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<channel>
  <title>Allround Gamers</title>
  <link>http://allroundgamers.at</link>
  <description>Clannews von Allround Gamers</description>
  <language>de-de</language>
  <copyright>2012 Allround Gamers</copyright>
  <item>
    <pubDate>Fri, 18 May 2012 20:27:26 +0200</pubDate>
    <author>8elph3g0re</author>
    <title>Patchnotes von 17.05.2012</title>
    <description>Patch Notes for Thursday, May 17th

Bug Fixes
Fixed more issues of reticles disappearing.Aranha nests and Coralite nodes should no longer appear in the tunnel between Trans Hub and Copacabana.Thumpers have had their phase-shifting abilities nerfed and are no longer able to hide inside certain rocks.Fixed issues with the client minimizing after changing video resolutions.Fixed various floating rocks and vines throughout the world.Modified NPC pathing to prevent issues of the NPCs getting stuck in locations.Closed more holes that allowed you inside the Trans Hub hangar.Fixed an issue where the hacking team would receive XP rewards for the counter hack.Fixed ways that players were able to get more manufacturing slots than they were supposed to have.Fixed inventory freezes when removing gear.Fixed issues with the Engineer wrench count not updating on the UI.Fix for that weird black rectangle that always appears over the Accord splash screen at login that nobody talks about but everyone sees.Fixes for respawning with weird ammo counts.Fixed multiple client crash issues.Fixed particle lights not being cleaned up at low lighting quality settings which caused performance degradation over time.
Game Changes
PvP matches will now reward loot that matches the level of the battleframe that youre wearing when the match ends.Only winning teams receive loot.Players must do at least 20% of the damage on a target in order to receive an assist XP reward.Accuracy, Defense, Rate of Fire, and Crit modules have all had their bonuses halved across the quality levels.Medics Heal Grenade alt-fire will now only heal the medic if a friendly is within the splash radius.Medics Heal Gun will now use the Medics Rate of Fire instead of the targets Rate of Fire (thanks tdopz).Recons Sniper Rifle will now do 400 default damage on body shot. Head shot crit modifier was increased to compensate.The Assault Rifle and Suppressor Rifle bullet speed has been increased by 66%.Reduced the camera shake associated with being hit by the Assault plasma cannon. Also decreased the radius of when camera shake would be applied.Changed the Carbonite Casing costs of modules.This was patched live last week.Geology scans will now appear on the world map for your entire squad.Sped up inventory updates so that you dont load the entire inventory every time you pick up an item.
UI Changes
Chat now has global key bindings for chat scrolling that are in the keybindings, this allows for chat scrolling even when not in chat input mode.pgup - scroll up 3 linespgdown - scroll down 3 linesalt+pgup - scroll to topalt+pgdown - scroll to bottomRebinding these keys to normal letter keys will prevent them from working in chat input mode.If a new message comes in and you not in chat input mode, then the chat window will now auto scroll to the bottom.Added an interface option for changing the font type between an handful of our font typesIncreased font size from point 9 to point 10Relabeled option Background Transparency to Background Opacity as it better describes its functional orientation. Ie100% is fully OpaqueReversed the gradient on the hold-to-interact UI: increases the contrast of the bars depletion.
Known Issue
Hovering over a resource in vendor window will show "Undefined" instead of the resource description.    </description>
    <link>http://allroundgamers.at/news/?action=show&amp;id=221</link>
  </item>
  <item>
    <pubDate>Thu, 10 May 2012 15:53:44 +0200</pubDate>
    <author>Schlecksi</author>
    <title>Patchnotes vom 10. Mai</title>
    <description>
General Game Changes  

Increased the health of the MPU on the mission "A River Runs Through It".
Increased the health of the thumper by ~50%.
Blackwater Harvester will now start at 24 players instead of 30.
NPCs should no longer be afraid their souls will be removed when going through friendly forcefields.
Multiple navigation changes to NPCs to prevent some of the more egregious issues with wandering people.
Modifications to NPC creature behaviors to hopefully be a little more dynamic.
Aranha will now be less likely to stick inside their own homes.
Whiptail Threshers have had their hit points reduced slightly.
Another battle won by Red 5 in the never-ending war of frames per second.
Removed the steam particles shooting out of the smokestacks on Point A in Orbital Comm Tower as they were reducing framerate.
Reduced the overall size of the downloaded client by moving more  textures into virtual textures that are streamed the first time you see  them.

You can control your streaming texture settings in the Network options dialog.
Setting the network speed will only affect the prioritization of streaming textures.


The iron sights on the Assault Rifle no longer shimmer while looking at water.
Hacking the Orbital Comm Tower terminal should now be a bit more consistent.
Rocks and shrubbery have had their combat abilities reduced.

 UI Changes  

Changed the fonts used in multiple UI components to be more readable.
Multiple organizational changes to UI code and files (FYI to all you LUA hackers).
Unread notifications will now pulse on the UI to let you know you need to give them attention.
Changed keybind icons to use images instead of just a letter.
You can now tell if someone is mentally ignoring your whispers. We now notify you if the player is offline or AFK.

 Combat Changes  

Battleframe energy is now set to 0 when switching between frames. Recharge should begin immediately.
Slightly reduced unsquadded non-critical assist XP.
The Recon Sniper rifle now takes 500ms to reach perfect accuracy when changing between unscoped and scoped.

