+- +-

Benutzer

Welcome, Guest.
Please login or register.
 
 
 
Forgot your password?

Autor Thema: Patchnotes  (Gelesen 19552 mal)

Hurz

  • Trident Vollmitglied
  • Boardmonster
  • Beiträge: 13.418
    • Profil anzeigen
    • WoWS Blog wirsinken.de
Re: Patchnotes
« Antwort #30 am: 30. September 2009, 10:51:25 »
EVE hat seit Beginn an eine tägliche Downtime und das ist gar kein Problem eigentlich. Mir ist es so lieber als ein Server der X Tage durchläuft, dann sich ein drängendes Problem entwickelt und die Server dann zur Maintime neu gestartet werden.
"Shooter mit Game-Pad spielen ist wie Suppe essen ohne Löffel. Geht auch irgendwie, aber danach ist man versaut." Hurz, 2014

Yat

  • Trident Vollmitglied
  • Buchstabenmillionär
  • Beiträge: 1.459
    • Profil anzeigen
Re: Patchnotes
« Antwort #31 am: 30. September 2009, 11:15:51 »
17-18:00 betrifft mich nur am Rande, vor 17:30 bin ich eh nur sehr selten aus der Arbeit zurück.

Trotzdem hätte man die Zeit besser legen können wie 12-13:00 in EvE wo sie EU und US beidermaßen kaum betrifft.
Aber ich glaube nicht das sich daran was ändert, die Zeit liegt für die Devs drüben halt günstig.

Und mal schauen ob sie die DT langfristig beibehalten müssen oder ob es eine Übergangslösung bleibt, was ich hoffe.

Ansonsten was hat der Patch gebracht ?

Der Lockdown des Clients ist durch die Änderungen mit der Craftingchain verschwunden, dafür stürzt der Client jetzt ab wenn ein Rezept fertig ist... dafür gabs aber wohl schon einen Hotfix.

Questlag ist bisher auch nicht wieder aufgetreten, keine Abstürze und allgemeine Performance scheint besser geworden zu sein. Allerdings bin sind Dai und ich auch schon sogut wie aus dem T1 raus...

Skeltem

  • Administrator
  • Boardmonster
  • Beiträge: 8.845
  • Ich bin zu alt für diesen Scheiß!
    • Profil anzeigen
Re: Patchnotes
« Antwort #32 am: 30. September 2009, 11:28:28 »
Auch in S1 hat sich die Performance merklich gebessert. Städte mit vielen Spielern sind aber nach wie vor ein Lagfest. Immerhin ist eine Verbesserung in Sicht. Und, korrigiert mich, schneller als damals bei EVE oder  :o Anarchy Online.

Carfesch

  • Trident Vollmitglied
  • Buchstabenmillionär
  • Beiträge: 1.050
  • alive, but unworthy of attention
    • Profil anzeigen
Re: Patchnotes
« Antwort #33 am: 21. Oktober 2009, 11:43:34 »
Zitat von: FE Forum (Teil 1)
Version 1.1.0
 
Days of the Dead
About a century ago, an AI subroutine called TETRAX went a little crazy and started spewing out deranged clones. People call the clones by all sorts of names—rotters, diggers, zombies—but people are calling these new clones "Infected" because of the nanites they carry that are potentially damaging to LifeNet facilities and to clones. TETRAX managed to infect a number of LifeNet facilities throughout the province, causing them to create more of these Infected before it was shut down. The infected facilities were believed to be too damaged to be recovered, so the computers were shut off and the facilities buried... just in case.
 
Someone or something has dug up those facilities and turned them back on. Infected have been pouring out of the places ever since. Not only are these Infected a menace to any people they encounter, they are trying to reach other LifeNet facilities. TETRAX has contaminated the Infected with nanites that can contaminate any LifeNet computers that they come into contact with, allowing TETRAX to take control of them. It's up to the people of the Grand Canyon province to stop this menace before the entire province is overrun with Infected!
 
