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Shutting down of Servers - October 29

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.


[ 2022-10-16 17:48:15 CET ] [ Original post ]


85% Discount

You can pick up a copy of Fragmented at 85% off over the next week as part of our latest sale on Steam.


[ 2019-01-31 05:42:27 CET ] [ Original post ]


Shutting down EU Servers - Jan 25 2019

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.


[ 2019-01-20 17:47:56 CET ] [ Original post ]


Fragmented 85% Off

You can pick up a copy of Fragmented for just $1.49 (85% off) this week as part of our latest Steam Sale.


[ 2018-09-21 02:57:41 CET ] [ Original post ]


$1.79 Sale

Fragmented is available at an 82% discount ($1.79) this week.


[ 2018-05-17 14:37:45 CET ] [ Original post ]


81% Off Sale

Fragmented will be available at 81% for the next week, it's largest discount ever. You can pick it up for under $2.


[ 2018-03-15 19:04:34 CET ] [ Original post ]


81% Off Sale

Fragmented will be available at 81% for the next week, it's largest discount ever. You can pick it up for under $2.


[ 2018-03-15 19:04:34 CET ] [ Original post ]


75% Off For Lunar Sale

Fragmented is available at a 75% discount for the next four days as part of Steam's Lunar New Year Sales event.


[ 2018-02-16 04:58:38 CET ] [ Original post ]


75% Off For Lunar Sale

Fragmented is available at a 75% discount for the next four days as part of Steam's Lunar New Year Sales event.


[ 2018-02-16 04:58:38 CET ] [ Original post ]


Closing of US West, hardcore servers, and wipe of other servers on February 11

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.


[ 2018-02-09 19:59:12 CET ] [ Original post ]


Closing of US West, hardcore servers, and wipe of other servers on February 11

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.


[ 2018-02-09 19:59:12 CET ] [ Original post ]


Fragmented's Largest Sale Ever

Fragmented is currently on it's largest discount ever, at 80% off for the next week.


[ 2018-01-11 23:15:40 CET ] [ Original post ]


Fragmented's Largest Sale Ever

Fragmented is currently on it's largest discount ever, at 80% off for the next week.


[ 2018-01-11 23:15:40 CET ] [ Original post ]


Happy New Year!

On the behalf of our staff we'd like to wish everyone a Happy New Year!


[ 2017-12-31 17:45:18 CET ] [ Original post ]


Happy New Year!

On the behalf of our staff we'd like to wish everyone a Happy New Year!


[ 2017-12-31 17:45:18 CET ] [ Original post ]


Merry Christmas

We'd like to extend a Merry Christmas wish to all of our players. Have a great holiday.


[ 2017-12-24 18:11:14 CET ] [ Original post ]


Merry Christmas

We'd like to extend a Merry Christmas wish to all of our players. Have a great holiday.


[ 2017-12-24 18:11:14 CET ] [ Original post ]


Thanksgiving Wishes

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.


[ 2017-11-23 08:25:45 CET ] [ Original post ]


Thanksgiving Wishes

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.


[ 2017-11-23 08:25:45 CET ] [ Original post ]


Fragmented Released

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:

  • Introduced a batch crafting system, along with a tiered crafting station system which makes that possible.
  • Rewrote most of the housing system to support more modularized pieces, snapping, abandon code, demolition system, location adjustments, rotation changes, and many other improvements. We also introduced many new types of props and structures during the EA period.
  • An Engagement/Public Quest system was added.
  • Complete gamepad support was added.
  • Rebalanced the leveling and progression systems, moved around many of the skill trees, and altered the content of the game world wide to make for a more natural leveling system. During this process the level cap was raised to 75 and the skill cap to 15.
  • Added localization support, as well as support for Russian, Simplified Chinese, Japanese, German, and Spanish languages.
  • Respecialization, Artifact, and Hieroglyph systems were both added.
  • Many performance and Graphical/Animation improvements including better hit reactions, animation blending, foliage settings, and optional camera shakes.
  • The achievement system received a large scale revamp and many new achievements were added.
  • The User Interface received a large number of changes to make it easier to use, and to include additional information which players had requested.
  • The pet system saw many improvements including a new progression system, better functionality, utility, and additional pet types.
  • Armored Vehicles were added. They were just a small part of the vehicle improvements over the EA period including the addition of things like Crowbars, Mechanics Kits and many other tweaks and fixes.
  • A registration system was added to make it easier to find player hosted servers.
  • Optionally password protected servers, along with numerous other server related configuration improvements such as being able to tweak corpse times, starting level, or resource yields.
  • Much of the games audio and music saw improvements during Early Access.
  • Added a tombstone and map marker system.
  • The Guild System saw a big revamp in the early patches which improved its performance and functionality. Introduced the Helltyr Cave.
  • Chain Guns, Firestrand Armor, Structure Repair Kits, and many changes to the container system highlight some of the item additions.
  • Introduced several new species and sub-species including Jabberbulls.
  • Many more smaller changes such as weather affecting temperature.
We want to stress that this does not mean the end of updates for Fragmented. We will continue to make tweaks and bug fixes, so please continue to provide us with feedback and bug reports where you think it is necessary. We want to thank everyone that helped support us and the game since its Early Access Launch and hope you continue to enjoy playing Fragmented.


[ 2017-08-15 13:11:45 CET ] [ Original post ]


Fragmented Released

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:

  • Introduced a batch crafting system, along with a tiered crafting station system which makes that possible.
  • Rewrote most of the housing system to support more modularized pieces, snapping, abandon code, demolition system, location adjustments, rotation changes, and many other improvements. We also introduced many new types of props and structures during the EA period.
  • An Engagement/Public Quest system was added.
  • Complete gamepad support was added.
  • Rebalanced the leveling and progression systems, moved around many of the skill trees, and altered the content of the game world wide to make for a more natural leveling system. During this process the level cap was raised to 75 and the skill cap to 15.
  • Added localization support, as well as support for Russian, Simplified Chinese, Japanese, German, and Spanish languages.
  • Respecialization, Artifact, and Hieroglyph systems were both added.
  • Many performance and Graphical/Animation improvements including better hit reactions, animation blending, foliage settings, and optional camera shakes.
  • The achievement system received a large scale revamp and many new achievements were added.
  • The User Interface received a large number of changes to make it easier to use, and to include additional information which players had requested.
  • The pet system saw many improvements including a new progression system, better functionality, utility, and additional pet types.
  • Armored Vehicles were added. They were just a small part of the vehicle improvements over the EA period including the addition of things like Crowbars, Mechanic’s Kits and many other tweaks and fixes.
  • A registration system was added to make it easier to find player hosted servers.
  • Optionally password protected servers, along with numerous other server related configuration improvements such as being able to tweak corpse times, starting level, or resource yields.
  • Much of the games audio and music saw improvements during Early Access.
  • Added a tombstone and map marker system.
  • The Guild System saw a big revamp in the early patches which improved it’s performance and functionality. Introduced the Helltyr Cave.
  • Chain Guns, Firestrand Armor, Structure Repair Kits, and many changes to the container system highlight some of the item additions.
  • Introduced several new species and sub-species including Jabberbulls.
  • Many more smaller changes such as weather affecting temperature.
We want to stress that this does not mean the end of updates for Fragmented. We will continue to make tweaks and bug fixes, so please continue to provide us with feedback and bug reports where you think it is necessary. We want to thank everyone that helped support us and the game since its Early Access Launch and hope you continue to enjoy playing Fragmented.


[ 2017-08-15 13:11:45 CET ] [ Original post ]


17.8.1 Patch is Now Live

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

  • Blending adjustments were made to the following creatures: Calprates, Jabberbull, Lurker, Mubark, Drosera, Rhinoc, Rocharus
Miscellaneous
  • Removed the VR plugins from the game. They were causing issues if you had a VR set plugged in and could reduce performance as well.
  • Introduced TXAA as an option for Anti-Aliasing at High and Ultra. Performance hit is marginal so you might want to check out Ultra and see if you prefer it over the previous options.
User Interface
  • Added a new loading screen plugin to display a loading screen between transferring between the menu and into the game.
  • Fixed an issue with not being able to click on the guild invite prompts.
  • You can now add map markers using the controller.
  • There is now a gamma value in the options to adjust the gamma if the game is too dark or bright.


[ 2017-08-04 22:12:31 CET ] [ Original post ]


Patch 17.6.1 Rollback

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.


[ 2017-06-21 23:29:30 CET ] [ Original post ]


17.6.1 Patch is Now Live

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

  • Blending adjustments were made to the following creatures: Calprates, Jabberbull, Lurker, Mubark, Drosera, Rhinoc, Rocharus
Miscellaneous
  • Removed the VR plugins from the game. They were causing issues if you had a VR set plugged in and could reduce performance as well.
User Interface
  • Added a new loading screen plugin to display a loading screen between transferring between the menu and into the game.
  • Fixed an issue with not being able to click on the guild invite prompts.
  • You can now add map markers using the controller.
  • There is now a gamma value in the options to adjust the gamma if the game is too dark or bright.


[ 2017-06-21 20:49:31 CET ] [ Original post ]


Fragmented Reaches 100k Player Mark

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.


[ 2017-03-29 01:07:23 CET ] [ Original post ]


17.3.1 Patch is Now Live

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

  • Adjusted the Campfire description to denote that they will expire after 15 minutes.
Bug Fixes
  • Corrected an issue which was preventing Medium and Large Iron Supports from being salvaged.
  • The server configuration window should no longer pop up after creating a character on a dedicated server.
  • Fixed a bug which was causing wood decals to appear when harvesting non-wood objects.
  • Fixed a memory bloating issue with online servers with a large structure file. Dedicated servers will no load structures in chunks (initially) to resolve the issue.


[ 2017-03-28 22:53:22 CET ] [ Original post ]


17.1.1 Patch is Now Live

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

  • Made some improvements to the Steam effect when doors open or close. It has been made more transparent with a shorter duration.
Items and Fittings
  • Doubled the rate at which you can acquire Fiber from Calprates.
NPCs
  • Adjusted the ending distance a bit on pathing to get rid of the fidgeting that npcs do at the end of their pathing.
  • Calprates should ground a bit better now.
User Interface
  • The map and respawn map will now properly show the gamepad help when a gamepad is being used. Included the zoom functionality help as well.
  • Gamepad help will now be hidden in character creation if a gamepad is not plugged in. The controls were also setup with new manual values when using the left/right on the dpad so they will more predictable move between the left and right side of the UI.
  • First button should now highlight properly in the main menu when first starting the game.
  • Fixed issue with tip widget not hiding the gamepad button properly.
  • Added a Commit Suicide button to the in-game/system menu. This button allows players who have no keyboard to easily access the /suicide command if they ever need to use it.
  • Added a 45 second auto-cancel to Yes/No Confirmation Dialog windows. If you do not confirm within that time it will auto-reject.
  • You can now hit escape to cancel confirmation dialogs.
Bug Fixes
  • Fixed a bug which caused the keyboard wheel to stay on the screen if you manually closed the guild window before creating.
  • Fixed a bug which caused guild validation to give a failure message when it was actually successful.
  • Fixed an error that could occur and early out when closing the map marker window.
  • Fixed an issue where hitting the B button (cancel) on the respawn window would cause it to lose focus.
  • You are no longer able to build structures while dead.
  • Herbal Flowers no longer have the same icon as their Seeds.
  • Fixed a bug which could cause a player to lock up if invited to guild due to a focusing issue.


[ 2017-01-23 05:32:00 CET ] [ Original post ]


Build 16.12.1 is Now Live

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

  • Music and weather sounds will now pause anytime the game is paused.
  • Introduced new sounds effects which will play as structures break into pieces in a siege. The sound effects vary by the structure itself.
Housing
  • Adjusted geometry used in determining housing platform pieces so that smaller pieces are more likely to test as supported by larger (e.g. a medium platform on top of a large support).
  • Added new snap locations to all the ramps, so you can more easily align ramps edge to edge of each other.
Items and Fittings
  • Slightly reduced the amount of hunger restored by Warm Phosphori Meat.
  • Increased Exceptional Calibrite Sword Durability to 450.
  • Master Crafted Calibrite Sword now has a durability of 500.
  • Sharp Setlang Claw durability was reduced down to 400. Razorsharp Axe up to 425, Helltyr Hammer up to 450.
  • Exceptional Steel Sword was properly named and durability increased to 550.
  • Mastercrafted Steel Sword durability increased to 600.
  • Charged Sword and Axe changed Durability to 550. Heated Sword and Axe to 600, Exceptional Heated Sword to 700.
  • More Durability changes. Jabber-Coated Club up to 400, Rhino-Horn Spear up to 500, Warlord's Hammer up to 600, Drosera-Thorn Spear up to 700 (doubled that, oops), Phossphori Sword and Axe to 800.
  • Adjusted all the durability values on armor in the game. They now have a progressive increase in durability with higher quality armor (so more durability on lurker armor vs cloth). There is more durability on chest pieces vs head/legs and vs arms/feet. Some lower tier armor might have less durability as a result, but all chest pieces now have more. Higher tier armor has a lot more total now compared to before. You will need to create new armor to get the new durability.
  • Added 4 tiers of armor repair kits. They repair armor, but also reduce the maximum durability. Each improved repair kit increases repair % and reduces damage %. Repair kits repair all worn armor and will stop working once you have damaged the max durability by 75% or more.
  • Added repair kits for melee and ranged weapons. They will repair the equipped weapon.
  • Reduced the amount of equipment damage on death by 25%.
  • Improved the description of Respec Kits to make it more clear that they will reset your glyph bonus points.
NPCs
  • Calprates can now be skinned for Fiber.
Resources
  • Twigs will no longer be harvested from Cacti. In their place you will receive Fiber.
User Interface
  • The key press hint, shown with the housing crosshair, will now reflect the current key bound to the "Use (Secondary)" action, i nstead of always showing "F", no matter which key was bound. If you are using an XBox gamepad, and a gamepad key is assigned to that action, then an icon for the gamepad key will be shown instead.
  • Added full gamepad support for placement and moving of structures. If you attempt to place or move a structure with the gamepad it should display tips for how it all works (manual movement and rotation require holding down buttons and using the analog sticks (left stick moves faster, right slower).
  • Selection Wheel when using gamepad will only work if the UI windows are not up. Having it work all the time was breaking some usage of the button in other windows (such as inventory, where Y was used to move stuff).
  • When using a gamepad you will no longer reload if you interface with a structure or storage container as both use the same button. When using a keyboard/mouse it doesn't care as it typically is not on the same key as the use functionality (E or F).
  • The structure dialog now had gamepad support. If you interact with a storage container or crafting station with a gamepad it will no longer just open up, but prompt the structure dialog window now. For quick ease of use the open routine is the same as the use button (X) so you can double tap it open it quickly. The rest of the functionality (move, pickup, destroy) also has gamepad inputs.
  • Added a border to the ingame menu. Just a visual change.
Bug Fixes
  • Updated destroyed versions of wood support structures to use the new wood look.
  • Fixed a typo in the Experience Modifier text on the Server Configuration window.
  • Corrected the platform snap locations on many platforms and ramps, so they will now align correctly when snapping together.
  • Adjusted the trimming function on character name in character creation so it would only fire if there was a change or it was at the limit. This was causing it to move the caret to the end if you make an edit inline.
  • Fixed the trimming function on the chat box. If you made a change inline it would place the caret at the end due to the trimming routine. It will now only attempt to trim if it is over length fixing that issue.
  • Fixed a bug which allowed players to craft while dead if they were next to an appropriate crafting station.
  • Fixed an issue with some code failing when saving settings in the options window the 1st time. It was causing a pause and also was causing a crash on xbox.


