Patch note 15.4.1 (en ligne depuis le 15/5/15)

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Premier jet du patch 15.4.1
Comme toujours, il n'est pas exhaustif et continuera de s'allonger...

Citation :
Audio
Added environmental sounds to many of the games dungeons.
Added new sound effects to various abilities.

Combat
The Attack Speed modifier now has an affect on the global recharge time of most abilities.
Increased the amount of Momentum lost when you are critically hit or outside of combat.
Made some adjustments to the global cooldown system to increase responsiveness.

Engagements
Modifications were made to the OWON attacks starting FX including a more recently added aircraft model.

Graphics
Added moving clouds back to the environments. Tweaked the lighting a bit more.
Destructible barricades now have destruction FX.
Adjusted vertical tracking on rifle so it is much better when aiming higher outside of action mode.
Added new FX for boss abilities.
Better centered the Beam Pistol so it looks more aligned.

Housing
You can now add Computer Terminals to housing areas. This allows you to start the Hacking Minigame.

Inquiries
Virsey Point: if asked about his mentor, Aaron Gamelin will tell you what became of Dr Virsey.

Items and Fittings
The Crafting Component type 'Hardware Development Kit' has been renamed "Development Kit Software".
Improved the harvested or looted drops from numerous bosses.
Vehicle development kits are now call 'Development Kit Software'.
Steampunk Pistols can now be dual wield.
Gypsum Cluster is no longer a Refinement Agent.
Added new Removable Storage Devices which can be purchased from vendors. These devices are used in the new Hacking minigame to create software libraries.

Minigames
Introduced a new system for the Hacking skill. This system allows you to interact with new computer terminals in town to begin a minigame. This minigame allows you to select different bits of code and attempt to compile them to create a software library. You do this by pressing one of three code buttons, and then compiling or undoing then downloading the software onto one of the new Removable Storage Devices to create software libraries for crafting. While many software types have static codes which are the same for all players, others have randomized components which are different for each player and which need to be figured out by the player. Unlike the old C0 store purchased libraries, these libraries can create higher grade results based on your Hacking skill.
Added support for the Fishing Minigame to the stream in Nido Cuervo.
Minigames can now be launched through the inquiry system.
Added 13 software libraries into the Hacking Minigame.

Miscellaneous
Added server bounding box info for the giant mech.

Missions
Virsey Point: If asked, Aaron Gamelin will tell you the tale of his mentor Dr Virsey.
Increased the reward quality of a good number of missions.
Updated the Mission to the Falls delivery so that it includes waypoints through each of the areas required to pick up the package and then delivery it. Also increased its rewards substantially.
New Mission in Scars Wall: Kristy Needs Antennas. This mission is available if you make certain choices in the mission Help Patricia Landsaw which is itself obtained from Troop Assignment Negotiations
New mission in Plymouth "Poisonous Matters", Do you know your vultures?
Freedomtown mission "Blood for the Doctor" has has text banners amended to clarify how many blood samples are being handed over. Also fixed a typo.
The mission system now supports recipe mastery levels as a prerequisite for dialog branches.
New diplomatic mission: Scar's Wall: "Help Nurse Wendt": One way to earn FPR Defense Representative Birgit Amsell's favor is to help Nurse Wendt sort out her medical supply problems. This mission is available if you make certain choices during "Troop Assignment Negotiations"
New Plymouth Mission: "Dirty Business": All kinds of people need help from couriers.
New diplomatic mission: Scar's Wall: Birgit Amsell's favor can be gained if you help Patricia Landsaw obtain a fractal antenna. This mission is available if you make certain choices during "Troop Assignment Negotiations"
New Plymouth underworld mission; "Personal Request" - Not all courier missions are completely above board.

Nations and Cities
Put in some more fail safes to make sure housing/nations properly load.
Player cities can now place down cloning centers. This adds cloning capabilities to cities. You will have a choice of either your home city to clone into or the capital city to clone into if they have a cloning facility. Cloning centers are currently available at level 4.
Prop structures (bank, skill imprint station, crafting stations etc) now work properly outside of housing units. In short you can now place bank terminals as a normal nation structure and it will work properly not requiring the use of housing units.

NPCs
Some NPCs are now capable of setting traps.
Reduced the effectiveness of NPC flash bombs.
Introduced a new boss ability: Obscuring Dust. This ability can be created by a variety of species and creates a cloud of dust around the boss, which does some damage, but also significantly protects the boss against ranged attacks, both making them less accurate and reducing their range.
Sergeant Fabian Chacon; Virsey Point. This hard-working officer has risen to the challenge of operating in such a remote posting.
Specialist Sean Mulligan; Virsey Point. A sniper specialist; he enjoys life in a frontier posting.
Private Pierre Ontiveros; Virsey Point. There's always one guy that has connections. If you need something that can't normally be found in a remote posting like Virsey Point, try asking him.
Takoda; Lesoo Trading Camp in Krachester. He speaks reasonable English but he still needs to learn how to tell jokes.
Kohana; Lesoo Trading Camp in Krachester. He doesn't say much, but he's the one that does all the hunting.
Altered the way global cooldowns work for NPCs.
Private Fern Kohn; Virsey Point. Efficient, quiet. Maybe a bit too quiet.
Human/Humanoid NPCs now have the Improved Salvageable Fitting Modules on their corpse extraction list.
A Pierre Barbot has been added to "The EDGE" in Virsey Point to sell drinks created by hobbyist brewer William Donley.
Specialist Judson Stuckey; Virsey Point. Respect, but never trust, the lesoo.
Thicket Overwatch: Sadie Jentzen no longer sells pet supplies. Kelli Frost the Vet now has a monopoly.
Harvesting Tools Vendor Bot, Harvesting Tools Vendor Bot and Metallurgist Supplies Vendor Bot added to Virsey Point to supply crafting and harvesting supplies.
Private Rebecca Arring; Virsey Point. Not happy with her current posting and pretty much everything in the camp.
Added new innate boss abilities which adjust baseline stats, allowing us to create some bosses which have heavier than usual armor, but deal less damage and for those traits to be generated randomly when they spawn.
Reduced the effectiveness of the Malagion Smash attack used by Malagions. It no longer completley ignores armor, but still has a heavy penetration bonus.
Added a new generated boss ability to Vultures, Arrvor, Drakes and Jabberbulls: Toxic Pool. This ability will excrete a toxic substance on the ground which will last for 15 seconds. Players standing on the pool will suffer biochemical damage until they move away from the pool.
Some bosses are now completely immune to crowd control effects.
The Arrvor boss ability: Stinging Rampage is now a bit less deadly. Rather than completely ignoring armor it instead has a heavy armor penetration bonus.