This is being done to prevent perfectly accurate quick-scoping shots.


The Recon Marksman rifle will lose accuracy the more rapidly you fire it while in unscoped mode.

The Marksman rifle is still perfectly accurate in scoped mode.


The Recon ability Cryo Shot will now remove double damage from an opponent on impact.
Engineer deployable Repair Station Tier II upgraded to tech II and III now properly give nearby allies ammunition.
Abilities with knockback again actually knock back instead of up.

 Crafting and Item Changes  

All refining research has a new prerequisite of the previous refining process.

The original refining process will be returned after researching the new process.


Changed crit chance of gear nanoprints to 15% for uncommon, 10% for rare (removed level scaling for crit chance).
Reduced Rare Refining (Brimstone) times by ~30%.
Adjusted costs on most nanoprints

Refined resources are required in lower level gear.
Generally gear items cost fewer resources
Module items cost a bit more resources. 


Decreased coralite received from static deposits by ~50%.

It was more efficient to use sonic detonators than a thumper.


Increased overall drop rates by 100%.
Level 9,12 and 15 encrypted nanoprint decryption prices have been reduced significantly.
New rare Level 15 decrypted nanoprints have been added to vendors  for players who are willing to pay more to know the type of item they  are getting.
Uncommon encrypted nanoprints have been added to the encrypted  nanoprint vendors. They cost a fraction of the crystite compared to Rare  prints.

 Bug Fixes  

Fixed issues with the TAB screen remaining after leaving a PvP match.
Fixed a bug where squads would get split onto opposite teams in PvP.
Fixed the NavWheel Invite Squad option so that it properly fills the chat box with the command needed.
Fixed issues with the wrong resolutions being used when selecting resolutions in the Video Options.
Fixed loot info cards getting stuck on the screen.
Fixed the scoreboard breaking if you used reloadui during the middle of a match.
Fixed an issue with match countdown not matching up with the actual match start.
Fixed issues with the reticle sometimes disappearing.
Fix for video settings getting reset after logging out.
Fix for UI clumping text at the tops  bottoms of text widgets when scrolling quickly.

*These are posted before everything is fully tested in the final environment. Patch notes might change.
    </description>
    <link>http://allroundgamers.at/news/?action=show&amp;id=220</link>
  </item>
  <item>
    <pubDate>Fri, 04 May 2012 05:59:25 +0200</pubDate>
    <author>Schlecksi</author>
    <title>Patchnotes vom 03. Mai</title>
    <description>
Game Changes
Scanhammer no longer replenishes ammo.Baptism will no longer make you immune from the dangers of water.Dying and then being revived while under water will no longer make you immune to water damage.Quartzite refining processes 1C through 1E are no longer giving out coralite.Decreased the refining time of Thumper Sifted Earth to 1/10th of  previous time. Decreased resource output of same processes by 1/3rd.Decreased the Medics Vamp Beam alt-fire to self-heal at the same rate as the Overheal alt-fire.Increased the healing rate on the Engineer deployable Repair Station II. Removed the energy restoration.Supercharge will no longer make super men out of players. Your energy will now deplete after supercharge wears off.Changed the "Resources Must Flow" mission to only require 400 coralite.Players in a downed state now have less hitpoints and are more easily killed by gun fire and abilities.More graphical performance improvements.You can now unqueue from PvP by hitting the L key by default.Added a hotkey to the PvP queue window. You can use K to open the queue window.You can now open the player screen (default P key) when in a downed state.Added UI Feedback for invalid scan hammer results: Thumping  prohibited, Thumper nearby, Invalid Surface, and No Significant  Resources.Squadmate resource scan reports look different from your own when appearing on the HUD.Chat is now disabled while flying in on the dropship during the opening sequence.
Bug Fixes
Fixed uncommon weapon energy modules to actually give 15% weapon energy. Previously they were giving only 5%.Fixed an issue where silicate deposits would sometimes not return any resources on the "Tough Nut to Crack" mission.Fixed multiple instances of props not having collision around Trans Hub.Fixed a few holes allowing you to get inside the Trans Hub hangar bay.Fixed issues where you would not see the proper online state of people on your friends list.Fixed a bug where squad cancellation did not work properly with random queuing.Fix for randomly appearing/disappearing UI.Fixed multiple issues where the ammo count on the gun would not match the ammo count on the UI.Fix for entering AA turrets and reload prompt remaining displayed.Fixed an issue where players would not always appear in SIN.Really fixed the ability to stack healback and splash modules.Fixed issues with hissers unburrowing in mid-air.Even more fixes to the AI servers to prevent degredation over time.
Known Issues
Players may receive a notification panel after an OCT match. Nothing  to worry about, just trying to notify you that you have a notification.Using the /reloadui or /rui commands in a PvP match will lead to the end game scoreboard containing no data or stats.    </description>
    <link>http://allroundgamers.at/news/?action=show&amp;id=219</link>
  </item>
  <item>
    <pubDate>Thu, 26 Apr 2012 20:55:20 +0200</pubDate>
    <author>Schlecksi</author>
    <title>Patchnotes vom 26. April</title>
    <description>New Features

The Accord have spared no expense in refitting Trans Hub as their central headquarters for the war against the Chosen.

Trans Hub has been completely revitalized with new buildings, effects, and terrain. A much more fitting home for the Accord.


