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  1. Star Citizen Patch 3.0.0
  2.  
  3.  
  4. Alpha Patch 3.0.0 has been released to the PTU, and is now available for Evocati to test! This is our largest content release to date featuring numerous tech and core system updates, and we're excited for you to get your hands on it.
  5.  
  6.  
  7. You will have access to planetary surfaces for the first time on three moons (Yela, Daymar, and Cellin) along with an asteroid (Delamar). These new surfaces are expansive, with over three million square kilometers to explore, all dotted with surface outposts and derelict ships. Additionally we have added four new ships, our first dedicated ground vehicle (Ursa Explorer), the foundation of our revamped mission system with new missions, a completely new launcher and patcher system, and so much more!
  8.  
  9.  
  10. Since we have much to test with many features still being worked on, we will be doing focus waves of testing so we can nail down particular features and systems before moving on to the next.
  11.  
  12.  
  13. Your launcher will show "3.0.0" as the client version. It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.
  14.  
  15.  
  16. Important:
  17.  
  18. Evocati Focus: New patcher, station traversing, ship spawning, Star Map app, quantum travel, landing, air traffic control (atc) system, quantum fuel usage/balance, hydrogen fuel usage/balance
  19. All the ships are flyable, but the following are the ships that have had the most attention and focus specifically for this wave of Evocati release: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Freelancer, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Aurora series
  20.  
  21.  
  22. We would like you to focus on the above for this initial wave of testing and bug reports.
  23.  
  24.  
  25. NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.
  26. Key Game-play How Tos:
  27.  
  28. Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.
  29.  
  30.  
  31. Ship Start Up: Approach the entry point of your ship, then press and hold "F" to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold "F" and select the "Flight Ready" prompt to run through complete ship start up. Alternatively, you can press the "F5" key for quick start up.
  32.  
  33.  
  34. Landing: Landing now takes place through an Air Traffic Control (ATC) system. Request a landing with "N" as before and approach the landing area. You will automatically be assigned a specific landing pad (highlighted green with a vertical landing guide line). Proceed to the landing pad, but avoid flying over other landing pads and take-off pathways.
  35.  
  36.  
  37. Quantum Travel: To quantum travel to a destination, open your MobiGlas (F1) and select the StarMap App (diamond shaped symbol). From there, use the mouse to select a destination. Whether or not an object can be selected for QT is determined by gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station. Once you have a destination selected you can "set destination" on your MobiGlas to bring up a quantum travel target. As before, align with the QT target and press "B" to travel. As before, align with the QT target and press "B" to travel.
  38.  
  39.  
  40. New Features
  41.  
  42.  
  43. General Content
  44.  
  45.  
  46. Breathing, Stamina & Heart Rate
  47.  
  48. Oxygen Supply: Many areas, such as space or the moons of Crusader, do not have breathable atmospheres and are dangerous for characters unless they’re wearing a pressure suit. Most pressure suits are equipped standard with an oxygen tank. As you breathe, you will slowly consume the oxygen inside your tank. Your oxygen tank will automatically begin to refill once you are inside an area, station, ship or outpost with a breathable atmosphere. If your oxygen supply runs out, your pressure suit contains a small buffer of oxygen to provide you with a short amount of time to try to find an oxygen supply. If your suit is not sealed or you’re not wearing a helmet, you will not have this buffer. If you do not have any oxygen available, you will asphyxiate and quickly pass out.
  49. Stamina: As you exert more effort by running, jumping, etc., your muscles work harder and begin to consume more oxygen. To keep up with this higher demand, your heart rate and breathing increase to provide your muscles with a steady supply of oxygen. Wearing heavier armor will increase how much effort it takes to do actions and will tire you out sooner. The more you exert yourself, the harder you breathe and the faster your oxygen supply will be depleted.
  50. Heart Rate Monitor: The heart rate monitor on your helmet’s HUD and in your mobiGlas functions as an exertion/stamina meter. As a character exerts themselves, their heart rate increases. If a character exerts themselves too much, they will enter a Hyperventilated state. This will restrict the actions that you can perform, and things like running, sprinting or vaulting will be blocked until you exit the Hyperventilated state. Heart rate and breathing can also effect recoil handling and aim. As your heart rate increases the character’s aim will begin to sway, ranging from a minor wobble to wild drifting. Once levels reach certain critical thresholds your vision will also begin to be effected, slowly dimming till it goes completely black. Once your heart rate returns to normal, so will your vision and movement.
