Trident

Trident spielt(e) => Game over => Mitspieler gesucht => Fallen Earth => Thema gestartet von: retuar am 27. August 2009, 17:20:04

Titel: Patchnotes
Beitrag von: retuar am 27. August 2009, 17:20:04
Für alle ohne Forumsaccount:

Version 1.0.4 - Due Aug 27

Physics
· Fixed a possible crash when processing the loading of events.
· Disabled shape tracking for optimization purposes.

UI
· Added a form window for key redemption for preorder and other special promotional items. Key redemption can be activated through the "/key" chat command.
· Fixed a possible crash due to bad content data in the Conflict Town window display.
· Fixed a bug with the Recipes window where a player would sometimes receive the "not enough components" chat message when crafting his or her first item.
· Fixed a merchant window resizing issue with one of the controls not moving.
· Fixed an issue where equipping two identical weapons to the same hand slot would cause one to be hidden.
· Fixed a bug that was causing players not to be able to speak in clan chat, see the Clan list and Clan Vault windows, or leave the clan.
· Fixed an issue with the mount inventory weights being the same when switching mounts.
· Fixed a possible crash when auto-selecting a mission that has no goals.

Chat
· Added item link support to chat messages. An item can now be dropped to the chat window to create a link. At this time, only one link per message is supported.
· Fixed private chat so that it works across servers.
· Prevented team chat from showing before the player has accepted or declined a team invite.

General
· Added checks to detect the accidental broadcast of a promotional key.
· Added an optimization to actor management where a large number of actors are in the scene.
· Prevented consecutive action requests when one is scavenging or doing mount-related actions.
· Changed most actions to function in the prone stance without forcing a stance change to upright.
· Set up Cheat Checker to use path finding for adjusting player positions instead of position interpolation.
· Fixed a couple of memory leaks.
· Optimized event callbacks.
· Fixed a deadlock with broadcasting event changes to other gameservers.
· Fixed a bug in which players could buy an item and lose the chips for that item under certain error conditions. Chips will now be properly refunded.
· Fixed a bug with guild vaults not responding when empty.
· Fixed a deadlock with trading when a player accepts at the same time as another player exits the game.
· Fixed a bug that could potentially cause a player to disconnect from the game shortly after logging in.

Mounts
· Added support for displaying exhaust particle effects on vehicles.
· Fixed a bug in which disabled vehicles could not be targeted, preventing players from using items on them.

Predictor
· Fixed a bug in the character predictor that led to unnecessary target and position computation for the player even when idle. Also added few other calculation optimizations.
· Optimized path finding.
· Enhanced path finding through Exit Boxes to smooth out the path in most scenarios, creating a shorter, more optimal, and more natural-looking path.

Creatures
· Increased the duration on Scorpion Poison (all ranks) to 45 seconds, and corrected the damage output of all ranks to match their tooltips.
· Fixed creatures so that any attribute not explicitly assigned a value will default to the creature's level plus 10.

Tutorial
· Added additional checks to prevent players leaving the tutorial without completing it properly.
· Prevented promotional keys from being redeemed in the tutorial.

Items
· Implemented code to prevent items from being registered as used while mounted when the item's success action restricts use of that item.
· Changed the Riot Helmet to also occupy the mouth slot. Increased its cost to 1224 chips and increased its armor values.
· Corrected the Scrap Tranquilizer Gun recipe to use an Alloy Steel Light Stock, Composite Light Long Barrel, Aluminum Automatic Action, 10 Salvaged Fasteners, and 10 Salvaged Plastic.
· Increased the stack count of the Roach Fritters recipe from 1 to 5.
· Changed the Crude Tranquilizer Gun's and Scrap Tranquilizer Gun's Trigger description and Effect.
· Changed the Scrap Tranquilizer Gun to be wielded properly as a rifle.
· Changed the attribute requirement for the Improved Preserving 3 Cookbook from 164 Cooking to 135 Cooking and reduced its cost.
· Changed the cost of the Improved Preserving 2 Cookbook to 2851 chips.
· Changed the cost of the Improved Preserving 1 Cookbook to 1904 chips.
· Changed No-Toes Cranston's Axe to be a 6th level weapon. Adjusted its cost and damage, and made it ineligible for trade.
· Corrected the Description of the Plateau Weaponry Set, Northfields Weaponry Set, and Kaibab Weaponry Set to call them Weaponry books instead of Science books.
· Rebalanced the recipe for the Hunter's Scope 1 to use Dilute Acid rather than Impure Acid. Increased the amount of Dilute Acid, Scrap Fasteners, and Weak Geologic Chemical required.
· Created a recipe for Viral Ammo, taught by Advanced Pathology 2.
· Reworked the recipe for the GA-77 Civil Def Mod.
· Corrected the requirements for one of the two recipes for Cooking Kit Schematics 2 to a Basic Cooking Kit rather than a Basic Science Kit.
· Changed the recipe of the High-Roller .50 Hand Cannon to use an Alloy Steel Breech Action rather than a Composite Breech Action.
· Corrected a typo in the description of the Soviet Steel Helmet Replica.
· Moved the Veteran's Helmet recipe from Improved Helmets 2 into Improved Helmets 1.
· Changed Vibrant Dyes knowledge and instruction book to require 1 Science rather than 3.
· Rebalanced the Gallows Club to be appropriate for a 26th level 2-handed melee weapon.
· Changed the recipe of Beef Pot Pie to use 4 Questionable Meat, 1 Edible Vegetable, 1 Pie Crust, and 1 Savory Spice.
· Corrected the Advanced Knives 2 instruction book recipe to include Pierce Armor Vol 4 among its components.
· Changed the Kingman Guard Jacket Pattern to the Kingman Guard Vest Pattern and corrected a typo in the trigger description.
· Changed the Kaibab Drifter's Duster and Kaibab Drifter's Glove to require Armor Use rather than Armorcraft.
· Corrected the holster and hand locations for the Cyanide Shiv to be as normal for a one-handed weapon.
· Increased the Medicine attribute requirement for the Med Gear 1 instruction book recipe to 45.
· Changed the recipe for the War Hammers 1 book to use Scrap Paper rather than Salvaged Paper.
· Changed the Shiny Tomato to act as a Questionable Vegetable rather than a Tainted Vegetable.
· Changed Erudite Willpower Mutation so that it is no longer flagged as a Tradeskill Item. It now attunes when worn.
· Changed the Lighter Fluid 6 injector to use the Lighter Fluid 6 injector trigger.
· Changed the recipe for 22nd Century Gladiator 1 instructions to use Scrap Paper instead of Salvaged Paper, and added 16 Salvaged Rubber and 2 more pieces of Salvaged Iron.
· Changed Payback Vol. 4 to require 126 Melee rather than 96 Melee. (35661)
· Changed the Trigger on the Hypothermia 4 injector to give the correct Knowledge.
· Changed the recipe for Hypothermia 2 to use 3 Tainted Genetic Material instead of 3 Weak Biologic Chemical.
· Changed the Quicken 9 injector to give the correct Knowledge.
· Changed the model of the Coyle .410 shotgun to a more traditional shotgun design.
· Changed the recipe of the SOG MP-45 to use the Alloy Steel Short Light Barrel, Aluminum Assault Action, Salvaged Fasteners, and Average Gears.
· Corrected component requirements of the Hypothermia 1 injector recipe to remove a duplicate.
· Changed the recipe for Advanced Frying 1 instructions to use Scrap Paper rather than Salvaged Paper.
· Changed the Trainee's Medal of Bravery, Recruit's Medal of Cadetship, Guard's Metal of Achievement, Corporal's Medal of Allegiance, and Enforcer's Medal of Constancy to require progressively higher level and faction ranking.
· Changed the Mutagenics skill required to make Alpha Injectors 2 Instructions from 45 to 9.
· Changed the Mutagenics skill required to make Alpha Injectors 3 Instructions from 75 to 24 and removed all components but Pen and 2 Scrap Paper.
· Changed the level of the Alloy Steel Stock to 45 and changed the recipe to use Scrap Alloy Steel, Salvaged Fasteners, and Salvaged Plastic.
· Corrected the recipe of the Desert Star .45 ACP to use a Plastic Handgun Grip, Salvaged Fasteners, and Average Gears.
· Increased the Cooking requirement on the Tanner's Whiskey Recipe book. Changed Tanner's Whiskey to require level 35 to use, and reduced the cost. Changed the recipe for Tanner's Whiskey (drink) to require 135 Cooking skill, to use Questionable Grain and Savory Spice, and to be made in batches of 5. Added “Recipe” to the name of the book and its trigger to differentiate it from the drink.
· Changed Styles' Surprise to restore 3 health per tick rather than 5 and reduced its cost. Added Tainted Fruit and more components of each type to the recipe.
· Changed the field and facility crafting times for Advanced Cooking Components 2.
· Changed Steamed Spider Nibblets Recipe (book) to be 15th level and require Cooking skill 45, increased its cost, and made it eligible for trade.
· Changed the recipe for Advanced Nature 1 instructions to use 1 Hawk Bola rather than 16, 18 Mild Toxins rather than 1 Fitness Vol 1, more scrap paper, and more weak botanic chemicals.
· Changed the recipes for the Falcon Bola, Eagle Bola, Hawk Bola, and Double Eagle Bola to make one item. Adjusted their component requirements and reduced their crafting time.
· Changed the recipe of Pansy Wine Cooler to use more Tainted Water and no Tainted Fruit.
Titel: Re: Patchnotes 27. August
Beitrag von: Skeltem am 27. August 2009, 19:52:57
Zitat
· Added item link support to chat messages. An item can now be dropped to the chat window to create a link. At this time, only one link per message is supported. 
:yay:


Titel: Re: Patchnotes 27. August
Beitrag von: Hurz am 27. August 2009, 19:54:43
Hey, die bauen das doch in der Tat ein während der Beta .. etwas, dass andere Spiele nicht in Monaten nach Release schaffen. Ich frage mich manchmal warum ... so schwer kann das doch eigentlich nicht sein.
Titel: Patchnotes
Beitrag von: retuar am 10. September 2009, 00:45:09
Die sind Fix, die Patchnotes für morgen:

http://forums.fallenearth.com/fallenearth/showthread.php?t=19101

Zitat
Fallen Earth v1.0.6

Graphics
· Fixed the shadows so they are not pixelated indoors.
· Fixed unused texture surfaces to be released rather than recycled after a certain amount of time to improve memory usage.
· Fixed a crash issue with an alpha test shadow vertex/pixel shader conflict.
· Added an optimization to scrub instancing.

Physics
· Added an optimization to the physics engine actor page in and out that helps with stutters while moving. This can also help in few random crashes in the Ageia code.
· Upgraded to the latest Ageia SDK v2.8.1, which utilizes the PhysX hardware acceleration for special effects on nVidia 8 series and above. This includes improvements to ragdolls along with other optimizations.
· Fixed the prone and crouch stances to update character height.

Resources
· Fixed a possible crash when trying to load a missing object.

PvP
· Changed the radar on the mini-map so that it shows other players based on your Perception vs. their Athletics and stance rather than always by default. Teammates will always be displayed.

UI
· Added a character build template system to the attributes screen with predefined templates and suggested attributes on the progress bars.
· Added the ability to manually alter the waypoint X and Y location from the Waypoint window.
· Prevented non-alphanumeric characters from being used in a waypoint name.
· Fixed a possible crash caused by entering the game with the merchant window open.
· Fixed a possible crash due to invalid recipe data.
· Fixed trinket items with effects so that they can be dragged to the Hotkey bar.
· Prevented typing - and = in the email window from activating hotkeys.
· Fixed an issue where using Alt + key that would type that key into the edit box instead of just activating the action.
· Fixed the mini-map so that team members always show on the radar.
· Fixed items on the Hotkey bar to show cooldown periods after being dragged and dropped.
· Fixed a stack count issue with moving items from vault to sack.
· Fixed an issue that was making multi-requirement attribute items not show their correct requirement color.
· Fixed an issue that was causing tradeskills preview max to display incorrectly when a non-related attribute was modified.
· Fixed a possible issue with deleted missions showing in the mission tracker.
· Fixed an issue where items in the weapon tab would not display correctly if you altered the back slots after the waist slots.
· Fixed the recipe window to update the tradeskill tools indicator when a new level of tool is acquired.
· Fixed a display issue to correctly show changes in skill levels while the Recipes window is open.
· Updated the Recipes window with extra space for triple-digit components.
· Fixed the action bar display for storage slot items to hide the count if it is 1.
· Fixed an issue where an empty quick bar would not save as empty and would repopulate with default menu items on restart.

Chat
· Fixed the Western European language characters to show correctly in chat.

Predictor
· Fixed an issue with large movements when you enter the game.
· Removed some debugging code.

