportunities to the Bendigo Basin.
Added new combat mission opportunities to Batjac.
Added mission marker support to Timbertoc and The Sevens.
Improved the rewards of numerous missions.
Added mission markers to more hostile generated NPCs.
NPCs no longer need to be chatterboxes to have their moods, dilemmas, or causes changed by missions.
Added an extra Mood (for a total of four) and two Dilemmas to all Combat Mentor missions; NPCs will now chatter about your success or failure to train them.
Amended "Yaco's Secret" so the email mentions where Meredith Wayne hangs out in Freedomtown.
Polished a bit the dialogs and banners of the "Combat Mentor: Bladed Weapons" chain.
FPR, OWON and ROGUE Bounty missions have being updated and standarized to give same rewards and follow same dialog branches.

Nations
There is now a /nation joincity command so you can join a different city in your nation.

NPCs
Psychologists who give a tutorial for Diplomatic Mini-Games have been added to Sept Falls, Thicket Overwatch, Freedomtown, Plymouth City, and Plymouth Control Center.
Added new NPC personality traits which can be spoken of, inquired about, and manipulated through inquiries, missions, and the diplomacy minigame.
Increased the size of bosses in Feldroon to make them easier to see.
Reduced the rate at which NPC shaman can heal themselves.
Added new training based dilemmas.
Added new phrases of NPC mood and dilemma based chatter.
Hermits will now be even more elusive, with a number of new hidden locations added into their spawn rotation.
Brachura have been spotted in numbers recently in Galloway.
A herd of Calprates, as well as some other more dangerous camps have begun to appear in Aumi Valley.
A large Arrvor population has moved into Batjac. This includes a raid boss.
Yeoman Stingel can now be pick pocketed and can provide a long range mission marker.
Yann Livingstone is the new chatty security guy at City Hall in Plymouth replacing Steven Jackson (who has moved to the Peace keeper HQ).
Jae, the Metallurgist in Plymouth City has decided to open her shop 24 hours a day.
Steven Jackson has moved over to the Peace-keeper HQ in Plymouth, now that his work as OWON Community Protection Officer is tying him to a desk.
Phoebe Ahmed, one of OWON Engineering's Officers can now be found on the top floor of the Tech Plaza in Plymouth.
Nick Austin, one of OWON Engineering's Officers can now be found in the Workshop in Plymouth.

Pets
Improved pet pathing when in water.
Some pet abilities (such as the new Command line) can be flagged to work on all forms of pets but to only work on pets.
Added a new Animal Handling ability, Command: Defend. This ability boosts a single pets defensive capabilities for a short period of time. Only one command can be active, and it requires you to be using the Handlers Focus stance to use.
Introduced a new Animal Handling ability: Handlers Focus. This toggled ability will significantly reduce your personal offensive capabilities but will enhance the effectiveness of your pets.
Added a new Animal Handling ability, Command: Attack. This ability will boost a single pets attack capabilities significantly for a period of time. Only one command can be active on any single pet at any given time, and Handlers Focus must be active to use this ability.
Introduced a new Animal Handling Ability, Command: Aggression. Similar to other commands this can only be use when Handlers Focus is active, and only one command can be active at a time. This command causes the pet to generate increased aggro while active.
Implemented a new Animal Handling ability, Order: Chase. This will order all of your pets to chase after your target, boosting their movement speed for a short period of time. It can only be used while Handlers Focus is active.
Added a new animal handling ability, Order: Kill. This ability orders all your pets to kill, increasing their offensive potential for a short period of time. It can only be used while Handlers Focus is active.
Introduced a new Robotics ability: Energy Transfer. This ability transfers energy from yourself to a robot pet.
Veterinary Medicine has received a new ability: Encourage Animal. A successful attempt will increase a pet's damage capability.
You should no longer receive line of sight failures with the Feed Animal or Tend to Animal abilities (Animal Handling).
Increased the range on medical bot ranged heals over time.
Increased the recharge time on Lesoo Healer healing abilities.
Pet ability bars #2-4 will now properly save their positions.
Corrected an issue which was causing the healer pet Heal Over Time abilities from firing in some cases.
A bug was found in the NPC recharge system which was affecting how quickly some abilities could be reused. This has been addressed and a number of NPC ability cooldown times have been tweaked to take advantage of it. This has had the effect of drastically reducing Lesoo Healing pets heal effectiveness which were bypassing the intended timers.
Discovered and fixed a bug which was allowing pets to damage their owners in some cases.

Player vs. Player
Tracking of other players now uses an algorithm which checks their Stealth skill vs. your Tracking skill. This was always intended to be the case but a bug in the calculation was not applying it properly.
Some abilities now have different durations based on if they are used against a PvP or PvE target.
Reduced the damage done in Player vs. Player combat to lengthen the duration of PvP encounters.

Resources

The survey and node extraction windows will now show a grade range instead of a single grade for harvest regions. The lower grade indicates the node spawn grade. The higher grade indicates the highest grade to which the node can be enhanced or the region can be enriched. For the extraction window, the spawn grade is to the left of the enrichment progress bar, and the max enhancement grade is to the right of the bar.
The initial extraction grade of corpses and their maximum enhancement grade has been changed, in a similar manner to the grades of harvest regions (whack-a-nodes).
Modified how harvestable regions determine the spawn grade of (whack-a) nodes, resulting in generally lower spawn grade values. In addition, the nodes now spawn with a variable maximum grade value for enhancing. Previously this value was always B9, while the spawn grade could be higher than that, meaning high grades could be harvested with no skill checks. With this update, the spawn grade will always be lower than the max enhancement grade, with a possibility of that max enhancement being as high as A9.
During resource extraction, the extraction window will now close automatically if you reach the maximum enhancement grade without having 4 failed enhancement attempts.
The number of harvesters that you can place in the world is now limited, based on your skill level for each of the harvest types.
Slightly modified extraction quantities for whack-a-nodes, so that there is always a little randomness in the results.
Resource quality in and around starter areas has been altered to keep the values in line with the low-risk nature of these zones.
Adjusted the relationship between harvest skills and the ability to enhance a node. A higher skill is needed to enhance lower grade nodes than before.
Lowered the replenish rate of many regions of overpopulated resources.
Increased the harvest rates for Alluvium and Maeglium resources to reduce extractions with no results.
Added generated resources to Aumi Valley.
Added generated lumber, ore and plant resources to Galloway.
The Placebo region in Longshot Ridge should now be easier to access.
Added generated lumber resources to Batjac.

