Mieux que moins bien... le 1.3

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V1.3 ( et non tjrs pas de trad)

Fallen Earth v1.3


Deadfall Point
Set up by Grahams who have outlived their usefulness to LifeNet, this small camp nestled on the edge of desolation is now focused on reaching a relic of the old world deep in the wastes. To do so, they must activate some of GlobalTech's remaining devices, and for this they have made all manner of alliances. Surrounded by radiation, mutants and paranoia, Deadfall Point may be the gateway to a new world or a dead end.

Salvager Fortress
Salvagers have been attacking Odenville for weeks and now they are making plans to stay. Having erected a fortress near Simsonville, the Salvagers continue to assault Odenville while marshaling their forces within their new base.

General
· Added a better error message for when you try to heal a mount without the required item.
· Improved the cheat checker.
· Updated the /renamemount command to provide more feedback when a name fails.
· Changed recipes to be based on their base tradeskill value rather than their modified value.
· Enabled an error message for when you enter /renamemount and do not specify a name.
· Improved an error message for attempting to harvest something that you don't have the rights to.
· Raised the level cap to 46.
· Changed the resistance formula so each individual point of resistance provides slightly less mitigation. This will make it harder to reach the mitigation cap and make effects that grant armor more useful.
· Fixed an issue where track and kill missions could forget which waypoint you were on when you crossed a server boundary.
· Created an NPC that heals ally NPCs in the same instance and alerts the players as it does so.

AI

· Prevented NPCs from shooting through trees and clutter. Keep in mind that an NPC you can’t see may still be able to see you.
· Fixed a bug that kept NPCs from returning home when a target died.
· Improved the way that ranged NPCs move into firing range so that they no longer run through the player but randomly run or walk to their target location.
· Optimized some pathing routines.
· Fixed a bug where an NPC would move too fast because its movement start time was not set.
· Fixed a bug where NPCs would reject valid locations next to their targets.
· Fixed a bug that caused NPCs to load without items.
· Fixed a bug where hostile NPCs were not necessarily marked as enemies when performing effects.

Missions
· Fixed some mission repeatability bugs.

Tooltips / Descriptions
· Corrected the tooltips on Crude Asphyxiating Acid.
· Corrected typos in the description of the Deep Fried Stinkbug.

Items
· Changed the stacking of the General Anesthesia Kit from 1 to 20.
· Changed the descriptions of the Crude Percussion Grenade, Scrap Percussion Grenade, and Average Percussion Grenade to specify Ranged Defense rather than Dodge.
· Changed Cockroach Chitin so that it doesn’t sort as a mission item in the Pack window.
· Changed a flag on sawed-off shotguns ("pistol" type) that should give every example in the game the appropriate round shotgun reticule.
· Changed the Desperado's Med Kit and Racketeer's Med Kit effects significantly. The Desperado's Med Kit increases health and stamina regeneration by 65 for 30 seconds, and the Racketeer's Med Kit increases those rates by 45 for 30 seconds. Both items now have their appropriate cooldowns.
· Reworked the Storm drug effect. It now increases your Strength and Dexterity by 20 for one minute, but leaves you weakened after the effect expires and shares a cooldown with some other consumables.
· Added Berries to the drops for Fruit nodes.
· Changed Greenish Milk to stack by 100.
· Changed the model of Mr. Wubbles' Flea Collar.
· Changed the levels of Smoking Sabot Round, Vol 1-4, and adjusted the cost and requirements of each level accordingly.
· Changed the Beef Pot Pie to adjust Health regeneration instead of Health.
· Corrected Impure Decomposing Acid effect so that it debuffs armor appropriately.
· Corrected the Crude Decomposing Acid to deal 60 acid damage rather than 91.
· Changed Ada's Lucky Coin so that it doesn’t sort into the Missions area of the Pack window.
· Changed the model of the Scavenger Upper Arm Armor.
· Changed the levels of Fitness, Vol 1-4 and decreased the cost and Attribute and Faction requirements accordingly.
· Changed triggers to create items using the default stack count.
· Updated the Precious flag so it applies to items split off from flagged stacks.
· Fixed a possible race condition item morph bug.

Chat

· Updated items created from a trigger to display a feedback message in chat.
· Updated the chat message you receive along with multiple items so that instead of multiple messages you see one with the number of items received.

Vehicles / Mounts

· Updated mounts so that you can use a one-handed ranged weapon with a melee weapon in your off hand so long as the mount allows for ranged weapons.

VoIP
· Fixed a bug that kept VoIP from working when it was enabled after the player joined a team.

Bunker Bars

· Corrected a typo in the Bunker Bar bouncers' gamestrings.

