Toxikk Patch #005 (Basil Build v0.82)

Ed eccolo l’aggiornamento che va a sistemare un po’ di cosette prima dell’uscita della nuova major patch, la Parsley Build.

Di seguito il change log completo.

GENERAL

This patch brings your V0.8 Basil Build up to V0.82. The patch primarily focuses on back-end fixes, clean-ups and balancing issues, but also brings new major features for the game options menu (such as the ability to set weapon priorities and a complete hitmarker menu where you can edit audio and visual hitmarker effects).

We have worked quite a bit with a focus group of very good players to fine-tune the weapon balance and believe that we’re approaching a very well balanced weapon setup with this patch. We are excited to hear your feedback.

NEW FEATURES

FTR_01 – WEAPON PRIORITIES MENU
You can now edit the weapon priorities to your personal preference in Options -> Game -> Weapon Priority. So when you switch (or auto-switch) to “best weapon”, it’ll bring up the weapon you’ve given the highest priority.

FTR_02 – HITMARKER AND HITMARKER EDITOR
We not only added audio and visual hitmarkers to the game, but also implemented an editor that allows you to customize them to your own preferences. It works a lot like the crosshair editor. You may also choose from a big variety of hitmarker sounds. Known bug: Sometimes the hitmarker effect displays on err. This’ll be fixed soon.

CHANGES

CHG_01 – VIOLATOR (ASSAULT RIFLE) BALANCING
While the fire rate of the Violator’s primary fire was increased by 10%, its damage per projectile was reduced by from 23 to 20. The fire rate of the Violator’s secondary fire was reduced by ~6%. Initial pick-up ammo count for the Violator was raised from 40 to 45. Violator SFX were also reworked to give it more of an own acoustic character (i.e. to differentiate it further from the Stingray).

CHG_02 – HELLRAISER (NUKE WEAPON) AUDIO OVERHAUL
The SFX for the Hellraiser were completely reworked. The weapon is now considered final.

CHG_03 – CERBERUS (ROCKET LAUNCHER) CHANGES
The travel speed for standard projectiles (rockets) was lowered by 20%, while the speed for guided missiles (missiles fired once a vehicle is locked on) will now accelerate from the new standard speed to 20% above the original maximum speed. The lock-in process (acquiring targets) for the guided missiles was reduced from 1.5 to 1.0 seconds. Damage was increased from 85 to 100. Maximum ammo count was reduced from 25 to 20.

CHG_04 – WALL DODGE Z-VELOCITY RESET
The negative Z-velocity (gravity) used to be carried over through all wall dodges, so it was one downward movement over a sequence of wall dodges. Z-velocity now gets reset with every wall dodge which allows for longer wall dodge sequences.

CHG_05 – WEAPON SWITCH TIMES
Equip and put down times for all weapons was decreased by another ~15%.

FIXES

FIX_01 – BANSHEE (HOVER POD) QUICK DESCEND
The “quick descend” feature of the Banshee that allowed you to squash enemies underneath the vehicle was accidentally removed from the alt-fire key (default: right mouse button) with the last patch. This was fixed.

FIX_02 – RAVAGER (OMNI DRILL) FIXES
Due to flawed normal textures on the Ravager, it got wrongly lit. This was fixed. The weapon also got new sounds for equip, lower and the drill running. Its implementation is still not final though (i.e. it still doesn’t work as intended). Full functionality will come with 0.85.