  51.  
  52. Wound System
  53.  
  54. Injury is now taken into account for status effects to a small degree including movement penalties for limb damage.
  55.  
  56.  
  57. Interaction System
  58.  
  59.  
  60. Interaction Mode
  61.  
  62. Holding down the [F] key will activate Interaction Mode - a contextual cursor will appear in the center of the screen, interaction points will be highlighted, even from a distance. The parallax cursor movement allows selection of anything on screen with little head movement, while retaining full input control. Movement is limited to walking speed while in Interaction Mode. Holding the right mouse button enters into 'focus'; the camera rotates and zooms in on the cursor location, putting it in the center of the screen. From here, the cursor behaves normally. Releasing right click returns to standard view. Left click confirms the selection, and the associated action begins. Releasing [F] will always immediately return to natural gameplay.
  63.  
  64.  
  65. Inner Thought Prompt
  66.  
  67. When near enough to interact, the inner thought prompt will softly appear on the player screen, tilting towards the location of the interaction to help provide context to the inner thought text. The text will inform you of the action that will be performed upon interaction. Moving away, looking away, or having line of sight to the interaction point blocked will remove the inner thought prompt. The inner thought text will display on screen relative to the object of interaction, but will stay at a fixed size so it's guaranteed readable. The ellipse below the text indicates that secondary options are available, and they can be accessed with the cursor or mouse wheel.
  68.  
  69. 6replies
  70. View mode:
  71. Sort by:
  72. Baior Of Red@Baior-CIG
  73. September 28th at 06:46 am
  74.  
  75. Hint System
  76.  
  77. Added the foundation of a new "hint system" which will allow players to learn about how to play the game whilst playing it and reduce the burden of having to consult an off-line resource.
  78.  
  79.  
  80. Party Launch System
  81.  
  82. Added new command /partylaunch. If the party leader enters /partylaunch into the chat window in game, this will send a notification to each party member when the leader enters an instance that they can either accept or ignore. If accepted they will be put into Matchmaking system to join the leader. If the server doesn't have enough space for the full party, all players in the party will be put back into Matchmaking to find another server.
  83.  
  84.  
  85. Universe
  86.  
  87. New Locations
  88.  
  89. We have implemented the first fully procedurally generated, explorable planetary bodies. These include three moons; Yela, Daymar, and Celin, as well as the mining planetoid Delamar. Each planetary body has unique atmospheric composition, pressure, and gravity as well as a variety of surface outposts and derelict ships to explore, many tied to our new missions system.
  90. Levski is a base built into the rock on Delamar, an asteroid hidden deep in an asteroid belt. The base was originally an active mining facility but after being left derelict for a number of years new residents moved in and it became a hotbed for political radicals & criminals. The main areas are controlled by various political groups with a strong anti UEE sentiment, they try to keep order best they can. Levski has the choice of numerous shops spread across multiple floors, many missions will be available (both illegal and legal). You can gain access to Levski by; foot, ship or ground vehicle.
  91.  
  92.  
  93. Planetary Motion
  94.  
  95. Planetary bodies now have rotational motion complete with dynamic day/night cycles.
  96.  
  97.  
  98. Surface Outposts
  99.  
  100. Planetary surfaces are dotted with surface outposts representing a variety organizations and functions. Each outpost is unique and has its own power system and oxygen supply, many with usable Kiosks and landing pads with associated ASOP terminals.
  101.  
  102.  
  103. Persistence and Insurance
  104.  
  105.  
  106. Persistence
  107.  
  108. Ammo and missile persistence.
  109. Ship damage state persistence.
  110. Spawn location persistence (what location you left your ship at, what location your character was at).
  111. Inventory Persistence – items, commodities and ships.
  112.  
  113.  
  114. Air Traffic Control (ATC)
  115.  
  116. Landing and take off at public facilities is now controled by Air Traffic Ontrol (ATC). The ATC acts as the connection between you and the landing tower using the MFD comm function in every ship. When attempting to land, you will open a communication channel to the tower and ask for permission. The tower then checks if all the requirements are fulfilled and will advise appropriately. Selecting a target location will happen via the MFD Comm System.
