Développement du 8-14 aout + Patch note

Répondre
Partager Rechercher
Toujours du bon travail mais toujours aussi long à venir...

Citation :
Dear Earthrise Players,

This week we plan to release a new patch, which will feature the following updates and fixes:

- Shooting with default attack will no longer block usage of abilities
- The RPG effects will do proper damage (will not stack)
- The siege timers are fixed and bases will enter maintenance period according to the in-game information
- Territorial Warfare zones will become free for all PvP with no PvP invulnerability effects, karma and affiliation changes
- New armor models for tier 2, 6 and 9
- Area Control Zones – New type of zones, which will give special benefits to controlling guilds, mostly related to crafting resources and logistics in the beginning with some new features in future builds
- Fixed some exploitable places around certain Territorial Warfare bases, which were letting players walk or jump over the defensive structures
- Guild ranks will work properly

We are aware of the chat issues, which are getting worse in the past few weeks and will work on fixing them. The new public test client will feature an improved version of the current chat system with plenty of features for customization.
Et je rajoute, un peu à la bourre, le gros patch note de juillet :
Citation :
Major Roadmap Features

• Siege territories are open for capture - There are new zones with many bases to capture. Guilds are now able to capture such bases and build economic and military structures. There are certain time windows when bases enter maintenance periods and become vulnerable for attacks. Guilds can build defenses and protect their property from their rivals.

• Quest hints on the minimap - Players now have a clear indicator on the minimap and worldmap as to where they need to go to work on their quest task.

• Friends/ignore list – Players now can designate avatars as friends or enemies. Friends and enemies are treated as such with higher priority than faction affiliation for the combat and targeting system. Players are also notified when their friends come online or logout. To help finding friends players can search for avatars with known names or generally avatars around them. Also players can choose to ignore certain avatars and will no longer receive chat messages from those avatars.

• Improved Client performance – The Earthrise client now runs smoother with much higher framerate.

• Guild Ranks – Guild leaders can now setup rights for different actions of other guild members

Combat

• Player characters now have 500 Hit Points when no armor is equipped. Previously they were 100. Note, that in order to benefit the increase old avatars have to die at least once to reborn in new stronger body.

• Attack cycle damage and healing accumulation calculations have been modified. Ability damage and healing bonuses now use weapon damage as base, instead of the accumulated damage from effects and weapon modifiers. This change will avoid "one-shooting" or massive healing, and leads to an overall lowered damage and healing of abilities when stacking damage increasing effects.

• Damage over time and healing over time calculations have been changed. Each tick will deal percent of the unmodified base weapon damage, while bonus damage from effect is spread out throughout the entire duration of the effect. Infinite overtime effects such as Fire Stance and Nanobotic Utility Swarm no longer gain benefits from buffs.

• All Damage over time and healing over time effects now have an additional tick at the end of their duration, when their frequency time is a multiple of their duration.

• All damaging and healing tactics are now added (sum) to the percentage of abilities instead of increasing (multiply) that percentage with their percentage.

• Small healing tactics Recovery, Revitalize, Rebuild are no longer applicable. Those are no longer listed in skills dialog. Once they are redone to something more useful they will be brought back. Abilities that were using them are now compatible with the large healing tactics.

• Hitting target's head no longer yields bonus damage.

Effects

• Speed effect will now stack with Phase Out stance.

• Both Power and Disrupt effects should now work correctly with creatures and NPCs.

• New effect: Overheat - increases attack delay and ability recovery by 100% for 15 seconds.
Weapons and Primary Abilities

• Shotgun type of weapons now deal normal attacks when the target is closer than 3 meters. They no longer have a melee animation attack in close ranges.

• Melee range modifiers of shotgun type of weapons are increased to 75%.

• The damage of Assault Rifle Core type of weapons is increased by 4.2% (at t10).

• The damage of Assault Rifle Special type of weapons is increased by 8.5% (at t10).

• The Assault Rifle Take Position ability effect is reset, which should fix the bug that was causing double energy regeneration on some old player characters.

• Precision Rifle's Concentration ability now deals 20% Piercing damage on Default attack, calculated from the unmodified base damage.

• Precision Rifle's Kill Shot ability now deals 150% damage + 150% if the target has the Drain effect. Previously it was 200% +100% for the Drain.