Skills and Abilities
General
NPC Perception radius reductions such as Unthreatening Approach should now be much more effective. Not only should it reduce the radius properly, but it will also reduce the chance that this NPC assists if it is in range when another mob is attacked.
Abilities can now require a specific type of armor to use.
Increased Duration ability enhancements now grant a 10% increased duration rather than a flat increase.
Abilities can now require you to be dual wielding.
Abilities can now boost weapon or armor energy specifically, and can give it in an instant boost where previously it was always over time.
Adjusted the Parry rate to make it more effective as you gain skill. Parry now scales and caps significantly higher than was previously the case (about double).
Many effects such as broken limbs or blindness have had their durations decreased in PvP.
Added a new hidden ability: Feign Death. This can not be trained or earned through cards, players must discover how to unlock it on their own.

Aerosol
Increased the Spread radius of numerous Aerosol abilities.
Added a new Aerosol Tactics ability: Searing Blast. This heavy blast not only deals AoE damage, but has a chance to send opponents blinded by smoke into a panic.
Introduced a new Aerosol Defense ability: Stop, Drop, and Roll! This ability can be used to extinguish flames from yourself, but will cause you to roll forward and consumes a small amount of momentum.
Increased the chance that Smoke Wall (Aerosol) will confuse opponents who cross through it, and increased the duration of the Blindness effect slightly.
Focused Spray (Aerosol) now has a chance to Discourage affected targets, creating an opening and making them more vulnerable to future debuffs.
Increased the AoE Radius and damage on Self Sacrifice (Aerosol). If opponents are Discouraged it can set them into a panic for a short period of time. It does however consume more Momentum than was previously the case.
Increased the chance that Gust (Aerosol) will fling opponents backwards.
Increased the AoE radius and damage of Make It Rain (Aerosol).
Increased the chance that Smoke Screen (Aerosol) will blind opponents, as well as its spread radius.
Increased the damage of Spray (Aerosol).
Increased the knockdown chance and damage of Wide Sweep (Aerosol).
Increased the Knockdown chance and damage of Focused Sweep (Aerosol).
Increased the range and damage of Spray Cone (Aerosol).
Increased the damage and knockdown chances of Heavy Gust (Aerosol).
Focused Sweep and Maximum Release (Aerosol) have had their skill requirements reduced to even out skill progression.

Automatics
Introduced a new Automatic Weapons ability: Opportunistic Assault. This wide radius AoE attack is most effective against Confused opponents, slicing them up with a chance to cause Massive Bleeding.
Covering Fire (Automatics) now has a chance to reduce the combat effectiveness of targets in its radius.
Concealed Burst (Automatics) had its damage slightly increased, but more importantly it now has a chance to Startle opponents. It had its recharge time slightly increased, however.
Increased the damage and AoE radius of Discouraging Assault (Automatics).
Increased the AoE radius and damage of Pelt Area (Automatics).
Dig in and Fire and Dig in and Spray (Automatics) now each grant a small bonus to your Stealth ability while dug in.
Increased the chance that Aim High (Automatics) will knock opponents Off Balance.
Increased the AoE radius and damage of Spraying Fire (Automatics).
Increased the AoE radius and chance of Stopping Power (Automatics) to cause leg injuries.
Increased the AoE radius of Frenzied Fire (Automatics). If targets are Startled it will cause them to become defensively conscious, reducing their offensive capabilities and creating another opening.
Increased the potency and momentum cost of the Dialed In buff (Automatics).
Increased the damage of Panicked Spray (Automatics).
Increased the amount of diminishing returns on skill speed so that you gain skills more slowly at high skill levels.
Increased the damage of Spraying Assault (Automatics).
Reduced the skill requirement of Dig in and Fire and Flanking Assault (Automatics) to make way for new abilities.

Axes
Widened the angle of the cone of attack on numerous Axe Fighting abilities. This is a measure being done help Axes maintain their edge as the best AoE melee weapon.
Surprising Assault (Axes) now has a chance to create a Startled Opening, which also debuffs your target, making it difficult for them to hold aggro, concentrate or deal maximum damage.
Hurricane Slice (Axes) now has an increased chance to knock down targets, and those which are already off balance will have their speed and attack speed reduced for the next 7 seconds. In addition its damage was slightly increased.
Twirling Trip (Axes) now has a chance to cause Leg Injuries.
Increased the attack speed bonus and duration of Fury (Axes).
Cleave (Axes) is now more effective on opponents who are Defense Conscious, slicing them for additional bleeding damage.
Increased the range and chance of Face Shot (Axes) to confuse opponents, as well as the duration of that confusion slightly.
Increased the chance that Leg Slash (Axes) will cause a Leg Injury, but reduced the duration of those injuries.
Increased the chance that Cripple Legs (Axes) will break the legs of opponents already suffering from an Injured Leg.
Axe Trip (Axes) now has a chance to cause Massive Bleeding if the target is already bleeding.
Cranial Swing (Axes) had its range and radius slightly increased.
Whirling Axe (Axes) had its damage slightly increased.
Reduced the initial damage of Axe Flurry (Axes) but it now causes bleeding, creating an opening for other abilities to feed off of.

