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PostNapisane: 15 lip 2005, 19:16 
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Kierujac sie FAQ:
- Will Auto Assault offer player-versus-player (PvP) opportunities?
- Will PvP combat in Auto Assault be consensual?
...odpowiedz na pytanie brzmi tak :< Szkoda, ze ograniczone...

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zobaczyc trzeba, szkoda ..liczylem po cichu na pvp bez restrykcji z porzadnym loot systemem .


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Tu spojlerek, tam alufelga... :roll:


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Rzabolek

TYLKO ELMINISTER

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SwenG napisał(a):
Wednesdays 6-10PM CDT (7-11PM EST)
Fridays 12-4PM CDT (1-5PM EST) and 7-9PM CDT (8-10PM EST)
Saturdays 9-12PM CDT (10-1AM EST)


ok, już mi się udało:
Środa: 1:00-5:00 CEST
Piątek: 19:00-23:00 i 2:00-4:00 CEST
Sobota: 22:00-1:00 CEST


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Xanth ty grywasz w tego AA ? A jak tak to podaj nick :D W tym tygodniu troszkę dłużej przysiadłem (na razie lvl 4 human bounty hunter). No i nic nie udało mi się wycraftować ani "zreserczować". Mam parę pytań, dotychczas udało mi się w Rafine shop (jak dobrze pamietam) zmieniac komponenty do craftingu. Nauczyłem się tych podstawowych zdolności crafterskich na najmniejszym poziomie (troche kasy to kosztuje) ale nie mam pojecia jak zrobic cokolwiek. No i jeszcze jedno pytanie, czy da się zmienić sterowanie na jakieś normalne ? Tzn. na takie gdzie lewo/prawo to skręt kół a nie skręt i dodanie gazu.


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No wlasnie nie gram. Bo wtedy kiedy moge grac, to serwer jest down, a up jest jak akurat nie moge (bo, khm, moja pani krzywo na mnie patrzy jak po nocach siedze, a jak nie patrzy krzywo, to chce zebym z nia w WoWa gral) ;)

X.


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probowales ja namowic na SWG? :wink:


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Aldatha napisał(a):
probowales ja namowic na SWG? :wink:

Tak, nie podoba sie jej. Bo nie jest tak kolorowe. Zreszta, teraz gra w... simsy :(

X.


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Xanth napisał(a):
No wlasnie nie gram.


no to nie fajnie, bo widzę że już od trzeciego levelu ta gra zaczyna miec wymagana gre grupową, no chyba, że nie chce się questować a tylko farmić expa ;)


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Ja moze napisze kim gram to moze kiedys spotkamy sie na malym rajdzie:)

Alina(biomek agent)
Alinka(human lieutenant)
Mirona(mutant champion)

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moze ktos gra , to prosze o pomoc w misji ,
Jestem w Russet and the irone mines , jest tu ciezko kogos zlapac do pomocy (jeszcze nikogo tu nie widzialem)Obrazek

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xanth sprawdz pm please


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Jest nowy pacz v14.78
A to zmieny jakie dokonuje ow poprawka

v14.78 Patch Notes:
Note that you should uninstall any previous version of Auto Assault before you install the new client.

-Special Focus Items

Vehicle Physics have been updated on many chassis. Please report any chassis that appear to be incorrect or "not fun."
Should any commodities give the message “Gadgets and tinkering kits can not be equipped” when right clicked, please /bug any instances discovered with the exact name of the commodity.
Should any weapons may have graphical or sound issues (for example, the sound or graphics may not loop properly as the gun is successively fired) please /bug any weapons found in this state, including the exact name of the weapon.
-Known Issues

