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  1. #1

    All Patch Notes Since Release

    STARTS WITH THE MOST RECENT PATCH

    October 29 2011:

    Patch Notes:

    Crafting and Construction:
    - New architecture parts: Ramps, Platforms, Corner Walls, Corner Floors.
    - Revised bonuses for Artisan and Master Tools.

    Character and Interaction:
    - Improved functions for interaction distance to keep containers open properly.

    World:
    - Improved placement collision (in particular for placing objects on floors and ramps).
    - Improved collision in general for new architecture parts.
    - Removed abundance of trees in the green mist.

    Interface and Rendering:
    - HDR (High Dynamic Range) improved.
    - Sun ray effect with HDR turned on.

    Bug Fixes:
    - Blocked dismantling buildings with objects on top.
    - Fixed inventory bugs.
    - Fixed decimal display of skill points.
    - Fixed Heyburn Pants meshes.

    October 18 2011:

    World:
    - Gathering resources with on top of floors or other objects blocked.

    Interface and Rendering:
    - HDR (High Dynamic Range) lighting now works. This is in progress, but you can switch this on in the Options panel to see the difference.
    - Skill Panel now show first decimal fraction of current skill value.
    - Additional arrows for different increment project moves added to the construction Move Panel. These are not currently set correctly and will be adjusted for the next patch.

    Bug Fixes:
    - Blocked dragging items to the Cart (Key) slot in the pack panel. (test server)
    - Blocked labelling containers while looting corpses.
    - Fixed bugs with dragging from construction sites to ground containers.
    - Fixed bugs with female parry animations.

    October 14 2011

    Hello Xsyon Citizens!

    The server and client have been updated with a patch.

    Patch Notes:

    World:
    Camera collision versus buildings and trees implemented.
    Yakid Post size increased to match collision box size.
    Mason Stone Room adjusted to reduce amount of overlap.
    River drinking now fills more of the thirst bar.
    'Objects in the way' message improved.
    Collision revisions, especially for placing objects on building parts. (Still in progress).

    Crafting:
    Added grass roll recipe. This will be used in some upcoming architectural parts. (note: This was not added. It will be part of the next patch).
    You will now learn all new 'auto learn' schemes when retroactively when entering the game, any time these type of schemes are added.

    Inventory:
    Multiple containers (up to four) can now be opened at the same time. You can drag items between containers.

    Combat:
    Ability to switch from parry to swing (and vice versa).
    Tweaks to make switching between parry and swing smoother in both combat modes.
    Successful parries now play reaction animations for both the attacker and defender.
    Mouse combat mode setting should now save between sessions.

    Bug Fixes:
    Problem with 'objects in the way' fixed. This resulted from improper scaling of boulders for this collision check when we converted data to our current system.
    But with unlearning recipes fixed.

    September 11 2011

    Hello Xsyon Citizens!

    A small patch was made this morning. If you have been in game for a while, you will need to log out to get the latest client update. Today's update deals with a few issues:

    - Combat ranges have been adjusted. These are still being balanced, but before this patch we had an extended range that was intended to compensate for desynch issues. As desynch issues have been largely solved we are now setting ranges how they should be.

    - Combat crosshairs have been removed to avoid confusion in combat. Crosshairs will be used in the future for ranged combat but current combat uses the direction and angle of your swing to calculate hits and damage, not the aiming of crosshairs.

    - Missing sounds that were causing crashes have been patched out.

    - Client crashes caused by changing terrain or grass settings while in game have been fixed.

    September 8 2011

    Hello Xsyon Citizens!

    We've patched out a big server and client update! There are many changes in this patch so I will be as brief as possible.

    Combat System Revisions:
    Damage, armor values, swing power and rear attack values adjusted.
    Synchronization of movement and attacks completely revised and improved.
    Ranges adjusted but still in progress.
    Combat messages revised.

    Character Improvements:
    Buff system display. Displays weather effects and bonuses.
    Bonuses for tribal leaders and for members in tribal territory.
    Effects of stat bonuses revised.
    Stat bonuses display in character stat panel.
    Holding down both mouse buttons moves character forward.

