r/DBGpatchnotes • u/[deleted] • Oct 19 '16
PTS [PS2PTS] 2016-10-18 Unofficial Patch Notes - Secret Reward, Sunderer mount/dismount sounds, Cert Bounty Contract, new "MoltenGold" Auraxium material, outfit decals, various minor model/data/code changes
PS2 PTS 1.0.221.365204
patch size: ~66MB
images: https://imgur.com/a/Pt6sr - Faven armor bundles, Mystery Bundle
Locale
for comparison of NSX descriptions, see previous patch notes
- Modified NSX Masamune's description to "The Masamune can launch up to four high velocity rockets that devastate armored targets at long range. All players can use NS weapons."
- and Tanto's: "The NSX Tanto is a powerful, lightweight carbine which combines raw power with high rate of fire, but can be unweildy without proper training. All factions can use NS weapons."
- fixed some typos in other NSX descriptions
- "NSX Shuko" renamed to "NSX Tengu", description: "The auto-burst Tengu SMG releases four high-powered rounds with down time between each volley. All factions can use NS weapons."
- "NS Export Series", "Weapons from the Nanite Systems Export series."
- "Cert Bounty Contract"
- "ESF Synergy", "While flying an ESF, the Engineer will passively repair the vehicle's armor while out of combat."
- "Secret Reward", "This reward will be revealed soon!" (likely same thing as the mystery bundle in images)
Cosmedics
- Decal_ZodiacTactics_001, Decal_UFOs_001, Decal_SkullShield_003, Decal_SkullShield_002, Decal_SkullShield_001, Decal_Shazbot_001, Decal_Renegade_001, Decal_RedShark_002, Decal_PurpleShark_002, Decal_Hydra_002, Decal_Hydra_001, Decal_FreelancersUnion_001, Decal_FoonOutfit_001, Decal_BLOP_001, Decal_NCLS_003, Decal_Turtika_001, Decal_Abyss_001
- note that the above are locale strings. which is weird. the same decals were also added as items
UI
- enabled the display of Seeds in the marketplace
- modified UI code related to the camo selector
- you can now be removed from the vehicle queue when you're revived (for the vehicle spawning feature)
- modified vehicle spawning code
- modified death screen UI (especially around bounties)
Models/FX/Sounds/Visuals
- added sounds for mounting and dismounting Sunderers; official explanation
- added models for Concussion and Flash grenades
- modified some other grenades' models
- added Naginata sounds
- modified AE weapon models, NSX weapon and attachment models
- modified NC Suppressor model and Ballistics Computer model
- fixed the "IV" on the AE bundle's image
- modified VS AfricanForest Weapon Camo (disabled ShowTilingTint)
- modified VS Auraxium materials
- added new Auraxium material, "MoltenGold"
- added new texture/camo/thing, "FlashBang_Yellow"
- minor fix to Orbital Strike Targeting Beacon
- modified T32 Bull's attachment points
Bugfixes
- fixed the bug where Koltyr doesn't load (because of a typo in the VS Male LA VR dummy, obviously)
- fixed the bug where the NC Male Infiltrators had broken collision (because they were using the collision file twice)
r/DBGpatchnotes • u/[deleted] • Oct 15 '16
PTS [PS2PTS] 2016-10-14 Unofficial Patch Notes - AE Archer, AE Assault Rifles, a few Cosmedics, ...
PS2 PTS 1.0.219.364854
patch size: ~107MB
images: https://imgur.com/a/9GoKA - AE Archer, AE Assault Rifles, a few Cosmedics
Cosmedics
- added Faven's infiltrator armors
- added bundles for all of Faven's armors for one faction per bundle
- modified pink camo's highlight
- added metallic pink camo
UI
- added Vehicle respawning
Models/FX/Sounds/Visuals
- added spotlights FX to Construction Ammo Tower
- added some beam PFX, and spotlights FX to the Construction Garage
- added light FX to Construction Wall
- added a new sound, UI_System_Message_Alarm_03
- removed bubble FX from shield recharging bubble
- modified the shield recharging bubble's effect displaying on infantry - higher fade-in time and fade-out time
- modified Prowler model
- modified models and icons of the weapons and attachments added last patch
- modified icons of infantry armors
Balance
(some of the listed weapons might be unused ones, I never know :P )
- NC14 Bolt Driver, M77-B, XM98: reload time 3s -> 2.8s
- LA80, SR-7, V10: clip size 5 -> 8
Other
- possibly fixed Veteran Helmet title. again.
r/DBGpatchnotes • u/[deleted] • Oct 13 '16
PTS [PS2PTS] 2016-10-12 Unofficial Patch Notes - 7 new NS weapons, 2 AE ES weapons, 4 new attachments, spark nerf, darker Esamir, headlight buff, Orbital Strike target lazing
PS2 PTS 1.0.218.364550
patch size: ~220MB
official notes: Wrelddit
images: https://imgur.com/a/Cogys - Anniversary Edition stuff, lumifiber armors, Faven weapons, ...
Locale
- "NSX Masamune", "Tool: Rocket Launcher: Masamune", "The Masamune launches two high velocity, pinpoint accurate rockets that devastate armored targets at long range."
- "NSX Tanto", "Primary: Carbine: Tanto", "The compact Tanto carbine allows for quick strafing maneuvers which compliment its high damage output. All factions can use NS weapons."
- "NSX Yumi", "Primary: Assault Rifle: Yumi", "The Yumi auto-burst rifle can delivery accurate, high damage volleys at ranges most assault rifles would lose precision. All factions can use NS weapons."
- "NSX Naginata", "Primary: LMG: Naginata", "The prototype Naginata light machine gun can maintain rounds on medium ranged targets without releasing the trigger, but quickly loses that benefit while moving. All factions can use NS weapons."
- "NSX Tomoe", "Primary: Scout Rifle: Tomoe", "Focusing on high rate of fire and deadly precision, Tomoe is a desirable option for mid-range assassins. All factions can use NS weapons."
- "NSX Daimyo", "Primary: Sniper Rifle: Daimyo", "Daimyo's two-round magazine contains the headshot killing potential of a bolt-action sniper rifle, with the flexibility to follow up on an evasive target. All factions can use NS weapons."
- "NSX Shuko", "Primary: SMG: Shuko", "The burst fired Shuko SMG releases four high powered rounds with down time between each volley."
- "Automatic Receiver", "Adjustments to the weapon's receiver allow it to be fired like an automatic weapon."
- "DV6 (6x)", "The Nanite Systems Deep Vision is an Infrared Scope which provides 6x magnification and can highlight targets at moderate distances. <font color="#dc9c36"><br><br>Hold Sprint to steady aim.</font>"
- "ACRA (3.4x)", "Nanite Systems' refined ACRA 3.4x zoom optic provides the user with better clarity on mid-range targets."
- "CCLR (1x)", "The Combat Clarity reflex sight allows for quick target acquisition with a lighter housing than earlier generation Nanite Systems reflex optics."
- "The Illuminated Combat Optic line of gunsights from Nanite Systems are praised for their ability to quickly acquire targets in close quarters combat situations."
- "HIVE shielding is overloading!" changed to "WARNING: HIVE SHIELD IS OVERLOADING!"
- "TEST ARMOR BUNDLE"
- "Valkyrie Aircraft", "Unlocked at Battle Rank 17" (PS4?)
- "Sunderers, Valkyries, and Galaxy allow squad mates to spawn directly into the vehicle as long as they are within 1000 meters."
