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On October 29th we will be shutting down the remaining online servers and the online service that manages them. Along with shutting down the servers we will be pushing out a small update to the client that removes the Play Online button as to avoid any confusion. You will still be able to play Offline and use the Local Connection and Manual connection option for your own servers if you ever wanted to play with a few friends. Thanks.
You can pick up a copy of Fragmented at 85% off over the next week as part of our latest sale on Steam.
We unfortunately have to announce we will be shutting down the EU servers on Friday, Jan 25. This will leave only the US East servers available to play online. Due to the nature of how data is stored for players we will not be doing any transfers. We hope by taking this measure it will allow us to continue to host the US East Servers well into the future.
You can pick up a copy of Fragmented for just $1.49 (85% off) this week as part of our latest Steam Sale.
Fragmented is available at an 82% discount ($1.79) this week.
Fragmented will be available at 81% for the next week, it's largest discount ever. You can pick it up for under $2.
Fragmented will be available at 81% for the next week, it's largest discount ever. You can pick it up for under $2.
Fragmented is available at a 75% discount for the next four days as part of Steam's Lunar New Year Sales event.
Fragmented is available at a 75% discount for the next four days as part of Steam's Lunar New Year Sales event.
Hello, after some careful consideration of costs and revenues for 2018 we have decided to close down the US West Server (this will leave the US East and EU servers open to play). If you are playing on other servers or single player there will be no impact from this update, but if you are playing online on any of the 3 servers we host you will be impacted. We will also be removing the hardcore servers on both US East and EU as they were not receiving much use. We also decided to go ahead and do a full wipe of the servers at this time as they have accumulated a lot of usage since the Early Access launch. This is mostly to keep them running well in the future and to clear out any existing issues from well over a year+ of running. This will be a full wipe, all player and structure data will be cleared out. PvP servers will still have the level boost when they come up, but all PvE servers will require the players to start back at level 1. We hope these changes allow us to maintain and run the online servers for the remainder of the year so we decided to take these actions. As mentioned, if you are playing offline or on other servers not hosted by us you will not be impacted by this change.
Hello, after some careful consideration of costs and revenues for 2018 we have decided to close down the US West Server (this will leave the US East and EU servers open to play). If you are playing on other servers or single player there will be no impact from this update, but if you are playing online on any of the 3 servers we host you will be impacted. We will also be removing the hardcore servers on both US East and EU as they were not receiving much use. We also decided to go ahead and do a full wipe of the servers at this time as they have accumulated a lot of usage since the Early Access launch. This is mostly to keep them running well in the future and to clear out any existing issues from well over a year+ of running. This will be a full wipe, all player and structure data will be cleared out. PvP servers will still have the level boost when they come up, but all PvE servers will require the players to start back at level 1. We hope these changes allow us to maintain and run the online servers for the remainder of the year so we decided to take these actions. As mentioned, if you are playing offline or on other servers not hosted by us you will not be impacted by this change.
Fragmented is currently on it's largest discount ever, at 80% off for the next week.
Fragmented is currently on it's largest discount ever, at 80% off for the next week.
On the behalf of our staff we'd like to wish everyone a Happy New Year!
On the behalf of our staff we'd like to wish everyone a Happy New Year!
We'd like to extend a Merry Christmas wish to all of our players. Have a great holiday.
We'd like to extend a Merry Christmas wish to all of our players. Have a great holiday.
We'd like to wish all of our American players a Happy Thanksgiving. Fragmented will be running on a 70% discount from now until November 28th. Happy Holidays.
We'd like to wish all of our American players a Happy Thanksgiving. Fragmented will be running on a 70% discount from now until November 28th. Happy Holidays.
Today we have moved Fragmented into a released state after 16 months and more than 30 patches in Early Access. As part of that transition there will be a 40% off launch sale for the next week. We wanted to look back at some of the noteworthy improvements that occurred during the Early Access period:
Today we have moved Fragmented into a released state after 16 months and more than 30 patches in Early Access. As part of that transition there will be a 40% off launch sale for the next week. We wanted to look back at some of the noteworthy improvements that occurred during the Early Access period:
17.8.1 is mostly a maintenance patch to address a few issues and fix the issue preventing us from deploying it earlier. We did add in an update to the anti-aliasing in this patch. If AA is at High or Ultra now it will use TXAA (before it was off or using FXAA, which is now Low and Medium). We found a few changes to make the TXAA acceptable to use with a lot less blur and streaking. We encourage everyone to check out the Ultra setting and see if that works for you. Performance hit for it is maybe 2-5% for modern video cards. TXAA should remove most of the jaggies and the shimmering, but it is slightly less crisp than no AA. It also enabled a few shaders that do not work without it enabled (the water for example looks much better). The patch also includes adjustments from the 17.6.1 patch includes fixing the guild invite bug so you can properly invite a player to join your guild and includes a few input adjustments, a new loading screen, removal of VR plugin, and some animation adjustments. Animations
The patch was pulled due to an issue with structures "disappearing". The servers were rolled back and the structures restored to a few minutes before the patch was deployed. We will be examining the issue to see what is going on and hopefully can issue the patch after figuring out what is going on. If for some reason you updated to 17.6.1 be sure to make sure you are running 17.3.1. A full restart of Steam is the best way to force it to update.