Bladed Weapons
Increased the accuracy of numerous bladed weapon abilities.
Feign Stab (Blades) now has a chance to knock your opponent Off Balance, in addition to its previous debuff.
Slightly increased the Momentum cost of Open Wound (Blades).
Springing Thrust (Blades) now reduces Physical Resistance rather than armor specific resistances.
Increased the chance that Hamstring Slice (Blades) will cause a leg injury, and added a chance for it to cause a Bleeding effect, as well.
Increased the damage and chance of Disarming Slash (Blades) to Disarm opponents.
Back Slash (Blades) is now enhanced if your target is Defense Conscious, reducing their willpower. Its recharge time has been increased, however.
Significantly increased the duration and effectiveness of Disabling Thrust (Blades).
More than doubled the chance that Quick Slash (Blades) will cause targets to bleed.
Increased the knockdown chance of Sweeping Slice (Blades).
Lethal Thrust (Blades) now gives a bonus vs. Physical Penetration rather than armor based penetration.
Kidney Puncture (Blades) now does a small amount of endurance damage instantly, in addition to its drains over time.
Target Wound (Blades) now has a 100% chance to upgrade Bleeding effects to Massive Bleeding.
Reduced the global cooldown time on Blade Flurry (Blades).
Head Slash (Blades) now has a 100% chance to Daze opponents for a short period of time, but has had its stun component removed.
Triple Strike (Blades) had its damaged slightly reduced, but can now bolster the defense of the character using it.

Blunt Weapons
Increased the accuracy of numerous Blunt weapon abilities.
Introduced a new Blunt Weapon ability: Pound. This ability will deal additional bleeding damage to opponents who are knocked down.
Added a new Blunt Weapons ability: Knock Senseless. This ability is most effective against Stunned targets, reducing their attack speed for a period of time.
Implemented a new Blunt Weapons ability: Disheartening Onslaught. This ability unloads two quick attacks at the target, and is most effective when used against opponents who are already being Knocked Back. It can cause those targets to panic momentarily.
Increased the chance that Disarming Pummel (Blunts) will Disarm targets, and reduced its Momentum cost.
Significantly increased the endurance drain of Sternum Shot (Blunts). In addition to this if your target is Off Balance it will reduce their Reflexes for a short time as they try to regain their balance.
Increased the damage of Lunge (Blunts).
Increased the chance that Overpowering Attack (Blunts) will knock down your opponent. Also improved the debuff when used on Off Balance targets.
Smash Generator and Whirling Pummel (Blunts) had their skill requirements adjustment to make way for new abilities.
Increased the amount of endurance sapped by Stop Momentum (Blunts).

Dual Wielding
Implemented a new Dual Wielding grandmaster ability: Run and Gun. Where Deflecting Waltz was intended to boost up defensive capabilities of dual wielding melee types, Run and Gun improves the mobility and offense output for those dual wielding pistols. It increases your movement speed and boosts minimum and maximum range damage. It consumes momentum and has a longer recharge time, however.
Introduced a new Dual Wielding ability: Reckless Flurry. This can only be used when dual wielding, but will substantially increase your attack speed at the expense of defense for a period of time.
Added a new Dual Wielding grandmaster ability: Deflecting Waltz. This ability will impair your ability to attack but drastically increase your chances to parry or riposte incoming attacks for a period of time. It consumes a high amount of momentum and requires you to be dual wielding a melee weapon.

Defensive Knowledge
Added a new Defensive Knowledge ability: Stabilize Shielding. This ability consumes a moderate amount of Momentum to provide an instant boost to your Armor Energy for shielding.

First Aid
Introduced a new First Aid ability: Support Stance. This stance will improve your healing effectiveness and usage times, at the expense of making your more vulnerable defensively and reducing your offensive damage output. It can not be used at the same time as other stances.
Introduced a new First Aid ability: Replenishing Nano-field. This ability creates a field of regenerative nano-bots which will restore the energy and endurance of friendly players who stand within it for the next thirty seconds.
Introduced a new First Aid ability: Regenerative Nano-field. This ability creates a field of regenerative nano-bots which will heal friendly players who stand within it for the next thirty seconds.
Added a new First Aid ability: Repulsive Cloud. This ability emits a biochemical cloud which can cause targets who are already repulsed by Biochemical Spray to run and leave the area for a short period of time.
Energy Overload (First Aid) now features an instant boost to energy, as well as the previous energy over time effect. It has had its skill requirement raised somewhat to balance out ability progression, but this will not affect users who already have the ability.
Only a Flesh Wound (First Aid) is now gained earlier than was previously the case. This was done to smooth out the ability progression.
Extinguish Flames (First Aid) can now extinguish up to two burning effects at a time.
Just a Scratch (First Aid) is now gained slightly later than was previously the case. This will not affect players who already have the ability and was done to smooth out ability progression.

Handguns
Added a new Handgun Tactics ability: Cover Fire. This ability consumes Momentum to unleash an AoE attack which does low damage but debuffs and angers opponents caught inside of it, lowering their maximum range and damage capacity.
Improved the Body Blast (Handguns) ability in a couple ways. First the endurance drain was slightly increased. More importantly if your target is suffering from a Leg Injury (such as Leg Shot) it has a high chance of Discouraging them, an opening which will make them more vulnerable to future debuffs from yourself and other players. It's recharge time was increased slightly, by one second.
Increased the chance that Leg Shot (Handguns) will cause a leg injury, as well as increasing the duration of its leg injuries.
Increased the chance that Stinging Shot (Handguns) will knock an opponent off their feet, though it is still a low chance.
Increased the attack speed bonus of Pistoleer (Handguns).
Reduced the energy consumption of Stopping Shot (Handguns).
Flanking Attack (Handguns) now has a chance to cause Panic in opponents who have already been Startled.
Increased the damage of Scatter Shot (Handguns).
Penetrating Shot (Handguns) now has a chance to cause Startled opponents to Bleed, doing damage over time and creating an opening.
Increased the Knockback chance but slightly reduced the damage on Double Shot (Handguns).
Increased the damage component of Shield Shot (Handguns).
Warning Shot (Handguns) now has a chance to Startle opponents, in addition to its stun effects. This is an opening which affects damage and concentration.
Adjusted the skill requirement of Cover Fire, Startle Shot, and Overwhelm (Handguns) to smooth out progression.

