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2000 lerden beri faal olan, çok şukela bir paylaşım platformuyuz. Hoşgeldiniz.

Build 1052 geldi.


turkuoise

Öne çıkan mesajlar

Yeni build ile beraber gelenler :

Improvements

Agents

Access to level 3 agents has been made available. Complete a lot of level 2 missions and your agent might offer you the chance to proceed up the agent ladder.
Added new agent service "Rumours", for publishing scenario locations.
Improved market supply/demand features so that agent's would be less tempted to give out non-available items (if the missions are configured in that manner).
Some agent trade missions are now declinable. Declining a mission does have a slight standing penalty though.
Improved agent config loading for increased performance of all agent ops (they're still slow, but it's better...)
Skills are now starting to affect agents properly.
Improved and simplified agent's handling of agent config values and agent's memory of chars.
Cargo scanning now works on entities.
Cargo scanning is now accuracy based and a scanner is not operated at optimum range, it may return incorrect results.
Fixed cargo scanning of entities to only return the actual cargo and not the fitted items.
Added ability to ship scan entities.


Modules

Ship scanners no longer return false results from scanning spawn containers.
Heavy Missiles, i.e. Havoc, Thunderbolt, Widowmaker and Scourge have had their damage increased by 50%.
Modules have had their volume decreased to suit to ships capable of using them, some modules had too high volume and were hard to loot because of this.
Smart Bomb module is now marked as an offensive weapon (which it wasn't before).
Modules which are all of non-targeted, non-ranged and non-offensive should now stay active and can be activated during warp.
Projectile weapons have had an increase in damage, but are still not capable of having as much ammo as hybrid weapons.
Anti Warp Scramble module is now available on the market.
Skill requirement for the Havoc Heavy Missile was set to Cruise Missile skill, this has been fixed.
The max range for stasis webifiers has been increased alot, Stasis Webifier I for example will now operate up to 10.000 meters.
Heat Sink has been lowered in CPU usage to even it out with the gyrostabilizer.
The CPU Enhancer had incorrect hitpoint values, often causing crashes during module repairing. This has been fixed.
The gyrostabilizer was giving modification values to hybrid weapons as well as projectile weapons, it will now work as described, i.e. only projectile weapons.
When the activation of a module that is offline silently brings it online, the client should now be notified and the module context menus should be correct accordingly.
Focused Medium Pulse Laser had an fall off of 1.100, which should have been 11.000. This has been fixed.
The 125mm railgun and 150mm railgun have had their tracking speed decreased from 0.12 to 0.06, railguns are long range weapons but they were behaving as blasters when it came to close combat.
Cargo scanning is now accuracy based and a scanner is not operated at optimum range, it may return incorrect results.


NPC´s

Convoys should now pick the correct ships for the race of the NPC corporation that owns the convoy. Rather than any random convoy ship.
Added ability for npc's to make use of status web modules if they have that facility available.
Fixed cargo scanning of entities to only return the actual cargo and not the fitted items.
Added ability to ship scan entities.
Cargo scanning now works on entities.


Combat

Podding now always results in a security status penalty when applicable regardless of who started the fight (if it started when the pod was inside the players ship for instance) to all parties involved in damaging the pod.
Destroying the ship who is considered to have instigated the aggression between you will no longer result in kill security status penalties.
Bug in the faction and security loss/gain was fixed, players will now always loose and/or gain security and faction standing when attacking and killing a player or a NPC.
All combat damage messages should now go to the log window. Before this, the ones that were not displayed were discarded.


Communication

100 ISK CSPA service charge no longer required when initiating communications with anybody who is in your corp, in your gang (as well as anybody who has put you in their address book)


Other improvements

Added a description for the basic "jettison" cargo container noting that it doesn't last long in space. Also added a mention of this and that other players might loot containers to the in-space tutorial.
Gang invitations from blocked characters get automatically ignored. You have the option to block the character in the join gang dialog.
Secure cargo containers should work acceptably (minor issue: on password change, the password is not checked if you have successfully opened the container before).
You will now find that repairing your ship is much cheaper than it was.
Sun occlusion n
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Bu yeni patch hem iyi hemde kötü oldu bizim acimizdan.Rare madenleri yerlesimden cok uzak bölgelere tasimislar , gercekten rare olmuslar yani :) Daha yeni 40 jump uzaga tasinmistik sirket olarak bu madenler icin , simdi tekrar tasinmak gerekecek sanirim.Birde NPC istasyonlarindan cikip baska bölgelere malzeme tasiyan konvoylar vardi , bende onlara saldiriyordum ayiptir söylemesi :) ve lootlari iyi para ödenen bölgelere götürüp satiyordum , dunku patchden sonra göremedim hic konvoy.Kaldirmis olamazlar ama patch yuzunden o konuda bir sorun olmus olabilir.Yada yeni ayarlamalara gidiyorlar.[hline]Either kill me or take me as I am, I'll be damned if I ever change

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Evet, yeni patch gerçekten denge getirdi bence oyuna. Artık ekonomi sağlamlaştı ve çeşitli meslekler cazip hale geldi. "Ben bounty hunter bilmemne olacam" diyenlere eskiden "ya ne işin var, git ark bist çıkar 10 kat daha fazla para kazanırsın" deniyordu. Artık ark da yok bist de yok, mineral fiyatları 2'ye katlandı bu sebeple. Gerçekten rare oldular yani.
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