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Version 1.6.3 9/8/2010

Combat:
Added ironsight support for all range weapons when on foot. Dual pistols have smaller zoom level than others. It can be activated with the scope key or the secondary attack key for 2-handed range weapons. Both ironsight and scope mode will force you into walk mode now.

Added small recoil based on weapon types.

Added reticle accuracy bonus for ironsight and crouch and prone stances, and decreased the penalty when running.

Added a cap of 0.25 seconds before allowing the alternate-hand pistol to shoot, while still allowing animations to play.

Fixed the dual pistols auto-reload so it doesn't prematurely kick in with one round left in the second pistol.

Fixed the dual pistols reloading animation so the clip matches the character animation.

Smoothed the camera zoom-level transition when using a scope.

Fixed the reticle jitter with secondary attack when using 2-handed melee weapons.

Auction House:

Added the seller name in auction house listings, unless it was posted anonymously.

Blood Sports:

Fixed scoreboard so that it should no longer be visible after leaving a match.
Fixed system so that players are properly removed from the match queue.

UI:

Added the crafter name on the tooltips of items you own or trade.

UI Skin:

Brightened the default reticle color.
Added support for customizing the reticle colors based on the skin. This is controlled via the wnd.ini in the skins folder, using the following entries under the [Colors] section:
Reticle_OuterEdge=0xBBGGRR
Reticle_InnerEdge=0xBBGGRR
Reticle_InRange=0xBBGGRR
Reticle_OutofRange=0xBBGGRR
(e.g. Reticle_OuterEdge=0xa0c0c0)

Pets:

Adjusted pet movement.

Missions:

Optimized how missions are saved to the database.


Ostatnio edytowano 12 wrz 2010, 07:39 przez mrynar, łącznie edytowano 1 raz
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Patch Notes 9/10/2010

Hot Fix Notes

Dueling:

Fixed a deadlock in the dueling manager.

Clan War:

Fixed a bug that caused declined clan war callouts to be transmitted to all players.

NPCs:

Fixed a bug that could prevent NPCs from spawning.

Changed combat merchants in Haietta and Park City so that they no longer sell Crude Electric Generators.


No download will be required.

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Patch Notes v1.7.3 - 11/18/2010

Graphics Engine:
Added new atmospheric effects like sun shafts; they are always enabled when shadows and post FX are turned on. The effects are more pronounced during sunrise and sunset and they can be seen in the interior spaces as well as through windows.


Physics Engine:
Updated the ragdolls so they don't jump up at times and don't get pushed back that much.


Recipes UI:
Added a favorites tab, which can hold up to 20 recipes and are alphabetically sorted. Recipes can be added to favorites by right clicking on them. Similarly, they can be removed from the favorites tab.
Added a top level branch, grouping similar recipe types together. For example, all boots are now under "Boots" branch.
Added a "collapse all" button.
Added tooltips to the crafting skill tabs which are now in a fixed order and not dependent on the order that they were learned.


UI Skin:
Added a new bitmap entry for the recipe favorites icon, "recipe_icon_favorites" in grfx_mail.wwm/tga.


Abilities:
Fixed some cases where toggled abilities could get stuck on a character.


Art:
Fixed the Bandit Ski Mask for female characters, so it can be rolled back down.


Misc:
Changed the Code of Conduct Clan Maintenance Policy. Clan Leaders not active for 21 days will now be demoted and replaced by the next highest ranking clan member at that time.

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patch malutki:

Patch Notes 12/8/2010


Fix for some cases of missions failing when they should not.
Fix for some cases of missions unable to progress to the next step

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Version Notes 1.7.4


Welcome to Boneclaw

In the aftermath of Masters' missile detonation, the CHOTA are busy rebuilding Boneclaw! We've added all new content for your gameplay enjoyment – this includes 50+ new missions (open to players of all levels), brand new questors, merchants and trainers, and a new encounter area or two (check out the Blade Dancer fortress for a fun fight), as well as an all new town layout. The terrain looks more realistic, is easier to navigate, and adds a fun vertical element to the world. We've reused popular areas such as the Cave of Beasts in a set of new missions, provided three group-level bosses, and streamlined our Extended Tutorial set to give new players the skills they need to survive Fallen Earth's combat starter town.
To go along with our new content, we're also introducing two new types of missions: The Multi-Use Object mission sends players on a string of quests which allows for use of several target objects, and our Crafting mission rewards players not only for finding or purchasing an item but also for the skill of crafting a specified item from a recipe.
Lastly, we're introducing a special vanity pet, available only in Boneclaw. Come experience Boneclaw today!

Introduction to the New AP Spent Cap and Random AP Gains:

Players gain AP as they always have, but are now limited to spending 25 AP per level. The unspent AP number on the experience bar still shows the total number of unspent AP the player has, but the Attributes window only displays AP available for the player to spend up to their cap .
Players who already spent points over the cap won't lose anything, but they will be unable to spend more points until they gain enough levels to put the level cap past their current spent AP. When using a major respec players will only be able to reallocate points up the cap for their level.
Outside of completing missions, various Wasteland activities--such as killing creatures, PvP kills, harvesting and crafting will now grant players bonus AP. While the qualifying activities broadly overlap activities that grant experience, players at the level cap will still qualify for bonus AP, even though they no longer earn experience.

Combat:

The first Combat Revamp changes are here! These are changes to core values and formulas. The biggest change is that Dodge and Armor Use are now less powerful in relation to the rest of the Skill/Mutation lines.
Armor no longer requires Armor Use to wear, and everyone will have a little more health; we added per-level health gain in addition to the health from Endurance and Strength.

We've also made a few quick changes to some abilities, mostly to keep them from being out of balance in the new system but the major Skills and Mutations revamp is coming soon, so there are a lot more changes coming. Our goal is to retain solo play in our game, but to also provide a challenge, make grouping viable and necessary for group content, and encourage build variety.

• Armor no longer requires Armor Use to equip.
• The mitigation cap from Armor is now 50%.
• Dodge no longer affects the miss rate of NPCs. It still affects their critical hit rate.
• Glancing blows have been removed.
• Descriptions for Dodge and Armor Use have been altered to reflect the changes to these skill lines.
• Players now gain three health for each level, rather than only from Endurance and Strength.
• Endurance now provides three health per point, and Strength gives two per point.
• Altered the critical and location damage bonuses/penalties.
• Melee Weapons now have a smaller bonus for headshots, but also a lower penalty for limb shots.
• Increased the rate of change of critical hit percentages (determined by Attacker's Weapon Skill versus Target's Melee/Ranged Defense).
• Fixed two critical NPC damage bugs that caused all NPCs with weapons to deal incorrect damage.
• Lowered NPC damage multipliers to compensate for these NPC damage bugs being fixed.
• Boosted the mitigation percentage granted by Melee/Ranged Defense calculation to bring Dodge into parity with Armor Use.
• Fixed two bugs causing NPCs to miss far less than they should.

Graphics Engine:

• Updated the terrain system to use an alternate mapping for cliff sides to improve terrain quality and eliminate texture distortion on sheer cliff sides and canyon walls.
• Updated the scrub system for better distribution and to better match the terrain.
• Added support for color grading that is enabled with Post FX. This is used now in Boneclaw.

UI:
• Added the resist percentages in addition to the total resists in the gear window which are based on Player Level and Armor Use.
• Changed the Unspent AP in the Attributes window to show only the AP available to spend at the current level, if you have more AP than the maximum allowed to spend.
• Updated the radar stealth system to take into consideration mounts, vehicles and movement rate.
• Included the item name in the salvage confirmation window.
• Corrected the collapse/expand buttons in the gear and menu bar.

AI:

• Improved how melee-range NPCs surround their target. More NPCs can now "fit" around a target.
• Tweaked how NPCs get within weapon range of their target.
• Tweaked NPC line of sight to make it more realistic. these changes should lower the chance of NPCs shooting through tiny gaps in walls and other obstacles.
• NPCs should now fire through an open door.
• Fixed a bug where the server would 'lag' due to your pet taking a long time finding a path to you.
• Fixed a bug where NPCs were labeled as 'looking for team.'
• Fixed a bug where an NPCs direction may not have been sent to the front end.

