Trivaldi
26-10-16, 20:45
We've added three patches to Vedeena recently, here is what has changed as we move closer to a release to Titan.
Pegasus Engine Updates
Increased maximum Fog Distance significantly, players can now see further;
Increased maximum number of static actors per sector dramatically;
Adjusted lighting.
Technical Updates
Reactivated /set kill_self command for Vedeena;
Improved reliability of /set kill_self command between server and game clients;
Improved character gender identification in some programmatic situations;
Rewritten logic governing item condition impact on weapon performance;
Added global modifier for the severity of "broken legs";
Refactored logic governing Damage Over Time (DOT);
Fixed a crash in DOT logic;
Reimplemented Hacknet character models for players entering Hacknet;
Position update rate for Drones has been increased;
Improved underlying logic for the performance of Drones.
Graphic Updates
Added new shot effect;
Added test implementation of a new Gene Replicator model.
Gameplay Updates
Lowered movement speed malus for "broken legs";
Restored generic sound and visual impact indicators when being hit;
Added new sound and visual impact indicator effects for specific Weapon Mods;
Added fire impact effect to fire modded laser and pulse laser ammunition;
Adjusted effects for impact effects (explosion effect too big on certain weapons)
Added a small explosion effect to PSI Attack (it does force damage, after all)
Reduced impact of Item condition on weapon performance.
Items
Added inventory icons for new furniture;
Added text descriptions for new furniture;
Adjusted hitboxes for new furniture;
Adjusted seating positions for new furniture;
Added pricing and naming for new furniture;
Removed test weaponry from rare pool / traders / loot groups;
Added SPY and PE notations to Mr Jones stealth devices;
Added I, II, III notation to Stealth Activators;
Added R notation e.g. '150 R' to remote Implant Tools and the Remote Repair Tool;
Added TL notation to tools where it was missing;
Fixed names of Canyon Facility X1-3 keys/apartments, now correctly labelled as Montag Barracks;
Fixed names of Canyon Facility X4-6 keys/apartments, now correctly labelled as Rodriguez Barracks.
Gameworld
Added NPC trader for new furniture
Added overhauled/new cabinets to NPC trader
Fixed several issues with the Outzone Sector 7 map;
Added new wave spawn mechanic to Outzone Sector 7;
Fixed lighting issue in the Military Base Entrance map;
Improved location of reset position in the Fallen Angels Techcore map;
Fixed a map bug sending players to the wrong apartment lift when leaving Verizon Arcade apartments in Viarosso Sector 2.
Missions & NPCs
Added German language script for Ezra Reid (Area MC5);
Several fixes across all Mr Jones new character mission scripts for English, French and German languages;
Relocated Mr Jones mission location ‘Biological Research Lab’;
Improved spawn chance of Wood for boxes in Area MC5;
'Enlighted' PSI Mutants mobs are now correctly labelled as 'Enlightened';
Added several new tiers of Enlightened PSI Mutants;
Several tiers of new Enforcer mutants have been added.
Drones
Drones have been reenabled;
Implemented initial values for drone speed and damage (as a baseline for testing and further adjustments);
Reduced overall damage of Drones;
Tripled range of Gatling Drones;
Reduced effectiveness of Kamikaze Drones by half;
Implemented set damage values for Kamikaze Drones;
MR Drone series now uses single target homing missile again.
Ballistic Weapons
SWAT Backup gun performance now resembles that of the SLASHER;
AK damage has been modified.