Heavy Armor
Introduced a new Heavy Armor Tactics grandmaster ability: Thick Skinned. This ability can only be used when you are wearing primarily Heavy Armor. It lasts indefinitely, but will cancel if you switch armor types. It increases your resistances to stuns, dazes by a significant amount.
Added a new Heavy Armor Tactics ability: Propelled Slam. This ability consumes Momentum and energy to charge at your opponent, and slam into them using your armor as a weapon. It works as a gap closer with a high chance to stun your target, but can only be used while wearing Heavy Armor.

Light Armor
Added a new Light Armor Tactics ability: Adrenaline Rush. It gives the user a chance to break free from restrictive movement debuffs, and increases the user's speed, attack speed, and dodge chances for a short period of time. It can only be used when in Light Armor and has a Momentum cost associated with it.
Added a new Light Armor Tactics grandmaster ability: Nimble. This ability can only be used when you are wearing primarily Light Armor. It lasts indefinitely, but will cancel if you switch armor types. It increases your resistances to knockbacks, knockdowns, and balance attacks.

Medium Armor
Added a new Medium Armor Tactics grandmaster ability: Battle Hardened. This ability can only be used when you are wearing primarily Medium Armor. It lasts indefinitely, but will cancel if you switch armor types. While it does not provide the large bonuses that the grandmaster Heavy and Light Armor abilities provide, it provides a smaller bonus to knockbacks, knockdowns, balance attacks, dazes, and stuns.
Introduced a new Medium Armor Tactics ability: Propelled Tackle. This ability uses momentum to rush at your target and attempt to tackle them. It will always knock them off balance and has a high chance to knock them down as well. It can only be used while wearing Medium Armor, however.

Protection
Increased the radius and effectiveness of the Humiliate Enemies taunting effect (Protection).
Increased the taunt strength of the Humiliate ability (Protection).

Rifles
Increased Duration ability enhancements now work on Rifle based buffs.
Added a new Rifle Tactics ability: Emergency Recharge. This is a toggled ability which will drain Momentum while active and use it to rapidly recharge your energy. Movement or attacking will cancel the effect. Due to rifles high energy consumption this ability can be useful in longer fights.
Added a new Rifle Tactics ability: Pick Off. This ability requires you to be kneeling or lying prone, but deals good damage. If the target is panicked it has a chance to cause Massive Bleeding.
Snipe (Rifles) now has a chance to cause Massive Bleeding to opponents who already have an open wound.
Rifle Monkey (Rifles) now increases your attack speed by 20% for its duration.
Increased the duration of Critical Rifle Work (Rifles).
Increased the duration and effectiveness of Locked In (Rifles).
Increased the damage of Flesh Wound (Rifles).
Locked In and Got Your Back (Rifles) are each obtained slightly earlier than was previously the case, where Disarming Shot and Impactful Rifle work are now gained later, to make room for new abilities.
Increased the damage of Rifle Fire Storm (Rifles).
Increased the chance that Head Shot (Rifles) will confuse your opponent.
Impactful Rifle Work (Rifles) now gives Energy Penetration instead of armor based penetrations.
Slightly increased the duration of fear on the Panic Shot ability (Rifles).
Got Your Back (Rifles) now has a chance to Startle affected targets.

Shields

Added a new grandmaster Shield Tactics ability: Emergency Override. This ability consumes a large amount of Momentum but gives a large and instant boost to both armor and shielding energy. It also increases your aggro generation for a short period of time, but reduces your speed and attack speed while active.
Reduced the skill requirement of the Shield Tactics ability: Unbreakable Defense.

Shockguns
Added a new Shockgun Tactics ability: Chain Lightning. This spreading AoE will deal additional electrical damage to opponents who are already paralyzed in shock.
Slightly increased the cone of fire angle, distance, and damage of the Stunning Blast ability (Shockguns).
Increased the knockback chance, damage and recharge time of Jolting Shock (Shockguns).
Increased both the knockdown chance and endurance damage of Chest Shot (Shockguns).
Increased the damage of Stun Shot (Shockguns).
Increased the AoE radius and damage of Maniacal Rampage (Shockguns).
Increased the Knockdown chance of Impact Shot (Shockguns) and it now further affects Off Balance opponents by placing a debuff on their Balance stat for a period of time. Its recharge time was increased, however.
Increased the damage of Static Discharge (Shockguns).
Increased the chance that Balance Shot (Shockguns) can not an opponent Off Balance, as well as slightly increasing the duration of that effect.
Increased the damage and PBAoE radius of Maniacal Kill Spree (Shockguns). In addition to this if your target is Off Balance it now has a chance to temporarily paralyze opponents who are already stunned.
Increased the chance that Melon Shot (Shockguns) will knock your opponent down.
Increased the spread radius of Momentum Swinger (Shockguns).
Increased the momentum cost and damage of Overcharge (Shockguns).
Improved the Take Them Down! (Shockguns) ability so that when allies damage the affected target they will gain more endurance per hit.
Slightly reduced the skill requirements of Chest Shot, Double Click, Melon Shot, Angle Shot, Momentum Swinger and Stun Shot (Shockguns) while slightly increasing the requirement of Shock, Obliterate and Overcharge to even out progression.
Thrown Weapons
Added a new grandmaster Thrown Weapons ability: Tranquilizing Grenade. These grenades can be used to daze targets for a short period of time.
Freezing Grenades (Thrown Weapons) no longer consume energy.
Acid Splash Grenades (Thrown Weapons) are now gained at 200 skill, Frag Grenades at 80 skill, and Cryo Grenades at 400 skill. This will not affect users who already have these abilities.

