Patch Notes - 30/03/2016: CLONE WARS! Construction system almost ready! Personal Map Drawings!

Discussion in 'Test Server: Discussion' started by DarkTexas, Mar 30, 2016.

  1. DarkTexas Volunteer Quality Assurance Assistant

    Locale

    • "Projectile Shield Emitter" renamed to "Skywall Shield Emitter"
    • added locale strings for the Gold and Black Burster variants
    • "The [*faction*] only needs [points]VP to win!" (note the lack of asterisks in the latter brackets - potentially breaking it)
    • "Generated Victory Points"
    • "Personal Map Tactical Overlay Updated!"
    • added strings for XP events, such as "Gunner ANT Kill Bonus", "ANT Crit Kill Assist"
    • "Sunderer Garage Schematic", "Allows cortium to be used to create garage suitable for protecting a deployed Sunderer. NC use only."
    • "Drop Grid Emitter Blueprint", "Creates a laser grid overhead that will severely injure enemy infantry that pass through it."
    the lines below are First Time Events - please enable them to test them!


    • "Modular Field Refinery", "Active Modular Field Refineries process Cortium in exchange for Victory Points. An MFR remains dormant until your faction has an available Victory Core, and cores are placed into the refineries located nearest an enemy Warp Gate. While active, Cortium must be continually delivered to a nearby Silo, which in turn powers the MFR."
    • "Silo", "Silos store large amounts of Cortium, and use it to power modules and other important constructs nearby. Silos also claim the nearby area for the owner's squad, allowing squadmates to deconstruct misplaced constructs by using the Decon Tool."
    • "Friendly VP Generator", "Victory Generators are Refineries that have been charged with a Victory Core. These Generators are important to defend, as they will slowly generate Victory Points which allow your faction to secure control of a continent. Enemy Victory Generators can be destroyed by attacking the shielded area near the center of the device, and destroying the floating core within. When the core is destroyed, the generator will detonate, so be sure to clear the area. Destroying enemy cores essentially steals the core from that faction; reducing the total number of active cores they can have up while at the same time increasing the total number of active cores your faction can have up."
    • "Generic Info Description", "Generic Info for Construstion Objects"
    these sound like loading screen hints


    • "Cortium nodes continually spawn throughout Auraxis; the larger the node, the more Cortium that can be harvested!"
    • "ANTs harvest Cortium which can then be deposited into Silos, used to create construction objects, as well as fuel the ANT's special abilities."
    • "Deploying an Advanced Nanite Transport (ANT) will allow access to a terminal which can be used to spawn constructs within the world."
    • "Player-made structures take time to build, and are much more vulnerable to enemy fire while still being constructed. Try not to place structures while enemy vehicles are nearby."
    • "HEAT cannons, C4, and other explosive weaponry tends to deal more damage to player-made structures, while Armor Piercing weapons tend to deal more damage to player-made turrets."
    • "A Cortium Silo is the heart of a player-made base; it powers all modules and Refineries, and stores Cortium for later use."
    • "When assaulting a player-made base, infantry strike teams should be sent in to disable enemy modules that may be shielding or repairing the base."
    • "Active Modular Field Refineries appear on the continent map and will generate Victory Points over time. The closer an MFR is to an enemy Warp Gate, the faster it will generate Victory Points!"
    • "Various Modules can be placed near player-made construction objects to modify their defenses, repair them over time, generate shields, or automate turrets!"
    • "Automated player-made turrets will not fire on enemies unless they are very close, but they will return fire at much greater distances."
    • "When a Modular Field Refinery becomes active, its location appears on the map for allies AND enemies. Be sure to build up your base defenses BEFORE deploying an MFR."
    • "There are a limited number of "Victory Cores" available on each continent. These cores power Modular Field Refineries and generate Victory Points. Destroying an enemy MFR will steal their core and give it to your faction!"
    UI
    • new notification, OnVictoryConditionSetCloseToComplete (aka, a continent close to being locked); "The %s only need %sVP to win!" (not from locale)
    • added personal map drawings (aka Tactical Overlays), in addition to the existing Squad Leader and Platoon Leader ones
    • some changes to the "need ammo/heal/whatever" code, maybe fixing the missing minimap icons...?
    • added a toggle for map indicators' interaction? ah, likely disabling the right-click on minimap icons
    • modified vehicles' Deploy indicator? and some Ability indicator UI?
    • modified continent lock UI
    • added a tooltip/label to the VP Generator icons on the map, displaying the owner's name, and the Cortium processing speed
    Models/FX


    • added the Construction Sunderer Garages shown in BBurness' latest video (also functioning as a garage)
      • BBurness: "The shields will be bugged on PTS, they are solid oneway shields. Before it goes live the shields should behave exactly like gate shields; stops large explosive projectiles but not smaller ones (including the Archer) both ways."
    • added Monitors for the Construction Silos
    • slightly modified muzzle for the Gorgon
    • modified FXAttach points (where smoke comes from) on Bunkers, Walls, MFRs, Modules, Silos
    • mentioned a separate 'placement' model for Spawn Beacons (shown in green/red when trying to place)
    • modified the Construction Wall model+collision
    • modified the outpost faction banner model
    • modified the ANT model
    • modified the new smoke FX
    Continents
    • added another missing Hossin Construction No-Deploy Zone
    Balance
    • modified Gorgon's clip size 60->40
    • odified Construction turrets' Cortium cost 1400->1200 (in Xiphos' case, 1000->1200)
    • modified Sunderer Garage's Cortium cost 1200->1500
      • because it was an Item for a while; also, the limit of Sunderer Garages per player is 1 (was 10)
    • modified Bunker's Cortium cost 1000->1200
    • modified MFR's Cortium cost 2200->2500
      • Drop Grid Emitter's requirement also changed, likely disabling it
    • modified Skywall's Cortium cost 2000->1500
    • modified Structure Shield Module's Cortium cost 2000->1000
    • modified Turret AI Module's Cortium cost 800->1500 (Daybreak warning: the VS version lacks a PASSIVE_ABILITY_ID)
    credits to shaql.
    • Up x 2
  2. Inu

    • added personal map drawings (aka Tactical Overlays), in addition to the existing Squad Leader and Platoon Leader ones
    :eek::eek::eek:

    One step closer to getting me to sign up for All Access!!!
  3. 3punkt14159

    So that means, its closely to the live servers?
  4. TOXIC_MACHAMP

    sundie garage nc use only is that a joke