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Genre: Shooter, Role-playing (RPG), Adventure, Indie

Fragmented

16.6.5 Build is now Live

16.6.5 is mostly a bug fixing patch as we identified a few remaining larger issues and fixed them.

The 2 larger issues fixed are opening corpse containers and not getting the window to loot them. This was mostly noticeable if the container moved quite a bit after death (or fell into the water). Also fixed are issues with swapping weapons out with the hotbar that could result in the item lost (mostly under higher latency).

We made some adjustments to the difficulty of lower level NPCs as well and will continue to make tweaks due to the recent AI tweaks.

Miscellaneous

  • Adjusted the camera on the vehicle again. Should be less jarring again.
  • Fixed a bad translated word into Spanish.


NPCs

  • Slightly decreased the difficulty of low level NPCs.


User Interface

  • Increased the maximum height of tooltip widgets so more information can be displayed.


Vehicles and Mounts

  • You can now manage your map markers while you drive a vehicle.


Bug Fixes

  • Fixed an issue which could cause items on your cursor to disappear if you dropped them onto certain pieces of some windows.
  • Other players should no longer appear bald when removing their helm.
  • Fixed an issue with corpses and distance checks. This should fix the corpse window not opening if the corpse box moved a decent distance (say down a hill or into the water).
  • Fixed a bug which could cause your weapon to be placed in odd places if your character was tall or short.
  • Fixed an issue which could confuse the server after you unequipped an item.
  • Fixed an issue where the owner of a vehicle would not show in the status bar when on a server.
  • Fixed health updates not working on the status bar for vehicles on a server.
  • Fixed a double send issue in harvesting messages.
  • Fixed an issue with swapping weapons/armor out using the hotbar in some cases with some moderate lag it could delete or "replace" an item as a result. It should now do a better job checking the inventory to make sure the data is not stale before making the swap.
  • Fixed some more issues with high latency and dragging of items in the inv.
  • Fixed a dupe bug.
  • Corrected an issue where turrets had the wrong name.

16.6.4 Patch Live

This weeks patch addressed some remaining issues and added a few new features and tweaks.

We made some adjustments to the AI this month. They should now better chase you around the map rather aggressively until they reach their leash distance. Before this was based on the navigation data available in their spawn region, now they will navigate dynamically when in combat and will chase you a fair distance around the map so beware. Along with those fixes we fixed a navigation issue with trees, rocks, and large plants that NPCs could navigate through incorrectly. They should now have to properly navigate around them to reach you. Additionally, with all the navigation changes pets should better be able to follow you, but still could potentially get stuck, there is /pet summon added a few patches ago to help with that until that process is automated to fix stuck pets.

Newly added to this patch is the ability to move some housing structures. This will allow you to move an already placed structure making it easier to relocate the structure on your base. We will continue to make more housing/structure/placement changes in the next few patches to make the process easier, but it should help a good deal.

In addition we fixed an issue with improper scaling on structures. All new structures/bases should be fine, but unfortunately existing ones will be at the bad scaling values. This is mostly a collision issue with players/vehicles that you can ignore if you wish or use the commands below to reset the scale. The issues are mostly noticeable with vehicles bouncing around and players sinking into the base. There is an info command that will tell you if the structures are going to "shrink" or "expand". This could cause structures to be floating or protruding into things. If they are floating they should be easier to move afterwards, if they are protruding into things you might wish to demolish smaller things to make sure they don't end up inside of something never to be found again. If you are willing to deal with this the commands are below (the guild commands do the same thing, but if you are a guild leader it will fix all structures online that belong to your guild). We cannot restore/fix your structures if something goes wrong, so we do advice to use at your own risk.

/info fixstructures info
/info fixstructures begin <--- Will rescale structures, no going back
/info fixstructures infoguild
/info fixstructures beginguild <--- Will rescale all guild structures (if leader)

Finally we made some other smaller changes including some functionality fixes when inside vehicles, smaller 2x1 and 1x2 icon sizes for some weapons and tools (which for some probably will be the highlight of this patch), more localization fixes for previously server side text, new godmode functionality for GMs, recoil animations, and much more.

Read below for the full list of changes.

AI

  • NPCs will now chase players outside of their spawn region.
  • Out of combat NPCs will now heal quickly.
  • Added Chase max distance for NPCs so they will not attempt to chase you to the end of the map.
  • Added some kiting checks for NPCs engaged with a target. If they exceed the kiting distance they will break off from combat.
  • NPCs returning to their spawn region that were pulled out of it will now return ignore everything until they return. They also have a temporary immunity until they have returned.


Animations

  • Recoil animations are slightly more pronounced.
  • Chain Guns recoil animations have been sped up, and are no longer the same as those used by the rifle.


Audio

  • Adjusted the volume of the main menu music so it is equal to other music volumes.


GM

  • Added /gm godmode. It will allow you to turn on godmode. When enabled you will not die. Instead you will be restored to full health.


Housing

  • We resolved an issue with some incorrect scaling on housing. Until the core issue can be fixed the only way to fix some oddness with the top of the bases is to use a chat command "/info fixstructures" to reset the scaling on your structures. Be warned, it will reset the scale on all your structures possibly leaving things floating or sunken into objects.
  • Added new "Move" function for small to medium sized housing items, available via secondary use key ('F').
  • Structures can no longer be demolished if damaged.


