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NPCs
Some NPC bosses, and especially raid bosses will now have stun, knockdown, and daze immunity timers similar to players. This is to prevent players from stun locking boss encounters.
NPC health scaling per level has been increased slightly to compensate with players doing more damage on average.
Increased the health and damage of raid bosses.
Improved the combat visuals of numerous NPC special attacks.
NPC medics can now perform some special attacks in addition to healing.
Increased the damage output of NPC Shockgunners.
Beefed up the potency of some generated boss abilities.
Setlang have a new charging attack which is a telegraph that will see them move backwards and then charge players. Players who are in the way of this charge will have a chance to be knocked off balance or backwards.
Vultures can now sprint for longer lengths of time.
Lurker Raid bosses now have appropriate generated boss abilities.
Added 3 new NPC personalities: Enthusiastic, Cautious and Stubborn which will impact diplomacy checks when making inquiries.
Added a new NPC profession: Cub Wrangler.
Hokfig NPCs and pets have been sped up slightly.
Reduced the chance of plants to paralyze players.
Morgenstern Cactus will now have a chance of dropping Morgenstern Sap.
Increased the special abilities of numerous NPCs to bring them in line with the player changes.
Reduced the attack speed of NPC medics, and changed their offensive abilities to deal biochemical damage.
Reduced the range and damage of Achilleas and Cacti.
Earl Alexander (Plymouth City) is now available on both the day and night shifts.
Kitchi, a lesoo trapper, now sets up his snares close to the Laredo fort.
Helena Steele is now a Rogue Commisary vendor who sells Millitary Supplies.
Shang Jian in Plymouth City is now properly flagged as a day only NPC.
"Private Touch" located at Thicket Overwatch, tired of blunt jokes, has changed his name to "Private Lesoko".
Helena Steele will no longer attack players of any faction.
Updated General Store and Bartender vendors to include fruit juice and alcohol.
Pets
Increased pet damage by 12%.
Action Mode will now ignore friendly pets when determining line of sight.
Pet owners will now generate aggro properly even if they do not engage.
Personal turrets now have grades and will scale their level as a result of them.
Lingmaa Infants can now be tamed, provided you have 275 Animal Handling skill.
Okolat Calves can now be tamed. It requires a minimum of 750 Animal Handling skill to do so.
Jabberbulls can now be tamed. It will require 4000 skill to do so.
Mubark Calves can now be tamed at 5000 Animal Handling skill.
Changed the ranged Lesoo Pets AoE ability from a variable circle to a cone of fire attack.
Improved medical bot vaccination capabilities. Not only are they more effective, but they can be used more frequently.
Medical Bots can now only heal players within their group.
Veterinary Medicine should now be easier to raise through healing.
Tamed Drakes now have a maximum durability of 5 instead of 4.
Setlang Pets gained a new charge ability.
Support based Vulture pets now have standard attacks, in addition to their generated abilities.
You can no longer trade the single use Pet Crawlers obtained in the tutorial.
Ankle Snap now scales its damage appropriate to pet level.
Corrected an problem which was preventing several types of Genetically Engineered Drake pets from spawning.
Player vs. Player
Made some adjustments to the initial load in code on tournaments to correct a problem where they weren't initializing on startup.
Rogue Raiders should now always drop an insignia similar to other faction NPCs.
You can no longer attack other players inside of Kaavo Hold.
You will now lose reputation/faction 4x more quickly when killing OWON or FPR NPCs.
Resources
There are now static harvesters. They can be setup to spawn in specific locations with specific resources/qualities/quantities.
Harvesting tools will automatically be equipped if you do not have the appropriate tool selected but have one in inventory.
Harvester Cluster System timer changed from 3 minutes to 30 seconds. This should result in a lot more harvester clusters being generated.
Harvesters across the board have had their hopper size and extraction rate greatly increased. They now are fairly straight forward. Rapid harvesters fill in 30 minutes, Standard in 60, and Large in 2h30m. Quality increases both speed/hopper size.
Harvester Clusters now have considerably (roughly 3x) more resources than was previously the case, and water harvester clusters were nearly doubled, as well.
Tweaked the harvester/to player counts slightly, they were pretty high already, but were not being reached with the timer not able to generate enough.
Harvester clusters now last 48 hours if discovered/harvested. Non used clusters now go away in 4 hours instead of 8.
Enhancing and Enriching now only add 250ms when you fail instead of 1 second. The enhancing/enriching now stops at 2/4 seconds respectively as a result.
Harvestable resources (whack-a-node) regions now replenish/change grade every 1 hour instead of 30 minutes.
Harvestable resources are now return 2-7 results based on the difficulty of the region. Most nodes have been reduced to 1 extraction as well vs 3 to cut back on the time/extra execution for the same result.
You can now receive multiple results at a time from the Fishing Minigame.
Plymouth Pond: Added 8 of the new Static Harvesting Nodes, all for Water.
Tweaked harvesting skill rates slightly to compensate for having less swings per resource.
When harvesting stacks of resources it will now display the amount in the text banner, as well as chat.
Southeast of Freedomtown: added 3 of the new Static Harvesting Nodes, all for Water.
Twin Falls: added 4 of the new Static Harvesting Nodes, all for Water.
Lower Daxton: added 5 of the new Static Harvesting Nodes, all for Water.
Scaed'ecoo Meat can now be substituted as either Meat or a Meat Slab.
