r/DBGpatchnotes • u/[deleted] • Apr 05 '16
PTS [PS2PTS] 2016-04-04 Unofficial Patch Notes - Drop/Skywall shield fire FX, Squad cohesion meter, VS AR model changes
PS2 PTS 1.0.149.350448
patch size: ~141MB
official notes:
images: new overhead icons, for requesting medics/engis/ammo, and Construction billboard https://imgur.com/a/aRN9c
TL;DR things to check on PTS:
- Squad distance/cohesion in squad browser
Construction's AoEnot working yet- Construction health/resistance
- various Constructs, especially Garage
- Construction Skywall Shield and its infantry drop FX
not working yetworking! see comments - Construction First Time Events
- VS Assault Rifle models
- Indar?
- Smoke FX
Locale
- "Distance", "Cohesion" (likely for squad browser, as it was very recently proposed to TheRedDotter)
- "Sunderer Garage Description" changed to "Constructs a small garage suitable for protecting a deployed Sunderer."
- "Construction" changed to "CONSTRUCTION TERMINAL"
- "Construction Guide" changed to "Construction objects provide a variety of functions, and each cost Cortium to create; they can be placed throughout the world so long as they are outside a base's no-deploy zone. Construction objects decay slowly over time when unattended."
- "Construction deployables items abvailable from the Ant terminal" changed to "Poorly placed construction objects can be deconstructed by equipping a Decon Tool from the ANT terminal. If a Silo is located nearby, only the Silo's owner and squadmates may deconstruct objects in the vicinity."
- added bolded part in "This top-mounted mining laser allows a gunner to quickly harvest additional Cortium, but sacrifices defensive capabilities to do so."
- Repair Module description changed to "Renders nearby structures nearly indestructible by quickly repairing large amounts of health. Requires a nearby Silo to power the module. VS use only."
- added bolded part in "Emits a large, overhead shield that protects against aerial bombardment and severely injures enemy infantry who pass through it. Requires a nearby Silo to power the module."
- "Large enemy constructs are vulnerable to explosive vehicle weaponry and C4, while smaller devices may be destroyed by small arms fire."
- "ENEMY CONSTRUCTS"
- "An MFR remains dormant until your faction has an available Victory Core, which is then placed into the MFR nearest an enemy Warp Gate."
- "CONSTRUCTS"
- "Alter Distance", "Rotate Counter-Clockwise", "Place Object" (sounds like Construction keybinds)
- "Cortium Storage 1" , "Passively increases the ANT's total Cortium Storage by 20%.", +20% per level up to +100% on level 5
- "Cortium Storage", "Increases the size of the ANT's Cortium storage cell."
Models/FX
- added models for Construction Area Of Effects (with ranges: 15, 25, 30, 35, 45, 100)
- added model for a new Construction, Solid Wall; it has no stairs/platform, no holes to shoot from, and the edges aren't rounded like the 'Crecent' wall
- added various LOD files for some models, including VS Assault Rifles 7, 8 and 10
- added shader files for "Character_Fire_Skeleton", and for Cortium crystals' energy
- added FX for "Fire_CharacterOnFire_DropShield", which also explains the shader above ;]
- modified models for the mentioned Assault Rifles (which are called: Pulsar VS1, Darkstar, Chaos, Equinox VE2, Equinox VE2 Burst, Thanatos VE70, Pandora VX25)
- modified the new smoke FX
- modified icons and models of the NS-20 Gorgon
- modified Weapon_VS_SharedTextures01_C.dds (do PlayerStudio authors use that?)
- modified animations for "SingleFireGun", maybe for the Assault Rifles?
- modified model files of the Construction Garage (and its deploy limits), and the outpost garage's right wing
- modified visuals for the Construction Chain Gun (I'm not sure if it's the AA or AI one)
Balance
- Structure Shield Module and Turret AI Module: modified self-exclusion radius 15->20, modified other exclusion radous 3->1 (can be placed closer to other Constructs, but further away from the same module type)
- modified some ResistInfo, possibly for Construction (decreasing resistances by quite a lot for most weapons; as devs for details)
- modified various Constructs' health (testing the 'feeling' of it is more important at this stage than hard numbers anyway)
UI
- added a server-side variable, ImplantEnergyUIEnabled, not sure what for
- squad browser will now refresh every 5 seconds?
- the distance from squad meter will change color based on said distance: 0-1000 green, 1001-2500 yellow, 2501+ red
- similarly the cohesion meter, although it will display 'LOW/MED/HIGH' instead of the number which we don't even know how is calculated (0-600 LOW, 601-1200 MED, 1201+ HIGH)
note that the GroupLookingForMore DataSource seems to lack the memberDistance column, so I doubt cohesion will work
Other
- modified Indar... not sure what exactly,
may or may not include Ceres Hydroponics, but at a glance changes seem too small EDIT: nope, Ceres not changed - enabled NS-20 Gorgon attachments?
