Tribes: Ascend/Patches/v1.1

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Out of the Blue Tribes:Ascend Version 1.1, December 10th, 2015

Notes

  • We want to thank /r/Tribes for all the support and constructive feedback over the many PTS cycles. We couldn’t have done this without you!
  • We will be upgrading Tribes starting Thursday, December 10th, at 10:00 AM EST (5:00 PM CEST)
  • Expected downtime will be around 6 hours.
  • Server hardware in Live is being upgraded during this downtime.
  • Due to the dramatic changes to the underlying game, all in-game purchases have been reverted and all Tribes Gold and XP refunded to your account. If you have previously purchased the Ultimate Weapon Pack or Game of the Year it will be re-added to your account. If there is any Tribes Gold on your account you will be automatically gifted the Ultimate Weapon Pack.
  • All saved loadouts have be reset.


New CTF Maps

Ice Coaster

  • “Ice Coaster is a large map inspired by the Tribes 1 legacy map Rollercoaster.”
  • Supports CTF and Blitz game modes.

Perdition

  • “Perdition is a small sized CTF map inspired by the Tribes 2 legacy map Damnation.”
  • Supports CTF and TDM game modes.

Terminus

  • “A brand new medium sized map inspired by Katabatic and Arx Novena.”
  • Supports CTF and Blitz game modes.


Class Changes

“With the new armor selection system in place of classes we have brought full loadout customization to Tribes:Ascend for the first time. The new baseline default loadout bring back the classic Disk + Chain + Grenade Launcher combination. ”

Light Armor

Health increased to 1000, up from 900

Equip 3 weapons

Health regen rate has been slowed to 5 seconds for a full heal, up from 4 seconds.

Gain Rage buff when the flag comes off the stand and you are nearby.

Default loadout:

  • Light Spinfusor
  • Light Assault Rifle
  • Light Grenade Launcher
  • Impact Nitron
  • Thrust Pack

Medium Armor

Health increased to 1500, up from 1200

Equip 3 weapons

Medium armor is now 10% larger

Health regen rate has been slowed to 6 seconds for a full heal, up from 4 seconds.

Vehicles have 25% more energy while piloting

Default Loadout:

  • Spinfusor
  • Assault Rifle
  • Grenade Launcher
  • AP Grenade
  • Shield Pack

Heavy Armor

Health increased to 2600, up from 2400

Increased mass by 15%

Equip 4 weapons

Energy regeneration increased to 12, up from 10

Health regen rate has been slowed to 7 seconds for a full heal, up from 4 seconds.

Body blocking deals damage to other players

Default Loadout:

  • Heavy Spinfusor
  • Chaingun
  • Fusion Mortar
  • Auto Shotgun
  • Frag Grenade
  • Heavy Shield Pack


There are now 9 custom loadouts per armor and they are no longer purchased.

Equipment Changes

“The new weapon class system is flexible enough to allow players to create interesting loadouts while limiting similar weapons from being equipped. This will prevent annoying double ground pound, or triple chain loadouts.”

All armor, belt items, packs, and weapons have been rebalanced. Please refer to our weapon stats spreadsheet for more information.

Replaced primary and secondary weapon restrictions with a weapon class system to limit equipping of similar weapons in all weapon slots.

  • Impact - Explode on impact
  • Automatics - Rapid fire weaponry
  • Timed - Fuse timed explosives
  • Sidearms - Small backup weaponry
  • Short Range - High damage short range weaponry
  • Speciality - Armor specific weaponry

New Heavy Weapon: EFG

“The EFG fires a matrix of concentrated Electronic Flux that sap energy on enemy contact.”

Added to Heavy’s Close Range weapons class.

Behavior

  • Fires 7 projectiles that explode on impact.
  • Fire interval set to 0.75
  • Magazine contains 8 shots.
  • Projectile size set to 30.
  • Speed set to 9000.
  • Inherits 50% of the player's velocity.

Damage

  • Damage set to 45 per hit.
  • Sap 6 energy per hit.
  • Falloff distance set to 128.
  • Damage falloff starts at 50% distance and scales to a minimum of 50% damage at max range.
  • Deals 200% bonus damage to vehicles and base assets.

New Medium Weapon: ELF Projector

“The Electronic Flux, or ELF, Projector focuses and drains the energy from enemies nearby. The process also causes minor injury to the armor wearer.”

