Version 1.8
Graphics engine:
· Updated the water system to improve visual quality and include support for flow maps.
· Updated the clutter rendering to include scene ambient light in addition to sunlight.
· Updated the particles to allow them to be affected by the sunlight.
UI:
· Added two new global channels that are level based and subscriber only. For existing chat windows, you must also enable the filter in addition to joining the channel.
· Added a new Social window tab that displays the GMs only.
· Added a message on the Who tab when the results limit is reached.
· Fixed the withdraw menu option for expanded clan vault.
· Fixed a display bug with a vault item slot when being dragged over another item.
Friends List:
· Deleted and renamed characters are now removed from other player's friend's lists.
Vaults:
· Clan vaults now will display an error message if the vault is full.
Misc:
· Improved the cheat detection routines.
· Several server optimizations.
· Fixed a bug where active effect targets were not being sent to the game server on a relog.
· Added a new area on the map named Dismantled. Please explore this area in teams and leave any feedback on the vet population/difficulty of the camp with group content in consideration.
· Changed the achievement "Cold Storage" to require the correct missions and be obtainable.
Combat:
· Prepared attacks now use the range of the weapon used to fire them.
· Fixed a case where failed prepared attacks could consume ammo.
· Fixed a case where an action change state may not be sent to the front end.
· Prepared attacks will swing/fire the weapon if you do not meet the requirements to do the prepared action. The prepared attack will remain equipped.
· Added NPC cover objects throughout the ambush encounter area and the ranger station encounter area. Ranged NPCs should now take cover and fire from behind certain barricades, tire stacks, and walls.
Missions:
· Items created by a mission that are normally cleaned up when the mission completes are now cleaned up when the mission fails or is canceled.
· All mission types have been updated to work better in teams. Most mission goals now share credit with other team members. Missions that require players to gather or equip certain items will not share credit, and the crafting missions will require every player to craft the items themselves. Road Rally missions must be completed individually as well.
· Missions that require players to gather, equip or craft items will not share credit. Road rally missions do not share credit.
· For missions that require players to escort a target to safety now use a single escort target for the entire team. When the target reaches safety, all team members should receive credit for their participation.
· Some missions have players interact with the environment by clicking on objects. For several of these missions, the player is gathering an item that will show up in their pack. These missions will have to be completed individually by each team member. The rest of the missions of this type will share credit with team members when anyone on the team interacts with the object.
· Many missions require you to hunt down and kill a target, tracking them over a random path before ultimately finding them. All team members should now track the target along the same path.
· Missions that require players to use a particular ability on a target will share credit. As a result, no other team members will be able to get credit for that target since the credit has already been shared with them.
· Many missions will have a goal that requires players to complete the other mission goals without killing a certain number of a particular target. This number applies to the entire team. The whole team fails if its members combine to kill more of the targets than the number allowed.
· A few missions can chain into a different mission depending on the player's attributes. For this type of mission, everyone on the team will get credit when one member completes the mission. However, the follow-up mission depends on each individual player's attributes. This means different team members could end up with different follow-up missions.
· Added questor “Buckeye” who gives “Dead District Run” and “Fast Action”.
· Added questor “Cypress” who gives “Blood Hunt” and a repeatable version of this mission “The Hunt Continues”.
· Added questor “Sealed Case” which gives “Complementary In-flight Item, ” “Cracking the Case,” “Going the Distance,” and “Ground Control”.
· Added questor “White Crow Console” which gives “Hack Slash Operate,” “Hello, Clone,” “Counterstrike, and “Base of Operations” (please note you can only take this missions after completing the missions from questor “Sealed Case”.
· Added questor “Settled Crate” which gives “On the Run, “Dogged Defense,” “Leader of the Pack,” and “Consumed”.
· Fixed a typo in the mission "Destroy the Beast" in Brigg's Point
· Fixed a typo in the mission "28 Minutes Later" in Buxton
· Fixed a typo in the mission "Should You Choose To Accept It" in Warhall
· Fixed an issue where the mission "Treason in the Ranks" in Blackhill where it would not update properly
Scavenger Bosses:
· Added four Scavenger Bosses. The recipes to create these bosses are under General Mutagenics, General Cooking, General Science and General Geology.
· Since the loot tables are not finished, the components to craft the bosses are on the cheat merchants.
