So, it’s finally here, we have put together the patch and prepared everything to go live in the stand alone client and in Steam. We have done a lot of primary testing and everything seems to be going well.
When:
It will be here on Wednesday, November 8th. Servers will be brought down at 10am EST, 3pm GMT. Expected downtime is approximately 7 hours. Announcements will be made on the Forums, Discord and Steam when the servers are once again available for play.
Returning Players: If you are a returning player, please do not create a new account. Your account information has not changed. If you cannot remember your account information please feel free to contact support. This applies to both this site,The Repopulation and your game account.
In some cases there were duplicate accounts on the old Repop site. These have all been transferred over. If you are one that has a duplicated account, please put in a ticket at support to have those merged into one.
What has been done:
This is entirely ABT’s patch 10.1, a few hotfixes have been done to live previously which will also still be present in this patch. We also expect to do a few more hotfixes, so check the section below, “ Things to watch out for.”
The 10.1 Patch Notes can be found here: https://therepopulation.com/forums/repopulation/build-notes/15-10-1-build-notes-10967
They will also be available on the site the morning of the patch.
Difficulties:
• The engineers had a large number of issues which we have mentioned in previous posts; including cache size, much older HE version from 2014, redundant files being included in the old cache, old HE compatibility issues with the current versions Build system, and so forth. This was by far, the majority of time consumption with this patch.
• Our first tests with the installer had a few issues with not including the correct prerequisites and requiring the players to download other software (VC2013), this should all now be included within a fresh install.
• The steam launcher gave a small hurdle and took up some time, but now it should work correctly. Please note there is one issue which is still present from previous versions: If you click reinstall cache when the game is already “Ready to play” it tries to use a file which is already in use, relaunch the game from Steam and you should be fine (we will fix this in the future.)
Things to watch out for:
• Make sure the Nation window works, in the development server we don’t have an extensive number of nations, but this system is currently far more demanding than it should be.
• Let us know if any quests seem to be fully exploitable to the point of breaking things, please be aware that a number of quests are going to be redone in the future.
• There are some changes in 10.1 patch notes which were actually disabled and should be present in 10.2.
Thank all you to everyone that has helped test during this process, now it’s up to everyone else to help test and move this Alpha forward as we work on the next patch A01, which includes 10.2. More details for this will be coming up in the future.
Update 10/28/2017
Hello everyone!!
I have good news! We are wrapping up internal team testing and are looking forward to bringing you all the first of many patches for Repop. We did hit a couple of snags along the way but we think everything is smoothed out now. The next and final step is getting everything uploaded and tested through Steam. At this time, our best estimate at patching is during the week of November 6th. An additional announcement will be made when we have a confirmed date selected :)
Development Update 09/24/2017
You can view the official forum announcement here: https://therepopulation.com/forums/repopulation/news-and-announcements?p=125377#p125377
Feel free to post your thoughts, we love input!
Good afternoon community, the latest update from the Dev Team has arrived. The Team has continued to work towards resolving the issue with Patch 10.1. Your continued patience has been greatly appreciated as we determine the best course of action to bring you this patch. We hope to shed a bit of light on the internal workings of the patching issue, and the progress that has been made.
In addition, we've included an update on ongoing Art and Lore related projects. We hope you enjoy a glimpse into the future for Rhyldan that is Condorslug.
Build Update:
We know everyone has been waiting for what seems like forever on the update. We want to say thank you for all your patience and feedback. Currently, we have the new cache built and finished. The current problem is an unusual amount of files that were being saved to the ScriptData file that was greatly slowing down the process. Currently, we are working on building the cab files for the executable. Each time we find additional files that are not needed we have to go through and remove those and start the process over.
Though this may not seem like a lot of work, here are some basic numbers to give an understanding of what we are cleaning up:
187,352 revision files saved to the ScriptData directory (non HE version files).
39,752 are the current non HE versions
There were a few custom scripts that we found that were creating unique revision history files (with unique extension name every time) with each save that we made from Quest/Missions to dialog to NPCs. This is a lot to have built up over the years, and with the recent work, I believe we had finally hit that threshold.
