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https://w.atwiki.jp/bonsaicraft/pages/100.html
/wb - list available commands like below (show help). Permission worldborder.help /wb set radius - set world border, centered on you. /wb [worldname] set radius x z - set world border, with the x and z coordinates of the center specified. Permission worldborder.set (both commands above) /wb [worldname] radius radius - change border radius for this world. The world needs to have already had a border set, since the x and z values are not modified. Permission worldborder.radius /wb [worldname] clear - remove border for this world. /wb clear all - remove all borders for all worlds. Permission worldborder.clear (both commands above) /wb list - show full border information for all worlds. Permission worldborder.list /wb shape square - set the border shape to "square" (default). /wb shape round - set the border shape to "round". Permission worldborder.shape (both commands above) /wb knockback distance - how far to move the player back inside the border when they cross it. Permission worldborder.knockback /wb [worldname] fill [freq] [pad] - generate all missing chunks for this world, out to the border. The freq value is the number of times per second it will try to check/generate a chunk (default 20). For a server with players on it, you should probably stick with the default or possibly even a lower value. If you just want it to finish as quickly as possible, try 1000 or so. The pad value is how much of a buffer to add beyond your borders (default 176, should keep any more chunks from being generated by players). Permission worldborder.fill /wb wshape [worldname] square|round - Override the shape for this world only. The world needs to have already had a border set. The default shape used by other worlds (set via /wb shape) will not be changed by this. Permission worldborder.wshape /wb getmsg - display the message shown to people who cross the border. Permission worldborder.getmsg /wb setmsg message - change the border message. Permission worldborder.setmsg /wb delay amount - the number of server ticks it will wait between border checks, the default is 4 ticks (~200ms); each server tick is roughly ~50ms. Permission worldborder.delay /wb whoosh on|off - turn knockback "whoosh" effect on or off. Permission worldborder.whoosh /wb reload - re-load data from config.yml. Normally should never be needed, but here just in case. Permission worldborder.reload /wb debug on|off - turn console debug output on or off. Also should normally never be needed. Permission worldborder.debug
https://w.atwiki.jp/killingfloor2/pages/39.html
+Ver1033 2016/05/11 General Weapon ammo rebalance - Details below Improvements to the live update system allowing many more variables and gameplay settings to be changed via the live update system. Ammo Rebalance Details Commando AR 15 Ammo capacity increased to 240 (from 200) Start with 140 instead of 100 rounds Cost per mag increased to 14 (from 13) Bullpup Capacity increased to 330 (from 300) Cost per mag increased to 24 (from 20) AK 12 Capacity increased to 360 (from 240) Cost per mag increased to 30 (from 25) Scar Capacity increased to 360 (from 300) Starting reduced to 100 (from 120) Cost per mag reduced to 28 (from 30) Support SG500 Capacity increased to 64 (from 48) Starting increased to 32 (from 24) Cost per mag reduced to 37 (from 40) M4 Capacity increased to 72 (from 48) Starting increased to 32 (from 24) Cost per mag increased to 47 (from 40) AA 12 Capacity increased to 100 (from 80) Starting reduced to 20 (from 40) Cost per mag increased to 110 (from 100) Medic HM 101 Capacity increased to 255 (from 240) Starting increased to 135 (from 120) HM 201 Capacity increased to 520 (from 360 Starting increased to 240 (from 160) HM 301 Capacity increased to 90 (from 60) Starting increased to 40 (from 30) Cost per mag increased to 40 (from 30) HM 401 Capacity increased to 420 (from 330) Cost per mag increased to 40 (from 30) Zerker Pulverizer Capacity reduced to 20 (from 35), Starting reduced to 5 shells (from 20) Cost per mag increased to 85 (from 50) Eviscerator Starting reduced to 5 blades (from 17) Cost per blade reduced Firebug Caulk n’ Burn Capacity increased to 450 (from 300) Starting increased to 250 (from 200) Cost per mag increased to 20 (from 15) Dragon’s Breath Capacity increased to 51 (from 46) Flamethrower Capacity increased to 500 (from 400) Cost per mag increased to 83 (from 60) Microwave Gun Capacity increased to 500 (from 400) Starting reduced to 100 (from 200) Cost per mag increased to 100 (from 75) Gunslinger 1858’s Capacity increased to 192 (from 144) Starting increased to 96 (from 72) Cost per mag increased to 6 (from 5) 1911 Starting reduced to 64 (from 72) Cost per mag increased to 13 (from 10) Desert Eagle Capacity increased to 112 (from 98) Starting reduced to 42 (from 49) Cost per mag increased to 21 (from 10) .500’s Capacity increased to 105 (from 80) Starting reduced to 30 (from 40) Cost per mag increased to 25 (from 15) Demo HX25 Capacity increased to 30 (from 24) Starting increased to 18 (from 12) Cost per mag increased to 9 (from 5) C4 Cost per mag reduced to 27 (from 100) M79 Capacity increased to 27 (from 16) Starting increased to 10 (from 8) Cost per mag increased to 13 (from 10 RPG Capacity increased to 16 (from 12) Starting reduced to 5 (from 6) Cost per mag increased to 30 (from 25) Fixes Fixed a bug where zed speed was being double calculated resulting in unintended faster zeds on higher difficulties, and slower zeds on lower difficulties Fixed several cases where VS mode zed/human balance scaling could becoming miscalculated resulting in the Zed team being either weaker, or more powerful than they were intended to be It is highly possible we may to have to do significant Live Update work later this week as we see new stats come in from Versus Survival, as this bug was significantly affecting balance Fixed cases when UI could end up stuck on the screen when leaving a trader or starting a game Improved jittering from ZEDs moving up and down slopes and stairs. In general this should look much more smooth. Fixed an issue where it was possible for trader purchases not to be applied when leaving the trader menu Fixed an issue where key bindings changed while in survival mode or VS mode were not being applied when playing the other game type Fixed an issue where Scrakes would not enrage, even when a substantial amount of damage was done to them Fixed an issue where AI Husks and The Patriarch would look one way but shoot another (this issue was previously fixed for player controlled ZEDs) +Ver1032 2016/04/28 General Changes and Fixes Increased the speed of normal bullets (pistol, assault rifle, SMG) by 3x in ZED time. (Note Visual effects for this change are still in progress) Fixed issue with Siren Particle effects on low graphics Fixed sensitivity sliders not have numbers Fixed controller sensitivity setting not saving when changed via main menu Fixed stalker keeping head while in headless state Fixed pressing B with a gamepad to open the trader sometimes causes it to automatically close Increased minimum dosh amount when respawning on some difficulties Increased starting dosh amount of dosh on some difficulties Increased the overall amount of dosh earned by killing ZEDs across all difficulties by approximately 10% Versus Changes and Fixes You can no longer start a solo versus game Tweaked dosh and XP values for player zeds in Versus Fixed executing "Changeteam" command while on a balanced team stops certain control inputs XP and Dosh was not being awarded after killing human-controlled zeds in versus +Ver1031 2016/04/22 Balance Adjusted wave one Zed spawn groups in Versus Mode so that the first wave is more balanced +Ver1030 2016/04/21 Bug Fixes Fixed multiple cases where players can throw off the team balance of a Versus Survival match Fixed 3D scope weapons getting stuck with low frame rate when unscoped under certain conditions Fixed a bug where no UI message was popping up for weapon pickups when player is in current possession of the same weapon with full ammo Fixed a bug where no UI message as popping up when a player could not pick up a sawblade or bolt Fixed a bug where the Patriarch’s minigun bullets did not match the direction the player was facing Fixed a bug where there was an incorrect interaction message for grenade supplier Fixed a bug where spectators could vote for the next map in the after action report Fixed a bug where the Scoreboard was displaying Survival for a Versus Survival match +Ver1029 2016/04/14 General Bugfixes Fixed a rendering crash that happened more often on Prison FleX is now stable and performing as expected. It’s been re-enabled in the UI Fixed a bug where zeds had a difficult time damaging human players who were pinned against certain corners of the playing field Fixed an issue where the trader trail was not showing for players who joined mid-match and spawned during trader time Fixed Door traps causing zeds to slide Fixed crossbow not being able to damage zeds that were very close Fixed being unable to pickup crossbow bolts and sawblades that are under water Fixed being able to pickup crossbow bolts and eviscerator blades when your ammo was full for your weapon Fixed Winchester Crossbow now show up in the AAR Fixed workshop maps not displaying in the map select UI Fixed an issue where the Live Update system would stop working We hope to follow this shortly with some tuning changes to the Game Conductor for Hell on Earth Versus Fixed players opening maps into versus survival when using the console window Fixed a bug where two players could get stuck in the air on each other Human player can no longer switch team to zed after death Players can no longer switch teams if it would make the teams out of balance Fixed Patty spawning multiple times after a match Fixed zed player damage sometimes getting ignored and only applied (in one large sum) upon zed death Gear menu is disabled while on zed team Other Changes R1/RightShoulder was reverted back to toggle alt-fire Reduced flashlight brightness Increased sensitivity when using crossbow scope Credits no longer available during a match Maps Fixed an issue where players could go outside the map on Farmhouse and see Zed Player UI Fixed various exploits and bugs in Prison Can now pick up frustratingly taunting ammo box in Prison Fixed bug in Volter Manor where Dosh could be thrown into unattainable locations +Ver1028 2016/04/08 Changes Fixed an issue where damage scaling was not applying across difficulties or player count Fixed an issue where the versus mode Fleshpound resistances were applying to survival mode Reverted brightness on player flashlights Fixed an issue where VOIP settings were defaulting to preventing dead players from communicating with live team mates Fixed not being able to sort by game type in the server browser Known Issues Subscribed Workshop maps are not currently being displayed on your map list. You can still join them in a server or open them locally via the console. We should have this fixed next update. +Ver1027 2016/04/07 Highlights New PVP Gamemode - Versus Survival New Map - Prison with new map achievements New Offperk Weapons - Sharpshooter perk and remaining weapons will follow LAR Crossbow Live Update system This will allow us to update many game values for game balance without shipping a new client or server build Game Conductor System The game will dynamically dial in the gameplay for the appropriate amount of challenge based on the players in the match. On HoE difficulty, the GC only throttles up from the baseline, never below Item Crafting System Existing items can be broken down into crafting material that matches its rarity. Master crafted and Precious items can not be broken down. Combining the materials will create a random new item of the next highest rarity. Craft Weapon Skins or Cosmetic Accessories 10 Common Material 1 Uncommon Item 10 Uncommon Material 1 Rare Item 10 Rare Material 1 Exceptional Item 10 Exceptional Material 1 Master Crafted Item Over 70 new community workshop items shipped in the following new Supply Crate and USB series Horzine Supply Crate | Series #3 Horzine Supply Crate | Series #4 Horzine Supply Crate | Series #5 Horzine Supply Crate | Series #6 Tactical Horzine Encrypted USB Predator Horzine Encrypted USB Emergency Issue Horzine Encrypted USB Street Punks Horzine Encrypted USB Horzine First Encounter Encrypted USB VS Survival Additions Added the ability to play as Zeds (Part of Vs Survival) Alpha Clot Slasher Clot Gorefast Bloat Husk Crawler Stalker Siren Scrake Fleshpound Patriarch Alpha Clot abilities Slashing Attack Grab Commanding Shout (Roar) Slasher Clot abilities Slashing Attack Heavy Attack Roll Leap Gorefast abilities Light Attack Heavy Attack Area of Effect Attack Bloat abilities Slashing Attack Puke Lay Mines Husk abilities Cannon Flamethrower Melee Attack Suicide Crawler abilities Light Attack Heavy Attack Suicide Leap Attack Stalker abilities Light Attack Heavy Attack Dodge Siren abilities Scream Vacuum Bite Scrake abilities Light Attack Heavy Attack Whirlwind Fleshpound abilities Light Attack Heavy Attack Rage Mode Patriarch abilities Melee Attack Chain Gun Tentacle Grab Missile Strike Heal Mortar Barrage General Third person character animations should now look better when characters are looking about and aiming Headshots now impart force on the ragdoll from the direction of the blow All Zed attacks impart some force to players Removed recoil kick when jumping and firing (does not affect boomstick jumping) New Crate and USB opening animations and rarity sound fx Weapon Skin Icons have been re-worked Players can now equip weapon skins directly from the new item UI Depth of Field has been added to the gear menu New 9mm sounds Revised gamepad controls Adding alternative gamepad control presets (Default - 0, Quick Draw - 1 , Jumper - 2, Southpaw - 3 not named ingame yet) UI Kill messages for zed kills on the HUD (Default is off, see gameplay options) Players will now drop their best weapon on death if the weapon they have out cannot be dropped Zed time post process effect has been tuned to avoid bloom getting blown out in some lighting scenarios Flashlight brightness has been tuned Items purchased from the ZedConomy Store are now tradeable, but not marketable. Welder removed from the weapon selection menu - now only available from the prompt to bring up welder at door - This should allow players to select the healer more reliably General optimization pass, some users may notice performance gains Balance Increased speed of AA12 elite reloads Decreased cost of AA12 (1700 1500) Increased speed of equip and putaway for welder Increased speed of equip and putaway for healer by 2x Speed of healing others and yourself has been increased Increased speed of equip and putaway of all weapons by 60% Fleshpound will no longer perma-rage, and Scrake will no longer insta-rage when they are among the last few remaining Zeds Bugs Possible fix for “Phantom Projectiles” issue with projectile weapons Fixed some issues with the Husk sprinting animations Fixed some spectating UI issues Fixed rubberbanding/jittering when grabbed by Zeds Patriarch tentacle Fixed an issue with using HOLD iron sights keeping you in ironsights after letting go Fixed Berserker attack speed UI display Possible fix for trader not filling ammo when you only need a few bullets Fixed an issue where you could stand on top of dosh bling Fixed some issues with FLEX on KF-VolterManor Fixed some pathing issues in the Birthday room of KF-Bioticslab Fixed some issues with rarity and conditions of weapon skins Fixed an issue where Rack Em’ Up UI would persist after death or perk swap Fixed an issue where you couldn’t break zed limbs in real time Known Issues You cannot parry player controlled zeds in Versus May be some clipping issues with some of the new cosmetics May be some pathing issues with KF-Prison SDK/Mod Workshop Added support for .int and .ini to the manual upload tool (GUI upload support will follow at a later date) Special note on FLEX We feel we are close to returning FLEX functionality to the game. We are keeping a close eye on performance and crashes related to it. We have turned FLEX off completely for this build as in the process of fully testing a new build of this functionality and it was not ready for this release. Special note on Versus Survival Our internal testing focused mostly on human teams around the same level (1’s, 12’s and 25’s) New Languages Supported Thanks to Steam Translation Czech Danish Hungarian Portuguese Turkish Ukrainian +Ver1025 2016/03/03 General Improvements to analytics collection system Balance Damage on Hans’ attacks have been reduced on Hard difficulty only +Ver1024 2016/02/25 General Removed the Any setting from difficulty selection in the matchmaker Change to Parry skill, now does a minimum of 1 damage Bugs Fixed Gunslinger Rack ‘Em Up UI persisting after death Fixed Patriarch not having death messages Fixed map voting not being properly disabled if turned off in web admin Fixed some analytics data that was not reporting properly Fixed spectate camera not being updated to the viewing position when switching back and forth between spectating players and free roaming "Fanfare" perk skill (was doing 5X instead of the 3X) has been corrected Shoot N Scoot will now indeed reduce your weapon bob when moving in iron sights instead of increasing it Fixed being able to access key bindings when using a controller Fixed burn effect not working on scrake apron Fixed grenades not getting passive extra damage - Support perk Fixed Leg Shots perk now affects all weapons Fixed Center Mass now affects all weapons Fix to the demo’s explosion resistance passive - it should now be working properly. Updated text on the following skills to accurately reflect in-game effects Shoot ‘n Scoot, Leg Shots, Center Mass, Airborne Agent, ZED Shrapnel, Furious Defender, and Spartan. +Ver1023 2016/02/11 Balance First pass of live player skill tracking system Game Conductor Game Conductor is online watching live play - It does not make any gameplay changes at this time Demo - Offperk skill was doing 15% instead of the intended 10% Berserker - Melee attack speed % increase was not working properly as players ranked up Gunslinger - changed how Uber Ammo skill works so dualies will not run out of ammo during Uber Ammo General If a player leaves the server and doesn’t drop the detonator, any deployed c4 will be removed Continued to improve AI code to help prevent “walling” Improved analytics system Bugs Fixed a bug where clients that joined an in progress game could see already destroyed collectibles (and thus not be able to interact with them) Fixed several gamepad issues in the options screens Fixed not being able to save favorite servers while using a gamepad Fix one case for zed warping online on inclines- other cases including high latency are still being worked on Fixed the game displaying a pick up message when you dropped a 9mm from having dualies +Ver1022 2016/01/28 General Ammo pickups are no longer picked up if a player has full ammo and grenades If other players have left the server the solo healing buff will kick in The game will now prioritize the trader pod and doors over supplier for interactions Updated door weld interaction message Bugs Players who haven’t spawned will no longer count against the solo player healing buff Doors that are fully welded should no longer take away welder charge Controllers should no longer always rumble when explosions go off (nearby explosions will still trigger rumbles) Zed ranged attacks will no longer open doors (bullets, not explosions) Players can no longer jump and crouch during the Hans health drain Weld integrity can not = 0% Fixed an issue where players were able to jump on top of Dosh Bling and exploit AI Fixed issue where if players join a game and there were previously welded doors on the server, they would see open doors with welds Fixed MMMMMMMMMMMMMMM in party widget Fixed a case where inventory would not initialize on first load Fix for not being able to pause the game as an admin Fix for not receiving any grenades with auto filling with low dosh Fix for unintended perk changes due to menus taking mouse input while closed Fix for a case in which players couldn’t navigate the after action report using their mouse Maps Exploit fixes in Black Forest Exploit fixes in Farmhouse Updated Physics in Evacuation Point +Ver1021 2016/01/07 Optimization Optimized Real Time Reflection code Bugs Fixed case where depending on user’s location in a map parry and block would fail to work properly online Added failsafe to prevent servers from loading non playable maps Maps Fixed bugs and exploits in Farmhouse Fixed bugs and exploits in Burning Paris Known Issues We are continuing to work with Nvidia to re-enable the PhysX high setting +Ver1020 2015/12/15 Hey everyone, Small update getting pushed out today, but due to the files being modified it s going to require an update for both servers and clients. This addresses one of our known issues from the last patch and has a small audio related fix. Sound Patriarch now plays his death sounds when killed Bugs Fixed an issue where unlocking a crate would get stuck in an infinite animation loop if a search filter was applied to a player s inventory. Known Issues Flex is still limited to Low while we trouble shoot crashes related to the High setting with our partners at Nvidia. +Ver1019 2015/12/14 Hello everyone, We re releasing a small update today that addresses some issues we found and fixed over the weekend. There are still a couple of known issues that we plan on addressing in the near future but we felt it was important to get these fixes in the community as soon as possible. This update is a version both for both clients and servers so they ll both require a download. The update changelist is as follows Final change list for 1019 Maps Fixed an exploit spot in Farmhouse where ZEDs would not path to the player Visual Fixed a broken UV seam on the Patriarch Trading Floor Fixed a bug in the item drop system where players could not get drops in multiplayer (drops online happened in solo offline play) Fixed a broken text string when equipping certain items on Ana Larive Fixed incorrect condition descriptions on Sharkteeth Boomstick and Clot Commando SCAR weapon skins Stability Fixed a particle system crash with FleX on low setting Known issues Nvidia Flex is limited to LOW setting until we can resolve Flex related crashes. Sometimes the opening/decrypting animation for crates will get stuck in a loop. We ll be addressing the known issues listed here as soon as possible. +Ver1018 2015/12/09 Hello everyone, We re about to release another hotfix to resolve issues with the Return of the Patriarch update. This update is intended to mostly address issues with crashes reported in Farmhouse along with a handful of other changes. This is a full version and will require both servers and clients to update. We;ll continue to work with Nvidia to eliminate crashes and re-enable High Flex settings as soon as possible. Stability Further crash fixes and optimizations for Farmhouse UI Corrected description for Rack Em Up perk skill Owned cosmetic items will no longer be displayed on the store tab Map Fixed missing textures on Burning Paris Fixed popping geometry in Evacuation Point Bugs Fixed a bug with Rack Em Up when using dual pistols Fixed a bug where damage falloff based on range was applying to the .500 Magnums Known issues Nvidia Flex is limited to LOW setting until we can resolve Flex related crashes. +Ver1017 2015/12/08 Hello everyone, We re now releasing a second small set of fixes to the Return of the Patriarch update. There are still a handful of issues outstanding that we plan to address in the very near future but there are major stability fixes in this hotfix so we felt it was best to roll it out to the community ASAP and not wait on other fixes to be complete. Here is the changelist for 1017 Sound Changed 1911 sound Fixed some 3rd person gun sounds not playing correctly Map Fixed tire swing pathing in Farmhouse Fixed a bug allowing players to get out of the playable area in Farmhouse Fixed footstep sounds in black forest and farmhouse Stability Fixed client crash while playing Farmhouse Fixed client crash when using