Creatures

· Replaced a gun model used by NPCs that did not appear elsewhere in the game.
· Changed all NPCs from levels 3-5 to use Medium DPS weapons instead of Low DPS weapons.
· Added a new effect, Snake Charm. This effect acts as an aura from the NPC using it and boosts melee by 50 to all surrounding NPCs.
· Added a new NPC effect, Intimidating Command. This ability reduces the player’s speed and dexterity.
· Added a new ability for dogs which has a chance to produce a burst of disease damage.
· Added a new creature effect, Tearing Bite. This ability puts a minor bleed on the player and a major stamina drain.
· Added a new creature effect, Fungal Blight. This ability puts a major debuff on the player’s Dodge and Slashing, Piercing, Crushing, and Ballistic resistances.
· Added a new creature effect, Debilitating Slash. This ability puts a bleed on the player and reduces their Slashing and Ballistic resistance.
· Added new creature effect, Rabid Bite. This ability does direct damage and applies penalties to Endurance and Dexterity.
· Doubled the max use range of ALL plant poisons.
· Added Veteran creature builds that are between normal creatures and Boss creatures in difficulty.
· Added an experience bonus to all NPCs with the Boss, Master, or Veteran tags.

Attributes
· Changed the Attribute requirement for the Average Vitamin Shot from 40 to 30.
· Changed the Attribute requirement for the Apprentice's Grenade from 21 to 20 and the Faction requirement to 10000 Tech. Corrected a spelling error and clarified the damage dealt in its description.
· Added an Attribute Requirement (Level 45, CHOTA 360000) for the Ravager's Shield.
· Changed the Attribute requirement for the Loot Hunter's Loupe Visor from 40 to 30.
· Changed the Attribute requirement to use Impure Wasting Acid from 40 to 30.

Merchants

· Removed the following items from all merchants and treasure tables: ZI Kommando KM-15, Lemke Arms MG-11, ZI Kommando KM-45, GA-77, ZI Kommando KM-5a, TempestTech GM-32, GA-77 XL, Zi Kommando KM-45A, JMB SMG-8, GA-77 ScureMOD, Lemke Arms XMG01, K-11 Polizei, K-5a Spetsnaz, Z Kommando KM-50, and K-45 SSP.

Faction
· Changed the Phoenix Helmet and the Warlord Helmet to occupy the eye slots in addition to the other slots they occupy.
· Changed the Traveler Faction requirement of the Traveler Racketeer's Pistol from 10,000 to 60,000.

Weapons

· Changed the Level of the Omega Arms Viper from 56 to 55.
· Changed the level of the K-5 Polizei from 38 to 37.
· Changed the levels and save levels of the Crude Percussion Grenade, Scrap Percussion Grenade, and Average Percussion Grenade.
· Corrected the formula for damage on all faction melee weapons. Increased their levels and cost and decreased their damage.
· Added short-term stun immunity to relevant grenades and bombs.
· Reduced the weight of the Composite Long Heavy Barrel.
· Changed the stacking of the Average Bone Gun from 1 to 20.
· Changed the descriptions, effects, and max range of the Crude Bone Gun, Impure Bone Gun, and Average Bone Gun. They cure slightly more and have a larger range.

Crafting

· Changed the SWAT SMG recipe to be taught by Improved SMG 1 rather than Improved SMG 2.
· Corrected the recipes for the Accelerated Recovery 6 Injector and the Accelerated Recovery 7 Injector to use Common Stimulant rather than a nonexistent component.
· Changed the recipe for Crude Hobbling Acid.
· Corrected the tool requirement for Water-Resistant Hide, Iron Support, Improved Camps 2 Instructions, Camps 3 Instructions, Light Tarpaulin, Steel Support, Radio Beacon, Improved Camps 3 Instructions, Advanced Camps 1 Instructions, Advanced Camps 2 Instructions, Faction Camps 1 Instructions, and Faction Camps 2 Instructions.
· Changed the recipe for Machinegun Ammunition Schematics. Changed its facility from Science to Ballistics and its tool requirement to the Ballistics Kit.
· Added a recipe for Stinky Cheese to the Cooking Components 2 Knowledge.
· Decreased the facility construction time of the Self-Repair 2 Injector.
· Changed the Vehicle Battery Schematics to be taught by the Vehicle Battery Knowledge rather than the Biodiesel Knowledge.
· Changed the name of the instruction book that teaches the Apprentice's Grenade recipe from Apprentice Grenade to Apprentice Grenade Manual.
· Changed the skill gain and construction times for the GlobalTech Timber Master.
· Changed the component requirements for the Average Adrenaline Kit recipe.
· Changed the recipes of the Acids 2 Formula and Advanced Acids 1 Formula and adjusted their field and facility construction times.
· Changed the recipe of the Crude Splattering Acid, Crude Disintegrating Acid, and Crude Staggering Acid and increased their field and facility construction times.
· Changed the recipe of the Advanced Baking 1 Cookbook to use 5 Scrap Paper rather than 2 and 5 Plain Spice rather than 6 Savory Spice.
· Added construction facilities to speed up crafting camp construction in the following towns:
o Sector 1:
§ Embry Crossroads
§ Odenville
§ Oilville
§ Old Kingman
§ Watchtower
o Sector 2:
§ Credit Bend
§ Fracture
§ Haven
§ New Flagstaff
§ Picus Ridge
§ Post 23
§ Thorne's Bluff
o Sector 3:
§ Banker's Hole
§ Blackhill
§ Chemtown
§ Gaia
§ St. Sebastian's
§ Trader's Flat
§ Warhall

Levels

· Added no-drive areas to entrances of caves, mines, LifeNet pods, and other large buildings throughout Sectors 1-3.