PSI
APU damage reduced overall and further reduced for Halo, Lance, Ball, Bolt and Barrel types (non-rare damage was too high);
Protector efficiency raised a bit;
HOLY RESTORATION now has a unique inventory icon;
HOLY RESTORATION added to rarepool;
Parashock and Damageboost Sanctum duration increased to 30 seconds;
Heal Sanctum duration increased from 30 to 90 seconds;
Heal Group duration increased from 30 to 60 seconds;
PPU Psi Energy requirements overhaul (for commonly used modules):
Crahn Holy DamageBlocker TL 96 : 125 -> 62.5;
Crahn Holy AntiParalyse TL 102 : 125 -> 62.5;
Crahn Blessed DamageBlocker TL 84 : 100 -> 50;
Crahn Holy Absorber Sanctum TL 102 : 93.075 -> 46.54;
Crahn Heat Resist Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Supporter Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Spy Booster 3 TL 95 : 86.688 -> 43.34;
Crahn PSI Combat Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Hazard Resist Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Drone Combat Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Rifle Combat Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Pistol Combat Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Heavy Combat Booster 3 : 86.688 -> 43.34;
Crahn Melee Combat Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Basic Resist Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Construction Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Holy Heal Sanctum TL 91 : 83.038 -> 41.52;
Crahn Holy Protector Sanctum TL 84 : 76.65 -> 38.33;
Crahn Blessed Absorber Sanctum TL 78 : 71.175 -> 35.59;
Crahn Basic Resist Booster 2 TL 75 : 68.438 -> 43.22;
Crahn Hazard Resist Booster 2 TL 75 : 68.438 -> 43.22;
Crahn Heat Resist Booster 2 TL 75 : 68.438 -> 43.22;
Crahn Holy Group Absorber TL 105 : 64.313 -> 32.2;
Crahn Holy Deflector Sanctum TL 69 : 62.963 -> 31.99;
Crahn Blessed Protector Sanctum TL 67 : 61.138 -> 30.57;
Crahn Holy Group Heal TL 98 : 60.025 -> 30;
Crahn Blessed Heal Sanctum TL 58 : 52.925 -> 26.46;
Crahn Spy Booster 2 TL 55 : 50.188 -> 25.1;
Crahn Heavy Combat Booster 2 : 50.188 -> 25.1;
Crahn Rifle Combat Booster 2 TL 55 : 50.188 -> 25.1;
Crahn Drone Combat Booster 2 TL 55 : 50.188 -> 25.1;
Crahn Supporter Booster 2 TL 55 : 50.188 -> 25.1;
Crahn Construction Booster 2 TL 55 : 50.188 -> 25.1;
Crahn PSI Combat Booster 2 TL 55 : 50.188 -> 25.1;
Crahn Pistol Combat Booster 2 TL 55 : 50.188 -> 25.1;
Crahn Melee Combat Booster 2 TL 55 : 50.188 -> 25.1;
Crahn Holy Group Protector TL 80 : 49 -> 24.5;
Crahn Blessed Group Absorber TL 79 : 48.388 -> 24.2;
Crahn Holy Absorber TL 95 : 43.938 -> 30;
Crahn Holy Heal TL 85 : 39.313 -> 25;
Crahn Holy Protector TL 71 : 32.838 -> 30;
Crahn Holy Deflector TL 64 : 39.6 -> 30;
HOLY ABSORPTION TL 108 : 33.75 -> 25;
HOLY PROTECTION TL 104 : 32.5 -> 25;
HOLY DEFLECTION TL 100 : 31.25 -> 25.
Miscellaneous
Credits updated.
Enemy Wave Spawns
This new type of encounter allows areas of the game world to have their own difficulty curve. Initially weak enemies will be present allowing Runners to clear a sector quickly. Instead of this triggering the usual respawn of the exact same foes (or wait for Runners to leave and come back) something exciting happens – enemy reinforcements arrive!
Dependant on the sector, wave after wave of enemies will show up! Each wave will bring its own challenges as enemy types change and wave compositions adjust. Fighting a small number of powerful enemies can make way for a much larger wave of weaker opponents. As Runners progress through the waves they will need to work together to survive as their foes spawn randomly through the sector making each play through that little bit different.
Outzone Sector 7
After over a decade of being sealed behind a fence, Outzone 7 is now open and accessible to players. Thanks to a leap forward in our level editing toolset, we have fixed a significant number of issues with the map file; ladders now work, pits have escape routes and doors function properly.
We want runners to explore this sector and report any issues they find, so we can ensure they’re ironed out. Bringing this piece of the game world back to the players and making further repairs is a great test for our improved toolset.
Outzone Sector 7 <3 Wave Spawns
A match made in heaven – previously inaccessible location meets new encounter type.
Everything is not as it seems in the dilapidated power plant within Outzone Sector 7. Mutants continue to roam the sector much like the rest of the Outzone but there is a hum of tension in the air.
New types of powerful Mutants have been spotted in the sector. Burly Enforcers patrol the corridors along with the upper echelons of the mysterious group of mutated PSI Monks known as the Enlightened.
Take up arms and raid this new location to see how many waves of mutants you and your team can survive. Make sure to provide us feedback on this new encounter so we can improve it over time and bring these new mechanics to other areas of the game world.