Pets
Genetically Engineered Rocharus pets should now longer have saddles.

Resources
Adjusted the Maypuri spawning area in Arboleda in an effort to prevent the trees from spawning partially buried.
Adjusted the lumber region in Nido Cuevo to help prevent trees from spawning on the side of the mountain.

Skills and Abilities
Reckless Swing (Blunt Weapons) now has a much smaller chance of leaving you Off Balance after using it. It no longer ignores armor, but it does have a bonus to its penetration values. Its base damage was also boosted slightly.
Killer Instinct (Blunt Weapons) had its damage increased slightly, but it's armor penetration bonus reduced.
Smash Generator (Blunt Weapons) no longer ignores armor, but does have a good penetration bonus against it. Its damage was also boosted slightly to compensate.
Sabotage Robot (Robotics) will no longer completely ignore armor, but will penetrate it. It had its base damage boosted slightly to compensate.
The Increased Threat ability enhancement can now be used in the following abilities which were previously disallowed: Shield Bash, Bludgeon, Blind Hack, and Shield Slam.
Shield Shot (Shield Tactics) no longer ignores armor on the initial hit.
Penetrating Shot (Handguns) now receives a bonus to penetration, rather than completely ignoring armor.
Removed the Ignore Armor component of Got Your Back (Rifle Tactics) but, giving it a heavy penetration bonus instead.
Back Slash (Bladed Weapons) had its damage increased slightly to compensate for it's penetration bonus now being a bonus rather than completely ignoring armor.
Sneaking Thrust (Bladed Weapons) no longer completely ignores armor, and had it's Momentum cost increased slightly.

Trade Skills
The hacking recipe, Control Chip, has been renamed Control Chip Programming and it's description has been rewritten.
The Cosmetic Styling recipe Dye Tinting has been split into 2 recipes: Primary Dye Tinting and Secondary Dye Tinting.
The Metallugist vendors now carry the Small Metal Chair Frame Pattern.
There is now a Tier 2 Salvageable Module and a tier 2 for the recipe to create Tier 2 Fittings. The recipes require the new module otherwise it will create Broken Fittings.
Pharmaceutical - Enriched Stimulant Synthesis. Existing stims now fully scale by grade and complexity. Added a number of new stims to Class 1, Class 2 and Class 3. Added player made learning stims. Added stims to boost health, endurance and momentum
Introduced a new Vehicle Engineering recipe: Passenger Protection. This allows you to build vehicle upgrades to aid in preventing you from being knocked out of your vehicle. It is contained in the Advanced Vehicle Engineering manual.
Adjusted the Flashbang Matrix recipe so that it now requires Sodium Perborate, White Phosphorus and Thorium Nitrate. It now produces two results instead of one.
Flashbang Grenades can now be produced through the Grenade Engineering recipe (Artillery).
T'Seef DNA is now considered both a secondary and tertiary DNA type.
Increased the bonus received when using Thermal Glands in the Heat Needed crafting event.