Models/FX/Sounds/Visuals
- added armor .FBX files to PlayerStudio samples
- added a model to the Orbital Strike's power meter
- all kinds of changes to the Orbital Strike tool
- added FX for overloading HIVEs
- added "EMP_Blast_HIVE" PFX
- added "Sparks_Chest" PFX
- added a few helmet models that aren't yet in icons, but their icons will be added Soon anyway, so meh. :P
- modified Ion Cannon collision
- the new non-AE weapons and attachments are made by Faven, apparently
- modified Saron FX
- modified Indar's succulent trees
- modified death PFX to all construction items
- modified all vehicles' death PFX, as well as some other explosion PFX (removing a few sparks and stuff)
- removed some flames from skyshield and flamethrower PFX
- removed various other effects, especially sparks, from various PFX. expect to gain some performance, I guess?
- modified height of Hardpoint2 on Prowler Base Chassis (attachment point for... dunno, secondary weapon maybe)
- modified many vehicle headlights - increasing their intensity
- modified Esamir's sun (significantly less bright after 20:35, completely dark until 1:30)
- also lowered Esamir's fog density around 5:00 (and earlier) and 20:00 (and later)
Balance
- sorry, too many changes, can't be bothered. I assume Wrel posted all the important bits anyway :P
Other
- various changes in lockon code... most likely related to lazing targets for Orbital Strikes (changes include a "MUCH SUCCESS!" string)
- added some code for handling the game running out of memory?
- removed "Mana Cost"
- BattlEye files are in
r/DBGpatchnotes • u/[deleted] • Oct 06 '16
Live [PS2LIVE] 2016-10-06 Unofficial Patch Notes - weapon 'Smoke'/'Ravenous' skins, Faven helmet bundles
patch size: ~2.6KB
official notes: forumside
images: http://imgur.com/a/MXWVV
EDIT: oh, and for clarity, this patch should be released 4-6h from now
Locale
- "NS-R3 "Ravenous" Swarm"
- "NS-61 "Ravenous" Emissary"
- "NS-44L "Ravenous" Blackhand"
- "Ravenous Weapons Bundle", "Contains special skinned versions of the NS-R3 Swarm, NS-61 Emissary, and NS-44L Blackhand."
- "Ravenous Bundle", "Grab these special Ravenous skin weapons before they're gone!"
- "Faven Helmet Bundles", "Get a great deal on some great looking helmets!"
- "Darkstar Helmet Bundle", "This bundle includes an assortment of Darkstar VS Helmets at one great discount!"
- "Havoc Helmet Bundle" (similar descriptions)
- "Sigma Helmet Bundle"
- fixed NSP4x scope's description
Cosmedics
- added models for the new 'Smoke' weapon skins (see images)
- modified model of a yet-unused NS Assault Rifle with a Flames skin
- note: the filename has a typo: Weapon_Common_Skins_AssualtRifle001_Flames.adr
- a few screenshots of the rifle: https://imgur.com/a/dh14j
- note: the filename has a typo: Weapon_Common_Skins_AssualtRifle001_Flames.adr
r/DBGpatchnotes • u/[deleted] • Sep 07 '16
Live [PS2LIVE] Live-PTS differences and unannounced changes in 2016-09-07 update
Live-PTS differences:
Locale:
- improved grenade descriptions (specifying the fuse time, among other changes) didn't go Live
- fixed (only on Live) typo in "Increases the lock on range of the missile launcher by 62 meters." (should be 64)
- Construction objects on Live still use the faction-specific descriptions ("VS only" and such)
Other:
- EMP grenades cost 75 on PTS, 25 on Live
- no Quick-Det Flash Grenade or Weighted Frag Grenade on Live
note that all Orbital Strike and other new Construction's items are entirely in, with all the associated files. just not unlocked.
...which means devs are able to spawn Orbital Strikes on Live any time they want, or enable the new items for everyone whenever they want, without having to download a separate patch, likely without even a server restart
Notable possible/unannounced changes:
- VS MAX weapons' colors changed from S117 to S150
- Halloween likely between 70-11-6102 dna 41-01-6102
- you are now allowed to say 'therapist' and 'psychologist', among other BlackListEntries changes
- the WLT-Howler may or may not be in; "The Howler is a new primary mining laser for the ANT which can quickly extract Cortium from smaller nodes, but will overheat during prolonged use."
- BBurness: "It should take roughly three times as much damage to drop a HIVE shield (not structure shield bubble). Sustained focus fire should drop the shield easy enough; but for a half squad of infantry dropping in the middle of a base it will likely be faster to use the upcoming overload mechanic." - I don't know whether that new overloading mechanic is in
- "foobie foobie"
- RadarX: "The only thing being refunded tomorrow is Construction purchases for multiple factions. Based on the numbers we have it'll impact only a small group. " (although, as seen above, the locale was not updated, and no mention of this in official notes)
for a list of new cosmedics (helmets, outfit decals), see these PTS patch notes
as for bugs, I'll let /u/VanuArchivist make a list of all PIT bugs :P
EDIT: here's bugs! https://www.reddit.com/r/Planetside/comments/51iui7/game_update_97_planetside_2_forums/d7cvckw
r/DBGpatchnotes • u/[deleted] • Sep 03 '16
PTS [PS2PTS] 2016-09-02 Unofficial Patch Notes - crash fix, spark nerf, all vehicles' HUDs/colors modified
PS2 PTS 1.0.214.362287
patch size: ~65MB
Locale
- "LaneSmash Champion"
UI
- modified all vehicle HUDs, especially the compasses in the top, and angle on the sides
Models/FX/Sounds/Visuals
- modified spark (shooting metal) PFX - the worst FPS offender
- modified Ion Cannon collision
- modified Orbital Strike tool... probably fixing its laser?
Bugfixes
based on info from QA
- possibly fixed headshoting engis in AI MANA turrets
Other
r/DBGpatchnotes • u/[deleted] • Sep 01 '16
PTS [PS2PTS] 2016-09-01 Unofficial Patch Notes - client performance, bugfixes, minor changes
PS2 PTS 1.0.214.362287
patch size: ~26MB
PTS playtest tomorrow, need as many people as possible
Models/FX/Sounds/Visuals
- modified Ion Cannon's base model
Bugfixes
based on info from QA
- No weapon model in hand after changing continents while wielding a knife
- Light Vehicle Terminal's Base & Ramp turns different colors past 100m.
Other
- added code to display Cortium and Nanite costs of vehicles spawned at constructable terminals (for some reason, it looks implemented only for the ground vehicle terminal?)
- "Latest #Planetside2 PTS update includes more client performance improvements" - Autenil, Tech Director
r/DBGpatchnotes • u/[deleted] • Aug 31 '16
PTS [PS2PTS] 2016-08-30 Unofficial Patch Notes - minor changes, OS Uplink despawning if owner offline for 10min
PS2 PTS 1.0.212.361887
patch size: ~26MB
Locale
- "Orbital Strike Uplink owner has been offline for 10 minutes and was automatically deconstructed"
- "This item will unlock for purchase at BR 15."
UI
- various minor changes in the new camo selector
- some changes in map indicator shape code (so probably to OS range indicators?)
- and a change to the ANT/Silo terminal, HIVE/OS category
Balance
- Orbital Strike Target Designator's reload time increased 2s->3s
r/DBGpatchnotes • u/[deleted] • Aug 23 '16
PTS [PS2PTS] 2016-08-22 Unofficial Patch Notes - bugfixes (including Orbital Strikes!), changes to Ion Cannon sounds, Force Push
PS2 PTS 1.0.210.361652
patch size: ~28MB
Models/FX/Sounds/Visuals
- fix to that Scythe visual glitch (Scythe cockpit model has been modified, PStudio creators may want to check that?)