General
·Implemented new training areas containing missions to provide a kinder learning curve for players. Players will enter the world after the tutorial at 1st level and be offered additional training by the local LifeNet pod operator. This training will teach the player the basics of mounts, mail, crafting, etc. At the end of training they will advance to 2nd level. Players may elect to skip this training at the first step and those who do so will immediately advance to 2nd level.
·Prevented players from talking to the first tutorial LifeNet terminal after choosing to skip the tutorial, which was causing some players to get stuck there.
·Re-worked Town Events to make them clearer and more reliable. This affects the Town Events in Clinton Farm, Boneclaw, Embry, Oilville, Burnside, St. Sebastian's, and Banker's Hole.
·Removed a debug string that appeared during Kill missions
·Fixed a bug where a mission could remove the wrong item when items were turned in.
·Changed the mission rejection text to specify the missing requirements.
·Fixed the battle music for Save Civilian missions.
·Fixed a strange character in the "Side Effects of Death" help tip.
·Fixed an issue where instances were not correctly updating their waypoints.
·Added feedback to Avoid Location missions on the distance the player must go in an approximate interval of time.
·Fixed Deliver and Use Item missions so that they no longer fail if they cannot place an item in the player's inventory. Instead, the player will receive a "Make Space in your Inventory" goal, and the mission will periodically attempt to place the quest item in the inventory when space for that item exists.
·Updated instance waypoints to point to the entrance to the level. This change matters for anchors like Kingman and New Flagstaff University where the door is at an interior spot. Players will still be teleported to the entrance when they reset an instance.
·Removed two exploitable guards from Midway.
·Fixed a crash from exiting the game with a timed task active.
·Fixed a scenario where auction items on the "My Bids" page appeared broken.
·Fixed a bug with recipes where you could lose the item if the server deadlocked.
·Fixed a bug where harvesting with a debuffed tradeskill would lower your skill to the debuffed cap.
 
UI
·Updated the recipe component and filtering system to fix various bugs with the entries not updating immediately.
·Added support for the Ignored list in the email system. All current email messages from players on the list are removed and future emails from them will be blocked.
·Added a confirmation box for bids or buyouts over 10000 chips.
·Updated the /waypoint command to include optional x and y parameters that will auto populate the create waypoint window.
·Fixed a focus issue that prevented the scrollwheel from working in the Mission Journal window.
·Fixed a rounding error in maximum tradeskill scores.
·Made the game remember its position between sessions when in windowed mode.
·Fixed the Loot window so that it closes after a teleport.
·Changed the Mission Offer window so that it closes automatically at a certain distance from the questor.
·Updated the Gear window to accept item drags anywhere in the window.
·Changed the Sell tab so that items being mailed or traded will not show.
 
Conflict Towns
·Resolved some reward inconsistencies in the guard- and merchant-tier missions.
 
Characters
·Changed the formula by which natural Stamina regeneration is calculated to correctly be 10% of your base Endurance plus 10% of your base Willpower.
 
Chat
·Added chat color customization for all channels and combat messages. It is accessible from Chat Options.
·Added a message, accessed from the Chat Options, for when a player joins or leaves the Help channel.
·Added a message to "/loc" so that it is clear it was copied to the clipboard.
·Fixed an issue with the Enter key not activating a chat tab when you first switched to it or after using the scope.
 
Creatures
·Rebalanced the Armor Supplier boss creature significantly.
·Added Scrap Plastic to the drops from level 1-15 Hermit Crabs.
·Removed inappropriate drops from Hermit Crabs in Sectors Two and Three and changed their harvest nodes.
·Removed inappropriate treasure tables on the level 39 Grendel and changed its harvest nodes.
·Changed the Armor Supplier at Raven’s Roost to show that it’s a boss, and gave it stats consistent with other bosses of similar level.
·Gave Sector Two Shiva's Favored mutations appropriate to their type and level.
·Reduced stats on the Sector Three GlobalTech storyline NPCs Carpal, Archimedes Smith, Flathead Carl, and Vicki Armstrong.
·Removed Ignore Pain from all Shiva’s Favored with Telekinesis.
·Standardized guards across all conflict towns to eliminate rare instances of them not fighting players of the appropriate faction or fighting each other, and so that their deaths will provide the appropriate faction changes.
·Changed all faction town guards to use Boss builds of the appropriate level.
 
