1. #1

    Cool [R#199] T#239, 240 & 241 Patch Notes

    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.
    Last edited by Trivaldi; 26-10-16 at 20:55. Reason: Formatting.
    Trivaldi
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  2. #2

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    Quote Originally Posted by Trivaldi View Post
    Fixed lighting issue in the Military Base Entrance map;

    Fixed a map bug sending players to the wrong apartment lift when leaving Verizon Arcade apartments in Viarosso Sector 2.
    There's a lighting issue (flashlight broken) at the entrance of the crystal cave in D4 (I think, need to check the exact zone).

    And there's an issue with entrance/exit of apartments in OZ1, I think, the zone you go by exiting the OZ station.
    You go up by enter A or B and you exit from enter C, or something like that, need to check that too but it will be tomorow, need to go to bed right now .

  3. #3

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    Quote Originally Posted by Fasterbot View Post
    And there's an issue with entrance/exit of apartments in OZ1, I think, the zone you go by exiting the OZ station.
    You go up by enter A or B and you exit from enter C, or something like that, need to check that too but it will be tomorow, need to go to bed right now .
    We've already fixed that. The change will make it's way to Vedeena and then Titan along with other awesome changes to that sector in the future.
    Trivaldi
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  4. #4
    Registered User Robert [GS]'s Avatar
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    WoW
    Was fόr ein Update!

    Ihr scheint gut voran zukommen!?

  5. #5
    Neocron > Neocron2 RuNmAN's Avatar
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    Awesome patch, especially the increased fog distance!! <3

    But now people might get aware of the ridiculously green willows. Maybe you could do some overall color grading for the vegetation to bring it more in line?!

  6. #6

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    Holy smokes nice!
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  7. #7
    Registered User Setlec's Avatar
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    Quote Originally Posted by Trivaldi View Post
    Items
    • 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.

    make it like this:

    • 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 Che Noa Barracks.



    I bet it would please her.

    Nice update by the way!

  8. #8

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    Wow... that is a lot of great stuff. I really like the wave spawns, should be interesting.

    I think its great to have remembrance of her as well.

  9. #9

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    Great patch notes!

    Unfortunately the starter drones don't do any damage on the mobs in the noob mc5 and the range is too low to get a hit. You need to fly directly in an enemy body to get a hit.
    The Jones drone does damage but the range is also <2 meter to get a hit

    The mr-drone rockets still don't fly straight to the target as it was in the past (guided missiles). I tested mr-50, mr-100 and mr-1000 and don't see any differense.

  10. #10

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    Am I missing something?

    People in the thread talking about remembering someone; an old NC player? Or is it a reference to NC 1?
    The Melee Pusher

    Patiently waiting when I can use a Greatsaber in the wastes of Neocron

  11. #11

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    Quote Originally Posted by bmurph101 View Post
    Am I missing something?

    People in the thread talking about remembering someone; an old NC player? Or is it a reference to NC 1?
    Nicole 'Chenoa' Montag sadly passed away in 2012. Nicky was a significant part of the Neocron team for many years and carried out duties in several roles. As leader of the Neocron Event and Ceres Project teams she was responsible for a lot of live events and story driven content, portraying the character of Ronald Rodriguez among many, many others.

    As a tribute to Chenoa we renamed the living quarters in the new Canyon Facility after her in Patch R184, acting as a digital memorial of sorts. For those who knew of Chenoa and her characters we hoped this small gesture would allow them to remember her. The changes listed above in this patch tie up the loose ends around that initial change.
    Trivaldi
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  12. #12
    Registered User Heru's Avatar
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    Pls Disable the Si from Lom Pills, on Vedeena its Faster to Create a new Char instead of using Pills.
    First Woc PE on Titan ...

  13. #13

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    Quote Originally Posted by Trivaldi View Post
    Nicole 'Chenoa' Montag sadly passed away in 2012. Nicky was a significant part of the Neocron team for many years and carried out duties in several roles. As leader of the Neocron Event and Ceres Project teams she was responsible for a lot of live events and story driven content, portraying the character of Ronald Rodriguez among many, many others.

    As a tribute to Chenoa we renamed the living quarters in the new Canyon Facility after her in Patch R184, acting as a digital memorial of sorts. For those who knew of Chenoa and her characters we hoped this small gesture would allow them to remember her. The changes listed above in this patch tie up the loose ends around that initial change.
    Omg wow that is crushing </3

    Hats off to you guys for being classy and honorable towards her. RIP.
    The Melee Pusher

    Patiently waiting when I can use a Greatsaber in the wastes of Neocron

  14. #14
    Registered User Drake6k's Avatar
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    I tested the new noob mc5 and leveling experience on a fresh character.

