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Update 55 Discussion
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Administrator

Joined: Aug 15, 2005
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This thread is for discussion of  Update 55, which is set to be released on Thursday, October 4th, 2007. 



Systemic Anomaly

Joined: Aug 21, 2005
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Looks good.  Except for...

The chat UI can no longer be opened while the UI is toggled off.

WHAT?????  WE'LL NEVER GET LIVE EVENT POSTS WITH TEXT IN THEM NOW!

Edit:  Oh, nevermind.  It changed.  Now enter doesn't open it but / does.  I just hope Rarebit knows.


Message edited by Cervacius on 10/03/2007 18:22:44.



Systemic Anomaly

Joined: Sep 2, 2005
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Concealment Countermeasure Tools now correctly deactivate disguises.

Waaaaay!!!



Development

Joined: Dec 2, 2005
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Cervacius wrote:

Looks good.  Except for...

The chat UI can no longer be opened while the UI is toggled off.

WHAT?????  WE'LL NEVER GET LIVE EVENT POSTS WITH TEXT IN THEM NOW!

Edit:  Oh, nevermind.  It changed.  Now enter doesn't open it but / does.  I just hope Rarebit knows.

Yeah, I've actually just finished re-opening that issue and requesting that the old Enter key functionality be restored. What QA actually wanted fixed was the "[X]" button on the chat panel not working while the rest of the UI is off.



Systemic Anomaly

Joined: Oct 23, 2005
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You get the ability pills from the org constructs, just as I suspected.

 If I understand that first item in changes, that means Archives shouldn't glitch as much anymore. Fantastic.

Elite commando quest ftw.

 


Message edited by CPT_Starschwar on 10/03/2007 18:34:12.



Ascendent Logic

Joined: Mar 10, 2006
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Increased the difficulty of Headless NPCs at levels above 10.

How difficult will the headless be, hope not too difficult....



Systemic Anomaly

Joined: Aug 27, 2005
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Looking good, I can't wait 'til tommorow. SMILEY<img src=

Big thumbs up on these three in particular:

Concealment Countermeasure Tools now correctly deactivate disguises.

You can now interlock someone who is in midair if:

  1. You are in range
  2. You will be in range of where they land

Player should no longer have the combat state applied to them from being hit by an attack after being defeated in Interlock combat.

No more Effects of Combat and no more Bunny hoppers. SMILEY


Message edited by Yasamuu on 10/03/2007 18:50:14.



Jacked Out

Joined: Dec 22, 2006
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Fixed some gang members who were spawning in the ground in Richland.

You will be missed, Amputee Furies Fanatic.


Femme Fatale

Joined: Aug 22, 2005
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Look'n like a kick butt update, hopefully I will find time to play.



Systemic Anomaly

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Hm. I liked bunny hopping. And MA is going to be even godlier now with Serene Calm.

But overall, a LOT of very good fixes/changes.

However... "Inherent accuracies for special moves in operative discipline trees have been adjusted."... I hope that doesn't mean a Spy nerf.



Ascendent Logic

Joined: Apr 12, 2006
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*CENSORED* serene calm ftmfw..


MC Photographer

Joined: May 26, 2006
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<3



Vindicator

Joined: Sep 22, 2005
Messages: 700
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Would end up being a bit of a drag if those melee pills have to be farmed everytime you want to use them. Oh well, they better be worth the time to fight against the lvl 70 sim.
Probably end up being used like Silver Bullets (1 time per click).

Message edited by Travi on 10/03/2007 19:04:11.



Femme Fatale

Joined: Aug 15, 2005
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  • You can now interlock someone who is in midair if:
    • You are in range
    • You will be in range of where they land
  • Player should no longer have the combat state applied to them from being hit by an attack after being defeated in Interlock combat.

  • I guess our devs are able to fix things afterall.



    Vindicator

    Joined: Aug 1, 2006
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    * Desperate Speed, Hyper Sprint, and Hyper Speed now increase sneak and invis movement speeds.
    * The Movement Speed upgrade for Escape and Evasion is now Sneak Movement Speed instead.

    As a Sniper, I like the sound of this :)

    Also I'm glad to see a lot of our long-standing problems will be obliterated by this patch.  Excellent work guys =D

     
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