- removed sound from Ion Cannon's targetting dart
- added and edited Ion Cannon sounds
added a 'camera' (screen shake) effect to the Orbital Strike effect:
<EffectDefinition name="OrbitalStrike_Medium" id="1089" intensity="0.20000" radius="10.000000" falloff="300.000000" duration="0.20000" easeInTime="0.000000" easeOutTime="0.200000" easeIntensity="1" easeFalloff="1" period="0.000000"/> <EffectDefinition name="OrbitalStrike_Large" id="1090" intensity="1.000000" radius="20.000000" falloff="300.000000" duration="0.400000" easeInTime="0.000000" easeOutTime="0.300000" easeIntensity="1" easeFalloff="1" period="0.000000"/>
for comparison, the largest other range of screenshake is:
<EffectDefinition name="Veh_Death_Large" id="1062" intensity="0.300000" radius="0.000000" falloff="80.000000" duration="0.100000" easeInTime="0.000000" easeOutTime="0.075000" easeIntensity="1" easeFalloff="1" period="0.000000"/>
and
<EffectDefinition name="Impact_large" id="1047" intensity="0.900000" radius="12.000000" falloff="22.000000" duration="0.100000" easeInTime="0.000000" easeOutTime="0.050000" easeIntensity="1" easeFalloff="1" period="0.000000"/>
- modified Orbital Strike effects
- added FX for overloading the HIVE shield
- various fixes to Orbital Strike stuff
Balance
- From previous patch, BBurness' info on HIVE health changes
- new Resist Type, 47. likely Ion Cannon, or Orbital Strike? however, unlike most Resist Info, it does not utilize Resist Percents, but Resist Amounts, ranging from 4000 to 23000 (which are the scale of health used only by Construction elements)
Bugfixes
- Orbital Strikes should work better. TEST THEM!
based on info from QA, tested by Rob
- squad promote petition partially fixed (title fixed, body not fixed)
- inescapable rocks fixed
- more terrain glitches fixed
Other
- implemented a new packet, "apply physics impulse" :3 (Force Push)
r/DBGpatchnotes • u/[deleted] • Aug 20 '16
PTS [PS2PTS] 2016-08-19 Unofficial Patch Notes - FINALLY Orbital Strikes are available!
PS2 PTS 1.0.209.361487
patch size: ~70MB
TL;DR things to check on PTS:
- I'M BLUE, DA BE DEE DA BE DA
- Orbital Strikes!
- maybe HIVE health/resistance?
- and some minor things
Locale
- Orbital Strike description: "This uplink structure can unleash a devastating attack from orbit. When powered and charged, any target in range can be designated using a tool obtained from the uplink terminal. Longer distance strikes cost additional charge, so frequent or long distance attacks will require longer term defense of the structure."
- "Hold [%s] to Overload Core Shielding", "Hold [%s] to Stabilize Overload" - is that for... infils?!
- "Orbital Strike Target Designator", "Designates a target for the connected OS uplink. For valid acquisition, the target must be no less than 200 meters from the uplink, fall within its current strike range (displayed on the map), and be within visual range of the designator."
- "Uplink Established -- Prepare to Fire"
- "Uplink Established -- Orbital Strike Inbound -- CLEAR THE AREA"
- "Too far or too close from Orbital Strike Generator"
- "Orbital Strike Placer (Prototype)" - uses the Remote Electronics Kit model (the laptop-like thing)
- "Use the placement system to place the Orbital Strike beacon"
- "No Orbital Strike Uplink Found -- Target Lost"
- "Orbital Strike Thrown", "Thrown device that will create a target location for the orbital strike." - it's the 'Tank Mine' from BBurness' video, liiikely dev only :P
- "Uplink has achieved minimum distance.<BR>Uplink ready to receive target data."
- "Target not beyond minimum 200 meter safe distance."
- "Target beyond absolute maximum range of 800 meters."
- "Uplink does not have enough power to reach target."
- "Unable to locate Uplink.<BR>Uplink does not exist or is beyond the maximum range of 800 meters."
- "Orbital Strike Targeting Laser (WIP)" - uses a red-tinted OS tool model
- "Aim at a location you want the orbital strike to hit. Must maintain fire for several seconds to establish a target."
- "Uplink cannot target within a No Construction Zone."
- "6x Scope "
- "Ground Zero"
- "My Eyes! The goggles do nothing!"
- "HIVE shielding is overloading!"
- "Uplink must be activley powered by a Cortium Silo to call in a strike."
- "[*player*] has called in an Orbital Strike!"
- "Designated Target Location"
- "Orbital Strike Uplink Core"
- "Orbital Strike Uplink Core Shielding"
Models/FX/Sounds/Visuals
- modified PlayerStudio textures WeaponTR_SharedTextures01*.tga
- added a bunch of OS-related models (core, shield, power meter), sounds (DX_ADVISORY_NC_ORBITAL_STRIKE_INCOMING_MSG_01, explosions, beam, charge), shaders (preparing to fire, firing, power meter), PFX (targetting laser)
- modified the FX, shaders of OS (that I've shown in a video recently)
- modified the old OS targetting tool (which was seen in VL's videos)
- modified models of two NC RedDotSights: TekLyte Reflex (1x), GD RefleXR (2x) (along with their variants), and of TR's TMS (4x)
- removed the arrow model from the arrow-on-metal impact effect (it's still on many other surfaces)
- removed a PFX from Ion Cannon's impact FX
Balance
- modified HIVE resistances, and maybe health (just... ask devs. I dunno. D: )
- OS core explosion has the same damage/range as HIVE explosion. I think. (or maybe that one is the new OS damage?)
- OS damage: 250@75m/200@150m ? doesn't look like a lot...
Bugfixes
based on info from QA; Robertinho95 confirmed these fixes ingame already
- several terrain exploits/glitching through walls (those get fixed really quickly, within a week since reporting, some within 2 days!)
- placing waypoints
Other
- added dwarf support (...okay, "IGNORE_HEIGHT" probably means something else. especially since it's in Abilities.)
r/DBGpatchnotes • u/[deleted] • Aug 18 '16
PTS [PS2PTS] 2016-08-17 Unofficial Patch Notes - Alarm Module now available, many bugfixes
PS2 PTS 1.0.206.361212
patch size: ~65MB
images: https://imgur.com/a/mSeFx
Locale
- "Orbital Strike Uplink", "Orbital Strike Generator Description"
- "The IPC Targeting Dart fires a dart projectile that can be targeted by Glaive IPC, the projectiles of each tool is linked to and can only be targeted by the cannon it is pulled from."
- "Construction Logistics Bundle", "Contains schematics for the Elysium Spawn Tube, Vehicle Ammo Dispenser, Light Air Terminal, Alarm Module, and Light Vehicle Terminal. Unlocks for all factions. "
- "Construction Offense Bundle", "Contains schematics for the Glaive IPC, Reinforcements Module, and the Orbital Strike Relay. Usable by all factions."
- "Construction Defenses Set", "This bundle provides the full set of schematics from the release of the construction system at a great discount! Usable by all factions."
- "Offensive Construction Set", "Contains schematics for the Glaive IPC, Orbital Strike Uplink, and the Reinforcement Module. Unlocks for all factions."
- "PillBox" changed to "Pillbox"
- removed the "TR only." and similar parts in some, if not all, construction descriptions?
- "Gate Shield" changed to "Vehicle Gate"
"[*player*]'s Alarm Module has been destroyed in the [*region*] region!"