Content Bugs:

• Fixed a typo in the description for Mushroom Sample.
• Re-instated Midway Gang Colors in Niral Pyce's shop inventory.
• Corrected several skill and item descriptions that stated incorrect stun durations.
• Added "One use only." to the Lifenet Collar Hack items to make it clear that they are one use only.
• The Heavy Maul now correctly does crushing damage.
• Smoking Sabot Round is no longer resistible.
• The Competition Slugthrower's description has been updated.
• Removed internal information from Refugee Component and Refugee Component Sack items.

Conflict Towns :

• Non-timed Conflict Towns now have a decay rate. If any Faction has over 360,000 points, all factions will lose 10% of their points every time the town checks for a new owner (about 5 minutes).
• Conflict Town guards and merchants are now easier to upgrade. All towns should require about 15 turn-ins total to get Tier 2 (less if any players are doing the missions for the first time).

Missions:

• Bounty Hunter missions no longer have a delay at each waypoint.
• Bounty Hunter mission targets should spawn more reliably.
• Bounty Hunter missions that require players to use an item will always show the first waypoint.
• Bounty Hunter targets will no longer run away from the waypoint.

Mutations:

• Added basic Mutation injectors to trainers in: Sector 2 - Picus Ridge, Haven, Thorne's Bluff, Fracture, Post 23, New Flagstaff, Credit Bend. Sector 3 - Warhall, St Sebastians, Chemtown, Traders Flat, Dieseltown, Brigs Point, Gaia, Bankers Hole, Black Hill, Los Alamos.

World PvP Changes:

• PvP Experience has been turned on. The amount of experience declines if you kill the same target multiple times in a few minutes. Players do not get experience when they or their target are in a duel.
• Players who are /pvp flagged will get the PvP Immunity debuff only when they regenerate via LifeNet. This effect is removed when they leave the LifeNet pod.
• World PvP kills now grant more Death Toll the first time a target is killed. Each time that target is killed in a short time period, the amount for the next kill is now divided by 3, 6, 10, 15, and finally 21.
• The World PvP Disable cooldown effect has been increased from 5 minutes to 15 minutes.
• Players who kill members of their own faction or clan no longer get any Death Toll.
• Fixed several cases where players with no faction points were treated as members of the CHOTA faction.
• Fixed several cases where players would not receive faction from NPC kills.
• The World PvP Disable effect does not persist through a relog. If you log out and back in, you will need to /pvp again to restart the timer for turning it off.

Faction Control Points:

• Reduced the number of Faction Control Points to 3 per server (6 total in Sector 2, 9 total in Sector 3 plus Deadfall).
• Increased the amount of points given to nearby Conflict Towns for each flag held. Each flag now gives 2500 points to the nearby Conflict Town every 5 minutes.
• Added a timer so that you must use the flag to start contesting it and then stay in range (and alive) in order to capture the point.
• The guards and flags are now inside towers.
• The guards in Sector 3 and Deadfall are a little bit tougher.
• Rewards are no longer random. Everyone who qualifies will be rewarded when a Point is flipped.
• Rewards for Sector 3 and Deadfall points have been increased to 250 DeathToll and 500 Faction.
• Faction Control Point Guards will chat in /Region when they are attacked.
• Faction Control Point Guards no longer have any loot.
• Guards no longer despawn when a nearby flag is flipped (mainly applies to Haietta).
• Fixed an issue that could cause the first harvest node to spawn for a different faction than the one controlling the point.

Art:
• Biohazard shirt now displays properly per PTS feedback.
• Armor for Earthbound mobs in Timberland now properly displays.
• Sleeves for Pheonix armor now properly displays.
• Fixed collision on shanty tower.
• Corrected the shirt sleeves from being hidden.
• Armored Mesoprene Boots now display properly when equipped with pants.
• Battle Scarred Lifenet Pants now display properly when wearing boots.
• Boneclaw Lifenet facility no longer floats off terrain on one side per PTS feedback.
• Steel support in Boneclaw Lifenet facility now has collision per PTS feedback.
• Wooden structure in Boneclaw now has collision per PTS feedback.
• Ramps throughout Boneclaw have proper collision per PTS feedback.
• Stairs fixed in opening room of Tutorial fixed per PTS feedback.
• A stuck spot in Boneclaw was fixed per PTS feedback.
• Collision removed from roadlogs in Boneclaw per PTS feedback.
• Remodeled and textured large gas tanks to improve look and performance.
• Remodeled and textured Blade Dancer boltons to improve look and performance.
• Created new shader and texture for canyon cliffsides.
• Added new gravel detail texture.
• Polished existing dirt and grass detail textures.

Terrain updates:
• Completed eco balancing.
• Added new scrub type to Sector 1 desert.
• Added scrub masking for better control of scrub.
• Balanced color on all terrain and scrub.
• Finalized all terrain textures

Sound:

• Lowered Volume of Player Speech per player feedback.
• Added Ambience and Music for newly used Lifenet Level.
• Revamped audio areas for Boneclaw.
• Changed sound on wall sconce torch model in Boneclaw from roaring flame to campfire.

Abilities:

• Sympathy Pains and Scorching Rebuke have had their damage reduced.
• Armor Reducing abilities have had their magnitude reduced to bring them in line with the current lower mitigation levels. This should include all armor reduction abilities: Armor Melting, Brutalize, Decomposing Acids, Devastating Shockwave, Dissolve, Feint, Perforate, Pierce Armor, Pinpoint Vulnerability, Puncture, Scorching Bombs, Sonic Lance, and Storm of Steel.
• Skills that previously required faction to learn and use no longer do so; these should be available on the appropriate skill trainers.
• Capstone abilities no longer require faction. There will still be major changes to them in the future.
• Capstone abilities can be purchased from Sarah Robins in Trader's Flat.
• Knockdown is now a Melee ability and a prepared attack.
• Other player abilities causing Knockdown now cause Stun.
• Stuns now last one second.
• Rifle Smash now has a shorter snare duration.
• Agonizing Wound has a slightly shorter snare duration.

Items:

• Increased the maximum range of grenades and bombs from 12 meters to as far as they can be thrown.
• Grenades and Bombs now have a 5 second delay.
• Deadfall Ice Grenades now do 30 damage. Their snare is unchanged.
• Quick Death Poisons now do 73, 95, and 120 damage (by rank).
• Crude Electric Generator now does 100 damage and shares a cooldown with other damage consumables.
• The Tesla Coat has had its damage shield pulled due to bugs and balance issues. It has been given additional secondary and tertiary resists.
• Standardized the relative differences between the costs of higher tier components and their base component.
• All Slugthrowers now have a scope on the model and on the item.

Recipes:

• Decreased and standardized the time required to refine materials.
• Standardized the number of components required in refinement recipes.
• Refinement recipes are now better differentiated from recipes that create components out of other components.
• Refinement recipes have been added for Fasteners, Paper, Gears, and Circuits.
• Increased the quantity created by the Tune Up In A Box recipe to 10.
• Added Crafted Security Deposit Boxes. - These stack with both the Exclusive and Prestige vault boxes. New knowledge books can be found in Deadfall; from Veterans, Bosses, and Masters. Security Boxes themselves require minimum Construction skill to assemble, but the components required for them are difficult to craft and span all 10 crafting disciplines (Armorcraft, Ballistics, Construction, Cooking, Nature, Geology, Medicine, Mutagenics, Science, and Weaponry).

Clan:

• Promoting/Demoting guild members will no longer remove their wargroup status.

Creatures:

• Most Escort NPCs have increased health.
• Merchants can now sell up to 64 items.
• Added a garage near the new Lifenet pod, south of Boneclaw (4013421 3212801 142622)
• Added a stable manager to the old garage, north of Boneclaw (3994519 3255959 142668)
• Three new Serendipity mobs have been added to the world, one in each sector.