Added to Medium’s Specialty weapons class

Behavior

  • Locks a target by aiming and firing at them, then keeps the target locked within a 75 degree cone as you continue to fire the weapon.
  • Lock is lost if the distance is greater than 1250 or the target leaves the cone.
  • Base Turrets that are being drained by the ELF Projector lock up and shut down for the duration of the attack.

Damage

Drains energy away from target at a rate of 30% per second. Note: this does not pause the enemy's energy regeneration rate.

Drains health at a rate of 5% health per second on players.

These rates are increased to 60% / 10% on vehicles and 90% / 20% on base assets.


New Weapon Flak Cannon added to Medium Armor Short Range weapon class.

  • “The Flak cannon fires a matrix of superheated bouncing balls of plasma that explode on enemy contact.”
  • Fires 9 projectiles that bounce up to 3 times slowing down each impact.
  • Each projectile hits for 75 damage
  • Projectile speed set to 9000
  • Projectile size set to 30
  • +25% damage to vehicles
  • +100% damage to base assets
  • Magazine size set to 4

The following weapons now have 100% inheritance.

  • “At the community’s request, a set of 100% inheritance automatic weapons have been added to each armor that are great for chasing.”
  • Light: Falcon SMG
  • Medium: NJ4 SMG
  • Heavy: X1 LMG
  • Blinksfusors

“The best chasing spinfusors without a doubt. 100% inheritance, 100% intuitive.”

  • Blinksfusor on light armor renamed to “Light Blinksfusor” for consistency.
  • New Weapon Blinksfusor added to Medium Impact weapons class.
  • New Weapon Heavy Blinksfusor added to Heavy Impact weapons class.

Bolt Launcher, Heavy Bolt Launcher, and Thumper

  • Now have damage values in line with spinfusors.
  • Slightly higher reload time than a Spinfusor, but larger splash radius.

BXT1

  • “The New BXT1 is a self charging sniper rifle that doesn’t drain energy to fire. It has a faster charge rate and refire time but damage caps out earlier than the Phase Rifle and it also suffers from damage falloff at range. It’s charge time doubled while moving faster than 100 sanics. Damage is gained exponentially over time while in scope, this means the BXT1 needs to be at least 50% charged before you start to see higher damage numbers gained. This weapon is best used for medium range sniping support.”
  • Fire interval reduced to 1.25, down from 1.5 seconds.
  • Aim charge time remains at 4 seconds, but at speeds over 100 sanics, charge time is cut in half to 2 seconds.
  • Minimum damage reduced to 50.
  • Max damage at full charge reduced to 250.
  • Falls off to 50% damage at max range.
  • Locks an Energy pack in your pack slot.

Click to fire (semi-automatic) sidearms are now hold to fire. These weapons will fire at their old max fire rates.

  • “Greatly reduces the impact ping has on re-fire rates on these weapons. It may also save a few mice from early deaths.”
  • Throwing Knives
  • Sparrow
  • Nova Blaster
  • Eagle Pistol
  • Nova Blaster MX
  • Nova Colt

Fusion Mortar projectiles now explode after 0.5 seconds on player impact.

Jackal

  • Fire interval decreased to 0.25 seconds, down from 0.35 seconds
  • Projectiles no longer blow up without being attached to something. If you detonate while a projectile is in the air it will fizzle out and no damage will be dealt from that projectile.

Laser targeter has returned, it can be selected by pressing L by default.

  • Places a marker on screen for teammates so they may more accurately hit distant targets.
  • Laser targeter must remain stationary for 1 second before the target is relayed to teammates.
  • Can be used to mark objects of interest for teammates.
  • Compensates for inheritance on the teammates screen.

Phase Rifle

  • “The new Phase Rifle works much like the Laser Rifle from previous Tribes titles. It charges slowly, but does not suffer from any falloff damage at range. Damage is linearly gained over time based on energy regeneration rate. The * Phase Rifle is also more powerful post flag grab due to the gained Rage buff. ”
  • Damage per energy increased to 3 per energy consumed.
  • Fully charged shot consuming 125 energy deals 375 damage.
  • Fully charged shot consuming 150 energy, after Rage buff, deals 450.
  • No falloff to damage at range.
  • Locks an Energy pack in your pack slot.

Plasma Gun and Plasma Cannon

“Plasma weapons have been adjusted to better fit in the automatic weapon slot. They fire slightly faster and the projectile speed is higher. This will feel more like a rapid fire disk launcher with lower damage. Plasma shots have a very small area of splash damage, but will hit for solid damage on direct shots.”