[ 2016-12-15 06:12:48 CET ] [ Original post ]


Build 16.11.1 is Now Live

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

  • Tinted the generic bag model which is used for many dropped items to be a reddish tint rather than grey, to make it easier to identify and pick up.
Miscellaneous
  • Opening the Options or System Windows while in single player mode will now automatically pause the game and then unpause when closed.
  • Increased the range at which selected spawn points become available to players.
  • New players will be unable to spawn away from new player friendly spawn points until level 3, it was previously level 2. That system was implemented before the world changes though so we wanted to give players a little more leeway.
  • Added a new configuration option to limit food decay when offline. It will only remove 1 qty of food from a stack when your character returns back to the game (single player or online if enabled). It will also do the same for storage if playing in single player (all containers are live online, so it won't impact them unless the server is down and unable to update the quantities).
  • Newly created single player games will now pop up a ruleset configuration menu after your character is created for the first time. You can still use /ruleset to tweak those options afterwards.
  • Added a new ruleset configuration flag which allows you to disable item decay.
Trade Skills
  • The Steel Pick recipe is now acquired with a skill of 8, as was originally intended.
User Interface
  • Mouse sensitivity over 50 now has a slight multiplier to it to increase sensitivity more as it approaches 100. Before it was doubling the speed, now it is 6x faster. If you had it set over 50 you might need to adjust it some.
  • You can now use the escape button to close down the guild window.
  • There is now a hotkey option for gamepad to map inventory or equipment to a hotbar. Drop was moved from Y to RB and the hotkey is now on X. You can select an empty slot to remove whatever is present in the hotbar as well.
  • Added d-pad graphics for the hotkeys when using a gamepad. They should only show up if the gamepad is being actively used.
  • Crafting Station window now properly remembers previous position when switching panels on a gamepad. It also doesn't do a full refresh when doing so now.
  • Moved radial menu used to select inv, crafting, etc on the gamepad to the Y button.
  • You could toggle the filters in the crafting station when interfacing with the inventory on a crafting station accidentally. This was fixed as it reset some values that screwed up interfacing with the inventory.
  • You can now hold down the Left Bumper on the gamepad and use the right stick to zoom the camera in/out.
  • Mouse section was renamed to Camera in options as those settings impact the camera when using both a mouse or gamepad.
  • Removed the Quit button from the options menu.
  • Fixed an issue with sprint toggle (/ or left analog pad) would disable auto attack. You will not keep attacking and it will properly disable the sprint.
  • Options menu now supports gamepad usage with the exception of Keybinding. It needs to be done with the mouse (if on PC you can remap gamepad buttons as before, but requires using a mouse to do so). The rest of the controls can be adjusted with a gamepad though.
  • Fixed an issue where you could sprint while holding down the attack button if you released sprint and tried again
  • Adjusted the selection/radial wheel for the gamepad. It will now close open windows, properly start off in the previous used window (starts at inv as default now) and removed the previous wheel slot rendering as it was pointless.
  • Pressing the Save button on the Ruleset Configuration window will now close the window after it completes saving.
  • Key Bindings are now available in the options window from the Main Menu.
  • Camera rotation is now independent of framerate. Camera speed might be quite a bit different than before depending on your previous framerate.
Vehicles and Mounts
  • Vehicles should no longer roll downhill quickly if summoned on an incline.
  • Vehicles will no longer spawn to the side of you, instead spawning straight ahead. They will also spawn higher in the air to help compensate for uphill terrain.
Bug Fixes
  • Improved handling of dropping of housing items after their supporting structure has been demolished or moved. There should no longer be items left hanging in the air, nor items sinking into each other on the fall.
  • Dropped items will now be dropped a little further away from the player to help prevent players from tripping over them.
  • Added some checks to some client side code that was running on the server causing log spam.
  • Fixed an issue with housing placement that could cause the client to crash.
  • Fixed bug that allowed placement of housing items over the player. This was especially apparent with the platform support pieces.
  • Fixed a bug with demolishing housing items (and possibly placing them) that could result in a client hang/crash.
  • Corrected an issue which could occur if a container was removed and cause the items inside to go into an error cycle that degraded performance.
  • Potential fix for the issue where Supply Crates are not always clickable. This will need real world testing but we fixed an error which may have been the root of it.
  • Fixed a bug which was causing the edge of some text on the character sheet to be cut off.
  • Fixed some display errors with the Key Bind UI, which could cause a key bind button to not show.
  • Fixed food type items not dropping properly.
  • Adjusted the scale and text values in the equipment window to get rid of the clipping.


[ 2016-11-23 00:53:36 CET ] [ Original post ]


16.10.2 Patch is Now Live

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

  • Tweaked Grenade and Rocket Launchers to have better explosion sounds over distances.
  • Altered the lurker hunting sounds.
  • Fixed a problem with the Armored Vehicle sounds attenuation.
Graphics
  • Introduced many new inventory icons.
Housing
  • Fixed a bug with housing placement that allowed for floating platforms on the water. To compensate for the resulting sinking of the rogue floating items, the resource return rate for housing demolition has been temporary changed back to 100%. In addition, as the floating bridges were kind of cool, added the ability to place any of the platform modules in water, provided they are grounded and not free floating.
  • Tweaked the geometry data for the following small housing items, to make them easier to place: Campfire, Compost Bin, Mortar and Pestle, Large Crate, Small Crate, Silo, Foot Locker, Refrigerator, Farming Plot, and Stove
  • Housing items are no longer subject to periodic gravity checks. They will however, still be checked and lowered if their supporting structure is demolished, destroyed, or moved away.
  • Adjusted the start height for Platforms so that when placed on the ground they will start half buried at the center location. You can raise or lower the platforms as desired when placing.
Items and Fittings
  • Extended the distance at which Traps and Personal Shields can be seen.
  • Increased the durability of tools created with Refined Steel.
  • Many items now have new icons as we attempt to ensure that there are no duplications and to make them easier to identify visually.
  • You can now create Steel Picks with a Refining skill of 8. They no longer require Refined Steel to create.
Localization
  • Updated Chinese Localization.
  • Updated Spanish Localization.
Miscellaneous
  • There is now a -playpassword option when starting a server. This will force a password prompt to come up after you connect to the server. You will need to enter the password to play on the server. Once the password is entered correctly it is stored on the player so it doesn't have to be entered again. Changing the password would require it to be entered again for access.
Optimization
  • Improved the performance of the crafting/Batch window. It should work a bit faster and with less CPU now.
  • Added small improvement to performance when placing housing items.
  • Adjusted the way some navmesh memory is utilized. This is a pretty massive saving (1.2GB on client if in single player and slightly more on a server). Might need some further testing, but initial testing wasn't showing much difference in performance or navmesh usage.
  • Optimized the networking utilized in housing, traps, turrets, and other potentially problematic areas.
  • Improved the update process for counts on itemSlot UI so it will take up less threading time.
  • Adjusted how often the routine updates for displaying grass. This should improve some game threading performance a small amount.
Trade Skills
  • Nanites now require Samr Berries rather than Ngooberries.
  • Introduced a new variation of Refined Steel Picks which can be created with a Refining skill of 10. This brings picks in line with other harvesting tools.
User Interface
  • The crafting/Batch window now will do a soft update when an inv change is sent. This will update the window without rebuilding it like it was before. This is significantly faster than before and won't force the rebuild/scrolling issues from before.
  • When selecting a filter in the recipe/batching window it should display faster than before.
  • Added some missing information about Campfire usage on recipes.
  • Moving items in/out of a bag will now trigger the recipe/batching window to update.
  • Moving items in/out of storage on crafting containers will now properly update the recipe list in the container.
  • Setup the equipment/container interface so it can be ordered with the other windows. Right now it is setup to be over top of the other windows.
  • Container Windows will now remember their last open position during gameplay if opened again.
  • Equipment Window and containers should now switch their z-order (bring to the front or back) with other windows when opened/clicked.
Bug Fixes
  • Skinning Stones can once again harvest hides.
  • The Mubark Studded Breastplate recipe no longer requires 12 Mubark Breastplates to create.
  • Fixed a bug where the player name validation were not working if player wanted to rename character without login out.
  • Fixed the crafting stations (mostly Improved/Advanced) ones that did not have some values properly set on them. They had 1 queue slot and 1x speed when they should of had more.
  • Fixed a Bug where Guild Name validation where not happening as expected.
  • Kaavo Hounds had the wrong names assigned to them. Flipped them.
  • Fixed a typo in the Rocharus and Vulture armor set descriptions.
  • Fixed the misspelling in Hieroglyph.
  • Fixed the values on improved/advanced stations that were for some reason reset to default values.
  • Fixed an issue with housing placement, where overlapping platforms can sometimes cause a failure in the grounding check for structures being placed on top.
  • Fixed a bug that could cause the initial height setting, when placing a housing item, to be incorrect.


[ 2016-10-28 21:04:19 CET ] [ Original post ]