We believe we have found all of these custom scripts and disabled them, and reverted back to using HE's default revisioning system. Once this task of cleaning these up and having a successful build is finished, it will not be an issue any longer.
Upcoming steps:
Successfully build the final CAB files
Build the individual installers
Compile
Include the Steam API work
Submit to steam
Wait for approval
Rejoice!
Steam Changes and Progress:
Steam Changes: For our steam users, we would like to let you know that there have been several changes. Since 2015 October there have been approximately seven updates to the processes within the steam pipeworks API. These updates include but not limited to changes to DPI scaling (currently we have a bug with the scale on the steam clients only), Steam social interfaces, and varies API changes. We have been applying the new changes and process and have updated our processes to match. Additional changes and additions will continue as we push into the new requirements from steam. These changes will help us with clean updates in the future.
Steam Progress:
Even with some of the new requirements and methods, the Process of updating steam is fairly straightforward in most of the build. Since we have the build compiled from that engine we will upload this via Steam SDK into the steam repository. After we will assign this build to our testing branch for Quality Assurance testing prior releasing to the public branch. Once we feel that the build is ready to push forward we will schedule a patch and patch the live production servers. After ensuring the integrity of the servers update we will push the steam to all end users and the update will be complete.
Backer Perks:
I want to start off with an official thank you to everyone who backed The Repopulation be it Early Access or one of the many rounds of Crowdfunding. If it were not for your generosity, and support we would not be where we are today. That being said I think it is time for a bit of transparency. Idea Fabrik did not receive the funds accumulated during these fundraisers. Due to this, we will not be able to authorize refunds for said funding purchases.
We want you to know we consider providing you with adequate in-game compensation for your pledges high priority. To do so we've begun cataloging the perk information we were provided by A&BT. This will allow us to properly plan for creating the necessary compensation packages. We'll release more detailed information throughout Alpha and Beta due to the nature of some pledge rewards. Thank you for your continued patience.
New Things to come:
With all new things come change. We invite you to enjoy the change of seasons with a preview of world changes for Rhyldan. As a previous team member with A&BT, I've had the opportunity to witness the evolution of the lore and world design over time. I hope to put to rest any anxiety that the Core Lore would be dismissed. Idea Fabrik has made great efforts to work with original team members to keep the vision of Repop intact. We've also taken into consideration areas of the Lore that were in need of revision.
It has been an eye-opening experience to play a part in planning for the coming world revamp. Please keep in mind that even though the map may seem drastically changed it was done so with Core Lore in mind. Each change planned allows for opportunities to expand not only the in-game world but the Lore itself.
Art Assets:
During the past month, we've continued efforts to update, and refresh art assets. Among the original assets flora, as well as geo features, were recently finished. Our Art Team will continue to create new flora and geo features which include harvestable versions.
Rhyldan is rich in previously unsupported visual Lore. That's why I'm extremely excited to include the news that Art will soon be turning their sights towards buildings and structures in addition to landforms. They'll work to introduce new regional styles that compliment their factions architectural appetites. That's not to say the more common style built from the Northern Star itself shouldn't be considered a marvel of modular construction. We look forward to seeing these visual Lore cues come to life over time.
You'll be able to see the current art cleanup efforts within the 10.2 update and beyond. New art assets will make their way slowly top side after 10.2 with the revamp.
Tech Update 07/07/2017
View and comment here: https://therepopulation.com/forums/repopulation/news-and-announcements/update-07-07-2017-13126
Citizens of Rhyldan!
The latest news from the Dev team is here!
As we stated in a recent update, the process has begun of setting up the terrain schemes and implementing them! This started shortly after the implementation of the new shaders. The systems cleanup has started and it will be followed up with decisions based on what changes need to be made, order of importance, and natural implementation. I will be posting a short video later today showing some of the terrain textures and shaders that have been updated.
The new method of the Hint system, Tutorial System and such has been planned out and is ready to have a lot of it implemented, however we will actually be doing all of the data insertion in the future, because we have a higher priority on fixing what is here.