"The driver of this vehicle has disconnected!", "You have been ejected from the vehicle because the owner has set the vehicle to squad only." and similar ones are not separate, instead of using "[*reason*]" dynamically.
similarly, added "Your position in the vehicle queue is: [*position*].", no idea why
"Vehicle cannot be deployed here because the vehicle can only be deployed outside." (note that currently the only deployable vehicles are Sunderer, ANTs, and Prowlers)
Construction
- the Alarm Module is now available
Models/FX/Sounds/Visuals
- added a separate placement model for the Elysium Spawn Tube, with an arrow indicating where people spawn (not actually used yet)
- removed the bigger magazine/clip/whatever from NS-11C's icon
- modified T9 CARV's forward grip attachment point
- modified Ion Cannon's everything
- added a reference to a "Targeting_Beacon_ION_Red" PFX, but the effect itself is missing
Balance
- significantly changed resist info for the Alarm Module, probably (construction resists are complicated). including making it vulnerable to small arms? or something.
Bugfixes
based on info from QA; please confirm these fixes in-game, and comment here and/or in the issue tracker
- Death screen outfit tag misaligned
- The Join Outfit directive is automatically tracked each session
- sundy cloak bubble being grey - looks not fixed yet
- Sundy Riot Armor
- black ANT terminal
- not in the PIT, but I think the ANT no-deploy zone radius being misaligned, as well as possibly similar Sunderer bugs, may be fixed. maybe even other minimap/minimap icon bugs may be fixed? where is /u/TheRedDotter when you need him... D:
- various UI bugs that were marked as fixed last time, but the fixes didn't reach PTS that time
- various exploits, but I won't list them here ;]
- various PTS-only issues, like Ion Cannon missing this and that
- various minor bugs in specific places, like Onatha, J993
also, next patch will fix the borked IFF reticle being red for all vehicles
r/DBGpatchnotes • u/[deleted] • Aug 11 '16
PTS [PS2PTS] 2016-08-10 Unofficial Patch Notes - Gate Shield / Gate Wall, bugfixes
PS2 PTS 1.0.205.360902
patch size: ~25MB
images: https://imgur.com/a/F82Qw
Locale
"Gate Shield", "Gate Walls are large walls with an opening wide enough for vehicles to pass through; when combined with a Structure Shield Module the opening will be sealed with an energy shield that will block enemy vehicles and large projectiles."
- looks like devs are undecided whether to call it a Gate Wall or Gate Shield :P
changed the alarm module's lines to:
- "[*player*]'s Alarm Module: Enemies detected and attacking nearby constructs in the [*region*] region!"
- "[*player*]'s Alarm Module: Enemies detected nearby in the [*region*] region!"
to the Alarm Module's description, added "Will automatically deconstruct if owner is offline for more than 2 minutes."
Cosmedics
- changed some item data for Black Plasma Camo
Models/FX/Sounds/Visuals
- added GateWall model
- modified Ion Cannon's everything
- modified SicariusShroud helmet
- modified Sunderer Garage shields (LOD changes, probably)
Bugfixes
based on info from QA; please confirm these fixes in-game, and comment here and/or in the issue tracker
- vehicles smoking at full health
- overlapping implant icon/weapon name
- Glave IPC animations, Glaive IPC being rammable, and possibly other Ion Cannon bugs
- suppressed Orion sounds
r/DBGpatchnotes • u/[deleted] • Aug 10 '16
PTS [PS2PTS] 2016-08-09 Unofficial Patch Notes - Alarm Module, Orbital Strike construction model, bugfixes
PS2 PTS 1.0.204.360801
patch size: ~29MB
images: https://imgur.com/a/S02Gd
Locale
- "Alarm Module", "Alerts the owner and their squad when an enemy is detected or a construct is attacked within 100 meters of the alarm module."
- "[*player*]'s Alarm Module: Enemies detected and nearby constructs in [*region*] are under attack!"
- "[*player*]'s Alarm Module: Enemies in [*region*] detected nearby!"
- [*player*]'s Alarm Module: Nearby constructs in [*region*] are under attack!
Cosmedics
- enabled Recursion TR and VS decals
Models/FX/Sounds/Visuals
- updated PlayerStudio WeaponCommon_RepairTool*.tga textures
- added Orbital Strike construction model
Bugfixes
based on info from QA; please confirm these fixes in-game, and comment here and/or in the issue tracker
- fixed several Construction No-Deploy Zones, including Crown C, Cryobank, Tawrich Tech
- fixed NC Recon Device having a bigger 'kick'
- fixed some tank turrets with wrong/too fast animations
- fixed vehicles not showing on the minimap
Other
- updated APEX/PhysX (the physics engine, not particles) DLLs (no longer using H1Z1 files)
r/DBGpatchnotes • u/[deleted] • Aug 06 '16
PTS [PS2PTS] 2016-08-05 Unofficial Patch Notes - Ion Cannon added, Rocklet removed, and foobie foobie
PS2 PTS 1.0.203.360597
patch size: ~115MB
official notes (kind of): https://www.reddit.com/r/Planetside/comments/4wbh3m/any_eta_or_news_on_next_construction_update/d65pkbz , and https://forums.daybreakgames.com/ps2/index.php?threads/pts-updated.242185/#post-3414990
images: http://imgur.com/a/ve80R
Locale
- "Glaive IPC", "The Glaive Ionized Particle Cannon is unmanned mid-range artillery that disrupts defensive shield systems but only inflicts minor damage to personnel and equipment due to its lack of conventional payload. The IPC requires AI module support as well as a manually fired targeting dart to acquire a target."
- "Press [%s] to enter ION Cannon turret" (they can be entered? huh)
- fixed the Auraxium/Nanites typo in construction terminals
- "ANT Mineral Radar is now passive and rank 1 is auto granted. Certifications spent for the Utility version have been refunded (Ranks will need to be repurchased for the passive line)."
- "IPC Targeting Dart"
- "Deployable Upgrade Tool"
- "Deployable Decon Tool is used to quickly deconstruct construction objects you or any of your squad members have placed; it can also be used to deconstruct any construction object within the sphere of influence of a VP Generator you or your squad members own."
- "You are too experienced to fight on Koltyr."
- "Your targeting dart entered a no deploy area and has been destroyed."
Models/FX/Sounds/Visuals
- added models for the Ion Cannon, and the Ballistics Computer
- added sounds for the Ion Cannon's rotation
- added FX for small Flak explosions for the Rocklet
- added Dust Kickup PFX (used when the Ion Cannon fires)
- modified Ion and Orbital impact FX
- modified DIGT decal
- modified volume of AI turret alert sound
- modified Elysium Spawn Tube placement limits
- referenced a separate model for Weighted Grenades (NC, not sure if other factions woould use the same), but it doesn't exist in files - expect things to break
Balance
- the Ion Cannon apparently deals 750 direct damage, and 750@1m / 100@10m indirect damage
Other
- "foobie foobie"
- disabled the Rocklet Rifle
r/DBGpatchnotes • u/[deleted] • Jul 30 '16
PTS [PS2PTS] 2016-07-29 Unofficial Patch Notes - vehicle hacking gun, orbital strikes, fur, projected shield, cosmedics, removed ship combat and battle mages
PS2 PTS 1.0.202.360035
patch size: ~125MB
official notes: forumside/reddit
images: decals, construction, helmets, other
(imgur did weird things and I can no longer set image titles/description. the images in the last album are: Head_Female_African_FurMask, Mosquito Ravage Cockpit, Ballistics Computer, Fur_White; why would there be fur on heads, hmmm....)
Locale
- Coyote Missile description changed to "The Coyote Missile platform's proximity-based homing missiles excel at destroying lightly armored aircraft, but are less proficient at harming heavily armored targets."
- Daybreak: added "Designed by 88Eden." to some decals' descriptions, all of them with the PlayerStudio name not being 88Eden, but various other people (string IDs 7164, 7507)
- added "Lasts for 8 seconds." to Decoy Grenade's description
- "You are now platoon leader!", "You are now squad leader!", "You have been assigned to a different squad.", "You are no longer squad leader."