New resource veins discovered all over the Coral Forest region.  Previous scans may have returned no results, but now the world is ripe  for thumping.
Make friends and keep track of them with the new Friends List (UserVoice)

Use "/friend " to add players to your friends list and "/unfriend " to remove them.
You can also access the Friends List by using shortcut "O" key (UI is a work-in-progress), then selecting View Friends List.
And, you can also access the Friends List via the navwheel (default ~)


New Ignore List system (UserVoice)

/ignore : adds player to ignore list
/unignore : removes player from ignore list
/listignore: displays ignore list in chat
/clearignore: removes all entries to the ignore list
This system is a first iteration, meant to get the feature in and  usable. Ignore lists are client-side only and will not save across  computers.


The night is dark and full of terrors. Use your flashlight. (UserVoice)

Night time is now a totally new experience. Be sure to turn on your  flashlight (default X) to shed some light on the situation. (also great  for mid-thumper dance parties)


New refinement processes and crafting costs.

Tons of changes to item costs, including entirely new resources to refine and collect.


Brand new icons for items, nanoprints, nanotemplates, refining processes, and more. (UserVoice)

 
[youtube]http://www.youtube.com/watch?v=9-JYI7kqBLw[/youtube]
 
UI Changes

Brand new E-to-interact dialog. More responsive. Easier to tell what youre interacting with. Prettier graphics.
Increased the darkness of the I Accept checkbox on the EULA screen.
There are now separate sliders for controlling the volume of Music, Sound FX, Dialog, Battlechatter, and UI Audio. (UserVoice)
Changes made in the settings should now save through game loads and zone loads. (UserVoice)
Negative scans with the Scan Hammer now use the same UI as a successful scan.
Added more feedback letting you know why you cant use Thumpers in certain areas
Updated the character creation screen to keep the login background and changed the lighting of the character.
Accidently deleting characters is now harder to do
Dead players can still view the world map.
Refresh rate added the to video resolution drop down in the Video Options menu.
Added a showping command to the console to show your round-trip time to the server.

Also added slash commands for both showping and showfps so you can use /showping and /showfps respectively in the chat window


Adjusted some wording in the EULA
Added new icons for waypoints to differentiate squad and personal waypoints.
Reordered the way overlayed icons show up on the minimap
Removed the popup error when attempting to purchase something you cannot afford.
Added overall team score to the end of map scoreboard.
OCT score columns of execute and revive have been replaced with hacks and unhacks.
Manufacturing processes will pop up notifications when they are complete, or when you log in
Additional audio scattered throughout the UI
Fixed an issue where players would accidentally buy or sell items due to lag
Fixed an issue with hacking textures when two people try to hack a node at the same time.
Fixed an issue where LMT would not update after equipping gear.
Fixed the tooltip position when mousing over a vendors items.
Fixed an issue where text would overlap in the chat log.
Fixed an issue where portraits would not display properly during mission dialogue.
Fixed an issue with mission text showing up over UI.
Fixed an issue where the prompt to press E to interact would take a few seconds to display
Fix for disappearing reticle when reloading during iron sights.

Game Changes

Significantly reduced (50%) the increase of health, weapon damage  and ability power increases through levels and rarity of items.
Base movement speed increased by approximately 20%
Run speed modules have been changed to Sprint modules that increase your sprint speed.
Implemented new Squad XP sharing system. Player performing XP event  gets 100% of the XP reward. A small XP squad bonus is created and shared  with squadmates, a large XP squad bonus for any squadmate who gets an  assist.
Raised the PvP Kill XP by 33% (200 from 150).
You now share heal XP and Assists with your squad.
Players should no longer be able to zoom around the world using their iron sights or scopes.
Players are now removed from PvP matches if AFK longer than 5  minutes and removed from the game if AFK for longer than 15 minutes. (UserVoice)
AFK players are now automatically removed from PvP queues

AFK players in squads, but who are not the squad leader, will follow  their squad leader into a match and be logged out after 5 minutes of  being AFK


Disabled the Scanhammer in PvP to prevent ammo reload abuse.

This is temporary as the fix for the ammo reload is an issue that requires a bit of time.


