Patch 2.27 - Faction Territory Control!

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Patch 2.27 - Faction Territory Control!

Message par Wari le Mer 14 Déc - 11:05

Bonjour à tous !

Le Wasteland frétille d'impatience, le patch qui doit relancer le PvP est arrivé ! Aujourd'hui le serveur va acceuillir le patch 2.27 incluant le "Faction Territory Control" et bien d'autres choses.



Ci-joint le patch note:

Live 12/14/2011

First Night has returned to the wasteland!

It’s that time of year again! the settlers have gathered and are working to bring the first Night Celebrations back to the wasteland, but it’s not going to be easy. Shiva’s Blessed are attacking, retailers are cheap and monsters are everywhere. If anyone is going to do any celebrating, they’re going to need the players help!

Questors can be found in:
Embry Crossroads, Watchtower, Barret Manor, Dieseltown and Los Alamos.

Introducing Faction Territory Control
Factions now have a new way to display their dominance in the new open-world PvP Territory Control system. When it comes to Faction Territory Control, there’s no such thing as alliances. It’s an all-out six-way showdown to see who’s on top.

The new area, just up the road North of Blaine, consists of 13 flag-based control points. These control points work like the ones used in the Faction Control Points system. Seven of those flags exist inside of upgradeable “keeps” that Factions can take and maintain control over. The keeps come with various perks, including access to the new Death Toll Gear. Additionally, holding any of the 13 control points will allow players of that faction to place Harvesters in the surrounding area.

Getting to Territory Control

•To get to the area for the first time, take the road North of Blaine.

•There are Faction camps in a circle around the outskirts of the area that have Fast Travel terminals to allow easy access to the area in the future.

Keeps

•The keeps have destructible doors that must be breached before any opposing Faction can contest control of the keep. The central keep also has destructible walls.

•The doors and walls can be upgraded for Death Toll, increasing health and armor.

•Players of the keep’s controlling Faction can gain access to the keep via LifeNet pods that have been repurposed as teleporters.

•The keeps have a Broken LifeNet Generator that can be enabled with Death Toll to allow your Faction to regenerate at the keep.

•The LifeNet Generator is attackable, even from outside the keep, and will cease respawning players if destroyed.

•Broken LifeNet generators are invulnerable to attack and cannot be upgraded for the first five minutes after being broken.

•The LifeNet Generator has more heath and respawns players with more health as it is upgraded.

•Players respawned by a keep LifeNet Generator do not lose buffs from consumables or have their armor decayed.

Keep Amenities

•All keeps come stocked with all vaults, a mailbox, an auctioneer, a crafting facility, an all-purpose vending machine, and a Death Toll merchant selling keep upgrades.

•The keeps also include Death Toll Merchants that sell old Death Toll gear and components needed to get the new Death Toll gear.

•Different components needed for the new Death Toll gear are available at each keep, with the central keep granting access to all of the Death Toll components.

Immunity

•All control points will be immune for 60 minutes after being taken by a new Faction.

•If a keep has immunity its doors, walls, and LifeNet generators are also immune to attack.

Map Objective Icons

•The new dynamic objective map icons are used to relay important information about the status of Territory Control.

•Faction icons represent the current controller for each of the control points, and these icons are available on the World Map for any player to see regardless of where they are in the game.

•If a control point is under attack, the icon will show flames on it. If the point has immunity, there will be a shield.

•If a flag is being contested or if a control point has immunity, information about the time remaining is available in a tooltip when mousing over the map icon.

Control Buffs

•If a Faction holds at least one Control Point, all players of that Faction in the Territory Control will get a buff to Pistol, Rifle, Melee, Power, and Precision skills, as well as how much Experience, Faction, and Death Toll they earn.

•There are 4 ranks of the effect. You gain one rank per control point your Faction holds, and that caps out at rank 4 (4 or more control points held).

Keep Defense Missions
Each keep has defense missions that players of the controlling Faction can take to earn Death Toll while defending their turf.

Faction Emblem Items
Fixed a bug with the Faction Emblem items that allowed them to be used multiple times without triggering the cooldown.