General
· A reminder for users with nVidia cards: the maximum pre-rendered frames in the nVidia control panel need to be set down to 1. In the nVidia control panel, the setting can be found under 3D Settings->Manage 3D Settings.
· Added functionality for conversers, merchants and patrollers to head-track players or other NPCs walking nearby and turn to face players who target them.
· Fixed an issue with speech bubbles remaining after an NPC dies.
· Fixed the issue where using an action that involved a movement key, including Ctrl+Q for a screenshot, would cause a character to turn briefly.
· Fixed some new issues where a character wielding a two-handed weapon would enter a T-pose.
· Fixed the collision on some scaled-up creatures.

Combat
· Fixed an issue where the scope mode would remain enabled when you switched weapons in aiming mode.
· Fixed a crash caused by shooting some object NPCs.

Art
· Modified character creation to only allow height scaling from 95-105%.
Titel: Re: Patchnotes
Beitrag von: Hurz am 10. September 2009, 01:26:34
Zitat
· A reminder for users with nVidia cards: the maximum pre-rendered frames in the nVidia control panel need to be set down to 1. In the nVidia control panel, the setting can be found under 3D Settings->Manage 3D Settings.

Man lernt doch nie aus.
Titel: Re: Patchnotes
Beitrag von: Skeltem am 10. September 2009, 12:39:32
Umlaute!  :yay:
Titel: Re: Patchnotes
Beitrag von: kulturpessimist am 10. September 2009, 13:10:45
Umlaute!  :yay:

Das man in Zeiten von utf-8 (16) überhaupt noch mit so etwas Probleme hat wundert mich.
Titel: Re: Patchnotes
Beitrag von: Carfesch am 10. September 2009, 13:54:59
Umlaute!  :yay:

Das man in Zeiten von utf-8 (16) überhaupt noch mit so etwas Probleme hat wundert mich.
Gerade in Zeiten von UTF-8. Charconversion und Time/Date-Conversion sind mit die größten Fehlerquellen. Die spielen gerade dann mit rein wenn man es am wenigsten vermutet.
Ich erinnere mich nur daran dass Software von einem der weltgrößten Softwarehersteller zum Teil nur installiert werden konnte wenn die Zeitzone auf US oder manchmal auch auf der von Bangalore stand.
Und in einer Kalenderwoche, in der es eine Sommer/Winterzeitumstellung gab ging es gar nicht.  :whistle1:
Titel: Re: Patchnotes
Beitrag von: Skeltem am 10. September 2009, 22:43:52
Zitat
· A reminder for users with nVidia cards: the maximum pre-rendered frames in the nVidia control panel need to be set down to 1. In the nVidia control panel, the setting can be found under 3D Settings->Manage 3D Settings.

Man lernt doch nie aus.

 Ich finde das nicht.
Titel: Re: Patchnotes
Beitrag von: Hurz am 10. September 2009, 23:18:52
Bei den erweiterten Einstellungen und dann ins nVidia Panel und dort bei den 3D Einstellungen ... da dann auf die speziellen Einstellungen für Programme und die .exe von FE hinzufügen und dann bei vorgerendete irgendwas (sollte auf 3 sein denke ich) auf 1 stellen.

So hab ich es zumindest gemacht ... ob es stimmt?
Titel: Re: Patchnotes
Beitrag von: Skeltem am 22. September 2009, 13:15:28
Massiver Patch incoming!  (http://forums.fallenearth.com/fallenearth/showthread.php?t=20717)

 Für alle Motoristen:

 
Zitat
Significantly increased the fuel efficiency of all vehicles. This does not affect mounts.
Titel: Re: Patchnotes
Beitrag von: tombs am 22. September 2009, 20:34:50
Massiver Patch incoming!  (http://forums.fallenearth.com/fallenearth/showthread.php?t=20717)
 Für alle Motoristen:
Zitat
Significantly increased the fuel efficiency of all vehicles. This does not affect mounts.

Deppen. Hätten lieber die Futterrate bei den Mounts deutlich anheben sollen, Tow-costs und repair/veterinary-kits gleich hinterher. Das Spiel hat nahezu null Money-Sinks, so wird das nix mit der Wirtschaft.
Titel: Re: Patchnotes
Beitrag von: Yat am 22. September 2009, 20:59:57
Bisher bin ich bei +/- 0, wobei das craften natürlich auch nen immenser Moneysink ist vorallem wenn man es so wie ich betreibt.
Titel: Re: Patchnotes
Beitrag von: Itchy am 22. September 2009, 21:47:12
Massiver Patch incoming!  (http://forums.fallenearth.com/fallenearth/showthread.php?t=20717)
 Für alle Motoristen:
Zitat
Significantly increased the fuel efficiency of all vehicles. This does not affect mounts.

Deppen. Hätten lieber die Futterrate bei den Mounts deutlich anheben sollen, Tow-costs und repair/veterinary-kits gleich hinterher. Das Spiel hat nahezu null Money-Sinks, so wird das nix mit der Wirtschaft.

Word. Auf dem Level 15 Mount reite ich drei komplette Abende, bevor füttern angesagt ist.
Titel: Re: Patchnotes
Beitrag von: tombs am 23. September 2009, 00:07:23
Bisher bin ich bei +/- 0, wobei das craften natürlich auch nen immenser Moneysink ist vorallem wenn man es so wie ich betreibt.
stimmt schon, aber nimm mal nen fighter-char der evtl noch nen gildencrafter dahinter hat.
die aktuellen moneysinks halten solange bis du auf maxlevel deine skills hast und mit die forschung zu ende entwickelt hast. danach noch ein wenig, bis alle ihr max-gear haben und das wars. die einzigen sinks, die ich sehe sind booster, gifte, granaten, muni und minimale rep-kosten - da lacht man doch drüber.
meine meinung ist da zwar mangels erfahrung des "endgames" mit vorsicht zu geniessen, aber wenn die nicht weitere items/fahrzeuge wirklich zerstörbar machen, wird das mit der wirtschaft nix, weil nach ein paar monaten schlichtweg keiner mehr irgendeinen bedarf hat. hmm, gibt es städtebau oder sowas? das wäre noch ne variante, aber auch da nur, wenn die sachen auch verloren/zerstört werden können. grundsaätzlich siehe eve.
Titel: Re: Patchnotes
Beitrag von: Hurz am 23. September 2009, 00:25:12
Ich denke mal die Geldvernichtung wird noch kommen: housing und evt. item decay.
Titel: Re: Patchnotes
Beitrag von: Yat am 23. September 2009, 08:13:35
Noch ein Nachschuss... Vehicle waren/sind nur in der Basisvariante Geldvernichter gewesen, die wesentlich besseren (Platz/Verbrauch/HP/Tankkapzität) Biodiesel oder Elektrovarianten konnte man für nen Apfel und ein Ei betreiben.
Titel: Re: Patchnotes
Beitrag von: tombs am 23. September 2009, 10:11:52
Ich denke mal die Geldvernichtung wird noch kommen: housing und evt. item decay.
was für ein decay?
Titel: Re: Patchnotes
Beitrag von: Hurz am 23. September 2009, 11:47:22
Derzeit verbrauchen sich Items ja nicht ... wenn sie abgenutzt sind kann man sie wieder auf 100% Zustand bringen. Das könnten sie z.B. abschaffen für Kleidung, Waffen usw.
Titel: Re: Patchnotes
Beitrag von: Yat am 23. September 2009, 12:05:46
Derzeit verbrauchen sich Items ja nicht ... wenn sie abgenutzt sind kann man sie wieder auf 100% Zustand bringen. Das könnten sie z.B. abschaffen für Kleidung, Waffen usw.

Mit Buffessen,Mun und Repairkits wird man später im PvP schon genug zu tun haben, Items ständig nachcraften müssen ist dann etwas auf das ich verzichten kann.

Außerdem sind die brauchbaren Items (aka Fraction, Advanced/Improved) eh BoP so das diese für jeden Char neu hergestellt werden müssen.
Titel: Re: Patchnotes
Beitrag von: Espoir am 26. September 2009, 13:04:36
Hier - um die Downtime zu verkürzen ;)

Sexual Healing (Musicvid): http://www.youtube.com/watch?v=A9cJe8inhZA

You are special (Parody): http://www.youtube.com/watch?v=VpqfldM6Gsk
Titel: Re: Patchnotes
Beitrag von: retuar am 29. September 2009, 00:38:55
Die neuen, klingt mehr als vielversprechend, u.a.:

Resources
· Updated the resource thread to sleep when there are no resources to load, which brings the total CPU use down to around 50% or lower on a dual-core machine.

General
· Added the Large Address Aware option, which enables up to 4GB process space for 64-bit operating systems instead of the default 2GB.
· Fixed a possible server crash when harvesting.
· Fixed two areas of the code base that could cause slowdowns or even stall the server for a few seconds.

Physics
· Fixed an issue with trees that could cause a crash inside the Ageia SDK and also affect performance over time.

Komplett:

http://forums.fallenearth.com/fallenearth/showpost.php?p=338724&postcount=1


Titel: Re: Patchnotes
Beitrag von: Hurz am 29. September 2009, 01:27:37
Klingt in der Tat vielversprechend .. vor allem aber das wundert mich:

8:30am ET (-4GMT) until 9:30am ET (-4GMT)

Die meinen doch sicher:

8:30am ET (-4GMT) until 9:30pm ET (-4GMT)

denn sonst wären das ja keine 12+ Stunden Downtime für den Patch.
Titel: Re: Patchnotes
Beitrag von: Carfesch am 29. September 2009, 10:14:24
Toll das mal endlich wieder gepatched wird. Der letzte ist ja schon länger als drei Tage her, ich habe mich ja schon total alleine gelassen gefühlt.

Sollte die Zeit wirklich stimmen, dann wäre das eine positive Reaktion auf die Beschwerden der EU-Spieler. Eventuell ist es ja wirklich so langsam bei den Devs angekommen dass die Beta vorbei ist.

Grundsätzlich klingen die Patchnotes gut und gestern Abend ging es ja außerhalb der großen Städte mit der Performance (Embry und Oilville waren wieder ein Lagfest).

Wenn sie sich jetzt noch auf einen Patch pro Woche beschränken (Hotfix/Ninjapatche am Patchday mal ausgenommen) dann wird es langsam was.
Titel: Re: Patchnotes
Beitrag von: Yat am 29. September 2009, 10:17:24
Warten wir einfach mal ab, vielleicht haben sie es wirklich geschafft sich zu verbessern...

Die Änderungen klingen jedenfalls gut, hoffentlich helfen sie bei der Stabiltät auf Server und Clientseite.

Was mich langsam immer mehr beunruhigt ist sind mittlerweile sekundenlange freezes (tw 15-20 Sekunden) wenn ich ein Item in die Craftingchain stelle oder entnehme bzw ein Item fertiggestellt wird.

Sprich jedesmal wenn sich die Anzahl der Komponenten im Rucksack ändert scheint er bei offenem Craftfenster (oder bei Fertigstellung auch bei geschlossenem Fenster) sämtliche Rezepte durchzugehen und die Ressourcenanzahl zu aktuallisieren.

Denn Yarem hat diese Probleme nicht sondern nur Yason der mittlerweile ein prallgefülltes Buch mit Bauanleitungen und Rezepten hat.
Titel: Re: Patchnotes
Beitrag von: Hurz am 29. September 2009, 11:19:19
Denn Yarem hat diese Probleme nicht sondern nur Yason der mittlerweile ein prallgefülltes Buch mit Bauanleitungen und Rezepten hat.

Das würde Erklären warum ich das nicht habe ... bzw. ich habe meist nicht Massen von Rohstoffen im Rucksack sondern nur das was ich gerade brauche für die Rezepte in der Schlange.
Titel: Re: Patchnotes
Beitrag von: Hurz am 29. September 2009, 17:09:54
Man staunt .. Downtime ziemlich genau eine Stunde, danach einfach patchen und die CPU Auslastung geht deutlich zurück (bei mir von dauerhaft 100% auf um die 66% bis 75% schwankend).  :o
Titel: Re: Patchnotes
Beitrag von: Itchy am 29. September 2009, 22:23:36
Jo, hab jetzt auch nur noch ~40% CPU Load und der Lüfter ist auch merklich leiser  :yay: (Hab trotzdem nen Scythe Mugen 2 bestellt)
Titel: Re: Patchnotes
Beitrag von: Hurz am 30. September 2009, 00:48:40
Sie richten nun ein tägliche Downtime ein:

Zitat
The server will be taken down daily from 11am ET (-4GMT) for an hour daily

This will be the routine daily downtime

Das wäre also schön um 17 Uhr bei uns ... korrigiert mich wenn ich falsch liege. Naja, sie hätten es noch ungünstiger treffen können.
Titel: Re: Patchnotes
Beitrag von: Carfesch am 30. September 2009, 10:48:39
Es stimmt zwar dass die Daily Downtime auch schlimmer liegen könnte.
Aber in meinen Augen ist eine Daily Downtime Fail.

