NCE 2.5.369 - Redflash
Created on 2/21/2023 6:29:38 AM by NST
Gameworld & Content
Wastelands
- NPC Spawn Points:
- Lowered the number of mobs in each zone & increased the spread of spawns to eliminate / reduce double mobs on a single spawn point;
- Tweaked some spawns to prevent excessive mob vs mob fighting;
- Added Swamp Mage (required for the Swamp Pathfinder mission) to F03, G03 & G04;
- Added more dead-drop locations (required for the Wasteland Pathfinder mission) to I06;
- Added more dedicated Launchers spawns & and a terminal to the J01 bunker;
- Outpost Changes:
- A06 (Simmons) - Increased distance between the silos within the OP;
- C09 (Krupp) - Added boxes behind hackterm for back access;
- F11 (Devereux) - Removed trash cans obstructing shop entrance;
- H09 (Malstrond) - Added more cover between UG & hackterm;
- H15 (Soliko) - Added more cover between UG & hackterm;
- I04 (Sieger) - Fixed "Out of reach" GoGo;
- I08 (Avenger) - Boarded UG building windows for more cover as zoning up;
- I11 (Tristar) - Redesigned OP to make a little harder to defend;
- I11 (Tristar) - Removed 'Tech Door' worldmodel from tree;
- I15 (Cajun) - Fixed "Out of reach" GoGo;
- K04 (Rockshore) - Redesigned OP to make a little harder to defend;
- K05 (Drakkhan) - Redesigned OP to make a little harder to defend;
Balance
Weapons:
- Changed Cleanse DoT modules to be non-aggressive;
- Cleanse Damageboost & Para left as aggressive as to not tempt unintended consequences in PvP;
NPC Balance:
- Health Pool (All NPCs)
- Reduced the HP Scaling of all mid to high level mobs as their rank increases. This means that mid / higher level mobs have less HP then they used to and the higher their rank the more severe the HP reduction;
- There are exceptions for some mobs such as glass cannons, event mobs, etc.;
- NPC Damage (Wasteland NPCs)
- Average damage output of ~160 wasteland mobs rebalanced, and more tightly tied to their TL;
- Most mobs have had damage reductions, unless they were already outputting less damage than intended (these got a buff instead). The average for the damage reductions is a -21%;
- NPC QoL
- Humanoid based NPCs who wield the Rocket Launcher can now aim properly but do increased damage to drones (Doom Harbinger, Ceres War Heavy Infanty, etc.);
- Given force immunity to NPCs who have a stomp attack;
- Equipped melee Cyborg GD103 in Mech Haven & Cyborg GD305 in DoY Sidestreets with fusion pistols;
- Reduced range of NPC Shotgun by -20%;
- Reduced range of NPC Gatlin Rifle by -15%;
- Increased rank of several dungeon bosses from 120 - 124 to reflect their seniority;
- Increased size of smallest El Farid scorpion models to make them a little easier to target;
- Increased size of Little Bastard model size so it's not as much of a troll npc in Mutant OPs;
- Reduced size of all Desert Lizards models;
- Spawning of baby mobs deactivated on Grassland Spiders & Sand Scorpions;
- Wasteland Plants accuracy increased so they should register more hits against you (damage balanced accordingly);
Player Balance:
- Resist point strength buffed by ~ 13%;
- This result changes the previous nerf from being a -20% nerf to a -10% nerf from the original 2.5 values where Tanks and PEs were very strong;
- Stealth Delay Timing Update:
- Stealthtool (Jones) unchanged at 4 seconds;
- Stealth Activator I changed from 4 to 3 seconds;
- Stealth Activator II changed from 4 to 3.5 seconds;
- Stealth Activator III unchanged at 4 seconds;
- Obilterator changed from 5 to 6 seconds;
Server & Client Updates
- Fixed an issue with "Wave-spawns";
- Fixed GravLift speed;
- Fixed an issue with the Config-window (Anisotropy level can be adjusted again);
Graphics
- Added re-mastered Subway-train;
- Added re-mastered "Doy Door";
- Added re-mastered Decals:
- Text Decal "text_bg";
- Monitor-frame Decal;
- Welcome to the Zoo 1;
- Welcome to the Zoo 2;
- Visit the Zoo;
- Updated textures, fixed several issues and compiled a new .BSP:
- Outzone: Subway-Station;
- Subway;
- Fortress Outpost buildings;
- Factory Outpost buildings;
- Mine Outpost buildings;
- Lab Outpost buildings;
- Re-compiled Pepper Park Sector 1 to get in line with Subway changes;
- Re-compiled Pepper Park Sector 2 to get in line with Subway changes;
- Re-compiled Pepper Park Sector 3 to get in line with Subway changes;