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Fallen Earth

Fallen Earth 

Fallen Earth  » And yet another huge patch tomorrow

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33 posts found
  zymurgeist

Elite Member

Joined: 12/24/04
Posts: 4045

 
11/11/09 8:00:25 PM#1

 

Fallen Earth Version 1.1.4

General

Fixed a bug that could cause horses and vehicles to disappear.
Fixed multiple memory leaks.
Fixed a crash bug related to inadvertently removing a character from the scene.
Fixed a bug where prepared attacks didn't clear themselves properly if you switched weapons.
Changed round-robin looting to allow the entire team to loot if the next looter is out of kill range.
Fixed a bug that caused some NPCs to become invulnerable upon crossing a server boundary.
Prevented players who are considering a team from looting the team’s kills before joining.
Fixed a bug where a horse or vehicle could become unmountable.
·Updated Townsperson faction penalties so that they no longer cause a player to lose faction with all other major factions.
·Fixed a bug where creatures with Townsperson faction would sometimes not give any faction reward when killed.

Fixed a bug that kept Deliver missions from showing a waypoint if the player had to make inventory space for the item.

UI
·Fixed a possible crash with the Recipes filter

PvP

Updated faction awards so that players receive twice the faction for killing another player as for killing an NPC.
Updated Death Toll awards so that players receive half of the normal Death Toll for killing someone from the same guild or with the same highest faction and none at all for killing someone on the same team.
·Prevented players from receiving Death Toll or faction from a team member using the /unstuck command.
·Modified and balanced the debuff for killing lower-level players. It now increases depending on the difference in level.

Mounts
·Fixed an issue with mounts disappearing after being repaired.

Conflict Towns

Re-balanced all conflict town faction guards to distinguish between guards in camps and the reinforcements that show up when the town is in faction control.
Standardized names and uniforms for all faction guards.
Standardized re-spawn times for faction camp guards to 2 minutes.
Lowered the chase range on all conflict town camp guards.
Updated all faction guards to be social and become hostile to enemy players at 20m.
Standardized faction rewards for killing faction guards in all conflict towns.
Fixed conflict town merchants so they no longer show duplicate items.

Creatures

Updated all Gaunt's Raiders, Blade Dancers, Gully Dogs, Night Wolves, Devil's Own, Survivalists, and Earthbound in the game to provide Townsperson faction when killed.
Added a Boss tag to Krawler, Case 92, and Fangspite.
Updated the Displacer Disciples and Renegades to use the correct mutations.
Updated the stats on the Bounty Hunter target Nathan Kulagina.
Modified all faction town guards with much higher stats.
Decreased the range and duration damage on a creature poison effect.
Decreased the initial damage on a creature acid effect.

