Solar Array. Portable Oxygenator. Smelting Furnace. Large Printer. Soil Centrifuge. Chemistry Lab. Atmospheric Condenser. Medium Shredder. Large Shredder. Extra Large Shredder. Along with the Compass and Mission Log, the Catalog can, at last, be opened while seated in a Shelter or Vehicle, when opened through the Action Wheel.
Collect, package, and export! EXO now accepts Scrap resource nuggets as well, so industrious Astroneers can put their automated shredders lines to use. Players now have an option in the main menu to assemble outfits from their list of cosmetics by combining an available suit, hat, mask, visor or palette and saving that outfit to easily swap. Astroneer Wiki. Astroneer Wiki Explore.
Main Page All Pages. This patch fixed some graphical artifacts when using a couple of different views in the M24 tank.
Besides this change, the rest of the patch focused on several balance changes; regarding the capture times, the number of reinforcements on different maps, factions, and more. Many players will feel a difference next time they get into a match. These changes are going to bring some balance into the gameplay, providing a more fair environment in the game.
For more information regarding this update go to the official Enlisted website. In conjunction with the recipe overhaul mentioned later in these notes , the requested items and promised rewards for several local levequests have been adjusted. Please abandon or return these quests. The fishing spot for the local levequest "Fishing Black Brush" has been changed. Attribute values will now be based on a player's current level and will increase automatically when a new level is attained.
Player character growth will be affected in the following ways: The growth curve has been revised, allowing for larger increases in attribute values upon attaining a new level. Attributes will now have a more pronounced effect on a player's performance.
The impact of attributes will decrease as players rise in level; however, the benefits granted by gear will be increased. Player accuracy will be increased slightly. Race-based differences will be limited to the starting attributes. Maximum HP will be relatively low during the early stages, but will increase at a higher rate than previously from around level The amount of EXP yielded increases proportional to character level. This revision will not greatly affect the amount of EXP obtainable.
However, a cap will be imposed upon the bonus awarded to players for defeating higher level enemies. Party Size Each additional member in the party reduces the amount of experience points yielded. Although the reduction is greater than before, it will be offset by the bonuses granted by EXP chains and linking. Enemy Type As the variance in strength between enemies has been reduced see below , enemy type will not influence EXP yield.
Link Bonus see below Experience point bonuses are now rewarded for defeating enemies which appear together with the initial target. EXP Chain see below Defeating enemies in quick succession will now earn players experience point bonuses.
Guardian's Aspect Invoking Guardian's Aspect when activating a levequest will grant players an experience point bonus upon quest completion. Gear There are several pieces of low-level gear which grant their wearers experience point bonuses. These changes serve to streamline the influence of damage algorithms upon battle attribute calculations. Certain varieties of enemies who were disproportionately strong for their level have been adjusted in order to make an enemy's level a more accurate indication of it's strength.
Based on this revision, enemy characteristics such as strong attack or defense will be kept to within the bounds of level. Only certain monsters will exhibit vulnerability to attacks from specific directions and will take additional damage in such instances. This change does not affect the accuracy bonus currently in place for attacks dealt under the same conditions.
In conjunction with this change, the following areas have seen an increase in enemy numbers in order to serve as hunting grounds.
Until now, only players who claimed a target would receive experience points, loot, and fulfill quest objectives for defeating it. Also, the system limited a party to laying claim to only a single target at a time. This meant that if players attempted to engage and defeat groups of enemies, they would not receive the benefits of doing so.
In order to address these issues and a number of others, a new claiming system has been implemented. All enemies can be attacked regardless of claim. Engaging one enemy among an enemy group gives you claim over the entire group. The color of an enemy's name indicates your eligibility for rewards upon defeating it. The enemy disengages and returns to its territory. The following changes have been made in conjunction with revisions to the claiming system: Players who are incurring enmity will be unable to recover HP and MP at an aetheryte.
It is possible to use the Party function during battle. Battle music will now play as soon as an enemy is engaged. The system allows an enemy to call for help based on the strength of the party that engaged it. Enemies will link when: An enemy detects and attacks the player.
The player engages an enemy. Newly arrived enemies will not call for further help. The linking process occurs in the following manner: The number of reinforcing enemies is based on the difference in strength between the enemy and the player it has engaged.
