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.
- Introduced many new inventory icons.
- 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.
- 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.
- Updated Chinese Localization.
- Updated Spanish Localization.
- 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.
- 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.
- 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.
- 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.
- 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 ]
🕹️ 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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