Items

Removed Ketchup and Salad Dressing from random humanoid drops.
Changed Edible Creeper Meat to count as Edible Meat rather than Questionable Meat and increased its cost.
Changed the cost and stack count of Bug Farm Surprise and the components needed to make it.
Changed the components for the Bug Farm Corndog recipe and increased the item’s stack count.
Increased the level of the Muscular Regulator Schematics, in keeping with the level of the item it teaches, and adjusted its Attribute and Skill requirements.
Changed the Suppression 8 recipe to be taught by the Suppression 8 knowledge.
Reduced the Empathic skill requirement for the Empower 5 injector.
Corrected the description of the Combat Motorcycle Key to represent the actual stats of the Combat Motorcycle.
Edited the Biodiesel Motorcycle Key description to fix a text cutoff.
Changed the components for the Advanced Trauma 2 Instructions and Improved Trauma 3 Instructions.
Increased the level of Strong Pain Killer to 65, and updated its cost and requirements.
Made Vehicle Weapons 1 Schematics tradeable.
Increased the level of and requirements for the Frame 2 Schematics.
Increased the skill requirements and gains for the Mil-Spec Brush Axe and updated its field and facility crafting times.
Changed all faction chest armor and Researched Suits so they can be worn over a shirt.
Changed the level and description of Flag of Truce, Vol. 1 to 55.
Moved the recipe for the Feral Grip 2 injector from Primal Injectors 3 to Primal Injectors 2.
Changed all Lightbearer faction pants so they no longer occupy the lower leg.
Changed the components for the Crude Petroleum Gauze Kit recipe.
Changed the skill requirement and gains for the Strong Antibiotic recipe.
Moved the recipe for the Antibody 3 injector from Patho-Transmission Injectors 2 to Patho-Transmission Injectors 3.
Changed the components for the Security Boots recipe.
Reworked the recipe for the Rockhound's Loupe Visor to use a larger number of lower-level components and give a constant +10 Geology bonus when equipped rather than an activated +40. Edited the tooltip for the item to specify the amount of Geology gained.
Corrected the Equilibrium Shock 6, 7, 8, 9, and 10 recipes to produce the right item.
Changed the components for the Average Disease Treatment recipe.
Changed the Dielectric Anti-Rad Goggles to provide radiation resistance all the time.
Rebalanced the Crude Viral Gun to do more damage, use a larger clip, and be slightly slower.
Changed the components for the Crude Tranquilizer Gun recipe.
Fixed Sam's Favorite Gun to allow it to be holstered.
Changed stacking on Functioning Computer Chips, Creeper Crystals, and Impure Pheromone to 20.
Changed Muscle's Crippling Toxin to a no-trade item.
Removed all charges on the Hard Target Visor, as it no longer has a function.
Fixed Crude and Impure Viral Bombs to properly apply their disease DOT effect without knocking the target down.
Fixed the effect text for the Forced Restraint 1 Injector.
Fixed the tooltips on Survivor training books (all available ranks) to list the proper amount of resistance granted.
Corrected Pain Killers of the Crude, Impure and Average varieties to no longer stack, and so the effect can be removed.
Changed Reading Glasses to sort into the correct tab. They also now have a Perception bonus while equipped.
Changed Sgt Kinney's Shades and Beret to sort into the correct tab.
Changed the Ornately Carved Skull reward item to "Ornately Carved Skull Trophy" to denote its actual use, and changed the tab into which it sorts.
Removed the First Aid requirement on the Crude Petroleum Gauze Kit tradeskill item.
Changed the stack size on all varieties of Vitamin Shot to 20.
Changed the Naturalist’s Field Goggles, Polarized Goggles, Predictor Goggles, Marksman’s Goggles, Shadowfinger Goggles, Focus Crystal Lenses, and Pistoleer’s Vistor to apply constant bonuses instead of on-use effects.
Corrected the tooltip for the GT 00843 Blood Fortifier to display the proper duration of 1 hour.
Changed the Citizen's Herbal Remedies to stack to 20 like similar consumables.

Merchants

Removed Crude MediGraft from all merchants since it is a researched item.
Added default conversations to faction merchants who didn’t have them.

Mounts

Increased the Strength of the Franklin’s Rider Horse and the Challenger Horse.

Missions

Removed an item drop, “Anonymous Letter,” that no longer has a use.
Altered the maximum number of spawns allowed in the world by Defend missions and set most of them to a standard number. This should prevent the scattered reports of too many mission-related spawns clumping in an area and assaulting players, no spawns generating for missions, and players having to fight a large number of spawns to start a Defend mission.

Mutations

Increased the base chance to resist a mutation to 10%.
Removed the activation time of Vile Strike.
Corrected the reuse time on Ignore Pain (all ranks) to properly be 10 seconds instead of 30.
Changed Regenerate (all ranks) so that it is now removable.
Corrected the tooltip for Renew Consciousness 5.
Reduced the reuse time on Molotov Mutation (all ranks) to 10 seconds.
Reduced the stun duration on Catastrophic Dissonance (all ranks) to 2 seconds.