Items and Fittings

  • Gave a pass to the number of inventory slots that various weapon and tool types require. Chain Guns and Siege Weapons still require 2x2 slots. Other weapon types generally use less slots now, and the changes for each type if described in these build notes. It should be noted that these changes only include newly created variations of these weapons or tools, so older items will still use the old sizes.
  • Slightly increased Chain Gun spread.
  • Pistols, medical scanners, skinning stones, crowbars, torches, and knives now only take up a single inventory slot.
  • Swords, Axes, Spears, and Blunt Weapons now use 1x2 inventory slots.
  • Rifles, Shockguns, Flurry Blasters, and Shotguns now use a 2x1 inventory slot.


Miscellaneous

  • Introduced a new bBroadcastPlayerKills setting which can be used to broadcast PvP kills to the entire server if it is set to true.


Pets

  • Pets should now better chase after their owner if there is some distance between the 2.
  • Crawler bot AoEs should no longer affect pets owned by your guild.
  • Medical Bots should now only heal your guildmates if you are in a guild. If you are not in a guild they will still heal any player who is nearby.


Vehicles and Mounts

  • You can now train skills and view your level, armor, etc while driving a vehicle.
  • You can now swap weapons from your quickbar while riding a vehicle.
  • You can now use consumable items while driving a vehicle.


Bug Fixes

  • Consumable item messages are now displayed when you are in a vehicle.
  • Corrected the display name of a Turret from "NPC" to "Turret".
  • Fixed an issue with the sound class changes from the last patch.
  • Fixed an issue which was causing harvesting decals to not render online.
  • Fixed a localized message with bug reports.
  • Fixed a missing blank space in the "You have recovered XX" message after destroying a building.
  • Fixed an issue which was causing NPCs to stand around in some cases where they should not have.
  • Can once again swim up/down by pointing the camera up/down
  • Painkillers, Bandages, and Health Stims can now be used while driving a vehicle.
  • Fixed an issue with containers where their abandonment flag may not get set until after a server restart.
  • Players stats should now appear properly on the character sheet while driving a vehicle.
  • Fixed an issue which would occur if you tried to equip an item from your action bar and the item no longer was in your possession. In this case it would previously unequip the item which was in that slot, which could result in your weapon being dropped on the ground.
  • Fixed an issue where the main menu music might not play because the menu didn't yet have your volume settings.
  • Updated folliage/trees/rocks that would be large enough to block enemy movement to properly use navmesh so npcs will go around them instead of through them.
  • Other housing items can now be placed inside Supply Stations.
  • Fixed an issue with some localized messages that were happening on server instead of client. Still a WIP.
  • Turrets can now be picked up.

7 Weeks of Progress since Fragmented Release

It’s now been seven weeks since Fragmented opened its doors on Early Access. We traditionally have done monthly features, but with the rapid pace of our patch release schedule we have seen 2-3 patches coming out every week for a total of 16 patches over the past 7 weeks. If you are keeping an eye on Fragmented and wanted to get a higher level view of changes over the past 7 weeks we aggregated most of the major features and listed them below.

We still have a few smaller features and remaining issues to resolve, but we are happy to be getting near the end of that list so we can start focusing on more improvements and revamping of the current systems. June should see wrapping up this list and making smaller incremental improvements and in July we can focus on some more larger scale changes and improvements to the existing systems.

New Features

  • Engagement/Public Quest support was introduced. This allows for more complex encounters with waves and bosses.
  • Caves have been introduced to the game.
  • Player Hosted servers can now be registered and browsed from the main menu.


Housing

  • You can now pick up or demolish structures to retain the resources that went into creating them.
  • Improved structure placement system in numerous ways including different proximity rules for different structure types, raising/lowering of height, and camera improvements. Also improved guild support for structures.
  • Introduced many new structure types including Force Gates, Water Towers, First Aid Kits, Refrigerators, Wood and Stone Gates, and two new base types.
  • Structures now decay if the owner or guildmaster have not visited them after some time. Abandoned structures can be demolished by other players to acquire resources.


Items

  • Increased storage capacity of containers and introduced them to players at lower skill levels than was previously the case.
  • Added many types of new rare mob loot or crafted items. This includes Firestrand and Studded Mubark armor sets, Chain Guns, Respec Kits, and Personal Shields.
  • Vehicles were reintroduced. They support a driver and 3 passengers.


Player vs. Player

  • On servers which feature item loss, all dropped items will now be grouped into a single container which you can pick and choose from, or use quick access buttons to Re-Equip gear or Loot All.
  • Significantly increased the health of turrets and structures, making it more difficult for guilds to raid players on off hours.
  • Turrets can now fire from beyond sniper range at a target which has already inflicted damage upon them. They use a shorter range for players who have not attempted to damage them.
  • You can now repair structures.


Miscellaneous

  • Added localization support for Simplified Chinese, Russian, Japanese, German, and Spanish. Italian and French are coming soon.
    Introduced the Jabberbull species.
  • Rewrote much of the networking code for players and guilds to improve performance and stability.
  • Introduced new servers in Southeast Asia.
  • Improved pet, vehicle, and turret support.
  • Many balance changes to things like skill gain and leveling rates, armor and weapon balance, NPC balance, recipe results, tool charges, ammo counts, and the like. You now require less food and drink to get by, and we have introduced things like Refrigerators and Jerky to extend that even further.
  • Introduced many new player hosted server configuration options including being able to tweak the number of resources harvested, corpse timeout lengths, skill gain rates, structure damage, and structure placement radius.

16.6.3 Build is Now Available

We are going to attempt to move patches up to Tuesday vs Thursday-Friday. So as a result we are releasing the patch a bit early this week and will have a full week cycle next week as a result. The patch is a tad bit smaller because of the short cycle, but has some important changes in it.


