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Alpha County Released: 1.9 Patch Notes

Wharg0ulWharg0ul Member Posts: 4,183

http://forums.fallenearth.com/fallenearth/showthread.php?t=81593

 

Content:



Alpha county is here! Hundreds of man hours and even more missions later, clones have finally opened the proverbial flood gates (with a little help from some hard working LifeNet Technicians behind the Wall) and will have immediate access into the Zone.




Coming with this patch, players will have access to the first county of our fourth sector, The Grainway, which encompasses 11 towns, more than 700 missions, two town events, a conflict town where PvPers can battle it out for rare resources, and tons of new and interesting encounter areas. We've also lined up a slew of unique area bosses for larger groups looking for a challenge. This content covers a progression of five experience levels throughout the Zone and will be available to players starting at a minimum of level 50.





Combat Changes:



This is a complete breakdown of every skill line, its abilities and when each rank becomes available.





Armor Use provides a passive bonus to damage resistances, as well as:



· Dreadnaught – This is a stance ability that increases Primary armor and decreases speed. Ranks at: 54, 69, 84, 99, 114, 129, 144, 159, 174, and 189 Armor Use.



· Soak Elements – This is a stance ability that increases Secondary/Tertiary armor and decreases Primary armor. Ranks at: 75, 90, 105, 120, 135, 150, 165, 180, and 195 Armor Use.



Dirty Tricks is a skill line for debuffing opponents. It offers:



· Dirty Steel – This is a prepared attack that reduces the target's armor and does damage over time. It will also stun NPCs. Ranks at: Training, 33, 63, 93, 123, 153, and 183 Dirty Tricks.



· Kneecap – This is a prepared attack that reduces the target's speed. Ranks at: 34, 75, 105, 135, 165, and 195 Dirty Tricks.



· Sabotage – This prepared attack reduces the target's armor. Ranks at: 70, 90, 130, 160, and 190 Dirty Tricks.



Dodge gives a passive bonus, opposing the extra damage provided by the Precision, Power and Weapon skill lines. It also offers:



· Duck And Weave – This stance ability converts a portion of damage taken into stamina damage. Ranks at: 57, 87, 117, 147, and 177 Dodge.



Escape Artist is a defensive skill line that affects your stealthiness on the radar map. It contains:



· Dash – A short speed increase. Ranks at: Training, 57, and 132 Escape Artist.



· Shake It Off – This ability removes negative status effects and snares. Ranks at: 30, 60, 90, 120, 150, and 180 Escape Artist.



· Lucky Break – This raises your save values for a short duration. Ranks at: 69, 99, 129, 159, and 189 Escape Artist.



· Misdirection – This increases your primary, secondary, and tertiary armor values for a short duration. Ranks at: 81, 111, 141, and 171 Escape Artist.



First Aid is a support set, with:



· Resuscitation – Resurrects your target. Ranks at: 39, 99, and 159 First Aid.



· Stanch Wound – This heals your target and increases their health regeneration for an hour. Ranks at: 1, 36, 66, 96, 126, 156, and 186 First Aid.



· Suck It Up – This ability will counter weak status effects and has a short cool-down. Multiple applications will remove stronger status effects. Ranks at: 12, 42, 72, 102, 132, 162, and 192 First Aid.



· Renew – This ability will remove strong status effects and snares. Ranks at: 84, 114, 144, and 174 First Aid.



Group Tactics is also a support set, focused on auras:



· Give 'em Hell – This aura increases your team's Power. Ranks at: 60, 90, 120, 150, and 180 Group Tactics.



· Offensive Coordination – This aura increases your team's critical chance and stamina regeneration, but reduces their ranged and melee defense. Ranks at: Training, 30, 60, 90, 120, 150, and 180 Group Tactics.



· Combat Endurance – This aura increases your team's maximum stamina and gamma, as well as their stamina and gamma regeneration. Ranks at: 42, 72, 102, 132, 162, and 192 Group Tactics.



· Overwhelm – This lowers the target's armor, ranged defense and melee defense. Ranks at: 69, 99, 129, 159, and 189 Group Tactics.