Mutations

· Corrected a typo in the Attribute description of Patho-Transmission.
· Changed Scoundrel's Strike to deal 149 points of piercing damage (pre-mitigation) and reduced the stun duration to 2 seconds. Also fixed a bug that was preventing this ability from chaining the stun immunity effect onto the target.
· Reduced the stun duration on Short Fuse to 2 seconds. Also fixed a bug that was preventing this ability from chaining the stun immunity effect onto the target.
· Corrected Ablate and Reinforce (all ranks) to ensure that they do not stack per the tooltip.

PvP

· Changed the anti-griefing debuff so only the highest levels give a speed reduction. (you should only get a 25% speed reduction at levels 11+ of the buff)

Skills

· Changed the description for Pathetic Defense to refer to a “Social ability” rather than “Social skill.”
· Changed the description of Inconspicuous, Vol 1-Vol 5 to refer to “Ranged Defense and Melee Defense” rather than “Dodge skill.”
· Changed the description of Evasive Maneuvers to refer to “Ranged Defense and Melee Defense” rather than “Dodge skill.”
· Changed all descriptions of “Gunfighter’s Stance” to “Gunfighter.”
· Removed the Melee Defense penalty provided by Unbreakable Focus (all ranks). The Ranged Defense penalty remains for the duration of the effect. The use time for this effect has been reduced to 1.5 seconds.
· Reduced the activation time on Pistol Whip (all ranks) and Rifle Smash (all ranks) to .5 seconds.
· Corrected an issue with Suck It Up (all ranks) that was allowing it to be used on hostile targets without self-casting as it should in such a scenario.
· Corrected the Attribute adjustments on Dreadnaught (all ranks) so that it properly gives the defense bonuses that it lists in the tooltip.
· Removed the Enforcer-specific requirements on Lead the Charge. Any character with sufficient Group Tactics, regardless of their faction allegiance, can now learn this skill. The training manuals will proliferate among other trainers throughout the world in a future patch.
· Removed the Melee Defense penalty from Gunfighter (all ranks) and increased its buff benefit slightly.
· Introduced a new Rifle skill, Agonizing Wound. This skill inflicts ballistic damage, applies a mild snare to the victim and forces their health regeneration to zero for the duration of the effect. Ranks 1 through 5 should be available on select trainers throughout all sectors as appropriate for level and region.
· Changed all Staunch Wound descriptions to Stanch Wounds.
· Changed all Encouragement trigger Names and Descriptions from “Encourage” to “Encouragement.”

Sound

· Implemented new sounds for refueling vehicles and feeding horses and removed the "eat" animation from these actions.

Vehicles

· Changed the stats on all new vehicles. This does not affect vehicles that already exist, which will retain their old stats, but will affect all future vehicles, including any that have been crafted but not yet summoned. All vehicles fall into one of four categories now: combat, cargo, alt-fuel, and high efficiency.
o Combat: Allows weapon use.
o Cargo: Highest cargo capacity.
o Alt-Fuel: Uses an easier way of obtaining fuel.
o High Efficiency: Highest fuel efficiency.
· Some vehicles can be hybrids of more than one type. If a vehicle is not a combat vehicle you cannot attack while using it. Most vehicles have also seen an increase in storage space.
· Changed all fuel sources so they refuel 16000 Stamina

Deadfall Point

· Added a new camp with merchants, missions, and encounter areas for 46th level in the territory between Warhall, Blackridge, and Gaia.

Sound

· Added:
o New music for the Salvager Fortress encounter area
o New music for Deadfall Point
o Footsteps for the new male and female movements
o Sounds for getting on or off a motorcycle or ATV
o A sound for the Ice Grenade
o Sounds for pulling the pin and throwing a grenade
o Sounds for feeding a horse
o Sounds for refueling vehicles
· Increased the range on grenade sounds.
· Raised the vehicle break-down sound.
· Implemented a new music randomization algorithm.
· Made overall mix improvements.
· Implemented better sound tracking for player footsteps.
· Removed the UI sounds from the loading screen.

Animation

· Changed the base poses for two-handed weapons
· Updated the grenade-throwing animation to work with the new sound.
· Updated the range of motion animations for the ATV and the MTC. You can now aim correctly on these vehicles.
· Added new hand poses for one-handed weapons.
· Updated all melee weapons to fit with the new poses.