  • Fixed an issue with loading/saving of bags that we causing bags to go empty 100% of the time. Hoping this will solve this issue.
  • Added some new code to detect "orphaned" player nodes. They are causing save issues as well (the relogging dead, on other spots, etc). There are 2 new checks now to help resolve this issue.
  • Added German Localization.
  • Made some camera improvements with the vehicle and terrain.
  • Fixed an AI issue causing targetting issues with NPCs (AI work is a major part of the next patch).


Finally, a friendly reminder the abandon timers for structures will start working around Friday. Please check your structures in game using the following command to make sure things are working properly.

/info checkabandon

Below are the full notes for the patch.

Audio

  • Added music to the main menu.
  • Added new sounds and effects to the Helltyr Cave.
  • Added support for reverb and sound ducking effects.


Engagements

  • Players can now obtain achievements from being a top performer in Engagements.


Items and Fittings

  • Limited the range of Rocket Launchers and Mini-Explosive Launchers, though they can still reach long ranges.


Miscellaneous

  • Added a German localization for the game.


User Interface

  • Updated the failure message when you try to place a Personal Shield or trap to give a better indication as to why it failed.


Bug Fixes

  • Removed a sound override on the Wind and Weather sound which was causing unintended results.
  • Fixed an issue where server names did not fit the allotted space in some languages.
  • Fixed a bug in the achievement rewards system which was causing a small performance hit.
  • Added some more code to clean up vehicles when abandoned players are removed from the game.
  • Players that are in a state of "abandonment" will now show up as "Unknown" if you manage to run into one online.
  • Fixed an error with the AI target code that was causing a variety of errors. They should behave a bit more normally now.
  • Fixed a stretching issue on Nanofiber and Firestrand boots.
  • Fixed vehicle camera so it no longer goes underground when rolling downhill.
  • Fixed an issue where bag information could be overwritten in certain circumstances.
  • Added some new abandon pawn checks to catch cases where a player might get detached from the connection and stay orphaned on the server causing various issues.

16.6.2 Build is Now Available

Just in time for the weekend, we bring you the 16.6.2 patch. Before we get to the build notes let’s take a look at some of the highlights of this week’s patch.

The first few features have been among the most popular user suggestions so far in early access. First up is the ability to pick up some props and turret types to move them, rather than demolishing them. Interact with them by pressing the ‘F’ key (default) and you will see a new option if the prop type can be moved.

Next up is the introduction of a tombstone type container system for servers which feature item loss in PvP or PvE. Previously many items would be tossed onto the ground when you died, and it made going through these items difficult. This system has received a large revamp in this build, as well as some important bug fixes. When you return to this marker (or if you loot a different player’s marker) it will open like a container. This window features Loot All and Re-Equip buttons to make the whole ordeal a little bit easier.

Another commonly requested feature has been caves, and we see the introduction of the first cave system in this patch. This cave is populated with Helltyr, and is controlled via a simple engagement. It is aimed at a group of players and features a small population of Helltyr along with a couple of bosses. If you manage to clear the entire dungeon before the Helltyr abandon it (and later return) a chest will spawn along with a new and more difficult boss encounter.

Other highlights include two new server configuration flags to tweak corpse times and resource yields, graphics and physics tweaks, a steeper experience curve, more difficult boss mobs, improved NPC ability capabilities, interface improvements, and bug fixes. You can read the complete build notes below.

Engagements

  • Created a new engagement to handle spawns in the newly added Helltyr Cave. This simple engagement controls the spawning of mobs, and if players are able to clear out the cave quickly enough it will spawn a tougher boss.


Graphics

  • Improved Jabberbull textures.
  • Added a new Tombstone Crate model for player corpses.
  • Added a subtle particle effect to Helltyr Leap attacks.
  • Added physical materials to various weapons which did not previously support them. This will allow the weapon to react appropriately if shot.


Housing

  • Added the ability to pick up some housing items, via the secondary use Housing menu. Only direct owners of the items can pick them up. The current eligible items are : Small Crate, Foot Locker, Stove, Mortar and Pestle, First Aid Kit, Turret, and Tesla Turret.
  • Turrets and Tesla Turrets received a small boost to hit points and damage.


Items and Fittings

  • Tools can now very rarely drop from some humanoid mobs.


Miscellaneous

  • Added a server configuration value that controls the corpse timer - playerCorpseContainerLifeTime. Default is set to 600 seconds (10 minutes).
  • Adjusted some physics settings on players so they don't move things around easily.
  • Adjusted the experience curve so that it further increases the gap of experience needed each level as your level increases. This should result in little to no changes early on, but for leveling speed to decrease at higher levels.
  • We've introduced a new "resourceMod" setting for server operators. This is a floating point number which adjusts the number of resources rewarded. It should be noted that this will be rounded. So for example if you were running a server and wanted to have five times more resources per harvest than usual you could set this to 5.0.


NPCs

  • Helltyr Patrols now drop less prepared food.
  • Added the ability for NPCs to have more advanced and out of the box abilities that were not supported in the previously. We previously could have a normal attack and a special attack which came with a number of pre-built configuration types. NPCs now have the ability to call a unique script for certain abilities to have unique abilities in special cases.
  • Introduced several new variations of Helltyr.
  • Introduced a new type of Helltyr which can heal the wounds of other Helltyr. They are currently only located in the Helltyr Cave.
  • Increased difficulty of many boss mobs by a small to moderate amount.


Optimization

  • Optimized some of the Engagement NPC AI code.


Player vs. Player

  • When a player dies a new loot item is now spawned into the world and the player's inventory and equipment is shoved into the item making looting much easier.