Camps:

• All Camps now last 3 hours.
• The Active Camp effect is now 2 minutes and should be refreshed while you are on the same server as your camp.

Misc:

• Enabled the impact effects when shooting at trees.
• Improved error messages when entering item key codes.
• 'Loot all' will now skip over items that don't fit into your pack.
• Fixed a particular case of character warping.
• Fixed a bug where you could be thrown out of an instance if you failed to connect on the first attempt.
• If harvesting / salvaging fails we now display the name of the attribute that is out of range.
• Fixed a possible crash bug processing queued database queries.
• Numerous server-side optimizations.

Improved Tutorial:

The tutorial has been reworked; it is now shorter, streamlined and more action-oriented.
The major changes include:
• New players start at level 1 and keep the gear they receive in the tutorial.
• The experience is more scripted with NPC animations and voiceovers. There is less downtime and travel time.
• Help tips have been rewritten.
• Mission text includes instructions for how to do the current task.
• A new mission gives out more help tips after the main tutorial is over.
• The Town Chooser now limits players to choosing Boneclaw, Clinton Farm, or Midway.

Art:
• Improved texturing, lighting, and model placement throughout Hoover Dam tutorial.
• Raised elevator brackets in Hoover Dam so they no longer interfere with player camera.
• Added a Staircase that leads directly down to the Lightbearer fight in Hoover Dam.
• Removed all extraneous rooms from Hoover Dam.
• Fixed a major load delay on the door to the axe room of the Hoover Dam.
• Resized several stretched textures in Hoover Dam.
• Blocked off most of the warehouse room to fit new tutorial event.
• Added a new room at the end of the underdweller encounter in Hoover Dam.
• Moved respawn in warehouse closer to the underdweller encounter in Hoover Dam.
• Optimized NPC pathing throughout Hoover Dam.
• Added a recess below the elevator in Hoover Dam tutorial so that players will no longer get stuck.
• Several fixes made to objects clipping into walls in the tutorial per PTS feedback.
• Several stuck spots alleviated in the tutorial per PTS feedback.

Sound:
• Changes to existing Elena VO.
• Added NPC Lifenet Technician VO.
• Added NPC Sara Douglas VO.
• Added NPC Harvey Vegas VO.
• (4) New Aro Sei PA announcements.
• Snipers now fire at you in the LB fight room.
• Increased sound range for Sniper Rifles.
• VO cue for LBs running from Snipers.
• Increased Underdweller SFX ranges.
• Added Underdweller cue to enhance the suspense when they appear.
• Added fan ambience to Underdweller room.
• Adjusted Action Music volume.
• Fly SFX around the corpse you get the axe from.
• Reverb should work properly throughout the entire Tutorial Level now.
• Ambience should now work properly throughout entire Tutorial Level now .
• Added sound for tutorial elevator going down.
• Numerous volume and level adjustments to tutorial sounds and cues.
• Reduced overall reverb amount for tutorial.

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Patch Notes v1.7.4.1 1/12/2011

Items:
Changed description on all regular camp items to state their description as 3 hours instead of 30 minutes.
Crafted SDB items are now salvagable.
Corrected description typo in Longsnout's Belt.
The activated effect on Ravager's War Trophy now functions.


Mutations:
Fixed description text for Sympathy Pains and Scorching Rebuke.
Corrected typo in Kinetic Backlash 2.
Rez effects can no longer be cast on a player who is alive.

Movement:
Fixed an issue with other players rubber banding when moving diagonally and then strafing in the opposite direction.

Combat:
Modified the tree intersection to be much tighter so shots near the trunk are not being blocked.


Content:
Added an Auctioneer to towns without Auction Houses.
Changed the achievement "Put Through the Mill," from requiring the missions "Protecting the Protectors" and "Choosing Sides" to "Strongarm of the Law" and "Looking for Trouble".

Art:
Fixed collision on water tank walkway in Chemtown.
Color balanced sidewalk and ceiling textures in Midway.

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Live Server will be going down on Jan. 18th, 2011 at 10am Eastern until 12pm Eastern.

Thank you for your patience.

Fallen Earth Team

NPCs


Rename now consistently allows you put the name of your mount/pet back to their original name.
Fixed a horse / vehicle unloading issue.
Fixed a bug that stopped some actions from healing your horse while flagged as World PvP.




Misc:


Fix for not sending stance / state changes to the front end for other players (e.g. when knocked down)
Fixed a server crash and a couple of rare deadlocks.
The 'who' list is now ordered by level on the server and up to the first 50 players are sent to the front end.



Bloodsports:


Bloodsports level brackets have been adjusted, the new brackets are:
5 - 9
10 - 19
20 - 29
30 - 39
40 - 49
50

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PATCH V1.8 LIVE!
What's included?
New Territory: As we head towards Sector 4, clones will soon be discovering the area of Terminal Woods, which at half the size of a full Sector includes an all-new ecosystem, 50 new missions, new camps and encounter areas, recipes and gear, achievements and PvP zone. Terminal Woods also introduces all new bosses, including four Scavenger bosses and six World bosses!
Nuclear Blast Heavy Metal Bunker Bar: Located in heart of Boneclaw, this newly uncovered bunker bar will feature over a dozen hit tracks from Nuclear Blast Record’s artists on the Wasteland’s very own Nuclear Blast Radio (NBR)! Stop by the bar this Saturday at 10 p.m. EST for the opening party!

Economy Improvements: We’ve revised component and recipe costs and adjusted node drop-rates on resources.
New Social Channels: Two new chat channels will make it easier to locate groups and socialize in game.
And more!

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Duze zmiany (patch bedzie wprowadzony w czwartek):

http://www.fallenearth.com/patch_notes

Alpha County

Alpha county is here! Hundreds of man hours and even more missions later, clones have finally opened the proverbial flood gates (with a little help from some hard working LifeNet Technicians behind the Wall) and will have immediate access into the Zone.



Coming with this patch, players will have access to the first county of our fourth sector, The Grainway, which encompasses 11 towns, more than 700 missions, two town events, a conflict town where PvPers can battle it out for rare resources, and tons of new and interesting encounter areas. We've also lined up a slew of unique area bosses for larger groups looking for a challenge. This content covers a progression of five experience levels throughout the Zone and will be available to players starting at a minimum of level 50.


Progress Towns:
•There are now three towns in the game that can be controlled by players or NPCs.
•Progress is north of Credit Bend, Stronghold is west of Park City, and Citadel is in the south part of Deadfall.

After every server restart, Progress Towns are captured and owned by NPCs. When these NPCs are all killed, the town falls under player control. Players can craft various buildings and defenses and build up the town. Approximately every one to two hours the town may be attacked by NPCs who are trying to reclaim the town. You can see when the next attack will occur by talking to the Town Crier in the middle of each town. If there are too few buildings or players in the area when the timer goes off, the attack might not occur and the timer will be reset.
•If the NPCs destroy all the buildings, the town will once again be under NPC control.



Progress Town Buildings:
•Mission Buildings create a mission giver that has a mission to help defend the town. Players can only do one of these missions per day. The missions reward Defense Tokens and experience.
•Merchant Buildings create a convenience merchant as well as a Defense Token merchant. Currently, you can only buy one crafting component with Defense Tokens in Progress and Stronghold and three components in Citadel.
•Storage Buildings give players access to a mailbox and all vaults.
•Resource Buildings (Water Tower, Windmill, Pumpjack) spawn resource nodes and harvestable creatures in a large radius around the town. The more of these buildings you place, the more resources are created.
•Auction Buildings give players access to an Auctioneer.
•Social Buildings give clones a place to hang out.



Progress Town Defenses:
•Bunkers spawn guards that help defend the town.
•The Medic Bundle creates a medical unit that heals guards nearby.
•Landmines have a chance to explode and do area damage when enemies come near them.
•Hydra Weeds grow up to full size and then begin attacking any enemies nearby.



