Yes, that's what it was! Now I see them, and they look great. Good job, NST.

Printable View
Gameplay Updates
- Minor client / server side fixes
- Some implant / armor changes - Bragi will go more into detail on that
Visual Updates
- New sky textures added for "day clear"
- A first version of a localized HUD
Know issues
- Some alphas are not working anymore (e.g. tree in the wastelands) they apear just black - We're on it
There is still a problem with PSI Modules which needs to get fixed - PSI Modules can't have DoT effects like the other weapons at moment - its just hardcoded stuff.
Regarding the weapon balancing - I think we can start this in the next time, major issues where solved. This changes are getting deployed step by step.
There are now full sets of titan and viper armour; however the means of obtaining them has changed.
The scorpion queen and blood viper king should drop unique parts that can be recycled with either lvl2 carbon/inq armours.
The Paw of Bear has been temporarily boosted to assist in killing mobs. I may buff some other weapons for other classes.
Much of the damage proportions for ammo mods have been significantly altered.
Modded weapons now do a majority (usually 75%) of secondary damage, rather than the current 20-25%.
Much more variety in the duration and proportion of damage that comes from DoTs.
Some variation in the base damage of some weapon types has also been introduced.
For example: Lasers now have an element of fire dmg (because... burny burny) and pulse lasers have some piercing (because... stabby stabby).
Also, please test the paralyser ammo for the Swat Backup. If it works as intended, it should reduce the stamina pool by a small amount.
Note: Due to the way soft-patching and hard-coded effects work, some DoTs are not working as intended. Eg. the 9mm pistols and flamers.
don't know if it is known atm, but the TL16 personal injector applies a DoT instead of heal, that slowly drains health
the x-ray damage of the cs isn't more than the energy damage... nova is as expected.
Shiny things...
Everything is Work in Progress and guranted to change.
Attachment 12523
Attachment 12524
Attachment 12525
Attachment 12526
Attachment 12527
GR Textures are placeholders. Black DoT's from screen2 are gone. Viarosso Fascade is one of 5 new window tiles.
New art looks really nice, be aware of floating plant pots in the apartment screen though!
new sky box in viarosa looks really oversaturated?
Very cool stuff ! Gj on the new textures.
Today I got a friend back on NC, he didn't play for a year but instantly noticed new textures !
Also, this might be off topic, but when are all the patches 199 to 217 expected to hit retail ?
It largely depends on how much we want to take from Vedeena to Titan.
We've got the initial phases of the implant and armour rework done; when we get the initial weapon balancing done we could go to retail. But this would leave a whole host of issues like NPC dmg/health, Spy/PE psi abilities and PPUs.
Waiting for another layer/phase to be completed before releasing means delaying a long needed patch, releasing early means retail is worse.
Maybe it would be a good idea to bring the non-Balance related stuff (e.g. Netcode improvement/NPC / Player health indicators are now showing up the remaining healthpool in percent) in a Patch „soon“ and the Balance Stuff after that?
So some of the benefits would go live and smaller Bugs(overlooked on Vedeena) could be fixed. Afterwards you could focus even more on the balancing.
By the way, the new Textures and tiles look great!
MFG
Yes, they will be toned down a bit with the next patch but at all it's not made for Viarosso. Viarosso will get the ocean back but we experience quite some problems that prevent us from having all 17 weather/sky sets up. At the moment, just 3 skymaps are used everywhere.
Any chance for implementing some bump mapping? Textures look great, but very flat. Some depth could make them even more pleasant to watch. Dont forget about retexturing wastelands as well, I know that city is most important.
Appreciate the effort/time spent on trying to rebalance armour/implants/drugs... but thus far this has only resulted in negative outcomes. There is now less variation available with setups with the changes made... spent a considerable amount of time testing variation on retail/ verdeena and the results very disappointing.
Without trying to be negative, It would really be best to just scrap the planned change's in these area's and to focus efforts on weapon balancing, fixing broken textures and general bad code.
Sorry to be the bearer of bad news but I feel time and efforts are being wasted, please switch focus to the right channel's we could be making some really positive changes to NC, rather than just causing stress to those that have a love for the PVP experience available in NC.
Yes, we'd wish for that too... but alas, it's all a question of time and work.