  117.  
  118.  
  119. Shops
  120.  
  121. New items (clothing, armor, weapons, components) added to shop inventory.
  122. Added Dumper's Depot to major locations.
  123.  
  124.  
  125. AI Subsumption
  126.  
  127. We have introduced the basics of subsumption. You should now see NPCs going about their daily lives at all 3 major landing zones (Grim Hex, Port Olisar, and Levski).
  128.  
  129.  
  130. Quantum Travel System
  131.  
  132. Quantum travel (QT) destinations are now selected via the MobiGlas StarMap app.
  133. Whether or not an object can be targeted for QT is determined by the drive's detection range and is based off gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station.
  134. There's now a short range quantum travel for moving around different orbital points of moons and small planetary bodies.
  135. Quantum travel speeds, spooling and cooldown times are variable based on the size and quality of the drive.
  136.  
  137.  
  138. Mission System
  139.  
  140. Delivery Missions (Lawful/Unlawful)
  141. Missing Person Mission
  142. AI Bounty Hunt Mission
  143. Derelict investigation
  144. Escort Mission
  145. Mission Givers
  146.  
  147. Ruto and Eckhart
  148.  
  149.  
  150. Doors and Airlocks
  151.  
  152. Doors and airlocks have been updated with additional functionality.
  153.  
  154. Item 2.0
  155.  
  156.  
  157. First introduction of item 2.0 system for ships, including the following:
  158.  
  159. Power – Includes the ability to control how much power is generated by the power plants and is distributed to all of the other systems to use.
  160. Heat – Includes the ability to monitor how much heat, EM, and IR the ship is generating, and the ability to temporarily reduce IR.
  161. Shields – Includes the ability to monitor and adjust shield strength and repair behavior, and adjust power usage and performance.
  162. Flight HUD – Includes the cockpit lens elements which provide vital feedback to the player during flight and combat.
  163. Weapons – Includes the ability to monitor and prioritize gun and missile ammo, and adjust power usage and performance.
  164. Thrusters – Includes the ability to monitor and adjust thrusters power usage and performance.
  165. Radar – Includes the implementation of 2D and 3D radar.
  166. Annunciators – Includes the implementation of annunciator screens and their warning behavior.
  167. Screen Switch Behavior – Includes the ability to switch between various screens on the same physical monitor.
  168.  
  169.  
  170. Cargo and Commodoties
  171.  
  172.  
  173. Introducing the first implementation of cargo!
  174.  
  175.  
  176. Salvage
  177.  
  178. Some items are transported in small, portable boxes.
  179. They can be bought and sold at vendors.
  180. These items are placed in/around the Stanton system’s wreckages and procedurally on planet surfaces.
  181. They will be generated when destroying cargo-carrying ships.
  182. 0.5m boxes can be lifted and moved using the existing hand-lifting system.
  183. 1 SCU cargo cannot be lifted or moved.
  184.  
  185.  
  186. Storing Small Items in the Cargo Grid
  187.  
  188. Ships will have 'Cargo Grids' set up inside that governs how cargo is placed/secured within it.
  189. Placing 0.5m boxes within the Cargo Grid will be considered ‘secured’ in the ship.
  190. 0.5m boxes will align within the Cargo Grid.
  191. Any loose items placed within the grid will not align to this.
  192. Loose Items placed inside the Cargo Grid will be added to the ship’s 'manifest'.
  193. Items placed outside of the grid will therefore not be added to the 'manifest'.
  194. Items can be taken from one ship’s hold, carried to another ship and stored in its hold instead.
  195.  
  196.  
  197. Buy/Sell Cargo through Market Vendors
  198.  
  199. 1 SCU crates full of a single commodity can bought and sold at vendors.
  200. 0.5m boxes the player discovers, or recovers can be sold at vendors.
  201. Commodities can be bought at a vendor in selected spots.
  202. Players will walk up to the kiosk and use it to initiate an interaction.
  203. Only the stock the vendor buys/sells will be listed and the price they want for each.
  204. Transactions takes place entirely in the interface.
  205. Ships must be stored before their inventory can be used to buy/sell.
  206.  
