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Uprising 1.4 Patch Notes

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Author
C C P
C C P Alliance
#1 Posted: 2013.08.23 12:35  |  Edited by: CCP Frame
Hey guys, here are the patch notes. Translated patch notes are also available in each of the language sub-fourms: Russian, Japaneses, French, German, Italian and Spanish.

Dev Blogs: Uprising 1.4 and Beyond // Research Facility // Corporation Tax // Daily Bonus in Uprising 1.4

Uprising 1.4 Patch Notes:
Size: 2.3GB

Neocom
* We have introduced a new “Recent Updates” screen. This screen will be shown the first time a player logs in each day (with the day rolling over during downtime). It contains: mail notifications, SP progression, augmentation countdown and a main panel that switches between market, event news and daily bonus
* Added timestamps in chat
* Polished pop-up windows, tuned background and blur effects
* Hooked up the end of match summary screen for the previous battle to the Neocom. Players can now access the last match's stats and player list

Controls
* Mouse rotation speed caps have been removed
* Mouse sensitivity settings have been updated
* Replaced old mouse smoothing with a new system
* Tuned radial menus for mouse settings (weapon/equipment select) to make them easier to use
* Overhauled, retuned and reactivated aim assists for the control pad

Movement
* Fixed a bug that was making dropsuit strafe speeds too fast
* Increased the strafe speeds for all dropsuits from their values in Uprising 1.1 (net result is slower speeds than Uprising 1.3)
* Removed rotation modifier on heavy frames - all frames can now rotate at the same speed

HUD
* Added squad leader icon for player tags
* Added RDV drop off location icon for HUD
* Shared passive scanner vision for squads disabled (results of active scanners are still shared with squads)
* Team member chevrons now only visible when they are in line of sight. Squad chevrons remain visible and will still stick to the edge of the screen
* HP bars and name tag visible only for what you are aiming/firing at
* Hit indication from allied sources when friendly fire is disabled
* Updated name tags displayed while in the War Barge

Vehicles
* Updated LAV free cam view when using the mouse so that it is more dynamic
* New vehicle/infantry collision system & damage tuning to lower the effect of the 'murder taxi'
* Improved dropship camera view
* Improved turret aiming and camera view

Weapons
* The Amarr Laser Rifle has a new red-dot sight, replacing the old iron-sight
* Increased ADS (aim down sights) aiming speed with the Amarr Laser Rifle
* Swarm Launcher base lock-on time has been increased to 1.4 from 1.2 and its fire interval has been reduced from 2 to 0.3

Visuals
* Improved animation LOD switching for better visual display
* Added new vehicle shield and vehicle armor effects
* Optimizations made to vehicle models and dropship thruster effects to decrease performance cost
* Made Visual improvements to SSAO, rays and dynamic tone mapping
* Added HUD translucency option
* Environment Mood color values reset to match the corresponding level moods
* Fixed particle lights so weapons and objects around the player will be illuminated when firing a weapon
* Fixed shield impact effects for small handheld weapons so it’s visually easier to recognize if you are inflicting shield or armor damage

Modules/Equipment
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5)
* Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5)
* Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
* Made deployed enemy equipment detectable with the active scanner
* Active Scanner now causes detected objects to pulse on the HUD/minimap/overview map so that you can more easily identify scan results
* Updated equipment deployment system to prevent deployment failures

Maps/Environments
* Implemented Surface Infrastructure Sets so now medium and small socket components are defined by the large socket component in the map
* Introduction of the “Research Facility" Surface Infrastructure, comprising one large outpost with several integrated medium and small sockets
* Three new battlegrounds in a brand new mission terrain: Impact Ridge, Fracture Road, Border Gulch
* Added new night mood layer

Matchmaking
* Matchmaking has been rebuilt from the ground up to offer more balanced matches, more flexibility, and future proofing
* Matchmaking will now vary wait times in order to try and build better teams
* In conjunction with the new matchmaking system, the Battle Finder has been rebuilt to take advantage of the new matchmaking features
* Instant Battles are now all combined into Public Contracts; players can now select which game modes they wish to queue for allowing them to now queue for multiple game modes
* Factional Warfare battles are now available as a queue known as Faction Contracts; players can choose which faction(s) they wish to queue for
* Corporation Battles are now found under Corporation Contracts
* Implemented idle timer to prevent AFK farming in battle ground or MCC. Players not performing any PVP action in a certain period of time will be kicked out of the game