Jabberbull Meat can now be used as a Meat Slab or a Meat.
Slightly decreased the frequency at which you gain SI from harvesting.
Improved the resource quality in the Slaughter Slopes to reflect the danger of harvesting there.
Arboleda: added 4 of the new Static Harvesting Nodes, all for Water.
Significantly increased the chance of receiving an item from Abandoned Supplies.
You will now receive a water scrounging quality boost at Twin Falls.
Skills and Abilities
Due to the sheer size of the updates here they are being categorized by type. Thanks to Epitaph for sorting these.
Miscellaneous
The majority of melee special abilities can now affect multiple enemies if they are close by. There were too many of these cases to list them all individually.
Many abilities (too many to mention individually) which previously did not scale in effectiveness will now do so.
You now have three additional effective level differences on NPCs before hitting the diminishing returns for skill gain rates.
The level differential penalties on defensive skills has been updated to bring it in line with offensive ones. This means you can gain defensive skills more quickly from easier mobs than was previously the case.
Slightly increased combat skill gains across the board.
Increased the bonuses and reduced the penalties of the Evade (Dodging) and Parry (Parrying) abilities.
Added a Reflexes bonus to the Evade ability (Dodging).
Increased the duration of Heightened Senses (Tracking).
Stealth is now more effective than was previously the case.
Sabotage Robot (Robotics) has had its damage boosted significantly.
Increased the effectiveness of the Clear Mind ability (Hidden).
Drastically increased the effectiveness of Gather Self (Hidden).
Increased the defensive bonuses of Defensive Stance (Defensive Knowledge).
Added a boost to your Reflexes when using Evasive Maneuver (Bladed Weapon Defense).
Added a new Ability Enhancement: Ranged Bolster. This enhancement can be placed into Rapid Strikes, Break Defenses, Thrusting Pell, Trip or Staving Smash to convert them to use the Ranged Bolster buff in place of Bolster Defenses.
Added "Skilled Entertainer" and "Master Entertainer" achievements.
Increased the rate at which you gain defensive skills.
Acrobatics
Significantly increased the effectiveness of the Regain Balance ability, and added a Balance increasing buff (Acrobatics), but added a short recharge time.
Added a physical resistance bonus to the Roll ability (Acrobatics).
Added a damage reduction bonus to the Avoidance ability (Acrobatics).
Aerosol
Increased the damage over time of the Venomous Cloud ability enhancement (Aerosol) and allowed it to stack up to five times.
Increased the initial damage of Slow Release (Aerosol) significantly.
Increased the duration of the Burning effect on Maximum Release (Aerosol) by 2 seconds.
Increased the success chance and duration of the Burning component in Release and Roll (Aerosol).
Increased the burning duration of the Wall ability (Aerosol) if players walk through the wall.
Increased the range of Spray Cone (Aerosol), and made the Burning effect impossible to resist.
Increased the chance that Focused Sweep (Aerosol) will knock your opponent Off Balance.
Increased the chance that Wide Sweep (Aerosol) will Discourage targets, and also increased the duration of that effect.
Cloud (Aerosol) will now always cause damage over time, and had its damage boosted, as well.
Increased the duration of the vision impairment effect of Smoke Screen (Aerosol).
Increased the chance to apply and duration of the Off Balance component of Gust (Aerosol).
Doubled the chance to Discourage targets when using the Make It Rain ability (Aerosol).
Heavy Gust (Aerosol) will now apply its burning DoT significantly more often, and will leave opponents Off Balance longer.
Aerosol Burning effects now stack up to five times.
Animal Handling
Increased the effectiveness and duration of Calm Animal (Animal Handling)
Assassination
Bloodletting (Assassination) now does substantially more damage over time.
Assassination skills will now increase more quickly.
Automatics
Increased the chance that Flanking Assault (Automatics) will Reduce the Courage of Motivated targets.
Slightly increased the damage of the Frenzied Fire ability (Automatics).
Increased the duration of the Dialed In ability (Automatics), and added a Damage Dealt bonus to it.
Increased the chance of Stopping Power (Automatics) to injure your targets legs, but reduced the duration slightly.
Increased the chance that Aim High (Automatics) will knock your opponents Off Balance.
Spraying Assault (Automatics) had it's DoT length when a target is knocked down increased by one tick but it's DoT damage decreased per tick to compensate.
Increased the AoE radius of Spraying Assault (Automatics) by 25%.
Discouraging Assault (Automatics) now has a higher chance of removing buffs from the target, and a slightly higher chance of Confusing targets which are already Discouraged.
Increased the AoE radius of Covering Fire (Automatics) by 25%, and increased its chance to Stun and the duration of that stun by one second.
Increased the AoE radius of Panicked Spray (Automatics).
Increased the damage of Concealed Burst (Automatics).
You can no longer cancel the Dug In effect of Dig in and Fire or Dig in and Spray (Automatics).
Increased the chance that Pelt Area (Automatics) will cause Covered opponents to get up and panic, as well as its chance to dispel positive effects from them.
Increased the chance that Spraying Fire (Automatics) will Discourage well Motivated targets.
Axes
Increased the accuracy, damage, and AoE radius of Blind Hack
Increased both the damage and damage over time of Slicing Blow
Increased the Area of Effect and damage of the Cleave ability
Increased the AoE radius and damage of Hurricane Slice
Pummeling Slash (Axes) has a higher chance to land its debuffs, and they will last slightly longer.