• Precision Rifle's Deadeye Shot ability now has 50% damage bonus per positive effect, instead of 100%, and no longer does pierce damage. The cap has been set to 250%, from 500%.

• Precision Rifle's Harbinger ability now has 15 seconds recovery time instead of 1 second.

• Precision Rifle's Assassinate ability no longer does pierce damage, and its cost to execute is increased to 113 Energy.

• Shotgun's Bash ability is updated to be a positional ability: Arc Attack (90d) Range 3, deals 150% Weapon damage and pushes all enemies in front of you. Provides Power.
- Positional ability - hits targets in front of you immediately after the ability is cast.

• Shotgun's Disengage ability is updated to be a positional ability: Arc Attack (90d) Range 3, deals 150% Weapon damage and pushes all enemies in front of you, causing Slow.

• Shotgun's Crack Shot ability is updated to be a positional ability: Arc Attack (90d) Range 3, deals 200% Weapon damage, removes Armor and causes Sunder to all enemies in front of you.

• Shotgun's Point Blank ability is updated to be a positional ability: Arc Attack (90d) Range 3m, deals 250% Piercing Weapon damage to all enemies in front of the player.

• Shotgun's Force Shot ability is updated to be a positional ability: Arc Attack (45d) Range 10m, deals 70% Weapon damage and has 50% chance to cause Immobilize to all enemies in front of the player.

• Both Special and Core versions of Melee weapons now do pierce damage. Thus, the Core version lost a percentage of its damage per second.

• Arc inclination angle of Melee weapon attacks and abilities has been increased. Arc azimuth angle of Melee weapons attacks is doubled. This will result in a larger effective arc and it should be easier to hit targets with those weapons.

• Melee Skill and Weapons revamp
- All melee abilities now deal piercing damage.
- Berserker Strike now deals 100% Weapon Damage and its buff lasts for four seconds.
- Detain is now an Arc Attack (90d) Range 12m, deals 130% piercing weapon damage and causes Slow to all enemies in front. The caster gains Speed.
- Cleave is now a Blast Attack (3m), strikes all enemies around caster dealing 120% weapon damage and afflicting them with Slow and Overheat.
- Intimidating Strike now deals 140% weapon damage.
- Thunder Stance now regains 10-15 energy on every damage dealing attack. The effect is applied only once per second. Costs 5 Stamina per second to upkeep.
- Shockwave is now an Arc Attack (90d) Range 12m, deals 130% piercing weapon damage to all enemies in front. Affected targets receive Overheat.
- Heavyweight is now a buff, that absorbs 200* weapon tier damage. Lasts 30 seconds or until maximum damage is absorbed. Only one shielding effect may be active at a time.
- Psionic Displacement is now a single target ability, that teleports next to an enemy target, at up to 30 meters away, dealing 100% weapon damage in a Blast Attack (3m).
- Overpower now adds a percentage of bonus damage equal to your current Energy.

• Flamer ability Volatile Stream now deals damage equal to 2 times current Energy instead of 5.

• Launcher ability Lay Mine now deals 200% weapon damage, as piercing when triggered, decreased from 300%.

• Launcher ability Pulse Strike now deals 100% weapon damage per tick, decreased from 200%.

• Launcher ability Tremor Strike now deals normal damage instead of piercing.

• Cooldowns of some Launcher abilities has been updated:
- Mortar - 10 seconds.
- Lay Mine - 30 seconds.
- Pulse Strike - 15 seconds.
- Tremor Strike - 15 seconds.

Secondary Abilities

• Energizing Blast ability of Combat Medic device is now compatible with healing tactics.

• Recondition ability of Combat Medic device is now compatible with the large area of effect healing tactics.

• Phase Out Stance cost effect is fixed to show its Phase Out Stance cost, not a Relentless Stance cost.

• Shock ability of Recon device has its range extended to match the other device default ability ranges - 25m. Previously it was 10m.

• Snare ability of Recon device has its range decreased to match the other device default ability ranges - 25m. Previously it was 30m.

• Overcharge ability of Strength device has its effect name and description fixed to show its a Overcharge, not Overpower.

• Berserker Stance ability of Strength device has its damage increase lowered to 5% per tier instead of 10% per tier. The damage taken remains the same (5% per tier).