The Chosen have had trouble with their weapons and are no longer able to shoot the wings off a gnat at 200 paces.
Changed the signs over the PvP terminals to be more obvious.
Fixed bug where completed missions werent removed from the active mission list.
Added a pause and resume function to the patcher.
Added more spawns to the world, including more variety to nests and hives.
You can now go into deeper water and your camera will pan back to  let you know that you should return to shore. Battleframes are not meant  to be submerged.
Nanoprints and templates now require that you pick them up instead of just run over them.
Added in signs for Red Bean Caf
Changed the Recons Resonating Bolt ability so that it only sticks  to enemies and deployables. Will not stick to walls or terrain.
Recons gain a new ability at level 14: Sin Beacon. The beacon will  add nearby enemies to your SIN. If you hit an enemy, they become the  beacon  take extra damage until the beacon is cleansed with a  healing effect.
The Recons Teleport Beacon ability - reduce timer to 3 seconds (from 5)
The Medics Healing Wave ability self heal reduced by 30%
The Medics Healing Pulse ability self heal reduced by 30%
Reduced the exit time of the Dreadnaughts Turret Mode ability by 33%
Turrets should now fire at lairs, Chosen drop pods, etc.
Removed access to various console commands that players should not have access to.
Rare supply crate now gives two random items (up from 1)
Reduced amount of resources per light thumper. (% of resources light thumpers get per payload reduced to 6% - down from 7%)
There are now refining processes for all levels 1A through 1E  starting at costs of 100 through 10000000. Higher tier processes are  also more efficient, netting more output.
Quartzite, Basalt, Ferrite, Brimstone, and Coralite have new visuals in the game.
Created Ferrite, Basalt, Quartzite, and Brimstone Refining Processes 1A-1E
Built Carbonite Casing (Carbon Polymer + Crystite) and Titanium  Plating (Titanium Carbide + Crystite), along with research and  nanotemplates to create them.
Set the rarity of each resource to be consistent across all refining  levels (coralite is always common now, ferrite is always uncommon,  brimstone is always rare)
Adjusted costs of all battleframe, backpack, and weapon nanoprints  -- refined versions of ferrite, basalt, and quartzite are used now.  Titanium Plating is used as well.
Adding rare nanoprints from blueprint autogen for ability mods.  Adjusted costs to all ability mod nanoprints. Carbon Casing added for  some module recipes.
Adjusted costs to all ability mod nanoprints. Carbonite Casing added for some module recipes.
All nanoprints take 20 seconds to build.
Removed random encrypted nanoprints from the vendors.
Split the research vendor into 2 different vendors - Refining Research Vendor and Technology Research Vendor.
Research now only costs crystite.
Added brimstone costs to level 15 gear nanoprints.
Increase the assist duration for Medics after droping a healing beam lock.
A new calldown, Medium Healthpack, is available for players to research and build.
Common loot items will now drop in the open world.
Overall loot drop rates have increased.
Added visual FX to player hit by Shockwave.
Changed "rarity" of Templates and Refining processes to common to  differentiate them visually in inventories, and at the manufacturing  station.
Removed the battleframe modification terminals from Orbital Comm Tower PvP map.
SIN Sensor Tech Points spawn/reset during setup now in Orbital Comm  Tower PvP map, instead of always being there. This fixes the problem of  people activating them during warmup and having them persist into the  real game.
Switching to iron sights will not stop your firing if already shooting. (UserVoice)
Characters can be created with hair colors other than black now
Calldowns/Consumables can no longer be sold.
Some items are flagged as permanents, and can no longer be sold or destroyed.
Stacked blueprints can now be slotted into the manufacturing terminal
New animation for being downed in the air.
Added a terminal in Copacabana that can be used to join your squad leader whos in a different instance.
Implemented additional fixes to hitches in the game client.
Improvments to lag compensation and movement prediction.
Greatly reduced memory usage on XP machines in Very Low and Low settings. Only slightly reduced in other quality settings.
Additional performance improvements to ATI and nVidia chipsets.
Improvements to error reporting with the Dumptruck crash reporter.
Improved the virtual texture streaming priorities and decreased the total amount of texture data required to download.

 Game Fixes

Fixed an issue where players that were immune to death while incapacitated were still interactable.
Fixed an exploit that allowed for double-unloading of a manufacturing processes
Fixed an issue where splash radius and healback modules could be stacked.
Fixed an issue where switching classes after death with a secondary  weapon out in Moisture Farm would cause your weapon to disappear in 3rd  person.
Fixed an issue where some vamp guns would not give healback properly.
Fixed an issue where reload would stay on screen for primary weapons.
Fixed various prop issues such as floating props, items clipping terrain, etc.
Fixed an issue where bullets could not pass through a water plane.  Grenades, bolts and plasma do not pass through water planes by design. (UserVoice)
Fixed an issue where objects wouldnt render properly in some maps.
Fixed an issue where players could see and shoot through certain collision volumes.
Fixed an issue where Aranhas would change color after death.
Fixed an issue where glass would not display properly.
Fixed an animation issue when reloading while using iron sights.
Fixed an issue where terminals would not render immediately in high population areas.
Fixed an issue where coralite would not be placed properly on the world. Added new props for Coralite.
Fixed an issue where aranhas corpses would not animate.
Fixed an issue where mosquitoes would not animate.
Fixed an issue where Threshers would animate reacting to hits from a plasma cannon
Fixed an issue where you would be unable to send your thumper back if you died while the thumper was in progress
Fixed an issue where resources would be found within Copacabana
Fixed an issue where aranhas would become stuck in a thumper and become invulnerable.
Fixed an issue where players would get stuck in a queue due to a  group of low levels and a group of high levels queuing for the same map.
Fixed an issue where squad leaders could not see the names of players they invite in the system notifications
Fixed an issue where descriptions would not display when hovering over icons in the map.
Fixed an issue where health powerups are consumed when player at 100% health.
Fixed an issue where stackable items would not stack in inventory.
Fixed an issue where characters would twitch when jumpjetting in the air
Fixed stretched vertices on vendors
Fixed some issues with hair and facial hair not displaying properly on characters.
Fixed an issue where textures would not render properly.
Fixed an issue where mosquitoes would fly inside rocks and other objects.
Fixed an issue where Assaults could have unlimited Overcharge.
Fixed an issue where 32-bit Windows Vista and Windows 7 were not detected correctly.
Fixed an issue allowing Teleport Beacon to be launched through walls and terrain.
Fixed an issue where shooting downed players with Resonating Bolts would immediately detonate the charge
Possible fix for Aranhas lairs never despawning.
Fixed multiple memory leaks in the game client.