There is a very rare bug that causes your vehicle to become invisible to you. This can be corrected by: cycle in/out of a convoy, log out then back in or zone to any other zone. If this occurs to you, please use /bug and indicate what you were doing at the time.
We have another rare bug where inventory will get out of synch when stacked items are sold in certain zone types. Should this occur, zoning or logging out and logging back in will correct the issue. Once again a /bug would be useful should you encounter this.
Facial accessories are solid pink when viewed by another player in town. They don't appear to have any texture, but do show as the same color across both ATI and NVIDIA cards.
At the Tricks/Trims dealer if you add a trick/trim to your vehicle then remove it the Trick/Trim change fee remains even though you never actually added it to the vehicle.
Mutant Archon core mission chain hits a dead end. As an archon, if you run naturally through your missions you will receive "The Reckoning" from Archon Guzman with the objective to talk to Jolyn. At his point Jolyn will be highlighted but will not talk to you.
When convoyed most non-vehicle enemy units do not give experience when it appears that they should. Please /bug any instances you see of this with the Zone Name, Exact Name of the Mob, Mob level, and the player's level.
Mutant: “Mark of the Apprentice” mission waypoint doesn't lead to mission destination. Mission destination/objective is described in the journal text, however.
When a player activates the Kiosk in Upside east of Landlord Farlie they will instantly start to zone back to the Hestia Back Range without any option/warning about what the NPC is there for.
Biomek Area, Malachite Copper Mines does not show up on the main map. Players cannot INC to that location from outside the zone. Workaround: travel to Fort Logan , and exit the zone ring to Malachite Copper Mines.
A player with stealth/cloak skill active will be visible to players that enter the zone after the stealth skill was activated. (Avenger, Agent, Bounty Hunter)
-Bug Fixes

Borderlands: Took out triggers that killed the Shamans if the player was not near them.
Proving Grounds: Stores in the highway are all named and sell gear appropriate to players between 2 nd and 6 th level (most stores in this region sell 2 nd to 4th level gear).
Tierra Roja Dam: Fixed a bug that would have caused new players to INC to the bottom of the map, trapping them in the zone until they logged out and restarted. Players will no longer INC to the bottom of the map until after they have driven over the Dam itself.
Tierra Roja Dam: Fixed a hole in the landscape that would have let you fly off the dam into the reservoir.
Tierra Roja Dam: Fixed a bug that would cause two instances of Champion Guarjardo to appear near the end of the tutorial.
Tocado: The Reactor has been lowered a few inches to meet ground.
Upon zoning into Waylan's Cave, players should find themselves standing on the Tribes of the Changed logo in the doorway, instead of outside, unable to enter.
The northern entrance to Borderton from Western Front will now properly place you at the northern edge of town after zoning in.
Fixed a bug in the Mutant mission "The Price One Pays" that prevented access to The Warren for some players.
Fixed a bug in the Mutant mission "Special Forces" that might have prevented mutant players from reaching Ground Zero.
Fixed an exploit involving the power cell Shaman Law refurbished for Walker Wind in the Proving Grounds. Players currently involved in “Drive Check,” “Complain to Law,” “Sure Fit” or “Two Birds” will want to abandon their mission and retake it from the appropriate NPC.
Fixed a bug with the mission “No Risk No Reward” that was causing players to not receive the mission “Suicidal Tendencies.”
The Mutant mission “Sowing Mutant Seeds” now properly points at the embryonic garden plants as intended.
Fixed a bug in the mission “Resilience” that was causing the first objective to complete before it was intended.
Fixed text highlight issue in “Mesa Roja Challenge” mission text.
Fixed a bug in the Proving Grounds Rally Course that was causing it to be treated as a public map and not as an instance.
Rotated Shaman Tarkin from due north to be facing the rest of his camp as intended.
The Searin' Paynes required for the Mutant mission "The Long Walk" should be where they are supposed to be.
If you didn't have an enemy targeted and tried to use a skill, you would get random targets generating out of range or invalid target messages. This now correctly activates on your first soft target.
The Biomek Defense Patch skill now works at range on allies.
The Biomek Nanite Support skill now has a fixed 3-second frequency on its pulse as intended.
The Biomek Retrorepair skill is no longer linked to Integration skill and should now function normally.
The Chlorofire Biomek skill has had its target assignment corrected and should now function normally.
Corrected an issue with Biomek Nanite Coolant System dissipating 100% heat instead of 1 heat.
Fixed Mudgeyser skill - changed mud color & corrected relativity on dropping mud effects.
Mutant Officer Phase Burst skill now has area effect as intended.
If a mission name is too long for the upper window in the Journal to fit, it will now truncate the mission name and end with "..." instead of overlapping the rest of the window.
Skill Point costs of Human Electrifying Emission and Cooling Emission skills are fixed.
Skill Point costs of Mutant Phasic Agitation skill are fixed.
Fixed a bug in the Tocado Studio Apartment terminal that would have prevented players from inviting their convoy to join them in their apartment.
Getting/losing items from refining and picking up/dropping items should now update the "Current Objective:" text display.
Clicking on a summon icon to bring up the control window should no longer leave the rollover just hanging there.
Some wheel sets were flagged usable by all. Now they are properly marked for the faction they belong to.
In the Character Creation Screen the wheels of your car appear on the ground.
Fixed problem with gadgets showing up as five gray circles. Some may appear broken, but new ones are fine.
3D sounds should play in software mode again.
Fixed bug with some objects not being targetable (e.g. Human reactor tutorial mission).
Fixed floating stuck spawned creatures.
You can still pick up clink if your inventory is full.
Stunts will now end correctly when you hit the ground (previously you might flip and your stunt would continue).
Fixed a bug where accuracy bonuses on characters were not being added to the on-hit function.
Removed long-load hiccup on first zoning.
Once you buy stacked items the button should now reset.
Right-clicking outside of store no longer sells items.
Fixes to store pricing.
Fixes to color-coding in stores.
Fixed support for joysticks and added support for the XBox 360 controller for Windows.
If you hold the shift key while hovering the mouse over an item or skill on the Quick Bar, you will get the full rollover description.
Fixed ion strike and artillery sounds in Human map.
Fixed suspension sounds on vehicles.
Suicide skills no longer give xp or loot for creatures.
Fixed some bugs with xp multiplier - should display correctly now in terms of time it appears and % addd.
- Additions