Skills

Increased the base chance to resist a skill-based attack to 10%.
Reworked the functionality of Group Tactics auras to work as they were originally intended. Players should no longer experience two cycling buffs that appear and disappear from their buff bars randomly. The aura should display as a constant buff that continues to pulse its effects every six seconds to those within range of the individual supplying the aura. Multiple auras will not stack, only the highest power level aura that is currently in use by a group.
Increased the benefit of Organize (all ranks).
Corrected the Knowledge requirement for Inspiration 3 so that it properly checks to see if you've learned Inspiration 2.
Removed the activation time on Puncture (all ranks).
Changed One Shot, One Kill (all ranks) so that its damage ignores ballistic armor.
Fixed Overwhelm (all ranks) and Suppressive Attack (all ranks) so that the use of it will properly aggro NPC targets.

Vehicles

Changed Interceptors to require a Dexterity of 55.

GlobalTech Storyline

Repaired step two of the mission series “A Web of Lies and Copper” so the target item is functional.
Clarified the goal of step eight of the mission series “Education and Catastrophe.”

Sector One

Changed the mission “The Final Countdown” to group content.
Barrow’s Exchange
Added a No Vehicle and No Mount area around the entrance to the Barrow’s Exchange Mine.
Boneclaw
Moved a sleeping NPC whose feet were sticking through a tent roof.
Clinton Farm
Added a No Vehicle and No Mount around the entrance to Bramby Mine and the Clinton Farm LifeNet pod.
CoG Storyline
Updated the mission “Almost Human” to show a waypoint.
Edited the story text of the mission “Wanted Dead” with hints to the targets’ locations.
Coppermine
Added an XP reward to the mission “Someone Who Knows.”
Corrected a typo in the story text of the mission “Medicinal Purposes Only.”
Renamed the mission “Hot to Trot” as “Coppermine Quick Step” to avoid a duplicate name in New Flagstaff.
Depot 66
Fixed a typo in the text of step eleven of the mission series “The Play's the Thing 11.”
Embry Crossroads
Fixed a vault that was acting like an auctioneer.
Removed a redundant title from the merchant Eli Porter.
Corrected two of the Banker vaults to properly access items.
Highway Bridge
Changed the Cowherds so they don’t respawn instantly.
Linewood
Placed a shirt on the Ballistics trainer Tarina Marshall.
Increased the drop rate and creature spawns for step one of the mission series “Soy Mint Green.”
Corrected a typo in text of step four of the mission series “Billy's Sister.”
Midway
oStandardized Mish Browning and Angel Freeman to behave more like other Questors.

