Windows Patches |
2014-01-08 |
v211650
- Server performance improvements
- Alerts should return to normal functionality
- Indar will now unlock correctly on Connery
- Battle Hardened 3 + 4 implants should now function properly
- Senson Shield implant has been renamed to "Sensor Shield 3"
- Senson Shield 2 implant has been renamed to "Sensor Shield 4"
- The Holiday event has been disabled
- Tweaked the base VS textures (characters, helmets, and weapons) as well as the Camo mask; certain areas no longer receive tint to help with IFF
- Warp Queue should have more precise times for members
- Warp Queue UI usability improvements
- Replaced certain banners with default PS2 banners (those who purchased the banners have already had refunds)
- Fixed some result percentages for the nano-cycler to bring them closer in line with our intent; this change should result some implants being more likely drop from a combine than before
- Adjusted hit registration for quick knife with the default knife; new knives and wielded default knife unchanged
- Fix to Auraxium Slasher animation
- Fixed a bug where vehicle muzzle flashes weren't playing in first person in ultra settings
|
2014-04-29 |
v184799
All Access Membership
- PS2 Membership has been upgraded to SOE All Access
Misc
- Lowered instant action reuse timer from 5 to 2 minutes.
- Players may now spawn at the nearest facility if they are respawning cross zone and the spawn point becomes invalid during the zoning process.
Bugs Fixed
- The S3 scope can now be unlocked on the T1S Cycler.
- EM1s can now unlock the HS/NV Scope.
- LC2 Lynx now has a description and the HS/NV Scope can be unlocked.
- Vanu lady characters will no longer mistake reavers for mosquitoes when spotting.
- Fixed the Deserted Mineshaft teleporter to work correctly.
- Erroneous XP will no longer show up on the Death Recap screenâs graph.
|
2014-05-02 |
v185251
- Fixed an issue with the daily sale for non-members. They were being charged an incorrect amount. (We will be granting this back soon. No need to contact Customer Service.)
- Fixed some membership and commerce issues for certain customers. Some customers who were unable to see their SC balance or claim SC as part of membership should now be able to do so. However, we are still working on some related issues in regards to purchasing SC and membership.
- Fixed an issue with being unable to purchase sale items without enough SC to cover the pre-discounted price.
|
2014-05-20 |
v187043
Cert Window
- Cert screen has been replaced by the Nano-Cycler (Implant) screen
- Leadership certs can be found in the Social screen (This is no guarantee of improving social ability. Eating cheetos with an open mic is still frowned on)
- Class certs can be found in the Classes screen (It was the next place you were going to look....)
Implants
- Soldiers can now augment their battle prowess by equipping combat implants (We do realize this is controversial but "battle prowess" is not a metaphor).
- Implants are slotted in custom loadouts
- Implants are occasionally awarded to soldiers as they earn experience (They are awarded through the magic of nanites).
- Implants can also be requisitioned with Certification Points or Station Cash via Implant Packs in the Depot
- Implants are powered by the Implant Power Core, which uses energy to power their effects
- When energy is completely depleted, implant effects are lost until energy is replenished
- Implant energy is replenished by using Chargers
- Chargers are occasionally awarded to soldiers as they earn experience
- Chargers can also be requisitioned with Certification Points or Station Cash in the Depot
- There are three tiers of implants - the higher the tier, the more powerful the implant! (Meaning more prowess).
- Soldiers can now use the new Nano-Cycler to break down unwanted implants and create new implants
- The Nano-Cycler is accessed from the main menu
- Nano-Cycler instructions can be found in its help menu (In a super helpful way!)
New Weapons
- New Combat Medic Assault Rifles
- NC-9 A-Tross
- The NC's A-Tross was created as the ultimate in heavy-hitting, long-range assault rifles. Featuring a 30-round magazine and an overclocked propulsion coil firing a high-damage projectile, the A-Tross can drop targets at even distant ranges. (Are you seriously not overclocking your propulsion coil? )
- TORQ-9
- The Terran Operations Rifle is a favorite amongst TR who feel at home with an all-around performer. Deadly accurate with fast reload assists for its 40 round magazine, the TORQ-9's versatility and ease of use make it a solid choice in combat.
- Terminus VX-9
- The Vanu's shadowy VX Labs launched the Terminus VX-9 shortly after joining the war. Engineered with advanced cooling systems that allow for its high rate of fire, the Terminus allows users to hold their ground at close-to-medium ranges. (You may also remember VX Labs as creators of stealth rations where proved unpopular with most VS troops.)
- New Common Pool Shotgun
- NS Baron G5
- Nanite Systems' first attempts into close-range weaponry resulted in the powerful Baron G5. The tube fed Baron is able to put down targets at longer ranges than typical shotguns thanks to its narrow choke.
Medic Updates
- Combat Medics can now use Battle rifles (Warden, AMR-66, and Eidolon VE33) for their primary weapon. (Leave them alone, they've been working out)
- Combat Medic now has access to the Adrenaline Pump certification in their suit slot.
- Triage now heals allies who are outside of the vehicle if they are within 5 meters. (Now you see the TRUE power of nanites!)
- Heal Grenades
- Heal rate increased from 60 hp per second to 100 hp per second
- Detonate time is now faster, from 3 to 2 seconds
- Increased heal range to 10 meters
- Fixed last two ranks of the medicâs default heal ability regening the timer during use, causing active duration to be inconsistent. All ranks of the medic ability now match the cert upgrade descriptions. (If you didn't notice this then....carry on soldier. Nothing to see.)
- The last cert rank of the medicâs default ability now adds +1 meter to the ability range.
New Cosmetic Laser Sights
- New colored laser sights are now available for the NS-44 Commissioner, NS-357 Underboss, and their black and gold variants. They can be found under the Rail loadout for each weapon. (Laze your targets with flair! Combat can be both violent and fabulous!)
Howling Pass to NS Material Storage Update
- The road from Howling Pass to NS Material Storage has been adjusted. The choke point along that road has been vastly shortened, large fields have been added for fierce tank battles, and secure parking spots have been added for Sunderers. All together this should make fighting along this stretch much more fun! (Warning: When leaving a secure parking spots be sure to lock your Sunderer and take all your valuables with you,)
Decoy Grenades
- Decoy grenades now place false firing indicators on enemy minimaps.
- Updated decoy grenade audio to match recent weapon audio changes.
Flash & Harasser Handling
- With some code changes we've made over the last few updates, weâve updated the handling on the Flash. The Flash should grip the ground a lot better and be less likely to spin out and a little less likely to flip. It is still possible to do both but it should be under more extreme circumstances. (Extreme stunt videos will live on YouTube forever...)
- We've also enabled these changes on the Harasser, but without any tuning modifications. So the Harasser is using the new code but there shouldn't really be any noticeable difference.
Gameplay Improvements
- Large outposts have Galaxy access now, if there are aircraft available.
- Lightning tanks are now available at all vehicle terminals.
- Reduced Sunderer deploy exclusion to 65 meters.
- Spawning Harassers at The Crown is much safer now. (Spawning vehicles into tank barrage fire is still risky.)
- Revised explosion audio to help with too much low frequency buildup during gameplay and allow other things to audibly cut through. Explosions now play different sounds for close (0-250 meters) and distant (beyond 250 meters).
- Added an extra magazine to the VS Zenith VX-5 carbine for a total capacity of 210, which is consistent with other carbines. (Who would have thought the VS of all empires would have the least efficient carbine? Science guys!)
Misc
- The ping meter on the leaderboard has been replaced with a more accurate Network Quality status.
- If your Network Quality is low you will now be warned on your HUD.
Bugs Fixed
- Many client crash fixes
- Dual-75 Duster should no longer display magazine size certifications in the VR zone.
- The NS Vandal can now be trialed.
- The magazine now falls out of NS Vandal on reload. (You guys are soooo needy with your "need to proper reload your weapons".)
- Polish to 3rd person reload animations for the Vandal.
- Fixed a broken Reaver Tiger Fin skinning issue.
- Fixed Sunderer attachments, Boar Grill, Bull Grill, Duskbuster Headlights, Fogbreach Headlights, and Retro Grill to not have camo on non-camo Sunderers.
- Updated tooltip on scout radars to mention they detect player movement. They have functioned this way for quite some time. (Surprise! It's a feature!)
- Your loadout should no longer be reverted to slot 1 when you log out.
- Sniper scopes should no longer pop when entering and exiting ADS.
- Fixed a ton of animation bugs for things like off hands clipping into weapons to reload animations not playing correctly.
- Fixed a bunch of geometry bugs all over the world. There should be far less inescapable pits, floating bushes, shields sticking through walls, and busted stairs.
- Deployed Sunderers can no longer be moved by other vehicles. (We are looking at you Mr. I use the Magrider as a bulldozer).
- Semi-auto weapons will now show the correct rate of fire when looking at weapon stats. (Some of you don't like made up numbers for some weird reason...)
- Shotguns now highlight pellet spread correctly when comparing them. The weapon with the lower spread is green and the higher spread is red.
- Fixed the LC2 Lynx carbine showing the icon for the old model if it wasnât owned.
- The primary turret on the Vanguard should no longer twitch when viewing from the top gunner position.
- Auraxium medals can now be earned on the Hades, Nemesis, Hawk and Crow.
- Pulsar C medals and ribbons have been fixed.
- Many incorrect medal names have been fixed. Sorry, you donât really have Auraxium in Female VO Pack, and your Shredder is not a Bulldog.
- The AV MANA Turret now has a ribbon.
- Fixed Phantom VA23, KSR-35, and Impetus rifles jumping during the recoil animations.
- Backseat passengers in the Harasser can now be seen reloading. (No more freeloading!)
- Fixed pump-action shotguns sometimes not playing reload animations if empty.
|
2014-05-22 |
v187397
- Combat Medic Regeneration Field device now available in the ability slot
- This deployable creates a nanite field that regenerates ally shields; each cert rank increases the regeneration rate
- Implants
- Effectively removed drop caps from loot drops
- Implant tooltips on the reveal screen are now properly aligned
- VS Heavy Assault damage delay with regeneration implant fixed
- HS/NV sight again available for the TRS-12 Uppercut
- NS Baron: Weapon sights now available for SC purchase
- NS Baron: MH2 Reflex Sight (2x) and TMS (4x) should now properly unlock
- Dual 75 Duster can now be trialed
- Dual 75 Duster TR rank 4 zoom optic is now purchasable
- Fixed issue where scout radars and proximity radars were not detecting at the correct ranges
- Retuned explosion audio variants
|
2014-06-03 |
v188606
New Membership Perk - Squad Boost
- Members in a squad will now provide the entire group with 3% bonus XP
General
- Continent Domination Threshold for gaining a continent benefit is now 94%
- Continent Domination Threshold for losing a continent benefit is now 7%
- Lattice links have been added between all adjacent warpgate-bordering territories.
- Hex regions around the warpgates have been adjusted to fit new lattice links between the warpgate-adjacent territories.
- Added a short deploy timer to Instant Action when a player is dead.
New Ribbons
- Resupply - for resupplying ammunition to friendly players, including vehicle resupplies.
- Air Deterrence - for surface-to-air damage inflicted against enemy aircraft.
- Air Superiority - for air-to-air ESF vs ESF kills.
- Anti-Tank - for destroying enemy tanks.
- Recon - for motion sensor and scout radar assists.
- Spotter - for spot assists.
- AMS Support - for supporting your team with Sunderer AMS spawns.
- Marksman - for infantry vs infantry kills at ranges >= 70m
- Vehicular Combat - for roadkill and ram kills while in a vehicle.
- Point Control - for capturing control consoles and kills around them.
- Savior - for saving your teammates from certain death.
- Objective Support - for overloading, stabilizing, and destroying generators.
- Squad Spawn - for providing a spawn for your squad members via beacon, Sunderer, or Galaxy.
- Deployment - For deploy bonuses from transporting friendly players who go on to earn kills shortly thereafter.
Area Bugs
- Speculative fix for the base flipping.
- Refactored some code that will improve how areas are handled in general (gravity pads, etc).
- Adding significant amounts of logging in case the above two fixes donât work.
Cert Refund: Optics Incorrectly Deducting Certs
- We performed a grant to replenish certs for a small group of players who were incorrectly charged twice for certain optics purchases.
Implants
- Charger Energy Values have been Increased.
- Drop rates for implants have been reduced.
Bugs Fixed
- Updated Harasser nanite auto repair description to reflect in-game effect.
- Fixed a bug where EOD HUD implants were draining energy while the implant user was dead.
- Darklight flashlight should now be available on NC4 Mag-Shot.
- Sending a message from Outfit Members list will no longer redirect to friends list.
- Fixed some texture stretching issues on the Magrider.
- Infantry decals will appear over armor now.
- You can now resupply grenades in VR Training.
- Crouching then jumping on a vehicle will no longer result in suicide.
- Headhunter camo will now cover the entire body.
- The 3.4x Red Dot sight reticle will now show up better at night.
- Fixed an issue where some items could be removed from you when leaving VR Training.
- Fixed a bug where the Greenhorn Voice Pack was missing.
- The AV mana turret ribbon is now awarded at the intended number of kills.
|
2014-06-19 |
v190316
Travis Manion Foundation Weekend June 20-22
- 10% of all sales and all proceeds from TMF decal bundles will be donated to the Travis Manion Foundation. Check it out the Depot!
Liberator Changes
We are reverting some of the stock armor changes that were presented in the Liberator update.
- Liberator stock resistance to Armor Piercing rounds is being reverted from 10% back to -20%
- Liberator stock resistance to HEAT rounds is being reverted from 10% back to -33%
- Liberator stock resistance to non lock-on rocket launchers rounds is being reverted from -70% back to -88%
The composite armor benefit is remaining but will be less effective with the stock armor being adjusted.
Liberator Engine Audio
- Liberator audio adjusted to be more noticeable from greater distances. This does not affect the audio heard for players inside the Liberator.
C150 Dalton
To reduce effectiveness against infantry, the Daltons blast damage and size is being adjusted to be similar to an armor piercing tank shell.
- Inner Blast radius reduced from 1 meter to 0.5 meters
- Outer Blast radius reduced from 9 meters to 1 meter
- Blast damage reduced from 700 to 450
- Blast damage is no longer capable of damaging tanks (or other vehicles normally resistant to explosive damage). Direct hit damage has increased from 1825 to 2000 to compensate.
- Ammo Capacity
- Base Capacity reduced from 40 to 20 rounds
- Certified ammo capacity reduced from 8 rounds per rank to 2 rounds per rank. (Maximum of 40 down from 120)
L105 Zepher
The Zepher is receiving a reduction in effectiveness against infantry but will remain a more effective anti-personnel option than the Dalton due to its six round magazine and blast size. In addition, it will be receiving a small direct damage reduction to make the Dalton stand out more in that regard.
This is the Zephers intended role; A variant of the Dalton that trades some vehicle damage for being more forgiving and more effective against infantry.
- Blast damage reduced from 750 to 450
- Direct hits now use the same damage type that the Dalton uses
- This makes the damage more comparable/consistent between the two
- Direct hit damage lowered from 1200 to 600
- This will result in some vehicles requiring 1 to 2 more Zepher hits to destroy (except Galaxy).
- The resist and damage adjustments results in the following changes
- MAX (3 HK to 4HK)
- Flash (1HK to 2 HK)
- Harasser (4 HK to 6 HK)
- Note: This corrects an issue that the Zepher was superior to the Dalton at destroying Harassers.