User Interface

  • You can now shift+double click to move items between an open container and your inventory and vice versa.
  • Container for "corpse" contents now has a mouse over display with the player's name in it.
  • Container interface now has a Loot All Button to attempt to loot everything in it.
  • Rescaled the close button on the Character Window so it wasn't stretched.
  • Corpse Container Window now has a Re-Equip button. This will attempt to reequip the items in the equipment section of the window if you are not wearing equipment. If you already have equipment it will simply put it into your inventory like a normal Loot All.
  • Containers with 2 columns now adjust the window a bit to make it look cleaner.
  • Container windows should now look a bit cleaner.


World

  • Introduced a new Helltyr Cave. This is a work in progress, please let us know of any issues you experience inside of the cave.


Bug Fixes

  • Corrected an issue which was preventing blood spurts in some cases where there should have been.
  • Fixed an issue where the weapons on some NPCs would detach before they died.
  • Corrected an issue with animations and sounds of Helltyr Patrolmen.
  • Corrected an issue with Jabberbull physics which could cause their ragdolls to react oddly.
  • Equipped items will now properly drop when you die on corpse looting servers.
  • Put in some adjustments to containers to hopefully fix the rendering issue.
  • Corrected an issue which allowed you to ledge walk along thin ledges near walls.
  • Fixed some melee radius issues with Helltyr.
  • Corrected some missing physical material definitions on some rocks and newer props, this would cause bullets or other decal leaving objects to display the wrong particles or to make the wrong sounds when impacting those objects.
  • You can no longer consume items while dead.

16.6.1.1 Patch Live

Some bug fixes from the 16.6.1 patch and a few other odds and ends in this mini-patch.

Animations

  • Introduced a new physics based hit reaction system option for NPCs. This needs to be enabled per NPC and is still in the QA phase so do not expect to see results in game yet. We'll let you know when it is turned on regular NPCs.


Audio

  • Jabberbull now have their own sound effects, they were previously using Helltyr sounds.


Graphics

  • Added new inventory icons.


Housing

  • Removed gravity adjustments on structures and containers for the time being until they can get further checks done.


Items and Fittings

  • Introduced new Chain Gun weapons. These are an interesting new weapon type which has a higher DPS but a lower damage per shot than Beam Rifles, and uses regular Ammunition rather than Beam Cartridges. It has a significantly shorter range, but deals more damage overall, as opposed to rifles.


Miscellaneous

  • Added /info checkabandon to count structures and containers and show if any are abandoned and the min/max time on them. If you have been online 10-15 minutes they all should be reporting a datetime for that day.


NPCs

  • Tweaked Jabberbull melee range.


Trade Skills

  • Increased the amount of rounds created by the Ammunition recipe from 125 to 150 per craft.
  • You can now create Chain Guns with a Ranged weapon skill of 7 or higher.


Bug Fixes

  • Improved day and night transitions.
  • Jabberbulls now display their proper name when targeted.
  • Fixed an issue with the abandon code where it was not running properly and some code needed to be updated.
  • Vehicles will now bounce off force fields like players do.
  • Fixed a spammy error in the logs which could have occured when you had an invalid target but received a health update for it.

16.6.1 Build is Now Available

This week's patch bring a few new goodies and a handful of fixes to the vehicles that were introduced back into the game last week.

The vehicles received another pass fixing a handful of issues and should be in much better shape after this patch. The camera/placement of the vehicle should be significantly better online and a few critical bugs with the system were found and fixed. We also introduced repair kit for vehicles so they can be repaired.

On top of the vehicle work we introduced the Jabberbull back to Fragmented. It was a creature from The Repopulation and we added new recipes and loot from the creature.

Furthering our localization work, we have our initial Russian translation available now. It will be an available option at the main menu along with the other languages available.

We did introduce a few new animations and smaller bits of content and a few other bug fixes in this patch as well.

Finally, an issue with the abandon code was discovered and they were pushed to 28 days until a fix can be applied. If you were counting the days and looking around that would be the reason why.

Animations

  • Introduced new pistol pain reaction animations.
  • Added crouched melee animations.
  • Added a new melee jump animation.


Graphics

  • Added logos for OWON, FPR, and Rogue in preparation for an upcoming game mode.
  • The Personal Shielding particle goes through less loops and is more transparent than was previously the case, but has a longer play duration.


Items and Fittings

  • Added Weight to some items which were weightless.
  • Introduced Jabberbull Jerky. This food item lasts longer without spoiling than most food types.
  • Jabber-Coated Clubs have been introduced. Clubs had previously been useful early on in Melee Weapons skill, but they lacked upgrades to keep them competitive with Swords, Axes, and Spears. This weapon is a higher end version of clubs, for those who prefer this weapon type.
  • If you consume a food or drink but have no hunger or thirst to replenish it will now print a warning in chat to let you know that you are full.


Miscellaneous

  • The game is now localized in Russian. This joins English, Simplified Chinese, Japanese, and Spanish localization options.


NPCs

  • We have introduced a new species which will be familiar to Repopulation fans. The Jabberbull can be found near water. An axe or skinning stone can be used to collect their gel, which can be used to create a new club based weapon.


Trade Skills

  • Increased the amount of Ammunition per craft of Beam Cartridges and Fuel Containment devices.
  • Mechanic's Kits can be now created with an Electronics skill of 8 or higher. These kits are used to repair vehicles.
  • You can now have critical success when creating Ammunition, and some weapons which previously did not have a critical version. In these cases they do not give new items, but give a bonus to the amount of items created.
  • Players with an 8 or higher Melee skill can now create Jabber-Coated Clubs.
  • Players with a Subsistence skill of 5 and a nearby Stove can now create Jabberbull Jerky.


