Experimental GRAV Update Pre6 - 11.0 Patch Notes

Discussion in 'Patch Notes' started by Kane Hart, Feb 24, 2015.

  1. Kane Hart

    Kane Hart Administrator
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    Pre6:
    SPECIAL NOTICE:

    • All level ranges and caves have been re-rolled to fix various issues with invalid level ranges and level dropouts

    IMPROVEMENT:
    • Job System. We have the start of the Job System in GRAV. The Job System will allow your overall level cap to be higher than 42! (e.g. you can get those high level LootCrates!) New Jobs can be found from Job Blueprints dropping in the world. Each Job has a set of PlayerSkills associated with it that will unlock at certain levels. You may switch between jobs as you will. PlayerSkills from non-active jobs are ALWAYS active (e.g. if you have a JumpHeightIncrease skill from the Acrobat job and you are currently an Astronaut, that JumpHeightIncrease skill is still active).
    • New base item: Kitchenette. This is the start of our cooking / food system. There are only a couple of recipes in the world right now but many many more will be added.
    • Added ability to build rooms that don't tear down surrounding walls
    • Added rooms for building multi-story open areas within bases (look in advances rooms category)
    • Added NEW room type: Glass Room
    • Added sounds/FX to dodge
    • F1-F7 now bound to emotes for quick access (point and wave no longer bound to Q and G)
    • StorageBins now have ability to have their access set to Public/FoF/Private
    • SHOUTOUT: UrbanBravo

    BALANCE:
    • Forcefield doors are now 100% protected by nexus shield nodes

    BUGFIX:
    • Fixed issues causing caves to change on server restarts in some situations
    • Fixed player staying invulnerable if they cancel an unsuccessful stargate transfer
    • SHOUTOUT: techromancer for finding and reporting this!


    Pre5:

    IMPROVEMENT:

    • New base item: BioCondenser. This item allows you to combine lower level crafting materials into higher level crafting materials (e.g. turn BugDog Shells into BugDog Hearts).
    • Transmuted materials have their own categories in the Factory for easier Transmuting.
    • New emote system. 30 new emotes added! Run /emotes to get a list of all possible emotes
    • Special melee attacks are now in! Right click to perform a 'special' attack that consumes stamina but is much more powerful
    • SHOUTOUT: Talse and numerous others for keeping the melee attack threads active.

    BALANCE:
    • A minimum distance is now required between harvesters
    • Harvesters' harvest range is now increased as it is upgraded


    Pre4:

    IMPROVEMENT:

    • Metaverse chat! Chat is now broadcast to all planets in one metaverse
    • Official servers now have their own filter. Prevents masquerading servers and makes it easier to find the official servers in the sea of servers
    • When players destroy base items it is now logged to the server's log

    BALANCE:
    • Increased generator capacity at higher upgrade levels
    • Reduced landmine damage to be inline with new damage balancing
    • Reduced stamina cost of jumping

    BUGFIX:
    • Fixed stamina bar making noise when it gets low
    • Fixed issues with click dragging to look around in the build menu
    • Fixed issues with menus closing right after they are opened
    • Don't allow stamina to be spent while in a vehicle
    • Fix being able to wave and eject yourself from a jetpack



    Pre3:


    IMPROVEMENT:
    • You can now interact with rooms via the build menu. This allows you to self destruct rooms, upgrade rooms, and change their security setting
    • Bags you can't loot now have a different (and much shorter range) effect
    • New stamina system (replaces old food system). Abilities that now use stamina: Sprint (hold shift to sprint), dodge (double tap a movement key to dodge), jump uses a small amoutn of stamina.

    NOTICE:
    • stamina capacity decays as player hungers. Eat rations (new item) to restore capacity. Food resource renamed to 'Organics'

    BUGFIX:
    • Fixed issues causing players to fall through the world on monocycles
    • Fixed issues with Beacon beam rendering

    IMPROVEMENT:
    • Monsters can now have Affixes which will affect a number of their attributes. Ranging from they do DoubleDamage to giving DoubleLoot. More Affixes shall be added over time!
    • The MonoCycle now has a point light attached to it as well as its spotlight to give it a bit more vision
    • The Light Pet now has a point light attached to it as well as its spotlight to give it a bit more vision

    PATCHDANCE:
    • A New Dance Added.



    Pre2:

    BALANCE:
    • Increased resources per fossil node
    • Tweaked cooldown on health stims
    • Reduce spider bomb damage to not be one-shot kill
    • Fixed Spiderbomb explosion doing damage through walls

    BUGFIX:
    • Fixed being able to melee through walls
    • Fixed issues related to clients thinking items were not powered when they were
    • Fixed resources not reliably respawning in caves
    • Fixed AI not aggro'ing properly in some situations
    • Fixed spider bombs blowing up after they were killed



    Pre1:
    BALANCE/EXPERIMENT:

    • OPERATION MAKE GAME LETHAL. Health values for PvP and PvE combat have been changed dramatically! BEWARE, monsters are now MUCh more lethal, but you are too. You must now avoid enemy hits and choose your battles wisely.
    • PvP is now a viable thing. It's much easier to kill players (as in it's now possible, it was very difficult in the past)

    IMPROVEMENT:
    • Added dodge moves (double tap movement keys). This should help you dodge the now very lethal enemy attacks

    BALANCE:
    • Automated turrets now do siginficantly less damage to buildings
    • IMPROVEMENT:
    • At long last! Tech hunters now have their swords
    • Various weapons had their muzzle flashes improved

    BUGFIX:
    • Fixed bases being allowed to 'float' due to second level rooms thinking they were attached to the ground directly
    • Fixed issues with teleporters linking to unfriendly targets, and not saving their target
    • Fixed non-room base items not being destroyed when the room they were in was destroyed
    • Fixed doors not being destroyed when the room they're attached to is destroyed
     
    #1
    Last edited: Mar 6, 2015
  2. HekatonCheires

    HekatonCheires New Member

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    Awwww.. i expect new armor... but not this time? :p
     
    #2
  3. Royal Bouch Dag

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    yeah.. I was hoping new armor, new blueprints, increased lvl cap, a reason to go to High planet... but at least we got a weapon muzzle flash balance....
     
    #3
  4. Royal Bouch Dag

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    I like the health changes for PvE... I also like what it does for fences and turrets in PvP.
     
    #4
  5. Jroc

    Jroc New Member

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    Good. They desperately needed some PvP improvements. They just need to add some more "regenerative" material to the game now (stuff to do besides lvling).

    Does anybody know if they plan on combining all official server exoplanets/moons? If I understand correctly, right now they have combined all the east coast servers? Why not combine them all and port their moons/exo's to a central server (for ping reasons).
     
    #5
  6. Royal Bouch Dag

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    the combined exoplanets/moon are grouped as such... East PvE, East PvP, West PvE, West PvP, Central PvE, Central PvP, Experimental. East coast servers was just used as an example.
     
    #6
  7. Jroc

    Jroc New Member

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    Ahhh, got it, thanks.
     
    #7
  8. Kane Hart

    Kane Hart Administrator
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    Added Latest Pre :)
     
    #8
  9. Royal Bouch Dag

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    pre4 is on experimental
     
    #9
  10. Royal Bouch Dag

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    scratch that, pre5 is out
     
    #10
  11. [Hozy] Cossack1977

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    no lvl cap increase?
     
    #11
  12. Kane Hart

    Kane Hart Administrator
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    Updated with Pre6 Notes.
     
    #12
  13. Jroc

    Jroc New Member

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    This is beginning to look awesome. Can't wait.
     
    #13

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