Art

· Updated pathing for the large Lifenet facility.
· Updated pathing for the Globo Hotel.
· Created and implemented the Ice Grenade.
· Added new shanty objects.
· Added irradiated versions of certain creatures.
· Added a red-screen to the LifeNet console.
· Fixed texture issues on:
o The Blackjack
o The Ball-Peen Hammer
o The Claw Hammer
o The Tomahawk
· Added a large shanty camp between Odenville and Mumford.
· Modified the basement steps in a hotel building so that mobs can’t attack through them.
· Adjusted the pathing on a tent model.
· Fixed several pathing issues in an encounter area east of Clinton Farm.
· Fixed the Old Kingman Prison exit ladder and unlikely level entries.
· Fixed the collision and missing door issues at a Devil’s Own base.

Sector One

· Corrected the Death Zone boundaries so players will hit them before the server boundaries in the southern part of the Plateau.
· Boneclaw
o Added an ant encounter area southeast of town
o Adjusted the placement of the wolves south of town and added more to the west of town.
o Adjusted the placement of the Prairie Chickens southwest of town.
o Added scorpions to the northwest.
o Adjusted the placement of the Blade Dancers north and south of town.
o Adjusted the placement of the local Hydra Weeds.
o Changed the goal location for mission “CHOTA Shopping Trip” and prevented the escort target from turning on players if accidentally attacked. Changed the escort target’s clothing.
o Converted the mission “From Below” to a kill and removed the mission item “Slimy Skull” from the targets.
o Added a new LifeNet facility which should keep players who die inside the Cave of Beasts from respawning in Slaughterville.
· Clinton Farm
o Increased the number of snakes in the valley south of town.
o Added Valley Thorn and Aggressive Prairie Chickens to several locations outside the town.
o Added a small Salvager encounter area south of town and Salvagers to various locations, including the south road.
o Added Soldier Ants south of town.
o Added Gaunt’s Backpackers to valleys and ridges west and north of town.
o Added a Gaunt’s Raider encounter area in the vacant LifeNet Pod on the plateau southwest of town.
o Added a Gaunt’s Raider encounter area northeast of town.
o Added a Blade Dancer encounter area southeast of town.
o Added a Soldier Ant encounter area northeast of town.
o Changed the body sizes on the Toxic Waste Victims so their bandages do not clip.
o Updated the clothing for Delia Clinton.
· Coppermine
o Reduced the drops on Judges in the area around Coppermine.
o Clarified the goal string of the mission "Wolves of the Superfund.”
· Embry Crossroads
o Tweaked the way the ATV mission lines work so that players are not offered the step that assumes they lost the item unless they click on the questor again.
o Changed the location where the escort target spawns for the mission “Closing the Book.”
· Highway Bridge
o Adjusted the geometry and switched out the asphalt texture on the bridges. This also fixes the mission "For Whom the Bell Trolls."
· Junk Fortress
o Designated the missions “The Written Word,” “Lost Sibling,” “Stolen Medicines,” and “Testing the Waters” as group content.
o Removed interest objects that were not attacking properly.
o Updated all Junk Fortress missions to be sorted under Junk Fortress in the Mission window.
· Linewood
o Updated the NPC Katya Vovich so that she doesn't give Jeff Ryan's mission steps.
· Midway
o Adjusted the possible paths for the mission "The Prime Tracker."
o Added new Red Ant colony, including a Red Ant Queen, east of Midway.
o Added a new Survivalist settlement east of Midway.
o Moved the Overlook Lizards to the ridge west of Midway.
o Added a Creeper Pit north of Midway.
o Increased the difficulty of the Gully Dog settlement north of Midway.
o Increased the difficulty of the Rat Farm north of Midway and added a few Survivalist Rat Farmers.
o Increased the difficulty of the Blade Dancer camp north of Midway.
o Removed the generic non-hostile Plateau Lizard, Plateau Wolf, Plateau Coyote, Plateau Snake, and Young Plateau Lizard creatures from the Midway region and replaced them with hostile lizards and coyotes.
o Added roaming Lizard Dogs northwest of Midway.
o Added Trauma 1 as a reward for the third step of the mission “Just Say Yes.”
o Adjusted the waypoint for the mission “The First Rule” slightly.
o Made the NPC Robert Keller player friendly.
o Updated the clothing for Linda Green and Jenny Dunn.
o Added text to the mission "Burns Family Legacy" to keep the player from seeing the same message twice.
· Missile Silo
o Corrected the waypoints for the mission “Wanted Dead.”
· Mumford
o Moved the First Aid Trainer so that she does not float when spoken to.
· Oasis
o Altered the location and spawns for the mission “Make a Stand.”
· Odenville
o Added an encounter area northwest of town where Blood Rabbits have a small group of people surrounded, holed up, and fighting for their lives.
o Added a remote, unoccupied radar and broadcasting station to the southwest of town.
o Added an encounter area where the townspeople of Odenville are fighting against Salvagers over valuable salvage found under the monorail station.
o Added starving wolves to various locations around town.
o Added an abandoned restaurant directly north of town along the road to Boneclaw.
o Swapped tougher, aggressive scorpions, insects, coyotes, and creepers, prairie chickens, and reptiles for the non-aggressive creatures outside of town.
o Altered the way in which the mission “Reborn from the Soil” works so that players are watching the location and not a scorpion.
o Switched the locations of the town Armorcraft trainer and Armor merchant so that the trainer is in the crafting facility and the merchant is in the armor store.
o Increased the number of waves for the defend mission “Eye of the CHOTA.”
o Moved the locations for the goal and where the fight takes place for mission “A Real Warrior, in Action!”
o Decreased the range location for ambushers in the mission “Odenville Chamber of Commerce.”
o Removed the waypoint for the mission “Demanding Supply” and changed the story string for clarification of its goal.
o Gave the mission “Paper Trail” the default goal text.
o Added some line breaks to the greeting text of the mission “Reborn from the Soil” mission.
o Changed the story text for the mission “Paper Trail” to match game standards.
· Oilville
o Reduced the range for the camp in the mission “Tech's Work is Never Done” to prevent it from spawning inside nearby mountains.
o Updated the text on the mission “The Truth About CoGs 3” to note that Acolytes can be found in multiple camps in the area.
· Old Kingman
o Changed one of the item goals for the mission “War and Pieces of Junk” mission to use materials easily found in town.
· Pass Chris
o Lowered the drop rates on Night Wolf Belt Buckles and Murphy Bandit Drug Vials.
· Simsonville
o Raised the level of the Simsonville NPCs and added Veteran Throwback Scouts to make the area group content.
o Added higher level Insects and nodes to the abandoned construction site south of Simsonville.
o Added a level 7-10 Salvager Fortress encounter area south of Simsonville.
· South Burb
o Corrected the label on the Mutations trainer.
· Terance
o Decreased the respawn rate of the hostile Gully Dogs near town.
o Clarified the goal text for the mission “Their Darkened Veils.”
· Trailer Park
o Removed Scrap Aluminum from the Geology Trainer.
· Trumbull
o Removed Scrap Aluminum from the Geology Trainer.
o Corrected the waypoint on the mission “The Ballad of Jayne.”
· Zanesville
o Replaced the too-long goal string on step six of the mission series "Crosshair Trigger" with a default.

