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Post Patch Notes: Content
These are the changes going live in tomorrows huge patch. Please bear in mind that with the new patcher (ty Jey) we can now patch at will - the current thoughts in the team is that weekly or fortnightly content delivery is a good idea.

Without much further ado...


October 9th Patch - Content going live

  • Olympus T21 instanced zone - Here
  • T21 Skills via missions in the Lyceum
  • T21 Module BPs - located around the universe
  • Drones: new & changes to existing ones - Here
  • Assault Behe - Here
  • Engine rebalance - Here
  • Minor AI gear / level changes - here
  • Four new roaming AI mini-ubers - forgot to make a thread about these, some people might have spotted them on test; the crystal entity has been nerfed a bit, although still highly inadvisable to shoot it
  • Wattage & two other T21 Ship BPs outside of Olympus - Here
  • Mausoleum front end cosmetic change - Here
  • T14-19 Freighters - Here
  • Aura fixes & minor changes - Here
  • Changes to ruin tech items - no thread, but fairly extensive boosts to a lot of them
  • Mods on extracted ruin items - Here
  • GG21 available throughout the uni (EDIT - not true, tech 21 gear can't currently be made common. GG21 will be added specifically to a few bases)
  • Changes to radars - Herbal Sensor BP, FT radars have more bonuses
  • Sniper changes: New sniper only ship and engine.
  • T20 Launchers in drop tables of particular AI
  • Small change to Art of Engineering aug
  • T21 God / Demented Aug Hybrids added, BPs in high end DGs
  • Zebu Titan Ship available
  • Bi-Polar spawn fixes for seer mission
  • Slight changes to Emphatic Mother
  • Red Photon tweaks - on buildable ships, AI scripting, drops and environment
  • Zaphrangi UZ aftermath missions for everyone - new T20 drones, weapons, gear etc
  • Crate drops moved to different drop list to reduce % chance of replacing other drops
  • Seer Mines
  • UrQa "3-shot" gives large fires
  • Item form ships reduced to size 100, weight increased
  • James Watt got additional shields to prevent him being taken down so easily


Content scheduled for next two weeks (for Uni reset)

  • SM21 "termite defense" instance
  • The Mausoleum upgrade
  • Bounty Hunters - repeatable kill AI missions
  • More Ruin tech balancing
  • Gunners & Missiles (highly dependent on time factors)
  • Mid tech Light Fighters


Phew. I've probably missed some of the changes, but there we go.


Last edited by Aurora Ex Machina on Mon Oct 11, 2010 3:41 pm, edited 10 times in total.

Fri Oct 08, 2010 5:52 am
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Post Re: Patch Notes: Content
Ooh Rah!

That is kickass! thanks much for the notice and update. wile i doubt you will always be able to kick out content as soon as you hope its good to know things are progressing.. and that's a shitload of work done!

Well done admin team!

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Fri Oct 08, 2010 6:38 am
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Post Re: Patch Notes: Content
Very nice, something that wasn't mentioned is you will have to press "R" to dock in your ship right?

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Fri Oct 08, 2010 8:50 am
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Post Re: Patch Notes: Content
Thank you for posting this, these patch notes help clear a lot of questions as well as you linking to the relevant topics :)

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Fri Oct 08, 2010 8:52 am
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Post Re: Patch Notes: Content
With absentis you mean absconditus or is it new content?

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Fri Oct 08, 2010 9:00 am
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Post Re: Patch Notes: Content
trevor54 wrote:
Very nice, something that wasn't mentioned is you will have to press "R" to dock in your ship right?



That's on the coding side of things - like the pop up boxes confirming opening an item form ship - hopefully Jeff or Jey will do a list of code changes :)


Fri Oct 08, 2010 9:10 am
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Post Re: Patch Notes: Content
Soooooo awesome.

<3

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Fri Oct 08, 2010 9:23 am
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Post Re: Patch Notes: Content
VatFF wrote:
With absentis you mean absconditus or is it new content?


Absconditus is already in the game. Absentis is a new end game sniper only ship that will be available through a mission.


Fri Oct 08, 2010 9:37 am
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Post Re: Patch Notes: Content
nice changes.

So nothing on giving random mod chance on excisting ruin items, a crap that quite screws the market now


Fri Oct 08, 2010 9:38 am
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Post Re: Patch Notes: Content
TheKC wrote:
nice changes.

So nothing on giving random mod chance on excisting ruin items, a crap that quite screws the market now



Every content cycle inevitably "breaks" or "screws over" a dominant market monopoly. e.g. When UZ was released, it ensured that the market in Tier 1 T20 ships became less important.

I'm afraid that's the nature of MMOs.


In the two weeks until uni restart, the chances of players being able to extract enough ruin items coupled with the % chance on mods being present means that the market is unlikely to be flooded.

As I stated in the thread concerned, we haven't decided on anything regarding prior items; however, a majority of ruin tech items have been modified in any case, meaning that they are likely to retain, if not increase, in market value.


Fri Oct 08, 2010 9:44 am
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Post Re: Patch Notes: Content
Aurora Ex Machina wrote:
As I stated in the thread concerned, we haven't decided on anything regarding prior items; however, a majority of ruin tech items have been modified in any case, meaning that they are likely to retain, if not increase, in market value.


I see, never the less the last part does make no economic sense :?: :!:


Fri Oct 08, 2010 10:01 am
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Post Re: Patch Notes: Content
Who cares?
Lets roll with the new changes, adept, and have fun!
Its a game, hoes.


Fri Oct 08, 2010 10:02 am
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Post Re: Patch Notes: Content
TheKC wrote:
Aurora Ex Machina wrote:
if not increase, in market value.


I see, never the less the last part does make no economic sense :?: :!:



If you have a ruin extract X, and the new patch adds % damage mods, better efficiency and smaller size, I suspect player demand will rise. Thus, it will be worth more to players, and anyone sitting on a stash of item X (and Y, and Z) will suddenly find that the item that was previously undesirable is now "the hot thing to have".

This should be clearer now, I hope.


p.s.

It is highly likely this patch will make Simon cry. Sorry Simon - everyone else, help him re-write all the wiki entries!


Fri Oct 08, 2010 10:25 am
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Post Re: Patch Notes: Content
Aurora Ex Machina wrote:
TheKC wrote:
Aurora Ex Machina wrote:
if not increase, in market value.


I see, never the less the last part does make no economic sense :?: :!:



If you have a ruin extract X, and the new patch adds % damage mods, better efficiency and smaller size, I suspect player demand will rise. Thus, it will be worth more to players, and anyone sitting on a stash of item X (and Y, and Z) will suddenly find that the item that was previously undesirable is now "the hot thing to have".

This should be clearer now, I hope.



Only demand for the modded items will rise.

If it's useless unmodded before its' useless unmodded after the patch.

I think thats what KC is saying.

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Fri Oct 08, 2010 10:34 am
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Post Re: Patch Notes: Content
thebattler35 wrote:

Only demand for the modded items will rise.

If it's useless unmodded before its' useless unmodded after the patch.

I think thats what KC is saying.



Aurora Ex Machina wrote:

  • Changes to ruin tech items - no thread, but fairly extensive boosts to a lot of them





Ruin tech items are getting both boosts to stats and new chances of modifications on extracts. The two are independent of each other.

Every bullet point is a totally separate content development, more than likely done by a different content dev. In the case of Ruin tech items, one dev did the boosts to stats whilst Jeff himself wrote the code that gave a % chance of mods on extracts.

Remember - read each and every bullet point as an independent content addition, and much confusion will be removed.


Fri Oct 08, 2010 10:38 am
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