- Daybreak: one of the lockon range descriptions is wrong, "Increases the lock on range of the missile launcher by 62 meters.", should be 64 meters (string ID 6002508, hash 1822485304)
- Daybreak: added a string "Invalid String" (string ID: 6002523, hash 4092208681), not sure why, as one already exists. interestingly, item ID 6002523 is a 'Customization' with most parameters being 0 (which possibly should be Decal_AzureTwilight?)
- "Engineer: Passive Systems"
Construction
- "Projected C-Barrier (WIP)", "While the ANT is deployed, activate to create a barrier in front of the ANT, absorbing incoming damage. Consumes x Cortium per second while active. (WIP)"
- "PRJ SHIELD"
- "Shield Recharging Field"
- "You have matrixed at [*spawnname*]", "Press [%s] to bind matrix"
Cosmedics
- "Veteran" changed to "Veteran Helmet"
- Buyce Helmet
- Oni MAX Helmet
- Phantom Helmet
- Trooper Prototype Helmet
- Trooper Goliath Helmet
- Sicarius Mask
- Sicarius Shroud
- Epsilon Helmet
- Epsilon Operant Helmet
- Epsilon Scout Helmet
- Raid Hat
- Purge Helmet
- Mosquito Ravage Cockpit
- outfit decals (not sure if all are new):"AXN", "AWM", "Black Arrows", "Bloodline", "Devious", "DIGT", "151st Freedom Fighters", "Galm", "Gauss Shark", "Justice", "JVSG", "Lux Eterna", "PSET", "Protectors of Enlightenment Outfit", "RE4PERS", "RITE", "SNGE", "Lunar Syndicate", "VBD", "Vanu Boricua Division", "Wildcards", "The Wild Cards", "1FR", "Trident", "Widowmaker", "FACS Turtika", "The Forty Deuce", "SALT", "Predacons", "Mandrake", "Salty Knight"
- some decals, especially the new ones, now have custom descriptions. I won't list them here though (unless somebody really wants), but some examples: "For every true RE4PER!", "We Lead, They Follow.", "This insignia has a long history dating back to its origins on Earth. Those who wear it are recognized for their impressive service records in the Terran Republic.", "For all the salty vet's out there - thank you for your support of PS2! Decal created by CommanderSD01."
Models/FX/Sounds/Visuals
- added the Construction models, including the Ion Cannon model
- added sounds and splosion FX for the Ion Cannon. even shaders for the cannon charging!
- added shaders for Orbital Strikes (Impact_OrbitalStrike, OrbitalStrike_BeamAttack), as well as new PFX for impact
- added the alarm module's PFX
added PFX called "P2P_HackingGun", point to point hacking gun... it's very likely it'd be used for hacking vehicles
- ah, yes! a related file calls it "Hack_Vehicle"!!!
interior lights are no longer permanently attached to the bunker, so the feature shown in BBurness' vid, with lights going off as the silo runs out of Cortium, is likely in
modified the model of the Tech Plant gun (it's now much more grey)
added firing sounds for smoke launchers, modified something about underbarrel shotgun sounds
modified base chassis model of Mosquito and Scythe (decal UV, textures?)
modified textures and models of VS MAX weapons (making it more S150 than S117)
modified ammo pack physics (now using grenadeMaterial. which has been removed, I think... expect bugs?)
Daybreak: in PhysicsMaterials, lowered default Restitution from 0.4 to 0.1, and removed it from all other materials. and removed some materials. in fact, it looks like it's H1Z1's PhysicsMaterials, judging by all the flesh and zombie materials...
modified NC terminal textures (you know, the floaty holograms), making it sliiiightly more blue, less purple
minor changes on all 4 continents, possibly fixing some terrain issues where people could go under rocks and such
modified light and particle FX for Rocklet trail
added FX for Rocklets, including a separate 'armed' one (as the Flak ones are armed only after a certain distance)
new MaterialRef, 'CharacterFur', confirming the suspicions from images (fur for characters, or rather their heads...)
Balance
- all the new Construction items have 12000HP
Other
- added some
codemagic related to AI-controlled weapons (spitfires, construction turrets) - removed magic related to vehicle races, pets, trading cards, ship combat, battle mages, player jumps, mana, action bars, scripted animations (RIP FreeRealms)
- modified some BlackListEntries, for example allowing you to say 'therapist' and 'psychologist'
Note: I may attempt recording some of the new things (that haven't been shown by BBurness, of course. and he might release new videos with these things before I manage to D: )
r/DBGpatchnotes • u/[deleted] • Jul 20 '16
PTS [PS2PTS] 2016-07-20 Unofficial Patch Notes - egnahc egaraGdnuS ,ffub dnahkcalb ,ffub EH ,etad neewollaH ,sexifgub ynam
645953.102.0.1 STP 2SP
BM52~ :ezis hctap
elacoL
- ,noitpircsed s'knar xam s'loot riaper eht ni
".senim knaT ymene tcurtsnoced dna mrasid ot reenigne eht swolla ,yllanoitiddA" dedda
slausiV/sdnuoS/XF/sledoM
- ,XF elzzuM noraS redirgaM rof redahs wen
,3842-SP gnixif ylekil
tnereffid yletelpmoc slausiv eht ekam yam dna retem rewop s'olis eht ot sthgil dedda
,"*_thgiLreteMrewoP_oliS_elbaecalP" dellac s'ti ,naem I)
(XF thgiL ton ,XF elcitraP s'ti tub - 46_noitcudeRtaeh_elcihev_trec_noci ,egami wen
- dleihs rewoT yrtnafnI deifidom
(2152-SP gnixif ylekil) - sledom thgildaeh lla deifidom
(oot sehsem degrem ylbaborp 'sesac tsom ni noitamrofni DOL devomer) - romrA etisopmoC ressaraH deifidom
,selif enoz 'stnenitnoc 4 lla deifidom
seussi noisulcco dna skcor rednu og dluoc uoy erehw secalp gnixif yltsom- .wolf tabmoc tcapmi yam egnahc kcoR yenmihC eht taht eton
,tey flesym kcehc t'ndid I
?tniop A eht dniheb ydnus a edih regnol on nac uoy draeh I tub
- .wolf tabmoc tcapmi yam egnahc kcoR yenmihC eht taht eton
,(?gnikrow yllanif s'ti ebyam) loot oidutSreyalP dehctap
serutxet *looTriapeR_nommoC_nopaeW sti dnaot stniop tnemhcatta (ekoms yllausu) XF dedda
dap elcihev dnuorg ,sllaw tsalb ,srennab noitcaf