Unarmed
Increased the accuracy of most Unarmed abilities, and the damage on a reasonable number of them.
Increased the duration of the sapping effect of Kidney Punch (Unarmed) and added an energy recovery penalty to it, as well. In addition to this it will now do a small amount of instant endurance damage.
Increased the damage of Leg Sweep (Unarmed) and significantly increased its chance to break the legs of opponents already suffering from a Leg Injury.
Increased the damage, knockdown chance, stun chance and recharge time of Uppercut (Unarmed).
Headbutt (Unarmed) is now only available on a single target, but had its damage and chance to knock an opponent Off Balance raised significantly.
Feign (Unarmed) has a higher chance of knocking opponents Off Balance, in addition to its other debuffs.
Roundhouse Kick (Unarmed) is now enhanced by opponents being Off Balance, sapping their Courage for a short period of time.
Body Blow (Unarmed) now does instant endurance damage, as well as sapping endurance over time. It's damage was also slightly boosted.


Trade Skills
In the crafting window, after populating all the ingredient slots, if the results of the recipe has two entries for the same item, but each with a different grade and quantity combination, both possibilities will now correctly show in the results column. (e.g. "Medium Rebar" from the Metalworking "Rebar Fabrication" recipe.)
When crafting, if you fail to achieve the minimum grade needed, you will receive the message "You failed to create anything new" will appear in your "Info" chat, instead of receiving an error.
Added some randomness to the grade results of manual craft processes.
Added the ability to buy patterns while at a crafting station. (Click on "Shop..." button.)
In the game database, changed the first column heading under the "Results" section for recipes. The first group of results is now "Main Product", and any following groups are "By-Product", to reflect better what these results are.
When crafting an item, if successful, the Info message now includes the grade of the item(s) created, when applicable. If not successful, an Info message to that effect is now given.
In crafting window, using "Auto" button, or double clicking on an ingredient icon, will now only auto find ingredients that also match the filter criteria for the ingredient, if any, at the currently set recipe level.
You can now hit enter on the Crafting Window. It will hit the All Button, Default Event (if available), and Finish (if progress bar is full).
The "Recipes" tab, in the game database window, now displays the name of the recipe book, containing the recipe.
Improved the game database listings for items, reducing the false positives for items used as ingredients in recipes. An ingredient is only valid if it is used in the first recipe result group (i.e. for a Main Product).
The Results column of the Crafting Window now shows all possible results, after all ingredients have been placed in the ingredient slots. Result items that require a minimum grade higher than F will be shown ghosted, until the craft session has achieved the minimum grade for that item. The grade for each result item will initially be displayed as the minimum grade required for that item, and will change to match the craft session's current grade as craft steps are processed, if the current grade is equal or higher than the minimum needed for the item.
Housing and Nation objects have now been grouped under a number of new headings in order to make finding specific structures easier.
Recipes with patterns have been altered so that the grade of the pattern is ignored when calculating the output grade of the recipe. This does not include software libraries.
Reduced recipe mastery progression speed.
Updated the crafting system to better follow the crafting rules, regarding recipe result groups.
Added a new recipe book for Carpentry - Rhyldanesque Furniture - The Exclusive Carpenters Guide. This contains the recipes to create the Rhyldanesque Armchair and Couch.
Installations. Added 6 Sci-Fi Building player recipe outputs.
Installations: Added Recipes for 16 Barricades.
Installations: Added recipes for Colored Awnings
Installations: Added Recipe for 3 barricade Bases.
Installations: Added Recipe for building materials (Concrete).
Installations. You can now produce the Synthetic Food and Water Purification facilities.
Installations. Added 4 more streetlamps to the Streetlamp production recipe.
Installations. Players can now build Small Wood Huts.
Metalworking: Yet more Crates and Boxes can be player made.
Metalworking: Players are now able to make 15 lockers from the structures list.
Metalworking: Players are now able to make 35 shelves and cabinets from the structures list.
Metalworking: Added Crate and Box Fabrication recipe which creates 22 different types of crates and boxes.
Metalworking: Added output for Double Barrel Assembly
Metalworking: Reduced Skill levels for Quadruple Barrel Assembly
Metalworking: Added recipe for Rebar (to be used in building and barricade constructions).
Cosmetic Styling: Added recipe for Full Dye Removal kits
Cosmetic Styling: Added recipe for Dye Removal
Mining: Added Recipe for Metal Rod Production, currently produces Steel rods
Added new Tailoring recipe: Back Mounting Creation.
Added Back Mounting Creation Recipe to Advanced Tailoring Book
Seafood Extraction (Fishing) now produces 10 results if you use a Trophy Cod, King Tilapiine, or Myxini Serpent, as opposed to 1 when using a normal variation of the fish.
Metalworking - Rivets can now be created. Metalworking - Simple Component fabrication and production have now been merged.
Metalworking: Added Steel wire as an output to Wires.
Metalworkers can now produce the Solids and Liquids processor modules required for the synthetic food and water purification facilities.
Metalworking. Moved tent frame production from Installations to Metalworking and added in blueprints for small, medium and large tent frames.
The Wall Column Construction recipe now takes Calibrite rather than Plumerite.
Added a crafting station to one of the homes near the Medical center in Ammann Village.
Cleaned up Component Types on a number of Simple Metal Components.
Disabled some of the buttons on the crafting window interface while it is waiting for a response back from the server.
Many crafted items have new or updated icons.
Renamed component type 'Rope Production' to 'Rope'.
Renamed Component Type 'Structural Wall Module Construction' to 'Structural Wall Module'
Renamed Component type 'Simple Component Fabrication' to 'Simple Component'.
Correctly Moved Firebrick Red dye to the Firebrick Red Filter.
Secondary Armor Dyeing: Fixed filter on Orange Boots.
Recipe: Chaise Lounge Seat Production - now uses chair legs rather than supports.
Item: Decorative Support - Replaced Component type of Softwood Furniture Part with Support.
Removed all Patterns and Schematics from the NPC Vendors, these can all now be purchased using the Shop button on the crafting station
Recipe: Secondary Dye Tinting - Fixed broken filter on indigo dye.
Pet Food Preparation: Meat Treats: Fixed incorrect branch for Melanko.
Pet Food Preparation: Plant Snacks: Fixed incorrect branch for Melanko.