Apollo: Freelancers may now purchase alternate first rank Hazard Mode chips at the Hestia Armor Dealer.
Arkbay Tutorial: New area placed outside of Ark , due south of the vault exit. This area is the first settlement of the Hestia Corp as it emerged from the Ark. This site was used for supplying and quick transferring of supplies to build the backrange area.
Crossroads: The registration coordinator for OCD in the Crossroads is once more allowing arena registration. Looking for some arena action in the Fetid Bayou? Crossroads is the place!
Officer Orem now offers a new mission. This mission addresses flow holes in their threads.
Duenna: Freelancers may now purchase alternate Hazard Mode chips of the first and second ranks at a Hestia Advanced Mobility "Hazard Mitigation" Dealership in Duenna.
Duenna: The Hestia Company has opened another vendor to freelancer use. This is a dispensary for Hestia Approved fruits, grown in the newly rebuilt hydroponics systems! Further proof that Hestia rebuilds lives.
Duenna: HARP has activated an Outpost Override Kit Dispensary.
Duenna: OCD has opened a new Arena.
Fasthold: Morgan Newark now gives out a new mission. This mission addresses flow holes in their threads.
Fasthold: Jared P. Jones now gives out a new mission. This mission addresses flow holes in their threads.
Fire Line: Scav Mercenaries now on guard around Hotel. Human Streetlight added to the scenery.
Ground Zero: You can now capture Outposts and Obelisks in Ground Zero. Currently players are given two free K-wave tuners and two free Outpost Capture Kits every time they load the map. In the future, K-wave tuners will be available as drops from high level Xeno AI, and Outpost Capture Kits will be purchasable from stores.
Ground Zero: Added rare drop commodities at crater Xenos.
Militia Base: Many signs have been added and/or tool-tipped along the roads to all major towns. Happy touring!
Proving Grounds: Added a timer mechanism to the “Mesa Roja Challenge” in the Proving Grounds so that players who don't participate cannot prevent other players from doing so. Currently, when each player signs up for the challenge, a timer starts. If a new player does not join within twenty minutes, the challenge will reset and players will have to sign up again. Similarly, if no player completes the challenge within twenty minutes from the start of the challenge itself, then all players currently participating will fail the challenge and will have to sign up to try again. There is no penalty for failure in this manner.
Proving Grounds: Encounters containing Tierra Roja Burners will now repopulate more quickly than before.
Proving Grounds: Tierra Roja Burners have been added to more encounters in the ruins of Tierra Roja.
Proving Grounds: Some Tierra Roja Healers are now 5th level instead of 4 th level; be careful out there!
Proving Grounds: The two Binding Field Towers on the west side of the will now properly credit Shamans working on the "Tower of Power ” mission when used.
Revival: Broken rank one and two Hazard Mode kits are sometimes available from Buckley's Helper.
Suicide Town : new terrain height adjustments, new terrain textures and tint, mass performance enhancements, new skyscraper senery, and a new jump area over crater.
Suicide Town : Added a discreet third spawn layer to complement the layer one and dead state populations.
Suicide Town : reworked the Suicide Town map to include fewer variety of Scav.
The Citadel: The Curiosity Shop now sells Outpost Override Kits.
The Falls: Broken versions of the second suite of Hazard Mode chips are sometimes available for reprocess at the Scav barter lot in The Falls.
Upside: Added a Hestia Approved Purity terminal near the hydroponics facility. This will dispense Hestia-made pure foods.
Upside: Broken versions of the first suite of Hazard Mode chips are sometimes available for reprocess in the Upside Salvage yard.
Western Front: Added grounding objects to wildlife spawns around the Bloodsteel Mines area.
Peyton York now offers a new mission. This mission addresses flow holes in their threads.
800+ new wheel sets have been added to the game. This includes 2-, 4-, and 6-wheel sets with varying wheel designs, tread patterns, and associated friction values.
Added seller's remorse button. • Added shift click to sell.
Implemented Scav Trader.
Added lighting for all intro areas.
Preliminary support for the Logitech G15 LCD keyboard added. Includes five screen setups: a startup screen seen when not yet playing a character, a character profile, an hp/power/shield screen, a current objective display, and the last item picked up. You can toggle between the screens by using the first two LCD buttons.
Added suspension to cars.
Added Rear Weapons (mines, oil slicks, flaming oil slicks, goo droppers, flame droppers, caltrops, "seekers" and much more!).
Added ornaments of all types.
Added new consumable items added for all level ranges.
Added mud spray from tires, used by mud terrain tiles.
You should flip back up if you are upside-down for more than four seconds. • You can now choose a vehicle color via color swatch.
Clicking Randomize on the Character Creation Screen will now also randomize the character's skin and body colors.
The first time you load a new character model on the Character Creation Screen, that character's appearance will be already randomized.
