Patch 0.3.2.0 | Open Warfare

Fargone

Fargone is an RPG-based survival game with a strong focus on creating a living, breathing world through dynamic events, and NPC interactions. Set in a fictional land known only as The Barrens, you must survive by any means, whether that be alone or by allying yourself with a faction.

[img]{STEAM_CLAN_IMAGE}/43315919/653f6a58afc529b922d61a0e7c8c6beab93d6538.png[/img] Hey everyone, I am excited to announce the next content patch for Fargone titled Open Warfare. This patch will be a 2 part update with part 1 launching later today and part 2 later in the week. This update brings with it lots of improvements to AI, as well as new activities, items, and more. [h2]Bunker 27 (End game activity)[/h2] [img]{STEAM_CLAN_IMAGE}/43315919/f3ca98041987e224779fde4542daaec8ca403f4f.png[/img] Open Warfare introduces the first of the bunkers, these are designed to be hard end game activities with high risk and high rewards. To access the bunkers you must first defeat one of the new brute bosses to obtain a key card which can then be decoded at the Bunker Master to gain a usable key to unlock the bunker door. When inside you will be unable to save the game or build base parts, death will also result in you losing all items currently in your inventory so preparation is key. Inside you will find one of Fargones most highly detailed and atmospheric locations to date featuring scripted events, new interactive objects such as keypads and tons of lore which is now logged in your data pad allowing you to read what you have found in order to help you escape. The goal is to locate and extract locked crates from within the bunker which can then be returned to the bunker master to be opened. The bunker system is designed to be a repeatable end game activity, with more bunkers coming in future updates. [img]{STEAM_CLAN_IMAGE}/43315919/5442e317399a6c2280171ad6fd01028c9bd96ff2.png[/img] [h2]New & Enhanced AI[/h2] [img]{STEAM_CLAN_IMAGE}/43315919/5e1c042b41062596d9a4a215c525380c8d52be5b.png[/img] Firstly, the brute boss is back, and he throws rocks now... As mentioned above you will need to defeat a brute in order to obtain bunker access cards. Human AI has seen a large number of improvements as well as a few new additions. NPC's will now be far more tactical when in a firefight, often seeking cover when under threat, needing to reload or many other scenarios where they feel under pressure. NPCs also have a few new voice varieties as well as many more unique spoken lines based on different situations in and out of combat. There is also a far greater number of spawns across the map from static camps to roaming patrols fighting along the roads. The goal is to increase the amount of activity happening across the map making things feel far more alive. Finally a new wounding system has been added to human NPC's, this system allows the player the choice to help or executing downed NPC's. Helping an NPC will also grant a small boost to the faction of the NPC. [img]{STEAM_CLAN_IMAGE}/43315919/115921318a8878115ef0251888f408ef217aed06.png[/img] [h2]New Items[/h2] [img]{STEAM_CLAN_IMAGE}/43315919/1a93daeebca25bd5cc241af8055042836494c89c.png[/img] This update also features the first of the new style of guns, the tactical M4. This gun features the most detailed model in game along with vastly improved animations to complement it. The tactical m4 also features several unique attachments dubbed Gen 2, which is a part of a greater set of equipment linked to some experimental work by the Military. The tactical M4 and it's attachments can be found in the locked crates extracted from Bunker 27. Along with this, new outfits have been added for the player to obtain for each of the different bandit tiers. [img]{STEAM_CLAN_IMAGE}/43315919/8b44aeb0dd73d3ac2e078f609f25b947862a60ad.png[/img] As mentioned above, part 2 for this update will launch later this week with a separate set of patch notes, I hope you all enjoy the new content and thank you again for playing Fargone! [img]{STEAM_CLAN_IMAGE}/43315919/3551121e59dd80161e85f457dc8aafc415685fa7.png[/img] Locations -Bunker 27 (Endgame location) Weapons -Added Tactical M4 -Added Holographic Gen 2 Sight -Added Acog Gen 2 Sight -Added Gen 2 laser sight Clothes & Armour -Added bandit leader coat -Added bandit leader gloves -Added bandit leader pants Audio -Updated several reload sounds -Increased audible range of AI voices -Increased range at which distant gunfights are audible -Increase volume of undead audio when chasing targets -Added new voice variety to human AI Fixed -Fixed a bug that would cause player ragdoll to move around with camera when dead -Fixed a bug that would cause AI to get stuck in combat for prolonged amount of time -Fixed a bug that could cause AI to slide when in cover -Fixed a bug allowing quick slots to be used when performing other actions resulting in blocked player movement -Fixed a bug causing AI to get stuck on bodies -Fixed scout gloves gap -Fixed a bug causing player available skill points to show as 0 on load -Fixed several bugs that could cause AI to spawn under the map -Fixed vegetation not rendering in The Hazard Zone -Fixed a bug that caused multi tool to lose condition even when item could not be salvaged -Fixed a FPS dip that could be caused when firing full auto weapons -Fixed a bug that could cause animation items to get stuck in hands Graphics -Improved night time colour AI -Added new spawns and patrols routes to create a more lively world -Added new random dialogue lines when not in combat -Added new dialogue lines for different events in combat -Added new voice variety -Improved AI’s ability to seek cover when needed such as reloading -Improved AI’s ability to detect what cover is safe -Added new AI wounding system -Added new dialogue options for wounded AI -Added rep increase for helping wounded AI -Added the brute boss -Scalper AI overhauled Improvements -Rebalanced economy for better progression -Optimised decal system for better performance -Improved performance of several PIP scopes -Optimised several AI scripts for improved performance -Slightly reduced rate at which player takes damage when unprotected in the HZ -Slightly increased base carry capacity -Optimised several props around Days End Bar that was having an impact on performance