Graphics
·Fixed an issue with some paper objects flickering or not showing from some angles with Advanced Post FX turned on.
·Updated particle effect management to fix a crash caused by particles on objects with a long visible range.
·Consolidated all graphics options in the configuration file and added the texture quality option to the in-game options.
 
Items
·Increased the effectiveness of Weapon, Ballistics, and Armor Repair kits.
·Increased the drop rate of Scrap Plastic on level 10 Scavenging nodes.
·Added Scrap Plastic and Scrap Wood to the drops from Prairie Chicken nests.
·Gave all Weapon and Ballistics repair kits a maximum charge of 1. This change only affects the in-game display.
·Categorized Longsnout's Belt, the Thick Woven Belt, and the Safari Belt as Armor so that they filter appropriately in auctions.
·Added a recipe for the Mine Chemicals Manual to the Basic Geology Knowledge.
·Decreased the cost and component requirement of Electric Bolts, and set the stack count at 80.
·Increased the range of Ol' Sparky and New and Improved Sparky.
·Corrected the armor slot placement for Blood-painted Shoulders, Blood-soaked Shoulders, and Blood-drenched Shoulders and changed their costs and armor values accordingly.
·Made the Camouflage Jacket salvageable.
·Changed the recipe of the Coyle Airpower .177 Pistol to use 20 Salvaged Copper rather than 5 Salvaged Steel.
·Changed the description of all grades of Weapon Repair Kit to specify “melee weapons,” to make it clear that they will not repair guns.
·Changed the level of the Basic Armor Repair Kit, the Basic Ballistics Repair Kit, and the Basic Weapon Repair Kit from 25 to 30.
·Corrected the component requirements on the following recipes: (the greatest change is in the number of repair kits required)
oImproved ATV Research
oAdvanced ATV Research.
oMotorcycle Research
oImproved Motorcycle Research
oAdvanced Motorcycle Research.
oDune Buggy Research
oImproved Dune Buggy Research
oAdvanced Dune Buggy Research
oInterceptor Research
oEngines 1 Research
oAdvanced Engines 1 Research
oEngines 2 Research
oAdvanced Engines 2 Research
oEngines 3 Research
oImproved Engines 3 Research
oAdvanced Engines 3 Research
oImproved Tires 1 Research
oAdvanced Tires 1 Research
oTires 2 Research
oImproved Tires 2 Research
oAdvanced Tires 2 Research
oTires 3 Research
oImproved Tires 3 Research
oAdvanced Tires 3 Research
oImproved Control Systems 1
oAdvanced Control Systems 1 Research
oImproved Control Systems 2 Research
oAdvanced Control Systems 2 Research
oControl Systems 3 Research
oImproved Control Systems 3 Research
oAdvanced Control Systems 3 Research
oChanged the recipe for Improved Frame 1 Research
oAdvanced Frame 1 Research
oFrame 2 Research
oImproved Frame 2 Research
oAdvanced Frame 2 Research
oFrame 3 Research
oImproved Frame 3 Research
oAdvanced Frame 3 Research
oImproved Vehicle Repair Kit Schematics
oAdvanced Vehicle Repair Kit Schematics
oImproved Veterinary Kit Instructions
oAdvanced Veterinary Kit Instructions
oImproved Horse Training 1
oAdvanced Horse Training 1
oHorse Training 2 Instructions
oHorse Training 3 Instructions
oImproved Horse Training 2 Research
oAdvanced Horse Training 2 Research
oHorse Training 3 Research
oAdvanced Horse Training 3 Research
·Increased the skill requirement and skill gain limit on Advanced Tires 2 Research.
·Corrected the skill gain limit and chance of a skill point gain on Efficient Medium Pistol.
·Fixed the Novice's Telekinetic Focus to display its cooldown in the tooltip.
·Removed an erroneous reference to stunning from the Journeyman's Taser.
·Reduced the amount of Health and Stamina restored every six seconds by the Desperado's Med Kit from 55 to 25, and applied a 2 minute reuse time. Updated tootips.
·Reduced the weight on Reptile Claw creature drops.
·Changed the icons for several colors of dye (Yellow, Orange, Red, Purple) to accurately reflect their colors.
·Changed the "Trouser Meat" item so that it cannot be equipped.
·Removed erroneous charges from the Compass item.
·Fixed the LifeNet Username and Password item to have a maximum allowed of 1 and removed the control name from its trigger.
 