Added new tricks to many vehicles.
Added new visual effects for seeing the player more easily on the map screen.
Boss enemies now have their own special targeting bar and a warning when you approach them!
Added new checkbox to Body Shop that, when checked, will have the vehicle automatically orient itself based on the current trick that is being moused over for better viewing.
Added Biogenic Vessel, Enriched Energetics, and Nanoscale Circuitry for tier 4 racial-specific components.
Added new melee weapons.
Added roughly 1600 new weapons to the game, including small, medium, large turrets, and front weapons.
Added 440 wheels added to the game.
Added 85 gadgets added to the game.
Added hundreds of gadgets for power plants, chassis, hazard kits, ornaments, weapons and armor.
Added tinkering kits for power plants, chassis, hazard kits and ornament.
Added lime-green waypoints for your summoned creatures. They should also show up on the minimap as a lime-green dot.
Added "first time" tutorial window popups for summoning creatures and for Killing Spree bonuses.
When you enter different areas on a given map, green text will appear in the center of the screen, telling you the name of the area you just entered.
Added recipes for melee weapons up to 150 rank in the discipline.
If you get “stuck” (i.e. haven't moved much distance despite an attempt to the contrary), then a message will pop up explaining the bounce key as a possible solution.
Recipes for advanced power plants have been added.
Recipes for the Advanced Armor crafting discipline have been added.
Added more enhancement recipes, also changed some existing recipes.
Hundreds of wheel recipes added to the custom wheels discipline for Biomeks.
Hundreds of wheel recipes added to the custom wheels discipline for Mutants.
Hundreds of wheel recipes added to the custom wheels discipline for Humans.
Added placeholder recipes for existing hazard kits in the game. These will be revisited when more kits are available.
Added recipes for the Energy Weapons discipline. It should now be possible to maintain a steady progression through the discipline.
Added a slider to control the terrain draw distance in the video options.
Added a couple of new “first-time tips” including a tip about the tips (which shows up as soon as you close the first controls window).
When a new character has the “first-time” controls tip window open, they will see all of the window mini-tips. When they close that window, those tips will disappear.
There are a number of new “first-time” hints added to the game, most of which show up in the tutorial.
Added a full-screen effect when you get a new “first-time” hint that should zip down to the minimized first-time hint button's location.
Added some specific mini-tips, such as one that points out the help window button and the skills window button when you level.
Most of the screen now darkens while the individual window help tips are visible so that they are easier to see (these are visible when the controls hint or help window are up).
Added a button to view all previously viewed “first-time” tips from the help window.
If you queue up multiple “first-time” hints while it is minimized, a number will appear to display how many are waiting to be viewed.
Your turret rotates in the Character Creation Screen.
Added in window descriptions for the shields (if the player is Human), the game menu, and for the chat/convoy options buttons.
The "vehicle view" button on the Character Creation Screen will flash if the player has not clicked on it yet when trying to create a character.
You are allowed to create a character without naming your vehicle (it will assign a default) but it will warn you about it first in case you forgot to assign a name.
Added buttons on the title screen to remember account name and to open a webpage for account creation (if you don't already have one).
Added a scrollbar to the skills window now that they go well beyond the original space with the new level cap.
Added recipes for items moved to the Energy Weapons discipline from exotic weapons.
Added recipes for all items moved to the Advanced Weapons discipline from exotic weapons.
Added recipes for high level Advanced Projectile weapons.
Added recipes for rear weapons added to the Melee and Rear Weapon crafting discipline.
Removed "self-targeting" by default but the option to re-enable it is under Interface Options. You can also click anywhere on the HP window to select yourself.
Clicking the Set Active button in the Journal now closes the Journal in addition to setting the selected mission as the active one.
Updated the trade window to include icons for the currency and newer graphics.
New refinery functionality (right click on broken item to filter required stuff) added.
Activated the Instant Repair button under the INC menu from the Quick Bar. Get fully healed from anywhere in the field for a fee (careful, it can be interrupted!).
The game's options are now accessible from the Login Screen.
If an NPC offers multiple missions, you can now select from the list of missions he offers instead of only being offered a random one, though there are not many uses of this yet.
When you accept a mission that has already been completed, the completion dialog will now pop up immediately.
Added Mutant motorcycles to match their Human and Biomek counterparts.
- Changes