Audio Changes

Characters will announce the state of their reloading much less often. (UserVoice)

Your own player will only call out reloading 10% of the time, while you will hear remote players calling it out 80% of the time.


Character sprint breathing sounds are now specific to your playerset. (UserVoice)
Female characters are now less concerned with the state of their manicures. (UserVoice)
Music should be playing at the login screen and the loading screen. (UserVoice)
The deafening roar of rushing water near waterfalls has been toned down. (UserVoice)
Fixed an issue with the Nova Cannon charge sound playing after cancelling the charge, but before firing.
The Dreadnaught HMG spinup sound should now play properly. (UserVoice)
Fixed an issue where a character would play voice over about a successful headshot when hitting a friendly.
Added audio for HMG reload.
Tiny thumper has all sounds a thumper should have now.

Mission Changes

Fixed an issue that would break mission progression if MPU template is sold.
Fixed an issue where Chosen Patrol markers would not automatically get removed from the map.
Fixed an issue where spamming the E key would cause multiple scraps to appear during Crashed Thumper missions
Fixed an issue where the map would not open when prompted by Aero, causing continuity problems with misssion dialogue.
Changed the icon for Crashed Thumper on the map.

Server-Side Changes

Implemented new Chat server cluster to better handle chat load and allow for future updates.
Fixed multiple server crashes.
Permanently added AI fixes that have created a more responsive AI.
Fixes for servers starting up before AI is ready to go making it look as if there is no one in the world.
Fixed an issue causing the AI to become unresponsive after time.

Known Issues


Chosen Overseer and Juggernaughts show debug text under their names when hovering your reticle over them.

    </description>
    <link>http://allroundgamers.at/news/?action=show&amp;id=217</link>
  </item>
  <item>
    <pubDate>Thu, 19 Apr 2012 07:50:17 +0200</pubDate>
    <author>Schlecksi</author>
    <title>Patchnotes vom 18. April</title>
    <description>
Game Changes  

You can now choose to queue for first-available map in PvP.
Improved the matchmaking algorithm and added more logging to track down discrepencies.
While we continue to work on better matchmaking for squads, we lowered the maximum squad size for PvP to 2 people.

We hope this will allow you to play with a buddy while not skewing the overall game experience.
This is only a temporary change.


Added the ability to auto-queue for PvP matches.
Added and changed resource veins around Copacabana

No more crystite in resource veins. Only crystite hybrids  (Brimstone, Coralite, etc) and Thumper Sifted Earth (can be refined for  crystite)
Rarer veins are smaller, deplete faster, and have much higher resource distributions.
There are more diverse veins available.
Overall more veins with more rare resources.


Amped up the notification that youre about to go into a PvP match.
Added a 15 second countdown before you get pulled into a PvP match so that you have time to send those thumpers back.

This is the interim solution until we can build a confirm option.


Greatly increased the resource rewards for PvP.
Additional metrics added to the game so that we can Big Brother you all. Orwell was right!
Improved the look of popup windows in the user interface.
Improved the glider mechanic to hopefully be easier to use.
Jetpacking will now affect your accuracy the same as running.
Removed the SIN uplink mission from Sunken Harbor.
The Assault plasma cannon had its splash damage radius and direct damage slightly reduced.
The Assault ability, Shockwave, now does 600 base damage instead of 800.
Adjusted the location of sliders on the character create screen.
Removed the ability to click on the Remember text on the login screen to prevent accidental unremembering.
Updated the character create screen

Labels will change when changing genders
Clickable displays for color choices


Changes to Virtual Textures and shader technologies to fix some bugs and support a new format.

This will require redownloading texture cache, so expect some latency while you download the new textures.
You can disable streaming textures via the Network option in the Esc menu.



 Bug Fixes  

The denizens of New Eden have become more self-aware and less concerned with the fluttering of butterflies and squirrels.

AKA they will own your face so watch out.
Weve made major improvements to the AI servers, but have not  lowered their lethality until we have a chance to watch what happens.  Expect some tough fights.


Fixed an issue where you think you can deploy a thumper, but nothing ever comes. Forever alone.
Arahna should actually look like they are dead now when they are in fact deceased.
You are no longer able to crouch while you are on the ground trying to stymie your own blood loss.
You should no longer be tempted to risk life and limb via drowning  in the river outside Trans Hub due to coralite deposits and supply  crates in the water.
Using the scan hammer to turn 360 degrees while in turret mode should no longer be possible.
Engineer drain beam is no longer capable of destroying humanity. Fixed the bug where it was doing double damage.
Sending your thumpers back early will still drain the main resource vein.
Medics no longer have the option of omega-mutant levels of self-regeneration using the healing grenade.
NPC guards should now fight back against Chosen drop pods and lairs that crop up near watchtowers.
You can now highlight points of interest on the world map again.
Changed the thumper location check to prevent placing thumpers in  locations that creatures are unable to reach. Sorry mushroom farmers.
Watchtowers are now destroyed by melding, meaning that you wont spawn at a location inside the melding if you die too close.
Fixed issues where the login background would render on top of other UI elements.
Fixed a problem where matchmaker was delaying adding people to a match due to mixed pools of players.

 Known Issues  

Tiny and Light Thumpers appear larger in size than they should.
Chosen bifold cannons have a virus and are unable to respond to player actions.