Sector Two

· Aesterly
o Updated the clothing for Jessie Arant.
· Barret Manor
o Changed Tattered Leather to Ragged Leather and Impure Adhesive to Weak Adhesive on the Component merchant and removed Salvaged Iron.
o Updated the clothing for Lily Verence.
o Reduced the reward for the repeatable portion of mission series “Give the Devil His Due.”
o Changed the faction rewards for the mission group “Protecting the Post.”
· Blaine
o Removed Ragged Synthetic Cloth and Ragged Silk from the Weaponry Merchant.
o Updated the mission “Puts Hair on Your Chest” to require ten Stewed Veggies instead of one.
o Updated the mission “H/K” so that Roderigo will not offer the mission that Kirby is supposed to give.
· Credit Bend
o Removed Plain Spice and Coarse Sugar from the Cooking Merchant.
o Gave the Enslaved Citizen in the Grotto a shirt.
o Used the same goal location as the previous three steps for step six of the mission series “When the Hurlyburly's Done.”
o Updated the NPCs Bruce Fenwood and Brickhand so that the right NPC gives the final step of the mission series "Idle Thunder in His Lifted Hand."
· Devil’s Own Fortress
o Clarified in the string asking players to leave the instance to mention that they will want to look around the room in which they fought the boss first to locate a nice reward.
· Devon Township
o Changed Impure Adhesive to Weak Adhesive and removed Salvaged Iron from the Component Merchant.
o Made “Father Gray” a sharable and a group mission.
o Updated the clothing for Lenora Nancy.
o Flagged several NPCs as invulnerable and player friendly.
· The Dump
o Adjusted the PvP zone to fully exclude the garage east of The Dump.
o Added Garage NPCs to the garage.
o Fixed the second step of the mission series “Towers Crumble” so that it no longer chains back to the first step.
· Enforcer Checkpoint
o Corrected a typo in the text of the mission “Triple Threat: CHOTA.”
· Fracture
o Removed Impure Antiseptic from the Medicine Merchant.
o Removed Ragged Synthetic Cloth from the Armorcraft Merchant.
o Added line breaks to the greeting string of the mission “Pointed Information.”
o Changed the title of the mission “Some Assistance Required” to state the suggested level range for players.
o Added Pain Sponge 1 to the Armor Use trainer.
o Added Volumes 1-3 of Fitness to the Athletics trainer.
· Gamburian Encampment
o Gated the side mission chains based on the players introduction to the NPCs through the main mission chain.
· Haven
o Removed Salvaged Steel from the Weaponry Merchant.
o Removed Ragged Synthetic Cloth from the Armorcraft Merchant.
o Fixed an NPC who is fixing a wall so that he wields his hammer properly.
o Adjusted the position of some planks on a boarded-up door.
· Hollister Point
o Updated the clothing for Meryl Owen.
o Edited the text of six faction control missions to make it clear that they should not show waypoints.
· New Flagstaff
o Removed Ragged Synthetic Cloth from the Armorcraft Merchant.
o Changed one of the goals of the instance mission “Union Busting” so that only one of the NPC's will accept the mission.
o Removed the strange tattoos from the NPC Vito Rinzo.
· New Gallows
o Removed Impure Antiseptic from the Medicine Merchant.
o Moved the Garage NPCs from the road to their proper positions at the garage.
· Picus Ridge
o Removed Impure Antiseptic from the Medicine Merchant.
o Removed Plain Spice and Coarse Sugar from the Cooking Merchant.
o Moved the Auction podium so that the Auctioneer is now standing behind it.
o Removed an item that would not clean up from step five of the mission series "The Path of Purity."
· Post 23
o Removed Plain Spice and Coarse Sugar and changed Questionable Fruit to Tainted Fruit on the Cooking Merchant.
o Corrected the spelling of Sergeant Rearden's name in all locations.
· Sunshine Corners
o Removed Ragged Silk from the Armorcraft Merchant.
· Sunset Hill Cemetery
o Changed the way in which the boss for the mission “Sunset on a Crime” spawns so that he will reliably be where he is supposed to be.
o Moved the reward from inside of the instance to Eve Underhill, who is standing next to the main questor.
· Thorne’s Bluff
o Removed Impure Antiseptic from the Medicine Merchant
o Updated the the Cooking merchant to sell level-appropriated items.
o Changed the harvest drop on the Carnivorous Plants from Impure Botanic Chemical to Weak Botanic Chemical.
· Tinkersdam
o Updated the clothing for Haile Balzan and Marja Koppel.
· Windfarm
o Updated the clothing for Karissa Stapleton, Taime, Deirdre Palmer, Maya Peters, and Mai Peters.

