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Patch Notes - 1.4.69 - 17-May-2016


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#1 InnerSphereNews

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Posted 16 May 2016 - 10:40 AM

May 17th 2016 from 10AM – 1PM PDT
Patch Number: 1.4.69
Patch Size: ~170 MB

Greetings MechWarriors,

The Kodiak Assault 'Mech is finally here, and with it comes our first ever Clan Hero 'Mech: the Spirit Bear. The Kodiak is a strong contender for our most eagerly anticipated addition to the MechWarrior Online collection of 'Mechs, and we are very excited to roll these off the line and onto the battlefield. It's going to be a beast.

The MechWarrior Online World Championship Tournament is fast approaching! The Team Formation deadline has come and gone, and 153 Teams from around the world are set to throw down the gauntlet in their bid for the championship. Thanks to the amazing support of the MWO Community, purchases of the Tournament Supporter Pack have increased the $100,000 Prize Pool to over $130,000!
As we approach the start of the Regional Qualifiers, this patch includes an array of improvements to the Private Match Commentator Tools, including a new Nav Bar to provide quick access to vital Commentator features.

This patch also includes a re-write of the explosive strike weaponry system, which will lead to much more consistent behavior for strike weaponry and will allow players to better minimize and manage the amount of damage taken to critical components by reacting quickly and intelligently to oncoming strikes.

Rounding out the patch we have a new 'Games In Progress' window accessible by clicking the Quick Play button, some key fixes to the in-match chat system, an array of Faction Play fixes and changes, improvements to the MechWarrior Academy BattleZone, and much more.

To make the patching process easier for players with limited download caps, we'll be providing direct download links for the for the two patches that comprise the May 17th update. This will allow you to download these files elsewhere, for manual injection into the MWO patcher through a Patch Cache folder. Full steps covering this process can be found at the bottom of these Patch Notes.

Read on for all the details, and don't forget to check out our Road Map for June and July for a look at what's to come.

We'll see you on the battlefield!

- The MechWarrior Team

Change Log

New 'Mech

Pictured variant: Kodiak KDK-1 [S]

Kodiak (Assault)

Sensing a shift in the balance of power among the Clans following the Dragoon Compromise of 3000, Clan Ghost Bear commissioned the Kodiak. While it would not go to the extremes of the Mandrill or Thunder Stallion, the Kodiak was nevertheless intended to be a totem ’Mech, showcasing the power of the Ghost Bear to dominate its enemies. This is exemplified in its heavy armor and massive array of eight extended-range medium lasers, making it a perfect defensive unit to hold the center of any line. Its surprising ability to hit bursts of sixty-four kilometers an hour while bringing to bear the massive power of an ultra-class autocannon 20 allows the Kodiak to surprise opponents with a powerful offensive attack.

• Release date for MC: August 2nd 2016
• Release date for C-Bills: September 6th 2016

Normally we put the full Loadout and Quirk details for new 'Mechs into a separate post in raw text form, but we're going to try something a little different this time around. Feel free to let us know what you think of this new method by replying to the associated forum thread for these Patch Notes.

Kodiak Module Slots (all variants)

• 'Mech Module Slot: 1
• Weapon Module Slots: 2
• Consumable Slots: 2
• 'Mech/Weapon Slot: 1 (only available after unlocking that variants Mastery Skill tier)

Kodiak Variants

Kodiak KDK-1 [S]
The KDK-1 [S] is a Special version of the KDK-1, featuring a unique Pattern and a 30% boost to C-Bill earnings. The KDK-1 [S] is only available through the Collector Kodiak Pack, and will not be made available for purchase in-game.

Kodiak KDK-1
The KDK-1 is the standard version of the KDK-1 [S]. It does not possess the 30% C-Bill boost or the unique Pattern of its [S] counterpart. Until its release date for in-game purchase the standard KDK-1 is only available through the Standard Kodiak Pack.

Kodiak KDK-2
Until its release date for in-game purchase the KDK-2 is only available through the Standard or Collector Kodiak Pack.

Kodiak KDK-3
Until its release date for in-game purchase the KDK-3 is only available through the Standard or Collector Kodiak Pack.

