I dont know if the ai aggressiveness was tweaked for this version or if it was just the seed but it seems like the CRI really ramped up the infighting. autos are powerful enough to get the job done especially in tandem with the rocket launcher 44 rifle is significantly weakened, which makes the callisto 2-3 far more difficult. Removal of son of a bitch definitely makes the game more challenging overall. Next version should appear somewhere in the middle of January.įinally, from us at ChaosForge, we wish you a Merry Christmas and a Happy New Year (full of great Jupiter Hell updates :P)!Ĭame really close on this run, would have made it if i had properly reloaded at the right time, some additional thoughts on new version: That said, the immedately next update might be more a love letter to the Technician, stay tuned! Nuff to say that in upcoming updates things will get interesting :). These two are also essential to bring you the most anticipated feature - Master Traits. We fully rewrote the animation and ragdoll system in preparation for much anticipated future features - Melee and Dualgunner. The real work that went into this release however is as yet not apparent. on low end gfx cards single buffering is defaultįIX #921 - fixed broken status effects on ADV rifles and SMGsįIX #167 - fixed walk and attack animation timingįIX #167 - hit ragdoll wont trigger at low FPS valuesįIX #914 - you can no longer gain aim bonus without a target added support for single, double and tripple buffering NEW #906 - two new layouts for Callisto L1ĬHANGE #929 - stimpacks regenerate class resourceĬHANGE #929 - removed perks allowing extra class skill useĬHANGE #929 - Ironman and Son of a Bitch traits removedĬHANGE #925 - WhizKid now controls max mod level of the same typeĬHANGE #930 - updated MoltenVK, performance gain on MacOSįIX #923 - fixed border calculations for atlas packerįIX #916 - removed duplicated scissor and viewport setup for shadow passįIX #913 - stabilised Vulkan implementation in terms of ALT+TAB ( fullscreen switching ) and resolution changes NEW #928 - Technician and Marine get Sustained Fire trait! NEW #925 - new Technician active class skill - Dismantle! NEW #925 - max mod amount is controlled by item mod capacity NEW #929 - Tech gets Extra Batteries trait increasing Power NEW #929 - Marine gets Furious trait, that increases Fury NEW #929 - Tech has Power, regeneated by power orbs NEW #929 - Scout has Energy, regeneated by opening chests NEW #929 - Marine has Fury, regeneated by kills Resource is used instead of "once per level" CD For veterans we added Angel of New York Reload - despite ridiculous rules we checked it's beatable on Easy, no idea if it's beatable on higher levels - if you do, please tell us!Ĭode: NEW #929 - ALL classes have a different class resource - this To make early game a bit more varied we also added two layouts for Callisto 1. Also ADV weapons may now come with more mod slots! Closing out this change, you might also enjoy the new Tech active skill - Dismantle, that allows you to destroy an item and get one random mod it had back (or more if you're Skilled enough!). This allows us to balance the capacity by weapon - most of them have capacity of what you'd have at old Whizkid 2, but some have higher capacity. Moding has also gone some changes - now mod capacity is an item trait instead of being controlled by Whizkid. Speaking of traits, apart from the new resource traits we also removed the overpowered Son of a Bitch, and substituted it with a more proactive trait - Sustained Fire for Marine/Tech and Pinpoint for Scouts - check them out! The cost of class skill usage is lower than the capacity of the resource and you can invest traits in increasing capacity too - possibly having two skill uses back to back! The system will be expanded with additional resource use possibilities and balancing in further updates, so stay tuned! Each class has a different way to replenish that resource - Marine needs kills, Scout opening chests and Tech gathers power dropped by mechanical and semi-mechanical enemies. Using a class skill now isn't limited to one use per level, but controlled by usage of this resource. Last release of the year brings you class-specific resources, new traits, a mod capacity system, a new challenge and more!Įach class has now it's own resource - Fury for Marines, Energy for Scouts and Power for Techs.
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