Dieses Posting wurde von einem IPad verschlimmbessert.

Carfesch

  • Trident Vollmitglied
  • Buchstabenmillionär
  • Beiträge: 1.050
  • alive, but unworthy of attention
    • Profil anzeigen
Re: Patchnotes
« Antwort #34 am: 21. Oktober 2009, 11:44:28 »
Zitat von: FE Forum (Teil 2)
Mutations
·Fixed all ranks of Wildheart to allow it to stack with food items.
 
Missions
·Replaced a place-specific conversation string with a generic one, as it was used in several places.
 
Nodes
·Changed all the GlobalTech Supply Cache chat messages to a new format. They should read as follows: "The GlobalTech Supply Cache will be arriving in a few (time unit) at (Location Name)."
·Corrected the placement of several harvest nodes.
 
Physics
·Enabled support for soft bodies. This is showcased with most of the traffic cones in the game, which will now bend when you move over them.
·Fixed an issue where jumping in a tunnel would try to push you aboveground.
·Fixed an issue with ragdoll physics on players.
·Fixed an issue with the camera not colliding with some ceilings.
·Fixed an issue with the player's collision capsule not being properly resized when he or she entered or exited a stealth stance.
 
Resources
·Optimized the disk access when reading files from the Icarus file system.
 
Skills
·Added a line in the tooltips for all ranks of Body Toughening, Reflexes, and Vigor explaining that these abilities do not stack with one another.
 
Special Events
·Removed extra art assets remaining from the Apocalypse Party.
·Added Day of the Dead areas at Dry Flats, Pinkston, Zanesville, Toro Road, Midway, Dish Field, Blaine, Thorne’s Bluff, Redfield, Last Stop, Docuer’s Court, and Tannerfield.
 
Mounts
·Clarified the description of vehicle keys and horse bridles.
·Updated other players’ vehicle engine sounds so that they play at all times.
·Changed vehicle debris to be off by default and enable collision only with the terrain.
·Fixed an occasional large displacement during dismounting resulting from a frame rate drop.
 
GlobalTech Storyline
·Marked part eight of the instance mission series “A Web of Lies and Copper” as group content and changed its goals, locations, and text to improve the flow.
·Centralized the Sector Three GlobalTech missions around Trader’s Flat and Papermill.
·Changed Elena Winters’ appearance throughout the game to resemble her tutorial visage.
 
Archivists
·Removed the events that "bind" books for you, and updated all conversations related to the NPCs binding books for you.
·Added new collections binding recipes, unique to each sector and organized under the Science tab, that are granted when you speak to Augusta Brown in Embry Crossroads, Curtis Wooten in New Flagstaff, and Orvall Bush in Trader's Flat.
·Updated requirements on some of the reward missions.
·Renamed all the reward missions to match the item they request.
 