Vehicles and Mounts

  • Vehicles can now be repaired using new Mechanic's Kits. Use the kit while standing next to a vehicle to repair it.
  • Adjusted the traction values on the wheels of the vehicles so they don't drift as much.
  • Adjusted the physics calculation on the server and how it works so they are more intuned with the client making the hitching online much more reduced than before.
  • Added an idle brake to the vehicles so they are less likely to roll away or be "pushed" away.
  • Made a slight camera adjustment to the vehicle to make the camera more stabilized when the vehicle changes pitch when rolling over something.
  • Fixed an issue with vehicles not showing up sometimes when relogging.
  • Fixed an issue with the camera not being applied properly when getting out of a vehicle.


Bug Fixes

  • Quality Nitrogen Fertilizer was previously showing up in tooltips as being named Nitrogen Fertilizer. It now displays its proper name.
  • You can now view your map markers on the map when driving a vehicle.
  • It should now place you in a combat stance visually if you try to do an unarmed swing at a player who is not attackable. This is just a visual tweak.
  • Removed extraneous white space from the falling damage message.
  • Fixed a bug which caused your hands to come together as though they were holding a rifle when you took damaged while unarmed.
  • Sniper scopes should now render properly regardless of height. There was a bug which was previously making some scopes view the back of the scope when used with a taller character.
  • Fixed an issue which was causing Personal Shielding effects to not display to other players online.
  • Fixed an issue which was causing items from supply crates to not have any durability or uses.
  • Fixed an issue with the crouch moving left animation.
  • Pets will no longer try to regenerate when dead.
  • Corrected an issue which was causing NPC corpses to disappear after death in some cases.
  • Corrected the hand position on the driving animation.
  • Players will now properly be removed from the vehicle when disconnected/logging so the process can properly remove the player from the game.
  • Fixed a bug in the Engagement loot system which was allowing players to obtain items before they should have.

16.5.5 Patch is Live

Patch 16.5.5 is Live



Today's patch contains a few new goodies and as always bug fixes. Vehicles are back they are still a work in progress. We know of a few issues with the vehicles in online play. At 5 pm EDT we will start the patching process and this should take 15 to 30 minutes to complete.



Animations

  • Stances are now shifted based on if a player is currently in combat or not. This allows us to swap between a standard idle animation and a combat animation when wielding melee weapons, for example.


Engagements

  • Engagement messages are now sent both as text banners and in chat.
  • Reduced the maximum waves of the second stage of the Setlang Infestation engagement by one, as well as reducing the time limit required to get through it slightly, and the number of Large Setlangs required.


Game Mode

  • Added two new server configuration flags: matchTimeLimit and buildTimeLimit. These are not useful in the standard Survival game type but can be used by additional game modes (which are coming soon). The matchTimeLimit would specify the maximum duration of a match where the buildTimeLimit would be used to specify another optional time limit. It gets its name because it is used as the build up time in the upcoming condensed survival match game type. In both cases these duration's are specified in seconds.


Housing

  • Critical successes when crafting Structure Repair Kits can now result in Quality Repair Kits which have a bonus 50% to the damage repaired.
  • During placement, base (platform) structures are now allowed to overlap with each other.
  • Fixed a collision issue on the top level of the Tech Tower.


Items and Fittings

  • Introduced a new set of Firestrand Armor, as well as it's critical variation. This is an improvement to Nanofiber armor which utilizes a new resource type but is more difficult to create. This armor offers slightly more protection than Nanofiber, but substantially more warmth. It is a useful set when visiting the frozen regions of the world.
  • Increased the number of uses of tools or weapons by 100-300, depending on quality and type of tool or weapon.


Miscellaneous

  • Added some props to the Character Creation screen.
  • It is now slightly warmer during the day than it is at night.
  • Introduced a new "startingLevel" server configuration option. This option is primarily intended for alternate game modes (coming soon) and defines the minimum level of all characters on the server. If a player logs in and is lower than this particular level it will boost them to this level and force them to respecialize their skills. This should not affect normal survival servers, but does allow users and upcoming game modes a bit more freedom on rule sets for fast action servers.
  • You will begin regenerating stamina more quickly now when not in combat.
  • Weather now affects temperature in game.


NPCs

  • NPCs who are not critically hungry will now regenerate a small amount of health over time. This is primarily intended to heal mobs who were damaged and then disengaged.
  • Large Setlangs received a small hit point boost to compensate for their reduced numbers.


Pets

  • Added a /pet command. There is a /pet dismiss to get rid of your current pet and /pet summon if you somehow "lost" your pet. The pet needs to be more than 100 meters away for that to work.


Resources

  • Limestone has become a tad more common.
  • Introduced new resources which are commonly found near the Setlang Infestation engagement. These resources are used to create a new type of armor.
  • Tweaked the unarmed to steel axe progression on some wood types.


Trade Skills

  • You can now create Firestrand Armor with a Textiles skill of 8-10, depending on the piece. It requires a Crafting Station.


User Interface

  • Vehicles now work with the target display HUD showing their name and health.
  • There is now a SE Asia checkbox in the server selection window.
  • Target Hud for vehicle will display the owner's name.
  • Server Filters will now be saved and reloaded upon coming back into the game.
  • Servers will now be filtered out from attempting to ping completely instead of just visually when selecting the server. So for example if you check only EU you will only ping EU servers now after a refresh. This happens only on a "refresh" of pulling down the full server list so it won't do it in the middle of pinging all the servers.