the automatic matchmaking Fixed client crash when playing with Nvidia card while amd drivers are installed Trading Floor Fixed AAR reporting wrong dropped items or items when none were dropped Back end fix for getting weapon skins with the wrong condition when buying on the market UI Fixed gunslinger Rack ‘em up UI stuck on screen when changing perks Fixed content download message displaying incorrect information when downloading custom maps Bugs Fixed vote kick issues when changing vote kick percentage in webadmin Fixed Remington 1858 dropped pickup mesh showing as a 9mm Fixed penetration damage falloff not applying on gunslinger weapons Fixed losing both 9mm when picking up a second one as a world pickup Fixed commando perks adding bonuses to non-commando weapons Fixed maximum ammo count glitch with gunslinger weapons Known issues Nvidia Flex is limited to LOW setting until we can resolve Flex related crashes. Popping geometry in evacuation point Default grass texture in Burning Paris Damage falloff for range affecting some weapons that should not have damage falloff +Ver1016 2015/12/04 Hello everyone, We re pushing out a small patch to yesterday s Return of the Patriarch update to address some issues that have be found since the release. We are aware of and still working on a couple of stability issues and are planning to release another update to address these stability issues as soon as we have a solution. We ll keep the community updated with more information as this develops. The 1016 update includes the following changes Fix for flame and beam weapons doing extra damage when rapidly clicking Retroactive achievements granted for players who already have high level perks Fix for losing weapons after using the trader or picking up weapons in the world Pistol kills are now correctly tracked in the after action report Visual tweaks and fixes to the Patriarch fight Fix for some cosmetic items not working correctly on Classic Briar Decreased minimum mouse sensitivity for UI slider back down to 1 Other recent changes made on the backend should address the following issues Null cosmetic items dropping at the end of a game Wrong level up achievements being displayed when unlocked, this should retroactively address the issue for anyone who experienced this in the last day Top known issues to be addressed in the next update Flex remains limited to LOW setting while we address crashes related to Flex. Instability for some clients in Farmhouse +Ver1014 1015 2015/12/03 New Perk Gunslinger New Weapons Remington Army Model 1858 revolver (single/dual) M1911 pistol (single/dual) Desert Eagle (single/dual) .500 Magnum Zed Collector revolver (single/dual) Nailbomb Grenade New Maps Black Forest Farmhouse New Character Oisten Jaegerhorn - obtained by being part of the KF 2 Steam Community New Features New Boss - Patriarch - What have you done to his children? Full Steam Mod Workshop Support Upload or subscribe to your favorite mods and maps as a client! Servers can subscribe to and stay up to date when the maps and mods change! Clients will automatically download maps directly from Steam workshop for servers that are subscribed to workshop maps New dual pistol aiming style (centered), toggle by alt fire Body flashlights Zed-Conomy and Trading Floor Store Server Welcome Screen - brand your server with an image, website link, and message of the day General Updated controller scheme Reduced the amount of map collectables needed to unlock achievements Physics is now more prominent on dead players When players are killed they take into account the velocity of the attack that killed them. Player ragdolls fly through the air, splat against walls, make crunching sounds when they impact, and leave behind bloodstains. Added many new achievements Perk Rank Up Achievement set - 5, 10, 15, 20, 25 Perk Hot Shot Achievement set - Beat each difficulty as a particular perk Perk Changes and Additions Berserker Fortitude skill changed to 75% health increase (previously 100%) Vampire skill increased by 1 health per kill (now 4 instead of 3) Smash does 25% extra damage (down from 100%) Demolitions Nuke radius reduced Medic Armament 25% less effective heal and will heal 1% armor (down from 10% less effective and 2% armor) Vaccination Now grants 2% armor (down from 4%) Gunslinger Lvl 5 Scoot ‘n’ Shoot - Move 50% faster in iron sights with reduced weapon bob Quick Draw - 50% faster weapon switch, automatic weapon switch if you run out of ammo Lvl 10 Rack ‘em Up - Consecutive headshots increase damage by 10% up to 70% (missing head shots drops 10%) Bone Breaker - 20% more damage with gunslinger weapons Lvl 15 Advanced Techniques - 20% faster reload Penetration - Increased zed penetration by 1 extra zed Lvl 20 Center Mass - Chest shots have 30% more stumble power Leg Shots - SHots to the legs have 30% more knockdown power when zeds are sprinting Lvl 25 Fanfire - Shoot 3x faster in Zed time Uber Ammo - Never run out of ammo in Zed time Zed Changes Added cinematic camera and new boss intro and victory animations for both bosses. Hans taunts will now shoot guns in the air with fx and sounds. Stalker now fades in and out of cloak Addressed surrounding Hans exploit - when surrounded Hans gas will now do more damage and has some explosive power Weapon Changes Players will now default to centered aiming with dual pistols (based on community voting) and can now switch to the offset aiming with the alt fire key (default middle mouse). Increased ammo pickup amounts on certain weapons (boomstick, flamethrower, microwave gun, RPG-7) to get them more consistent across the board Zweihander Damage Reduced Heavy attacked reduced to 195(previously 290) Standard attack reduced to 85 (previously 90) Bash damage reduced to 63 (previously 120) UI/Effects New audio sliders Master Volume SFX Volume Dialog Volume New controller options Aimed sensitivity Aim Assist lock-on Aim Assist Rotation Aim Assist Slowdown Vibration New mouse options Aimed Sensitivity Mouse Smoothing New Keyboard options Last Used Weapon Trader Menu Off Perk weapons now show at the bottom of each specific perk list Added icons to MAG and FILL buttons to better clarify what they do for new players Improved using the Trader menu with controllers Bumpers now swap between PERKS, TYPE, FAVORITES, and ALL Triggers now swap between perk/weapon type subcategory Pressing left/right on l-stick will swap between the TRADER s inventory and yours, respectively Improved the overall look and functionality of the main menu Removed the 3d transform on main menus to make better use of the space Moved the menu bar to the very top for easier navigation Added an orange highlight state for better highlighting Moved the player character to center of screen Darkened the black background of all UI assets to better stand out General spacing tweaks to keep all UI assets on a grid Remade and resized controller icons for better visibility Supplier-type perk talents (Support Supplier, Demolitionist Grenade Supplier) now show an icon over the squadmate who has an active supplier skill available to the player Changed Download OK button to cancel Audio New 9mm sounds Added Hans Entry and Victory sounds Modifications to reverb system to increase clarity Continued improvements to game mix Added a Voice volume slider Performance improvements Improved player impact sounds for better feedback Added random sound position emitter functionality Added functionality to attach sounds to particle FX Map Exploit Fix Burning Paris catwalk exploit Editor Added default material for custom terrain materials Bug Fixes Fixed AI not attacking players blocking them from their original target Fixed AI attack and pathing near corners Fixed clots clipping into walls when stumbled Fixed tracers not colliding with walls Fixed fleshpound sound loop at the point of its death Fixed player battle chatter echo still being audible with battle chatter set to 0 Fixed several battle chatter lines that were cut short Fixed weapon recoil being different offline vs online Fixed perks changing unintentionally due to mouse inputs being registered when menus were closed Several other minor bug fixes Known Issue High Nvidia Flex settings have been disabled. Players running Flex on High will be limited to the Low performance setting to avoid stability issues. We’re currently working with Nvidia to resolve these stability issues so we can re-enable the feature. Steam Workshop tool updates will be added in the near future. Achievements for leveling up perks will not immediately unlock for players who already have a perk at level 25. Players buying multiple dual pistols in a single trader interaction will sometimes not be granted one of their pistols after leaving the trader. These will be addressed in a patch in the next day or so... +Ver1013 2015/09/14 General Adjusted music to pre-summer patch balance levels Adjusted Trader audio muffling other sound effects Adjusted Mr. Foster voice to be slightly louder Updated Trader stat information on some weapons Hans XP values updated. Significantly more XP for all difficulties If a server has gone unranked it will be properly updated in the server browser Bug Fixes Fixed some issues with Strasser’s voice overs Fixed an issue with 3d translations with the HUD manager for Hans’ intro scene at certain resolutions Fixed an issue with 3rd person flame effects persisting after the pawn was destroyed Fixed an issue where you could occasionally open the gear menu during the game Fixed an issue where Hans had trouble pathing to players in Evacuation Point Fixed an issue where the pop up for kick voting would persist after selecting a choice Fixed an issue where Nuke wasn’t doing damage on dedicated servers Fixed an issue where you could have multiple dualies and the 9MM at the same time Fixed an issue where Hans would run out of ammo (was previously part of an opt in patch) Fixed an issue where players that never readied up in a game in progress could earn achievements Fixed an issue where the Husk’s flame didn’t collide with other zeds Fixed an issue where the Vote Kicking UI would make other buttons unable to be clicked Fix for client-side filter for full servers Kick voting will now end if “No” votes have won instead of waiting for all votes Security Unranked servers that use Actor Factory kismet action Optimizations Optimized NVIDIA Flex Optimized code for CanDoStrike CanMeleeAttack Optimized shadowing effects (ShadowPrimitiveBoundsSizeCheck) Optimized some post processing effects Crashes Fixed several of the top crashes (General) Fixed several crashes related to Flex +Ver1012 2015/09/01 Perks Grenade Supplier skill now correctly gives grenades once per wave Other Catacombs and Evacuation Point are now included in game .ini files +Ver1011 2015/08/31 Gameplay Reduced Spartan attack speed to intended value Increased smash knockdown power to intended value (note text description of perk has not changed yet) Tightened spread on HX25 Audio Added voice over for Strasser, replaces placeholder audio Balanced all voice over audio Optimization Improved performance on Catacombs General FleX optimizations Bug Fixes Fixed an issue where HX25 rounds were not dealing impact damage online Fixed some zeds spawning in the wrong wave on normal length games (NEW) Graphics options can once again be edited in the ini without being overwritten Known Issue Grenade supplier perk is only working once per game instead of once per wave +Ver1010 2015/08/28 Weapons Reverted changes to starting and max ammo for Tier 1 and Tier 2 Support weapons. Tweak to laser sight on Eviscerator Made Scrake more vulnerable to direct hits from RPG rockets, especially when aiming for the head Increased the pellet penetration and ability for Dragon s Breath Shotgun rounds to panic ZEDs Bug Fixes Fixed comm rose being stuck on screen after Hans intro Fixed Berserker damage resistance description Fixed Berserker melee attack speed being incorrectly calculated Fixed Berserker Smash, Block and Furious Defender skills not working as intended Fixed stuck ZEDs not respawning Fixed Zweihander having an ammo cost in the trader Fixed broken animations when reloading some weapons Fixed microwave gun effect looping on corpses Fixed low friction FleX gore Fixed no sound effect when turning NVG s on and off. Fixed a bug where Berserker passive bonus to attack speed applied to melee bashes with non-berserker weapons. Fixed an issue with the sight for the microwave guns when real time reflections were turned on. Fixed an issue where the lobby music would play during the first wave Fixed a bug where players could instant-kill Hans using some melee weapons Fixed an issue where the Hans intro would not work properly in some resolutions Replaced debug text when trying to join a full server Optimization FleX crash fixes and performance optimizations Emitter/explosion optimizations Log spam cleanup +Ver1009 2015/08/25 New Maps Catacombs Evacuation Point New Perks Firebug Demolitions Berserker- completely reworked New Weapons Caulk ‘n Burn Dragon’s Breath Trench Gun Microwave Gun Molotov Cocktail Firebug Firemans Blade HX25 Grenade Pistol C4 Remote-detonated explosive M79 Grenade Launcher RPG-7 Dynamite Demo Utility Knife Dual 9mm Zweihander (unlocked by owning Chivalry) New Characters Anton Strasser (unlocked by owning Red Orchestra 2/Rising Storm) Tom Banner (crossover character unlocked by owning Chivalry) New Features Zeds now have normal, resistant and weakness zones - via damage type on skin type After Action Report - detailed stats at the end of a match Kick Voting Map Voting Dual Wielding (9mm’s being the first weapon for this) NVIDIA’s PhysX FleX Technology (for NVIDIA GeForce 770’s and above cards) Killed by messages Ability to equip multiple cosmetics per character Shared Content system - when one user has access to a weapon others in the server have access to it NVidia GeForce Experience integration Perk Tuning Berserker Skill Tree Changes Level 5 Skills Poison (+40%) Resistance Sonic (+40%) Resistance Level 10 Skills Lifesteal (5 HP / Kill) Increased Max Health (+100%) Level 15 Skills Melee Attacks (+15% Speed) (+15%) Damage Blocking increases next attack (+50%) Level 20 Skills Parrying an attack increases attack speed. (+20% for 10 sec.) Heavy Attacks do (+30%) more damage increased knockdown (+30%) Level 25 Skills [Zed Time] Move in Real time, increased attack speed (+50%) parry causes knockdown [Zed Time] Move in Real time, increased weapon stun power (+100%) and stumble power increased (+100%) Berserker Passive Changes Increased Berserker Weapon Damage Increased Melee Attack Speed Increased Movement Speed Increased Damage Resistance Not being able to be grabbed by clots Night vision (this will be a toggle if you have a weapon with a flashlight so you can have both) Support Skill Tree Changes Level 5 Removed getting grenades from supplier perk. Level 15 Bombard Tweaked skill to stumble zeds, M4 has the strongest stumble power and can stumble Fleshpound. Commando Skill Tree Changes Level 5 Skills - Tier renamed to Supply Large mags has moved to replace the old night vision skill choice Backup is now a Level 5 skill Backup bonus damage has been increased to 60% (Works with Dualies) Level 10 Skills - Tier renamed Weapon Handling Impact and Tactical Reload moved here Level 15 Skills - Tier renamed Awareness Leadership has been added - This skill makes your team reload 10% faster Callout is now at level 15 Level 20 Skills Single Fire skill has been moved here Commando Passive Changes Night Vision is now a passive skill (this will be a toggle if you have a weapon with a flashlight so you can have both) Weapon damage now increases 1% every level Improvements/Additions General Made it easier to time parries for players with higher ping. Some Zed attacks are now unable to be interrupted by parried (damage is still mitigated) Larger Zeds have attended ballet and can now turn quicker Made changes to Zed spawning and placement systems Zeds no longer enjoy player company when few zeds are left Matchmaking will now try and put you in a server with people instead of just the lowest ping Ammo and Weapon pickups are reduced in early waves (you may find ammo) Added ability to knock down all zeds even the boss Zeds Husk Backpack will explode after a damage threshold is reached Now suicides a bit faster Shoots can now be interrupted via stumble/knockdown/stunned/panic/poison Bloat When headless puke now sprays from the neck (visual only) Hans Is now more resistant to explosives (but vulnerable to microwaves) Is now a bit more inaccurate with firearms Has a bit more cooldown between gun bursts Melee attacks now have pushback on them Melee attacks now have a bit more cooldown between chains Hit reactions now look more fluid (and less jerky) Grenades now have a UI warning Has a visible shield when he goes into hunt mode Shield visibly deflects bullets when in hunt mode Stumble animations are now quicker and take less time to recover. Knockdown animation added Unique parried animations added Siren Siren scream is now interrupted on stumble/knockdown/stunned/panic/poison Sirens now scream less frequently, but does more damage per pulse Fleshpound Fleshpound now wants to hit something before dropping out of rage (like in Killing Floor 1) New rage sprint animation added 3 EMP grenades will now trigger incap - This is reduced used to be 5 to incap. Stumble animations are now quicker and take less time to recover. Knockdown animation is added to zed. Unique parried animations added. Scrake Stumble animations are now quicker and take less time to recover. Knockdown animation is added to zed. Unique parried animations added. Weapons Eviscerator has new functionality Ability to block and parry Laser now projected down range from the weapon Now more responsive from firing to dealing damage Backup knives Increased damage slightly Crovel Increased damage slightly Tuned damage line trace to be more accurate with the animations Pulverizer Increased damage slightly Tuned damage line trace to be more accurate with the animations New melee attacks (bound to the bash key) for all melee weapons Stabs and Pushes Improved Hit Detection on all melee weapons and bashing Parry system now requires weapon strength to be higher than zeds to parry Weapon Parry strength Knife = 1, Crovel = 3, Katana = 4, Pulverizer = 5, Zweihander = 5, Eviscerator = 5 Zed Parry Resistance Clots = 0, Crawler = 1, Stalker = 1, Siren = 1, Gorefast = 2, Husk = 2, Bloat = 3, Scrake = 4, FP = 4, Hans = 4 Can now interrupt reloads by using ironsights Can now interrupt reloads by throwing a grenade Tweaked double barrel shooting anims Several weapon idles have been tweaked M4 now carries 8 shells in the magazine M4 reloads have been adjusted (animation and timing) M500 now holds 16 less shells Double Barrel holds 16 less shells in the ammo pool Added functionality so ammo pickups can give partial mags 9mm starts with one mag less of ammo 9mm has 3 less magazines AR-15 starts with one mag less of ammo AR-15 has 2 less magazines Bullpup has 3 less magazines AK-12 has 2 less magazines Flamethrower changes to bring it inline as a Tier 3 weapon Ammo more expensive Does more damage Ground fire will now give XP bark Flamethrowers now receive partial mags from ammo pickups Fire now passes through teammates Added to the Firebug perk (no longer in offperk weapons) Weapon Economy AA12 price increased Commando ammo price increased Nailgun price decreased Pulverizer price increased Eviscerator price increased UI/FX New FX trails for all Zed Attacks Changes to armor in Trader Display UI. Now shows total armor plus bonus armor New Parry notification FX for successful parries Attack that cannot be parried are represented with FX around their attack animations Improved Hans introduction sequence Added new FX for when Hans is draining health to indicate he can’t be damaged Clarity pass on some weapon and skill descriptions Streamlined GFX options menu. Revert popup is only displayed if we want to display a performance warning, restart warning or revert countdown. All other changes take effect immediately. If the user hits "Back" with unsaved changes, it will prompt the user and ask for save confirmation. ZED Obliteration effect significantly improved, more blood, more gibs, affects persistent blood more Audio Improvements to melee weapon sounds Addition of skin types for enemies. Metal, electrical, etc… Enhancement of gore sounds! Major improvements to the sound occlusion system Explosions now with more explosion(y) level sound! Global mix improvements Editor Conformed Landscape to work with Splatter Maps, KF2 lighting and PhysX 3x integration Removed Terrain actor from tree (Terrain not supported in Killing Floor 2) Added Workshop upload tool New Workshop content to support creation of character cosmetics and weapon skins (this is for inclusion with the game, mod workshop is still being worked on) Added SDK maps to test workshop content Persistent blood now works on unlit translucency Bug Fixes General Fixed perk rounding bonus error Fixed an issue where the Husk suicide would prevent players from respawning. Fixed occasionally not being healed by Medic Grenades Fixed slashing damage not decapitating zeds properly Fixed zeds being unresponsive in broken glass remains Fixed an issue where ragdolls were sped up if using Variable Frame-rate Fixed an issue where Hans’ damage was scaling based on amount of players Fixed an issue where you could switch away from “Strength” perk and keep weight Fixed an issue where healing wasn’t working properly offline Fixed an issue where people could exploit controller config Fixed an issue where grenades wouldn’t heal you if they were inside a dynamic object. Fixed custom maps download percentage not updating “OK!” Weapons Fixed an issue where players were able to duplicate weapons Fixed an issue where perk skills would not change fill all ammo price Fixed an issue where the rapid fire skill wasn’t shooting at a faster rate Fixed issue where hands would come off the Pulverizer Fixed issues where hands would come off the Crovel Several weapon notifies updated to be more accurate 3rd person quick heal now better matches 1st person Fixed Eviscerator saw jitter 3rd person nailgun reload now better matches 1st person 3rd person flamethrower reload now better matches 1st person Fixed IK issue with hands on the AR 15 3rd person katana animations now better match 1st person Fixed issue where some 1st person weapons would jitter in slowmo Reloads now complete once the magazine is in the weapon instead of when the animation settles. 