    Resource, Crafting and Trade Improvements:
    Revised schemes for a more consistent system.
    Revised distribution and scavenging difficulty.
    Improved scheme limits and progression.
    Artisan and Master tool schemes for advanced level crafters.
    Artisan and Master tools give bonuses to crafted items.

    Environment Improvements:
    Minimap! Includes temperature, date, time, season and location displays.
    Ambient sounds system.

    Creature Improvements:
    Increase base stats of all creatures.
    Adjust creature aggression and wildness to stress differences between creatures.
    Increase creature power growth over time.
    Improve creature combat AI to use new combat revisions.
    Fix problems with creature movement over terrain.

    Town Improvements:
    Currency selection. This will have several uses soon.

    Architecture Improvements:
    Buildings as a home location.
    Buildings protect from weather effects.

    Interface Improvements:
    Stat bonus displays.
    Weather effects diplayed as 'buff' icons.
    Tribe buffs displayed.
    Tabbed chat, with separate combat and local (includes tribe and announcements) chat.
    10 Row action bar.
    More opaque chat panel.


    Bug Fixes:
    Problems with the green mist map corrected. This was causing crashes.
    Problems when setting your windowed resolution to match your screen resolution fixed.
    Several potential crash causes fixed.
    Several exploits with trade and construction panels fixed.
    Bugs with fires fixed.
    Minor collision bugs fixed.

    August 12 2011

    Hello Xsyon Citizens!

    The server and client have been updated with a patch. This is just a minor patch and was necessary to fix an issue with tribe radius growth and to try out a revised scavenging table. The scheme changes are in preparation for the next update.

    In this update:

    - Scheme gain limits set (but temporarily disabled until we add more schemes).
    - Scheme count display. You can currently have more than the listed 'maximum' schemes for each craft.
    - Unlearn scheme from the craft and construction menus. This will be useful later when we add more schemes.
    - Combat switching between swing and parry by holding and releasing the parry key in mid swing.
    - Buildings (only 'roof' and 'room' parts) can be labelled.
    - Creature AI adjustments to increase growth and power.

    August 5 2011

    Hello Xsyon Citizens!

    The client and server have been patched with an update! This patch took us a while as we spent a lot of time dealing with disconnection issues and improving combat formulas. It's good to finally have these things working correctly. We will continue to revise combat based on feedback, but all aspects of combat should now have a noticeable effect.

    In this update:

    - Disconnection issues fixed.
    - Combat functions revised and balanced. This is a major revision of the server side combat functions!
    - Creatures redistributed.
    - Creature power adjusted.
    - Creature pathfinding improved.
    - Desynch improved.
    - Distribution of certain objects (blades, saw blades) increased.
    - Minor bugs fixed.

    July 17 2011

    Hello Xsyon Citizens!

    The server is back up with an update. In this update:

    - Containers can be renamed.
    - Glitches with dragging and dropping icons have been fixed.
    - Closing of panels from a distance has been revised to prevent exploits.
    - Containers now stay open when you discard objects from them.
    - Interaction distance for construction panels has been increased.
    - Dismantling old buildings should return some correct materials.
    - Animation and movement synchronization improved.
    - Animal AI and pathfinding has been improved. More animals should be found wandering around.
    - Chat colors have been adjusted (primarily for Global, Announcements and System messages).

    July 7 2011

    Hello Xsyon Citizens!

    The server and client have been updated with a patch.

    Patch Notes:

    Player and creature positioning has been revised to fix 'desynch' problems. We are still working on improving the synchronization of movements and animations, but this is a big step in correcting desynch issues, especially for combat.

    Player connection and disconnection issues that were causing lag spikes and potential server freezes have been fixed.

    Issues causing players to disconnect while crossing zones, or randomly, have been fixed. There may still be some disconnects crossing zones. If so, please continue to report this.

    Scavenging distribution has been revised and improved. This will be further revised this week.

    Large Metal Plates have been replaced in recipes with Small Plate, which is available in game.