17.6.1 is mostly a maintenance patch to address a few issues. This includes fixing the guild invite bug so you can properly invite a player to join your guild and includes a few input adjustments, a new loading screen, removal of VR plugin, and some animation adjustments. Animations
We are happy to announce that Fragmented has reached the 100,000 player mark today. Fragmented is a science fiction survival game which can be played in both Single Player or Multiplayer Online.
Hello, we are releasing a small maintenance patch shortly to fix a memory issue impacting a few servers (EU1 in particular) when it comes to their structure files. This fixes the issue with the memory usage, but did adjust how they are loaded. Some initial testing was done, but if you find any errors please report them ASAP. We recommend waiting a day or two for any major structure or container placement (on our servers) to make sure no issues are found after the patch that could possibly require a rollback. The adjustment should not impact single player. Items and Fittings
This is mostly a small bugfix patch. It fixed some issues with the keyboard wheel, cleaned up some user interface/input issues, adjusted the pathing proximity on npcs to improve the fidgiting they do at the end of their roaming path, introduced more Fiber on Calprates, and fixed a few other smaller issues. Graphics
The 16.12.1 patch wraps up most of the gamepad support adding in a new configuration window that is gamepad friendly (you can switch between the new mode and the old mode for finer control, but it requires a keyboard/mouse to change the values) and housing controls are now fully gamepad supported. A few other adjustments were made to handle reload/use being on the same input so you wouldn't reload your firearm when interact with a container. There might be a few smaller bits left (some input options for putting in player name), but most of the game is gamepad friendly now. One of the requests we have received was improve durability on armor. Body armor now has more durability and should last a lot longer now. Legs and Head pieces also have more durability than arms and feet. Each tier of armor also has more durability than the last. In general the higher end armor lines should last a bit longer than before, but lower end armor might have less durability on the feet and arms due to the change (for example cloth in general is a bit under what it was if you add all 5 pieces together, but Mubark has quite a bit more than before). Another request added is repair kits for weapons and armor. They are added to the skill lines that make the weapons or armor. Armor repair kits will repair all 5 pieces of equipped armor, weapon repair kits (melee and ranged) will repair the equipped weapon. Repair kits comes in 4 qualities and will also reduce the maximum durability when used. Higher quality repair kits repair more damage and reduce maximum durability at a slower rate. You can choose to use the lowest quality repair kit on the higher end armor if you choose, but you will have to replace it sooner. The patch included a few bug fixes including some snapping issues with some ramps and fixed an annoying issue when editing text in the chat box where the caret would move to the end if you inserted some text. Full notes for the patch are below. Audio
This patch includes some more gamepad support (including options, improved radial menu, camera controls, and you can now map to the quickbar from your inventory). Some housing issues that were reported in the previous build also had some adjustments to fix some errors found. Further changes were made on momentum for vehicles to help prevent them from rolling away. In addition, some new configuration options are now available. One is to completely disable food from decaying, the other is to limit the amount of decay when offline. The camera and how it moves was adjusted in this patch so you might need to adjust the sensitivity if it is faster or slower than before. A handful of other bug fixes are included in this patch as well along with some other minor tweaks. Full notes are below. Items and Fittings
16.10.2 is mostly a bug fix and optimization patch. Some time was spent profiling and fixing some issues to get the game running better on the xbox one build we are currently testing. This includes a massive decrease in memory consumption (roughly 1-1.2GB in single player, same amount if running a server instance), reduce CPU usage for some UI elements that were causing issues, and reduced CPU usage for grass updates. These will be mostly unnoticeable on a decent gaming CPU if you are running under 60fps, but perhaps would at 90-120fps as it could of been the limiting factor. The memory adjustment should make the game run on a 4GB system now. Another major optimization improvement was done to the recipe/batching window. It is now a bit faster after finding an issue and now updates quietly for inv changes instead of rebuilding the whole window (shouldn't be constantly scrolling moving items or after crafting now) and should refresh pretty quickly. Beyond that we pulled from the Repop icon archive and updated many inventory icons that were used more than once, housing tweaks from the latest housing changes, more lenient grounding for some housing items (Campfire!), new Refined Steel Pick so regular Steel Pick isn't refined, fixed the handful of broken crafting stations that only had 1 slot, improved z-sorting for UI elements, and a handful of other bug fixes and tweaks. Finally, a bit long overdue, but there is now a password option that can be set on a server when launched that forces the person connecting to type in the password before they can play. Once the password is provided they will not be asked again unless it is changed. We also introduced shortly after 16.10.1 new server documentation including new batch scripts (included in the build) for running a server on windows MUCH easier. Check if out if you are interested. Full notes are below. Audio
Hello, we are happy to be releasing the 16.10.1 patch. This patch brings many adjustments to progression and skills. As a result, there is a wipe built into the patch so all your progress will be wiped out in both single player and online. We will also be renaming and removing a few online servers. All previous servers will be removed so please be sure to check the list of servers carefully for the same ruleset server you were playing on before.