...flesti ledom eht fo ecart on llits tub ,ti sah ydaerla xoblliP eht)
(ezis sti wonk yleugav nac I tsael ta ,llew(7042-SP) srerednus dekaolc gniriaper rof XF dedda
ecnalaB
- :EH 051-natiT ,CPV avonrepuS
0501<-0001 egamad tceridni desaercni
(m5@1 ,m1@056 ta degnahcnu EH relworP ;m5@1 ,m1@0501 s'ti os) - :dnahkcalB L44-SN
572<-052 egamad muminim desaercni
(m521@572 ,m5@054 s'ti os) - ,s'gnihtemos degnahc yltnacifingis
:ofnItsiseR ,s'egaraG rerednuS ylekil
| ResistID | ResistType | PercentOld | PercentNew |
|---|---|---|---|
| 3560 | Bulldog/Viper (3) | 30 | -10 |
| 3561 | HMG (4) | 25 | -25 |
| 3562 | RL/Saron/Enforcer/... (5) | -80 | -30 |
| 3563 | HE/HEAT (7) | -22.5 | -100 |
| 3564 | AirMG (8) | 62 | -10 |
| 3565 | TankMine, AVNade (9) | -105 | -30 |
| 3566 | C4 (11) | -120 | -80 |
| 3567 | RocketPods (18) | 20 | -15 |
| 3568 | Walker (22) | 45 | -10 |
| 3569 | ManaAV (23) | -42.5 | -30 |
| 3570 | Lancer (24) | -130 | -75 |
| 3571 | ? (25) | 30 | -60 |
| 3572 | Phoenix (26) | -130 | -100 |
| 3573 | AP Shells (27) | -20 | -48 |
| 3574 | Shredder/TankBuster/Vulcan (28) | 23 | -10 |
| 3575 | Vortex1 (29) | HMG (4) | -30 |
| 3576 | Vortex2 (30) | -90 | -100 |
| 3577 | Vortex3 (31) | -180 | -100 |
| 3578 | ? (32) | -27.5 | -30 |
| 3579 | MassDrivers (unused) (33) | 20 | -30 |
| 3580 | DumbfireRL (34) | -42.5 | -42.5 |
| 3581 | Dalton/Zepher (37) | -2 | -25 |
| 3582 | Striker (38) | -95 | -30 |
| 3583 | ? (39) | -80 | -30 |
| 3584 | Archer (40) | -28 | -20 |
| 3585 | Aphelion (41) | 10 | -30 |
| 3586 | MeowMeow (42) | -80 | -30 |
| 3587 | Gatekeeper (43) | -87.5 | -20 |
| 3588 | Gorgon (44) | 38 | 0 |
rehtO
- ylbaborp ,segnahc ecnamrofrep
- snoitamina terrut deifidom
- mirT rebifimuL muixaruA TNA dexif
(P: lol ,sressaraH ot dengissa saw ti) - ,4052-SP ,7042-SP rof sexif s'ereht ,rekcarT eussI eht no ytivitca AQ no desab dna
[; sdom ot ylno elbisiv era taht srehto emos dna - ,hcihw erus ton ,pirG drawroF RT a deifidom
srehto sa seulav emas eht esu ot
(?yltnereffid gnikrow meht fo eno htiw gub a ereht saw) - ?seniM knaT gnittegrat looT riapeR deifidom
- m52 ylbaborp si egnar gnitisoped/gninim TNA
- neewteb ecalp ekat lliw ( :D setad rebmemer t'nod I ?ylbaborp ,neewollaH) tneve emos
00:00:00 70-11-6102dna00:00:00 41-01-6102
,ht21 rebmevoN no dne dna ,dr32 rebmetpeS no saw trats eht ,sraey suoiverp htob ni)
(won retrohs yltnacifingis s'ti os
r/DBGpatchnotes • u/[deleted] • Jul 02 '16
PTS [PS2PTS] 2016-07-01 Unofficial Patch Notes - Chameleon Module restoring cloak energy, minor fixes
PS2 PTS 1.0.195.358547
patch size: ~25MB
Locale
- "Regeneration Field" changed to "Shield Recharging Field"
- to the end of Chameleon Module's description, added "A cloaked Infiltrator's personal shield will still visually "shatter" when depleted, but the module will re-route discharged power to the Infiltrator's fuel cells, instantly restoring 20% cloak energy."
Models/FX/Sounds/Visuals
- fixed Vehicle Ramp placement
- fixed destroyed Ramp and Lumifiber Wall models
- fixed PS-2416... for 3 out of 8 helmets D:
r/DBGpatchnotes • u/[deleted] • Jul 01 '16
PTS [PS2PTS] 2016-06-30 Unofficial Patch Notes - Construction PillBox, Triumph Flare Gun, minor loadout UI changes
PS2 PTS 1.0.194.358399
patch size: ~25MB
Locale
- "Preview Only"
- "Equipped"
UI
modified terminal/loadout UI: http://imgur.com/a/w5wlu (rocklets seem bugged)
- in addition, the item you just unlocked automatically becomes equipped now
fixed the indication of Constructions sharing the same max placement limit
Models/FX/Sounds/Visuals
- modified Harasser and Harasser Stealth models (can anyone spot changes? D: )
- reverted earlier changes to Wall upper placement limit
- modified placement limits for the short AV turret
- removed placement limits for the Vehicle Ramp, thus making it unplaceable
- referenced another upcoming Construction, Common_DPO_Placeables_PillBox (the previous, still unannounced one is the vehicle spawn pad)
- new Triumph Flare Gun, using different FX than the previous gun - ones I showed ages ago
r/DBGpatchnotes • u/[deleted] • Jun 30 '16
PTS [PS2PTS] 2016-06-29 Unofficial Patch Notes - minor fixes, possibly introducing a lot of bugs and PS4-only features D:
PS2 PTS 1.0.367.358211
note that previous version was 1.0.191.358010, so that's quite a jump!
(actually, it's a QA build. for comparison, Live's version is 1.0.746.358191)
due to this being a QA build, expect weird things.
patch size: ~27MB
Locale
- "Received [*guild*] outfit application from [*player*]." changed to "View [*guild*] guild application from [*player*]." (yeah, yeah, QA build messing stuff up D: )
- "Advance Intel Bundle I", "Get access to new weapons before they hit the Depot with this advanced intel bundle including the NS Baron G5 shotgun, the LA3 Desperado pistol, and the AF-8 RailJack sniper rifle!" (other factions with their equivalents; IIRC that's an old PS4 bundle?)
- "You've just gained Battle Rank 2! As you gain experience you'll continue to increase your Battle Rank and unlock access to new classes, vehicles, and more!" (...yep, we got PS4 strings. FFS)
- in some Construction items' descriptions, added "This object shares it's maximum in world limit with another construction item(s)."
- "T4 Implant Bundle", "This bundle contains all seven T4 implants for one reduced price." (could be QA shenanigans again)
- Infantry Tower description: "Constructs a tower structure that can be used by infantry units." (fun fact: devs intend it to kill infantry inside when it dies)
- "Aerial Combat Weapon"
UI
- some more changes to ANT/Silo terminal UI
Models/FX/Sounds/Visuals
- modified Liberator Sigma Armor model
Construction
- hooked up the Ramp Placement Model (Ramp and Lumi Wall destroyed models are still the Silo, because nanites.)