  207. Baior Of Red@Baior-CIG
  208. September 28th at 06:51 am
  209. Baior Of Red@Baior-CIG
  210. September 28th at 08:55 am
  211.  
  212. New Ship Multiple Selectable MFD (MFD) featuring Render to Texture (RTT)
  213.  
  214.  
  215. Heat - System
  216.  
  217. Signals
  218.  
  219. Heat - Total heat generated by items.
  220.  
  221. Heat Capacity - Total heat capacity available to the ship.
  222.  
  223. IR Suppression - This button toggles suppressing the IR signal multiplier (which temporarily reduces your IR signal) at the cost of all items (and thus, the entire ship via the Heat Sink) heating rapidly. When IR Suppression is active, you should see that IR starts to drop down, and Heat starts to creep up toward its overheat value.
  224.  
  225. System IR Suppression - All groups are suppressed. This overrides any groups below.
  226.  
  227. System IR Suppression - All groups are suppressed. This overrides any groups below.
  228.  
  229. IR Levels - Shows the IR levels of each item category.
  230.  
  231.  
  232. Heat - Items
  233.  
  234. On Button - This denotes the On/Off state of the item.
  235. Item Name - Reorder alphabetically by item name (all categories).
  236.  
  237. Item Name - Item Name.
  238.  
  239. Distortion Damage - Appears when distortion damage is received, and disappears when there is none.
  240.  
  241. Item Type - Reorder by cycling item type (all categories). This is a list of available types:
  242.  
  243. Power Plant (power in this case is power generated)
  244.  
  245. Cooler (no heat, but for health/wear indication)
  246.  
  247. Shield Generator
  248.  
  249. Gun
  250.  
  251. Main Thruster
  252.  
  253. Maneuvering Thruster
  254.  
  255. Quantum Drive
  256.  
  257. Jump Drive
  258.  
  259. Radar
  260.  
  261. Power - The current item power usage.
  262. Heat - The current heat the item is generating.
  263. Health - How much health each item has remaining.
  264. Wear - How much wear each item has remaining.
  265.  
  266. Power - System
  267.  
  268. On Button - Turns all power plants On/Off.
  269. Power Throttle
  270.  
  271. Throttle - This throttles the connected Power Plants' maximum power output.
  272.  
  273. Throttle Max - This is the 100% value for the Power Plants maximum power output.
  274.  
  275. Throttle Stealth - This is an updating bar which denotes the Stealth value that Throttle is set to when the Stealth Button is pressed (see below).
  276.  
  277. Power Usage - Currently generated power.
  278.  
  279. Power Required - Required power by all items.
  280.  
  281. Power Deficiency - Amount of required power minus the currently generated power. Only appears when the power plants aren't able to supply enough required power.
  282.  
  283. Stealth - This button sets the Throttle to the Stealth value, which is the sum "on" Power value of all connected items that are on, plus a small reserve value (10% to start). As individual items will be able to be turned off, this bar will move up and down as the Stealth value changes. Once the Stealth Button has been activated and the Throttle value reduced, you may then readjust the Throttle to suit your needs or adjust the Power Priority Triangle to work with the reduced power output.
  284. Power Priority Triangle - Moving the indicator on the Power Priority Triangle adjusts the percentage of power that is distributed to the three major systems (Shields, Weapons, and Thrusters) if total power requested is larger than available power generated. Nudging toward one system should add to it, and take proportionally to the other systems.
  285.  
  286.  
  287. Groups - Each group (Shields, Weapons, Thrust) are represented by icons.
  288.  
  289.  
  290. Priority - Percentages for each group. These should total 100%; dead center of the triangle should indicate 33% on each corner of the triangle.
  291.  
  292.  
  293. Power Deficiency - If any group isn't receiving its requested power, it is indicated by an icon.
  294.  
  295. Signals: Heat - As the point of throttling power to items is to control your ship's signals, they are indicated here.
  296.  
  297. Heat - Total heat generated by items.
  298.  
  299. Heat Capacity - Total heat capacity available to the ship.
  300.  
  301. EM - Current total EMsignature.
  302. IR - Current total IR signature.
  303.  
  304. Power - Items
  305.  
