Patch 2.27
Patched on Mon 2011-12-12
Live 12/14/2011
First Night has returned to the wasteland!
It’s that time of year again! the settlers have gathered and are working to bring the first Night Celebrations back to the wasteland, but it’s not going to be easy. Shiva’s Blessed are attacking, retailers are cheap and monsters are everywhere. If anyone is going to do any celebrating, they’re going to need the players help!
Questors can be found in:
Embry Crossroads, Watchtower, Barret Manor, Dieseltown and Los Alamos.
Introducing Faction Territory Control
Factions now have a new way to display their dominance in the new open-world PvP Territory Control system. When it comes to Faction Territory Control, there’s no such thing as alliances. It’s an all-out six-way showdown to see who’s on top.
The new area, just up the road North of Blaine, consists of 13 flag-based control points. These control points work like the ones used in the Faction Control Points system. Seven of those flags exist inside of upgradeable “keeps” that Factions can take and maintain control over. The keeps come with various perks, including access to the new Death Toll Gear. Additionally, holding any of the 13 control points will allow players of that faction to place Harvesters in the surrounding area.
Getting to Territory Control
To get to the area for the first time, take the road North of Blaine.
There are Faction camps in a circle around the outskirts of the area that have Fast Travel terminals to allow easy access to the area in the future.
Keeps
The keeps have destructible doors that must be breached before any opposing Faction can contest control of the keep. The central keep also has destructible walls.
The doors and walls can be upgraded for Death Toll, increasing health and armor.
Players of the keep’s controlling Faction can gain access to the keep via LifeNet pods that have been repurposed as teleporters.
The keeps have a Broken LifeNet Generator that can be enabled with Death Toll to allow your Faction to regenerate at the keep.
The LifeNet Generator is attackable, even from outside the keep, and will cease respawning players if destroyed.
Broken LifeNet generators are invulnerable to attack and cannot be upgraded for the first five minutes after being broken.
The LifeNet Generator has more heath and respawns players with more health as it is upgraded.
Players respawned by a keep LifeNet Generator do not lose buffs from consumables or have their armor decayed.
Keep Amenities
All keeps come stocked with all vaults, a mailbox, an auctioneer, a crafting facility, an all-purpose vending machine, and a Death Toll merchant selling keep upgrades.
The keeps also include Death Toll Merchants that sell old Death Toll gear and components needed to get the new Death Toll gear.
Different components needed for the new Death Toll gear are available at each keep, with the central keep granting access to all of the Death Toll components.
Immunity
All control points will be immune for 60 minutes after being taken by a new Faction.
If a keep has immunity its doors, walls, and LifeNet generators are also immune to attack.
Map Objective Icons
The new dynamic objective map icons are used to relay important information about the status of Territory Control.
Faction icons represent the current controller for each of the control points, and these icons are available on the World Map for any player to see regardless of where they are in the game.
If a control point is under attack, the icon will show flames on it. If the point has immunity, there will be a shield.
If a flag is being contested or if a control point has immunity, information about the time remaining is available in a tooltip when mousing over the map icon.
Control Buffs
If a Faction holds at least one Control Point, all players of that Faction in the Territory Control will get a buff to Pistol, Rifle, Melee, Power, and Precision skills, as well as how much Experience, Faction, and Death Toll they earn.
There are 4 ranks of the effect. You gain one rank per control point your Faction holds, and that caps out at rank 4 (4 or more control points held).
Keep Defense Missions
Each keep has defense missions that players of the controlling Faction can take to earn Death Toll while defending their turf.
Faction Emblem Items
Fixed a bug with the Faction Emblem items that allowed them to be used multiple times without triggering the cooldown.
Art:
Embry Crossroads has been completely reworked with new assets. The original layout was preserved as much as possible, as was NPC and facility placement. Terrain in the surrounding areas was also reworked. Texture load, batch count and poly count were all lowered, which should lead to better frame rate.
Notable changes:
Main ballistics facility moved slightly. This is the only facility that was moved.
Kook Alley basements removed. This could cause issues with anyone who was in one when they logged out.
While NPC placement and overall layout was preserved, the buildings are different enough that some players could end up stuck inside a wall depending on where they logged out.
Chairs that can be sat on now have a cushion placed on them. It's the cushion that needs to be clicked on to activate the sitting animation.
Miscellaneous Notes/Fixes:
Towing costs are now adjusted by level.
A few tradeable generic items have been added for roleplaying. These items can be bought from a new merchant at the bar in Barret Manor.
There are new holiday items – a festive three piece suit, a holiday themed bat, and a new special item that is wearable with any hat.
The Group XP formula has been redone to provide a much larger bonus for groups and to accommodate groups of all sizes up to the raid maximum.
Fixed several issues with respecs where the total cost or total AP was not calculated correctly.
Changed how crafting speed, harvesting speed, and salvaging speed are calculated when players have unusual combinations of buffs and account levels.
PvP:
Death Toll merchants in the Territory Control keeps now sell components required to create new Death Toll items. The item selection varies by keep, and the central keep has all of them.