Leg Slash (Axes) has an increased chance to cause leg injuries.
Increased the damage on Cranial Swing (Axes), as well as its chance to blind opponents who were already bleeding.
Berserk (Axe Fighting) is now more effective at dealing damage, but also leaves you more susceptible to attacks than was previously the case.
Reduced the endurance cost and also the damage of Thrusting Pell (Axes), while increasing its accuracy.
Increased the damage and chance to immobilize on the Hold ability (Axes) but increased its recharge time by three seconds.
Increased the damage, AoE radius, and chance to stun on the Axe Fighting ability: Whirling Pummel.
Face Shot (Axes) now has a higher chance to Confuse opponents, but a longer recharge time.
Increased the Area of Effect radius and damage of Whirling Axe (Axes).
Twirling Trip (Axes) now has a higher chance to trip opponents, and a wider AoE radius.
Fury (Axes) had its duration and its aggro regeneration bonus both increased slightly.
Substantially ncreased the chance of breaking an opponents leg when using Cripple Legs (Axes).
Bladed Weapons
Hamstring Slice (Bladed Weapons) has an increased chance of causing Leg Injuries, but the duration has been reduced slightly.
Increased the chance that Opportunistic Attack (Bladed Weapons) will Discourage an opponent who has recently been Countered.
Increased the damage, and the chance to Disarm your opponents when using Disarming Slash (Bladed Weapons), but increased the Momentum cost to compensate.
Increased both the chance to land and the duration of the Daze and Stun components of Head Slash (Bladed Weapon Tactics).
Increased the damage done by the bleeding effect of the Puncture ability (Bladed Weapons).
Bleeding Slash (Bladed Weapons) has an increased chance to cause your opponent to bleed.
Increased the duration and effectiveness of the Feign Stab debuff (Bladed Weapons).
Sweeping Slice (Bladed Weapons) saw a number of improvements including a wider AoE radius, improved knockdown chances, and a significantly improved chance to break legs which have already been injured.
Doubled the debuff duration of Springing Thrust (Bladed Weapons).
Significantly increased the chance that Furious Onslaught (Bladed Weapons) will cause targets to bleed.
Increased the damage over time of Kidney Puncture (Bladed Weapons).
Slightly increased the damage of Spinning Blade (Bladed Weapons).
Blade Flurry (Bladed Weapons) now lasts for 15 seconds and also increases your attack speed.
Open Wound (Bladed Weapons) will now always open the wound of your opponent if they are suffering from a bleeding effect.
The debuff effect of Lethal Thrust (Bladed Weapons) now lasts an additional two seconds, and increases your maximum range by 10%.
Increased the damage over time of Gaping Slash (Bladed Weapons).
Blunt Weapons
Significantly increased chance to disarm opponents and reduced the PBAoE radius of Disarming Twirl (Blunt Weapons) to a lesser extent.
Increased the chance that Staving Smash (Blunt Weapons) knocks your opponents backwards.
Reckless Swing (Blunt Weapons) has a higher chance to knock your opponent Off Balance, and will last longer when it does.
Increased the chance and duration of the Off Balance effect in the Crush Legs ability (Blunt Weapons).
Bludgeon and Stunning Blow (Blunt Weapons) each have a higher chance of stunning your opponent.
Significantly increased the chance that Killer Instinct (Blunt Weapons) will Daze opponents if they have been stunned already.
Increased the endurance damage done by the Sternum Shot ability (Blunt Weapons).
Smash Generator (Blunt Weapons) will now reduce your opponents Energy Recovery rate by a larger extreme.
Disarming Pummel (Blunt Weapons) has a significantly higher chance of disarming your opponent than was previously the case, but had its momentum cost and recharge time increased.
Debilitating Crush (Blunt Weapons) had its chance to confuse opponents increase, along with the duration of that confusion.
You now have a higher chance to knock your opponents senseless (and for longer) than was previously the case when using Head Blow (Blunt Weapons).
Counter-Attack
Counter (Counter-Attack) had its duration and damage dealt buff increased slightly but its recharge time increased to compensate.
Counter Move (Counter-Attack) had it's recharge time cut in half.
Feign Counter (Counter-Attack) will always reduce opponents attack speed if they have just been Countered. It can be used with a ranged or melee weapon but is only effective for a short cone-based distance in front of you.
Defensive Knowledge
Doubled the duration of Moving Target (Defensive Knowledge). Reduced its speed increase but enhanced its Dodge bonus.
Defend Yourself (Defensive Knowledge) has a slightly longer duration and significantly boosted dodge and block boosts.
Defensive Tactics
Increased the effectiveness of the Defensive Focus buff
Increased the effectiveness of Instill Confidence significantly.
Increased the effectiveness of Hold the Line (Defensive Tactics), and added both a damage reduction and stability component to it.
Increased the effectiveness of the Hold Tight ability (Defensive Tactics), and added a stability component to it.
The Retreat and Fall Back abilities will no longer cancel on targets if the user of the ability dies.
Improved the resistance bonuses of the Dig In ability
More than doubled the tracking/stealth detection buff in the Stay Alert ability
Diplomacy
Increased the debuff chances of Verbal Lashing (Diplomacy).
Increased the debuff chance and duration of Verbal Assault (Diplomacy).
Unthreatening Approach (Diplomacy) is now significantly more effective in reducing aggro range.