- Sunderer (16 HK to 17 HK)
- Lightning (9 HK to 10 HK)
- MBT (10 HK to 11 HK)
- Phalanx (9 HK to 11 HK)
- Galaxy (12 HK to 16 HK)
- Note: TTK was previously identical between Dalton and Zepher, this provides a greater distinction
- Ammo Capacity
- Base Capacity reduced from 90 to 60 rounds
- Certified ammo capacity reduced from 18 rounds per rank to 6 rounds per rank
Dual-75 Duster
The Duster is intended to be primarily anti-infantry and needs improvements in this regard. It needs to stand out in that role so we are increasing the blast radius.
- Inner Blast Radius increased from 0.75 meters to 2 meters
- Outer Blast radius increased from 4 meters to 6 meters
AP30 Shredder
We are removing the blast damage on the Shredder to reduce effectiveness against MAX units and personnel. MAXs will be receiving a bump in armor piercing resistance as well.
- Blast damage removed from Shredder.
- Ammo Capacity
- Base Capacity reduced from 1250 to 500 rounds
- Certified ammo capacity reduced from 120 rounds per rank to 50 rounds per rank.
Tank Changes
- Tank primary turrets are now stabilized. (Their elevation will not move with chassis elevation changes, unless it hits the upper or lower constraint)
- Vanguard acceleration is being brought closer to the other tanks.
- It is still the slowest tank to accelerate; it was just too low.
ESF Changes
We are making adjustments to ESF rocket pods and hornet missiles to both better define them and allow the Liberator to stand out more as anti-vehicle.
Rocket pods will be receiving a direct hit damage reduction that will lower its effectiveness against vehicles. We are adjusting it so that it will take 1 full volley of rockets (no misses) to the rear of an MBT will place it in critical damage instead of destroying it.
- Mosquito Pods
- Damage decreased from 475 to 400
- Reaver
- Damage decreased from 635 to 550
- Scythe
- Damage decreased from 550 to 475
Hornet Missiles will be receiving a direct damage increase. This increase will make hornet missiles more effective against vehicles than rocket pods in certain situations.
- Damage increased from 1800 to 2000
The Air Hammer is too effective against Liberators and Tanks. This is partially because of damage and the pellet spread.
The pellet spread is tuned around hitting ESFs, so against larger vehicles some of the shotgun disadvantages of the weapon are lost. To compensate for this, we will be adjusting the fall off damage ranges to require the Air Hammer to get in closer.
Along with fall off, weâre changing the damage type from heavy machine gun to aircraft machine gun. This will leave it mostly alone against ESFs and other light armor, but heavily armored vehicles will resist more.
- Direct damage is now on aircraft machine gun resist type
- This essentially means heavy armored vehicles (tanks & libs) will resist more
- Max damage increased from 150 to 175
- Base magazine size increased from 3 rounds to 5 rounds
- Max damage range reduced from 150 meters to 50 meters
- Minimum damage range reduced from 300 meters to 100 meters.
Coyote Missiles
- Increased time required to reload from 3 seconds to 4 seconds
MAX units
- Max resistance to AP rounds increased from 48% to 60%
NS Baron shotgun
- Overall reload is now faster
- First shell reload is now faster, from 0.8 to 0.58 seconds
- All shells after the first shell are also faster, from 0.55 to 0.5 seconds
- The shotgun is now ready to fire faster when interrupting the reload
- Improved accuracy when running while in iron sights
- Accuracy improved from 0.9 to 0.7
Misc:
- Some soccer (or football, if you're into that sort of things) cosmetics have been added to the Depot. Buy them or you're not a true fan.
- Optics purchased with Station Cash will now be unlocked account wide.
- Added an option to turn down bloom.
- Soldiers who place explosives will now get an assist xp award if they are detonated by someone else and the explosion kills an enemy.
- Assist XP from explosive kills = exact same xp as a full kill
- Engineers can now equip the ammunition package directly by pressing the ability key (default: F)
- To match the above, the ammunition package is no longer equipped in the utility slot and is no longer an alternate fire mode on the ACE Tool.
- The thrown ammunition package is now a physics object and is no longer in the deploy system. This will allow it to be thrown anywhere.
- The ammunition cert line can still be found in the Engineer Certs list.
- The Medic tool now uses right click to revive and left click to heal.
- The visuals on the Combat Medicâs Regeneration Field will now grow to match the range of the device as it is certed up.
- Adjusted the visuals on the Combat Medicâs Regeneration Field to improve performance.
- Sunderer owners now get 5xp per player who spawns on their deployed Sunderer. Increased from 2xp.
- Flash kills are now worth 100xp. Increased from 25xp.
- Added spotting voice callouts for spotting both deployed enemy Sunderers and enemy spawn beacons.
- Adjusted lag compensation to improve overall responsiveness.
- Renamed âPistolâ slot to âSidearmâ slot. Crossbows are now listed as crossbows instead of being listed as pistols when looking at their weapon stats.
- Increased collision size of placed Spawn Beacons so that theyâre easier to shoot and hit with explosives.
Bug Fixes:
- Fixed various crashes.
- Fixed an issue that would sometimes cause players to spawn at unwanted locations due to deployment spawn list changing.
- Changing drivers in a Prowler or Sunderer will no longer cause the vehicle to teleport back to the initial deploy location.
- Addressed an issue where at some distances projectiles and bullets could ignore collision and hit through things like spawn room doors.
- Fixed explosives damaging facility objects, such as terminals, through geometry.
- Aircraft weapons should no longer be able to shoot through Biolab shields.
- Gateshield Diffuser will now function properly when activated while holding A or D.
- The Infiltrator Recon Detect Device descriptions now list the correct duration of fired recon darts.
- The audio effect from a gravity pad will no longer persist when exiting a vehicle onto a gravity pad.
- Weapon sights will once again work correctly in VR Training.
- Class abilities will once again work correctly in VR Training.
- Fixed a bug where the Greenhorn Voice Pack was missing.
- Fixed various geometry bugs on Amerish and Indar.
- Fixed issues with decals displaying incorrectly on some TR Infiltrator armor.
- Fixed a skinning bug that kept the Reaver Tiger Fins from moving with the Reaver wings.
- Fixed the graphic for the latency meter to be scaled correctly.
- The 1x scope can now be purchased on the AS16 Nighthawk.
- The EM6 LMG will no longer incorrectly show an advanced laser sight for unlock.
- Fixed a bug that was preventing the VS Corvus VA55 assault rifle from playing recoil animations.
- The Medic Regen Shield description now correctly lists itâs radius.
- Fixed throwable physics objects, such as ammo packs and tank mines, not being thrown if activated while the player was sprinting.
|
2014-06-20 |
v190522
- Corpse collision has been fixed to no longer block bullets it shouldn't. This was causing a feeling of bad hit registration in firefights with multiple corpses.
- Soccer/Football themed assets have been added to the Marketplace.
- Note: Some country flags are copyrighted and we couldn't use them. Write your local politician on that one, no bug reports please ;)
- Fixed a text error in the UI settings.
|
2014-06-26 |
v191225
Continent Locking:
- Continents can now be locked to a conquering empire in one of two ways:
- Dominate the continent by owning at least 94% of the territory
- Win an alert
- When a continent locks, the conquering empire automatically captures all remaining regions on the continent
- All players on the locked continent will be prompted to redeploy to another continent.
- A maximum of 2 continents can be locked at any one time.
- Whenever a continent is locked the oldest existing locked continent will automatically unlock.
- A Continent Benefit is now only active while the continent is locked.
- Continent Benefits have changed:
- Amerish gives -50% Infantry Purchases (up from -10% Aerospace Purchases)
- Esamir gives -50% Mechanized Purchases (up from -10% Mechanized Purchases)
- Indar gives -50% Aerospace Purchases (up from -10% Infantry Purchases)
- Hossin gives +25% XP (new) (It's almost like we want you to play there!)
- To accommodate continent locking, Global Alerts have been removed from the game, meaning every alert is now specific to a continent
- When a continent is unlocked the warpgates on that continent will rotate, and territory will be reset to a default starting configuration for each warpgate. (Tired of your warpgate location? Now you can fix it)
- Warpgates will no longer rotate every other week and are now exclusively rotated via continent locking.
Outfits Recruiting:
- Do you run an outfit? Looking for some new blood? List your outfit in the brand new recruiting system.
- Are you looking to join an outfit? Want to meet some new friends? Find an outfit to join in the brand new recruiting system.
- To list your outfit go to the outfit screen and there is a Manage Recruitment button.
- To view recruiting outfits, go to the outfits button on the social tab. On the main page is a button to find an outfit.
Outfit Decals:
- Your outfit can now select a decal to represent yourselves.
- Purchase Infantry or Vehicle Outfit decals in their Depot categories for 100 SC or 250 Certs
- Equip like a normal decal. If youâre in an outfit and the outfit has a decal selected, the decal will display as the selected decal. (How many times can we say decal? You'd be surprised!)
- If youâre not in an outfit, the decal will not display. (So just join and stay in an outfit already)
Outfit Base Capture:
When your outfit captures a base your outfitâs decal will be displayed on the faction banners at the base, on the scoreboard, and on the map. (We got tired of some of you "marking" the map. Infantry are provided latrines).
An outfit is recognized as being the captors by being the highest scoring outfit during the baseâs capture
For now, this score is simply the cumulative score of the outfit members that participated in the base capture (i.e. the scores that are displayed on the scoreboard). (If you are bad at math, just have everyone try harder ok?)
Misc:
- The descriptions on the Medical Applicator now list the hotkeys required for healing and reviving. (Some of you were just mashing 5 keys and getting lucky).
- Adjusted ranges of âEnter Vehicleâ and âEquipment Terminalâ interactions on Sunderer.
- Change reduces overlap and is intended to reduce the chances of accidentally triggering the interaction you donât want.
- When the vehicle is deployed, you will need to get closer to the terminal and closer to the vehicle.
- When the vehicle is undeployed there should be no change in the enter vehicle interaction.
- A lattice link has been added between TI Alloys and Ceres Hydroponics on Indar.
Bug Fixes:
- Desynch fix for multiple situations. (This should improve a number of issues some of you have been reporting but poor accuracy is still in your hands)
- Fixed focus issues with the chat window after hitting escape.
- Fixed an issue where thermal optics for the Dual-75 Duster were not set up like other belly guns.
- The TR Honeycomb camo will now scale correctly.
- Updated the descriptions for Liberator belly weapons to be more accurate with recent changes.
- The unpurchasable magazine size certification should no longer appear for the Hyena Missile Launcher. (In this particular case, size didn't matter)
- Camo will now apply correctly to the Bruiser Plating and Scrapper Vanguard attachments.
- Kills caused by explosions will no longer grant double experience. (This doesn't mean you should stop doing it because come on...it's entertaining right?)
- Equipping the Ammunition Package during a weapon reload will no longer skip the reload animation.
- Adjusted the Ammunition Package so that it it less likely to continuously shake when thrown on uneven terrain. (See? You thought you were just really nervous.)
- Fixed an issue where tank reverse turning speed would change when toggling the âInvert Reverse Steering for Tanksâ option. (We really can't make this stuff up....)
|
2014-06-27 |
v191388
- Continents will now correctly lock to the Alert victor upon the completion of the Alert
- Since Hossin is a brand new continent that we want everyone to enjoy, we've temporarily disabled all Hossin alerts to prevent Hossin from being locked through alerts. Hossin can still be locked through territory domination, however.
- Latest Hossin map
- Fixed the spawn room shields at Nason's Defiance
- Removal of redundant FX on some plants in Hossin
- Server performance fix
- All reinforcement spawn points will now turn off once a faction has greater than 50% population in the region.
- Outfit Browser: Will now only show outfits from your own server
- Updated the notification for facility capture to include more details on the dominant outfit
|
2014-07-01 |
v192112
- A reported Tank handling issue at high speeds has been addressed
- Hossin
- Various instances of flora growing indoors has been removed
- Ixtab southern pass painfield has been fixed
- Vex Biologics air ammo resupply station has been fixed
- Gourney Dam spawn doors should now function correctly.
- Ancient Clutter vehicle terminal has been fixed
- Minor misc fixes have been made to improve general gameplay.
- All infantry and MAX weapon attachments are now purchasable with Station Cash. Like the existing weapon optics, any attachment purchased with station cash will be unlocked account wide.
- All weapons that have a second advance variant of forward grips or laser sights have been condensed down into a single attachment unlock. All certification points that have been spent on these attachments have been refunded.
- Added 2x Optic to all appropriate weapons that were missing it
- Kill Assist Experience should calculate correctly
- Server Ping Rate re-added to the server select screen
- Continent Locking
- Lock warning will display on main HUD
- Outfit Recruiting
- Profanity filter added to the Outfit Summary
- Fixed some text errors in the Outfit Browser
- All spawn doors should now have the new visibility changes
- Bloom has been set back to normal levels.
|
2014-07-09 |
v193050
- New Starter Packs are available for each Infantry Class. Check them out in the Bundle section of the Depot. Or don't, and wonder for the rest of your life what could have been.
- Thermal Scopes will no longer allow you to view players behind the spawn room shield.
- Fixed an issue with black stripes appearing in certain areas of the Hossin maps (main and minimap)
- NC05 Jackhammer: Rail attachments can no longer be purchased twice.
- Phobos VX86: Flashlight can no longer be purchased multiple times.
|
2014-07-17 |
v193920
Continent Locking
- This feature now updates the number of locked continents automatically based on the overall player population. This will result in less queues during peak hours and more intense combat in off hours. The lock thresholds are Design-tunable.
Misc
- Comm Clash World Champions decal can now be selected as an outfit decal.
- Pulsar C Auraxium medal issue where players weren't given the appropriate medal should be resolved.
- Granted certs to some ex-PSG multi-month subscribers who were improperly listed as copper level at the beginning of June. The cert amount includes some 'interest' to make up for the long wait on a resolution.
- The /bug window had usability improvements based on /r/Planetside/ feedback.