The Lore and art teams have entrenched themselves in the world revamp and starter area, while the Programming team works hard on the Condorslug update. We are hoping to have a smoother transition in the starter area once they have had a chance to mold something for you to run through!
Over the next few months our updates will be focused on the next two patches and the roadmap will be expanded as we hit the stages within it. However, we will continue to work hard to keep you up to date, as things progress.
Here is a list of a number of fixes we have implemented so far:
9.x (Current):
10.1 (Coming soon):
10.2 (Condorslug): ABT 10.2 Patch Notes
]
Character Scripts cleanup
A large amount of information is no longer cached on client. Data needed for this is being cached in a more efficient way and/or
requested asynchronously as needed. So far this includes:
Small fixes
Outside of the above fixes has been a lot of internal work and preparation to improve workflow. We have started on documentation and consolidating information, as well as bringing in a method which allows members of the team to put forward proposals. If the proposal is accepted by the team and all information has been verified this is then documented correctly. The documentation is then used to implement the information into the game making sure to use all of the correct workflow.
The Plan
Introduction
With Staging ‘nearly’ being live, we have one less build which is not our own to worry about and we are getting a better grasp on what was originally here. This article will show you our current plan for changes and adjustments in many aspects.
The Vision
The first thing covered is the Vision of the team, so here is the quick bullet points and below you will see an explanation of a couple points.
Core vision has not changed from JC's original vision in 2013/14
We are working on consolidating and unifying in game storyline
Will be expanding the game to include multiple play styles
Will not deter from the current core of the game
Will not become pay to win for any play style
Will be focused on clean and simple code/scripts
Will be focused on systems that we can build upon for future expansions
When we say we want to include multiple play styles, this is to do with making sure that many aspects are within The Repopulation, including multiple methods of PvP and PvE.
We are also looking into different server rulesets. We want the framework to be sturdy first, and as we see what demand is like, different rulesets could become servers, or areas within the game.
With that Vision, we have to prioritize what would have the most impact from proposed changes whilst thinking about the amount of time them changes will take. Currently we aren’t really continuing the process which was started by ABT, but renovating what was done, this means that we have taken it back into Early Alpha....
Read the full article here: https://therepopulation.com/news/updates/the-plan
We want to hear from you. Visit the official forum thread here: https://therepopulation.com/forums/repopulation/news-and-announcements/the-plan-13098
The Repopulation is Up and Running!
Welcome Home
The servers for The Repopulation are now once again up and running for anybody who already has an account, whether you are a Steam user or an old timer TR Backer. If you do not have an account and would like one, we plan to bring the Early Access purchase back online at the end of the month, depending on what issues arise and how things progress. This will be on Steam or as a stand alone.
It's important to note that this is still Early Access, the current server status is identical to how it was before the shut down and it is still in an Alpha state. This is to allow all players to play the game again and submit up-to-date bug reports.
Please be aware that we are continuing to restart the game servers every day at 4:45am EST for the time being, as was being done previously.
To start playing The Repopulation again:
If you have a Steam account: Go to The Repopulation, download the client and log in.
If you do not use Steam: Log in to https://www.heroenginegames.com/account/ with your account and get your download.
If you forgot your Hero Games password, click "Can't Login?" on the login window on the HeroEngineGames website or you can reset it here.
Everything in-game and out of game should be exactly as you left it!
The forums have also been migrated over to the new site which is currently in the process of being updated. There is information on them regarding future plans and the current state of things if you would like to get the low-down and catch up on what has been going on.
Some accounts were duplicated on the old website, if you have problems logging in, please use the ticket system or e-mail us on support@therepopulation.com . We currently have a temporary ticket system during the ongoing transition.
We also have a public Discord channel https://discord.gg/4hj8nJF if you would like to join the engaging and helpful community.