User Interface
World Map and Minimap now share the settings (hide NPCs, show Housing, etc) and will update each other if changed on one or the other. The popup menu is now there on the World Map as well.
Damage Flashes are now a darker red, to make them easier to see when enabled.
Added in new map, status bar, and chat UI elements.
Improved performance of inventory "Compress" option.
Added "Compress" option to Inventory Containers.
Replaced Inventory "Compress" push button with a drop down list, containing a list of optional actions to be performed on the window (including "Compress").
Added "List View" option to Inventory Container windows.
Shift + Right click on the larger item icons used by shops, will now open the game database to that item. (Matches behavior for item icons in inventory.)
Added a new option to the inventory window, "Large Icon View". This view will display the items using large icons similar to those used by the NPC and player shops.
Adjusted audio options window to make use of the extra width.
Added a new option to the inventory window, "List View", which will open a separate window, displaying the inventory items in a sortable list. The list includes a column for the item type, and another for a crafting item's component type. If the item has multiple types, then they will be listed in a drop down box, where you can choose which one to use for sorting on that column. (Also included in the list are columns for the item name, quantity, grade, and vendor value.)
Added option to Inventory Sort, to display the item names using either their default name (e.g. "Contaminated Water", "Distilled Water") or a more sort friendly name (e.g. "Water, Contaminated", "Water, Distilled") The option is available thru both the "Actions..." drop down menu, and via a right click popup menu over the "Item Name" column.
Adjusted the key binding options window fixing some spacing issues.
Implemented a system which allows NPCs who have a dialog who use the mission system to display a dialog but are not actually offering a mission from displaying mission arrows.
Added check boxes to each row in the "Inventory Sort" window. Inventory sorting will be applied only to the items that are checked.
Added support for dev placed bank terminals, imprint stations, and crafting stations to be displayed on the minimap.
Added options to "Inventory Sort", to move the sorted items to the top, or the bottom of the inventory.
The World map now has a zoom threshold where it switches to using the minimap from the zone. This allows you to zoom it in much further. Due to the result of this functionality the window has been capped to a little over 900x900 pixels so the minimap functionality can be used without issue. You can double click to reset the map (like before) and it will now take the map out of the zoomed in phase to the region map. You also cannot move the map around like you can with the region map when zoomed in (the map is to limited in scope to allow this).
Replaced the game window icons in the lower right hand corner.
Abilities which require a certain skill to use will now display that skill at the top of info cards or tooltips.
Added "List View" option to bank, that will open a Bank Sort window to display all bank items in a sortable list.
Updated the ability bars with the new elements.
The tooltip and info card for an ability now use the same data.
Added "Large Icon" option to Inventory container windows
Selecting an item listed in the "Inventory Sort" window, will highlight the same item in the matching "Inventory" window.
Added ability to do quick multi-check of items in Inventory Sort window. You can click the very top check box to check/uncheck all, or use Shift+Click to check/uncheck a range of items.
Added "Compress" option to Bank Window
In the "Inventory Sort" window, if you change the default value of a Type or Component entry for an item, that value will be saved and reused whenever the window is opened, or new items are added. This should reduce how often you need to change these drop down values when sorting your inventory (e.g. Can set "Hudson Wood" to always be treated as a "Wood Log" instead of a "Heat Source" if desired.)
When an Inventory window is filtered (via name filter, or filter buttons), the same filter will be applied to the associated Inventory Sort window, if open.
Add the option to display bank items using large or small icons.
Minimap settings are now saved so they will work after a UI flush or client restart. There is now a restore default option as well.

Vehicles and Mounts
Added a new Passenger Protection vehicle upgrade. These upgrades reduce the chance of players being knocked out of their vehicles when taking damage.
Vehicles now have a Passenger Protection value which affects how often players will be thrown out of a vehicle when events such as knockbacks or knockdowns are applied on a mounted character.
It is now more difficult to knock players off of vehicles and mounts. Cycles and Racers have a higher chance of being dismounted than Mechs, Cruisers or Mounts.

World
Virsey Point has been given a prop upgrade to match the lore for the area.
Added Computer Terminals to many of the hubs in the game. These are used to initiate the hacking minigame.
Smoothed out some slopes and did some touch up work in the caves underneath Timbertol.
The silos in Pontoc have been replaced with new models.
Adjusted pathing and spawn positions in Pontoc.
Added a Transportation Terminal, and shuttles to Freedomtown and Sept Falls to Thicket Overwatch.
Reworked the Exploration Point and Achievement for Virsey Point in Krachester so that it is for "Virsey Point" and not "Camp Krachester".
Added a Skill Imprinting Station to the medical area of Thicket Overwatch.
Two Resting Places created in Virsey Point at "The Edge" bar and social club and in the "Quarters" portacabin.
Points of Interest: Added POIs for Virsey Point: Cloning Lab, Drake Pen, Cold Lab Storage, Biology Lab, The EDGE, Hudson's Raiders, Quarters.
Reduced the vulture and setlang populations, and made the roads a little safer Outside Freedomtown.
In addition to receiving an all-new buildings, the city of Freedomtown has also seen some prop work.