Art:
Embry Crossroads has been completely reworked with new assets. The original layout was preserved as much as possible, as was NPC and facility placement. Terrain in the surrounding areas was also reworked. Texture load, batch count and poly count were all lowered, which should lead to better frame rate.

Notable changes:

•Main ballistics facility moved slightly. This is the only facility that was moved.

•Kook Alley basements removed. This could cause issues with anyone who was in one when they logged out.

•While NPC placement and overall layout was preserved, the buildings are different enough that some players could end up stuck inside a wall depending on where they logged out.

•Chairs that can be sat on now have a cushion placed on them. It's the cushion that needs to be clicked on to activate the sitting animation.

Miscellaneous Notes/Fixes:

•Towing costs are now adjusted by level.

•A few tradeable generic items have been added for roleplaying. These items can be bought from a new merchant at the bar in Barret Manor.

•There are new holiday items – a festive three piece suit, a holiday themed bat, and a new special item that is wearable with any hat.

•The Group XP formula has been redone to provide a much larger bonus for groups and to accommodate groups of all sizes up to the raid maximum.

•Fixed several issues with respecs where the total cost or total AP was not calculated correctly.

•Changed how crafting speed, harvesting speed, and salvaging speed are calculated when players have unusual combinations of buffs and account levels.

PvP:

•Death Toll merchants in the Territory Control keeps now sell components required to create new Death Toll items. The item selection varies by keep, and the central keep has all of them.

•Death Toll Assembly is available for purchase in the Territory Control keeps. This book contains the recipes for all of the new Death Toll items.

Recipes:

•Harvester recipes have been added to Construction. The recipe book for the first tier is available on Construction merchants.

•General Construction now contains the recipe to make a Bag of Common Parts, which is used in creating new Death Toll items.

•Self-Repairing Membranes no longer require Creeper Hides, only leather.

Harvesters:

•Harvesters are the first of several new features that allow players to control resource node harvesting and placement.

•Harvesters can only be placed in Territory Control areas. They can only be placed around a keep your faction controls. Each player can only place one harvester in a large area.

•Once placed, they spawn resource nodes around themselves and they also collect the same resource internally. Harvesters spawn resource nodes faster the longer they have existed.

•Currently anyone can harvest the resource nodes created by the harvesters.

•If the nearby keep is taken by a different faction, any harvesters nearby (and any nodes they created) are destroyed.

•Only the player who created the harvester can talk to the harvester and get the items the harvester has collected internally. These items are created separately from the resource nodes.

•Harvesters cannot be attacked.

Tutorial:

•The Technician now has a short chase range.

•The Technician is now named Clone Dissector and is flagged as hostile.

•The option to skip the tutorial occurs more often and is more obvious.

•Krell and Sillby should no longer get stuck in the wrong animation if the player dies in the medical bay.

•Krell and Sillby should no longer want go to the medical bay.

•Players no longer have to harvest a crafting kit box. Players now get all the crafting kits at the end of the tutorial.

•The Training Knowledges are now given out when players finish the harvesting room instead of at the start of the Tutorial.

•All abilities related to Training Knowledges show up automatically on the hotbar if you do the full Tutorial.

•Elena’s last radio message starts playing earlier. The door from the harvesting room now opens when you finish harvesting, not when the message has completed.

•Players who harvest nodes but don’t pick up the items will have new nodes respawn in less than 1 minute. (You can’t level up skills on these nodes, or get more than 2 of each item.)

•Locked door messages have been updated and now also appear as banner text.

World Events:
Simple node events have been added to the game. These events spawn harvest nodes in random areas. These events show up on the world map.

Objective Icons:
Objective Icons have been added to the world map for Fast Travel terminals, Progress Towns, Town Events, and non-timed Conflict Towns.

Questors:
Questors now say you are in the wrong faction if your highest faction is wrong for a mission. They used to say your HighFaction attribute was too high or too low.

Live 12/14/2011

First Night has returned to the wasteland!