Pegasus Engine Updates
Increased maximum Fog Distance significantly, players can now see further;
Increased maximum number of static actors per sector dramatically;
Adjusted lighting.
Technical Updates
Reactivated /set kill_self command for Vedeena;
Improved reliability of /set kill_self command between server and game clients;
Improved character gender identification in some programmatic situations;
Rewritten logic governing item condition impact on weapon performance;
Added global modifier for the severity of "broken legs";
Refactored logic governing Damage Over Time (DOT);
Fixed a crash in DOT logic;
Reimplemented Hacknet character models for players entering Hacknet;
Position update rate for Drones has been increased;
Improved underlying logic for the performance of Drones.
Graphic Updates
Added new shot effect;
Added test implementation of a new Gene Replicator model.
Gameplay Updates
Lowered movement speed malus for "broken legs";
Restored generic sound and visual impact indicators when being hit;
Added new sound and visual impact indicator effects for specific Weapon Mods;
Added fire impact effect to fire modded laser and pulse laser ammunition;
Adjusted effects for impact effects (explosion effect too big on certain weapons)
Added a small explosion effect to PSI Attack (it does force damage, after all)
Reduced impact of Item condition on weapon performance.
Items
Added inventory icons for new furniture;
Added text descriptions for new furniture;
Adjusted hitboxes for new furniture;
Adjusted seating positions for new furniture;
Added pricing and naming for new furniture;
Removed test weaponry from rare pool / traders / loot groups;
Added SPY and PE notations to Mr Jones stealth devices;
Added I, II, III notation to Stealth Activators;
Added R notation e.g. '150 R' to remote Implant Tools and the Remote Repair Tool;
Added TL notation to tools where it was missing;
Fixed names of Canyon Facility X1-3 keys/apartments, now correctly labelled as Montag Barracks;
Fixed names of Canyon Facility X4-6 keys/apartments, now correctly labelled as Rodriguez Barracks.
Gameworld
Added NPC trader for new furniture
Added overhauled/new cabinets to NPC trader
Fixed several issues with the Outzone Sector 7 map;
Added new wave spawn mechanic to Outzone Sector 7;
Fixed lighting issue in the Military Base Entrance map;
Improved location of reset position in the Fallen Angels Techcore map;
Fixed a map bug sending players to the wrong apartment lift when leaving Verizon Arcade apartments in Viarosso Sector 2.
Missions & NPCs
Added German language script for Ezra Reid (Area MC5);
Several fixes across all Mr Jones new character mission scripts for English, French and German languages;
Relocated Mr Jones mission location ‘Biological Research Lab’;
Improved spawn chance of Wood for boxes in Area MC5;
'Enlighted' PSI Mutants mobs are now correctly labelled as 'Enlightened';
Added several new tiers of Enlightened PSI Mutants;
Several tiers of new Enforcer mutants have been added.
Drones
Drones have been reenabled;
Implemented initial values for drone speed and damage (as a baseline for testing and further adjustments);
Reduced overall damage of Drones;
Tripled range of Gatling Drones;
Reduced effectiveness of Kamikaze Drones by half;
Implemented set damage values for Kamikaze Drones;
MR Drone series now uses single target homing missile again.
Ballistic Weapons
SWAT Backup gun performance now resembles that of the SLASHER;
AK damage has been modified.