View the most recent news letters here: https://therepopulation.com/news/newsletters
April 2016 Newsletter
We are happy to continue with our tradition of monthly posts, sharing the past month's achievements, change notes, and the next month's plans. We began inviting testers in March, to help us test the game and provide feedback. We wrapped up many items on our checklist, to get the game available for Early Access release. This included improvements across the board, continuing to flesh out the core systems, and introducing some familiar art from The Repopulation, as well as new art made specially for Fragmented. A special thanks again to the community for providing feedback, and for helping us get over the hump to get Fragmented available for a more public release.
We have sent invites to nearly all registered backers that had requested access, and should see access granted to everyone that owns a copy of The Repopulation in April. We plan on lifting the NDA soon, as well as making Fragmented available for purchase, on Steam Early Access, before the end of April. We look forward to seeing you in Fragmented, and look forward to working with everyone on the progression of Fragmented into The Repopulation throughout 2016.
If you missed it, for those who have registered their purchase of The Repopulation in our backer portal, you can sign up for a key to try Fragmented. Once logged into our website, visit the backer portal, and then click on "Signup for a key". We send out keys every few days from the queue. We have a limited amount, but if you submit your request early, you should get one relatively soon.
Finally, below is the link to our website for the notes for March. This was the cumulative release of 12 patches in March. If you have access to the private forums for Fragmented, you will find the patch notes there. After the NDA is lifted, we will begin posting patch notes for each individual release.
As many of you already know, it has been a rough past few months for The Repopulation team, culminating in the shutdown of alpha servers just before Christmas. The reasons for those situations have been covered in previous articles and posts, so we won’t delve much into that except to acknowledge that they have occurred and the game has been in a state of limbo over the past few months. You can find more information on those reasons here: https://therepopulation.com/index.php/news/274-alpha-servers-going-offline-temporarily
Although we have had numerous discussions on possible solutions to these issues over the past few months, we did not find a good solution that would make absolutely sure we would never have this problem again. Given the circumstances we have decided it would be in the best interest of the game to port to Unreal Engine. This is not a decision that we have taken lightly. While many of our assets will convert over easily to Unreal Engine, the game’s code will need to be rewritten from scratch. We realize that this will set development back by a significant period of time, and apologize to our fan base for the issues. At this point though, we felt this was the best move for the future.
We didn’t want Repopulation fans to be sitting and waiting idly though while we frantically try to get the game ported to Unreal Engine. Starting in February we will begin testing a spin off set in the Repopulation universe which we have titled: Fragmented. This product is a sci fi survival game which is similar to a more action oriented, and much trimmed down version of The Repopulation. This allowed us to not only reuse many of the same assets which we already had in place, but also makes up the reusable foundations of what will become the Unreal Engine based version of The Repopulation. We will be giving away this product for free to all owners of The Repopulation.
We also want to stress that The Repopulation is going to continue and that Fragmented will serve as the base for the Unreal Engine version of The Repopulation. This will allow us to have a released product on our hands and a tested one as well to start from as a foundation for The Repopulation. Once The Repopulation is ready to open up again everyone that has access now will be notified and server access will resume. If you want even more information or questions answered please click on the link below and read the FAQ, it has a lot more information.
We expect that you have many questions and concerns, and as a result of that we have set up a list of FAQ style questions on our website along with this announcement. We also have some screenshots and an early preview video of the work done on our website. The link for the FAQ, screenshots, and video is below.
All servers are now up and have the 15.9.1 Patch Applied.
The largest addition this build is the re-introduction of sieges. We will be introducing the siege system in a few phases to properly test the system and to also adjust and fix some other balancing issues related to PvP that will greatly impact the outcome of a siege. Siege Camps will now be able to be built in game and players can place the siege camps. Players will be able to adjust the windows for the 2 combat phases of the siege and participate in the final combat window that would normally either end up the city being defended or lost to the attackers. However, for the first phase of testing in 15.9.1 structures will be able to be damaged, but they cannot be destroyed. This will prevent the attacking nation from being able to win. This restriction will slowly be lifted after sufficent testing is done and proper balance is achieved.