Bug Fixes
Fixed an issue with autosize code of alerts, it was cutting off the bottom of the window.
Fixed the Harvester Node GUI as it wasn't setup properly for the new changes.
Fixed Chat position based on scaling and history. It should properly freeze the scrolling in the proper place if you are at or past history.
Fixed the Plymouth Region map, the map should be a lot more accurate now placement wise.
The /gearswap command is now working as intended.
Fixed typos in the Malagion Smash and Malagion Defense NPC abilities.
Fixed Raith McTavert spawn location so he spawn sitted on a chair instead sitted in the air.
Grounded some plants in Lonesome Canyon.
Fixed several references which were referring to shockguns as shotguns in older fittings.
Minigames now support all six buttons, previously a bug allowed only five to be used unless you used the Exit Minigame ability.
Corrected an issue in the description of Multi-hued Yanos.
Fixed a location where players could get stuck in Parst Pass.
Fixed an area seam the was shared between about 6 areas near Timbertol.
Fixed an ability related bug that caused ability checks to not go through fully when attacking inanimate objects with certain abilities.
Fixed an issue which was causing quest giver dots to become giant yellow blobs on your map over time.
Fixed a terrain texture bug in Parst Pass.
Fixed some signs which weren't quite attached to buildings in Freedomtown.
Fixed several floating objects and terrain texture issues near Timbertol.
Fixed some furniture which was stacked up in Freedomtown which could cause minor performance loss.
Corrected a grammatical issue with the Report to Daren Shin mission.
Filled a hole in Fort Hudson which allowed players to get stuck behind a rock.
Fixed an issue that was doing Jutz Klanger sit while walking.
Fixed an issue where the server was not sending the proper cooldown times to the client.
Reshaped a harvestable region in Eastwood to avoid floating trees.
Fixed some floating crates inside of Red Hot Supplies.
Fixed a few locations in Fool's Sanctuary where players could get stuck entering water.
Fixed an issue with the spawn timer of NPCs at Scorched Gorge Outpost.
Fixed an issue with the preliminary cooldown timer that was used to prevent stacked activations not being in proper sync with the post activation timer causing the ability to for it to screw up the cooldown timer allowing rapid input of abilities.
Filled a hole which made it difficult to walk paste near the shuttle in Thicket Overwatch.
Reshaped a harvestable region in War Wagon Valley to avoid floating trees.
Fixed numerous pathing issues in the Kalazar Mountains, which happened when the area was shifted and was causing camps or NPCs to spawn underground.
Fixed a rock and tree formation which was floating slightly in the Motionless Steppes.
Fixed a bug related to Rogue protected territory and rogue characters not always receiving the protection if the area was also flagged as contested.
Corrected Coordinate system for Ghetti Gorge Area in Timbertol. Also corrected display name at SHIFT+M map.
Corrected an issue in the chat text of the Lunging Thrust ability.
Fixed an issue where arrows were staying on the map when they should not have been.
Fixed an issue with some fitting attributes not applying in some cases of a null initiate.
Fixed a Sarnium and Niurivium Harvestable Region at Eastfal.
The second word in Sodium Perborate's component type is now capitalized properly and the icon has been updated.
Corrected Coordinate system for Valston Area in Doma Highlands.
Even when both your inventory and bank are open, Shift+double click and Alt+double click will modify the current grade value of a stack instead of transferring the item to the bank or inventory. Normal double click will continue to transfer the item as before.
Corrected a typo in the Phosphori Resistance NPC ability.
Resolved an issue with Sniper Rifles not properly pulling up the stored information in action mode. This was specific to sniper variations.
Fixed an issue where the server was applying cooldowns based on the recharge and the client was applying it based on the weapon speed. This was most likely very wide spread as the method to use weapon data but ignore speed is used on a lot of different abilities.
Fixed a building which was slightly above ground in Banshee's Hollow.
Grounded and rotated 2 big rocks at Plymouth Pond.
Fixed a grammar issue with the FPR NPC Knowledge about "Why are we at war?".
The Flashbang Matrix recipe is now properly named.
Corrected Coordinate system for Navi Plains Area in Doma Highlands.
Corrected some pathing issues in the Bombs in the City engagement. This was causing some of the special forces to run back and forth rather than stopping to take cover.
Fixed some Z-Fighting issues in Kaavo Hold.
Corrected the display description of the Poor Quality Stealth Stim.
Fixed an issue with the world map not working initially.
Fixed some rocks at Lukluha that were bad positioned and rotated.
Fixed some collisions issues with hidden engagement ships.
Grounded a rock that was a few meters over the ground allowing a see through from under it.
Fixed the jet exhaust effect underneath some of the shuttles as it was off.

Backer Perks
William Donley, Virsey Point. He's the supply officer for Virsey and runs "The Edge" bar and social club for the base.
Natsumi Sato; Virsey Point. Worried about drake migration.
Hank Milner; Virsey Point. Not worried about drake migration; he likes Rhyldan wildlife in general
Michelle Bancroft; Virsey Point. Not happy with her current posting or certain people in the camp.
Aaron Gamelin; Virsey Point. He's the lead scientist in Virsey who specialises in Drake biology.
En plus des précédentes notes, voici un ajout :

Citation :
Audio
> Changed the tell received Audio to a different sound.
> Echoed footstep sounds are now supported.

Graphics
> Improved occlusion in the Plymouth Control Center.

Items and Fittings
> Added five new items from the new Quadrutet species. This includes a rare item which can be processed into a resource attribute for fittings.
> Dichroic and Diffraction Grated Prisms now have proper branch filters.

Minigames
> Added a new Diplomacy based minigame. This minigame is initiated by using a new Interact ability on a willing NPC. This minigame allows you with a list of multiple choices of diplomatic options to try to alter an NPCs mood, dilemma, cause, or to unlock achievements, missions, knowledge or other rewards. Changing an NPCs attitude alters the missions which can be generated for them and allows players to have a small affect on the world for themselves and other players. While these minigames are diplomacy based, not all choices use the Diplomacy skill, you can also use Intimidation, Leadership, or other skills depending on which minigame is initiated.
> Added improved FX support to Minigames.

Miscellaneous
> Added new tips explaining the Hacking and Diplomacy minigames.
> Improved the anti bot code to make it more difficult for players to get around.

Missions
< Freedomtown mission "Blood for the Doctor" has has text banners amended to clarify how many blood samples are being handed over. Also fixed a typo.
> Freedomtown mission "Blood for the Doctor" has had text banners amended to clarify how many blood samples are being handed over. Also fixed a typo.
> New Plymouth mission; "Special Delivery" - Sometimes things go wrong with what should be a simple delivery.

NPCs
> Added a new creature creature type: Quadrutet. This species has a basic attack ability, bite, leap, and a heal ability.
> Added four new NPC moods. These play a part in the new Diplomacy minigame.
> Adjusted the Elkar's AI/Attack speed to better match the animation speeds.
> Helltyr animations and attack speed better synced up.
> Helltyr Leap maneuver/animation was updated, they now have a leap animation when they lunge at you.
> Improved the NPC chatter system so NPCs will have a bit more variance on whether to play chatter based on their current mood or dilemma.
> Reduced NPC shockgunner range.
> Reduced the rate at which damage is penalized if NPCs are out of energy.
> Vulture Strafe ability now is more of a semi circle move instead of just stepping out to the side.