Significantly increased the effectiveness of the Calm ability (Diplomacy). It now lasts longer, is effective more often, has a larger initial reduction to aggro, and has a shorter recharge time.
Confuse (Diplomacy) is now a PBAoE.
Increased the duration of Verbal Lashing and Verbal Assault (Diplomacy) by one second.
Diplomatic skills will now increase more quickly.
Dirty Fighting
Low Blow (Dirty Fighting) now drains twice the endurance, and also had its damage boosted slightly.
Arrogant Taunt (Dirty Fighting) now has a greater chance to sap your opponents courage, but a slightly shorter duration. It is also now more effective as an AoE taunt.
Increased the effectiveness of the Showboat debuff (Dirty Fighting), but reduced its area of effect size.
Arrogant Taunt (Dirty Fighting) had its AoE radius and debuff effectiveness increased.
Increased the chances of applying the debuff and the duration of the debuff of Eye Poke (Dirty Fighting), but also -increased its recIncreased both the duration and chance to apply the Dirt in the Eyes debuff (Dirty Fighting).harge time by 3 seconds.
Dirty Fighting will now increase skillmore quickly.
Entertainment
Marching Chant (Entertainment) is no longer a toggle, but now a short duration wide area PBAoE buff which does not require a rest area.
Battle Song (Entertainment) is now a short duration, wide radius PBAoE buff which does not require a resting area.
First Aid
Reduced the recharge time on Revive and Resuscitate abilities (First Aid) from one minute to thirty seconds.
Slightly reduced the Energy Regeneration bonus of Energy Overload (First Aid).
Increased the chance that Overload Powercell (First Aid) will knock your opponent Off Balance or off their feet entirely.
Slightly increased the success rate of vaccinations (First Aid).
Cut the activation time of Corrupted Nano Bomb (First Aid) in half.
Inject Sedative (First Aid) will now Confuse targets without fail, but had the duration of that effect reduced to six seconds.
Ocular Spray (First Aid) now reduces the damage dealt and defense of affected targets.
Cut the recharge time of the Rescue ability (First Aid) in half.
Nano-Stitch (First Aid) can now remove punctures as well as normal bleeding effects.
Increased the regeneration rate of Bandage Wound (First Aid) by 40%.
Extinguish Flames (First Aid) can now be used to dispel Flame Shields in addition to dispelling Burning effects.
Reduced the AoE radius of Antibody Spray (First Aid).
Reduced the usage time and increased the effectiveness of Nano-Vaccine (First Aid).
Set Bone In Place (First Aid) is now always effective against one broken limb.
Handguns
Slightly increased the duration of the debuff component of Crippling Shot (Handguns).
Slightly reduced the duration of the Paralyzing effect when you use Overwhelm (Handguns) on opponents who were previously Dazed.
Increased the duration of Trigger Finger (Handguns) but slightly reduced it's attack speed bonus.
Slightly reduced the Immobilization period of Stopping Power (Handguns).
Increased the chance that Double Shot (Handguns) will knock your target off balance, and the duration of that opening by 2 seconds.
Dizzying Shot (Handguns) now has a small chance to Daze your opponent. This was originally intended but had been missing from the ability.
Doubled the AoE radius of Scatter Shot (Handguns).
Stinging Shot (Handguns) will now apply its debuff significantly more often on Off Balance opponents, and received a 5% damage boost.
Increased the duration of the Shield Shot (Handguns) debuff, improved its description and removed the Momentum cost.
Increased the amount of endurance damage done by the Body Blast ability (Handguns).
Increased the duration of Pistoleer (Handguns).
Significantly increased the chance that Neck Shots (Handguns) will cause Massive Bleeding.
Intimidation
The debuff component of Screw Face (Intimidation) will now apply more often and reduce your opponents ability to retain momentum to a higher extreme than was previously the case.
The Rage and Instill Rage abilities (Intimidation) will now improve your Critical Hit Chance, as well as Damage Dealt.
Increased the chance of the Terrorize ability (Intimidation) to frighten your target.
Trade Blows (Intimidation) had its recharge time reduced from 5 to 4 minutes.
Frighten (Intimidation) will now strike fear in the heart of opponents more often.
Intimidation will now increase skill more quickly.
Leadership
Shake It Off (Leadership) is significantly more effective at removing negative effects from an ally than was previously the case. It also had its recharge time reduced by 30 seconds.
Significantly improved the Mind Over Matter (Leadership) ability. Its buff is now both more effective and longer lasting. It will also dispel any Discouraged or Loss of Confidence debuffs on your party.
Increased the regeneration rate of the Iron Man Mentality ability (Leadership).
The Leadership skill: We've Got This now has a 100% chance to cancel Loss of Confidence or Discouraged debuffs if they are present.
Rallying Cry (Leadership) will now add 90 seconds to the duration every time a new stack of it is applied. This is equal to the recharge time on the ability, and allows you to keep it running at all times.
Parrying
Reduced the cooldown on Riposte (Parrying) from 5 to 3 minutes.
Protection
Reduced the attack speed penalty of the Humiliate and Humiliate Enemies abilities (Protection).
The Behind Me! and Everyone Behind Me! abilities (Protection) were improved by adding a Physical Resistance bonus to it.
Protection skill will now increase more quickly.
Rifles
The Stun effect on Suppressing Fire (Rifles) can now be avoided occasionally, but its AoE radius has been increased.
Increased the duration of Locked In (Rifles) and changed its Dodge bonus to a Damage Dealt bonus, which is more useful for rifles.