User Interface
Gave the Auction / Work Order / Player Shop window a user interface pass over, reducing the amount of empty space, and improving the behavior of scroll bars.
The Abilities Window is now sorted by Skill Name rather than Skill Group by default.
Added a progress bar to the node Extraction window, showing how many enhancement or enrichment failures that have occurred for the current enhancement or enrichment process.
Added Trade Skill value to the title bar, for each recipe panel in the Recipes window. The value will update as that trade skill increases during crafting.
Made several improvements to the node/corpse extraction window. The window is now a bit smaller, and contains many tool tips explaining its features.
Added check boxes to Auction Search and Post Display Options, to make it easier to tell which options are currently being used.
If an ability requires a certain armor type to use and you are not wearing the appropriate armor, it's icon will now dim out on action bars.
Hovering over an Armor or Weapon Fitting in the Crafting Result Window will now display a sorted list of all attributes the fitting can take sorted by the max amount.
The Attributes applied to a Fitting are now displayed in the Attributes bar once a Fitting Recipe has all of its ingredients added. It will appear as full green if applying the full amount on the item, dark green if applying a reduced amount based on the Fitting's limit, red and listed as 0 if not applied because it won't work (such as Resistance on a weapon fitting), and finally a light blue if the attribute is applied, but less than the max.
In the crafting window, if an item is in an ingredient or agent slot, right click will bring up the info card for that item, and shift+right click will open the game database to that item. If the slot is empty, right click and shift+right click will both open the game database to the component associated with the slot.
Tweaked the Auction House / Work Order window to reduce the space used up by the currency display.
Structure Icons now show the grade and quantity data in the same style as item and fitting icons.
Abilities on Skill Info Cards are now sorted by the skill level required to make it easier to notice the progression.
In the Nation window, on the Alliances tab, the alliances are now listed alphabetically by Name.
Action mode toggle in the interface options was disabled in character selection and all the interface options are now hidden as well in character selection.
Added the code to close the Transport terminal if you move to far away from it.
Knockback chances are now displayed in tooltips or on ability information cards.
Crafting Window now shows the numeric skill values in the Skill and Recipe progress bars.
Page Up and Page Down will now toggle through next and prev (respectively) on the primary ability bar.
When using Alt + drag to split a stack, pressing the Enter key to input a value to the Split dialog, will now execute the split.
Item icons should now fit better when drug into action bars.
Inventory, Inventory Container, and Bank windows no longer pop to the front when dragging items from them. You can still click on the windows to pop them to the front when desired.
Tweaked the bankwindow to reduce the space used up by the currency and slot counts.
Item grade, stack and charges information is now easier to read when an item has been drug into one of your action bars.
Group members will now render in a new Cyan color on the minimap.
Disabled the diamond graphic when clicking on an equipped item in the Character Sheet.
You will now receive a text banner when receiving Training Points after defeating boss mobs.
Merchant shop windows once again show your current available currency.
Tweaked the inventory window to reduce the space used up by the currency and slot counts.
Bug reports will now display the region with its game name rather than internal name to avoid confusion.
Corrected a bug which was allowing some abilities that couldn't be trained to show up in your earnable abilities tab.
Fixed sizing issues on the Complete Body Morphing and Complete Cosmetic Surgery Kits.
Fixed the close button on mission feedback.
Fixed issue with drop down boxes, where the text of the selected item was cut off on the left, when the window font size is small or very small.

Vehicles and Mounts
Racer running sounds should now properly cancel themselves after the vehicle has been despawned.
Mount special abilities received new icons.

World
Populated the Blood Fang Caverns and the tunnels leading into it with NPCs. This dungeon is primarily inhabited by Lesoo, but does have the first population of Quadrutets in OWON territory in some of its darker reaches. Difficulty wise it is similar to an OWON version of Feldroon, targeting mid-to higher end groups or raids of players. This dungeon is located in Timbertol.
Added decorations to the Blood Fang Caverns including the new lesoo tents, fire pits, and containers. This includes some very difficult to open locked containers which can occasionally have nice loot.
Decorated Neverwood/Nimmerwald area. Added trees, rocks, grass, terrain textures.
The roads in the Westwoods are safer than was previously the case.
Decorated the front entrance of Feldroon, adding trees, rocks and grass.
Added environmental lighting and lights to Feldroon/Neverwood connection tunnel.
Improvements and additions of props in Norris Genetics Foundation.
Props, lights, and signs added to Fort Bondsteel.
Props and lights added to the outpost in Fletcher's Trail.
Updated Kalazar Mountains Map with new version.
The Metal shop in Plymouth City no longer closes its doors or evicts players during the day. It's now open 24 hours.
Changed some foliage textures and optimized it's distribution in Arid Grove.
Adjusted camp spawning locations in Skiberean to move them further from the seams.
The Portapub in Scar's Wall is now considered a resting area.
Made adjustments to some of the NPC spawn positions in Fort Hudson.
There is now a Point of Interest to the entrance to Feldroon.
Updated Fal Sept Map with new version.
There are now some easier Helltyr in the tunnels leading into Feldroon.
Fort Bondsteel has received a graphical pass.
Terrain and prop work was done to Souza Spring.
Added Cover areas throughout the Blood Fang Caverns. Ranged based Lesoo will take advantage of these.
Made adjustments to some of the further reaches of Feldroon to increase mob difficulty to make it more challenging.
Added a newly textured tower model to Freedomtown.
Props added in Norris Genetics Foundation for the creature labs.
A general store and cloning station has opened in Aumi Valley in the Wailing Chasm.

