Jump Pads, more Breach Points and anti-Spawn Camping
We've been closely following your feedback since releasing Early Access last week. And here's our first attempt at critical fixes. Plus new content!
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Highlights
Full Patch Notes
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Highlights
- Reduced player name tag distance to support smaller maps
- Reduced projectile distance to support smaller maps
- Fixed payout screen (level to next) sometimes not populating data
- Implemented low risk solutions to test against spawn camping
- Addressed objective markers missing in flight
- Hotfix for crashes related to voice comms, changing teams and menu bugs
- Hotfix for breach targets appearing available to breach when unavailable from a destroyed pod to that breach target
- Added disclaimer where progression and unlocks are shown
- Hotfix for lockon staying on screen when ships move behind cover
- Implemented jump pads in FPS
Full Patch Notes
- Fix for Discord presence not updating
- Fix for bad collision on dominion capital ship bridge
- Fixed level up delay issue for first item to reveal instantly
- Modified progression animations
- Updates to loading screens and its animations
- Polish to various weapon animations
- ZOrder changes to level up screen
- Visual work to Jump Pads
- Increased revolver ammo to 8 from 6
- Decreased revolver vertical recoil
- Moved revolver ADS closer to camera
- Reduced shotgun damage per pellet from 13.5 to 12.5
- Reduced shotgun pellets from 12 to 10
- Made ion disruptor projectiles smaller
- Updated ship boosting to last around 50% longer for all ships
- Increased the regen time for ship boosting to a bit longer at 0.4-0.5
- Removed removed one interior dominion point to The Ring map
- Added jump pads for testing on The Ring map
- Scaled up jump pad trigger box
- Updated turret display offline material
- Updated lightmaps and adjusted fog settings for better parity between high/low quality settings on The Ring map
- Rifle and Pistol 45 degree sprint animations
- Fixed an issue where Players that changed Team would remain in the Voice Chat channel of their previous Team
- Refactored the Bridge Door Terminal Objective
- Made the auto shotgun pellet spread smaller
- Increased auto shotgun ammo from 8 to 10
- Increased montage blend-in to reduce huge animation kickback
- Increased pump shotgun pellet spread size
- Lowered KG AR damage to 25 from 30
- Lowered KG AR headshot multiplier to 1.5 from 1.65
- Lowered tank health to 250 from 300
- Lowered techno/toxic health from 250 to 225
- Made rogue a light avatar like the hacker
- Reduced frag grenade radius to 500 from 850
- Lowered frag grenade inner radius to 150 from 250
- Incendiary grenades now apply burn effect upon initial explosion
- Increased incendiary grenades burn radius to 150 from 135
- Turrets now deal damage to Assault Pods
- Refactored the Scoring variables on the Player State
- Refactored the Team Balancing
- Implemented temporary solutions for Team Balancing until we get more sophisticated Match Making Rules with Flexmatch
- Implemented a preliminary Spawn Protection system
- Ships have a Spawn Protection time of 3 seconds
- Avatars have a Spawn Protection time of 1.5 seconds
- Lowered kg revolver headshot multiplier from 2.0 to 1.85
- Reduced auto shotty magazine from 10 to 8
- Decreased auto shotty pellets to 9
- Reduced railgun range laser from 300,000 to 210,000
- Reduced clusterbomb cooldown from 7.5 to 5.5
- Increased laser gatling damage from 8.5 to 9.5
- Reduced missile range from 262.500 to 185,000
- Reduced ion repeater range from 200,000 to 180,000
- Reduced clusterbomb range from 188,000 to 175,000
- Reduced missile repeater burst interval from 0.15 to 0.11
- Changed FPS screen effect to use the incendiary one
- Integrated jump pads to Outposts
- Updated lightmaps to Outposts after jump pad integration
- Added UI disclaimer tool tip
- Added breach locations to detonation capital ships
- Fixed an issue where hitting anything and causing damage will have a HitMarker
- Updated detonation lightmaps after adding new breach points
- Fixed an issue where ObjectiveMarkers would not become visible if they were outside of the distance threshold
- Extended the match end period to 30 seconds from 20 seconds for a total end match time of 1 minute
- Fixed an issue where weapons would not transition into the reloading state if a reload was initiated while they were in the firing state.
- Jump pad audio pass + attenuation shape
- Moved the C dominion point to create separation from jump pad landing spot
- Increased jump pad attenuation to cover a larger area
- Fixed an issue where the profile button on the hangar flight deck was displaying the incorrect experience values for their given level
- Fixed an issue where match payouts was displaying the wrong value for the amount of experience that was gained from that Match as a total
- Set map world extents
- Fixed visual holes in the Terran capital ship
- Re-oriented select interior and exterior breach points to relate better