Flight time set to 1 second on all plasma weapons

Plasma Gun (Medium)

  • Refire interval reduced to 0.6, down from 0.74.
  • Splash damage set to 230,
  • Direct shots deal 345.
  • Falloff Range set to 250, minimum damage at max range is 69.
  • Projectile Speed increased to 3920, up from 3200.
  • +25% more damage to vehicles
  • +100% more damage to base assets.

Plasma Cannon (Heavy)

  • Refire interval reduced to 0.6, down from 0.74.
  • Damage reduced to 300, 450 being dealt on direct shots.
  • Falloff Range set to 300, minimum damage at max range is 120.
  • Projectile Speed increased to 3920, up from from 3200.
  • +100% more damage to vehicles
  • +200% more damage to base assets.

Shocklance

  • Shocklance pulls 50 energy. If 50 energy isn’t available the remaining energy is drained and damage is scaled.
  • Damage is calculated as 15 damage per energy consumed, 750 damage at max.
  • Damage dealt from behind is still doubled for a max damage of 1500.
  • Range increased to 768.

Twinfusors

  • “The twinfusors will now deal less impulse to targets leading to more accurate follow up shots. 2 twinfusor disks will now impart the same impulse as 1 spinfusor disk. They also reward consistent direct shots by dealing increased direct impact damage but have a smaller falloff range.”
  • Removed self impulse modifier that reduced impulse by 50% resulting in the weapon dealing 41% of a normal spinfusor disk’s impulse.
  • Reduced impulse values to 50% of a normal disk.

Belt Items

“To reduce grenade spam and defensive stacking belt item numbers have been reduced. Maximum Belt item deployed numbers have also been reduced.”

New Chaff Grenade replaces Smoke Grenades and has been added to light armor belt items.

  • Jams for you and your allies nearby for 3 seconds after being deployed.
  • Reveals any stealthed players nearby.

Deployable like Mines and Claymores have had their carry number reduced to 1, this will require the player to go and resupply if they want more.

Deployable explosives are now limited to 2 deployed per player.

EMP Grenade

  • Energy drain now falls off with distance from explosion and no longer drains 160 energy guaranteed.

Fractal grenades now fire 20 shots in 3 seconds. =

  • Damage reduced to 125 damage per hit.
  • Grenade counts have been reduced to 2 across the board to reduce spam.

Packs

Drop Station (Medium Armor)

  • 1 deployable light inventory station.
  • “The drop station deployable only has the ability to change weapons within your current armor class and refill ammo. It does not swap between armor classes, and it will not kick off health regeneration.”
  • + 25 Energy
  • + 50% Ammo

Heavy Energy Pack

  • + 25 Energy
  • Passive energy gain from damage taken.

Heavy Shield Pack

  • Increased damage blocked by 120 energy to 750.
  • Health regen timer is now reset while being hit even if your shield pack is active.
  • -25% impulse while active.

Heavy Utility Pack

  • +25% Energy Regen speed
  • +100% Ammo
  • -15% Mass

Light Energy Pack

  • “This pack is selected and locked in the pack slot when you have the BXT1 or the Phase rifle equipped. It is also available for any light armor to equip even if these weapons are not selected.”
  • + 25 Energy
  • + 15% Impulse

Shield Pack

  • Health regen timer is now reset while being hit even if your shield pack is active.

Stealth Pack

  • Drain increased to 6.5, up from 5. This will yield 15 seconds of stealth from a full energy pool.

Thrust Pack

  • After Rage is activated thrust will accelerate the player at 50% of the flag grabbers speed at the time the flag was grabbed. This boost is only usable one time during rage. If the pack is activated again it will behave as a regular thrust pack.

Utility Pack (Medium) \ Light Utility Pack

  • + 20% Energy Regen speed
  • + 50% More ammo


Melee has been buffed to 1000 damage.

Weapons that were purely statistical side-grades have been removed from the game. They may return in some form in the future.


Vehicles

“Vehicles have long needed some love. Most leave the pilot and passenger completely vulnerable to attack from players flying above you, speeds are slower than a modestly skilled player, and the weapons were completely cumbersome. This lead to the Shrike Ram being the only viable usage of vehicles. We understand that many competitive players will generally still want these banned, but to the general Tribes:Ascend public population vehicles were, and still are, a fun part of the game. This is a first pass, and we will likely make additional changes to vehicles in the future.”

Grav Cycle

“Grav Cycles are still the least armored vehicle, making them easy kills for other vehicles and players equipped with weapons that deal extra damage to vehicles. They are however the fastest vehicle available now.”