Vehicles and Mounts

  • Vehicles will now trigger spawn volumes to fire up/sleep properly if they have an active driver.
  • Vehicles will now properly save and load upon server restart.
  • Improved handling of vehicle sounds, so others will also hear the engine and braking.
  • Improved handling of vehicles so they will slide and flip a little less often (but it can still happen, so drive carefully!)
  • Melee and ranged weapons can now damage vehicles. The base vehicle only has 500 HP so they are fairly easy to destroy if they aren't moving.
  • Vehicle damage is only possible on PvP Enabled servers.
  • Vehicles have a 7 day inactive timer on them. If they are not used after 7 days they will be removed from the server. Using them simply is jumping in to drive. This is only on servers, the code is ignored in single player.
  • Vehicles can once again be spawned! Note, the vehicle behavior is improved, but there are still some known issues that will be addressed at a later time, including: The wheels do not appear to spin in online mode. Breathing is still not effected while under water.


Bug Fixes

  • Fixed an issue where the server list could crash the client getting servers back.
  • Fixed a bug which was preventing mobs from getting hungry, and thus making some mobs never aggro.
  • Fixed a bug which could cause a player to display multiple death markers under some circumstances.
  • Fixed a bug which was could inconsistency between your actual temperature and warning messages.
  • Fixed an issue in some cases where crates and their contents would not be saved if the game crashed in single player or online if the server would crash or not be brought down cleanly.
  • Added potential fix to show correct hidden state of resources when first logging in.
  • You will now properly be taken out of the vehicle if you die inside it.
  • Fixed an issue with the health/stamina bar issues that can with the 16.5.4.1 patch.
  • Fixed a bug which was showing that players were taking falling damage, without actually applying the damage.
  • You will once again take a small amount of damage when punching trees and rocks.
  • Fixed an issue where stat icons were not showing correct values when riding in a vehicle.
  • Characters will now retain their hair color when riding in a vehicle.
  • Fixed a bug which was causing a delay in respawn times.
  • Fixed an issue with some chat commands that could cause a crash while riding in a vehicle.
  • Inventory should now be usable while riding in a vehicle, and after exiting.

Server Mergers Starting Tuesday May 24, 2016

Server Mergers Starting Tuesday May 24, 2016
Next week we will be starting a process of merging the existing servers down to a more reasonable number. We selected the servers based on their usage over the past 7 days, and will be leaving the busier ones alone while merging together servers that did not have much activity during that period.

Before moving on to what will happen with the mergers, here is a list of servers that will not be merged. Nothing will be changed on them so it will be business as usual after the merge.

US East 1
US East 2
US East 3
US East 9
US West 8
EU Central 1
EU Central 2
EU Central 13

If you are playing on those 8 servers you will login after the “merge” is finished to no changes on your server as well as no new players (for better or worse).

If your server is not on that list, it will be merged with other servers. Merged servers will have their structures cleared out as well as their player name cache. When you log back into these servers you will need to go through player creation again. You will still have your character, levels, skills, and inventor. However, all structures will be wiped as we cannot effectively merge those. Starting with the 16.5.4 patch you can salvage resources from your existing structures. You will want to start salvaging your existing structures to get their resources back so you can deploy them after the merger. Be sure to empty out your crates and silos as those are structures and will be wiped out during the merger as well.

For the most part if you are playing on just 1 server you should be fine. However, if you do happen to have characters on multiple servers that are being merged please login to the one you want before the merge begins to make sure it is the most recent one. As you might know there can only be 1 player per server so we can only put 1 character on the merged server.

We decided to leave all 6 rulesets up for the time being so there is at least 1 server in each region with the ruleset.

Below is how/where the merger will happen. If you were playing on a server listed after the merge, be sure to login to the server listed. The server listed to the left will be the server everyone is merged to. Those to the right of the <- will be the servers that were merged onto the one on the left, and will no longer be available.

For example using the first bullet point US East 5-8 will be merged into US East 4. After the merge you will need to login to US East 4 if you were playing on US East 4-8. You will see US East 4 on the list, US East 5-8 will no longer be available as they were merged into 4.

US East 4 (Casual PVE) <- US East 5-8
US East 10 (Normal PVP) <- US East 11-16
US East 17 (Casual PVP) <- US East 18-20
US East 21 (Normal PVE)<- US East 22-24
US East 25 (Hardcore PVP) <- US East 26-28
US East 29 (Hardcore PVE) <- US East 30-32

US West 1 (Casual PVE) <- US West 2-3
US West 4 (Casual PVE) <- US West 5-7
US West 9 (Normal PVP) <- US West 10-16
US West 17 (Casual PVP) <- US West 18-20
US West 21 (Normal PVE) <- US West 22-24
US West 25 (Hardcore PVP) <- US West 26-28
US West 29 (Hardcore PVE) <- US West 30-32

EU Central 3 (Casual PVE) <- EU Central 4-8
EU Central 14 (Normal PVP) <- EU Central 15-16
EU Central 17 (Casual PVP) <- EU Central 18-20
EU Central 21 (Normal PVE) <- EU Central 22-24
EU Central 25 (Hardcore PVP) <- EU Central 26-28
EU Central 29 (Hardcore PVE) <- EU Central 30-32

16.5.4 Build Now Available

16.5.4 sees us returning to a more normalized patch schedule with a weekly build. We will still issue smaller point patches for emergency issues, but in general will be shifting to larger patches giving us a little more QA time.

