Bug Fixes
* Fixed improper calculation of how much HP you get from each point of Tech in the rollover of the Tech attribute in the character window.
* You should see correct Max HP in town again (swapping vehicles won't display 1/1 HP for example).
* Fixed a bug that was causing a problem with selling stacks of items using the shift+click method or the mass move sell method.
* Fix for helmets that disable hair style/colors, switching to another character/helmet and then switching back causing the style/colors not to return to disabled state (ex. in character create screen, get a no hair helmet, swap class or sex, then swap back).
* Fixed bug where first thing crafted from Memory isn't marked from Memory.
* Fixed typo when a global reconnects after crashing, from "Comm system comming back online" to "Comm system is back online."
* Fixed TemperNet Artillery's animation, finally! Woo!
* Fixed static TemperNet Artillery's skill cast. Animation now plays correctly.
* Battle Pitz Tavern: Fixed broken vehicle vendor.
* Ground Zero: Removed On death triggers that were making people temporarily invulnerable when they killed another player.
* Militia Base: Added Corps Armored Transports to Windjammer area of Militia Base.
* Militia Base: Fixed floating trees.
* Fixed minor typos in missions for "The Warren".
* Fixed unset layer name and description in "Zeman's Garage".
* Lowered spawn counts in "Race for the Wind".
* Fixed "Terminal Velocity" so it properly completes.
* Fixed typo in mission "Terminator Mingo".
* Fixed typo in mission "Mopping Up".
* Fixed typo in mission "Private Residence".
* Mission "The Transporters" now gives correct rewards.
* Use objective in mission "Icons" now fixed.
* Mission "INC Maintenance" can now be completed.
* Mission "Cause for Alarm" will no longer fail when campfire is destroyed.
* PC Gamer and Collectors Edition special missions now only complete-able when you are Level 5 or higher.
* Fixed final deliver on Human mission "Clear Warning".
* Fixed the Derelict Python so that it will now respawn. Previously, the unit was not respawning.
* Fixed the text for the mission "Believe My Eyes".
* Fixed the mission "Dye a Little Bit" so that no items are left in the player's inventory.
* Fixed the Zendig Fire in Dreamtime so that it is now labeled correctly.
* The Scav Hawker and Native Wayne will no longer be attacked by player summons.
* Agent Fein was up to his knees in the repair pad in Scrap Valley, so moved him away from the repair pad.
* Doctrine Terminal in Scrap Valley was facing a wall and has now been turned around.
* Fixed the mission "The Projectile Weapon Crafting Discipline III" to point to the correct map.
* Fixed a typo in the mission "Skills to Pay the Bills".
* Fixed the instructions in the mission "Tool Analysis".
* Fix for collision against same faction players
* Crafting from memory wasn't refreshing the discipline points value correctly (you could be gaining points but wouldn't know it because the numbers weren't updating).
* Fix for wheel sets not drawing in select screen.
* Fix to skills costing the wrong amount if you have a skill bonus.
* Fix to music playing over special cinematic events.
* Fix for level requirement on mission being spammy.
* Fix for shard name length crash.
* Fix for issue with trading causing inventory desync.
* Fix for vehicle swapping corrupting inventory.
-Additions
* When you complete a minor "stunt" now (via a large leap or fall), you'll see a little report in the upper-right corner of the screen. You can disable this in the Interface Options at the very bottom.
* Discipline pre-reqs that the player does not meet will show up red in the Discipline trainer window.
* Added a 30% Slow attack to the Desert Xosage.
* Added heal pad in Human mini-base in Grand Junction for Humans.
* Militia Base: Added General Goods vendors to HARP and truck stop.
* Added an item reward to the mission "Lieutenant: An Officer's Duty".
* Added the proper item reward to the mission "Big Jim's Burgers".
* Added "Walking the Land II" to Proving Grounds.
* Added a cooldown to Seething Bloodspitter PBAE attack.
* Added set active trigger and reaction to over-ride any preorder missions in The Wastes.
* Added set active trigger and reaction to over-ride any preorder missions in Tierra Roja.
* Added set active trigger and reaction to over-ride any preorder missions in Ark Bay.
-Changes
* Instance XP bonus changed in instance maps to 2% for 2 players, 4% for 3 players and 6% for 4 players.
* You should be able to take screenshots even while the shift key is being held down now.
