UPDATE - T#195 - Crash fixes

Created on 11/17/2014 10:57:26 PM by Zoltan

Technical Updates & Bug Fixes

  • A bug was fixed which leads to a crash while you create a new character
  • A bug was fixed which leads to a crash while you cast a psi module
  • The category "Feedback" should now working correctly on all languages

Thank you for testing! This solved 2 critical bugs! <3

UPDATE - T #192 + T# 194 - EXPERIMENTAL!

Created on 11/17/2014 8:14:06 PM by Zoltan

Technical Updates & Bug Fixes

  • We'd upgraded the source code of Neocron to make use of a newer runtime version. This is highly experimental and needs further testing. You can download the new runtime by following THIS link.
  • A bug which leads to a sudden death after 'syncing' should been fixed
  • A bug with sanctum spells which 'overcasts' better psi manipulations should been fixed
  • A new option has been added to the Hardware Configuration window, players can now toggle dynamic lightning on Non-Player-Characters
  • Some new features has been added to the mission system which are not visilble for you yet but I enables us to create more and better missions
  • A new category "FEEDBACK" was added in the bugtracker - Known bug: In german clients there is a wrong caption

Visual Assets

  • New splash screens were added: NST, REAKKTOR and PEGASUS. Last one is the codename of the Neocron Client, our Framework, the Backend and all developments since we have taken over
  • A new version of the Non-Player-Character dialog

UPDATE - T#196 - Release Candidate Five

Created on 6/22/2014 4:59:53 PM

Balancing related changes:

  • APU spells: psi use is now proportional to the damage per shot of a spell (this will probably still need very heavy fine tuning), except for the anti spells whose frequency is too low for this approach to work
  • Barrels damage output is now approximately equal to the damage output of other AoE weapons
  • Single target heals now do 50% less heal per tick
  • Sanctum and group heals should do ~ half the healing per tick than in 195
  • Overall player hitpoints have been lowered by 1/3 to compensate for the lower PvP damage
  • Casting time of the "Holy Unprotector" has been changed to 4 seconds
  • Casting time of the "Anti Protector/Absorber/Deflector/Heal" spells have been changed to:
    • 3.5 seconds in case of the normal version
    • 3 seconds in case of the blessed version
    • 2 seconds in case of the holy version
  • APU aiming correction has been changed, details see below



Technical changes:

  • High frequency spells should now work as intended
  • Calculation of the effective frequency for weapons in the item information window should be fixed



APU aiming correction: previously, the apu did by default 65% of his intended damage if "his aim was closed less than 65%" if it was closed further he did more damage, up to 100% if it was fully closed. This has been implemented to compensate for the fact that opposed to other weapons the apu's casts would not miss their target. We have changed this as follows: the baseline damage output of the apu is now 90% instead of 65%. Depending on how much his aim is closed when starting the cast this will increase to 100% if the apu's aim is fully closed.

UPDATE - T#195 - Release Candidate Four

Created on 6/11/2014 12:39:58 PM

UPDATE - T#195 - Release Candidate Four:
Balancing related changes:

  • Drones have been balanced according to the same rules as for the other weapons, AoE of drones has not yet been taken into account
  • Drones damage output is 10% less than heavy combat weapons (which are at the moment the reference and therefore set to 100%)
  • The test NPCs have been dromified, because the collision model of the elves is broken
  • Frequency of all APU spells has been raised
  • Clip size differences between rares and normal weapons has been removed
  • Unprotector has now been also moved to the APU
  • Duration of psi based heal effects has been halfed (30 seconds instead of 60 seconds)
  • Duration of hacknet heal effects has also been halfed (60 seconds instead of 120 seconds)



Technical changes:

  • A minor bug in the calculation of the casting time for spells has been fixed
  • STORM laser showing the wrong model has been fixed
  • Beam weapons should now work exactly as burst weapons do
  • The burst nature of bursts has been fixed, so instead of a monotonous pew, pew, pew, pew... burst weapons should now do a pew, pew, pew, wait, pew... again

UPDATE - T#194 - Release Candidate Three

Created on 6/11/2014 12:39:27 PM

Balancing related changes:

