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.
- 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.
- Adjusted the volume of the main menu music so it is equal to other music volumes.
- 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.
- 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.
- 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.
- Introduced a new bBroadcastPlayerKills setting which can be used to broadcast PvP kills to the entire server if it is set to true.
- 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.
- 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.
- 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 ]
🕹️ Partial Controller Support
- Fragmented Depot - Linux [7.93 G]
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.
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