Patch 1.05 Notes
Improved tutorial placement
Single player balance changes: Ammo crates, armor, weapons, nomad, profiles, attacks, and progression
Multiplayer balance changes: Weapons, cover, and enemies (check back for detailed notes on balance changes)
Added option to skip autopilot sequences in the galaxy map
Improved logic, timing, and continuity for relationships and story arcs
Improved lip-sync and facial acting during conversations, including localized VO
Fixed various collision issues
Fixed bugs where music or VO wouldn’t play or wasn’t correct
Fixed issue where global squad mate banter sometimes wasn’t firing on UNCs
Fixed issue where player was unable to access the Remnant Console Interface after failing decryption multiple times
Fixed issue where fast travel is sometimes disabled after recruiting Drack until the player reloads a save
Fixed issue where Ryder can become stuck in the start of Biotic Charge Pose
Fixes issues related to some saves
Fixed issue where objective sometimes becomes un-interactable for players in multiplayer
Streaming and stability improvements
Patch 1.05
Patch 1.05
Naposledy upravil(a) bodlaks dne pát 07. dub 2017 19:56:50, celkem upraveno 1 x.
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Re: plánovaný patch 1.05 /06.04.17/
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Re: patch-e a zmeny
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Patch 1.05 Multiplayer Balance Updates :
Player Abilities
Melee
To reduce the effectiveness of repeated melees against tougher enemies, player melee attacks can now be interrupted by enemy attacks.
Challenge Tracking
Biotic, Tech, and Combat Detonation Challenges now update on the Challenges screen.
Lance and Throw will now successfully increment the Biotic Detonation Combo challenge progress.
Stealth Grid
Fixed an issue that caused Stealth Grid to deactivate immediately after being used.
Biotic Ascension
Fixed an issue that prevented the Kineticist from gaining Biotic Ascension charges when not the host of the match.
Weapons
Generally, we’ve found that semiautomatic assault rifles and pistols are underperforming when compared to their automatic counterparts. We’ve increased the damage per round for most of these guns and fixed bugs that limited the rate of fire for semiautomatic weapons.
Assault Rifles
Mattock
Fixed an issue that prevented the Mattock from reaching its designed rate of fire
Lowered damage per round to partially offset increase in rate of fire
Lowered damage per round from 71–89 to 50–63
Increased spare ammo capacity from 112–140 to 160–200
Sandstorm
Increased damage per round from 112–134 to 140–168
Sweeper
Increased damage per round from 60–72 to 64–77
Valkyrie
Increased damage per round from 80–93 to 86–99
Halberd
Increased damage per round from 73–90 to 92–113
Pistols
Predator
The Predator also benefits from the rate of fire adjustment applied to the Mattock assault rifle.
Increased damage per round from 38–51 to 54–72
Decreased rate of fire from 500 to 450
Carnifex
Increased damage per round from 155–195 to 175–220
Hornet
Increased damage per round from 37–49 to 44–55
Phalanx
Increased damage per round from 106–113 to 133–142
Scorpion
Increased damage per round from 428–512 to 485–580
Shotguns
Hesh
Ammo increased from 40–50 to 60–75
Sniper Rifles
Shadow
Increased damage per round from 27–32 to 38–46
Indra
Increased damage per round from 84–101 to 105–126
Vanquisher
Fixed a bug that caused the Vanquisher to have an extra 100% headshot bonus
General
Weapon Reloads
Fixed some timings of reload actions so they better match their animations
Boosters
Assault Rifle Amp III
The Assault Rifle Amp III booster now properly states that it gives a 30% boost instead of a 35% boost. This was a text error only. The functionality was always 30%.
Enemies
Kett
Kett Anointed
Players can no longer avoid damage by standing up against a firing anointed
Kett Ascendant
Kett Ascendant’s Orb will now give 15 points when killed, instead of points equal to the Ascendant himself
Kett Behemoth (Boss objective)
Behemoths are more likely to target nearby players
Outlaw
The Outlaws have generally been easier to fight than other factions, so we’ve closed the gap. While Remnant Observers and kett anointed are effective at pushing players into cover, sharpshooters needed improvements to get players to hide. Across the rest of the palette, changes to targeting and the hydra’s sync attack help keep the Outlaws competitive.
Outlaw Adhi
Adhi no longer attempt to chain sync attacks
Outlaw Agent
Outlaw agent’s holographic clone will no longer give points
Outlaw Sharpshooter
Sharpshooters now fire more frequently, especially against targets out of cover
Sniper rifle damage increased by 44%
Sharpshooters sprint more often
Aiming time is now shortened at shorter ranges
Aiming and impact audio are now clearer
No longer pursue melee targets over long distances
Outlaw Berserker
Berserkers are more likely to target nearby players
Outlaw Hydra
Sync attack is now lethal
Hydra is more likely to target nearby players
Hydra now lose their target—but no longer cancel firing—when their target cloaks while locking on
Fixed situations where the hydra’s body would reappear after being destroyed
Remnant
We found that the Observer was a little too good at its job, often leaving players feeling totally pinned down. This could be frustrating when another Observer flanked the player or when a Nullifier attacked. At the same time, the Nullifier felt like a nuisance, but one that was easy to counter in many situations.
To address these issues, we reduced the damage Observers inflict and how long they fire for. We’ve reworked the Nullifier to make its main weapon more powerful, but less frequent against players in cover. The Nullifier is also more likely to stand its ground, helping it to control the space. Repeated melee should now be a less dominant strategy against Nullifiers.