Resources
> The contents of Alluvium, Beryl, and Aquaios nodes were altered.
> Thorium now has a moderate chance to drop the gemstone Achroite Tourmaline.
> Tweaked drop weight on Niurevium and Monazite.

Skills and Abilities
> Added a new Diplomacy based skill: Interact. This ability can be used on many NPCs to initiate diplomacy oriented minigames.
> Decreased the tick duration of Incendiary Grenade (Thrown Weapon) slightly so the damage appears more quickly.

Trade Skills
> Quadrutet Tentacles are now accepted by the Organic Breakdown recipe (Survival).
> The Ceramic Powder Production recipe is now found in the Mining: Tricks of the Trade book instead of the Basic Metalworking recipe book.
> The Firearms Crafting recipe Beam Weapon Barrel Assembly no longer requires an Electrolaser to produce. It now requires a Refractive Casing instead.
> The Placebo plant pod is now has the correct component type of Placebo Pod.

User Interface
> Added 2 Housing hints that are just in the Game Database section. It explains housing and how it works. The management entry has the commands available.
> Added a Hint when you first place down a city housing unit explaining in short how they work.
> The GameDB now includes the skill range data for recipes. It will display the point ranges in the skill list (with all the recipes) and will display the point range per difficulty if viewing the recipe.
> When a deed is given to a city plot it will now turn around and ask you to use it right after it is given as it seemed to be confusing to a few people on what they should do next.
> When closing the inventory window, the container windows will now remain open.

World
> Props and lights added to Baldy Station in Bald Forest.

Bug Fixes
> Adjusted NPC scalehealth modifier.
> Corrected an issue which was causing NPC armor values to not apply properly in some cases.
> Fixed a bug which was causing the Default button when using a Rifle in the action mode editor to stick a Pets: Attack call at the top of your stack erroneously.
> Fixed an issue related to housing archives.
> Fixed an issue that could cause a losing bidder of an auction to not receive their bid back.
> Fixed an issue where Auction Search results did not sort correctly by Total Bid or Buyout prices.
> Fixed an issue where interrupt FX was not being played to players giving them a hint that an ability is about to fire off that can be interrupted.
> Fixed an issue where the Posting Fee for an auction was displayed incorrectly as 1 credit, for non stackable items.
> Fixed an issue which was spawning harvestable trees underneath terrain in some circumstances.
> Fixed some spawnpoints in the Slaughter Slopes.
> Fixed some spawnpoints Outside Freedomtown.
> Fixed the targeting on Incendiary Grenade (and most likely other fixed circle abilities) that was causing them to fail out by not retargeting properly. This was also causing AI pauses as it would fail out in an odd manner.
> Nation Tag will dislpay correctly after using /shownation command.
> NPC Incendiary Grenade FX now properly plays in the location instead of chasing the target.
> Repaired an issue which was causing NPC mood, personality, or dilemma changes to not always save properly for mission generation.
> Selecting shop items to buy and selecting your items to sell, once again displays the icons as selected.
> Unburied Arrival waypoint at Fool's Sanctuary.
Suite de la preview du prochain patch :

Citation :
Combat
> Global Recharge now respects the speed of your equipped weapon. The recent global cooldown changes favored slower weapons but this should get things back in line.
> Made minor improvements to the Defense Bolstered,Ranged Bolster, and Defense Conscious combat effects that are available on some melee abilities to make them more effective.

Missions
> A chain of seven missions in Combat Mentoring: Blunt Weapons. Train your faction's soldiers in the fine art of bone crushing, improving their technique from Basic to Mastery. The NPC's mood may swing according to your degree of success... or failure.
> Combat Mentoring: Axes. A chain of seven new missions; share your Axe Fighting knowledge with your faction's soldiers, training them in Axe Fighting from Basic through Skilled, Talented, and all the way to Mastery. Different degrees of success or failure will also swing the soldier's mood accordingly.
> Seven new missions in the Combat Mentoring chain: Bladed Weapons. Improve your faction's soldiers skill with swords, and hone their intention to cut the enemy, whatever the means. The NPC's mood will swing according to your success (or failure...) to train them from Basic Bladed Tactics to Mastery of Blades.
Nations
> Several Carpentry items are now considered Luxury items and can increase city happiness.

NPCs
> Added immunity timers to some military NPCs which were missing the flag.
> Adjusted the chatter rate of NPCs so they do not spam chat too often.
Skills and Abilities
> Placed a limit on the cooldown reduction from skill.

Trade Skills
> Added "Fittings" and "Blueprints" tabs to the Game Database window. Clicking on recipe results for fittings and blueprints should now work correctly.
> Renamed Filter 'Red' to 'Firebrick Red' to avoid confusion

User Interface
> Dragging a stacked item within your inventory or bank, while holding down Ctrl + Shift, will now split the stack by a full grade. (e.g. you can drag off all the A's, or B's, etc. in one step)
> Harvesting tools which feature a quality bonus will now display the bonus amount in tooltips and in information windows.

World
> Tweaked numerous NPC spawn positions in the Plymouth Control Center.