Zoltan is currently the only one capable of working with the engine code, and apart from being on a well deserved vacation right now hes also got his hands tied with work in other areas. Like entangling the mess that are the mechanics for damage calculations etc. mentioned in the status update
BUT he already did take a look at it. And what he found wasn't promising. Afaik the underlying engine had some simple implementations of such features to support bump mapping and such. However those capabilities got severely castrated by the old developers for god knows what reason so... there is a lot of stuff to do. Again.
And hey, while we implement normal maps and dynamic shadows - why not go for Physically Based rendering as well? IIRC it runs even under DX9. If only all the assets weren't so sparse with polygons...
But until that day new meshes and higher resolution textures with baked lighting will have to suffice.
However, we are aware!
Gameplay Updates
- Weapons got recalculated - TL is affecting the weapons handling at all, means: A rare weapon should work like a weapon of this kind should work - with decreasing TL the weapon should get more malusses on damage, frequency, handling and range
- Weapon damage output on NPC are doubled
Visual Updates
- Sky textures added for "day clear" updated
Know issues
- Some alphas are not working anymore (e.g. tree in the wastelands) they apear just black - We're on it
- Guns with piercing damage (Wyatt Earp, Pain Easer, Libra,...) don't working - I need to figure out which is causing that
- The both CAR-47 WoC rifles should do the same damage (I haven't tested it yet) - This is not intended
- Your weapon skill isn't affecting your damage yet
There is still a problem with PSI Modules which needs to get fixed - PSI Modules can't have DoT effects like the other weapons at moment - its just hardcoded stuff.
Regarding the weapon balancing - I think we can start this in the next time, major issues where solved. This changes are getting deployed step by step.
Awesome to hear! Just to be clear, this is only on Vedeena currently?
Edit: Still waiting on something like this ;)
Gameplay Updates
- New "Balancing Mode" for the server added. This mode allows us to remove any effects which influences weapon damage (next line).
- Skill + Weapon + Aim modifiers added to the damage output
Visual Updates
- Item images were fixed. The black artifacts should be gone on items.
Know issues
- Some alphas are not working anymore (e.g. tree in the wastelands) they apear just black - We're on it
Guns with piercing damage (Wyatt Earp, Pain Easer, Libra,...) don't working - I need to figure out which is causing that- The both CAR-47 WoC rifles should do the same damage (I haven't tested it yet) - This is not intended
Your weapon skill isn't affecting your damage yet
There is still a problem with PSI Modules which needs to get fixed - PSI Modules can't have DoT effects like the other weapons at moment - its just hardcoded stuff.
Regarding the weapon balancing - I think we can start this in the next time, major issues where solved. This changes are getting deployed step by step.
richtig geiler patch Zoltan nur nim dich in acht vom meinem bruder (der psi modul dot frager ^^) er wird dich dafür küssen :angel: .ist es gewollt das mann auf den test server keine chars erstellen kann immer wenn ich nen char erstellen will heist es das der name shon vergeben ist obwohl ich den char extra für den namen gelöscht habe. ich freue mich auch schon auf das waffen balancing. Da muss noch was gemacht werden weil bei nen warbot titen 661 dmg mit nen Fire apoc und HL und 575 dmg mit dem frosti ist nicht normal finde ich ;) .
Schönen tag noch wünscht Darkeast
Wieso, der Schaden passt doch.
Ich verstehe sowie nicht, warum man - bei einem 13+ Jahre alten Game - den "Schwierigkeitsgrad" in Form von mehr Hitpoints anhebt. Jeder hat alles. Soll es das "Teamplay" fördern? Dazu benötigt das Game mehr Spieler. Ich denke nicht, dass ein Veteran in Neocron lust hat, mehrere Minuten auf einen Warbot/Grim/Whatever einzukloppen um evtl. an ein Part zu kommen. Im lowlvl Bereich siehts derzeit genau gleich aus. Mein frisch erstellter PE braucht mit der Anfängerrifle eine Ewigkeit um eine Crab zu killen, da diese scheinbar schier unendlich viele Hitpoints hat.
Das ganze Balancing geht derzeit eher in Richtung casual gaming. Zugern erinnere ich mich an die Zeit auf Saturn, als ich mit meinem APU - bewaffnet mit einem Energy Beam - hunderte Warbots zerlegt hab, um an ein FireApoc und HL zu kommen.
I check in this forum on a regular basis, but its getting harder and harder to understand whats going on with language defaulting to german :(