This build sees several major additions. Many of these additions are to the construction and housing system. This includes the addition of a new abandonment system for homes whose owners or guild masters have not logged in for some time. In order to clear out older structures this is currently set to 14 days from today. After clearing out some of the older structures we’ll increase the time frame in a future patch. Abandoned homes will not be destroyed, but will be accessible and demolishable by other players if they reach that point. Speaking of demolishment of structures, you will now receive back a portion of the resources when demolishing one of you or your guild’s structures. For the time being we are offering 100% of resources, but this will change to a percentage in the future. Gravity has been added to structures, so if a base platform or building is destroyed the props or structures on top of them will now fall. We’ve also made some tweaks to the camera system when placing structures, blocked resources from respawning on top of structures, and introduced several new structure types including First Aid Kits, Water Towers, and Refrigerators.

Repop fans will welcome the addition of Engagements in this build. Engagements are similar to public quests and were an important part of The Repopulation. They make their first appearance in this build, with several new combat oriented engagements being added. These currently give chances for new boss and loot types, and in the future will also reward unique achievements and PvE content for guilds.

A new registration system for third party servers has also been introduced. This allows players to easily browse and select player hosted servers. Along with these we have also introduced several new servers located in Singapore. This is not the only improvement for Asian players however, the game now features a Japanese localization option, along with improvements to existing (Spanish and Simplified Chinese) localizations.

Other changes include a slew of pet improvements, animation work and graphical improvements, a new high end armor, balance tweaks, and a good number of bug fixes. You can read the complete build notes below:

Animations

  • Added Animation Blends to the setlang animations.
  • Characters now breathe when in the third person pistol idle animation.
  • Added new animations to Lurkers.
  • Improved the Setlang animations.
  • Updated third person idle/melee animation.


Audio

  • Introduced new environmental and engagement oriented sound effects.


Engagements

  • We’ve introduced Engagements, which are similar to public quests. The first round of engagements are more simple combat oriented engagements. We’ll continue to extend this system in the future.
  • Introduced a new Setlang Infestation engagement in the hills near the Lonely Lagoon. This event will spawn setlang in waves, culminating in a boss encounter if you can clear through the first couple waves.
  • Introduced a new Helltyr Patrol engagement. This is a very simple engagement that spawns a group of Helltyr which will patrol the area for a short time and then despawn. They can be killed for a chance at loot.
  • Introduced a new Mubark Herd engagement in the icy regions.


Graphics

  • Improved Flame Thrower particle effects.
  • Introduced new particle effects for engagements.
  • Rocharus Armor has new graphics.
  • Added new icons for some items.


Housing

  • Turrets can now be demolished, similar to standard housing items.
  • Resources will no longer respawn if blocked by a housing structure. This only applies to resources that attempt to respawn after a structure has been placed, whether harvested before or after that placement. This will allow you to leave that big tree in the middle of your base, if you desire, but once removed, it will remain removed.
  • Tweaked structure placement to make it slightly easier to find a valid location.
  • Added new improved 3rd person camera view while in structure placement mode. Can zoom much further out, and the crosshairs will move further above your head. Placing large platforms should be easier now.
  • Introduced new Refrigerators. These devices can store up to 9 items, and specialize in preserving food and drinks for longer durations. They currently preserve food and drink more than 6x longer than a small crate, but are more difficult to create.
  • For rotating a structure while placing it, the angle rotation increment has been reduced form 30 degrees to 5.
  • Implemented a gravity system for housing items, that is activated when the structure they were on is demolished or destroyed. The items should no longer remain hanging in the air, but instead will fall to the ground. Note, there are a few stubborn items refusing to fall properly. For now they will slowly descend to the ground, until they are taught their place in the world of physics.
  • When attempting to demolish a housing item, if the item possibly has other items, inside or on top, a warning message will be included with the demolish verification, but it will no longer prevent you from completing the demolition. Note, this only applies if the other items are modifiable by you. If not, then the demolition will not be allowed. Warning, demolishing an item without removing other supported items first, will result in those items falling to the ground.
  • For non platform structures, improved the routine that will automatically raise the structure until its floor is properly above ground (if possible). (Platforms are allowed to go partially underground, so does not apply, but you can use Shift+MouseWheel to manually raise the platforms higher. ).
  • Demolishing a housing item now has a chance to recover ingredients used to craft it. For this release the recover chance is 100%, to help offset possible structure damage caused by new item gravity feature. In the future it will be reduced to a lower amount, that can be increased by better construction skills.
  • When attempting to place a structure, the ghost structure will no longer move out beyond the valid radius from the character.
  • Introduced new Water Towers. These structures will automatically fill themselves with water when it rains. Players can use Waterskins while standing next to a water tower to fill their waterskin with water from the tower.
  • Introduced a housing abandonment system. Structures now track how long it's been since their owner or a guild leader has been online. After 14 days of neither appearing, the structure will become abandoned, displaying "(Abandoned)" after the name of the structure, and will be available for anyone to enter (for buildings and gates), and for anyone to demolish, recovering resources in the process. Note, 14 days is the default value for the new server configuration option, "DaysTillStructureAbandoned" .
  • Containers can now also be abandoned.
  • Introduced new First Aid Kits. These items can be set in bases like props. Other players can walk up to them and press the E key to consume the item while healing themselves. This is a useful item for siege defense.


Items and Fittings

  • Introduced a new weapon type: Sharp Setlang Claw. These are very rare drops from Setlang bosses, and a common drop of the new Setlang Mutant boss. This weapon can also be used to carve away animal fat or meat.
  • Introduced new Setlang Jerky food items. These crafted items are only heal a marginal amount more than Cooked Setlang Meat, but will decay significantly slower.
  • Introduced new Studded Mubark Armor. This armor is created by using an item dropped from the new Mubark Bulls and will strengthen Mubark Armor, though it does make it slightly more vulnerable to electrical damage when it does so.
  • Increased the effectiveness of Structure Repair Kits.