Mowbray
Updated the mission “Death Sentence” to require Judge Acolyte Guards.
Mumford
Changed step three of the mission series “Piece of the Piemaker” so that all Blade Dancer Razors in Mumford will count.
Allowed all steps of the instanced event “Once and for All” to be aborted by players.
Murphy
Changed the Murphy Bandit Drug Vial so that it functions as Crude Painkiller.
Needle Eye
Fixed the NPC Dane Petruska’s clothing so that his arms are visible.
New Toro
Added a No Vehicle and No Mount area at the entrance to New Toro.
Added additional item rewards to the repeatable “Deep Profits” missions, allowing players to complete this side-mission to restock ammo.
Added additional rewards to the “Rage Against the Machine” storyline.
Oasis
Moved an unreachable scavenge node.
Flagged Needletooth Lizard Meat as a mission item.
Made the Franklin’s Riders’ horses invulnerable. They also no longer show floating names.
Changed the mining nodes for the mission for “Fill the Coffers” to a more easily visible model.
Altered step three of the mission series “Fill the Coffers” to complete after the kill without requiring a drop.
Odenville
Removed the No Walk area from around the lake.
Edited the greeting and story text of the mission “Few Wires Short of a Bundle” for clarity.
Gave the NPCs Kelly Westing and Lori Hullen pants instead of the skirts that were making their legs half-invisible.
Updated the Firearms merchant's inventory to include medium and heavy ammunition.
Oilville
Added two more auctioneers to relieve crowding.
Updated the Firearms merchant's inventory to include medium and heavy ammunition.
Corrected a typo in the mission “Back to Raphael.”
Old Kingman
Capitalized the name of the LifeNet system in Old Kingman Prison.
Replaced the target object for the mission “Putting Fears to Rest” with a non-animated version that is larger easier to target.
Corrected the title of the mission “Casta Gaunt Must Die.”
Pass Chris
Changed the mission “Friends in Need” to count only Brutal Throwback Hunters and renamed the target creatures to match.
Pinkston
Moved the attackers for step five of the mission series “Judgment Day” so they won’t spawn on both sides of the fence.
Prevented the NPC Jobe Vincent from remarking on the wrong mission.
Reyes Mine
Added a No Vehicle and No Mount area at the entrance to Reyes Mine #4.
Spider Hill
Fixed a typo in the greeting text of the mission “Power Surge.”
Corrected text in the mission “Spider Hill Horror” to correctly mention Sunshine Corners instead of Dieseltown.
Terance
Corrected a typo in the text of the mission “Makings of a Beast.”
Gave Maura Zero an updated zombie model.
Corrected a typo in the greeting string of step two of the “Losers Weepers” mission series.
Changed the finale for the mission series “A Complex Plan” so that it spawns a boss and minions and flagged it as group content. Altered the dialogue and rewards.
Toro Road
Added a No Vehicle and No Mount area at the entrance to the Impertinence Mine.
Trailer Park
Added a No Vehicle and No Mount area at the entrance to the Hoffa Bunker.
Changed the mission “We Are Not Alone” to end in the Dish Field PvP zone. Adjusted text accordingly and changed mission rewards to account for mission difficulty.
Added a Garage Manager, Stable Manager, Horse Merchant, and Fuel and Feed Merchant at a garage north of town.
Trumbull
Edited the text of the mission “Snail Gas” to correctly indicate the direction of the target.
Watchtower
Removed a duplicate item from the Armor merchant.
Changed the mission item GlobalTac junk so that it also functions as Scrap Copper in crafting.
Removed the obsolete Sunglasses drop from the local Night Wolves.
White Crow Storyline
Added an XP reward to the misson “Raider Referral.”

Sector Two

Fixed county names to now appear above the tactical map.
Fixed the PvP Warning Area around the Dump and Windfarm so it displays properly.
Blaine
Fixed the Medicine merchant’s clothes so her stomach is not invisible.
Credit Bend
Allowed the return step of the mission series “A Dream Is But a Shadow” to create the mission items in case a player destroys them before completing the series.
Devon Township
Added a description to the item for the mission “Bring me the Wine.”
The Dump
Corrected placement of vaults near The Dump.
Fracture
Fixed problem with some Tech Transporters showing up without names.
Removed the faction requirement from the escort target of the mission “Safety Among the CHOTA”
Fixed dialog and NPC issues with the Vista NPC taming the coyote.
Haven
Removed three invisible scavenging nodes from the Medical Center.
Adjusted a path to keep a guard from walking through a building.
Updated the NPC Sister Tonja’s clothing to avoid clipping.
Lost City of Gold
Clarified the story string for step three of the mission series “Provident Elixir 3” and added several additional Junk Pile nodes for the mission.
Amended Thornstinger Seeds to count as Questionable Vegetables in crafting.
Updated step two of the mission series “The Poor and Downtrodden 2” to correctly point to the harvesting nodes needed.
New Flagstaff
Changed a line in the text of the mission “Traveling Turncoat” to refer correctly to New Gallows and not Credit Bend.
Edited the reward text of the mission “Outside Influence” to correctly refer to Bank Officer Fitz as “her.”
Increased the goal ranges for the mission series “Old Time Rock 'n Roll.”
Labeled the NPC Deveraux as a boss.
Fixed the Lost City Foundlings so they are no longer bald.
Post 23
Replaced the item given by the mission “A Matter of Principle” with a mission-only item, Hans Iller's Rifle is now given as the reward.
Pump House
Updated the mission “Global Swarming” so that the mobs spawn correctly.
Sunshine Corners
Corrected a typo in the mission “Chat With CHOTA.”
Edited the goal string of step one of the “Medical Ethics” mission series for clarity.
Flagged step one of the “Gray’s Medical Ethics” mission series to clean up items.
Thorne’s Bluff
Moved the Refine Silk instructions from the Nature trainer to the Science trainer.
Fixed the shirt on the NPC Leala Knobbs.
Tinkersdam
Updated the CHOTA warriors to aggro based on faction.
Flagged the “Tinkersdam Archives” mission series to clean up items.
WASP Mart
Changed a Mining node to a GlobalTech Supply Cache.
Windfarm
Changed the target objects for the mission “Logistics Roundup” so that they more closely fit the description and are easier to locate. Also changed the final delivery step to create any items that the player may have accidentally deleted.
Updated the “Mission Critical Sabotage” mission to use a different object and corrected the location.