Faction Control Points:
•Faction Control Guards now have an activation time and animation which is interrupted by damage, movement, and firing weapons.
•Faction Control Points now use a different tower model. Points in Deadfall no longer have a tower.



Camps:
• Camp NPCs now have a slight delay when spawning to make sure any Camp Objects are already created.
• Interior objects are better aligned to the floor of the building.
• Added an option to move the main camp shelter relative to the center of the camp.
• Improved clear area detection. Camps can now be placed in more areas.
• Created a new kind of camp that is more efficient and only generates a single character.



Skills and AP:


•Players now receive 30 AP per level instead of 20, and the AP cap now raises by 35 per level instead of 25.
•Level 1 players now start with 30 AP and a cap of 70.
•Mutations no longer need to be unlocked; they are open to players at level 1.
•Statistics no longer affect base skill line values, but they do still affect maximum skill line values.
•Many skill lines have had their base statistics adjusted to better fit the role of the statistics/skill line.
• You will no longer gain Random AP if you are over the AP cap for your next level.
• The rate at which players gain Random AP has been greatly increased. The new rate will apply once players get their next Random AP.





Recipes:
• Adjusted the components for Paper and Tainted Genetic Material.
• Adjusted the component requirements for several recipes to prevent exploits.



Missions:
• Added a new mission type that can send players on any one of a number of paths, with a potential ambush at any point.
• Added the ability to escort multiple NPCs.



Terminal Woods:
• Added faction-specific LifeNet pods around the PvP area in Terminal Woods.



Systems:
• Changed experience rate buffs to be additive instead of multiplicative.
• The Heavy Weapons skill is now unlocked at player level 40.
•Melee, pistol, and rifle weapons no longer have requirements to wield, but if you do not meet their expected skill level (in the Examine window, under Attack Skill) their damage will be reduced.



Town Events:
• Added two new and improved Town Events in Shackleton and End Run including a new boss. Check them out for some potentially colorful rewards.
• Fixed an issue that could case Town Events to crash.
• Added the ability to turn off creature generators at certain states.
• Added the ability for the Town Managers to chat in Region.



Merchants:
• Updated the Social discount formula to account for changes in how skills are derived from stats. Players still need to be a higher level than the merchant to get any discount, but players no longer need to have a higher Social skill.
• Updated the Level and Social of all merchants in the game. If you see a merchant that you believe should be of a lower level, please report it.
•Removed Trainers who no longer have an inventory.
•Moved injector and book items that were on the wrong skill trainers.
•Books and injectors now have the full text of the action they teach.



Mission Fixes:
• Coppermine - Jonas Kelt now has increased health for survivability regarding the the mission, "Undeserved Relics."
• Midway - The Found camp now has an increased number of Found hostiles.
• Burnside - The mission, "To Stand in Defiance," has been corrected to require players to kill Jim Carson.



Other:
• Added the ability for an item to give a random effect to a target.
• Created a new brain that can start an NPC scene when it receives a message.
• Added a way for an Effect to chain into another Effect only if it expires naturally.
•Edited Statistic, Skill, and Mutation descriptions for accuracy.
•Requirements that were originally set to 164 due to a rounding error that has since been fixed are now properly 165.
•An ability with a save chance will be harder to save against if the user's skill is buffed above the level maximum.

===============================================

Do tego dochodza spore zmiany w dzialniu skilli.

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Current Version 1.9

July 7, 2011

Alpha County

Alpha county is here! Hundreds of man hours and even more missions later, clones have finally opened the proverbial flood gates (with a little help from some hard working LifeNet Technicians behind the Wall) and will have immediate access into the Zone.



Coming with this patch, players will have access to the first county of our fourth sector, The Grainway, which encompasses 11 towns, more than 700 missions, two town events, a conflict town where PvPers can battle it out for rare resources, and tons of new and interesting encounter areas. We've also lined up a slew of unique area bosses for larger groups looking for a challenge. This content covers a progression of five experience levels throughout the Zone and will be available to players starting at a minimum of level 50.



Combat Changes:

This is a complete breakdown of every skill line, its abilities and when each rank becomes available.



Armor Use provides a passive bonus to damage resistances, as well as:

Dreadnaught – This is a stance ability that increases Primary armor and decreases speed. Ranks at: 54, 69, 84, 99, 114, 129, 144, 159, 174, and 189 Armor Use.
Soak Elements – This is a stance ability that increases Secondary/Tertiary armor and decreases Primary armor. Ranks at: 75, 90, 105, 120, 135, 150, 165, 180, and 195 Armor Use.



Dirty Tricks is a skill line for debuffing opponents. It offers:

Dirty Steel – This is a prepared attack that reduces the target's armor and does damage over time. It will also stun NPCs. Ranks at: Training, 33, 63, 93, 123, 153, and 183 Dirty Tricks.
Kneecap – This is a prepared attack that reduces the target's speed. Ranks at: 34, 75, 105, 135, 165, and 195 Dirty Tricks.
Sabotage – This prepared attack reduces the target's armor. Ranks at: 70, 90, 130, 160, and 190 Dirty Tricks.



Dodge gives a passive bonus, opposing the extra damage provided by the Precision, Power and Weapon skill lines. It also offers:

Duck And Weave – This stance ability converts a portion of damage taken into stamina damage. Ranks at: 57, 87, 117, 147, and 177 Dodge.



Escape Artist is a defensive skill line that affects your stealthiness on the radar map. It contains:

Dash – A short speed increase. Ranks at: Training, 57, and 132 Escape Artist.
Shake It Off – This ability removes negative status effects and snares. Ranks at: 30, 60, 90, 120, 150, and 180 Escape Artist.
Lucky Break – This raises your save values for a short duration. Ranks at: 69, 99, 129, 159, and 189 Escape Artist.
Misdirection – This increases your primary, secondary, and tertiary armor values for a short duration. Ranks at: 81, 111, 141, and 171 Escape Artist.



First Aid is a support set, with:

Resuscitation – Resurrects your target. Ranks at: 39, 99, and 159 First Aid.
Stanch Wound – This heals your target and increases their health regeneration for an hour. Ranks at: 1, 36, 66, 96, 126, 156, and 186 First Aid.
Suck It Up – This ability will counter weak status effects and has a short cool-down. Multiple applications will remove stronger status effects. Ranks at: 12, 42, 72, 102, 132, 162, and 192 First Aid.
Renew – This ability will remove strong status effects and snares. Ranks at: 84, 114, 144, and 174 First Aid.



Group Tactics is also a support set, focused on auras:

Give 'em Hell – This aura increases your team's Power. Ranks at: 60, 90, 120, 150, and 180 Group Tactics.
Offensive Coordination – This aura increases your team's critical chance and stamina regeneration, but reduces their ranged and melee defense. Ranks at: Training, 30, 60, 90, 120, 150, and 180 Group Tactics.
Combat Endurance – This aura increases your team's maximum stamina and gamma, as well as their stamina and gamma regeneration. Ranks at: 42, 72, 102, 132, 162, and 192 Group Tactics.
Overwhelm – This lowers the target's armor, ranged defense and melee defense. Ranks at: 69, 99, 129, 159, and 189 Group Tactics.



Heavy Weapons offers the player the ability to use grenade and rocket launchers, as well as:

Soften 'Em Up – This reduces the fire and piercing resistance of those in a small radius around your target. Ranks at: 150 and 180 Heavy Weapons.
Caltrops – This ability slows those in a small radius around your target. Ranks at: 195 Heavy Weapons.



Melee , together with Precision and Power, determines your bonus critical chance and damage percentage when using Melee weapons and also offers:

Charge – A short duration ability that gives a bonus to movement, speed and damage. Ranks at: 60, 90, 120, 150, and 180 Melee.
Provoke – This ability will increase your threat and reduce your opponent's ranged/melee defense. Ranks at: 45, 60, 75, 90, 105, 120, 135, 150, 165, 180, and 195 Melee.