16.10.1 Patch is Now Live


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 level cap will be raised to level 75, and as a result the time required to max level will also be increased. We felt players were maxing level too quickly and then running out of things to do.
  • The cap for each skill will be raised from 10 to 15. This allows for a greater range of passive bonuses, and has allowed us to rearrange the skill trees to offer a better level of progression.
  • We will remove the old style giant bases, instead utilizing a new modular platform-support-ramp system, which is being previewed in the current patch.
  • There are new sub-species for many of the game’s species, similar to what we saw with Setlang previously. This allows us to use different loot tables and to provide a sense of progression that is easier to recognize and to balance, allowing for loot improvements on the higher end variations.
  • Armor and weapons will scale to a greater degree in effectiveness, along with more and variations of each. Both systems have undergone a balance pass, AoEs are more effective, there is a noticeable difference in melee attack speeds, projectile weapons can now have procs, clip sizes have been adjusted, and more.
  • NPC progression are also being adjusted to fit with the new armor and weapon scaling. NPCs should be more difficult at higher levels than before, requiring proper equipment to take on. The types of npcs and their placement will also be shifted in the world to meet these adjustments and the new level cap. Additionally there are AI and loot improvements.
  • Bags and Backpacks now require more inventory space. Beginner bags now hold a few extra slots as a result.
  • We have renamed the tiers of various crafting stations. The new naming convention looks like Crafting Station->Improved Crafting Station->Advanced Crafting Station. This was to avoid confusion on required stations. Storage numbers have also been adjusted.
  • Hieroglyphs are now dropped from harder creatures. These will increase your skill points allowing you to possibly reach 15 points in each skill without tweaking the skill gain values.
  • Genetic Pets now have a new level progression system. It is based on the skill in Subsistance and the player's level. Lower tier pets still have a level cap, but they will be more effective in general than before.
  • There is now a penalty on death of 20% damage to worn equipment. This can be modified using the ruleset options.
In addition we have made a lot of other smaller changes. Please check out the whole list of changes for the patch below. (Thanks to TheDude47 for the screenshot.) Achievements
  • We have renamed the kill 500 Helltyr achievement to Helltyr Skeltyr.
  • The kill 25 drosera achievement has been renamed to Weed Whacker.
  • Added four new achievements centered around Crafting and Repair.
  • Adjusted the text on some of the achievements to make them more consistent with one another.
  • Added a new achievement which is obtained when you reach level 75.
  • Changed level 25 to level 30 achievement.
AI
  • NPCs will cluster around you much better than before instead of stacking behind each other.
  • NPCs will now rotate toward you if they are not facing you in combat.
  • Rhinocs now have a much better hit detection sphere than before and should engage in combat much better.
  • Other npcs received similar updates and the hit detection sphere is somewhat normalized now between species.
Animations
  • Melee weapon animations have been adjusted. Knives now swing significantly faster, where weapons like spears swing more slowly.
  • 1st person rifle reload animation was much longer than its 3rd person counterpart. The 1st person animation was adjusted so it matches the 3rd person in speed.
Audio
  • Reload sound for rifles was adjusted to match the reload speed.
Graphics
  • Improved Vulture spit effects.
  • Introduced new weapon particle effects.
  • Created new item icons to support many of the new additions.
Housing
  • Reduced the storage size of Tier 2 and Tier 3 crafting stations slightly.
  • The amount of resources returned when demolishing a housing item is now determined by your construction skill. The odds of recovery for each resource varies from 25% at skill 1 to 95% at skill 15.
  • Renamed the Storage Containers. They now follow this pattern: Crafting Station, Improved Crafting Station, Advanced Crafting Station. This is to remove some confusion about the "Basic" ones.
  • Added new stone and iron platform modules, similar to the new wood platform modules.
  • When playing offline, pod spawn points are no longer considered to be restricted building areas. The restriction still exists for online servers.
  • The all-in-one platform/supports/ramp bases (e.g. "Wood Base", "Stone Base") have been removed from the game. They have been replaced by smaller modular platforms, ramps, and supports.
  • Improved ground contact checks for placement of the Tech Shed.
  • Improved collision checks when moving a platform that has other items on top, e.g. walls. The above items should only be considered colliding if the intersection is above the area of those items that is allowed underground.
  • Added center crossbeams near the top of the medium platform support structures, to make it easier to place a platform module on top.
Items and Fittings
  • Phosphori now drop warm meat which can be eaten without being cooked. This is in addition to their other loots and will always drop. It is a potent meal, both in regenerative properties and in filling your stomach.
  • Added Refined Calibrite and Refined Steel resources. They are used for the new Refined weapons. The Heated and Charged weapons also now require it.
  • Increased the efficiency of Health Stim regeneration.
  • Increased the recharge time of medical items from 3 to 5 seconds.
  • Adjusted ammo clip size on some ranged weapons. Pistols got an extra bullet, Rifles, Shockgun, and Flamethrowers were reduced in size.
  • Pistols now fire at a rate of 2 shots per second versus 3.
  • Added new Refined ranged weapons. This is for both the regular weapons (Ex: Refined Pistol) and for Beam weapons (Ex: Beam Pistol).
  • Added hides for creatures that were missing them to support the new armor types.
  • Added a new high end Phosphori Rifle.
  • Reduced Ammunition output from 150 to 100 in the recipe. Crit is now 200 as well. Beam ammo now is the same value (down from 200) and Flamethrower ammo as well (down to 100).
  • Added new Energy Supplements which restore a small amount of hunger, but more importantly grants both a Health and Energy restoration over time.
  • Adjusted the existing armor (Cloth, Setlang, Lurker, Nanofiber, Rhinoc, Rocharus, Firestrand, Mubark, Studded Mubark) with new armor values. Armor at the higher tiers now reduces a lot more damage. Some armor had some modifier tweaks as well done for Electicity and Heat. Critical Results for these recipes were all tweaked.
  • Introduced a new type of artifact which is similar to the Alien Artifacts but grants a higher amount of experience. It is very rare and only on higher level NPCs.
  • Armor is now damaged easier during combat. It was also adjusted to damage chest, head, and legs a bit more often as they have a higher armor rating/coverage area.
  • Introduced new Advanced Medical Scanners which heal a higher percentage than standard scanners.
  • Added four new types of artifacts which when studied will provide the player with a boost to their skill points. This is separate from the points that you gain when leveling, but they will be lost if you respec. These artifacts are somewhat common drops off the higher difficulty variants.
  • Weapons with AOE Damage (shotguns, shockguns, flamethrowers, phosphori rifle) now do more AOE damage than before. Their base damage was reduced as a result.
  • Stone tools will no longer yield any Iron. Need to be using Calibrite or better Picks to get it.
  • Added new Vulture, Helltyr, Jabberbull, Kaavo, Tralus, and Phosphori Armor Sets.
  • There is now a penalty on worn equipment on death of 20% durability loss. If items are dropped on death the penalty will be applied as well. It can be changed in the configuration options using Equipment Damage on Death. Setting it to 0 would cause no damage, setting to 100 or higher would cause all equipment to break on death.
  • Bags and Packpacks now take 2x2 slots. Initial bags were increased in size slightly due to taking up more inventory space. The backpacks were adjusted a bit as well (they hold slightly less than before).
  • The Helltyr Warlord now drops a high end hammer which drips blood when equipped.
  • Leather Backpack is now called Kaavo Backpack and Lurker Backpack is now called Tralus Backpack.
  • Increased the amount of heals per cartridge in Medical Scanners, while closing the gap between them and critical variations.
  • Adjusted crafted melee weapon damage to match new speeds and adjusted base damage to match the new armor progression.
  • Projectile weapons now support procs.
  • Added new Refined Calibrite and Steel Knives, Axes, and Swords. They are improved versions that do more damage.
  • Added new Cryo Grenade Launchers. These higher end grenade launchers do increased damage, and freeze opponents temporarily.
Miscellaneous
  • Increased the amount of exp required to get the passive EXP bonus as you level. There is a passive exp bonus if you remain active earning exp and do not die.
  • Doubled the max wait time for stamina to start regenerating, but increased the restore rate by 2.5 times what it was before (to roughly 10 a second).
  • Added a new configuration option: NPC Max Spawn Rate. This will increase or decrease the min/max spawn rates on a spawner. It is clamped to .02 (should only spawn 1 npc) and up to 3 (3x the normal amount of npcs). This can be useful if you want to increase the npc difficulty, but have less of them to contend with.
  • Phosphori now has a camera shake when the ground attack hits. Like other camera shakes if set to 0 it will not play.
  • Player data, structures, units, and some other backend data will be wiped as of the 16.10.1 patch.
NPCs
  • Added respec kits to some of the tougher npcs that were missing them (including Setlang Alphas). They should be on all harder npcs now.
  • Large Rhinoc renamed to Kaavo Rhinoc and use a new texture variation.
  • Adjusted the npcs in x1y1 (center/starting) part of the map. Region is mostly 1-20 now with tighter enforcement of levels and creatures. There are more lower level creatures than before as a result.
  • Introduced Kaavo Vulture sub-species.
  • NPCs in x0y1 (west of starting area) are now 5-30. NPC placements were adjusted and a few extra spots were added as well.
  • Added a Trailus Lurker sub-species.
  • NPCs in x2y1 (east of start area) are now 10-35. Placement of npcs were adjusted.
  • Rocharus now have a spitting special ability.
  • Introduced a new Tralus Rocharus sub-species.
  • Added the "Rocharus Creeper". It is the more difficult version of the Rocharus.
  • Added a new Tralus Helltyr sub-species.
  • Added the "Jabberbull Bully". A more difficult version of the Jabberbull.
  • NPCs in x2y0 (northeast most zone) are now 20-40. Placement was adjusted.
  • NPCs in x0y2 (southwest most zone) are now 25-45. Placement was adjusted.
  • NPCs in x1y2 (south zone) and x2y2 (southeast zone) are now 35-50. Placement was adjusted.
  • NPCs have their armor, damage, HP values adjusted based around the new armor values/damage available for players. Higher level npcs should be much harder to take on without appropriate weapons.
  • Improved the Jabberbull's Collision. They should no longer stand on top of you when attacking.
  • NPCs in x0y0 (northwest zone) and x1y0 (north zone) are now level 55-80. Placement was adjusted.
  • Drosera Petals are now dropped 3 at a time instead of 1 at a time.
  • Adjusted Setlang Alpha to give out slightly more experience.
  • Added extra difficulty spawners to all zones. These spawn the harder mini-boss type enemies more often than normal spawners. There are only 2-3 in each zone.
  • Added a tougher version of a Vulture called a "Vulture Predator". They are similar in difficulty to the Setlang alphas.
  • Calprates Charger now has a new tint making it easier to tell apart from regular Calprates. They also got a bump in experience like the Setlang Alphas.
  • Added a new tougher Rhinoc called a Rhinoc Bull. They now have the artifacts that were originally on the normal Rhinoc.
Optimization
  • Improved performance when placing snappable housing items, with snap option is on.
Pets
  • Ferocious Rocharus Hybrid was added as the new high end pet. It requires the drosera petal. The Ferocious Rhinoc is lower tier now and only requires Parasites.
  • Pets are now using the same rotate code as normal NPCs. They should move/rotate a bit cleaner as a result.
  • Genetic Engineered pets now have a new level system. It is based on your skill in Subsistence, your level, and the level/skill range on the pet. The pet can not be higher level than you and lower skill level pets have a level maximum that they cannot go over. The pets were distributed and adjusted through low and high point requirements in Subsistence so you can start using pets early on.
Resources
  • The large boulders common early in the game now have a very small chance to yield Gold if using a Pick. You will get a larger supply in the usual spots, but since it is needed in some early recipes wanted to make some smaller amounts easier to get without venturing into higher level zones.
Skills and Abilities
  • Increased the level cap from level 50 to level 75.
  • Increased the skill cap from a maximum of 10 skill levels to a maximum of 15.
  • Made adjustments to the experience curve. This primarily affects higher levels.
  • All characters will be wiped as a result of this patch. This is our first wipe during Early Access, and we felt now was a good time to do it due to the level and skill changes, and the many changes in recent patches such as the more modularized construction system, and combat difficulty changes. We never take wipes lightly, but this is a good opportunity for players to get a fresh start with a level playing field.
Trade Skills
  • You can now create Cryo Grenade Launchers with a 14+ Ranged skill.
  • You can now create Drosera Salad with a Subsistence skill of 15. This new food item is the most powerful currently in game, though it requires a Drosera Petal as one of its ingredients. It has a high regeneration value.
  • Health Stims are now created in sets of 3.
  • Added increased crafting times for armor and melee weapons.
  • Replaced the cloth pouch/backpacks. They are all now leather using and match up close to the armor made in textiles around their level.
  • Backpacks now require a crafting station to make.
  • Removed Iron from any early level recipe. Was only a few spots, it was swapped out for Calibrite.
  • The Textiles line now supports a wide variety of new recipes. This includes all-new Helltyr-hide, Jabberbull-hide, Kaavo-hide, Tralus-hide, and Phosphori Infused armor sets.
  • Skills now have a level restriction. You are restricted to 4 points per skill until level 10, then 7 until 30, 10 until 50, and 13 until 65.
  • You can now create Phosphori Rifles with a Ranged weapon skill of 15.
  • Recipes will now give out experience based on their skill level and modifier. Higher level recipes should give more experience as a result. Batching does get a modifier for the batch size, but it is scaled down as you increase the batch size.
  • Added 9 new Refined weapon recipes to the Ranged skill. These are new tiers of weapons.
  • Reduced the craft queue count and significantly reduced the speed bonus on Improved and Advanced Crafting Structures.
  • Added two new recipes to the Refining skill which are used in the creation of Refined weapons and armor.
  • Introduced 6 new Refined weapon recipes to the Melee skill.
  • There are now 3 genetic engineering stations like other "crafting" stations.
  • Setlang Jerky recipe is now obtained before the Jabberbull Jerky recipe.
  • Players with a Subsistence skill of 13 or higher can now create Energy Supplements.
  • Crafting Stations now in the 10+ level now require Refined Steel instead of Iron+Calibrite.
  • Genetic Pets now have a critical chance to produce 2 whistles instead of 1.
  • You can now cook Setlang Meat even with an untrained Subsistence skill.
  • As part of the skill cap increase we have adjusted the skill requirements on many recipes. During this process we have also made some adjustments so players will receive certain components earlier than was previously the case in relation to other recipes to improve the skill progression. The curve here should be similar to before in early levels, but at higher levels things are spaced a bit more than was previously the case.
  • You can now create Baked Vulture Legs with a Subsistence skill of 10. These last longer than Tangy Rhinoc Steaks, but are a bit less filling.
  • You can now create Advanced Medical Scanners (as well as a new critical variation) with an Electronics skill of 15.
User Interface
  • Reset the recent server list as there are going to be some changes with the patch.
  • There is now a message if you lack the skill points when trying to increase the skill.
  • Added numerous new hide icons, both for existing and for new hides.
  • Ranged weapons with AOE damage (shotguns, shockguns, flamethrowers, phosphori rifle) now show their AOE damage.
  • If you are at max level it will now display N/A as the experience required on the Character Sheet, so as not to confuse players.
Bug Fixes
  • Rest Stations will no longer appear as Reclining Beds in tooltips or target displays.
  • Kaavo Hounds had the wrong names assigned to them. Flipped them.
  • Now when playing in single player mode, if you quit while on top of a housing structure, when you restart the game you will still be on top of the structure, instead of below on the ground (and possibly stuck).
  • Fixed the misspelling in Hieroglyph.
  • It will no longer consume Ancient or Alien Artifacts if you attempt to use them when already at max level. It will instead warn you that you must be below max level to use these experience raising items.
  • Fixed the issue with extracting resources online. If you are getting the hand/outline you should now properly extract the resource
  • Fixed an issue which was giving credit for PvP kills in situations where it should not have.
  • Fixed an issue with housing items where it was possible to have 2 or more platform modules overlapping and floating in space.
  • Added the proper meshes to Sturdy Cloth Boots (they were erroneously unset).
  • Updated Sturdy Rocharus Armor to use the right mesh.
  • Fixed a localized typo in the Sturdy Vulture Tunic name and description.
  • Removed the 3D HUD Option as players were often checking it not realizing what it was and then running into issues.
  • Fixed a number of gravity related issues in housing.
  • Fixed a bug which was allowing weapons to proc on players who had PvP immunity up.
  • Level achievements should properly work now. There was some instances where they would not trigger.
  • Mousing over the Textiles or Construction skill icons on the Character Sheet will now indicate that you are at max level if you have already maxed out. It was previously displaying a blank tooltip.
  • Fixed the starting level option in ruleset. It was not working properly before.


[ 2016-10-13 21:29:13 CET ] [ Original post ]


16.9.2 Build is Now Live

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

  • Added achievements for Calprates, Drosera, Helltyr, Jabberbul, Rhinoc, Rocharus, Mubark, and Phosphori kills.
  • Added a black and white version of the generic logo used as a fallback on achievements so it will remain grayed out until you obtain the achievements. Also made those achievements no longer hidden, they will simply be grayed out.
  • Improved the achievement descriptions of the three achievements earned through engagements.
  • You will now earn achievements when you acquire level 10, level 25, and level 50.
  • Added four new PvP oriented achievements.
  • Added Achievement tracking and awards for numerous species.
Animations
  • Added camera shake effects for melee impacts as well. There is a slight effect for harvesting when punching (trees) and using larger tools (rocks, trees, etc).
  • The melee impact animation is now blended and will play with the melee attack animation so it isn't constantly cutting one or the other out.
  • Your hands will now track vertically with a melee weapon or unarmed like it does with a ranged weapon.
  • Ranged weapons now have a slightly camera shake effect when firing. They are tied into the Camera shake slider in settings if you wish to disable them or make them less pronounced.
Audio
  • Improved intro music.
  • Added new ranged weapon sounds.
  • Added new bullet hit sound effects.
  • Corrected an issue with stereo spread effects when playing the local version of sounds.
Combat
  • Added damage effects when players are damaged by other players or NPCs.
Graphics
  • Improved bleeding effects.
Housing
  • When adjusting or placing a housing item, if Snap is on, movement via the mousewheel can now still occur when the amount of movement exceeds the snap threshold.
  • Increased frame rate used when placing or moving housing items, for a smoother look.
  • Modified existing wood, stone, and iron bases (the original all-in-one platforms) so that ground contact checks during placement is now done at the location of each leg, instead of using a generic 4 corners + center check.
  • Reclining Beds have been renamed to Rest Stations.
  • Improved logic for determining if a housing structure needs to fall to the ground after its support has been moved or destroyed. Other structures touching to the side will no longer prevent others from falling.
  • Housing item placement now has a height restriction, equivalent to about 3 of the new modular platform supports. (30m).
  • Added new craftable wood platform modules that will eventually replace the current wood bases. These modules can be crafted using the Construction skill (levels 1-3). The new structures are : Small/Medium/Large Wood Platform, Small/Medium/Large Wood Ramp, Medium/Large Wood Supports. NOTE: The final art for these structures will be added in the next release. The current look is just a placeholder.
Items and Fittings
  • The Rest Station (formerly Reclining Bed) description has been improved to denote that it can be used as a respawn point.
Miscellaneous
  • Added a camera shake when you get hit by a npc.
Optimization
  • Minor optimizations to NPC rendering code.
Player vs. Player
  • PvP kills are now tracked and used to earn new PvP achievements.
User Interface
  • Crosshairs will now change when you can harvest a resource.
  • The get/use hand crosshair now has a gamepad alternative.
  • Fixed a slight clipping on dropdown boxes of their bottom border if they had values.
  • Gamepad button information will now be displayed on tip windows if you are actively using a gamepad.
  • Input boxes now support using a gamepad for Yes/No selection.
  • Equipment window now has more gamepad support including interacting with bags allowing moving of items back/forth (you can do this with shift+double click with a mouse to easily transfer) and can move the objects inside of the inventory as well.
  • Storage containers now work with the gamepad and the inventory window. They work similar to backpack/bags with transfering back/forth and switching between.
  • Added a Slider for Adjusting Camera Shakes to the Game Tab in Settings. You can reduce the shake effect or turn it down to 0% to completely disable it for those who do not like them or have issues with them.
  • Crafting Stations now have gamepad support including quantity, pause, stop, and inventory control.
  • You can now hold the LB button on your gamepad to pop up a selection wheel that you can use to navigate through GUIs.
Vehicles and Mounts
  • Adjusted the physics of Armored Vehicle tires to tweak their mass, width, and improve traction.
  • Adjusted the camera when driving an Armored Vehicle to correct issues of the camera clipping inside of tank geometry in first person.
Bug Fixes
  • Fixed collision response for the Lesapen plant so it was easier to target.
  • Added some checks to housing placement to prevent placing structures underground where they can not be retrieved later.
  • Fixed an issue during housing placement, where harvested resources could cause the ground contact verification to fail when it shouldn't.
  • Corrected audio ducking issues.
  • Fixed a stat related issue on some Supply Crate items.
  • Fixed a bug which could prevent you from respawning at certain bed locations due to proximity.
  • Fixed an occlusion related bug on NPCs.
  • Fixed an issue with crafting stations and an issue with items requiring more than 1 slot (such as 3x calibrite knife). The 2nd slot and onward would not be setup properly and would cause issues. This most likely fixed a few other issues as well with overflowing items missing some values.
  • Single slot items (such as knives) now will properly return the maximum quantity able to be produced based in the inventory size of the crafting station. Over 10 there was a bug and would report 30 when it couldn't clearly do that.
  • Adjusted the collision on the "purple fern" to make it a bit easier to target.
  • Fixed the decay timer not starting initially on a new item.
  • Made some adjustments to the map so the map marker mouse overs would work properly.
  • Cosmetic fix to initial status message in housing placement dialog.
  • Fixed some floating Firestrand Plants near the Setlang Infestation engagement.


