Comm-Link:14855 - Star Citizen Patch v1.1.5

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Star Citizen Patch v1.1.5 (14855)
Publication
23.07.2015
Category

Contents: Additions

Balance/Tweaks

Fixes

Known Issues

Additions:

Gameplay

Respawn penalty has been applied for situations where a pilot would intentionally destroy the ship to either reload missiles or prevent another player from getting a kill

Reworked the server, instance, and matchmaking service from the ground up

Lobby system and game servers now talk to each other about the teams that a client is on in the lobby and in game

Lobby system will now remove players from a lobby if the instance system crashes rather than letting a group remain in a broken lobby

Game Instances are able to transition from completed matches to hosting a new match more quickly


Ships Vanduul Scythe is hangar and combat ready (shows as captured vanduul fighter in lobby)

P52-Merlin is hangar and combat ready Due to being a snub fighter, the Merlin does not have intakes. As such, it does not replenish fuel while flying. In the PU, it would do this by docking with a Constellation

Accounts that have constellation variants that come with a snub fighter will be given a Merlin loaner ship to use in Arena Commander

Like other loaner ships, loaner Merlin’s cannot be placed in the hangar

Placing a Constellation Andromeda in the hangar will also spawn a Merlin



Components Added support for spray patterns to weapons based on weapon mount type

Added new attenuation for missiles explosions

Added weapon names to Vanduul armaments

Added blade extension for captured Vanduul Scythe. It is activated by turning the item on in the weapon UI

Human engineers have increased the weapon lethality for the ship for the captured version of the scythe


User Interface Added a HUD effect to the Vanduul Scythe where the alien ship HUD will appear in some situations

Electronic Access button has replaced the Arena Commander button in the main menu to help with indicating that Arena Commander and Star Marine and simulations within the game fiction

Arena Commander and Star Marine icons have been added for each game module

Game module icons will be grayed out for accounts that do not have access to them (Star Marine is grayed out for all accounts)

Game modes and maps will have a red overlay for accounts that are invited to lobbies which contain game modes they can’t play

Lobby host will receive an error if a player in a lobby doesn’t have access to the selected game mode

Match ID’s have been put back into the game to make it easier for players to report issues with specific instances

Match ID length and complexity has been increased to ensure that they’re always unique


Environment Transitioned the audio system for all game content over to new cross-platform sound engine

Added additional ambiance to the VFG Industrial hangar

Added new splash screens when initially logging into the game

Balance/Tweaks:

Gameplay

Battle Royale and Squadron Battle have had their maximum player count increased to 16

Updated how ships calculate their mass when in the hangar Points that are earned for doing damage to ship hulls has been adjusted due to the changes in ship health Tweaked REC rewards due to changed in ship score values Increased amount of REC rewarded from Capture the Core to better incentivize the game mode Rebalanced Vanduul Swarm to be in line with desired difficulty due to the balance changes made to ships Vanduul are much more aggressive and will keep the player under pressure

Vanduul are more than likely going to tail you when they can

Speed for all types of Vanduul have been reduced to prevent them flying away from the player as quick

The difficulty of the first boss on wave 3 has been reduced



Ships Boost consumption has been rebalanced so that it involves more decision making for when to use it and involves less attrition

300-series hull health increased x2

Aurora hull health increased x3

Aurora top speed increased to 175

Avenger hull health increased x2

Avenger wings upsized from size 1 to size 2

Gladiator hull health increased x2

Gladiator adjusted to drift more when turning so that it handles appropriately for its size and role.

Gladius hull health increased x2

Hornet family hull health increased x2

Hornet rotational velocity increased

Hornet rotational acceleration decreased (not as much as the first PTU build)

Tightened up Hornet lateral strafe

M50 hull health increased x3

Mustang hull health increased x3

Restricted missile hardpoint sizes from size 1-3 to size 3 only to restrict possible missile racks on the Hornet Series

Old Merlin models have been removed from the constellations

Cutlass hull health increased x3

Decreased Cutlass boost angular velocity from 3x normal to 2x normal


Components Weapon damage increased by about 25%

The weapon damage disparity between sizes increased to 75%. Helps to make fixed weapons vs gimbaled weapons a more valuable decision.

Weapon accuracy for gatling weapons decreases/spread increases over longer sustained rate of fire

Decreased spool up time

Gatling weapons can now fire while weapons are spooling up

Increased range and velocity of ballistic weapons

Omnisky velocity reduced

Omnisky power consumption increased

Increased Suckerpunch range

Weapon mount and gimbal slew rates are now set based by size

Adjusted weapon mounts so that their IM and EM signature generation scales with mount size

Increasing cooling flow for weapons due to higher health and shield values

Chaff counter measures will now fire in bursts of 4 across a 120 degree horizontal arc, chaff counter measure ammo box sizes have been quadrupled to match the burst

Size and potency of chaff reduced

Missile damage raised x1.5 for all missiles to help compensate the increased ship/shield health and the raised Shield absorb for splash damage

Added distortion damage to missiles

Increased missile range

Tempest II reduced explosion radius and overall damage

Stalker V reduced explosion radius and overall damage

Shield values have been doubled

Shield splash damage absorb factor increased from 1 to 1.25 as a baseline. SECO-Splash shields raised to 1.5 and SECO-Drop shields raised from 0.8 to 1