    </description>
    <link>http://allroundgamers.at/news/?action=show&amp;id=216</link>
  </item>
  <item>
    <pubDate>Tue, 17 Apr 2012 23:03:25 +0200</pubDate>
    <author>Schlecksi</author>
    <title>Na geht doch</title>
    <description>Nach dem Red5 Studios angekuendigt hatte, sich in naechster Zeit nur  mehr um den PvP Part des Spieles kuemmern zu wollen, und den PvE Part  nach hinten reihte, gab es massig "Proteste" im Forum.
 
Heute nun das Umdenken. Gleich 2 Forum Eintraege von Grummz zu diesem Thema:
 
A post by the founder of RED cameras about his own product prompted me to echo something similar here (Thanks to Jim Jannard):  Everyone gets to play whatever they want, but here are some things to consider.  - A true-shooter that you can play with 300 person co-op is better than 8 player co-op - A online shooter that offers PvE and PvP is better than one that only has PvP - A game with dynamic events has far more potential for replay than a game with static quests - A game that never charges you for content is better than expansion packs and DLC - Free software updates and features forever is a good thing - A game that is free to play forever is better than demos and trial codes - A game that gives you changes every week is better than a game that patches once a month - A game that shares features early in a true beta is better than a marketing beta and ignored feedback. - A company that listens seems better than a company that dictates - A game that dares to try new things is better than games and companies  that pretends the past is "good enough" and churns out formulated  sequel after sequel.  Pretty simple stuff...
 
 Post 2:
 
So, you guys are playing MUCH more PvP. Thank you.  We are collecting data for TWO WEEKS on your patterns and feedback here  in the forums. You dont have to play PvP every time you log in, just  play it when you can.   We are implementing some quick changes to how you get into queues and  what you get out of matches in the next patch (day or two from now)   We are recruiting certain top PvP players from the beta to form a  special play test group to work with devs. We are also running in-house  PvP matches extensively now.   After these two weeks, we are spinning up a feature team that will focus  on PvP and fun. This group runs in 2 week intervals for 6 weeks, with  changes coming to you every two weeks.   We have a big PvE push coming in the next 2 weeks as well (some of it even sooner).   We have a fix for the AI servers that is phenomenal...but it will make  PvE much harder until we see how you guys do and balance it out again  (soon...maybe even this week)   VOIP is coming in 4-6 weeks.   (Oh, and we continue to patch and release new things EVERY week)
 
 
Das hoert sich doch schon mal alles sehr gut an, und zeigt, dass auf die Community und deren Wuensche viel Wert gelegt wird.
Und wir koennen in den naechsten 2 Wochen (oder auch schon frueher) mit neuem PvE Content rechnen.     </description>
    <link>http://allroundgamers.at/news/?action=show&amp;id=215</link>
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    <pubDate>Thu, 12 Apr 2012 20:08:09 +0200</pubDate>
    <author>Schlecksi</author>
    <title>Welcome to the Beta</title>
    <description>Die Entwickler von FireFall haben heute ein Video veroeffentlicht, in  dem sie die momentan Beta Tester noch mal dazu aufrufen, aktiv Beta  Feedbacks abzugeben, und so das Spiel auf die Wuensche der Tester  anzufertigen.
 
Desweiteren wird im Video verkuendet, dass neue Betas mit neuem Content kommen werden.
 
[youtube]http://www.youtube.com/watch?v=PnnvMbP8x2Y[/youtube]    </description>
    <link>http://allroundgamers.at/news/?action=show&amp;id=214</link>
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    <pubDate>Thu, 12 Apr 2012 19:53:30 +0200</pubDate>
    <author>Schlecksi</author>
    <title>Patchnotes vom 11.April</title>
    <description>
Bug Fixes
Fixed more issues with the HMG sound getting stuck repeatingIncreased the text opacity on the login screen for better usabilityTweaked targetting system to allow for better interact prompt detection making it easier to interact with objectsFixed issues where the HMG reload animation would not animate parts of the weapon properlyFixed issues with the UI not being interactable on EyeFinity and Multi-Monitor setupsHealthbars are no longer seen while a player is logging in or in a dead stateFixed a crash when using /joinleader to join your squad leader in a different open world instanceCrossfire configurations should be detected nowFixed an issue where the Overcharge ability attachments did not fit on female bodytypesNPC health bars now reflect the fact that they have no health when deadFixed an issue where players could hack their warpaint colors. Sorry. No more green alien assaults.Additional logging and fixes to the AI system to help troubleshoot the dumbing down of Coral ForestWe are aware of some additional problems with AI behaviors in the open world and will continue to work towards improving them
Game Changes
Decreased the time to craft Dreadframe III to be in line with other battleframe upgradesRare splashback modules are no longer dropped below level 15Encrypted vendors are now titled to reflect that they have encrypted nanoprintsEncrypted nanoprints offer you a random item with a chance at manufacturing uncommon or in some cases epic itemsResource nodes are now depleted by over-thumping. Once depleted, you  will need to return to scanning to find additional resource nodesAdded the option to disable character outlines via the Video options menuFor certain individuals, we have found this can reduce the effect of  simulation sickness though we have no serious empirical data to back  this up
Known Issues
Removing the outlines from characters also removes the outlines from highlighted and interactable objectsThe world map does not show information when hovering over dynamic icons    </description>
    <link>http://allroundgamers.at/news/?action=show&amp;id=213</link>
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    <pubDate>Tue, 10 Apr 2012 18:24:36 +0200</pubDate>
    <author>Schlecksi</author>
    <title>NDA gefallen  weitere News</title>
    <description>Seit vorigen Freitag, dem 6.April ist es endlich soweit. Die NDA bei FireFall ist gefallen.
Es ist es nun offiziell erlaubt News, Videos und Screenshots vom Game zu posten.
 