Kodiak KDK-SB "Spirit Bear" (Hero Add-On)
The KDK-SB is the Hero variant of the Kodiak, featuring a unique Hero Pattern and a 30% boost to C-Bill earnings. Until its release date for in-game purchase the KDK-SB is only available as a Hero Add-On to an existing Standard or Collector Kodiak Pack.

Kodiak KDK-4 (Reinforcement Add-On)
Until its release date for in-game purchase the KDK-4 is only available as a Reinforcement Add-On to an existing Standard or Collector Kodiak Pack.

Kodiak KDK-5 (Reinforcement Add-On)
Until its release date for in-game purchase the KDK-5 is only available as a Reinforcement Add-On to an existing Standard or Collector Kodiak Pack.


New 'Games In Progress' window

A new 'Games In Progress' window is being introduced with this patch. If you have been disconnected from or have left a match prematurely, or if you have been destroyed in an ongoing match and wish to launch a new match in another 'Mech, the Games In Progress window will appear when you click the Quick Play button. This window will display both Quick Play and Faction Play matches.
From this window you will be able to view all ongoing matches in which you were or are either an active participant or a commentator, and either rejoin an existing match or launch a new match with another 'Mech.

Commentator Tool Improvements

In preparation for the upcoming MechWarrior Online World Championship Tournament, an array of improvements and tweaks to the Private Lobby Commentator Tool are included with this patch.

• Commentators can now activate the Night [N] and Heat Vision [H] Modes.
• Commentators can now rejoin ongoing matches in which they were assigned as a Commentator.
• Players that have been destroyed will now be moved to the bottom of the team roster board.
• Text alerts will now appear underneath the Match Timer/Scoreboard when a 'Mech has been destroyed.
• Team Names and Tags displayed in the Commentator HUD are based off whichever Unit comprises the majority of players in the Team.

Commentator Nav Bar


The new Nav Bar will allow Commentators to quickly toggle the following items:

• Default Keyboard Controls overlay
• Default Gamepad Controls overlay
• Dolly Cam/Free Cam
• Kill Events
• Team Display
• Battle Grid
• Scoreboard
• Show/Hide Nav Bar

New Cockpit Items

Along with their complimentary delivery to eligible Kodiak Pack owners, the following four Cockpit Items are also now available for purchase in-game:

• Kodiak Claw (Kodiak Standing Item): 750 MC
• Claw Necklace (Kodiak Hanging Item): 500 MC
• Kodiak Warhorn (Kodiak Warhorn): 750 MC
• Spirit Bear (Kodiak Early Adopter Hanging Item): 750 MC

New Badges and Titles

Kodiak Standard Pack (and Collector Pack)


"The Cub"

Kodiak Collector Pack


"The Grizzly"

These Titles and Badges are only available through their associated Kodiak Pack. The Collector Pack comes with both.

Chat Fixes and Changes

• Fixed an issue where chat which had not been committed would be deleted when transitioning to a new stage of a match.
• Fixed an issue where being destroyed with an uncommitted chat message would cause that message to send after sending a new message in the death or end of round screen.
• Fixed an issue where pressing Escape while the chat window was active would also bring up the pause screen. Pressing Escape while the chat window is active will now only close the chat window.
• Fixed an issue where destroyed players could be unable to send messages to their Team after being destroyed.
• Fixed an issue where players could only send one chat message while in the DropDeck screen, either in the pre-drop screen or in the Next 'Mech selection screen after being destroyed.