Bug Fixes
> Corrected an issue which was preventing Steampunk pistols from being dual wield.
> Corrected an issue with shuttles to Kaavo which was sometimes causing landing issues.
> Fixed a bug which was causing the Knockback ability to have a 0% chance to Knock your opponent backwards.
> Fixed an issue in the Overpowering Attack debuff which was actually improving a mobs damage resistance rather than debuffing it.
> Fixed an issue which was causing a blood spill after some vehicles were destroyed, rather than an oil spill.
> Fixed and issue that was preventing Fish harvestable region be listed when scaning an area.
> Fixed Corporal Christopherson, Shawn Fetters, Iona Amato and Reba Gables spawn locations.
> Fixed issue with posting blueprint items to the auction house, that caused the resulting listing from showing the correct stack quantity of the blueprint.
> Fixed Military path at Scar's Wall to avoid NPCs spawn within walls.
> Fixed NPC spawning issues at Fort Hudson.
> Fixed some grammatical issues which in mood or dilemma based NPC chatter if no Cause was specified.
> Reduced the damage bonus from skill when using Crippling Shot to bring it in line with other abilities.
> Repaired a problem which was preventing the Cause to be spoken in some babbles when one was available.
> Repaired an problem which was causing vehicles to play a crashing sound when you first mounted them.
> Reshaped a Harvestable Region at Outside Freedomtown to avoid resource to spawn within a rock.
> Soften some terrain up on a muntain to avoid players to get stuck in a hole at Northern Range.
> Yeoman Watson and the Peacekeeper Commander have stopped hiding in walls in the Plymouth Control Center.
Citation :
Combat
> Chance to completely block damage when using a shield have been increased. We discovered a math error in the calculation code which was maxing out block chances at half of what they are set at after the change.
Items and Fittings
> Reduced the base skill gain percentages on skill gain stims to compensate for the grade scaling changes.
Resources
> Tweaked the way harvesting tools bonuses work. There is a little additional randomness now. The most noticeable result is that _0 or _1 nodes will have a higher chance of receiving a bonus, with a cap on the bonus on the higher end.

Skills and Abilities
> Reduced the duration of Calm (Diplomacy) from 20 to 15 seconds. Calm in Repop is similar to mesmerizing an opponent, except they will not be immobile during it. They will be unable to attack until it expires. Taking damage will remove the calming effect though.

Trade Skills
> Basic Stimulant Production: Fixed incorrect branch for Melanko on Resitiance Stims
> Medical Charged Fitting Production: Fixed incorrect Stim Chemical Filters
> Reactionary Stim Production: Fixed incorrect Stim Chemical Filters
> Slightly reduced recipe mastery progression rate.
> The Auto button will no longer equip items which are the proper component type but an unsupported branch.

User Interface
> Changed ability to delete an item from inventory from Shift+Ctrl Click to Shift + Ctrl + Alt Click. This was done to prevent a conflict with a new ability to drag a full grade off of a stack, using Shift + Ctrl drag.
< Removed ability to delete an item from inventory via Shift+Ctrl+Click. Items can still be deleted by dragging into empty space.

Bug Fixes
> Corrected a bug where buffs were not applying Attack Speed correctly, only fittings were.
> Corrected a bug which could occur if a fitting had an invalid spec for some reason but somehow managed to sneak onto an item.
> Corrected a bug which was causing some personality based filters to fail.
> Fixed a bug which could display the internal name of an ability in tooltips rather than its proper name. This printed odd names in some cases.
> Fixed an issue that was allowing players kill Guards that spawn when being caught stealing without them fighting back.
> Fixed an issue with recipe result links in the game database, so that all work correctly even when some of the results are items and some are blueprints or fittings.
Citation :
< Highlights of this build to date include a graphical upgrade pass on Freedomtown to bring it in line with the Plymouth City changes, a Hacking minigame to create software for crafting, a Diplomacy minigame to alter NPC moods and such, player city transportation (back/forth from faction cities), cloning facilities for player cities, a new dungeon, combat improvements, optional inventory list views, and the second half of the UI upgrade.
< These build notes are for the upcoming 15.4.1 build. This build is receiving it's final push from dev to the test server today and should be coming to the live servers in the first half of May, we'll update with a more firm date after it has gone through QA.
> Highlights of this build include a graphical upgrade pass on Freedomtown to bring it in line with the Plymouth City changes, a Hacking minigame to create software for crafting, a Diplomacy minigame to alter NPC moods and such, player city transportation (back/forth from faction cities), cloning facilities for player cities, a new dungeon, combat improvements, optional inventory list views, and the second half of the UI upgrade.
> These build notes are for the upcoming 15.4.1 build. This build is currently being prepared for the patch.

Auctions and Work Orders
> Changed the Auction Search Category list from "Crafting Items, Fittings, Other Items" to "Items, Fittings, Crafting Components".

Combat
> Defensive skills now give a small passive bonus vs. attacks of that type. If successful it will cause attacks which would have otherwise hit to miss completely.

Graphics
> The Freedomtown buildings have been recreated. This includes both geometry improvements and texture upgrades.
Skills and Abilities
> You no longer lose faction if you successfully steal an item. Failed theft attempts will still results in faction loss, however.
User Interface
> Recipes in the Recipe window are now listed alphabetically.

World
> Quite a bit of work has been done to improve the roads in the Freedomtown region.
> Scanned through the Plymouth Region and connected broken roads, cleared grass on roads/rocky terrain, and miscellaneous texture fixes, seams, flying props, etc.
> Updated numerous medical facilities with new props.
> Went through the rest of North and West Plymouth to fix roadways, grass on roads/mountains, tree/rock placement, seams, and other miscellaneous terrain problems.