Hossin
Hossin Bugs Fixed
- Unable to capture Rustwash Offal Pit
- Ixtab Amp Station: Exploit: Players able to shoot out from inside rocks
- Sharpe's Run: Players can fall through platform and get stuck
- Nason's Defiance: Sunderer no-deply zone doesn't include capture point A
- Kessel's Antiquated Crossing: Spawn room inaccessible
- Matsuda Genetics: Capture point A capturable from upper floor
- Naum Marsh Compound: Players can get stuck in a crevice
- Halcyon Watch: Floor incomplete
- Wainwright Armory: Floating plants
- Ixtab Amp Station: Turret line of sight blocked by tree
- Genudine Holographics: Missing water texture
- Bravata PMC Compound: No-deploy zone not indicated on the map
- Ghanan Tech Plant: Stairs are missing bottom step
- Bitol Eastern Depot: Missing turret
- Gourney Dam: Building missing stairs
- Nason's Defiance: Players can get stuck at /loc 121.610 130.790 -58.220
- Construction Site Beta: Gap in the floor
- Acan Southern Labs: Teleporter room missing shields
- Acan Bio Lab: Teleporter room's shields are misaligned
- Acan Southern Labs: Teleporter blocking part of a spawn room exit
- Mossridge Command Center: Gravity lift is not functioning
- The Rusty Bent Glaive: Turret line of sight blocked by trees
- Hurakan Southern Depot: Players can get stuck at /loc -573.820 75.930 -1029.920
- Naum Ravine Overpass: Players can get stuck in the rocks
- Construction Site Alpha: Extra non-functioning capture point
- Ixtab Southern Pass: Tree branches clipping through building walkway
- Vex Biologics: Players can get stuck behind the teleporter room
- Halcyon Watch: Floating mushrooms
- Rustwash Offal Pit: Floating mushrooms
- The Rusty Bent Glaive: Floating plants above water
- Edgewater Rickety Overlook: Floating plants
- Ghanan Tech Plant: Players can get stuck in the rocks at /loc -676.120 16.920 -3091.370
- Iron Quay: Floating grass at /loc 289.337 5.182 -1739.749
- Chac Water Purification: Players can get stuck behind vehicle pad
- Iron Quay: Floating grass at /loc 289.337 5.182 -1739.749
- Chac Water Purification: Players can get stuck behind vehicle pad at /loc 3014.532 7.970 1026.166
- Chac Water Purification: Vehicle terminal located inside spawn room
- Ancient Clutter vehicle spawn does not spawn vehicle
- Gourney Dam: Tree branch hanging through roof at /loc -774.040 141.050 -16.930
- Gourney Dam: Tree branch hanging through roof at /loc -784.790 141.190 -256.060
- Southern Warpgate: Floating plants at /loc -2999.250 4.290 148.650
- Hayd Skydock: Floating tree roots at /loc 2424.706 7.761 -181.302
- Naum Marsh Compound: Players can get stuck inside a hole at /loc 2288.230 30.740 -1027.850
- Construction Site Lambda: Floating grass along the road at /loc -1465.780 14.000 78.580
- Ixtab Southern Pass: Tree branches clipping through wall at /loc -802.120 71.060 1083.898
- Woodman ASE Labs: Shield generator is inside a prop
- Hurakan Western Pass: Players can get stuck between tree/rocks at /loc -190.210 98.360 -1447.140
- Mossridge Command Center: Floating plants at /loc 272.810 47.330 1499.010
- Ghanan Research Labs: Players can hide in a hole at /loc -402.840 56.340 -3194.170
- Cairn Station: Floating grass at /loc -1219.758 9.495 -1107.969
- Chac Water Purification: Players can get stuck in the rocks at /loc 3144.490 20.890 905.470
- Wainwright Armory: Players can get stuck at /loc 1005.867 29.216 -1692.265
- Archaic Supply Station: Players can get stuck at /loc 2795.188 43.125 1488.968
- Broken Vale Garrison: Players can get stuck in a rock cave at /loc 605.955 131.452 -489.257
- Hurakan Southern Depot: Boxes cliping into the wall at /loc -746.660 71.800 -1240.840
- Zotz Agriculture Lab: Grass growing inside spawn room
- Cairn Station: Aircraft terminal does not spawn aircraft
- Gourney Dam: Turrets cannot be hacked
- Genesis Terraforming Plant: Players can get stuck in the airpad base at /loc -707.380 27.260 1637.970
- Hayd Skydock: Floating plants at /loc 2518.190 4.000 -375.630
- Kessel's Antiquated Crossing: Spawn room doorway blocked at /loc 3301.860 5.120 -211.880
- Southgate Checkpoint: Players can get stuck in the rocks at /loc -2663.543457 9.734508 1446.612183 -3.130736
- Southgate Checkpoint: Players can get stuck in the rocks at /loc -2760.560 8.320 1280.820
- Hurakan Western Pass: Floating plants at /loc -504.190 81.340 -1460.750
- Nason's Defiance: Dirt visible inside building at /loc 44.515 140.640 -108.429
- Comglobal Telegraph: Teleporter is underground
- Mossridge Command Center: Bridge is not flush with the ground
- Gourney Dam: hacking the vehicle terminal also changes the faction for spawn shield and turrets
- Vex Biologics: Airpads are not rearming aircraft
- Ixtab Amp Station: Spear Phalanx Turret is inaccessible to players
- Zotz North Garden: Facility is missing no-deploy zone
- East Acan Storage Depot: Hole in the ground with view into building
- Mossridge Command Center: Gravity lift is not functioning
- Zotz Arboretum: Spawn point and facility don't display in the correct location on the deployment screen
- East Acan Storage Depot: Building is not connected to the ground at /loc 1044.600 103.610 394.390
- Iron Quay: Floating rock at /loc 651.710 19.640 -1949.180
- The Finger: Players can get stuck between building and rocks at /loc -3272.830 12.830 689.160
- Woodman ASE Labs: Floating plants at /loc 688.310 124.000 277.140
- Edgewater Rickety Overlook: Players can get stuck at /loc 1380.430 67.980 -2363.290
- Edgewater Rickety Overlook: Players can get stuck in a hole in the rocks at /loc 1520.700 43.950 -2226.240
- Hayd Skydock: Players can get stuck in the rocks at /loc 2326.213 5.731 -105.703
- Ghanan Tech Plant: Players can get stuck in the rocks at /loc -967.517578 42.334862 -2803.142090 2.610667
- Southgate Checkpoint: Players can get stuck in the rocks at /loc -2715.670 5.950 1380.160
- Nason's Defiance spawn room shield is see through from both sides
- Bitol Stockpile: Players can get stuck between a building and rocks at /loc -2141.040 26.840 -1725.820
- Bitol Stockpile: Players can get stuck in the rocks at /loc -2126.880 19.850 -1697.490
- Mulac Purification Site: Players able to hide and shoot from underwater at /loc -2109.270 2.210 2274.550
- Matsuda Genetics: Floating plants at /loc 2337.110 4.290 1995.950
- Gap at the bottom of door and windows of the satelite teleport room in the bio labs
- Bitol Northern Outpost: Floating generator at /loc -1811.910 33.290 -1245.020
- Bravata PMC Compound: Gap in the wall at /loc 9.320 27.870 1860.270
- Bravata PMC Compound: Stairs visible through building wall at /loc 45.040 24.410 1810.990
- Edgewater Rickety Overlook: Floating plants at /loc 1519.350 11.700 -2544.970
- Gourney Dam: Spawn room steps not flush with the ground at /loc -680.160 128.810 -280.690
- Ixtab Southern Pass: Misaligned window at /loc -789.440 66.530 1153.250
- Rustwash Offal Pit: Floating plants at /loc 2886.980 6.230 -636.440
- Woodman ASE Labs: Bright lighting on the ground at /loc 833.570 110.670 737.130
- Nason's Defiance: Spawn shield extends to below the spawnroom, visible over the vehicle pad
- Hurakan Amp Station: Players can get stuck in a cave at /loc -563.970 83.710 -1076.510
- The Rusty Bent Glaive: Floating plants at /loc -1311.020 18.710 -2459.730
- Construction Site Delta: Floating plants at /loc 1584.060 4.390 -1657.340
- Hurakan Southern Depot: Players can get stuck at /loc -779.924 68.078 -1129.429
- Bitol Stockpile: Players can get stuck in the rocks at /loc -2213.255127 43.974644 -1689.259521 -2.151710
- Ghanan Southern Crossing: Players able to go inside the rock formation at /loc -954.810 18.560 -2962.470
- Bravata PMC Compound: Floating plants visible at /loc -81.200 5.600 1924.860
- Eastern Substation: Floating box at /loc -511.180 18.570 2132.237
- Comglobal Telegraph: Floating rock formation at /loc -2563.520 25.920 -46.910
- Hurakan Western Pass: Players can get stuck in the rocks at /loc -262.570 99.310 -1483.470
- Hossin BioChem, Inc.: Facility does not contain a vehicle terminal
- Hurakan Amp Station: Spawn room has empty turret platforms
- Gourney Dam: Players can hide underwater at /loc -353.290 124.970 -21.530
- Iron Quay: Water area incomplete at /loc 2.950 4.000 -2089.240
- Staggered Mesa Outpost: Speakers appear completely white at /loc 966.670 96.150 1389.970
- Ghanan Tech Plant: Floating base corner at /loc -619.740 8.530 -3006.330
- Ghanan Tech Plant: Tree branch visible from inside building at /loc -716.990 16.490 -3014.490
- Zotz Agriculture Lab: Visible gap from under a bridge at /loc 210.360 5.550 2676.100
- Zotz Arboretum: Tree branch clipping through roof at /loc 454.570 21.720 2250.570
- Eastern Substation: Seam in the water visible at /loc -284.220 4.000 2049.960
- Bravata PMC Compound: Floating mushrooms at /loc 63.450 23.770 1858.390
- Gourney Dam: Players can get stuck in the rocks at /loc -567.082 128.216 22.216
|
2014-07-24 |
v194621
- The Rusty Bent Glaive no longer has bad collision allowing players to get underneath the buildings.
- Resolved an issue where some players were having loadouts reset due to not re-equipping certain attachments.
|
2014-08-07 |
v196616
Directives
- Adjustments to the notification alert
- Objective completion progress bar will no longer display as empty
- Tier completion timestamp now appears next to "Tier Complete" in the requirements section of a tier's detail view
- Added Help screen
- Fixed an issue where HUD progress notifications weren't displaying correctly
- Updated Auraxium reward knife icons to better match actual asset
Misc
- Commissioner reload missing asset fixed
- Removed inaccessible flashlights from NS pistols
- Additional support for the SOE Live attendance reward
|
2014-08-11 |
v197036
Adversarial Alerts
[Note: these are not final resolutions, they are intended to tweak things a bit to help us get more data and make the alerts function a bit better as we get longer term fixes in]
- Launch criteria - Min Faction %: 51% (down from 75%)
- Attacker dominating win%: 65% (down from 85%)
- Defender win %: 50% (up from 35%)
Resources
- Nanite cost of MAX units has increased from 350 to 450
Directives
- Fixed the missing directives for the Crow, Nemesis, Hades, and Hawk launchers in the Tier 4 Launchers directive tree.
- Changed the string for the Objectives Directives "Facility Captures" to "Contested Facility Captures" to better reflect that several enemies must be present for the capture to count towards the directive.
- Fixed the Sidearms Tier 2 NS-38 Underboss to require the Silver medal instead of the Gold medal.
- Added a requirement to the Squad Spawn support ribbon to require the player to be inside a Sunderer or Galaxy in order to receive credit towards the ribbon. This is already a requirement of squad spawning; the ribbon now reflects that.
- UI: Multiple unlock display issues resolved
- Better notification audio added for ribbons and medals
- Removed faction specific callout in Directives help page
Tutorial
- Adjusted shields in tutorial to face the proper direction
- Updated the first shield to disappear completely when deactivated
Environment/Bases
- Fixed multiple stuck bugs on Indar (special thanks to KleenexTissues for the compiled list)
- Base shields will now render out to 1000 meters (same as they used to)
Misc
- Lock on missiles should be back to their previous functionality
- Squad Beacon timer set back to intended refresh
- No more Sunderer ejection seat
- Deployed Sunderers should no longer move when Cruise Control is used
- Eclipse VE3A now has underbarrel shotgun attachment
- Map legend should now have icons
|
2014-08-12 |
v197274
Environment
- Fixed spawn points at Chac Tech Plant putting players underground
Alerts
- The Alert objective information on the Tab screen should now display the correct territory control percentages
- Fixed a bug where Alerts wouldn't trigger during peak hours
|
2014-08-21 |
v198326
- Improved data tunnel from Europe to US-based databases
- This should help login and ping issues on Cobalt and Miller
- Directives should no longer lose objectives progress
- Directives memory leak fix (server side)
- Would degrade server performance over time
- World crash fix related to the outfit server
- Biolab dome and shield collision fix
- Prevents infantry from abusing bad collision
- Priority Deployment certification now correctly applies to squad leader again
- Added a visual asset to the Sunderer deployment shield mechanic
|
2014-08-22 |
v198460
- Optimized historical statistics save frequency
- This will further help European server performance and login times (not a final solution but another step towards better performance overall)
-
Fixed an issue where a small amount of players ended up in a broken state with their medals
- This isn't a fix for Directives not saving, still working on that issue
-
Update: In fixing some of the characters, they lost some progress from yesterday. This was unavoidable, and we are performing a grant to make up for the lost time. Sorry about the inconvenience.
|
2014-08-29 |
v199384
- Client crash fix
- Added Depot support for Labor Day Sale
- Number keys should now switch loadouts again
- Fix to hold breath mechanic
- Character Create input focus fix
- Pressing [space bar] will again re-center map on player
|
2014-09-05 |
v200235
Valkyrie
- Valkyrie composite armor now increases resistance to aircraft nose cannons by 2/3/4/5% up from 1/2/3/4%
- Small arms damage against Valkyrie reduced by 25%
- Valkyrie base resistance to flak increased from 25% to 37%
- Valkyrie base resistance to armor piercing bullets increased from 50% to 70%
- Increased the power of the Valkyrie airbrake
- Passengers in the rumble seat of the Valkyrie now have an innate resistance to Flak and other explosive damage
Keybindings/Input
- Input lag addressed
- Mouse Smoothing Toggle and sensitivity added to the settings page
- Pitch keys no longer control aircraft freelook (PS-93)
- Buttons that call the chat window should no longer occasionally fail to give window focus after the first hit (PS-32)
- Toggling the mouse and setting waypoints on the main map and minimap should now work again (thanks Itzhaki)
- The tilde key [~] can be bound again (PS-242)
- The Grave Accent key can be bound again (European keyboards)
- The 'interact' action binding should now work if bound to any character keys (won't work with non-character keys yet, but we have a task in for a future update)
- Spotting without a target will no longer bring up an empty menu
Misc
- Minimap icons should more reliably represent in-world actors (PS-188, PS-183)
- Fixed the Sidearms Master tier for the NC to include the LA8 Rebel, not the LA80 sniper rifle (PS-244)
- Water around Grouney Dam has the kill plane re-enabled
- Water deaths on Hossin are no longer revivable
- 2 Client crashes fixed
- Zone crash fix
|
2014-09-16 |
v201476
- Initial support for joysticks and gamepads. Note that functionality has been restored to the previous state, but we still have some more work to do (example: directional pads on controllers may not work currently); but we should be back to the same levels as before the August update.
- Memory reduction for 32 bit clients. This means that there should be less crashes for 32 bit clients.
- GPU input lag fix
- Smoothing improvements
- From the coder: Rather than reprocessing frames when GPU bound, the game now monitors GPU processing time, and will move a large portion of the time weâd normally be waiting on the GPU to the portion of the code where we stall in order to smooth out the framerate. While this doesn't yield quite as much benefit as reprocessing frames, itâs far less intrusive a change to the engineâs normal flow. The downside is that it requires framerate smoothing to be active. So a new effort is being made to make smoothing an option that no player would want to turn off. To this end, smoothing is now adaptive to the current refresh rate, and the game now selects the highest refresh rate available for the selected resolution.
- Hit detection improvements
- Made some changes to prevent deployable spam at warpgates
- Sprint lock now has a toggle to revert to the legacy mode
- Adrenaline Shield should now work appropriately
- Mouse smoothing settings should persist through logins now
- Middle mouse button can now be mapped to more options and used appropriately
- Outfit Browser should now show the correct number of players online
|
2014-09-26 |
v202376
- Potential fix for a client crash due to a bad art asset
|
2014-09-29 |
v202309
Directives Reset Make-Up Grant
Players that had their tier 3 (Expert) or tier 4 (Master) Directives reset have had their progress towards those Directives increased to match any lost progress between 5 August (when Directives went Live) and 5 September (when the resetting issue was fixed). Note that tier 1 (3 to 15 points) and tier 2 (15 to 75 points) progress was not reimbursed as most players have since completed the lower tiers, and due to the larger volume it added too much complexity and risk to the grant for little return.
