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  1. #1
    A PBS mind in an MTV world
    AOD Member
    AOD_Darkn3ss F4lls's Avatar
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    Default Patch Notes (Updated 09/29/0216)

    Greetings Everyone,

    I will keep this updated as best I can with links to the actual notes as they launch. Please note this is copy and pasted from their announcement and then adjusted to fit your TV :). All spelling and grammar issues are not due to my AMAZING English language skills.


    Patch Day - 09/29/16 - Steam BuildID: 1365274

    (For those who are having issues when patching the game, you can verify that you have the correct version by matching the BuildID above with what you have listed in the "Properties" window, under the "Local Files" tab. If it's the same, you're good! If it's not the same, you would need to force an update by either logging out/in Steam, or choosing "Verify Integrity of Game Cache" from "Local Files" tab.)

    New and Noteworthy Additions:

    1. Eldar re-balancing (details below)!
    2. Agnathio fixes (including invisible collision @ B)!
    3. Fortress game mode has been tweaked based on player feedback + metrics data!
    4. Rank 5 players with max. XP will now appear as Rank 6!
    5. Compass added to the in-game Radar!


    Gameplay Tweaks/Improvements:

    1. Fortress game mode matches have been adjusted : The rounds now start with 50 more defender lives (taking us to 300 lives) and 7 mins are added per first cap of each capture point, instead of the previous 12 mins).
    2. Agnathio has a better respawn point distribution (around Cap B and on the fortification).
    3. Agnathio attackers contested spawn for A (cathedral) have been moved onto / entrance of the bridge instead of the Cathedral entrance.
    4. PVE: The Tyranid Warriors HP have been tweaked and the gameplay around them for some objectives has been tweaked.
    5. PVE: Tyranids spawning from the walls now spawn at the correct level (they were going through the floor).
    6. PVE: Termagaunts AI have been also optimized.
    7. PVE: Tuning of the multi-activate portions in one of the possible “paths”.


    Weapon Tuning:

    1. The Lasblaster, Hawk Talon and Sunrifle damage values have been reduced by 10%.
    2. Re-balanced the damage and accuracy on the Reaper Launcher (when using the Starswarm fire mode), as well as reducing the projectile speed and its area of effect damage.
    3. Tuned down the damage buff applied when attacking in stealth on the Striking Scorpion.
    4. The smart pistols apply recoil even while locking on a target.
    5. Menu/UI/Chat Window Improvements:
    6. PVE: Removed the kill screen UI from being displayed for deaths in PVE. We’re trying something out, let’s see if it sticks!
    7. A compass has been added to the in-game Radar, showing where North (N) is located, giving players a better idea of where to go/call when giving orders to move!
    8. Updated the loading screen into matches!
    9. Chat box can now be scrolled up/down via the Page Up and Page Down keys! WOOHOO!


    Server/Backend/Steam Improvements:

    1. Players who quit from the end-of-round scoreboard will no longer be entered in queue. Quit means quit, damnit! :D


    Bug Fixes:

    1. Lots of collision fixes, invisible walls, stuck spots and visual/cosmetic bugs (like one-sided textures, visible seams between walls, etc.) across all maps, especially our newest fortress, Agnathio!
    2. Fixed a lot of the lighting that was too bright in several levels (damn those spotlights for being too low!)
    3. Lots of little bug fixes with Guilds, we’re not done though! For those experiencing problems with their guild, we’re aware and working on it case-by-case. Please be patient, our support staff and server/backend team are working as fast as they can!
    4. Potentially fixed the more common cause for the 0 end-of-round scoreboard bug we’ve been suffering with for what feels like months!
    5. Sticky grenades have not been acting consistently, so we’ve done a tentative fix that seems to be holding up! We’ll keep an eye on this and fix different situations of this bug as they arise!
    6. Fixed a possible out of world bug in Blackbolt.
    7. Several fixes to Appearance items that were not displaying correctly.
    8. Fixed some of the tooltips on weapons and items that needed updating!
    9. Fixed a PvE crash when the character transporting a power cell becomes “invalid” (by dying, dropping the cell in an unreachable spot, etc.) during delivery.
    10. Fixed a hit registration issue with the Power Klaw.
    11. The Power Klaw now makes you walk slowly, as intended, when performing a charged Strong Attack.
    12. Equipping a grenade now has precedence over guarding with a shield. This fixes the unlimited grenade exploit w/ shields.


