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Auto Assault: v14.93 Patch Notes

| 10 Jul 2006 16:27
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Known Issues

* Human Shields stop functioning after zoning. You will have 0/0 shields until you re-equip your chip.
* The chat log does not always show the correct amount of experience received from mission completion.
* Memorizing components causes graphical issues with the Memorization Tab.

Bug Fixes

* Human Shields stop functioning after zoning. You will have 0/0 shields until you re-equip your chip.
* The chat log does not always show the correct amount of experience received from mission completion.
* Memorizing components causes graphical issues with the Memorization Tab.
* Fixed problem with AI stealth.
* Fix to vehicle weapons spamming their fire effect on the client.
* Maps with no shadows defined won't show shadows again.
* Fixed numerous Gadget item names, which no longer matched their associated enhancement.
* Fix to Reverse Engineering equation.
* When seeing Human vehicles their HP should be correct.
* Items being experimented on should appear correctly in people's trade window.
* Fixed health points not being correct in certain situations (such as a player dying in an arena, INCing back to the repair base, then jumping.
* Fixed problem with skill to-hit system in code being far to low a percent (bug). Added Theory to Combat for base skill to-hit chance. Added a bonus chance for all player skills to hit their target. All these combined should mean that player damage skills will now be far more useful. As a side-effect, AI skills will also be hitting more often.
* Corrected problem with some seekers and mines applying too much windforce and flying car into stratosphere.
* Corrected a problem with Biomek ReBot and TechBot fleeing, as well as only firing their effects while aggroed. Now they will properly help their master when no combat is present.

Additions

* Added new NPC textures.
* Speed/Slow effects now give an actual percent value above the icon for extra detail.
* We now display status effect icons over your own vehicle even when you aren't targeting yourself.
* "Creature Speed Boosts" now cause Speed/Slow icons to appear in the UI. This means you'll see a lot more Speed/Slow icons in the world now.
* We now display much more hazard mode information than before on the hazard kit rollovers (such as HP, duration, primary/secondary attacks, etc).
* Shielded damage now appears in the combat log.
* You can now grab the very bottom of the chat window and drag it up or down to extend the size of your chat. It will remember this size/position across transfers but does not yet save upon logout.
* You can now log the combat chat to the file "chat_log_combat.txt" by clicking on the chat window's options button and pressing the button labeled Log Combat Chat To File. Be careful as this will generate large files very quickly! This option will automatically be disabled each time you log off and must be re-enabled manually.
* Neutral creatures now always display a gray health bar and have the text <Neutral> appended to their names on the targeting bar (also, it's below their names in the overhead text).
* Basic Hazard Chips are now available for all races through 40th level. These are available only through loot drops, and scale in strength. In future builds, 40+ full hazard modes will become available with greatly increased powers.
* Added PVP Missions for capturing obelisks, outposts, and killing other factions.

Changes

* Changed death message from "You Have Died!" to "You Are Wrecked!"
* The Health gauge should now have a bubble effect in it while the Power gauge has little electricity flashes.
* "Next Rank" for pets in the skill rollover should actually display their improved creature damage/buffs/etc instead of only ever showing their level 1 damage/etc.
* We now display the status icons in the correct locations if you have a clan or vehicle name (they were previously offset too low so there would be some conflict).
* Another graphical update to the speedometer and gauges windows.
* The buttons that appear when you have Attribute/Skill/Research Points to spend have been graphically updated. Whenever you gain points to spend, these buttons will appear. As soon as you open their respective windows (which can be quickly done just by clicking on these buttons), then the button will go away until the next time you gain more points to spend.
* Research points now awarded by level.
* In PVP resistance to damage is reduced by 50% to increase player range of combat.
* Changed waiting for player time in arenas from 90 seconds 0 to 4 minutes to allow enough time to transfer and load the map before marking them as a no-show.
* You can now continue to chat after an arena match is over.
* If you are in mass-move or reverse engineering cursor mode, clicking anywhere in the world environment will clear the cursor back to normal. You can always hit ESC to clear the cursor state back to normal as well.
* The Chat Window should now remember the location of the divider bar between the combat log and normal chat log when you transfer maps or otherwise close and reopen the chat window.
* Getting updates on members waiting for an arena no longer closes all of your windows, just arena windows.
* Skill rollovers will never roll over the actual skill buttons on the skills page anymore, no matter where you drag the skills window.
* The targeting reticle now appears at the feet of targets instead of in front of them.
* Overhead names/healthbars will only show at half opacity for enemy "soft" targets now and full opacity for "hard" targets. Also, hard targets will have their names inside of brackets to further distinguish them as being the primary target.
* "Hard" targets will now appear slightly brighter when they are selected. This effect is more obvious in dark lighting conditions.
* The "Miss/Resist/Deflect" messages that can appear overhead have had their font changed for readability.
* When the message "You must restart for your changes to take effect" pops up, clicking accept on it will now properly close the options windows before bringing back up the ESC Options screen.
* When you move in town via left-clicking the mouse, you will rotate toward the mouse cursor again instead of strafing in that direction. This way you could navigate a town entirely with the left mouse button instead of having to use the right mouse button every now and then to rotate your camera.
* Summon skills should display their "effects" again in the skill rollovers. This way you can see their attacks, defense bonuses, etc.
* Collision damage now happens between vehicles (AI and player).
* Collision damage now happens at lower speed threshold.
* Mission XP is now decreased with level offset from recommended mission level.
* Creature XP capped at 3 levels above you (i.e. if you are level 10 and kill a level 13 creature you get level 13 XP. If you kill a level 14 creature it's worth level 12, down to your own level (kill a level 40 and you get level 10 XP).
* Sorting items by type will now also sort them by subtype. So, for instance, repair kits will be separated from junk, as will useable items. Furthermore, turret weapons will be separated out from front weapons and drop weapons.
* Mousing over the XP bars in the gauges HUD window will now give you a tooltip even when your mouse is over the "divider bars". This should make it much easier to get a tooltip for your current XP.
* In the Character Profile window, instead of having 2 tooltips for each attribute (one giving a description and another showing what values are affected), they now have a single tooltip that shows up if you rollover the attribute or its value. This single tooltip has the attribute's description along with how much your stats are affected by it.
* Increased hit points of Biomek Engineer Flamer Device to increase its survivability.
* Pass done on enhancements. Players should notice more randomness in their experimentation now.
* While being underwater can be extremely hazardous to your vehicle, it also now greatly reduces any heat present.
* Slightly reduced DPS of Biomek Laser Bots and slightly slowed down the rate at which additional bots may be summoned.
* All Hit Point and Maximum Power Enhancements have been increased in strength from +5/+10/+15/+20 to +8/+16/+24/+32.
* Old "lightweight" item enhancements have become powerful new enhancements. If you had one of these previously useless enhancements, they have become quite powerful now.
* Pass done on energy weapons recipes to bring the discipline in line with the new crafting standard, players should now be able to progress through 100 in the skill.
* Removed all recipes from salvaged components as well as removing all refinement levels from components. Component recipes are the only way to make components now.
* Pass done on melee and rear weapons to fit the new crafting standard, players should be able to progress through 100 in the discipline.
* Instead of 3 INC rest stops in Ground Zero, there is now a single rest stop with 3 exits. The same rest stop is accessed by all 3 INC transfers on ground zero. Exits in the rest stop should go to corresponding entrances on Ground Zero.

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