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Update 1.2.24 - January 27th

Discussion in 'Patch Notes & Updates' started by Oveur, Jan 27, 2017.

  1. Nathan Richardsson Oveur Senior Producer

    Howdy all, as I'm not as great as Houman doing patch notes, who is still out sick, we've been focusing our efforts on Steam Patch Notes.
    http://steamcommunity.com/games/375230/announcements/detail/258229677253175879

    However, that system is not perfect, in fact, frequently our patch notes don't fit. They don't allow enough characters to fit all our patch notes, which seems really weird.

    Here are the full patch notes.

    As this is the 4th update in a week, these patch notes will include the aggregate of those changes as well, for easier reading. OK, it's not easy reading and we still have 6 pages left of the original 23 pages to parse.

    They are actually so long they don't even fit into the Steam Patch Notes window, so we'll link to our forums. And the forums are getting upgraded so we're waiting for them. Here is the first half. This will be fixed and reordered by someone who actually can read and write proper English (as in, not me)

    NOTE #1: Trial Campaign started and the rewritten framework did not cause The Server Apocalypse. More to come.

    NOTE #2: This is not the "big" pen/toughness/LP revamp, the work from that will arrive on UAT shortly

    NOTE #3 : Improved ping metrics and only show your network latency, instead of a full “service call” that included the actual server processing time of an action as part of the time calculation. This allows us to now debug your network latency specifically and compare to other games to trace that down.

    NOTE #4: If you haven't tried this tip and changing settings doesn't help, or you have done .ini change manually, try renaming this folder. Unreal regenerates it but it will grab all our latest changes as well. You will then need to apply .ini tweaks again:
    C:\Users\YOURNAME\AppData\Local\EternalCrusade\Saved\Config\WindowsClient

    NOTE #5: Sound now uses new compression and is half the size, which increases patch size. This is part of our efforts to increase performance. It uses about half the memory as before.