1st Person weapons now use uncompressed normal maps User Interface Fixed keybinding issue with localized controls Fixed selling incorrect weapon at trader pod Fixed some text not being localized Fixed an issue where skill tree unlock popup could persist Fixed issue where player and steam avatars appeared twice in party UI Fixed several keybinding issues when rebinding to already used keys Fixed an issue where the server browser filter for “Not Full” was showing full servers Fixed several issues where sound was not playing in the UI Audio Fixed Audio stuttering issues Hans is no longer obsessed with talking about hunting when everybody is dead Maps Fixed zeds not being able to jump on tables in Volter Manor Fixed exploits in Outpost Fixed exploits in Biotics Lab Fixed portal entry handlers in Biotics Lab Fixed exploits in Volter Manor Fixed Reverb Volume implementations in maps Fixed some impact FX on water in Burning Paris Fixed some lighting issues in Burning Paris Zeds Fleshpounds can now jump when enraged Fixed an issue where the Fleshpound would never rage if all of his attacks were parried. Fixed an issue with Fleshpound LODs on low settings Fixed an issue with Husk LODs on low settings Fixed an issue where zeds wouldn’t attack players standing in destructible meshes Fixed some animations problems with crawlers while walking on slopes Fixed an issue where you wouldn’t get XP if a husk suicided Fixed an issue with Hans where he would enter a falling state forever Fixed several gore related issues Fixed instances where zeds wouldn’t animate properly in multiplayer causing them to appear as if they were teleporting AI Pathing improvements by fixing bad AI states Crash Fixed a crash for users that had old Steam avatars of a different size Known Issue Evacuation point in the editor has map warnings Several localized text strings for perk skills have not been updated yet, however the English is correct. These skills are Flaratov and Sacrifice. Rare crash when obliterating bloats when FleX is set to high. Microwave gun "cooking" effect remains on dead bodies that are not obliterated After Action Report Headshots are not always properly recorded in the "personal best" section Rare crash using the voice command widget Occasional crash when getting server details on the server browser +Ver1008 2015/05/26 Maps New map Volter Manor Added collectable items and related achievements to all 4 existing maps Numerous fixes to cosmetic issues and map exploits in Biotics Lab, Burning Paris and Outpost Characters Added 2 new characters for owners of the original Killing Floor Classic Briar and Classic Masterson UI Improved XP barks on player HUD Added "Killed by" messages on HUD Voice comms select on close instead of requiring a mouse click General Update bugsplat to give us more information, which may add a delay when submitting. Added a clientside filter for full servers (in addition to server-side) Increased the EndOfGameDelay to 15 seconds Fixed unintended extra applications of Field Medic’s Armament and Vaccination buffs when using Medic Grenades Slowed down AI movement speed slightly in HOE Crash fix for servers that have improperly set up server actors Fixed issues when connecting to passworded servers via command line and Steam invites Fixed some FX not being affected by night vision goggles when motion blur is enabled Editor Enabled UE stats for the SDK only Custom material support +Ver1007 2015/04/29 Interface Fixed healer screen not updating Server browser Fixed max player count not showing on server browser Added refresh indicator for server browser Party leader can now bring their party with them when joining a passworded server Fixed players not being able to join a server when using the Russian language Gameplay Adjusted door health and weld integrity values Fixed single-load guns sometimes not hitting zeds after reloading Fixed toggling Steam UI unpausing a paused, standalone game Perks Fixed medic with healing surge being unable to heal after level up Fixed commando not receiving large mags bonus for current weapon Fixed medic combatant skill giving armor every time the player switches to it Fixed bug that allowed players at a skill unlock tier (5, 10, etc.) to change skills any time during game Level design Fixed Hans getting stuck in firing range on Outpost Fixed zeds being unable to navigate off new helipad Fixed some minor art-related issues Localization Updated localization Removed references to flashlights in SCAR, AK-12, and Bullpup descriptions GFX Fixed some third-person artifacting related to muzzle flashes Fixed issues with flamethrower charring online Audio Fixed un-ending clot grab sounds Fixed silent battle chatter for German and Russian (now uses English audio) Fixed persistent muffled audio bug Input Fixed issue with rebinding clicks with multiple commands (like fire/spectate next) Fixed caps lock being un-bindable Fixed voice chat binding blocking input Security Fixed several exploits Dedicated server Added servername and numplayers to window title Fixed "-autoupdate" command (this will make the server check for a newer version and shut down if it detects one) Crashes Additional gameplay crash fixes (we are still investigating and working on many of the launch crashes) +Ver1006 2015/04/24 ゲーム本体のクラッシュの修正 サーバのクラッシュの修正 +Ver1005 2015/04/21 アーリーアクセス開始 +Ver1004 2015/04/16 General Numerous optimizations for the server browser Added a server limit filter (how many servers are shown in browser) Added WebAdminPort and QueryPort command line options for servers Medics will now receive XP bark more often for healing Tweaked how EMP grenades effect Fleshpound Reduced server install size Bugs Fix for Max Player override in Web Admin Fixed issue where server browser would be unresponsive if first server selected did not respond back to client Fix for perk abilities and passive upgrades not triggering on leveling Fix a bug where special squads stopped spawning in multiplayer +Ver1003 2015/04/14 General Increased the amount of dosh you receive when you respawn Rebalanced Fleshpound damage Reduced the Safeguard perk skill effectiveness Increased secondary xp on Normal Reduced the amount of life Hans drains on each difficulty Reduced bash stumble Increased Scrake stumble cooldown Tweaked fall damage Removed Siren Pull Increased the wave 1 zed count Increased zed movement speed on Suicidal Increased zed movement speed on HOE Zeds now have a greater chance of doing "Hard" attacks on suicidal Added a system to allow zeds to have a chance of sprinting all the time based on difficulty (not just when they are damaged) Most low level zeds now sprint when damaged on Suicidal Low level zeds have a slight chance of sprinting all the time on Suicidal Added more special squads to lower numbered waves Added functionality that scales up the spawning intensity of the first few waves on higher difficulty levels (Suicidal and Hell on Earth) Reduced the maximum passive perk damage for the Commando, Support, and Berserker Increased the base damage for Beserker weapons Various adjustments to zed damage Players now take a small % of damage from zed attacks when they parry. Small zeds should do little to no damage, big zeds will do little to light damage. The bigger the melee weapon, the better the mitigation Maps Various map fixes and geometry tweaks Bugs Fix for Menace Skill Bloat Siren Resistance not being properly applied Fixed issue where being headless and stunned by the medics sedate would cause sliding Fix for being able to "trick" gear menu open at start of wave. Fix for not saving XP for current wave when leaving during wave Fixed zeds not sprinting on Hell on Earth when they should be Fixed rounding issue between server and client when buying ammo Fix for the changed welding rate giving people too much XP fix for duplicate names and or steam icons in party Fix for frame drop on server refresh Fixed an issue where clients wouldn t see the husk explode when he did his suicide move Fixed picked up weapons not showing up at the right price on a server Fix for when the server processes an extra client transaction Fixed Hans draining some players to death on Hell on Earth Fixed players spawning into an in-progress game with incorrect dosh. Fixed Quick weld not closing doors Online Fixed Safeguard skill not behaving as expected Fixed issue where wander would interrupt commands where the movement was disabled Blind fix for "low health" breathing not stopping after death/level transition Players should now be less talkative if grabbed by Hans Fix for muzzle flashes depth-clipping through walls/doors, etc. Fixed having voicecomms widget getting stuck on death Fix for incorrect info showing on partywidget +Ver1002 2015/04/10 General Game will now read the server game port from the command line when setting up the Steam server Changed "Zynthetic" to "zYnthetic" Flamethrower now ignores damage scaling by difficulty and deals the full damage amount to player that fires it Ana now comments on her favorite weapon (flamethrower) Updated server .ini s to default to normal difficulty Changed EndOfGame delay from 20 to 10 in default ini Increased online framerate cap for clients from 90 to 150 Tweaked down Pulverizer Damage on Alt Fire Safe Guard skill now applies a 15% bonus Added in voice detection with option to turn it on and off in the audio menu. Off by default. Economy Changes Made changes to spread out dosh earning over the waves and more evenly between classes Reduced the trading time in normal to 75 Zed Changes Made changes to several zeds health, damage and aggression based on feedback and stats on different difficulties Blocked accepting invites at times when they would be problematic to other processes Adjusted MaxRespawnDosh up to 1250 to match better with our higher weapon prices Hans XP grant should be higher to compensate for the time it takes to kill him Added the ability to scale how much extra damage a zed gets when they are vulnerable to a damage type Maps Adjusted all maps based on feedback and stats Tweaked spawn times Added additional spawn zones Cleaned up geometry Optimizations Adding depth bounds test support (AMD and NVIDIA) to speed up deferred lights. Disable rigid body collision events for giblets for low and medium settings. Add Setting to turn off footstep sounds on low FX setting. Misc optimizations from main game thread Set small and canbecomedynamic asset detail mode for min spec perf optimization Turned off obliteration gibs for low settings LOD d out collision events on blood particles Disabled CanBecomeDynamic objects from being activated from bullet impacts on low setting. Added setting to disable blood splatter decal on low and medium settings. Just use persistent blood splat for those. Removed all smoke particles in the tank and set clot and track animations to only render on medium detail settings changed all particles in character cust room to medium detail level Optimized collision on some meshes. Collision optimizations. Min spec optimizations Removed aurora particles but left the mesh for less awesome aurora Removed all physics flags Removed all remaining snow particles. Removed half of the animated cameras Removed half of the interp actor wind turbines Optimized Persistent blood traces Tied max blood splats per frame to graphics settings. Do not busy wait for server to reduce idle time CPU utilization Bugs Fixed bug where Medic weapons wouldn’t lock on at angles Fixed issue where the flamethrower will spawn a ground fire at the origin of the map if a trace failed Fixed sound not playing online for the metal detectors Fixed some debug spam Fix for mono looping echos not getting cleaned up Fixed door pound sounds not playing on dedicated client Fixed case where bloats would puke through the door in an attempt to attack the player even though they could not reach them You no longer die if you re tired of being an admin Fixed molasses bug (where players would be set to a lower speed) Fixed an issue where Zeds would not properly select spawn volumes not viewable by players Fixed other client hearing the Medic weapons beeping lock on Fixed Commando rapid fire skill not working online Fixed Professional skill not working online Fixed Menace Skill Attack Speed not applying during zed time Fixed missing heartbeats Fixed missing mesh log errors. Fixed Server browser only showing top 100 servers by player ping Fixed Hans gas grenade not always rendering correctly Fixed shutting doors on players and zeds causing them to get stuck Made sure door close sounds are heard on clients (different from previous door sound issue) Fix for bad mouse sensitivity Healing Surge now gives the proper amount of health Fixed players pausing the game online Fixed a bug with the Husk where he wouldn t fire his fireball or flamethrower attack if he was newly spawned until his cooldown had passed Fixed Flamethrower flame not showing up if player couldn’t see the player shooting it Fixed issue with large bounding region on fx Fix for third person fire effects not appearing if Instigator was 50 meters away from where they spawned in Fixed Server Browser not properly filtering older versions out of the list Attempted Fix for a server only memory leak Crashes Fixed issue which would cause an infinite loop Fixed audio related crash
https://w.atwiki.jp/kingarthur/pages/37.html
Locations There are 18 provinces in King Arthur’s Britannia and each province has multitudes of very important sites these are the Locations, which are represented by unique markers on the Campaign Map. Conquering a province In terms of strategy, Locations are the most crucial elements of the Campaign Map – those who have conquered all the Locations in a province, have conquered the province itself. When there is more than one ruler in a province, with armies scattered all over the various Locations, the province doesn’t belong to anyone yet. After you have destroyed the hostile armies in a province you have to occupy all the Locations to conquer that piece of land. Don’t forget that a province only belongs to you if you see the blue marker posts around its borders. Types of Locations Each Location provides a unique effect, depending on the type of the Location. It’s not enough to capture a Location, there should be at least an army stationed on the Location to benefit from the effect. You can find many unique locations on the Campaign Map. These locations grant special effects you can read a detailed description in the Information Panel. To gain the advantage the Knight must stay on the location at the end of the season. Strongholds Strongholds are fortresses built on the sacred places of Britannia where the mystic powers are strong, making them more powerful than the strongest average forts anywhere – and they have the capacity to develop further. Strongholds are mythical medieval cities with unrestricted construction possibilities and a diversified tech tree. The first of the Strongholds will be the legendary Camelot. As the number of available strongholds is limited to 3, the management never becomes a boring routine but all the Strongholds are unique. Each of them could be specialized to serve different purposes, like having one as the centre for economic growth, while another could be the focus of religion or education. Briefly, the development of the realm is managed through conquests and the development of the Strongholds, appointing liege lords, passing laws and doing global research into magic or technology. Buildings In King Arthur Strongholds are the localized centres for control. Winter is the time when players plan future constructions (in game terms you start constructions in the Winter). Open the Stronghold screen from either the Circle Menu, or from the top of the screen. During winter Strongholds can be upgraded with new buildings that grant numerous advantages. You can build 6 quarters in a Stronghold and 4 buildings in each quarter. Everything costs money and time to build. You can learn more about the various advantages of the buildings in the Info Panel. During winter you can queue up to 4 buildings but builders will work only on one at a time. These decisions will make each Stronghold unique and specialized (there can be a Stronghold for military centres for training heroes, or one trading centres etc). King Arthur’s Round Table The Round Table is the gathering place for the noble knights in King Arthur’s service. They are the most significant individuals in the realm they lead armies, go on adventures and some of them will become the appointed lords of the provinces. The Round Table Screen helps to give an overview of every detail related to the heroes and offers easy management options. Three other options are available in the middle of the screen. Ladies – you can find wives for your Knights. Provinces – you can raise the loyalty of the Knights by granting them fiefdoms. Prison – you can do many (mostly nasty) things to the captured enemy heroes. Apart from Arthur himself only twelve Knights can join the Round Table so you can send any of them away, if necessary. Prison During battles heroes can capture other heroes and send them to the Prison. Enemy rulers might offer a ransom for these captured knights, but there are some other choices available as well Release non-Tyrant heroes get + 2 Loyalty for setting the enemy free – the hostile hero returns to his court. Torture players will be able to see all units in the armies of the king of the captured hero. There is a 50% chance the hero will die. Tyrant heroes get + 2 Loyalty, non-Tyrants get -2 Loyalty. Escape is possible, and the chance of a successful escape grows higher year by year. The liege lord of the captured hero may offer a ransom for the freedom of his servant. If you accept the offer, the captured hero returns to the court of his king. If you decline, the hero remains in the prison. The liege lord may offer a higher ransom in a year’s time or you may never hear from him again. If the kingdom of the hero is destroyed, no one will offer anything for his freedom. Ladies On this screen you can see all the beautiful damsels who arrive at King Arthur’s court to find a suitable husband for themselves. You can choose wives for your heroes here (naturally only one wife for each hero, and they will remain married until the end of the game). Provinces You can see all the provinces in King Arthur’s growing realm. You can grant up to three provinces to your Knights as fiefdoms. You can take away a fiefdom any time and give it to one of your other Knights. Morality Chart Morality is the amalgamation of Faith – that can move along the axis of Faith (between the poles of Old Faith and Christianity) – and Virtue (somewhere between being a Tyrant or Rightful). Morality is constantly changing, due to your decisions. Players will change the Morality trait primarily through accomplishing objectives, but the knightly quests (adventures) also offer dozens of decisions which can change the Morality status. In the role of King Arthur, players determine the fate of the Once and Future King. Morality reflects the possible gaming styles and unlocks various special contents. Morality works like a third, more abstract kind of resource players who reach certain milestones either on the Faith or Virtue axis gets unique rewards, like new units, spells or general management options. King Arthur’s Morality is always based on the choices the player has made and also has an effect on the different aspects of the mythology. Players can make King Arthur a Rightful and Christian king, but, on the other hand, it is entirely possible to change the whole Arthurian universe by creating a devoted follower of the Old Faith or a ruthless monarch. Your Morality can move between Old Faith and Christianity, and at the same time it can also be somewhere between Tyrant and Rightful. Your current Morality is represented by a white marker on the chart. Your decisions constantly change your Morality and unlock unique Units, Spells and General actions. If a reward is between two axes, you must reach the necessary rating on both axes to unlock it. Advancements Players who have already acquired at least one Stronghold will be able to build Upgrades, but – like laws and building constructions – there is a season dedicated to doing this, and that season is Winter. There are 66 Upgrades available that all have an affect on the whole realm (realm meaning the provinces captured so far). Upgrades are grouped into three separate tiers on the Tech Tree – Military, Economy, Kingdom – and they require Gold, Food and Development points. Development points work like a specialized resource that has an influence on the production time of the tiered Upgrades. Strongholds and some buildings give Development points, just like some skills, magic items or Locations. Three types of advancements are available Economy, Military and Kingdom. You can get information by moving the cursor over the icons and pictures. Researching a new advancement costs Gold and requires Development points that you can see on the right side of screen. You can queue 4 advancements at once and you can cancel any of them with a right click. Your scholars work on only one advancement at a time. Chancellery The Chancellery is the centre of the kingdom, the place of all global decisions that affect every single inhabitant of the realm, also the place of jurisdiction, taxation and trade issues. It is only accessible in the Winter season, if the player has at least one Stronghold. The Chancellery manages the everyday affairs of the Kingdom. Laws can only be introduced during the winter and withdrawal is only possible in this season. Decrees are more like instant solutions to problems, but they have long-term disadvantages. You can also exchange Food for Gold and vice versa, with some loss, of course. On the right, under “Ringed Alarm” you can see the list of your most problematic provinces. Laws Laws are global orders that affect the whole realm. They have advantages and disadvantages. There are 12 unique laws. Some are obtainable from the very beginning, others have to be developed as Advancements. Decrees Decrees are immediate orders issued only once every year, that affect the whole realm, generating some income or granting other advantages. However, by overusing this power the loyalty of the people will soon decrease. There are 4 Decrees in the game but first they have to be developed as Advancements. Objectives The main goal of the game is the conquest of the whole of Britannia, but the story-based campaign is made up of Objectives that continuously grant long- and short-term goals that also fit together to paint a grandiose picture of an unfolding storyline. Objectives are particularly important tasks that influence the way events will go. Completing objectives will benefit your cause. You are free to decide whether you want to complete any of them. The Campaign is divided into 5 chapters, like a chronicle, each with a unique tone and theme. Each chapter has 15-20 objectives some of these are compulsory, but most of them are optional. The objectives are structured into a tree-like system. Apart from some standalone objectives, in most cases your tasks are related to each other, because some objectives represent the two sides of one story. By completing one you naturally exclude the other. The chapters are not closed books and players can even begin several different chapters at once, at the cost of facing an overwhelming tide of events. The important goals that make up the overall storyline follow each other chronologically, but the optional objectives can be accomplished at any time. You can have more than one chapter unlocked at the same time, but you’ll have to face the unfolding events simultaneously! Quests Knightly quests are the essence of King Arthur’s world, crossroads where you can choose between the pathways of storyline or take decisions that change his Morality. In technical terms quests are short stories where the chosen knight has to make decisions. Some adventures end in real-time battles on specially created and story-driven battle maps. During the campaign you will play through several of these quests that have a serious impact on the storyline and the Morality of Arthur or his Knights. You might also find the most powerful artefacts there. When you start a quest you have to choose a Knight who will attempt to complete the quest. The abilities of the chosen Knight play a role in the quest and only this Knight gets experience points. A Quest Screen is very simple you get a description of the situation at hand and several options about the given circumstances. The colour of the options indicates the chances of success greyed-out options mean that you don’t meet a requirement so you cannot choose those. In those cases where the decision needs the use of an Ability of the knight, the colour of the text is green if success is sure, blue if the outcome is questionable and red if you’d definitely fail it. The Campaign is built upon both pre-determined and random quests. In the first stages of the game players are set fixed adventures that are usually tied to specific campaign objectives, but later all kinds of random quests will appear. Random quests are colourful adventures without any consequences for the main plotline of the game and they serve as a useful chance to level up heroes and gain extra magic items, experience points etc. Some random quests occur during the spring season and they can cause serious negative effects on your provinces, and there are others that are not harmful, but are challenging and upon successful completion can also be very rewarding. Time after time disasters like floods, draught, or plague may fall on your realm, bringing along with them great difficulties for the people living in the province in question. A quest will always appear after a disaster, giving you the options to make the negative effect less severe. You will also face rebellions that are caused by the low loyalty and / or morale in the province. Diplomacy quests In the war raging for Britannia there are certain neutral participants, such as armies that don’t belong to a