Heavy Weapons offers the player the ability to use grenade and rocket launchers, as well as:



· Soften 'Em Up – This reduces the fire and piercing resistance of those in a small radius around your target. Ranks at: 150 and 180 Heavy Weapons.



· Caltrops – This ability slows those in a small radius around your target. Ranks at: 195 Heavy Weapons.



Melee , together with Precision and Power, determines your bonus critical chance and damage percentage when using Melee weapons and also offers:



· Charge – A short duration ability that gives a bonus to movement, speed and damage. Ranks at: 60, 90, 120, 150, and 180 Melee.



· Provoke – This ability will increase your threat and reduce your opponent's ranged/melee defense. Ranks at: 45, 60, 75, 90, 105, 120, 135, 150, 165, 180, and 195 Melee.



Pistol , together with Precision and Power, determines your bonus critical chance and damage percentage when using Pistol weapons and in addition contains:



· Incendiary Strike – This prepared attack adds a fire DoT onto your regular attack damage. Ranks at: 60, 90, 120, 150, and 180 Pistol.



· Concentration – This toggled ability increases your Precision and Weapon skills, but decreases your melee and ranged defense. Ranks at: 60, 105, 150, and 195 Pistol.



Power, together with the appropriate weapon skill, determines your bonus damage percentage and has:



· Attack Posture – This stance increases your damage. Ranks at: 63, 93, 123, 153, and 183 Power.



· Dent Armor – This prepared attack temporarily reduces your target's armor. It will also stun NPCs. Ranks at: 51, 81, 111, 141, and 171 Power.



Precision, together with the appropriate weapon skill, determines your chance for a critical hit and provides:



· Precise Hit – This is a prepared attack that does additional damage. It also reduces the speed of NPC targets. Ranks at: 51, 81, 111, 141, and 171 Precision.



· Perfect Timing – This is a short duration buff that increases your chance of a critical hit. Ranks at: 63, 93, 123, 153, and 183 Precision.



Rifle, together with Precision and Power, determines your bonus critical chance and damage percentage when using Rifle weapons, plus:



· Agonizing Wound – This prepared attack slows your target. Ranks at: 54, 84, 114, 144, and 174 Rifle.



· Bullseye – This prepared attack does additional damage. Ranks at: 60, 90, 120, 150, and 180 Rifle.



Social in addition to its financial benefits, is a personal aggression control set and has:



· Flag Of Truce – This stance prevents faction NPCs from seeing you as an enemy. NPCs who have already begun to attack you will not be fooled. Only one rank, at 165 Social.



· Inconspicuous – This ability greatly lowers your threat from a targeted enemy. Ranks at: Training, 45, 75, 105, 135, 165, and 195 Social.



· Diplomatic Immunity – While this short-duration ability is active, you are unable to take other actions, but you have increased armor, melee defense and ranged defense. Ranks at: 60, 90, 120, 150, and 180 Social.



Alpha Mutations are intended for the early game, when players do not yet have a full skill bar. They will only increase up to rank 4. The available alpha mutations are:



· Disrupt – This targeted ability reduces your target's melee defense, ranged defense and save ratings for a short time. Ranks at: 9, 30, 51, and 72 Alpha.



· Patch – This is a healing ability that also cures status ailments. Ranks at: 9, 30, 51, and 72 Alpha.



· Gird – This toggled ability raises your maximum health. Ranks at: 9, 30, 51, and 72 Alpha.



· Bolster – This toggled ability raises your maximum stamina and your damage. Ranks at: 9, 30, 51, and 72 Alpha.



Empathy is a support set with:



· Share Life – This combat resurrect ability brings a friend back to life faster than other such abilities, but it does so by lowering your own health. Ranks at: 48, 66, 84, 102, 120, 138, 156, 174, and 192 Empathy.



· Benevolence – This is a direct healing ability which will restore health to you or a target, but the amount restored is greater when used on someone else. Ranks at: Training, 45, 63, 81, 99, 117, 135, 153, 171, and 189 Empathy.



