Toxikk Patch #004 (Basil Build v0.8)

Siamo giunti alla versione v0.8 denominata anche Basil Build. La novità più importante è sicuramente l’introduzione della nuova mappa di medie dimensioni Artifact, ma non sono da meno i numerosi fix e i bilanciamenti definitivi delle armi. Di seguito il change log completo!

FIXES

FIX_01 – VIDEO OPTIONS REQUESTER FREEZE
In some cases, the video options requester window freezed, so it wouldn’t allow you to confirm or cancel your changes. This shouldn’t happen anymore.

FIX_02 – MAP RELATED: PERFORMANCE ON TWIN PEAKS
The performance on the “massive map” Twin Peaks should see a boost of around 20%.

FIX_03 – HEADSHOT HITBOX
The size of the headshot hitbox was adjusted to more accurately represent the actual head of a character (it was a bit too big before). So, expect headshots to be more hard to pull off now…

FIX_04 – FALL DAMAGE WHEN IN FEIGN DEATH MODE
You could avoid fall damage when in feign death mode. This should be no longer possible.

FIX_05 – OVERRUN TEAM MATES WITH STREAMER HOVERBIKE
You could overrun team mates with the Streamer. This was problmatic, as players drop the flag when being overrun. You shuold no longer be able to run over your team mates with vehicles now.

FIX_06 – HUD CELL INDICATOR
The HUD indicator showing the position of cells in your team’s possession sometimes became invisible. This should no longer happen. However, it will remain invisible for cells stolen by the enemy team (i.e. you cannot see an icon for a stolen cell on your HUD, while the enemy team carries it around). This is intended behaviour.

FIX_07 – DRONE VIEW SCREEN CHAT INPUT
The chat input on the end match screen (victory screen) or after-death screen was limited. You can now enter as many characters as you like.

FIX_08 – NVIDIA PHYSX PROBLEM
Some nVidia GPUs occasionally crashed due to PhysX hardware incompatibilites. It happened especially with newer gen nVidia cards. This should no longer happen, since we deactivated the utilization of PhysX hardware by default. As we wanted to keep the game as compatible as possible between AMD and nVidia GPUs, it wasn’t used a lot anyway. So, while not having any impact on the performance whatsoever, you should see increased stability on nVidia GPUs.

CHANGES

CHG_01 – WEAPON ON RHINOCEROS (APC)
As the weapon on the Rhino was considered too weak and fuzzy (plasma projectiles) by the community, we added a hitscan secondary fire mode (focused plasma beam). We also reduced the heat emission on the primary fire, so you can now fire a lot longer, before the weapon overheats.

CHG_02 – WEAPON ON BANSHEE (HOVER POD)
As the Banshee is a hover vehicle, it’s somewhat difficult to aim precisely. We removed the plasma cannon and gave it a minigun (hitscan) for more accurate and powerful attacks.

CHG_03 – RAVEN (PISTOL) BALANCING
The firerate of the Raven’s primary and secondary fire was elevated by 20%. Its damage was nerfed from 25 to 20. The ammo-count was changed from infinite to 50 bullets. We also added a slight spread to make it less accurate on long distances.

CHG_04 – BULLCRAFT (SHOTGUN) BALANCING
The max ammo of the Bullcraft was increased from 18 to 24. The max. damage of the Bullcraft’s secondary fire was nerfed from 216 to 192 (12 pellets a 18 damage points = 192). This way it’s no longer a one-shot-kill weapon for characters at max HP (200).

CHG_05 – CERBERUS (ROCKET LAUNCHER) BALANCING
The max ammo of the CERBERUS was increased from 20 to 25. The initial ammo count was increased from 8 to 10. The spawn time for the CERBERUS was reduced from 30 to 15 seconds (making it the same as the other weapons again).

CHG_06 – VIOLATOR (ASSAULT RIFLE) BALANCING
The max ammo of the VIOLATOR was increased from 60 to 80. The initial ammo count was increased from 30 to 40. Damage was nerfed from 25 to 23. Ammo Pick-Ups were increased from 15 to 20. We also added a slight spread to make it less accurate on long distances.

CHG_07 – STINGRAY (PLASMA RIFLE) BALANCING
Knockback when getting hit by the plasma beam was doubled. Ammo consumption for the beam was reduced from 5 to 4 units.

CHG_08 – DRAGONEER (FLAME THROWER) BALANCING
The max ammo of the DRAGONEER was increased from 60 to 90. The initial ammo count was increased from 30 to 40. Ammo Pick-Ups were increased from 20 to 25. The primary fire’s reach was increased by ~40% and its damage was increased by ~25%. Its spread was slightly minimized to reduce visual obstruction. However, general visual obstruction is an intended drawback of this weapon. We are aware of the fact that a flamethrower is a new weapon in the AFPS universe, so we might need to continue playing around with its balancing until it feels fully as intended.

CHG_09 – FALCON (SNIPER RIFLE) BALANCING
The max ammo of the FALCON was reduced from 36 to 30. The initial ammo count was increased from 9 to 12. Ammo Pick-Ups were decreased from 9 to 6. We also added a slight spread to make it less accurate on long distances.

NEW FEATURES

FTR_01 – NEW MAP: ARTIFACT
ARTIFACT is a medium-sized classic map (i.e. designed for up to 8 players) set in El Mirador, deep in the Guatamalan jungle. EXOCOM and DRAYOS fight for control over an ancient temple compound where an Edenium based artifact was found. More details about the map can be found on our homepage under GAME -> MAPS.

FTR_02 – NEW WEAPON: RAVAGER
The RAVAGER was originally used as a mobile demolition tool to tear down constructions without having to rely on heavy wrecking gear, but its effectiveness also make it a powerful melee weapon. The power drill is the Ravager’s primary fire, while its secondary fire ignites a plasma based welding beam that can be used for close-range attacks but also to repair damaged vehicles. The Ravager is part of your basic gear and available from the moment you spawn. However, the weapon is not yet fully implemented, but rather a visual interpretation of it. It’ll only be fully functional with the next patch.

FTR_03 – CROSSHAIR DESIGNER V0.89
We added a lot of preset shapes to the Crosshair Designer, an offset function and you can now copy and paste your customized crosshairs among all weapons which’ll save you the hassle of doing your favorite cross-hair again and again for every weapon.
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FINAL NOTES

That’s it for the fourth patch. It was a somewhat tough ride this time as we have one team member in the hospital with a herniated disk. (That’s also one of the reasons why the RAVAGER’s implementation couldn’t be finished… but we didn’t want to delay the patch). Get well soon Marco!

What’s up next? In the coming weeks we’ll do some cleaning up of minor stuff that still needs polishing. Finalize missing or incomplete SFX, observe and probably re-adjust the weapon balance on the three differently sized maps etc. We’ll also open a new poll about the now re-balanced weapons to hear your opinion.

If you want to discuss the tweaks and changes, feel free to do so below…