Sector One
·Removed telephone pole objects from six locations to correct a pathing problem.
·Populated an abandoned camp off the Toro Road with Night Wolves and added harvest nodes.
·Boneclaw
oMoved an interest object NPC who was hammering on air.
oFixed a sunken harvest node.
oUpdated the waypoint and corrected the dialogue for the mission “Welcome to Boneclaw” to point to Jannix instead of Blue-Eye.
oRepaired the timer on the mission “First Impressions.”
oAdjusted patrol paths of town guards to correct a pathing problem.
·Clinton Farm
oChanged the shirt models on the Scorpion-Bitten Cadets to avoid a problem with clipping.
oRemoved floating harvest nodes.
oUpdated the mission "Pharmo FARM" to reward Crude Healing Drugs needed for a later mission in the group.
oAdded a shirt model to a Wounded Cadet and moved her to avoid terrain clipping.
oChanged the mission for the instance “In The Mine” from requiring players to find an item to requiring players to use an object in the world.
oReplaced the object used for the mission “Welcome to Gross Anatomy.”
·Coppermine
oUpdated the snake models used around Coppermine.
oLowered the damage output of the helpful insects in the instance “Undeserved Relics.”
·Depot 66
oReplaced many of the shirts and NPC models of the acting troupe to prevent clipping.
·Embry Crossroads
oAdded additional Survivalists and resource nodes for the ATV mission series.
·Junk Fortress
oRemoved the key and the lock from Loki's door in the mission “The Secret Beneath."
·Linewood
oIncreased the respawn timer of Gaunt’s Raiders Occupiers and removed loot drops to discourage farming.
·Midway
oUpdated the mission "Bunker of the Mathematical God" to require only one Old Access Card which drops less frequently. Old Access Cards can now be sold and count as Scrap Copper in crafting.
oUpdated the mission "Regulatory Commission" so the needed items are obtained through using objects in the world rather than through harvest nodes.
oAdded a Horse Merchant at a nearby garage.
oCorrected the Kill Creature mission “Found Trouble” so that Found Recruits and Worshipers give proper credit, while Found Initiates give no credit.
oChanged all NPCs in the Bunker of the Mathematical God to be hostile to players.
oCorrected a typo in the greeting string of the mission "The Prime Tracker."
·Mowbray
oAdded a Fuel and Feed Merchant at a nearby garage.
·Mumford
oUpdated the missions "Once and For All" and "Let's Get This Over With" so they can be picked up again if aborted. Players who were previously locked out can now access these groups also.
oChanged the object models of Satellite Debris nodes and repositioned a few of them to keep the nodes from spawning underground.
oAdded a Helpful Stranger to a nearby garage who can inform players about ATVs.
oUpdated the instanced missions “Sidetracked” and “Assault Team” for clarity.
·Needle Eye
oChanged the mission group “Field Mice” so it no longer requires an extra step to find the requested location.
·New Toro
oRemoved two Mutant Slavemasters from the catwalks that could aggro players on the ground level.
oAdded Mutant Slavers for the mission “Enslaved Engineers” to increase the number of players the missions will support concurrently.
·North Burb
oRemoved the floating names of interest object NPCs.
oRemoved the Boss tag from the Giant Spider.
oRemoved the timer from the mission “Reaching."
·Odenville
oCorrected the inventory of the Ballistics and Weaponry merchants.
oAdded a Fuel and Feed Merchant at a nearby garage.
oUpdated the waypoint for the mission “Compulsory Generosity” to point to a nearby merchant.
oChanged the mission "Killer Clones" to remove the needed items from the players inventory upon completion.
oChanged the object used for the mission “Mostly Come Out At Night.”
·Oilville
oIncreased the respawn rate for Simeon Littlejohn.
·Old Kingman
oCorrected a typo in the mission “Bred to Kill.”
oRemoved a reference to Grinder’s head in the mission “Grief and Vengeance.”
oUpdated raiders in the instanced mission “Snake Charmer” to prevent them from stacking.
·Pinkston
oMoved the location and adjusted the stats and numbers of enemies in the mission "Homefield Advantage."
·South Burb
oAdded a reference to Burning Cactus as a source of Dilute Acid in the mission "Corrosive Situation."
oCorrected the stance of a Vista farmer to prevent floating.
·Spider Hill
oAdjusted enemy placement and mission placement of the missions “Caught in the Web 2” and “Hatchling Plague.”
oUpdated the mission group “Close Encounters,” to consistently create two Spider Attack Survivors with proper clothing that are not stacked in the same location.
·Terance
oRestructured the mission “Code of Honor,” altering the dialogue and removing the head drops from the Foremen to support the change.
oIncreased the number of creatures and the value of mission specific drops for steps one and two of the mission series “Losers Weepers.”
oAdded beginning steps to both the “Blunt Objects” and “The Crash of Guns” mission series to help players locate the items they need and then reward them with the books they will be using. Also changed “The Crash of Guns” to craft bullets and not an entire gun.
oChanged the item requirements for the mission “Filthy Lucre” to standard node types and added a repeatable step.
oAllowed the items required for the mission “Contributions of Our Ancestors” to also count as scrap copper and allowed the nodes to drop other craft components.
oOverhauled the mission chain “Makings of a Beast” to streamline the story elements and repurposed the opening step and questor for the mission “Self-Preservation.”
·Trailer Park
oReplaced the animated object with a static one for the mission “When the Chips are Down.”
·Trumbull
oChanged the target objects for several steps of the mission series “Deep Profits” line to non-animated models.
oFlagged Slade Vicious as an invulnerable questor.
oPrevented a couple NPC's from handing out the wrong steps of the “Pandora's Box” mission series.
·Watchtower
oUpdated the mission series "Wolf Hunting" so that only Night Wolf Headbangers, Mayhew's Men, and Clovis Mayhew count for the goals. Edited text accordingly.
oRemoved the waypoint for the mission “Tactical Value.”
·Zanesville
oRemoved a Prairie Chicken nest that was interfering with a harvest node.
oReduced the reward for the repeatable mission "Did Someone Call for Backup?" and changed it so that it no longer locks out other players when someone is already running it.
oAltered the goal text of the first step of "You Reap What You Sow" to read "Take the report to Lt. Edwards."
oAdded a Helpful Stranger to a nearby garage who can inform players about ATVs.
oCreated several new breaks in the fence surrounding the Traveler-controlled airstrip portion of the town so that mobs can better find paths to players on the other side.
 