• Field Aid update:
- Integrity now always removes one debuff and restores 25xTier Hit Points to affected targets. Time to focus is reduced to zero. Time to recover is reduced from 10 to 8 seconds and Energy cost is reduced to 75.
- Refill Shield is now Blast Healing (7m), increased from 3 meters. Restores 60xTier Hit Points, lowered from 100xTier. Time to focus is increased from zero to 2 seconds. Time to recover is reduced from 20 to 12 seconds.
- Shield Halo's shield is increased to 250xTier from 150xTier. Effect duration is decreased from 30 to 5 seconds. Focus time is reduced from 1 to zero seconds. Recovery time increased from 15 to 25 seconds.

Bug Fixes

• Reworked Assault Rifle's Crossfire to event driven. This will hopefully resolve issues players have been experiencing with this effect.

• Consumable Nano-Canister Ammo should now add 15% bonus damage instead of 115%.

• Consumable Iron Bear Stim should now add 20% bonus damage instead of 120%.

• Fixed a bug that sometimes was preventing the resurrection PvP invulnerability effect to be applied.

• Fixed a bug which allowed to have two Powers or Disrupts effects at the same time for one gameplay tick.

• Fixed a bug with cursors, where some AoE abilities would snap to default cursor instead correct AoE attack cursor.

• Fixed a bug which caused the cursors selection to brake when mouse-over a defensive ability on a neutral target, while being focused.

• Fixed a bug where Neutral players were not gaining Criminal Karma when killing Continoma and Noir affiliated players.

• Neutral monsters are correctly seen as neutral now for Continoma and Noir-affiliated avatars.
Descriptions

• All abilities and effects descriptions are updated to have consistent terms. Some spelling mistakes are cleared.

• All abilities descriptions that are not using related weapon or device range (25m) are updated to show their exact range.

• All abilities descriptions that use targeting are updated to show their exact targeting properties. There are three types of targeting:
- Single Target - requires direct targeting circle aim.
- Blast - Circle area of effect attack with a center the targeted point on the ground or the targeted character if a targeting circle is hit. They also could be self centered if specified in their description. Example - Blast Attack (3m), where 3m is the radius.
- Arc - Arc area of effect attack that starts from the caster and has a depth equal to the weapon or ability range if shot at point over the max range, or targeted point on the ground, or the targeted character if a targeting circle is hit. Example - Arc Attack (22,5d), where 22,5 is the degree of the arc angle.

• Weapon descriptions are updated to show their exact Default attack targeting properties in the same manner as the abilities.

• All area of effect abilities and effects now have their area ranges noted in their descriptions.

• Nanobotic ability Utility Swarm and its effect descriptions now clearly state that they affect the caster also.

• Comrade Bonus effect description is fixed to show that it actually reduces a percent from incoming damage, not just to increase Threshold.

• Mortar effect description now clearly shows it does 180% from weapon damage, instead of 30%.

• Shotgun Force Shot ability description now shows that it is a 6m range ability.

• Assault Rifle ability Carnage now specifies that it is only active while Assault Rifle is equipped.

• Intimidate device Suppress ability description now uses zero instead of o.

• Precision Rifle Concentration ability now has an adequate description.

• Nanobotic Utility Swarm effect now has an adequate description.

• Defensive Psionic Singularity ability now has an adequate description.

• Push effect icons applied from a creature or NPC are fixed. They will no longer be shown as question mark.

• Launcher's Pulse Strike, Lay Mine and Tremor Strike now have correct icons for their effects.

• Launcher's Pulse Strike description is updated to show that its damage is normal not piercing.

• Nanobotic blocking effects now have correct icons.
Crafting

• Fixed an issue preventing Blueprints to be taken out of a technology.

• Crafting dialog was displaying improper ingredient counts when looking over several technologies one after another. Fixed improper caching of ingredient quantities.

Creatures

• Neutral creatures and NPCs will be seen as such (white nameplate) for all players regardless of their affiliation.

• Creatures and NPCs aggro ranges are updated to more consistent values based on their attack range.

• AI now has the ability to decay accumulated avatar threat and properly forget about offenders.

• Monsters now can pick up aggression from avatars having certain gameplay effect.

• Guards in Blasted Area camps now have a mutual aggro between each other and quest givers there.