    Known Issues:

    1. There is an invisible collision that snuck past us, outside of A on Medusa that prevents fluid movement, but we didn’t want to stall the patch for that! Exit from A from all sides EXCEPT the western exit (the one with stairs)! You have been warned, so if you rage I’m going to call you on your misplaced rage because it’ll be clear that you were not reading patch notes! I spend hours making these, guys…. Come on!
    2. In PVE, when choosing a Mark of Khorne (MoK) loadout then change to a non-MoK class, any healing from Sorcerers will not affect them and will act as though the Mark of Khorne is still in effect. We’re already working on a fix for this!
    Last edited by AOD_Darkn3ss F4lls; 10-05-2016 at 04:58 PM.

    Steam - Origin - UPlay - YOUTUBE -TWITCH

    AOD4Life - Have Questions About AOD? Ask me! - Support the Clan! - Referal Key: EC-A87Q4ZAYC252B

  2. #2
    A PBS mind in an MTV world
    AOD Member
    AOD_Darkn3ss F4lls's Avatar
    Rank
    Corporal
    Division
    Warhammer
    Status
    Active
    Join Date
    Nov 2009
    Location
    District of Columbia
    Age
    29
    Posts
    3,012

    Default

    Patch Day 09/22/2016 - Steam BuildID: 1348565

    (For those who are having issues when patching the game, you can verify that you have the correct version by matching the BuildID above with what you have listed in the "Properties" window, under the "Local Files" tab. If it's the same, you're good! If it's not the same, you would need to force an update by either logging out/in Steam, or choosing "Verify Integrity of Game Cache" from "Local Files" tab.)


    New and Noteworthy Additions:

    • Road to launch is before us! Prepare yourselves! (XP needed to rank up changed, etc.)
    • Rebalanced several things, ranging from weapons to vehicles (details below).
    • Build stabilization and optimisation.
    • Loooooooots of Appearance, Weapon and Advancements icons are now in!
    • Tons of polishing + fixes across the board!


    Gameplay Tweaks/Improvements:

    • Items bought with Requisition can now be purchased via the Custom Loadouts screen, when editing a loadout slot.
    • The amount of XP needed to rank up has been set to the intended higher XP curve for launch, no more E-Z mode leveling up. It’s almost launch, it’s time to get REAL!
    • Interacting with allies is much more reliable now, in addition to making it less likely to use an item on another character when you want to use it on yourself.
    • Side vaulting detection has been tightened up.
    • Improved the Predator’s side gun first-person view.
    • PVE: Decreased the amount of the slow down effect that gets applied to Hormagaunt when under the effect of suppression.
    • PVE: Hard mode has been hardened even more! Prepare yourselves, it’s gonna be a rough ride! Enjoy :D
    • PVE: Improved the “visual language” in the usage of the sector lock.


    Weapon Tuning:

    • You can now vent heat on weapons while bracing.
    • Rebalanced all Krak and Meltabomb equivalent grenades.
    • Rebalanced the damage of all Heavy weapons (Heavy Bolter, Lascannon, Plasma Cannon, etc).
    • Increased LP cost of the Eldar meltabomb bundle.
    • Rebalanced Plasma Cannon and Power Fist damage against vehicles.


    Vehicle Changes:


    • Rebalanced the survivability of all vehicles (much tougher in the front).
    • Rebalanced the damage of all vehicle-mounted weapons.


    Controls:

    • Banshees were not able to trigger the Scream with the gamepad, but this has now been addressed. The Y button is used for this now (temporarily, while we work on the finalized button combo for this ability).


