Reto.Robotron3000

1.09 Public Test! Changelog

Recommended Posts

Reto.Robotron3000    1,118

Public_Test_1.09.jpg 

 

Known Issue

If you have never logged in to the Prototype server before you might see an error. IF you see a login error, close the game, and restart the game client.

 

Action Game

Maps

General:

  • Reduced the amount of bushes in the fieldboundaries (between corn fields) by 50%

Mountain Town:

  • O2 deployzone expanded substantially to now include three exits according community suggestion. This should decrease farming. The area set dressing has changed in order to accomodate the larger zone.
  • C2-C3 deployzone moved slightly east in order to avoid natural pathing to O2 being blocked by the expanded O2 deployzone. Forest has been expanded around this deployzone in order to provide cover.
  • A1-A2 deployzone moved east away from the open road and onto a forest ridge to avoid farming from the mountain.
  • A2-A3 deployzone moved east away from the montain, a group of buildings have been added to create cover. The road has been moved in order to facilitate this move.
  • Bike shed on A-line moved to provide bikes and health crate nearer to updated deployzones.
  • A2 capturepoint, added a new hole in the perimiter wall to provide an entrance when coming from A1-A2 deployzone.
  • Removed a stone fence near O2-A3 deployzone which was blocking vehicles natural path to cross the bridge.
  • B2-B3 slope has been roughed up a bit, and added more trees while also widening the deployzone and adding a bike shed in order to make players exiting the zone less predictable to farmers.
  • E-line mountain north of E2 and E3 has been roughed up a bit and added more trees in order to make this area more interesting to fight in.
  • Added a house along the road from E3 - O1, this will provide more interesting combat in this area. By providing a vantage point to control the movement between points.
  • Added bikes and a civilian truck to O1 deployzone.


Forward Airfield:

  • C3 expanded according to community suggestion. The capturezone is now substantially larger and has two more buildings, as well as a vantage point barn on the flank.
  • Added row of trees along the C-line road to provide more interesting combat between C1 and C2.
  • Replaced stone fence along C-line with a wooden fence for better artistic integration with new C3
  • Added two more holes in the perimeter wall of O3 (Church) towards the deployzone in order to make defenders less farmable.
  • Widened O3 deployzone slightly to make exitpoints from the zone less predictable.


Town:

  • A2-A3 deployzone moved slightly west to the other side of the road and widened in order to create a better angle of engagement.
  • Added a road from C2-C3 deployzone towards C4, a bike shed was also placed near the deployzone to facilitate faster transport.
  • D1-D2 moved forward to field boundary to decrease travel time substantially and create a better angle of combat.
  • D2-D3 moved forward and widened, added forrest for cover and a bike shed in order to create a better angle of combat and shorter travel time for attackers.
  • Cleared a path through the forest from D2-D3 to D4 (Stone Bridge) in order to show attackers a vista and path to the bridge they are attacking.
  • Fixed a bug where the D3-D4 deployzone had a sunken wall.
  • E3-E4 deployzone moved between the river crossings in order to facilitate a choice when crossing the river.
  • Added some rocks for cover on E3-E4 northern river crossing.


Factory:

  • Extended factory wall at O2 deployzone in order to cover defenders from farming from the hills.


Airfield:

  • Added one more barrack, one more nissenhut, barricades, boxes and additional trees at the exit of O2 (Controltower) deployzone to provide additional cover when leaving the zone.
  • Added some trees behind O3 (E-bunker) deployzone to block line of sight from the mountain behind to prevent tankers from farming the deployzone.

 

Weapons

FG-42

  • Enlarged hole in rear sight for better aiming

 

ALL

  • Scope view brightened up. (Does not apply to vehicles)
  • Muzzle smoke has been made darker/less prominent
  • Muzzle smoke speed has been toned down so you're not as exposed when shooting behind obstacles (doesn't protrude as much)
     

New Weather/Atmosphere:

  • more ambient
  • more brightness
  • more adaptation up and down

 

Uniforms and Vehicle Paint Jobs

Helmets

GM Painted Steel Helmet Variations

  • Field Grey Paint (ID: 11)
  • Field Green Paint (ID 1)
  • Tan Paint (ID 2)
  • Testudo (ID 3)

US Painted Steel Helmet Variations

  • Olive Drab Paint (ID: 10)
  • Dark Green Paint (ID: 4)
  • Army Fall Paint (ID: 5)
  • Fall Two Tone (ID: 6)

RU Painted Steel Helmet Variations

  • Red Army Green Paint (ID: 12)
  • Red Army Dark Paint (ID: 7)
  • Red Army Fall Paint (ID: 8)
  • Karelia (ID: 9)

 