Bug Fixes

Shift+Right Click on a fitting or blueprint item will now open the Game Database to the correct entry for that fitting or blueprint. This should work from most icon locations, including inventory, bank, mail, crafting, auction post, etc.
Moved around the code responsible for teleporting you out of an empty space if you end up there accidentally to later in the login process as it was causing issues being so early in the process.
Fixed a bug related to combat effects taking improper values from grade modifiers and causing some things such as speed to go into turbo mode under certain conditions.
From a crafting window, right clicking to open the radial grade menu for an item will no longer open the game database for the component associated with the ingredient/agent slot.
Fixed an issue with E Armor Fittings where they were not applying any stats.
Fixed an issue where attempting to Shift + Drag the current grade of one stack onto another stack, would result in adding the lowest grade instead of the current grade to the stack, when the receiving stack didn't have room for all items being dragged.
Used Area Data available to check constraints on character's position to place the character back on an arrival point earlier in the login process if for some reason they were outside of it.
Resolved an issue which would make icons disappear from your inventory if you cancelled destroying them. This was just a visual display bug and would reappear when reopening inventory, but is now properly fixed.
Moved the FPR and Rogue arrival path in Ammann River so it's in a safer location.
Made adjustments to Jimbo Smalls' and Sarah Dean's spawn positions at the Shacks to avoid an issue where his chat bubbles couldn't be selected due to clipping in a building.
Corrected a bug which could stack certain states higher than they should stack and cause a player to get stuck in that state.
It will no longer say that you have stepped on a poisonous pod when you get hit by genetic engineered pets dragon breath attack.
Fixed an issue with gearswap where an item equipped might keep showing in the container if equipping to an empty slot and the character sheet is closed.
Lesoo Raid and Scout camp missions now respect the recently completed missions time limit.
Fixed some buried waypoints of resources paths in West Bend.
Removed a duplicate Decorative branch.
Barrel Patterns were removed from Crafting Supplies vendors since they are now purchasable at the crafting station.
Sergeant Kazzy in Kaavo Hold now sells Rogue military supplies rather than FPR.
Fixed a bug which could allow multiple death states to stack up and prevent the user from performing any actions.
The item Cables will now be produced whenever a Cables blueprint is successfully crafted.
Reshaped Geel Flower Region near Plymouth City so it they will not spawn inside of rocks.
Fixed an issue where sometimes dragging away an ingredient icon in the crafting window would not correctly clear the results display.
The "Chromite Needed!" engagement for Freedomtown has been changed to match what Yoeman Stingel says and takes 10 Chromite Clusters at a time.
Fixed a bug which could cause crafting to not process a result if the none of the agents or components had a weight.
Fixed capitalization in mission "Picking up a Disk".
Players will no longer suffer falling damage from the arrival point in Nettle Patch.
Fixed an issue with one of the Bank Terminals in Amman Village.
Corrected an error with buff tracking across seams.
Acid Splash and Freezing Grenades can now be avoided similar to other grenades, and had their range increased.
Fixed an issue that was showing more than 2 digits with decimal numbers on some item/ability descriptions or lists.
Setlang pets will no longer make death sounds and bleed while swimming.
Fixed a bug which was causing some pets (such as Tamed Rhinocs) to display incorrect details in tooltips.
Stitched multiple terrain seams in Viminal Valley.
Fixed an issue with mission deliveries when mounted or riding a vehicle.
Corrected an issue with a type of Lesoo Invader who should have been ranged but was preferring to attack via melee.
Fixed a noticeable seam between 2 water mirrors at Vasli Valley and Southern Pass.
Fixed an issue that was allowing some fittings to be delivered as items for quest rewards and viceversa.
Corrected some minor typos in e-mails from the Combat Mentor chains.
Fixed a rare weapon type bug in combat which could cause some abilities to not work properly.
Added a safe point for respawning issues to the tunnel between Timbertol and the Blood Fang Caverns.
Fixed a terrain seam in Holden Hill.
Fixed a potential way for nations of rival factions to pass alliance change requests.
Unburied some Camp, Lumber, Plant and Ore Spawn points at Twin Falls.
Fixed some floating fauna in Skiberean.
Corrected a few typos in the e-mail of the "Combat Mentor: Advanced Bladed Weapons" mission.
Fixed a typo in the achievement gained for exploring Fools Sanctuary.
Fixed a timing issue in the Repair Robot FX.
Relocated Adversarial Camp waypoints in Lower Fal Canyon as they were spawning with in a Player city region and also too near a seam.
Fixed an issue that was removing from inventory a Fitting instead of an Item of same ID and vice versa depends on the slot location order.
Fixed grammatical issues in Disappointed mood babbles when referring to the cause without a name.
Fixed paths in Brenning.
Fixed some pathing issues in the Camp Payton Escort engagement.
Fixed some problems with skill gain modifiers. Group and buff based modifiers weren't always applying correctly.
Slight adjustments were made to the FPR/Rogue arrival point in Hudson Pass so it wasn't on a slope that would cause you to slide.
Fixed some minor grammatical issues in some of the error messages.
Fixed a typo so it reads "Fool's Sanctuary" instead of "Fool's Sacntuary".
Fixed Arrival point on Farnfoss Ridge as it was buried.
Removed D-Rings from the Mining: Tricks of the Trade manual. This recipe is still found in the Basic Metalworking manual.
Fixed some pathing issues in Fal Canyon where NPCs where the paths were on the wrong side of the seam.
Corrected a pond that was that attached to the wrong area on the border of Sept Falls and Eastern Fork.
Fixed Broken Decorative Filter on Table Recipes, and tidied up filters to use the common Standard / Decorative filter.
Fixed several paths which were buried underneath terrain in Westwood.
Fixed a wall which wasn't grounded on the path up to Camp Payton.
Corrected an issue which could cause some harvestable result groups could select a certain reward more often than it would have due to how the filters were set up.
Fixed arrival point at The Weeping Peaks.
Fixed minor typo in the dialog of "Combat Mentor: Blunt Weapons Mastery"
Fixed a floating tree in Fanshaw Hollow.
Fixed some floating trees in Fal Canyon.
Added the Setlangs and Alpha Setlangs to the south of Freedomtown to "Military Assignment: Setlang Attacks" so they will now count towards this mission.
Fixed Arrival waypoint at Tani.