[ 2016-09-24 10:05:22 CET ] [ Original post ]


16.9.1 Build is Now Live


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

  • Improved vulture movement animation blending.
Graphics
  • Vulture Legs have a new icon.
  • Eye shaders have been improved.
  • There is now a Foliage Density slider in the Video Options. You can use this slider to reduce the density of grass which is drawn. This does not affect harvestable resources, only grass and foliage.
  • Added a new outliner for highlighted objects. It should look a bit better for most things as it only should outline when visible. It also glows a bit as well.
  • Player skin shaders now support improved subsurface scattering and lighting effects.
  • Improved the texture resolution on the large trees.
  • Impact effects on Robots should now have the appearance of striking metal.
Items and Fittings
  • Torches will now extinguish themselves if you try to swim with them equipped. This will destroy the torch.
  • You can now only store 1 torch per slot, bringing them in line with other tools.
  • Introduced a couple of new artifact items as mob drops. These items have special uses but are very rare. One of these for example is a new type of artifact that can be traded to other players and which grants an instant experience boost when studied.
Miscellaneous
  • You now have 30 seconds to select a respawn point after death before it auto-selects a spawn point for you. This is an increase from what was previously 15 seconds.
  • We've upgraded to Unreal Engine 4.12.5.
NPCs
  • All NPCs now support positional damage. Meaning head and limb shots are now accounted for on all species. It should be noted that since Robots do not house their brains inside of their head that head shots do no additional damage to robots.
Pets
  • Increased pet regeneration rates.
  • Decreased the size and melee radius of Rhinoc pets.
  • Introduced a new hybrid pet species which is currently the top pets in the game. Ferocious Rhinoc Hybrid pets are difficult to create, requiring a Drosera Petal.
Player vs. Player
  • Increased the damage done to structures from siege weapons. This affects vehicle weapons, rockets, grenades, and mini-explosives.
Resources
  • Modified the underlying structure for harvestable resources, making it possible to retain a counter of hits left for each resource that has had at least one harvest action applied to it. The number of hits available for each resource is partially random, but not to the same extent as before. The size of the resource will also influence the total hits available, so that giant trees will take longer to deplete than small rocks.
Skills and Abilities
  • You can now create Ferocious Rhinoc Hybrid pets with a Subsistence skill of 10. They require Genetic Engineering stations.
Trade Skills
  • Batches of 5 or less now have no speed penalty compared to doing it by hand. Batches of more than 5 suffer a penalty still, but it was greatly cut down from the previous penalty.
  • Reduced the ingredient requirements of siege ammunition. This means it should now be cheaper to produce Rockets, Grenades, and Mini-Explosives.
  • Experience is now granted when using batched crafting.
User Interface
  • The gamepad Start button will now substitute as the Escape key, allowing you to open up the in-game menu by default, or to perform other cancelling actions.
  • Previously used servers should now pop up immediately once the server list is pulled down instead of popping in once the ping is returned.
  • Updated the look of the inventory slots and made a minor adjustment to the equipment slots.
  • You can now use a gamepad to control the in-game/system menu. This is rebindable.
  • Double clicking/interacting with a bag will now toggle the window open/closed. Before it would just open it.
  • Punching a resource you cannot harvest will now inform you to use the appropriate tool.
  • Crafting Stations and the basic Crafting window now update their recipes in a way that it won't freeze up if there are a lot of recipes.
  • Added controller support to respawn map. Can use triggers to zoom in/out and move around the map to select a spot to respawn using d-pad or the left analog stick.
  • Added gamepad support to the recipe window and mapped opening it to the left shoulder button.
  • Character Creation UI now supports gamepads (pending text input).
  • Pressing the "B" button on the gamepad when the UI is up will close active windows.
  • Added gamepad help for the crafting window if using a gamepad. It will appear at the bottom of the window. If you are not using a gamepad you shouldn't see it.
  • Equipment Window now has a tip section for gamepad usage. Also added the ability to drop an item. The 1st inv slot will now be active when opening the inventory via the gamepad.
  • Cleaned up the equipment window some removing extra space in the window and adjusted the graphics so they were not stretched.
  • Improved camera movement in character creation so it was much more smoother across the board.
  • Weapons and armor will now display a condition % in the bottom right hand corner of their icon.
  • Added a sprint toggle. It is currently mapped to the on the numpad and pushing down on the left analog stick on the gamepad. This will continue to sprint until you run out of stamina or you push the button again to disable sprint.
  • Improved and fixed a few ID issues with the hotbar so it will better pick the item you dragged to it originally in case you have multiple items of the same type (mostly for weapons).
  • There is now a 30 second delay between your last gamepad input use and the timer which resets the help system to display gamepad input keys in windows. This makes it easier to use keyboard shortcuts while playing with a gamepad.
  • You can now use the gamepad on confirmation dialogs. The bottom button will accept and the right button will decline.
  • Tools and Melee Weapons will now show their condition in the ammo section when equipped so you can easily tell how much durability it has left.
  • Adjusted the pickaxe graphics so they wouldn't be as distorted looking.
  • Confirmation and Input dialogs now supports displaying gamepad help information which will only display if you are using a gamepad.
  • Added gamepad support to the map marker input manager.
  • Added support for a gamepad at the main menu of the game.
  • Pressing the bottom button on gamepads can now be used to close a tip and select to not display it again. You can use the right button to close but display it again.
  • Server list menu now works with a gamepad. Filters can be toggled with the bumper and trigger buttons. Refresh and back are also supported as well as toggling the official/player server drop down.
  • Crafting Stations (Batching) and the basic Crafting windows now group recipes into skill menus that can be collapsed and expanded making for easier usage.
  • The gamepad Select button will now open the Options Window. This is rebindable.
  • All the asian servers are now filtered in/out on the Asia checkbox in the server list.
Vehicles and Mounts
  • Made adjustments to Armored Vehicle traction.
Bug Fixes
  • Fixed a variety of Navmesh related issues in the desert region.
  • Resolved an issue which was preventing impact effects from being displayed when punching NPCs with your bare hands.
  • Fixed the crafting window's filter not being reset when the window is reloaded (if you had it set to Melee and reloaded the window it will still be showing melee).
  • Fixed a bug where harvesting in online mode resulted in 2 harvests per strike, instead of 1 per.
  • Removed the extra space in the use a tool message.
  • Improved synchronization of harvestable resources between the server and clients, so that depleted resources are properly hidden when first joining a server, and resources blocked by housing structures continue to be blocked and hidden.
  • Corrected an issue with bleeding effects online.
  • Corrected snap locations for steel walls so they will stil snap together correctly when one panel is reversed 180 degrees from another.
  • Fixed a bug which could cause Rhinoc pets to flip oddly after being killed.
  • Fixed the stretching issue on the female Firestrand Boots.
  • If you are no longer hungry or thirsty after consuming a food or drink item it will notify you of that fact. This feature was added in a previous patch but a bug was preventing it from displaying properly.
  • Fixed a missing entry in the NPC datatables which was causing a server side error and incorrect stats on a type of Rhinoc.
  • Fixed an issue with the outline on mostly tree models that would cause the outline model to disappear.
  • Adjusted the method used when respawning at a bed, to hopefully prevent the issue where players needed to jump after teleporting. This did not affect all players, and will require testing as we weren't able to duplicate it. So this is a potential fix, please let us know if it helped if you were being affected by this previously.
  • Fixed issue where the purple fern outline would grow and shrink.
  • Fixed a typo in the Advanced Mortar and Pestle description.
  • Fixed a bug which was causing it to spark when punching some objects unarmed.
  • Fixed a typo in the Batch Critical Success message.
  • Altered the Basic Crafting Station description to make things less confusing.
  • Corrected some audio ducking issues with environment sounds.
  • Fixed a bug where sometimes you could not move a structure being placed, when the snap option was active.
  • Some variations of Vulture and Setlang were not showing blood splatters when damaged, this has been fixed.


[ 2016-09-10 17:03:37 CET ] [ Original post ]


Daily Deal - Fragmented, 50% Off

Today's Deal: Save 50% on Fragmented!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Wednesday at 10AM Pacific Time


[ 2016-08-08 17:00:00 CET ] [ Original post ]


The 16.7.3 Patch is Now Live

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

  • Modified the housing placement collision message to include the name of the object causing the collision.
Items and Fittings
  • Speed enhancements will now cancel any previously active movement speed penalties and have had the self damaging component on them removed.
  • Improved the description for Lesapen Seeds, so it is easier to identify how to keep their carbon/nitrogen/water levels.
  • Picks now take up 1x2 slots, rather than 2x2, making them the same size as axes.
NPCs
  • Vultures are somewhat more common than was previously the case. They are still less common than setlang, however.
  • Calprates Chargers can now be found in more areas.
  • Decreased the spawn rate of some of the more common rare NPCs.
Trade Skills
  • Crafting stations have been improved to support batch crafting. They now have their own storage that can be used to store crafting materials and the results of the crafting from the stations. You choose a recipe much like you would from the crafting window and then you choose the quantity. Once submitted you can walk away from the crafting station and return to it later to pickup your results. Stations also have a speed and queue length variable as higher end stations will craft larger batches quicker and support adding more batches to the queue.
  • Players with 8+ Subsistence skill can now create Fruit Punch. This is the most effective drink in the game currently, but it does expire somewhat more quickly than other drinks.
  • Reduced the Refining skill required to create Rubber from 7 to 5. This is intended to make it easier for solo players to create reclining beds at an earlier stage in their character's development.
  • Gypsum is now required as a component in the Water Tower and Silo recipes.
  • Added new Basic and Advanced Crafting Stations. They require 4 and 10 points in Electronics respectively. The basic is your entry level batch unit. The advanced unit is faster and has more queue slots and storage slots.
  • Crafting Stations can now be used to batch any recipe that doesn't require a specific crafting station.
  • We are now able to do more fine tuning on the amount of experience rewarded from crafting recipes. Previously it was automatically adjusting based on recipe level, but now it can be customized per recipe. This allows us to give higher weighting to recipes with uncommon or rare components. In general crafting experience gain rate was increased by a small amount.
  • Usage Note: Campfires are not crafting stations. They work like before (have to be near to use them).
  • Added Basic and Advanced Industrial Stations at 4 and 10 points in Electronics. The "Standard" Industrial Station is now at 7.
  • Added Basic and Advanced Forges at 4 and 10 points in Construction. The standard Forge is now at 7.
  • Added Basic and Advanced Stoves at 3 and 9 points in Construction. The standard Stove is now at 6.
  • Added Basic and Advanced Mortar and Pestle at 2 and 9 points in Subsistence. The standard Mortar and Pestle is now at 6.
  • Genetically Engineered Lurkers can now be crafted with a 9 Subsistence skill, rather than 10.
User Interface
  • Inventory Window and Crafting window received a slight visual change to break up the window up visually.
  • Loot and harvest messages will no longer appear in or pop up the chat window. They will instead be displayed in the larger text based event messages only.
Bug Fixes
  • The housing placement collision status should now properly update, as players or mobs move in or out of the proposed location for the item.
  • The Gypsum description should now be more accurate.
  • Reunited a small fire on the ground with the escape pod that caused it.
  • Since hunger and thirst aren't actually "restored" (e.g. increased) when eating/drinking, the health, hunger, and thirst messages were changed to the following: "Hunger (or Thirst) Reduced". "Health and Hunger (or Thirst) Improved". "Health Improved"
  • Fixed an issue which could prevent achievements from being earned.


[ 2016-08-07 23:54:59 CET ] [ Original post ]


16.7.2 Build is Now Live

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

  • Armored Vehicles now feature new sound effects.
Housing
  • Bases now have the ability to snap to each other. Bases have a larger threshold for snapping (500 cm away as opposed to 100cm for walls), and will adjust the item's rotation if needed.
  • Added options for modifying the movement and rotation rate while placing/moving a housing item. (e.g. when using the mouse wheel to move or rotate).
  • Housing items now have either the "Move xxx" or "Adjust Location" option in their secondary use menu, but not both. The dialogs used for both are identical, except the "Adjust Location" does not include the "Attach to Crosshairs" option for moving the item. This is also the same dialog used for placing new housing items. The title of the dialog will indicate which action is occurring (Place, Move, or Adjust).
  • Introduced a new UI to accompany Housing Item placement, along with the same Axis Gizmo recently added to the housing "Adjust Location" feature. With the new UI and gizmo, you will have finer control of item placement, as well as the ability to move your character around the item to be placed, to get a better view, before committing.
  • Modified the housing item axis gizmo, used during placement and moving of items, to show the rotation point more clearly.
  • Fences and walls can now be sunk slightly further into the ground than before.
  • Added an "Enable Snap" option to the Housing Placement dialog. The option will be available when placing or moving items that have snap points defined. At this time, the only items that are snappable are the wood fence, wood/stone/steel walls. wood/stone gates, force field, and force gate.
  • Added a "Minimize Dialog" check box to bottom of "Place Housing Item" dialog. When checked, the dialog will collapse to very small, to free up some screen space while placing an item. The minimization status will be remembered within the same game session.
Items and Fittings
  • Attempting to view a bag in a corpse will now give you a message telling you to loot it first (which will now work properly after being fixed).
Optimization
  • Corrected an issue with containers (e.g. crates) that was causing a server slow down when validating their position in the world.
Pets
  • Reduced pet regeneration rates as they were not taking into account if the pet was in or out of combat and giving full regeneration at all times.
  • Rocharus Pet damage, armor, and health should now scale up appropriately. There was an issue with their data previously.
  • Introduced new Setlang-Mubark Hybrid pets. These hybrid setlangs are the toughest pets in game to date, and feature a special ability which can stun opponents.
Trade Skills
  • You can now create Setlang-Mubark Hybrid pets with a Genetic Engineering skill of 10.
User Interface
  • Reversed the placement of the Options and Quit buttons on the Main Menu.
Vehicles and Mounts
  • Vehicle keys can now be dropped on the ground and picked up by other players, similar to other items.
  • Passengers will no longer be displayed as sitting on the top of Armored Vehicles. Their mesh will be hidden as they are now inside of the tank.
  • Made a number of adjustments the movement of Armored Vehicles. They now have a higher maximum speed, and more traction.
  • Armored Vehicles should find it easier to move up ramps.
Bug Fixes
  • Altered the Hammer Stone description so it is easier to understand what it is used for.
  • Bags looted from a corpse now will properly work after being looted (before a relog would fix). This is using either of the loot buttons or dragging/dropping item.
  • Housing Structure Save is now created if found to be missing. This is to fix an issue with some clients that seem to get stuck loading into single player if the save is missing.
  • Fixed a bug which caused Armored Vehicles to levitate slightly.
  • Fixed a bug which could cause the front side passenger seat to indicate that it had no passenger when it actually did.
  • Fixed a bug that could cause Vulture pets to not remember their guild status in some cases after a relog.
  • Fixed an issue where you would drop a bag and the other player would have to relog to be able to see/use it.