    Limestone walls now have two versions. All walls in game have been reverted to the old lower height. A new scheme can be found or gained to build a full height limestone wall.

    June 30 2011

    The patch is up!

    A few quick notes:

    You will have to explore and get away from your safe zone for a good chance at new materials and architecture recipes. Please provide us with feedback on this. There are a lot of architecture recipes out there with over 100 new parts.

    You will notice the properties on materials, but these don't retroactively apply to all old metals. You'll have to scavenge or sort (old bundles do have a chance of rare materials found).

    Since resources are distributed by territory, if you stay in one territory you will keep finding the same cloth, leather and metal types.

    June 30 2011

    Hello Xsyon Citizens!

    A big update is on its way! We are still converting data and then need to back everything up one final time. It may take 1 more hour or so.

    Some of these changes are quite major. I will keep the notes as succinct as possible to list the key features that we've added or improved. We are not yet clearing the green mist as we want to see how the rare resource distribution feels in the current zones and we haven't finished our distribution maps for the upcoming expansion zones. Our revised resource system applied to all current zones.

    I'm very excited about this update. I hope you all enjoy!

    Patch Notes:

    Combat revisions:
    - New combat system well under way!
    - Desynch issues. These have been improved, but are still in progress.
    - Swing, parry and dodge are controlled by left and right mouse buttons and the Ctrl and Alt keys (they keys can be reconfigured).
    - Swing and parry direction are controlled by the mouse and can be adjusted in mid movement.
    - Swing and parry can be held.
    - You can switch from swing to parry in mid action to cancel a swing.
    - Swing power increases while holding an attack.
    - Ability to change angle up and down while holding or swinging an attack. Your final angle of attack is taken into consideration. Your character's spine rotates and we will make this more visual in the future by adjusting the character's arm
    - Hit selection and damage working. Hit depends on the direction and counter position of your opponent.

    Combat revisions are still in progress. We will continue to improve and perfect this system and look forward to more feedback!

    Interface:
    - Scroll bars on crafting, construction, social lists and chat.
    - Sorting of craft and construction recipes.
    - Resource and crafted object bonus properties display.

    Crafting and Construction:
    - Crafted items acquire properties from materials used (both primary and secondary materials used will affect the final outcome).
    - Rare resources impart special bonuses to crafted objects.
    - Architecture system revised into 7 architecture groups, with many new parts.
    - Limestone walls have been reduced in size and doubled up.
    - Buildings can be properly dismantled.

    Character:
    - Character gains skill through hunting.
    - Character gains skill through logging and chopping logs.
    - Looting, opening and hunting works while swimming.

    World:
    - 512 zone size. This improves loading times and reduces memory usage. The visible coordinate system still follows the old 1024 zone size.
    - Trees spawn in Spring and grow.
    - Scavenged resources are distributed throughout the world.
    - The chance of finding rare items is increased with distance from your home territory and from all safe zones.
    - New metal materials have been introduced.
    - New leather resources can be found through sorting.
    - Many metal and plastic components can be found now through scavenging.
    - Architecture recipes can be found through scavenging.

    June 6 2011

    Hello Xsyon Citizens!

    The test client and server have been updated and should be accessible now.

    This patch updates dodge, parrying, animations and sounds for combat. This test build is going straight to the public and testers at the same time, and I haven't taken a personal look at it yet. I will tonight.

    May 25 2011

    Hello Xsyon Citizens!

    The server and client have been updated with a patch.

    - Tree data saved in a new database system on the server only.
    - All trees have been restored.

    May 18 2011 4:20 PM UTC

    Hello Xsyon Citizens!

    The server and client have been updated with a patch. This patch includes:

    Update:

    -Crafting revisions.
    Crafted quality and duration are based on:
    Materials used.
    Player craft skill and associated stats.
    Tools used.
    Forager and Scrapper tools add to duration.
    Trapper and Pioneer tools add to quality.
    Luck.