It’s that time of year again! the settlers have gathered and are working to bring the first Night Celebrations back to the wasteland, but it’s not going to be easy. Shiva’s Blessed are attacking, retailers are cheap and monsters are everywhere. If anyone is going to do any celebrating, they’re going to need the players help!

Questors can be found in:
Embry Crossroads, Watchtower, Barret Manor, Dieseltown and Los Alamos.

Introducing Faction Territory Control
Factions now have a new way to display their dominance in the new open-world PvP Territory Control system. When it comes to Faction Territory Control, there’s no such thing as alliances. It’s an all-out six-way showdown to see who’s on top.

The new area, just up the road North of Blaine, consists of 13 flag-based control points. These control points work like the ones used in the Faction Control Points system. Seven of those flags exist inside of upgradeable “keeps” that Factions can take and maintain control over. The keeps come with various perks, including access to the new Death Toll Gear. Additionally, holding any of the 13 control points will allow players of that faction to place Harvesters in the surrounding area.

Getting to Territory Control

•To get to the area for the first time, take the road North of Blaine.

•There are Faction camps in a circle around the outskirts of the area that have Fast Travel terminals to allow easy access to the area in the future.

Keeps

•The keeps have destructible doors that must be breached before any opposing Faction can contest control of the keep. The central keep also has destructible walls.

•The doors and walls can be upgraded for Death Toll, increasing health and armor.

•Players of the keep’s controlling Faction can gain access to the keep via LifeNet pods that have been repurposed as teleporters.

•The keeps have a Broken LifeNet Generator that can be enabled with Death Toll to allow your Faction to regenerate at the keep.

•The LifeNet Generator is attackable, even from outside the keep, and will cease respawning players if destroyed.

•Broken LifeNet generators are invulnerable to attack and cannot be upgraded for the first five minutes after being broken.

•The LifeNet Generator has more heath and respawns players with more health as it is upgraded.

•Players respawned by a keep LifeNet Generator do not lose buffs from consumables or have their armor decayed.

Keep Amenities

•All keeps come stocked with all vaults, a mailbox, an auctioneer, a crafting facility, an all-purpose vending machine, and a Death Toll merchant selling keep upgrades.

•The keeps also include Death Toll Merchants that sell old Death Toll gear and components needed to get the new Death Toll gear.

•Different components needed for the new Death Toll gear are available at each keep, with the central keep granting access to all of the Death Toll components.

Immunity

•All control points will be immune for 60 minutes after being taken by a new Faction.

•If a keep has immunity its doors, walls, and LifeNet generators are also immune to attack.

Map Objective Icons

•The new dynamic objective map icons are used to relay important information about the status of Territory Control.

•Faction icons represent the current controller for each of the control points, and these icons are available on the World Map for any player to see regardless of where they are in the game.

•If a control point is under attack, the icon will show flames on it. If the point has immunity, there will be a shield.

•If a flag is being contested or if a control point has immunity, information about the time remaining is available in a tooltip when mousing over the map icon.

Control Buffs

•If a Faction holds at least one Control Point, all players of that Faction in the Territory Control will get a buff to Pistol, Rifle, Melee, Power, and Precision skills, as well as how much Experience, Faction, and Death Toll they earn.

•There are 4 ranks of the effect. You gain one rank per control point your Faction holds, and that caps out at rank 4 (4 or more control points held).

Keep Defense Missions
Each keep has defense missions that players of the controlling Faction can take to earn Death Toll while defending their turf.

Faction Emblem Items
Fixed a bug with the Faction Emblem items that allowed them to be used multiple times without triggering the cooldown.

Art:
Embry Crossroads has been completely reworked with new assets. The original layout was preserved as much as possible, as was NPC and facility placement. Terrain in the surrounding areas was also reworked. Texture load, batch count and poly count were all lowered, which should lead to better frame rate.

Notable changes:

•Main ballistics facility moved slightly. This is the only facility that was moved.

•Kook Alley basements removed. This could cause issues with anyone who was in one when they logged out.

•While NPC placement and overall layout was preserved, the buildings are different enough that some players could end up stuck inside a wall depending on where they logged out.