  • Health increased to 2200, up from 1400.
  • Grav cycle now ejects the player without killing him.
  • Player may still take damage even while on the bike.
Locomotion
  • “The Grav Cycle is now the fastest vehicle in Tribes while boosting.”
  • Gravity scaling increased to 1.2, up from 0.8.
  • Speed remains at 2500
  • Boost Speed increased to 5000, up from 3750
  • Boost energy drain remains at 20.
  • Energy pool remains at 100
  • Energy recharge rate increased to 15, up from 13.
Weapon
  • “The Grav Cycle is equipped with dual rapid fire small AoE forward facing guns.
  • The dual guns fire 24 shots quickly before needing to be reloaded. They also deal
  • 25% more damage on direct hits.”
  • Fire interval reduced to 0.08 seconds, down from 0.15.
  • Ammo pool increased to 24, up from 8.
  • Reload time reduced to 2 seconds, down from 4 seconds.
  • Projectile speed increased to 9000, up from 4000.
  • Projectile size reduced to 25, down from 42.
  • Impulse reduced to 5000, down from 15000
  • Damage reduced to 80, down from 250.
  • Falloff distance 150, down from 200.
  • Direct hit bonus added and set to 25%
Impact with player
  • “Even though the Grav Cycle is fast, it doesn’t ram all that hard unless at it’s at boosted speeds.”
  • Min damage speed increased to 1500, up from 800.
  • Min damage remains at 100.
  • Max damage speed increased to 3500, up from 1900.
  • Max damage reduced to 1000, down from 2400.
Impact with vehicle
  • Min damage speed increased to 1500, up from 500.
  • Min damage increased to 250, up from 100.
  • Max damage speed increased to 3500, up from 2100.
  • Max damage reduced to 2000, up from 2500.
Impact with immovable object
  • Min damage speed remains at 1000.
  • Min damage increased to 250, up from 100.
  • Max damage speed increased to 3500, up from 2100.
  • Max damage increased to 1000, up from 300.

Shrike

“The updated Shrike is 25% faster and but has slightly less health. A player in Light armor equipped with a Jackal or Shocklance can take Shrikes down quickly.”

  • Health reduced to 2800, up from 3200.
Locomotion
  • Speed increased to 2500, up from 2000.
  • Boost Speed increased to 3750, up from 3000.
  • Boost energy drain increased from 25, up from 20.
  • Energy pool increased to 100, up from 70.
  • Energy recharge rate increased to 20, up from 7.
Weapon
  • “The Shrike is equipped with 3 vollies of 4 rockets that may be rapid fired back to back, or single click burst fired to be conserved. It then must wait 4 seconds while it’s rocket pods reload.“
  • Fire interval reduced to 0.1 seconds, down from 0.25.
  • Ammo pool increased to 12, up from 4.
  • Burst fire count remains at 4 shots.
  • Reload time remains at 4 seconds.
  • Projectile speed increased to 18000, up from 8500.
  • Projectile size reduced to 25, down from 42.
  • Impulse reduced to 10000, down from 85000
  • Damage reduced to 160, down from 350.
  • Falloff distance 250, down from 320.
  • Direct hit bonus added and set to 25%
Impact with player
  • “Ram speeds have been adjusted to make killing players on impact not happen
  • 100% of the time. The pilot must be boosting and likely need to come from the side or head on to kill a player in light armor.“
  • Min damage speed increased to 1500, up from 200.
  • Min damage increased to 100, up from 75.
  • Max damage speed increased to 3000, up from 2200.
  • Max damage reduced to 1000, down from 1800.
Impact with vehicle
  • Min damage speed increased to 1500, up from 500.
  • Min damage increased to 250, up from 100.
  • Max damage speed increased to 3000, up from 2100.
  • Max damage remains at 2500.
  • Impact with immovable object
  • Min damage speed increased to 700, up from 400.
  • Min damage increased to 250, up from 200.
  • Max damage speed increased to 2500, up from 2400.
  • Max damage increased to 2500, up from 2000.