As we move closer to beta the game's social features are also an area which needed improvements. Several steps were made in that direction in this build including the addition of Looking for Group, and Looking For Nation features and filtering in the player finder. There is now an events tab in the Nation Window which allows you to monitor what other players in your nation are doing, including things such as members joining or leaving, bosses being defeated, and epic missions being completed. Many of those events are also tied into the nation reputation system which saw a number of improvements, as well.
Itemization is always an issue in alpha testing. With mobs and missions not fully itemized it reduces the benefits of combat. This is typically one of the areas that happens later in a games testing cycle, but we've began to place a higher focus on this area. We've begun to add new armor and fitting types which feature particle effects, and other fun gadgets which have a higher "coolness" factor including mind control devices. Tougher mobs and missions are also now capable of dropping ability enhancements, which were previously only obtainable by spending Training Points.
The mission system has gone through similar itemization steps. There are now more types of very rare mission reward loot. Missions can also specify to have random furniture rewards, typically from non-combat oriented missions. We also adjusted the mission system so that you will no longer receive new job offers if you already have 10 pending job offer emails. It will also trim out non-epic job offers after 15 minutes if they are not accepted. The goal of those changes is to make it easier to reduce the chance that you will be accepting mails from areas you had previously visited but since departed.
Pet types also see a slew of improvements to make it easier to heal, buff, or repair pets, and to make it easier to identify the skill level required to tame a pet. Other additions include AI improvements, boosts to the Fishing minigame, and much more.
Let's take a look at some of the larger changes in 15.8.1. The combat and skills system received another round of improvements in this patch. This includes some important changes and bug fixes with regards to how timers are used, and general balancing. The Skills and Abilities section of these notes has a complete run down on each of the changes. We also introduced a new Two-handed Tactics skill which is designed to give those who do not wish to dual wield or use a shield some additional benefit. This skill will increase the damage bonus and chances of buffs or debuffs to stick when using a single weapon. We adjusted how boss resistance and penetration values work to provide additional benefit to buffs or item modifiers, made adjustments to the damage bonuses vs. different armor types, and tweaked or fixed many areas of both Action Mode and RPG Mode combat.
We'll be showing a preview of the new siege system to some members of the press at PAX, and a number of moves were made in preparation for sieges addition to the live servers in this build. This includes the addition of energy generation and storage in player cities. Energy will play an important role in providing shielding during sieges. Crafters can now create modules for the siege camps and power storage. Major NPCs also include new Power Storage Facilities where you can charge your batteries, but it will be cheaper to do this in player created cities using the Power Storage Facility that is used to store energy. Some energy can also be produced passively using energy generating structures such as solar panels. Cities will also have a weekly energy maintenance based on their size. Currently, if the maintenance is not met the cities will stop growing so be sure to check out the system if you have a city as the maintenance will be collected automatically in a week.
To go along with the introduce of the new energy system a new item was introduced: Magnetite. Magnetite can be found randomly when extracting from npcs. It is also found in larger forms in harder npcs with many of the larger bosses now having a chance to drop the larger shards and chunks. They yield a significant amount of energy and will be wanted by nations. Most raw resources such as calibrite ore and some creature harvestables including some meat and tissue from creatures can also be converted into energy as well.
While sieges themselves won't appear on the live servers until 15.9.1 (and only in testing mode at that time), we have introduced several additions specifically designed for PvP. The first of these is a new engagement in Griefclaw Bluffs which pits the three factions in battle with one another. OWON's goal is to protect a downed ALT transport ship and its sensitive cargo from the other two factions, whose goal is to steal and extract the content. In practice this works similar to a game of capture the flag for FPR and Rogue forces, where OWON's goal is simply to prevent it from being stolen. PvP kills should now always result in an insignia from the victim, as well as a very small chance at additional generated loot. Open World kills are now tracked, in addition to the previous tournament kill tracking, and we've introduced several new PvP oriented achievements and titles. We also made a number of tweaks to the new PvP based contested resources.
Many of the items in game now feature a View button on their information window which allows you to view what the item would look like in 3D. Other improvements include map improvements, channel specific chat preferences, offline nation roster manipulation, and much more. You can read the complete build notes below.