•Chairs that can be sat on now have a cushion placed on them. It's the cushion that needs to be clicked on to activate the sitting animation.

Miscellaneous Notes/Fixes:

•Towing costs are now adjusted by level.

•A few tradeable generic items have been added for roleplaying. These items can be bought from a new merchant at the bar in Barret Manor.

•There are new holiday items – a festive three piece suit, a holiday themed bat, and a new special item that is wearable with any hat.

•The Group XP formula has been redone to provide a much larger bonus for groups and to accommodate groups of all sizes up to the raid maximum.

•Fixed several issues with respecs where the total cost or total AP was not calculated correctly.

•Changed how crafting speed, harvesting speed, and salvaging speed are calculated when players have unusual combinations of buffs and account levels.

PvP:

•Death Toll merchants in the Territory Control keeps now sell components required to create new Death Toll items. The item selection varies by keep, and the central keep has all of them.

•Death Toll Assembly is available for purchase in the Territory Control keeps. This book contains the recipes for all of the new Death Toll items.

Recipes:

•Harvester recipes have been added to Construction. The recipe book for the first tier is available on Construction merchants.

•General Construction now contains the recipe to make a Bag of Common Parts, which is used in creating new Death Toll items.

•Self-Repairing Membranes no longer require Creeper Hides, only leather.

Harvesters:

•Harvesters are the first of several new features that allow players to control resource node harvesting and placement.

•Harvesters can only be placed in Territory Control areas. They can only be placed around a keep your faction controls. Each player can only place one harvester in a large area.

•Once placed, they spawn resource nodes around themselves and they also collect the same resource internally. Harvesters spawn resource nodes faster the longer they have existed.

•Currently anyone can harvest the resource nodes created by the harvesters.

•If the nearby keep is taken by a different faction, any harvesters nearby (and any nodes they created) are destroyed.

•Only the player who created the harvester can talk to the harvester and get the items the harvester has collected internally. These items are created separately from the resource nodes.

•Harvesters cannot be attacked.

Tutorial:

•The Technician now has a short chase range.

•The Technician is now named Clone Dissector and is flagged as hostile.

•The option to skip the tutorial occurs more often and is more obvious.

•Krell and Sillby should no longer get stuck in the wrong animation if the player dies in the medical bay.

•Krell and Sillby should no longer want go to the medical bay.

•Players no longer have to harvest a crafting kit box. Players now get all the crafting kits at the end of the tutorial.

•The Training Knowledges are now given out when players finish the harvesting room instead of at the start of the Tutorial.

•All abilities related to Training Knowledges show up automatically on the hotbar if you do the full Tutorial.

•Elena’s last radio message starts playing earlier. The door from the harvesting room now opens when you finish harvesting, not when the message has completed.

•Players who harvest nodes but don’t pick up the items will have new nodes respawn in less than 1 minute. (You can’t level up skills on these nodes, or get more than 2 of each item.)

•Locked door messages have been updated and now also appear as banner text.

World Events:
Simple node events have been added to the game. These events spawn harvest nodes in random areas. These events show up on the world map.

Objective Icons:
Objective Icons have been added to the world map for Fast Travel terminals, Progress Towns, Town Events, and non-timed Conflict Towns.

Questors:
Questors now say you are in the wrong faction if your highest faction is wrong for a mission. They used to say your HighFaction attribute was too high or too low.

Bonne Lecture, pour les motivés une traduction serait bienvenue


Dernière édition par Wari le Mer 14 Déc - 13:13, édité 1 fois

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Wari

Date d'inscription : 14/10/2011
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Re: Patch 2.27 - Faction Territory Control!

Message par Aztarocks le Mer 14 Déc - 12:15

Waw , c'est impressionant , j'vais essayer de m'y coller tiens!

Aztarocks

Date d'inscription : 14/12/2011
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Re: Patch 2.27 - Faction Territory Control!

Message par Wari le Mer 14 Déc - 12:59

Aztarocks a écrit:Waw , c'est impressionant , j'vais essayer de m'y coller tiens!
LOL Azta !