[ 2016-07-26 23:13:31 CET ] [ Original post ]


16.7.1 Build is Now Live

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

  • Vultures now have unique sound effects.
Graphics
  • When weapons are fired into the water it will now create splashes.
  • Adjusted or added the physical material settings of 18 different weapons or tools to allow them to react differently visually when damaged.
Items and Fittings
  • Introduced new Beam SMG weapons. The role of these weapons is somewhere between a Beam Rifle and a Chain Gun. They have a faster rate of fire and DPS than beam rifles, but a shorter range and less damage per shot. They have increased range in comparison to a chain gun, but use Beam Cartridges rather than slug Ammunition.
  • Siege weapons (Rocket Launchers, Grenade Launchers, and Mini-Explosive Launchers) received roughly a 10% boost to their damage.
Miscellaneous
  • Added some new phrases to the profanity filter.
Resources
  • Steel knives can now be used to obtain seeds from Herbal Flowers.
Trade Skills
  • It now requires 8 Ranged skill to acquire the Chain Gun recipe. This is one higher than was previously the case for balance purposes.
  • Armored Vehicles can now be created with an Electronics skill of 10.
  • Beam SMGs can now be crafted with a Ranged skill of 7 or higher.
  • You can now grow Herbal Flowers from seed. This plant requires little carbon or nitrogen, but a lot of water and takes longer to grow than most other plants.
User Interface
  • There is now a ruleset button in the escape menu for easier access.
  • If you type /ruleset you will now get a Configuration Window that shows the current configuration values for the server. If you are playing single player or a GM on the server you can change the values and save them back to the server. Once saved the values will be changed on the server and then be used anytime the game is loaded after that.
Vehicles and Mounts
  • Vehicles can now have weapons. 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.
  • Armored Vehicles have been introduced. These require more resources to create than the Off Road Vehicles, and are significantly slower in both their movement and control. They can take more damage however, and have a slow firing cannon that can be used while driving.
Bug Fixes
  • Updated some of the filtered phrases in the profanity filter to remove some incorrectly flagged bits of text. Please let us know if you run into any more.
  • Altered the grammar used when items are ready to break so that it can be written properly in all cases.
  • Traps should no longer deal damage to pets owned by the trap owner.
  • The Vulture Whistle item description no longer erroneously claims to summon a Setlang.
  • Potentially fixed an issue which could cause more charges to be consumed from tools than was intended.
  • Fixed an issue which was preventing seeded Lesapen Fruit from maturing properly.


[ 2016-07-18 00:51:31 CET ] [ Original post ]


16.6.6 Build is Now Live

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

  • Added new sound effects for turrets and tanks.
Graphics
  • Added new acid spit particles.
Housing
  • Gravity checks, approximately every 10 minutes, have been turned back on for housing items.
  • Structure and prop blueprints can now be stacked.
  • Introduced a new "Adjust Location" feature, available on all placed housing items (except for turrets). The feature uses the "Rotate Structure" and "Raise/Lower Structure" keys to rotate or move the item. Movement is done along a chosen X, Y, or Z axis.
  • When placing or moving a housing item, the rotation of the item will no longer change with character movement. The "Rotate Structure" keys can still be used to change the rotation. After setting down an item, whether via placement, moving, or adjustment, that final rotation will be used as the initial rotation for any newly placed items.
NPCs
  • Introduced a new species that will be familiar to players of The Repopulation. The Vulture species is a low level scavenging species. They deal more damage than Setlang, but have less hit points.
Pets
  • Slightly increased pet damage scaling for pets above level 8.
Resources
  • Vulture Legs can now be harvested from the corpses of vultures. They provide little nourishment but can be eaten without being cooked.
  • Using a skinning stone or an axe on a vulture corpse has a chance to provide a Vulture Carapace. These items will be used in a number of new and upcoming recipes. They are an uncommon harvest, however.
  • You can now obtain Lesapen Seeds, though it requires a calibrite or steel knife to do so.
Trade Skills
  • Players with a 9+ Subsistence skill can now Genetically Engineer Vultures.
  • Introduced two new Textiles recipes which allow you to create reinforced helmets using Vulture Carapaces and existing leather armors.
  • Lesapen Fruit can now be grown from seed. This plant requires a moderate level of nitrogen and plenty of water.
User Interface
  • Manual Server Information is now saved so you don't have to enter it each time you launch the client.
  • Ranged weapons will now continue to fire after reloading if you are holding down the left mouse button.
Vehicles and Mounts
  • You can now flip a vehicle using a crowbar anywhere on the vehicle now (before you had to be near the driver side of the vehicle).
  • Passengers can now train skills, view stats, or use consumables.
World
  • Adjusted mob distributions world wide to allow for the new Vulture species.
Bug Fixes
  • You can no longer flip a vehicle with a crowbar if there are passengers in it.
  • The top performer system is now working properly in engagements.
  • Fixed an issue with removing foliage from the client on a server when initially logging in.
  • Fixed a branch of code which could prevent player tracking during engagements under the right circumstances.
  • Fixed an issue with initial swing of a melee weapon not hitting its target (resource or creature) when first starting the game or swapping to melee weapon.
  • Fixed an issue with reloading on a server where it would continue to fire even when reloading.
  • Fixed an issue with weapons being removed when armor broke.
  • Added /info fixitemdata to fix any items that for some reason did not have itemData on them.
  • Fixed the weapon meshing disappearing when in 1st person mode when playing online when swapping weapons.


[ 2016-07-02 14:02:57 CET ] [ Original post ]


16.6.6 Patch Is Live

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

  • Added new sound effects for turrets and tanks.
Graphics
  • Added new acid spit particles.
Housing
  • Gravity checks, approximately every 10 minutes, have been turned back on for housing items.
  • Structure and prop blueprints can now be stacked.
  • Introduced a new "Adjust Location" feature, available on all placed housing items (except for turrets). The feature uses the "Rotate Structure" and "Raise/Lower Structure" keys to rotate or move the item. Movement is done along a chosen X, Y, or Z axis.
  • When placing or moving a housing item, the rotation of the item will no longer change with character movement. The "Rotate Structure" keys can still be used to change the rotation. After setting down an item, whether via placement, moving, or adjustment, that final rotation will be used as the initial rotation for any newly placed items.
NPCs
  • Introduced a new species that will be familiar to players of The Repopulation. The Vulture species is a low level scavenging species. They deal more damage than Setlang, but have less hit points.
Pets
  • Slightly increased pet damage scaling for pets above level 8.
Resources
  • Vulture Legs can now be harvested from the corpses of vultures. They provide little nourishment but can be eaten without being cooked.
  • Using a skinning stone or an axe on a vulture corpse has a chance to provide a Vulture Carapace. These items will be used in a number of new and upcoming recipes. They are an uncommon harvest, however.
  • You can now obtain Lesapen Seeds, though it requires a calibrite or steel knife to do so.
Trade Skills
  • Players with a 9+ Subsistence skill can now Genetically Engineer Vultures.
  • Introduced two new Textiles recipes which allow you to create reinforced helmets using Vulture Carapaces and existing leather armors.
  • Lesapen Fruit can now be grown from seed. This plant requires a moderate level of nitrogen and plenty of water.
User Interface
  • Manual Server Information is now saved so you don't have to enter it each time you launch the client.
  • Ranged weapons will now continue to fire after reloading if you are holding down the left mouse button.
Vehicles and Mounts
  • You can now flip a vehicle using a crowbar anywhere on the vehicle now (before you had to be near the driver side of the vehicle).
  • Passengers can now train skills, view stats, or use consumables.
World
  • Adjusted mob distributions world wide to allow for the new Vulture species.
Bug Fixes
  • You can no longer flip a vehicle with a crowbar if there are passengers in it.
  • The top performer system is now working properly in engagements.
  • Fixed an issue with removing foliage from the client on a server when initially logging in.
  • Fixed a branch of code which could prevent player tracking during engagements under the right circumstances.
  • Fixed an issue with initial swing of a melee weapon not hitting its target (resource or creature) when first starting the game or swapping to melee weapon.
  • Fixed an issue with reloading on a server where it would continue to fire even when reloading.
  • Fixed an issue with weapons being removed when armor broke.
  • Added /info fixitemdata to fix any items that for some reason did not have itemData on them.
  • Fixed the weapon meshing disappearing when in 1st person mode when playing online when swapping weapons.


[ 2016-07-02 12:10:50 CET ] [ Original post ]


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.


[ 2016-06-26 05:26:50 CET ] [ Original post ]


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.


[ 2016-06-23 04:05:37 CET ] [ Original post ]


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.


[ 2016-06-15 05:04:25 CET ] [ Original post ]


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.


[ 2016-06-15 04:52:58 CET ] [ Original post ]


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.


[ 2016-06-10 06:11:04 CET ] [ Original post ]


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.


[ 2016-06-07 07:49:00 CET ] [ Original post ]


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.


[ 2016-06-03 20:34:28 CET ] [ Original post ]


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.


[ 2016-05-27 19:52:38 CET ] [ Original post ]


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


[ 2016-05-22 03:32:26 CET ] [ Original post ]


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.


[ 2016-05-20 10:11:11 CET ] [ Original post ]


16.5.3 Build is Now Available.

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

  • Reduced the distance that players are launched from force fields.
  • Increased radius for restricting building near another's land from 50m to 60m. With the existing 20m radius for wall building restrictions, this will increase the buffer between opponent walls from 10m to 30m.
  • Reduced attack speed but increased DPS of standard turrets.
  • Tweaked the base hit points of many structure types. In general larger buildings received a larger boost to health, smaller structures and walls received a small boost. These are all still adjustable using the server configuration flag as well, only the baseline values have changed.
Items and Fittings
  • Slightly reduced the base damage of Mini-Explosive explosions against normal targets. They are still the best overall damage if used properly in a siege.
Miscellaneous
  • We've continued Localization work, there is now support for strings which were previously unavailable for translation. We are also working on additional languages though none were ready in time for the patch.
Optimization
  • Optimized the Mini-Explosive particle effects.
Player vs. Player
  • Turrets now keep track of players which have damaged them recently. They use this information to periodically fire beyond their normal firing distance at those attackers. This is intended to provide some defense against long range snipers.
  • Siege weapons now have a 25% damage bonus vs. Structures.
  • Non-siege weapons now only do 20% damage when attacking Structures.
Trade Skills
  • Reduced the resource costs of Turrets and Tesla Turrets.
  • Reduced the resource costs of Crawler Bots.
  • Resin has been changed from Survival to Refining skill.
User Interface
  • Made some minor cosmetic changes to the inventory window.
  • Changed the Video Option "Motion Blur" to be off by default.
  • Inventory items dropped on the ground now show their name in the HUD target display
  • Added Flags to language selection and also a save and retrieve language from game settings.
  • Improved the code used to build the recipes list. It should perform much better with a lot of recipes now.
  • Applied a potential fix to the Game Options window, to prevent it from being unresponsive after posting.
Bug Fixes
  • Fixed a typo in the Tesla Turret description.
  • Fixed a bug with the message when consuming Setlang Steaks.
  • Fixed a bug which was allowing players to damage other players who should have been immune to PvP (due to respawn) in some cases.
  • The hand icon will no longer appear after looting a dead mob.
  • Fixed a targeting issue that would sometimes make it impossible to open a supply chest.
  • You should now only see one "You have killed..." message after defeating a mob.
  • Fixed an issue that could cause empty action bar slots to not receive new items.
  • Corrected a typo in the Off-Road Vehicle Key description.
  • The time of day should now match for all players on a server.
  • Fixed an error that prevented some structures from being demolished.
  • Fixed a bug which was causing structures like force fields to not be removed once they were destroyed.
  • Phosphori Axes can now be used to harvest hides from corpses.
  • Fixed a typo in the error message you receive if you try to place a turret in a bad location.
  • Fixed a typo with Medical Bot heal message.
  • The Helltyr Adrenaline description is no longer cut off on the crafting window.
  • Fixed the flags positions in Main Menu.
  • It no longer declares that you have created a vehicle when you create Helltyr Adrenaline.


