Hello everyone. We just rolled out a large new patch to The Repopulation. Highlights include an upgrade to the 1.1 Beta, an upgrade to Python 2.6.4, mission and engagement upgrades, item color coding, stealth improvements and more. Build notes are included inside, as well as a mixture of old and new screenshots:
Junk: Grey Common: White Uncommon: Green Rare: Yellow Legendary: Orange Epic: Red
Should be the last patch before Alpha Phase 3. Some features/content in this patch. Should be a few more bits of content by the end of the week.
This patch mainly introduces the speed changes into the game (movement changes). Wanted to do this before more players got on and got angry at going slower. Hopefully in the not so distant future we have a better teleportation system in place so you can move from point to point if you have enough credits (and eventually have player owned teleportation hubs)
This patch includes a major update to the Engagements system, map upgrades, basic lighting improvements, and a number of upgrades to the mission system.
Sorry it took so long to get this one out. Holidays and website redesign and some other general things came up. On the flip side some of those “things” include map fixes, better pathing, drag and drop UI changes, gravity/player sticking to the ground changes, and a bunch of other random stuff. Some pretty cool stuff in this patch. Here is to breaking something with it
.
* Missions
This update is a mixture of graphical updates, optimizations and new features. We've updated Freedomtown in the same fashion that Plymouth was recently upgraded. A Need/Greed/Pass looting system has been introduced, as well as a major change to the way our death system works. We've also ported to v1.1 of the Torque 3D engine, which has resulted in numerous improvements.
* User Interface
This was kind of an abrupt stop in the middle of some work patch as we are now porting the engine to the latest update. Hopefully this fixes some of the bugs we are experiencing (some of the crashes) and we gain a few tools that will help us with level design/building. There looks to be some performance updates for Advanced Lighting as well that should greatly help there. Anyway, that is the next patch, this patch was the work up till that dropped on our plate.
Where the last few updates have focused heavily on content and playability, this one took more of a turn towards the visuals and interface. Plymouth has a completely new and much improved look from Stadi Thompson. We've also introduced the third revision of our User Interface from Mikael Pettersson. In addition to this you can find numerous changes the weather, fog, cloud, lighting and shadows of the game. To make a long story short, we've improved our visuals significantly while making small adjustments to our frame rates. That's not to say the update completely focuses on graphics though, as a number of other improvements and bug fixes went in, as well. We also had to take out the river in plymouth for this patch as it was causing loading issues, it should be back in shortly after we figure out what the issue is. Lastly, a few bug fixes went in to catch some errors in the logs and hopefully it will help to boot players out properly after 5 minutes. Crosses fingers.
* Effects and Abilities
* General