Sector Two
·Abandoned Storefront
oUpdated the Creeper Nest harvest nodes to look more like a nest and less like a pile of plastic bowls.
·Barret Manor
oAdded a Horse Merchant at a nearby garage.
oFixed Trigger-Happy Enforcers and Bloodthirsty CHOTA to attack based on faction.
·Blaine
oReplaced the target object for the mission “The Awful Truth” with a non-animated model.
·Calloway Farm
oCorrected a typo in the name of the mission “Stinging the Stingers.”
·Credit Bend
oFixed the Hermit Crabs for the mission "Longing After the Garbage" so that they drop Broken Electronics and re-named them "Trash-Diving Hermit Crabs." Made Broken Electronics count as Scrap Fasteners in crafting and missions.
·The Dump
oMoved a corpse node so that it no longer overlaps with a building.
oAdded a Horse Merchant at a nearby garage.
·Haven
oChanged a special car harvest node to a standard car harvest node.
oChanged the goals of steps one and two of the mission series “Silent Thunder” to include all known targets.
·Last Stop
oAdded a Horse Merchant at a nearby garage.
·Lost City
oRenamed the local Tarantulas and Porkupines "Lost City Tarantula" and "Lost City Porkupine" and added several more of each to the area. Corrected step four of the mission series "Provident Elixir" to give you a waypoint to a well-populated area of both.
·New Flagstaff
oAdded a Horse Merchant at a nearby garage.
oRestructured the way that goals appear in the New Flagstaff University instance missions.
oAdded the text “New Flagstaff University” to the exterior sign.
·New Gallows
oRemoved NPC crossbows from CHOTA guard drops.
·Post 23
oRepaired the target object for the mission “Bullet Time.”
·Redfield
oAdded a Horse Merchant at a nearby garage.
·Sunshine Corners
oIncreased the completion range of the mission “No Training Necessary” and ensured that the custom effect works.
·Tinkersdam
oReplaced Carla Solo’s skirt with shorts.
 