• Monsters Kodiak-In-Training and Rising Phoenix are changed to attack only when player has quests Mission: Rising Phoenix and Mission: Kodiaks-In-Training, respectively.

• Kodiak-In-Training will no longer award affiliation points.

• World navigation mesh has been updated and cleaned and creatures should no longer pass through some solid objects.

General

• Camera movement no longer has limited horizontal velocity in locked cursor mode. That was giving players a perception of slow rotation and client stuttering.

• Introduced Auto Sprint toggle, bound by default to Ctrl-R. When engaged the avatar will always run if he has stamina. Eliminates the need for the player to hold Shift constantly pressed.

• Introduced Auto Force Attack toggle, bound by default to Alt-R. When engaged the avatar will always use Force attacks - i.e. will harm allies or will use beneficial effects on enemies. Eliminates the need for the player
to hold Ctrl constantly pressed if he would like to attack friendly targets, e.g. in Territorial Warfare areas.

• Avatar selection and avatar creation scenes are updated with small changes and better lighting and sounds.

• Changed internal item ID representation. This should eliminate potential future problem with ID pool depletion.

• Removed collecting and reporting of internal profiling data in Public builds. May improve client performance slightly.

Graphics

• Many graphics optimizations has been made to improve overall framerate and remove long frames, perceived as "stuttering":
- renderable subsets with different materials are now much better grouped and sorted to avoid state changes;
- redundant declaration changes are removed which eliminates thousands of calls to DirectX;
- additionally to asynchronous file operations on textures, texture resource creation has been distributed across multiple frames, not to go over certain quota. Players may see some texture popping when new textures are streamed but the stuttering of the client is greatly reduced;
- shuffled several asynchronous operations to start as early as possible and to block for results as late as possible to allow much more work in different threads;
- moved loading and parsing of models to separate asynchronous thread;
- DirectX index and vertex buffer resources now have been distributed across multiple frames, not to go over certain quota. Players may see some object popping when new objects are streamed, on slower machines or machines with heavily loaded IO, but the stuttering of the client is greatly reduced;
- changed the default settings for new Earthrise installations to better match average machine, former settings were mostly High and caused bad performance for players that didn't tune the settings for their configurations;
- removed extra light with 0 intensity that was not contributing to the scene but caused many objects to be rendered on 2 passes;
- fixed an issue with tinting, now NPCs and avatars will not change customizable colors unexpectedly when another avatar or NPC becomes visible;
- shaders were optimized and not-needed instructions and calculations have been removed;

• Player characters now have a forward-strafe sprint animations.

• NPCs are colorized according to the fraction/zone they belong

Items

• Maximum stack of stack-able items is increased:
- 100 for consumables;
- 2000 for modules;
- 5000 for rare resources;
- 10000 for normal resources, quest items, parts and trash.

• Stashes now require twenty seconds concentration time to open.

• Some consumables have their effects updated:
- Adrenaline-Kit consumable effect now lasts 9 seconds instead of 6, and increases the total Stamina gained to 60 from 40.
- Adrenaline Injector consumable effect now lasts 9 seconds instead of 6, and increases the total Stamina gained to 90 from 60.
- Power-Kit consumable effect now lasts 9 seconds instead of 6, and increases the total Energy gained to 60 from 40.
- Power Injector consumable effect now lasts 9 seconds instead of 6, and increases the total Energy gained to 90 from 60.
- Vital-Kit consumable effect now lasts 12 seconds instead of 6, and increases the total Hit Points gained to 600 from 300.
- Vital Injector consumable effect now lasts 12 seconds instead of 6, and increases the total Hit Points gained to 1200 from 600.
- Nano-Canister Ammo consumable effect now lasts 25 seconds instead of 5, but increases the Damage with 10% instead of 15%.
- Stim Pack consumable effect now lasts 25 seconds instead of 5, but increases the Critical Chance with 10% instead of 15%.

• Consumables Medi-Pack and Big Medi-Pack are removed from all vendors and stashes, so those are no longer obtainable. We decided that those are too powerful in current state.

Party

• Killing a party member no longer yields affiliation rewards, neither does it affect criminal karma.

• Fixed border issue with kicked and then invited party members that can become invisible for other party members.

Quests

• Quest objectives and quest turn in locations hits are created for all quest in game.
- Tracked quest hints locations are shown both on world map and minimap.
- Selected active objective location or quest turn in is pointed with an arrow on the minimap.

