Wednesday, 17 May 2006 |
Some days ago Auto Assault received its first big patch since release.
1.0.14.108 Patch Notes Bug Fixes General - Fix for helmet’s that disable hair style/colors, switching to another character/helmet and then switching back causing the style/colors not to return to disabled state (ex. in character create screen, get a no hair helmet, swap class or sex, then swap back)
- Fixed TNet Artillery’s animation, finally! Woo!
- Fixed static TemperNet Artillery’s skill cast. Animation now plays correctly.
- Fixed minor typos in missions for ‘The Warren’.
- Fixed unset layer name and description in ‘Zeman’s Garage’.
- Militia Base - Added Corps Armored Transports to Windjammer area of Militia Base.
- Militia Base - Fixed floating trees.
- Ground Zero - Removed On death triggers that were making people temporarily invulnerable when they killed another player.
- Battle Pitz Tavern - fixed broken vehicle vendor.
- Fixed the Derelict Python so that it will now respawn. Previously, the unit was not respawning.
- Fixed the Zendig Fire in Dreamtime so that it is now labeled correctly.
- The Scav Hawker and Native Wayne will no longer be attacked by player summons.
- Agent Fein was up to his knees in the repair pad in Scrap Valley, so moved him away from the repair pad.
- Doctrine Terminal in Scrap Valley was facing a wall and has now been turned around.
- Fix for collision against same faction players
- Fix to skills costing the wrong amount if you have a skill bonus.
- Fix to music playing over special cinematic events.
- Fix for shard name length crash.
- Fix for issue with trading causing inventory desync.
Missions - missions no longer scale XP.
- Lowered spawn counts in ‘Race for the Wind’.
- Fixed “Terminal Velocity” so it properly completes.
- Fixed typo in mission “Terminator Mingo.”
- Fixed typo in mission “Mopping Up.”
- Fixed typo in mission “Private Residence.”
- Mission “The Transporters” now gives correct rewards.
- Use objective in mission “Icons” now fixed.
- PC Gamer and Collectors Edition special missions now only completable when you are Level 5 or higher.
- Mission “INC Maintenance” can now be completed.
- Mission “Cause for Alarm” will no longer fail when campfire is destroyed.
- Fixed final deliver on mission “Clear Warning” (Human).
- Fixed the text for the mission “Believe My Eyes.”
- Fixed the mission “Dye a Little Bit” so that no items are left in the player’s inventory.
- Fixed the mission “The Projectile Weapon Crafting Discipline III” to point to the correct map.
- Fixed a typo in the mission “Skills to Pay the Bills.”
- Fixed the instructions in the mission “Tool Analysis.”
- Fix for level requirement on mission being spammy.
UI - Fixed improper calculation of how much HP you get from each point of tech in the rollover of the tech attribute in the character window.
- You should see correct max hp in town again (swapping vehicles won’t display 1/1 hp etc).
- Fixed typo when a global reconnects after crashing “Comm system comming back online” to “Comm system is back online”.
Items / Crafting - Fixed a bug that was causing a problem with selling stacks of items using the shift+click method or the mass move sell method.
- Fixed bug where first thing crafted from memory isn’t marked from memory.
- Crafting from memory wasn’t refreshing the discipline points value correctly (you could be gaining points but wouldn’t know it because the numbers weren’t updating).
- Fix for wheel sets not drawing in select screen.
- Fix for vehicle swapping corrupting inventory
- fix to gadgeting making level requirement go up when when item is enhanced
Additions - When you complete a minor ‘stunt’ now (via a large leap or fall), you’ll see a little report in the upper-right corner of the screen. You can disable this in the Interface Options at the very bottom.
- Discipline pre-reqs that the player does not meet will show up red in the discipline trainer window.
- Added a 30% Slow attack to the Desert Xosage.
- Added heal pad in human mini base in Grand Junction for Humans.
- Militia Base - Added General Goods vendors to HARP and truck stop.
- Added a cool down to Skill 3143, Seething Bloodspitter PBAE attack.
- Added an item reward to the mission “Lieutenant: An Officer’s Duty.”
- Added the proper item reward to the mission “Big Jim’s Burgers.”
- Added ‘Walking the Land II’ to Proving Grounds.
- Added set active trigger and reaction to over-ride any preorder missions in The Wastes.
- Added set active trigger and reaction to over-ride any preorder missions in Tierra Roja.
- Added set active trigger and reaction to over-ride any preorder missions in Ark Bay.
Changes General - Instance XP bonus changed in instance maps to 2% for 2 players 4% for 3 players and 6% for 4 players.