Enemies in the area will answer the call for help regardless of species, beginning with those nearest. Link Bonus Link bonuses are granted based on how many enemies have linked. Each additional linked enemy increases the amount of EXP you will receive. As the chain increases, so too will the EXP bonus. We are currently in the process of rebuilding the framework of the battle system, which involves large-scale revisions to the enemy claiming and linking systems as well as damage calculations.
Unfortunately, these changes will render Battle Regimens unusable, and so we have decided to suspend their use in 1. We aim to have a new and optimized regimen system in place after the adjustments to battle classes have been completed alongside the launch of the job system. In conjunction with this suspension, the following minor changes have been made: The Battle Regimen toggle button on the action bar has been removed.
Battle Regimen has been removed from keyboard settings on the Configurations menu. Blocking with a shield is automated, with the block rate determined by a number of factors, including shield stats. The amount of HP and MP recovered will increase based on the amount of time a player remains stationary.
The recovery amount will reset under the following conditions: The player is attacked The player moves or performs an action [dev] Auto-attack motions have been adjusted for the pugilist, marauder, and lancer classes. Furthermore, the animation for when switching modes while moving has been adjusted.
Items [dev][dev] Physical levels, attribute points, and elemental bonuses have been abolished. In accordance with this change, character attributes now develop automatically based on class and level including Disciples of the Hand and Land. Please note that this is a temporary measure that will remain in place only until the UI is fully overhauled.
View the details. New recipes have been added with accessible synthesis in mind. Barring some exceptions, the new recipes boast simplified steps and ingredients over existing ones. The new recipes will feature the following improvements: Parts have been abolished from synthesis. Materials and intermediary materials have been revised. Secondary skills are no longer required. Players are now able to color-customize items in a single step by combining it with dye and a base ingredient. Furthermore, universal dyes have been introduced that can be used across all material types lumber, cloth, metal, and leather.
View the list of newly added recipes. The names of items created via old recipes are now preceded by the word "Dated. In accordance with the recipe revisions, the following changes have been made: Certain items are no longer dropped by monsters.
See the details. Certain items can no longer be purchased from vender NPCs. Items offered by vender NPCs have been changed. See the details The buying price of certain items have been adjusted. The selling price of certain items have been adjusted.
Certain ingredients have become obsolete due to the introduction of new recipes. Of the existing recipes, the following have been phased out: Smithing: Copper Ingot Armorcraft: Copper Ingot The variety of items that can be obtained through gathering has been revised. The rewards for certain guildleves, quests, and guild tasks have been revised. The items the player is required to deliver for certain guild tasks have been revised.
The Magic Defense attribute has been abolished. In conjunction with battle reforms, the following weapon attributes have been changed: The damage attribute has been introduced. In conjunction with battle reforms, the following shield attributes have been changed: Defense has been reworked as Block.
Blocking has been reworked as Block Rate. Wield Rate has been abolished. In conjunction with battle reforms, the following armor attributes have been changed: Defense has been revised, taking into consideration its function prior to the adjustment. The following attributes have been reworked as equipment bonuses, taking into consideration their functions prior to the adjustment: Evasion Resilience Elemental Resistances has been reworked as Magic Evasion.
Magic Defense has been abolished and no longer appears in equipment attributes. In conjunction with battle reforms, Damage Cut has been incorporated into character growth and no longer appears in equipment attributes.
The effect of elemental attributes has been changed to that of reducing damage from element-based attacks. PIE has been made to influence maximum MP. The effects of any materia attached will also be rendered invalid.
Previously, the effect would wear off if the player is attacked. Now, however, it will end the instant the player incurs enmity. Superior and inferior values will be displayed in green and red respectively. Materia can then be attached to meldable gear, thus enhancing its attributes. This quest is available to all players level 18 and above. Specifically, spiritbond increases as players battle, gather, or craft while equipped with the item in question. An item's current spiritbond value can be examined via the inventory display.
However, the resulting materia can be used to enhance other items. The quest is available to all players level 18 and above. Players who possess the materia assimilator will see an icon to the right of the spiritbond gauge for items that can be made into materia. Further, the same item will not always yield the exact same materia; players can expect stones of varying potency offering different attribute enhancements to result under the same conditions.
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