Faction Play Fixes and Changes

• Fixed an issue where grouped players could be dropped into a Quick Play match after initiating a Faction Play match with a 'Mech that has no engine.
• Fixed an issue where Mercenary Rank Titles weren't displaying in matches.
• Fixed an issue where player MC balance wouldn't immediately update after receiving MC from Unit Coffers.
• Fixed an issue where Faction Play Groups could still launch a match after the Mercenary Unit had been disbanded (and the player was classed as a Freelancer).
• Fixed an issue where Unit Chat would not display the name of a pilot who had left the Unit.
• Fixed an issue where accessing the Unit Coffer Management screen would cause the Faction to briefly highlight as if it were selected.
• Removed debug text from the Break Loyalty confirmation popup when initiated by the Unit Leader.
• Coffer Management: Fixed an issue where Spoils of War entries in the Coffer Transaction would appear to be a lump sum if the player was idle on that screen through attack phases.
• Coffer Management: Fixed an issue where MC Coffers would not update immediately after distributing an amount of MC.
• Faction Reputation: Fixed an issue where the Current BattleMech and Premium Time boxes would disappear when running at resolutions above 720p.
• Inner Sphere Map: Fixed an issue where the Inner Sphere Map would briefly revert to a previous state after cancelling an Invasion match search.
• Inner Sphere Map: Peacefully restored control of Cadiz to House Kurita after it foolishly attempted to become a sovereign system.
• Planetary Reinforcements: Fixed an issue where the new territories wouldn't immediately update for the player without leaving and returning to the Reinforcement window.
• Unit Member Management: Fixed an issue where double-clicking the Invite Player button could cause the invite confirmation window to appear twice.
• Unit Rank Management: Fixed an issue where the Rank Name entry field could overlap with the Member count.
• Unit Rank Management: Fixed an issue where backing out of a Rank Name change would prompt unnecessary error popups.

Gameplay Fixes and Changes

Air Strikes, Artillery Strikes, and Long Tom Strikes

The amount of Damage Dealt to a component from a explosion is now based on that components distance from the explosion, along with the amount of surface area exposed to it. The amount of damage dealt decreases at a logarithmic rate.
With this change explosion damage will behave more consistently, and will allow players to better minimize and manage the amount of damage taken to critical components by turning away from the blast.

• Explosions no longer deal Critical Damage.
• Long Tom Strike: Maximum amount of Damage that can be dealt to a single 'Mech is now 1650 DMG (150 DMG per Component).
• Long Tom Strike: Blast radius is 300m.
• Artillery Strike: Maximum amount of Damage that can be dealt to a single 'Mech is now 165 DMG (15 DMG per Component).
• Artillery Strike: Shell Radius is 30m.
• Air Strike:
Maximum amount of Damage that can be dealt to a single 'Mech is now 165 DMG (15 DMG per Component).
• Air Strike: Bomb Radius is 30m.

'Mech Fixes and Changes

• All 'Mechs: Reduced the brightness/flaring when firing Machine Guns in first-person view. This issue was particularly bad in variants such as the LCT-PB.
• Archer (all variants): Walk and run animations have been cleaned up and refined to make them a little less rigid, and fixed some alignment issues.
• Highlander IIC: Fixed an issue where the listed Max Tonnage stat could be inconsistent between the Store and the MechLab.
• Marauder (all variants): Fixed an issue with the display of Hex style Warhorns.
• Stormcrow (all variants): Removed some leftover geometry from a Cockpit Monitor that had been removed in a previous patch.

MechLab Fixes and Changes

• Warehouse: Fixed an issue where the AMS Overload Module wouldn't display in the Inventory for an AMS-equipped Clan 'Mech with the Mounted Weapons box checked.
• Warehouse: Fixed an issue where the Enhanced NARC Module wouldn't display in the Inventory for a NARC-equipped Clan 'Mech with the Mounted Weapons box checked.
• Warehouse: Fixed an issue where the Mounted Weapons box could be checked, but the listed Inventory would not obey the filter when accessing the Modules tab where the Mounted Weapons box would be checked, but the listed inventory would not obey the filter.
• Warehouse: Fixed an issue where the Inventory could stop obeying the Owned box.
• Consumables Tab: Fixed an issue where spamming the Auto-Refill checkbox could cause the check mark to blink on and off.
• Modules Tab: Fixed an issue where Modules could not be drag-and-dropped from one slot to another.
• Modules Tab: Fixed an issue where a Module recently purchased from the Store would not immediately increase the amount displayed within the Modules tab.
• Loadout: Fixed an issue where holding the Add Armor arrow could cause the 'Mech to go over tonnage.

MechWarrior Academy Fixes and Changes

• The Tutorials button in the Home screen has been changed to Academy.
• Repair and Re-Arm Beacon has been added for player use.
• BattleZone: Enemy 'Mechs now have the ability to deploy UAVs when they are fired upon.
• BattleZone: Enemy 'Mechs will now fire the ideal weaponry according to your range.
• BattleZone: Enemy 'Mechs will now spawn with existing damage.
• BattleZone: The total number of Kills, Deaths, and duration of time spent in the BattleZone will now appear when the player leaves the BattleZone.
• BattleZone: Enemy 'Mech Ammo and UAVs will be replenished when the player leaves the BattleZone (the 'Mechs will not repair their damage, however).
• Onslaught: Enemy 'Mechs will now fire the ideal weaponry according to your range.