    -Crafted object decay. Tools, armor and weapons decay with use and will break.
    -Duration updated for existing crafted items.
    -Combat armor targeting issues fixed. The protection effect of armor should be more prominent now.
    -Continued AI revisions
    -Server optimization and minor bug fixes.

    May 6 2011

    Hello Xsyon citizens!

    Please make sure to install using the latest installer. This install should remove your old data files and do reinstall the new compressed versions. The download servers, game server and client have all been updated.

    This update includes:

    Updated Installer

    The installer is prepared for future updates to automatically remove files that need to be updated if necessary. This will allow you to update easilly to new installers without doing a full reinstall.

    Updated Patcher

    The patcher uses compressed files and the total download has been reduced to less than 50% of the original size.

    The patcher allows you to connect to the main server or the test server, using a test client, when available. We will post when the test server is open for public tests. This will help us check out and balance some of the upcoming changes with combat and agriculture before patching the changes to the main server.

    -Issues causing potential time outs or disconnects have been fixed.
    -The patch order for removing, adding and modifying files has been rearranged to reduce total patching time.
    -The patcher now displays download speed.
    -The patcher should now display progress better through all steps of the patching process.

    Game Update

    This is primarily a creature update with additional data and systems prepared for the near future.

    -Creatures age, grow and breed.
    -Creatures hide when threatened and hibernate depending on the season.
    -Creature AI and pathfinding has been further improved.
    -All current animals are in game.
    -Item Tooltips are back on. Tooltips have been optimized to use client side caching.
    -Problems with creatures or players getting out of bounds causing the server to crash have been fixed.
    -Collision detection has been revised for speed.
    -Minor bugs with some armor parts and recipes have been fixed.

    April 14 2011

    Hello everyone!

    We've finally patched out the latest server and client update. Eliminating the zone crossing lag required big changes that we needed to test thoroughly this past week. This is a major build on the server side and we will be able to patch out more frequent small updates over the next two weeks.

    Our new programmers have helped make many optimizations and server improvements, so this build prepares us for changes ahead. I'm really looking forward to the coming months as we start to evolve Xsyon!

    In this update:

    - New creature AI system with an improved creature behavior system.
    - Zone crossing lag eliminated.
    - Zone loading times reduced.
    - Packets compressed and optimized for reduced bandwidth usage and overal better performance.
    - Timing out of crashed players improved to avoid the 'already timed out' messages.
    - Bug causing some players to scavenge unusual items such as felled trees fixed.
    - Many small bugs fixed.

  2. #2
    What this shows anyone, is that they have been working very steadily all along.

    For the size of the team this is very good progress.

    On a side note, for any that still think prelude is open beta... Its not.

    The game has been released with the idea that it would evolve over time depending on how the players reacted to things and their input. If the game turns in any direction, it is due to the developer doing exactly what he said he would do. Listen to the players and adjust as we go forward.

    If any of you feel that the game has turned in the wrong direction, ask yourself this question....

    If there was not enough support for my desired direction for this game, why should I be upset?

  3. #3
    Quote Originally Posted by Mactavendish View Post
    What this shows anyone, is that they have been working very steadily all along.

    For the size of the team this is very good progress.

    On a side note, for any that still think prelude is open beta... Its not.

    The game has been released with the idea that it would evolve over time depending on how the players reacted to things and their input. If the game turns in any direction, it is due to the developer doing exactly what he said he would do. Listen to the players and adjust as we go forward.

    If any of you feel that the game has turned in the wrong direction, ask yourself this question....

    If there was not enough support for my desired direction for this game, why should I be upset?
    after some thought and reading ddt's post below I'm actually leaning more towards the game hasn't be developed enough and Jordi hasn't give enough information yet for us to truly know what direction the game will go in.

    This game has come a long way since launch and the devs are doing great with their development and getting patch release's out - but we still have a way's to go before we can it all come together.

    The questions that everyone seems to b asking are the following:

    1. Will there be totem decay sooner than later
    2. We will be able to turn off safe zones without exploits by tribes setting up 2 totems - one safe - one not.
    3. Will the everyone can craft everything that is blocking the economy be solved.
    4. Will we be able to siege another tribe and take their land from them.
    5. Will zombies really be that great? (I personally think they will be awesome)
    6. Will carts really be worth it? (I forsee naked alt pushers being able to teleport even more items back to tribe)
    7. Will the walls I'm building have any real purpose?