  306. On Button - This turns individual power plants On/Off. Please note that the only items that can be turned on and off from this page are power plants. All other items are only observable in their on/off states.
  307. Item Name
  308.  
  309. Item Name
  310.  
  311. Distortion Damage - Appears when distortion damage is received, and disappears when there is none.
  312.  
  313. Item Type - Reorder by cycling item type (all categories). This is a list of available types:
  314.  
  315. Power Plant (power in this case is power generated)
  316.  
  317. Shield Generator
  318.  
  319. Gun
  320.  
  321. Main Thruster
  322.  
  323. Maneuvering Thruster
  324.  
  325. Quantum Drive
  326.  
  327. Jump Drive
  328.  
  329. Radar
  330.  
  331. Avionics
  332.  
  333. Power - For power plants, power generation. For all other items, item power usage.
  334. Heat - The current heat the item is generating.
  335. Health - How much health each item has remaining.
  336. Wear - How much wear each item has remaining.
  337. Item Group
  338.  
  339. Power
  340.  
  341. Shields
  342.  
  343. Weapons
  344.  
  345. Thrusters
  346. Baior Of Red@Baior-CIG
  347. September 28th at 09:03 am
  348.  
  349. Shields - System
  350.  
  351. On Button - Turns all shield emitters and shield generators On/Off.
  352. Shield Generator Throttle - This works exactly like the Power Throttle in all other MFDs and throttles Power for the shield generators.
  353. Shield Status - As before, a top-down (for front, back, left, and right) and side (top and bottom) shield health is displayed. Face repair is represented by the highlighted bar, and each face's health is indicated by the value next to it.
  354.  
  355. Top - Represents the health to front, back, left, and right.
  356.  
  357. Side - Represents the health to top and bottom.
  358.  
  359. Face Priority - Dragging the pip toward a face moves priority toward that face. Increasing face priority both increases the rate at which it is repaired when damaged, and also redistributes health toward it when the shields are healthy.
  360.  
  361. Top - Represents the face priority to front, back, left, and right.
  362.  
  363. Side - Represents to the face priority to top and bottom.
  364.  
  365. Face Hardening - Selecting a face temporarily gives it extra resistance, allowing you to brace for damage to a particular face.
  366. Standby - This button turns off the actual shield temporarily to allow it to repair more quickly at the cost of not having the shields on while this is happening.
  367.  
  368. Shields - Items
  369.  
  370. On Button - This turns individual shield generators On/Off.
  371. Item Name - Reorder alphabetically by shield generator name.
  372.  
  373. Item Name - Shield Generator name.
  374.  
  375. Distortion Damage - Appears when distortion damage is received, and disappears when there is none.
  376.  
  377. Type - Item Type Icon
  378. Power - Shield generator power usage.
  379. Heat - The current heat the shield generator is generating.
  380. Health - How much health each shield generator has remaining.
  381. Wear - How much wear each shield generator has remaining.
  382.  
  383. Weapons - System
  384.  
  385. On Button - Turns all weapons and missiles On/Off.
  386. Weapon Group On Button- This turns all weapons in the weapon group On/Off.
  387. Weapon Group Number - Weapon Group 1 or 2.
  388. Weapon Group Throttle - This works exactly like the Power Throttle in all other MFDs and throttles Power for that Weapon Group.
  389. Weapons Number - Number of weapons in that Weapon Group.
  390. Missiles On Button - This turns all missiles On/Off.
  391. Missiles Icon
  392. Missiles Number - Number of missiles left.
  393.  
  394. Weapons - Items
  395.  
  396. On Button - This turns individual weapons On/Off.
  397. Item Name.
  398.  
  399. Item Name - Weapon Name.
  400.  
  401. Distortion Damage - Appears when distortion damage is received, and disappears when there is none.
  402.  
  403. Weapon Group - The Weapon Group number (there are two). Clicking this specific element switches the fire group to the other fire group (there are currently two fire groups).
  404. Ammo Type
  405. Ammo
  406.  
  407. Remaining Ammo - Ammo remaining in current reload.
  408.  
  409. Reloads - Ammo reloads remaining.
  410.  