specific king, but they will have negative effects in the province where they are currently stationed. If one of your armies meets one of these neutral forces, there are two ways to handle the encounter by battle or through certain diplomatic actions. Relation the starting relation between the player and the neutral army is based on their difference in Morality. There are various methods of influencing this relation in a positive way, by offering gold, food, magic items or even offering a damsel from the court in marriage. It varies from diplomatic quest to quest which offer will be regarded more favourably – some of them might not be even offered, while others will boost the beginning relations twice. Diplomatic actions each quest of this type involves 2 to 4 different actions. Players can choose one if the diplomatic relations between the parties have reached a certain minimum level. Each of these actions has consequences. Diplomacy quests can be completed in two different ways. You can choose fighting (sword icon at the top of the screen) or you can offer some resources such as Gold, Food, Artefacts or even a Lady. Every opponent favours some goods and rejects others. As you offer more and more the blue bar on the right side raises, the relation with the opponent gets better and you can access better and better options. Battle quests Some neutral armies – mostly monsters and brigands – won’t negotiate diplomatically. In the Battle quests you play a very simple battle, on a battle map without any Victory Locations. Victory grants huge rewards. Trade quests Trade quests always appear randomly. If a hero moves to a Trade quest, he can trade gold, food, magic items or arrange marriages for other heroes or kings. Trade quests are not the “magic shops” from RPGs, these are short stories with simple background information (like an old knight offering a family heritage for a favour etc). A Trade quest works in similar way to a Diplomacy quest. On the right side of the screen you can see the goods that the merchant is offering. Your goods are on the left side. When you choose something it appears on the scales. If the two scales are in balance, you can do the deal. On the top right corner of the screen you can see which goods are preferred or rejected by the merchant. Skirmishes Approaching armies which are close enough to each other on the strategy map are able to launch attacks on each other. You can choose the “autobattle” option or you can fight your own battles, or even retreat, but it will unavoidably result in losses. Autobattle When you choose the “autobattle” option, the losses on both sides are calculated automatically, which decides the final outcome of the battle in an instant. Weaknesses losses will be considerably higher if the hostile army had units that are stronger against a given unit type in the player’s army (by the stonepaper- scissor method; spearmen vs. cavalry etc). Protected units if the player has a unit that he really wouldn’t want to lose during the autobattle, he can mark it as protected. A protected unit won’t perish, only in very grave situations, but its traits are halved when calculating the army strength. The maximum number of protected unit is 1 per group of 4 units. If you play autobattles, you can still protect your important units better than the rest of the army. You can select one or more units (a maximum of one third of your army) to be protected and they will incur less damage than the others, but the rest of the army takes the damage instead of them. Battle If the player wants to fight his own battle, he will be the attacker. He can choose from 3 available battlemaps, terrains typical of the given province. There are two exceptions to this rule either if the defender is in Extended Deploy Zone (in this case the defender will choose), or if the battle is part of a quest (then the map is fixed). Rewards The victorious army gets numerous rewards gold and food mostly, while the units and the heroes get experience points, but sometimes rare magic items or a unit from the defeated army will also show up among the rewards. On this screen you’ll see the statistics of your current battle, losses on both sides and the rewards if you are victorious. Battle Deployment phase Battles start with the deployment phase, when you place your units anywhere inside the outlined area (the border of the deployment zone is marked by blue flagpoles). As units start the battle from their deployed positions, it is advisable to scroll over the terrain first to explore all the topographic details and the important locations. You can create CTRL groups, change formation or manage the Autoattack option here. You can start the fight by pressing the “Start Battle” button. (See Ambush and Extended Deploy Zone ) Victory Conditions Your primary objective is to defeat the opposing army but that doesn’t necessarily mean that the only way to victory is the total elimination of the enemy. Although you cannot win a battle without fight, having a far stronger army than your opponent has many advantages (over and above its size or power) or you can benefit from using smart tactics. Army Morale – Army Strength Any army immediately loses if its Morale sinks to zero or the army loses all of its soldiers. The army starts the battle with a certain amount of Morale equal to its current Morale on the Campaign Map. If the army loses soldiers or the enemy controls more Victory Locations the Morale starts to fall. Victory Locations – The battle system By occupying Victory Locations (VL) you gain control of these special areas, which give a huge advantage over the enemy. The number of occupied VLs basically reflects how strong your control over the whole battlefield is, so by conquering and keeping these points of interest you can defeat the enemy without killing all the enemy soldiers and without suffering deadly losses. However, if the enemy is better at capturing VLs you can easily find yourself in a dangerous position. At the beginning of a battle a short, automatic overview will show all VLs on the given Battlemap. You can skip this phase by pressing ESC, so you jump to Deploy phase immediately. Most Battlemaps contain some VLs. Each of these has a certain active or passive ability that becomes available after a short contested period after occupying the VL. The ability is also reflected in the form of the VL a mighty cathedral can certainly heal your units. At the beginning of this scenario all VLs are basically neutral. Capturing VLs is very easy you only have to send at least one unit there and they will capture the given VL in a short space of time. Remember that your units are free to leave that location. That will not make you lose the area; however, if any enemy units arrive at the VL, after a short contested period it will belong to them. Sometimes you cannot benefit from capturing VLs if you fail to defend them. Battle system – An example At the beginning of the battle the Morale Indicator shows the basic setting where blue marks the player’s morale levels and red marks that of the enemy. The whole grey bar itself represents the “health” of the armies. If any of the parties loses units the gray bar and the coloured bar start to shrink and if an army loses morale then the coloured bar starts to shrink. If either of the bars reaches the Centre Gem then that side loses the battle. At the beginning of the battle the starting size of the red and blue Morale Indicators are affected by the morale of the army on the Campaign Map (it changes according to your decisions and the many active and passive skills and traits). The progress of the Morale Indicators is always dynamically affected by the current number of VLs controlled. During the battle the Morale Indicators can dynamically approach or move away from the Centre Gem from time to time. This depends on the VLs controlled. If the player controls more VLs his Morale Indicator starts to grow and the AI’s Morale Indicator starts to sink and vice-versa. If the player and the AI control the same amount of VLs both markers stop immediately. The following illustration presents a battle situation where the AI has a huge advantage because it has killed many of the player’s soldiers (the grey bar at the player’s side is shorter.) Furthermore the player’s morale is also lower and the AI controls more VLs. So, if nothing else happens in the battle the AI can slowly win the battle because the player’s morale will sink and the blue Morale Indicator will reach the Centre Gem. The player is in huge trouble in this example. Winning this battle would not be an easy task because the AI will try to keep control of the VLs and the player must occupy them, although that will certainly lead to some casualties. Victory Locations – Effects All VLs have certain effects that appear in the game Permanent effect within the vicinity Active spell Reward after the battle (if it’s controlled at the end of the battle) Terrain types The outcome of the battle also depends on the current terrain type, which will also have a huge influence on the skirmish. Some battlegrounds are plain fields, good for horsemen and archers. Light infantry is more effective in forest and rocky terrain and scrublands do not offer an easy match for the heavy infantry units. Spearmen will stand their ground on any terrain as long as they can keep their formations. Terrain types will not only influence the abilities of the units but even their visibility to the players. Units standing in a forest, for example, can be detected only from close range. Open field Ideal for Heavy Infantry and Heavy Cavalry. Unsuitable for Light Infantry. Movement speed is unmodified, with a small in decrease stamina. Zero defence against Archers. Forest Ideal battlefield for Light Infantry. Heavy Infantry, Spearmen and Cavalry are at a huge disadvantage. Movement speed is slower, stamina decreases at a medium rate. It offers a very good defence against Archers. Archers shooting from forest also suffer penalties. Hides units. Scrubland Acceptable battlefield for Light Infantry and Spearmen. Heavy Infantry and Cavalry fight at a disadvantage. Movement speed is slower, stamina decreases at a medium rate. Moderate defence against Archers. Road Ideal for Heavy Infantry and Heavy Cavalry. Light Infantry fight at a disadvantage. Movement speed is fast, stamina decreases very slowly. No defence against Archers. Reeds or Shallow water Acceptable terrain for Light Infantry, Light Cavalry and Spearmen. Heavy Infantry and Heavy Cavalry are at a huge disadvantage. Movement speed is very slow, stamina decreases very quickly. No defence against Archers. Hillside Acceptable terrain for Infantry. Cavalry units are at a disadvantage. Movement speed is slower, stamina decreases at high rate. No defence against Archers. Formations Each formation has its benefits and drawbacks. A unit in loose formation, for example, is relatively safe from the arrows of the archers but very vulnerable in a melee. Generally speaking, loose formations are good for marching and exploring, while closed formations are better for melee battles. Stronger and more useful formations are only available to experienced units. Certain units or formations are more effective when fighting against other units or formations. The key to success is to learn what formation types are effective against which formations. Horde Good defence against archers. Small melee attack and defence bonus for all units. Very weak against cavalry charge. Fast movement. Close Array 1st row gets medium bonuses for attack and defence. Medium defence against cavalry charge. Easy target for archers. Fast movement. Shield Wall Front row gains very high defence bonus in melee. Medium defence against archers. Weak against cavalry charges. Slow movement. Diamond Units on the edges get high attack and defence bonus in melee. Strong against cavalry charge. Weak against archers. Slow movement. Fan Medium bonus for attack in melee for all units. Medium defence against archers. Weak against cavalry charge. Fast movement. Wedge Very high melee bonus for the units on the edges. Weak defence against archers. Medium movement. Turtle Units on the edges get a very high bonus for defence in melee. Very strong defence against archers. Good defence against cavalry charge. Very slow movement. Spells The Knights of the Round Table are no ordinary warriors. Chroniclers praise their legendary deeds, how they fight with incredible vigour or how they smite down their enemies with terrible blows. Some heroes perform heavenly miracles or have learned the ways of ancient wizardry. They possess abilities that affect everyone in their vicinity or even the whole army. Knightly abilities can be passive, which means that they always grant benefits or active, meaning they cost Mana. Some of them have an instant effect while others grant the effect for a certain duration (with a timer around the icon) and all of them have a certain cooldown (they become less effective over time.) Things to consider while using magic Ranged spells can cause considerable damage if you are patient and you wait until – or create – the perfect opportunity, when there are many hostile warriors in the given area. Those spells that don’t inflict HP damage but destroy a given percentage of the soldiers in the unit are more beneficial when used against very strong units. Try to find out the possible spell combos that can make you very powerful in battles. Unit abilities Units possess certain skills that make them different from the others and give them special benefits during the battles. A particular unit with its special ability might be very effective against a given challenge, so it is wise to keep track of these unique traits. Skills can either be passive (which means that they always grant the benefits,) or active which grants the effect for a certain duration (with a timer around the icon) with a certain cooldown or else they can be switched On or Off. For example you can use the “Dodge” on/off skill of your Light Cavalry which gives some protection against ranged attacks but makes them weaker in melee. Cavalry, charge, momentum, trample The point of this is to give an important tactical role to the heavy cavalry. Heavy cavalry becomes something more than a fast and strong unit, but also one requiring careful and smart tactics (more than a simple melee unit). The reward for this extra work is that you gain the best and more powerful unit type on the battlefields. Trample is when the heavy cavalry charges with a huge momentum into a formation and rides over it. No melee combat occurs but they kill (trample) some of the opposing soldiers. This immediately inflicted damage is much higher than the damage inflicted in a simple melee fight. The goal If the heavy cavalry charges a light armoured archer unit, the archers will be broken with high losses and the cavalry rides onwards with minimal losses. If the cavalry charges a wedge of spearmen, the momentum of the cavalry will be broken. Many of them die in the first moments then the rest of the unit is not able to move forward and a melee starts. If a cavalry unit is moving “across” an enemy unit (when it is given not by the “attack” order but the order to “move” to a point beyond the enemy!), then it will try to trample it. Then the momentum of the cavalry and the resistance of the opposing unit (against a charge) are compared. If the cavalry is better it will successfully trample the enemy. During this event two processes occur at the same time 1.) the soldiers attack each other and 2.) the cavalry loses some of its momentum. If the momentum of the cavalry falls to less than the resistance of the enemy (during the “collision”) it stops and cannot ride through but starts a melee fight. All cavalry units have a maximum momentum rate. The current amount of momentum is zero if the unit is standing, and slowly increases (up to the max) if the unit starts to gallop. A faster gallop means a faster increase in the momentum – it grows even more quickly when the cavalry rides down a hill (compared to riding up a hill). The momentum is reduced if the cavalry stops, simply rides (stops galloping), moves through a swamp/deep forest, suddenly turns or tramples. The current and maximum momentum is always represented on the icon of the cavalry by a brightly lit bar. A heavy cavalry can trample 2-3 rows of archers OR 2 of light infantry OR 1 row of heavy infantry but (mostly) cannot trample spearman and has no chance of trampling another cavalry unit. There is no melee fight in a trample, but there will be immediate damages to both sides. The damage (caused and received) in a trample is affected by the current damage status of the cavalry and the type of the opposing unit. Technically the cavalry receives zero or minimal damage if it tramples archers or light infantry, but causes huge losses at the same time. This ratio is not so good against heavy infantry (the cavalry also suffers heavy damage) and the outcome can even be fatal against spearmen. Camera settings You can choose three different camera settings in the Options. Default camera Use the keys “WASD” to move the camera front and back and strafe left and right or use the mouse (move the pointer to the edge of the screen). You can rotate the camera with “Q” and “E”. You can also set the direction of the camera if you hold down the mouse wheel (an icon appears in the middle of the screen) and you can rotate the camera in any direction. You can point up our down by using the mouse wheel. The minimap displays the current view angle and the direction of the camera to help with orientation. Controls You can move your units by a single right-click on where you want them to go on the battlefield, or you can even click on the Minimap. Obstacles or impenetrable terrain types like rocks, water or building cannot be selected as destinations. A double right click on the destination makes the unit run. By holding the right mouse button down you can set the destination and direction of the selected unit(s) at the same time. After you’ve selected a unit, keep Shift held down and move the pointer to other units you will see how these units can be arranged next to each other. Then with a left click you can make this arrangement an order and the units will move to that position. Running makes the units move faster but tires them quickly. The colour of the gem on the icon of a unit shows the current Stamina where green means freshness and red represents fatigue. Tired units fight more weakly and are more vulnerable. Fatigue slowly disappears if the units stop to rest for a while. Right click on an enemy unit this is the attack command. Your soldiers will march towards the enemy. A double right click will order them to run. If the Autoattack option is on and the enemy enters inside a given radius around your units they will automatically attack the enemy. However, if you switch it off your units won’t attack the enemy automatically, only at a very close range. If one of your units attacks an enemy unit (or it is under attack), then its status is considered as “engaged in battle”. A special marker appears on the unit icon. The given unit can only leave the melee fight if you use the Withdrawal icon. Selecting units Left click on the unit or on the unit icons in the bar on the bottom of the screen. The selected unit icon gets a red frame around the bar and an arm icon appears above the units on the field. You can select more than one unit at the same time by holding down the CTRL button and left clicking on the required units (or on the icons of the units) or by drawing a loose rectangle with the mouse around the units on the battlefield. Pressing down CTRL+A selects all units and heroes. You can group together up to 9 groups of selected units by pressing CTRL+ 1 to 9. Then you can select the groups by simply pressing the buttons from 1 to 9. Strategic settings Strategic Settings can be found in the upper right corner of the screen. You can create the setting most convenient for yourself by selecting from the available options show units behind trees, archers’ range, melee units’ automatic attack range, unit flags, unit’s trail and many more. Ambush Forests are a special terrain type where your units can hide. Hiding units don’t appear on the Minimap and their flag is also hidden, although for sharp-eyed observers it is still possible to locate them on the battleground. You can see on the unit’s icon whether it’s hidden or not (a special marker appears on the unit icon). Hiding units can ambush the approaching enemy (if the opposing forces get close to them) and during an ambush they get significant bonuses to their attack ratings. At least one minute hiding is required. Scenario A Scenario battle is a single gameplay mode that is not part of a Campaign. These are instant battles against the AI where the player can set up the conditions of the battle (including the layout of the armies, the battlefield, etc.) as they wish. All units and many battlefields from the campaign will be available in the Scenario as well. Battlemap You can choose from more than 30 battlemaps. Try as many as possible each terrain is unique and requires a different army setup or tactics. Battle mode You can set the victory conditions here. The basic game only allows the Standard Battle Mode, where both armies start with 75% Morale. Battle size You can set the amount of Gold allocated to buy units for your army (unlike in the Campaign, Gold is the only resource here). You can play very small battles with one or two units or you can recruit huge armies to fight. Choosing Morality You can choose the Morality for both players (Rightful, Tyrant, Christian, Seelie, Unseelie), which will allow to use the special units exclusive to that Morality. In King Arthur there are no battles between the representatives of the same side, so you have to choose different Moralities. Assembling the army Your most important task before a battle is to create an army. You will see different panels for the units and heroes available to players of all moralities as well as those which are only available to certain moralities. You can switch between the two playing armies using the icon marking the players above the screen. You can assemble your army by picking each unit one by one. You can also create random armies and you can save the current grouping for later use. You can upgrade the assembled heroes and units just as it happens in the Campaigns. You pay for the upgrades from the same Gold pool you use for the whole army, so you have to decide whether you want a small but very efficient or a large but not so experienced army. Multiplayer The multiplayer version of the Scenario is playable over a LAN or the internet. These battles are fought by two players in a symmetrical multiplayer mode. The estimated time for an average session is 20 minutes. To play a multiplayer session on the internet, you will need a Steam client. Create a session The options of the Scenario mode are also available in Multiplayer mode (Battlemap, Battle mode, Battle size) but there are also some specific settings Name of session This name will appear in the Game List for those who want to join. If you leave it empty, the name will be the same as the Profile. Password Sessions protected by a password are only available to those who know the password. Minimum score Players with ladder scores under the set minimum can’t join the session. This is useful for players who want to play with more experienced opponents. Join You will see a list of the sessions created by others. You can filter the list for Battle modes, Battle sizes, Battlemaps or sessions with passwords, or set minimum scores required. Army setup After the joining party has connected to the Host, both parties have to choose their Moralities, and then they assemble their armies as in a typical Scenario. The chat function is also available. Battle Battles are almost exactly the same as in the Scenario mode, with two exceptions 1) both parties have only 2 minutes for Deployment 2) you can’t speed up or pause the game. The chat function is also available. NeocoreGames and the logo of NeocoreGames and King Arthur - The Role-playing Wargame © (2009) and the logo of King Arthur - The Role-playing Wargame are registered trademarks or marks of Neocoregames Ltd. All Rights Reserved.