Dramatically increased the chance that Disarming Shot (Rifles) disarms your target, and increased the damage slightly in either event, but increased its Momentum cost.
Increased the damage over time of Flesh Wound (Rifles).
Critical Rifle Work (Rifles) now has an Energy Penetration bonus in addition to previous enhancements.
Increased the chance that Startling Shot (Rifles) will Startle your opponent.
Startle Shot (Rifles) has a higher chance to debuff your opponent, and the openings it creates last longer.
Significantly increased the chance that Panic Shot (Rifles) will Panic an opponent who was previously Startled.
Static Discharge (Rifles) will now reduce Electro-Magnetic Resistance, in addition to previous effects.
Increased the damage on Rifle Fire Storm (Rifles).
In addition to now being a small cone based AoE like most melee abilities, the Butt Attack ability (Rifles) has had its knockdown chance increased. It's recharge time was increased by three seconds. Previously this effect stunned and dazed if an opponent was Off Balance, but now it only dazes but at a 75% success rate if the Off Balance opening is present.
Take Aim (Rifles) now grants a bonus to Critical Hit Chance, as well as its normal bonuses. Its ability description was also updated.
Significantly increased the chance of Arm Shot (Rifles) causing an Arm Injury.
Added an Attack Speed boost to Rifle Monkey (Rifles).
Increased the chance of Head Shots (Rifles) confusing your target.
Decreased the chance of Knee Shot (Rifles) causing a leg injury in addition to to its normal slowing effect. The percentages were too high for a ranged weapon.
Shield Tactics
Increased the chance to stun and debuff your target when using Shield Bash (Shield Tactics), but increased its recharge time slightly.
Block (Shield Tactics) had its recharge time increased slightly, but its blocking effectiveness increased substantially, while its offensive penalty was reduced by 33%.
Shield Counter (Shield Tactics) had its recharge time reduced from 5 to 3 minutes.
Raise Shield (Shield Tactics) had its recharge time reduced from 5 to 3 minutes, and its block bonus increased by 7%.
Shockgun
Significantly increased the range of the cone of fire for Stunning Blast (Shockguns). Also increased the Stun duration by one second.
Increased the damage of Double Click (Shockguns).
Increased the duration in which you can attack the target specified in Take Them Down! (Shockguns) to restore endurance.
Reduced the duration of the Paralyze effect in Obliterate (Shockguns) from 10 to 8 seconds.
Debilitating Shot (Shockguns) had it's spread radius increased, and its chance to cause Leg Injuries boosted, as well.
Increased the chance of Stun Shot (Shockguns) to knock your opponents Off Balance or Stun them.
Increased the chance that Balance Shot (Shockguns) will knock your opponent Off Balance, and the duration of that opening.
Increased the AoE radius of Maniacal Rampage and Maniacal Kill Spree (Shockguns)
Significantly increased the chance that Angle Shot (Shockguns) will confuse your opponent.
Increased the chance to Stun or Knockdown targets with Melon Shot (Shockguns).
Increased the chance that Chest Shot (Shockguns) will knock your opponent Off Balance or stun opponents, and slightly -increased the amount of Endurance that it drains.
Increased the chance that Shock (Shockguns) will Confuse opponents who are currently Stunned.
Increased the range of Jolting Shock (Shockguns).
Increased the damage of Overcharge (Shockguns).
Survival
Added a boost to the Courage and Willpower when using the Show of Courage ability (Survival).
Gather Self (Survival) now has a significantly higher chance of removing negative effects.
Thrown Weapons
Increased the damage of EMP Grenades (Thrown Weapons).
Increased the chance that Flash Grenades (Thrown Weapons) confuse targets, and increased the duration of their vision impairment by one second.
Thrown Weapon Defense
Increased the level of protection from Fire in the Hole (Thrown Weapon Defense).
Trap Knowledge
Sentry Alarms (Trap Knowledge) will now reduce your ability to retain Momentum, as well as Stealth chances.
Unarmed Tactics
Increased the buff duration of Unbridled Aggression (Unarmed Tactics).
Knockback (Unarmed Tactics) has a higher chance to knock your opponent Off Balance or backwards.
Kick (Unarmed Tactics) had its damage and chance to knock your opponent Off Balance increased.
Shove (Unarmed Tactics) now has a substantially higher chance of knocking your opponent backwards of Off Balance.
Body Blow (Unarmed Tactics) now has a higher chance to debuff your opponent, and deals increased damage and endurance damage over time.
Increased the chances of Jab (Unarmed Tactics) debuffing your opponent.
Headbutt (Unarmed Tactics) now has an increased chance to stun or knock your opponent Off Balance, but a slightly longer recharge time.
Trip (Unarmed Tactics) will now bolster your defense for longer than was previously the case.
Drastically reduced the endurance cost of Comeback Rally (Unarmed Tactics) but reduced its buff effectiveness somewhat during the process.
Increased the damage over time of Rip Open Wound (Unarmed Tactics).
Increased the chance of the debuff components of Feign (Unarmed Tactics) to take hold.
Increased the damage and chance to create an opening on your opponent when using Shin Shot (Unarmed Tactics).
Increased the knockdown chance, and chance to stun Off Balance opponents of the Uppercut ability (Unarmed Tactics), but increased its recharge time to compensate.
Leg Sweep (Unarmed Tactics) now has an increased chance of breaking legs which are already injured, but consumes a higher amount of momentum.