Ich würde hätte kein Problem damit dass ein Tag pro Woche Patchtag ist, aber bei nur einem Server für alle Zeitzonen ist eine tägliche Downtime nicht besonders gut.
Wenn der Servercode so großer Mist ist dass die Server jeden Tag eine Stunde Wartung brauchen, dann frage ich mich so langsam was das alles noch soll. Zumal trotz Patchen und damit verbundenen Reboots immer noch regelmäßig Briefe von Herrn "Lost + Found" ankommen (wenn man die entsprechenden Items jetzt auch noch alle entnehmen könnte ohne einen GM zu bemühen...).
Titel: Re: Patchnotes
Beitrag von: Hurz am 30. September 2009, 10:51:25
EVE hat seit Beginn an eine tägliche Downtime und das ist gar kein Problem eigentlich. Mir ist es so lieber als ein Server der X Tage durchläuft, dann sich ein drängendes Problem entwickelt und die Server dann zur Maintime neu gestartet werden.
Titel: Re: Patchnotes
Beitrag von: Yat am 30. September 2009, 11:15:51
17-18:00 betrifft mich nur am Rande, vor 17:30 bin ich eh nur sehr selten aus der Arbeit zurück.

Trotzdem hätte man die Zeit besser legen können wie 12-13:00 in EvE wo sie EU und US beidermaßen kaum betrifft.
Aber ich glaube nicht das sich daran was ändert, die Zeit liegt für die Devs drüben halt günstig.

Und mal schauen ob sie die DT langfristig beibehalten müssen oder ob es eine Übergangslösung bleibt, was ich hoffe.

Ansonsten was hat der Patch gebracht ?

Der Lockdown des Clients ist durch die Änderungen mit der Craftingchain verschwunden, dafür stürzt der Client jetzt ab wenn ein Rezept fertig ist... dafür gabs aber wohl schon einen Hotfix.

Questlag ist bisher auch nicht wieder aufgetreten, keine Abstürze und allgemeine Performance scheint besser geworden zu sein. Allerdings bin sind Dai und ich auch schon sogut wie aus dem T1 raus...
Titel: Re: Patchnotes
Beitrag von: Skeltem am 30. September 2009, 11:28:28
Auch in S1 hat sich die Performance merklich gebessert. Städte mit vielen Spielern sind aber nach wie vor ein Lagfest. Immerhin ist eine Verbesserung in Sicht. Und, korrigiert mich, schneller als damals bei EVE oder  :o Anarchy Online.
Titel: Re: Patchnotes
Beitrag von: Carfesch am 21. Oktober 2009, 11:43:34
Zitat von: FE Forum (Teil 1)
Version 1.1.0
 
Days of the Dead
About a century ago, an AI subroutine called TETRAX went a little crazy and started spewing out deranged clones. People call the clones by all sorts of names—rotters, diggers, zombies—but people are calling these new clones "Infected" because of the nanites they carry that are potentially damaging to LifeNet facilities and to clones. TETRAX managed to infect a number of LifeNet facilities throughout the province, causing them to create more of these Infected before it was shut down. The infected facilities were believed to be too damaged to be recovered, so the computers were shut off and the facilities buried... just in case.
 
Someone or something has dug up those facilities and turned them back on. Infected have been pouring out of the places ever since. Not only are these Infected a menace to any people they encounter, they are trying to reach other LifeNet facilities. TETRAX has contaminated the Infected with nanites that can contaminate any LifeNet computers that they come into contact with, allowing TETRAX to take control of them. It's up to the people of the Grand Canyon province to stop this menace before the entire province is overrun with Infected!
 
General
·Implemented new training areas containing missions to provide a kinder learning curve for players. Players will enter the world after the tutorial at 1st level and be offered additional training by the local LifeNet pod operator. This training will teach the player the basics of mounts, mail, crafting, etc. At the end of training they will advance to 2nd level. Players may elect to skip this training at the first step and those who do so will immediately advance to 2nd level.
·Prevented players from talking to the first tutorial LifeNet terminal after choosing to skip the tutorial, which was causing some players to get stuck there.
·Re-worked Town Events to make them clearer and more reliable. This affects the Town Events in Clinton Farm, Boneclaw, Embry, Oilville, Burnside, St. Sebastian's, and Banker's Hole.
·Removed a debug string that appeared during Kill missions
·Fixed a bug where a mission could remove the wrong item when items were turned in.
·Changed the mission rejection text to specify the missing requirements.
·Fixed the battle music for Save Civilian missions.
·Fixed a strange character in the "Side Effects of Death" help tip.
·Fixed an issue where instances were not correctly updating their waypoints.
·Added feedback to Avoid Location missions on the distance the player must go in an approximate interval of time.
·Fixed Deliver and Use Item missions so that they no longer fail if they cannot place an item in the player's inventory. Instead, the player will receive a "Make Space in your Inventory" goal, and the mission will periodically attempt to place the quest item in the inventory when space for that item exists.
·Updated instance waypoints to point to the entrance to the level. This change matters for anchors like Kingman and New Flagstaff University where the door is at an interior spot. Players will still be teleported to the entrance when they reset an instance.
·Removed two exploitable guards from Midway.
·Fixed a crash from exiting the game with a timed task active.
·Fixed a scenario where auction items on the "My Bids" page appeared broken.
·Fixed a bug with recipes where you could lose the item if the server deadlocked.
·Fixed a bug where harvesting with a debuffed tradeskill would lower your skill to the debuffed cap.
 
UI
·Updated the recipe component and filtering system to fix various bugs with the entries not updating immediately.
·Added support for the Ignored list in the email system. All current email messages from players on the list are removed and future emails from them will be blocked.
·Added a confirmation box for bids or buyouts over 10000 chips.
·Updated the /waypoint command to include optional x and y parameters that will auto populate the create waypoint window.
·Fixed a focus issue that prevented the scrollwheel from working in the Mission Journal window.
·Fixed a rounding error in maximum tradeskill scores.
·Made the game remember its position between sessions when in windowed mode.
·Fixed the Loot window so that it closes after a teleport.
·Changed the Mission Offer window so that it closes automatically at a certain distance from the questor.
·Updated the Gear window to accept item drags anywhere in the window.
·Changed the Sell tab so that items being mailed or traded will not show.
 
Conflict Towns
·Resolved some reward inconsistencies in the guard- and merchant-tier missions.
 
Characters
·Changed the formula by which natural Stamina regeneration is calculated to correctly be 10% of your base Endurance plus 10% of your base Willpower.
 
Chat
·Added chat color customization for all channels and combat messages. It is accessible from Chat Options.
·Added a message, accessed from the Chat Options, for when a player joins or leaves the Help channel.
·Added a message to "/loc" so that it is clear it was copied to the clipboard.
·Fixed an issue with the Enter key not activating a chat tab when you first switched to it or after using the scope.
 
Creatures
·Rebalanced the Armor Supplier boss creature significantly.
·Added Scrap Plastic to the drops from level 1-15 Hermit Crabs.
·Removed inappropriate drops from Hermit Crabs in Sectors Two and Three and changed their harvest nodes.
·Removed inappropriate treasure tables on the level 39 Grendel and changed its harvest nodes.
·Changed the Armor Supplier at Raven’s Roost to show that it’s a boss, and gave it stats consistent with other bosses of similar level.
·Gave Sector Two Shiva's Favored mutations appropriate to their type and level.
·Reduced stats on the Sector Three GlobalTech storyline NPCs Carpal, Archimedes Smith, Flathead Carl, and Vicki Armstrong.
·Removed Ignore Pain from all Shiva’s Favored with Telekinesis.
·Standardized guards across all conflict towns to eliminate rare instances of them not fighting players of the appropriate faction or fighting each other, and so that their deaths will provide the appropriate faction changes.
·Changed all faction town guards to use Boss builds of the appropriate level.
 
Graphics
·Fixed an issue with some paper objects flickering or not showing from some angles with Advanced Post FX turned on.
·Updated particle effect management to fix a crash caused by particles on objects with a long visible range.
·Consolidated all graphics options in the configuration file and added the texture quality option to the in-game options.
 
Items
·Increased the effectiveness of Weapon, Ballistics, and Armor Repair kits.
·Increased the drop rate of Scrap Plastic on level 10 Scavenging nodes.
·Added Scrap Plastic and Scrap Wood to the drops from Prairie Chicken nests.
·Gave all Weapon and Ballistics repair kits a maximum charge of 1. This change only affects the in-game display.
·Categorized Longsnout's Belt, the Thick Woven Belt, and the Safari Belt as Armor so that they filter appropriately in auctions.
·Added a recipe for the Mine Chemicals Manual to the Basic Geology Knowledge.
·Decreased the cost and component requirement of Electric Bolts, and set the stack count at 80.
·Increased the range of Ol' Sparky and New and Improved Sparky.
·Corrected the armor slot placement for Blood-painted Shoulders, Blood-soaked Shoulders, and Blood-drenched Shoulders and changed their costs and armor values accordingly.
·Made the Camouflage Jacket salvageable.
·Changed the recipe of the Coyle Airpower .177 Pistol to use 20 Salvaged Copper rather than 5 Salvaged Steel.
·Changed the description of all grades of Weapon Repair Kit to specify “melee weapons,” to make it clear that they will not repair guns.
·Changed the level of the Basic Armor Repair Kit, the Basic Ballistics Repair Kit, and the Basic Weapon Repair Kit from 25 to 30.
·Corrected the component requirements on the following recipes: (the greatest change is in the number of repair kits required)
oImproved ATV Research
oAdvanced ATV Research.
oMotorcycle Research
oImproved Motorcycle Research
oAdvanced Motorcycle Research.
oDune Buggy Research
oImproved Dune Buggy Research
oAdvanced Dune Buggy Research
oInterceptor Research
oEngines 1 Research
oAdvanced Engines 1 Research
oEngines 2 Research
oAdvanced Engines 2 Research
oEngines 3 Research
oImproved Engines 3 Research
oAdvanced Engines 3 Research
oImproved Tires 1 Research
oAdvanced Tires 1 Research
oTires 2 Research
oImproved Tires 2 Research
oAdvanced Tires 2 Research
oTires 3 Research
oImproved Tires 3 Research
oAdvanced Tires 3 Research
oImproved Control Systems 1
oAdvanced Control Systems 1 Research
oImproved Control Systems 2 Research
oAdvanced Control Systems 2 Research
oControl Systems 3 Research
oImproved Control Systems 3 Research
oAdvanced Control Systems 3 Research
oChanged the recipe for Improved Frame 1 Research
oAdvanced Frame 1 Research
oFrame 2 Research
oImproved Frame 2 Research
oAdvanced Frame 2 Research
oFrame 3 Research
oImproved Frame 3 Research
oAdvanced Frame 3 Research
oImproved Vehicle Repair Kit Schematics
oAdvanced Vehicle Repair Kit Schematics
oImproved Veterinary Kit Instructions
oAdvanced Veterinary Kit Instructions
oImproved Horse Training 1
oAdvanced Horse Training 1
oHorse Training 2 Instructions
oHorse Training 3 Instructions
oImproved Horse Training 2 Research
oAdvanced Horse Training 2 Research
oHorse Training 3 Research
oAdvanced Horse Training 3 Research
·Increased the skill requirement and skill gain limit on Advanced Tires 2 Research.
·Corrected the skill gain limit and chance of a skill point gain on Efficient Medium Pistol.
·Fixed the Novice's Telekinetic Focus to display its cooldown in the tooltip.
·Removed an erroneous reference to stunning from the Journeyman's Taser.
·Reduced the amount of Health and Stamina restored every six seconds by the Desperado's Med Kit from 55 to 25, and applied a 2 minute reuse time. Updated tootips.
·Reduced the weight on Reptile Claw creature drops.
·Changed the icons for several colors of dye (Yellow, Orange, Red, Purple) to accurately reflect their colors.
·Changed the "Trouser Meat" item so that it cannot be equipped.
·Removed erroneous charges from the Compass item.
·Fixed the LifeNet Username and Password item to have a maximum allowed of 1 and removed the control name from its trigger.
 
Titel: Re: Patchnotes
Beitrag von: Carfesch am 21. Oktober 2009, 11:44:28
Zitat von: FE Forum (Teil 2)
Mutations
·Fixed all ranks of Wildheart to allow it to stack with food items.
 
Missions
·Replaced a place-specific conversation string with a generic one, as it was used in several places.
 
Nodes
·Changed all the GlobalTech Supply Cache chat messages to a new format. They should read as follows: "The GlobalTech Supply Cache will be arriving in a few (time unit) at (Location Name)."
·Corrected the placement of several harvest nodes.
 