Due to the larger difference between a low and high level character compared to before all our PvP servers will now be starting players out at level 51. All PvE servers will start out at 1 as before. Custom player servers can decide if they want to start players out at a higher level if they wish.
Below is a bullet point list of all the major changes in this patch.
The 16.9.2 Patch introduced a few more gamepad adjustments, usability/polish features, new achievements, and introduced some more new housing features. The patch introduced a new module wood platform for finer control over platform placement and layout. It currently is using placeholder art, but was added for some feedback and improvement if needed. Some performance upgrades were made as well during placement to lessen framerate loss. Melee animations should be a bit better with the "pain/impact" animations from being hit now blended properly. We improved and adjusted the blood effects for both getting hit as well as hitting targets. We added some camera shakes as well for added impact and cues. Those who do not like camera shakes or have other reasons to disable them can in the settings in the Game tab. In addition, we added a few basic achievements to this patch. They are mostly kill achievements for killing different creatures in the game. There are 4 PvP achievements as well along with some simple reach level X achievements. Finally, we made some adjustments to some of the plants that were reported as having issues targeting for extraction in the 16.9.1 Patch. Most of the non collision plants (ones you can run through) should be fixed up, if you find more please report them (using /location helps to find them quickly). Achievements
We are happy to announce the new patch is now live. We upgrade Unreal Engine to a newer version so it added quite a bit of extra time to the release of this patch as we ran into numerous issues that needed to be fixed as a result. We also started on implementation of playing the game with a gamepad and the support is now improved, but still not finished (it should be over the next few patches).
Beyond the engine update we added a variety of smaller changes and a handful of bug fixes to this build. There is now a foliage density slider in the video options so you can decease it to get extra FPS. More work went into the foliage removal system and it is working much better than before so hopefully you will not see foliage that is present on the client, but not on the server or other issues. We also are now keeping track of how many "hits" a resource has left so it is less under RNG chance now so you should get a more even "random" number of hits now.
Some NPC changes including fixing the vulture movement animation and the new "artifacts" that are rare drops. To make it easier to run away there is now a new sprint toggle command to toggle on/off sprinting instead of holding it down to sprint.
Batching received a few minor changes, most noticeable is adjustments in speed for smaller batches to remove the "penalty" for batching. The interface for refreshing recipes in both systems also received an update to make it load in a way that it won't lock up for a short period of time and a new grouping collapsible menu was added for recipes to make it easier to navigate through once you have a lot of recipes.
On top of that some other interface changes were put in to improve character creation, melee weapons now show their condition in the ammo slot when equipped, updated the inventory graphic slot icons, put in condition % on the icons for armor and weapons, and as mentioned added some initial improved gamepad support including when first starting the game (main menu and server selection) as well as some initial support to the equipment window, crafting, and crafting station window.
We should be back to releasing patching at a more regular interval after this one, but wanted to make sure most of the issues we discovered with the engine upgrade were fixed before we released it.