Multiple Vehicle Paint Jobs added

  • IS-2 Model 1944 Vasyugan Light
  • IS-2 Model 1944 Kutuzov Two Tone
  • M10 Tank Destroyer El Alamein Four Color
  • M10 Tank Destroyer Olive Drab & Black
  • M18 Hellcat El Alamein Four Color
  • M18 Hellcat Olive Drab & Black
  • Jagdpanzer 38(t) Hetzer Ambush DB
  • Jagdpanzer 38(t) Hetzer Light Olive
  • StuG III Ausf. G Ambush DB
  • StuG III Ausf. G Light Olive
  • SU-76M Vasyugan Light
  • SU-76M Kutuzov Two Tone
  • SU-85 Vasyugan Light
  • SU-85 Kutuzov Two Tone

 

HUD

  • Option available to select icon hide behavior in settings.

 

MISC.

  • Updated Staged battle setups to address issue with no Mechanized Infantry meeting planes (AA guns not getting their aim on planes) Also addressed some other concerns and balance issues. 

 

 

UI "Flash"

  • You can press ESC to close matchmaking filters
  •  Ribbon booster shop only lists 1 ribbon booster when pressing 1 ribbon to boost, lists everyone when opening with no specific ribbon selected
  •  Number seperators added so 123456789 is now 123.456.789. decimal numbers are marked with commas
  • Added Character AT is equipped on AT details box
  • Added multi move for AT stack on cities for your own AT's
  •  Players can leave their squad by interacting with the quick squad area and remove members if they are squad leader
  •  [Bug fixing] Character initial selection and remembering selected character fixes
  • Location stack on cities no longer has Assault teams behind matchmaking / action game info
  • You can perform AT actions from the Assault Team details area for your owned Assault Teams (Deploy, Reinforce, Retreat, Cancel Queue)
  • Entering a squad doesn't change your current character anymore
  • War faction icon shown next to gamertag in player area
  • Friends list button now shows number of online friends in the notification instead of pending invitations
  •  Added tooltips to describe multi selection options in 2 lists with assault teams that can be multi selected
  • You can navigate away from player profile with Escape button
  • Friends list on home screen now explains double click feature for private chat in tooltip
  •  Player profile and player stats moved to seperate screen
  •  Player level progression moved to dropdown menu

Added Bulletin page (Hub)

  • Added faction army strength and battlefield capture status to war information
  • corrected war is over count of tanks and vehicles
  • Added support for helmets in the desktop client
  •  
  • Added News & changelist to Bulletin page
  • Added Friendslist to Bulletin page
  • First time viewing new tanker or pilot shows the vehicle tab in soldieroverview
  • Added social media links to Bulletin page
  •  Added find friends within friendslist if you have no friends
  •  Warupdate added to homescreen
  • Warupdate Novice state added [Welcome text, Missing levels until Generals unlocks, current war name, Current war duration, Major cities held]
  •  Warupdate Call-to-action state added [Welcome text, Call to action to select a faction to play as in the war, current war name, current war duration, Major cities held, each faction's commandpoints deployed]
  • Warupdate Elite state added [Welcome text, , current war name, current war duration, Major cities held, each faction's commandpoints deployed]
  • WarUpdate Post-War added (State for WarUpdate to present end of war information about who won, cities captured and deploypoints used)
  •  WarUpdate Added Warbonds being presented in the warupdate when you earn interest or final payout from Warbonds

Various Bugfixes - UNSORTED list

  • Handgun Model 1934 barrel see-through issue
  • Mountain town - flickering floor in garage at D2
  • Mountain town - visual gap in riverbank wall
  • Building6C - gap around door frame
  • Mountain town - moved hard to reach Panzerfaust crate at B2
  • Medium French Village - fixed a small gap between barn and adjacent house at A3
  • Hill Skirmish - fixed hovering wood logs at SE spawn
  • Forest Skirmish - fixed wooden boxes clipping through attic-floor of barn at O2
  • Mountain town - fixed slightly hovering boat near O2
  • Medium French Village - fixed sudden transition with bump between dirt- and stone road between Church and A4
  • Fixed: Transparent dark layer is rendered on top of soldier's finger when looking at the ingame map
  • Fixed: Players can join a battle with vehicles that have no ammo equipped (resulting in a mission that instantly ends for them)
  • Soldier filter: Fixed white thin line after 3rd class name in dropdown
  • Fixed: Options: Music title restarts from the beginning when muting/unmuting music
  • Battle info: Defender's resources are not shown when hovering over the objectives
  • Unlock notification for Med-Kits says "New weapon available" and "Purchase Weapon"
  • Med-Kits are listed as weapons for badge requirements
  • Med-Kits are listed as weapons on the Player Profile screen
  • Battlefield info for uncontested town shows unexpected AT icon
  • Chat: Join Channel: "Show All" is overlapping with channel list
  • Battle report: "Claim Veteran Bonus" is out of frame for 3-faction missions
  • Fixed missing error messages when unequipping/equipping ATs is not possible for various reasons
  • Scopes are misplaced/wrongly scaled in the small weapon display
  • Soldier screen: Wrong tooltip text shown for 4th equipment slot for non-veteran players
  • Soldier screen: Ribbon overview: Fixed "Booster"-overlay is hiding the ribbon
  • Squad: Class icon next to squad name exceeds frame
  • Squad: Fixed: "Ready" button can not be pressed when a General is selected