Shield recharge rates have been reduced

Shield regen delay increased across the board for all sizes. Shortest delay is 9.5s for Size 1 and 19.5s at Size 4

Reduced amount of ballistic weapon damage that Shields absorb before applying damage to hull through the shields

Reduced armor energy absorption to make it less effective vs energy weapons


Environment Rotated the holotables and moved most of them next to a wall

Improved load times for ragdolls

Fixes:

(PTU) – denotes an issue from the PTU that was fixed

Gameplay

As a temporary fix to some instant cockpit kill issues, we’ve made the character invincible when sitting in the cockpit

Client and server performance for when ships are destroyed and respawn has been greatly improved

Clients that enter a team game mode from the same ranked lobby will now be on the same team

Fixed a server crash that was causing large amounts of players to disconnect (PTU)

Fixed an issue where game instances were turning into bottomless pits for specific game types and ate all the matchmaking requests without spinning the instance up (PTU)

Fixed one of the issues that was causing clients to get kicked back to hangar due to entering a state that would allow the client to connect to a match, but never finish the connection process (PTU)

Hard coded team values into the Generic Instance Manger to prevent a client from trying to connect to a match with a team size of 0 (PTU)

Spectator cameras are more stable when observing another ship (PTU)

Characters rolling while prone is now seen by other clients

Characters no longer spawn in as a pair of eyes

Fixed a few issues that were causing characters to spawn in a pilot seat standing up (some still exist)

Fixed an issue causing ships to sometimes sink into landing platforms in Multiplayer Free Flight when using automatic landing

Fixed a crash that would occasionally occur when landing in Multiplayer Free Flight

Fixed a crash that would occur when using the pistol after landing in Free Flight

Fixed several issues that would prevent tutorial completion (PTU)

Fixed several issues that were caused by reloading the tutorial (PTU)


Ships Fixed an issue where the ship name would appear as debug text for the tutorial Gladius’ ship AI

Front panels on the Mustang now animate when used

Fixed some thruster issues with the Merlin that would cause it to jerk around when boosting (PTU)

Fixed an issue where the Andromeda loaner Merlin wouldn’t be accessible unless the Andromeda was in the hangar (PTU)

Fixed an issue where the loaner Merlin granted by the Andromeda would get stuck on a permanent load screen (PTU)

Mustangs no longer float in the air after landing with damaged or destroyed wings

Fixed the mustang turret showing debug text in the holotable

Fixed an issue where swapping turrets in a constellation would cause character animations to malfunction

Killing a Cutlass now gives proper credit


Components Delta Rocket pods no longer display their name as debug text


User Interface Fixed an issue that caused cross-hairs and reticule to sometimes go missing upon respawn

Thrusters can now be deactivated in power management

Holding tab will no longer cause the score board to default to on

Toggling comstab wasn’t working for the first (PTU) version and has been fixed


Environment Large invisible collision blocks have been removed from the Aeroview hangar (PTU)

Murray Cup poster now appears in the VFG Industrial Hangar (PTU)

Cloud in race maps are no longer popping in and out

Fixed a crash that was being cause by the social module elevators in the hangar (PTU)

Fixed an issue that was causing some of the platform numbers in Free Flight to look like bubbles hovering over the landing pads (PTU)

Fixed some missing texturs that were causing red ‘replace me’ squares are under the ships in the tutorial (PTU)

Known Issues:

These are not representative of all known issues in the build. The following issues are bugs that were introduced with this version of the game that we feel are most impactful to play experience.

Gameplay

REC will sometimes not be awarded at the end of a match due to some server side issues

Error code 8 will happen occasionally when connecting to a multiplayer match which results in the client kicking back to the hangar after a load screen

Matchmaking isn’t differentiating clients based on map selection for race modes

Ships are rarely unable to respawn after being destroyed

The ability to send invites doesn’t recover if the Generic Instance Manager goes down due to the friends server not knowing when to rebroadcast its information

Respawning will rarely cause blood to appear on the characters visor

Missiles can fail to track their target in the third chapter of the tutorial and prevent the tutorial from being completed


Ships The Mustang Delta is loading in with the Mustang Alpha geometry, causing it to lose its rocket pods

Interior of the Freelancer variants are pitch black due to missing textures and lighting

Sections of some Constellations are pitch black due to missing textures and lighting

Central seat of the Constellation cannot be sat in

Retaliator bomb bay floor is missing collision


Components Motion blurr for some ship components is set too high, causing ships to often times appear more blurry than they should


User Interface There is no respawn timer for respawn penalties

Error code 8 isn’t displayed to a client when it’s kicked back to hangar. Sometimes it shows up if the client completely backs out of the lobby UI

Gladius is missing its HUD in the tutorial

The HUD for the P-52 Merlin cannot be interacted with

Client will black screen if the lobby service is not able to communicate with the instance manager

Force closing the client while readied up will break the accounts ability to ready up (workaround: become a host of a lobby and the accounts ready state will be flushed)


Environment Multiple kinds of audio will drop out in matches with large amounts of ships

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