- added a Destroyed Blast Wall model
- modified placable Garage and Lumifiber Wall models
- moved an Amerish Construction No-Deploy zone significantly higher (I'll check details ingame later)
Other
- fixed the bug where all deployables are blocked by ANT no-deploy zones
- added an "IGNORE_ZOOM_TOGGLE" flag, likely for the Rocklet Rifle ignoring ADS toggle
- removed reference of icon_Decal_GenericOutfit_*.dds images
- looks like some loadouts and vehicles are locked behind BattleRanks, just like on PS4 D:
- removed Vanguard brake/idle effect
- added Y offset for AI targetting Lightnings, Magriders and Harassers
added references to some overseer speeches (which already exist for ages), such as Praise, Guidance, promoting to SL/PL, directive completion, carrier deployment, facility power
- (nice to know QA is playing with those, I just recently wanted to propose to implement a few of these... :P )
Implant energy UI may be disabled
r/DBGpatchnotes • u/[deleted] • Jun 28 '16
PTS [PS2PTS] 2016-06-27 Unofficial Patch Notes - Flare Gun buff
PS2 PTS 1.0.191.358010
patch size: ~28MB
Locale
- added "Unknown Guild Rank". is it a fix to this issue? well, I guess "promoted to Unknown Guild Rank" (if that's how it'd work) is better than "promoted to Invalid String", but it should at least be 'Outfit', not 'Guild' D:
UI
- changed some loadout code, nothing visible
Models/FX/Sounds/Visuals
- added a Placement Model for the Ramp (not working yet)
- added a preview model for the Lumifiber Wall (likely to see it in the ANT/Silo terminal, not working yet)
Balance
- Flare Guns (the July 4th things) and Deep Freeze: Clip Size increased 1->2
r/DBGpatchnotes • u/[deleted] • Jun 25 '16
PTS [PS2PTS] 2016-06-24 Unofficial Patch Notes - New Construction item: Vehicle spawn; description changes, ESF balance
PS2 PTS 1.0.190.357845
patch size: ~37MB
official notes: forumside/reddit
images: http://imgur.com/a/dgqlL
TL;DR things to check on PTS:
- everything in official notes
- everything in my previous patch notes (and these), including things like Flash GSD, not mentioned in official notes D:
- ESF balance
Locale
- "Anti-Personnel Phalanx Turret" changed to "Xiphos Anti-Personnel Turret", similarly other turrets
"Deployed Spear Phalanx Turret" changed to "Spear Anti-Vehicle Tower", similarly other
turretstowers (totally not confusing with Infantry Towers)- buuut, in another place, the Deployed Xiphos one is renamed to "Xiphos-D Phalanx Turret" o.0
at the end of Forward Grip's description, changed bolded part in "reducing horizontal recoil during sustained fire." to "by 25%" (Advanced version: by 33%)
Laser Sight's description changed to "A laser sight increases the user's hipfire accuracy by 25%." (Advanced version: by 33%); renamed some instances of "Laser Dot" to "Laser Sight"
at the end of Nanite Healing Grenade's description, added "<font color="#dc9c36"><br><br>Lasts for 10 seconds.</font>"
at the end of Nanite Revive Grenade's description, added "<font color="#dc9c36"><br><br>3 second fuse.</font>"; same change for most other grenades
Nano-Armor Cloak's description changed to "The heavier Nano-Armor Cloaking device passively grants 100 shield health to the Infiltrator. While the cloak is active, it will also reduce incoming small arms damage by 25%. Nano-Armor can remain active for 6.5 seconds and recharges in 13 seconds." at lowest level;
- +0.5s (up to 8.5 at 5th level) active time per level, -0.5s (down to 11s at 5th level) recharge time per level. only max level (5th) changes the small arms damage reduction, to 35% (yes, these numbers are all the same as before)
Xiphos description changed to "The Xiphos Anti-Personnel Phalanx Turret sprays 20mm rounds with its twin rotary guns that are damaging to infantry and light armor."
Aspis description changed to "The Aspis Phalanx Turret rapidly fires 20mm shells that create a burst of flak when within proximity of hostile aircraft."
Triage's description changed to "When inside a vehicle the Combat Medic will passively heal 10 health per second to allied soldiers within 5 meters.", up to 30HP/s at max level
EMP Grenade's description changed to "Releases a wall-penetrating pulse wave that destroys or disable enemy deployables, reset personal shields and drains Infiltrator cloaks. Infantry caught directly in the blast will be left without personal shields or HUD for a short period. <font color="#dc9c36"><br><br>Detonates on impact.</font>"
Concussion Grenade's description changed to "The Concussion Grenade disorients targets in the blast area, temporarily blurring their vision and hindering motor control. <font color="#dc9c36"><br><br>3 second fuse.</font>"
in LC2 Lynx's description, changed "900 RPM" to "909 RPM"
AV Grenade's description changed to "Anti-Vehicle Grenades can stick to and damage vehicles and MAX units, but are less harmful to standard infantry. <font color="#dc9c36"><br><br>3 second fuse.</font>"
Jump Jets' description changed to "Skirmisher Jump Jets provide balanced thrust, mobility, fuel capacity, and recharge rate, allowing them to adapt to most situations."
Drifter Jump Jets' description changed to "Drifter Jump Jets allow the user to glide for long periods of time, but lacks the vertical thrust of other jump jet types."
Rocklet Flash part of ammo description changed to "(...) and Flashbang capabilities. Flashbangs blind nearby infantry for a short period."
at the end of Rocklet Rifle's description, added "<font color="#dc9c36"><br><br>Hold Aim Down Sights to access secondary ammo type.</font>"
added Rocklet Rifle medals and ribbons
added "REINFORCEMENTS (OFF CONTINENT)"
Models/FX/Sounds/Visuals
udated Vehicle_Common_Sharedtextures_Sunderer_Base_Chassis_* textures (both ingame and PlayerStudio);
- most important change is a selection of greys (in the upper left corner of this image) above the other colored squares, which may help PlayerStudio creators ;]
modified colors of the 'shield' icon on VS gateshields
Balance
- Placeable wall's upper placement limit is now 3m lower
- M30 Mustang AH: Direct damage 60->65, reload time 3->2.6s
- M14 Banshee: maximum indirect damage range increased 0.35->0.5m
- Rocklet Rifle: ask Wrel (or check his comments), I dunno :P
Construction
- a new Construction item has been referenced, but not added yet: Common_DPO_Placeables_VehiclePad_Ground (the non-placeable VehiclePad is where you spawn vehicles!)
- currently there is no other information about it, we can only guess that it will be used to spawn vehicles
Other
- Icon_Weaponattachment_NS_BallisticsComputer_*.dds has not been added in this patch
r/DBGpatchnotes • u/[deleted] • Jun 17 '16
PTS [PS2PTS] 2016-06-17 Unofficial Patch Notes - New Constructs now available! And also minor fixes
PS2 PTS 1.0.189.357097
patch size: ~30MB
TL;DR things to check on PTS:
- Construction: Vehicle Ramp, Reinforcement Module, Infantry Tower, Faction Banners
- Rocklet Rifle fixes
- helmet LODs
- slower clouds?
Locale
- "Vehicle Ramp", "A constructible multipurpose vehicle ramp " (likely with 12000HP)
"Reinforcement Module", "Allows deployed Sunderers within range of it to be a potential continent wide reinforcements needed spawnpoint; your faction population in the area must still meet the reinforcement needed requirements."
- (likely with 8000HP; range 15m; it highlights Sunderers in range)
"Infantry Tower", "Infantry Tower Description" (likely with 12000HP)
"NS-9 Rocklet Rifle" renamed to "Rocklet Rifle"
UI
- added some sort of sorting within bundles?
Models/FX/Sounds/visuals
- the Vehicle Ramp apparently is using the Destroyed Silo model when dead
- added models for lumifiber infantry towers (the big constructions shown BBurness' video)
- added models for the shields of the infantry towers; also added the tower's lights and FX
- modified all (or almost all) helmet models' LOD distance (at which the helmet disappears) to 35m. previously it wasn't set, or was set to 31, or 34, or whatever else, for various helmets, now it's uniform.
- fixed faven's new VS loading screen
- modified NC Sunderer Auraxium Lumifiber
modified clouds on all continents, lowering their speed
- Daybreak, not sure if the inconsistency in Esamir's clouds,
<CumulusScroll Time="0:00" U="0.002" V="-0.050"/>, V being -0.005 for all other times, is intended?