- You should be able to take screenshots even while the shift key is being held down now.
- Spending points in tech/theory forcibly updates the vehicle hard points window (if it’s open) so that it reflects the new max hp/power.
- Tweaked all motorcycle physics
- Changed vehicle physics system to not bounce vehicles as much after a big jump
- Modified critical hit and critical damage formulas.
- Stunts should no longer accumulate if you die, are in hazard mode, or in spectator mode (like intro sequences). We also show the old stunt data.
- All mines and escorts no longer take up a player summoned creature slot.
- Escorts should now bring up an icon with duration left to achieve escort mission success.
- Removed massive extra heal effect from Tesla Coils in Nostros mission, now they should work as intended.
- Raised count of ‘Callow Bloodspitters’ in Western Front’.
- Removed multiple scorpions on paths in ‘Western Front’.
- Adjusted improper layer setting in contested missions for ‘Choppin Maul’ and ‘Moat’.
- Winston - replaced NPC Wittaugh with a vendor terminal to repair fictional strangeness of him being in two places at once.
- Ft. Logan - Took store off of Agent Sotho because it was interfering with a mission.
- Moved the RBF Console in Suicide Town so that it may be accessed from any layer.
- Citadel - changed one of the Hazard Kit dealers to a “Junkyard” for balancing.
- Increased the delay between Seething Bloodspitter’s attacks.
- The nanite/goo conflict within Dezparo was making him jitter and drive very sporadically. He has applied copious amounts of pain and pleasure, and is now fine.
UI - If you run the game at 800x600, the character create screen race/class description windows will now have scrollbars as the text would otherwise be cut off
- If there are too many Discipline Pre-reqs to fit in the pre-req window while talking to a discipline trainer, it’ll automatically switch to a smaller font that can fit them.
- Newbie chat will now say new user clan instead of clan.
- Created new Biomek hazard mode armor skills.
Missions - Adjusted missions in ‘Proving Grounds’ to assure levels are set correctly and prereqs are correct to remove perceived level gaps.
- Adjusted patrol points in ‘Proving Grounds’.
- Changed the NPC that gives the mission “Windfall I” to the correct NPC.
- Changed the missions “The One Will IV” and “The One Will V” to give correct directions.
- Conducted a pass through missions to assure levels are set correctly and prereqs are correct to remove perceived level gaps.
- Increased the stats on Benno the Smasher to be more boss-like. Also gave him a more powerful front weapon.
- Increased the stats on Raid (13399) to be more miniboss-like.
- Munitions Transport escort should now show up as level 36 with high hit points as intended.
- Munitions Transport escort no longer terminates inside transition circle where the player can’t get to it.
- Increased fail distance for escort in mission “Emancipation” (all races) to 200m.
Items / Crafting - Equipping a power plant with enhancements on it will show correct max power values on the client in town now.
- Changed the wording on the Tinkering research rollover to correctly state that it’s right-click then left-click instead of the other way around to use tinkering kits
- You can drag Consumables to your QuickBar in town again
- Mass moving large amounts of inventory should no longer freeze your computer for extended periods of time
- You can no longer have >95% chance to succeed in reverse engineering.
- Removed higher tier forms of unrefined commodities, the base level commodity now drops throughout level ranges and is used in recipes across level ranges.
- Pass done on crafting disciplines to identify and correct items with the incorrect discipline rank needed to repair
- Pass done on experimentation recipes, less enhancements share recipes now, especially low level enhancements. Generally groups contain 3-5 enhancements that share a recipe.
- Changed some experimentation recipe groups now require less complex ingredients.
- Pass done on rare items, most ultra rare and higher items will also require a rare drop commodity or component to repair.
- Updated all racial stat bonus progressions across all hazard chips, with a general increase in stat bonuses.
- Changed the description on Blood Phial (2306) to indicate 5 pulses instead of 15.
- Created 32 new medium front weapons to fill in the gaps in levels 3-15.
- Created a number of new medium front weapons to fill in the gaps in availability for non-Agent classes.
Skills - Removed the Slow attack from the Desert Crawler.
- Removed Windforce skill from Biomute Banished (4886).
- Changed Xeno Lumiere (14249) cannon attack to target enemy instead of self.
- Last available skill level can be added by an equipped skill cast.
- Certain summons don’t count against your summon count anymore. This should fix rear weapons, escorts, and a few player skills we don’t want to count.
- Sniper Combat Mode to +33% chance to Critical Hit from +50% chance to Critical Hit.
|