Skills
* New daily activity bonus: 3000SP for the first day, increasing by 500SP every consecutive day. Daily bonus is capped at 6000SP (attained after 7 days of consecutive logins)
* All handheld weapon reload skills now have a cost multiplier of x3 (down from x6) and their skill book ISK price reduced to 203,000 from 774,000
* All heavy weapon reload skills now provide a 5% bonus, up from 3%
* The Forge Gun, Mass Driver, Swarm Launcher, and Plasma Cannon ammo skills now provide 1 extra unit of ammo for each level of the skill (for a maximum of 5) instead of a % bonus per level
* The HMG Operation skill bonus has been changed from reducing heat build-up to reducing recoil by 5% per level
* The Swarm Launcher Operation skill bonus has been changed from increasing the clip size to reducing the lock-on time by 5%
* The Scrambler Rifle Operation skill bonus has been changed from reducing charge time to increasing cooldown speed by 5% (does not affect overheat cooldown speed). This affects the base and Assault variants

Corporations
* Corporation tax: Corporations can now set a tax rate. The tax rate is the same for both EVE and DUST players in the corporation and can be set in either DUST or EVE. To set the tax rate in DUST you must be either a director or CEO of the corporation and go to edit the corporation details; the same location you would edit the corporation description. Tax is set as a percentage and will be deducted from all corp members whenever they receive income from a battle. Only rewards of 100,000 ISK or more will be taxed

Starmap
* The Starmap now has better planet rendering
* Colors on the Starmap have been reassigned and NPC empires will now have their appropriate colors

Bug fixes and polish
* Fixed a bug on vehicles that prevented them from using the correct view distance at certain angles
* More hit detection improvements
* Various visual effect bug fixes
* Resolved voice chat connectivity issues related to Vivox

CCP Logibro // Distributor of Nanites // Patron Saint of Logistics

(ಠ_ಠ)

Fatal Absolution
#2 Posted: 2013.08.23 12:37  |  Edited by: Arkena Wyrnspire
Patch notes! \o/
They're here!

Huzzah, armour fixes!
I guess I'll have more to say on those later though.

I'm liking the look of the matchmaking. I'm curious though, how does it match players up? Is it based on SP? Gear standard? KDR?
The faction contracts system is partially good news, but what will it mean for queue-syncing? Will we get a team deploy any time soon?

The AFK fix is very good news. However, it would be nice if you would define what a PvP action is.

The RDV drop-off point is excellent.
I'm not sure about shields and armour only on the target you're aiming at. We'll see how strict this is though.
About active scanners picking up equipment - does this mean you won't almost automatically pick them up?
Squad leader icon, good.

Swarm launcher changes... They seem unnecessary.
The FG/MD/PC/SL changes are nice though.
Laser rifle changes, very good.



New maps HELL YES!

Corp tax - interesting, but the 0% tax on NPC corps is dubious.

The starmap stuff is very nice, but it would be nice if we could use it for something. Like choosing where to fight properly (maybe deploying a team to a specific district in FW).

You have long since made your choice. What you make now is a mistake.

EUrobro

Balkan Express Squad
#3 Posted: 2013.08.23 12:38
Rejoice!

Pulvereus ergo queritor.

Red Rock Outriders
#4 Posted: 2013.08.23 12:39
*Swarm Launcher base lock-on time has been increased to 1.4 from 1.2 and its fire interval has been reduced from 2 to 0.3

As a swarm user and rarely a vehicle driver I still feel this is HOLY BALLS THIS IS NOW OP!

Bitter Vet // QA: Learn It, Love It, Do It // @ReesNoturana

Algintal Core
Gallente Federation
#5 Posted: 2013.08.23 12:41  |  Edited by: jingle wingle
First page!

Quick question: What are considered as 'PVP actions'?

Also, loving those skills and armor changes
#6 Posted: 2013.08.23 12:42
Bout time jeeeezzz!

Golden Joysticks 2013 Game of the Year Grand Theft Auto V

BurgezzE.T.F
General Tso's Alliance
#7 Posted: 2013.08.23 12:44
WOHOO!

"Spilling floor cleaner only makes the floor cleaner" -Draxus Prime

Closed Beta Vet

Scouting before it was cool

WarRavens
League of Infamy
#8 Posted: 2013.08.23 12:45  |  Edited by: BL4CKST4R
Quote:
Controls
* Mouse rotation speed caps have been removed
* Mouse sensitivity settings have been updated
* Replaced old mouse smoothing with a new system
* Tuned radial menus for mouse settings (weapon/equipment select) to make them easier to use


Hail the KB/M master race. What?