• To address reports for exploit in Blasted Region regarding the siege materials provision quests, we have made the following changes:
- Captain Pax now requires the players to kill General Cash for "Cash In Cash Out" quest and to kill 5 Borderguard Lookouts for "Mercenary Mail Service".
- Captain Frimonne now requires the players to kill General Marina for "Floatsam" quest and to kill 5 South Legion Watch for "Power to the Troops".
- Replaced the items from NFS Report Case and Power Container with regular stash loot tables.
- Removed the items provided from conversations with "Cash's Strongbox" and "Marina's Suitcase".

• Fernandel will no longer give infinite number of Lotions.

Servers

• Lag correction was allowing too large threshold of position divergence between different clients which was perceived as de-synchronization. Now if the avatar stays for a while and the predicted position differs, instead of allowing tolerance the avatar is snapped to the proper position.

• Fixed a regression caused by motion data optimization. Now other avatars properly rotate smoothly.

• Optimized gameplay effect passing between client and server (less copying, less traffic).

• Optimized the way Lua state was replicated from client to server, reducing copying and transfer of already known data.

• Optimized away unneeded list of requirements to activate ability on each activation.

• Greatly reduced the size of serialized script object properties that are transferred between the client and the server.

• Optimized sending of extra data for other players' items that was later discarded on clients.

• Fixed several sever crashes related to avatar gameplay effects, and ability unlocks.

• Fixed crash of the chat server in rare situations when avatar has not been properly logged off from chat on previous login.

• Fixed issue with the database server which would skip applying some property changes on first encounter of corrupted object.

• Server script system was not properly recovering from error causing server crash on many recoverable errors.

Sounds

• Major update to creature, combat, and ambient sounds.

• Added and updated UI sounds.

• Many NPCs have been missing their voices, now this is fixed and they properly greet the player.

• Added an option to swap the audio channels in stereo mode to fix problem that on certain audio cards players are hearing left and right channels mixed.

User Interface

• When quality of item changes in the inventory its quality will properly update on all tabs.

• Items in the inventory will no longer become locked (grayed out) when player exits Crafting dialog.

• When player gets items attached to mail with "Take All" the items now properly stack in the inventory.

• Fixed an issue with dragging an item outside inventory to destroy it and then clicking "No" at the confirmation dialog would make the item unusable until next login.

• Quests no longer disappear from the quest tracker when their objectives are completed.

• Dropping a high quality items requires confirmation by typing 'DELETE'.

• Items now can be taken from Storage and/or Warehouse using the Ctrl+left-click.

• Fixed an issue with icons in some Inventory tabs staying locked after being moved to another dialog or dropped, if the "All" tab is full.

• Fixed an issue, causing chat to loose focus when System Notification message has been shown or in other rare situations.

• Fixed an issue preventing dragging of added designs in the Crafting Skill Combiner.

• Target Portrait will show with animation only if it was hidden, otherwise will change (this way, when you target a lot of targets which are nearby, the Target Portrait is not blinking).

• Small redesign of Target Portrait - distance to target has been improved.

• Added two more loading screens.

• Fixed several typos in the dialogs.

• Many tooltips, messages, and errors have been re-written to be more clear.

• If Guild leader tries to change the guild description or message of the day and fails, he will see what he has typed

• Added shortcut "N" to open Social dialog, tooltip of the button updated.

• The world map was not centering at the avatar position upon opening. It is fixed now.

• Resurrection points in the World map list sometimes have no names. They are now shown with the default text 'Resurrection Point'.

• Removed obsolete tip of the day.

• Removed some extra quotes from the command for inviting through context menu to Guild, Party, and Trade.

• Social dialog will show "Invite to guild" option in the context menu only if the player is in guild.

• Chat commands that need avatar names now properly work with and without quotes, even when the avatar name contains spaces.

• Changed format for displaying time.

• Crafting dialog now can be moved.

• Item icon will show amount formatted for big numbers (k, m, b suffix). This will properly show number of items for stacks > 999.

• Siege section has been added to the in-game Help.

• Player Bank dialog is loaded on demand now saving some RAM.

• Fixed a bug with wrong positioning of tooltips for items that are close to the bottom right corner of the screen, e.g. the Belt items.