Miscellaneous

  • We've added a Japanese Localization to the game. Please let us know if you run into any strange or incomplete translations as this is a work in progress.
  • Improved the Spanish localization to include some bug fixes, additional translations, and fixes to small widgets.
  • Reduced food decay rate.
  • You can now register 3rd party servers. There is a dropdown called "Player Servers" in the online list that will pull the list of 3rd party servers.
  • The ping code between the client/server has been updated as well as the pulling of registered servers. If everything is working properly shouldn't notice much of a difference than before.
  • If you select a server that has a different version than your client you will no longer be able to connect to it.


NPCs

  • Increased NPC patrol and pursue distances.
  • Mubark, Rhinoc, Drosera Achillea, and Phosphori had their damage absorption values armor values increased by a larger degree than other NPC types.
  • Increased the hit points and in some cases armor class of some types of NPCs
  • NPC armor values should now scale upwards by a larger degree as an NPC levels.


Pets

  • When respawning your pet will now join you.
  • Crawler Bot Pet should now follow you around like a pet instead of roaming around like a creature.
  • MedBot now has a proper display name when hovering over it.
  • Pets are now saved with the character and will be loaded and removed when the player logs.
  • Pets should now do a much better job of following their masters. There is still a bit of an issue if they get to far away from their owner that should be addressed in the next patch (run back to the pet to get it going).
  • Adjusted pets movement/chase speed. They should move similar to the player's running speed now.
  • You can only have 1 pet up now at a time. Trying to summon another one with a whistle will give you a message now if you try to do so.
  • Pets will now run after a target they see if they are close enough and look like they are attacking it now. Still a lot of AI work to do.
  • Pets health and level are now properly saved and loaded upon return.


Resources

  • Limestone now has a chance to drop from medium or large sized rocks in the Snowy regions which previously did not have any.


Trade Skills

  • Painkillers now require 3 Ngooberries instead of 2.
  • Industrial Stations can now be created with 4 Electronics skill, rather than 5.
  • Players with 5+ Electronics skill can now create Refrigerators. They require an Industrial Station to create.
  • You can now create Water Towers with a Construction skill of 10.
  • You can now create Setlang Jerky with a Subsistence skill of 6 or higher. This recipe requires a Stove.
  • Cement now requires a Stone as an additional ingredient. This is meant to help offset the one less Limestone now required for Quicklime. Stone is much more common.
  • Quicklime now requires only 3 Limestone, down from 4.
  • Studded Mubark Armor can now be created by players with a Textiles skill of 10.
  • You can now create First Aid Kits with a survival skill of 9 or higher.


User Interface

  • The health bar for structures now updates instantly from repairs.
  • When mousing over Water Towers it will display the amount of water stored in the tower next to the structure name.
  • Red crosshairs will no longer show when targeting a turret that you or your guild owns.


Bug Fixes

  • Fixed an issue where it would require 2 double clicks to open a bag for the first time (should open on the 1st try now).
  • Players should no longer be able to damage themselves when using a Flamethrower or Shockgun.
  • Dropping an item on an uninitialized bag will now initialize the bag. It will return back to its previous spot, but the bag should now at least work properly after.
  • Fixed an issue with first person recoil animation.
  • Fixed an issue with show/hide of resources, where it was possible to see resources showing, right after a login, that should be hidden.
  • Structure placement now always shows as invalid if the crosshairs point to an area too far away.
  • Fixed some localization conflict status within code.
  • Removed reload animation from first person aim down sights view.
  • Fixed yet another bug with detection of other structures, when attempting to demolish one. May it be the last.
  • Fixed a bug which was preventing pistol recoil animations from displaying in first person.
  • Improved the day and night cycle transitions.
  • Weapon procs should no longer affect PvP immune players.
  • Fixed a bug in the text when skinning Adrenal Glands.
  • You should now only receive a healing message from Medbots if they actually healed damage. They were previously spamming with 0 damage heals.
  • Fixed a bug which was causing newly created Waterskins to self destruct on use.
  • Repaired an issue which was causing pets to swing at other friendly pets even though they could not damage them.
  • Corrected an issue which was preventing structure repair kits from working properly.
  • Corrected some following and facing related pet bugs.
  • Fixed the locks on wood and stone gates.
  • Structure Repair Kits will now properly consume a charge if any damage is repaired on nearby structures.
  • Fixed skin color tune not working ni Char Creation.
  • Removed a mysterious cube which was erroneously on display in the Kaavo region.
  • Corrected a problem which allowed you to damage yourself from your own AoE procs.
  • An animation now plays after looting a mob, at least in 3rd person view.
  • Filled in a pit that players could fall into and have a hard time escaping from near the Lonely Lagoon.
  • Fixed an issue with the stone base that could cause a player to have their their head stuck in the floor, when the base is placed overhead.
  • Fixed an issue with /wipeme charactercreation where it was clearing the guildID from the playerdata.
  • Fixed a localization issue with recipe timings.
  • Farming Plots should now properly retain some moisture when it rains.
  • Fixed an issue where player names weren't updating in the guild list if they had changed.
  • Made the Rocharus helmet material double sided so the front was no longer see through.
  • Fixed the size and the positioning of the pistol model. The pistol no longer clips hands in first person.
  • Improved the 3rd person pistol animations.
  • Filled in parts of a pit which was previously inescapable without /suiciding.
  • Dropping an inventory item on the map will no longer cause the item to disappear.
  • Made some adjustments to collision capsules of various NPCs.