Sector Three

· Banker’s Hole
o Removed Scrap Ceramic from the Ballistics Merchant.
o Changed the value of Martin Peralta’s Chip Stash to 0 chips.
o Updated the Science and Medicine merchants to sell level-appropriated items.
o Updated the clothing for Nadia Buckland.
o Updated the faction gear merchant with the correct functionality.
· Blackhill
o Removed Dilute Combustible from the Nature Merchant.
o Removed Sugar, Crab Cakes, E.V.O.O., Harvest Stew, Canned Green Peppers, and Canned Carrots from the Cooking Merchant.
o Removed the Tactical Belt, Forearm Plate, Tactical Boots, Breastplate, Tactical Helmet, Heavy Plate Shoulder Armor, and Upper Arm Plate from the Armor Merchant.
o Updated the Science and Medicine merchants to sell level-appropriate items.
o
o Changed the way in which bosses for the mission “Treason in the Ranks” spawn and altered the waypoint for the second goal.
o Altered the story text for the mission “Disruption of Potential” to stress to players that they should read the book found on the nearby table.
o Removed the Weapon Repair Kit from Officer Hensler's merchant inventory.
· Blackridge
o Updated the Component, Science, and Medicine merchants to sell level-appropriate items.
o Removed Canned Carrots, Plum Tasty Wine, Single-Malt Scotch, Hush Puppies, Wild Game Stew, and Mama’s Liver Bake from the Food/Drink Merchant.
· Brekshire
o Changed Common Stimulant to Mild Stimulant and Impure Antitoxin to Weak Antitoxin on the Medicine Merchant.
o Corrected headgear models for Human League mobs.
o Fixed the mission "I'm Rubber" so that the correct mutations count towards completion.
· Brigg’s Point
o Fixed the LifeNet facility so it will only regenerate characters of 25th level and higher.
o Updated the Medicine merchant to sell level-appropriate items.
o Updated the clothing for Adele Moreau.
· Chemtown
o Removed Dilute Combustible from the Nature Merchant.
o Removed the Tactical Belt, Forearm Plate, Tactical Boots, Breastplate, Tactical Helmet, Heavy Plate Shoulder Armor, and Upper Arm Plate from the Armor Merchant.
o Updated the Medicine and Science merchants to sell level-appropriate items.
o Changed the name of CHOTA mobs involved in the mission “Drug Problems” so that players are made aware that they will attack any player. Removed any faction gain or loss from defeating them.
· Dieseltown
o Removed Dilute Combustible from the Nature Merchant.
o Changed Common Stimulant to Mild Stimulant on the Medicine Merchant.
o Changed Impure Acid to Dilute Acid on the Science Merchant.
o Removed Tattered Sandworm Hide from the Armorcraft Merchant.
o Fixed the target crate for the mission “Whatever Remains, However Improbable.”
· Gaia
o Removed Scrap Ceramic from the Ballistics Merchant.
o Updated the Medicine, Science, and Food and Drink merchants to sell level-appropriate items.
o Removed Scrap Titanium and Scrap Ceramic from the Armorcraft Merchant.
o Fixed a misspelling of Theoretician.
o Reworked the Group Tactics trainer to make room for the skill Combat Endurance.
o Removed the Enforcer ability Inspiration from the Group Tactics trainer.
· Haietta
o Updated the clothing for Mange and Erica Reese.
· Kristo’s Rest
o Changed Impure Antitoxin to Weak Antitoxin on the Medicine Merchant.
o Changed the USMC Fighting Knife to the Ka-Bar on the Faction Merchant.
· Park City
o Updated the clothing for Suzannah Calla.
· Papermill
o Changed Impure Acid to Dilute Acid and Impure Antitoxin to Weak Antitoxin on the Component Merchant.
o Fixed all Experience rewards.
o Updated the clothing for Maetia Delgada.
· Repository
o Removed Sugar from the Cooking Merchant.
o Removed Salvaged Aluminum from the Component merchant
o Updated the Faction merchant with level-appropriate items.
o Added an encounter area directly west of Repository. An old frontier town has been vacant for some time, but recently a disturbing new fungal outbreak has been infecting local critters deep within the nearby mine.