Sector Three

Fixed county names to now appear above the tactical map.
Added harvesting nodes to Forest Creepers.
Fixed a spacing error in the name of the White Crow Soldats.
Changed many passive creatures to hostile.
Banker’s Hole
Moved the Refine Silk instructions from the Nature trainer to the Science trainer.
Blackhill
Fixed the Science merchant so that she wears her armor and isn’t bald.
Blackridge
Fixed a typo in the greeting text of the mission “Fed Up!”
Brigg’s Point
Corrected a typo in the story text of step six of the “Access Denied” mission series.
Chemtown
Added Refine Silk to the Science trainer and removed Enhanced Armor 1 to make room for it.
Dieseltown
Set up steps one and two of the “Promise of the Future” mission series to chain properly.
Fixed the mission "Powering Up the Box" so that it doesn’t spam the player with the message "A waypoint has been added on your compass" as much.
Displacer Compound
Added Experimental ATV Parts to the drops from the Weapon Caches.
Earthbound Bunker
Corrected a typo in the story text of the instance mission.
Corrected the spelling of the Redstone Splicer’s name.
Fender Gate
Changed certain faction guards to make them attackable.
Gaia
Moved the Refine Silk instructions from the Nature trainer to the Science trainer.
Hive of the Changed
Flagged the mission “Objective: Recon 17” to show a waypoint and edited the story text.
Park City
Changed step two of the “Bring Down the Gavel” mission series to count only Zealous Judge Purifiers. Renamed the local Judges.
Raven's Roost
Flagged the mission “Another Yo-Yo Mission” as group content.
Repository
Removed Strong Painkiller from the rewards for step four of the mission series “Breaking the Bonds.”
St. Sebastian's
Added a reward Knowledge to the mission “Foresight.”
Tannerfield
Fixed the dialog issues with the prisoner in the "Down the Well" instance.


Trader's Flat
Changed some exploitable Lightbearer interest object NPCs to make them invulnerable.
Warhall
Changed the Starving Wolves so that they do not appear hostile when they are not.
Changed the locations for mission “The Center Cannot Hold.”
Waste Farm
Removed a misplaced Traveler camp guard.
Allowed kills for the mission “Forced Eviction” to also count when players are inside the instanced version of the level.
Reduced the number of spawns per wave for the mission “Dangerous Game.”

Art

Polished assets for improved look and performance:
oRemodeled and textured some residential and public buildings.
oRemodeled and textured several indoor and outdoor objects.

Adjusted the depth of debris piles to prevent underground clipping issues.
Re-arranged the GloboGas truck stop in Credit Bend to fix a number of pathing issues.
·Added a garage near the LifeNet Facility northwest of Sunshine Corners and south of Haven.

Added a garage near the LifeNet Facility southeast of New Toro and northeast of Trumbull.

 

Ok these guys must be sandbagging. They already had the fixes for all this done before launch. No one works this fast do they?

"Any sufficiently advanced incompetence is indistinguishable from malice." ~Greys Law

  donjuanamigo

Novice Member

Joined: 7/28/09
Posts: 272

11/11/09 8:04:07 PM#2

it seems that they can work this fast. good for them if they can.

  Abdar

Apprentice Member

Joined: 3/20/04
Posts: 345

11/11/09 8:05:57 PM#3

Wow.. these guys really are hammering out bug fixes every week. Nice to see they are so on top of things.