Reduced the momentum loss of the Kidney Punch ability (Unarmed Tactics), but increased the effectiveness of its endurance drain.
Roundhouse Kick (Unarmed Tactics) is now a PBAoE and has an increased damage and a higher chance of knocking your opponent Off Balance, as well as an increased duration for when it does.
Power Shot (Unarmed Tactics) now has a 75% chance to knock an Off Balance opponent senseless.
Veterinary Medicine
Reduced the usage time of Patch Animal (Veterinary Medicine) but increased its Recharge time. You lost no healing capability in this trade, but should now be able to perform additional activities in between the recharge time (where previously the usage time was very long and the recharge very short).
Reduced the recharge time of Heal Animal (Veterinary Medicine) from 30 to 18 seconds.
Cure Animal (Veterinary Medicine) is now slightly more effective at curing disease or ailments.
Trade Skills
Batching quality maximum is now 100% instead of 95% and the minimum quality has been clamped to 80% from the previous 65%.
Reduced batching times across the board (in particular for lots at/under 20).
Added Automated Harvester Body Production recipe to Metalworking. This recipe crafts the body type needed for any of the four harvester types.
Added Recipe: Pigment Extraction: Plant. Makes Green pigment from Morganstern Sap (Book Modern Style)
Added recipe to Metalworking: Simple Composite Blade Fabrication. This recipe creates blades that are used in simple, non-weapon items.
Added the recipe Preemptive Stim Production to Pharmaceuticals. This recipe creates several types of effect prevention stims and is found in the Advanced Pharmaceutical book.
Added Rapid Harvester Control Circuitry and Regular Harvester Control Circuitry to Automated Unit Circuitry Programming.
Added a new event to the crafting system for Pharmaceuticals; this has been added to advanced Pharmaceutical recipes.
Added 3 new products to Mineral Breakdown: Refined Vanadium, Refined Ytterbium, and Refined Dysprosium. These are Rare Earth metals used in Artillery.
Tryptamine, Rhodopsin, and Histamine now require Oxalate Buffer Solution to be produced.
Basic and Curved Glass Production in Cosmetic Styling have been altered. These recipe now correctly require Glass Fining Agent as the agent type instead of Fluorspar specifically. Fluorspar may still be used in this agent slot as it is a Glass Fining Agent, but other agents with this type also exist.
Anhydrous Barium Fluoride is no longer a result of Anhydrous Chemical Synthesis. This recipe has also had its skill requirement changed to 500. Some results now require better than minimum grades; failure to achieve this grade will result in a Failed Chemical.
Cree'it Oil now comes in 5 quantities from Fungii Extraction instead of 1
Transitional Chemical Reaction now has slightly higher requirements; its minimum skill is now 150.
Enriched Stimulant Synthesis can now product Advanced Damage Absorption and Advanced Damage Resistance stims; these stims negate a percentage of incoming damage... at a cost.
Injectors can now be made with any Refined Bio-alloy Bar. B grade or better results now also yield additional injectors.
Recipes that required Refined Chromite were altered to use any Refined Metal bar. All four were all Installation recipes.
Added the following dyes for the Primary Armor Channel: Green, Dark Goldenrod, Dark Brown, Dark Blue, Crimson, Salmon Pink, Olive Drab
Mineral Reduction now includes a Complex difficulty. Certain products can now only be produced at higher difficulties. Failure to meet this grade requirements will now produce a Failed Chemical as the result.
Cosmetic Styling: Added recipe for Specialized Prism Cutting (book Modern Style)
New Recipe: Dye Tin. Use this to create a Light Tint / Dark Tint to mix with dyes to create additional colors
Silicone now produces 10 results instead of 5 since it is one of the most used resources in the game.
Renamed Chemical Extraction to Chemical Extraction: Logging.
Purified and Distilled water now yield 10 units, up from 5.
Specialty Filling Production now has slightly higher minimum requirements.
Added 4 new Culinary Arts recipes: Chip Scrambler, Vodka, Rum, and Moonshine. These are available in a special recipe book.
Changed Modern style book icon to match other books
Added the following Secondary Dyes: Forest Green, Saddle Brown, Indigo, Burnt Orange, Gold, Spring Green, Dodger Blue, Dark Violet
Renamed Power Infuser Pattern to Power Infuser Mold Pattern
Many crafting components and several training manuals have new icons.
Medium Nanomesh Panels may now be created in Tailoring at 600 skill; Heavy Nanomesh Panels are now 1200 minimum skill.
Enriched Stimulant Synthesis can now produce Advanced Increased Detection stims; these stims gives an advanced increase percentage to tracking.
Chemical Reduction and Chemical Acidification have has been significantly expanded and now includes 4 tiers of difficulty. Certain products now require greater than minimum grade or difficulty; failure to meet this requirement will result in a Failed Chemical product.
Added recipe Harvester Production to Metalworking. It can be found in the Advanced Metalworking book. This recipe is used to create mineral, lumber, plant, and water harvesters of the standard, large, and rapid varieties.
Artillery: Optical Cavity Production - Added Outputs for Norton-Tessarae Gradient Beam Optical Cavity, Norton-Chau Multi-Beam Optical Cavity, Targetted Beam Optical Laser
The Culinary recipe Milk has been renamed Special Extraction: Plants and now creates both milk and sugar from Hok Weed and Sweetfinger Mushrooms respectively.