Bug Fixes
> Abilities which consume Momentum will no longer consume it if the ability failed to validate.
> Added some validation and feedback for players when a mission response action try to grant an ability card when inventory is full.
> Corrected a bug which allowed players to get "First Quest" which was an internal test mission.
> Corrected a bug which was allowing dazed targets to attack players.
> Corrected an issue which was causing Hudson Trees to have no results on extraction in some cases.
> Fixed a bug that was preventing Recipe Prerequisite checks when you haven't learned the recipe.
> Fixed a bug with immobilizing effects which could cause NPCs to get in a stuck AI state where they were doing nothing.
> Fixed a rooming issue near The Shady Lady that would cause all shadylady props to go invisible when you have the camera positioned a certain way. But it still happens if you have the camera zoomed far out near walls.
> Fixed an issue with posting blueprint items to the auction house, that caused the resulting listing from showing the correct stack quantity of the blueprint.
< Fixed an issue with recipe result links in the game database, so that all work correctly even when some of the results are items and some are blueprints or fittings.
> Fixed an issue with recipe result links in the game database, so that all work correctly, even when some of the results are items and some are blueprints or fittings.
< Fixed issue with posting blueprint items to the auction house, that caused the resulting listing from showing the correct stack quantity of the blueprint.
> Nurse Lindau is no longer typing in thin air.
Suite et fin

Citation :
Adversarial Camps
< Scaed'ecoo animations and attack speed better synced up. Leaping attack also updated with proper animation.

Animations
> Adjusted the Elkar's AI/Attack speed to better match the animation speeds.
> Helltyr animations and attack speed better synced up.
> Helltyr Leap maneuver/animation was updated, they now have a leap animation when they lunge at you.
> Scaed'ecoo animations and attack speed better synced up. Leaping attack also updated with proper animation.
Items and Fittings
< Vehicle development kits are now call 'Development Kit Software'.

Miscellaneous
< Added server boundingbox info for the giant mech.
> Added server side bounding box info for the giant mech.

Missions
> We began the process of adding new mission chains to various weapon types. This work will continue in 15.5.1.

NPCs
< Adjusted the Elkar's AI/Attack speed to better match the animation speeds.
< Helltyr animations and attack speed better synced up.
< Helltyr Leap maneuver/animation was updated, they now have a leap animation when they lunge at you.
Resources
< The contents of Alluvium, Beryl, and Aquaios nodes were altered.
> The contents of Alluvium, Beryl, and Aquaios nodes were altered to improve drop rates.

Skills and Abilities
< Added an Aggro Increasing component to Defensive Stance (Defensive Knowledge) when active.
> Added an Aggro Increasing component to Defensive Stance (Defensive Knowledge) when active.Sneaking Thrust (Bladed Weapons) no longer completely ignores armor, and had it's Momentum cost increased slightly.
< Placed a limit on the cooldown reduction from skill.
> Placed a limit on the cooldown reduction from skills.
< Sneaking Thrust (Bladed Weapons) no longer completely ignores armor, and had it's Momentum cost increased slightly.

Trade Skills
< The following carpentry recipes now require Wood Glue instead of Bonding Agent: Spindle and Rails Construction, Chair Backing Production, Seat Panel Production, Curule Base, Pouffle Frame Production, Wood Chair Frame Construction, Pouffle Creation, Hassock Construction, Curule Seat Creation and several others.
> The following carpentry recipes now require Wood Glue instead of Bonding Agents: Spindle and Rails Construction, Chair Backing Production, Seat Panel Production, Curule Base, Pouffle Frame Production, Wood Chair Frame Construction, Pouffle Creation, Hassock Construction, Curule Seat Creation and several others.

User Interface
> Where the last patch worked on many window and visual improvements to the user interface, this build improves many of the top level elements. There is still a little bit of work remaining for 15.5.1 but the bulk of changes are now in.
Vehicles and Mounts
> Vehicle development kits are now call 'Development Kit Software'.

World
< Added a Bank Terminal near crafting stations at Camp Taak.
> Added a Bank Terminal near the crafting stations in Camp Taak.
> Freedomtown has received a major graphical overhaul to its buildings, similar to the one that Plymouth City received recently.

Bug Fixes
< Fixed a grammar issue with the FPR NPC Knowledge about "Why are we at war?".
> Fixed a grammatical issue with the FPR NPC Knowledge about "Why are we at war?".
< Soften some terrain up on a muntain to avoid players to get stuck in a hole at Northern Range.
> Softened some terrain up on a muntain to avoid players to get stuck in a hole at Northern Range.
Citation :
* Fixed a bug which could allow multiple death states to stack up and prevent the user from performing any actions.
* 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.
* Fixed an issue that could cause a losing bidder of an auction to not receive their bid back until the auction expired.
* 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. This was causing silver to never be extracted with platinum always being selected, for example.
* 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.
* Corrected a bug which could stack certain states higher than they should stack and cause a player to get stuck in that state.
* Lesoo Raid and Scout camp missions now respect the recently completed missions time limit.
* Corrected a bug which was allowing some abilities that couldn't be trained to show up in your earnable abilities tab
Citation :
* Reduced the vendor price of Vehicle Software Development Kits. The display on this will show the incorrect value at the moment but the price was too high for something which could be made through the Hacking minigame.
* Added a failsafe to ensure that cross-area revival applies correctly.
* Improved determination of healer contributions to combat. They should see the "That would be stealing" message less often.
* Improved action mode's support of friendly self only or group abilities.
* Fixed issue with dropping an item stack from mail to an inventory slot, where any stack overflow could be lost. The overflow is now placed elsewhere in the inventory.
Déjà il faudrait savoir ce qu'est un vaporware (Duke Nukem Forever) avant de dire n'importe quoi ^^

Dans le cas de The Repopulation le jeu est disponible et en développement de façon constante donc non ce n'en n'est pas un, ni un scam. C'est juste un énième jeu en EA sorti très tôt.