Is the DS3 still slow as hell and have lots of input lag?

Quote:
* Removed rotation modifier on heavy frames - all frames can now rotate at the same speed


So does this apply to all suits or just the heavy frame?
Subdreddit
Test Alliance Please Ignore
#9 Posted: 2013.08.23 12:45  |  Edited by: Aikuchi Tomaru
Quote:
* Implemented idle timer to prevent AFK farming in battle ground or MCC. Players not performing any PVP action in a certain period of time will be kicked out of the game


Can you please specify "PvP Action"? Will I be kicked for running around the battlefield and taking cover from enemy fire because I don't perform a "PvP Action"?

Quote:
* All handheld weapon reload skills now have a cost multiplier of x3 (down from x6) and their skill book ISK price reduced to 203,000 from 774,000


If we alreay got the skills will we get the difference between new and old refunded? Or is this just SP down the drain?
BLACK-GUARD
Die Fremdenlegion
#10 Posted: 2013.08.23 12:45
That fire interval, lol. Don't know about the rendering, think nothing has changed for railgun tanks, but we'll see.

To know the true path, but yet, to never follow it. That is possibly the gravest sin.

The Scriptures,Book of Missions

Red Star.
EoN.
#11 Posted: 2013.08.23 12:46  |  Edited by: Flix Keptick
REJOICE!!! awesome seriously

Edit: WTF HAVE YOU DONE TO SWARMS?

The community is the worst thing that ever happened to this game

Caldari Scout // specialized tank destroyer

Algintal Core
Gallente Federation
#12 Posted: 2013.08.23 12:47
Still no mention of the fix on Caldari Logistics shield delay...
Red Rock Outriders
#13 Posted: 2013.08.23 12:48
Outpost and battlegrounds are the only new content. The rest is fixes and polish.

I like shiny and new places to explode. More maps is always a very good thing. I will be patient and wait for the full racial line-up. I will be patient. I will be patient!

I'm not patient. I feel like a kid waiting for his new favorite toy but mommy just keeps saying, "you'll shoot your eye out."

Bitter Vet // QA: Learn It, Love It, Do It // @ReesNoturana

DarkWingsss
#14 Posted: 2013.08.23 12:49
I'm.... SOCK Shocked Could it be ? ... an update that actually looks... "SERIOUS" ? Everything looks great in the Patch notes, i actually very exited about all this.... Just don't have any panic attacks in the last moment CCP... PLEASE !! Lets keep moving forwards now...Blink
ALTA B2O
#15 Posted: 2013.08.23 12:51
Reav Hannari wrote:
*Swarm Launcher base lock-on time has been increased to 1.4 from 1.2 and its fire interval has been reduced from 2 to 0.3

As a swarm user and rarely a vehicle driver I still feel this is HOLY BALLS THIS IS NOW OP!


Patch Notes wrote:
The Swarm Launcher Operation skill bonus has been changed from increasing the clip size to reducing the lock-on time by 5%



Have fun reloading more often

Team Fairy DUST

HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE

Onslaught Inc
RISE of LEGION
#16 Posted: 2013.08.23 12:52
Reav Hannari wrote:
*Swarm Launcher base lock-on time has been increased to 1.4 from 1.2 and its fire interval has been reduced from 2 to 0.3

As a swarm user and rarely a vehicle driver I still feel this is HOLY BALLS THIS IS NOW OP!


Except they took away a few rounds from the skill.
Onslaught Inc
RISE of LEGION
#17 Posted: 2013.08.23 12:54
Can't wait for scanning changes. I think the clutter issue is going to be helped a lot.

I'm wondering about friendly equipment though...will we be able to see all friendly deployed equipment or only scanned/LOS? IF only scanned/LOS, this could be one of the main reasons to have >10m passive detection.
#18 Posted: 2013.08.23 12:55
Still no WP for using active scanner huh?
So basically why use them?
Just so your squad can see enemy now but you still are not rewarded for using them, booooo!

Golden Joysticks 2013 Game of the Year Grand Theft Auto V

Ahrendee Mercenaries
Dirt Nap Squad.
#19 Posted: 2013.08.23 12:55
i'm impressed. Matchmaking better be good. I like close matches.

If you run cloak and shotgun, you're a scrub

Don't brick tank that scout, come on, get good.

Proud member of RND

Subdreddit
Test Alliance Please Ignore
#20 Posted: 2013.08.23 12:56
Thank you for releasing the notes earlier. This patch owns!
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