Test Server Update Notes
Update T#236-238
Sorry for the delay folks, two of these patches were released to Vedeena last week. We chose not to release the notes prior to the test event, to get honest feedback of balance without knowledge of changes affecting judgement. We've also now released a patch to cover changes made since the event brought about by feedback received from the community.
There's a number of very cool changes in here which I am sure will be appreciated.
Gameworld & NPCs
- NPCs to mimic player characters implemented for testing;
- New Support NPC type added, this NPC will heal nearby allies;
- Decrypt Terminal NPCs from all Hacknet Faction DNS locations to fix Mr Jones mission compatability;
- Mob damage factor reduced;
- New high resolution cabinet models and textures for Plaza & Tech Haven apartments;
- Third variant high resolution cabinet model and texture available from furniture vendors.
Balance & Weapons
- Ruleset changes for balancing;
- SECOND LOVE shot effect tweaks - different ammo types now has different shot colours;
- Ionic Crossbow Pistol fixed, ammo has been renamed to clarify it belongs to pistol;
- Tank armour made less efficient;
- Class based resistance tweaks;
- Automatic Pistol ammo has been renamed to clarify it belongs to automatic pistol;
- SWAT Backup Gun damage raised (now very close to slasher in DPS);
- New test weapon for balancing introduced;
- APU damage reduced a bit overall, further damage reduction for Halo, Lance, Ball, Bolt and Barrel modules;
- IAR and CAR rifles damage increased a bit;
- Plasma Cannon damage reduced;
- Raygun Rifle damage reduced;
- Flamethrower damage reduced;
- SECOND LOVE damage reduced;
- Tank armor efficiency has been scaled down;
- Stamina use of all melee weapons reduced by 10%;
- Psi energy consumption for psi modules and stamina use for melee weapons now scale down with TL;
- Aiming Speed for all pistols has been increased (now fastest aiming weapon class);
- A new weapon for testing has been added, at 100% it deals 100 damage and has several useful ammo mods (heal, anti, db);
- Stun effect has been scaled down;
- Damageboost code recieved a complete overhaul, now works across all techlevels and variants;
- Further reduction of foreign cast shield efficiency.
Gameplay Updates
- Soul Clusters fixed;
- Automatic Soul Light regeneration has been reactivated;
- Remember, several new missions were implemented and updated to help you gain larger amounts of soul light and faction sympathy too.
- Leg damage now correctly slows down runners again, intensity has been adjusted;
- PPU self cast detection is now referencing skill values instead of character class/profession;
- Drones have been reactivated for testing.
Misc
- Player numbers are now shown as integer values instead of percentages on the server selection menu.
Update T#215
Gameplay Updates
- Server side calculated damage is now replicated to the client just for visual reasons
- 0 HP means DEAD now - there is no lag or latency anymore. If you target reaches 0 HP its death instantly
Content & Graphics
- LOD limited to level 0
- Some weapon trader were added in the test area
Known issues
- Some alphas are not working anymore (e.g. tree in the wastelands) they apear just black - We're on it
- Some weapons don't do any damage at all as other legacy code effects these. We need your help to track down all weapons which currently do not cause damage.
- PSI AoE spells may not work correctly - the effect isn't shown but damage should be there
- The new damage indicators just showing the plain damage you weapon does - there is no armor and resist influence yet.
I know it's important for some people to have stuns fixed first for some reason but stuns are very low prioritized.
It is more important to get the new damage system working as intented so the next step - calculate the weapon damage can be finished. When weapons are starting do the the damage we desire to have then things like stuns will become more important.
Update T#214
Bugfixes
- Barrels and some other weapons are fixed now
- GM TOOL fixed - Sorry dear GMs :D
Known issues
- Some alphas are not working anymore (e.g. tree in the wastelands) they apear just black - We're on it
- Some weapons don't do any damage at all as other legacy code effects these. We need your help to track down all weapons which currently do not cause damage.
- PSI AoE spells may not work correctly - the effect isn't shown but damage should be there
- The new damage indicators just showing the plain damage you weapon does - there is no armor and resist influence yet.
Update R#223 - T#40-42
Gameworld & Content
- "Ancient pergament" renamed to "Ancient parchment"
- added Iteminfo for "Ancient parchment"
- all Outpost Hackterms are solid now
As always: Please test all changes and give us your feedback, many thanks! :)
Known Issues "Warbots Bane"
- wrong Itemmodel for the particle and the weapon (Avalon is creating a complete new Model for this weapon!)
- the 'dead Warbot' is not dead, it's an NPC (Spy)
Update R#223 - T#39
Gameworld & Content
- added some dynamic NPCs for GM spawns
- a new WoC Mission was added to the Gameworld, called "THE ANCIENT PSI GLOVE" (PSI Mission)
- "Warbots Bane" requires now WoC (as intended)
You can start the Mission in B07 (Point Red): "Brother Cyrus" is waiting for you!