Pistol, together with Precision and Power, determines your bonus critical chance and damage percentage when using Pistol weapons and in addition contains:

Incendiary Strike – This prepared attack adds a fire DoT onto your regular attack damage. Ranks at: 60, 90, 120, 150, and 180 Pistol.
Concentration – This toggled ability increases your Precision and Weapon skills, but decreases your melee and ranged defense. Ranks at: 60, 105, 150, and 195 Pistol.



Power, together with the appropriate weapon skill, determines your bonus damage percentage and has:

Attack Posture – This stance increases your damage. Ranks at: 63, 93, 123, 153, and 183 Power.
Dent Armor – This prepared attack temporarily reduces your target's armor. It will also stun NPCs. Ranks at: 51, 81, 111, 141, and 171 Power.



Precision, together with the appropriate weapon skill, determines your chance for a critical hit and provides:

Precise Hit – This is a prepared attack that does additional damage. It also reduces the speed of NPC targets. Ranks at: 51, 81, 111, 141, and 171 Precision.
Perfect Timing – This is a short duration buff that increases your chance of a critical hit. Ranks at: 63, 93, 123, 153, and 183 Precision.



Rifle, together with Precision and Power, determines your bonus critical chance and damage percentage when using Rifle weapons, plus:

Agonizing Wound – This prepared attack slows your target. Ranks at: 54, 84, 114, 144, and 174 Rifle.
Bullseye – This prepared attack does additional damage. Ranks at: 60, 90, 120, 150, and 180 Rifle.



Social in addition to its financial benefits, is a personal aggression control set and has:

Flag Of Truce – This stance prevents faction NPCs from seeing you as an enemy. NPCs who have already begun to attack you will not be fooled. Only one rank, at 165 Social.
Inconspicuous – This ability greatly lowers your threat from a targeted enemy. Ranks at: Training, 45, 75, 105, 135, 165, and 195 Social.
Diplomatic Immunity – While this short-duration ability is active, you are unable to take other actions, but you have increased armor, melee defense and ranged defense. Ranks at: 60, 90, 120, 150, and 180 Social.



Alpha Mutations are intended for the early game, when players do not yet have a full skill bar. They will only increase up to rank 4. The available alpha mutations are:

Disrupt – This targeted ability reduces your target's melee defense, ranged defense and save ratings for a short time. Ranks at: 9, 30, 51, and 72 Alpha.
Patch – This is a healing ability that also cures status ailments. Ranks at: 9, 30, 51, and 72 Alpha.
Gird – This toggled ability raises your maximum health. Ranks at: 9, 30, 51, and 72 Alpha.
Bolster – This toggled ability raises your maximum stamina and your damage. Ranks at: 9, 30, 51, and 72 Alpha.



Empathy is a support set with:

Share Life – This combat resurrect ability brings a friend back to life faster than other such abilities, but it does so by lowering your own health. Ranks at: 48, 66, 84, 102, 120, 138, 156, 174, and 192 Empathy.
Benevolence – This is a direct healing ability which will restore health to you or a target, but the amount restored is greater when used on someone else. Ranks at: Training, 45, 63, 81, 99, 117, 135, 153, 171, and 189 Empathy.
Restoration – This is a single target, short duration heal over time. Ranks at: 75, 93, 111, 129, 147, 165, and 183 Empathy.
Preservation – This ability removes status effects from the target. Strong status ailments will require more than one application. Ranks at: 54, 72, 90, 108, 126, 144, 162, and 180 Empathy.



Enhancement is a support line with additional personal defense:

Calibration – This aura increases your team's primary armor. Ranks at: Training, 48, 66, 84, 102, 120, 138, 156, 174, and 192 Enhancement.
Ablate – This stance raises your armor. Ranks at: 72, 90, 108, 126, 144, 162, and 180 Enhancement.
Resilience – This aura raises your team's saves. Ranks at: 60, 78, 96, 114, 132, 150, 168, and 186 Enhancement.



Illumination is a support line providing additional resources and regeneration:

Endless Reserves – This toggle raises your maximum gamma and stamina, but lowers your maximum health. Ranks at: 60, 78, 96, 114, 132, 150, 168, and 186 Illumination.
Meditation – This aura raises your team's stamina and gamma regeneration. Ranks at: Training, 51, 69, 87, 105, 123, 141, 159, 177, and 195 Illumination.



Nano-Manipulation is an teammate-focused support set:

Reconstruction – This resurrects teammates in a cone-shaped area. Ranks at: 48, 66, 84, 102, 120, 138, 156, 174, and 192 Nano-Manipulation.
Filtration – This ability requires you to aim at your target, but if you hit, it is a very strong status removal that also restores health. Ranks at: 57, 75, 93, 111, 129, 147, 164, and 183 Nano-Manipulation.
Vital Osmosis – This is a team-only heal in a cone-shaped area. Ranks at: Training, 45, 63, 81, 99, 117, 135, 153, 171, and 189 Nano-Manipulation.
Revitalize – This ability raises the health regeneration of all allies close to the caster. Ranks at: 72, 90, 108, 126, 144, 162, and 180 Nano-Manipulation.



Patho-Transmission is a support set that debuffs your opponents:

Sapping Sickness – This is a small targeted area of effect ability that reduces the speed of those hit by it. Ranks at: 72, 90, 108, 126, 144, 162, and 180 Patho-Transmission.
Wracking Pains – This ability lowers your target's regeneration. Ranks at: Training, 48, 66, 84, 102, 120, 138, 156, 174, and 192 Patho-Transmission.
Debilitating Weakness – This causes those around you to suffer lowered Power and weapon skills, reducing their damage. Ranks at: 60, 78, 96, 114, 132, 150, 168, and 186 Patho-Transmission.



Primal is a very physical mutation with:

Primal Vigor – This toggled ability lowers your maximum gamma to raise your maximum health. Ranks at: Training, 48, 66, 84, 102, 120, 138, 156, 174, and 192 Primal.
Beast Might – This prepared attack costs health, but deals extra damage and has a short cool-down. Ranks at: 72, 90, 108, 126, 144, 162, and 180 Primal.
Rampage – This ability raises your damage and health for a few seconds and then leaves you weakened. Ranks at: 60, 78, 96, 114, 132, 150, 168, and 186 Primal.



Sonic Influence is a damage-focused set with:

Sonic Lance – This ability must be aimed at your target, but if you hit, it will cause sonic damage. Ranks at: Training, 48, 66, 84, 102, 120, 138, 156, 174, and 192 Sonic Influence.
Rending Vibrations – This ability sends out sonic waves that cause damage over time in a cone-shaped area. Ranks at: 72, 90, 108, 126, 144, 162, and 180 Sonic Influence.
Catastrophic Dissonance – This ability does damage to those nearby. Ranks at: 60, 78, 96, 114, 132, 150, 168, and 186 Sonic Influence.



Suppression is a redistribution support set containing:

Denial – This lowers your target's maximum stamina and gamma. Ranks at: Training, 48, 66, 84, 102, 120, 138, 156, 174, and 192 Suppression.
Sap Stamina – This steals some of your target's stamina and adds to your team's. Ranks at: 72, 90, 108, 126, 144, 162, and 180 Sap Stamina.
Siphon Energy – This steals some of your target's gamma and adds to your team's. Ranks at: 60, 78, 96, 114, 132, 150, 168, and 186 Suppression.



Telekinesis is focused around aimed mutation attacks, with:

Bend Metal – If you hit with this attack it will reduce your target's armor. Ranks at: 72, 90, 108, 126, 144, 162, and 180 Telekinesis.
Propel – This has a long cool-down, but does high damage if it hits. Ranks at: 60, 78, 96, 114, 132, 150, 168, and 186 Telekinesis.
Always Armed – This is a shorter cool-down attack that does lower damage when it hits. Ranks at: Training, 48, 66, 84, 102, 120, 138, 156, 174, and 192 Telekinesis.