BackRange: Thinned holotroopers and Scav infantry slightly.
Borderton: Made larger, beautified, changed layout; added Flair layer.
Choppin' Maul: Players must now complete the mission “Battle Cry I” to unlock the PvP layer of Choppin' Maul. They will no longer automatically transfer to the PvP instance upon zoning in post 25th level.
Choppin' Maul: Tempernet Nomadic Dominator has had his name shortened to the “Tempernet Nomad X-1”.
Grand Junction: Mutant players must now accept and take the mission “Defender of the Faith” to access the PVP version of Grand Junction . They will no longer automatically unlock to the PVP version upon reaching level 25.
Militia Base: Zendig Greeter has taken her place at the doorway to Native Wayne's. No longer does a cook hold the door for travelers.
Observatory: Once fully stocked, Tara 's store at the Observatory in the Fetid Bayou will sell vehicle chassis from time to time.
Proving Ground: Adjustments made to the new highway and Rally Course.
Proving Ground: The Trading Posts no longer sell Functional Radioactives.
Russet: Adjusted and repopulated spawn positions and adjusted documentation to support changes.
Russet Iron Mines: Repathed Corps AI, Restructured Corps Mine area.
The Falls: The bridge to The Block (the Thugz neighborhood in The Falls) has been made more structurally sound to provide a smoother "walking across a bridge" experience.
Tocado: The Armor dealer has now moved to the north side of town, near the Reactor.
Tocado: Updated minimap to reflect recent changes in map.
Unionville: Updated minimap.
WindJammer: Adjusted and repopulated spawn positions and adjusted documentation to support changes.
The Tierra Roja Dam is no longer available from the INC transportation map.
Pike Tanks will now drop the Prophet's Word disk three times as frequently as before for the Mutant mission "Everywhere Are Signs."
Pike tanks will now drop Zendig Generators twice as frequently in the Mutant mission "The Iron is Hot."
The Mutant mission "The Harvest" has been changed and now requires different types of creatures to find the resources Shaman Ghlad has asked for. The wildlife in that instance of Old Town have been changed as a result.
The following Mutant missions now have new rewards:
“So Pikes will Never Hurt Him” (Borderton)
“And Not Much Else” (Borderton)
“Can't You Read the Signs?” (Borderton)
“Up the Creek” (CB'er Command)
“40 Watt Range” (Crossroads)
“Security Concerns” (Fetid Bayou)
“The Grave of Kings” (Fetid Bayou)
“Return Trip” (Omphala)
“Soon Come” (Sanctuary)
“...Go the Spoils” (Slaughter)
“Cauldron Born” (Temple Mountain)
“The Magic Garden ” (Tocado)
“Salvaging for the Bloodfarm” (Tocado)
“Counting Coup” (Tocado)
“Infrastructure” (Tocado)
“Help You” (Western Front)
“Evolution, Revolution” (Western Front)
“Sowing Mutant Seeds' (Western Front)
The Mutant mission “Transistance III” no longer offers Biomek tricks as a reward (and now has more choices for the trick rewards it does offer).
The Mutant mission “Evolution, Revolution” no longer requires Xosenium gas; instead it now requires patched Blood and Functional Chitin only.
The Mutant mission “Quenched in Blood” no longer requires Scrap Diamond, instead it requires Functional Blood and Patched Chitin.
Made “Mesa Roja Challenge” text broadcast to all players, so that all players will know when a competition is occurring.
The mission “Can't Fight Against the Youth” is now given out by Theya del Fuego, not Avenger Jonas.
The mission “Resilience” now tells you to find the Crawler Caves , not the Crawler Canyons.
Cano and his friend on the Proving Grounds have been separated slightly, to make it easier to speak to both characters.
The crate needed for the mission “Peer Pressure” will now respawn ten seconds after it is destroyed.
The rock for the Proving Grounds mission “Rubble on the Roads” will now respawn a few minutes after it is destroyed. If you find the rock is not there when you arrive you might want to try back again in a minute or two.
New Introduction to the fight with Mozak.
The mutant mission “Rally the Tribes” now has proper highlight text and removes the Icon of the Phoenix as intended.
The mission “The Lost One” now includes instruction text explaining how to leave the island safely.