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Whelm's first area secret thread! All credit goes to him!! Incase you missed it this thread has some nice things for brand new characters. http //forums.ageofconan.com/showthread.php?t=13063 Where to quest at X level? by Venums Great thread on where to quest at and some bug reports. http //forums.ageofconan.com/showthread.php?t=18857 Where do I level at? Rexxar posted this in another thread. So to him goes the credit. Press M in-game to look at your map, on the world map you can hover your mouse over all the zones, and it shows a recommended level range for the area's quests. Hotbar Madness! Graphic slug monsters!(look/feel and keybinding how-to by cilis This is a great thread and discusses key bindings. It also gives some good hints on how to raise your fps. http //forums.ageofconan.com/showthread.php?t=17679 Game Time Explained. by Golden220 Tortage is simply day or night depending on what you choose it to be. After you leave Tortage, the game time constantly cycles from day to night. The game time is on a ratio of 1 Minute Real Time = 5 Minutes Game Time Therefore A complete Day/Night cycle or 24 hours happens every 4.8 hours, so we'll call it 4.8 hours real time = 1 day game time As for when it turns from day to night. There is both a dusk and dawn period. Dawn seems to be from about 0400 to 0600, where at dusk seems to be ~2000 to 2130. I need to recheck these times, or if anyone has them please post. To add a Map marker Right click on the Mini map or main map and choose make Marker. This is useful for marking harvesting nodes. Advancement Calculator Bored at work? Thinking of Aoc? Here are two links to help you get through it all. http //feats.goonheim.com/ www.conankave.com/ To add friends /cc addbuddy NAME / Commands To view a list of / commands. Type / TABTAB. This will bring up a list just like the emotes. Below is a list of / commands with descriptions. Those with a ? next to them means I do not know what they do. /afk - Toggles afk on and off. Give you an opportunity to put a message in. /anon - Makes you not show up in searches /bank - ? /born - character creation date /bugreport - report a bug /bugreportbtn - ? /camp - logout /cc - ? /cc addbuddy - adds someone to your friends list /ch - chatgroups /chsay - talk in a chatgroup /claim - get your reward /emote - /emote + TAB to bring up a list of emotes /fhelp - Brings up some /commands /follow - Follow your target /g - talk in group /gm - ? /group - same as /g /gu - guild chat /guild - ? /guildsay - same as /gu /help - field manual /heroicmode - Takes you to a group instance of your current zone /hide - makes you use the hide skill /hotkey - ? /ignore - Ignore a player /invite - Invite a player to a group /items - ? /kick - a player from a group /leave - leave a group /list - brings up /list players /logcombat - ? /loot - loot target /macro - /macro name command /me - ? /name - ? possibly to name pets /ooc - talk in ooc channel /org - ? /petition - put in a gm ticket /played - shows how much you have played /quit - logout /r - /reply /ra - raid chat /raid - same as /ra /reloadhotkeys - ? /reply - same as /r /s - shout /say - same as /s /script - ? /selectself - target yourself /option - ? /sit - sit down /stand - stand up /stuck - gets you unstuck /t - pvp minigame chat /team - same as /t /tell - send a tell /text - ? /version - list version of server and client {{may or may not be correct }} /w - /whisper someone /whisper - same as /w I hope these help and enjoy! Help I'm stuck! 1. Try /stuck this has worked for me every time. 2. If it does not work. Try using your Path skill. 3. If you are still stuck then type in /petition and a GM will be with you asap. Please be patient they may be busy. /who command added by bamboosonnet The first button on the upper left (People and PvP I believe) has all the search options. There's one for Player, Group, Guild, and PvP. Emotes For a list of emotes type /emote TAB This will bring up a full list of emotes. Claim To claim your CE awards use /claim Walk and run Autorun is the NUM LOCK button. Toggle between walk and run with Backspace. Active Blocking and other combat tips 1. I didn't know this existed until today. The hot key is X give it a shot. 2. Double tapping a direction will give a short duration 'buff'. Backwards add evade, forward adds chance to stun- helpful in multiple situations. {{By Telemachos Thank You!!}} Overflow If you complete a quest and your bags are full. Your quest reward is not lost. 1. Look next to the mini map you should see a !. 2. Make room in your bags. 3. Click the ! 4. Claim your reward. aka Profit!!! Respec If you mess up on your feats or your skills do not fear. Both can be redone. However both do cost a small amount of coin. Skills are first up. 1. Hit P to bring up skill list. 2. Hold down ALT and left click on the skill you wish to get rid of. 3. Confirm the skill respec 4. Add the points back to wherever you would like. Next up Feat Respec In each major city their are NPC's that will wipe your advancement tree for you. All that you do is talk to them confirm the wipe and pay the small fee. The first time I did it, it cost 50 copper.{{ I am at work so I don't have the cords with me. If anyone can look them up it would be appreciated. If not i will snag them when I get home.}} Tortage - Feat Fixer - On the Docks - 1084, 718 { Has been removed for now } Khemi - Zahra - [Trainer] - On the Docks - 833, 1144 Old Tarantia - Minerva - [Trainer] Base of the Temple of Mitra - 796, 541 Cimmerian - Cowal [Trainer] at (250, 490) Climbing 1. Hit the P key. 2. Add points into climb. At level 20 I had 100 points allocated. I have found nothing as of yet I can't climb. Feel free to correct me or give feedback on this.{{ I was informed there is a quest that requires 180 in Old Tarantia}} 3. Move to the climbable object. Hit the U key. Up you go! Guild Information You can start a guild at level 20. To do so follow the below steps. 1. In the upper left hand corner of yor screen you will see three tabs. Click the third one. 2. Fill out the information. Choose a guild name and a type of government. From what I can tell the type of government doesn't change anything. Just the names of the ranks. To invite someone go to the social tab {{ the first tab on the left hand side }} and select add name. Type in the name and check add to guild. Click ok. That's all their is to it. Happy recruiting. Zone instances If you are grouped but can not see your party members. As leader of the group right click on the party member's name and select bring to instance. I am not sure of the wording but it's easy enough to figure out. Also near the mini map you will see a drop down. One of the choices are change instance. You can tell who in your group is in what instance easily through this. A star next to an instance is where the group leader is at. A human symbol represents where group members are at. Crafting At level 20 you can take gathering skills. At level 40 you can take your actual craft skills. This thread is from the crafting forums. I hope it helps. http //forums.ageofconan.com/showthread.php?t=9654 Traders Saving this space for locations and a short how to as soon as they become available again. Dual wield Contributed by Azara If you have it. Put two one-handed weapons on the lower LEFT of your paper doll inventory page. The icons for those are a sword and a shield. The Right side sword and shield are for alternate weapons.
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hair." "The tripod, and the Bodystockings UK six elders of the space space ring ring, Su strong, and..."... Cheng Gong this time from the cloud Danzong harvest things for the vast majority of people jealous, even the imperial Yanjing slightly Heartbeat, more distressed, he loves is none of these things, these things are to the family s hands, Cheng Jiahui therefore again have the promotion strength. Waste, emperor to Su burning, gas is not a place to. The sound situation Bodystockings UK he can like this mess now, do not know to support his blue eyebrow think what, all were killed, did not come this time. Is not to count on them with the waste, some things or to yourself. Cheng Gong arrogant rushed in, when Su lie most scenery meet the emperor s will from heaven he hit the ground, completely destroyed his prestige. At the moment, and with the people to go all out, the emperor feel very embarrassed, not to bow to rob Cheng Road, but after Cheng bow out again to go out is a bit Bodystockings UK behind in the process with the bow, this let him also is very difficult, but this time Jiang Weixiang is sensible over polite will he go to the post edge, also please all the guests take a break. Then a message came, when the blue eyebrow, poison the two elders to guard the snow was secretly steal, they chased away. The news is a natural ginger Lanchuan come, then Jiang LAN Ethernet on behalf of Jiang Weixiang became a suzerain support elders, after simple repair the original ceremony hall became the new suzerain host celebrations. But all of a sudden a lot less people, the emperor down is a symbol of family name for several hour after leaving, Bodystockings UK like wind sword Zong Changlao cloud month day, original evil religion saint they have left early. Distance from the cloud Danzong hundreds of miles down the mountain, the only way which must be passed on their process of arch, cloud month Tianzheng with people with ultra fast forward speed, the body such as freely flowing style of writing in general than the general secondary BMW speed much faster. "Boom!" The sky suddenly a sword light, a massive sword in front of them, then the air two people falling Bodystockings UK slowly. "Well, you know that you will intervene in this matter." Cloud month cold to hum a, cold look at the original Saint evil religion with him behind a closed eyes old. "Of course you have to intervene in the situation, sword Pope to do my original evil religion will intervene, you want to kill the people we save, you want to protect the people we killed. Open cloud sword Pope Yunyue day elders don t know what you know, we have to two cases among the undead endlessly point?" The original Bodystockings UK Saint evil religion cold voice, although strength than the cloud month day worse on some momentum, but it did not allow the PopeThe main force of the old servant, isn t you can match. From what he has just brought the saint sword flight can be seen, he should have been close to the peak period of the existence of free from vulgarity. Cloud month day just break refined period of seventh layer become elders in the old servant soon, before he can protect life is good. This is the real door-to-door badly, as Yun Danzong looks is not small, but only in the blue cloud Empire called. Their elders are also exist extraordinary period of eighth layer, Ninth layer, but little behind the same exceptional period has. The real schools, there are a lot of Bodystockings UK each level, and that no fault. The small branches, small family may have a strong presence is not weak, but is not behind each level people, such a person down a family of a martial art is finished. "Worse, the elders will know that your relationship is unusual, no wonder Cheng bow a secular dandyism dare kill me wind sword big elder disciple, the original is your original evil religion in the behind, he also will I Fengyun sword Pope disciple refined into a puppet, this thing I have notice the elders, Bodystockings UK - https //www.amoretu.com/sexy-hosiery-bodystockings Cheng Jia soon from this country from this delta disappear, completely disappeared, we go." Cloud month day finished, with a turn away. "Blind uncle!" The original evil religion saint turn to look at the old man, close will find the old man s eyes did not intend to close, but by a special forces seal generally, his eyes can not see anything. No way. Blind uncle slightly shook his head "although he just wind sword Zong ordinary elders, but wind sword Zong internal can reach the elders are not the same in general, but their suzerain like put on airs, such as sending men to small sects will reward some magic, like worldly emperor s imperial sword, but he this weapon more powerful, mostly suzerain make sword, some if critical juncture can lie between empty borrow sovereign power, even the land gods are difficult to easily kill does not cause any trouble, so the wind sword Pope these assignments are superior elders, even if the strength is not good also nobody dare easily provoke. Man, look at so long, also do not want to come out." Sorry. The original evil religion saint heart in a surprised, because her spiritual force also watch around, but did not find what is the problem. If cloud month day so he wouldn t find it is just, but now listen to blind uncle mean, he has to guess who is, how may, if he the strength to achieve extraordinary period than their difference is also many, how will find him, myself but has reached extraordinary period of sixth layer. "The powerful, the last time I went to the original evil religion did not see Nin Lao, but also heard, see Nin Lao that should has almost reached the land of immortals?
https://w.atwiki.jp/savage2new/pages/31.html
公式Update情報 http //savage2.s2games.com/changelog.php +をクリックすると詳細が表示されます。 Version 2.0.2 Bug Fixes Corrected the minimum players required per team and maximum players allowed on the following maps MirAkar, Willow, Autumn User Interface The buttons on the side of the MegaMap can now be moved to the other side of the MegaMap via an arrow button which resides above the existing buttons. Added the missing texture for the MegaMap button. Version 2.0.1 Bug Fixes Fixed an issue that would cause commanders to experience a dramatic reduction in frame rate when the player count reached a certain level. Fixed an issue where clicking the "Move" button to swap players in the Team Manager panel would cause the commander to crash. User Interface Players must now click (rather than simply hover over) the desired star rating when rating the match and their commander at the end of a match. Cleaned up the display of the Team Manager panel. Also, added an "X" close button. Added Select Squad buttons to the Team Manager panel. Added and cleaned up some tooltips. Added the MegaMap, which is a larger minimap panel that players can use to direct their team. Has buttons to draw, ping, and select each squad. Can be opened via a button on the side of the minimap. Can be dragged. Balance Hunter Venomous no-longer requires a nexus. Venomous poison duration increased from 5 seconds to 5.5 seconds Frenzy now requires a nexus. Frenzy speed buff duration reduced from 3 seconds to 2.5 seconds. Frenzy speed buff speed increase reduced from +25% to +20% Legionnaire Health reduced to 630 (about a 5% decrease). Attack chain damage increased to 66-75, 66-75, 100-113 (from 63-71, 63-71, 95-107 - about a 5% increase). Building damage multiplier reduced from 1.4 to 1.33 (about a 5% decrease). Chloro Spire Gold cost reduced from 4500 to 4000 (now matches shield tower cost). Gold bounty reduced from 350 to 300 (now matches shield tower bounty). Items Savior's valor gold cost reduced to 200 from 250. Map Updates MirAkar Modified the location and position of some trees, particularly around the scar and beach areas. Modified foliage animation speed. Fixed a few spots where players could get stuck. Fixed some texture seams. Improved FPS in some areas. Autumn Fixed some feature seams, retextured a few areas, fixed some areas where players could get stuck. Modified foliage animation speed, cleaned up blockers, modified trees, modified the appearance of the sky. Willow Significant changes to the environment settings, foliage placement. Cleaned up placement of blockers, modified foliage animation speed, modified textures in some areas. Improved FPS in some areas. Morning Prevented the placement of garrisons in a few spots at the center of the map (near the scar, where neither garrisons nor sub-lairs are meant to be placed). Added blockers to reduce players' ability to jump onto structures from the Northern tower. Hiddenvillage Players should no-longer be able to place spawn portals in the walls at the center of the map. Miscellaneous Taunt (default key N) and the abilities overlay (default key Y) are now configurable in the options menu. Removed voice chat (old VOIP) key from the control options section of the options menu. The hotkey for push to talk can be found in the Voice tab of the options menu. Reduced officer spawn portal placement range from 300 to 225. The predator now animates when throwing a blaze projectile, similar to the fireball animation. Updated some item and ability descriptions. Version 2.0.0(TEST版1.8.1が格上げ) + 修正内容を表示する 1.8.1との内容変更をチェックしていません。 注意点 We strongly recommend removing any installed interface mods before applying this patch. The authors of such mods will need to need to evaluate the changes in this patch and make updates as necessary. インターフェイスMODを使用している場合はこのパッチを当てる前にアンインストールすること。 いくつかのインターフェイスMOD作成者はこのパッチによる変更を評価し、MOD修正が必要ならアップデート版を作成する必要があるだろう。 Team Manager Panel (new) The Team Manager panel allows commanders to more easily view the status of their team, and also provides some additional controls. コマンダーに自分たちのチームの状態をより簡単に見ることが可能になりました。 いくつかの追加されたコントロール(パネル?)が備わっている。 Visible information Squad (by color), class, health, mana, name, officer status, inventory items, gold, souls, level, buffs, and debuffs. 色付けされた分隊・クラス・health・mana・プレイヤー名・分隊長ステータス・インベントリーアイテム・所持金・Souls数・レベル・バフ・デバフ Can select/move the camera to a player (same as the top-left squad displays). プレイヤーへの視点選択/視点移動が可能です(上方左に表示されていた分隊画面と同じように) Player swap (can move players around from squad to squad and even promote/demote officers by moving players around). Can give teammates gold from the team gold pool (there will be limitations on this feature to prevent abuse, and they will be tweaked/modified as necessary to prevent abuse). Players are notified when the commander gives a player gold. VOIP (new/complete overhaul) Configurable FeaturesTest mic level (with visual indicators and recommended sound level indicator). Voice chat volume (the volume of chat from other players) Microphone volume (your input/record volume for your mic) Auto sound dampen (automatically turn down other game sounds when someone is talking - can be turned off, or maxxed out for no sounds while people are talking) Microphone boost (toggle) Disable voice chat Push to talk/voice activation toggle Voice activation record sensitivity Mic off time - Used for voice activation the amount of time that the voice level has to be below the activation level before it stops recording. Select input device Auto gain control - All voice chat volume is automatically adjusted (to a limited extent) to keep everyone around the same volume level Other notesThe voice chat currently is audible for all players on your team. Players can be selectively muted (players remain muted until you un-mute them or restart Savage 2). User Interface Hovering over structure icons as a commander or builder/conjurer will show an additional tooltip with icons for the units, weapons, abilities, and items that the structure unlocks. Added "Team" and "Enemy" over the stronghold/lair health indicators at the top of the screen (both commander and player). Added a significant amount of new commander tooltips, explaining various interface elements and features. Miscellaneous other interface adjustments (primarily to facilitate the inclusion of VOIP and the Team Manager). Added monkit icon (Thanks, Eaxs!). The full ISO-8859-1 character set (unicode characters up to U+00ff) is now available for use in the game interface. Existing Map Polish DeadlockCleaned up texture seams, rough/jaggy terrain, fixed some map exploits. Visually clarified an area that should not be accessible. Morning Cleaned up some texture seams, missing textures, jaggy areas, and adjusted a couple of trees with visible roots. Fixed some foliage and replaced the water with the updated water model. Moved some trees so players are less likely to get stuck. Modified some blockers to prevent players from getting to areas that should not be accessible. Fixed some floating objects, and blocked off areas where players aren't supposed to be/tightened blockers to reduce wallriding. BunkerCleaned up some texture seams. Painted blockers under the fences in front of the stronghold/lair to prevent ranged siege from firing from outside the base areas (cleans up steambuchet issue). HellpeakCleaned up a lot of texture seams. HiddenvillageCleaned up a ton of texture seams. Fixed some foliage issues. Lessened some of the harsher black coloring near rocks/arches. StormCleaned up texture seams, fixed some places where players can get stuck behind rocks. Modified blockers so that it's harder to get into places where players are not meant to be. MoonlightFixed floating objects, texture seams. LosthillsCleaned up texture seams, fixed floating objects. EdenReplaced pit under the bridge with pool of water using one of the new water props. Added/tweaked foliage, tweaked terrain coloring, moderate amount of texturing updates, added some trees outside of the playable area to make the map look more lush, filled in some open space next to one of the scars. Game Balance Lynx feet cooldown reduced to 30s from 35s Lynx feet(Beast側の早足アイテム)の再使用時間が35秒から30秒へ短縮されます。 Lynx feet max items per stack increased to 2 Lynx feet(Beast側の早足アイテム)が2個所持(スタック)できるようになります。 Speed boost cooldown reduced to 30s from 35s Speed boost(Human側の早足アイテム)の再使用時間が35秒から30秒へ短縮されます。 Speed boost max items per stack increased to 2 Speed boost(Human側の早足アイテム)が2個所持(スタック)できるようになります。 