Thermal Control is a damage skill set:

Cold Snap – This will damage your target with cold. Ranks at: Training, 45, 63, 81, 99, 117, 135, 153, 171, and 189 Thermal Control.
Hypothermia – This will cause your target to take cold damage every second for a duration. Ranks at: 48, 66, 84, 102, 120, 138, 156, 174, and 192 Thermal Control.
Napalm – This will cause your target to take fire damage over time for a short duration. Ranks at: 57, 75, 93, 111, 129, 147, 165, and 183 Thermal Control.
Molotov Cocktail – This will cause fire damage to your target, but has a long cool-down and requires standing still while activating. Ranks at: 72, 90, 108, 126, 144, 162, and 180 Thermal Control.



Progress Towns:

There are now three towns in the game that can be controlled by players or NPCs.
Progress is north of Credit Bend, Stronghold is west of Park City, and Citadel is in the south part of Deadfall.

After every server restart, Progress Towns are captured and owned by NPCs. When these NPCs are all killed, the town falls under player control. Players can craft various buildings and defenses and build up the town. Approximately every one to two hours the town may be attacked by NPCs who are trying to reclaim the town. You can see when the next attack will occur by talking to the Town Crier in the middle of each town. If there are too few buildings or players in the area when the timer goes off, the attack might not occur and the timer will be reset.

If the NPCs destroy all the buildings, the town will once again be under NPC control.



Progress Town Buildings:

Mission Buildings create a mission giver that has a mission to help defend the town. Players can only do one of these missions per day. The missions reward Defense Tokens and experience.
Merchant Buildings create a convenience merchant as well as a Defense Token merchant. Currently, you can only buy one crafting component with Defense Tokens in Progress and Stronghold and three components in Citadel.
Storage Buildings give players access to a mailbox and all vaults.
Resource Buildings (Water Tower, Windmill, Pumpjack) spawn resource nodes and harvestable creatures in a large radius around the town. The more of these buildings you place, the more resources are created.
Auction Buildings give players access to an Auctioneer.
Social Buildings give clones a place to hang out.



Progress Town Defenses:

Bunkers spawn guards that help defend the town.
The Medic Bundle creates a medical unit that heals guards nearby.
Landmines have a chance to explode and do area damage when enemies come near them.
Hydra Weeds grow up to full size and then begin attacking any enemies nearby.



Faction Control Points:

Faction Control Guards now have an activation time and animation which is interrupted by damage, movement, and firing weapons.
Faction Control Points now use a different tower model. Points in Deadfall no longer have a tower.



Camps:

Camp NPCs now have a slight delay when spawning to make sure any Camp Objects are already created.
Interior objects are better aligned to the floor of the building.
Added an option to move the main camp shelter relative to the center of the camp.
Improved clear area detection. Camps can now be placed in more areas.
Created a new kind of camp that is more efficient and only generates a single character.



Skills and AP:



Players now receive 30 AP per level instead of 20, and the AP cap now raises by 35 per level instead of 25.
Level 1 players now start with 30 AP and a cap of 70.
Mutations no longer need to be unlocked; they are open to players at level 1.
Statistics no longer affect base skill line values, but they do still affect maximum skill line values.
Many skill lines have had their base statistics adjusted to better fit the role of the statistics/skill line.
You will no longer gain Random AP if you are over the AP cap for your next level.
The rate at which players gain Random AP has been greatly increased. The new rate will apply once players get their next Random AP.





Recipes:

Adjusted the components for Paper and Tainted Genetic Material.
Adjusted the component requirements for several recipes to prevent exploits.



Missions:

Added a new mission type that can send players on any one of a number of paths, with a potential ambush at any point.
Added the ability to escort multiple NPCs.



Terminal Woods:

Added faction-specific LifeNet pods around the PvP area in Terminal Woods.



Systems:

Changed experience rate buffs to be additive instead of multiplicative.
The Heavy Weapons skill is now unlocked at player level 40.
Melee, pistol, and rifle weapons no longer have requirements to wield, but if you do not meet their expected skill level (in the Examine window, under Attack Skill) their damage will be reduced.



Town Events:

Added two new and improved Town Events in Shackleton and End Run including a new boss. Check them out for some potentially colorful rewards.
Fixed an issue that could case Town Events to crash.
Added the ability to turn off creature generators at certain states.
Added the ability for the Town Managers to chat in Region.



Merchants:

Updated the Social discount formula to account for changes in how skills are derived from stats. Players still need to be a higher level than the merchant to get any discount, but players no longer need to have a higher Social skill.
Updated the Level and Social of all merchants in the game. If you see a merchant that you believe should be of a lower level, please report it.
Removed Trainers who no longer have an inventory.
Moved injector and book items that were on the wrong skill trainers.
Books and injectors now have the full text of the action they teach.



Mission Fixes:

Coppermine - Jonas Kelt now has increased health for survivability regarding the the mission, "Undeserved Relics."
Midway - The Found camp now has an increased number of Found hostiles.
Burnside - The mission, "To Stand in Defiance," has been corrected to require players to kill Jim Carson.



Other:

Added the ability for an item to give a random effect to a target.
Created a new brain that can start an NPC scene when it receives a message.
Added a way for an Effect to chain into another Effect only if it expires naturally.
Edited Statistic, Skill, and Mutation descriptions for accuracy.
Requirements that were originally set to 164 due to a rounding error that has since been fixed are now properly 165.
An ability with a save chance will be harder to save against if the user's skill is buffed above the level maximum.

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All servers are now back up and running, and available for login. This version (1.9) includes a host of changes including the brand new Alpha County sector, player-built constructed Progress Towns and refreshed combat mechanics.

To help ease the transition into this update we are providing all players with 2 Pristine Recombinant Injectors as well as a Combat Knowledge Recalculator. Using the Recalculator will give you a mission that grants all the knowledges you need for your current build. You should not use this item until you have finished your new build.

You can find a full list of changes here, but we recommend you get into the game and check things out for yourself.



Enjoy!

===============================================

Niestety umowilem sie na picie na dzialce i pewnie zobacze zmiany dopiero w niedziele...

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Patch 1.9

- Zmiana sposobu naliczania ilości HP ( kazdy ~ x2 HP)
- Dodano Defensive skill NPCom zalezne od ich lvl
( wplywa to na zadawany im Dmg)
- Modyfikacje sposobu naliczania DMG
(DPS relatywnie mniejszy)

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1.9 PvE NPC Health fix.

NPC Issues
As many of you have stated the NPCs in the current state on live are unacceptable. We have been working to get this issue fixed as it was very much not intended. We wanted to make the game more challenging, but this was not what we had in mind. We apologize for the confusion this bug has caused.

The resulting fix for this issue will decrease NPC’s health to the point where solo players will be able to enjoy content again in the manner we always intended while maintaining challenging group fights such as El Cadejo and the Earthwalker.

We realize that this bug came at the worst possible time, adding more frustration on to an already large skill revamp. To help address the issues caused by this we will be sending out new respecs and combat knowledge recalculators.

We will continue to address issues as they come up to make sure that Fallen Earth stays fun.
Thanks
M

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Jeszcze raz 1,9 tylko czytalniej opisane zmiany. Sorry, ze tak w kolko o tym samym, ale to pierwszy duzy patch od dluugiego czasu: :)

Obrazek

Thewall has fallen, and the quarantine around Alpha County has failed.Alpha County is now open for you to explore and conquer. Explorethe game universe though five levels of new missions, new crafteditems and equipment, improved combat balance, five new Skill Lines,player-versus-player (PvP) objectives, improved mutation abilitiesand player-controlled Progress Towns.

New Zone and New Objectives - With over 75 square miles ofarea to explore and the level cap extended to 55, Alpha Countyprovides new missions, exotic recipes, craftable gear, twocompletely new town events and a new conflict town, Blockade. AlphaCounty also features a new ecology, more dangerous critters andmysterious buildings to punctuate the tragedy and horror foundbehind the Wall.