[ 2016-05-11 18:51:44 CET ] [ Original post ]


16.5.2 Build is Now Available.

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

  • When not holding a scoped weapon (e.g. unarmed or holding melee weapon), your arms should no longer move when moving the camera.
  • Added an animation to swapping weapons in first person view.
Audio
  • Mubark have new sound effects.
Combat
  • Melee users have an increased chance to dodge incoming attacks.
GM
  • Added /gm shutdownserver for shutting the server down gracefully.
Graphics
  • Flurry Guns have new icons.
Housing
  • Introduced new Structure Repair Kits. These kits can be used to repair nearby structures, restoring a portion of damage commited. If no nearby structures are damaged then the item will not be consumed.
  • Added a new server configuration flag: structureDamageMod. This modifier can be used to modify how much damage attacks to structures do. So, for example if you change it from 1.0 to 1.5 then you will do 150% normal damage when attacking structures. This can be used to make sieges go more quickly on some servers.
  • You can now damage structures with melee and ranged weapons.
  • You now receive damage messages when hitting structures.
  • It's now possible to zoom in/out while sprinting (holding shift) even when using default shift+mousewheel structure rotate key bind.
  • Modified fence/gate building restrictions, such that the other structures you need to be near must be buildings or platforms. Smaller structures such as props and crates do not qualify.
  • Added structure placement restrictions, preventing placement of structures too close to land claimed by others, via they having placed buildings or platforms in the area.
  • You should now be able to demolish structures when another partially intersects with it, at the same ground level.
  • Turrets can now only be placed within a close proximity to one of your bases.
  • Foot Lockers can now store up to 6 items.
  • When placing housing structures, the restricted area determination is now based on the structure location, not the player.
  • It is now possible to raise or lower the height of some structures when placing them. Default key bind is Shift + Mousewheel (rotate has been moved to Ctrl + Mousewheel). At this time, only a few structures are set up to allow the vertical movement, but more will be set in the future.
  • Fixed an issue where housing structures in the process of being placed could get stuck high in the air. This should also help prevent placing structures on top of yourself, such that you are caught in the "basement" of a building.
  • Added new server configuration flags: NearOurLandRadius and NearTheirLandRadius. These flags allow server operators to define the distance that you must be near your own buildings in order to place turrets, gates or walls, and the distance you must be away from hostile buildings in order to place structures.
  • If a player changes guilds, for structures or containers previously placed in the world, their guild ownership will not change with the player if they are too close to any one else's base defining structures (platforms and buildings). Structures and containers that are isolated from others will change with the player.
  • Guild leaders and founders now have permission to demolish any structures or containers that belong to the guild (e.g. placed by any guild member).
  • The platform of iron bases should no longer be able to collide with other structures when placed.
Items and Fittings
  • Health Stims received a slight boost to the regeneration rate.
  • Healing from Bandages and Painkillers has been increased by 30%.
  • Introduced new Respec Kits. These kits are very rare drops from boss mobs and allow you to respecialize your skills similar to the chat command which was available temporarily earlier in testing.
  • Introduced a new consumable item type: Helltyr Adrenaline. This is a more potent form of Adrenaline which gives a large instant boost to your stamina, but reduces your movement speed for a few seconds. It is useful if you are low on stamina in a big fight.
  • Increased the number of uses of steel tools.
  • Makeshift Explosives have been removed from the game. You should now be able to demolish structures using the 'F' key. The old items still exist, but have a note that they are obsolete and to please destroy them. Attempting to use them will do nothing.
  • Increased the number of uses on rare crafted items.
  • Modified the turret descriptions so that they clarify that turrets are only useful in PvP, and will not attack NPCs.
  • Reduced the damage of siege weapons (MEL, Rocket Launcher, Grenade Launcher) slightly.
  • Mini-Explosives can now explode a maximum of three times per projectile.
  • Traps now have a two second delay before going active after they have been placed.
  • Portable Shields now last for 60 seconds, up from 45.
Miscellaneous
  • Added "Ignore Guild Invitations" to Game Options.
  • Corpses which feature hides will now include information that you can use a skinning stone or an axe.
  • You now get hungry and thirsty a little more slowly.
  • Reduced the base amount of experience granted from monster kills, as well as reducing the bonus for defeating mobs who are significantly higher level than you.
  • Added /wipeme oldguilddata to help fix any issues if for some reason you end up in 2 guilds. It will wipe guild data that you are not currently part of.
NPCs
  • Rhinoc are now about a little larger than was previously the case. Please let us know if anyone experiences any issues with their ragdoll physics on death.
  • Added many items into rare loot tables.
  • You can now use an axe or a skinning stone to obtain Helltyr Adrenal Glands from the corpses of Helltyrs. These glands can be used to produce Helltyr Adrenaline.
Optimization
  • Optimized the Shock Trap effect, reducing particles and excluding some effects from low detail levels.
  • Improved performance when placing structures.
Player vs. Player
  • Much work has been done to destructible structures. You will now be able to see the damage progress as you destroy them, at least until they reach the crumbling stage. Buildings in general are much more difficult to destroy.
  • If one of your structures falls under attack from opposing players it will warn everyone in the guild that it is under attack. There is a limit of one warning every 2 minutes for each structure to prevent this from spamming players.
Trade Skills
  • Reduced the Silicone requirement to create Grenades from 4 to 3.
  • You can now create Structure Repair Kits with a Construction skill of 5.
  • You can now create Helltyr Adrenaline with a level 7+ Subsistence skill.
  • Slightly increased the resource requirement to create Foot Lockers, from 10 to 12 logs.
  • Small Crates can now be created with just 5 Construction skill. They previously required 6 skill.
  • Wood Gates can now be created by with a Construction skill of 1. These are similar to wood walls but open when the owner or guildmates walk near them.
  • Stone Gates can now be created with a Construction skill of 2. These will open for the owner or guildmates when they go near them.
  • Reduced the amount of Iron and Calibrite required to create Rockets from 6 to 5.
User Interface
  • You can no longer fire when in character view mode (ctrl+shift+c)
  • Added Localization support for lanaguages.
  • Spanish and Chinese translations have been added for most text in game. There is still some work to be done there, both in the size of labels and in some areas not yet being translated. We'll improve this in the next build and this should be considered a work in progress.
  • The default key bind for rotating structures has been changed to Ctrl+Mousewheel, making room for the new Raise and Lower Structure actions, which will use Shift+Mousewheel.
  • Added more space to Marker Manager title to fit in spanish.
  • Respawn map now allows you to zoom in and out to select far away beds.
  • Added Auto Death Marker to show last corpse location in map after respawning. This is only valid on PvE servers.
  • Added feedback message for players kicked from a guild.
  • Structure damage is now updated on the target display.
  • Guild Log has been renamed as Guild History in the Guild Manager.
Bug Fixes
  • Improved force field behavior so they will always throw you in the correct direction.
  • Fixed a typo in Samr Berry Seed description.
  • Reduced voltage of force fields so you no longer look inside your own head when approaching. (fixed camera collision with force fields).
  • You can once again create Off-Road Vehicle Keys. As of the time of writing they still can not be used to summon vehicles, but you can stock pile on the keys.
  • It will no longer recommend using a skinning stone on corpses which do not support this tool.
  • Fixed recipe checks when first logging in so it will add missing recipes there were recently added to the game.
  • Fixed an issue where newly created bases and buildings did not allow guildmates to build upon them.
  • Helltyr Hammers now have proper stats. They were previously using the stats from Stone Hammers erroneously.
  • Fixed a guild related bug which could have allowed access to things it should not have.
  • Fixed a typo in Crowbar description.
  • Fixed several typos in skill tooltips.
  • Fixed it so weapons would not damage guild members on a PvP server. Before it was only working unarmed.
  • Added a missing period to the Battery description.
  • Fixed an issue with hunger/thirst damage not applying.
  • Tesla Turrets will no longer be consumed if you try to place them in a bad location.
  • You can now harvest trees while wielding a Phosphori Axe.
  • /rename now will properly pass your guildID back instead of setting you to no guild.
  • Fixed it so guild members cannot damage player owned pets/turrets.
  • /rename will now update your roster data in your guild (will require close/open of the guild window).
  • Fixed an issue where a player would show as dead when they were alive.
  • Some fixes to localization labels buged.
  • Fixed a bug with item name title description when more than 1 item.
  • Fixed a bug which was disallowing you to use a Steel Axe to harvest one of the trees in the Kaavo region.
  • Fixed a bug where traps were detonating on the owner when being placed because they were not yet set as owner when the detonation event began ticking.
  • Turrets are now properly holding their owner/guild values after a server restart. They also are now restoring their previous HP.
  • Fixed a bug where trap FX would stack up if there were multiple players being affected, causing video lag.
  • Fixed a typo with Sturdy Nanofiber boots.
  • Contents of bags and containers can now be dropped properly to the ground by dragging them out of the window like you do with your inventory.


[ 2016-05-07 19:40:38 CET ] [ Original post ]


16.5.1 Build is now Available

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.

  • Guilds have been enabled and should be functioning for shared building. If you did a /wipeme charactercreation at any point please use /rename twice to fix a cache issue that will impact guild invites. If you wish to not receive guild invites, please create your own guild to prevent them from coming in. This will be addressed next patch.
  • Adjusted the timeout code on the servers to fix a "ghost" player issue. This was in part causing the empty bag issue after a crash. If you for some reason have issues staying on the servers after the patch please report it.
  • Fixed an issue where you would constantly go to character creation after creating a character due to a badly saved coordinate value. You will be moved to a spawn point if it is detected. This could happen if you fell through the world on death (also fixed).
  • Fixed an issue where you could drop an item on the chat window and the chat window would eat it.
  • Fixed an issue with the inventory not coming up at times when pushing inventory key that would be fixed by a relog.
Below are the full notes, many things in here that are of importance as well. We expect another patch available (minus any hotfix needs) later in the week. Animations
  • Improved the 3rd person harvesting animation. Arms and shoulders no longer distort when harvesting in 3rd person mode.
  • Improved the diagonal running animations in third person view.
Graphics
  • Updated textures for the Sci-fi building set.
  • Updated the Flamethrower model.
  • The ground spawn item for medical kits is now red to make it easier to identify.
Housing
  • Decreased Tesla Turret firing rate but increased their damage.
  • Introduced two new base types: Stone Base, and Small Iron Base. The stone base allows you to create a base using more common stone materials, but does require cement. The Small Iron Base is a smaller sized version of the Iron Base which requires less materials as a result.
  • Increased the hit points of buildings and props substantially.
Items and Fittings
  • Tier 2 and Tier 3 crafted melee weapons have seen a boost to their effectiveness.
  • Increased the number of uses on Calibrite tools from 200 to 250.
  • Dropped items now last for 5 minutes on servers which do not feature dropped items on death, and 10 minutes on servers which do. This is up from 2 minutes and 5 minutes, respectively.
  • Phosphori and Drosera weapons have seen a small boost to their effectiveness.
  • Gave a balance pass to many of the armor pieces in game. Cloth Gloves/Boots are slightly less effective than before, and everything above Nano-fiber has received a small to medium sized boost.
  • Bandages and Painkillers now use a separate timer from normal consumable items such as food. It limits uses to once per 3 seconds.
  • Increased the proc rates of melee weapons by as much in double in many cases.
Miscellaneous
  • Slowed down experience curve as players were gaining levels a little too fast.
  • /wipeme skills and /wipeme respec now require GM privileges, this allows them to be used on local or single player servers but not on normal servers as some players were exploiting this functionality. In the future we will likely add a respec item which players will need to obtain to handle respecs.
  • Those who really want to start over can use /wipeme reset to reset their skills AND LEVEL to level 1 and start over.
  • /setname will also work now as /rename. This will rename your character.
NPCs
  • Increased the health scaling of NPCs after level 10.
Trade Skills
  • Mini-Explosives, Rockets, and Projectile Grenades now consume more resources to create.
  • Reduced the requirement to craft Reclining Beds from 5 to 4 Construction skill.
  • Small Iron Bases can now be created with a Construction skill of 3.
  • Stone Bases can now be created with 2 Construction skill.
User Interface
  • GMs now have a blueish color when using chat so they can be seen apart from normal players.
Bug Fixes
  • Fixed an issue with saves if the player was saved out of bounds. It would cause the player to be destroyed and go into a constant character creation cycle. This is now detected and the player is moved to a respawn point instead.
  • Corrected a problem which could make a player appear to other players have a guild when they were unguilded if you were next to them when they logged in.
  • Improved the collision on the smaller harvestable stones so they are a bit easier to harvest.
  • Fixed an issue that caused the Mouse X sensitivity settings to not take effect.
  • Fixed an issue that allowed you to look thru walls and doors when using first person scope view.
  • Fixed an issue where you would go falling through the ground on death if jumping or in the water.
  • Fixed an issue where the inventory loading on the client would error out if it took to long. The time has been greatly increased and an error message will now print on your screen if it happens. This was causing pushing the inventory key not to show your inventory if you had a lot of bags and items or the server was lagging quite a bit at the time.
  • Adjusted the timeout on both the client and server to be much shorter if no connection is detected.
  • Guild system and guild management window is fully functional again.
  • The melee tooltip no longer erroneously says that it give a bonus to Medical Scanners instead of Melee Damage.
  • Dragging items to your Chat or Recipe windows will no longer cause them to drop into the void.
  • Fixed a typo in the guild chat failure message for an incorrect number of arguments.
  • Fixed a synchronization issue between Combat and Ambient music which could have caused combat music to cut off before it was completed.
  • Fixed some issues with the player caches and names. If you did a /wipeme charactercreation at some point you might want to do a /rename twice, changing your name, then changing it back to fix the server side cache for your name.
  • You can once again place structures on guildmates' bases and in their buildings.


[ 2016-05-02 22:17:33 CET ] [ Original post ]


16.4.11 Build is Now Live

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

  • Fixed collision on wood shack.
Combat
  • Increased NPC damage scaling upwards by a small amount.
GM
  • Added /gm popupmsg to send an info popup to the whole server.
Graphics
  • Increased the brightness of the dropped bag model.
  • Increased the height of walls.
  • Fixed normal map issues in some of the buildings.
Housing
  • Introduced new Force Gates. These are a new type of force field which is designed for use with walls, rather than blocking off doorways. It is matched to the size of the new walls.
  • Gave turrets a huge hit point and armor boost.
Items and Fittings
  • Increased the storage size of Lurker Pouches.
Miscellaneous
  • Exposed a new "skillGainMod" configuration option to servers. This mod will tweak the amount of skill points that players gain per level. Examples: 1.5 = 150% normal rate, 0.3 = 30% normal rate.
NPCs
  • Higher level variations of the Haywire Robots are now named Malfunctioning Robots.
Optimization
  • We've implemented a caching system for player data which should reduce networking footprint.
  • Adjusted npcs to fully despawn after a certain time period vs staying in a hibernated state. This hopefully will lead to better performance over time on the servers.
Skills and Abilities
  • You can now use /wipeme respec to reset your skills and retrain them using a new spec. Unlike /wipeme skills this version does not reset you to level 1.
  • Increased the amount of skills granted as you gain levels slightly. This is not noticeable at early ranks but by high levels it a small increase. It allows you to master 6 skills instead of 4 as the baseline. Older players can use /wipeme respec to upgrade reset their skills to respec.
Trade Skills
  • Calibrite Picks can now be created with a crafting skill of 4.
  • Steel Picks can now be crafted with a Refining skill of 8.
  • Compost Bins and Farming Plots now require 9 Refining skill, where the Carbon and Nitrogen Fertilizers are both a 10 skill requirement now.
  • You can now create Force Gates with an Electronics skill of just 2. These are intended to gate off your walls.
  • Cloth Pouches can now be created with a skill level of 3, instead of 4.
  • Lurker Pouches can now be created with 5 Textiles skill, instead of 7.
User Interface
  • When mousing over skills that you can train on the Character Sheet it will now tell you how many points it will cost to train the next rank.
  • Disabled the guild manager temporarily to address an issue.
  • Corrected calculations used for applying mouse sensitivity. Expect slower mouse movement than before.
  • Gave the camera controls a pass, correcting an issue where changes to pitch did not occur at the same rate as changes to yaw, tweaking some camera collision behaviors, and some small improvements to the camera views while riding in a vehicle.
  • The guild window has had a few cosmetic changes.
Vehicles and Mounts
  • Use of the Off-Road Vehicle key has been temporarily disabled. It will be reactivated after some major vehicle issues are resolved.
Bug Fixes
  • Fixed an issue that could allow the camera to move thru and see behind walls.
  • The music system has seen a number of improvements to correct issues of it becoming out of synch.
  • Fixed an issue with sources (trees, rocks, plants, etc) and how they were being hidden and reintroduced in the game. This was causing for example rocks that you could run through or invisible rocks that you were only getting an outline for.
  • Fixed Cloth Backpack, Lurker Backpack, Leather Pouch, and Lurker Pouch so they can be properly dropped.
  • Fixed the issue where some harvestable plants and bushes were difficult to target.
  • Fixed the bad physics on dropped armor items.
  • Fixed the bad physics on numerous dropped items.
  • Phosphori Beasts had their level tables corrected, they were not scaling at all previously.
  • You no longer mario bounce turrets off the top of your head, they are now placed in front of the direction you are looking.
  • Fixed an issue with camera movement in first person scope view, that could cause the camera pitch to move back to a central location.
  • Fixed it so you cannot place turrets through objects.
  • You should no longer be able to jump and crouch at the same time.