Sector Three
·Brigg’s Point
oRepaired the keypads necessary for the “Access Denied” mission to function properly in both the instanced and non-instanced versions of the underground complex.
·Dieseltown
oChanged the way the mission series “Powering Up the Box” works by tightening the path of the enemy and having the follow-up mission show waypoints.
·Docuer’s Court
oPrevented farm animals from spawning on roofs.
·Earthbound Bunker
oRestructured the goal strings for the bunker instance mission.
·Haietta
oFixed Medicine merchant so that his inventory appears correctly.
·Kristo’s Rest
oAdded the required item to steps one and two of the mission series "Quest for Ale" and altered dialogue to specify the skills required.
·Monkeytown
oReplaced a triggerable box that was causing a small explosion effect.
·Park City
oUpdated the escort target position for the mission "Park City Horror Show."
oAdded a Horse Merchant at a nearby garage.
·Repository
oAdjusted the positions of the NPCs Stan Clearwater and Noreen Jule.
·Spider Maze
oRestructured the missions “I’ll Be Right Behind You” and “Fighting Dirty 2” so that all steps chain and complete properly and nothing locks the player out.
·St. Sebastian's
oUpdated step one of the mission series "Enhancing Potential" to require Impure Biologic Chemical rather than Tainted Genetic Material.
oUpdated the Human Leaguers in the Human League town event camp so that their names are no longer red.
·Tannerfield
oRemoved the locking mechanism from the door to old well until a more reliable system can be implemented.
·Trader's Flat
oChanged the item requirements for step three of the mission “Outside the Box.”
oReplaced the Outsider Suit from the mission series “Outside the Box” replaced with an Identification Key and edited mission text accordingly. Removed the unnecessary final step of the series.
oIncreased the XP rewards on all missions to standard town levels.
·Waste Farm
oChanged the rewards on the mission "Trade for Notes,” corrected the NPC's gate string, and removed an unnecessary conversation.
oFixed an issue that would cause some harvest nodes near Waste Farm to re-spawn immediately.
 
Art
·Remodeled and textured several business and residential buildings.
·Re-textured barbed-wire fences.
·Re-textured horizontal wooden fences like the one in Watchtower.
·Re-textured the water tower so that the text can be read clearly from both sides.
·Re-textured editable signs.
·Added minor texture polish to the motorcycle.
 
Audio
·Added new player speech to both male and female characters.
·Added new player combat sounds.
·Added new speech and sound for many emotes.
·Lowered mutation use volumes overall.
·Added sound for climbing ladders, harvesting, scavenging, and mining.
·Fixed a bug that had some objects missing sounds.
·Added sound for transitions: sit, stand, sleep, prone, and lounge.
·Added NPC hammering sounds.
·Added NPC pick axe sounds.
·Fixed the female prone animation sounds.
 
Animation
·Adjusted the female idle animations.
·Adjusted all the female transition animations (sit, ground, lounge, etc.).
·Adjusted all the female vehicle mount and dismount animations.
·Adjusted all the female emotes.
·Adjusted the female level-up, mutation, jump, knockback, heavy breathing, and death animations.
Dieses Posting wurde von einem IPad verschlimmbessert.

Hurz

  • Trident Vollmitglied
  • Boardmonster
  • Beiträge: 13.418
    • Profil anzeigen
    • WoWS Blog wirsinken.de
Re: Patchnotes
« Antwort #35 am: 21. Oktober 2009, 12:05:54 »
Uff .. ne ganze Menge. Was wohl bei den ganzen Fahrzeugrezepten sich genau ändert.
"Shooter mit Game-Pad spielen ist wie Suppe essen ohne Löffel. Geht auch irgendwie, aber danach ist man versaut." Hurz, 2014

Blaukool

  • Trident Vollmitglied
  • Boardmonster
  • Beiträge: 3.793
    • Profil anzeigen
Re: Patchnotes
« Antwort #36 am: 21. Oktober 2009, 12:12:56 »
Joa frag ich mich auch. Klingt so als würde das alles teuerer werden...  :frown:

Yat

  • Trident Vollmitglied
  • Buchstabenmillionär
  • Beiträge: 1.459
    • Profil anzeigen
Re: Patchnotes
« Antwort #37 am: 21. Oktober 2009, 12:21:35 »
Joa frag ich mich auch. Klingt so als würde das alles teuerer werden...  :frown:

Viel Teuer wohl kaum, weil man ja so schon fast an die Tragekapazität eines Chars gekommen ist bei den Buggy Rezepten.

