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
- UI and audio
- Gameplay
- Performance
- Balance
- Fixes
Update 1.0.6.A As always, this patch will be delivered in two parts. Skill Tree The skill tree has been consolidated to one large skill forest again. Full pathing between different classes is now available, however some skill passives don't function properly (namely those relating to critical strikes). Unallocating skills from the skill tree have been disabled, however a skill tree reset button has been made available. Skill tree point acquisition is disabled, but for alpha testing purposes players may freely take skills throughout the passive tree. Testing of the pathing and node dependence is at the core of this round of testing. Thank you for your participation. If you find bugs, please report them in the bug reporting forum.
Added Weapon Slot Unlocks from the skill tree. Selecting an unlock slot from the tree will allow your character to equip weapons in that equipment slot. Each character starts with one equipment slot unlocked except the Operative who gets two. Players can select nodes either from the start of the skill tree or from the starting weapon slot. Skills which are provided by the equipped weapons can be found in the skill tree nodes surrounding the weapon.
Added additional passive abilities to major passive nodes, and added several passive abilities.
Random Towns
Added a new system which is multiplayer friendly in which towns are generated randomly. This is one of the core tests of this alpha test. On Pulverem, please find an area that loads a random area and provide feedback on the forum. These areas are being spawned without enemies for this test so that players can test loading times and navigation.
Commander
- Added a new SkillOrders Menu. Using this skill brings up a contextual menu of selected units and their available orders. While a majority of these skills are available from the skill tree as individually assignable skills, they are all available regardless of skill unlock so that players can orders units about from the start of the Commander class, while more advanced hotkeying will require a larger skill point investment.
Added Summon Grunt to the skill tree. This grunt is summoned to the Command Transport for now, and is not available for use at this time aboard the Assault Carrier capital ship, and only useful during away missions.
- Added the final weapon slotThigh Pistol and added it to as the Commander's starting weapon. Currently there are several bugs, including a poorly performing animation blend causing the aim in third person to point lower than desired. (This will be fixed in 1.0.6.b)
Added several skills to the Commander section of the skill tree regarding unit selection and orders.
Engineer
Moved grenade skills from Soldier to the Engineer part of the skill tree.
Reduced the Credit cost of Frag Reign
Temporarily disconnected the 100mm turret from the Engineer's tree while several adjacent skills are added ((This will be fixed and completed in 1.0.6.b)
Operative
Added critical strike nodes to the passive tree. Currently they have no affect, but serve as a placeholder while planning the skill tree.
Added Kunai, Caltrops and Shuiken skills to the Operative section of the skill tree, however they don't function yet.
Weapon Crafting
Added a weapon forge to the assault carrier. Currently this is the only place you can manually modify your weapons. Weapon modifications can be unlocked via the Skill Tree.
Added Underbarrel
Source
Changelog.gg summarizes and formats this update. How we read updates.