Death Toll Assembly is available for purchase in the Territory Control keeps. This book contains the recipes for all of the new Death Toll items.
Recipes:
Harvester recipes have been added to Construction. The recipe book for the first tier is available on Construction merchants.
General Construction now contains the recipe to make a Bag of Common Parts, which is used in creating new Death Toll items.
Self-Repairing Membranes no longer require Creeper Hides, only leather.
Harvesters:
Harvesters are the first of several new features that allow players to control resource node harvesting and placement.
Harvesters can only be placed in Territory Control areas. They can only be placed around a keep your faction controls. Each player can only place one harvester in a large area.
Once placed, they spawn resource nodes around themselves and they also collect the same resource internally. Harvesters spawn resource nodes faster the longer they have existed.
Currently anyone can harvest the resource nodes created by the harvesters.
If the nearby keep is taken by a different faction, any harvesters nearby (and any nodes they created) are destroyed.
Only the player who created the harvester can talk to the harvester and get the items the harvester has collected internally. These items are created separately from the resource nodes.
Harvesters cannot be attacked.
Tutorial:
The Technician now has a short chase range.
The Technician is now named Clone Dissector and is flagged as hostile.
The option to skip the tutorial occurs more often and is more obvious.
Krell and Sillby should no longer get stuck in the wrong animation if the player dies in the medical bay.
Krell and Sillby should no longer want go to the medical bay.
Players no longer have to harvest a crafting kit box. Players now get all the crafting kits at the end of the tutorial.
The Training Knowledges are now given out when players finish the harvesting room instead of at the start of the Tutorial.
All abilities related to Training Knowledges show up automatically on the hotbar if you do the full Tutorial.
Elena’s last radio message starts playing earlier. The door from the harvesting room now opens when you finish harvesting, not when the message has completed.
Players who harvest nodes but don’t pick up the items will have new nodes respawn in less than 1 minute. (You can’t level up skills on these nodes, or get more than 2 of each item.)
Locked door messages have been updated and now also appear as banner text.
World Events:
Simple node events have been added to the game. These events spawn harvest nodes in random areas. These events show up on the world map.
Objective Icons:
Objective Icons have been added to the world map for Fast Travel terminals, Progress Towns, Town Events, and non-timed Conflict Towns.
Questors:
Questors now say you are in the wrong faction if your highest faction is wrong for a mission. They used to say your HighFaction attribute was too high or too low.
Patch 2.15
Patched on Tue 2011-11-15
Live 11/16/2011
MAINGEAR Contest:
Activated rare nodes for MAINGEAR Play2Win Contest! Collect the most MAINGEAR Computer Parts on the server and win a high-end gaming PC, a year of Commander Premium and more! For more info, check here!
Bug Fixes:
Fixed some cases where players could lose progress in offline crafting.
Fixed some cases where effects would get stuck on mounts.
Items:
W.H.I.S.P.E.R. and V.A.L.E.T. item costs have been changed to 55 reward points.
Patch 2.1
Patched on Mon 2011-11-07
Live 11/7/2011
Mission:
Experience bonuses from account levels and buffs now apply to most missions.
Faction bonuses from account levels and buffs now apply to most missions.
Adjusted the mission chain “Best Location to Salvage” to account for new node placement.
Added tinfoil to the loot tables of the Gully Dogs in Terance.
Swapped out tinfoil for the mission “End of the Line” in Terminal Woods.
Changed the mission chain “Soundgate” in Black Hill to award Enforcer faction instead of Tech faction.
Adjusted missions that use items that count as leather.
Adjusted the second step in the chain “Replenishing Supplies” so that it no longer rewards “Refine Stimulants”.
Fixed an issue where the Mushroom Grinder for the sixth mission step in the mission chain “A Fool and His Money” is not dropping.
Swift in Chemtown should once again drop siphon parts.
Poison of the Earth is now marked as a Group mission.
Pike Defense in Black Hill now accepts both treated and salvaged wood.
The Basic Needs missions in South Burb no longer have waypoints or send players to the graveyard.
Gelda Lott will give players the Down the Well instance mission again if it was cancelled or failed.
Misc:
Adjusted the amount of plant nodes in Sector 3.
Adjusted the amount of nodes around Blaine.
Adjusted the amount of creatures in Deadfall.
The respec cooldown timer has been removed.
Some remaining NPCs that were missing loot have been fixed, including Throwbacks and CoGs.
Corrected harvest components for black ants, scorpions, wasps, brown bears, and coyotes.
Changed alternate leather drops into the respective leather type. Existing alternate leather items will still count as leather.
Removed humanoid treasure tables from non-humanoids.
Added a chance for protein and raised the chance of biologic chemical from harvesting creatures.
Power's per-point benefit has been slightly increased.
Items:
Fixed several cases where an item could have the wrong number of charges. This would prevent similar items from stacking with each other.
Spiked Hand Wraps now require less Wool and more Leather and Iron to craft.
Reverse Gamma Converters now share a cooldown with other healing items as intended.
