Wednesday, November 23, 2011

Thanksgiving and PTS

Hey everyone,
In case you haven't heard, we've got some fun stuff going on for Thanksgiving right now, namely our in-game event and Turkey Piñata. More info from the website:

Prairie Turkeys are breeding like mad and have inundated the Wasteland! Help your fellow Wastelanders get a handle on the epidemic by looking for any new faces in Embry, Needle Eye, Sunshine corners, Trader’s Flat and Los Alamos. They’re working to get to the bottom of the situation, and need your help! Expect some twists and turns along the way, but you will be rewarded for your efforts!

If you are more in the mood for celebration and gifts, head to the Fallen Earth Marketplace for our Thanksgiving-only Turkey Piñata, which offers you the chance to win the exclusive and unreleased-until-now Chopper, along with a slew of other prizes. Bust open the Turkey Piñata as many times as you like (1 Piñata per purchase, no purchase limit) and keep winning!


ALSO, PTS Faction Territory Control testing round 2 starts TODAY, at 3 PM PST (23:00 GMT), and completed Monday, Nov. 28 at 12 PM PST (20:00 GMT). Patch notes can be found below, and remember to post feedback via /bug or the PTS forum.

Art:

Fixed an exploit in the wall of the southern keep in Territory Control based on PTS feedback.
Fixed the sunken door archways based on bug reports from PTS.
Fixed the destructible wall collision based on bug reports from PTS.
Added an underground bunker to central keep in Territory Control based on PTS feedback.
Added more cover objects throughout Territory Control based on PTS feedback.
Added a spark particle to overhead powerlines in Territory Control.
Smoothed out collision on ruined piles in Territory Control.
Removed ruined piles from central keep in Territory Control.

Fixed custom colors on female Dreadnought armor.

Faction Territory Control

Harvesters:

Test Harvesters have been added to the PTS. These are currently available via cheat merchants in each Faction Camp around the Territory Control Area. The final harvesters may not work the same way. The harvesters must be placed within a certain proximity of a Control Point that your Faction is in control of.

Keeps:

Per player feedback, a 15 second cooldown has been added to the Keep Teleporters.

The central keep now has a teleporter on all four sides of the keep, allowing the players who control the keep more ways to get inside.

The LifeNet Generators are now upgradeable:
(Note: These values subject to change)

Tier 0 – Broken

Tier 1 – 25x Keep LifeNet Repair Kits

Players of the controlling faction are respawned at +25% Health, Stamina, and Gamma (capped at 100%)

Tier 2 – 50x Keep LifeNet Repair Kits

Players of the controlling faction are respawned at +50% Health, Stamina, and Gamma (capped at 100%). The Generator has more health than Tier 1.

Tier 3 – 75x Keep LifeNet Repair Kits

Players of the controlling faction are respawned at +75% Health, Stamina, and Gamma (capped at 100%). The Generator has more health than Tier 2.

Tier 4 – 100x Keep LifeNet Repair Kits

Players of the controlling faction are respawned at Maximum Health, Stamina, and Gamma, and also receive a buff to those stats as well as Melee and Ranged Defense. The Generator has more health than Tier 3.

All LifeNet Generators should be vulnerable to attack from outside the keep, including the central keep.

Per player feedback, the keep doors and walls take longer to respawn after they are destroyed (and they will not respawn at all if the flag is being contested). They will also take longer to be fully repaired after a ceased attack.

The doors and walls will more accurately update the “Under Attack” icon on the map to properly reflect an ongoing attack.

The main keep now has an underground respawn area the same way the smaller keeps do.

Death Toll Gear:

New Death Toll gear has been added. There are 3 custom-color suits that are available for purchase on the Death Toll merchants inside the 7 FTC keeps. Certain suits are available at certain keeps. Obtaining this gear has been simplified for testing purposes.

Other Bugs/Fixes:

You no longer have to go /PVP to capture a control point. The whole area is in a PvP zone (except for the Faction camps), so you should now be able to contest a flag without needing to enable World PvP

There was a bug that was causing you to be mailed rewards for taking a control point, similar to in Faction Control Points. This was not intended and has been disabled.

You are no longer able to place the Faction Control Guard Bundles from Faction Control Points near Faction Territory Control flags.

Map Icons:

Icons have been added to the map for Progress Towns, non-timed Conflict Towns, and Town Events.

World Events:

A few world events have been enabled for testing. They include random nodes throughout the world and one event in each Sector 3 Faction Town.

And for those who celebrate it, have a Happy Thanksgiving!

3 comments:

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  2. DT gear...love you guys, but pls pls pls fix performance...

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  3. I like how the Facebook plugin says "7,504 people likes this", and I'm "friends" with three of the nine pictured, hihi <3

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