    - Fixed cases of infinite loading on map loading screen
    - Made entering vehicles more responsive, as they were headbashingly annoying
    - More consistent and optimized way to apply damage against infantry
    - Disabled or reduced polling data, such as guilds, during loading screen and ingame to optimize game server performance
    - New loading screens with match and game mode information are being added.
    - Fixed map loading in client showing 50%, then going back to 0%
    - Fixed cases where the user will appear invisible to late joiners if the he created a new custom loadout before entering the match.
    - When a character was being attacked in melee as they threw a grenade, the grenade duplicated itself.
    - Fixed client crash when interacting with a capture point and other entities
    - Fixed multiple rare client crashes in loadouts and other menus
    - Fixed where the whole server would crash when swapping loadouts and then deploying.
    - Potential help for map loading time by disabling the "auto-retry" of our faction action library
    - Fixed potential client crash when m_CharacterAttributes is still null. No character wants to be a null :(
    - Always repopulate loadouts in server replication callback on clients even if it already contains some to be more robust and optimized.
    - Reduced time of setup phase by 45 seconds across the PvP game modes.
    - Matches won by guildmates were not recorded for other players in campaigns.
    - When the number of lives visible has been depleted, attackers as opposed to defenders, could not respawn.
    - Player couldn’t spawn in PvE and garisson with players with lots of loadouts and bad connections
    - When a character using a bolt gun crouched and tried to self heal or use an ammo/med pack, the character model's arm bends into the torso of the character.
    - When a user held E to use a vehicle resupply the entire way through, at the very end they will immediately board the vehicle in question.
    - Updated weapon tooltips to accommodate changes to Damage Mod metadata
    - Fixed when the last capture interrupts in overtime even if no one has interrupted it.
    - Spawning a vehicle could result in whatever vehicle is spawned having an empty health bar.
    - Frequently, Eldar Meltabombs did not stick on moving vehicles.
    - Damage mods prevent damage falloff working correctly.
    - The "Disable Queuing For Fortress Maps" flag is set to true by default in the settings menu for users with an existing account.
    - Ork Spike Knuckles Impact force for stong and fast attacks is too high.
    - The Shoota Boy Ork could perform an evade attack with the Spike Knuckles melee weapon.
    - A space marine player experienced jitters and shakes when moving crouched and holding a grenade.
    - Fixed Requisition Points not being awarded to rank 6 players
    - Fixed Requisition point rewards not being equal to XP in some instances
    - Various little fixes, cosmetic, and some performance tweaks
    - RTS weapons are now fully moddable except for the following: Abaddon’s - - Grace, Sternguard Bolter, Gatekeeper’s Bastion. These will be made moddable in the following patch, but are slightly more complicated than the rest.
    - Setup phase time has been increased from 90s to 180s to give more time for players to load in.
    - Sprinting turn rate has been significantly increased for SM tactical, ground assault and apothecary, CSM traitor, traitor assault and sorcerer, and Ork shoota, slugga and painboy.
    - Jump Pack wargear have had their costs and stats changed across the board. Stormboyz, Raptors and Assault characters can potentially be even more maneuverable than before, but maneuverability wargear costs significantly more than it did before.
    - The Swooping Hawk’s Wings of Grace have had their cost increased to 150 and their fuel regen changed to 30%.
    - Increased price of Lashsword to 380 LP (before mastery).
    - Added unique looks for CSM & SM Lascannons.
    - Added unique looks for CSM Multi-Meltas.
    - Previously blank unique CSM Multi-Melta is now the “Warp Furnace”
    - Avenger’s Duty now fires only 4 rounds per burst (previously 6) but has a - - - 0.4s cooldown between shots (previously 0.72).
    - Reduced Electro-Knuckle cost to 100 LP.
    - Increased Thrice-Blessed Blade cost to 100 LP.
    - Cult-Blessed Jump Pack changed to +1 Fuel, 250 LP. Forged Jump Pack changed to +2 Fuel, 500 LP. Cult Shard changed to +30% Fuel Regen, 200 LP. All get +15% Fuel Regen with the Mark of Slaanesh.
    - Added 50% Poison Resist to Mark of Nurgle.
    - Increased minimum damage and upped movement speed on Daemonbolt.
    - Reduced Narthecium poison application to 25.
    - Reduced ‘Urty Syringe poison application to 33.