Physics
·Enabled support for soft bodies. This is showcased with most of the traffic cones in the game, which will now bend when you move over them.
·Fixed an issue where jumping in a tunnel would try to push you aboveground.
·Fixed an issue with ragdoll physics on players.
·Fixed an issue with the camera not colliding with some ceilings.
·Fixed an issue with the player's collision capsule not being properly resized when he or she entered or exited a stealth stance.
 
Resources
·Optimized the disk access when reading files from the Icarus file system.
 
Skills
·Added a line in the tooltips for all ranks of Body Toughening, Reflexes, and Vigor explaining that these abilities do not stack with one another.
 
Special Events
·Removed extra art assets remaining from the Apocalypse Party.
·Added Day of the Dead areas at Dry Flats, Pinkston, Zanesville, Toro Road, Midway, Dish Field, Blaine, Thorne’s Bluff, Redfield, Last Stop, Docuer’s Court, and Tannerfield.
 
Mounts
·Clarified the description of vehicle keys and horse bridles.
·Updated other players’ vehicle engine sounds so that they play at all times.
·Changed vehicle debris to be off by default and enable collision only with the terrain.
·Fixed an occasional large displacement during dismounting resulting from a frame rate drop.
 
GlobalTech Storyline
·Marked part eight of the instance mission series “A Web of Lies and Copper” as group content and changed its goals, locations, and text to improve the flow.
·Centralized the Sector Three GlobalTech missions around Trader’s Flat and Papermill.
·Changed Elena Winters’ appearance throughout the game to resemble her tutorial visage.
 
Archivists
·Removed the events that "bind" books for you, and updated all conversations related to the NPCs binding books for you.
·Added new collections binding recipes, unique to each sector and organized under the Science tab, that are granted when you speak to Augusta Brown in Embry Crossroads, Curtis Wooten in New Flagstaff, and Orvall Bush in Trader's Flat.
·Updated requirements on some of the reward missions.
·Renamed all the reward missions to match the item they request.
 
Sector One
·Removed telephone pole objects from six locations to correct a pathing problem.
·Populated an abandoned camp off the Toro Road with Night Wolves and added harvest nodes.
·Boneclaw
oMoved an interest object NPC who was hammering on air.
oFixed a sunken harvest node.
oUpdated the waypoint and corrected the dialogue for the mission “Welcome to Boneclaw” to point to Jannix instead of Blue-Eye.
oRepaired the timer on the mission “First Impressions.”
oAdjusted patrol paths of town guards to correct a pathing problem.
·Clinton Farm
oChanged the shirt models on the Scorpion-Bitten Cadets to avoid a problem with clipping.
oRemoved floating harvest nodes.
oUpdated the mission "Pharmo FARM" to reward Crude Healing Drugs needed for a later mission in the group.
oAdded a shirt model to a Wounded Cadet and moved her to avoid terrain clipping.
oChanged the mission for the instance “In The Mine” from requiring players to find an item to requiring players to use an object in the world.
oReplaced the object used for the mission “Welcome to Gross Anatomy.”
·Coppermine
oUpdated the snake models used around Coppermine.
oLowered the damage output of the helpful insects in the instance “Undeserved Relics.”
·Depot 66
oReplaced many of the shirts and NPC models of the acting troupe to prevent clipping.
·Embry Crossroads
oAdded additional Survivalists and resource nodes for the ATV mission series.
·Junk Fortress
oRemoved the key and the lock from Loki's door in the mission “The Secret Beneath."
·Linewood
oIncreased the respawn timer of Gaunt’s Raiders Occupiers and removed loot drops to discourage farming.
·Midway
oUpdated the mission "Bunker of the Mathematical God" to require only one Old Access Card which drops less frequently. Old Access Cards can now be sold and count as Scrap Copper in crafting.
oUpdated the mission "Regulatory Commission" so the needed items are obtained through using objects in the world rather than through harvest nodes.
oAdded a Horse Merchant at a nearby garage.
oCorrected the Kill Creature mission “Found Trouble” so that Found Recruits and Worshipers give proper credit, while Found Initiates give no credit.
oChanged all NPCs in the Bunker of the Mathematical God to be hostile to players.
oCorrected a typo in the greeting string of the mission "The Prime Tracker."
·Mowbray
oAdded a Fuel and Feed Merchant at a nearby garage.
·Mumford
oUpdated the missions "Once and For All" and "Let's Get This Over With" so they can be picked up again if aborted. Players who were previously locked out can now access these groups also.
oChanged the object models of Satellite Debris nodes and repositioned a few of them to keep the nodes from spawning underground.
oAdded a Helpful Stranger to a nearby garage who can inform players about ATVs.
oUpdated the instanced missions “Sidetracked” and “Assault Team” for clarity.
·Needle Eye
oChanged the mission group “Field Mice” so it no longer requires an extra step to find the requested location.
·New Toro
oRemoved two Mutant Slavemasters from the catwalks that could aggro players on the ground level.
oAdded Mutant Slavers for the mission “Enslaved Engineers” to increase the number of players the missions will support concurrently.
·North Burb
oRemoved the floating names of interest object NPCs.
oRemoved the Boss tag from the Giant Spider.
oRemoved the timer from the mission “Reaching."
·Odenville
oCorrected the inventory of the Ballistics and Weaponry merchants.
oAdded a Fuel and Feed Merchant at a nearby garage.
oUpdated the waypoint for the mission “Compulsory Generosity” to point to a nearby merchant.
oChanged the mission "Killer Clones" to remove the needed items from the players inventory upon completion.
oChanged the object used for the mission “Mostly Come Out At Night.”
·Oilville
oIncreased the respawn rate for Simeon Littlejohn.
·Old Kingman
oCorrected a typo in the mission “Bred to Kill.”
oRemoved a reference to Grinder’s head in the mission “Grief and Vengeance.”
oUpdated raiders in the instanced mission “Snake Charmer” to prevent them from stacking.
·Pinkston
oMoved the location and adjusted the stats and numbers of enemies in the mission "Homefield Advantage."
·South Burb
oAdded a reference to Burning Cactus as a source of Dilute Acid in the mission "Corrosive Situation."
oCorrected the stance of a Vista farmer to prevent floating.
·Spider Hill
oAdjusted enemy placement and mission placement of the missions “Caught in the Web 2” and “Hatchling Plague.”
oUpdated the mission group “Close Encounters,” to consistently create two Spider Attack Survivors with proper clothing that are not stacked in the same location.
·Terance
oRestructured the mission “Code of Honor,” altering the dialogue and removing the head drops from the Foremen to support the change.
oIncreased the number of creatures and the value of mission specific drops for steps one and two of the mission series “Losers Weepers.”
oAdded beginning steps to both the “Blunt Objects” and “The Crash of Guns” mission series to help players locate the items they need and then reward them with the books they will be using. Also changed “The Crash of Guns” to craft bullets and not an entire gun.
oChanged the item requirements for the mission “Filthy Lucre” to standard node types and added a repeatable step.
oAllowed the items required for the mission “Contributions of Our Ancestors” to also count as scrap copper and allowed the nodes to drop other craft components.
oOverhauled the mission chain “Makings of a Beast” to streamline the story elements and repurposed the opening step and questor for the mission “Self-Preservation.”
·Trailer Park
oReplaced the animated object with a static one for the mission “When the Chips are Down.”
·Trumbull
oChanged the target objects for several steps of the mission series “Deep Profits” line to non-animated models.
oFlagged Slade Vicious as an invulnerable questor.
oPrevented a couple NPC's from handing out the wrong steps of the “Pandora's Box” mission series.
·Watchtower
oUpdated the mission series "Wolf Hunting" so that only Night Wolf Headbangers, Mayhew's Men, and Clovis Mayhew count for the goals. Edited text accordingly.
oRemoved the waypoint for the mission “Tactical Value.”
·Zanesville
oRemoved a Prairie Chicken nest that was interfering with a harvest node.
oReduced the reward for the repeatable mission "Did Someone Call for Backup?" and changed it so that it no longer locks out other players when someone is already running it.
oAltered the goal text of the first step of "You Reap What You Sow" to read "Take the report to Lt. Edwards."
oAdded a Helpful Stranger to a nearby garage who can inform players about ATVs.
oCreated several new breaks in the fence surrounding the Traveler-controlled airstrip portion of the town so that mobs can better find paths to players on the other side.
 
Sector Two
·Abandoned Storefront
oUpdated the Creeper Nest harvest nodes to look more like a nest and less like a pile of plastic bowls.
·Barret Manor
oAdded a Horse Merchant at a nearby garage.
oFixed Trigger-Happy Enforcers and Bloodthirsty CHOTA to attack based on faction.
·Blaine
oReplaced the target object for the mission “The Awful Truth” with a non-animated model.
·Calloway Farm
oCorrected a typo in the name of the mission “Stinging the Stingers.”
·Credit Bend
oFixed the Hermit Crabs for the mission "Longing After the Garbage" so that they drop Broken Electronics and re-named them "Trash-Diving Hermit Crabs." Made Broken Electronics count as Scrap Fasteners in crafting and missions.
·The Dump
oMoved a corpse node so that it no longer overlaps with a building.
oAdded a Horse Merchant at a nearby garage.
·Haven
oChanged a special car harvest node to a standard car harvest node.
oChanged the goals of steps one and two of the mission series “Silent Thunder” to include all known targets.
·Last Stop
oAdded a Horse Merchant at a nearby garage.
·Lost City
oRenamed the local Tarantulas and Porkupines "Lost City Tarantula" and "Lost City Porkupine" and added several more of each to the area. Corrected step four of the mission series "Provident Elixir" to give you a waypoint to a well-populated area of both.
·New Flagstaff
oAdded a Horse Merchant at a nearby garage.
oRestructured the way that goals appear in the New Flagstaff University instance missions.
oAdded the text “New Flagstaff University” to the exterior sign.
·New Gallows
oRemoved NPC crossbows from CHOTA guard drops.
·Post 23
oRepaired the target object for the mission “Bullet Time.”
·Redfield
oAdded a Horse Merchant at a nearby garage.
·Sunshine Corners
oIncreased the completion range of the mission “No Training Necessary” and ensured that the custom effect works.
·Tinkersdam
oReplaced Carla Solo’s skirt with shorts.
 
Sector Three
·Brigg’s Point
oRepaired the keypads necessary for the “Access Denied” mission to function properly in both the instanced and non-instanced versions of the underground complex.
·Dieseltown
oChanged the way the mission series “Powering Up the Box” works by tightening the path of the enemy and having the follow-up mission show waypoints.
·Docuer’s Court
oPrevented farm animals from spawning on roofs.
·Earthbound Bunker
oRestructured the goal strings for the bunker instance mission.
·Haietta
oFixed Medicine merchant so that his inventory appears correctly.
·Kristo’s Rest
oAdded the required item to steps one and two of the mission series "Quest for Ale" and altered dialogue to specify the skills required.
·Monkeytown
oReplaced a triggerable box that was causing a small explosion effect.
·Park City
oUpdated the escort target position for the mission "Park City Horror Show."
oAdded a Horse Merchant at a nearby garage.
·Repository
oAdjusted the positions of the NPCs Stan Clearwater and Noreen Jule.
·Spider Maze
oRestructured the missions “I’ll Be Right Behind You” and “Fighting Dirty 2” so that all steps chain and complete properly and nothing locks the player out.
·St. Sebastian's
oUpdated step one of the mission series "Enhancing Potential" to require Impure Biologic Chemical rather than Tainted Genetic Material.
oUpdated the Human Leaguers in the Human League town event camp so that their names are no longer red.
·Tannerfield
oRemoved the locking mechanism from the door to old well until a more reliable system can be implemented.
·Trader's Flat
oChanged the item requirements for step three of the mission “Outside the Box.”
oReplaced the Outsider Suit from the mission series “Outside the Box” replaced with an Identification Key and edited mission text accordingly. Removed the unnecessary final step of the series.
oIncreased the XP rewards on all missions to standard town levels.
·Waste Farm
oChanged the rewards on the mission "Trade for Notes,” corrected the NPC's gate string, and removed an unnecessary conversation.
oFixed an issue that would cause some harvest nodes near Waste Farm to re-spawn immediately.
 
Art
·Remodeled and textured several business and residential buildings.
·Re-textured barbed-wire fences.
·Re-textured horizontal wooden fences like the one in Watchtower.
·Re-textured the water tower so that the text can be read clearly from both sides.
·Re-textured editable signs.
·Added minor texture polish to the motorcycle.
 
Audio
·Added new player speech to both male and female characters.
·Added new player combat sounds.
·Added new speech and sound for many emotes.
·Lowered mutation use volumes overall.
·Added sound for climbing ladders, harvesting, scavenging, and mining.
·Fixed a bug that had some objects missing sounds.
·Added sound for transitions: sit, stand, sleep, prone, and lounge.
·Added NPC hammering sounds.
·Added NPC pick axe sounds.
·Fixed the female prone animation sounds.
 