Please test the new mission and give me your feedback, thanks! :)
Known Issues "Warbots Bane"
- wrong Itemmodel for the particle and the weapon (Avalon is creating a complete new Model for this weapon!)
- the 'dead Warbot' is not dead, it's an NPC (Spy)
Update T#211-213
Gameplay Updates
- due to the newly implemented damage system it was neccesary to touch the UI aswell. A shiny new UI implementation which is also still WIP - has found the way into the patch. Damages are shown up more fluent now and each kind of damage has its own color code. Feel free to mod those colors in the RPOSCOLOR.INI
- As a part of the new damage system NPCs will now have damage zones equal to players. Means head, torso and legs
- NPCs are now able to receive heals, but not rezz
- Damage has increased in this build, to be able to do some pvp ;)
Note: PLEASE DO TEST STUFF WITH STANDARD AMMO - DOTS AND OTHER AMMOS ARE NOT INCLUDED IN THE RECALCULATIONS YET!
Content & Graphics
- Overhauled damage indicators ( the red numbers above your head )
Bugfixes
- Damages indicators are not becoming invisible anymore
- A bug was fixed regarding the termination of the client instance.
Known issues
- Some alphas are not working anymore (e.g. tree in the wastelands) they apear just black - We're on it
- Some weapons don't do any damage at all as other legacy code effects these. [b]We need your help to track down all weapons which currently do not cause damage[/b].
- PSI AoE spells may not work correctly - the effect isn't shown but damage should be there
- The new damage indicators just showing the plain damage you weapon does - there is no armor and resist influence yet.
Update T#208-210
Gameplay Updates
- several fixes (missing projectiles for example)
- recalculated Low-level weapons
- recalculated DEF files
- fixed Netcode-part regarding all the transmitted weapon data
Note: PLEASE DO TEST STUFF WITH STANDARD AMMO - DOTS AND OTHER AMMOS ARE NOT INCLUDED IN THE RECALCULATIONS YET!
Content & Graphics
- Added various decal textures
- Fixed some missing texture references
- Minor visual changes to Military Base Sec. 1 and Biotech HQ, including decals, assets, floating objects, removed some obsolete textures
- Changed both YO's layouts to bring it in line with the Military look, replaced some crates with different textures, removed and added blood and dirt decals, added further Apartment numbering that where missed in #198, fixed some floating objects
Known issues
- Some alphas are not working anymore (e.g. tree in the wastelands) they apear just black - We're on it
- Some weapons don't do any damage at all as other legacy code effects these. We need your help to track down all weapons which currently do not cause damage.
- Damage indicators (numbers above enemy heads) do not always display.
Update T#204-207
Gameplay Updates
- Some improvements made in the framework we do have for calculating weapon damage for example
- reworked calculations - this patch includes a new set of DEFs
- new "MISSED" shots introduced as a part of the new upcoming damage / weapon system
- Fix applied which removes referenced ressources on exiting.. it's now faster
Note: PLEASE DO TEST STUFF WITH STANDARD AMMO - DOTS AND OTHER AMMOS ARE NOT INCLUDED IN THE RECALCULATIONS YET!
Gameworld
- removed flying trees/boxes in several sectors
- fixed several bugs in apartments (hovering terms, doorbells, not usuable chairs etc.)
- Canyon Facility has now a LoM Trader
- Apartment Broker (Plaza Sec 1) sells now furnished Plaza- and Viarosso apartments
Missions
- Regants Faith Mission updated
- City Mercs Epic updated
Miscellaneous
- fixed several Typos
- Job-description for Riggers updated
Known issues
- Some alphas are not working anymore (e.g. tree in the wastelands) they apear just black - We're on it
- Some weapons don't do any damage at all as other legacy code effects these. [b]We need your help to track down all weapons which currently do not cause damage[/b].
- Damage indicators (numbers above enemy heads) do not always display.
Update T#203
Gameplay Updates
- Legacy code for Skill Influence for weapon damage has been replaced.
Know issues
- Some alphas are not working anymore (e.g. tree in the wastelands) they apear just black - We're on it
- Some weapons don't do any damage at all as other legacy code effects these. We need your help to track down all weapons which currently do not cause damage.
- Damage indicators (numbers above enemy heads) do not always display.
Update T#202
Small patch with a couple of fixes. Main one is to enable the new test-only drug to make testing a bit easier.
+ Added TL labels to all tools without
+ Added "R" notation to all remote tools
+ Added PE and SPY notation to Jones Stealth Tools
+ Added I, II, III notations to Stealth Activators
+ Added Vedeena-only drug "Master of Poking". Gives temporary +115 implant skill and is available from the Tyler's Biochem Drugs vendor.
~ Fixed transparency for willows and reeds (first fixes for "broken alphas")
~ Overhauled doorbell textures
- Removed Yakarma and "FragZone" VOX adverts