Remnant Observer
Observers can now lose their target while firing when the target cloaks
Maximum beam duration decreased from 6s to 5s
Beam damage decreased by 10%
Remnant Nullifier
Rate of fire has been decreased against enemies in cover
Projectile attacks now travel faster and hit harder
Stays still and fires in more situations
No longer flees in protracted melee situations
[Single player only] Fires less frequently on lower difficulties
Remnant Destroyer
Destroyers are more likely to target nearby players
Fixed situations where the Destroyer’s body and turrets would reappear after being destroyed
Patch 1.05 Multiplayer Balance Updates :
Player Abilities
Melee
To reduce the effectiveness of repeated melees against tougher enemies, player melee attacks can now be interrupted by enemy attacks.
Challenge Tracking
Biotic, Tech, and Combat Detonation Challenges now update on the Challenges screen.
Lance and Throw will now successfully increment the Biotic Detonation Combo challenge progress.
Stealth Grid
Fixed an issue that caused Stealth Grid to deactivate immediately after being used.
Biotic Ascension
Fixed an issue that prevented the Kineticist from gaining Biotic Ascension charges when not the host of the match.
Weapons
Generally, we’ve found that semiautomatic assault rifles and pistols are underperforming when compared to their automatic counterparts. We’ve increased the damage per round for most of these guns and fixed bugs that limited the rate of fire for semiautomatic weapons.
Assault Rifles
Mattock
Fixed an issue that prevented the Mattock from reaching its designed rate of fire
Lowered damage per round to partially offset increase in rate of fire
Lowered damage per round from 71–89 to 50–63
Increased spare ammo capacity from 112–140 to 160–200
Sandstorm
Increased damage per round from 112–134 to 140–168
Sweeper
Increased damage per round from 60–72 to 64–77
Valkyrie
Increased damage per round from 80–93 to 86–99
Halberd
Increased damage per round from 73–90 to 92–113
Pistols
Predator
The Predator also benefits from the rate of fire adjustment applied to the Mattock assault rifle.
Increased damage per round from 38–51 to 54–72
Decreased rate of fire from 500 to 450
Carnifex
Increased damage per round from 155–195 to 175–220
Hornet
Increased damage per round from 37–49 to 44–55
Phalanx
Increased damage per round from 106–113 to 133–142
Scorpion
Increased damage per round from 428–512 to 485–580
Shotguns
Hesh
Ammo increased from 40–50 to 60–75
Sniper Rifles
Shadow
Increased damage per round from 27–32 to 38–46
Indra
Increased damage per round from 84–101 to 105–126
Vanquisher
Fixed a bug that caused the Vanquisher to have an extra 100% headshot bonus
General
Weapon Reloads
Fixed some timings of reload actions so they better match their animations
Boosters
Assault Rifle Amp III
The Assault Rifle Amp III booster now properly states that it gives a 30% boost instead of a 35% boost. This was a text error only. The functionality was always 30%.
Enemies
Kett
Kett Anointed
Players can no longer avoid damage by standing up against a firing anointed
Kett Ascendant
Kett Ascendant’s Orb will now give 15 points when killed, instead of points equal to the Ascendant himself
Kett Behemoth (Boss objective)
Behemoths are more likely to target nearby players
Outlaw
The Outlaws have generally been easier to fight than other factions, so we’ve closed the gap. While Remnant Observers and kett anointed are effective at pushing players into cover, sharpshooters needed improvements to get players to hide. Across the rest of the palette, changes to targeting and the hydra’s sync attack help keep the Outlaws competitive.
Outlaw Adhi
Adhi no longer attempt to chain sync attacks
Outlaw Agent
Outlaw agent’s holographic clone will no longer give points
Outlaw Sharpshooter
Sharpshooters now fire more frequently, especially against targets out of cover
Sniper rifle damage increased by 44%
Sharpshooters sprint more often
Aiming time is now shortened at shorter ranges
Aiming and impact audio are now clearer
No longer pursue melee targets over long distances
Outlaw Berserker
Berserkers are more likely to target nearby players
Outlaw Hydra
Sync attack is now lethal
Hydra is more likely to target nearby players
Hydra now lose their target—but no longer cancel firing—when their target cloaks while locking on
Fixed situations where the hydra’s body would reappear after being destroyed
Remnant
We found that the Observer was a little too good at its job, often leaving players feeling totally pinned down. This could be frustrating when another Observer flanked the player or when a Nullifier attacked. At the same time, the Nullifier felt like a nuisance, but one that was easy to counter in many situations.
To address these issues, we reduced the damage Observers inflict and how long they fire for. We’ve reworked the Nullifier to make its main weapon more powerful, but less frequent against players in cover. The Nullifier is also more likely to stand its ground, helping it to control the space. Repeated melee should now be a less dominant strategy against Nullifiers.
Remnant Observer
Observers can now lose their target while firing when the target cloaks
Maximum beam duration decreased from 6s to 5s
Beam damage decreased by 10%
Remnant Nullifier
Rate of fire has been decreased against enemies in cover
Projectile attacks now travel faster and hit harder
Stays still and fires in more situations
No longer flees in protracted melee situations
[Single player only] Fires less frequently on lower difficulties
Remnant Destroyer
Destroyers are more likely to target nearby players
Fixed situations where the Destroyer’s body and turrets would reappear after being destroyed