[ 2016-04-29 23:42:54 CET ] [ Original post ]


16.4.10 Build is Now Live

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

  • Removed the sound that plays every time you spend a skill point.
Housing
  • Increased the size of the no build zone around player spawn points.
Major Feature
  • We have made some major changes to our how the master server communicates with game servers in this build. It is our hope that these changes will increase the performance of both the master server and the game servers and eliminate the disconnection issues that have affected many players today.
Player vs. Player
  • Increased the size of the PvP immunity zone around player spawn points. As a reminder, once you leave this zone you are vulnerable to attack, you can not retreat to it for safety.
Resources
  • Increased the amount of animal fat you receive from Rocharus, Rhinocs, and Mubark.
User Interface
  • You now receive a different message when you were able to refill a waterskin by using it during rainfall or while in water, and when you drink from it.
  • Changed the Tip Window's "Ignore Tip" button, making it a bit brighter, and changing the text to say "Don't Show Again", in hopes of it being more clear to click, if you don't want to see this tip any more.
  • The video game option for "Field of View" has had its range restored back to 40-120. A tooltip was added, warning about use of very high or low values.
Bug Fixes
  • Potentially fixed a bug which could cause items in containers to disappear after a crash.
  • Fixed a bug where players could log in before their ghost logged out.
  • Fixed a spawn related issue which could potentially cause a crash.
  • Waterskins are now subject to the consumable item timer delay.
  • Typical UI navigation keys (tab, up arrow, etc) can now be used when setting key bindings.
  • The Tab key (default for showing intro help) now works in UI mode.


[ 2016-04-27 23:57:01 CET ] [ Original post ]


16.4.10 Patch @ 5PM EST

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

  • Removed the sound that plays every time you spend a skill point.
Housing
  • Increased the size of the no build zone around player spawn points.
Major Feature
  • We have made some major changes to our how the master server communicates with game servers in this build. It is our hope that these changes will increase the performance of both the master server and the game servers and eliminate the disconnection issues that have affected many players today.
Player vs. Player
  • Increased the size of the PvP immunity zone around player spawn points. As a reminder, once you leave this zone you are vulnerable to attack, you can not retreat to it for safety.
Resources
  • Increased the amount of animal fat you receive from Rocharus, Rhinocs, and Mubark.
User Interface
  • The video game option for "Field of View" has had its range restored back to 40-120. A tooltip was added, warning about use of very high or low values.
  • You now receive a different message when you were able to refill a waterskin by using it during rainfall or while in water, and when you drink from it.
  • Changed the Tip Window's "Ignore Tip" button, making it a bit brighter, and changing the text to say "Don't Show Again", in hopes of it being more clear to click, if you don't want to see this tip any more.
Bug Fixes
  • Potentially fixed a bug which could cause items in containers to disappear after a crash.
  • Fixed a bug where players could log in before their ghost logged out.
  • Fixed a spawn related issue which could potentially cause a crash.
  • Waterskins are now subject to the consumable item timer delay.
  • The Tab key (default for showing intro help) now works in UI mode.


[ 2016-04-27 20:43:36 CET ] [ Original post ]


Servers are up and Ready for Launch

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.


[ 2016-04-26 21:43:58 CET ] [ Original post ]


16.4.9 Patch Notes

Audio

  • Rifles have new sound effects.
  • Helltyr have new sound effects.
Housing
  • All structures should now be droppable and can be picked up as the blueprint.
  • You can no longer place base structures such that they collide with other structures. (Note, there is still an issue where their legs or the ramp could - to be fixed at a later date.)
  • Increased loading in distance for some larger structures like walls, buildings, and bases.
  • It is now possible to demolish housing items that slightly collide with a building, as long as the colliding building is not above the item to be demolished.
  • Removed steam effect from wood shack door
Items and Fittings
  • Replaced the apple and pillbox models for dropped items with pack models which will not roll down hills or fall through cracks as easily.
  • Changed the model used by traps when dropped on the ground (as a loot item) is now different than the model of the trap itself to make it easier to differentiate.
Miscellaneous
  • Added a short delay between the time a player dies and the respawn window popping onto your screen.
  • You can now spawn at the reclining beds of anyone in your guild.
Player vs. Player
  • Items dropped on servers which feature permadeath on items (Hardcore PvE or any PvP) will now last for five minutes before being cleaned up.
Resources
  • You can now obtain hammer and flint stones when harvesting the small rocks in the desert or snow with your bare hands. Although you should not start in those areas any more, this was made to help players who spread out into those biomes.
  • You can now harvest stones or trees which allow you to harvest with your bare hands while holding a torch. The results are the same as if unarmed. You can not harvest stones which require a pick or hammer though while wielding a torch.
Trade Skills
  • Increased the material requirement to craft Wood and Iron Bases.
  • Decreased the requirement to make Wood Fences, Wood Walls, and Stone Walls.
  • Tweaked the material requirements of Steel Walls to include less Iron but now to have a small Calibrite requirement, as well.
User Interface
  • Added new swimming tip that appears when you enter water. It includes a hint about swimming to help with thirst.
  • Modified the tip window a bit to make it easier to see and read.
  • The hand and housing crosshair icons now show an "E" or "F" hint next to them, to help with confusion on how to loot mobs or interact with housing items. An option to turn this off will be added in the future.
  • Slightly reduced size of hand and house crosshair icons
  • Modified Field of View options to a range of 60-100
Bug Fixes
  • Fixed a bug which was causing many blueprints to disappear upon dropping them.
  • Fixed a typo in the word ricochet in an item description.
  • Corrected a problem with the recently implemented code that was intended to prevent new players from spawning in tougher areas. It was sometimes still allowing players to spawn in the forbidden areas.
  • Fixed a bug which was sometimes spawning 3 Foot Lockers, with only 1 working.
  • Fixed a streaming issue which was causing grass to blur.
  • Fixed spawning location code on NPC spawners that was causing them not to spawn properly. Was causing some major issues in some areas, so be on the look out in areas that seemed to not have much to fight that are now much more populated.
  • Attempted to fix an issue where local structures in a single player or Hosted Coop game could be overwritten by playing online.
  • Fixed an issue with reclining beds, that prevented their ownership from being correctly set. It will now be possible to demolish your newly placed reclining beds.
  • The "/wipeme skills" command which is used to reset skills will now remove any recipes that you previously had attained.
  • Fixed a grammatical issue in the guild leave message.
  • The /guildinvite command will now function properly for players with spaces in their names.
  • Fixed a bug which was preventing players from respawning at reclining beds.
  • Corrected an issue which was allowing players to gain access to Stone Towers which were not supposed to be in the game any more.


[ 2016-04-26 11:55:19 CET ] [ Original post ]


16.4.8 Build Notes

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

  • Tweaked the aggression/hunger levels and aggro radius of many NPCs. In general NPCs will be less aggressive when they are not hungry and less likely to charge long distances at players.
Audio
  • The log in sound is now only played when logging in, and not when respawning.
  • Campfire sounds now obey volume settings.
Graphics
  • Flashlights have new icons.
  • Updated Industrial Station with new model.
  • Added new types of impact effects.
Housing
  • Added sliding doors to Tech Building/Shed/Garage/Tower.
Items and Fittings
  • Using the secondary action while targeting an immobile and undriven vehicle while equipping a crowbar will now result in attempting to flip the vehicle over if it has moved into a bad position.
  • Increased the effectiveness of Exceptional Beam Rifles.
  • Increased the AoE radius of Phosphori Flame Throwers.
  • Added exceptional variations to many items which previously did not support them. This includes every piece of armor that was missing them, among other additions.
Miscellaneous
  • New players will no longer have difficult respawn positions auto-chosen for them.
  • Random Supply Crates should now stay spawned for 5 minutes before despawning and picking a new location.
Resources
  • You can not punch the larger desert or snow rocks to harvest them any longer. You can still punch the smaller rocks to harvest.
User Interface
  • Added a validation to check if player is the name owner on character creation so when /wipeme characvtercreation occurs they have the chance to keep old name or a new one.
  • Text in the crafting list will now scale downwards if a recipe name is too long to fit into the alloted size.
  • Increased the mouse camera move speed (look up/down) compared to character movement (move left/right) by 50%, to give a more even feel between the two. This adjustment value will be available as a game option in the near future.
World
  • Finished up on the fix which fixed the navigational mesh issues, this was halfway complete in the last mini-patch.
Bug Fixes
  • Farming plot statistics should now display properly on clients in online mode. Previously this information was not being replicated properly and showing up as 0 levels of water, carbon, and nitrogen.
  • Fixed a typo in the Mini-Explosive Launcher description.
  • Fixed some more issues with the profanity filter having issues with some clean words.
  • Fixed a typo in the Haywire Robot name.
  • Removed scaling from some models to test to see if this eliminates the ragdoll issues. This will result in some mobs being differently sized as before, and is a test. If this fixes the ragdoll issues we'll reimport the models at their previous size. Rhinocs are the most notable difference.
  • Fixed an issue where some combat code was attempting to run on the client for NPCs. This fixed an issue with the turrets and other pets.
  • Fixed some spawner related issues in the northwest section of the map.
  • Melee weapons will no longer cause sparks when hitting cloth, grass, leaves, snow, or dirt.
  • Fixed an issue that sometimes prevented the Action Bar and Chat Window from receiving mouse input.
  • Fixed some issues with new Secondary Use actions, such as being able to demolish a targeted building, including if standing near a vehicle that you could otherwise flip with a crowbar.
  • Fixed an issue preventing vehicles from loading back into the game after a server restart.
  • Spawning should now be working properly when selecting a spawn point or waiting it out. There was some issues moving afterwards and what other players were seeing.
  • Fixed an issue that prevented structures from being placed on top of bases or in buildings.
  • Fixed a bug which was allowing small crates to have 45 slots.
  • The invite button of the Guild window should work once again.
  • Fixed an issue which could play entered game or level up sounds for players other than the local player.
  • Fixed an issue which was causing grass to blur in the desert region.
  • Turrets can no longer be affected by bleeding damage or movement modifiers.
  • Flame Traps are no longer referred to as Explosive Traps in damage messages once tripped.
  • Put checks into place to ensure that you can not stun, or cause movement modifiers to dead NPCs or players.
  • Corrected a problem with movement modifier replication online.
  • Wasteland Hounds should now scale up properly at higher levels.
  • Corrected an issue which could cause the server to crash.
  • Smoke Bomb effects should now be replicated to all players nearby.


[ 2016-04-25 05:59:43 CET ] [ Original post ]


NDA Lifted and Fragmented give to all Repopulation Owners

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.


[ 2016-04-23 23:45:03 CET ] [ Original post ]


16.4.6 and 16.4.7 Build Notes

We applied two patches in the early morning today. Full build notes are listed below: AI

  • Optimized AI code.
Audio
  • NPCs can now play different sound effects when they do their special abilities.
  • Robots have new sound effects.
  • Added new sounds which will play when you level or skill up, and when you log into the game or respawn.
  • Wood doors now have their own sound effects.
  • Medical scanners have new sound effects.
  • Vehicle sounds can now be controlled by the Game Options Audio settings, as effects.
GM
  • Added /gm kick and /gm ban. Kick will disconnect a player (they can reconnect). Ban will prevent a player from being able to connect to the server. Bans are persistent and should be saved when added. You can ban an offline player if you know their steam ID.
  • Improved server side logging system.
Graphics
  • Made new AoE effects for the crawler bots and medical bots.
  • Improved flame thrower particles.
Housing
  • You can no longer place housing items down on other structures (bases or buildings) that do not belong to you or your guild.
  • All player placed housing containers, buildings, and other non prop structures can now be demolished by their owners.
  • Increased the radius of structure blocking triggers near spawn points so players can not build too close to respawn areas.
  • Campfires now have a more consistent burn time, even after a server restart.
  • Props can now be demolished using the Housing Options menu. Note, there is an unresolved issue with campfires, but owning players should now be able to demolish all other housing items they have placed in the world.
  • Improved the open/close behavior of the wood shack's door.
  • Added the ability to demolish crates, bases, and wood shacks. (More structures and props will be added soon). To initiate the demolition, target the structure so that the housing icon replaces the crosshairs, then press your Secondary Use key (F by default). A new Housing Options menu will appear, where you can choose to demolish the targeted structure. Note, you will have a chance to confirm the demolition before it completes.
  • Added a Garage door to the TechGarage
  • Vehicles, with drivers, can now trigger opening of doors, making it easier to drive into your garage.
Items and Fittings
  • Introduced Crowbars. These can be used as a crude melee weapon, but what in the future you'll be able to use the secondary use key ('f' by default) to use them to flip over vehicles which have flipped upside down. This did not quite make the patch but will be functional in the future.
  • Introduced new Health Stims. These new medical items are heals over time. They restore a larger amount of health over time than food, but do not restore any hunger. The intended use for these stims is before or during tough encounters.
  • Introduced new Smoke Bombs. These items create a cloud of smoke in the immediate vicinity which can be used to obscure your position from other players.
  • Slightly reduced the amount of instant healing done by Bandages. Quality Bandages and Painkillers are unchanged, however.
  • Skinning Stones and Stone Knives now have a small chance to cause Bleeding.
  • Weapons received a balance pass to their proc rates. This included a small increase to proc rates of many weapon types.
  • Swords now have slightly longer range and do slightly more damage than axes, to compensate for not being able to harvest when using them.
Miscellaneous
  • After death players now have 15 seconds to select a respawn point which will include the locations of any Reclining Beds that they personally own, as well as other nearby spawn points. If you do not select a spawn point one will be chosen for you automatically.
  • Added login logging to its own log file.
  • Slightly increased the distance allowed for picking up items off the ground or looting mobs.
NPCs
  • Introduced two new types of rare robots. They drop electronic parts.
  • Setlang Alphas have become more rare.
  • Reduced the damage output of common Setlang.
  • Introduced a new red sub-species of setlang which can be found in parts of the desert regions. They are slightly more difficult than the forest variations, but not nearly as tough as the kaavo hounds.
Optimization
  • Optimized lighting from fires on vehicles.
  • Optimized the in-game map.
  • Optimized vehicle headlights. They now have less overlap and only display in medium or high levels of detail.
Pets
  • Introduced new Medical Bots. These robots will follow you around healing nearby players perodically.
  • Crawler pet AI is now unique as originally intended. They will roam around in a general area and attack enemies with a lower powered AoE attack. The intent of these mobs is primarily as base defense. They are more effective against players than NPCs.
  • Pets should no longer attack other pets owned by the same player.
  • Pets and Turrets should now react better to players after a relog.
  • Pets and turrets are not able to attack other players on PvE servers.
  • Setlang pets are now capped at level 3.
Player vs. Player
  • Players are now immune to PvP when they respawn from an escape pod until they move a little distance away from it. This distance is the same as the building free zone around spawn points. You will lose that immunity as soon as you move outside of this distance, however. This move is intended to discourage players from camping respawn points. If you are on a PvP server you will be warned when you lose your immunity.
Trade Skills
  • Medical Scanners have had their Electronics requirement reduced from 8 to 7.
  • You can now create Smoke Bombs with a Refining skill of 2.
  • You can now create Medical Bots with an Electronics skill of 8 or higher.
  • Health Stims can now be created with a Survival skill of 5 or more.
  • Crowbars can now be crafted with a Refining skill of 4.
User Interface
  • There is now an option to abort character creation and return to the server selection menu.
  • Updated the Target UI (red bar) to use a formatted display name for housing structures (e.g. "Wood Base" instead of "WoodBase")
  • The action bar can once again be hidden via the Ctrl+Z toggle.
  • Reduced the default chat font size from 20 to 16. Note, this will only effect brand new players. You can change your chat font size in the Game Options window, under the Game tab.
  • It is now possible to change the chat font size by entering a value in the text box next to the slider.
  • When in UI mode, you can no longer zoom in/out, but using the scroll wheel to scroll chat and other windows should now work.
  • Added an option to open your targeted crate, to the Housing Options menu.
  • Main menu when starting the game now has an IP/Port field for manually connecting to a server.
  • Message area (yellow text) is now a bit wider and the font size was reduced slightly to fit most messages into a single row.
Vehicles and Mounts
  • Vehicles are now persistent.
  • Vehicles will now be removed from the world 30 seconds after they have been destroyed.
Bug Fixes
  • Fixed a bug which was allowing players to damage other players on PvE servers when using AoE damage.
  • Fixed an issue with Combat Music.
  • Closed bottom space of the wood base.
  • Fixed an issue that could sometimes cause the ActionBar to be inactive on startup.
  • Repaired some problems with players being able to damage things they shouldn't have with certain weapon types.
  • After a resource has been depleted from harvesting, the animation will now immediately stop.
  • Altered the dropped item model of some models which were having issues with falling through terrain when dropped.
  • Pets should no longer attack their owners.
  • Fixed a farming plot replication issue.
  • Sweet Stalk and Twigs no longer share the same icon.
  • Fertilizers and Wood Chips no longer display 0/20 drinks in tooltips. NOTE: If you have an old version it will still display this but new items have that text bug removed.
  • Fixed an issue that could cause the chat and action bars to be unresponsive.
  • Fixed the Locomotion blends of NPCs which had incorrect blend animations.
  • Fixed an issue which allowed players to walk through other players force fields by walking backwards.
  • Fixed Lurker Chieftain's display name as they were showing up as just a regular Lurker.
  • Flame Thrower Ammunition is now properly referred to as Fuel Containment in the tooltips.
  • Fixed an issue with the first time opening the map in a session would not keep player in game mode, e.g. unable to move character after opening map.
  • Fixed a respawn related bug which was calling a timer that did not exist.
  • Robots no longer float slightly above ground.
  • Fixed a bug which was causing pets to ignore NPCs.
  • Setlang pets are no longer named "NPC" when you target them.
  • Fixed a Projectile related crash issue.
  • Fixed a bug with the login sound repeating.
  • Fixed a bug which was disallowing you to hold down the left mouse button or the E key to harvest or attack.
  • Partially corrected an issue which was causing mobs to not spawn sometimes in places where they should be. This was an issue related to building navigational points. This required us to go through many spawners and correct them. Since this wound up being a mini-patch (in a half day) to respond to some issues with last nights patch we only managed to get about half of the spawners updated in this build. The rest will be fixed in the next patch.
  • Fixed an issue with loading of saved vehicles. There is a small chance that lost vehicles (if any) will be found again, but not guaranteed.
  • Removed debug text from settings loading.