Beowulf

  • Health remains at 8000.
Locomotion
  • Speed increased to 1250, up from 750.
  • Boost Speed increased to 1875, up from 938.
  • Boost energy drain increased from 25, up from 20.
  • Energy pool increased to 100, up from 80.
  • Energy recharge rate increased to 10, up from 8.
Weapon

Main Cannon

  • Main gun Damage increased to 1250, up from 1000.
  • Main gun Falloff radius increased to 800, up from 750.
  • Main gun Direct hit bonus reduced to 25%, down from 50%.
  • Gravity increased by 100%.
  • Now gives mid-air accolades when getting mid-air kills.
  • Fire interval reduced to 3 seconds, down from 4.
  • Projectile size reduced to 25, down from 42.
  • Damage remains at 1000.
  • Falloff distance remains at 750.
  • Direct hit bonus reduced to 50%, down from 100%
  • Damage bonus vs Shrikes increased to 200%, up from 150%
  • Damage bonus vs Grav Cycle increased to 200%, up from 100%
  • Damage bonus vs Base Assets increased to 100%, up from 80%

Gunner

  • Fire interval reduced to 0.1 second, down from 0.11.
  • Reload time reduced to 2 seconds, down from 4.
  • Projectile size reduced to 25, down from 50.
  • Projectile speed increased to 21000, up from 18000.
  • Damage decreased to 85, down from 100.
Impact with player
  • “Ramming damage dealt to players has been lowered as slow moving vehicles shouldn’t deal much damage to enemies on impact.”
  • Max damage speed increased to 1800, up from 1600.
  • Min damage speed increased to 1000, up from 800.
  • Min damage reduced to 100, down from 500.
  • Max damage reduced to 500, down from 1000.
Impact with vehicle
  • Max damage speed reduced to 1800, down from 2100.
  • Min damage speed reduced to 600, down from 500.
  • Min damage increased to 500, up from 100.
  • Max damage remains at 2500.
Impact with immovable object
  • Max damage speed reduced to 1800, down from 2100.
  • Min damage speed increased to 1200, up from 1000.
  • Min damage remains at 100.
  • Max damage reduced to 250, down from 400.
Damage to vehicles
  • “All damage to vehicles has been adjusted to normalize the playing field a little better. Weapons that specialize in killing vehicles now deal 25% - 50% more damage. Vehicle health values have been reduced to compensate. This makes weapons that previously did not specialize in killing vehicles somewhat stronger, and weapons that were super strong against vehicles somewhat weaker.”
  • Bullet based weapons now deal damage to vehicles/base assets
    • vs Generators 80%
    • vs Shrike 65%
    • vs Beowulf 50%
    • vs Grav Cycle 50%
    • vs Base Turret/Sensors 100%


Vehicles no longer require credits to purchase.

Vehicle station may now be Destroyed/Repaired.

  • 4000 health, no shield.
  • Must be repaired to 75% health before the station is active once again.

Vehicle eject inheritance adjusted per armor class.

  • 40% for light down from 100%
  • 35% for medium down from 100%
  • 30% for heavy down from 50%

Fixed an issue where projectiles didn’t inherit any vehicle velocity when shooting as a passenger.

Gameplay

+25% self impulse on all explosive weapons.

Self impulse will not knock you up off the ground unless the angle of the explosion is that it should knock you up. This allows well placed explosives to add impulse in the player's intended direction.

Automatic weapons projectile flight distance/lifetime is now shorter.

  • Automatic projectile's flight time reduced to 0.5 seconds, down from 1 second.
  • This results in a flight distance of 10500 units, down from 21000.

Ammo drops now give health when picked up.

  • Light armor heals 30%
  • Medium armor heals 25%
  • Heavy armor heals 20%

Base asset upgrades have been removed and the stats adjusted accordingly.

Sensor
  • “Shields on base assets only mitigate damage and can now be worn down over time instead of completely prevent damage from slower rate of fire weapons such as the disk launcher.”
  • Health increased to 4000, up from 3500.
  • Shield increased to 1000, down from 1600
  • Shield now regenerates over 4 seconds, down from 1.7 seconds.
  • Now requires 75% health to re-activate after death.
  • Range set to 20000, roughly equal to a rank 4 sensor.
Base Turret
  • “The new Base Turrets operate like Tribes 2 base turrets. They no longer destroy players in 1 shot and the serve primarily as area denial.”
  • Health reduced to 4000, up from 3500.
  • Shields reduced to 1000, down from 1600
  • Shield now regenerates over 4 seconds, down from 1.7 seconds
  • Requires 75% health to re-activate after death.
  • Projectile speed reduced to 3500, down from 4000.
  • Damage reduced to 350 down from 650
  • Range reduced to 350 down from 700
  • Fire interval to reduced to 1.3 down from 2.5
Generator
  • Health set to 12000, roughly equal to a rank 4 generator.
  • Now requires 75% health to re-activate after death.
  • Self Heal time set to 4 minutes, roughly equal to a rank 3 generator.

Call-ins removed

Credits have been removed from the game.

