Full notes
Full Advanced Gaming Platform::Epica update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Compatibility
- UI and audio
- Balance
- Store
- Performance
1.0.5 Patch Notes Upgraded to Unreal 4.17. Features
Linux Distribution and initial Linux testing.
Starting Classes: Players will have access to three starting classes: Soldier (existing skill tree) and Operator (Sword & Pistol) and Engineer (100mm Turret). Commander did not make the cut for 1.0.5, and will be deployed in 1.0.6.
Tutorial: Basic movement, world & UI interaction. Players are given a brief tutorial on the skills provided to them with the starting classes. Players can restart the tutorial by accesing the Artyaphim.
- New ShipAssault Carrier will now act as the starting area. While the layout is complete, some of the envisioned functionality is not. The bridge currently functions as mission hub, the computers in the docking area are currently only used to open and close the hanger doors. Later trading will be available here. The bar is intended as a hub for NPC interaction, but is currently unpopulated.
Basic Income (BI)- Players will slowly acquire BI at a rate relative to their class up to a cap. Upon reaching the cap, the player is overmax and will no longer receive BI. Upon dropping below the cap, players will return to receiving BI. This will replace the early use of credit rewards in chests (if you remember that) and additional credits can be achieved by completing quests or later trading. BI Rates: Operative (0), Soldier (5000) which is equal a few weapon reloads, Engineer (50,000) which is the price of a turret summon (unbalanced)
Front page has title music. This is togglable for now through a button at the top of the screen. An update to the save file system is needed to address character independant settings (graphics, sound, keybindings, etc.) Following this, additional music will be added.
Third weapon slot unlocked! Off hand pistol is now available for testing. This is the default weapon for the Operative class, however can be added to any class now.
- Added the first melee weaponNinjato. This weapon is automatically equipped whenever an offhand pistol is equipped. Future patches will see weapons distributed in the loot tables and available for purchase.
Added the 100mm auto cannon. This summons a cannon infront of you which automatically attacks targets around you. Beware! When this weapon fires it will apply a crowd control effect to anything near it, so stand back.
Added a rough operative skill tree. Players can employ melee attacks using the blade, while similtaneously shooting the offhand pistol. Pathing and requirements to come in a later patch (currently you can execute these skills without any weapons. LOL)
Optimization
Removing weapon holsters by default, while using ultra high graphics settings will still allow players to see all the equipped weapons on their character. Currently attached weapons (4) are a lot to handle for many computers. An advanced graphics setting might be added in future if I hear any requests for it, however for now it's just turned off.
Localization
Продолжение поддержки России
Testing priorities
Difficulty gradient. Pendrith offers a higher level of difficulty with ranged units coming into play. Before I add the quest area in the second half of the deployment of 1.0.5, I'm looking for feedback on the difficulty in the first area. Following the current deployment I'll be detailing the area with spawns, quest areas and environment from the starting area on the planet
Source
Changelog.gg summarizes and formats this update. How we read updates.