New Maps 3 new maps by Dark_Strider - Mirakar, Autumn, and Willow Dark_Strider氏による新しい3つのマップを追加 ⇒「Mirakar」「Autumn」「Willow」 Map Editor [Thanks to Ferretalis and the S2SCIP for significant contributions to the map editor] Map editor should now work completely out of the box (no special work or extra installation required). Additional props are now available for use in maps. OSX (Mac)-Specific Restricted (managed) users should be able to update and log in. Updating requires Savage 2 to have been installed under that user account. Linux-Specific ALSA is now the default sound device for sound output instead of FMOD's default (OSS). Miscellaneous Wing spin should no longer kill with a NAME. ← 意味不明 Commander is now notified when players donate gold Some misc updates to descriptions for various skills. Fixed an issue which caused the end of game victory/defeat audio messages to repeat at the end of a match. There is now additional time (17.5 more seconds) allowed to get set up/organized before a match starts (an additional 7.5 seconds to choose commanders, 5 seconds to choose offers, and 5 seconds after squads have been filled before the match starts ). Various crash and bug fixes. Players are no-longer rewarded XP for donating gold. This is to prevent players and commanders from continually juggling gold to farm XP. Players now receive a text notification when they are promoted to/demoted from officer status. Players receive their spawn portals on the fly when being promoted to officer status (including on the field). If they are on the field when promoted, the portal ability will have a full cooldown to prevent abuse. Server owners can now set svr_minLevel and svr_maxLevel to allow only players with specific level ranges. Fixed issue which was causing damage over time abilities to occasionally stay on the target until death or dispel. Miscellaneous Modding New water props with updated texture (Thanks, Brokengame!). HasListItem interface command (checks for the existance of a listitem by its value). See the new team manager panel in game_commander.xml for an example of its use. Version 1.8.0 + 修正内容を表示する Interface New server browser Quick connect button - connect to a populated server with the best possible ping. Will fall back to an empty server if all populated servers are full. Checkbox for official servers only or all servers. View persistent item vault items from the server browser. Various improvements, more information, and clarification of interface elements. CC Panel improvements (Thanks, Stanz!) Fixed a bug where menu items sometimes couldn't be clicked on. Fixed a bug where toggled buttons would reset when the overlay was closed via the X button. (From 1.7.9) Modified the clan chat window so it should now properly retain all messages. Server list now sorts by ping (lowest to highest) by default. Added a resize button to title bars. Added a list of whisper contacts to the message window. Added clan chat button to the clan panel. Added new misc tab to options. Added new option "Always open chat windows" - this will create chat windows whenever you receive a whisper. Added new option "Bar at Bottom" - this will move the CC bar to the bottom. Misc. additional improvements Voice commands and Notifications Completely new set of voice commands and audio notifications. Roles are as follows human commander, human announcer (notifications), human action player, beast commander (Ophelia), beast announcer (notifications), beast action player. Added specific structure under attack notifications. Full set of commander-specific voice commands. Squad-member-specific and squad-officer-specific voice command menus (will only show the appropriate menu). New "Your skill is unmatched!" kill streak notification at 15 kills. Team and enemy team upkeep unmet notification sounds. New stronghold/lair damage notifications - (Heavy damage at 60%, burning/fading at 35%, nearly destroyed at 15%, and victory/defeat at 0%). Squad Officer Squad officer orders (opened by pressing 'F') now uses action player sound set - can now tell the difference between officer and commander orders. Squad officer follow order modified to "Defend target" - can be used to issue defend unit and defend building orders. Rally command reworked - has new audio notification and issues a move order to the officer. Can be used as an officer flag. Balance Hunter Wingspin duration reduced to 3 seconds from 6 seconds. Wingspin cooldown time lowered to 20 seconds from 30 seconds. Wingspin block meter damage increased from 19 per hit to 25 per hit. Three strikes from a wing spin should fully break a player's block meter. Shaman Chant of Restoration now uses about 29% less mana. Misc Fixed several outdated ability descriptions. Version 1.7.9 + 修正内容を表示する Bug fixes Fixed a bug where buildings were taking double the damage from the Hunter's Wing Spin Fixed an issue with Shield of Sol that was causing the hit effect to play when damage was taken from damage over time effects The hit effect and sound will now only play as a result of direct damage from guns, skills, and melee attacks Fixed an issue that would cause the Hunter's Wing Spin not to go into cool down if the hunter was hit with a stunning ability, such as Double Strike Note that the Hunter is, currently, still not able to be stunned while using Wing Spin. This is intentional, and not a bug. Maps Modified some hills on Bunker so that players cannot walk up them Reduced the size of some bushes on Bunker to cause less interference with ranged attacks Balance Hunter Wing Spin damage to structures effectively cut in half (as per the bug fix above) Wing Spin now requires the nexus Items Power Absorption now returns 100 mana when consuming a harmful state, increased from 60 Version 1.7.8 + 修正内容を表示する Bug fixes Hunterのモーションが硬直してしまうバグを修正しました Pushbackの効果を持ったスキルはガードに成功しても押し返されるようになりました Maps Savage1に存在したBunkerをそのまま再現したマップを追加します Desolationのスタック地点等、既存マップのいくつかの問題を修正しました Balance Conjurer Entangleがちょっとしたダメージで解除されてしまう事はもうなくなります。 今後は対象が50以上のダメージを受けるか2.5秒が経過するまで解除されません。 Hunter Wing Spinが新しくなりました Wing SpinはもうHunterをその場に釘付けにする事はありません Wing Spinはその回転で360度に対して6秒間攻撃するスキルに変更されます。その間周囲の敵に0.5秒毎に70のダメージを与え続けるでしょう (実際は70からアーマーの軽減等を差し引いた値になります。これはハンターの通常攻撃と同じ程度のDPSになるでしょう) Wing spinの効果時間中は敵の遠隔攻撃を無効化し、同時にアーマーに若干のボーナスを受けます Wing Spinを使用中は移動速度が通常の70%になりますが、スプリントを使用することが出来ます(チャージとドッジは使用不能です) 性能に合った新しいモーションとエフェクト、効果音が実装されます このスキルはガードすることが出来ますが、4回ガードさせた時点でガードクラッシュが発生するでしょう Frenzyが新しくなりました Staminaを吸収する効果はなくなりました Frenzyを発動すると攻撃がヒットした時3秒間移動速度に25%のボーナスを得ることが出来ます この効果は敵にガードされた場合は発動しません 通常攻撃の3段目の硬直が大きく減少しました。より素早く次の攻撃に移ることが出来るでしょう Shaman Entangleがちょっとしたダメージで解除されてしまう事はもうなくなります。 今後は対象が50以上のダメージを受けるか2.5秒が経過するまで解除されません。 Chant of LifeとArcaneは一つのスキルとして統合されました。今後範囲内にいる仲間はHealthとManaが同時に回復するようになります このスキルは7Mana/secの消費で使用することが出来ます(現在のChant of Lifeは10mana/sec) このスキルで仲間のManaを回復させた場合にもExpとGoldを得ることが出来ます。これは従来のChant of Lifeより効率的です Predator Mana Regenerationが2.5/secから3/secに変更されます Scout アーマー値が7から5に変更されます Chaplain 新しいスキル"Shield of Sol"が追加されます 発動中に敵から攻撃をうけると、本来受けるダメージの40%分体力が回復します 使用中は移動する事もスキルを使うことも出来ません。Hunterの睡眠と似たような感じです このスキルの持続時間は8秒の間です Healの効果が120から138になりました Group Healの効果が50から75になりました Legionnaire 攻撃のダメージが10%減少しました Items 新しい装備型アイテム Advanced Sights (for humans) と Magic Amplifier (for beasts). 遠隔攻撃のダメージが25%上昇します 価格は700Goldで、購入にはSiege Workshop / Charmshrineの建設が必要です Stone Hide/Plate Mailは移動速度が5%低下するようになります。また、価格が550から650になります Shield of Wisdomを発動中に攻撃をうけると固有のエフェクトが表示されるようになります Commander Centurion Armorの再使用時間が2分から1分40秒になりました DispellはAoEから1つの対象にスナップキャストで使用するようになりました。これで対象を上手く選んで使うことが出来るようになるでしょう。 また、再使用時間が25秒から20秒になりました Version 1.7.7 + 修正内容を表示する Legionnarie Riposte の相手に与える反射ダメージが 35% から 25% に減少しました。 Version 1.7.6 + 修正内容を表示する Savage Morale boost を使うには Armory の代わりに Monastery が必要になりました。 Double swing を使うには Armory が必要になりました。 Legionnaire 近接攻撃の範囲が 104 から 110 に増加しました。 近接攻撃によるノックバック効果を大幅に減少 Predator 近接攻撃の範囲が 120 から 110 に減少しました。 Armor が 11 から 10 に減少しました。 Hunter 近接攻撃の範囲が 120 から 105 に減少しました。 venemous を使うには Nexus が必要になりました。 Hibernate(sleep) を使うには Sanctuary が必要になりました。 Armor が 12 から 10 に減少しました。 Item Shop Lungs of Maliken を 900 から 800 に値下げしました。 Heart of Maliken を 1100 から 950 に値下げました。 Chainmail を 250 から 300 に値上げしました。 Tough Skin を 250 から 300 に値上げしました。 Platemail を 450 から 550 に値上げしました。 Platemail の速度低下効果はなくなりました。 Stone Hide を 450 から 550 に値上げしました。 Stone Hide の速度低下効果はなくなりました。 Gust of Wind を 250 から 450 に値上げしました。 Gust of Wind を購入するには Sanctuary か Monastery が必要になりました。 Power Absorption を 450 から 350 に値下げしました。 Power Absorption の弱体効果を解除した際に得られるマナの量を 40 から 60 に増加しました。 Power Absorption の効果を 60秒毎 から 45秒毎 に減少しました。 Version 1.7.5 + 修正内容を表示する Fixes Fixed a rare chat related crash チャットでのくらっしゅを改善 Balance Spawn invulnerability time when spawning at the stronghold/lair set to 3 seconds, down from 4 seconds stronghold/lair からスポーンした場合の無敵時間を4秒から3秒に変更 Raid bonus set to 500. The raid bonus is a gold reward given to your team by destroying an enemy team's gold mine Raid bonusを500に設定。 raid bonusは敵のgold mineを破壊することで報酬としてteam gold に加算されます Hunter Health reduced to 375 from 390 Healthを390から375に減少 Movement speed reduced to 210, from 215 移動速度を215から210へ減少 Legionnaire Quick attack stamina cost set to 19, down from 24 クイックアタックのスタミナコストを24から19へ減少 Increased melee damage by about 8% melee damageが8%上昇 Predator Movement speed lowered to 210, from 217 移動速度を217から210へ減少 Savage Quick attack stamina cost set to 17, down from 25 クイックアタックのスタミナコストを25から17へ減少 Increased attack speed by 10%, lowered damage by about 7% 攻撃速度10%上昇。 ダメージ7%減少 Increased total stamina to 205, from 175 スタミナ量を175から205へ上昇 TIPS投稿(Wiki編集が面倒なときはこちら) ver1.7.6 Legoさんの訳し方が分からないので、どなたかお願いします。(ノД`) -- rosine (2009-01-09 12 28 46) 名前 コメント
https://w.atwiki.jp/swgstring/pages/62.html
タグ stfファイル化済み 翻訳待ち 27 carbine_e11 An E11 Carbine. An E11 Carbine. 319 carbine_slug A deadly slug-thrower carbine. Special features include a liquid piston shock-absorbing stock assembly, and advanced heat dissipation system for greater firepower for longer bursts than most carbines. A deadly slug-thrower carbine. Special features include a liquid piston shock-absorbing stock assembly, and advanced heat dissipation system for greater firepower for longer bursts than most carbines. 320 executioners_hack Black Sun Executioner s Hack Black Sun Executioner s Hack 321 heavy_crusader_m_xx The Crusader M-XX Heavy Rifle is a heavy weapon that fires a deadly explosive bolt that hits multiple targets when it explodes. In the hands of a Commando the bold fragments contain poison toxins which do damage over time. The Crusader M-XX Heavy Rifle is a heavy weapon that fires a deadly explosive bolt that hits multiple targets when it explodes. In the hands of a Commando the bold fragments contain poison toxins which do damage over time. 322 baton_gaderiffi_elite Commonly known as the gaffi stick, this is the traditional weapon of the Tusken Raiders of Tatooine. This particularly rare version of the weapon is modeled after the one used by the leader of the Tusken Raiders. Commonly known as the gaffi stick, this is the traditional weapon of the Tusken Raiders of Tatooine. This particularly rare version of the weapon is modeled after the one used by the leader of the Tusken Raiders. 323 rifle_tusken_elite This rifle is patterned after the type used by the leader of the Tusken Raiders. This rifle is patterned after the type used by the leader of the Tusken Raiders. 324 backpack_krayt_skull A replica of the backpack with the rather imposing appearance worn by the leader of the Tusken Raiders. A replica of the backpack with the rather imposing appearance worn by the leader of the Tusken Raiders. 325 polearm_heroic_sd_d This particular weapon is fitted with an ultrasonic generator in the handle but it also includes tiny micro-pores in the blade that exude a corrosive acid. The ultrasonics reverberate along the blade s edge, granting the user greater cutting power with less effort while the acids soften the area struck by the weapon making subsequent blows from the blade even more damaging. This particular weapon is fitted with an ultrasonic generator in the handle but it also includes tiny micro-pores in the blade that exude a corrosive acid. The ultrasonics reverberate along the blade s edge, granting the user greater cutting power with less effort while the acids soften the area struck by the weapon making subsequent blows from the blade even more damaging. 326 carbine_heroic_sd A heavily modified carbine firing acid filled ballistic rounds accelerated to extreme velocities. The projectiles create a distinct whistling sound as they cut through the air and their targets. A heavily modified carbine firing acid filled ballistic rounds accelerated to extreme velocities. The projectiles create a distinct whistling sound as they cut through the air and their targets. 327 pistol_heroic_sd This pistol shoots small projectiles that release a dangerous acidic compound on impact that can be dangerous both to biological and mechanical entities. Its wide mouth and long stylized sights resembling fins no doubt led to this weapon s nickname. This pistol shoots small projectiles that release a dangerous acidic compound on impact that can be dangerous both to biological and mechanical entities. Its wide mouth and long stylized sights resembling fins no doubt led to this weapon s nickname. 328 pistol_dd6 A DD6 pistol. A DD6 pistol. 329 pistol_heroic_exar_d The DL-T is a pistol undergoing tests and should not be available to the general public. It is named DL-T , due to its unclassified test status. The DL-T is a pistol undergoing tests and should not be available to the general public. It is named DL-T , due to its unclassified test status.
https://w.atwiki.jp/mensjewlery/pages/4.html
GURGAON, India FINDLAY, Ohio. - Saturday, August 3rd 2013 [ME NewsWire] (BUSINESS WIRE) Apollo Tyres Ltd (NSE ApolloTYRE) and Cooper Tire Rubber Company (NYSE CTB) today announced that the Hart-Scott-Rodino (HSR) review period for the pending merger of Apollo and Cooper expired on July 26, 2013 with no action by the Federal Trade Commission or the Department of Justice. The expiration of the HSR review period satisfies one of the conditions necessary for the transaction to close 2you. Cooper and Apollo expect that, subject to the remaining customary closing conditions, the transaction will be completed before the end of the year. Cooper and Apollo announced the pending merger on June 12, 2013 following unanimous approval by the boards of directors of both companies. The strategic combination of Apollo and Cooper will bring together two companies with highly complementary brands, geographic presence, and technological expertise to create a global leader in tire manufacturing and distribution. The combined company will have a full range of products, strong brands and greater ability to satisfy customer needs worldwide Deep Draw Process. About Apollo Tyres Ltd Apollo Tyres Ltd is a high-performance tire manufacturer headquartered in India. It is built around the core principles of creating stakeholder value through reliability in its products and dependability in its relationships. The company has manufacturing units in India, the Netherlands, and South Africa and exports its products around the world. In each of its markets the company operates through a vast network of branded, exclusive and multi-product outlets. About Cooper Tire Rubber Company Cooper Tire Rubber Company is the parent company of a global family of companies that specialize in the design, manufacture, marketing, and sales of passenger car and light truck tires. Cooper has joint ventures, affiliates and subsidiaries that also specialize in medium truck, motorcycle and racing tires cheap Tank Truck. Cooper`s headquarters is in Findlay, Ohio, with manufacturing, sales, distribution, technical and design facilities within its family of companies located in 11 countries around the world. ADDITIONAL INFORMATION In connection with the proposed transaction, Cooper filed a preliminary proxy statement with the SEC. INVESTORS ARE URGED TO READ THE PRELIMINARY PROXY STATEMENT AND, WHEN IT BECOMES AVAILABLE, THE DEFINITIVE PROXY STATEMENT BECAUSE THESE DOCUMENTS WILL CONTAIN IMPORTANT INFORMATION ABOUT THE PROPOSED TRANSACTION AND COOPER server part memory ram module. You will be able to obtain the preliminary proxy statement, the definitive proxy statement (when available) as well as other filings containing information about Cooper, free of charge, at the website maintained by the SEC at www(dot)sec(dot)gov. Copies of the proxy statement and other filings made by Cooper with the SEC can also be obtained, free of charge, by directing a request to Cooper Tire Rubber Company, 701 Lima Avenue, Findlay, Ohio 45840, Attention Secretary or call (419) 429-6710. Participants in the Solicitation Cooper and its directors and officers may be deemed to be participants in the solicitation of proxies from Cooper`s stockholders with respect to the special meeting of stockholders that will be held to consider the proposed transaction. Information about Cooper`s directors and officers and their ownership of Cooper`s common stock is set forth in its Form 10-K which was filed with the SEC on February 25, 2013 and the proxy statement for Cooper`s Annual Meeting of stockholders, which was filed with the SEC on March 26, 2013. Stockholders may obtain additional information regarding the interests of Cooper and its directors and executive officers in the proposed transaction, which may be different than those of Cooper`s stockholders generally, by reading the preliminary proxy statement filed with the SEC on July 8, 2013, the definitive proxy statement (when available) and other relevant documents regarding the proposed transaction, when filed with the SEC. FORWARD-LOOKING STATEMENTS This release contains forward-looking statements within the meaning of the federal securities laws. Forward-looking statements are not based on historical facts but instead reflect Cooper`s and Apollo`s expectations, estimates or projections concerning future results or events. These statements generally can be identified by the use of forward-looking words or phrases such as "believe," "expect," "anticipate," "project," "may," "could," "intend," "intent," "belief," "estimate," "plan," "likely," "will," "should" or similar words or phrases. These statements are not guarantees of performance and are inherently subject to known and unknown risks, uncertainties and assumptions that are difficult to predict and could cause our actual results, performance or achievements to differ materially from those expressed or indicated by those statements. We cannot assure you that any of our expectations, estimates or projections will be achieved. The forward-looking statements included in this release are only made as of the date of this document and we disclaim any obligation to publicly update any forward-looking statement to reflect subsequent events or circumstances. Numerous factors could cause our actual results and events to differ materially from those expressed or implied by forward-looking statements, including, without limitation volatility in raw material and energy prices, including those of rubber, steel, petroleum based products and natural gas and the unavailability of such raw materials or energy sources; the failure of Cooper`s or Apollo`s suppliers to timely deliver products in accordance with contract specifications; changes in economic and business conditions in the world; failure to implement information technologies or related systems, including failure to successfully implement an ERP system; increased competitive activity including actions by larger competitors or lower-cost producers; the failure to achieve expected sales levels; changes in Cooper`s or Apollo`s customer relationships, including loss of particular business for competitive or other reasons; the impact of labor problems, including labor disruptions at Cooper or at one or more of its large customers or suppliers; changes in Cooper`s relationship with joint-venture partners; the inability to obtain and maintain price increases to offset higher production or material costs; litigation brought against Cooper or Apollo, including products liability claims, which could result in material damages against Cooper or Apollo; changes to tariffs or the imposition of new tariffs or trade restrictions; changes in pension expense and/or funding resulting from investment performance of Cooper`s pension plan assets and changes in discount rate, salary increase rate, and expected return on plan assets assumptions, or changes to related accounting regulations; government regulatory and legislative initiatives including environmental and healthcare matters; volatility in the capital and financial markets or changes to the credit markets and/or access to those markets; changes in interest or foreign exchange rates; an adverse change in Cooper`s or Apollo`s credit ratings, which could increase borrowing costs and/or hamper access to the credit markets; the risks associated with doing business outside of the United States; the failure to develop technologies, processes or products needed to support consumer demand; technology advancements; the inability to recover the costs to develop and test new products or processes; failure to attract or retain key personnel; consolidation among competitors or customers; inaccurate assumptions used in developing Cooper`s or Apollo`s strategic plan or operating plans or the inability or failure to successfully implement such plans; failure to successfully integrate acquisitions into operations or their related financings may impact liquidity and capital resources; inability to adequately protect Cooper`s or Apollo`s intellectual property rights; inability to use deferred tax assets; other factors that are set forth in management`s discussion and analysis of Cooper`s most recently filed reports with the SEC; and uncertainties associated with the proposed acquisition of Cooper by Apollo, including uncertainties relating to the anticipated timing of filings and approvals relating to the transaction, the expected timing of completion of the transaction and the ability to complete the transaction. This list of factors is illustrative, but by no means exhaustive. All forward-looking statements should be evaluated with the understanding of their inherent uncertainty americanbang. Order by www.showersupplier.com
https://w.atwiki.jp/riftinfo/pages/253.html