    - Added Narthecium poison weapon mod to the 1k reward box (although apparently it might not be showing up on live yet).
    - Reduced poison clearance rates on all heal-over-time effects.
    - Increased Sicky Slugga poison by 40%
    - Previously blank unique Ork Pokkit Rokkit Launcha is now the “Pokkit Slowgit Launcha”.
    - Added 1 extra mag to the Sunrifle.
    - Narthecium targeting should be significantly more reliable.
    - Grav-gun damage has been increased.
    - Grav-cannon falloff damage has been increased.
    - Boltgun and Avenger Shuriken Catapult hip fire accuracy has been increased (and movement penalties on the catapult increased to compensate).
    - Bad Moons are now black & yellow, Evil Sunz are now yellow & red
    - “Standard of Precision” node name has been changed to “Standard of Certainty” to match the item it rewards.
    - Storm and Fury Tempest Launcher now fires one big projectile as its text describes.
    - Flesh Circle now triggers the correct vfx when hitting Khorne characters.
    - Secondary fire on the Reaper Launcher now correctly triggers a cooldown.
    - The Kannon Deffgun properly fades when in brace/aim mode so that the scope isn’t blocking sight.
    - Update mana regeneration weapon mod cost/magnitude to be inline with wargear
    - The setting to disable the two button "Defensive Bash" should say "Parrying Blow" in place.
    - Muzzle flash was offset when firing the Heavy Bolter.
    - When an Ork Loota crouches, the model distorts wildly.
    - SM storm bolters and CSM combi bolters models were wrong.
    - The Dark Angel 5th Company knee pad has the correct colours.
    - It takes much longer to decouple from a bracing point as a Dark Reaper with a Shuriken Launcher than any other heavy when trying to move backwards after firing.
    - The Pokkit Rokkit Launcher (Unique) weapon was similar in appearance and stats to the Pokkit Rokkit Launcher weapon.
    - Lasblaster ejected shell casings even though they are laser weapons and would not have shells.
    - The Dark Reaper launcher and Torrent launcher have infinitesimally small heat gain from repeatedly firing in mortar mode.
    - There is a long delay after performing a Sprint Attack or Evade Attack as a Howling Banshee when compared to the delay with the Warlock.
    - Removed cooldown on Reaper Launcher Starshot missiles, fixed damage on standard Tempest launcher, increased recovery speed on Avenger's Duty.
    - Fix for multi-melta looking like a box as players were being ridiculed
    - New Chaos Raptor loadout cannot be saved without changing backpack appearance tab back to default.
    - All chaos chapters have a second Leg appearance that is named 'Standard Legs'.
    - Battle damage missing from the RTC Dark Reaper legs.
    - The celestial halo space marine items are now in the correct positions.
    - The consumable animation is played twice when using a consumable while crouched behind cover which causes the user to slide when moving.
    - Dakka Deffgun impacts are now green
    - It took longer to begin charging a strong attack with the Power Klaw than the Power Fist.
    - Crouching while capturing a point as an Ork results in the character model not performing any capture animation.
    - The right Aspect Armour Shoulders from the bundle clipped with the shoulder for the Dire Avenger and Swooping Hawk.
    - Improvements to the centralized client crash reporting tool
    - The Ork character model's face clips into the character's left shoulder on the main menu and character hub screens.
    - The Dead Shiny Kannon Deffgun was incorrectly named Master Crafted Kannon Deffgun with a quality of Standard.
    - Polish of reticles and scopes
    - Most helmets did not change colour correctly for space wolf veterans
    - The squad menu on the left side of the screen did not show who is using a veteran class and who is not.
    - When a user died before the users began the Horde Mode by opening the sector lock, would respawn in the room past the sector lock.
    - The user was unable to perform an evade attack when attempting to perform the move while holding down any of the movement keys.
    - Frequently, when an Eldar Swooping Hawk wall grabs and jumps off too quickly from a surface, they will hold their grab pose in mid air briefly.
    - Sticky type grenades stuck on a character had their counter reset when the character evades.
    - Under certain conditions, Bundles could not be purchased even if the User has enough RTC and Faction RTC combined to buy it.
    - When using the burst setting on an Eldar rifle, the sound of shooting will persist even after projectiles have stopped being fired.
    - Chaos eye glows colors for gods
    - When an Eldar is executed, the model had spike protrusions from the groin area.