Affected Directives include:
- Combat Medic: Kills
- Combat Medic: Saviors
- Combat Medic: Medic Kills
- Engineer: Kills
- Explosives: Multi-Kills
- Explosives: Vehicle Destruction
- Flash: Roadkills
- Force Recon: Deployable Destruction
- Force Recon: Headshot Kills
- Galaxy: Air Kills
- Galaxy: Deploy Assist
- Galaxy: Gun Kills
- Galaxy: Pilot Assists
- Galaxy: Ram Kills
- Galaxy: Squad Spawn
- Harasser: Driver Assists
- Harasser: Gun Kills
- Harasser: Roadkills
- Heavy Assault : Air Deterrence
- Heavy Assault : Kills
- Heavy Assault : Launcher Kills
- Heavy Assault : MAX Kills
- Infiltrator: Infiltrator Kills
- Infiltrator: Kills
- Infiltrator: SMG Kills
- Infiltrator: Scout Rifle Kills
- Infiltrator: Sniper Rifle Kills
- Liberator: Air Kills
- Liberator: Belly Gun Kills
- Liberator: Pilot Assists
- Liberator: Tail Gun Kills
- Liberator: Tank Kills
- Light Assault: Carbine Kills
- Light Assault: Kills
- Light Assault: Light Assault Kills
- Light Assault: SMG Kills
- Light Assault: Shotgun Kills
- Light Assault: Vehicle Destruction
- Lightning: Air Deterrence
- Lightning: Roadkills
- Lightning: Tank Kills
- Magrider: Driver Assists
- Magrider: Tank Kills
- Magrider: Top Gun Kills
- MAX: Air Deterrence
- MAX: Kills
- MAX: MAX Kills
- MAX: Vehicle Destruction
- Objectives: Deployed AMS Kills
- Objectives: Facility Captures
- Objectives: Facility Defenses
- Prowler: Driver Assists
- Prowler: Tank Kills
- Prowler: Top Gun Kills
- Sunderer: Deploy Assist
- Sunderer: Driver Assists
- Sunderer: Gun Kills
- Sunderer: Roadkills
- Sunderer: Squad Spawn
- Vanguard: Driver Assists
- Vanguard: Tank Kills
- Vanguard: Top Gun Kills
Medals Not Advancing Properly
Several weapons that were correctly recording ribbon progress but not correctly recording medal progress have been fixed. Affected players have had their medal progress increased to match their ribbon progress (e.g. 10 kills per ribbon).
Weapons include:
- M40 Fury
- M60 Bulldog
- C75 Viper
- C150 Dalton
- L105 Zepher PX
- Pulsar C
- Lasher X2
- AF-22 Crow
- Hawk GD-68
- M9 SKEP Launcher
- Hades VSH4
- Nemesis VSH9
|
2014-09-30 |
v202702
- Fixes for remaining cosmetic issues with the Directive grant
|
2014-10-02 |
v203054
Lowering seed costs across the board on Halloween masks
- Empire specific Inferno Skulls 500>250
- Inferno Skull 500>250
- Spectrum Skull 600>300
- Ichabod Crown 300>100
- Augmented Brain Chassis 250>100
- Frankenstein Facepaint 250>25
- Jester Facepaint 250>25
- Skull Facepaint 250>25
|
2014-10-03 |
v203097
Holiday Event
- Pumpkin Hunt alerts no longer lock the continent
- Normal alerts have been reactivated
- The frequency of all alerts has been increased
- Ironsights added to Candy Cannon
- Text on Halloween items tooltips should now fit the window
- Facepaints have correct previews in the Depot
- Halloween helmets should now obey the proper Depot filter logic
Misc
- Membership bonus experience issue that some players had should be resolved
- Revives will no longer count as spawn kills unless it has been less than 12 seconds since they have respawned normally
- Newly spawned characters will lose the spawn kill flag as soon as they do any damage to an enemy
- Squad recruitment UI should now populate correctlyNot yet fixed
- Volume of new voice packs increased
- Range of audio on new horns doubled
- New flag decals icons are changed to rectangular shape
- NOTE: The decals themselves are still square due to a bad promote, will be fixed in next hotfix
- All resupply-able items, currently owned and at point of purchase, will default to having auto-resupply checked. Only newly certified items had resupply checked where the previously owned items had their checkboxes unchecked.
- Speculative fix to the resupply button being checked, but not resupplying
- Empire specific Harrasser Pride hubcaps should now LOD properly
- Centered Support window UI
- NC weapons now have proper camo coverage
|
2014-10-03 |
v203231
- Memory Leak addressed
- Will prevent some client crashes
- Will address some of the hitching issues
|
2014-10-06 |
v203614
- Potential fix to hitching issues (reducing log levels)
|
2014-10-08 |
v203733
Nanite of the Living Dead
- Pumpkin seeds are now awarded at the end of a Pumpkin alert
- Pumpkin spawning improved (fixed an issue where they weren't spawning enough)
- Added proper iron sights to Candy Cannon
- Wearing Halloween masks in VR Training no longer updates objectives
- Leatherface objective should now update properly
Striker
- Striker is now automatic fire, meaning you can hold the mouse button down to fire off all rockets
- Increased fire rate of striker from 100 RPM to 150 RPM
- Cof adjusted to grow 0.5 degrees per shot instead of 2 degrees
- The above changes combined are intended to make the weapon feel better when firing and reduce the amount of time exposed when firing off all five rounds.
- Increased direct damage from 100 to 200
- Adjust vehicles resistances so that damage is mostly the same per hit
- While damage per hit does not change against vehicles, this change will increase effectiveness against infantry. Effectiveness against vehicles is increased with the fire rate adjustments.
- Lock-on range of striker increased from 15 meters to 20 meters
- This is just to make it a little easier to lock on to aircraft, especially large ones.
Input
- VK_OEM key support
- Using numpad keys should no longer disrupt sprinting
- Windows key should now work correctly
Misc
- Projectiles from vehicle weapons should appear to fire in the proper direction
- Reverted an accidental increase to camera shake
- EU flag is now rectangular
- Red dot sights visibility will no longer be affected by the time of day
|
2014-10-08 |
v203847
- Update to headshot hitboxes
|
2014-10-09 |
v203992
- We'll be restarting zones over the next hour on Live to deploy a hit registration fix.
|
2014-10-14 |
v204438
- Pumpkin alerts should now award proper experience (PS-609)
- Purchased facepaints will now unlock account wide
- Note: This will only affect new purchases; we'll be doing a grant later today (no downtime) to fix existing accounts in the broken state
- [Enter] and [Numpad Enter] can now be mapped independently
- MANA Anti-Vehicle Turret should no longer be grayed out in Engineer Master Directive
- More joystick support (PS-168)
- We should now be back to the same state as we were before the PS4 code merge
- NC Medics that had issues equipping armor suits should no longer have issues
- On screen notifications for unlocked decals should now be accurate
- Fixed an issue where vehicle and facility turrets would appear facing in the wrong direction at a distance (PS-146)
|
2014-10-16 |
v204648
- Heavy Assault shields are back to faction-specific colors
- Camo patterns should no longer appear on player faces
- Daily cert bonuses will now correctly apply to players who have over 10,000 certs banked
- Some of the final joystick support updates didn't make it to live in the last Hotfix; they should be included now
- Construction Site Lambda buildings have all been grounded
- Directives should continue to update properly after exiting vehicles
- Further memory leak fixes
Addendum:
- Changed threading of PhysX as a speculative hitch fix for certain users
Addendum 2:
- Bug fix: Nanoweave/Resist shield stacking value for non sniper small arms fire has been increased from 40% to 45%; Resist Shield resist without Nanoweave is still 45%.
|
2014-10-17 |
v204798
- Updated the Trick or Treat Halloween Directive: The Expert tree requirement has been reduced from 20 kills to 10 kills and the Master tree has been reduced from 50 kills to 20 kills.
- A small number of pumpkins (including the rare Galactic Pumpkin) will now spawn 24/7; alerts will increase the number of pumpkins spawning as well as add an additional Galactic Pumpkin
- Recon Detection Device will now appear/function again
|
2014-10-30 |
v206129
- Speculative fix for client hitching issue
|
2014-10-30 |
v205902
Facility Shield Changes
- Opaque Shields â âTotal Blockerâ
- Blocks all projectiles
- Blocks enemy vehicles
- Blocks enemy infantry
- Allows friendly vehicles
- Allows friendly infantry
- Transparent shields â âVehicle Blockerâ
- Blocks all large projectiles
- Blocks enemy vehicles
- Allows all small projectiles
- Allows all infantry
- Allows friendly vehicles
- Shields can be Opaque on one side and Transparent on the other side
- Icons on all shields indicate what you must do to bring them down
Added Gold and Black version of multiple NS weapons
- NS-11CG
- NS-11CB
- NS-11AG
- NS-11AB
- NS-15MG
- NS-15MB
- NS Decimator-G
- NS Decimator-B
- NS Annihilator-G
- NS Annihilator-B
- A new NS-15M2 will be replacing the original NS-15M in the marketplace. Those who already own the NS-15M will keep it, however the name has been updated to NS-15M1.
Balance
Concussion Grenades
- Concussion grenade no longer detonates on impact and instead has the standard 3 second fuse
- Fixed an issue where the concussion grenade screen effect was always playing at full intensity and not lose intensity based on distance from the grenade blast
Anti Vehicle Grenade
- Anti-vehicle grenades now stick to vehicles and MAX units. This allows us to lower the radius of the grenade, so it less effective against infantry and more avoidable unless it is directly stuck on a target.
- Inner radius reduced from 2.5 meters to 1 meter
- Outer radius reduced from 10 meters to 5 meters
- We also took a look at how much damage AV grenades can do to aircraft (sense being sticky will allow them to hit aircraft slightly more often). We found the damage to be too low for how difficult it is to hit an aircraft with an AV grenade, so we are increasing the damage done to them. The anti vehicle grenade uses the same resist type as the tank mine, so these adjustments affect them as well.
- ESF resistance to AV grenades changed from 0 to -250%
- This changes it from 3 AV grenades to kill to 2. 1 AV grenade is enough to leave the ESF burning
- This changes it from 3 tank mines to kill to 1
- Valkyrie resistance to AV grenades changed from 0 to -25%
- This changes it from so 3 AV grenades will take it to burning
- This changes it from 3 Tank Mines to 2
- Liberator resistance to AV grenades changed from 0 to -100%
- This changes it from 7 AV grenades to kill to 4
- This changes it from 4 Tank Mines to 2
- Galaxy resistance to AV grenades changed from 40% to 0
- This changes it from 16 AV grenades to kill to 10
- This changes it from 10 Tank Mines to 6
PPA Adjustments
PPA is being heavily modified to be more of an infantry point defense weapon and not a long range anti-infantry weapon.
- Fire rate increased from 150 RPM to 300 RPM
- Reload speed decreased from 4 seconds to 2.5 seconds
- Reload speed certifications reduced from 120ms per rank to 100ms per rank
- Direct hit damage adjustments
- Maximum damage reduced from 235 to 200 damage
- Maximum damage range increased from 10 meters to 25 meters
- Minimum damage reduced from 167 to 50
- Minimum damage range reduced from 150 meters to 75 meters (40 on Harasser)
- Indirect (blast) damage adjustments
- Inner damage reduced from 300 damage to 200
- Inner damage radius reduced from 1 meter to 0.1 meters
- Cone of Fire now blooms with each shot
- CoF grows 0.6 degrees per shot
- Max CoF Changed from 0.3 to 3 degrees
- Reticle changed to crosshair as previous reticle was not dynamic
- Magazine size reduced from 20 to 12
- Certifications reduced from 3/6/11/15 to 1/3/4/6
- Projectile speed reduced from 300 to 150
- Ammo Capacity reduced from 200 to 180
- Ammo Capacity certification per rank reduced from 20 to 12
Striker Adjustments
- The visual effect of the strikers projectile trail from first person has been reduced to make it easier to see
- Magazine size increased from 5 to 6
- CoF has received some adjustments to make it more manageable
- CoF reduced by 0.5 degrees in most stances
- CoF growth per shot reduced to 0.1 degrees from 0.5 degrees
Spiker Adjustments
- Description: Reverse-engineered from ancient Vanu tech, the Spiker's hovering powercore allows the weapon to be switched from its standard 2x burst to a semi-auto charge mode capable of firing a single powerful blast.
- Burst fire rate increased from 336rpm to 480rpm
- 6 round charged burst has been removed. The charge mode is now separate fire mode that can fire a single more powerful projectile; charged shots consume 4 rounds per shot.
- Charged shots do a small amount of aoe damage to targets within 1.5 meters of impact
- Clip size has been decrease from 18 to 14
- Total ammo capacity has been decreased from 108 to 84
Misc
- Continents can again be locked by owning at least 94% of the territory, independent of alerts
- Unfolded NS Carbine's Stock
- Voice chat: Updated to provide more consistent service
- Infantry directives can now update while in a rumble seat
- Berets are finally here! Yes, really! Get them in the Depot before we change our minds!
- There is now a visual component for Prowler Anchored Mode
Performance/Memory/Crashes
- Performance: fixed some thread contention issues with loading assets
- Timing: corrected some issues with how time is synchronized between client and server
- Performance: some optimizations to data validation on 64-bit clients
- Memory: reduced memory usage by diagnostic systems
- Memory: reduced the amount of cache memory the animation system could use
- Performance: minor optimization to material creation
- Input: DirectInput joystick support
- Memory: fixed a leak in the material system
- Performance: optimizations related to managed Magriders/VR Zone improvement
- Performance: improved smoothness in death animations
- Graphics: Fix for remote players' charge weapons not showing the correct effect
- Input: Fix for vehicle turret aiming during seat switch
- Performance: Some controls for tuning live server performance
The following bugs have been addressed (PIT issue # where applicable):
- C4 explosive damage is effective through certain shields
- Fixed bug where going to ironsights while using the underbarrel attachment of a weapon with the HS/NV scope on it would block the view of the game
- Fixes callout for when ammo is dropped - Engineers will again let nearby allies know when there is ammo to pick up
- Fixed animation bug where offhand slides forward with SMGs when walking
- Fixed an issue where players with certain settings couldn't take screenshots
- HUD: Warp Queue: Default hotkeys are listed on the buttons even if the player changes the keybinding
- Loadout Menu: Medal progression amount for Kills to next is cut off when the count is above 1000
- Serrated textures display on the TMS (4X)'s eyepiece
- HUD: Pumpkin seed removal pop up displays Space Pumpkin Seeds earned +- 25
- Solstice SF: Medals aren't being tracked correctly
- Stalker Cloak: Cloak is rendered visible when approached from a long distance quickly moving (PS-166)
- TR Pounder: The explosions/black smoke appear to cause performance loss
- Loading screens are missing Double XP Weekend announcements
- Harasser: Camo is applied Vehicle Stealth when camo is equipped (PS-513)
- Harasser: Drivers are not receiving Gunner Valkyrie Kill Bonus (PS-338)
- Valkyrie: Pilots are not receiving Gunner Harasser Kill Bonus (PS-338)
- Unable to invite to squad from friends list if not already in a squad (PS-624)
- AP Magrider primary weapons are displaying explosions that are too large
- Vanguard: Reinforced Side Armor: Top edge is not flush with the vehicle (PS-445)
- Incorrect model for the HS/NV sight
- Indar continent lock incorrectly provides -50% consumables cost in addition to the intended -50% air resource cost
- HUD: Warp queue GAQ cannot be dismissed if the player leaves the warp queue after receiving GAQ (PS-579)
- Addressed an issue where new TR chars could get stuck under the world when leaving the tutorial
- LA1 Anchor: Supressor can be purchased twice
- Show HUD Alert Timer: Player must relog in order for changes to take effect if turning the setting off (PS-178)
- Tooltip for the Tier 1 Charger has been adjusted from 800 to the correct 1800
- Lightning: C75 Viper: 2D Icon has a reversed NS logo and appears darker than other turrets (PS-443)
- T32-Bull: Incorrect model displays for low LOD
- Updated Spanish flag decal to the modern flag
- VS: Xenous Helmet had LOD issues addressed
- Fixed bug where Indar was showing the deprecated aerospace benefit (this had no effect on gameplay) (PS-372)
- Switching from driver to gunner seat causes the weapon to snap facing forward
- Lancer VS22: Fully charged projectile is the same size as the low charge one in 3P
- When viewing another player change heading their primary weapon will appear to stutter
- Settings Menu: Arrow sliders for various settings cannot be unselected
|
2014-10-31 |
v206128
- Allatum Broadcast in unfinished state
- Hitching in VR zone addressed
- Can't deny outfit application if invited via squad UI
- Esamir: Shields in front of the vehicle terminals are purple by default
- Indar: Biolabs: Spawn tubes are doubled or tripled in the biolab spawn rooms
- 3P: Pump Shotgun fire animation is jerky between animations
- VS: Tempest Helmet: Helmet is attached sideways
- 3P: VS: Analyst helmet stretches the character neck
- VS: Spiker: Weapon creaters broken state if switched from charged shot to burst while charging
- 3P: TR: Combat Medic Composite Helmet displays stretched neck
- 3P: Underbarrel launchers display a kneel animation after firing the underbarrel weapon
- VS: Hard Light Armor: Female Light Assault armor disappears at LOD
- NS Reflex sights should appear as normal size
- PFX: Lightning: Significant performance drop firing the Viper in shallow water
|
2014-11-12 |
v207293
Hossin
We've worked on Hossin over the past few months to bring it up to a level of quality to match our other continents. We're proud to announce Hossin is now out of Early Expedition!