PSI
APU damage reduced overall and further reduced for Halo, Lance, Ball, Bolt and Barrel types (non-rare damage was too high);
Protector efficiency raised a bit;
HOLY RESTORATION now has a unique inventory icon;
HOLY RESTORATION added to rarepool;
Parashock and Damageboost Sanctum duration increased to 30 seconds;
Heal Sanctum duration increased from 30 to 90 seconds;
Heal Group duration increased from 30 to 60 seconds;
PPU Psi Energy requirements overhaul (for commonly used modules):
Crahn Holy DamageBlocker TL 96 : 125 -> 62.5;
Crahn Holy AntiParalyse TL 102 : 125 -> 62.5;
Crahn Blessed DamageBlocker TL 84 : 100 -> 50;
Crahn Holy Absorber Sanctum TL 102 : 93.075 -> 46.54;
Crahn Heat Resist Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Supporter Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Spy Booster 3 TL 95 : 86.688 -> 43.34;
Crahn PSI Combat Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Hazard Resist Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Drone Combat Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Rifle Combat Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Pistol Combat Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Heavy Combat Booster 3 : 86.688 -> 43.34;
Crahn Melee Combat Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Basic Resist Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Construction Booster 3 TL 95 : 86.688 -> 43.34;
Crahn Holy Heal Sanctum TL 91 : 83.038 -> 41.52;
Crahn Holy Protector Sanctum TL 84 : 76.65 -> 38.33;
Crahn Blessed Absorber Sanctum TL 78 : 71.175 -> 35.59;
Crahn Basic Resist Booster 2 TL 75 : 68.438 -> 43.22;
Crahn Hazard Resist Booster 2 TL 75 : 68.438 -> 43.22;
Crahn Heat Resist Booster 2 TL 75 : 68.438 -> 43.22;
Crahn Holy Group Absorber TL 105 : 64.313 -> 32.2;
Crahn Holy Deflector Sanctum TL 69 : 62.963 -> 31.99;
Crahn Blessed Protector Sanctum TL 67 : 61.138 -> 30.57;
Crahn Holy Group Heal TL 98 : 60.025 -> 30;
Crahn Blessed Heal Sanctum TL 58 : 52.925 -> 26.46;
Crahn Spy Booster 2 TL 55 : 50.188 -> 25.1;
Crahn Heavy Combat Booster 2 : 50.188 -> 25.1;
Crahn Rifle Combat Booster 2 TL 55 : 50.188 -> 25.1;
Crahn Drone Combat Booster 2 TL 55 : 50.188 -> 25.1;
Crahn Supporter Booster 2 TL 55 : 50.188 -> 25.1;
Crahn Construction Booster 2 TL 55 : 50.188 -> 25.1;
Crahn PSI Combat Booster 2 TL 55 : 50.188 -> 25.1;
Crahn Pistol Combat Booster 2 TL 55 : 50.188 -> 25.1;
Crahn Melee Combat Booster 2 TL 55 : 50.188 -> 25.1;
Crahn Holy Group Protector TL 80 : 49 -> 24.5;
Crahn Blessed Group Absorber TL 79 : 48.388 -> 24.2;
Crahn Holy Absorber TL 95 : 43.938 -> 30;
Crahn Holy Heal TL 85 : 39.313 -> 25;
Crahn Holy Protector TL 71 : 32.838 -> 30;
Crahn Holy Deflector TL 64 : 39.6 -> 30;
HOLY ABSORPTION TL 108 : 33.75 -> 25;
HOLY PROTECTION TL 104 : 32.5 -> 25;
HOLY DEFLECTION TL 100 : 31.25 -> 25.
Miscellaneous
Credits updated.
Enemy Wave Spawns
This new type of encounter allows areas of the game world to have their own difficulty curve. Initially weak enemies will be present allowing Runners to clear a sector quickly. Instead of this triggering the usual respawn of the exact same foes (or wait for Runners to leave and come back) something exciting happens – enemy reinforcements arrive!
Dependant on the sector, wave after wave of enemies will show up! Each wave will bring its own challenges as enemy types change and wave compositions adjust. Fighting a small number of powerful enemies can make way for a much larger wave of weaker opponents. As Runners progress through the waves they will need to work together to survive as their foes spawn randomly through the sector making each play through that little bit different.
Outzone Sector 7
After over a decade of being sealed behind a fence, Outzone 7 is now open and accessible to players. Thanks to a leap forward in our level editing toolset, we have fixed a significant number of issues with the map file; ladders now work, pits have escape routes and doors function properly.
We want runners to explore this sector and report any issues they find, so we can ensure they’re ironed out. Bringing this piece of the game world back to the players and making further repairs is a great test for our improved toolset.
Outzone Sector 7 <3 Wave Spawns
A match made in heaven – previously inaccessible location meets new encounter type.
Everything is not as it seems in the dilapidated power plant within Outzone Sector 7. Mutants continue to roam the sector much like the rest of the Outzone but there is a hum of tension in the air.
New types of powerful Mutants have been spotted in the sector. Burly Enforcers patrol the corridors along with the upper echelons of the mysterious group of mutated PSI Monks known as the Enlightened.
Take up arms and raid this new location to see how many waves of mutants you and your team can survive. Make sure to provide us feedback on this new encounter so we can improve it over time and bring these new mechanics to other areas of the game world.