· St. Sebastian's
o Removed Dilute Combustible from the Nature Merchant.
o Removed the SBS Knife, Mil-Spec Brush Axe, and Golok Machete from Weapon Merchant.
o Updated the Medicine and Science merchants to sell level-appropriate items.
o Created a new Traveler enemy camp and moved the bosses for the mission “Head Honchos” there.
o Edited the text of the mission "Head Honchos" to remove the reference to killing the targets in order.
· Tannerfield
o Removed Impure Acid and Scrap Alloy Steel from the Component Merchant.
o Removed Hunch Punch from the Drinks Merchant.
o Updated the Medicine merchant to sell level-appropriate items.
o Fixed the building designated as a Science Lab so that it functions as such.
o Made Wolf Skull drops, needed for the mission “Get Dem Bones,” more common.
o Fixed issue where Gelda Lott was offering the wrong mission.
· Trader's Flat
o Removed Dilute Combustible from the Nature Merchant.
o Updated the Medicine and Science merchants to sell level-appropriate items.
o Changed the mission “Prove Yourself Again” to award 1 Cloudy Tequila instead of 4.
· Warhall
o Removed Dilute Combustible from the Nature Merchant.
o Removed the SBS Knife, Golok Machete, GlobalTech Timber Master, Mil-Spec Brush Axe, and Pulaski Mattock from the Weapon Merchant.
o Removed the Tactical Belt, Forearm Plate, Tactical Boots, Breastplate, Tactical Helmet, Heavy Plate Shoulder Armor, and Upper Arm Plate from the Armor Merchant.
o Updated the Medicine merchant to sell level-appropriate items.
o Updated the clothing for a Shiva's Favored boss.
o Fixed the mission "Typhoid Mutie" so that the correct mutations count towards completion.
http://beachweasel.com/PeerMediators/SimpsonsMr.Burns.gif

EXCELLENT
ma référence est mieux

t' es bien un enforcer toi
· Removed the Enforcer-specific requirements on Lead the Charge. Any character with sufficient Group Tactics, regardless of their faction allegiance, can now learn this skill. The training manuals will proliferate among other trainers throughout the world in a future patch.

Introduced a new Rifle skill, Agonizing Wound. This skill inflicts ballistic damage, applies a mild snare to the victim and forces their health regeneration to zero for the duration of the effect. Ranks 1 through 5 should be available on select trainers throughout all sectors as appropriate for level and region.


Grrr une semaine de grinding faction pour pâsser enfoncer et avoir ces deux skill et la pff le pactch lol
mais bon me restais encore du neg a recuperer

· Removed the following items from all merchants and treasure tables: ZI Kommando KM-15, Lemke Arms MG-11, ZI Kommando KM-45, GA-77, ZI Kommando KM-5a, TempestTech GM-32, GA-77 XL, Zi Kommando KM-45A, JMB SMG-8, GA-77 ScureMOD, Lemke Arms XMG01, K-11 Polizei, K-5a Spetsnaz, Z Kommando KM-50, and K-45 SSP.

Ca c est un tres gros nerf pour les non crafter car on pouvais avoir ttes ces armes a moins de 20 bleues et les vendre le triple a l AH et aussi certaines étaient donner en triple ds les quêtes
snif adieux mes 20k Franklins et mes popo de cha
mais bon ca va ils en ont oublier 1 ou 2 ds la liste
Citation :
Publié par Crazy Moe
C'est pas un mal, je préfère demander mon équipement à un crafter plutôt que de farmer le même type de mob pendant des heures. Ça fait plus 'MMO'.
justement ca ne règle rien au contraire mon avis est que cela detourne le pb

deja on ne peux pas se passer de crafteur a cause des crafts factions
164 en crafte et 360000 k ds une faction c est tres specialise et aussi le munitions

les 3/4 des ces armes sont donnee en quetes
et surtout des que tu as compris le sisteme des coffres bah ces armes tu les vend direct au npc
heu quand tu parles des craft faction tu parles pas des armures 360k j'espère ??

car si oui tu es dans le faux seul celui qui craft l'armure 360k peut la porter.
et pour les munitions un lvl 45 maxer PEr peux se crafter les munitions tout seul par paquet de 220.