Desweiteren laeuft nun die Pre-Release Beta 24 Stunden, 7 Tage die Woche.
 
[youtube]http://www.youtube.com/watch?v=DhiJtotZNWk[/youtube]

Laut Entwicklern wird es jede Woche in der Nacht von Dienstag auf Mittwoch neue Patches und Updates geben.
 
[youtube]http://www.youtube.com/watch?v=4Pi-NxUU2TQ[/youtube]
 
 
Wer bis jetzt noch nicht das  Vergnuegen hatte die (Closed) - Beta zu testen, sollte mal einen Blick in  unser Forum werfen, und sich fuer die Beta Invites anmelden.    </description>
    <link>http://allroundgamers.at/news/?action=show&amp;id=212</link>
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    <pubDate>Wed, 29 Feb 2012 16:34:53 +0100</pubDate>
    <author>8elph3g0re</author>
    <title>Closed Beta gestartet</title>
    <description>Wie vielleicht einigen zu Ohren gekommen ist, haben ein paar von uns schon den Closed Beta Zugang zu Brickforce.
Meine Wenigkeit hat auch schon das Vergnuegen.
 
All diejenigen die einen Beta Key haben, werden in den naechstenWochen kontiunierlich nach und nach hintereinander jeder fuer sich von
Entwicklerseite den Zugang zum Spiel freigeschalten bekommen.
 
Dies manifestiert sich in einer E-Mail.
 
Die E-Mail selbst gibt nur Bescheid darueber das du spielen kannst , ist aber nicht notwendig sie zu oeffnen.
 
Es gibt keine Garantie, das alle die einen Betakey haben auch in der ersten Woche spielen koennen.
Es sei nur soviel gesagt. Alle die einen Betakey haben, werden auch die Closed Beta spielen,auch wenn dies erst
am letzten Tag der Closed Bata sein koennte.
 
Hier der Link zum DL von Brickforce! 
 
Hier der Link zu Brickforce HP!
 
 
 
Also warten Lohnt sich bedingt, wenn man Glueck hat sehr!

 
In diesem Sinne
 
 
 
 
HAUT REIN UND HAVE FUN!!!    </description>
    <link>http://allroundgamers.at/news/?action=show&amp;id=209</link>
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    <pubDate>Thu, 02 Feb 2012 10:00:00 +0100</pubDate>
    <author>Crak</author>
    <title>Ziggs der Hexplosions-Experte</title>
    <description>Ziggs, oder wie ich ihn nenne: Bomberman
 
Ziggs ist der neueste League of Legends Champion, der nicht nur witzig aussieht, sondern auch total verrueckte Faehigkeiten hat.
 
 Zunaechst mal die Faehigkeiten:
Ziggs, der Hexplosions-Experte

Kurze Lunte (passiv) – Alle 12 Sekunden verursacht Ziggs’ naechster  normaler Angriff zusaetzlichen magischen Schaden. Diese Abklingzeit  verkuerzt sich jeweils, wenn Ziggs eine Faehigkeit einsetzt.
Springende Bombe – Ziggs wirft eine springende Bombe, die magischen Schaden verursacht.
Sprengladung – Ziggs wirft eine explosive Ladung, die nach 4  Sekunden oder wenn diese Faehigkeit erneut aktiviert wird, detoniert. Die  Explosion verursacht an Gegnern magischen Schaden und stoesst sie weg.  Ziggs wird ebenfalls weggestossen, erleidet aber keinen Schaden.
Hexplosives Minenfeld – Ziggs verstreut Annaeherungsminen, die bei  Feindkontakt explodieren, magischen Schaden verursachen und  verlangsamen.
Megainferno-Bombe (ultimative Faehigkeit) – Ziggs setzt seine  ultimative Schoepfung ein, die Megainferno-Bombe, die er ueber eine  gewaltige Distanz schleudert. Gegner im primaeren Detonationsbereich  erleiden mehr Schaden als diejenigen, die sich weiter entfernt befinden.

[youtube]http://www.youtube.com/watch?v=kNabvLyUXzI[/youtube]
(Aus: League of Legends)
 