· Scavenger Bosses drop Volatile Chemicals which can be used to upgrade existing armor and weapons. The recipe books for these upgrades are sold by the All-Purpose Vending Machine in Rock Bottom.
Mounts:
· Improved the error text when using a vehicle, mount or pet item.
· Fixed the reticle when on the Prairie Chicken mount so it's not being affected by the wielded weapon.
· Players must now dismount to heal their mounts.
Bunker Bars:
· The NPCs in the Bunker Bars who provided the rest bonus have been fired for sleeping on the job. More competent NPCs have been hired.
· The Bunker Bar rest bonus is now applied to players who are pvp flagged.
· Tier 1 and Tier 2 of the rest bonus are now 15 minutes.
· The Bouncer no longer kicks players off of gambling machines. If there are no machines free and someone is hogging a machine, ask the GM on duty to remove them.
· Gambling machines no longer have a small chance to spawn in a broken state when the server restarts.
· Known Issue: Gambling machines currently do not play the "attract" sounds when they are not being used.
Tutorial:
· Players can no longer join a team while in the new tutorial.
Creatures:
· NPCs spawned by area generators will now properly wander.
· The Experience Bonus on some creatures has been reduced.
· Some creatures now follow a leader.
· Some creatures now do an Action when killed. There are exploding barrels in some of the new areas.
· El Cadejo's special abilities have a longer range. El Cadejo also requested a scrap wall in his lair and will reset if players get too close to either exit.
· The old Grendels have learned new tricks.
· A few outdoor bosses and special encounters have been added to Terminal Woods.
· Adjusted several generators, both creatures and harvest/scavenge nodes, in Sector 3 so that they no longer spawn things in trees.
Random AP:
· The rate at which players earn Random AP has been increased. The new rate will not apply to a particular character until they get their next Random AP.
Faction:
· Players now earn more faction points for kills.
Duels:
· There is a new, non-Elo Duel Rating formula. Duel Rating should now be consistently adjusted every time a player wins or loses a duel.
Social:
· Buying and selling items now takes into account how high your social is for your level and how high the merchant's skill is for their level, for the purpose of determining price discounts/bonuses.
Recipes:
· The Xenofire Rifle is no longer salvageable.
Chat Channels:
· Players should no longer be kicked out of the Faction channel when they receive faction points unless their highest faction changes.
· Below level 15 players are subscribed to the Help channel and unsubscribed from (but eligible to join) the Global1 channel.
· Above level 15 players are unsubscribed from (but eligible to join) the Help channel.
· Above the level 30 players are eligible to join the Global2 channel.
Merchants:
· The Social price modifier for merchants has a new formula. Buying items is now roughly (100 - 40 * (Player's % of Max Social - Merchants % of Max Social). Selling item is now roughly (25 + 10 * ( Player's % of Max Social - Merchants % of Max Social). The new caps allow max Social players to buy for 60% of the base cost and sell for 35% of the base cost. Most merchants have a decent Social skill, so buying for 80% and selling for 30% will be more common.
· Prices are no longer increased for players with a low Social skill. If you are below the Social skill required for a merchant, you now buy items for 100% of the base cost and sell for 25% of the base cost.
· In order to get a Social bonus, you must be higher level than the merchant (a level 10 player can't max Social and get the full discount in Sector 3), have more than the minimum Social possible for your level, and be closer to Max Social than the merchant.
· Currently Camp merchants have the best prices followed by Banker's and Franklin's Riders merchants that require faction to unlock. We will make further adjustments to merchant Social skills at a later date.
Items:
· Ammunition can temporarily no longer be sold to merchants.
· All standard (pistol, rifle, shotgun) ammunition now has a weight of 1g.
· Efficient and Economic recipes now produce standard ammo.
· Basic ammo recipes now produce 150 ammo. Efficient ammo recipes now produce 300 ammo.
· Economic ammo recipes now produce 500 ammo. The components are unchanged.
· Crude, Impure, Average, and Improved Adrenaline Shot speed boosts have been reduced to 2, 3, 4, and 5.
· The Hornet Auto Pistol S has been replaced with the correct item Hornet Auto Pistol.
Camps:
· Added a Faction Control Guard Bundle to Advanced Camps 2. This creates a Faction Guard. It can only be used near a Faction Control Point that your Faction controls. Note that if you create the guard inside the scrap tower, it will not always spawn in a good location.