    No matter your playstyle these are the questions I see people talking about that are not 100% clear.

    This game hasn't evolved in one direction or another yet as far as I'm concerned, I think jordi is still tweaking, reworking ideas, and trying to work as fast as he can to get features out that will help people to understand what his vision about the game is.

    The Apocalypse is at hand! Will you fight for justice to stop the chaos or will you join in the ranks of evil to bring upon the ultimate destruction of the earth?
    I still believe that this is Jordi's vision for this game, he's just trying to work as hard and fast as he can to have enough features in game to make it happen.

  4. #4
    Quote Originally Posted by Mactavendish View Post
    What this shows anyone, is that they have been working very steadily all along.

    For the size of the team this is very good progress.

    On a side note, for any that still think prelude is open beta... Its not.

    The game has been released with the idea that it would evolve over time depending on how the players reacted to things and their input. If the game turns in any direction, it is due to the developer doing exactly what he said he would do. Listen to the players and adjust as we go forward.

    If any of you feel that the game has turned in the wrong direction, ask yourself this question....

    If there was not enough support for my desired direction for this game, why should I be upset?
    Problem wasnt the support it was the change even with the support there.

    Look at the forums, they are dead. Where did all the support go that it had? Oh wait it was changed. Thus they left. The handful of players left playing are the ones left because of that change while the 1000s already left.

    Maybe its time to stop listening to the handful left and go back to the first plan, instead of listening to the few crying emails. While others were debating it on the forums a few people were crying in emails flooding the devs with emails until they listened and stopped reading the forums.

    Heck many of the topics are gone now closed up because they changed the game. With it many players. Sure you can start to debate "Oh you dont speak for the many blah blah blah" but fact is there is a very very small % still playing. Where did the others go? Ask yourself that.
    Look at the largest tribes in the game.

    They were PVP type tribes. Where did they go? Why? Because they listed to the emails crying saying things like "If you dont change this, my whole tribe will quit" well look it their tribe now still most of them quit. Its not about just PVP vs PVE but its a big problem.

    Here we go Im going to be called a troll again because I bring up the topic. But its clear you want to keep bringing it up, and trying to throw it in our faces. But its the Dev's that let them down changed the game because of the FEW (yes few) people whining.

  5. #5
    Instead of spending a lot of time and energy putting in stuff like archietecture parts maybe they should focus on putting in some better game design? Adding new crafting is great and all but honestly its not the most important issue with the game and while it does keep the people that are playing the game happy, it doesnt go anywhere towards making the game worthwhile. After carts and water containers (because they are allready doing that) it would be great if they could focus on adding some substance to the gameplay.

  6. #6
    Quote Originally Posted by banden View Post
    Instead of spending a lot of time and energy putting in stuff like archietecture parts maybe they should focus on putting in some better game design? Adding new crafting is great and all but honestly its not the most important issue with the game and while it does keep the people that are playing the game happy, it doesnt go anywhere towards making the game worthwhile. After carts and water containers (because they are allready doing that) it would be great if they could focus on adding some substance to the gameplay.
    Don't forget zombies are coming just as fast as carts/water containers - I know it won't solve all the problems in the game but it will go a long way I think to help the game - pve'rs will be out killing zombies and pvp'rs will have people in the world to fight with.

  7. #7
    Quote Originally Posted by KeithStone View Post
    Don't forget zombies are coming just as fast as carts/water containers - I know it won't solve all the problems in the game but it will go a long way I think to help the game - pve'rs will be out killing zombies and pvp'rs will have people in the world to fight with.
    I think this Cart/Zombie/Mutants patch will have the biggest effect on this game yet. I think from it we will start to see 3x to 10x the numbers we have been the last few months.

  8. #8
    Just hope , Jordi dont forget made alots crafts recipes use mob loot

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