Damage numbers have been shifted vertically on all bullet based weapons to make target easier to see while hitting.

Deployable explosives have had their damage reduced and impulse increased.

Each armor type now has 9 free loadouts slots

Explosive damage falloff has been converted to linear falloff, with a minimum damage.

Instant-fire weapons have had their impulse values removed.

Max Impulse falloff area has been clamped. Within 40% of the falloff radius 100% of the impulse is applied. This range is similar to the old banded damage impulse areas.

Numerous stealth gameplay adjustments

A stealthed player may not pick up or return the flag.

Stealth pack may not be active while the flag is being carried.

Perks have been removed from the game. Some aspects of signature perks have preserved in other devices/armor.

  • “Perks falsely offered customization to your class. There were only bad choices that a player could make by not equipping a specific perk. For example Quickdraw was required to duel another player and if you didn’t have it you were very likely going to lose the fight. It was the rock-paper-scissors type gameplay that perks promoted that did not fit with the new more flexible loadout choices.”
  • Weapon switch speed increased by 50%. (Previously Quickdraw)
  • Turrets take longer to target all players. (Previously Stealthy)
  • Ammo drops heal players that pick them up (Previously Survivalist)
  • Rage buff reduces player mass (Previously Lightweight)
  • Light armor gains Rage when friendly flag is taken off it’s stand (Previously Rage)
  • Medium gains extra vehicle energy while piloting (Previously Wheel Deal)
  • Heavy deal damage to players while body blocking (Previously Super Heavy)
  • Heavy Energy Pack converts incoming damage to energy (Previously Potential Energy)
Projectile collision sizes have been adjusted to be similar across devices.
  • Impact projectiles size increased to 15, up from 10.
  • Timed explosives size reduced to 20, down from 42.
  • Automatic projectile sizes reduced to 25, down from 50.
Rage buff on Light Armor has been adjusted slightly:
  • Mass decreased by 25%
  • Impulse is increased by 10%
  • Rage increases energy pool by 20%
  • Rage increases energy regeneration by 20%
  • First self impact damage is ignored and ends Rage
  • Rage expires after 15 seconds
  • 100% Energy is recovered when Rage clears

Raised 3rd person camera on medium and heavy so the head of your character isn’t covering the middle of the screen.

Screen shake has been reduced by 50%, and its length also reduced by 30%.

Shotguns now fire 9 shot and have a defined shot pattern and spread with no accuracy loss between shots.

Stealth pack now has a looping sound that is audible for everyone in range.

Upgrades paths have been removed from the game.

Fixed an issue where falloff damage was being applied even if the target was directly hit.

Fixed an issue where belt items were not canceling the spawn protection effect.


Exploits and Cheats

  • Fixed various ways for players to showing collision (aka hitbox toggling).
  • Fixed an issue in TDM where a player could force respawn without picking a team.
  • Fixed an issue where \n was an accepted character in a clan tag/name.
  • Fixed players being able to bypass level restrictions when joining specific servers.
  • Fixed an issue with a material that caused flashing to occur with modified (aka flash ini) post process settings.
  • Fixed an issue where a player could modify impulse values on hitscan weapons to push other players around the map.

UI

New Weapon loadout bar is now enabled by default. It shows the following:

  • Weapon slots, belt items, and packs equipped.
  • Keys bound to these slots
  • Which weapon slot is currently selected
  • Active and Passive reload progress
  • Ammo for each slot
  • Credit Counter / Call-ins UI has been removed.
  • Mousewheel scrolling has been added to the vertical stack menu.
  • Old progression tracks have been removed from equipment menus.
  • Reticles may now be replaced by PNG files stored locally on your hard drive and configured through the ini files. Follow this tutorial for installing custom reticles.
  • Fixed level progression bar extending outside of its intended area.
  • Fixed “Undefined” showing up in various parts of the main menu when changing loadouts.

Misc.

  • New animations in the loadout menus for weapons that were previously not seen in hand.
  • Conduits on various maps have added jump pads, or have been replaced entirely with jump pads.
  • Default field of view has been set to 120.
  • Jetpack trail visibility has been reduced by 50%
  • Mines have glowing fresnel added to them and they glow more aggressively at distance.
  • Modified drydock spawns to never drop you in the middle of the basin.
  • Optimizations have been made to improve network performance.
  • Sentinel skin transparency effect has been reduced by 75%
  • Server browser now sorts by player slots by default.
  • Standardized particle system size for automatic projectiles to help read distances better.
  • /Stat unit is now supported. This will show more detailed CPU and GPU usage informat.