Progress Towns:
Progress Town buildings now persist through a server restart.
Crafting:
Nature and geology kits are no longer required to harvest nature and geology nodes.
All crafting facilities are now universal.
Common Carbon Steel is too high-level a component and has been removed from recipes.
Merchants:
Franklin's Riders merchants once again offer a small discount for the goods they sell.
Reduced a rounding error in the merchant Social discount calculation.
Patch 2.0
Patched on Wed 2011-10-12
Free to Play:
Fallen Earth is now Free2Play! What this means, most importantly, is that you can now play Fallen Earth for free, forever! Some specifics:
- All new accounts are classified as Scavenger status, can achieve max level, craft everything, join and start clans and much, much more!
- Players who currently have game time remaining on their accounts will have it automatically converted to Commander Premium.
- Subscribers will be automatically subscribed to the Wastelander Premium plan when their subscription renews.
For more information on Free2Play and Premium features, check
here!
Art:
- Added Tuxedo and Wedding dress vanity items.
- Fixed a shader problem causing texture issue in Hoffa Bunker.
- Moved COG camp from north of Picus Ridge to East of Picus Ridge. Also deleted original.
- Remodeled and textured TV model for visual improvement.
- Remodeled and textured sleeping bag model for visual improvement.
- Updated npc word bubble for visual improvement.
- Made some adjustments to bridges to prevent players from falling through them.
Bug Fixes:
- Added the item “Shiny Necklace” to Armorcraft merchants in New Flagstaff for the second step of the mission chain “Gene-Crossed Lovers”.
- Changed the goal for the mission “What’s For Dinner” to Tainted Meat.
- Fixed an issue where the Sage Plant nodes were not providing Sage Leaf.
- Fixed an issue where Odenville guards would not display the correct torso armor.
- Fixed an issue where the items “Sticky Spider Egg” and “Gooey Spider Leg” were unobtainable for the mission “Spider Chow”.
- Fixed an issue where “Reptile Fangs” were unobtainable for the mission “Not Like the Old Days”.
- Adjusted missions in Picus Ridge involving the CoGs to account for moving camp.
- Changed the model for “Broken Computer Parts” so that they’re more visible among the scrub.
Hotfixes:
- Changed Asher Giaudrone in Boneclaw so he no longer talks like a girl.
- Adjusted the mission "Mutie Raid" in Alpha Zone's Northwest Aid Station so that it no longer completes without killing the Mutant Raiders.
- Increased the timer on the mission "Killing a Merc" in Alpha Zone's Northwest Aid Station.
- Added "Provoke, Vol 5" and "Provoke, Vol 6" to the Melee Trainer in Los Alamos.
- Added "Soften 'Em Up, Vol 1" to the Dodge Trainer in Los Alamos.
Items:
- Tradeskill Kits are no longer tiered.
- Existing higher tier kits can still be used for crafting, or can be converted into a chip refund (right click and select Use). Doing this will also provide you with the new non-tiered tradeskill kits.
- The Ape Goad now does damage.
- The removal of bandages from merchants was not intended; they have been restored.
- Fasteners have been added to more merchants, so that they are easier to locate.
- Loot on many creatures has been added/fixed.
- Any remaining items that were also counted as rare, uncommon, or merchant-only components have been altered to count as common components instead.
- Commander’s Best Crafting Kit has been added to the reward points merchants and Marketplace. This item can be used in place of every type of crafting kits.
Recipes:
- Recipes for higher kits and schematics for higher kits have been deprecated, and these items should no
- longer be sold on merchants.
- Bandage recipes have been adjusted to require less cotton per recipe.
- The number of fasteners required in recipes has been reduced.
Components and Rarity:
Common Components
Common components are easily found in the world, either from harvesting plants and animals, mining or scavenging from the trash that is lying around the wasteland. They also drop frequently from humanoid enemies. These components are used in all tiers of recipes.
Milk
Egg
Meat
Leather
Water
Rubber
Injector
Copper
Silver
Lead
Iron
Gears
Aluminum
Fruit
Vegetable
Sugar
Coal
Bacon
Glass
Paper
Circuits
Wood
Wires
Toxin
Antiseptic
Antitoxin
Healing Accelerant
Grain
Silk
Adhesive
Geologic Chemical
Botanic Chemical
Biologic Chemical
Uncommon components:
Uncommon components are found infrequently in the world, and in hard to reach or dangerous places, such as on very dangerous hostile mobs and in PvP zones. They are primarily used in improved and advanced tier recipes.
Petroleum
Wool
Berries
Plastic
Synthetic Cloth
Berries
Legumes
Protein
Honey
Carbon Steel
Stimulant
Rare Components
These components are hard to come by and very valuable. They are primarily used in advanced tier recipes and can be found in high risk areas, PvP zones and from large scale group encounters.
Computer Chips
Titanium
Radex
Shiva Sample
Antibiotic
Aramex
Ceramic
Merchant components:
These components are primarily found on merchants around the wasteland. They are used in all tiers of recipes.
Alcohol
Spice
Fasteners