FEATURED New Looking for Group tool to form Dungeon, Rift, and Quest groups with other interested players on your shard! Along with Looking for Group, Expert Dungeons have undergone a general balance pass and reward improvement. Brand new Wardrobe slots allow you to customize the appearance of your character and even save whole outfits to swap between. Added the option to purchase a fifth Role from your Calling trainer! Discover Slivers - a glimpse into an alternate Telaran reality - that pose challenges geared toward 10-person Raid groups. Increased rewards for PvP play and Warfronts, including improved gear and better Favor and Prestige rewards. New Crafting Rifts offer additional ways to obtain materials and crafting skill-specific Plaques! Use RIFTconnect to easily manage options for the various social networks you can integrate with RIFT. Many, many additional changes below! GENERAL GAMEPLAY You may now purchase a 5th role at your Calling trainer! Reduced Auction House deposit prices by about 25%. Added weekly quests to Meridian and Sanctum to obtain a random Expert Rift lure. Corrupted coins on the ground in Meridian now behave properly. You can now use social emotes, even with a partial name match, to display your emote at another player in target range regardless of whether you actually have that player targeted. (ex /wave Joe to wave at Joebob, even if you have Mary targeted.) Those who managed to sneak behind enemy lines and complete the introductory artifact collections inside Meridian or Sanctum now have a special reward coming their way! To make Artifact set collecting more fun for more Artifact hunters, rarity rates have been tuned to be less extreme between common and rare Artifacts. We'll be keeping an eye on this through future updates to see if the rates need another boost. Artifacts for the Guardian version of the introduction quest for artifact hunting no longer have a sell value. Mana and Health potion drop rates from mobs have been reduced. They can still be purchased from your friendly local Apothecary friend or Auction House! Markers for completed quests will now always appear on the main map regardless of whether they are currently being tracked in quest stickies. 'Discover' quest objectives will no longer increment while a character is dead. Characters can no longer accumulate multiple daily quests from the same category (i.e. multiple Outfitter dailies) in their quest journals. Daily quest on offer for a particular day now stay the same before and after a shard restart. For quests requiring you to kill level-appropriate targets, tooltips for mobs of too low level will no longer indicate that they will count for the quest. You now receive an alert message when reaching a currency cap on your character (ex Planarite). Currency caps are now shown on the character sheet. Potentially fixed player armors randomly changing color! If the last leader-ranked member of a guild is removed due to trial player restrictions, a new leader will automatically be selected. As a part of the Looking for Group release, there have been a number of updates to instances and item rewards See below for details! LOOKING FOR GROUP You can now use the new Looking for Group tool to queue for Dungeons, Rifts, or group quests with other players on your server! The Looking for Group icon has been added to the main menu tray in the lower left corner of the screen, and can also be opened with the default shortcut key 'I'. Select from the group roles available to you based on the roles you currently have saved on your character. Queue for specific dungeon or expert dungeon groups, or join the random dungeon queue. Once a group is formed, members will be teleported to the chosen dungeon zone. Rift and quest groups formed through the Looking for Group tool are not automatically teleported. Queue for group quests currently in your or your party members' quest journals from anywhere in the world and find others also looking to complete these quests! Additional rewards are granted for completing a random dungeon through the Looking For Group tool - these can be gained up to seven times per week but are not restricted in number per day, so you can do as many or as few as you like each day of the week up to the weekly cap. Save them all up for one day or spread them out; your choice! Additional restrictions based on gear also apply to forming groups for tier 1 and 2 Expert Dungeons through this tool. Dungeon Daily quests are now obtained via the Quest tab in the Looking for Group tool. You must wait 10 minutes after your LFG tool party forms before being able to vote-kick a member. Players vote-kicked from an LFG group will be prevented from being picked again for re-queues by that group for 15 minutes. Players put on ignore will not be selected for your group ever. Players waiting for a group through LFG cannot be joined via public grouping or group merging while in the queue. Players in the LFG queue will drop out of it if they choose to join a public group or invite others into their group themselves. If a player has to leave an LFG group mid-dungeon, the group leader will have the option to use the LFG tool to automatically search for a replacement to continue the instance. GENERAL INSTANCES Expert Dungeon Plaque of Achievement items have all received a power upgrade. If you already have these items, they will be boosted as well! Expert Dungeon final bosses are now guaranteed to drop an Epic item. No more finishing the dungeon and getting nothing but Rare items for the whole run. Epic items still have a chance to drop from the rest of the bosses in the zone. Some items have been weeded out of the Expert Dungeon drop tables that were very similar to others so you are more likely to see a wide variety of drops. Additionally, some items now drop from different bosses in order to spread out the range of drops available per fight. Your instance and raid lockouts are now displayed on a new Instances tab in the Character window. SLIVERS As we all know, Telara’s universe is comprised of a myriad of planes and realities that all intersect with each other and with Telara at seemingly random angles and times. A “Sliver” is a place where a thin slice of another reality can be seen intersecting with our Telara. Some of these slivers are places where planar conflicts may have already been won or lost. Help set things right in other realities, or protect our own from their influence! The Planar Goods merchants in Meridian and Sanctum now sell the ascended power to view slivers - Omen Sight for Guardians and Quantum Sight for Defiants. These new abilities allow you to see things others might not be able to see, and potentially lead to the discovery of the entrance to Gilded Prophecy, a raid instance intended for 10 players. WARDROBE SLOTS Wardrobe slots are now available for you to customize your character's look! All characters have access to the first wardrobe set (all armor slots) at level 1. Additional purchaseable wardrobe sets will allow you to save and swap multiple outfits quickly. You can only equip armor in Wardrobe Slots of the appropriate type for your calling - Plate for Warriors, Leather for Rogues, etc. Additional clothing items will be available in the future, including from new Clothier vendors in Sanctum and Meridian. A wardrobe set's icon can be dragged onto ability bars to create a shortcut for quickly changing your character's outfit (similar to Role icons on ability bars). Costume versions of character starting clothes have been added to Clothier merchants in Meridian and Sanctum. Cosmetic hat items have been converted to costume items so they can be equipped in Wardrobe slots. RIFTCONNECT The optional social network integrations in RIFT have been combined and expanded under the heading 'RIFTconnect'. Settings for Facebook, Twitter, Tumblr, and YouTube can now be accessed via a button on the lower left corner of the patcher as well as the Settings menu in-game. Facebook sign-in status can only be changed from the game patcher. In-game recorded video now has options for Twitter, Tumblr, and Facebook sharing. The commands used to post updates from in-game are - Facebook /fb, /fbpic - Tumblr /tumblr, /tumblrpic - Twitter /tweet, /tweetpic - To send out to everything you're currently logged in to /blast, /blastpic CRAFTING RIFTS Lures for Crafting Rifts and are obtained by completing the new weekly crafting quests in addition to the tradeskill-specific Plaque the quest awards. These Rifts drop raw materials, Augments, and other goodies for crafters. Reaching the final stages gives a chance of obtaining an additional plaque! Crafting Rift lures open a Rift of appropriate level for the zone. In addition, materials awarded are also based on the zone level where the Rift is opened. All levels of crafting Rifts give a chance for an additional plaque from the bonus stages, even below your character level. Bring your friends and spread the wealth! ROLE/CALLING DISPLAY Shifted from 5 different Combat Role colors to using a combination of Combat Role icons and Calling name colors. Callings use the following colors Red - Warrior, Purple - Mage, Green - Cleric, Yellow - Rogue. An icon is displayed to the left of the player's name to indicate their Combat Role. Defensive/Tank - Shield icon, Damage - Sword icon, Healer - Cross icon, Support - Flag icon. These indicators now also appear on search results and Warfront leaderboards. ASCENDED POWERS Added new consumable Aspect of the Ancients items to the main Planar Goods Merchants in Sanctum and Meridian. You can carry up to three of these and they restore one planar charge when used. Anti-Planar Augmentation and Holy Champion now properly self-cast even when the auto self-cast option is turned off. RIFTS AND INVASIONS Gear from Expert Rifts has been increased in power. Existing items will be updated automatically. NEW EXPERT RIFT The Expert Earth Rift ‘Auricore Forerunners’ is now available! NEW RAID RIFTS The Raid Rifts ‘The Golden King’ and ‘Drakith Hatchery’ are now available! Zone and Colossus Events are now easier to find. Zones that have active zone events now have a special icon next to the zone name on the main map. Mousing over the icon will display a tooltip showing the current progress of the event. Zone events now show on the main map which Wardstones need to be defended. Wardstones that must be defended as part of a zone event now have their main map icon turn red when they are destroyed. Expert and Raid Rifts now have Achievements! Defender Achievements for each zone no longer list Rift events that do not occur in those zones. Reduced the amount of Planarite awarded by individual Invasions and Footholds during zonewide events. Slightly increased the amount of Planarite awarded in general from Rift content of levels 10-14 to keep it in line with the 15-19 range. Increased Planarite cap from 30,000 to 60,000. You may now purchase Expert and Raid Rift Lures if you have the required Planar Notoriety of the appropriate type - or purchase husks which no longer have a Notoriety requirement to obtain. ANCIENT WARDSTONES Ancient Wardstones should no longer disappear mysteriously. Ancient Wardstones now have their own tooltip type with related information displayed on mouseover. Ancient Wardstones are now shown on the main map when controlled by one of the factions. During zone events, Neutral Wardstones now take reduced damage, much like Defiant and Guardian wardstones do. Invaders attacking the Ancient Wardstone in Howling Plateau of Scarwood Reach will no longer travel through Scarlet Gorge to get there. GUILD PERKS Planar Protection Fixed a typo in the tooltip for this perk. Recall Scrolls should continue to count down their reuse time while you are logged out. Call of the Ascended Now properly costs 3 Planar Charges. Will no longer prompt living people with a resurrection window. No longer works in a dungeon if anyone in the group/raid is in combat. Now has a 20 second casting time. GUILD QUESTS Guild quests requiring you to kill a number of monsters from rifts now require that your target be green, but no longer require an overall minimum mob level for guild level 10 quests or below. New weekly harvesting guild quests are available from Horace Shoe in Meridian, and Cardinal Gladewillow in Sanctum. These are taken and completed as an individual, but reward your guild. More standard guild quests have been added to the mix! Player-kill objective PvP quests now require more updates in general. CULT SAGA Forces of the Plane of Death Updated the quest text to indicate that participation in the Rift is required to receive credit. The Means of the Endless Towers should give more time between waves, and mobs will despawn after wipes. Cutting Off Communications and Tombs of Old can now be updated through the Expert version of the appropriate dungeon. A Family Affair The aura detector can now be used again on Jiles Newkosa if you fail to kill him the first time. Powers of Life and Air Now requires only Honored notoriety. Securing Source Now asks a bit more than just running the Deepstrike Mines dungeon. COMBAT Diminishing Returns changes Abilities are now consolidated into two groups for diminishing returns. - Movement abilities [Root, Knockback, Snare] which were not previously set up with diminishing returns. - Control abilities [Banish, Disarm, Silence, Fear, Confuse, Mesmerize, Stun] In PvP, being hit with a crowd control effect starts a 24 second diminishing returns timer. If you are hit with a second effect from the same group (Movement or Control) during that time, the effect is reduced by 50%. You are then immune to additional effects from the same group until the initial timer has expired. Crowd control-breaking effects have also been updated with the new Diminishing Returns groups Breaks all effects - PvP Souls Break Free - Bladedancer Untangle - Elementalist Sever Bonds - Pyromancer Flicker - Ranger Escape Artist - Escape Artist no longer grants immunities. - Riftblade Rift Walk - Riftstalker Flashback Breaks Control effects - Paladin Devotion - Reaver Tempered Will Breaks Movement effects - Bladedancer Flash of Steel - Champion Ruthless Pursuit - Marksman Getaway - Riftstalker Shadow Stalk - Shaman Battle Charge - Vindicator Unrestrained - Warden Dissolution Damage Reduction updates The following powerful short-duration damage reduction buffs will no longer be overwritten by weaker effects - Nightblade Twilight Shelter - Riftstalker Planar Refuge - Vindicator Phalanx - Warlock Neddra's Essence The following abilities no longer stack with other powerful short-duration damage reduction buffs - Druid Strength of the Fae - Infiltrator Ignore Pain - Sentinel Healer's Covenant - Void Knight Singularity NPCs will prefer unstealthed targets when picking between targets they're equally mad at. You should no longer see NPCs targeting 'invisible man' or other un-targetable phantoms. Falling damage no longer triggers abilities and other effects that react to damage taken. Fixed an issue causing ability effect tooltips on others to often show incorrect values. Queued abilities will now be cleared when casting another ability, even if you cast one off of global cooldown. This will stop queued damaging abilities from doing things like breaking stealth if Slip Away is used in combat. Channeled abilities will no longer interrupt themselves, or be interrupted by attempts to use another ability that fail. If queuing is enabled, they will be queued for next cast. Otherwise, the second use while the channel is under way will be ignored. This is a server-side queue and not impacted by client lag. Visual effects that appear on the ground from using abilities [ex Marksman's Pedestal] will no longer disappear when the caster is polymorphed. Character sheet tooltips for Hit, Focus, and Toughness now offer suggested amounts for different content tiers. Autoattacks now resume more quickly after performing abilities. Toggling auto-attack no longer triggers certain cases of reactive abilities. Reactive Abilities now check if an effect comes from your character or your pet, which allows abilities like 'Flesh Rip' to appear correctly. Reactive abilities whose target has moved out of viewable range will no longer leave a sad, orphaned reactive ability icon on screen. Fixed pets losing effects that were on them when teleporting or entering/leaving an instance. Fixed a bug where the Battleworn debuff didn't prevent NPCs from regenerating health outside of combat. Scorpion and Ranged Spider-type (yikes) mobs Skittish Reduced from a 25% Dodge bonus to a 10% Dodge bonus. NPC Assassins Malicious Strike ability for these NPCs now deals damage and snares the target by 30%. NPC Assassins These NPCs no longer use Paralyzing Strike when attacking from stealth. They now use an NPC version of Assassinate instead. Basilisks' Toxic Discharge, Scarab's Septic Wound These NPC abilities are now properly cleansable as Diseases. Reduced the Dodge bonus for the Insubstantial ability used by Ifrit and Djinali NPCs. SOULS PvP Souls Break Free In addition to cancelling crowd control and movement impairing effects, Break Free now grants 5 seconds of immunity after being activated. Reaver, Void Knight, Paladin, Warlord Fixed a bug causing AoE taunts to only trigger an 8 second cooldown with each other rather than the full shared 1-minute cooldown. Taunts can now be used three times before diminishing returns affects NPCs [previously 2 times]. Fixed an issue with the use of Rogue tracking abilities while mounted that would cause the Rogue to 'fall through' their mount. Also fixed a bug with Feign Death and Slip Away abilities that sometimes didn't keep you from gaining aggro right after use. Cleric snares now list the movement speed reduction on the effect tooltip. Increased the base values of AoE damage reduction abilities on pets. They each now reduce AoE damage by 65% + 1% per point spent in that soul. Affected abilities are - Summon Greater Primal Companion [Beastmaster], Forest Blessing [Druid], Greater Elemental Affinity [Elementalist], Ancient Tomb [Necromancer], King of the Jungle [Ranger]. CLERIC CABALIST Distorted Shadows Fixed rank 10 to do appropriate amounts of damage. Dark Water Fixed the damage dealt per tick to match the intended total damage listed on the tooltip. DRUID Weight of the World Fixed tooltip to properly indicate that healing is affected as well as damage. Friend of the Weald Fixed tooltip to indicate that it also affects attack power contribution. Crag Hammer Increased the damage of Rank 6. INQUISITOR Sanction Heretic The damage over time portion now has a separate name, Sanction, so it can be differentiated in combat logs. Life and Death Concord Now has a 6-30% chance to proc and no longer has an internal cooldown. Utilizing the proc now gives Bolt of Depravity a 10 second cooldown after that cast. Armor of Treachery Now increases Armor and Endurance. Armor of Devotion Now increases Spell Power and Critical Hit. Armor of Awakening Now increases spell damage by 5%, critical hit by 5%, and mana regeneration rate by 10%. Increases damage taken by 5%. Aggressive Renewal Added a tick for a total of 4 intervals, increased the mana restored, and reduced the cooldown to 1 minute. Nysyr's Rebuke Now shares the same diminishing returns group as other Control abilities. PURIFIER Ward of the Ancestors Reduced cooldown to 3 seconds. Ward of the Ancestors cannot be cast again on the same target for 20 seconds. Caregiver's Blessing No longer triggers the global cooldown. SENTINEL Word of Hope Now also increases the spell power bonus of Healing Breath by 2% + 1.5% per point spent in Sentinel above 36. SHAMAN Vengeance of the Frozen Earth No longer applies a snare to the target if they are already snared. TEMPLAR [PvP] Barb of Shackles Now shares the same diminishing returns group as other Movement abilities. No longer applies a snare to the target if they are already snared. Blessing of the Martyr Now gives your damaging abilities a 20% chance to remove 1 buff effect from enemy players. Once triggered, this cannot happen again for 2 seconds. Ethereal Shell Once triggered, cannot happen again for 15 seconds. Reduced duration to 5 seconds; damage reduction reduced to 3% per point spent. Arcane Defenses Spell damage reduction has been reduced to 1% per point spent. MAGES ARCHMAGE [PvP] Due to the below changes, characters with Soul Points spent in Archmage will receive a free soul respec. Mana Shield Fixed so this now works as described. Steelweave Now correctly reduces all damage received from players instead of only physical damage. Steelweave Physical damage reduction reduced to 1% per point spent. Lethargy Removed. Degeneration - New Ability Channels dark energy into the enemy player, dealing Death damage over 3 seconds and removing a single buff effect from the target each second. 