(Thanks to OVMISE for posting the picture)
Animations
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The 16.7.3 patch introduces batch crafting to the crafting stations available in Fragmented. Before you had to stand near a station to be able to use certain recipes. This functionality still exists (and please note is required still for campfires, they do not use this new functionality), but all other stations now have their own UI for crafting. When interacting with the stations you can put anywhere from 2-6 recipes into the station and return to the station (or wait if you want) to get the results. Mortar and Pestles, Industrial Stations, Crafting Stations, Forges, and Stoves now have 3 stations qualities (Basic, "Regular", and Advanced). The "Regular" stations are the original ones (such as Crafting Station) and most have been moved up a few points in requirements (see the notes below for a full breakdown). The Basic stations (besides the Basic Mortar and Pestle as it kept its previous requirement) have no requirements, but the regular and advanced one will require at least a Basic Industrial Station to craft. The Genetic Station and Compost Bin stayed as a "regular" station for the time being as they are higher end stations. As mentioned there are 3 qualities of stations. Each increase in quality increases the queue slots in the station (2 to 4 to 6). Increases the crafting time (1 to 2 to 3) and also increases the number of storage slots (8, to 14, to 20). We have a few smaller changes included in the notes below. We are working on some larger scale projects for the next patch or two and some work went into that during this patch cycle as well. We should have more information available on that soon once we figure out the timeline when they will introduced. Housing
The next patch introduces even more housing improvements included snapping for bases and certain other objects (wood fences, walls, gates, force fields, and force gates). This should provide more ease of use and more UI/UX changes were made to give finer control over the process. See the notes below for the full details. Along with the new housing adjustments, armored vehicles received another pass to fix issues that were reported after the 16.7.1 patch was released. They should now be a bit easier to move around and other bugs were fixed. We also fixed a variety of issues with dropped bags and bags found in corpse containers. You should be able to trade/exchange bags a bit easier now. Audio
There are 2 major features introduced in this patch. The 1st feature is the initial implementation of weapons for vehicles. This can be seen on the new armored vehicles. This is a first pass implementation, and may add the ability to rotate your cannon or have it controlled by one of the passenger slots in the future. Armored Vehicles currently do not use ammo, but fire slowly (once per 8 seconds). We will likely add an ammunition resource in the future. The 2nd feature is the introduction of a new ruleset GUI. If you use the /ruleset command or click on the new Ruleset button from the GUI you will find the ruleset now has a GUI that you can interact with. This will make it much easier to change all the configuration values if you are playing on your own server or if playing single player. If you are playing on a server that you do not have GM access to you can see the values, but not change them. Changes made are live and will be saved as well for any future play sessions. Rounding out the patch we also introduced a new Beam SMG weapon that has a faster fire rate, but does less damage than a Beam Rifle. Audio
We finish up the month heading into July with some more bug fixes and a few feature improvements including a major adjustment to the Housing Structure placement system. Structure Placement should be easier now due to rotation being a fixed value now instead of based on the player's rotation. Rotation is also stored after placing a structure so if you are trying to line them up it will be much easier (example for walls). There is also a new "Adjust Location" mode is added to manually adjust the position and rotation independent of using the mouse for finer control. You should see see continued improvement and more options in July for this system. In addition to this, we added back a species from Repopulation, the Vulture. They hit a bit harder than Setlangs, but have less health. Finally, bug squashing continued with fixes to weapon meshes disappearing when swapping in 1st person and reload fixes for online play. Some fixes were made to the foliage system (another issue was reproduced pending fixing as well) and fixed another issue with melee weapons not "registering" as hitting when swung the first time after being equipped. Audio
We finish up the month heading into July with some more bug fixes and a few feature improvements including a major adjustment to the Housing Structure placement system. Structure Placement should be easier now due to rotation being a fixed value now instead of based on the player's rotation. Rotation is also stored after placing a structure so if you are trying to line them up it will be much easier (example for walls). There is also a new "Adjust Location" mode is added to manually adjust the position and rotation independent of using the mouse for finer control. You should see see continued improvement and more options in July for this system. In addition to this, we added back a specifies from Repopulation, the Vulture. They hit a bit harder than Setlangs, but have less health. Finally, bug squashing continued with fixes to weapon meshes disappearing when swapping in 1st person and reload fixes for online play. Some fixes were made to the foliage system (another issue was reproduced pending fixing as well) and fixed another issue with melee weapons not "registering" as hitting when swung the first time after being equipped. Audio
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
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
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
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.