Revamps for the following Hossin Bases
- Fort Liberty
- OMR Terraforming
- Outpost Lambda
Hossin bug fixes
- Stuck bug fixed near Chac
- Hurakan dirt cleaned up
- Bravata PMC Compound: gap in building fixed
- Genesis Terraforming Plant: terrain seam fix
- Roothouse Distillery: stuck bug fixed
Misc
- Boosts should now equip properly (PS-731)
- Adjusted how we handle bandwidth traffic to help out with European server connection issues
- Camo coverage pass on Halloween masks
Bugs Fixed
- Decimator G/B and Annihilator G/B should now update launcher kill objective under Heavy Assault directives (PS-763)
- Auraxium Infused Plating should now have have Auraxium shader
- Razor GD-23 icon fixed
- Tempest helmet should now display character head properly
- Augmented Brain Chasis helmet had LOD issues resolved
- VTOLs should now animate properly (PS-724/PS-727)
- Continent locks should provide appropriate bonuses
- Heavy Assault: Resist Shield: Actual duration and tooltip descriptions are inconsistent
- Reduced red dot size on LANS (3.4x) scope
- Extra laser has been removed from the White Laser Sight
- Double flashlight beam removed after using knife (PS-721)
- Character's head should no longer appear in 1p as uncloaked when on a wraith cloaked Flash (PS-733)
|
2014-11-13 |
v207399
- Fix to gun remaining invisible after cloaking
- Voice Chat stability fix
|
2014-11-20 |
v207954
- Fixed an issue where a playerâs arms would remain invisible after cloaking
- Speculative fix for players getting ejected from vehicles
- Ikanam Biolab issues have been addressed
- Improved readability of billboards with large amounts of text
- Halloween seed currency will no longer appear in the UI
- Halloween masks will no longer be equipable
- Further updates to voice chat stability
|
2014-12-05 |
v209180
- Support for holiday sales and promotions
|
2015-01-08 |
v211716
- Fix for CoreTech, Monolith, and Terminal helmets not allowing players to log in
- Removal of multiple helmets from the Depot that were exposed too early
- Client crash fix
|
2015-01-22 |
v212523
- Fix a case where players would appear dead after respawning if they were last killed while falling
- Speculative fix for Med Kits not working properly during high server load
- TR: Removed laser sight visual from Trac Shot
- NC: GD Guardian: Iron sights no longer display when optics are attached
- VS: Gift Hex camo should now apply to weapons correctly
- VS: Bolt Action rifles: Ammo clip should no longer float during reload
- Removed extra pop ups when removing the messages in the new emergency alert system
- Tank mines should more reliably explode when server load is high
- Updated dates on loading screens for double experience weekends
- Proximity radar will no longer detect players that are not moving
- No more crazy legs when jump jetting (for now at least; I'm sure they'll be back)
- VS MAX weapons will no longer clip the Harasser back panel when riding in the third seat
- Switching seats in a vehicle will no longer cause aiming issues [PS-103]
- First Time Event toggle in Options should now save correctly
- Throttled down the amount of First Time Events players get in some vehicles
- Implants: Fixed a typo in the Tier 4 Marker
- Implants: Fixed the percentage values in the Battle Hardened 4 description
- Items granted from bundles should now count towards objective counts
- Removed legacy UI for the Holiday Event Directives
- Fixed a group of Player Studio decals that weren't allowed to be selected as an Outfit Decal
- Centralized HUD: Resupplying as engineer while an ability is active will no longer remove the ability meter from the HUD
- Audio queue fixed for ammo placement for Engineers
- Light Assault let animations should no longer get into a bugged state by spamming jump
- VS: Added Auraxium shader to female holiday hats for next season
- Allowed for experience boosts to surpass the hard cap of 150%
- Fixed a client crash when using Razer Synapse tracking
|
2015-02-19 |
v215114
- Titles and decals for Guinness World Record event participants are now available. Participants will receive their swag in the next 24 hours.
- Fix for pistol ADS being a few degrees off aim direction.
- Fix for a slow turret deployment animation when placement is moved to invalid location.
- Fix for warp queues missing from the HUD.
- Fix for warp queue displaying incorrect text.
- Updated Member Only XP weekend promo dates on loading screens.
|
2015-02-25 |
v215540
Bug Fixes
- Fix to the invisible player bug/shield effect being stuck.
- Fix for Infantry shield effect not displaying until after the shield has been depleted. Shield effect should now always displayed.
- Buff Nano Armor Cloak: Player no longer flashes when taking damage while cloaked, as long as their shield hasnât been destroyed.
Balance and Combat
New JumpJet - Icarus Jump Jets
- Icarus Jump Jets provide significantly faster vertical thrust and fuel recharge rate at the cost of in-air maneuverability and overall fuel capacity.
EMP changes
- Will no longer disable friendly Spitfire Turrets
- Will now overheat enemy AI/AV Mana Turrets
- Will now destroy enemy ammunition packs
- Will now drain heavy assault over shields
- Will now drain Medic ability energy
- Will now drain Light Assault jumpjet fuel
Ammo Kits
- Ammo packs can now be destroyed by weapons fire and EMP grenades
Drifter Jump Jets
- Drifter jump jets will now provide a small amount of vertical lift when no directional keys are being pressed
Nano Armor Cloak
- Nano Armor cloak will no longer shimmer when shot
Banshee
- Banshee clip size has been increased from 25 to 32 rounds and ammo capacity increased from 250 to 256 rounds.
MAX Ability Tuning
The Zealot Overdrive Engine, Aegis Shield and MAX lockdown are receiving some adjustments:
Aegis Shield
- Sticky and anti-vehicle grenades will no longer stick to a MAX unit that has their Aegis shield active.
Lockdown
- Time required to lockdown is being reduced from 2 seconds to 1 second.
Zealot Overdrive Engine
- ZOE damage at extreme close range is being increased while damage will decrease over range more rapidly and eventually become lower than normal.
For anti-personnel weapons, Zealot overdrive now increases the damage of the weapon to require ones less bullet to drop an infantry at 10 meters, but sometime after 15 to 20 meters, damage is reduced.
Quasar VM1
⢠Max damage while ZOE increased from 184 to 200.
⢠Min damage while ZOE decreased from 143 to 125.
⢠Min damage range while ZOE decreased from 75 meters to 25 meters.
Blueshift
- Max damage while ZOE increased from 158 to 167.
- Min damage while ZOE decreased from 143 to 125.
- Min damage range while ZOE decreased from 75 meters to 25 meters.
Nebula
- Max damage while ZOE increased from 158 to 167.
- Min damage while ZOE decreased from 112 to 100.
- Min damage range while ZOE decreased from 50 meters to 20 meters.
Cosmos
- Max damage while ZOE increased from 184 to 200.
- Min damage while ZOE decreased from 143 to 125.
- Min damage range while ZOE decreased from 75 meters to 25 meters.
For anti-tank weapons, Zealot overdrive now increases damage within 10 meters but sometime after 30 to 40 meters, damage is reduced for the comet, and sometime after 50 meters damage on the vortex is reduced.
Comet
- Zealot max damage increased from 375 to 400
- Zealot max damage range decreased from 15 to 10
- Zealot minimum damage reduced from 315 to 100
Vortex
- Zealot charge 1
- Max damage increased from 184 to 200
- Maximum damage range reduced from 300 to 10
- Minimum damage reduced from 100 to 50
- Zealot charge 2
- Maximum damage range reduced from 300 to 10
- Max damage increased from 239 to 300
- Minimum damage reduced from 130 to 75
- Zealot charge 3
- Maximum damage range reduced from 300 to 10
- Max damage increased from 311 to 400
- Minimum damage reduced from 169 to 100
The Burster will receive a flat damage increase for the flak. Previously only the projectile direct hits received a small benefit. This benefit is also being slightly increased to make it require one less bullet to kill infantry.
Burster Direct Hit (Non Flak)
- Max damage increased from 110 to 125
- Minimum damage range reduced from 50 to 10
- Minimum damage reduced from 20 to 5
Burster Indirect Hit (Flak)
- Max damage increased from 56 to 60
MAX AV Tuning
NCM3 Raven
The raven is having its range brought in by around 50 meters by lowering its maximum velocity. In addition the blast damage produced by the Raven is being reduced to bring it closer to the Fracture.
- Max velocity reduced from 85mps to 70mps
- Inner blast damage reduced from 115 to 75
MR1 Fracture
The Fracture has the lowest effective range of the secondary MAX AV so we are pushing the range out by about 25 meters with the following adjustments:
- CoF reduced from 0.2 to 0.1
- Gravity reduced from 2 to 1.5
Vortex VM21
Weâre massaging some of the numbers on this weapon to get rid of some of the wrinkles. This includes changing the resist values on some vehicles and upping the max and min damage of the charge.
- Charge level 2
- Max damage increased from 217 to 250
- Minimum damage increased from 130 to 150
- Charge level 3
- Max damage increased from 282 to 300
- Minimum damage increased from 169 to 200
Sunderer auto-spot range
- Reduced the range where Sunderers are auto detected on the mini-map when deployed. Instead of using the default 100 meters, they will appear at 15 meters. Having any rank of stealth equipped will remove it from the mini-map when deployed unless spotted.
Auraxium LMG Tweaks:
- Butcher has had the velocity penalty from Soft Point Ammo removed
- GODSAW has had the recoil penalty from High Velocity Ammo removed
- GODSAW projectile velocity increased to 670m/s
- GODSAW now has Forward Grip and Compensator benefits
- GODSAW has had magazine size reduced from 150 to 65
-VS Directive weapons which use heat mechanics are no longer able to be manually reloaded to reset heat.
- VS Directive weapons which use heat mechanics have had their heat capacities increased to give them 3-5 more shots from empty. |
2015-03-04 |
v216337
- Additional server performance improvements.
- Godsaw ADS movement COF is now .4
- Eclipse VE3A can no longer be reloaded to bypass heat mechanic.
- Potential fix for characters occasionally becoming invisible.
|
2015-03-11 |
v216785
Performance Improvements:
- Fixed a memory leak from physics contacts with certain static objects.
- Various server performance improvements.
Balance and Combat:
- Eclipse now has 30 round clips in both semi and full auto fire modes.
- Quick knife should now hit more reliably, but can no longer headshot.
Bugs Fixes:
- Fixed a visual issue where Auraxium Infused Plating was clipping into the TR Medic character model.
- Fixed a bug where newly created characters would not consume Implant energy.
- Fixed an issue where personal shield did not regenerate on infantry if respawning in another zone after death.
Misc:
- The last of the Halloween base names have been removed. For real this time.
- This hotfix will also include a grant for players that lost their Implant Energy during the 2/25 update.
|
2015-03-13 |
v216920
- Fix for a server stability issue that was introduced recently.
- Tutorial fix (yes, we broke it.)
|
2015-03-31 |
v222870
|
2015-04-09 |
v223686
Flight Controls Changes
- To get an improved level of control when using a gamepad, some changes needed to be made to our base physics interpretation of inputs; for maintainability splitting at this level was not an option
- The bounded inputs (keyboard,gamepad) now respond in a more predictable and controllable fashion
- The mouse (unbounded) input is applied overtime to as-closely-as possible match what previously existed
- There will be subtle differences but they should be mostly unperceivable
- This does mean controller support for our PC flyers just got an upgrade and you should give it a try!
Valkyrie Balance
- Valkyrie resilience changes
- Valkyrie resistance to ESF nose cannons provided by composite armor is being made base line. Composite armor will no longer provide a bonus resistance against ESF nose cannons
- Base resistance to ESF nose cannons increased from 85 to 90%
- Composite armor no longer provides a bonus.
- Resistance to HEAT and AP is also being adjusted. These adjustments make the Valkyrie a little more resilient, similar to a Liberator
- Resistance to HEAT increased from 0 to 25%
- Resistance to AP increased from 25% to 35%
Hover Stability Airframe
- Doubled the improved hover effect. Max rank will now completely negate vertical descend.
CAS-14
- Needed to be a little better at its job. Blast damage increased so it takes 8 hits to kill infantry instead of 10 within the inner radius.
- Increased blast damage from 100 to 125
Pelter Rocket Pod
- The blast damage size on the Pelter is modeled after the banshee. Although it is not intended to be effective anti-personnel, this model is too harsh considering it also has a slow muzzle velocity and a smaller magazine. The blast damage is being remodeled to be part-way between an ESF rocket pod and the Banshee. This should add some versatility to the Pelter where it is more of a hybrid between the CAS-14 and Hellion.
- Inner blast damage increased from 100 to 200
- Inner blast radius increased from 0.35 to 0.75
- Outer blast radius size increased from 1 meter to 3 meters
Hellion G20
- The Hellion needs a small range increase.
- Cone of Fire reduced from 1.25 degrees to 1 degree
- Maximum damage range increased from 10 to 25
- Minimum damage range increased from 75 to 100
Instructional Events
- Some of the tutorial notifications will have VO
- A whole slew of new events have been added
- Terminals, friendly fire, grief levels, grouping, map screens, profile screens, resources
- Key reminders have been streamlined
NS-44L Blackhand
- With an extended barrel and integrated scope the NS-44L Blackhand provides significant advantages over similar pistols when engaging threats at longer ranges.
MAX Weapon Model Updates
- The following weapons now have new models:
- TR Mutilator
- TR Onslaught
- TR Mercy
- VS Cosmos
- VS Blueshift
- VS Nebula
- NC Grinder
- NC Mattock
- NC Hacksaw
Camo Coverage Changes
- Updated NC, TR, and VS textures to help with IFF issues. This update revolves around the camo mask and targeted areas on the character to show empire color. This is a work in progress so these edits may change in the future.
Player Studio Items
- Added a rack of decals
- Added a ton of helmets
- Added a wealth of vehicle cosmetics
- And just a smattering of camos
Misc
- Changed the impact FX for the Lancer and Vortex to something that does not contain an explosion since the weapons do not inflict blast damage.
- Smoke grenades have been adjusted to still have a tactical impact at lower graphics settings.
- Performance pass on 3rd person grenade launcher smoke trails.