  User Deleted
11/11/09 8:10:09 PM#4

It is nice to see them fix a ton of stuff but with so many bugs it makes me wonder if they should have released when they did. I might check this game out again soon if they keep on improving it.

  Arezon

Apprentice Member

Joined: 4/29/05
Posts: 257

11/11/09 8:12:49 PM#5

This is what the AoC Dev team should be doing. Too many damn late night cocktails.

  User Deleted
11/11/09 11:39:59 PM#6

If you're at all interested in Fallen Earth, I wouldn't let the bug list scare you.  I've been playing for three weeks now, and have really had no issues with bugs.  I've only had a few glitches where the crafting ui didn't recognize my crafting tools -- so you put your crafting tool in your vault, log to character screen, then log back in and the issue is fixed.

 

I actually surprised the fix list is this long since I've encountered so few bugs myself.

  zymurgeist

Elite Member

Joined: 12/24/04
Posts: 4045

 
11/12/09 5:35:17 AM#7

It'd 95% the sort of minor bugs that never get fixed in most games. A few minor rebalances. A pinch of new content. Fixing one serious bug with the faction system.

 

Server down for patch until 2:00 PM Eastern.

"Any sufficiently advanced incompetence is indistinguishable from malice." ~Greys Law

  Thillian

Hard Core Member

Joined: 5/31/06
Posts: 2891

11/12/09 5:41:54 AM#8

This is kinda a huge disadvantage of one global server. Their maintainance goes usually through europe prime time. It's gonna be 8pm again when they're done.

REALITY CHECK

  Leethe

Hard Core Member

Joined: 3/12/09
Posts: 607

11/12/09 5:47:18 AM#9

That looks like a solid patch to me. Good on them for staying on the ball. The 1st 6 months of an MMO are a bitch.

There is NO miracle patch.

95% of what you see in beta won't change by launch.

Hope is not a stategy.

  HiGHPLAiNS

Hard Core Member

Joined: 9/27/04
Posts: 2204

11/12/09 6:00:57 AM#10
Originally posted by Thillian

This is kinda a huge disadvantage of one global server. Their maintainance goes usually through europe prime time. It's gonna be 8pm again when they're done.

 

Unfortunately you cannot please everyone.. I am glad they are using just 1 server, its a niche game and to divide a player base between 2 huge servers at this moment in time would be crazy.

As much as I enjoy playing the game, I rather see players complaining about we need another server other than complaining about, we need to merge servers, because their server is a ghost town.

Also with 1 server, you build a stronger community in my opinion. 

I would say if the game becomes a huge success within the year, then I would then consider another server. Right now this game caters to a niche crowd of players and would hold off.

  Spiritof55

Novice Member

Joined: 4/26/05
Posts: 414

11/12/09 6:14:16 AM#11

..........and no fix for the lagtopia that is embry, no fix for the stop & go lag in general.

I'll be proactive here and briefly answer what I know will be said;

"Embry isn't laggy for me.  I dont have lag anywhere" says you.  "Thats great", I say, "but embry is laggy for me."

"Then it must be your pc thats the problem".  I reply, "Yes, it might be my pc, how observant of you."

Those would be my civil replies.

No need for anyone to say those predictable comments.

  Reklaw

Hard Core Member

Joined: 1/07/06
Posts: 4588

Freedom is the will to be responsible to ourselves.

11/12/09 6:41:14 AM#12
Originally posted by Spiritof55

..........and no fix for the lagtopia that is embry, no fix for the stop & go lag in general.

I'll be proactive here and briefly answer what I know will be said;

"Embry isn't laggy for me.  I dont have lag anywhere" says you.  "Thats great", I say, "but embry is laggy for me."

"Then it must be your pc thats the problem".  I reply, "Yes, it might be my pc, how observant of you."

Those would be my civil replies.

No need for anyone to say those predictable comments.

I am sure the lag will smoothen out somewhat, when people get past S1.