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Date d'inscription : 14/10/2011
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Re: Patch 2.27 - Faction Territory Control!

Message par Aztarocks le Mer 14 Déc - 13:06

Haha , putain vla le paté mais ya du changement , et en bien quoi

Aztarocks

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Re: Patch 2.27 - Faction Territory Control!

Message par Aztarocks le Mer 14 Déc - 14:01

La première nuit est de retour dans les terres désolés!

C'est de nouveau ce moment de l'année! Les colon ce rassemblent et travaillent a ramener Le festival de la première nuit dans le wasteland, mais ce ne seras pas facile.
Les saints de shiva attaquent, Les marchand sont médiocre et les monstre sont partout. Si ils veulent pouvoir féter quoi que ce soit , ils auront besoins de l'aide des joueur!

Les donneur de quetes peuvent etre trouver a:
Embry Crossroads, Watchtower, Barret Manor, Dieseltown et Los Alamos.

Introduction du Controle de territoire des faction
Les faction ont désormais un nouveau moyen d'étaler leur dominance dans le nouveau systeme de controle de territoire en monde ouvert.Quand il s'agit de controle de territoire , il n'y as pas d'alliance. C'est une epreuve de force sans retenues a 6 voie pour voir qui prendra le dessu.

La nouvelle zone , just au bout de la route au nord de blaine , consiste en 13 point de controle de drapeau. Ces points fonctionent comme ceux utilisés dans le systeme de point de controle faction. Sept de ces drapeau ce trouvent dans des fort ameliorables dont les faction peuvent prendre et maintenir le controle. Les fort viennent avec de nombreuse aptitudes incluant l'acces au nouveau materiel Death toll. En addition a cele , tenir l'un des 13 point de controle permetent au joueur de la faction de placer des recolteur dans la zone alentour.

Ce rendre au controle du territoire

*Pour vous rendre dans la zone pour la premiere fois , prenez la route au nord de Blaine.

*Il y as des camp de faction dans le rayon des faubourg qui ont des terminaux de voyages rapides pour permetre un acces facile a l'avenirs.

Fort

*Les fort ont des portes destructibles qui doivent être brisés avant qu'une faction puisse contester le controle du fort. Le fort central as egalement des mur destructibles.

*Les portent et murs peuvent etre amelioré contre des death toll, augmentant leur vie et leur armure.

*Les joueur appartenant a la faction qui controle le fort peuvent acceded a celui ci via des lifenet pods qui ont été transformer en téléporteur.

*Les fort ont des generateur lifenet hors services qui peuvent etre reactivé avec des death toll pour permetre a votre faction de réaparaitre dans le fort.

*Les generateur lifenet sont attaquable , meme depuis l'exterieur du fort, et ne respawneront plus a l'inteieur si il est detruit.

*Les generateur lifenet brisé sont invulnerables et ne peuvent etre reactiver avant 5 minutes apres avoir été detruit.

*Les generateur lifnet ont plus de vie et respawn les joueur avec plus de vie quand ils sont amélioré.

*Les joueur respawner par le generateur lifenet du fort ne perdent pas de leur consomablent et leur armure n'est pas endomagée.

Amenagement du fort

*Tout les fort vienent avec tout les vault , une boite au lettre, un auctioneer , une usine de craft , une machine vendeuse tout usage, et un vendeur death toll vendant des amelioration pour le fort.

*Le fort inclus egalement des ancien marchand de death toll vendant l'ancien equipement death toll et les composant requis pour le nouvel equipement death toll.

*Different composant requis pour le pour le nouvel equipement death toll sont disponible dans chaque fort , avec le fort central qui donne acces a tout les composant death toll.

Imunitée

*Tout les points de controle sont imunisé 60 minutes apres avoir été capturé par une nouvelle faction.

*Si un fort est imunisé , les portes les murs et les generateur lifenet sont egalement imunisé contre les attaques.

Icone objectif de carte

*La nouvelle carte d'icones objectif dynamique est utilisé pour transmetre des information important concernant le statut du controle de territoire.