[ 2016-04-23 13:36:55 CET ] [ Original post ]


16.4.6 and 16.4.7 Build Notes

We applied two patches in the early morning today. Full build notes are listed below: AI

  • Optimized AI code.
Audio
  • NPCs can now play different sound effects when they do their special abilities.
  • Robots have new sound effects.
  • Added new sounds which will play when you level or skill up, and when you log into the game or respawn.
  • Wood doors now have their own sound effects.
  • Medical scanners have new sound effects.
  • Vehicle sounds can now be controlled by the Game Options Audio settings, as effects.
GM
  • Added /gm kick and /gm ban. Kick will disconnect a player (they can reconnect). Ban will prevent a player from being able to connect to the server. Bans are persistent and should be saved when added. You can ban an offline player if you know their steam ID.
  • Improved server side logging system.
Graphics
  • Made new AoE effects for the crawler bots and medical bots.
  • Improved flame thrower particles.
Housing
  • You can no longer place housing items down on other structures (bases or buildings) that do not belong to you or your guild.
  • All player placed housing containers, buildings, and other non prop structures can now be demolished by their owners.
  • Increased the radius of structure blocking triggers near spawn points so players can not build too close to respawn areas.
  • Campfires now have a more consistent burn time, even after a server restart.
  • Props can now be demolished using the Housing Options menu. Note, there is an unresolved issue with campfires, but owning players should now be able to demolish all other housing items they have placed in the world.
  • Improved the open/close behavior of the wood shack's door.
  • Added the ability to demolish crates, bases, and wood shacks. (More structures and props will be added soon). To initiate the demolition, target the structure so that the housing icon replaces the crosshairs, then press your Secondary Use key (F by default). A new Housing Options menu will appear, where you can choose to demolish the targeted structure. Note, you will have a chance to confirm the demolition before it completes.
  • Added a Garage door to the TechGarage
  • Vehicles, with drivers, can now trigger opening of doors, making it easier to drive into your garage.
Items and Fittings
  • Introduced Crowbars. These can be used as a crude melee weapon, but what in the future you'll be able to use the secondary use key ('f' by default) to use them to flip over vehicles which have flipped upside down. This did not quite make the patch but will be functional in the future.
  • Introduced new Health Stims. These new medical items are heals over time. They restore a larger amount of health over time than food, but do not restore any hunger. The intended use for these stims is before or during tough encounters.
  • Introduced new Smoke Bombs. These items create a cloud of smoke in the immediate vicinity which can be used to obscure your position from other players.
  • Slightly reduced the amount of instant healing done by Bandages. Quality Bandages and Painkillers are unchanged, however.
  • Skinning Stones and Stone Knives now have a small chance to cause Bleeding.
  • Weapons received a balance pass to their proc rates. This included a small increase to proc rates of many weapon types.
  • Swords now have slightly longer range and do slightly more damage than axes, to compensate for not being able to harvest when using them.
Miscellaneous
  • After death players now have 15 seconds to select a respawn point which will include the locations of any Reclining Beds that they personally own, as well as other nearby spawn points. If you do not select a spawn point one will be chosen for you automatically.
  • Added login logging to its own log file.
  • Slightly increased the distance allowed for picking up items off the ground or looting mobs.
NPCs
  • Introduced two new types of rare robots. They drop electronic parts.
  • Setlang Alphas have become more rare.
  • Reduced the damage output of common Setlang.
  • Introduced a new red sub-species of setlang which can be found in parts of the desert regions. They are slightly more difficult than the forest variations, but not nearly as tough as the kaavo hounds.
Optimization
  • Optimized lighting from fires on vehicles.
  • Optimized the in-game map.
  • Optimized vehicle headlights. They now have less overlap and only display in medium or high levels of detail.
Pets
  • Introduced new Medical Bots. These robots will follow you around healing nearby players perodically.
  • Crawler pet AI is now unique as originally intended. They will roam around in a general area and attack enemies with a lower powered AoE attack. The intent of these mobs is primarily as base defense. They are more effective against players than NPCs.
  • Pets should no longer attack other pets owned by the same player.
  • Pets and Turrets should now react better to players after a relog.
  • Pets and turrets are not able to attack other players on PvE servers.
  • Setlang pets are now capped at level 3.
Player vs. Player
  • Players are now immune to PvP when they respawn from an escape pod until they move a little distance away from it. This distance is the same as the building free zone around spawn points. You will lose that immunity as soon as you move outside of this distance, however. This move is intended to discourage players from camping respawn points. If you are on a PvP server you will be warned when you lose your immunity.
Trade Skills
  • Medical Scanners have had their Electronics requirement reduced from 8 to 7.
  • You can now create Smoke Bombs with a Refining skill of 2.
  • You can now create Medical Bots with an Electronics skill of 8 or higher.
  • Health Stims can now be created with a Survival skill of 5 or more.
  • Crowbars can now be crafted with a Refining skill of 4.
User Interface
  • There is now an option to abort character creation and return to the server selection menu.
  • Updated the Target UI (red bar) to use a formatted display name for housing structures (e.g. "Wood Base" instead of "WoodBase")
  • The action bar can once again be hidden via the Ctrl+Z toggle.
  • Reduced the default chat font size from 20 to 16. Note, this will only effect brand new players. You can change your chat font size in the Game Options window, under the Game tab.
  • It is now possible to change the chat font size by entering a value in the text box next to the slider.
  • When in UI mode, you can no longer zoom in/out, but using the scroll wheel to scroll chat and other windows should now work.
  • Added an option to open your targeted crate, to the Housing Options menu.
  • Main menu when starting the game now has an IP/Port field for manually connecting to a server.
  • Message area (yellow text) is now a bit wider and the font size was reduced slightly to fit most messages into a single row.
Vehicles and Mounts
  • Vehicles are now persistent.
  • Vehicles will now be removed from the world 30 seconds after they have been destroyed.
Bug Fixes
  • Fixed a bug which was allowing players to damage other players on PvE servers when using AoE damage.
  • Fixed an issue with Combat Music.
  • Closed bottom space of the wood base.
  • Fixed an issue that could sometimes cause the ActionBar to be inactive on startup.
  • Repaired some problems with players being able to damage things they shouldn't have with certain weapon types.
  • After a resource has been depleted from harvesting, the animation will now immediately stop.
  • Altered the dropped item model of some models which were having issues with falling through terrain when dropped.
  • Pets should no longer attack their owners.
  • Fixed a farming plot replication issue.
  • Sweet Stalk and Twigs no longer share the same icon.
  • Fertilizers and Wood Chips no longer display 0/20 drinks in tooltips. NOTE: If you have an old version it will still display this but new items have that text bug removed.
  • Fixed an issue that could cause the chat and action bars to be unresponsive.
  • Fixed the Locomotion blends of NPCs which had incorrect blend animations.
  • Fixed an issue which allowed players to walk through other players force fields by walking backwards.
  • Fixed Lurker Chieftain's display name as they were showing up as just a regular Lurker.
  • Flame Thrower Ammunition is now properly referred to as Fuel Containment in the tooltips.
  • Fixed an issue with the first time opening the map in a session would not keep player in game mode, e.g. unable to move character after opening map.
  • Fixed a respawn related bug which was calling a timer that did not exist.
  • Robots no longer float slightly above ground.
  • Fixed a bug which was causing pets to ignore NPCs.
  • Setlang pets are no longer named "NPC" when you target them.
  • Fixed a Projectile related crash issue.
  • Fixed a bug with the login sound repeating.
  • Fixed a bug which was disallowing you to hold down the left mouse button or the E key to harvest or attack.
  • Partially corrected an issue which was causing mobs to not spawn sometimes in places where they should be. This was an issue related to building navigational points. This required us to go through many spawners and correct them. Since this wound up being a mini-patch (in a half day) to respond to some issues with last nights patch we only managed to get about half of the spawners updated in this build. The rest will be fixed in the next patch.
  • Fixed an issue with loading of saved vehicles. There is a small chance that lost vehicles (if any) will be found again, but not guaranteed.
  • Removed debug text from settings loading.


[ 2016-04-23 13:36:35 CET ] [ Original post ]



Fragmented
Above and Beyond Technologies
  • Developer

  • Above and Beyond Technologies
  • Publisher

  • 2017-08-15
  • Release

  • Action Indie RPG Singleplayer Multiplayer Coop
  • Tags

  • Game News Posts 61  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
  • Controls

  • Mixed

    (1578 reviews)


  • Review Score

  • http://www.fragmentedgame.com/
  • Website

  • https://store.steampowered.com/app/441790 
  • Steam Store

  • The Game includes VR Support



    Fragmented Depot - Linux [7.93 G]

  • Public Linux depots

  • You awaken stranded on a hostile alien world, after your journey to colonize the planet. Rhyldan, takes a catastrophic turn. Armed with only your fists, your wits and fragments of knowledge buried deep within a damaged clone’s mind, you must ensure the survival of the human race. Harvest local resources to get started, and hunt wildlife with crafted weapons to provide food and protection from the elements. As you survive you will regain access to knowledge and important skills to aid in your survival. Unlock advanced technologies to build giant structures, advanced weaponry and defenses, tame the wildlife, engineer and grow new living species, build robots and vehicles and use it all to support your allies or crush your enemies.

    Fragmented is available in multiple rulesets allowing for PvP focused content, or working together with other players to survive against the environment. Play online or in single player mode. Players will have the option to host their own servers as well and tweak many of the settings to provide an easier experience or a much more harsh experience including hardcore options.

    Skills



    Surviving in the world of Fragmented has its advantages. As you gain more experience you will be able to unlock higher level skills opening up different play styles and survival options. You can focus on combat related skills to take the fight to the wildlife or your enemies or you can focus on skills that will improve your base and your storage capabilities. Fragmented features a level system that grants points you can spend on a handful of skills to better customize your character. You can spend the points on the following skills.

    • Construction allows you to create buildings, props, storage containers, and various types of crafting stations.
    • Electronics includes the creation of Electronic Devices, Turrets, Medical Scanners, or Robotics.
    • Melee provides bonuses in melee combat, as well as the creation of melee weapons and tools.
    • Ranged provides bonuses in ranged combat, and allows creation of ranged weapons and grenades.
    • Refining is used to process raw materials, unlocks harvestables, and creates tools.
    • Subsistence reduces the effects of hunger and thirst, and allows the creation of foods, drinks or medical compounds. It also includes genetic engineering on the high end.
    • Survival increases your health and allows the creation of traps, torches, and campfires, as well as basic tools and waterskins.
    • Textiles is used to create armor, clothing, pouches, and backpacks.

    Harvesting



    There are many different types of harvestable resources in the world, including dead creatures. Primitive tools will get you the basics, but you will need to build better tools to achieve better results and to gain access to rare materials. Creatures also increase in difficulty as you venture out, including boss encounters and other surprises.Using better tools and fighting harder creatures you also can run across rare resources that can used to create even more powerful weapons and tools.

    Rulesets and Hosted Servers



    Fragmented will be offering a variety of ruleset configuration options, catering to many different playstyles. This includes PvE and PvP options, both with casual, normal, and hardcore modes, all available on the official servers. If you wish to host your own server, you will have control over those options, as well as having more granular control over the other aspects of the game, such as food/thirst rates, damage, mob difficulty, experience gained and several others.
    GAMEBILLET

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