Bug Fixes
- Fixing the Railjack so it does not have a camo applied to it by default
- Fixed claymores being incorrectly held when viewed in third person and in weapon select.
- Lowered the volume of heavy bullet impact audio (when inside a vehicle)
- Fixed missing string in some item descriptions.
- 1P & 3P: Crossbows: Forearm appears to over rotate when reloading
- 1P: Shield Regen Device: There is a slight stutter in the equip animation while sprinting
- Corrected the name of the Ordnance Helmet.
- 3P: Engineer: Character model is missing arms while using a turret
- 3P: Harasser is missing a panel on the bottom at the rear
- 3P: Hunter QCX: Character's left hand does not grip the lock handle fully
- 3P: Left hand is twisted too much holding a forward grip in the relaxed stance and model preview
- Supernova-R PC for the Magrider now animates correctly
- 3P: NS-30 Vandal does not display the ammo clip falling out when reloading
- 3P: Praetorian Hood Ornament changes in size when moving the camera around the vehicle
- 3P: Switching through weapons makes character model change stance
- Fix a case where players could respawn in a reclined pose after being shot out of the rumble seat of a harasser.
- Auraxium C4 cost in now reduced by the Amerish lock benefit
- Fixed spawn point indicated on Map for Amerish High Roads Station.
- Backspace can be used to open the Map but not to close it
- Lightning and Flash brake lights will shine brightly once again
- Centralized HUD: Holding the spitfire turret when entering and exiting vehicle gunner positions causes icons to overlap
- Certain walls do not display bullethole decals or explosions
- Cloaking while firing causes cloak to automatically deactivate
- Decimator: 3P: Reload animation is out of sync
- Deployable Turrets: Weapon equip animation loops one time over after deploying the turret
- Esamir: Mattherson's Triumph: Southwestern tower banners disappear at ~300m
- Female: SMG: Foregrip causes wrist to appear contorted
- The Flash passenger booty shake has been nerfed
- Footstep audio plays while jump jetting with Light Assault
- GUI Models appear to have twisted wrists when holding certain weapons
- Removed a default camo being applied to the Shovel Head Bumper on the Harasser
- Harasser: Rumble Tire Spikes: Parts of the wheel are gray
- Icikill fire rate is slightly lower than other non-activatable knives
- Incorrect bullet impact FX displays at the VR room building
- IRNV: Weapon is quickly displayed through scoping after ADS with IRNV equipped
- Laser Sight: Laser attachment is not in the correct location after logging out
- MAX units do not receive Objective Guard Bonus or Objective Defence/Attack Bonus XP
- Fixed an issue with the right arm reload animation not always playing in third person when a max reloads it.
- Medic: Deploying the Regen Shield while moving causes your weapon to pop
- NC: AF-4A Bandit: Weapon preview does not load for accounts that do not own the weapon
- NC: Infiltrator: Equipped armor decals are not visible on loadout character model for female characters
- NC: Sniper Rifles: Weapon type listed is Infantry Abilities instead of Sniper Rifle
- NC: Vanguard Deluxe Paneled Trim appears silver instead of gold on low graphics settings
- NS CandyCannon 3000's projectile's mesh FX are broken
- Players will sometimes switch from MAX to Light Assault when revived
- Revive functionality breaks if your corpse is hit by your own revive grenade
- Rumble Seats: Switching seats while reloading your weapon causes the ammo clip to detach
- Some vehicle attachments still use old, now missing textures
- Tech Plant air pad have two gaps that allow players to fall through unexpectedly
- TORQ-9 preview text is very small for having so much space
- Torq-9: 3P: Weapon is not held properly
- TR: HC1 Cougar: Weapon preview does not load for accounts that do not own the weapon
- TR: Light Assault: Armor: Auraxium Infused Plating is incorrectly attached for female character models
- TR: Light Assault: Armor: Composite Armor is incorrectly attached for female character models
- TR: Medic: Armor: Auraxium Infused Plating is floating for female characters
- TR: Medic: Armor: Auraxium Shoulder pads are missing for male characters
- TR: Prowler Deluxe Banded Trim is missing textures
- TR: Prowler: Proximity Radar attachment clips through Anchored Mode attachment when both are equipped
- TR: T4 AMP: Missing description text for the T4 AMP
- Tracking Bug: Bolt Action Rifles don't have consistent chambering reload animations
- UI: Engineer AV and AI turrets show same fire rate and have "compare stats" option
- UI: Loadout Menu only displays function keys if accessed from an infantry terminal
- UI: Tab Screen: Connection Quality light overlaps with available ribbon bonuses while an alert is active
- UI: Vehicles Menu: Only function keys F1 through F6 can be used when all vehicles are displayed
- Underbarrel weapon reload animation is incorrect if disrupted during reload
- Valkyrie: Medic's model is jittery / shaking when using the medical applicator on a passenger
- VR Training: NC Crossing Decal cannot be selected
- VS Auraxium shaders appear pink the majority of the time
- VS Max Lumifiber: GUI model does not display shoulder lights with camo equipped
- VS: 2 Year Anniversary Camo is missing teal portions on the player's helmet/weapon
- VS: Heavy Assault: Composite Armor: Female characters are missing leg pieces
- VS: Infiltrator: Lumifiber Armor: Groin piece is stretched
- VS: Parallax VX3: Optic: Mach-10 (10x) scope uses the Mach-12 2D icon
- VS: Zenith VX-5: Weapon preview does not load for accounts that do not own the weapon
- NC: Hard Light Helmet: Nose clips through holographic part of the helmet from the side for female character
- Valkyrie: Lumifiber stops displaying from 22 meters away from the Valkyrie
- Galaxy Razor and Viper fin exterior add ons do not display camo texture
- Harasser composite armor displays inconsistent light grey panels
- Destroyed base turret does not render beyond 70-90 meters
|
2015-05-01 |
v225315
- Vehicle Performance Changes
- Fix for double XP being disabled after a zone comes down
|
2015-05-06 |
v225499
- The NC MAX Burster's CoF should now function as intended.
- Keep your eye on everyone with the new Daybreak Logo decal. This will be granted to anyone who logged in last week in the very near future.
|
2015-05-19 |
v226146
Bug Fixes
- Fix to low rendering quality setting actually rendering at medium quality.
- Fixed issue with Show FPS option being gone.
- Fix to Auraxium armor being bugged.
- Fix to weapons becoming unequipped.
- Fix to Shotgun weapons hitting a MAX playing a 3 seconds burst of carbine audio.
- Client crash fix.
- Zone crash fixes.
- Fix to projectile based splash damage goes through shields.
- Reverted map icons and character name plates to previous versions.
- Fix to corpses disappearing from the mini-map.
- Fix to medics not appearing on the mini-map.
- Fix to MAX units looking like infantry on the mini-map.
- Fixed weapons that were not available for purchase:
- Flash Fury
- Sunder Bulldog
- Liberator Bulldog
- Harasser Ranger
- Fix to tint mask issues for several weapons.
- Fix to Toxic "water" at Heyoka Chemical Lab not doing any damage.
- Added safe-fall if the vehicle ejection bug occurs.
- Fix to Motion Spotter that required you to be 5+ meters from the first to be able to place a new one.
- Fix for Aircraft terminal being switched to an infantry terminal at Auraxis Firearms Corp
|
2015-05-19 |
v226019
Membership benefit improvements:
- Removing the Copper, Silver and Gold tiers and everyone who is a member is treated like they have max-level-Auraxium membership going forward, with all the benefits that entails.
Intra-Facility Missions:
- Intra-facility missions are dynamically created missions that point you towards the important objectives inside a mission facility based on distance. So, if you're near Cap Point A, your mission will say "Capture A". If you're an Engineer and you're near a destroyed generator, your mission will be "Repair Generator". This system is intended to give new players a better sense of a facility's objectives and some direction on how to find them.
MBT and Harraser Weapon Tuning:
- Enforcer ML85/Enforcer ML65-H: The Enforcer now has a different reload mechanic, ammo will be reloaded one round at a time and the weapon can be fired at anytime during the reload process.
- C85 Canister: The C85 Canister now has a different reload mechanic, ammo will be reloaded one round at a time and the weapon can be fired at anytime during the reload process.
- C85 Canister-H: The C85 Canister-H now has a different reload mechanic, ammo will be reloaded one round at a time and the weapon can be fired at anytime during the reload process. Additionally, the clip size reduced to 8
- Proton II PPA: PPA COF Recoil reduced to .3 and max COF reduced to 2.25
- Proton II PPA-H: PPA COF Recoil reduced to .45 and max COF reduced to 2.25
- Prowler G30 Vulcan: COF reduced to 0.9
- Saron can aim lower than previously
New Galaxy Defensive Slot Items
- Vehicle Ammo Dispenser: Resupply ammunition of nearby vehicles
- Nanite Proximity Repair System: Repair nearby damaged vehicles
Battle Rank Certs Until 15
- We felt the cert gain rate at low levels was too restrictive for new players trying to grow their characters. With this change, each battle rank achieved through BR 15 now provides 100 free certs to help new players get their characters rolling.
Depot Pricing Changes
- Weâve made some pretty significant changes to our cert and DBC pricing across the Depot. The vast majority of DBC prices will be dropping, some only slightly, but in many cases pretty significantly. There is one noteworthy exception, and thatâs NS weapons that are available to [I] all [/I] factions on purchase â those are going up slightly to account for the extra value they bring to the table. We also updated many of our cert prices to account for the two years we've let them go unattended â and this meant that in addition to many prices going down, or staying the same, cert prices increased for a number of weapons as well. To give some context and hopefully alleviate some fears, our updated weapon cert prices range from 200-1000 certs, so thereâs no drastic departure on that front.
Vehicle Optics
- Zoom optics can now be purchased independently
- Vehicle optics can now also be purchased with DBC
- Vehicle optics will be removed from loadouts and the certs spent to unlock refunded. You will need to repurchase them.
Spawning Adjustments
- You can no longer spawn at a base that is not connected to your warp gate via lattice unless you die in that baseâs region; the idea here is to add more strategic importance to territory and logistics
Misc
- Changes have been made to how we track awareness in an effort to fix issues where you can take damage from a player you cannot see.
- The tank mine now has a unique trigger sound
- Pass on all of the icons and text in the HUD, Map, and Minimap to make them more readable and well, iconic. We've also changed the settings for things like when HUD icons get pinned to the side of your screen and the distance at which the opacity changes.
Bug Fixes
- Speculative fix for the vehicle ejection seat bug
- Updated Interceptor Windshield and Bumper for Harasser
- Added grime overlay to Harrasser
- Fixed Neutron armor to LOD farther out
- Slat armor adjustment to work with composite armor on Lightning
- Fix for NC heavy assualt shoulder pads going yellow on LODs
- Launcher projectile trail effect appears larger and denser than before last update
- Fixed Vindicator Badge Decal
- Corrected several Decal Alphas
- Hunter Cloaking 1 now has the ability description
- Updated infantry rocket smoke trail FXs to be directly dependant on particle quality settings.
- Adjusted Vanguard Mammoth plating to not block as much of gunners view
- Typo displays in the Adrenalin Shield description
- Adjusted NS Blackhand: Default cross reticle scope aimpoint
- ESF: Wing Mount: A2AM: Utility: Lock-on Range certification is now functioning
- Spitfire turret proximity no deploy zone was removed from the spitfire and applied to the AV/AI turrets
- Now only one vehicle terminal at the bio lab facilities spawns MBTs
- NC Infantry and MAX weapons tint mask fixed to allow weapon to tint correctly now
- Magrider Callisto exterior cosmetic adjusted to not look deformed at range
- Fixed Galaxy intake right rear panel to not have a âholeâ
- NS Blackhand: Camo now applies in the 3d preview
- UI: Loyalty Level: Copper [[[ text displays for membership level
- Deployables at Saurva Overflow no longer Explode
- Sky box no longer turns to black if if an UI screen has a GUI model on it
- Harasser: Shatterguard windshield adjusted to display camo
- VS: Composite armor leg piece no longer separates from the body if a female heavy assault is killed
- Zepher and Dalton will now be more visible for first person
- FX: scaled shotgun bullet impacts to be about 1/4 current size
- Fixed Death Screen issue where the kill info was from previous kill and not last kill
|
2015-05-21 |
v226277
- Fixes for client and server crashes introduced with this weekâs game update.
- Fixed Squad Beacon resupply issue.
- Fix to bridges switching LOD levels too close
- Fix to quick knife action missing audio.
|
2015-05-27 |
v226652
- Aiming from Rumble Seats should be functioning normally.
- Night Vision should no longer "white out" on Low and Medium graphic settings.
|
2015-06-02 |
v226936
- Fixed issue where Reinforcements Needed would not go away until the next one was added.
- Fixed issue where Beacons could be placed twice before the cool down was applied.
- Change to make âReinforcements Neededâ more responsive and help keep fights balanced.
- Currently reinforcements needed takes a long period of time to update, this change will make the pop percentage near instant.
|
2015-06-17 |
v227720
System Requirement Change:
- PlanetSide 2 on the PC will now require a 64 bit operating system.
New Weapon:
- NS-AM7 Archer (Engineer) - The Archer anti-material rifle was developed by Nanite Systems to counter the heavily armored MAX, providing an effective option at range for dealing with the unique threat of the exo-suits.
- Gold/Black variants
Gameplay Changes:
- Sunderer Blockade Armor rear armor has been reduce to match the other sides
- Awareness/Render changes
- Awareness based off damage, players who you damage or damage you are calculated as high propriety and are more likely to be rendered to each other
- Infantry awareness/render range now takes loadouts into account, players with a long range weapon in there loadout can be render up to 600 meters away, depending on the weapon; this includes AV MAXs and Sniper Rifles.
- Butcher horizontal recoil has been reduced from .225 to .213
- Tank Mines will now detonate on MAX units
- TR MAX Lockdown deploy/undeploy times have been modified
- Undeploy time changed from 2 seconds to 1 second
- Deploy time changed from 1 second to 2 seconds
Spawn Rule Changes:
- Spawn beacons will now be range based, initial distance is set at 600 meters
- Squad spawn on vehicles is now limited to 600 meters if the vehicle is within either an enemy region or friendly region that is being contested (capped).
- Squad spawn on vehicles within friendly uncontested regions has no range limit.
- Spawn on squad will now take you to the closest available spawn point in the region thatâs has the most amount of squad members
- Instant Action rules have been simplified
- Instant action can now place players at any fight where their empire population is within 20% of an enemyâs population.
- Instant action will now spawn you at nearest available spawnpoint to the action; this includes Sunderers and base spawns.
Depot:
- Added new Armor/Vehicle flag decals for Portugal and Australia
Misc:
- Tank Mine LOD range increased by 25 meters to 70
- Updated TR reticule sizes to be smaller across the board
- Since the vehicle ejection bug FINALLY (Praise Vanu!) appears to be fixed, we're removing the safe-fall temp fix from exiting vehicles
Bug Fixes:
- Enemy vehicles disappearing when the driver exits the vehicle has been addressed
- Medic regen device will no longer regen the Sunderer Deployment Shield
- Resist shield now resists melee damage
- Defensive/Offensive requests will display on the map
- Updated the game credits to properly reflect the change to Daybreak Games
- Black Horse Company Armor/Vehicle decals have been made available to all factions
- Hacked spitfire turrets should now properly track kills, grief, and XP
- Magrider Auraxium Lumifiber Trim should now apply properly
- Corrected the TR AMP pistol's muzzle flash to be the correct size
- TR Amp muzzle flash has been reduced
- Fixed issue with not being able to overload SCU or Shield Generators.
|
2015-06-19 |
v227830
- Fix an issue where alerts were firing simultaneously on different continents.