New Armor, Weapons and Tools for the Wastelands - Crafters,science enthusiasts and other enterprising entrepreneurs will haveall new toys to create and sell. New beatsticks, guns andtailor-colored Hexweave and Mesoprene armored suits are nowavailable for discovery, creation and sale. And for the player thatneeds both speed and offensive capability in their transportation,crafters have finally perfected mounting a machinegun platform ontothe popular Interceptor vehicle, creating the new SecurityModel.

Improved Combat Balance and Skill Lines - Player skill andmutation lines have been further diversified allowing for widervarieties of player builds and roles in combat. Along with the newlevel cap, players now have access to six new Skill Lines: Power,Precision, Heavy Weapons, Dirty Tricks, Illumination and EscapeArtist. New scavengers will also benefit from the opening of AlphaCounty, as now all players start with 30 Advancement Points atcreation, and all of the mutation lines unlocked. All players willreceive 2 complementary Pristine Recombinant Injectors so that theycan respec their characters and identify what works best forthem.

Progress Towns - These PvP-specific player-controlled townsare for the taking and allow controlling players to craft buildingsand defenses, creating a different look depending on who controlsthe town. Paramount to success is player cooperation and the use ofplayer-created defenses such as guard bunkers, poisonous plants andmine fields to repel faction invasions

This is just the start of what Alpha County brings to Fallen Earth.Click here to getall the details about the newest expansion to the wasteland!

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Patch 2.1

Live 11/7/2011

Mission:

•Experience bonuses from account levels and buffs now apply to most missions.

•Faction bonuses from account levels and buffs now apply to most missions.

•Adjusted the mission chain “Best Location to Salvage” to account for new node placement.

•Added tinfoil to the loot tables of the Gully Dogs in Terance.

•Swapped out tinfoil for the mission “End of the Line” in Terminal Woods.

•Changed the mission chain “Soundgate” in Black Hill to award Enforcer faction instead of Tech faction.

•Adjusted missions that use items that count as leather.

•Adjusted the second step in the chain “Replenishing Supplies” so that it no longer rewards “Refine Stimulants”.

•Fixed an issue where the Mushroom Grinder for the sixth mission step in the mission chain “A Fool and His Money” is not dropping.

•Swift in Chemtown should once again drop siphon parts.

•Poison of the Earth is now marked as a Group mission.

•Pike Defense in Black Hill now accepts both treated and salvaged wood.

•The Basic Needs missions in South Burb no longer have waypoints or send players to the graveyard.

•Gelda Lott will give players the Down the Well instance mission again if it was cancelled or failed.

Misc:


•Adjusted the amount of plant nodes in Sector 3.

•Adjusted the amount of nodes around Blaine.

•Adjusted the amount of creatures in Deadfall.

•The respec cooldown timer has been removed.

•Some remaining NPCs that were missing loot have been fixed, including Throwbacks and CoGs.

•Corrected harvest components for black ants, scorpions, wasps, brown bears, and coyotes.

•Changed alternate leather drops into the respective leather type. Existing alternate leather items will still count as leather.

•Removed humanoid treasure tables from non-humanoids.

•Added a chance for protein and raised the chance of biologic chemical from harvesting creatures.

•Power's per-point benefit has been slightly increased.

Items:


•Fixed several cases where an item could have the wrong number of charges. This would prevent similar items from stacking with each other.

•Spiked Hand Wraps now require less Wool and more Leather and Iron to craft.

•Reverse Gamma Converters now share a cooldown with other healing items as intended.

Progress Towns:


•Progress Town buildings now persist through a server restart.

Crafting:


•Nature and geology kits are no longer required to harvest nature and geology nodes.

•All crafting facilities are now universal.

•The number of fasteners required in many ballistics recipes has been adjusted.

Merchants:


•Franklin's Riders merchants once again offer a small discount for the goods they sell.

•Reduced a rounding error in the merchant Social discount calculation.

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Patch 2.27

Patched on Mon 2011-12-12
Live 12/14/2011

First Night has returned to the wasteland!

It’s that time of year again! the settlers have gathered and are working to bring the first Night Celebrations back to the wasteland, but it’s not going to be easy. Shiva’s Blessed are attacking, retailers are cheap and monsters are everywhere. If anyone is going to do any celebrating, they’re going to need the players help!

Questors can be found in:
Embry Crossroads, Watchtower, Barret Manor, Dieseltown and Los Alamos.

Introducing Faction Territory Control
Factions now have a new way to display their dominance in the new open-world PvP Territory Control system. When it comes to Faction Territory Control, there’s no such thing as alliances. It’s an all-out six-way showdown to see who’s on top.

The new area, just up the road North of Blaine, consists of 13 flag-based control points. These control points work like the ones used in the Faction Control Points system. Seven of those flags exist inside of upgradeable “keeps” that Factions can take and maintain control over. The keeps come with various perks, including access to the new Death Toll Gear. Additionally, holding any of the 13 control points will allow players of that faction to place Harvesters in the surrounding area.

Getting to Territory Control
To get to the area for the first time, take the road North of Blaine.
There are Faction camps in a circle around the outskirts of the area that have Fast Travel terminals to allow easy access to the area in the future.

Keeps
The keeps have destructible doors that must be breached before any opposing Faction can contest control of the keep. The central keep also has destructible walls.
The doors and walls can be upgraded for Death Toll, increasing health and armor.
Players of the keep’s controlling Faction can gain access to the keep via LifeNet pods that have been repurposed as teleporters.
The keeps have a Broken LifeNet Generator that can be enabled with Death Toll to allow your Faction to regenerate at the keep.
The LifeNet Generator is attackable, even from outside the keep, and will cease respawning players if destroyed.
Broken LifeNet generators are invulnerable to attack and cannot be upgraded for the first five minutes after being broken.
The LifeNet Generator has more heath and respawns players with more health as it is upgraded.
Players respawned by a keep LifeNet Generator do not lose buffs from consumables or have their armor decayed.

Keep Amenities
All keeps come stocked with all vaults, a mailbox, an auctioneer, a crafting facility, an all-purpose vending machine, and a Death Toll merchant selling keep upgrades.
The keeps also include Death Toll Merchants that sell old Death Toll gear and components needed to get the new Death Toll gear.
Different components needed for the new Death Toll gear are available at each keep, with the central keep granting access to all of the Death Toll components.

Immunity
All control points will be immune for 60 minutes after being taken by a new Faction.
If a keep has immunity its doors, walls, and LifeNet generators are also immune to attack.

Map Objective Icons
The new dynamic objective map icons are used to relay important information about the status of Territory Control.
Faction icons represent the current controller for each of the control points, and these icons are available on the World Map for any player to see regardless of where they are in the game.
If a control point is under attack, the icon will show flames on it. If the point has immunity, there will be a shield.
If a flag is being contested or if a control point has immunity, information about the time remaining is available in a tooltip when mousing over the map icon.

Control Buffs
If a Faction holds at least one Control Point, all players of that Faction in the Territory Control will get a buff to Pistol, Rifle, Melee, Power, and Precision skills, as well as how much Experience, Faction, and Death Toll they earn.
There are 4 ranks of the effect. You gain one rank per control point your Faction holds, and that caps out at rank 4 (4 or more control points held).

Keep Defense Missions
Each keep has defense missions that players of the controlling Faction can take to earn Death Toll while defending their turf.

Faction Emblem Items
Fixed a bug with the Faction Emblem items that allowed them to be used multiple times without triggering the cooldown.

Art:
Embry Crossroads has been completely reworked with new assets. The original layout was preserved as much as possible, as was NPC and facility placement. Terrain in the surrounding areas was also reworked. Texture load, batch count and poly count were all lowered, which should lead to better frame rate.

Notable changes:
Main ballistics facility moved slightly. This is the only facility that was moved.
Kook Alley basements removed. This could cause issues with anyone who was in one when they logged out.
While NPC placement and overall layout was preserved, the buildings are different enough that some players could end up stuck inside a wall depending on where they logged out.
Chairs that can be sat on now have a cushion placed on them. It's the cushion that needs to be clicked on to activate the sitting animation.

