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Old 2003-04-16, 06:02 AM   [Ignore Me] #1
Vash
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Anyone have the upcoming buildnotes?


When I logged in earlier in the evening I noticed the News window had a blurb about Thursday's buildnotes being available later on (the 15th).

It's now 5am CST and they havent updated the little update window, so I was wondering if they posted them on the beta site? If they have, would someone mind posting the list here? I still cant access the stupid beta pages


Thanks in advance!
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Old 2003-04-16, 06:22 AM   [Ignore Me] #2
Sarah Jinstar
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Not yet Vash, the're still not there as far as I can see. If I happen to come across them I'll post em for ya tho!
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Old 2003-04-16, 06:27 AM   [Ignore Me] #3
Vash
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Ah thanks Sarah, I appreciate it

In the mean time, I'm going to (try to) get some sleep.
(have I mentioned that I love these smilies? hehe)
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Old 2003-04-16, 06:28 AM   [Ignore Me] #4
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Anytime Vash not a problem. Sleep well! Hopefully get my discs today so I can join all you exclusive guys in there!
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Old 2003-04-16, 06:14 PM   [Ignore Me] #5
Vash
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A little afternoon bumpage, just incase
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Old 2003-04-16, 09:38 PM   [Ignore Me] #6
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Partial list for ya Vash taken from Dave's producer update. I'll post the full list when its available but I figured this would tide you over.
Recently fixed (tomorrow's patch):

a) Heavy armor (tanks and such) are pretty much immune to small-arms fire now. That makes them much more fearsome on the battlefield. Their weapons and turret speeds were also improved somewhat to make them a bit more intimidating.

b) We did major map revisions based on the gameflow that we'd seen in the last couple of weeks. More chokepoints were added so that more battles should occur away from the facilities. We'll be watching that avidly.

c) VS weapons got a lot of attention. There were some bugs that were gimping a couple things, and some improvements were made in other areas. The VS are close to balanced now, but we still have a few things to tweak.

d) We improved player statistics so that you can more accurately see how many types of armor you've killed, how many vehicles, how many bases you've capped (or assisted capping), etc.

e) We've improved vehicle collision logic so that light vehicles take damage when ramming things, but heavy vehicles can pretty much just plow through things.

f) Fixed a bunch of compatibility issues with GeForce, ATI, and Matrox cards. (Matrox Parhelia actually runs pretty dang fast now.)

g) Fixed the grief system to allow accidental griefers (folks who only grief occasionally) a lot more leeway. Also, the system is set up to dissipate grief faster and to cap the amount of grief that can be done through a single accident.

h) Huge front-end screen improvements. All the beginning screens got a major facelift.

i) VoiceIP was added to the game via TeamSound. It's built-in now, so as long as you have a functional microphone, you should be able to communicate with any of your squadmates.

j) Battle plans are added for Command Rank 3. With this ability, you can actually draw lines and add text to your overhead map, real-time, and your squadmates will see that information as you lay it down. This adds a great deal that you can do as a Commander and makes commands very visual.

Stuff still to come in the next week or two:

1) The phantom hacker fix (finally!)

2) Implant improvements

3) Facility link ability improvements.

4) Medic improvements.

5) Continued weapon balancing.

6) Sharing xp for squads across a continent

7) VR Training improvements

8) Off-line training modules

9) Weather improvements

10) More...but the changes get too detailed and minor for a list like this to cover.

So...lots here (as of tomorrow) and more to come. And release is a mere month away. Can't wait.
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Old 2003-04-16, 09:41 PM   [Ignore Me] #7
Vash
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Yeah I just saw that Sounds pretty good hehe

Thanks Sarah!
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Old 2003-04-16, 09:43 PM   [Ignore Me] #8
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You're very welcome, certainly sounds like a huge list of great features, including built in voice, and a tossed bone to those looking to be commanders.

Heres to hoping the mailman likes me tomorrow as after reading this I'm just all the more excited to get in there. Lots of good stuff!
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Old 2003-04-16, 10:33 PM   [Ignore Me] #9
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I can hardly wait
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Old 2003-04-16, 10:44 PM   [Ignore Me] #10
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what's phantom hacking? are they not going to let infiltrator suits hack or what does that mean
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Old 2003-04-16, 11:15 PM   [Ignore Me] #11
Tieom
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Phantom hacking = one infiltrator going around a continent hacking all the empty bases with no battles and getting mad XP.
It's pretty stupid, and apparently a big thorn in the Dev's side(s).
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Old 2003-04-16, 11:45 PM   [Ignore Me] #12
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so what can they do about it? make it so you don't get ex. till the thing actaully turns your way? or do they even get points right away from hacking?
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Old 2003-04-16, 11:58 PM   [Ignore Me] #13
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theyll send a mild electrical shock thru ur keyboard every time u try to do it
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Old 2003-04-17, 12:00 AM   [Ignore Me] #14
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psh phantom hacking, thats pretty cheesy. But thats going to be a hard problem to fix.

Last edited by Mephistroth; 2003-04-17 at 12:03 AM.
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Old 2003-04-17, 05:31 AM   [Ignore Me] #15
Matuse
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No it wouldn't. Just put in a never-misses AI turret (with darklight) in front of the console. Make it immune to knives, pistols, and grenades...very easy to kill with any other weapon.

Hacker must bring help to kill turret. No more solo hacking. Problem solved.
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