• Fixed issue, causing unsuccessful attempt to equip item to leave dragged item locked.

• Renamed Player Shop to Player Marketplace

• All quests now can be tracked.

• Enhanced the vertical positioning of party members.

Visual Effects

• Combat particle systems were too aggressively culled and when the originating creature left the player vision the particles disappeared. This was causing confusion when for example the player has been shot from the back. Now particles are properly culled and are left visible if they would affect the player.

World Environment

• Arcology II updates:
- Fixed a place where the avatar fell through a bridge

• Autonomy updates:
- HuskDwellers are removed from the ship (near Road Camp) and have been relocated near the derelict vessel.
- Added a Guild master in the Road Camp.
- Fixed a stuck place in a stone pile.
- The character no longer needs to jump while walking on some ramps of the Western Docks.

• Blasted Area updates:
- The respawn time of Pale Death, White Pestilence, Black Famine is increased to 120 seconds.
- War Station Core CWS007 now uses different model to match the style of the SF control nodes. It is moved a bit away from the derelict buildings.
- Borderguard Engineers are replaced with Borderguard Supply Engineers.
- Borderguard Regulars are replaced with Borderguard Siege Specialists and Borderguard Lookouts.
- Borderguard Salvage Techs are replaced with Borderguard Provisions Officers.
- South Legion Demolitions are replaced with South Legion Destroyers.
- South Legion Elites are replaced with South Legion Heavy Infantries.
- South Legion Patrols are replaced with South Legion Watches.

• Cascade Mountains updates:
- Disguised SVS are placed properly to be in the camp.
- Added several rare stash locations.
- SVS Field Handlers and SVS Pathfinders are placed properly to be near the road.

• Eastern Gardens updates:
- A place is fixed at the entrance of the Eastern Gardens City where the characters had to use jump before walking on the stairs.

• Industrial Area updates:
- Crafting station Q2 in the wilderness now has stronger guards.
- More stashes and environment models are added in the area.
- All pools and basins (without sea and rivers) were reworked for better performance.
- Toxic environmental damage is added in most of the pools.
- The rare stash near the pool of the reactors in the Powerplant was moved to be outside of the environmental damage area.

• Noir Core updates:
- Fixed some of the NPC locations, so they no longer fall through the floor of the platforms.

• Sal Vitas Valley updates:
- All the pools and basins in Sal Vitas City and the Polises (without lakes and rivers) was reworked for better performance.

• The Hatchery updates:
- The respawn time of Transiting Blighters, Infectuous Abominations, Death-roamer Molloches and Cyst Vessels near the entrance of Hatchery Territorial Warfare area is increased to 120 seconds.

• Territorial Warfare area updates:
- All radiation damage effects are removed from the zone.
- Wall corners are rotated a bit, so the corner tower will have the appropriate facing according walls.
- Around twenty percents of the bases are relocated including their surrounding environment.
- More resource nodes and environment models are added in the Great Desert, the Jungle and the Salt Fields.
- The visual settings in the Desert, the Jungle, Salt fields and Xcylite fields are updated.
- The Purifying Station (a huge complex with interiors) is created near the border of the Great Desert.
- Player characters will no longer teleport and stuck inside the Base Teleports and Teleport Gateways.
- All base consoles now have appropriate names.

• Xcylite fields and the Hatchery environment updates:
- More environmental models are added in the Territorial Warfare entrances.

Bug Fixes

• Fixed an issue that was giving quest items to avatar when completing a quest instead of removing them when the quest items were stacked in the avatar inventory.

• Fixed an issue that caused feedback loop and corrupted avatars in rare events and when the avatar has just changed zones multiple times.

• Fixed an issue that caused avatar to remain on the server after he has disconnected and the server started disconnection penalty timer.

• Fixed an issue with multiple stashes that were not providing loot.

• When the player presses Esc during login or character creation game will no longer close but return to previous state.

• Fixed an issue that was making keyboard unusable when the player closes Guild Registration dialog with Esc key.

• Fixed an issue with crash report appearing when the player selects "Quit Game".

• Fixed a bug that would make an avatar a guild member if he accepts an invitation of guild that has disbanded in the meantime.
Répondre

Connectés sur ce fil

 
1 connecté (0 membre et 1 invité) Afficher la liste détaillée des connectés