Citation :
Grrr une semaine de grinding faction pour pâsser enfoncer et avoir ces deux skill et la pff le pactch lol
mais bon me restais encore du neg a recuperer
tant mieux les enf on déjà 3 fois plus de skill faction que les autres c'était un peu abuser, surtout depuis que les 3/4 des gens font le tour de roue
Citation :
Publié par Monstermutch
heu quand tu parles des craft faction tu parles pas des armures 360k j'espère ??

car si oui tu es dans le faux seul celui qui craft l'armure 360k peut la porter.
et pour les munitions un lvl 45 maxer PEr peux se crafter les munitions tout seul par paquet de 220.

tant mieux les enf on déjà 3 fois plus de skill faction que les autres c'était un peu abuser, surtout depuis que les 3/4 des gens font le tour de roue
Euh ... l'armure 360k, c'est une armure propre à chaque faction ou à une seule? Je passe de temps en temps dans S3, mais je joue encore dans S2 ...
car si oui tu es dans le faux seul celui qui craft l'armure 360k peut la porter.

Non désolé je ne savais pas, j ai juste vu hier a ma 1 er entrée en s3 que les Vista avait cette recette j en ai déduit que c était pour tt le monde ds chaque faction et la oui c est super lourd

pour les munitions un lvl 45 maxer PEr peux se crafter les munitions tout seul par paquet de 220.

oui mais qu au lvl 45 et ensuite meme avec les efficient (160)
je consomme 4X plus que je ne puis construire j achete 2K cartouches par jour mini et j en construit autemp
c est surtout les CAC qui causent le problème de ne rien consommé
Citation :
Publié par Morseul
· Removed the Enforcer-specific requirements on Lead the Charge. Any character with sufficient Group Tactics, regardless of their faction allegiance, can now learn this skill. The training manuals will proliferate among other trainers throughout the world in a future patch.

Introduced a new Rifle skill, Agonizing Wound. This skill inflicts ballistic damage, applies a mild snare to the victim and forces their health regeneration to zero for the duration of the effect. Ranks 1 through 5 should be available on select trainers throughout all sectors as appropriate for level and region.


Grrr une semaine de grinding faction pour pâsser enfoncer et avoir ces deux skill et la pff le pactch lol
mais bon me restais encore du neg a recuperer

Pauvre chou...Moi, j'ai eu mon interceptor samedi dernier. Donc bon, j'crois qu'il y a pire que toi
Citation :
Publié par talarial
Pauvre chou...Moi, j'ai eu mon interceptor samedi dernier. Donc bon, j'crois qu'il y a pire que toi
Arf toi aussi tu t es fais avoir , t a vu ils ne passe ^pas entre les arbres en s3 du coup on est obliger de se rabatre sur la S1 pour epater les nouveaux
a quoi nous en sommes devenu pov geek que nous sommes
Clair que c était super lourd rien que le son , bien que se matin un gugus s amusait a couvrir nos motos avec sa spider pour nous empêcher de de monter dessus...
Citation :
Publié par Crazy Moe
Je pense pas que ce soit une mauvaise chose que les crafters soient indispensable, ça renforce le côté social du jeu et ça crée une économie gérée par les joueurs.
je suis d'accord déjà que les crafteur sur le forum officiel trouve qu'ils servent à pas grand chose ce qui est plutôt vrais pour le moment.

Il faut 1 semaine au complet pour craft 1 seul interceptor (et je compte pas le ou les mois de craft pour les recherches hin ...) et ca vaut quoi ... 16 red ouch quoi, je serai crafteur je me ferai même pas chier à en vendre à l'AH .. 16 red .. faut 40 salvaged alloy steel , au marchand (sans être trader) ca coute 11b piece plus tout le reste et le temps passé ca vaut pas le coup..
Citation :
Publié par talarial
Le down a été étendu à 3 P.M (GMT -5), donc 21h pour nous.
ouaip, me v'la forcé a continuer de beta tester allods du coup :/
__________________
Badbob - crafter/pistolero sur Fallen Earth
associé au Cartel

Citation :
Publié par talarial
Le down a été étendu à 3 P.M (GMT -5), donc 21h pour nous.
arghg chier merdouille!!

pff bon ba vais mater le début mentalist avec ses connerie, pis vais pas décrocher,
ba bravo, mon addiction au série a la con ca va être la faute a Icarus!!
clair que d avoir attendu j ai déjà envie de recréer 3 perso
fallait pas me laisser sur le caracter planners

pour la peine vais contacter un gm en zonne pvp avec un fake bug et le shooter
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