*Les icones faction representent le posseseur actuel de chaque point de controle , et ces icones sont disponibles sur la map monde pour tout les joueurs ou qu'ils soient.

*Si un point de controle est attaqué l'icone sera enflamée, si il est imunisé , l'icone indiquera un bouclier.

*Si un drapeau est contesté ou si un point de controle est imunisé, les information concernant le temps restant seront affiché dans le tooltip quand la souris passeras sur l'icone de la map.

Buff de controle

*Si une faction tiens a moins un point de controle , tout les joueur de cette faction dans la zone de controle de territoire gagneront un buff en pistolet , fusil , melee, puissance , et precision, ainsi qu'un boost a l'experience au point de faction , et death toll gagner.

*Il y as quatre rang a cet effet. Vous gagnez un rang par point de controle que votre faction maintiens, et il ce cap au rang 4. ( 4 point de controle tenus ou plus)

Mission de defense de fort
Chaque fort as des mission de defence que les joueur de la faction qui le controle peuvent prendre et gagner des death toll en defendant leur domaine.

Embleme de faction
Bug corrigé concernant les embleme de faction qui permetait d'etre utilise a plusieurs reprise sans declencher de cooldown.

Art:
Embry corssroad as été completement retravaillier avec de nouveau atout. L'agencement d'origne as été préserver autant que possible tout comme les pnj et le placement des atelier.
Le terrain de la zone environantes as egalement été retravallier .Le chargement des texture , le nombre de paquet et le nombre de polygones ont été diminué , ce qui devrait aboutir sur un un meillieur framerate.

Changement notables

*Atelier de balistique principal legerement deplacer. C'est le seul atelier qui as bougé.

*Sous sol de Kook alley suprimer. cela pouvait causer des probleme avec ceux qui ce trouvaient de l'un d'entre eux a leur deconexion.

*Quelques object generiques echangeables ont été ajouter pour le roleplayet peuvent etre acheter au nouveau marchand du barret manor.

*Il y as de nouveau object de vacances , incluant costume et cheapeau et un nouvel object special pouvant etre porté avec n'importe quel chapeau.

*La formule d'xp de groupe as été refaite pour permetre un bonus bien plus important pour les groupes et s'accomodes au groupe de toute taille jusqua la taille de raid maximum.

*Plusieurs probleme concernant la respecs ou le cout total d'ap n'etait pas calculé correctement.

*Changement de la vitesse de craft de recolte et de recup pour les joueur ayant une combinaison inhabituelle de buff et de niveau de compte.


PvP

*Les marchand de death toll dans les fort de controle de territoire vendent maintenant les composant requis au nouveau object death toll. Le choix d'object varies entre les fort et le fort central les as tous.

*Death toll Assembly est disponible a la vente dans les fort du controle dee territoire. Ce livre contiens toutes les recettes pour les nouveau object deathtoll.

Recettes:

*Recettes de collecteur ajouté a la construction. Le livre de recettes pour le premier tiers et disponible aupres des marchand de construction.

*Construction generale contiens desormais la recettes pour faire un sac de parties courantes, utilisé dans la creation des nouveau object death toll.

*Les membranes de d'auto reparation n'on plus besoins de fourure de creeper , uniquement du cuir.

Collectueur:

*Les collecteur sont la premiere de nombreuse feature qui permetent au joueur de controler la collectes de nodes de resources et leur positionement.

*Les collecteurs peuvent uniquement etre placé dans la zone de controle de territoire . il peuvent uniquement etre placer autout d'un fort controlé par votre faction. chaque joueur ne peux placer qu'un seul collecteur dans une large zone.

*Une fois placé , ils spawn des nodes de resources autour d'eux et ils recoltent egalement ces memes resources en interne.plus longtemps ils ont éxisté , plus vites ils spawneront et recolteront des resources.

*Actuellement n'importe qui peux recolter les resources creer par le collecteur.

*Si le fort adjacent est pris par une autre faction , tout collecteur alentour et les nodes creer sont detruit.

*Seul le joueur qui as creer le collecteur peux lui parler et obtenir les resources collecter en interne. ces resources sont creer separement des nodes de resources.