Animation
·Adjusted the female idle animations.
·Adjusted all the female transition animations (sit, ground, lounge, etc.).
·Adjusted all the female vehicle mount and dismount animations.
·Adjusted all the female emotes.
·Adjusted the female level-up, mutation, jump, knockback, heavy breathing, and death animations.
Titel: Re: Patchnotes
Beitrag von: Hurz am 21. Oktober 2009, 12:05:54
Uff .. ne ganze Menge. Was wohl bei den ganzen Fahrzeugrezepten sich genau ändert.
Titel: Re: Patchnotes
Beitrag von: Blaukool am 21. Oktober 2009, 12:12:56
Joa frag ich mich auch. Klingt so als würde das alles teuerer werden...  :frown:
Titel: Re: Patchnotes
Beitrag von: Yat am 21. Oktober 2009, 12:21:35
Joa frag ich mich auch. Klingt so als würde das alles teuerer werden...  :frown:

Viel Teuer wohl kaum, weil man ja so schon fast an die Tragekapazität eines Chars gekommen ist bei den Buggy Rezepten.
Titel: Re: Patchnotes
Beitrag von: Hurz am 21. Oktober 2009, 12:25:13
Vermutlich mehr repair kits ....


NEIN, jetzt merke ich es erst: morgen kommt Windows 7 und ich muss/will dann updaten ... ob das alles klappt?
Titel: Re: Patchnotes
Beitrag von: Blaukool am 21. Oktober 2009, 12:29:57
Mein Windows 7 kommt erst am Freitag an(vermutlich hab ichs dann aber erst Samstag..) Dann werd ich den neuen Laptop auch upgraden... *daumen drück*
Titel: Re: Patchnotes
Beitrag von: retuar am 21. Oktober 2009, 14:43:50
Ich empfehle bei Windows7 eine Neuinstallation, ansonsten nimmt man Vista-Altlasten mit.
Habe jetzt beides hinter mir und das neu aufgesetzte System läuft besser.
Titel: Re: Patchnotes
Beitrag von: Blaukool am 21. Oktober 2009, 14:50:15
Die Spiele sind deshalb auch alle auf der 2. Platte :) Und ausser Fallen Earth weis ich auch von allen das sie ohne richtige Installation weiter funktionieren... Also muss ich nur Windows, Eclipse und vielleicht noch Fallen Earth neu installieren. Win&Eclipse sollten in 2 Stunden gemacht sein :)

Hat da einer Erfahrungen mit Fallen Earth, braucht das immer Installation oder gehts ohne?
Titel: Re: Patchnotes
Beitrag von: Hurz am 21. Oktober 2009, 14:54:59
Ich werde erstmal eh nicht upgraden habe ich mir überlegt: 1. zu faul und 2. laut ersten Berichten ist doch nicht alles so einfach und einwandfrei.
Titel: Re: Patchnotes
Beitrag von: Blaukool am 21. Oktober 2009, 14:55:51
Hab den RC schon seit einiger Zeit laufen^^
Titel: Re: Patchnotes
Beitrag von: retuar am 21. Oktober 2009, 14:57:30
FE läuft ohne Probleme, muss nicht installiert werden.
Titel: Re: Patchnotes
Beitrag von: X am 23. Oktober 2009, 03:44:47
Die haben den Wachen der Factionstädte in s3 den Status BOSS gegeben.. war anscheinden nicht vorgesehen das man dort so gut faction grinden kann. (und auch noch die bank in der stadt nutzen kann, ob das noch geht weiss ich aber nicht, da komm ich bei den wachen nun nicht mehr so leicht ihn*g*)
Titel: Re: Patchnotes
Beitrag von: Carfesch am 14. Dezember 2009, 18:01:24
Demnächst kommt der Patch 1.2 und dieser bringt neben "Bunkerbars" (mit Blackjack und Nutten einarmigen Banditen) die Möglichkeit eigene Lager in der Wildnis aufzuschlagen. Finden sich genug Spieler die an einem Lager bauen, verbessert das die Möglichkeiten des Lager (Buffs, Händler, Briefkasten usw.).

Eine Vorschau auf die entsprechenden Patchnotes:

Zitat von: Fallen Earth Forum

 Version 1.2 SOCIAL PATCH

Camps and Construction
For decades, the survivors of the Fall hid in the refuse and rubble of the world that was destroyed. Lurking beneath shelters of aluminum siding and scavenged timber, or under the bare trusses of decrepit homes and hovels, the Province inhabitants rarely leave the safety of their communities. Though many enterprising individuals have attempted to research methods of building new fortifications and settlements (whether of a permanent or temporary nature), few have met with any significant success before now.

A collection of innovators have begun visiting existing towns in the Province to share their knowledge, for a price. Though the information they sell is sketchy and makeshift at first, the foundations of their teachings pave the way for greater creations to be researched. Construction trainers have appeared in the towns of Embry Crossroads, Oilville, Sunshine Corners, New Flagstaff, Pass Chris, Dieseltown and Trader's Flat to begin spreading the word and teaching clones how to begin crafting the first bounties of the Construction tradeskill—player-made camps!

Bars and Gambling
In the later days of the GlobalTech enterprise, a number of underground bunkers were built throughout the Province to provide protection for their moderately valuable employees and equipment.  Unfortunately, this plan was too little too late and the bunkers went empty and unused for decades until an enterprising group of Bankers and Travelers discovered the access codes.  Now, they’re being the reopened all over the Province to provide a place for weary survivors to rest and, in those towns where the Travelers have sway, wager a few chips on friendly games of chance and skill.

First Night
Since the Fall, computer glitches and leap years have created controversy over the actual date of the New Year. For decades now, people in all areas of the Grand Canyon Province have used different dates, leading to much confusion. Now, the Archivist Coalition, with the help of LifeNet, has finally determined the actual date of the New Year. In the process of their research, the Coalition has also uncovered a great deal of information about various holidays that had been celebrated in the past. In honor of the establishment of the true date, the Coalition is sponsoring “First Night” a festival that combines many of the holidays past.

General
· Added Taverns for gambling with new levels, art, and sound.
· Added Slot Machines to the game
· Added Blackjack Machines to the game
· Added support for rejection messages from questors whose missions have Attribute requirements.
· Increased the anti-griefing debuff.
· Prevented players from receiving Death Toll for killing members of their own teams.

Combat
· Attached a temporary immunity effect to the end of any stun or knockdown initiated by a player. This effect prevents further stuns or knockdowns from affecting the victim for eight seconds, and affects both creatures and players. The duration may be updated in future patches.

Conflict Towns
· Removed faction limits from conflict town missions and put level limits on repeatable missions.

Creatures
· Changed the name of the Franklin's Rider's Horse to the Franklin's Rider Horse.
· Modified Punchy McGee, Hammer Aaron, and Kenyon Holger in the Devil's Own Fortress for appropriate boss balance.
· Removed the "WOR2_" sorting text from multiple boss effects.

Events
· Added First Night mission givers and merchants in barter and central towns.
· Added new items for First Night, including gift boxes and holiday food.
· Added music to the First Night questor camps.

Items
· Changed the recipe for Choice Salted Meat to use 2 Savory Spice instead of 5 and 2 Edible Meat instead of 2 Crunchy Honeycomb.
· Reworked the description of the Electric Motorcycle Key so that the necessary text fits within the character limit.
· Reworked the description of the Wasteland Rider Key to fix spacing issues.
· Tweaked the descriptions of the Survivalist Buggy Key, the Skirmish Buggy Key, the Interceptor Speedster Key, the Interceptor Security Model Key, the Interceptor Special Edition Key, the Interceptor Hybrid Key, all Bridles, and the Fallen Earth ATV Key.
· Added a recipe for Coarse Sugar to Cooking Components 2, and a recipe for Sugar to Cooking Components 3.
· Placed the recipes for Stable Mutations Text, Impure Gamma Restorer, and Impure Gamma Converter recipes under the Gamma Manipulation 2 knowledge.
· Changed the description for Advanced Control Systems 1 Schematics to indicate the correct knowledge.
· Changed the descriptions for Improved Tires 1, Improved Tires 2, Improved Tires 3, Advanced Tires 1, Advanced Tires 2, and Advanced Tires 3.
· Changed the stacking for the Neural Stabilizer recipe from 10 to 1, as the item is permanent rather than consumable.
· Reworked the Fried Prairie Chicken recipe, changing its stacking to 5 and adding one more Tainted Prairie Chicken Leg and one Flat Beer to its component list.
· Increased the cost of Questionable Venison from 25 chips to 70 chips.
· Fixed Impure Pheromone so that its buff applies to the user, not to the target.
· Fixed Crude, Impure and Average Adrenal Doses so that they are self-only.
· Changed the Embry Canned Stew to boost saving throw values and Health regeneration instead of Endurance. Increased the total buff duration to 1 hour.
· Changed the stacking on the Vial of Human League Blood to 20.
· Removed the Mission Item tag from the Hydra Weed Leaf trash drop and increased its stacking to 100.
· Reduced the Telepathy requirement on the Convergence weapon to 100.
· Changed the requirement on the Focus weapon from Telekinesis to Telepathy, and reduced the requirement to 45.
· Allowed the Union Badge and Union ID mission items to also count as scrap plastic and have a small sell value.
· Allowed the Human League Weapon mission item to also count as scrap steel and have a small sell value.
· Allowed the Strange Seed Pod mission item to also count as weak botanic chemical and have a small sell value.
· Allowed the Creeper Mucus item to also count as weak biologic chemical and have a small sell value.
· Allowed the Concentrator Parts mission drop item to count as Scrap Fasteners.
· Removed the mission item “Blade Dancer Plans” from treasure tables.
· Changed Slaughter Gear, Marauder Gear, Warlord Gear, and Phoenix Gear to no longer occupy the left or right shin.
· Added the Construction tradeskill, which allows players to build temporary camps. Trainers for Construction can be found in most barter and central towns.
· Standardized the mission items “Organs for Dr. Cremaster” by removing a unused trigger, allowing them to be sold, allowing them to stack in a standard size, and removing them from mobs spawned for other missions.

Mutations
· Reworked the damage portion of Cannibalize (all ranks) to properly register like normal damage.
· Corrected the tooltip for Sonic Lance 6 so that it no longer shows information from Sonic Lance 7.
· Corrected the tooltip for Equalizer 3 so that it no longer shows information from Equalizer 2.
· Corrected Patient Zero (all ranks) to properly display under Patho-Transmission in the Action window.
· Fixed Molotov Mutation (all ranks) so that it shows under Thermal Control and not General mutations.
· Changed Molotov Mutation (all ranks) to work in reverse; the DOT applies, ticking to its duration, and then exploding for high fire damage. The DOT damage has been increased slightly and the explosion reduced.
· Removed the shared cooldown from Molotov Mutation and Sonic Lance.
· Decreased the initial damage on Sonic Lance (all ranks) and added a supplementary armor debuff effect to allow follow-up melee or ranged combat attacks to deal increased damage.
· Increased the use time on Benevolence (all ranks) to 2 seconds.
· Reduced the reuse time on Regenerative Fever (all ranks) to 1 minute.
· Increased the damage of Hypothermia (all ranks).
· Decreased the damage of Rending Vibration (all ranks). This was done as a fix from when the mutation inflicted crushing damage instead of sonic damage.
· Fixed an issue that was making Psionic Shock (all ranks) irresistible.

Nodes
· Increased the spawn time of treasure nodes.
· Reduced the number of items generated by Mutagenics treasure notes.

Skills
· Changed the tooltips on One Shot, One Kill (all ranks) to clarify its armor-piercing ability.
· Fixed Encouragement (all ranks) so that it counts as a skill and not a mutation.
· Added Stamina regeneration to Offensive Coordination (all ranks) and increased the effect of its offensive buffs.
· Added Health regeneration to Defensive Coordination (all ranks) and increased the effect of its defensive buffs.
· Added the skill Combat Endurance to Group Tactics. This skill increases the target's maximum Stamina for a time. It is available from Group Tactics trainers of the appropriate levels.
· Increased the damage of Lingering Wound (all ranks).
· Updated tooltips on all aura-type Group Tactics abilities to clarify their effects when recipients move out of range.