- Fix a zone crash that was introduced during our Wednesday game update this week.
|
2015-07-23 |
v230253
Whatâs New:
- Blink and you might miss it! Providing a new tactical approach to troop deployment, the new Sunderer Cloak is now available for certification points in the Sunderer Loadout screen.
- Burst weapons feel a bit underwhelming to you? These have now been upgraded to provide a more rewarding experience. Take a look in the Depot!
- New Player Studio items are now available for purchase! Assault in style with a new helmet, armor decal, and more! Look for additional items to release over the next month!
Spawn Beacons
- Squad Beacons near the majority of squads members will be squad spawn options regardless of range
- Beacon spawn range changed from 600 meters to 1,000 meters
Valkyrie
- Small arms do less damage to Valkyries
- Valkyrie bottom armor increased to 50%
- Increased weapon thermal range from 50 to 200
Sunderer Cloak
- Sunderer stealth cert line has been expanded, a new fifth cert has been added that when equipped not only provides all the perks of rank 4 stealth but also generates a cloaking bubble when deployed that cloaks all friendly infantry within it.
Infiltrator Cloaking Pass
- Infiltrator cloaks now have additional states based on movement.
- Crouching no change
- Crouch walking is now much less visible
- Standing is now less visible
- Running is slightly less visible
- Sprinting, no change
Striker
- Small damage increase to ground vehicles
- Increased initial projectile speed from 50 to 60
- Increased max projectile speed from 180 to 220
- Increased projectile acceleration from 0.75 to 1.25
- Vehicle stealth no longer prevents rockets from seeking
Burst Carbines and Assault Rifles
-
T1B Cylcer
- Recoil min magnitude increased from 0.27 to .4
- Recoil max magnitude increased from 0.27 to .4
- Burst recoil first shot modifier decreased from 2.50 to 0.75
- Recoil Increase Crouched increased from 0.1 to 0.15
- Recoil Increase increased from 0.1 to 0.15
- Hipfire cof increased by 0.5
-
Trac-5 Burst
- Burst recoil first shot modifier decreased from 2.35 to 0.75
- Recoil max magnitude increased from 0.3 to .5
- Recoil Increase Crouched increased from 0to 0.2
- Recoil Increase increased from 0 to 0.2
- Hipfire cof increased by 0.5
-
Gauss Rifle Burst
- Horizontal Recoil Min decreased from 0.168 to 0.16
- Horizontal Recoil Max decreased from 0.168 to 0.16
- Recoil min magnitude decreased from 0.472 to 0.4
- Recoil max magnitude increased from 0.472 to 0.5
- Burst recoil first shot modifier decreased from 1 to 0.5
- Recoil Increase Crouched increased from 1 to 0.1
- Recoil Increase decreased from 1 to 0.1
- Hipfire cof increased by 0.5
-
Gauss Compact Burst
- Recoil max magnitude increased from 0.4 to 0.5
- Burst recoil first shot modifier decreased from 1.75 to 0.75
- Recoil Increase increased from 0 to 0.1
- Hipfire cof increased by 0.5
-
Equinox VE2 Burst
- Recoil min magnitude decreased from 0.22 to 0.23
- Recoil max magnitude increased from 0.22 to 0.4
- Burst recoil first shot modifier decreased from 2.75 to 0.75
- Recoil Increase Crouched increased from 0.05 to 0.17
- Recoil Increase decreased from 1 to 0.17
- Recoil shots at min mag increased from 0 to 1
- Recoil Horizontal Min decreased from 0.16 to 0.15
- Hipfire cof increased by 0.5
-
Solstice VE3 Burst
- Recoil max magnitude increased from 0.25 to 0.35
- Burst recoil first shot modifier decreased from 2.8 to 0.75
- Recoil Increase Crouched increased from 0to 0.1
- Recoil Increase decreased from 0 to 0.1
- Hipfire cof increased by 0.5
New in the Depot
- Several new Player Studio Cosmetics were added to the store. Additional Player Studio items will become available on the Depot each week over the next month.
- Available Immediately:
- Plague Doctor Armor and Vehicle Decals by DoktorTheAlmighty
- Serenity Valley Armor and Vehicle Decals by NikkoJT
- Forward Armor and Vehicle Decals by anadin150
- Vanguard Loadout Armor by Neko Zero (NC Only)
- Harasser Reinforced Hubcaps by MajorStorm
- Skydiver Helmet by Faven (TR Only)
- Windrunner Helmet by Faven (VS Only)
- Bivalvia Helmet by CountPoly (VS Only)
- Skyhawk Helmet by Steveo (NC Only)
- Thunderstruck Helmet by Faven (TR Only)
Bug Fixes
- Sticky Grenades no longer apply damage twice
- Reloading with Aegis Shield active could invalidate following shots
- Godsaw moving ADS changed back to 0.4
- Small deployables took more than one shot to destroy with the Archer
- âAâ point at Hurakan Secure Storage is in the wrong Hex
- Speculative Fix - Weapon attachments donât always go into deepcloak
- Fix bug with tab screen that made kill tracking unreliable
- Simply kicking a player from squad will no-longer prevent them from rejoining
- Instant action could take players to a location nowhere near the displayed location
- Instant action will now display a conformation box before sending a player to a different continent
- Lasher out of ammo clicking heard at excessive ranges
- Denmark Flag decal should no longer be emissive at night
- Fixed the broken start fire animation for The Butcher
- Fixed floating offhand in first person for the Phaseshift
- Improved TR muzzle smoke visibility issues when using iron sights
- ESF nose guns should now be easier to see even in bright sky conditions
- Replaced a Station Cash icon the code redemption flow
- Addressed some issues with Darklight Flashlight attachment effect synchronization
- Adjusted NC sniper rifles to have longer barrel and adjusted default muzzle break to fix droopy barrel look
- Adjusted VS bolt action rechamber to take up less screen space
- Adjusted structure interior texture to be lighter with more grime and a slightly brighter emissive
- Removed the phantom break lights from the Vanguard since it does not have break lights in the base model
- Fixed bad camo seam on a rear housing of T5 AMC and TRS-12
- Adjusted the Archer and Rocket Launcher enter scope animation to help with the âpopâ
- Adjusted the length of the Archer Stock to help with penetration with the player
- Adjusted the material type on the vehicle barrier to be correct
- Adjusted texture seams on Amerish rocks to be better
- Fixed many player studio related visual bugs
- Removed harsh orange rim light from the character/vehicle/weapon screen
- Adjusted Valkyrie cockpit screens to be visible in direct sunlight
- Shrike irons sight should now work properly
- Various texture size optimization to help reduce overall memory usage.
|
2015-07-28 |
v230677
- The Forward Armor Decal should now display the correct icon in the Depot.
- Empire Specific Fighter tracers have had their visuals adjusted slightly.
|
2015-07-29 |
v230687
- This hotfix is to address a zone crash that has been occurring since late last week.
|
2015-09-04 |
v232318
NEW Empire Specific Anti Vehicle Weapons (MBT/Harasser)
- NC - M96 Mjolnir: Affectionately referred to as "The Boombox" by many NC soldiers, the Mjolnir's burst fire explosive rounds excel against armored targets in close quarters engagements.
- TR - MR11 Gatekeeper: Based on a modified Fracture design, the Gatekeeper retains the feel of its forerunner but incorporates a faster fire rate and projectile speed while increasing overall accuracy.
- VS - Aphelion VEX-4: This experimental laser weapon can tear through enemies with sustained fire, but an interesting side effect causes a build-up of residual energy while firing that can be harnessed into a devastating blast.
NEW NS Lock-on Rocket Launcher
- NS R3 Swarm: The three round clip-fed NSR3 Swarm's relatively low velocity lock-on rockets are capable of tracking targets for an extended period of time. Variable fire modes provide the user extended control over missile velocities, allowing them to tailor the strength of the weapon to their engagement.
UI
- Lock-on missiles in air actively tracking you now have unique audio and hud element; additionally the number of missiles actively tracking you is now displayed on the HUD.
- Large outposts will now display capture progress differently, there is no more half way point, the capture progress will be displayed and a constant tug of war bar. This also represents a small mechanic change with three-way fights, the third faction can now steal total capture progress from the original attacking force. Once we are confident this is a positive change all small outposts and facilities will be switched over to it as well.
- Missions that direct you to a base now have god beams.
Gameplay
- Cut off regions no longer contribute towards territorial control percentage required to capture the continent; this also applies to alert victories
Balance Changes
Misc
- Created a new directive under basic to join an outfit, add 10 friends, and unlock the outfit decal item.
Bug Fixes
- Player shield bug speculative fix.
- Resupplying at a terminal and immediately cloaking causes cloaking to be unable to be manually turned off.
- AM7 Archer sounds muffled when holding breath.
- Sensor shield 4 does not work when within 20 meters of a motion sensor.
- Fixed issue with Eclipse VE3A (and a number of other guns) not remaining in loadout when switching continent and log-in.
- Player Studio decal polish.
- Composite Armor decal fixes.
- Fixed issue where base Turret Kills/Vehicle Kills didn't count towards Launcher Directive/Medals.
- Fixed issue where character would continuously firing their weapon in 3P if fired his weapon before entering and exiting a cloaked Sunderer.
- Fixed issue where when two or missiles were locked onto your vehicle and you use flares to drop them, the lock on audio would persist forever.
- Misc art fixes to various decals, helmets, foliage, etc.
- Fixed issue where the default voice pack could not be re-equipped once the user equips another VO pack.
- Fixed issue where the Eclipse VE3A didn't stay in the vanu light assault loadout, it reverts to default.
|
2015-09-04 |
v232427
- Fixed a bug that surfaced Koltyr on the Warp Term
- Fixed issues with 3rd person projectiles on the Gatekeeper
- Fixed a bug that allowed access to Indar: Conquest
- Fixed a bug that made the Kills in Mission area directive not update properly
- Mission waypoint godbeam will no longer appear inside of buildings
- Turned off the new capture mechanic/UI for the Crown and Watchtower because it was breaking SCUs. We'll turn them back once we address that issue.
- Fixed a bug on the NS Swarm that only granted 1 rocket per tick from the engineers ammo pack
-Munitions Pouch upgrade now provides the correct number of rockets for the NS Swarm
|
2015-09-09 |
v232799
- We are testing out a different capture mechanic at the Crown and Crossroads Watchtower on Indar. When an attacking faction captures all three points the SCU shield will drop, leaving the SCU vulnerable; If the defenders re-secure any of the points the SCU shields will reactivate.
- Medals and Ribbons are now available for the new Harasser/MBT vehicle weapons
- Hud indicators will now once again render for all friendly players within 40 meters
- Skull icons will once again render over dead teammates for medics
- New Harasser/MBT weapons will now have the âNEWâ tag in the marketplace
|
2015-09-23 |
v233430
- Koltyr has been enabled and will allow new players to begin in this zone. This zone will only be available when the server population is sufficient to support it.
- Nanites of the Dead is back! Go out and murder space pumpkins while you can!
|
2015-09-25 |
v233546
- Hotfix to address an issue where some Directives related to the Halloween event were not updating properly during certain situations.
|
2015-10-02 |
v233851
Bounty System
Exact sweet, sweet, revenge on the last person to kill you by placing a bounty on them for other players to claim that will award both you and their killer bonus experience! From the kill screen after your death, you can click the "Get Revenge!" button under the image of your killer to buy a bounty contract worth 3 kills.
- An enemy that kills a player with a bounty on them will earn an extra 100xp for that kill.
- When a player you have an active bounty set on is killed, you also get 100xp for that kill.
- If you set a bounty on someone, then killed them, you'd get an additional 200xp - 100 bonus for the bounty kill, and 100 bonus as the person who set the bounty.
- Bounties stack, and you can have multiple bounties placed at once. That means those bonus 100xp events will happen for each active bounty on the player. (Un)Popular players with a bunch of bounties active on them could be veritable XP explosions.
- If you killed an enemy with 4 active bounties on them, you'd get 400 bonus xp for that kill in addition to the normal xp rewards.
- Players with an active bounty on them have a unique spot indicator to denote their status as hunted. This indicator behaves just like the normal spot indicator. Once the bounties are cleared, the indicator returns to normal.
- Hunted players will also see a small indicator on their HUD to let them know a bounty has been placed on them. Once the bounties are cleared, the indicator will no longer appear.
- Hunted players that go on kill streaks longer than 3 will be awarded 25 additional bonus experience for each kill.
- Bounties will persist through log off.
- If you placed a bounty on someone, but aren't online when someone claims their kills, your experience will queue up and be waiting for you when you log back in.
Membership Purchase Change
- If you're not a member but decide to purchase a membership, you'll now receive all the additional XP you would have gotten as a member for your most recent game session (everything you earned since the last time you logged out). We showcase the actual value on a new button on the death screen next to where we display the experience graph.
In addition, we have incorporated several minor bug fixes as well. |
2015-10-08 |
v234067
- Steam users should now be able to top-up DBC in-game.
- Weâve added a counter to the Bounty icon at the bottom of the HUD to indicate how many bounties are currently placed on the player.
- The âBounty Claimedâ notification will now only appear when all 3 deaths have occurred.
|
2015-10-29 |
v234796
Victory Points
Continents will no longer be captured by alerts and territory control alone! Victory Points are a new method of scoring within the game. If your faction earns the required number of Victory Points, then the continent is yours! The continental VP scoreboard is shown at the top of the Map screen. Mousing over each faction will bring up the âPoints to Victoryâ window, which breaks down progress and overall score.
Continent Benefit Changes
- Hossin Benefit â 50% off MAXs has been removed, controlling Hossin will now provide vehicle and aircraft repairs at friendly ammo resupply towers/pads.
Facility Benefit Changes
- AMP Station Benefit
- Allows facility turrets to fire for much longer before overheating; also allows facility turrets to auto repair over time.
- BioLab Benefit
- Auto heal rate has been increased significantly.
- New Bounty Directive
- Awards a âBounty Hunterâ title and the NS-15 Gallows LMG as the final tier reward.
LMG Changes
-
Orion
- ADS moving CoF remains 0.4 (same as Live)
- ADS movement modifier to 0.5, from 0.75
- ADS CoF recoil to 0.04, from 0.05
- Horizontal recoil to 0.22/0.22, from 0.2/0.225
- Horizontal tolerance to 0.8, from 0.9
- Standing hipfire to 2.5, from 2.75
- Moving hipfire to 3.25, from 3.5
- Projectile velocity to 540, from 570
- Short and long reloads to 3.0/3.44, from 3.28/3.655
-
Betelgeuse
- ADS moving CoF remains 0.4 (same as Live)
- ADS movement modifier to 0.5, from 0.75
- ADS CoF recoil to 0.04, from 0.05
- Horizontal recoil to 0.22/0.22, from 0.2/0.225
- Horizontal tolerance to 0.8, from 0.9
- Standing hipfire to 2.5, from 2.75
- Moving hipfire to 3.25, from 3.5
- Projectile velocity to 540, from 570
- Decreased heat bleedoff speed by 20%
-
SVA-88 & SVA-88 GG
- ADS movement modifier to 0.5, from 0.75
- Horizontal recoil to 0.2/0.2, from 0.2/0.225
- Horizontal tolerance to 0.8, from 0.9
- Vertical recoil to 0.4, from 0.44
-
Pulsar LSW
- Can now equip Extended Magazines
- First Shot Multiplier to 1.6, from 2.45
- ADS CoF recoil to 0.04, from 0.05
-
VX29 Polaris
- Maximum damage range to 20m, from 10m
- Recoil angle to 17/17, from 17/20
-
Ursa
- Moving ADS CoF to 0.35, from 0.4
-
Flare
- Horizontal tolerance to 0.6, from 0.75
- Vertical recoil to 0.4, from 0.44
-
Anchor
- First Shot Recoil Multiplier to 2.2, from 2
- Horizontal recoil to 0.18, from 0.175
- Standing hipfire to 2.75, from 3
- Moving hipfire to 3.5, from 3.75
- Projectile velocity to 570, from 600
-
EM1
- Maximum damage range to 20m, from 10m
- Horizontal recoil to 0.18/0.18, from 0.2/0.2
-
NC6 Gauss Saw
- Moving Aim Down Sights CoF to 0.4, from 0.5
-
MSW-R
- Standing hipfire to 2.75, from 3
- Moving hipfire to 3.5, from 3.75
-
T16 Rhino
- Maximum damage range to 20m, from 10m
- First Shot Recoil Multiplier to 1.5, from 2
-
TMG-50
- Moving ADS CoF to 0.35, from 0.4
-
T32 Bull
- Reserve ammunition to 240, from 180
- Horizontal recoil to 0.18, from 0.2
-
T9 CARV-S
- Horizontal tolerance to 0.7, from 0.8
-
T9A Butcher
- Added Spinup - Rate of Fire from 750 to 780 over 0.3 seconds.