  • Fall damage should be back to normal, the synchronization between client and server has been fixed
  • Mob versus Player damage has been reduced by 25% or in other words: reverted the change in damage of mobs versus players
  • Melee damage raised by another 2.5% they are now 7.5% stronger than heavy weapons at the same TL
  • Fixed a bug in the damage balancing for shotguns
  • Nanite and psi heals on the same tl should now be en par
  • The frequency of several single target apu spells has been increased, primarily of those which previously had a very low frequency, like e.g. the holy lightning or the fire apocalypse
  • Damageboosts have been fixed. Instead of even the lower damageboosts reaching the damage amplification cap with one cast, they should not be able to do so anymore
  • Frequency of all apu spells has been limited to at most 1 cast per second due limitations in the state machine controlling the different stages of casting
  • The following spells have been moved back to the APU:
    • Anti Deflector
    • Anti Absorber
    • Anti Protector
    • Anti Heal
    • (The Unprotector will be moved with the next patch)
  • Removed the healing effect from the following spells:
    • Anti Contamination
    • Anti Energy
    • Anti Poison
    • Anti Fire
    • Anti X-Ray
    • Catharsis

UPDATE - T#193 - Release Candidate Two

Created on 5/22/2014 9:22:37 AM

Balancing related changes:

  • Damage output of most AoE weapons has been raised again by a factor of 2 compared to T#192, except for barrels
  • Barrels keept their damage output from T#192, because of their special nature compared to other AoE weapons
  • Player versus Mobs damage has been raised by a factor 2
  • Mob versus Mobs damage has been raised by a factor 2
  • Mob versus Player damage has been raised by 25%
  • Nanite tools should be correctly balanced now
  • An additional damage boost of mobs depending on their level has been removed, this is already achieved by the tl dependence of weapons
  • Disruptor burst lowered to 3 instead of 4 shots

UPDATE - T#192 - Release Candidate One

Created on 5/20/2014 2:49:17 PM

Balancing related changes:

  • Weapons now receive an additional damage boost of at most 2.5% depending on their aiming speed
  • Weapons now receive an additional damage boost of at most 2.5% depending on the number of shots in a burst
  • Damage output of most AoE weapons has been lowered by a factor of 4 (see below)
  • Fall damage should be back to normal
  • Overall damage has been lowered a bit
  • Hacknet weapons/shields/heals have been balanced according to the same rules as other weapons/shields/heals
  • Shield strength has been increased a bit compared to T#191
  • Damage boost should be working again



Technical changes:

  • Character stats updates *should* now be enforced right after the synch so the instant death after zoning out of hacknet bug should be fixed
  • The update rate of health and damage related packages has been increased to decrease the number of players dying due to heartattacks while hunting



UPDATE - T#191

Created on 5/20/2014 2:48:52 PM

  • Shields have been rebalanced
  • Heals have been rebalanced
  • Overall damage has been lowered by a factor ~ 2

UPDATE - T#190

Created on 5/20/2014 2:48:32 PM

  • Added actor definitions needed to be able to warp to the new shooting range, placed one entrance to the shooting range at Plaza 1.



UPDATE - T#189

Created on 5/20/2014 2:48:09 PM

  • Aggressive damage over time effects - contamination, fire, x-ray, poison and energy stacks - have been reworked and should now work as intended.
  • Weapons with the same tech level from the same category (pistol, rifle, etc.) should now do the same amount of damage per minute/second, this is now independent of whether they do damage over time or instantly.
  • Due to the heavy refactoring of underlying code the corresponding particle effects now look slightly different.

  • Compared to the damage per minute/second of cannons:
    • Melee weapons do 5% more damage
    • Pistols and Rifles do 10% more damage
    • APU Spells do 15% more damage
  • Support abilities such as PPU heals and shields are still broken.
  • "Reverse LoMs" have been re-enabled on the test server.
  • We have added a "shooting range" which lets you test your damage output on, static, dummy NPCs. These NPCs only have 20% overall resists.
  • The frequency values in the weapon's info window have been also fixed.