· Restoration – This is a single target, short duration heal over time. Ranks at: 75, 93, 111, 129, 147, 165, and 183 Empathy.



· Preservation – This ability removes status effects from the target. Strong status ailments will require more than one application. Ranks at: 54, 72, 90, 108, 126, 144, 162, and 180 Empathy.



Enhancement is a support line with additional personal defense:



· Calibration – This aura increases your team's primary armor. Ranks at: Training, 48, 66, 84, 102, 120, 138, 156, 174, and 192 Enhancement.



· Ablate – This stance raises your armor. Ranks at: 72, 90, 108, 126, 144, 162, and 180 Enhancement.



· Resilience – This aura raises your team's saves. Ranks at: 60, 78, 96, 114, 132, 150, 168, and 186 Enhancement.



Illumination is a support line providing additional resources and regeneration:



· Endless Reserves – This toggle raises your maximum gamma and stamina, but lowers your maximum health. Ranks at: 60, 78, 96, 114, 132, 150, 168, and 186 Illumination.



· Meditation – This aura raises your team's stamina and gamma regeneration. Ranks at: Training, 51, 69, 87, 105, 123, 141, 159, 177, and 195 Illumination.



Nano-Manipulation is an teammate-focused support set:



· Reconstruction – This resurrects teammates in a cone-shaped area. Ranks at: 48, 66, 84, 102, 120, 138, 156, 174, and 192 Nano-Manipulation.



· Filtration – This ability requires you to aim at your target, but if you hit, it is a very strong status removal that also restores health. Ranks at: 57, 75, 93, 111, 129, 147, 164, and 183 Nano-Manipulation.



· Vital Osmosis – This is a team-only heal in a cone-shaped area. Ranks at: Training, 45, 63, 81, 99, 117, 135, 153, 171, and 189 Nano-Manipulation.



· Revitalize – This ability raises the health regeneration of all allies close to the caster. Ranks at: 72, 90, 108, 126, 144, 162, and 180 Nano-Manipulation.



Patho-Transmission is a support set that debuffs your opponents:



· Sapping Sickness – This is a small targeted area of effect ability that reduces the speed of those hit by it. Ranks at: 72, 90, 108, 126, 144, 162, and 180 Patho-Transmission.



· Wracking Pains – This ability lowers your target's regeneration. Ranks at: Training, 48, 66, 84, 102, 120, 138, 156, 174, and 192 Patho-Transmission.



· Debilitating Weakness – This causes those around you to suffer lowered Power and weapon skills, reducing their damage. Ranks at: 60, 78, 96, 114, 132, 150, 168, and 186 Patho-Transmission.



Primal is a very physical mutation with:



· Primal Vigor – This toggled ability lowers your maximum gamma to raise your maximum health. Ranks at: Training, 48, 66, 84, 102, 120, 138, 156, 174, and 192 Primal.



· Beast Might – This prepared attack costs health, but deals extra damage and has a short cool-down. Ranks at: 72, 90, 108, 126, 144, 162, and 180 Primal.



· Rampage – This ability raises your damage and health for a few seconds and then leaves you weakened. Ranks at: 60, 78, 96, 114, 132, 150, 168, and 186 Primal.



Sonic Influence is a damage-focused set with:



· Sonic Lance – This ability must be aimed at your target, but if you hit, it will cause sonic damage. Ranks at: Training, 48, 66, 84, 102, 120, 138, 156, 174, and 192 Sonic Influence.



· Rending Vibrations – This ability sends out sonic waves that cause damage over time in a cone-shaped area. Ranks at: 72, 90, 108, 126, 144, 162, and 180 Sonic Influence.



· Catastrophic Dissonance – This ability does damage to those nearby. Ranks at: 60, 78, 96, 114, 132, 150, 168, and 186 Sonic Influence.



Suppression is a redistribution support set containing:



· Denial – This lowers your target's maximum stamina and gamma. Ranks at: Training, 48, 66, 84, 102, 120, 138, 156, 174, and 192 Suppression.