I kinda lag alittle at every place where there are lots and lots of people around me, for now that place is Embry, but when I am playing on less peak hours I obviously experiance little to no lag, it's one server, I am even a EU player, as far I know the servers ar in the US, also I lag abit more when I try to ride my horse thru town, running/walking on foot does not make it lag as much. Though I feel it more like little hick-ups. But then again I like my shadows to be shown, I tried playing without shadows on and had hardly any lag, but the lag I encounter with shadow on is like I said just a few hickups, for me not gamebreaking, but could understand if someone totaly frooze it would be gamebreaking. I also know my system isn't considered high end by today's standards.

There are allot of factors to consider what might makes you lag. Sure it might be your computer, who knows?, I mean people complain about things without explaining themselfs, meaning if someone would say they lag and post their comp.specs, connection type we might have a discussion about it being your PC, also the location from where you playing, at what time you are playing could self explain why you might have lag. Also understanding you are playing on 1 server with people from all over the world explains allot atleast if you are somewhat of a experianced gamer.

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YOU do not need to agree with me as I am only SHARING my own opinion which can be different from yours. Thanks to forums we can share our opinions and discus them.

  Wintersbite

Novice Member

Joined: 1/18/07
Posts: 146

11/12/09 6:50:01 AM#13
Originally posted by SaintViktor

It is nice to see them fix a ton of stuff but with so many bugs it makes me wonder if they should have released when they did. I might check this game out again soon if they keep on improving it.

 

Sometimes though you really need players to find out some bugs rather than a handful of beta testers. I guess either way there would have been bugs though.

 

Kudos for bug fixing though.

  Darkholme

Tipster

Joined: 3/02/04
Posts: 1119

"I must not fear. Fear is the mind-killer..."

11/12/09 6:52:10 AM#14
Originally posted by Spiritof55 *stuff about no lag fixes*

Two thing stood out to me in these patch notes that will help with the lag...

One if the fix of multiple memory leaks. Most of those will come in the form of engine tweaks, which is the main culprit for the graphical lag people experience.

The other is...

Polished assets for improved look and performance:
  o  Remodeled and textured some residential and public buildings.
  o  Remodeled and textured several indoor and outdoor objects.

To me this says more fixes to help alleviate the graphical lag.

I guess we will see how much these help later today. They have said the work on tweaking and optimizing the engine will be ongoing. It has already improved quite a bit throughout beta.

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"Searchers after horror haunt strange, far places..." ~ H.P.Lovecraft, "From Beyond"

  zymurgeist

Elite Member

Joined: 12/24/04
Posts: 4045

 
11/12/09 6:52:42 AM#15
Originally posted by Spiritof55

..........and no fix for the lagtopia that is embry, no fix for the stop & go lag in general.

I'll be proactive here and briefly answer what I know will be said;

"Embry isn't laggy for me.  I dont have lag anywhere" says you.  "Thats great", I say, "but embry is laggy for me."

"Then it must be your pc thats the problem".  I reply, "Yes, it might be my pc, how observant of you."

Those would be my civil replies.

No need for anyone to say those predictable comments.


 

Oilville was worse last night. It's inevitable. Deal with it.

"Any sufficiently advanced incompetence is indistinguishable from malice." ~Greys Law

  astoria

Advanced Member

Joined: 11/26/08
Posts: 1685

11/12/09 6:57:26 AM#16

agree, I've encountered very few bugs, but a couple I have, which I /bugged, are on here.

 

Is that a sneaky little buff to Thermal? 10 second on molotov? I thought the recharge was longer before but I am not 100% sure.

"Never met a pack of humans that were any different. Look at the idiots that get elected every couple of years. You really consider those guys more mature than us? The only difference between us and them is, when they gank some noobs and take their stuff, the noobs actually die." - Madimorga

  afoaa

Apprentice Member

Joined: 8/15/07
Posts: 562

11/12/09 9:37:12 AM#17
Originally posted by Darkholme
Originally posted by Spiritof55 *stuff about no lag fixes*

Two thing stood out to me in these patch notes that will help with the lag...