You should no longer lose track of your summons if you go out of range of them.
Crafting broken items now requires you to be near a crafting station specified by the item (Fabrication Plant, Control Shop, or Reactor). The Crafting window tells you when you're not close enough to a crafting station and will also specify which one to approach.
Item rollovers should be even more compact now.
Blue spawn arrows should now sort by level (a +2 to -2 level difference to start out with, but increases if we can't find anything) so that it's less likely you'll get sent to spawns that are too tough.
Components that can be refined from two different sources now display two “recipe” tabs in the refinery window and can be made using either one.
The heat tooltip “area” now covers the entire heat section of the HP/Power window, making it much easier to rollover and get a tooltip there.
Player minimap icon is also now green instead of white.
You can now control your character/vehicle with the full-screen map open.
Screenshots are now saved to a ScreenShots directory in game's install root rather than as a subdirectory in the exe folder.
Screenshots go by a different naming convention now: Instead of "Screenshot<number>.png", you will now see "screenshot_<year>-<month>-<day>_<hour>-<min>-<sec>.png".
Mutant Shaman, Human Engineer, and Biomek Constructor convoy repair skills are now usable on any ally, not just convoy members.
Adjusted the flying height of all flying AI so that they are more visible to default camera view.
Another pass done on projectile weapon recipes, existing recipes altered to fall more in line with difficulty of other disciplines.
Barrels are now easier to destroy and should be more consistent with varying types.
Osterakes should now give minimal XP instead of no XP.
Human Psioptic Burst skill no longer has a casting time and hits slightly more often.
Discipline Training Kits are now marked as Common instead of Rare.
NPC names should fade in now as you approach them.
Vehicle Rotation in the Body Shop window should be less sensitive.
When the camera is “blocked” by terrain or an object, it will only "zoom in", keeping it level with where it was before (instead of “sliding up” the object).
Creatures with the word "Infant" have had their names changed to remove the infant.
Changed the descriptions on paint cans to indicate that they must be used at body shop or tricks and trim dealer.
Consumable items that deal damage now have cool down (reuse) timers so they cannot be used repeatedly/instantly.
A mission item reward pass has been done for some Human quests.
Most of the icons on the minimap (those of stores, exits, and other stationary locations) now have tooltips associated with them on mouse-over.
"Drop" weapons (minelayers, etc.) no longer display a DPS since it was inapplicable.
Broken items should now display the maximum number of possible enhancements they can have by using experimentation when crafting.
Reverse engineering now displays the broken version of the item that could be created (so you will know how many enhancements it can support before you actually reverse engineer it).
Status effect icons should fade in and out once again (instead of just popping in and out).
Camera should start out behind the player now instead of off to their side.
The effect for "needing to spend" attribute/skill points should be a little more obvious, now, but will go away as soon as you either access the character/skills screens or log out.
Slightly adjusted the inventory item background colors and their mouse-over highlights.
Chassis rollovers now include information about torque, max RPMs, steering angle, and spin dampening.
Accessing the full “zone” map will now bring up the full screen window with a more detailed map inside. Right clicking on this map will allow you to go back to the World Map, where you can select other maps to zoom in on.
"M" is now the default key to open up the full “zone” map while Shift+M is now the default to toggle open/close the smaller minimap.
The rotate “buttons” in the Character Creation/Selection Screens now must be pressed in order to work. They also rotate the character faster.
