UPDATE - T#190

Created on 20.05.2014 14:48:32

  • Added actor definitions needed to be able to warp to the new shooting range, placed one entrance to the shooting range at Plaza 1.



UPDATE - T#189

Created on 20.05.2014 14:48:09

  • Aggressive damage over time effects - contamination, fire, x-ray, poison and energy stacks - have been reworked and should now work as intended.
  • Weapons with the same tech level from the same category (pistol, rifle, etc.) should now do the same amount of damage per minute/second, this is now independent of whether they do damage over time or instantly.
  • Due to the heavy refactoring of underlying code the corresponding particle effects now look slightly different.

  • Compared to the damage per minute/second of cannons:
    • Melee weapons do 5% more damage
    • Pistols and Rifles do 10% more damage
    • APU Spells do 15% more damage
  • Support abilities such as PPU heals and shields are still broken.
  • "Reverse LoMs" have been re-enabled on the test server.
  • We have added a "shooting range" which lets you test your damage output on, static, dummy NPCs. These NPCs only have 20% overall resists.
  • The frequency values in the weapon's info window have been also fixed.

UPDATE - T#188

Created on 20.05.2014 14:47:47

  • The damage of different ammo mods has been equalized. The only difference between different ammo types is now that they deal different types of damage.

UPDATE - Hotfix T#187

Created on 20.05.2014 14:47:15 by Alduin

  • There was an issue in the dpm curve which distorted it heavily. This issue has been fixed.
  • A temporary background of the new, still work in progress, NPC dialog has been added.