Hurz

  • Trident Vollmitglied
  • Boardmonster
  • Beiträge: 13.418
    • Profil anzeigen
    • WoWS Blog wirsinken.de
Re: Patchnotes
« Antwort #38 am: 21. Oktober 2009, 12:25:13 »
Vermutlich mehr repair kits ....


NEIN, jetzt merke ich es erst: morgen kommt Windows 7 und ich muss/will dann updaten ... ob das alles klappt?
"Shooter mit Game-Pad spielen ist wie Suppe essen ohne Löffel. Geht auch irgendwie, aber danach ist man versaut." Hurz, 2014

Blaukool

  • Trident Vollmitglied
  • Boardmonster
  • Beiträge: 3.793
    • Profil anzeigen
Re: Patchnotes
« Antwort #39 am: 21. Oktober 2009, 12:29:57 »
Mein Windows 7 kommt erst am Freitag an(vermutlich hab ichs dann aber erst Samstag..) Dann werd ich den neuen Laptop auch upgraden... *daumen drück*

retuar

  • Trident Vollmitglied
  • Buchstabenmillionär
  • Beiträge: 1.109
  • s61Uv
    • Profil anzeigen
Re: Patchnotes
« Antwort #40 am: 21. Oktober 2009, 14:43:50 »
Ich empfehle bei Windows7 eine Neuinstallation, ansonsten nimmt man Vista-Altlasten mit.
Habe jetzt beides hinter mir und das neu aufgesetzte System läuft besser.

Blaukool

  • Trident Vollmitglied
  • Boardmonster
  • Beiträge: 3.793
    • Profil anzeigen
Re: Patchnotes
« Antwort #41 am: 21. Oktober 2009, 14:50:15 »
Die Spiele sind deshalb auch alle auf der 2. Platte :) Und ausser Fallen Earth weis ich auch von allen das sie ohne richtige Installation weiter funktionieren... Also muss ich nur Windows, Eclipse und vielleicht noch Fallen Earth neu installieren. Win&Eclipse sollten in 2 Stunden gemacht sein :)

Hat da einer Erfahrungen mit Fallen Earth, braucht das immer Installation oder gehts ohne?

Hurz

  • Trident Vollmitglied
  • Boardmonster
  • Beiträge: 13.418
    • Profil anzeigen
    • WoWS Blog wirsinken.de
Re: Patchnotes
« Antwort #42 am: 21. Oktober 2009, 14:54:59 »
Ich werde erstmal eh nicht upgraden habe ich mir überlegt: 1. zu faul und 2. laut ersten Berichten ist doch nicht alles so einfach und einwandfrei.
"Shooter mit Game-Pad spielen ist wie Suppe essen ohne Löffel. Geht auch irgendwie, aber danach ist man versaut." Hurz, 2014

Blaukool

  • Trident Vollmitglied
  • Boardmonster
  • Beiträge: 3.793
    • Profil anzeigen
Re: Patchnotes
« Antwort #43 am: 21. Oktober 2009, 14:55:51 »
Hab den RC schon seit einiger Zeit laufen^^

retuar

  • Trident Vollmitglied
  • Buchstabenmillionär
  • Beiträge: 1.109
  • s61Uv
    • Profil anzeigen
Re: Patchnotes
« Antwort #44 am: 21. Oktober 2009, 14:57:30 »
FE läuft ohne Probleme, muss nicht installiert werden.

 

Benutzer Online

63 Gäste, 0 Mitglieder
Powered by EzPortal