Showing posts with label Early Access. Show all posts

Warfare Online Early Access - Update v0.15

Fixes

  • Fixed an issue where units with short-range weapons would sometimes continue to attack the outpost even after an enemy unit has entered the battlefield
  • Fixed bug where additional damage was being applied to both primary and secondary weapons unlocks
  • Fixed an issue where units would incorrectly prioritize targets in some situations

Gameplay

  • Base movement speed of all units has been increased by 10%
  • Improved movement and pathfinding for all units (units will no longer turn around and run backwards)
  • Individual units will now begin attacking as soon as they enter cover, rather than waiting for their entire squad to reach cover
  • Unit: RUS AT Team: Now has voice lines
  • Unit: RUS AT Team: Fixed launcher anims for RPG-30 and RPG-32
  • Unit: Snipers - small increase to health to make them more viable
  • Unit: Riflemen - small increase to health to make them more viable
  • Unit: USA MG Team - fixed "Soft Target Training" image
  • Support: "Broadcast Attack": Changed / fixed functionality, new effect ("Shutdown both player HUDs and launch random rocket attack against enemy units.")
  • Support: "Drone Strike": Added Long Range to increase support range
  • Support: "Rain of Fire": Cost increased to 10, rockets no longer target the Outpost. A message will be displayed if there are no available targets.
  • Support: "Rapid Armor Response", "Naval Support": Fixed an issue allowing more than one of these Elite card to be added to a platoon (if you had two of these in a platoon, that platoon will be marked invalid and you will have to fix it)
  • Ops: "Maximum Caution" Reduced accuracy bonus. Reduced speed penalty.
  • Ops: "Assault Doctrine" Reduced speed bonus.
  • Ops: "Operational Readiness" fixed. Now has effect "Your Support Assets cost (1) more. Your starting Support Assets will cost (3) less."

Maps

  • Storm: Fixed a pathfinding issue where units were crossing through some impassable terrain

UI

  • Changed text on a few cards to make them clearer. No functional change unless noted above.
  • Outpost health bar will no longer shift around when segments are destroyed

Animation and Effects

  • All animation transitions for infantry have been adjusted to allow for more fluid and snappy movement
  • Adjusted the playback speed of some infantry animations
  • Fixed a problem with the USA LAV that was causing a flicker when attacking
  • Wheel rotation on vehicles has been fixed to better represent their speeds
  • Outpost segment destruction now occurs at the correct times and in the correct order
  • Secondary CROWS weapons on vehicles will now correctly face targets
  • Turret barrels on vehicles will now pitch toward their intended target
  • Bullets will no longer hit friendly vehicles (they did not ever do damage, this was a visual issue)

Guild Quest The Prestige Update



This is one of those weird updates that got us really excited about playing our game (it happens semi-often). You may have noticed some new achievements showing up yesterday: we're introducing a prestige system to Guild Quest. 

However, unlike most idle games, we're not doing the typical prestige thing. What'll happen here is you get to CHOOSE the difficulty you want. Want to push an early island as far as you can? Take it to Mighty 1! But you're going to have to play it more conservatively the further the islands get. 

The really interesting thing that's made us excited is that there's a lot of experimentation and exploration and DEFEAT happening.

Prestiging is free, you unlock it by defeating all the bosses on an island, and then different prestige difficulties are locked behind your level. You can prestige an island as many times as you want, but it will wipe out all the quests/city upgrades you've currently got built there and you'll need to rebuild. But you won't have to re-unlock quests.

UPDATE--
EXISTING PLAYERS: You'll need to make sure to re-defeat the first boss NINTH QUEST in Westacre with the new update. The next time you go to your map you'll be taken to the prestige tutorial.

There are going to be islands and difficulties that are going to be outside of what you can accomplish for now. We'll keep upping the Level cap and introducing more cards/loot as we go, but this system needed to happen first.

Here are the notes:

Guild Quest The Prestige Update
  • New store bundle (not the same as the Starter Bundle, but permanent). 
  • New HUD element that shows Island name/difficulty. (A personal favourite.)

What's Coming Soon?

  • Better loot drops for higher difficulties. 
  • Chest re-organization and the option to meltdown existing chests towards gems (the first steps towards a transmutation system).
  • Higher level caps. 
  • Dark Knights. 
  • A new island.

Nix Update - Patch 2.48


Nix, the Freelance Reaper arrives in Patch 2.48! Nix is a Scythe and Blasters wielding legend with great speed and defense, and deadly signatures. We’ve also made performance improvements, adjusted game balance, and more in this patch!

New Legend - Nix!

Title: Freelance Reaper
Weapons: Scythe and Blasters
Stats: 4/5/7/6

Nix Launch Skins!

  • Scarecrow Nix - No crows to be seen...lots of vultures though.
  • Lockdown Nix - Serving her sentence...and giving you yours.
  • Grim Reaper Nix - Like sands of the hourglass… Bonus: Soul gaze and toothy menace with expressions.

Tyler: Model 005 - Alpha 1.1f Released

Tyler: Model 005 - Alpha 1.1f Released

Since launch, we have been listening to your feedback and improve the game-play mechanics of Tyler: Model 005.
We have just released our second patch for Tyler: Model 005
That should improve your game-play experience.

Avorion - Patch 0.10.2.7448 is live!


The patch from the beta branch is now live on the main branch for everybody to play!

You can also expect a hotfix for stations without docks and repairing of destroyed docks very soon, but these fixes didn't make it into this one.

Patchnotes TLDR: Lots of small QoL changes, less crashing, less total war between factions, better multiplayer performance and a lot less disappearing ships, even when a crash happens.
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