Acid-Base Reaction has been greatly expanded and now includes 4 tiers of difficulty. Certain products in Acid-Base Reaction now require greater than minimum difficulty to create; failure to meet this requirement will result in a Failed Chemical.
Tidied up branching of Optical fibers so that all recipes are consistent using component type of optical fiber and the respective branch where needed.
Reduced the base value of milk to match sugar.
Destructive Distillation: Hardwood now produces 3 Acetic Acid from Cree'it and 2 Rubber from Anjara, up from 1.
Added Chlorophyll as a green pigment extracted from Morganstern Sap
Added Installations recipe - Cable Construction to its recipe book.
Processor Blade Assembly now uses Simple Composite Blade instead of Composite Blade. This recipe also no longer uses metal and instead needs 8 Mounting Brackets.
Many chemistry recipes have had their product output normalized to either 3 or 5.
Basic Stims have had their durations increased.
Special Extraction: Plants now produces 10 units of milk or sugar but requires 2 plants, up from one.
Injectors are now only craftable at Simple, Normal, and Complex and are now more difficult to craft at Complex difficulty.
Sulfuric Acid now requires a minimum grade of B.
Hardwood, Softwood, and Specialty Lumber recipes now require twice the number of logs but also produce twice the products.
Processor Pump Assembly now requires the proper components: Rubber Hoses, Refined Metal Bars, Power Coils, and an Elector Actuator.
There are now Simple/Normal/Complex/Arduous Repair kits that result from the repair kit recipes. This fixes an issue as they impact repair rates and don't stack properly.
Improved our support for GMs to diagnose and correct issues with trade skill recipe mastery levels.
A Lumber Blade Assembly is now craftable in the Processor Blade Assembly recipe in Metalworking.
Acid Solvent Synthesis is more difficult. The minimum skill requirement is now 300, it has a Normal difficulty tier, and certain products require higher than base quality or difficulty to produce. Failure to meet the grade of difficulty requirements will produce a Failed Chemical result.
All recipe books now have the same icon to avoid confusion.
Aluminum acetate has been removed from Acid-Solvent Synthesis. This mordant was extraneous.
Repair Recipes now require 5 repair materials instead of 10.
Manganese Dioxide is no longer created in Mineral Reduction in Chemistry. It is still refined from Pyrolusite through the recipe Mineral Breakdown in Mining.
Renamed Robotic Suit Software to Automated Unit Circuitry Programming. It is now slightly more difficult to achieve Normal difficulty results.
Chemical Synthesis now produces 3 of each item (except Silicone which remains at 10). The minimum difficulty at which certain products can be made has been changed. Failure to meet this difficulty requirement will result in a Failed Chemical result.
Decreased refinement skill gain rates.
Added Advanced Speed stims to Enriched Stimulant Synthesis.
Added a "failed" product for attempting (but failing) to reach Normal difficulty, A grade Refined Cerium in Mineral Breakdown.
Reduced the bonus you received to water quality in some areas as it was set too high.
Added failed embyro to Advanved Genetic Recombination as a catchall to allow higher grade outputs to be attempted.
Bandage Production now requires an Antibiotic as the agent instead of Sterilization agent.
Transitional Chemical Reduction is now more difficult. It requires a minimum of 500 skill in Chemistry.
Refined Silver Bar is now only created through Decorative Metal Refinement using Silver Ore.
Set defaultstacksize of Round Stone Tabletop to 1 so that it can be made.
Transitional Chemical Acidification is now much more difficult. It requires a minimum skill of 750 in Chemistry.
Traps are now produced in bundles of 5.
Grenades are now produced in bundles of 4.
The recipe Fruit gelatin in Culinary Arts now correctly requires 2 Fruit and 1 Sugar as ingredients. Pectin is now the only agent needed.
Vitamin Spray is now made with Purified Water instead of Bonding Agent as the agent.
Light Tactical Thigh Rig now requires a Metal Buckle as a Fastener.
Light Tactical Harness now requires only Simple difficulty, C grade to create.
Paper Making now requires 10 wood, rather than 1
Silica changed from a minimum C to a minimum F product as it is needed heavily for Silicone.
Genetic Engineering: Advanced Genetic Recombination - Fixed DNA linking issue where recipe was asking for a DNA type that could not be added
Set defaultstacksizes and reduced values of the following: Myxococcus Xanthus, Vitamin SPray, Seasoning, Meat Tenderizer, Seasoning Mix.
Removed unneeded Vehicle Upgrade Mold and associated recipe.
Fixed an issue with Brachura DNA Sample. It can now be used in the Tertiary DNA component slot.
Fixed the defaultstacksize on Omega-3 Fish oil to 1, and reduced it's value.
Removed some random values in the crafting backend.
Fixed the filters on the Black Armor Dye Creation, you can now make all 5 pieces.
Removed Refined Chromite from Mineral Breakdown, the refined form is no longer necessarry
Fixed an issue where the results had been deleted from Wooden Tabletop Fabrication. Tabletops are once again craftable.
User Interface
Added a gamma slider to the video interface. It is clamped to .5/1.5 for now until we get some feedback on it. This requires the client to be in full screen mode in order to function.
Added a window scale option to Interface option, it will scale many of the UI elements in the game.
Added ability to "Compress" your main inventory, which will slide items to the top of the inventory, clearing empty spaces.
