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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by Sizer » 29 Jul 2015, 23:47

Patch 58

-Decreased passive regens across the board
-Reduced Frigate Gun modifier against Battleships
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by Sizer » 18 Sep 2015, 21:15

Patch 59 (The 'Oooooh, So Close' Edition)


-Y-Wing magazine increased from 25.1 to 50.1
-TIE/sa magazine increased from 25.1 to 75.1 (waaaaaaaaaaaaaat)
-Blaster base damage increased
-Combat lasers reduced to 1km range
-Support lasers muzzle vel reduced to 1kps
-Concussion Missile explosion radius reduced from 40m to 20m
-TIE/D thruster strength reduced
-TIE/In thruster strength increased (Boom, baby, boom)
-Nebulon-B Shield passive regen reduced
-Nebulon-B dps increased
-ISD II Preview Build (Completely slapdash)
-ISD I suitably nerfed (Completely slapdash)
-Added cluster bombs to a smattering of bases (If it's an NR fleet base or HQ planet, it's proly there)

So gonna need some feedback on this. ISD II is supposed to be aboooooot 20% more powerful all around. Gonna need numbers on the ISD II and I against the MC90 (It's probably still waaaay too stronk. Somebody should nerf it)
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by Sizer » 25 Sep 2015, 23:41

Patch 61

-A-Wing ghost guns
-Temporary Hyperdeath Workaround (Metal Album Title?)
-Killed NPC spawnrate in Muunilinst and Kashyyyk
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by Sizer » 13 Oct 2015, 17:26

Patch 63 - The We Don't Talk About 62 Edition

-On all but Super - type turbos/ions, dispersion has been reduced from 1 to 0.25. Super dispersion cut to 0.5. Now that we have class - based resistances, artificial aim balance is no longer required. Transversal rate differentiation will be introduced over the coming patches. Thank WoWS.

-All NR/GE strike craft have had shield caps doubled to test a quick theory. Will likely flip to another thing next patch.

-YT series craft have had a buff to their hyperdrive performance to fit within the 'smuggler' role. Other transports will have similar tweaks as I get to them.
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by w0dk4 » 14 Oct 2015, 03:09

Launcher Build 114

- added multi-server support (currently we only have one server so not useful yet)
- added major version upgrade path (useful for new users so that instead of downloading a huge amount of single server mod patches, it only downloads one big patch to catch up faster)
- fixed major issues with integrated web-browser

Note: If you upgraded your launcher before the date of this post, please update again by manually downloading the launcher from here: http://the-starport.net/fwtow-cdn/main/ ... p_v114.exe
Otherwise, the launcher will not delete the "debug.log" file in your installation directory which can grow really big (easily >100 MB).

Patch 64

- changes needed in settings template config file for new launcher version
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by w0dk4 » 30 Oct 2015, 17:39

Launcher Build 115

- added option to prevent the launcher from automatically closing the game when new updates are available
- browser fix so that the launcher should now work with better compatability (32 bit and Windows XP), also improved exception handling
- small fixes
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by w0dk4 » 09 Nov 2015, 22:01

Launcher Build 116

- inclusion of VC++ 2015 redistributable
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by FriendlyFire » 07 May 2016, 04:22

Patch 66

Balance Fixes
- Removed extra zero on MC90’s OP-plz-nerf shield regeneration
- Adjusted DP70 Gunship’s forward turbos to do less damage
- Changed Star Galleon’s energy profile from warship to freighter
- Fixed Assault Frigate Mk.1 having too much energy
- Dreadnaught’s shields return in 60 seconds instead of 120 seconds
- Widened broadside arcs on the VSD-II, Vindicator, and Corellian Cruiser
- Widened front firing arc on MC30
- Fixed Star Galleon and AA9 shield profiles so fighters now longer have a massive damage multiplier on them
- Skipray turret guns now modular (without losing the custom turret due to FF’s magic)

Other Fixes
- Heavy Gunship now has its proper name, DP70 (not DP37)
- Removed MC80a and MC80b from NR Cruisers Base
- Moved MC80 Liberty back to NR Cruisers base
- Liberator now available at NR Carriers Base
- DP20 and Marauder now available at Civilian Corvettes Base
- TIE Interceptor now available at GE Fighters Base
- Lambda moved to GE Shuttles (2) Base
- Muurian moved to Civilian Shuttles (3) Base
- Mounted Turbolaser Rounds removed
- Modular Lasers and Munitions now available at all bases in FFA System
- ACMs and Cluster Bombs now available at all bases in Cap FFA system
- Replaced ugly Lambda turret with modular lasers
- Turrets now on Nova Courier’s hull instead of floating above it
- BTL-A4 Y-Wing’s turret restored (without losing the modularity due to FF’s magic)
- BTL-S8 K-Wing’s ugly dorsal quad replaced with its custom ventral ball turret (same function though)
- Fixed Enforcer turrets (aka the ship is functional now)
- Re-aligned Strike Cruiser turrets to match hull slope