30 second cooldown. This ability is obtained after spending 10 points in Archmage. Ethereal Shell Once triggered, cannot happen again for 15 seconds. Damage reduction has been reduced to 3% per point spent. ARCHON Exhilaration Now only triggers on damaging or healing Critical Hits. Power in Numbers Corrected an issue where the second rank of this ability was not affected by aura abilities. CHLOROMANCER Living Shell Fixed an issue where this was returning mana if the absorb shield was removed before it expired. Also correctly removes mana when it deals damage. Enduring Tether The cooldown reduction granted by this ability is now reflected in the Soul Tether tooltip and affects it properly. Nature's Touch Updated ability description to clarify how this works with Lifegiving Veil. Lifegiving Veil Fixed an issue with heals from Livegiving Veil receiving a bonus from Spell Power twice. Fixed an issue preventing Corrosion from triggering healing from Livegiving Veil. Seed of Life, Soul Tether Can no longer be cast on a pet. DOMINATOR Controlled Opportunity In addition to its current functionality, this now also gives the next damaging ability used on the target a 100% chance to hit, but prevents that ability from critically hitting. Durable Control Now causes Transmogrify, Mass Exhaustion, and Disorient effects to break after the enemy receives damage equal to 1.5-3% of your max Health, plus 0.15-0.3% of your maximum health for each point spent in Dominator. This only occurs with enemies above 85% health. ELEMENTALIST Charged Now properly affects ranks 8, 9, and 10 of Lightning Strike. Tempest Corrected an issue where Tempest would apply inconsistently to AoE abilities. Water Elemental's Ice Bolt no longer snares the target. Planar Expansion In addition to the original effects on Air and Earth pets, this now increases the damage done by the Greater Water Elemental and increases the duration of the Water pet's Mind Freeze ability. NECROMANCER Corpse Explosion Rank 3 now has a 10 second cooldown instead of 45 seconds. Blood Spike Ability description now updates to reflect changes from Clattering Bones. Plague Bolt Fixed an issue that allowed this to gain damage bonuses from other players' stacks of Deathly Calling. Shadow Revenant Ruination No longer gains damage bonuses from Vengeful Spirit for stacks of Deathly Calling above 5 on the target. Soul Rend No longer gains damage bonuses for stacks of Deathly Calling above 5 on the target. Skeletal Zealot, Skeletal Horror Readjusted their armor values, which were not previously readjusted after the cloth armor increase in 1.1. Other pets are unaffected. PYROMANCER Burning Bonds Using this will no longer cause a pet to stop attacking an enemy if the Pyromancer has the Unbreakable Bonds ability. Ground of Strength Now reduces damage received by 20% and reduces damage dealt by 10%. Now increases all magical resistances by 60, armor by 70%, makes the mage immune to crowd control abilities, and reduces damage dealt by the mage by 10%. This ability no longer has a chance to proc a stun. Fire Storm Will no longer award Charge if an ability that blocks Charge generation is active. Updated description. Combust Fixed an issue causing multiple stacks of the DoT effect to only deal the damage of one stack. This now works properly. Cinder Burst and Fulminate can no longer be used within 5 seconds of each other. Cinder Burst/Pyromancer's Armor Fixed an issue where the damage from Cinder Burst would consume a Pyromancer's Armor proc incorrectly if the proc occurred after Cinder Burst was cast but before it landed on the enemy. STORMCALLER Building Storm Now gives a 100% critical damage bonus to Hypothermia-causing spells, up from 50%. Lightning Storm Will no longer award Charge if an ability that blocks Charge generation is active. Updated description. Lightning Conductor Now correctly affects ranks 9 and 10 of Thunderbolt, and rank 10 of Electrocute. Static Discharge Fixed an issue causing the damage portion to retain the effect of buffs that were active when the ability was cast but no longer active when the damage portion triggered. Damage is now attributed to the person triggering the damage instead of the caster of the buff. Static Discharge now triggers off of damaging spells and abilities and no longer triggers off of auto-attacks. Spark of Life Can no longer be cast on a pet. WARLOCK Devouring Shadows Will no longer award Charge if an ability that blocks Charge generation is active. Updated description. Improved Life Leech Updated ability description for more clarity. ROGUE ASSASSIN Serpent Strike Damage increased. Cooldown reduced from 10 seconds to 8 seconds. Impale Damage increased. Now gains additional damage bonuses from Attack Power. Assassinate Damage increased. Backstab Additional damage bonus from Attack Power increased to 100% from 50%. Ability base damage increased. Now has a 6 second cooldown. Murderous Intent Fixed a bug where this was not giving the correct percentage increase to physical damage. Poison Malice No longer causes stealth to break when activated. Hidden Veil Reworded ability description. Slip Away Should now work more consistently against NPCs. Physical Trauma Now increases your Final Blow damage by 4-8% on targets affected by Impale. Improved Stealth Should no longer mysteriously stop working. BARD Cadence Cadence will correctly give 3 combo points instead of 2 when you have points spent in Expedited Wounds [Infiltrator]. Anthem of Fervor Will no longer be overwritten by lesser buffs. Verse of Rebirth - New Ability Brings the fallen ally back to life and restores 20% of their health and mana. This ability cannot be used while in combat. Available with 36 points spent in Bard. BLADEDANCER Due to the below changes, characters with Soul Points spent in Bladedancer will be given a free soul respec. Flash of Steel The minimum required range to use this ability has been reduced to 3 meters from 8. Deadly Strike Corrected an issue where rank 9 and 10 were both trained at level 42. Rank 10 of Deadly Strike is properly trainable at level 48. Quick Strike Additional damage bonus from Attack Power increased to 100% from 50%. Ability base damage increased. Precision Strike Additional damage bonus from Attack Power increased to 100% from 50%. Ability base damage increased. Mass Subdue The damage from Mass Subdue will no longer trigger secondary effects like Serrated Blades or weapon poisons, and will no longer cause the incapacitation effect to break as a result of these secondary effects. Blade Tempo, Side Steps, Blade and Soul Parity, Double Coup, and Dualism No longer cause stealth to break when activated. Blade Finesse and Combat Expertise Traded positions within the soul tree. Blade Finesse Now increases the Attack Power bonus for Deadly Strike by 5-25%. Deadly Dance Bonus increased to 7-21% and can occur up to 3 times. INFILTRATOR [PvP] Focused Intent No longer works against non-player targets. Against All Odds Now triggers from stun, root, or disarm, reducing damage by 3-15% for 5 seconds. Once triggered, cannot be triggered again for 15 seconds. Now also triggers from Silence effects. Evading Thoughts Reduced duration to 2 seconds per combo point. Take Cover AoE damage reduction reduced to 3% per point spent. MARKSMAN Due to the below changes, characters with soul points spent in Marksman will receive a free soul point respec. Fire and Forget Removed. Eradicate - New Ability Available after spending 44 points in Marksman. Removes up to 2 buffs from the enemy target. Close Quarters Combat Now a 1 point passive ability rather than an activated one. Now available as a 6th tier branch ability. Bull's Eye Now available as a 5th tier branch ability. Crossfire Available after spending 26 points in Marksman. Sniper Training Revised. Now increases the damage of Empowered Shot and Deadeye Shot by 7-21%. Controlled Fire Removed. Improved Hit and Run New ability available after spending 38 points in Marksman. Allows the execution of ranged attacks while moving; causes Empowered Shot and Deadeye Shot to become instant cast abilities, removes cooldown on Empowered Shot, and reduces the Energy cost of all Marksman abilities by 50%. Shares a cooldown with Hit and Run. Hit and Run No longer causes stealth to break when activated. Rapid Extrication Revised - it now reduces the cooldown of On the Double, Hit and Run, Improved Hit and Run, Bull's Eye, and Retreat by 15-30%. Strafe Now deals an additional 20% damage if you are standing on your Pedestal. Rapid Fire Shot Revised. No longer adds a buff that increases your attack speed. Now a ranged damage finisher that fires 1 shot per combo point up to a maximum of 5 shots. 20 second cooldown. Master Archer Now scales up in damage with the number of points spent in Marksman. Deaden - New Ability Blasts the enemy, interrupting casting and silencing them for 5 seconds with a successful interrupt. Not affected by global cooldown. Available with 24 points spent in Marksman. Pedestals Leaving a pedestal now applies a 15 second buff of the Pedestal's bonus, which will wear off unless you re-enter. NIGHTBLADE Heat Retention Fixed an occasional issue where this wouldn't always trigger when using a damaging ability that awards a combo point. Ebon Fury, Twilight Shelter, Twilight Transcendence No longer cause stealth to break when activated. RANGER Double Shot Fixed a bug where this would cause Fang of the Life Lord to trigger. Shadow Fire Now increases the damage of Ranger attacks by 35%. RIFTSTALKER Rift Disturbance Now generates more threat than before. Planebound Resilience, Planar Refuge, Scatter the Shadows No longer cause stealth to break when activated. Flashback Can no longer be used when carrying the Fang of Regulos in Black Garden. SABOTEUR Incriminate, Carpet Bombing, Rapid Setup No longer cause stealth to break when activated. Combat log messages now appear when Energy is refunded for using Charges out of combat. Spike Charge The Bleed effect from Spike Charge should now trigger Blood Rage on your pet if you have soul points spent in Ranger's Blood Rage. Traps will no longer follow you when zoning into an instance or using a porticulum. Last Stand Removed. High Explosives - New Ability Unlocked at 44 points. Detonate causes the target to Bleed for 6 seconds. The amount of damage dealt is based on your weapon damage and number of combo points used. WARRIOR Warriors Threat generation of Finisher attacks for Reaver, Paladin, Warlord, and Void Knight have been increased. BEASTMASTER Backhanded Blow Fixed a bug causing this to not deal extra damage per bleed on the target. Also properly affected by abilities that modify attack-point building attacks. Flesh Rip Now correctly considered a bleed effect for other Beastmaster abilities. Also no longer incorrectly triggers a global cooldown. Removed the 'Messy Wound' effect that showed on the target's debuff bar when they were critically hit by a pet. Protective Companion Fixed a bug causing non-offensive polymorphs (such as several quest effects that disguise you) to break while this was active. Spoils of the Hunt Should now heal correctly. CHAMPION Mark of Extermination Effect now ends when the target dies. Intense Training Fixed the incorrect soul tree display for the impact of Intense Training on Soldier's Bearing, Slayer's Bearing, and Destroyer's Bearing. PALADIN Balance of Power Removed internal cooldown. Tip the Balance still has an internal cooldown. Improved Paladin's Devotion Now shows correctly reduced cooldown in tooltip and on the cooldown timer. Tip the Balance Slightly reduced the internal cooldown on Tip the Balance. Shield of the Hero Will now properly be removed by abilities that remove buffs. PARAGON Shifting Blades The tooltip has been updated to better reflect that this ability is intended to be used with two-handed weapons or sword-and-shield builds. Deadly Grace Fixed a bug causing this to trigger on every other Dual Strike, instead of on all of them. Touch of Tranquility Now shares the same diminishing returns group as other Control abilities. REAVER Power From the Masses Now triggers off of any damaging ability used, rather than just AoEs. Corrected a bug that caused this to trigger on auto attacks. Shroud of Entropy Now shares a stacking group with other damage reduction abilities to keep them from being stacked to unintended levels. It now stacks with Power from the Masses and Imbued Armor. RIFTBLADE Planar Blade Fixed a bug causing Planar Blade to not proc as much as was intended. Stonespear The root from this ability should now break based on damage dealt to the rooted target. Avatar of the Rift Fixed a bug causing this to modify Attack Power contribution by too little. Avatar of the Rift Fixed a bug causing this to increase the damage of Avatar of the Rift's damage shield, Burning Blood, and Elemental Touch by more than was intended. Fiery Burst The damage-over-time component from Fiery Burst will no longer overwrite the same components applied by other Riftblades. Burst abilities in general The debuff component on Burst abilities no longer overwrites debuff components applied by other Riftblades. Fixed several issues that were causing Burst abilities to trigger out of order. VINDICATOR [PvP] Subdue Now properly lowers damage against all targets. Stand Off Now properly roots the Warrior in place. Phalanx Duration reduced to 10 seconds, max range reduced to 10 meters. Now applies a debuff that prevents the target from being affected by Phalanx for 60 seconds. Forced Recon, Furious Blades Now only trigger against players. Forced Recon No longer applies a snare to the target if they are already snared. VOID KNIGHT Pacts Changed the way Pacts are spent. Abilities no longer consume all Pacts on the caster - they consume a set amount and their effects are modified by those Pacts consumed. This should allow Void Knights to strategize the use of Pacts while also keeping some in reserve when using abilities. Fusion of Flesh Revised - now protects the Void Knight for 20% of their maximum health for each Pact consumed by the next 5 non-Physical hits over 30 seconds. Each non-Physical hit heals the Void Knight for 20% of their maximum health. Consumes up to 5 Pacts. Discharge Revised - Now costs 2 Pacts. The first damage effect will remain the same and occur with 1 or 2 Pacts consumed; the second hit will scale based on how many Pacts the Void Knight spent. The overall damage of the ability should remain the same as the previous incarnation. Tempest Moved to require 26 soul points, with additional ranks added. The first damage effect will occur regardless of how many Pacts are spent and is unchanged, while the second will scale based on how many Pacts were spent. The overall damage of the ability should remain the same as the previous version. Rift Shield Now costs 5 Pacts. The overall absorption should remain the same, with the only change being that it doesn't consume all Pacts available. Ravenous Strength, Ravenous Defense Now apply and last as long as Pacts. Any abilities adding a Pact will add these, and anything that removes Pacts will remove them. Ragestorm No longer incorrectly hits more than 5 targets. Insatiable Hunger Fixed a bug causing this ability to take the value of the target's weapon in calculation, rather than your own. Improved Rift Summon Now shows correctly reduced cooldown in tooltip and on the cooldown timer. Quality Care Fixed a bug causing Quality Care to trigger off of pre- and post-phase Warfront heals. Also fixed a typo in the ability description. Spell Sunder Won't incorrectly remove Distraction debuffs from the target. Accord of Emptiness - New ability Reduces damage dealt by melee attacks by 20%, and non-physical attacks by 10%. Available with 50 points spent in Void Knight. Spellbreaker will no longer remove the Reaver’s Binding of Atrophy. The debuff from Binding of Atrophy can now be removed. Fusion of Flesh Fixed a bug causing this to trigger off of the Void Knight's own abilities. Fixed a bug with Reckless Strike, Rift Tap, and Furious Rage, where they were not generating enough threat. WARLORD No Permission to Die Fixed a bug that could cause this to not actually heal the Warlord on 'death'. Promise of Steel Cooldown reduced from 10 seconds to 8 seconds. Call to Battle Now also places a buff on the Warlord, Battle Caller, which increases their Attack Power. This buff stacks with Call to Battle and other raid-wide buffs. Call to Entrench Now also places a buff on the Warlord, Entrenchment Caller, which reduces their damage taken. This buff stacks with Call to Entrench and other raid-wide buffs. Call to Regroup Now also places a buff on the Warlord, Regroup Caller, which increases the threat they generate. This buff stacks with Call to Regroup and other raid-wide buffs. General's Order - New Ability Available with 51 points, this ability acts like Sergeant's Order versus a group of up to 5 enemies. Fixed a confusing error in the tooltip for Call to Entrench. Battlefield Awareness Now causes Call and Command abilities to generate threat against up to 10 nearby enemies.
https://w.atwiki.jp/ohden/pages/534.html
MySQL install CentOS 6.4 64bit MySQL 5.6.13 download bundleはなrpmがtarで固められているfile。個別downloadでもokなので必要なrpmを揃える。 必要なrpmは、普通に使いたいだけの人なら client,devel,server,shared,shared-compat。 for 32bit OS http //dev.mysql.com/get/Downloads/MySQL-5.6/MySQL-5.6.13-1.el6.i686.rpm-bundle.tar/from/http //cdn.mysql.com/ or http //dev.mysql.com/get/Downloads/MySQL-5.6/MySQL-client-5.6.13-1.el6.i686.rpm/from/http //cdn.mysql.com/ http //dev.mysql.com/get/Downloads/MySQL-5.6/MySQL-devel-5.6.13-1.el6.i686.rpm/from/http //cdn.mysql.com/ http //dev.mysql.com/get/Downloads/MySQL-5.6/MySQL-server-5.6.13-1.el6.i686.rpm/from/http //cdn.mysql.com/ http //dev.mysql.com/get/Downloads/MySQL-5.6/MySQL-shared-5.6.13-1.el6.i686.rpm/from/http //cdn.mysql.com/ http //dev.mysql.com/get/Downloads/MySQL-5.6/MySQL-shared-compat-5.6.13-1.el6.i686.rpm/from/http //cdn.mysql.com/ for 64bit OS http //dev.mysql.com/get/Downloads/MySQL-5.6/MySQL-5.6.13-1.el6.x86_64.rpm-bundle.tar/from/http //cdn.mysql.com/ or http //dev.mysql.com/get/Downloads/MySQL-5.6/MySQL-client-5.6.13-1.el6.x86_64.rpm/from/http //cdn.mysql.com/ http //dev.mysql.com/get/Downloads/MySQL-5.6/MySQL-devel-5.6.13-1.el6.x86_64.rpm/from/http //cdn.mysql.com/ http //dev.mysql.com/get/Downloads/MySQL-5.6/MySQL-server-5.6.13-1.el6.x86_64.rpm/from/http //cdn.mysql.com/ http //dev.mysql.com/get/Downloads/MySQL-5.6/MySQL-shared-5.6.13-1.el6.x86_64.rpm/from/http //cdn.mysql.com/ http //dev.mysql.com/get/Downloads/MySQL-5.6/MySQL-shared-compat-5.6.13-1.el6.x86_64.rpm/from/http //cdn.mysql.com/ 各pkgについて。 http //dev.mysql.com/doc/refman/5.1-olh/ja/linux-rpm.html client MySQL Client。 devel 開発用。コンパイルに必要なライブラリなどが含まれる。 embedded 組み込みMySQLサーバー用ライブラリ。 server MySQL Server本体 shared MySQL5に必要なライブラリが含まれたパッケージ。 shared-compat 旧環境のMySQL(3とか4とか)のライブラリを含んだパッケージ。 test MySQLのテストスイート ※officialにはsharedとshared-compatは排他利用だって書いてあるけど、これはMySQL5.5.5より前の話。MySQL5.5.5からはsharedとshared-compatは独立したパッケージになってるので、両方installしてok。と言うか、CentOSでは両方installしないとダメだったり...(´д`;) c.f.) # rpm -qip MySQL-shared-compat-5.6.13-1.el6.x86_64.rpm Description This package includes the shared client libraries for previous MySQL versions. Install this package, if you have applications that are dynamically linked against older versions of the MySQL client library and you want to upgrade to MySQL 5.6.13 without breaking the library dependencies. Up to MySQL 5.5.5, this package also contains the current version of the shared client library, so it should be installed instead of "MySQL-shared", Starting from MySQL 5.5.6, this package contains only the older versions of the library, so it can be installed together with and independent of "MySQL-shared". install 必要なライブラリは環境によって異なるが... とりあえず、client,devel,server,shared,shared-compatがあればok。 # ls -l total 83304 -rw-r--r-- 1 root root 18533672 Jul 12 21 04 MySQL-client-5.6.13-1.el6.x86_64.rpm -rw-r--r-- 1 root root 3329616 Jul 12 21 04 MySQL-devel-5.6.13-1.el6.x86_64.rpm -rw-r--r-- 1 root root 57528120 Jul 12 21 05 MySQL-server-5.6.13-1.el6.x86_64.rpm -rw-r--r-- 1 root root 1936780 Jul 12 21 06 MySQL-shared-5.6.13-1.el6.x86_64.rpm -rw-r--r-- 1 root root 3969908 Jul 12 21 06 MySQL-shared-compat-5.6.13-1.el6.x86_64.rpm # yum install *.rpm CentOS 6.4には既にMySQL5系用のlibが入ってるんだけど、5.6では不要なので勝手に削除されてる。 # cat /var/log/yum.log Sep 09 18 36 21 Installed libaio-0.3.107-10.el6.x86_64 Sep 09 18 36 49 Installed MySQL-server-5.6.13-1.el6.x86_64 Sep 09 18 36 49 Installed MySQL-shared-5.6.13-1.el6.x86_64 Sep 09 18 36 50 Installed MySQL-shared-compat-5.6.13-1.el6.x86_64 Sep 09 18 36 55 Installed MySQL-client-5.6.13-1.el6.x86_64 Sep 09 18 36 58 Installed MySQL-devel-5.6.13-1.el6.x86_64 Sep 09 18 36 58 Erased mysql-libs version確認。 # mysql --version mysql Ver 14.14 Distrib 5.6.13, for Linux (x86_64) using EditLine wrapper first settings まずはmysqlを起動。 # service mysql start Starting MySQL.. SUCCESS! root userのpasswordを確認。root userのpasswordは、『/root/.mysql_secret』ってfileが作られてて、その中に書いてある。 # cat .mysql_secret # The random password set for the root user at Mon Sep 9 18 36 44 2013 (local time) ******** 確認したら、以下のコマンドを実行。 # mysql_secure_installation service起動してなかったら動かないから注意。 NOTE RUNNING ALL PARTS OF THIS SCRIPT IS RECOMMENDED FOR ALL MySQL SERVERS IN PRODUCTION USE! PLEASE READ EACH STEP CAREFULLY! In order to log into MySQL to secure it, we'll need the current password for the root user. If you've just installed MySQL, and you haven't set the root password yet, the password will be blank, so you should just press enter here. Enter current password for root (enter for none) OK, successfully used password, moving on... Setting the root password ensures that nobody can log into the MySQL root user without the proper authorisation. You already have a root password set, so you can safely answer 'n'. Change the root password? [Y/n] Y New password Re-enter new password Password updated successfully! Reloading privilege tables.. ... Success! By default, a MySQL installation has an anonymous user, allowing anyone to log into MySQL without having to have a user account created for them. This is intended only for testing, and to make the installation go a bit smoother. You should remove them before moving into a production environment. Remove anonymous users? [Y/n] Y ... Success! Normally, root should only be allowed to connect from 'localhost'. This ensures that someone cannot guess at the root password from the network. Disallow root login remotely? [Y/n] Y ... Success! By default, MySQL comes with a database named 'test' that anyone can access. This is also intended only for testing, and should be removed before moving into a production environment. Remove test database and access to it? [Y/n] Y - Dropping test database... ... Success! - Removing privileges on test database... ... Success! Reloading the privilege tables will ensure that all changes made so far will take effect immediately. Reload privilege tables now? [Y/n] Y ... Success! All done! If you've completed all of the above steps, your MySQL installation should now be secure. Thanks for using MySQL! Cleaning up... いっぱい出てくるけど、やってることは... ■ ルートのパスワード変えますか?(y/n) →yだと新しいパスワードを2回入力させられる。 ■ アノニマスユーザを削除しますか?(y/n) ■ リモートからのrootユーザログインを禁止しますか?(y/n) ■ テスト用データベース及びアクセスを削除しますか?(y/n) ■ 権限テーブルを再読み込みしますか?(y/n) 全部Yで良い感じの質問。(*´ω`) serviceの自動起動設定。 これは多分勝手に設定されてる。 # chkconfig --list | grep mysql mysql 0 off 1 off 2 on 3 on 4 on 5 on 6 off 設定されてなかったら以下を実行。 # chkconfig mysql on 更新日: 2013年09月10日 (火) 19時22分09秒 名前 コメント すべてのコメントを見る