    Solantium was slightly annoying to find, the boxes were all full of metal plates and wood (which I later found out was for another mission). I ended up buying the solantium from the nomad traders, before finding the chemical crates. Maybe add another 1-2 chemical crates.

    The new mc5 missions were good. Having all the NPCs direct you to who has the next mission meant I didn't have to run around too much.

    Noobs could start with more ammo, possibly another stam booster and medkit. I would also give new players a free recycle tool and enough recycle skill to recycle the ammo for their starter gun.

    I think the 1000nc cost to leave MC5 should be removed; make it cost 0nc. Once I had finished the last mission (the recycle guy) I only had about 1035nc and if I had gone to buy a recycle tool or more ammo, I would have been stuck in mc5 farming scorpions for their guts.

    The nomad traders are nice, but they sell a lot of stuff noobs will never buy while in mc5. Remove all the higher level gear and remove all the ammo that noobs don't need. I'm pretty sure noobs don't need ammo and ammo mods for WoC weapons. The vendors are so over-crowded it's un-necessarily hard to find what you need to buy.

    After MC5 I went to do sewer missions and that experience was still bad. Small spider vs Spider? Black roach, roach, radiated roach? I hope noobs missions get simplified soon, so they give a bit more money and the mobs are easier to find. Could increase spawns in sewers too.

    I was able to do aggie caption missions at 9/4 with my TL 6 medicant rifle, so that wasn't tooo bad.

    I found that the hardest thing for new characters is getting enough money.

    One more thing about Jobs: I think the distribution of skill points for each job needs to be adjusted. Infiltrator starts with 5 repair? Bad. Soldier starts with melee and HC? Bad. Droners start with 20 hack and a hack tool? Why? Droners start with 8 barter?? Barter is only worth taking on a dedicated barter character. Several Jobs start with endurance... and no one puts points into endurance (except what we get from implants). Keep it simple for the noobs and force them to specialize; don't give them tradeskills except recycling. Don't give them tech combat before they even have a hightech weapon. Engineers can start as PEs with every INT in CST, which is just laughable. The smuggler job (barter) should be removed entirely.

    EDIT: Random request: With all the new apartment furniture, could we also get placeable drugs, pills, stams, and medkits? I want to add drugs to my Pepper Park crackhouse apartment.

    EDIT2: Made a noob droner and the drone does either 1 damage or misses, but the mobs health stays at 100%. Noob drones still don't work.
    Last edited by Drake6k; 31-10-16 at 00:12.
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  15. #15
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    Made one new char today to get the feeling of a new guy starting out.

    Drake6k made good points for MC5 Area.

    I want to add a few things:

    I created a driver to get Jones Buggy, but removed the points in PC and put it in RC, because I wanted a rifle runner.

    The solantinum was easy to come by the moment I saw the chem crates.

    Armed with only the stiletto, it was a lot of trouble to get the "entrails". Pistol was not usable dur to no point in PC (see above).

    It took some time before I even found the scorpions, running around entering cave and storage and didnt find one. After some time exploring I found them. They are rank 8, killed me in two or three blows, as the stiletto did 2 or 3 damage to them.

    Frustrated I wandered around try to get a rifle.
    Finally found the Nomand traders. Lucky me I thought, but it was pure dissapointment the moment I found out the rifle I could buy was too expensive and I cant use it. (Dex 6).

    I went back to the cave and luckily I manged to kill a sewer fly giving me the entrails.
    I was send to Tasha to kill snakes in the cave.
    The cave was filled with crabs rank 3 and rank 8 same trouble as the scorpions.

    Then I remembered I could recycle a Lazar Rifle. Went to TH.org to get the incredients info.
    Note: This is knowledge new players dont have.
    Finding wood was no problem, lots in the boxes but no metal pipes around.
    Frustrated I left MC5 and I started Mr. Jones.

    1. Please add all low level (TL2) weapons to the Nomad Traders.
    2. Better pointers where to find mobs.
    3. There should be snakes in the cave. I know I have to "cycle" through mob spawn to get snakes again, but a new player dont know this.
    4. Leaving MC5 all Missions should be aborted automatically.

    Oh, Doom Harbinger in PP3 was a surprise.

    Will continue the new char experience.
    Last edited by Sophie; 31-10-16 at 14:53.
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