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
Some bug fixes from the 16.6.1 patch and a few other odds and ends in this mini-patch. Animations
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
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 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
This build features localization improvements, quite a bit of siege related PvP balance changes, day/night synchronization improvements, crafting window optimization to improve performance when it is open, and an assortment of other bug fixes and tweaks. Housing
The 16.5.2 patch has been deployed to the Fragmented servers. This is our largest patch since moving the game into Early Access, and includes support for Spanish and Simplified Chinese localization, optimizes network performance, and includes a variety of other improvements. We will highlight the major features below, before giving a preview of what to expect over the course of the month and moving on to the full build notes. This build represents the first implementation of localization in Fragmented. Spanish and Simplified Chinese are currently supported. We’ll add in support for additional languages in the near future. This, like the rest of the game, should be considered an alpha feature, though seems to be working well. Please let us know if you run into any issues. Another major change in this build will likely not be noticeable to most players. The guild system has undergone a major overhaul internally and should be significantly more network-friendly. Performance wasn’t the only change here though, we’ve also modified how structures work in relation to guilds. Guild leaders are now able to demolish structures which were placed in their guild bases by their members. If a player leaves a guild, any structures on the guild bases will be transferred to the guild itself. An option to ignore guild invites was also added. We also continued to refine the housing system. There are more restrictions on where you can place certain buildings types, and these are exposed to server configuration flags so player-hosted servers can modify them to their liking. These changes primarily affect where you can place walls and turrets, requiring them to be within 20 meters of your guild’s buildings by default, while enforcing a 50-meter distance from opposing structures. It is also now possible to adjust the elevation of structures when placing them, which can be very useful when placing base platforms. We’ve increased the storage size of foot lockers, as well as making small crates available earlier in the Construction skill tree. We’ve also introduced new wood and stone gate structures, which are available quickly and will only open for the owner or their guildmates. What good is construction without destruction though? PvP servers will once again be able to siege and destroy their opponents buildings. Many improvements were made to this system, including real-time monitoring of structure damage, a warning system to guild members when one of their structures falls under attack, and a significant increase to structure durability. Structure Repair Kits were also introduced to allow repairs to be made to buildings. We’ve added an assortment of rare loot to NPC loot tables. These are distributed between rare mobs and some humanoids NPCs. Death Markers have been added to PvE servers, and you can now zoom out further to select more distant beds. Leveling rate and the rate at which you become hungry or thirsty has also slowed down. These are just a small selection of the changes in this patch; you can read the complete build notes below. Animations
We are happy to introduce our 1st patch for the month of May. We introduced 11 patches in April and look forward to an active May following up on your bug reports, suggestions, and items we still have on our lists. Full patch notes are below, but here are the highlights of the patch.
All the servers are patched and the client has been updated to 16.4.11. If your client does not say 16.4.11 please restart Steam to get the latest update. This update is largely focused on optimizing some problems which were causing poor server and network performance, and improving stability. Other highlights include a /wipeme respec option which will allow you to respec your skills, more skill points per level, a new skill point configuration for player hosted servers, container and mining progression improvements, and more. Two things of note in this build are that the guild management window and off-road vehicle summoning have been temporarily disabled. These two systems are receiving an overhaul and have been disabled to prevent problems while they do as they could adversely affect server performance. Both will return very soon. Build notes are below: Adversarial Camps
The latest patch for Fragmented has been deployed. We implemented a new server listing system and replaced what was causing a lot of instability with the servers. Below are the patch notes. Audio
We will be taking servers down at 5PM EST (in about 40 minutes from time of posting) to apply the 16.4.10 patch. Estimated downtime is one hour. Build notes are below. Audio
We launched 32 servers in each region and they are now online and available. We will be checking to see if there are any critical issues that need to be addressed that will require a delay, if not we plan to launch it around the listed time of 4 PM PDT (7 PM EDT). Thanks everyone for playing that had a chance to check it out early and look forward to seeing new players on in a few hours.
Audio
We released a new build to the servers to fix major issues with structures, respawning, server crashes, along with some smaller content and minor fixes. 16.4.9 will be the next patch and will be available before Tuesday with a few more fixes and adjustments. AI
Above and Beyond Technologies is proud to announce that, after 6 months of development and closed testing, we are lifting today the NDA on our latest title, Fragmented. Ahead of its release to Steam Early Access on April 26, all The Repopulation owners on Steam should now see Fragmented in their Game library and can install and start playing right now. Effective immediately, all players and testers are welcome to share, publish and discuss any news, screen capture and video they deem fit without prior authorization. If you are a streamer, video producer, or with the gaming media and would like access to Fragmented please use our Streamer and Media Steam Key Request Form. We look forward to seeing all your videos and images over the next few days. You can read the full announcement on our website along with a Q&A of some common questions.
We applied two patches in the early morning today. Full build notes are listed below: AI
We applied two patches in the early morning today. Full build notes are listed below: AI
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