Fixed an issue that was preventing players from gaining Military Achievements and Titles in some instances when they gained military rank. It was also preventing your nations reputation from increasing when it occurred.
Fixed issue with dropping an item stack from mail to an inventory slot, where any stack overflow was lost. The overflow is now placed elsewhere in the inventory.
The area name of the entrance buffer area to Feldroon is no longer shown as Unnamed Area.
Agent Jackson from the Missing Official epic mission should be a bit less psychopathic.
Fixed minor typos in the Discouraging Assault & Stopping Power descriptions (Assault Weaponry Tactics)
Copper Wires now display the correct icon in crafting windows.
Fixed some waypoints in Ravine Fal.
Added "Cook" title to Shannon Love.
Corrected minor typo in mission "Need a Constructive Story" e-mail.
Dazes are now broken by damage, as intended.
Stitched terrain seams in Kilmer Valley.
When composing mail, and dropping a blueprint in as the first attached item, the mail Subject will now correctly show the full blueprint name, instead of "%s Blueprint".
Fixed an capitalization issue with the Second Wind ability.
Corrected a problem which was causing Medical Center Taxi points of interest to be displayed on the full map erroneously.
Fixed issue with Work Order Creation, where the Attributes panel was not closing when clearing the "Crafting Item Name" filter.
When you are awarded an ability in the diplomacy minigame it will no longer refer to the ability by its internal name. It now uses the proper display name.
Fixed Bounty collector spawn point at Camp Payton to avoid him spawning on top of a table.
Added a failsafe to ensure that revival works correctly.
Reduced the aggro range of some Escorted NPCs so they are less likely to run off aggroing anything that moves.
Fixed the position of a POI that was too high in the air.
Fixed issues with Corporal Kirstein in Plymouth Control Center.
Corrected an issue which could affect players who had different mission settings on different characters. The server was treating their settings properly but the client was displaying the settings of the most recently changed character on the mission settings tab.
Removed an unused region from Fal Canyon that was attached to a different area.
Adjusted some guards spawnpoints at Freedomtown.
Fixed a floating corpse that can be interacted with in Founder's Grove which was floating off the ground slightly.
Using the /stuck command in tunnels approaching Feldroon will now work correctly.
Fixed a multiple seams in Feldroon.
Fixed a noticeable water seam between Daxton and Lower Daxton. Mirror heights were mismatched a few milesimal points.
Meat Gristle is no longer soulbound.
Fixed an issue where sometimes an item icon would not properly disappear when equipping the item via double click.
Fixed several waypoints in Eastern Fork that were buried or floating very high in the air.
NPCs should no longer try to climb on the taller trees in Nido Cuervo.
Resolved a problem which was causing Unarmed combat to not work in action mode unless you defined a custom definition.
Fixed some output issues in the Enriched Stimulant Synthesis - Class 3 recipe (Pharmaceuticals).
Fixed an issue where the mission feedback window would popup to often.
Fixed a terrain seam in Vista Doma.
Fixed a bug which could cause some quick expiring combat effects to receive unlimited duration when combined with effect duration modifiers.
Closed up several holes around the outer borders of Feldroon.
Fixed a rock at Tandil that was rotated oddly, showing its transparent underbelly.
Fixed an issue with The Art of Chocolate recipe that was allowing it to stack.
The Venomous Arrvor Stinger minigame abilities Sting and Venomous Lunge no longer have the same icon.
Fixed several buried waypoints in the Northern Trails.
The Plymouth Control Station engagements no longer refer to it as the control center.
Building no longer disappears at certain camera angles when inside the body armor shop in Freedomtown.
Adjusted a few buried spawn points in Feldroon.
In the crafting window, fixed an issue with dragging away an ingredient or agent icon, so that the icon no longer reappears after dropping it outside of the slot.
The inventory sort window now longer shows a lock in the upper left.
Fixed an issue when crafting when it would try to complete 2 finishes and would pop an error. It now properly clears out the finish timer and checks progress just in case it did get sent more than once.
Fixed a hole where players could get stuck in Amman Village.
Fixed an issue which allowed batch crafting to return stacks of items that exceeded the item's max stack size limit.
Corrected an issue with chained diplomacy minigames through missions.
Composite Sleeves and Vest are no longer soulbound.
Fixed several waypoints in the Fal Midlands that were floating in the air probably after a terraforming to add a cliff.
Fixed a typo on "Running Weapons" mission.
Fixed a bug with some buff/debuffs having the name and description fields reversed.
Sweaters will no longer make your hands disappear.
Fixed "Bandaging the Wounded" mission tip, FX and some dialog so it refers to a single bandage instead of plural.
The tournament creation and list windows had their minimum size increased to match the GUI changes.
You will no longer receive Alpha Setlangs as a mission target in the Northern Range, as they are only spawned through camps there.
Fixed some buried waypoints of assorted path in Sept Falls.
Fixed floating trees in Aumi Valley.
Fixed several waypoints and paths buried and floating in Runa Grove. Probably result of some terraforming.
Changed Dr. Telschow's outfit so he wasn't trying to show off his pecks.

Backer Perks
Hannah Alexander; She is a scientist. Very curious, she is always working on something new.
Heather Zingler; She's a doctor, seems to always be complaining. Apparently she likes cutting up corpses more than healing the wounded. Well that's what I heard anyway.
Brayden Merrick; Well I don't know much about him. However, if you want something stronger than alcohol to improve your mood, he is the man.
Bieran Arquen, Scar's Wall. He's a carpenter sourcing building materials, but likes to chat over a drink.
Calindra Deltar, Plymouth Control. She sells carpentry supplies and people watches in the workshop.
Dule Zayers, Ingall's Terminal. He's gone to Ingall's to make his fortune buying wood and salvaged materials from Halona. Prefers to get others to do the dangerous stuff.
Bobo Lee, Sept Falls. He has a passion for furniture, knows how to make some unusual designs; never far from a crafting station.
Emily Walker, Banshee's Hollow. She'll tell you furniture making is an art form. In Banshee's Hollow everything is an art form.
Ling Chen, Thicket Overwatch in Elkar Woods. She doesn't say much about her past although she's happy to talk about carpentry.
Je ne vais pas contredire Aragorn, petite équipe mais travail intensif et sérieux. ce doit être le seul EA que je regrette pas.
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