One if the fix of multiple memory leaks. Most of those will come in the form of engine tweaks, which is the main culprit for the graphical lag people experience.

The other is...

Polished assets for improved look and performance:
  o  Remodeled and textured some residential and public buildings.
  o  Remodeled and textured several indoor and outdoor objects.

To me this says more fixes to help alleviate the graphical lag.

I guess we will see how much these help later today. They have said the work on tweaking and optimizing the engine will be ongoing. It has already improved quite a bit throughout beta.

 

The texture changes are one of the things I am most happy about. I have noticed that its the vicinity of certain types of buildings that caused a memory leak on my PC and caused the game to crash over time.

For example I had not problems what so ever in Flagstaff, but Embry and Traders flat would over time cause my game to shut down. And those towns share a lot of building types.

"You are the hero our legends have foretold will save our tribe, therefore please go kill 10 pigs."

  Pookie666

Novice Member

Joined: 7/16/07
Posts: 33

11/13/09 12:06:45 PM#18

 Laughed when I saw your post Spirit. Soooo, agree with what you said. Lag is a major problem and yet folks say, "Oh no i'm fine!"....whatever

I bought the game last week. IMO the game has the "potential" to really, really be a hit, but OMG the laaaaggggggggg. It's ok when you are outside of the towns but go into Embry xroads and you may as well be looking at  a power point presentation slide show, it's that bad.  I really hope they can fix it since all the missions and stuff are IN towns. 

 

*wine* I hope this doesn't end like TR ...that would be 2 in a row for me! Guess I'll have to be forever killing orcs and trolls.

 

Pook

  Euphoryk

Apprentice Member

Joined: 4/30/09
Posts: 464

"A man must live by his principles. Who he is, not what he is."

11/13/09 12:10:42 PM#19
Originally posted by Spiritof55

..........and no fix for the lagtopia that is embry, no fix for the stop & go lag in general.

I'll be proactive here and briefly answer what I know will be said;

"Embry isn't laggy for me.  I dont have lag anywhere" says you.  "Thats great", I say, "but embry is laggy for me."

"Then it must be your pc thats the problem".  I reply, "Yes, it might be my pc, how observant of you."

Those would be my civil replies.

No need for anyone to say those predictable comments.

 

Seems to me someone doesn't know the difference between lag and low framerates!

You sir, have low framerates.

Network lag has never been an issue for me ingame and I have played sine closed beta began.

  Euphoryk

Apprentice Member

Joined: 4/30/09
Posts: 464

"A man must live by his principles. Who he is, not what he is."

11/13/09 12:15:40 PM#20
Originally posted by Pookie666

 Laughed when I saw your post Spirit. Soooo, agree with what you said. Lag is a major problem and yet folks say, "Oh no i'm fine!"....whatever

I bought the game last week. IMO the game has the "potential" to really, really be a hit, but OMG the laaaaggggggggg. It's ok when you are outside of the towns but go into Embry xroads and you may as well be looking at  a power point presentation slide show, it's that bad.  I really hope they can fix it since all the missions and stuff are IN towns. 

 

*wine* I hope this doesn't end like TR ...that would be 2 in a row for me! Guess I'll have to be forever killing orcs and trolls.

 

Pook

 

And another individual who thinks network lag and frameloss are the same thing, they are not, just FYI.

Get a comp that isn't terribad and you should get stable framerates, its as simple as that.

I run on a three year old, single core Sempron @ 2ghz, with 2gb ram on Vista 64 Ultimate, Radeon 3850 Video and I get stable framerates everywhere except certain towns. As expected with my extremely low end system.

I think that is where the real discrepancy lies, people willing to admit they are running low end systems and that there expectations for performance are markedly lower as a result, seem to have alot less complaints about the game and are able to just enjoy it for what it is.

Players that have some idiotic form of E-Pride they choose to hang onto for dear life, don't want to admit that there systems are sub par, and as a result come and complain about issues without even knowing what the real issue is or whether it is fault of the game or there own sub par comp.

Silly.

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