- Fixed hyperspace server-side validation only checking one end point
- Fixed hyperspace jump out requiring extreme accuracy, making it very likely to get stuck in hyperspace
- HUD now disappears on server disconnect/kick
- Reverse thrust can no longer be used to go above the docking speed limit
- Reverse thrust no longer affects cruise speed, instead merely initiating the slowdown process
- Fixed hyperspace visualization scaling when the end of the tunnel is nearby
- Engine exhaust lighting now takes into account all three engine exhaust colors
- Cruise no longer prevents power regeneration
- If power runs out while in cruise, the ship acts in a similar fashion as if it had been mag/ion pulsed
- Updated mag/ion/no power disruption with cleaner messages
- Removed “Free flight”, “Turret mode” and other such text sitting at the bottom of the screen
- Added engine exhausts for more ships

- Fixed Enforcer/Vindicator textures
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by FriendlyFire » 07 May 2016, 16:43

Patch 67

- Updated hyperspace messages to the new messages framework
- Frame rate is now limited to 80 fps (effectively ~74-76 fps)
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by Kalis » 18 May 2016, 16:55

Patch 68

-Weapons panel now remembers size if resized and does so on a per-ship type basis. You can now tweak your panel just right for your A-Wing and your ISD at the same time!

All starfighters now use modular weapons
-Yellow and purple modular lasers now available
-Fixed combat lasers only being available for sale in the FFA System

Starfighter redistribution
-Ship dealers added to many bases, universally available starfighters heavily distributed across the Galaxy, explore!

Starfighter Rebalance
-All superiority fighters rebalanced, best all-round fighters, not much of a role change
-All advanced fighters rebalanced, tend to trade one stat for exceptional performance in another
-All interceptors rebalanced, maneuverability now near-superiority, mag-pulse and blaster capable
-All bombers rebalanced, not much of a role change though maneuverability has been upped
-All advanced bombers rebalanced, can double in another role other than bombing, specific to fighter
-All patrol boats rebalanced

-All universal/civilian fighters updated to use modular lasers and with rebalanced stats
-All pirate fighters updated to use modular lasers and with rebalanced stats
-All CorSec/Hutt fighters updated to use modular lasers and with rebalanced stats
-All of CorSec starfighter roster now universally available (those bought in Corellia System should still sport green paint jobs and yellow lasers by default though).

Ordnance Rebalance
-Proton Torp maneuverability upped, damage upped, balanced versus shuttles (no they still won't hit fighters)
-Adv. Proton Torp maneuverability upped, damage upped, balanced versus frigates
-Heavy Rocket speed decreased, damage upped, blast radius drastically reduced (no more HP murder), balanced versus destroyers
-Proton Bomb speed dropped, warhead upped, blast radius drastically reduced, balanced versus cruisers

Carrier Rebalance
-Ship respawns now cost as much as the ship they represent
-Respawns now take up space (superiority 10, advanced 20, interceptor 10, bomber 10, advanced bomber 20, pat boat 30, shuttle 50)
-Exceptions: TIE Fighter respawns take 5 cargo units, TYE-Wings 5, K-Wings 20
-Fighter capacities adjusted: (all starfighter hulls take 1 slot, patrol boats 2, assault shuttles 3, shuttles 4)
-Exceptions: TIE Fighters and TYE-Wings take up half a hangar slot, K-Wings take 1, YT-5300 takes 3

Carrier capacities adjusted:
Neb-B: 1
Strike, MC40, Dreadnaught, Cor Destroyer: 1
Vindicator, Assault Frigate, Immobilizer: 2
VSD-I and VSD-II: 2
MC80 Liberty: 4
Corellian Cruiser: 4
MC90 and ISD-I: 3
ISD-II: 4
Quasar Fire: 6
Liberator: 6
Class II: 8
Escort Carrier: 10
Lieutenant Commander Kalis; HIMS Annihilator (retired)
Flight Lieutenant Drakis; Reaper Squadron
Moff Griff; Tapani Sector
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