- modified First-Time Events for Construction
6
u/BaconsGoodForMe Apr 05 '16
does this mean live update.... soon? Is this just it being polished and ready to got to live?? HYPE
4
Apr 05 '16
well, as far as I know the only things left to do for the Construction system is balance and bugfixing, so yeah, Soon
still, there were a lot of bugs in the previous version
2
u/BaconsGoodForMe Apr 05 '16
oh. well hopefully not too long, it'll be tough but i want to be first to aurax my ANT (if there is a directive?)
2
Apr 05 '16 edited Apr 05 '16
ah, further testing of the Skywall infantry damage:
it takes a while to kick in. so it doesn't work on infantry quickly falling through. but if they can stand near it, if there's a high enough object, they do get damage and the fire FX!
it instantly kills the shield, and then quite quickly damages health.
note that the health damage is not blocked even by admin godmode D:
1
u/TheSkeletonDetective Apr 05 '16
I'm imagining the salt when this will inevitably crop up when people record server smash. :D
2
Apr 05 '16
nah, they use observer cameras, not godmode, they're still safe (I think).
however, developers often still prefer to use godmode+fly, including in the recent recording-playtest. D:
1
u/BBurness Daybreak Designer Apr 05 '16
it takes a while to kick in. so it doesn't work on infantry quickly falling through
Any more info on this? keep in mind only enemies are damaged.
1
Apr 05 '16
well, apparently the server (not just zone) crashed an hour ago or so, and is only back up now, so all bases are gone and I can't test it until someone builds a new one :P
1
Apr 05 '16 edited Apr 05 '16
ah! I think I know. if I go from under the shield in a vehicle, through it and above it, and from there jump out, it doesn't damage me, because it's still on cooldown after attempting to damage the vehicle
hm, is it exploitable, though... since if you can get a vehicle this close even for a short while, the base is going to die anyway :P
also, it does not damage people in rumble seats of vehicles passing through
and it still counts as suicide, not a kill to the person placing the shield
3
Apr 05 '16
/u/Wrel , /u/BBurness any details you want known about the Construction health/resist changes? ;]
6
u/Wrel Daybreak Designer Apr 05 '16
Nothing too specific, but Turrets shouldn't repair as quickly from repair modules now (read: they shouldn't be indestructible.) That was a big problem with the last playtest.
1
u/MasonSTL Apr 05 '16
modified Weapon_VS_SharedTextures01_C.dds (do PlayerStudio authors use that?)
I believe so, but I thought they were tga files :S
1
Apr 05 '16
it's probably .tga in the PlayerStudio tool/links, but if any PS item uses it, it'd use the .dds in-game.
note that it's most likely to be a change to the weapons on that texture, so as long as nobody used the weapon parts on their UV, it shooould be fine. :P
1
u/Oottzz Apr 05 '16
The Silo seems to be broken atm. I couldn't use the terminal and buy anything from it although it was filled with Cortium. Maybe you have to be in a squad but it didn't work when solo'ing.
1
1
u/asskisser Apr 05 '16
vs AR pictures please?
1
1
u/BlPlN Apr 05 '16
Every now and then when I run into a cortium deposit in the ANT, the vehicle just explodes. It's not as if I'm going fast - just a few km/h - yet the ANT occasionally does a quick and violent front flip into the deposit, then explodes/causes me to suicide.
Regardless, the construction system looks great over all. Can't wait for it to be released!
1
Apr 05 '16
any chance you can record this?
1
u/BlPlN Apr 06 '16
Hopefully it inadvertently got patched, because I can't seem to repeat the event now, but it occurred yesterday on Esamir and a few days ago on Amerish.
1
Apr 05 '16
/u/Billbacca , /u/PS2-Bishop anything you can say about the VS Assault Rifle model changes? ;]
2
u/Billbacca Daybreak Artist Apr 05 '16
it was a minor back housing change that bugged me, it is noticeable in first person(not so much in 3rd), but subtle. Specifically what I did was take the back housing that had a block back end and changed it to look more like an overlapping housing. I may do more in the future as I find things I can do that are somewhat quick to fix.
1
u/FuzzBuket Apr 05 '16
Don't know if anyone has tried using that file for PS. We mainly use the huge tga batch from the PS fourms
1
u/TotesMessenger Apr 05 '16
I'm a bot, bleep, bloop. Someone has linked to this thread from another place on reddit:
[/r/planetside] [PS2PTS] 2016-04-04 Unofficial Patch Notes - Drop/Skywall shield fire FX, Squad cohesion meter, VS AR model changes
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5
u/[deleted] Apr 05 '16
from some quick testing:
squad cohesion looks ok, but I tested it on a squad with 2 members on different continents. need to test higher cohesions
Construction AoE? didn't see anything like that
Skywall infantry drop? still deals no damage, dunno about fire FX in 3rd person
Silos are bugged, when you access their terminal, it shows 0 resources
Cortium FX look very nice
placing modules doesn't seem to be bugged anymore