Sector One
·      CoG Storyline
o  Restructured the mission series “Wanted Dead” to make it show a waypoint for each target.
·      Dish Field
o  Removed a previously required item from the mission “We Are Not Alone.”
·      Embry Crossroads
o  Changed the waypoint for the mission “Right to bear Arms” to lead players to a trainer who can teach them what the mission requires.
o  Removed a duplicate title from the merchant Eli Porter.
·      Highway Bridge
o  Replaced the target object for the mission “Water Under the Bridge” with a non-animated model to guarantee that it works correctly.
·      Hotel Nevada
o  Deactivated the local LifeNet pod, as it is deep within hostile territory with no nearby garage.
·      Midway
o  Prevented the NPC Mish Browning from giving out the wrong portion of a mission chain.
o  Changed the story text of the mission “Regulatory Commission” to clarify the goal.
o  Added additional dialogue to the mission “Beginning of the End” and the series “Rightful Masters” to prevent the same dialogue from appearing twice in a row.
o  Added additional Scrap Copper mining nodes around Midway.
o  Broke up the greeting text of mission “The Price of freedom” and hid the waypoint.
o  Added training books necessary for the missions “Pharmacy After the Fall” and “Basic Defense Maneuvers” as rewards for previous missions in their series.
o  Fixed a sign reading “Bunker House” that was clipping into a building.
o  Chained the mission “First Aid or Torture?” to its follow-up step as dialogue suggests.
o  Changed the goals for the mission “Every Bit Helps” so that the player now uses the mission item on all three targets, as the dialogue suggests.
o  Chained two missions in the series “Altered States” together to require fewer trips to the same enemy camp.
o  Changed the mission “Regulatory Commission” so that it both creates mission items that the player may have lost and cleans them up when the player no longer needs them.
·      Mumford
o  Changed “Storm” to a non-living object.
·      Needle Eye
o  Prevented a mob that spawns as a part of the mission “Grain Drain” from also counting towards other missions.
o  Removed a harvest node for an obsolete mission item.
·      New Toro
o  Changed the Code Piece item received from the questor for the mission “Entering the Codes” so that it cannot be sold. Allowed the Code Piece that drops from mobs to be sold for a small amount instead.
·      North Burb
o  Made the mission item “Bag of Mutated Chicken Meat” destructible.
o  Fixed the mission “Reaching” so that the target spawns correctly for all paths.
·      Odenville
o  Fixed the NPC Nancy Spencer so that she uses her hammer
·      Oilville
o  Changed the creatures that will count for mission “Clearing the Way.”
o  Added XP rewards to the new ATV missions.
·      Pass Chris
o  Flagged the second steps of the mission series “Last Chance Power Drive,” “Burning Up,” and “In the Skeleton Frames” as repeatable.
o  Fixed the mission “Light at the End” so that it cleans up the mission items on completion.
o  Prevented the Night Wolf Mauler from attacking other Night Wolves.
·      South Burb
o  Edited the text of the mission “Live and Let Dye” to remove a reference to a merchant who no longer sells the required Knowledge book.
·      Terance
o  Removed an obsolete mission item drop from the Black Hood Thug.
o  Edited the text of step two of the mission series “A Complex Plan” to clarify the goal.
·      Trumbull
o  Added new goal text for step ten of the mission series “Pandora's Box.”
·      Watchtower
o  Changed the NPC Dr Corman so that he is always in the world with a respawn time of two minutes.

Sector Two
·      All-Mind Storyline
o  Edited several strings in the mission series “Between the Lines” for punctuation and clarity.
·      Blaine
o  Moved some hostile cockroaches that were too close to the LifeNet pod.
o  Added “Traveler” to the name of the Confidence Man NPCs to make it clear that killing them will result in Traveler faction loss.
o  Deleted a porkupine generator that was overlapping a wall.
o  Changed the NPC Teri Bumpas so that she chases players who have aggro.
·      Devon Township
o  Removed the “Messer-ed Up” mission series from the questor Domino Rodriguez.
o  Prevented one of the ambushers from the mission “Weeding out the Opposition” from potentially counting toward one of the kills for “Pests from Hell.”
·      Fracture
o  Changed the level requirements for the mission series “Some Assistance Required” to remain consistent throughout.
o  Prevented Hazi from giving out a wrong step of the mission series “Breaking the Law.”
o  Added a warning to the story text of the mission “Breaking the Lawmen” that the mission sends players into a PvP area.
·      Hollister Point
o  Adjusted the target level for all missions to 30.
o  Updated all faction versions of the "Devil's Whispers" mission to give 750 chips.
o  Updated the missions "Underground Research" and "Lost in the Ruins" to reward 475 chips.
o  Updated the missions below to reward 225 chips and 500 XP.
§ ”Our Turf"
§ "Tech Wreck"
§ "Blast Off"
§ "And the Rest Will Follow"
§ "An Axe to Grind"
§ "A Little Lesson"
o  Reduced the chip reward for the repeatable versions of the missions below to 50.
§ "Plague of Devils"
§ "Hunting Devils"
§ "Fire and Brimstone"
§ "The Devil's in the Details"
§ "Devil By the Horns"
§ "Bearers of Darkness"
§ "Feed the Worms"
§ "Careful Cultivation"
§ "A Better Crop"
§ "Digging at the Roots"
§ "A Soldier's Duties"
§ "Bringing Light to the Darkness"
o  Increased the required amount of Salvaged Iron for the missions "Metal!" and "More Metal!”
o  Decreased the required amount of Salvaged Wood and Frayed Cotton for the missions "Installing New Stalls" and "Installing More Stalls."
o  Fixed the Lightbearer and Enforcer versions of the mission "Devil's Whispers" so that it will not cause players to get stuck if they abort it and retake it.
o  Put a shirt on a Vista guard who was missing one.
·      Kristo’s Rest
o  Fixed the mission "Security Step Up" so that it completes properly.
·      New Flagstaff
o  Altered the goal text for the mission “Line of Credit.”
o  Fixed the NPC Lila Stavros so that she chases players who have aggro.
o  Restructured the mission series “Biological Curiosities” so that the step requiring a Medicine skill of 60 comes later in the chain.
o  Changed step six of the mission series “Provident Elixir” to clean up the mission items.
o  Added the Boss tag to the mob McGark.
·      Picus Ridge
o  Changed step four of the mission series “Bad Signal” to generate mission items from earlier steps that players may have lost or deleted.
o  Added a custom goal string to step two of the mission series “Asset Recruitment.”
·      Pumphouse Road
o  Allowed the object target for mission “Commence Primary Ignition” to be activated at a much greater distance.
·      Sunshine Corners
o  Edited the text of the mission “Visiting Vistas” to give the correct location for the target NPC.

Sector Three
·      Bankers Hole
o  Changed the mission chains “Who Do you trust” and “Ceasing the Storm” so that players who drop them are able to pick them up again from NPCs.
·      Brigg's Point
o  Pulled El Cadejo deeper into his lair to prevent an invisible bump on the floor above him.
·      Chemtown
o  Changed the story string of mission “Tech-nically” to no longer specify the item goals.
·      Dieseltown
o  Fixed a typo in the description of the target item for step one of the mission series “Promise of the Future.”
o  Adjusted the items and quantities needed for missions in the series “Best Location to Scavenge.”
·      Earthbound Bunker
o  Added the correct ammunition to go along with the gun reward for the mission “Back Into Danger.”
o  Removed redundant Boss tags from Redstone mobs.
o  Increased the range at which players can use the mission item for “Synthesized Sanity” and still have it count toward the mission goal.
·      Encounter Areas
o  Changed the target item for the mission “Not Feeling Well” to Impure Geologic Chemical.
·      Fracture
o  Edited the story and goal text of the mission “No Imminent Danger” for punctuation and clarity.
o  Added punctuation to the greeting conversation of the mission “Tetanus Builds Character.”
·      Gaia
o  Increased the respawn times for local Survivalists.
·      Papermill
o  Balanced the AP rewards for faction gated missions in town.
·      Raven’s Roost
o  Fixed the mission "Not Quite Government Issue" so that it completes properly.
·      Repository
o  Edited the text of the mission “Thick is the Hide” to refer to Torn Furs.
·      St. Sebastian’s
o  Edited the text of the mission series “Enhancing Potential” to use the correct pronoun for the speaker.
o  Replaced the item given by the mission “irradiated Rangers” with a mission-only item.
·      Trader's Flat
o  Adjusted the positions of the Trigger-Happy sentries to provide an absolute safe path for players to take to the mission objective of “Outside the Box.”
·      Warhall
o  Expanded a cave used for the missions “Breaking Camp” and “Merciless Politics” and separated the two mission targets within the expanded cave.
o  Edited the story string of the mission “Redhand's Faithful” for clarity.
·      Waste Farm
o  Updated all missions in town with a target level of 35.
o  Changed the quantity of the target item needed to 15 on the missions “Testing Your Metal, A Balanced Diet,” “Keeping Warm,” and “Vista Tech 1.”
o  Adjusted the number of kill targets needed to 10 for the missions “Stupid Tech Tricks” and “Only You can Prevent…2.”
·      White Crow Storyline
o  Changed the phrase Ja Voznik to Ja Vosstal to make it read correctly in Russian.
Titel: Re: Patchnotes
Beitrag von: Carfesch am 14. Dezember 2009, 18:02:53
Zitat von: Patchnotes Patch 1.2 zweiter Teil
Art
· Added new camp objects.
· Added a non-gambling Tavern level.
· Polished assets for improved look and performance:
o  Merry-go-round and swingset.
o  Tool chest
o  Jackhammer
o  Helipad
o  Reptile Farm
o  Sunshine Corners banner
o  Helipads and landing strip
·  Raised several buried objects around Blaine.
·  Fixed a building model to make it sit properly on the ground.
·  Fixed collision on a roof to keep objects from floating above the surface.
·  Removed the shiny gloss from a pile of bones.
·  Moved the door on the Tannerfield well level back so that it instances properly before the player enters.
·  Fixed some problems with the exterior of the Haven clinic.
·  Adjusted collision on the floor grate of the sewer level.
·  Adjusted pathing in Junk Fortress.
·  Adjusted pathing in the Coppermine cave level and closed off a short tunnel that was causing problems. Prevented players from climbing the cave wall.
·  Fixed a bug that prevented female characters from moving over moss on a floor without jumping.
·  Adjusted pathing in the Bramby Mine and fenced off a problematic area.
·  Updated pathing in the Waffle Warehouse.
·  Removed a large rock from the entrance to the Trader’s Flat LifeNet pod.

Animation
· Updated the male base pose by fixing the upper body and neck.

Sound
· Added suspension sounds to vehicles.
· Added more dynamic pitch shifting to vehicles.
· Added sound effects for the following.
o  Setting up a camp
o  Using an injector
o  Eating and drinking
o  Getting in or out of a car or buggy
o  Mounted weapons
· Fixed a bug with improper material sounds for numerous objects.
· Improved performance of ambient sounds using caching and file conversion.
· Improved sound Occlusion.
Titel: Re: Patchnotes
Beitrag von: Carfesch am 12. Januar 2010, 10:36:17
Damit dieses Sub-Forum noch etwas Berechtigung hat, poste ich mal die letzten Patchnotes. Wie man erkennen kann verlässt das Spiel Stück für Stück die Alpha, bald sind tatsächlich alle Dummygrafiken durch Richtige ersetzt ;)

Zitat von: Fallen Earth Forum
Fallen Earth v1.2.1
 
Graphics Engine
· Revised the scrub render system with improved meshes, textures, and optimizations.
· Improved terrain rendering for midrange to distance contrast and detail.
· Improved fog advanced post processing for better visual depth determination.
· Enabled cloud movement for current sectors.
· Improved dynamic lighting performance and appearance on Shader 3 hardware.
· Fixed a bug that caused particle effects to sometimes get stuck on the player.
 
Physics Engine
· Fixed additional issues with fast moving characters moving through objects before collision became available.
· Fixed a small memory leak with dynamically created physics objects.
· Fixed a memory leak with level map descriptions.
· Optimized the loading of physics shapes.
 
Combat
· Added reserve room for debuffs including stuns and knockdowns so players with 20 stacked buffs will no longer be immune. These overstacked debuffs will be start being displayed with a patch soon.
· Fixed the issue that allowed you to shoot your own vehicle.
· Fixed the issue that caused a scope, when used from horseback, to aim in the direction the horse was facing rather than the direction the character was facing.
· Fixed a bug that caused a character to stutter when in melee combat and moving.
· Decreased the max-limit of the lag angle for the over the shoulder camera mode.
· Fixed vehicle first person aiming to let others know the direction of aiming.
· Optimized the angle reporting to others during aiming.
· Correctly assigned all shotguns the round reticule.
 
Mounts
· Disabled the dismount action when airborne.
· Fixed an issue with dismounting from a horse and immediately going prone.
· Fixed vehicle engine sound pitch shift to go up in reverse gear when airborne.
· Optimized vehicle debris to emit fewer particles when no hardware is present.
· Updated first person mode so that a mounted character’s arms show.
· Fix a bug that could cause a horse to slide into water.
· Added protection to water so you stop sliding if you reach the depth limit.
· Refined orientation for vehicle landing or losing contact on some wheels.
· Fixed a scenario where a mount could be incorrectly deleted.
 