Zum Hintergrund, auch Lore genannt:
Ziggs kam mit einem Talent fuer das Herumfriemeln auf die Welt, aber  seine chaotische, hyperaktive Art war unter den Yordle-Wissenschaftlern  untypisch. Da er ein verehrter Erfinder wie Heimerdinger werden wollte,  verfolgte er mit wahnsinnigem Eifer ein ambitioniertes Ziel nach dem  anderen, wobei ihn sowohl seine explosiven Misserfolge als auch seine  noch nie dagewesenen Entdeckungen immer wieder neuen Mut machten. Bald  schon gelangte die Kunde von Ziggs‘ explosiver Experimentierfreude auch  an die beruehmte Yordle-Akademie in Piltover und ihre angesehenen  Professoren luden ihn ein, sein Koennen zu demonstrieren. Dank der ihm  eigenen Missachtung von Sicherheitsvorkehrungen fand die Praesentation  jedoch ein jaehes Ende, als der Hextech-Motor, den Ziggs vorfuehrte,  ueberhitzte und schliesslich in die Luft flog, wobei er ein riesiges Loch  in der Mauer der Akademie hinterliess. Die Professoren klopften sich den  Staub von den Kleidern und bedeuteten ihm eindringlich zu gehen. Am  Boden zerstoert bereitete sich Ziggs darauf vor, in Schande nach Bandle  zurueckzukehren. Doch bevor er seine Heimreise antreten konnte, drang  eine Gruppe zhaunitischer Agenten in die Akademie ein und nahm die  Professoren als Geiseln. Das Piltover-Militaer verfolgte die Gefangenen  bis zu einem zhaunitischen Gefaengnis, doch ihre Waffen waren nicht in  der Lage, dessen verstaerkte Mauern zu zerstoeren. Fest entschlossen es  besser zu machen als sie, begann Ziggs damit, an einer neuen Art von  Waffe herumzuexperimentieren, und stellte schnell fest, dass er seine  unglueckselige Zerstoerungsgabe nutzen konnte, um die entfuehrten Yordle zu  retten.
Nach kurzer Zeit hatte Ziggs eine Reihe kraftvoller Bomben  entwickelt, die er liebevoll "hexplosiv" nannte. Mit seinen neuen  Kreationen im Gepaeck, die nur darauf warteten zum ersten Mal getestet zu  werden, machte Ziggs sich auf den Weg nach Zhaun und schlich sich auf  das Gefaengnisgelaende. Er feuerte eine gigantische Bombe auf das  Gefaengnis ab und sah mit Entzuecken zu, wie die Explosion ein Loch in die  verstaerkte Mauer riss. Als sich der Rauch gelegt hatte, kletterte er in  die Anlage und brachte die Wachen mithilfe eines Hagels weiterer Bomben  zum Rennen. Er eilte zu der Zelle, sprengte die Tuer aus ihren Angeln  und geleitete die gefangengenommenen Yordle in die Freiheit. Als sie in  die Akademie zurueckkehrten, wuerdigten die gedemuetigten Professoren Ziggs  mit einem Ehrentitel – Dekan der Zerstoerung – und schlugen ihm vor,  diese neue Form des Yordle-Einfallsreichtums der Liga der Legenden  vorzufuehren. Da er nun endlich Anerkennung gefunden hatte, nahm Ziggs  den Vorschlag an und war erpicht darauf, seine immer groesser werdende  Bandbreite an hexplosiven Vorrichtungen auf dem groessten Testfeld der  Welt zur Anwendung zu bringen: den Richtfeldern.
"Ziggs? Unberechenbar, gefaehrlich, ja, auf jeden Fall. Aber ziemlich brillant!" – Heimerdinger
 
Aus: League of Legends
 
Er wurde mit 2 Skins released, verrueckter Wissenschaftler und Graf Ziggs. Ich habe fuer euch auch noch 2 andere Skins, die frisch released werden:  Mystery Master Yi und Red Hammer Poppy.
 

 

 
    </description>
    <link>http://allroundgamers.at/news/?action=show&amp;id=206</link>
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  <item>
    <pubDate>Thu, 26 Jan 2012 19:00:22 +0100</pubDate>
    <author>Schlecksi</author>
    <title>Update vom 26.Jaenner 2012</title>
    <description>Das heutige Update brachte eine neue Map und eine neue Sniper Waffe.
 

 
    </description>
    <link>http://allroundgamers.at/news/?action=show&amp;id=204</link>
  </item>
  <item>
    <pubDate>Thu, 12 Jan 2012 16:14:16 +0100</pubDate>
    <author>Schlecksi</author>
    <title>1st Anniversary Special Events!</title>
    <description>Zum 1jaehrigen jubilaeum von Project Blackout gibt es seit dem heutigen Patch ganz besondere Events:
 

 

 
    </description>
    <link>http://allroundgamers.at/news/?action=show&amp;id=203</link>
  </item>
  <item>
    <pubDate>Sun, 08 Jan 2012 13:46:40 +0100</pubDate>
    <author>Schlecksi</author>
    <title>PB-Squad in den TOP10</title>
    <description>Gestern hat es unser Project Blackout geschafft, in die TOP 10 des offiziellen Clanrankings vorzuruecken.
Bei momentan mehr als 7.000 registrierten Clans, ist dies eine Wahnsinns Leistung.
 
    </description>
    <link>http://allroundgamers.at/news/?action=show&amp;id=202</link>
  </item>
  <item>
    <pubDate>Fri, 06 Jan 2012 10:24:55 +0100</pubDate>
    <author>Schlecksi</author>
    <title>6 Jahre Allround Gamers</title>
    <description>
 
 
Mit dem heutigen Tag ist es nun soweit.
 
Wir feiern 6 Jahre Allround Gamers.
 
Wie alles begann, und die ersten jahre liefen, koennt ihr hier nachlesen:
 
 
[url=http://www.allroundgamers.at/artikel/?action=showid=11]>>>zur AG-History    </description>
    <link>http://allroundgamers.at/news/?action=show&amp;id=201</link>
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