The front-end UI should now appear like the rest of the game, with inner gray gradient boxes.
Reduced heat on all weapons, adjusted prices to better reflect the rarity and power of the weapon.
Increased accuracy on higher-quality weapons by 10-20%.
Starting Agents, Bounty Hunters, and Avengers now start with a damage skill instead of stealth.
Biomeks: Sonic Boom
Humans: Tesla Strike, an Energy Damage over Time skill (replaces Surprise Attack, previously a Stealth-only skill)
Mutants: Collar Carrion
Wherever the word "pulse" or "tick" appears in items, we have started an effort to switch these over to the equivalent amount of seconds.
Xeno Laser MG has had its accuracy greatly increased to be in-line with other high-level weapons.
The Mission Journal has been updated. Now the top half features the missions that, when selected, will show all their details in the lower window.
Level progression has changed.
Renamed the "Pickup/Activate/Talk" key to just "Activate" which changes how it is read in and written to in the keymap.ini file.
The amount of commodities to create the next highest level of refinement has been lowered by one (2-2-3 from 2-3-4).
Missions used to show a “?” for the distance if they took place at least two “zones” away. Now, they will instead give the name of the “zone” they take place in.
If a player or enemy gets some of their power “drained”, the overhead numbers will be negative instead of positive.
The Character Creation Screen has received a major makeover.
The target bar has been slightly modified. The target's name has been moved above the health bar (which now displays the "HP Color" instead of just red).
Summons will teleport to you if they get out of a certain range (150 meters currently).
All player armor from 1 st to 6th level have had their resistances removed to simplify the new user experience.
All infantry now move at a slower, more realistic pace.
Moved non-Xeno weapons out of Exotic Weapons discipline into the Advanced Weapons or Energy Weapons disciplines.
Advanced Projectile Weapons crafting discipline has been changed to Advanced Weapons.
The refinement cost for salvaged to patch is now 3 clink, patched to functional 24 clink and functional to perfect 45 clink.
Component recipes have had their fifth ingredient removed.
Converted chat text-item-clicky things to support n number of windows.
We now give more information on map icon rollovers where appropriate (stores display their names, discipline trainers display the type of skill they can train in, etc.).
Increased the consumable repair kit drop rates in the new tutorial and intro highway moderately, and slightly increased repair kit drop rates across all level ranges and regions in the game.
Vehicle stores now have a new presentation with a much-improved viewer.
Removed dark blue waypoint arrows and instead put large blue dots on the minimaps to find the destinations.
Waypoint distances of greater than 1000m will now just display >1000m.
You can now rename your vehicle at the body shop (for a small fee).
The Body Shop now charges money for making changes to such things as trims and paint (in addition to taking paint cans).
The red speed dial should now predict the maximum speed of the current vehicle more closely.
Redid Memorization Screen to be more user friendly.
Improved motorcycle recovery flipping.
Contaminites consumables is now called Caustic Shielding.
Removed ground effects lighting from Mozak, Mad Mozak, and Thugz bosses.
Updated all AI medium turret machine guns.
Removed "sparkle" from announce effects.
Revamped effects on goo puddles.
Revamped exhaust on all player vehicles.
Completely overhauled all skin tones for all non-Mutant characters. All skin colors should now appear very similar in default coloration for overall consistency - better for tint work.
If a mission is complete, the text "(complete)" will show up next to the mission name in the Journal.
The symbol for broken items has been changed from a blueprint to a broken wrench logo.
Updated joystick.ini with new axis, buttons and POV settings, as well as Wingman Rumblepad updated and XBox 360 profile added.
The F1 key (aka "Target Convoy Member 1") targets your character now if you don't have a convoy (otherwise it targets the first convoy member).

