Codex Patch Notes
Weapons
* HMG - Increased range, faster time to overheat, slight increase to rate of fire
* Mass Driver – Increased blast radius, moderate buff to LAV and dropship vehicle damage
* New item: Laser Rifle – Implemented increased damage over time
* Standard melee updated to use the butt of the weapon not the knife
* Nova knives added to the game as a fittable sidearm
* Zoomed pitch and yaw are now equal for all weapons (pitch used to be higher)
* Zoomed kick has been decreased on all sniper rifles
* Disabled scope mode when a weapon overheats
* Enabled the scope mask to move when aiming in scope with the PlayStation®Move
* Fixes made to lock-on impact locations – should solve swarm missiles hitting turret bases
Modules/Equipment:
* Infantry
* Improvements to scanning functionality
* Active Scanner Equipment – Equipment with its own precision and scan radius, once activated it reveals players within its scan radius given that the scanner is precise enough to pick up the players scan profile.
* Precision Enhancers – Infantry Module – Gives a bonus to the dropsuits native scan precision.
* Profile Dampeners – Infantry module – reduces your dropsuits scan profile, making you harder to detect.
* Range Amplifiers – Infantry module – Increases your dropsuits native scan radius.
* Vehicle
* Active Scanners - for Vehicles. This Active Module, with its own precision and scan radius, once activated will reveal players within its scan radius if it is precise enough to pick up the players’ scan profile.
* Increased cooldowns on remote armor repairers to 30 seconds for the regular version and 60 seconds for the heavy models.
* Damage module improvements: increase the damage / rof of players‘ turrets
* 2 variations of hybrid systemic militia damage modifiers
* 3 variations of hybrid systemic damage modifiers
* 3variations of hybrid large damage modifiers
* 4 variations of hybrid small damage modifiers
* 2 variations of missile systemic militia damage modifiers
* 4 variations of missile systemic damage modifiers
* 4 variations of missile large damage modifiers
* 4 variations of missile small damage modifiers
* Shield hardeners are now on market – Active module, new
* Propulsion modules are now on market, with reduced buffs and will make vehicles go faster
* Added stacking penalties to:
* CPU upgrades
* PG upgrades
* Speed modules
* Splash damage on damage modifier modules
* Made Militia items consumable, greatly reduced their ISK price, and added cheap BPO AUR variants as an alternative
Vehicles
* Sagaris crash on spawn fixed
* Small dropship handling tweaks
* Shields on vehicle weak spots are now also weak, not just armor
* Dynamic limits on all turret positions of vehicles – allows for greater range of movement without clipping into the vehicle mesh
* Adjustments to marauder vitals
* Marauder skill gives racial bonuses to their respective racial weapon types of +4% per level i.e. GA – Blasters, CA – Missiles
* Tweaks to vehicle traction on slopes for LAVs and HAVs
Dropsuits
* Flattened armor/shield values of standard, advanced, prototype dropsuit archetypes
* Added early unlock AUR dropsuits Minor speed increase to Logistics dropsuit
* Added all new female dropsuits
Squads
* Improvements to squad order assignment – orders for objectives do not take occlusion in to account
Skills
* New Scanning Skills
* Profile Analysis – Scan Precision bonus
* Profile Dampening – Scan Profile bonus
* Long Range Scanning - Scan Radius bonus
* Turret skills bonuses added
* Fitting skills now affect both dropsuits and vehicles
* Handheld weapon skills are now more consistent
* Lowered the barrier of entry on remote repairing skills/modules
Skill rewards
* Skill points are now awarded from battles based on time spent as well as warpoints earned.
* Diminishing returns for skill points earned from battles are now on a 7-day cycle that resets at downtime every Tuesday (used to reset every day at downtime)
* Skill point accrual has been rebalanced and now has a hard cap per week that corresponds to EVE Online
* Skill rewards are now also awarded at the end of each battle to players who participated but weren’t present the end of the battle (e.g. crashed/disconnected/left)
ISK rewards
* Fixed a severe bug in the reward system. Rewards especially in low level matches should be higher than before.
* Time spent in the battle is now a factor in ISK rewards earned, meaning that spending little time in a battle will yield little rewards
* ISK rewards are now also awarded at the end of each battle to players who participated but weren’t present at the end of the battle (e.g. crashed/disconnected/left)
Loot
* Low-end loot items have been removed. As a result, loot will become more rare but also more worthwhile once you get some.
Target Intel
* Improved target intel so you don’t have to be so precise when aiming to see it.
