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[Обновление] GRAV (Patch 13)

Тема в разделе "GRAV", создана пользователем KosiakS, 4 апр 2015.

От KosiakS 4 апр 2015 в 11:54
  1. KosiakS

    KosiakS
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    11 ноя 2014
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    [​IMG]
    IMPROVEMENTS:

    • Level cap raised to 60! New armor set blueprints will now drop above level 40
    • New front-end menu and the much lamented SOLO PLAY button!
    • Player customizable keybind menu is now hooked up and active! (via the escape menu)
    • New Item! Jump boots. When equipped player can double jump! This Blueprint can drop when your Job is an Acrobat and your Acrobat Level is 10+
    • Science Station has gotten a face lift! Much larger spaces should lead to more interesting gameplay within the science dome.
    • Rare resources have been spotted in the wild. These resources have a chance to drop more Crafting Materials than non-rare resources.
    • New base item! Flood lights. Darkness got you down? Build some FLOOD LIGHTS!!
    • Improved readability of room build failures and added more error types to indicate why something can't be built
    • During a Jump you can now do a Dodge
    • When a base item or building is self destructed the resources dropped will fly directly to the self destructor. Additionally self-destructed items drop 85% of the original build cost instead of the usual reduction value.
    • During a Dodge you can now go into the Wingsuit
    • Damage Stims now have a shader to show when it is active.
    • JetPack+ has its own special material now.
    • Some biomes now have environmental particle systems to make the world more alive
    • FoF code is no longer displayed on the HUD. This prevents people from getting your code via screenshots etc. You can query your code with the new command'ClientGetFoFCode'
    • Upgrading Rooms and/or Base Items now are affected by Engineer's corresponding cost reduction playerskills.
    • When you are shooting a door that is protected by a Nexus Shield Node you will see sparks to show that it is invulnerable.
    • We now show the Return Portal (for Moons and Exo Planets) Location if you have a Locator.
    • If your active job is an Acrobat and you do a dodge followed by a successful melee attack directly after you will now inflict bonus damage.
    • World events are now tied to a physical area. Each continent gets its own queue, and special events occur around items of interest (e.g. loot crates, artifacts). Watch out! Higher level areas get harder events
    • Added more foliage and tree variety to several biomes
    • More Load times and runtime graphical performance optimizations
    • World Artifact Decrypters have been re-enabled!
    • Beacons can no longer be placed too near other beacons. If beacons already exist which are too close to one another they will be destroyed and the build cost refunded to the owner.
    • Friendly generators will now show wood/time left in them in their text allowing you to quickly see how much is left without interacting with them.
    • Improve server-side exploit prevention for destruction of base items and rooms.
    • Getting Started in GRAV super simple starting player direction tasks. Kill A Monster, Harvest A Resource, and Build Anything. Exp is given for each task completed.
    • Graphical Optimizations to get that framerate even higher!
    • Every resource now has a chance of being a 'special resource' which will drop more crafting and transmute materials
    • Menus now save your last selected category as well as sub-item
    • Bags now get cleaned up after 48 hours of the server running, rather than 48 hours of time passing in the real world. This is so bags on exo planets that get rotated out, or servers that are taken down then brought back up days later don't purge their bags prematurely.
    • We now show the health bar of items on the screen and not far above them.
    • We now show the Rank of the player on the ExpBar. Rank is the sum total of all your job levels.
    • Harvesters you own now show up on the compass
    • New glass base rooms! New glass versions of balconies, bridges, and doorways
    • Team chat is now a brighter color to make it easier to read
    • Exo planets now all have more unique names
    • Added new open topped (OMCR) Room w/DoorFrame
    • Killing other Players now gives EXP!! You will get EXP from a player every 12 hours.
    BALANCE:
    • You can no longer be 'One-Shotted' by a mob UNLESS you are in the 'Danger Zone' of being killed. This stops the 'unfair' deaths of a super mob just killing you without you knowing or having a chance to respond.
    • BioCondensers now drop only on the Moons
    • Reduced Backpack Timer to 300 seconds
    • Reduced Bombers' explosion radius
    • Decreased the cost of PlayerSkills relating to backpacks (e.g. decreasing dropping stuff)
    • Tech Hunters have been kindly asked to move out of the newbie areas. Most have agreed to go tho some have been seen guarding Lootcrates still.
    • Starting items should be easier to make.
    • Health on uplinks has been increased
    • Health on turrets has been increased
    • Amount of element X per resource node has been increased
    • Harvest amount per tick on Harvesters now increases as the harvester is upgraded
    • Vehicle drops have been spread out some so they all don't just bunch up. Additionally, the first level of the JetPack now drops only on the moons. Supposedly, an ancient astronaut jetpacked there and that is how the Moonlight dwellers now have it.
    • Exo Planet rotations have been sped up. Moons 3 hours, Low 12 hours, Mid 18 hours, High 36 hours
    • Turrets now start some with some ore in them
    • Guardians do their ground pound attack less often
    • If you are in a vehicle and take damage from a Non-Environmental damage you will be kicked off the vehicle (stops the jump into a vehicle and run away with almost impunity)
    • Increase Job Blueprint Drop Percentages.
    • You can no longer build near planet return portals.
    • Resource pets will now increase the total amount you harvest from a particular resource as opposed to increasing the speed at which you harvest it.
    • Delay giving elemental versions of weapons until players are a bit higher level. Too many blueprints at the start is overwhelming and as you level so quickly at the start those BPs are quickly deprecated.
    • A number of Pet purchase prices have been reduced.
    • Due to their small size, moons now rotate out every 3 hours and there are now six moons per universe up from three.
    • Each multitool upgrade level will now increase the amount of resources harvested by one. (e.g. Mark III harvests 3 at a time)
    • You now must have dealt damage moderately close to the mob in order to gain loot and exp. Previously, when far away, it was just giving loot and not exp which was inconsistent.
    • Nexus Shields are no longer allowed in caves/dungeons. This is to prevent caves from trivially being 'locked down' and breaking game experience for other players.
    • Increased the number of bosses spawning in the world
    • Tweak cost parameters for armory built items to be more friendly (lower numbers)
    • Wing suit deployment now costs less stamina
    • We now drop the Non-Elemental version of items before we drop the elemental versions.
    • Bosses now drop Element-X transmuted materials
    • Increased chance to drop higher level transmute materials
    • Nexus shields can no longer be built on top of unfriendly player bags/souls. This prevents the denial of service exploit of locking a player's bag down until timeout.
    • Reduced cost of stargates to allow planet hopping to occur earlier
    • Turrets no longer fire on non threatening NPCs
    • Jumpads are now protected by Nexus Shield Nodes (so you can have public amusement parks)
     
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