· Sap Stamina – This steals some of your target's stamina and adds to your team's. Ranks at: 72, 90, 108, 126, 144, 162, and 180 Sap Stamina.



· Siphon Energy – This steals some of your target's gamma and adds to your team's. Ranks at: 60, 78, 96, 114, 132, 150, 168, and 186 Suppression.



Telekinesis is focused around aimed mutation attacks, with:



· Bend Metal – If you hit with this attack it will reduce your target's armor. Ranks at: 72, 90, 108, 126, 144, 162, and 180 Telekinesis.



· Propel – This has a long cool-down, but does high damage if it hits. Ranks at: 60, 78, 96, 114, 132, 150, 168, and 186 Telekinesis.



· Always Armed – This is a shorter cool-down attack that does lower damage when it hits. Ranks at: Training, 48, 66, 84, 102, 120, 138, 156, 174, and 192 Telekinesis.



Thermal Control is a damage skill set:



· Cold Snap – This will damage your target with cold. Ranks at: Training, 45, 63, 81, 99, 117, 135, 153, 171, and 189 Thermal Control.



· Hypothermia – This will cause your target to take cold damage every second for a duration. Ranks at: 48, 66, 84, 102, 120, 138, 156, 174, and 192 Thermal Control.



· Napalm – This will cause your target to take fire damage over time for a short duration. Ranks at: 57, 75, 93, 111, 129, 147, 165, and 183 Thermal Control.



· Molotov Cocktail – This will cause fire damage to your target, but has a long cool-down and requires standing still while activating. Ranks at: 72, 90, 108, 126, 144, 162, and 180 Thermal Control.





Progress Towns:



· There are now three towns in the game that can be controlled by players or NPCs.



· Progress is north of Credit Bend, Stronghold is west of Park City, and Citadel is in the south part of Deadfall.



After every server restart, Progress Towns are captured and owned by NPCs. When these NPCs are all killed, the town falls under player control. Players can craft various buildings and defenses and build up the town. Approximately every one to two hours the town may be attacked by NPCs who are trying to reclaim the town. You can see when the next attack will occur by talking to the Town Crier in the middle of each town. If there are too few buildings or players in the area when the timer goes off, the attack might not occur and the timer will be reset.





· If the NPCs destroy all the buildings, the town will once again be under NPC control.





Progress Town Buildings:



· Mission Buildings create a mission giver that has a mission to help defend the town. Players can only do one of these missions per day. The missions reward Defense Tokens and experience.



· Merchant Buildings create a convenience merchant as well as a Defense Token merchant. Currently, you can only buy one crafting component with Defense Tokens in Progress and Stronghold and three components in Citadel.



· Storage Buildings give players access to a mailbox and all vaults.



· Resource Buildings (Water Tower, Windmill, Pumpjack) spawn resource nodes and harvestable creatures in a large radius around the town. The more of these buildings you place, the more resources are created.



· Auction Buildings give players access to an Auctioneer.



· Social Buildings give clones a place to hang out.





Progress Town Defenses:





· Bunkers spawn guards that help defend the town.



· The Medic Bundle creates a medical unit that heals guards nearby.



· Landmines have a chance to explode and do area damage when enemies come near them.



· Hydra Weeds grow up to full size and then begin attacking any enemies nearby.







Faction Control Points:



· Faction Control Guards now have an activation time and animation which is interrupted by damage, movement, and firing weapons.



· Faction Control Points now use a different tower model. Points in Deadfall no longer have a tower.





Camps:



· Camp NPCs now have a slight delay when spawning to make sure any Camp Objects are already created.



· Interior objects are better aligned to the floor of the building.



· Added an option to move the main camp shelter relative to the center of the camp.



· Improved clear area detection. Camps can now be placed in more areas.



· Created a new kind of camp that is more efficient and only generates a single character.





Random AP:



· You will no longer gain Random AP if you are over the AP cap for your next level.



· The rate at which players gain Random AP has been greatly increased. The new rate will apply once players get their next Random AP.



Recipes:



· Adjusted the components for Paper and Tainted Genetic Material.