* Spending points in Tech/Theory forcibly updates the vehicle hard points window (if it's open) so that it reflects the new Max HP/Power.
* Equipping a power plant with enhancements on it will show correct max power values on the client in town now.
* Changed the wording on the Tinkering research rollover to correctly state that it's right-click then left-click instead of the other way around to use tinkering kits.
* If you run the game at 800x600, the character create screen race/class description windows will now have scrollbars as the text would otherwise be cut off.
* Last available skill level can be added by an equipped skill cast.
* Tweaked all motorcycle physics.
* Changed vehicle physics system to not bounce vehicles as much after a big jump.
* You can drag Consumables to your QuickBar in town again.
* Mass moving large amounts of inventory should no longer freeze your computer for extended periods of time.
* Modified critical hit and critical damage formulas.
* If there are too many Discipline Pre-reqs to fit in the pre-req window while talking to a discipline trainer, it'll automatically switch to a smaller font that can fit them.
* You can no longer have >95% chance to succeed in Reverse Engineering.
* Newbie chat will now say new user clan instead of clan.
* Stunts should no longer accumulate if you die, are in Hazard Mode, or in spectator mode (like intro sequences). We also show the old stunt data.
* Certain summons don't count against your summon count anymore. This should fix rear weapons, escorts, and a few player skills we don't want to count.
* Removed higher tier forms of unrefined commodities, the base level commodity now drops throughout level ranges and is used in recipes across level ranges.
* Pass done on crafting disciplines to identify and correct items with the incorrect discipline rank needed to repair.
* Pass done on experimentation recipes. Less enhancements share recipes now, especially low level enhancements. Generally groups contain 3-5 enhancements that share a recipe.
* Changed some experimentation recipe groups now require less complex ingredients.
* Pass done on rare items, most ultra rare and higher items will also require a rare drop commodity or component to repair.
* All mines and escorts no longer take up a player summoned creature slot.
* Escorts should now bring up an icon with duration left to achieve escort mission success.
* Removed massive extra heal effect from Tesla Coils in Nostros mission, not they should work as intended.
* Munitions Transport escort should now show up as Level 36 with high hit points as intended.
* Sniper Combat Mode to +33% chance to Critical Hit from +50% chance to Critical Hit.
* Updated all racial stat bonus progressions across all Hazard Chips, with a general increase in stat bonuses.
* Changed the description on Blood Phial to indicate 5 pulses instead of 15.
* Removed the Slow attack from the Desert Crawler.
* Created 32 new medium front weapons to fill in the gaps in levels 3-15.
* Removed Windforce skill from Biomute Banished.
* Changed Xeno Lumiere cannon attack to target enemy instead of self.
* Created new Biomek Hazard Mode armor skills.
* Created a number of new medium front weapons to fill in the gaps in availability for non-Agent classes.
* Adjusted missions in Proving Grounds to assure levels are set correctly and pre-reqs are correct to remove perceived level gaps.
* Raised count of Callow Bloodspitters in Western Front.
* Removed multiple scorpions on paths in Western Front.
* Adjusted patrol points in Proving Grounds.
* Adjusted improper layer setting in contested missions for Choppin Maul and Moat.
* Citadel: Changed one of the Hazard Kit dealers to a "Junkyard" for balancing.
* Ft. Logan: Took store off of Agent Sotho because it was interfering with a mission.
* Winston: Replaced NPC Wittaugh with a vendor terminal to repair fictional strangeness of him being in two places at once.
* Moved the RBF Console in Suicide Town so that it may be accessed from any layer.
* Changed the NPC that gives the mission "Windfall I" to the correct NPC.
* Changed the missions "The One Will IV" and "The One Will V" to give correct directions.
* Conducted a pass through missions to assure levels are set correctly and pre-reqs are correct to remove perceived level gaps.
* Increased the stats on Benno the Smasher to be more boss-like. Also gave him a more powerful front weapon.
* Increased the stats on Raid to be more miniboss-like.
* Increased the delay between Seething Bloodspitter's attacks.
* The nanite/goo conflict within Dezparo was making him jitter and drive very sporadically. He has applied copious amounts of pain and pleasure, and is now fine.
* Munitions Transport escort no longer terminates inside transition circle where the player can't get to it.
* Increased fail distance for escort in mission "Emancipation" (all races) to 200m.