*Les collecteur ne peuvent pas être attaqué.

Tutoriel:

*Le technicien as desormais une faible portée de chasse

*Le technicien est desormé nomé clone dissector et est flagué comme hostile.

*l'option de zaper le tutorial ce propose plus souvent et est plus evident.

*Krell et sillby ne devraient plus rester bloqué dans la mauvaise animation si le joueur meurt dans la baie medicale

*krell et sillby ne devraient plus vouloir aller dans la baie medicale.

*Les joueur n'ont plus besoins de collecter les kit de craft. les joueur obtienent desormais tout les kit a la fin du tutoriel.

*les connaisances d'entrainement sont désormais donné quand le joueur fini la chambre de collecte plutot qu'au debut du tutorial.

*toutes les capacité relatives au connaisances d'entrainement s'affichent automatiquement dans les racourcis si vous faite le tutorial complet.

*Le dernier message radio d'elena commence a ce jouer plus tot. la porte de la chambre de collecte s'ouvre desormais quand vous avez finis de collecter , pas quand le message est terminé.

*Les joueur qui recoltent un nod sans en prendre l'object auront un nouveau node qui spawnerant en moins d'une minute (vous ne pouvez augmenter votre skill avec ces nodes la , ou avoir plus de 2 item de chaque)

*Les message indiquant une porte veroullié ont été mis a jour et apparaissent egalement comme un texte baniere.

World event
Des event de nodes simples ont été ajouté au jeu. ces event spawn des nodes de recolte dans une zone aleatoire. ces event sont visible sur la carte du monde.

Icone objectif
Les icone d'objectif ont été ajouter a la map monde pour les terminaux de voyage rapides les progress town let event de ville et les conflict town non minuté

donneur de quetes:
Les donneur de quetes disent mainte que vous etes dans la mauvaise faction si votre faction la plus haute est la mauvaise pour une mission. Ils avaient l'habitude de dire your HighFaction attribute was too high or too low.


Voila voila , bon pardon a moliere mais apres tout ca jai un peu la fleme de corriger et relire quoi. xD

Aztarocks

Date d'inscription : 14/12/2011
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Re: Patch 2.27 - Faction Territory Control!

Message par Lieth_Kynes le Mer 14 Déc - 14:44

Merci pour cette traduction.

Pas mal de changements en effet, le contrôle de territoire promet de belles bagarres
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Lieth_Kynes

Date d'inscription : 08/11/2011
Messages : 38

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Re: Patch 2.27 - Faction Territory Control!

Message par Wari le Mer 14 Déc - 16:03

Merci Azta t'assure !

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Wari

Date d'inscription : 14/10/2011
Messages : 280
Age : 32
Localisation : Los Alamos
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Re: Patch 2.27 - Faction Territory Control!

Message par Aztarocks le Mer 14 Déc - 16:42

De rien vieux!

jvous aime hein , mais j'ai trop la fleme de refaire un perso quoi...

jsuis sur aoc en ce moment. finalement tu migre sur swg wari?

ps: Wtf t'as poster ma trad sur jol a : Aujourd'hui, 17h54 il est 17h42! je savais que t'était un voyageur du temps mec.

Aztarocks

Date d'inscription : 14/12/2011
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Re: Patch 2.27 - Faction Territory Control!

Message par Kishoot le Mer 14 Déc - 19:53

Yop Azta!
Allez reviens mec, un second perso sa se monte vite!
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Kishoot
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Date d'inscription : 14/10/2011
Messages : 68
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Re: Patch 2.27 - Faction Territory Control!

Message par Aztarocks le Mer 14 Déc - 21:00

i'll be back , mais jai besoins de temps pour digerer le coup de pute de gamerfirst quoi...

Aztarocks

Date d'inscription : 14/12/2011
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Re: Patch 2.27 - Faction Territory Control!

Message par Sanza le Jeu 15 Déc - 17:03

Ca à l'air sympa tout ça !
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Sanza

Date d'inscription : 21/10/2011
Messages : 31

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Re: Patch 2.27 - Faction Territory Control!

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