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PostNapisane: 24 lis 2005, 17:32 
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Tak wyglada nowy character creatoin :)
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Mapy sa teraz bardziej czytelne:)

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Btw. dostałem maila z invitem do europejskiej. Może lepsze godziny będą ;) Ktoś prócz mnie też dostał kluczyk ?


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SwenG napisał(a):
Btw. dostałem maila z invitem do europejskiej. Może lepsze godziny będą ;) Ktoś prócz mnie też dostał kluczyk ?

Ja dostalem, ale jeszcze sie nie wbilem. Godziny takie same, tylko 2 razy w tygodniu zamiast trzech ;)

X.


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Hmm, chyba godziny jednak inne:

The Beta is currently only playable at certain times, and those times are:

Thursday from 18:00 to 22:00 (GMT)
Saturday from 17:00 to 23:00 (GMT)


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Nie bardzo rozumiem jaki jest sens ograniczania czasu przeznaczonego do beta testowania gry i wyznaczania okreslonych (dosc krotkich btw) przedzialow czasowych, w ktorych testowanie ma sie odbywac :< Na utrzymanie serwerow ich nie stac? Czy moze robia to po to, zeby urzadzic maly sped bydla o wyznaczonej godzinie i tym samym stress testowac serwerki?

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PostNapisane: 4 gru 2005, 20:20 
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Mały spęd raczej mogliby zrobić rozdając więcej keyów.


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Dzisiaj wlasnie odkrylem w moim spamboxie maila od NC z kluczykiem do bety. Niestety jest z 31.01 wiec nie wiem czy jeszcze wazny (przestalem sie interesowac tematem). Tak czy owak sprawdzal nie bede, wiec jesli ktos ma ochote potestowac, a nie ma klucza to prosze:

NRJE-K7R5-BB3C-S9RY-KWRG


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