· Added Sandbag Bundles to Camps 2 and Advanced Camps 2. This camp creates a U-shaped wall of sandbags with high health that can be used for cover. This camp currently has no buff and does not prevent players from making another camp.
Faction Control Points:
· Updated the FCP buffs to also give 2, 5, 9% Power.
Art:
· Buxton Lifenet pod no longer has holes in the terrain behind it.
· Created Terminal Woods.
· Modeled, textured, and mapped out a new bunker for Terminal Woods area.
· Modeled, textured, and mapped out a new cave system for Terminal Woods area.
· Modeled, textured a new bunker bar for Nuclear Blast promo in Boneclaw.
· The Blood sports graffiti has been replaced with Nuclear Blast on some of the billboards.
· Added an upgrade to the Hexweave and Mesoprene suits that is color customizable.
· Fixed the shell ejection particles so they would show up again in game.
· Made a new custom color variation for the Interceptor and Motorcycle for the Items Store, as well as updated the original Interceptor texture.
Sfx:
· Added Nuclear Blast Radio Broadcast to Bunker Bar.
· New sound regions for Nuclear Blast Bunker Bar.
· Added sound regions for new encounter areas.
· Adjusted sound for exploding barrels, bringing in their range.
Derivations:
· Health is now granted at 5 per level instead of 3.
· Health Regeneration is now derived from Endurance and Strength.
· Gamma and Gamma Regeneration are now derived from Intelligence and Charisma.
· Stamina and Stamina Regeneration are now derived from Dexterity and Coordination.
· Dirty Tricks is derived from Dexterity and Perception.
· Escape Artist is derived from Dexterity and Coordination.
· Group Tactics is now derived from Intelligence and Coordination.
· Power is derived from Strength and Willpower.
· Precision is derived from Dexterity and Intelligence.
· Empathy is now derived from Charisma and Willpower.
· Enhancement is now derived from Charisma and Willpower.
· Sonic is now derived from Dexterity and Willpower.
· Telekinesis is now derived from Coordination and Willpower.
· Illumination is now derived from Coordination and Willpower.
· Thermal is now derived from Intelligence and Willpower.
· Weapon Skill and Power augment bonus damage.
· Weapon Skill and Precision augment bonus critical chance.
· Melee and Ranged Defense directly oppose Weapon Skill/Power and Weapon Skill/Precision to reduce bonus damage and bonus critical chance.
· Slightly reduced the ranged location penalty for limb shots.
Abilities:
Almost all abilities have been changed, with the goal of increasing the number and viability of different player
roles and play-styles. Some abilities have been removed, and some new abilities have been added. The current list of abilities is:
Armor Use provides access to two skills in addition to its large passive bonus to resistances:
o Dreadnaught – This is a stance ability that increases Primary armor and decreases speed.
o Soak Elements – This is a stance ability that increases Secondary/Tertiary armor and decreases Primary armor.
Dirty Tricks offers:
o Dirty Steel – This is a prepared attack that reduces the target's armor and does damage over time.
o Kneecap – This is a prepared attack that reduces the target's speed.
Dodge gives a medium passive bonus by opposing the extra damage provided by the Precision, Power, and Weapon skill lines. In addition to that bonus, it offers:
o Duck And Weave – This is a stance ability that converts a portion of damage taken into stamina damage.
Escape Artist is a defensive skill line that contains:
o Dash – A short speed increase.
o Shake It Off – This ability removes negative status effects and snares.
First Aid is a support set, with:
o Resuscitation – Resurrects your target.
o Stanch Wound – This heals your target and increases their health regeneration for an hour.
o Suck It Up – This ability will counter weak status effects and has a short cooldown. Multiple applications will remove stronger status effects.
o Renew – This ability will remove strong status effects and snares.
Group Tactics is also a support set, focused on auras:
o Give 'em Hell – This aura increases your team's Power.
o Offensive Coordination – This aura increases your team's critical chance and stamina regeneration, but reduces their ranged and melee defense.
o Combat Endurance – This aura increases your team's maximum stamina and gamma, as well as their stamina and gamma regeneration.
o Overwhelm – This ability calls a target, making them more visible and also reducing their armor, ranged and melee defense.
Melee, together with Precision and Power, determines your bonus critical chance and damage percentage when using Melee weapons. It also offers:
o Charge – A short duration ability that gives a bonus to movement speed and damage.
o Provoke – This ability will increase your threat and reduce your opponent's ranged/melee defense.