UI
· Updated the Options window to add support for overall and optimal settings and resolution previously accessible only in the configurator.
· Updated UI skins to include a larger radar window.
· Added a user option to scale the radar and pack window by right clicking on each window.
· Added a wnd.ini entry for the radar's name position so it can be customized per skin.
· Added different icons and tooltips for the horse statistics window versus the vehicle ones.
· Fixed symbols so they longer activate actions when in any edit control.
· Changed the UI so that a right click will no longer activate popup menus.
· Moved the map waypoint to the top in the overhead view.
· Prevented left and right mouse buttons from being rebound to movement because it's not fully supported.
· Updated the combat message when you damage yourself to read "You are hit..."
· Updated the combat message to show the name of the rider instead the vehicle for vehicles with mounted weapons.
· Fixed a bug where the weapon window would stay hidden if you got into a weapon equipped vehicle with no weapon wielded.
· Fixed the Recipe window so the selected recipe clears when you select a new tab.
· Fixed an issue with item comparison tooltips that was making paired slots not work correctly when they included wielded and not wielded sets.
· Fixed a possible crash caused by a custom-sized Pack window.
· Fixed the Clan tab sorting so that time offline sorts by length of time and clan rank sorts by rank, instead of alphabetically.
· Fixed a case where recipes weren't correctly updating when the window was first opened.
· Prevented the selection of filtered-out recipes.
 
General
· Fixed a visual error that a player with no money (after the initial bet) would see after doubling or splitting in Blackjack
· Allowed players to place bets of 1000 or 10000 chips on Blackjack.
· Incorporated a much improved algorithm for finding whether or not an area is clear for placing a camp. Players should now be able to place camps more easily and in more areas as well as receive better feedback on why they can't place a camp when they are blocked.
· Fixed dance emotes so that a character using one will switch to an upright stance.
· Fixed an issue where a player bounced from a gambling machine wouldn't reset collision with the chair.
· Fixed the walk toggle so it applies to strafe and moving backwards.
· Fixed the occasional flicker in chat bubbles at the edge of the screen.
· Fixed a bug in which characters wouldn’t dismount properly when hit with a knockback.
· Fixed a bug where a lost item could be mailed to your horse or vehicle.
· Fixed a bug where items over the maximum limit could be added to a horse or vehicle’s pack. Anyone affected by this bug will have these items be mailed back to them upon loading the horse or vehicle.
· Fixed a mission repeatability issue.
 
Mutations
· Corrected all ranks of Vital Osmosis so that it can no longer be accidentally used on hostile targets that are actively attacking you.
· Corrected all ranks of Equalizer so that it does not conflict with Group Tactics auras.
· Reduced the stun duration on Thundershot to 2 seconds.
· Corrected the reuse time on all ranks of Revitalize to 10 seconds.
· Reduced the reuse time on all ranks of Ambient Absorption to 5 seconds.
· Reworked Kinetic Shield, Reinforce and Antibody to prevent them from being blocked by camp buffs.
· Corrected the animation sequence on all ranks of Molotov Mutation so that it plays its particle fire effect again.
· Corrected Thundershot so that it properly registers under Sonic Influence in the action menu.
· Corrected Sap Stamina so that it uses the mutation activation channel.
 
Skills
· Clarified many tooltips that referred to "Dodge" but actually modified Ranged Defense alone.
· Corrected the Knowledge requirement on Evasive Maneuvers 2 to be 135 Armor Use.
· Corrected all ranks of Escape so that it only drains the initial stamina cost once.
· Corrected Knockdown (all ranks) so that it requires a valid target to start its activation time, preventing it from going on cooldown without actually being useful.
· Corrected the reuse time and skill activation channel for all ranks of Body Toughening, Reflexes, and Vigor.
· Clarified all aura tooltips from Group Tactics (Defensive Coordination, Offensive Coordination and Organize) to explain that they do not stack with one another.
· Corrected the tooltip on Dreadnaught (all ranks) to properly explain all buffs it gives. No changes were made to the effect otherwise.
· Corrected the tooltip on Efficiency and Equilibrium (all ranks) to properly explain all buffs it gives. No changes were made to the effect otherwise.
· Removed the reuse time on Fitness (all ranks) and corrected its usage channel.
· Corrected the usage channel of Roll with the Punches (all ranks).
· Corrected Second Wind 6 so that it properly checks to see if you have Second Wind 5 as the prerequisite.
· Reworked the tooltips on Second Wind (all ranks) for clarity.
· Corrected Autumn Leaves so that it properly overwrites lower ranks of itself.
· Corrected tooltips on Smoke Screen (all ranks) to properly explain the buffs it gives.
· Updated the tooltip on all ranks of Extended Care, Brutalize, Defensive Fighting, Feint, Rapid Advance, Fortify, and Reckless Attack to use current terminology. No changes to these skills were otherwise made.
· Removed the status effect curing function of Extended Care (all ranks), as its use time made it an inefficient curative.
· Changed the attribute affected by Refresh (all ranks). Users should notice no functionality change.
· Corrected the First Aid attribute requirement of Sand and Stone 4.
· Decreased the reuse time on Suck It Up (all ranks) to 15 seconds.
· Decreased the reuse time on Treat Poison (all ranks) to 3 seconds.
· Decreased the reuse time on Treat Disease (all ranks) to 3 seconds.
· Decreased the reuse time on Stanch Wound (all ranks) to 6 seconds.
· Decreased the reuse time on Hold the Line (all ranks) to 3 minutes and corrected it to properly overwrite lower ranks of itself.
· Decreased the reuse time on Inspiration (all ranks) to 3 minutes.
· Changed the tooltip on Rally (all ranks) to use current terminology and changed the attributes that it references. Users should notice no functionality change.
· Reduced the saving throw bonus on Gun to a Knife Fight (all ranks) and updated it to properly apply to Mind saves.
· Updated the tooltip on Gunfighter (all ranks) to use current terminology. The Melee Defense debuff has been changed to a percentage reduction of 25% across all ranks.
· Changed the defense debuff of Desperado to 20% across all ranks.
· Reworked Perforate (all ranks). This ability now forces the victim's stamina regeneration to zero instead of draining stamina.
· Decreased the range on Smoking Sabot Round (all ranks) to 30 meters and removed its activation time.
· Reworked One Shot, One Kill (all ranks). This ability now forces the victim's Stamina regeneration to zero instead of draining Stamina. Also corrected a bug in which the ability was not costing the proper amount of Stamina for use.
· Reworked Precise Aim (all ranks). The stance now increases Rifle skill and Stamina regeneration rather than penalizing defenses further.
 
Creatures
· Updated spider abilities to drain Stamina over time rather than remove the whole amount at once.
· Modified Nathan Kulagina at the Displacer Compound with actions similar to Displacer Renegade's abilities.
· Modified the boss Geiger with a regeneration time of 2 hours and a variance of 1 hour. Every time he is killed he will respawn at a minimum of 1 hour after death and a maximum of 3 hours after death.
· Modified the Union Blockade Boss with a regeneration time of 2 hours and a variance of 1 hour. Every time he is killed he will respawn at a minimum of 1 hour after death and a maximum of 3 hours after death.
· Modified the Chupacabra boss with a regeneration time of 2 hours and a variance of 1 hour. Every time he is killed he will respawn at a minimum of 1 hour after death and a maximum of 3 hours after death.
· Modified the Sasquatch boss with a regeneration time of 1 hour and a variance of 30 minutes. Every time he is killed he will respawn at a minimum of 30 minutes after death and a maximum of an hour and a half after death.
· Modified the damage done by the Giant Wasps in Papermill.
 
Items
· Fixed a typo in the description of the mission item Crate of Food.
· Changed the tooltip of the Charger Bridle to indicate 32250 Stamina rather than 50000 Stamina for the Charger horse.
· Updated the maximum skill gain and field and facility construction times for the recipe Tires 3 Research.
· Changed the requirement for Reinforced Shoulder Armor from 111 to 105 Armor Use.
· Corrected the recipe Telekinesis 4 Instructions so that it produces the correct item.
· Changed the Crude Electric Generator recipe to have a stack count of 1 rather than 10.
· Corrected the Primal 5 Research recipe so that it produces the correct item.
· Corrected the Description of Adv. Small Arms Rifles 2 Plans.
· Changed the recipes for Impure Antiseptic, Standard Antiseptic, and Strong Antiseptic. Removed the second recipe for each of these, and changed each recipe to use both the previous grade of Antiseptic and the same grade of Botanic Chemicals. Rebalanced the amounts of components used.
· Changed the skill gain on the recipes for Quarterstaff and Shogun's Katana from 2 to 1.
· Changed the skill gain for the Blackened Chicken recipe from 10 to 1.
· Changed the trigger name and description for the Animal Training Kit Manuals 1-4 so that each includes the quality descriptor of the knowledge it teaches.
· Changed the Dune Buggy Tires recipe to use 20 Salvaged Rubber rather than 50 Scrap Rubber, 20 Weak Geologic Chemical rather than 30, and 15 Scrap Steel rather than 20.
· Reduced the maximum skill gain of the recipes for Horsefeed Instructions, Horse Training 1 Instructions, Horse Training 2 Instructions, Horse Training 3 Instructions, Belts 2 Instructions, Belts 3 Instructions, to match the minimum skill requirement.
· Reduced the maximum skill gain of the recipes for Improved Horsefeed Instructions, Improved Horse Training 1 Instructions, Advanced Horse Training 1 Instructions, Improved Horse Training 2 Instructions, Advanced Horse Training 2 Instructions, Improved Horse Training 3 Instructions, Advanced Horse Training 3 Instructions, Improved Belts 1 Instructions, Improved Belts 2 Instructions, Improved Belts 3 Instructions, Advanced Belts 1 Instructions, and Advanced Belts 2 Instructions to be 1 point higher than the skill requirement.
· Changed the recipe of Belts 2 Instructions to use 4 Scrap Paper rather than 2 and no Ragged Leather. Changed the recipe of Belts 3 Instructions to use 6 Salvaged Paper rather than 4 Scrap Paper and 6 Tattered Leather.
· Changed the recipes for Debilitating Weakness 4, Debilitating Weakness 5, Debilitating Weakness 6, and Debilitating Weakness 7 so that they use Common Toxin rather than Pure Shiva Samples. Changed the recipes for Debilitating Weakness 8, Debilitating Weakness 9, and Debilitating Weakness 10 to use Improved Toxin rather than Superior Titanium.Changed the Description on the Trigger of the Improved Biodiesel Formula to indicate that it teaches Improved Biodiesel.
· Corrected the recipe for Adv. Horse Training 2 Research to come from the Improved Horse Training 2 knowledge. Corrected the recipe for Adv. Horse Training 3 Research to come from the Improved Horse Training 3 knowledge. Corrected the Description of the Trigger on Adv. Horse Training 2 Research to indicate that it teaches Advanced Horse Training 2. Corrected the Description of the Trigger on Adv. Horse Training 3 Research to indicate that it teaches Advanced Horse Training 3.
· Changed the Campfire Bundle, reducing its level from 10 to 5 and reducing its cost from 285 chips to 108 chips. Changed the recipe for the Campfire Bundle, reducing its skill requirement and maximum skill gain and changing the components.
· Changed the cost of Puncture, Vol 5, from 762 chips to 1015 chips.
· Corrected the Camps 3 recipe so that it’s taught by the Camps 2 knowledge.
· Changed the description on the trigger of the Elite Account Toaster to specify that it requires a piece of White Bread.
· Changed the cost of Edible Meat from 133 chips to 354 chips.
· Changed the level of Edible Venison from 70 to 50, and changed the cost from 202 chips to 354 chips.
· Changed Fresh Crab Meat so that it counts as Fresh Meat rather than Edible Meat and adjusted its cost.
· Increased the cost of Succulent Boar Meat from 133 chips to 354 chips.
· Increased the cost of Edible Vegetables from 117 chips to 302 chips.
· Removed the skill requirement from the Crude Vitamin Shot.
· Changed the model of Scrap Paper to differ from the model for Ragged Wool.
· Increased both the optimum and maximum ranges for the 338 T&C Peregrine.
· Changed the Racketeer's Med Kit so that it is destroyed when all the charges are gone.
· Added Armor values to the New Red Top Hat, the New Green Top Hat, the New Blue Top Hat, and the New White Top Hat.
· Changed the name of the 55th level item “T&C LB .410” to “T&C ELB .410.”
· Updated the Valkyrie to count as a Pistol rather than a Rifle.
· Fixed the Old Kingman Iced Tea, Flat Beer, and Pansy Wine Cooler items so that they play the drink animation and sound when used rather than the eating animation and sound.
· Fixed the icon for the Average Pheromone.
· Increased the speed buff of the Crude Adrenaline Shot, Impure Adrenaline Shot, Average Adrenaline Shot, and Improved Adrenaline Shot to 5%, 8%, 12%, and 15% respectively.
· Added an injector sound effect to many relevant items.
· Changed the Crude Spore Culture so that it stacks to 20.
· Corrected the tooltips on the Siphon Energy injectors (all ranks) so that they properly reflect the actual numeric effect outlined in the tooltips.
· Increased the bonus on the Marksman Goggles to +13 Pistol.
· Increased the bonus on the Polarized Goggles to +15 Rifle.
· Corrected a tooltip error for the Dirty Drug Dose.
· Corrected a stacking conflict with Reactive Armor and the Insulation mutation.
· Changed Battery Beer and Top-Shelf Gin so that they count as beverages and not Group Tactics buffs with regard to stacking.
· Fixed Antiseptic Foam of all varieties so the effect does not expire on logout.
· Corrected the tooltip for Hot Sauce. The effect was not changed at all.
· Changed the name on the Gunfighter's Stance training manuals to properly refer to the skill as Gunfighter.
 