Dans le cas de Rust tu es complètement out car vu l'ampleur du boulot effectué par l'équipe de Facepunch, c'est indéniablement le jeu de survie le plus mis à jour de tous.

Ce que tu semble vouloir demander est si ce n'est pas un scam (Starforge, The Stomping Land et bientôt Reign of Kings) et bien non ce n'en est pas un C'est juste un jeu de niche (jeu à public restreint).
Très certainement le prochain MMO sand box que prendrai, j'attends seulement qu'il mûrisse encore.
Deux questions cependant :
1) La population global est elle active et assez nombreuse ?
2) Peux t-on considérer The Repo comme la relève spirituel de SWG ?
Citation :
Rust et planteExplo ne sont pas des Vaporware.
A la place de dire n'importe quoi sur Rust, relance ton jeu temps en temps, y'a des majs toutes les semaines.

Le jeu n'a plus rien n'avoir par rapport au lancement de l'early-access et c'est surement l'un des early access les plus supportée par ses devs.
Citation :
Publié par Eodass
Très certainement le prochain MMO sand box que prendrai, j'attends seulement qu'il mûrisse encore.
Deux questions cependant :
1) La population global est elle active et assez nombreuse ?
2) Peux t-on considérer The Repo comme la relève spirituel de SWG ?

Pour la première question comme le jeu va subir un wipe quand il va passer en closed beta la population est surtout composée des gros fans et des gens ayant le temps pour aider la team de dev à debugger le jeu.
Beaucoup comme moi attendent que le wipe arrive pour s'y lancer réellement.

Je n'ai pas joué à SWG mais les retours de tous ceux qui y ont touché c'est que c'est totalement dans le même esprit.
Citation :
Publié par Eodass
Très certainement le prochain MMO sand box que prendrai, j'attends seulement qu'il mûrisse encore.
Deux questions cependant :
1) La population global est elle active et assez nombreuse ?
2) Peux t-on considérer The Repo comme la relève spirituel de SWG ?
Ca n'a aucun sens de s'intéresser à la population d'un jeu qui est en alpha : seuls ceux qui ont payé un accès anticipé y jouent.

On verra lors de l'open beta qui est intéressé, puis qui est accroché... avant ça n'a vraiment aucun intérêt. De toute façon ça m'étonnerait qu'il devienne extrêmement populaire, comme dit plus haut le jeu ne cible qu'une portion bien spécifique des joueurs : les amateurs de jcj baque-à-sable, avec une économie dirigée par les joueurs (d'où l'artisanat complexe) ça plaît pas à tout le monde ^^
Citation :
Publié par Aarock
Et voilà l'explication

Pour moi le mythique Vaporware c'est Half Life 3.

Je ne suis pas sur que The Repopulation soit dans ce cas, vu qu'il est dispo en alpha

Merci toi (j'étais en mode feignasse pour faire la recherche moi-même... roooo)

Ok, compris. TheRepop ne sent pas le vaporware du coup... vu comment ils avancent bien sur ce projet.
Et sinon la p'tite ville franco, elle a evoluee un peu ? Faut que je retest, ca fait un bail que je ne me suis pas reco. Vous y etes vous ??

Moi j'aime bien Reign of Kings, c'est trop fendard !!
Par Vaporware j'entendais "attrape-nigot", mais aussi ce genre de jeu qui ne sera jamais terminé, et très rarement suivi par les Devs, qui n'a pas d'objectif à long terme.

RUST, j'avous qu'il a bien évolué.
PlanetExplo, le principe m'avais plu, et j'ai laché l'affaire.
StarForge, lol.

Merci pour les réponses.
Et dwa aux aigris qui n'ont pas su garder un minimum de respect.

A voir ce que va donner les conclusion de cette Alpha donc, et les objectifs/changements/evolution que les Devs proposeront à son issue.
Fais des recherches sur Dark and Light qui aurait du sortir en 2007 et tu découvriras une saga judiciaire et technologique haute en couleurs du plus gros vaporware de l'histoire des MMORPG

L'éditeur prévoyait un serveur unique de 500 000 km². Mais à l'époque, il n'y a jamais eu de mob implémenté mais on pouvait faire du snowboard pour l'anecdote ^^
Message supprimé par son auteur.
Le jeu est déjà très très fun comme il est. Ce qui est hyper prometteur. Perso, j'ai payé pour aider les développeurs, je trouve que c'est un très bon système pour continuer de développer le jeu.

La communauté française n'a pas l'air follement active mais il y a beaucoup de joueurs continuellement et tout le monde est vraiment génial. Il y a déjà beaucoup de commerce, de villes créés, etc. J'invite tout le monde à venir tester le jeu ! Vous en saurez plus quand le jeu sera lancé et en plus vous aidez à créer un jeu encore plus intéressant grâce à votre financement et vos idées

Et non, je ne touche pas de commissions. Juste j'adore ce jeu.
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