  411. Power - Gun power usage. This will be useful for showing you how much power each gun requires to use.
  412. Heat - The current heat the item is generating.
  413. Health - How much health each gun has remaining.
  414. Wear - How much wear each gun has remain
  415.  
  416.  
  417. Technical
  418.  
  419.  
  420. Menu
  421.  
  422. Added FOV Scale to menu
  423.  
  424. Audio
  425.  
  426. New Low Ammo Audio
  427. New Ship Weapon Audio
  428. New Ship Engine Audio
  429.  
  430. Graphical
  431.  
  432. New "Fog" VFX
  433. New Quantum Travel VFX
  434. New Ship Destruction VFX
  435. New Ship "trails" VFX
  436. New layered ship weapon impacts
  437.  
  438. Optimizations
  439.  
  440. Added additional serialization
  441. Improved emitter update performance
  442.  
  443. Baior Of Red@Baior-CIG
  444. September 28th at 09:21 am
  445. Feature Updates
  446.  
  447. Universe
  448.  
  449.  
  450. ASOP Terminals
  451.  
  452. Added ship selector with more ship specific information
  453.  
  454. Shops
  455.  
  456. Adding Magazines and Grenades to Cubby Blast
  457. Added new clothing to various stores
  458.  
  459.  
  460. Crime Stat
  461.  
  462. Reworked, but still basic implementation of crimes and criminality
  463. Split "wanted" and "criminality" reputations
  464. Only players at wanted level 3 should appear hostile
  465.  
  466. Missions
  467.  
  468. Many new job contracts available via the Contract Manager App
  469.  
  470. Grim Hex
  471.  
  472. Additional Props
  473. Updated art assets
  474. Moved ASOP terminals to main railing
  475.  
  476. Ships & Vehicles
  477.  
  478.  
  479. General
  480.  
  481. Updated with new hit reactions
  482. Updated ship entry and interaction animations
  483.  
  484. Drake Cutlass Black: Complete Rework
  485.  
  486. RSI Aurora Series: Complete Rework
  487.  
  488.  
  489. Aegis Avenger
  490.  
  491. Updated dashboard
  492.  
  493. Aegis Vanguard
  494.  
  495. Cockpit rework
  496.  
  497. Aegis Sabre
  498.  
  499. Cockpit display rework
  500.  
  501. Aegis Gladius
  502.  
  503. Cockpit display rework
  504. HUD update
  505.  
  506. Anvil Gladiator
  507.  
  508. Separated art for pilot/copilot geometry
  509.  
  510. Drake Herald
  511.  
  512. Rescaled self-destruct timer
  513.  
  514. Vanduul series
  515.  
  516. Updated lighting
  517.  
  518. Merlin
  519.  
  520. Updated lighting
  521.  
  522. MISC Reliant
  523.  
  524. Updated lighting
  525.  
  526. Drake Caterpillar
  527.  
  528. Added airlock hole for EVA hatch
  529.  
  530. Ship Weapons
  531.  
  532. Updated animations
  533. Knightbridge Arms series: Complete Rework
  534. Klaus and Werner Repeater Series: Complete Rework
  535.  
  536. Star Marine
  537.  
  538. Armors
  539.  
  540. Armor and equipment weight now alters run speed and stamina drain
  541. Light/Medium/Heavy armor piece damage reduction balancing
  542.  
  543. Weapons
  544.  
  545. New P8-SC SMG available
  546. Tweaks and balance changes across all weapons
  547.  
  548. Arena Commander
  549.  
  550. Scoring Rework
  551.  
  552. First Person
  553.  
  554. Animations
  555.  
  556. Updated jumping
  557. Updated pistol animations
  558.  
  559. Gear
  560.  
  561. Equipment Weight
  562.  
  563. Equipment weight now influences actor state and run speed
  564.  
  565. Weapons
  566.  
  567. Complete art rework: Devastator 12 Shotgun
  568. Complete art rework: Arrowhead Sniper Rifle
  569. Complete art rework: Arclight Pistol
  570. Complete art rework: P4-AR Assault Rifle
  571. Complete art rework: Gallant Rifle
  572. Complete art rework: Gemini L86
  573.  
  574. Baior Of Red@Baior-CIG
  575. September 28th at 09:26 am
  576.  
  577. Technical
  578.  
  579. Menu
  580.  
