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  1. #1
    Social Media Manager Kronos's Avatar
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    Default [R#184/R#185] Patch Discussion

    Welcome all Runners,

    Feel free to discuss the R#184 patch in this thread. The patch notes can be found inside this thread.


    Sincerely,
    Your Neocron Support Team
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  2. #2

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    Do the ppu spells push players down the hill of is it fixed? I don't find it in the patch notes the fix works on the testserver...

  3. #3
    Roger Ramjet Fanboy Number 1 RogerRamjet's Avatar
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    Patch looks excellent! Will all current unressed techs stack, or just new ones farmed? Were the issues with researching on the test server sorted out?

  4. #4

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    Quote Originally Posted by Massaker View Post
    Do the ppu spells push players down the hill of is it fixed? I don't find it in the patch notes the fix works on the testserver...
    Just added the missing bullet in the list. Thanks for the note!
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  5. #5

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    As i could see for now, the automated sympgain works fine.

    With the beam weapons mentioned: beam cannons or psi beams?

  6. #6
    Roger Ramjet Fanboy Number 1 RogerRamjet's Avatar
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    Quote Originally Posted by lawless View Post
    As i could see for now, the automated sympgain works fine.

    With the beam weapons mentioned: beam cannons or psi beams?
    I imagine weapons, they've been pure for a long long time.

  7. #7
    Registered User Agent L's Avatar
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    ressed few techs after the server quickpatch and looks like L/T/E give proper results plus newly ressed parts stack with old parts.
    http://www.youtube.com/watch?v=S0UvJZmGTsk&t=0m19s

  8. #8

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    Quote Originally Posted by Massaker View Post
    Do the ppu spells push players down the hill of is it fixed? I don't find it in the patch notes the fix works on the testserver...
    It's there in the patch notes under "Misc changes"

    Removed the "jumping" when applying passive effects to players. Meaning: no more falling down mountains while being buffed
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  9. #9
    Registered User Neallys's Avatar
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    Reworked state synchronization of weapons, this should fix issues like e.g. a different number of hits registering on the server- and client-side

    Was this getting further worked on after we tested it on the testserver? Because last time I checked, it wasn't working still
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  10. #10

    Default SL and " secret "

    Repair about Soullight and if we can we need the " secret " again..

    when u kill someone by accident u have to do like 30 missions to down it ..

    please we need the sl up when u are afk...

  11. #11
    Registered User Agent L's Avatar
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    Quote Originally Posted by Flamenka View Post
    Repair about Soullight and if we can we need the " secret " again..

    when u kill someone by accident u have to do like 30 missions to down it ..

    please we need the sl up when u are afk...
    SL not regenerating was done intentionally.
    They worked hard to make SL NOT regen...

  12. #12

    Default

    MISC CHANGES
    'Apartment Access Code If' objects have been renamed to 'Apartment Access Interface'.

    Seems to be that those into apartments still got the same name ('Apartment Access Code If').

    And what about changing the name of interface near the door of apartments ? ('Access/Communicator If' and 'Access Door If').
    Last edited by Fasterbot; 29-09-13 at 22:00.

  13. #13

    Default

    On the Twilight Guardian Missions

    Very Easy:

    Small Scorpions - not a problem, they are like everywhere, easy to find

    Bat - did not find that one very often, would spawn them more often (maybe use some that don't attack and put them freely in the canyon itself) - or change for vultures

    Small Gnawer, Wee Cavecrawler - not a problem

    Small Poisonsnake - if you know where to find them, not a problem..

  14. #14

    Default

    On the Twilight Guardian Missions

    Normal

    Mutant Corporal - Spawning outside at E_13 very frequently, not a problem

    Mutant Warrior - See above

    Aggressor - Spawning outside at the pit too, only 1 spawnplace that's shared with Agressor Captain appearently - still for a "normal" mission good enough. It's not the aggressor cellars in P1/P2, but i don't think more should be added right now

    Poisonous Plant - Change this to Big Lizard or Mutated Viper (quite more often to find)

  15. #15

    Default

    On the new Canyon Caves

    At first it all was like ... meh... some new caves... nothing new at all. When now i visited the level 8 cave, i was positively thrilled for all the new players to level there. Lots and lots of enemies, ideal for grenade launchers, pistol rockets or barrels.

    When i got on to the level 12 cave, i must say: you nailed it. This is the spirit of the canyon. Lots and lots and lots of (for small players) hard enemies and fun all around. If i had to chose one cave to be imprisoned in, this would be it.

    Thinking about it, the canyon needs even higher level caves for level 30, 50 and 70 enemies. Just throwing this idea in, because i know how much fun it was to level at the caves outside of the canyon with an big team. Midlevel caves would give players another opportunity of reganing that experience. The highlevel caves are not very midlevel-friendly anymore, that's why there are not many players anymore.

    I used to level there from x/10 with little support of the team's PPUs. Now i die even as x/50 very quickly. Yet this is something for Sparta and has been addressed at the Meet and Greet this evening already.


    All in all I'm very optimistic about that caves, especially that level 8 and 12 ones. Make bigger Iguanas, like double the Big Iguana ones

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