    - Unique version of Big Shoota needed its own firing audio due to slower RoF
    - The Dark Angels Tabbard overwrites the helm appearance.
    - The Widowmaker boltgun for the Traitor class did not fire screaming ammunition like the description says and instead sounds the same as a regular bolter.
    - When using a consumable on an ally, more visual feedback was added to indicate it being applied.
    - Added a warning to the "relinquish" items screen that tells people the item goes back into the loot
    - The hyper efficient jump pack for the Space Marine had flickering textures.
    - The veteran loadouts were visible in PVE despite not being selectable.
    - Fixed inconsistency on how lifesteal stat is displayed on the Mark of Khorne and the Lifesteal weapon modification.
    - Having the Campaign notification message open when the Campaign ends causes the notification message to be stuck on the screen.
    - If a character had an item that can be used on downed targets, they should be able to use it when the rescue prompt is available
    - The Eldar Swooping Hawk stood up when reloading while being crouched behind a low cover.
    - Changed the Loadout point reduction visualization
    - Wolf Priest had two default helmets in the appearance tab, both of which have the same appearance on character.
    - Ork Stormboy weapons are misaligned with hands when boosting with jet pack.
    - If a Heavy Bolter is spam fired while crouching, the standing up animation is neither fluid or smooth.
    - There are display and faction boundary issues which results in users not being able to change weapons in loadouts, not seeing weapons in the store and seeing all bundles.
    - The Shoota's left arm will distort sometimes when firing their Primary Weapon.
    - The Fuel Line Ionizers and the extra regulators in War Gear slot 2 for the Space Marine Jump Assault class do not have their icons.
    - The Stormboy appeared to have a Standard which does not resemble the one that is equipped regardless of whether they are squad leader or not.
    - Fixed Chaos god Marks and Appearance right shoulders are overlapping.
    - The Swooping Hawks do not have the proper lore friendly alternating feather scheme on any wing item.
    - The Night Lord Traitor Assault right shoulder iconography is green instead of gold.
    - The Default Shoulders and the Aspect Shoulders which cost 5000 RTC for the Striking Scorpion are incorrect.
    - Various fixes to CSM arms
    - The Six-Shoota (Alt) weapon was missing its yellow texture on some parts of the weapon.
    - Lael’shan Witchblade RTC weapon was missing extra charge stats
    - Thrust jets were in the wrong place for jumppack 05
    - The Master Crafted Combi-Bolter was missing the skull on the left side of the weapon.
    - There was no glow for the Wings of Brilliance when equipping them to an Eldar Veteran class.
    - Fixed VFX appearing from the sides of the screen when firing certain weapons.
    - Holding down the fire button on a Swooping Hawk loadout that has the Hunter's Mark equipped results in the weapon firing once but the sound persisting as though it is firing for as long as the user has the left mouse button held down.
    - The Aquilla Blessed Leg Armour did not display properly when the user has equipped the Artificer Armour or the Relic Armour.
    - Armour trims were missing when the Dragon Left Shoulder or Dragon Right Shoulder appearance items are equipped.
    - SM Champion Shoulder did not apply when the character is wearing Artificier or Relic Power Armours.
    - The ribcage chest piece that is displayed on the Chaos main store page tab for armours was not available for purchase.
    - The Word Bearer Runic Torso chest item does not match its icon.
    - The Collar of the Seer wargear item clips slightly into the artificer armour.
    - The relic armour for Space Marines is was not solid gold on the shoulder trims compared with the rest of the gold banding.
    - Show the "doritos" marker permanently after [x] remaining enemies. “Doritos” is a technical gaming term.
    - The Raptor was missing the gold trim on the shoulder guards.
    - Several Eldar classes have gemstones on their armour which glow but are not the colours of the specific gems.
    – The in game UI proximity indicator for the CSM Daemonbolt appeared as a grenade.
    - When using the call out or way point button on a character with the mark of Tzeentch, the default Chaos Marine voice played.
    - All bolter and heavy bolter weapons do not have holes in their barrels.
    - Lots of various minor customization fixes, broken images and icons in the store.
    Bugz, Grigdusher, Zvarri and 4 others like this.
  2. Nathan Richardsson Oveur Senior Producer

