over 5 years ago - /u/Wrel - Direct link

Forum notes here: https://forums.daybreakgames.com/ps2/index.php?threads/pc-game-update-june-6-2019.251940/

PC servers will be taken offline on Thursday, June 6, 2019 at 6:00AM PT for maintenance. Downtime is expected to last up to 3 hours.

Misc. Changes, Fixes, and Additions

  • Players using Join Combat to travel to a new continent (like in the event that they are leaving a locked continent) will now spawn at the Warpgate, instead of being dropped from orbit without a drop pod. Eventually we'll want to resolve the issue with characters not being mounted correctly, but this is an interim solution until then.
  • Cloaked players and objects are now visible on low and very low settings. A separate client-only update will be coming out later in the day with a separate tuning pass on these visuals.
  • 3D HUD icons now snap to the correct side of the screen. This was especially noticeable while trying to track aircraft behind you.
  • Fixed an issue where continents could get stuck in a state with disabled regions indefinitely.
  • The Spawn Beacon certification line is now properly refunded, this change failed to make it into the last update.
  • Population pie chart should no longer show a purple sliver when NC and TR are fighting with a 40/60% population split.
  • NSO characters should no longer see the string "cert point" beneath the daily members cert login reward notification.
  • Fixed an issue where players had no respawn option in the Tutorial zone until half way through completion.
  • NC MAX's Aegis Shield should now block explosives.
  • Fixed and updated shader visuals for NC MAX' Aegis Shield, Engineer MANA Turrets, and the Vehicle Gate Shield Generator's overload mechanic.
  • Unstable Warpgates icon now persists on the map header through all levels of Unstable Warpgates, instead of only the first.
  • The character select window should now scale models better at various resolutions.

Spawn System

  • The spawn point at Andvari Biolab no longer appears in the middle of the map.
  • Fixed an issue where spawn options would sometimes break at The Ascent on Amerish.
  • In an effort to reduce map clutter, spawn options now unmask themselves as they get closer to being available. Players always see Priority 1 and 2 on the map immediately.
  • Matrixed spawn options will now be available as a priority 1 spawn point at all times. This change only impacts the Elysium Spawn Tube.
  • Unmatrixed Elysium Spawn Tubes and Routers are now on priority 2 cooldown at all times.
  • Spawn Beacon cooldown now remains on a priority 2 cooldown when it was the last spawn point used, instead of providing a near-instant cooldown for subsequent respawns.

The maximum population limit of 96 for a direct spawn to a combat region has been replaced with a per-faction spawn limit of 60.

Dev Note: This change allows defenders to more easily contest overwhelming enemy numbers, and increases the overall size of a battle before convenient spawn options are disabled.

Reinforcements Needed has been re-enabled.

Dev Note: Though changes to this system still need to be made, we have re-enabled the system while we make these changes, as it has been more beneficial than detrimental, as many players have noticed during its absence since the last update.

Cut off regions now only disable defender hardspawns in that region, and remaining spawns are placed on a priority 2 cooldown time. Spawning into a cut off region from afar can now only be done via squad tools.

Dev Note: Previously, attackers couldn't maintain an attack on a cutoff region as it was most spawns to that region for both sides. This change should help fights in these areas more naturally draw to a close.

Vehicle Capture Points

  • All single-point vehicle capturable bases now change control more quickly, instead of capturing anywhere from 2 to 4 minutes, these locations have all been standardized to roughly 1 minute capture times.
  • All vehicle capturable regions now show a new outpost icon on the map screen.
External link →
over 5 years ago - /u/Wrel - Direct link

Originally posted by Mustarde

Awesome patch notes! Keep up the changes and refinements to spawn system revamp and I think we'll be in a good place soon.

these locations have all been standardized to roughly 1 minute capture times.

Is this a tacit admission to the failure of vehicle/construction capture bases? Seems like a good concept, but has not been adopted by players and is basically ignored.

Is this a tacit admission to the failure of vehicle/construction capture bases?

Pretty much. The only time these places generate fights (opposed to being happenstance) is when someone who enjoys construction has already built a base there. Since that group of players is much smaller than the players that want to get to fight at the next lattice base, we're reducing the capture time so these areas can be moved through more quickly. At the same time, players who do decide to build construction on these areas can still add value to those areas. So, win win.

There are some other adjustments I'd like to make in the future, mostly to deal with infiltrators back capping in the middle of an open field, but I'm still putting together my thoughts on that one. Other alternatives are more feature rich, but maybe I'll talk about them once I get some prototyping done.

over 5 years ago - /u/Wrel - Direct link

Originally posted by acknjp

Awesome patch, Wrel!

Not really related to this patch, but are god rays are still going to be fixed in the future, or are they just abandoned at this point? It's already filed in issue tracker, but not responded by DBG people yet.

That's pretty low on the priority list at the moment, but ideally it comes back.

over 5 years ago - /u/Wrel - Direct link

Originally posted by Vivinet

Still a lil sad that a fix for NSOs not getting repair ribbons isn't here, but there are some welcome bug fixes nonetheless!

Fairly certain this should be fixed now, despite not being in the patch notes.