- Crouching hipfire to 3, from 3.5
- Crouching moving hipfire to 3.5, from 4
- Standing hipfire to 3.5, from 4
- Moving hipfire to 4, from 4.5
Misc
- You can now set multiple bounties on a target at once.
- Skill line trees are back! (there is a known issue where some weapons are listed multiple times and/or bring up a different weapon to unlock then what is listed)
- All facilities and outposts should now be using the new capture UI that went live on large outposts a few weeks ago.
- Fixed an issue that would cause the bounty counter on the HUD to display "x0".
- Fight for Flight decals are now only viewable in the inventory of the appropriate faction.
- Deployed Sunderers should once again properly display their no deploy zones to other friendly Sunderers and show on their minimaps.
|
2015-11-03 |
v235001
Victory Point System
Misc
- All facilities and outposts should now be using the new capture UI.
- TR MSW-R muzzle velocity should now be set correctly at 550ms.
- T4 AMP clip should now animate properly again.
|
2015-11-12 |
v235291
Victory Point System
- Layout and info changes have been made to the Victory Point Scoreboard on the map screen.
- Alerts now require at least 30 pop on two factions in a zone to start.
- Alerts can now start on multiple continents at once.
- Increased Alert rate, Alerts should fire off 45-90 minutes after last alert ended.
- Linking both warpgates simultaneously no long caps the continent, but instead grants 3 victory points (in addition to the 2 victory points you get for linking the individual warpgates).
- Indar now only requires 8 victory points to lock.
Misc
- Removed âExternal Fuel Tanksâ from ESF skill tree since this items max rank is granted by default.
- Added AV Mana Turrets back to Engineers cert lines.
|
2015-11-12 |
v235238
Changes:
- The Heroic Boost is now granted to just the purchasing character on the account.
- Fixed the screen texture screen of the Healing Tool AE.
- Fixed ECUS Decal missing.
- Fixed Heal Tool AE screen not displaying correctly.
- Fixed bad vertex skin weights on Commissioner AE pistols.
- Fixed bad vertex skin weights on Lasher AE.
- Fixed bad LOD distances on AE weapons.
- Fixed solid blue camo to be intended dark blue.
- Changed Generic White to display as Pure White.
- Adjusted decal appearing on NC Male HA shin.
- Adjusted skinning on Female Skull Bandanna.
|
2015-11-13 |
v235360
- Players being unable to purchase the 3 Year Anniversary Bundle if they had an existing Heroic Boost either equipped or in their inventory.
- Victory Point Scoreboard not reflecting the correct capture score requirements for some of the continents.
- Updated the Anniversary Lasher to have more purple projectiles.
|
2015-11-19 |
v235540
Secondary Boost Slot
Tired of only being able to equip a single boost at a time? Do you have a 7-Day Experience boost collecting dust in your inventory while you wait for your active Heroic Boost to time out? Wait no more! We've added a second boost slot which can be used to equip any type of boost! If you have boosts of the same type equipped in both slots, their effects will stack.
For example, if you have a 7-Day Experience Boost (+50% XP gain) equipped in each slot, you will receive a total XP gain bonus of 100% until they time out.
Bug Fixes
-The new Anniversary Bundle Engineer Repair tool should now work properly from vehicle rumble seats.
- MCG can no longer attach all attachments at once |
2015-11-20 |
v235571
- This hotfix will address an issue where the proper experience bonus amount would not be given when Heroic Boosts were equipped in both the primary and secondary boost slots. Players stacking two Heroic Boosts will now be awarded all the XP.
|
2015-12-10 |
v236099
- Increased Alert victory XP from 2500 to 5000.
- Indar alert will now be twice as likely to fire off than any other alerts.
- Victory Points awarded for winning an Indar alert has been increased from 3 to 4.
- Victory Points awarded for winning an alert (other than Indar) has been increased from 3 to 5.
- Increased minimum continent population required to launch an alert from 30 to 40 per faction (only two empires need to meet this requirement.)
- Increased alert duration from 60 minutes to 90 minutes.
- Alert can no longer run simultaenously on multiple continents.
|
2015-12-17 |
v236294
The following changes/additions will be included:
- Grenades should no longer be able to be thrown through spawn room shields.
The following new Player Studio items have been published to the Depot:
- 36 new Outfit decals
- 7 new helmets
- 8 sets of custom vehicle wheels
|
2015-12-18 |
v236311
- Hotfix to address an issue where the holiday hats could no longer be equipped.
|
2016-01-14 |
v237234
Max Battle Rank Increase
- Weâve increased the XP Max Battle Rank increased to 120. The following titles and decals are awarded:
- Destoryer @ BR101
- Champion @ BR105
- Conqueror @ BR110
- Predator @ BR 115
- Dreadnaught @ BR 120
Note: For existing BR100 characters, post-100 XP accumulation will begin after the update is complete. Any previous XP acquired by capped BR100 characters is not retroactive.
Leadership Improvements
-
Fire Teams
- Squad/Platoon leaders can subdivide their squad into smaller groups.
-
Additional Map AND Minimap context menu functionality with interactable indicators. You can now right click on ally player/waypoint indicators to:
- remove waypoint
- invite to squad
- kick from squad
- invite to platoon
- kick from platoon
- invite to create platoon
- assign to alpha, bravo, charlie, delta squads
- promote to squad leader
- promote to platoon leader
- (more options coming in the future)
-
Increased distance for spawning into squad vehicles from 600 meters to 1000 meters.
-
Removed the ability for the squad leader to rename all of the platoon's squads.
-
Reduced cooldowns for offensive/defensive markers from 5 minutes to 2:30 minutes.
-
New invite all button in members screen that will invite all outfit members to squad/platoon.
-
New button that allows a squad leader to remove their squad from a platoon.
-
Squad HUD Indicator changes:
- All squad members will show within 2500m.
- If you are platoon leader, all other squad leaders will also show and edge clamp.
- If you are a squad leader, then platoon leader will show and edge clamp.
- If you are a squad member, then squad leader will show and edge clamp.
- Any vehicle containing squad members will show.
- Waypoints can now be removed individually without removing all other waypoints (live).
Bounty System Changes
- Weâve increased the XP rewards on bounties:
- Bounty Hunter Award XP has been increased from 100 to 250xp per kill.
- Payback Award XP has been increased from 100 to 400 per kill.
Heavy Shield
-
Nanite Mesh Generator
- Hit points reduced from 750 to 450.
- Drain per second decreased from 50 to 12.5
- Passive regen rate increased:
- Rank 1 - Changed from 12.5 per second to 15
- Rank 2 - Changed from 13.1 per second to 16
- Rank 3 - Changed from 13.75 per second to 17.3
- Rank 4 - Changed from 14.6 per second to 18.75
- Rank 5 - Changed from 15.6 per second to 20.4
- Rank 6 - Changed from 16.6 per second to 22.5
-
Adrenaline Shield
- Hit points reduced from 750 to 450.
- Drain per second reduced from 50 to 18.
- Shield points received per kill changes:
- Rank 1 increased from 31 to 143.
- Rank 2 increased from 47 to 160.
- Rank 3 increased from 78 to 173.
- Rank 4 increased from 113 to 186.
- Rank 5 decreased from 157 to 200.
-
Resist Shield
- Resists for Small Arms, Melee, and Anti-Vehicle projectiles decreased from 45% to 40%.
- Increased active duration by 50%.
Weapon Balance
Misc:
- Lightning tanks may now unlock Engagement Radar.
- Players can now safely drop from a Valkyrie by default.
Bug Fixes:
|
2016-01-28 |
v237847
Squad/Platoon System:
- Squad privacy toggle and recruitment is now controlled by the individual squad leaders in the platoon instead of PL
- PL can be assigned to any squad now instead of being forced to only be in Alpha
- PL can be promoted to SL by current SL
- Platoon Ban now functions correctly
- SL can be used to create a platoon via drag/drop interface from the squad member list
- /platoon setmembersquad # PlayerName will no longer work if a platoon is not present
- Squad browser filters ( Friend / Outfit ) should now function correctly and return the list of squads that have your friends, outfit members, or either if both are toggled on
- If a player is banned from any one squad in the platoon, he/she will no longer be able to join any other squad in the platoon
- Platoon mute should now save and reload state properly
- Linkdead state should now work consistently for platoon members
- SL auto-assign now looks for the member with the highest BR. PL auto-assign looks for the SL with the highest BR.
- Misc bug fixes that were causing mismatched state between server and client, e.g. players erroneously thinking they were SL on the client when they werenât on the server
Cosmetic Changes:
- Updated Auraxium Color (NC auraxium should be more yellow/blue than white.)
- Updated Yellow Dot Size (VS yellow, red dot sight should be similar in size to the TRâs equivalent.)
- Updated some Vehicle Cosmetics (Vehicle cosmetic LODs should be noticeably further back.)
- Cosmetic bug fix: Camo coverage fix for the VS Darkstar Acolyte helmet
Misc:
- Outfit âInvite All Online Members To Squadâ should now function correctly
- Added âSend Messageâ functionality to the map context menu
- Speculative fix for minimap indicators not showing
- Fix for missing button assets for the [Customize>] button on the redeployment UI
- Bullet impact decals should now be showing up properly
- Accounts with experienced characters will no longer be able to create new characters to access Koltyr
- Weâve scaled up the Region Tool Tip to be more readable
- The PlayerStudio tool should now be functioning properly
- Explosive HUD icon fix
- Fixed facility benefits display bug
- Removed âWarp Toâ option to the same zone a player is already in
|
2016-02-12 |
v238448
- The hotfix is to address server performance issues that have been occurring during times of peak population.
|
2016-02-18 |
v238625
- The primary changes are several server performance optimizations.
|
2016-02-25 |
v238805
- The primary changes are several server performance optimizations, as well as a fix for a server crash that occurred multiple times over the past weekend. We've also included mechanisms that will provide us with more granular server debug information during peak-population times.
|
2016-03-01 |
v238925
- The primary changes are related to server performance improvements.
|
2016-03-02 |
v238961
-
NS-61 Emissary
- A new pistol has taken its place among the popular Nanite Systems family of sidearms. The NS-61 Emissary is a fully automatic, high capacity pistol which retains accurate bullet placement out to mid-range. Originally designed as a versatile complement to the MAX killing potential of the NS-AM7 Archer, the Emissary allows users to move with confidence from one battlefield to the next.
-
Map Drawing
- Squad and Platoon leaders may now use various tools to draw on the map. This feature's visibility may be toggled on or off by the player.
Map Drawing Features:
- SL owns drawing of the his/her squad, PL owns drawing of his/her platoon. New SL/PL inherit existing drawings.
- There is a 200 command limit per drawing
- Updates on the drawings trigger notifications and chat messages on the squad / platoon chat channels
- Drawings are not visible when the map is completely zoomed in or zoomed out at the maximum levels
-
Tools: Freehand, Line, Dashed-Line, Arrow, Region and Text
- For Line, Dashed-Line, Arrow, using right-click allows continuous creation.
- For Region tool, click on initial vertex to finish and commit the region. Regions have a 12 vertex limit.
- 10 freehand points counts as 1 command as far as the command limit is concerned.
- Text tool minimizes after at a threshold zoom level. A tinted icon appears with a tooltip in this state.
-
Edit Mode
- Select target drawing to edit
- Choose tool
- Lock map interaction
- Options: Choose Color
- Commands:
- [New]: clear current edit commands
- [Undo Last]: undo last command
- [Reset]: clear edit commands reset to last received commands
- [Delete]: clear drawing and commit
- [Submit]: submit commands to server
-
View Mode
- View received drawings and info of each: Player, Zone, Type, Last Updated Time
- Adjust settings on a drawing: Visibility, Opacity ( both persist on a per-drawing type basis )
- [Play]: plays target commands in order they were created for up to a 6s period
- [Reset]: stop playing commands and reset back to original
Weapon Balance
Misc Leadership and UI Improvements
- Checking ban in all groups when validating the squad browser entries
- Allowing recruiting squads to be shown in the squad/platoon browser even if they are not on the same continent as the player ( i.e. make the continent filter work properly)
- Fixed paging logic in the squad/platoon browser.
- Fix for "Send Message" not working for players in vehicles
- Fix for squad beacon not showing up on map/minimap
- Changes that should help mitigate some of the HUD indicator clutter issues we've been seeing (and consequently, performance )
- Fix for players being able to invite himself into a 1 man squad
- Optimization: suppressing unnecessary data source update events on tab screen
- Fixed zoom bug when going to previous state in character select
- Polish pass on centralized hud elements
- Added several HUD mode options. Players will have to reset this setting if they had centralized mode unchecked:
- Centralized Vitals 01 (default, new style)
- Centralized vitals 02
- Corner vitals
|
2016-03-08 |
v239825
- Addressed an infrequent server crash that has occurred just few times over the past week.
|
2016-03-22 |
v239472
Server Performance
- As weâve mentioned over the past few weeks, one of our top priorities continues to be improving server performance. This publish has incorporated another round of performance improvements which should further reduce character warping, lag, etc. during times of peak population. We expect to incorporate another round toward the end of the week, or early next week.
Weapon Balance
Misc Additions
- Mentorship and Drill Sergeant Ribbons
- The Battle Rank cap on earning these ribbons has been increased to 30, from 19.
Directives
- Rocket Launchers, Assault Rifles, and Infantry Explosives (such as C4 and Anti-Tank Mines ) have been added to the Bounty Directive.
|
2016-04-14 |
v239930
- The primary changes are to incorporate additional anti-hacking mechanisms
|
2016-04-28 |
v240178
- Fixed an issue with the Continental Faction Queue where players could end up being unable to warp to any continent during high-server populations.
- Changed self-exclusion radius of HIVE chassis from 200m to 500m; this is how close chassis can be placed to each other.
- Fixed a gap in the geometry under the corrals at Howling Pass.
- Selected re-spawn locations should not change when the list updates.
- Fixed a bug where using the Contra code would result in infinite turbo/afterburner.
- Fixed a missing translation string on the HIVE core message.
- Harvesting XP and Silo fill XP text is now translated properly.
- Fixed an issue where the AV turrets would occasionally hit friendly turrets.
- Warping into a continent which has active HIVEs will now display their correct locations.
- Active HIVE messaging will now include the location in the message text.
- Rampart Walls can no longer be built over a module.
|