Pistol, together with Precision and Power, determines your bonus critical chance and damage percentage when using Pistol weapons. In addition, it contains:
o Smoking Sabot Round – This prepared attack adds a fire DoT onto your regular attack damage.
o Gunfighter – This toggled ability increases your Precision and Weapon skills, but decreases your melee and ranged defense.
Rifle, together with Precision and Power, determines your bonus critical chance and damage percentage when using Rifle weapons, plus:
o Agonizing Wound – This prepared attack slows your target.
o Bullseye – This prepared attack does additional damage.
Precision, together with the appropriate weapon skill, determines your chance for a critical hit, and provides:
o Precise Hit – This is a prepared attack that does additional damage. It also reduces the speed of NPC targets.
o Perfect Timing – This is a short duration buff that increases your chance of a critical hit.
Power, together with the appropriate weapon skill, determines your bonus damage percentage, and has:
o Attack Posture – This stance increases your damage.
o Dent Armor – This prepared attack temporarily reduces your target's armor. It will also stun NPCs.
Social, in addition to its financial benefits, is a personal aggression control set. It has:
o 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.
o Inconspicuous – This ability greatly lowers your threat from a targeted enemy.
o Diplomatic Immunity – While this short-duration ability is active, you are unable to take offensive action, but you have increased armor, melee defense, and ranged defense.
Alpha Mutations are for players who do not yet have access to full mutations, and will not continue to increase in rank once regular mutations can be unlocked. The available alpha mutations are:
o Disrupt – This targeted ability reduces your target's melee defense, ranged defense, and save ratings for a short time.
o Patch – This is a self-only healing ability.
o Gird – This toggled ability raises your maximum health.
o Bolster – This toggled ability raises your maximum stamina and your damage.
Empathy is a support set, with:
o 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.
o 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.
o Restoration – This is a single target, short duration heal over time.
o Preservation – This ability removes status effects from the target. Strong status ailments will require more than one application.
Nano-Manipulation is an area of effect focused support set:
o Reconstruction – This resurrects friends in a cone-shaped area.
o 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.
o Vital Osmosis – This is a team-only heal in a cone-shaped area.
o Revitalize – This ability raises the health regeneration of all allies close to the caster.
Primal is a very physical mutation, with:
o Primal Vigor – This toggled ability lowers your maximum gamma to raise your maximum health.
o Beast Might – This prepared attack costs health but deals extra damage and has a short cooldown.
o Rampage – This ability raises your damage and health for a few seconds, then leaves you weakened.
Sonic is a damage-focused set with:
o Sonic Lance – This ability must be aimed at your target, but if you hit it will cause sonic damage.
o Rending Vibrations – This ability sends out sonic waves that cause damage over time in a cone shaped area.
o Catastrophic Dissonance – This ability does damage to those nearby.
Thermal is a damage skillset:
o Cold Snap – This will damage your target with cold.
o Hypothermia – This will cause your target to take cold damage every second for a duration.
o Napalm – This will cause your target to take fire damage over time for a short duration.
o Molotov Cocktail – This will cause fire damage to your target, but has a long cooldown.
Telekinesis is focused around aimed mutation attacks, with:
o Bend Metal – If you hit with this attack, it will reduce your target's armor.
o Propel – This has a long cooldown but does high damage if it hits.
o Always Armed – This is a shorter cooldown attack that does lower damage when it hits.
Suppression is a redistribution support set, containing:
o Denial – This lowers your target's maximum stamina and gamma.
o Sap Stamina – This steals some of your target's stamina and adds to your team's.
o Siphon Energy – This steals some of your target's gamma and adds to your team's.
Patho-Transmission is a support set that debuffs your opponents:
o Sapping Sickness – This is a small targeted area of effect ability that reduces the speed of those hit by it.
o Wracking Pains – This ability lowers your target's regeneration.
o Debilitating Weakness – This causes those around you to suffer lowered Power and weapon skills, reducing their damage.
Illumination is a support line providing additional resources and regeneration:
o Endless Reserves – This toggle raises your maximum gamma and stamina, but lowers your maximum health.
o Meditation – This aura raises your team's stamina and gamma regeneration.
Enhancement is a support line with additional personal defense:
o Calibration – This aura increases your team's primary armor.
o Ablate – This stance raises your armor.
o Resilience – This aura raises your team's saves.