Miscellaneous Notes/Fixes:
Towing costs are now adjusted by level.
A few tradeable generic items have been added for roleplaying. These items can be bought from a new merchant at the bar in Barret Manor.
There are new holiday items – a festive three piece suit, a holiday themed bat, and a new special item that is wearable with any hat.
The Group XP formula has been redone to provide a much larger bonus for groups and to accommodate groups of all sizes up to the raid maximum.
Fixed several issues with respecs where the total cost or total AP was not calculated correctly.
Changed how crafting speed, harvesting speed, and salvaging speed are calculated when players have unusual combinations of buffs and account levels.

PvP:
Death Toll merchants in the Territory Control keeps now sell components required to create new Death Toll items. The item selection varies by keep, and the central keep has all of them.
Death Toll Assembly is available for purchase in the Territory Control keeps. This book contains the recipes for all of the new Death Toll items.

Recipes:
Harvester recipes have been added to Construction. The recipe book for the first tier is available on Construction merchants.
General Construction now contains the recipe to make a Bag of Common Parts, which is used in creating new Death Toll items.
Self-Repairing Membranes no longer require Creeper Hides, only leather.

Harvesters:
Harvesters are the first of several new features that allow players to control resource node harvesting and placement.
Harvesters can only be placed in Territory Control areas. They can only be placed around a keep your faction controls. Each player can only place one harvester in a large area.
Once placed, they spawn resource nodes around themselves and they also collect the same resource internally. Harvesters spawn resource nodes faster the longer they have existed.
Currently anyone can harvest the resource nodes created by the harvesters.
If the nearby keep is taken by a different faction, any harvesters nearby (and any nodes they created) are destroyed.
Only the player who created the harvester can talk to the harvester and get the items the harvester has collected internally. These items are created separately from the resource nodes.
Harvesters cannot be attacked.

Tutorial:
The Technician now has a short chase range.
The Technician is now named Clone Dissector and is flagged as hostile.
The option to skip the tutorial occurs more often and is more obvious.
Krell and Sillby should no longer get stuck in the wrong animation if the player dies in the medical bay.
Krell and Sillby should no longer want go to the medical bay.
Players no longer have to harvest a crafting kit box. Players now get all the crafting kits at the end of the tutorial.
The Training Knowledges are now given out when players finish the harvesting room instead of at the start of the Tutorial.
All abilities related to Training Knowledges show up automatically on the hotbar if you do the full Tutorial.
Elena’s last radio message starts playing earlier. The door from the harvesting room now opens when you finish harvesting, not when the message has completed.
Players who harvest nodes but don’t pick up the items will have new nodes respawn in less than 1 minute. (You can’t level up skills on these nodes, or get more than 2 of each item.)
Locked door messages have been updated and now also appear as banner text.

World Events:
Simple node events have been added to the game. These events spawn harvest nodes in random areas. These events show up on the world map.

Objective Icons:
Objective Icons have been added to the world map for Fast Travel terminals, Progress Towns, Town Events, and non-timed Conflict Towns.

Questors:
Questors now say you are in the wrong faction if your highest faction is wrong for a mission. They used to say your HighFaction attribute was too high or too low.

***
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3rd Anniversary Update (2.5) Version Notes

G.O.R.E. Weapons

New, more dangerous Weapons have come to the canyon, the Outsiders have scattered their cargo leaving players to discover the recipes for the Bastard, Lunatic and Jackal. These recipes can be found on some high level Master and Boss mobs.

Each of these new weapons has three tiers and can be upgraded using materials from elite bosses, resource harvesters, and specialized merchants, but it is an expensive and risky process – success is not guaranteed. If you’re lucky enough to pull a G.O.R.E. Enhancement from a Red Treasure box you can greatly improve your chances (these can also be directly purchased in the Marketplace). Of course, first you’ll have to go through Buzzkill, Crabbahoak and Lilith...

New Scavenger Bosses

Three new creatures can now be lured out of hiding by getting your hands on either Crazy Matt’s box of Bait, available from the Defense token merchant in Citadel or Crazy Joe’s Box of Bait, found in the center keep of the District and the Foothills (or for direct purchase in the Marketplace).

Each boss drops a specific component, and if you defeat the boss in a team, not a raid, each team member will be rewarded with their choice of an additional component for their G.O.R.E. Weapon.

Buzzkill drops components for Pistol
Lilith drops components for Melee
Crabbahoak drops components for Rifle

Bugfixes

Missions:

Removed duplicate armor rewards from missions
Changed waypoints for Desperate Plea to correctly point to Wei Zhu
Removed mention of outdated copper manual in Extended Tutorial

NPC’s:

Removed duplicate garage manager and added Garage merchant in the Foothills
Added First Aid Trainer to Los Alamos
Removed outdated book from Trainers in Rothium Ridge
Changed Julio Cutliffe to Ammo merchant
Relabeled Allan Strouth to correctly show him as a Mutations Trainer
Changed Jimmy Stocks to have the correct male voice.

Effects:

Fixed the effect levels of Calibration to show the correct power levels.

Items:

Fixed the description for Elite Account Toaster to show the correct time
Added Faction requirement to Master Technician’s Helmet

Art:

Smoothed a section of road near Watchtower which was previously preventing vehicle travel
Fixed a stuck spot by moving a vehicle no-ride zone at the lifenet pod near Trumbull
Flattened terrain near Los Alamos Lifenet facility to accommodate more player made camps in the area
Fixed an exploit with the terrain in New Gallows
Fixed floating trees in toxic pool near Chemtown
Fixed an exploit which allowed players to fast travel with their mounts from the Tannerfield Lifenet facility
Fixed the vehicle exclusion zone for the Lifenet facility in Blaine

***
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Kurwa myslalem, ze 3.0 to beda jakies konketne nowe rzeczy, a tu same popierdolki. Szkoda ze gamersfirst tak zupelnie olali ten tytul, ale w sumie czego sie spodziewac po takiej frmie :/
Rok kurwa ciezkich prac zeby wypuscic Augmented Weapons, zal jak chuj.

=====================================================================


Version 3 Patch notes:

AP Augmentation:

With this patch we are introducing the AP Augmentation system. The Dome vendors and the Bloodsports merchants in Los Alamos are now selling the Knowledge books and components to assemble these weapons.

AP Weapons cannot be respec’d, so think carefully about where you spend your points!

Combat:

Battle rifles:

Continuing the combat tweaks Battle Rifles have been standardized. Base stats for Battle Rifles now have a Reload :25, Recharge : 6 Clip size :16-20 Range: 60-66 depending on the quality and level of the gun.

Assault rifles:

Slightly decreased delay on Assault Rifles to provide greater separation between Battle and Assault rifles.

Pistols:

Adjusted reload times on some heavy pistols that had been missed

Fuzzy Bunny pistol now requires 195 pistol

Armor:

Adjusted resists for State 3 suits, there was a bug with how the individual resists were calculated, giving some tertiary resists to few points and others too many,

Effects:

Precise Hit ‘s cooldown has been changed to 20 seconds

PVP:

Reduced the amount of Death toll earned from Assault

Increased the amount of Death toll earned from open world PVP



Recipes:

Reduced cost of GORE recipes for weapons and restoration kits.

Added recipe for Dijon mustard - food item that gives 12 health regen and 259 Fire resist to the Cold Prep knowledge book

Fixed a bug in the Hatchback Tonneau engine recipe so it requires 8 instead of 81 geologic chemicals

Items:

Fixed a bug with Personal Red Titanium keys that was allowing it to be traded

Art:

Fixed a bug in which Fancy Lifenet Jacket would appear to have dyeable slots.

Fixed a bug in which Fancy Lifenet Pants would not properly render.

Fixed a bug in which GlobalTech Lifenet Pants would not properly render.

Added a staircase to the exit of Kingman Prison, players no longer have to climb a ladder here.



Fun Stuff:

It’s Halloween in the wasteland! Jack o’ Lanterns containing the extra rare Halloween boxes have been dropped through the wasteland.

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