* Enabled target intel in squad order mode
* Added dropsuit tier info to target intel out of scope
Player Corporations
* DUST Players are able to create their own corporations and accept applications from other players
* Players are able to apply to join an existing player corporation, from EVE Online
* DUST players can join an existing EVE Online corporation and vice versa
* The CEO can appoint the Director role to members
* A corp member can view a list of all his corp mates
* Corporations have a corporation wallet managed by its directors
* A corp member can donate money to his corporation
* A Corporation director can give money to members from the corporation wallet
* New skills added for Corporation management
Corporation chat
* All members of a corporation will automatically have access to the corporation chat channel, cannot be accessed by players outside of the corporation
Districts
* Districts now exist on select Temperate planets in New Eden
* These districts are the actual locations where battles take place and they can be seen from space in EVE Online
* Every district has an associated space beacon that allow EVE Online pilots to warp to the space above the district
Corp Battles
* Corporation directors in DUST can accept contracts on behalf of their corporation
* These contracts are created by the Factional Warfare NPCs and the outcome of the battles affect System Sovereignty in the Factional Warfare space
* Taking a contract means paying a collateral that will only be returned if the battle is won
* All members of the corporation will see the upcoming corporation battles in the „corporation“ tab in the battle finder
* Corporation battles allow Orbital Strikes
Battle finder
* The „Corporation“ tab now show contracts your corporation has acquired and when the battle starts
* You can now close the battle finder without leaving the instant battle queue
Visual
* New female character models – Caldari Assault / Gallente Scout / Minmatar Logistics + portraits added
* New Anti- MCC Control Points
* Added Deployment room for both MCCs
* New outpost – Orbital Artillery outpost
* New skirmish maps
* New mood layers
* Added a spawn in effect for dropsuits
* Enabled environmental particle effects to be determined by the mood setting of the level
* Enabled particle effects to be effected by wind
Audio
* Improved environmental sounds
* Added localized VO for War room and NPE
* Updated environmental sound systems
UI
* Badging – now users will receive notifications on the Neocom and HUD when there’s been a new Mail, Skills update, or an invalid Fitting
* Model Viewer – now users can see a 3d preview of items on the Market and in Assets (such as Dropsuits, Weapons, and Vehicles)
* Streaming images – used for Storefront updates and Character Portraits
* Skills – embedded Skills into the Market, now users can see the Skills needed to use Items all in one place, at a glance, as well as train those Skills directly in the Market
* Battle Finder – Instant Battle enhancements and tab, game mode selection, updated and added info as well as 3d planet model in info pane, new Waiting for Battle widget
* Bigger font – increased font size in many places in the UI
* Hints and Legends – added and polished Hints and Legends throughout the UI (eg, more Hints when entering a vehicle with instruction on how to use that vehicle)
* Enhanced Fitting and Spawn menus (eg red coloration) and ability to restock invalid fits more easily, Duplicate Fitting function added), alphabetized Saved Fitting list (Favorite at top), Create New button, usability tweaks (eg labels on highlighted slot with slot name, automatic info pane changes, more info added to stats pane), improved formatting (font and alignment), adjusted spawn timer position
* More spinnys to indicate and provide more graceful loading throughout the UI
* Added Unsafe zone to minimap
* Controls tuning and additional instructions
* New Loading Screens with tips
* FanFest 2012 “Immortal” intro video added with localized subtitles
* NPE intro video added with subtitles
* Tutorials for Neocom, Skills, Fitting, Market usage added
* More Help items added to the Help section of the Neocom
* Passive skill point gain for characters will now be available to one character at a time
* Character Info enhancements
* Chat and Squads enhancements (eg, UVT UI feedback, improved Invite widget, talking indicators, available communication method icons)
* Active selection VFX/SFX (highlights and animations on what is being interacted with)
* Minimap added to Overview Map, allowing the status of a battle to be more conveniently viewed
* Options menu: KB+M additions , better saving
* Fourth specialization, the Artificer (logistics orientated) added, to Character Creation
* Enhancements made to the Character Creation UI (font, text entry, descriptions)
* Updates made to the Starmap
* Reformatted the Deployment menu
* Links between Fitting, Market and Skills added
* Icons and Pop-up warnings added for duplicate Skillbook and BPO purchases
* Improved market Icons with various tags (BPO, Advanced, Prototype)
* Icon legends added (Market and Battle)
* Lots of new Loading Screens
Сообщение отредактировал sansey: 01 October 2012 - 14:03