    Menu/UI/Chat Window Improvements:

    • Equipment stats are now displayed in the store.
    • Items in the Store are now sorted according to their type in the following order: Reward Boxes, Equipment then Appearances.
    • The Store page now defaults to the selected character's faction when it loads.
    • A whole slew of advanced graphic options is in (and they look GREAT!) + graphic settings have been adjusted for each “quality level” as we prepare for launch mode™.
    • Loadout costs and character attributes are now refreshed as soon as an item is equipped.
    • Added item descriptions for Reaper Launcher weapons.


    Art/Visual Improvements:

    • A lot of visual customization has been added for Orks, some for certain Eldar aspects, all found under the Appearance tab in the Custom Loadouts screen. We’re working on getting as much more in as possible before launch!
    • Most, if not all, Wargear should have a visual element that is visible on your character!
    • The leader Standard now fades out in certain camera configurations to avoid obstructing the view.


    Audio Improvements:

    • Assault Station Maggon now has its own ambient audio track.


    Localization:

    • More last minute changes/corrections to translations for items/weapons/Wargear.


    Bug Fixes:

    • Lots of collision bugs, visual/cosmetic bugs with scenery/décor on several maps and stuck spots fixed!
    • Fixed some issues with Supply Boxes, there are likely a few loot-related bugs we’ll be fixing for launch!
    • Fixed an audio bug with the Ork vehicle horn that would occur in a specific circumstance.
    • Fixed a bug that was occasionally causing incorrect attacker/defender roles in all maps.
    • Fixed some execution alignment and visual bugs across all factions, we’re not done though!
    • Fixed a UI bug on the scoreboard of failed PVE matches reporting incorrect info.
    • Addressed a few visual UI bugs in the Loadouts screen that were introduced with the new Battle/Alternative loadout system.
    • Potentially fixed a batch of possible progression blockers in PVE related to AI pathing, including tweaks to the Warrior to be a more fearsome foe!
    • Fixed a UI issue in the HUB screen that was briefly displaying incorrect RTC and Requisition.
    • Fixed the issue where spaces were not allowed in the middle of guild names.
    • Fixed some (not all!) ragdolls that were causing the dead person/thing to bounce/jump up after getting killed.
    • Potentially fixed the 2D audio bug where players were able to hear vehicles/Quadguns no matter where they were in a map.
    • Fixed a lot of cover/vaulting/navigation bugs across several maps.
    • Fixed the evade attack for Tacticals and Traitors that was not working as intended.
    • Fixed the crazy ridiculous ragdoll for Chaos characters having the Daemonforged Armour equipped.
    • Fixed leader Standard location when having a heavy weapon equipped as a Space Marine.
    • Raised the volume levels of some Female Eldar and Mark-specific CSM VOs that were too quiet and hard to hear.
    • Fixed incorrect spawn VOs when having a Chaos God Mark equipped.
    • Fixed an issue with hit box detection on enemies, causing the reticule to not change to red on some parts of their body (but were still targetable/damageable).
    • Fixed a display bug with the Friends tab in the Guild menu not showing players as being online when they actually were.
    • Fixed the Eldar Fire Dragon's helmet crest randomly having a grey color.
    • Fixed a possible case where after using a loadout station, the character would no longer have weapons.
    • Fixed vehicle count being wrong on the deployment map (if other players have spawned vehicles) when joining a game.
    • Checked certain cases where VFX were uncomfortable on the eyes for players during gameplay and made some adjustments to lessen the eye strain/discomfort.


    Known Issue:

    • Ork Power Klaw's fast attack animation is not working correctly and is triggering the strong attack animation for the first couple of seconds. We’re fixing this soon, but in the meantime you may want to avoid this weapon or just always strong attack.

    Steam - Origin - UPlay - YOUTUBE -TWITCH

    AOD4Life - Have Questions About AOD? Ask me! - Support the Clan! - Referal Key: EC-A87Q4ZAYC252B


 

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