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Patch to Major 'Weapons' Update

We quickly got to work to address a few items we noticed and heard you echo, since releasing the Enceladus update on July 17th.

Thank you for playing! Jump in again and keep your invaluable feedback coming! o7

Full Patch Notes


[h3]System[/h3]
- Rewrote the Mini Radar Player location to radarmap dot position conversion function so that it is functionally correct. There is now no more offset to the radarmap Dot positions.
- Fixed an issue where the Ship Radarmap was not using the correct OwningPawn and placing incorrect Dots for Players.
- Corrected the Radarmap Radius distance steps to be more accurate and consistent across both Avatar and Ship modes.
- Fix for VoiceChat echoing when it shouldnt.
- Removed Score from the "ranking" calculation from the previous match to try and address the Attack/Defend mode causing a massive Player imbalance.
- Fixed a memory leak in the flight deck
- Potential fix for Bomb Countdown remaining on screen for a Late joining Player when it has already exploded.
- Made modifications to the Placeables in order to accomodate directly setting their Lifetime property via Blueprint in order to disable some Placeables from expiring when they are being visualized in the Hangar.
- Added the ability for the Radarmap to display locally that your Player visibility has changed when firing your weapon.
- Fixed an issue with the ShipWeapon Placeables where they do not start with full ChargeTime.
- Added a property to the MatchMaking request data to define which Team a Player gets added to, this was missed in the initial implementation and is directly tied to the RuleSet. This may address issues with MatchMaking and Backfill.
- Fixed a small issue where Placeables that are `bAttachToOwner` would appear through the floor when selected in the Hangar, they now have a correct offset.
- Fixed an issue where the Placeable Turret was not causing damage to Placeable Shields when firing at a Player that had one deployed.
- Small modification to try and address the issue where there is a race condition for when we initiate the Breach and when the Avatar Spawns that causes a Pod to award a Kill when it shouldnt.
- Fixed up collision properties for all Grenade Types. They now correctly collide with all Shields as well as Avatars themselves were as before they would not.
- Fixed an issue where Placeable Turrets would not target enemies that had a Placeable Shield equipped, Placeable Shields now no long block the Visibility channel.
- Fixed an issue where Turrets would continue to fire for a short duration after their Lifetime had Expired or their owning player had died.
- Fixed a Replication bug with the VitalSystemsComponent where consecutive LastHit structs were identical causing them to not replicate, this was most prominent with the Placeable Turret.
- Fixed an issue where Lazer Weapons on Ships would ignore all Shields. Refactored the Weapons and Projectiles to handle these cases better.
- Fix for Talkers not appearing correctly during VoiceChat.
- Fixed an issue where attempting to Sprint while Crouched without having forward momentum would desync the Stance state and thus cause you to be stuck crouching.
- Fixed an issue with regards to some instances where DOM can lose SpawnPoints for a Team and cause a race condition where the Player has requested a Respawn but the SpawnPoints have gone inactive on the Server.
- Fixed an issue where if the Bomb explodes while the match has transitioned into PostMatch, it would trigger another call to Intermission.
- Fixed an issue where Actors that represent a Shield of some kind would not be the correct Team color upon swapping Teams.

[h3]Design[/h3]
- Changed the Ship Placeable RepairNode to be infront of the Ship when placing so that its clearer you are placing the Placeable.
- Fixed n_Satoshi turret locations (Solar Storm)
- Added visibility blocker to AI objective to allow capture while looking at it
- Fixed position of spawn gate turret in Enceladus

[h3]Balance[/h3]
- Reduced grenade bounciness to .2 for testing
- Wasp antidote; accidental multiple shots removed
- Pistol -> K-12
- AutoPistol Damage 8 -> 13
- Trio SMG Fire Interval .15 -> .092
- CP-5X 10 -> 16 DMG Headshot 1.1 -> 1.25 2 Shot
- The Duchess, fine tune (current revolver baseline) -15 ADS Recoil Dir Y 0.25 Recoil Strength Mult 1.15 Spread 0.095 ADS Spread 0.001 AutoPistol Damage

[h3]Environment[/h3]
- FPS map mods to support view windows
- Fixed mirrored intrerior modular pieces, updated lightmaps (Dom maps)
- Opened side windows in attack/defend, minor visual bug fixes (Outpost), updated lightmaps
- Detonation maps visual bug fixes
- The ring - A/B objective visual upgrade, lightmaps
- Map interior adustments to accommodate larger doors (prevent clipping), updated lightmaps (Dom)
- Wider doors in dom maps, hole fixes, updated lightmaps
- Optimized warp gate distortion field (reduced particle count)
- Turned off volumetric fog (wasn't adding to visual quality, pretty big gpu perf hit)
- Increased ship repair node bubble scale. Now similar to shield.
- Fixed collision on cap ship side view windows

[h3]User Interface[/h3]
- PLAYER LIST ITEM Background is now spanning across the width
- Levelup: Replaced dismiss button with a new button which spans across the entire screen
- Updated loading screens art and copy
- SCOREBOARD Top lists (kills, assists and score) are added, sorting, and update on changes
- Fixed issue not being able to quit game or enter settings

[h3]Settings[/h3]
- Rewrote the Utility functions for getting the KeyBindings for Action and Axis mappings by name. This now reads directly from the PlayerControllers PlayerInput object which maintains the active Mappings instead of reading from the InputSettings defaults.

[h3]Sound Effects[/h3]
- Foostep attenuation adjustments and increased footstep audio for all characters
- Fixed quiet placeable turrets
- Fixed players not hearing foosteps from behind
- Updated AnimationPoseOptimizationDistance to 3500 to match the footstep hearing with the mini map range.
- Fixed Ring Cannon attenuation from being heard everywhere

[h3]Visual Effects[/h3]
- Alternate Missile explosion VFX Disable GPU sprites, performance fix f/FPS drop