Added ability to select multiple emails at once. Single click to select a single email. Ctrl+click to toggle the selection of an email. Shift+click to select/unselect a range of emails, from that email to the last one that was selected/unselected.
Work Order Email will now come from the "Work Order System". They will be displayed in green (no longer white), and can be filtered along with the Auction System emails.
Multiple emails can now be emptied and deleted at one time.
When email has attached credits, but no other items attached, the number of credits is now shown in the lower left corner of the coin icon, for that email entry.
Mission font Size now in the Window Options part of the Interface Options. 6 different options that will adjust the scale of the mission text.
There is now a /waypoint share. It spits out the waypoints in a format that can be shared with others and added using the command line (or putting into the GUI).
Added a Targeting Indicator option in the Interface Options menu. This option allows you to alter the appearance of your target indicators. The default display uses all three methods as have been used in previous versions. You can optionally use any of the indicator types on their own, or a hybrid type.
Floating text now uses the window scale as well as the font scale.
Chat bubbles now scale according to the saved chat scale size.
Locking an action bar will now lock both it's movement, and the ability to drag away additional icons. This can be used by players to avoid accidentally dragging away icons as a result.
Action Bars are now unlocked by default. You can right click to Lock them.
Action Bars will now save user defined Lock settings.
Vertical Ability bars now have a small section above them to make them easier to drag/click on.
Ability bar hotkey text now is brought to the front properly so it isn't under the icon.
Added a Region Map toggle button on the minimap.
Camp locations are now displayed as icons on your map or minimap.
Unset key bindings should no longer display "_U.cmdname". They will now display "Not Set" instead.
Player can now close the Read Book window using the ESC key.
Read book window now will fade in on open.
Added /help loadoldsettings - it will load your old settings and save them into the new DB.
Harvesting text banners now display the grade in the text banner. This was previously only listed in chat.
Improved the Split Stack window so input value is selected by default. You can type in directly when window opens instead of clicking on it first.
Training Manual tooltips now shows how many recipes you have on your character compared to the total. You can view the info card for the book to get a full breakdown.
Altered the up and down difficulty indicators on NPC nameplates to reflect the new skill differential changes.
The Survey and Vehicle windows should now save position properly.
Player can now close the Chat Tab Settings window using the ESC key.
Character Sheet should properly save in the right spot now.
Chat Tab Settings window now will fade in on open.
ToggleShadows (Ctrl+P) actually toggles shadows now.
Windows without position information now start out centered horizontally and slightly to the top of the screen.
Fittings and Ability Enhancements now display a description in their tooltips.
Going idle will no longer reset your chat channel to General chat.
Disabled some commands so player can't call them while dead.
Moved all of the local settings over to the new DB so it can easily be copied/saved if needed. This should also correct an issue where your settings could have been overwritten if patching didn't go correctly.
You can no longer drag items to an empty slot of a received email.
Several Improvements and fixes to Cloning Options when player dies.
Now if player use Ctrl+G when dead then the cloning options window will popup again.
Camps are now visible on the World/Region Map.
There is now a local waypoint stash. This is stored locally on the client. It can contain up to 500 waypoints.
You can now double click to add Ability Mods to an open ability window.
Item cards and tooltips now show max stack size for an item.
You can also now drag fitting mods to abilities on the ability bar.
Added a Tip when you fail enhancing or enriching to let players better know when they are wasting their time.
Added Region and Zone Coords to many areas for the region map.
Updated Fal Sept region map background.
Kalazar Mountains now has a proper region map (Shift+M) instead of Plymouth map.
Updated Freedomtown Region map.
Updated Plymouth Region map.
Doma Highlands now has a proper region map.
Tralus Plains now has a proper region map.
Mount Ash now has a proper region map.
Fixed an issue with an extra arrow showing up in the vertical ability bars.
Vehicles and Mounts
Increased the movement speed of tamed mounts.
Increased the damage of Mounted Attacks.
Increased the chance that Gnaw Legs (Rocharus Mounts) will knock your opponent Off Balance or cause a Leg Injury.
Increased vehicle Mine damage.
Corrected an issue which was preventing the Turbo Boost and Shielding perks from granting the vehicle ability which they were intended to grant.
World
Adjusted the bloom and fog settings.
Improved much of the environment and path nodes around Plymouth City.
Cleaned up texture seams and dirt scaling issues throughout the Freedomtown region.
The minimaps in the tutorial areas are much easier to view now.
Added more occluders to problem spots in Plymouth City to increase frame rates.
Updated the appearance of the terrain textures outside of Plymouth City.
Improved terrain textures and scaling throughout Wailing Chasm so all area borders looks seamless.
Reduced mob density in Daxton. It is still more packed than many areas, but a little easier to navigate.
Made numerous adjustments to the mob distribution and placement in Wyrmn Grove.
Texture and terraforming work throughout South Timbertol.
Minor decoration and adjustments to mob and camp distribution in the Maple Mires.
Props placed in Banshee's Hollow for "The Holler" news.
Props and lights added to Pontoc Medlab.
You will receive a small permanent boost to your fishing skills if you visit the Kazarma Bridge in Laredo.
Added an exploration point to the Kazarma Bridge in Laredo; it will now appear in the map.
Laredo Waystation: Added titles to the majority of buildings; they should now show up on the map.
Removed a large boulder that was blocking a road in Fal Midlands.
Minor terraforming work in Malfrow.
Props and lights added to The Sevens.
Made some alterations to the road outside of Freedomtown's south gate.
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