    Maps and PVE

    - Ronan. There is a continuous seam running the left side of the defender deployment zone behind Point B.
    - Ronan. There is a section of elevated ground on the right side of the cathedral in the area leading from defender deployment out to the front.
    - Ronan. There is LOD on the giant gear outside Point A on the roof when viewing it from the stairs leading into Point B.
    - Agnathio. The ramps all along the fortress wall between Point A and the attacker deployment zone have slow down spots at the top of them.
    - Ronan. Collision in front of the north-most gate caused vehicles to get stuck.
    – Torias. There was a slowdown spot on the slope to the left of Point B heading to the pipe bridge at the waterfalls. We don’t like slow.
    - Blackbolt. Slow down occurred when running over the stairs on the roof in front of Point C's plasma cages. Damn slow stuff.
    - Blackbolt. Slow down occurs when going down the staircase to the south east of capture point B. Whiskey.
    - Blackbolt. There was a slow down spot opposite Point A up the incline towards the second plateau. Tango
    - Pegasus. There was a slow down point on the large staircase in the room housing Point A. OK.
    - Pegasus. Slow down occurs when going down the staircase to the south of capture point B. KEK
    - Pegasus. There was a slow down spot on the area that is close to the small landing on the stairs to the right of the main thoroughfare coming from Attacker Deployment Zone.
    - Pegasus. There is slow down on the middle of the stairs that are opposite each other between Point C and the attacker deployment zone.
    - Pegasus. Slow down occurs when going down the staircase to the west of capture point B.
    - Pegasus. There was a Slow Down spot in the elevated strips at the top of the ramp on the other side of the two open shipping containers. We get it. Slow stuff.
    - Pegasus. There was a slow down at the top of the ramp leading from the right side of the attacker deployment zone from the building in front of the lava moat heading towards Point C. Seriously?
    - Pegasus. Sometimes, slow down occurs when going down the staircase that is facing north to the north east of capture B.
    - Pegasus. There was a slow down at the top of the stairs heading to Point A from the exterior.
    - Pegasus. Frequently, slow down occured when going down the staircase to the north of capture point B.
    - Olipsis. Slow down occurred when going down the 1st and 3rd staircases on both structures between capture A and B. Finally!!
    - Ronan. The debris and snow touching the wall on the left entrance into the cathedral is slightly floating.
    - Ronan. Bumps on the two large ramps inside capture point B blocks movement.
    - Ronan. Users could drop through a hole on the right side of the cathedral and become trapped underneath the map.
    - Ronan. Users could fall through two sections of the exterior buffer zone wall which are lacking collision and become stuck.
    - Maggon. Eldar User could use the Titan leg outside and to the right of Point B to fly and jump over the vehicle barriers surrounding the Point.
    - Ronan. Attacking users can use the Vindicator or like vehilces from out of bounds from the attackers while still being in range to damage their defenses.
    - Ronan. There is vehicle collision where a vehicle looks as though it can fit through and there are no obstructions.
    - Olipsis. User who is running on the top of the disk platform heading down the ramp towards Point C or B would be slowed by invisible collision, impacting gameplay. Need to disable that Unreal slow feature and press TURBO.
    - Ronan. When a user is in cover and looking out the back of Point A during a match, they would see enemy users spawn in.
    - Ronan. Fixed a collision trap on the right side of the cathedral interior facing Point B from the direction of Point A.
    - Firing off the Eldar Tempest launcher in the multileveled lava room in Hive Complex 02 resulted in a massive FPS drop for all in the instance.
    - In Complex03. Tyranids became stuck in the hallway spawner before the three objective lava room.
    - Horde02 - The user is able to vault over a railing and reach an area melee enemies cannot.
    - You could get stuck in Pegasus point A dead and unable to move after respawning.
    - Tyranids partially clip through the ground when moving after coming out of the nests on the ground.
    - Ronan. There was strange collision on the ridge that meets the building to the right of Point A.
    - Ronan. Characters with Jump packs were able to access the whole outside surroundings of the Fortress in point B.
    - Ronan. The user is unable to vault through two windows from the inside of a building in the attacker area between the two gates.
    - Ronan. There was an invisble collision preventing character movement inside of a building next to the most northern gate.
    - Ronan. The stairs on the platform to the right of Point B have a panel elevating them at the top which prevented users from walking up.
    - Ronan. The user cannot climb over the nearby railing after climbing the boxes near capture point B.
    - Ronan. User can get caught on the low geometry on the right side exterior of Point A's second floor.
    - Ronan: Navigating behind the turbine platform outside and the the left of the cathedral at Point B and crouching results in the user becoming stuck.
    - There was an indicator under the final point on Fortress maps which showed capture will add time when it will in fact end the match.
    - Pegasus. Spawning any vehicle as defender caused both the character and the vehicle to be Out of Bounds.
    - HiveComplex03. Characters spawn directly inside the second sector lock just before the ventilation chamber when loading into Complex Gamma.
    - Medusa. Vehicles got stuck after parking them in the space between the cargo crate and staircase near capture point C.
    - Pegasus. The Map and the Deployment screen both displayed wrong UI markers postions.
    - Pegasus. Out of Bounds field fixed in gameplay area on top of A point for defenders.
    - Torias. The Out of Bounds field protects the attackers when they assault on A.
    - Agnathio. Eldar vehicles could bypass the barriers on the left side of the exterior fortress wall to enter an area where no other tanks can navigate.
    - Blackbolt. There is a rectangle of collision which extends over the rails on the south side Defender Deployment zone of the map which obscures jump pack classes.
    - Olipsis. User with a jump pack can reach the top of the towers outside of the attacker spawn and shoot in.
    - PVE: Limit the amount of supply box use
    - Maggon. There is a large gap between the upper landing of the structure to the north of Point A and the cliffs, allowing a user with a jump pack to drop through behind the scenery.
    - PVE: When exiting from the green water in the sewers, the slow effect persisted while the character is on the metallic grate.
    - Maggon. Multiple spawning issues at Capture Point A
    - Agnathio. The maglifts at the front walls between attacker the deployment zone and Point A can be clipped through by the user standing too close to the wall riding up.
    - Zedek. Walking forward into the wall when taking the maglift between Point C and D resulted in the character teleporting through the lift and being launched slightly off it.
    - Ronan. All weapons could destroy the small fortifications.
    - Agnathio. There is an area above the entrance to Point B that is only accessible to jump pack users.
    - PVE: There are two areas right next to one another where a user can vault into the lava over the railing on the right side of the room.
    Sectorius, Orkan, Bugz and 9 others like this.

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