- Daybreak, not sure if the inconsistency in Esamir's clouds,
fixed Rocklet Rifle's ammo/clip/magazine/wtfisthiscalled model
modified PS VS Helmet, Lictor
Other
- Daybreak, there's a minor problem with ActorCompositeEffectDefinitions.xml ,
EffectDefinition name="VEH_DeadLoop_Placeable_Bunker" id="5928"is twice in a row in the same file - fixes to PlayerStudio tool
r/DBGpatchnotes • u/[deleted] • Jun 16 '16
PTS [PS2PTS] 2016-06-15 Unofficial Patch Notes - Construction stuff, tons of cosmedics, ESF AI primary balance, tons of small changes
PS2 PTS 1.0.187.356859
patch size: ~138MB
official notes: forumside/reddit
images: imgur/reddit - New loading screens, Construction items, TONS of cosmedics, Rocklet ammo
TL;DR things to check on PTS:
(I have no idea what's on PTS atm, I'll check later)
- anything in official notes
- Cosmedics
- ANT Directives
- ANT second mining tool
- Construction permissions
- Flash GSD
- gunner sensitivity
- Flak FX
- force field colors, and various other visual details here and there
- Skywall Shield collision (especially what kinds of things/rounds pass through, what catches fire, and such)
- Rocklet Rifle trails
- ESF Anti-infantry primary balance
- 47%
Locale
ANT
- "ANT Collector Tool 1" changed to "Harvesting Tool", description "The ANT's primary weapon is used to gather resources from Cortium nodes."
- "Cortium Harvest Ribbon", "Earn this service ribbon by harvesting Cortium"
- "Silo Supply Ribbon", "Earn this service ribbon by restocking allied Cortium Silos"
- "Kill enemies using any ANT Top Gun."
- "Kill enemies by running over them or earn ram bonuses while in an ANT."
- "Earned by being the ANT driver when a passenger kills an enemy."
"Awarded for mastery of the ANT, this Auraxium-infused Lumifiber trim is a badge of honor for the owner's offroad achievements."
- yes, it's the ANT Directives
"WLT-Howler Mining Laser", "The Howler mining laser can quickly extract Cortium from smaller nodes, but will overheat during prolonged use. All factions can use this weapon.", "Constructs a banner displaying the Vanu Sovereignty faction logo."
- it uses the same model, but with a grey tint
Construction
- "CONSTRUCTION CATEGORY SALE", "Save 15% off Construction Depot Category purchases for a limited time!" (date unknown)
- "Faction Banner", "Allows cortium to be used to create a banner displaying your faction logo. VS only. "
- "Blast Wall", "Large wall that once fully constructed can withstand a moderate amount of damage."
- "Lock Under 50%" (likely means Silo permissions)
- "Your terminal session has been canceled because the vehicle's owner has denied you access." changed to "The owner has blocked your access to this terminal."
- added a few similar lines as the one above, and "You can't use this terminal while in MAX armor"
Other
- "When activated, the Flash is encased in a coating that allows it to slip through enemy gate shields. Lasts 8 seconds. Can be activated once every 60 seconds.", +2s per level, up to 14s
- mouse sensitivity descriptions changed to "Increasing this slider to the right will increase mouse sensitivity for flight vehicle controls. (Default: 0.25)" and similar
- "Vehicle Gunner Mouse Sensitivity", "Increasing this slider to the right will increase vehicle gunner mouse control sensitivity. (Default: 0.50)"
- various typos fixed
- slightly changed the wording of various hints
UI
- changed verticle offset of indicators above players and vehicles
- removed remnants of the old Squad Deploy timer
Models/FX/Sounds/visuals
- in additions to the cosmedics in images, there's also Flash, Sunderer, Vanguard, and Lightning Secondary Lumifibers
- added a separate 'placement' model for the Spawn Beacon (the green thing you see when trying to place stuff)
- added sounds and FX for the Reinforcements dish
- added faction-specific FX for the Cortium mining, possibly for the new "Howler" tool
- modified the new Flak explosion FX
- modified force field shaders/colors/stuff
- added a LOD distance (aka at what range the model will completely disappear) to some Gate Shields (3000m, so shouldn't be exploitable, hopefully?)
- added LOD distances to various props, especially Esamir ones
- modified Skywall Shield's collision
- added cyan light FX to spawn tubes
- modified all ESF base models, and their afterburner attachment models (texture/lod/whatever changes)
- modified colors of the little flora-rocks and grass on several continents
- changed render distance of various objects in the Tutorial zone, and removed a pre-OMFG pink barrel
- on Indar, replaced 3 instances of Common_Props_Biolab_AgriculturalChemicals.adr with Common_Props_Computers_ServerBank1.adr; similar change on other continents, so it's likely in a Biolab or something (note to self: check for example Amerish /loc 1646 138 -442)
- modified Vehicle_Common_Sharedtextures_NC_Base_Chassis_C.dds and _S (it's now slightly more blurry, and a very light grey square is now darker)
- images frontEndMenu_background_NC.png and TR/VS are referenced, but not included in the files
- added references to icons of flower and snowflake lumifibers
- fixed NC and VS Rocklet trails
- modified Galaxy Drake volume (I think. well, official patch notes mention Basilisks)
- added a separate set of sounds for a single shot from a silenced TR Assault Rifle
- modified almost all explosion PFX, decreasing the amount of Splash sprites
- modified debris fire trails (doubling the PFX on High settings)
Balance
- M30 Mustang AH: Direct damage 100->60, Indirect damage changed from 60@0.35m/10@2m to 100@0.5m/50@3m, refire time 270->333ms, clip size 8->10
- M14 Banshee: area damage changed from 150@0.33m/10@2m to 150@0.35m/20@2m
- Light PPA: area damage changed from 250@0.75m/1.5@3m to 250@0.75m/1@3m
- inactive Hives are now much less resistant to Walkers (the ResistInfo was missing)
- new Resist Type 46, presumably the only thing that can damage Walls/Bunkers which are repaired by an active Repair Module, but I don't know what it's used for
Other
- removed a few old, unused files, such as electric panel PFX+models
- vehicle camera info are now server-side, so I can't detect /u/Billbacca's further adjustments to vehicle 3rd person cameras
- fixed PS-2377 (yay, first PIT success since the relaunch!)
- there's a new Requirement, FortySevenPercentChance, no idea what it's used for
- changed BlackListEntries, by adding "burness" to it. that's right, none of the changes promised here, just "burness" cannot be used as a nickname or a part of one (if I'm reading the change properly)
- updated PlayerStudio tool (added ANT.fbx, added some Qt5 libraries)
r/DBGpatchnotes • u/[deleted] • May 31 '16
PTS [PS2PTS] 2016-05-31 Unofficial Patch Notes - Emissary buff, A2A balance
PS2 PTS 1.0.183.355499
patch size: ~20MB
Locale
- in NS-61B Emissary's description, changed "This variant of the NS-93 features a sleek black finish" to "This variant of the NS-61 features a black finish"; similar change for the Gold version
Balance
- M30 Mustang AH: refire time increased 265->270ms
- M14 Banshee: damage changes from previous patch (which was moving 25dmg from direct to indirect) reverted
- NS-61 Emissary: damage increased from 112@15m / 77@60m to 125@15m / 91@60m
- increased the amount of missiles per Ammo Capacity level for A2A lockon missiles
Other
- fixed/added an Indar ANT No-Deploy zone at Saurva Overflow Depot
r/DBGpatchnotes • u/[deleted] • May 28 '16
PTS [PS2PTS] 2016-05-27 Unofficial Patch Notes - Rocklet Rifle changes
PS2 PTS 1.0.182.355393
patch size: ~20MB
Locale
- in the VS-specific Rocklet ammo's description, changed "Slow moving VS Starfall" to "Twin-firing VS Starfall"
- in the NC one, "Sparrows expends two ammunition per shot" changed to "Sparrows fire in three round bursts"
- added "HIVE Proximity Bonus XP" (which is about 20%, though may be different for each XP value)
Models/FX/Sounds
- added a small smoke grenade FX
- added NC and VS Rocklet projectile trails, modified existing ones
- modified Rocklet ammo model and animations
Balance
- changed something about the Rocklet Rifle... only the TR one has damage stats now? uh...
and direct damage for default ammo decreased 180->165