· Adjusted the component requirements for several recipes to prevent exploits.



Missions:



· Added a new mission type that can send players on any one of a number of paths, with a potential ambush at any point.



· Added the ability to escort multiple NPCs.



Terminal Woods:



· Added faction-specific LifeNet pods around the PvP area in Terminal Woods.



Systems:



· Changed experience rate buffs to be additive instead of multiplicative.



· The Heavy Weapons skill is now unlocked at player level 40.



· Melee, pistol, and rifle weapons no longer have requirements to wield, but if you do not meet their expected skill level (in the Examine window, under Attack Skill) their damage will be reduced.



Town Events:



· Added two new and improved Town Events in Shackleton and End Run including a new boss. Check them out for some potentially colorful rewards.



· Fixed an issue that could case Town Events to crash.



· Added the ability to turn off creature generators at certain states.



· Added the ability for the Town Managers to chat in Region.





Merchants:



· Updated the Social discount formula to account for changes in how skills are derived from stats. Players still need to be a higher level than the merchant to get any discount, but players no longer need to have a higher Social skill.



· Updated the Level and Social of all merchants in the game. If you see a merchant that you believe should be of a lower level, please report it.



· Removed Trainers who no longer have an inventory.



· Moved injector and book items that were on the wrong skill trainers.



· Books and injectors now have the full text of the action they teach.



Mission Fixes:



· Coppermine - Jonas Kelt now has increased health for survivability regarding the the mission, "Undeserved Relics."



· Midway - The Found camp now has an increased number of Found hostiles.



· Burnside - The mission, "To Stand in Defiance," has been corrected to require players to kill Jim Carson.



Other:



· Added the ability for an item to give a random effect to a target.



· Created a new brain that can start an NPC scene when it receives a message.



· Added a way for an Effect to chain into another Effect only if it expires naturally.



· Edited Statistic, Skill, and Mutation descriptions for accuracy.



· Requirements that were originally set to 164 due to a rounding error that has since been fixed are now properly 165.



· An ability with a save chance will be harder to save against if the user's skill is buffed above the level maximum.


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Comments

  • EfraihmEfraihm Member Posts: 2

    Im sad to tell that after patch 1.9, FE is not fun to play anymore. The changes are perhaps to much to "assimilate" at once.

    If the game mechanics had been changed in smaller pieces with a number of , not so revolting patches, it may had been better received. But this..

    In a minor state of shock i decided to spend my money on other games. Good luck Fallen Earth you'll need it.

    /E

  • CeridithCeridith Member UncommonPosts: 2,980

    Originally posted by Efraihm

    Im sad to tell that after patch 1.9, FE is not fun to play anymore. The changes are perhaps to much to "assimilate" at once.

    If the game mechanics had been changed in smaller pieces with a number of , not so revolting patches, it may had been better received. But this..

    In a minor state of shock i decided to spend my money on other games. Good luck Fallen Earth you'll need it.

    /E

    Sounds like another NGE scenario sadly.

    It's kind of a shame, the game seems to finally be headed in the direction it should have initially been in. But with the game having recently been aquired by a 'F2P' developer, I'm hesitant to come back and invest any more time into the game without knowing just what's going to happen with it.

  • Axiom3000Axiom3000 Member Posts: 17

    Originally posted by Efraihm

    Im sad to tell that after patch 1.9, FE is not fun to play anymore.

    No.

  • possessed1possessed1 Member UncommonPosts: 36

    Have to agree -- after patch, wasn't any fun. Was getting shredded by mobs 5 levels below me (!) Although i did get an email about 3 days later saying (basically) 'oops we messed up! We mad mobs too hard!' Haven't seen if it's been 'fixed' yet.

  • Wharg0ulWharg0ul Member Posts: 4,183

    It's been "fixed" now, but sadly they kinda ruined the game for me.

    I liked it the way it was.

    Glad they added content, and intend to continue doing so.....but I havn't had any interest in playing in a couple days...it just seems so watered down now.....like it's lost it's complexity.

     

    What a shame.

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