Titel: Re: Patchnotes
Beitrag von: Carfesch am 12. Januar 2010, 10:37:22
Zitat von: Fallen Earth Forums

General Content
· Moved several buried or floating harvest nodes.
· Removed a sign from the wilderness near New Gallows.
· Changed the way many bounty hunter style mission targets behave so they should now more quickly react to the player being in close proximity and attack.
 
Sector One
· Fixed a map glitch that showed up in the Lower Toro Valley.
Boneclaw
· Updated the Blade Dancer leader “Edge” so that he is always hostile.
· Corrected the waypoint of the first step of the mission “Trouble in Jannix's House.”
· Added paragraph breaks to the greeting text of the mission “Mercy Killing.”
· Fixed the bug that could cause you to float at a certain point in the Cave of Beasts sewer.
· Fixed some pathing problems in the Cave of Beasts.
Clinton FARM
· Updated the following support missions so that they will accept higher ranks of the skills required.
o “Anti-Venom”
o “Bethesda”
o “Duct Tape and Super Glue”
o “First, Do No Harm”
o “Scorpion Bites”
CoGs Storyline
· Corrected a title in the CoG mission series that mentions a town by an old name.
· Added many item rewards and additional chip rewards to the CoG storyline mission series.
Coppermine
· Corrected a typo in the text of the mission “Coppermine Waystation.”
· Fixed issue with an NPC having invisible thighs.
· Corrected Rafe Blazkowitz's facial tattoo.
· Added information to the story text of the mission “Marching Orders” make it clear that the goals for this mission cannot be completed inside of the instanced content within the mine level.
Depot 66
· Moved a Prairie Chicken Nest so that it doesn’t interfere with scavenging nodes.
Embry Crossroads
· Corrected a typo in the NPC Tam Nguyen’s dialogue.
· Fixed the camera collision on the roof of the VIP bank.
Hotel Nevada
· Moved a tire that was sticking out of a wall.
Midway
· Improved the respawn time for the bounty mission “The Prime Tracker.”
· Adjusted collision on a Midway rooftop.
· Raised a tow truck that was sunk into a sidewalk.
Mumford
· Adjusted terrain and NPC placement at the Found Worshiper Camp to improve the pathing.
· Adjusted scrub placement.
Needle Eye
· Added a ladder to the bunker bar.
· Adjusted scrub placement.
· Repositioned some floating chairs.
Newton
· Moved a street sign to the correct location.
North Burb
· Removed scrub from the roads.
Odenville
· Moved the Science Merchant to the Science facility.
· Allowed scrub to grow again inside of the holiday campground area.
· Lowered a floating dresser in a building.
· Adjusted scrub placement.
Oilville
· Adjusted scrub placement.
· Made the gate near the oil rigs triggerable.
Old Kingman
· Corrected a typo in the description of the mission item “Box of Gun Parts.”
· Fixed an issue with collision in the Kingman Prison stairwell.
· Moved several shanties down in the Kingman Prison courtyard to correct their pathing.
· Removed a stairwell that was too short from Kingman Prison.
· Raised a building to fix the location of its air conditioning unit.
· Moved a car that was sticking through a wall.
· Adjusted scrub placement.
· Adjusted terrain to eliminate an awkward change of terrain tone.
· Removed scrub from a building interior.
Pass Chris
· Moved several raiders and harvest nodes that were inaccessible on top of a bridge entrance.
· Changed some of the mission item drops to also count as tradeskill items.
· Removed extra Basic Armor Repair Kit from armor merchant.
· Gave the items required by the mission “Shoot on Sight” a lower chip value.
South Burb
· Lowered a floating traincar to ground level in the warehouse.
· Removed scrub from the quarry.
· Raised a sunken car.
Zanesville
· Changed the waypoint for step three of the mission “You Reap What You Sow” to the targets’ location and removed mission “Did Someone Call for Backup?”
· Adjusted scrub placement.
· Removed scrub from the roads.
 
Sector Two
All-Mind Storyline
· Corrected several text errors in the mission series “Between the Lines.”
· Converted step eight of the mission series “Between the Lines” to a Defend mission.
Barret Manor
· Fixed the Franklin's Riders missions so that they give Franklin's Riders faction as a reward instead of townsperson faction.
· Fixed abrupt changes in terrain level.
Blaine
· Raised the Science facility flush with the ground.
· Adjusted scrub placement.
· Fixed abrupt changes in terrain level.
Bug Farm
· Fixed a gap in the path.
Credit Bend
· Updated the Lightbearer Campers to allow them to roam.
· Extended the respawn time on the mission target Bobby Lions to 90 seconds.
· Removed the invisible walls around several buildings in Credit Bend.
· Adjusted scrub placement.
Cult of the Dead Lair
· Fixed several pathing errors in the level.
Devon Township
· Gave one male NPC a male name, and changed his animation so that he is poking around in a dumpster rather than hammering on air.
· Removed the medical facility functionality from the Auction House pavilion.
· Corrected Megan Mazarik's clothing models.
· Added a door to a local building.
· Lowered a floating building and adjusted the underlying terrain.
· Removed scrub from the sidewalks.
· Fixed abrupt changes in terrain level.
Fracture
· Added punctuation to the story text of the mission “Allies or Enemies.”
· Added punctuation to the reward text of the mission “The Root of the Problem.”
· Added punctuation to the story text of the mission “It’s Not the Plague.”
· Removed text that implied the mission “Bits and Pieces” was repeatable.
· Fixed abrupt changes in terrain level.
The Dump
· Moved several Enforcers outside of their tents so that their names and mission icons show.
· Fixed a falling-through bug on the underground level and raised the terrain over it slightly.
Encounter Areas
· Fixed a typo in the mission “Rome Wasn't Built in a Day”.
· Updated Human League NPCs that should have been hostile to make them so.
· Fixed typo in the mission “Enter the Gamburians.”
Haven
· Added Resuscitation books to the First Aid trainer.
Hollister Point
· Edited the story text of the missions “Metal!” and “More Metal!” to reference the correct items.
· Added punctuation to the story text of the mission series “Devil’s Whispers.”
New Flagstaff
· Updated the missions “Provident Elixir 5” and “Revolution’s Heir” to clean up the collected items.
· Added additional item and Banker faction rewards to the New Flagstaff Banker missions.
· Added a new banner object to replace the one that had a Sunshine Corners logo on it.
· Removed invisible pillars from the CoG level.
· Removed scrub from the roads.
New Gallows
· Removed clutter rocks from an NPC camp near.
Picus Ridge
· Added Resuscitation books to the First Aid trainer.
· Adjusted scrub placement.
· Fixed abrupt changes in terrain level.
Post 23
· Adjusted scrub placement.
Sunset Hill
· Increased the drop chance of the emblems dropped by Pale Ones.
Sunshine Corners
· Fixed a scavenging node that was spawning several nodes in a stack.
· Altered the Sunshine Corners banners to show text on both sides.
· Raised a sunken house.
Thorne’s Bluff
· Replaced the extra Mutations trainer with a Group Tactics trainer.
· Updated Beetle Dung dropped in the area to count as Weak Biologic Chemical in crafting.
· Fixed abrupt changes in terrain level.
· Adjusted the collision on both staircases in the reptile house.
Tinkersdam
· Fixed the rewards on the mission series "Mechanical Advantage" to make the player choose only one reward.
· Corrected Zaida Sole's clothing models.
· Fixed a floating AC unit.
· Adjusted scrub placement.
· Fixed overlapping objects in a rubble fence.
· Moved a trash pile under a floating head so that it’s no longer floating.
Windfarm
· Replaced the CHOTA armor on an Enforcer Representative with Enforcer armor.
· Moved a buried mining node.
· Adjusted scrub placement.
 
Sector Three
Banker’s Hole
· Adjusted the terrain under a floating wall.
Black Hill
· Moved an NPC that was being clipped by an opening door.
· Fixed road texture bugs.
Brekshire
· Updated the mission “I’m Rubber” to accept Infuriate 3 or higher.
· Fixed road texture mismatches.
Chemtown
· Lowered a floating piece of road.
· Lowered a floating telephone pole and a floating knife in a nearby camp.
Docuer’s Court
· Adjusted scrub placement.
Dieseltown
· Corrected a typo in the goal text of step two of the mission series “Direct Deposit.”
· Fixed road texture bugs.
Encounter Area
· Replaced a fire pit with a well for the mission “Not Feeling Well.”
Fender Gate
· Lowered a floating tow truck northeast of town.
Haietta
· Corrected the number of kills specified in the greeting text of the mission “Increased Threat Level.”
Monkeytown
· Updated Mutant Gorilla Hide to stack.
Papermill
· Replaced an NPC’s skirt, which was making her legs disappear, with shorts.
· Replaced several level one timber nodes with higher level nodes for the mission “Hackjob.”
· Lowered a floating tow truck.
Park City
· Corrected Dolores House's clothing models.
Repository
· Replaced a strange bump where roads met with broken road debris.
Spider Maze
· Fixed the story and goal text for the mission “Dirty Deed Done” to say Sada instead of Sarda.
Tannerfield
· Moved the target location of the mission “Cold Blood” so that it can be completed.
· Added more Grendel to the area and reduced their respawn time.
· Added more bone harvest nodes.
Timberland
· Raised the road under a floating staircase and lowered a corpse that was floating in the area.
· Adjusted the layout of Timberland to keep players from getting stuck.
Trader’s Flat
· Removed the gloves, which were clipping through his shirt sleeves, from the NPC De’Andre Hicks.
· Fixed an issue with hair showing through head towels on raiders.
Warhall
· Put shoes on the Changed the Cult of the Dead models.
· Updated the mission “Typhoid Mutie” to accept Debilitating Weakness 7 or higher.
· Reworked road positioning to fix ground textures.
· Removed mushrooms from the pond.
 
Art
· Remodeled and textured the merry-go-round model.
· Updated the pathing on several prison buildings.
· Created two iterations of the tavern, one with and one without gambling.
· Removed a collision anomaly on a missile silo.
· Removed the blast doors from the missile silo elevator to comply with frontend elevator setups.
· Removed the wooden boards that were clipping into the ceiling of a boxcar.
· Removed overlapping geometry in a large motel building.
· Fixed some collision problems fixed with the floor of a cave.
· Removed several clutter rocks that were clipping through objects throughout the game.
· Fixed collision on bridges throughout the game.
· Fixed the i-beams in a parking deck level.
· Scaled up the chairs at the gambling machines to prevent character models from clipping through.
· Removed gaps in the bricks of a cooking pavilion.
· Excluded scrub from campfire models.
· Added wood textures to the window frames in a log cabin.
· Added collision to a small Lightbearer tent.
· Fixed the collision on a small desk.
· Adjusted the orientation and height of several walls and rubble piles to correct their pathing.
· Fixed the spawn placement of the Traveler faction camp tent.
· Added missing objects to the large rubble pile and deleted a column that shouldn’t have been there.
· Removed floating objects from the warehouse model in multiple locations.
· Adjusted scrub exclusion around mountain objects.
· Fixed the Marauder Belt so that it doesn’t turn a female model’s torso invisible.
· Fixed a bug that caused a character’s forearms to disappear if he or she wore a Lightbearer armor suit over a long-sleeved shirt.
· Fixed a bug that caused Lightbearer NPCs’ belts to be invisible.
· Fixed a clipping bug with the female version of the Steam shirt.
· Fixed the Tech Master Technician’s Boots so that pants don’t clip through them.
· Enhanced the color of the Black Riding Boots.
· Removed a black texture that would appear on a character’s hair when the Brown Baseball Cap was equipped.
· Fixed a gap in the waist of the LifeNet jacket.
· Enhanced the color of the Red Leather Pants and Gloves to make them redder.
· Fixed top hats so that the hair on a female model won’t clip through.
· Adjusted the location of the labret lip piercing on the female heads.
 
Animation
· Added camp building animations.


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