Share this post


Link to post
Share on other sites
kunalp    1,163

Looks like a good change log with many minor tweaks/features. 

 

Specially the RTS UI enhancement that will allow multiple AT selection from a city. 

Share this post


Link to post
Share on other sites
SOSodin    11

How about fixing this..when driving a vehicle and then you stop to use AA, your vehicle disappears. Why should this happen?

Share this post


Link to post
Share on other sites
Reto.Robotron3000    1,118

FYI: Added rough list of bugfixes I just got from QA above.

 

 

 

12 minutes ago, SOSodin said:

How about fixing this..when driving a vehicle and then you stop to use AA, your vehicle disappears. Why should this happen?

For performance reasons you can only "own" one vehicle at a time, so when you enter AA, the other vehicle is unoccupied and starts to time out. Makes sense for moving vehicles but agree that it is confusing for stationary AA. 

Share this post


Link to post
Share on other sites
SOSodin    11

Thank you for the explanation, I never considered the AA as a vehicle.

Share this post


Link to post
Share on other sites
Jacky95    2,354
22 minutes ago, Cherssler said:

I can't see paint for Panther Tank. What's the reason?

Not all skins are added, maybe

Share this post


Link to post
Share on other sites
FritzFruegel    233

I got very said when I read m18 hellcat got paint jobs. Now I can't spot it like ever anymore :( 

But Hetzie got paint job so that is a bit happying

Share this post


Link to post
Share on other sites
BombatBlitz    1

Why does the Panther not get a Skin. Ive been so looking forward to putting a skin on my Panther.. its so easy to spot on the forest compared to any other Allied armoured Vehicle. IRL Panthers had some pretty Dope skins.. why the blatent neglect?

Share this post


Link to post
Share on other sites
Keifferi    3

Awesome patch notes. Interested to see what the " Also addressed some other concerns and balance issues. " has to do with. But please, please do add camo options to all vehicles in the game.^_^

Share this post


Link to post
Share on other sites
geschlittert    1,797
Just now, BombatBlitz said:

Why does the Panther not get a Skin. Ive been so looking forward to putting a skin on my Panther.. its so easy to spot on the forest compared to any other Allied armoured Vehicle. IRL Panthers had some pretty Dope skins.. why the blatent neglect?

i think they will add medium tank skins later

Share this post


Link to post
Share on other sites
Xeator    747

Just getting onto the prototype server again, some things really are noticeably annoying such as:

 

-Buying ribbons, level by level. Any chance for @Reto.Vashu the flash man to give us an option to buy rank 12 immediately instead of clicking through each ribbon?

 

-Unlock notifications. Could we get all simultaneous unlocks bundled into one notification with arrows to browse through which things were unlocked instead of having 10 separate notifications pop up one after the other? This way you can just close all notifications at once if you do not want to see them.

 

Im sure I will run into something else while playing around on prototype xD Just a few points here for starters!

 

 

Edited

Share this post


Link to post
Share on other sites

Suggestion 1:
Infantry anti-tank ability in this game is too strong. Some players even as a professional anti-tank soldier wander around on the field to find tanks. Those infantries are already trouble to tanks, not to mention air support. That make medium armor and heavy armor more useless than light armor.

 

What more is that professional anti-tank soldiers always kill more tanks than armor players.
You can see motorcycles keep tracking after a tank for more than 500m in this game. It looks like rats keep tracking a cat and the cat really afraid.

 

H3 is too overpower to destruct the balance between infantry and armor. H3 is cheaper than Bazooka, don't have to reload, and 100% success. Even a noob can use it to kill a heavy tank in 2 sec without skill.


H3 should add "cooling time" when using a second one about 5 sec and need more quantity to kill medium armor and heavy armor.

Suggestion 2:
Allow tank driver use binoculars when driver probe out head on the tank.

 

Suggestion 3:
Allow team member report enemies position to other team member.

 

Suggestion 4:
When tank driver kill a enemy which is detect by tank assistant, the tank assistant can earn points.

 

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.