  581. Reskinned "Contacts" page
  582.  
  583. Keybindings and Controls
  584.  
  585. Tweaked controls for turrets for an improved experience
  586. Added joystick mappings for EVA and FPS
  587. Added joystick mappings for interaction mode
  588. Added gamepad mappings for interaction mode
  589. Added ADS zoom in and out for gamepad
  590.  
  591. Audio
  592.  
  593. Updated internal ship audio
  594. Updated quantum travel audio
  595. Updated shopping UI audio
  596. Updated collision audio
  597.  
  598. Graphical
  599.  
  600. Exposure Improvements
  601. Specular Improvements
  602.  
  603. Fixes
  604.  
  605.  
  606. Bug Fixes
  607.  
  608.  
  609. Universe
  610.  
  611. Fixed LOD issues on Olisar
  612. Fixed delayed/missing music in Crusader
  613. Fixed missing purchasable items form ArcCorp
  614. Added proper collision to GrimHex shop window
  615. Fixed an issue where hangar spawning a Freelancer in front of a Scythe would cause them to collide
  616. Fixed missing collision in Aeroview hangar
  617.  
  618. Vehicles
  619.  
  620. Suspension should now work properly
  621.  
  622. Ships
  623.  
  624. EMP Charges no longer have a chance to kill players
  625. Fixed some audio feedback issues
  626. Khartu-Al
  627.  
  628. Corrected several backward or missing decals
  629.  
  630. Gladiator
  631.  
  632. Fixed exterior lighting
  633.  
  634. Mustang Series
  635.  
  636. Corrected several backward or missing decals
  637.  
  638. Fixed cracked glass appearance on cockpit from a distance
  639.  
  640. Caterpillar
  641.  
  642. Fixed an issue with shadow flicker in cockpit
  643.  
  644. 300 Series
  645.  
  646. Corrected several backward or missing decals
  647.  
  648. Fixed some clipping geometry
  649.  
  650. Fixed texture normals
  651.  
  652. Vanguard series
  653.  
  654. Fixed a bug with Hoplite destruction VFX
  655.  
  656. Vanduul
  657.  
  658. Fixed collision issues with Scythe and Glaive landing gear
  659.  
  660. Starfarer
  661.  
  662. Player no longer t-poses when entering/exiting turret
  663.  
  664. Constellation series
  665.  
  666. Reduced the interaction point size of ladders
  667.  
  668. Resolved missing or quiet audio for fly by
  669.  
  670.  
  671. FPS
  672.  
  673. Fixed some issues with grenade markers
  674. Fixed players momentarily in aim pose during jump
  675. Projectiles should now spawn in correct zone
  676. Fixed issue where players could use MediPen without reducing supply or without HUD updating
  677.  
  678. Arena Commander
  679.  
  680. Fixed LOD issue on Dying Star central spire
  681. Fixed LOD issues for landing pads
  682.  
  683. Star Marine
  684.  
  685. Visual clean-ups for Star Marine: Demien
  686. Cleaned up issues with player lighting
  687. Fixed issue where all players were marked hostile for spectator
  688. Players no longer slide into hacking animation when interacting with terminals from side or back
  689. Removed grenade damage through barrier into spawn room
  690.  
  691. General
  692.  
  693. Fixed issue where players were unable to join on friends if different regions are selected
  694. Fixed issue where if both players add each other to contacts they both appear as permanently offline
  695. Fixed an issue where only the first PTU account copy would get added to friends system
  696. Fixed an issue where loading into the universe would present no destinations after finishing a match of Arena Commander
  697. Fixed an issue where input recognition would fail when overlapping inputs
  698.  
  699. Balance
  700.  
  701. Ships
  702.  
  703. Boost and afterburner are additive rather than multiplicative
  704. Quantum fuel tanks and consumption have been updated for new planetary distances
  705. Hydrogen fuel tanks and consumption have been rebalanced and tweaked
  706.  
  707. FPS
  708.  
  709. Increased hip fire recoil
  710. Damage and spread balancing across all weapons
  711. Reduced procedural breathing sway effects in ADS
  712. Added damage reduction component to armor items
  713. Increased damage reduction of medium and heavy armors
  714. Increased movement speed difference between light and medium
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