Other Fixes and Changes

• All Lobby screens now take up a larger portion of the available screen space (Private Lobby, Faction Play Drop Preparation, etc).
• Fixed an issue where going from the Cockpit menu to the Select 'Mech menu could prevent the player from being able to spin the 'Mech.
• Faction FAC abbreviation has been standardized to FTN.
• Fixed an issue where Achievement names could be cutoff in the Items Received window.
• Fixed an issue where the cursor would not stay locked onto the MWO client window while running in Windowed mode during a match.
• Fixed an issue that could cause the MWO navigation cursor to remain on screen while in a match.
• Fixed an issue where Alt+Tabbing out of the client while in Fullscreen could cause the Windows cursor to become locked.
• Fixed an issue where Alt+Tabbing out of the client after switching from Windowed to Fullscreen could cause the Windows cursor to appear.
• BattleGrid: Fixed an issue where the Info panel would not display correctly.
• BattleGrid: Fixed an issue where the Info Panel tool-tip referred to an 'Unbound' keybinding.
• BattleGrid: Fixed an issue where players could not change the Toggle Info Panel keybinding.

Patch Files (Direct Download)

To make the patching process easier for players with limited download caps, we'll be providing direct download links for the two patch files that comprise the May 17th update. This will allow you to download these files elsewhere, for manual injection into the MWO patcher through a Patch Cache folder.
Aside from allowing you to download these files elsewhere, on another connection, there are no additional benefits to performing the patch this way; the patching process itself will be the same.

This direct patch download process will only work for players running the standalone client. It does not apply to players running MWO through Steam.

Patch File #1: Link
Patch File #2: Link

How to use these patch files

• Download both of the above files
• For sake of ease we recommend creating a dedicated folder for these files, such as 'MWO Patch Cache'
• You do not need to unzip or unpack those two files
• Launch the standard MWO launcher
• Click the gear icon in the top right of the launcher window
• Choose the 'Specify Patch File Cache' option
• In the field that appears, paste or enter the location in which you saved the two patch files and hit OK
• For example, C:\Users\<username>\Documents\MWO Patch Cache
• Click the blue Patch button
• The launcher will now check the Patch Cache folder you defined. If it locates the required patch files, it will unpack and use those files to apply the patch.
• Once the patch is complete, launch the game!



#2 Scout Derek

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Posted 16 May 2016 - 10:53 AM

Lot of good things that are coming this patch, particularly the commentator bar, might make things easier for community tournies and such!

However, I still feel mixed vibes about the KDK's quirking from the community, hopefully they stay or are removed for the better....

or for the worse.

All in good time as they say.

#3 Mark of Caine

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Posted 16 May 2016 - 10:53 AM

Looks good. I do hope we can now switch from Scout to Invasion tab without having to switch planets first. That is a real pain and screws up drop decks.

#4 Notorious Meerkat

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Posted 16 May 2016 - 11:14 AM

"Mandrill or Thunder Stallion"

Quadrupeds in MWO confirmed!

#5 Gannycus

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Posted 16 May 2016 - 11:15 AM

Mechbay sale please.

#6 Dawnstealer

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Posted 16 May 2016 - 11:16 AM

View PostInnerSphereNews, on 16 May 2016 - 10:40 AM, said:

'Mech Fixes and Changes



• All 'Mechs: Reduced the brightness/flaring when firing Machine Guns in first-person view. This issue was particularly bad in variants such as the LCT-PB.


THANK you - I stopped running MGs on my PB specifically because I'd shoot and wouldn't be able to see where I was going or what I was shooting at.

#7 MoonUnitBeta

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Posted 16 May 2016 - 11:20 AM

Cool beans.

#8 MoonUnitBeta

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Posted 16 May 2016 - 11:30 AM

While reading about the Commentator Improvements, I got an idea that would be really cool to get replays for commentators. Not entire game replays, but just moments. Where certain events, mainly a kill, are logged and can be re-watched.

So if you see "X has killed Y" you as a commentator (or spectator) can click either name to see the kill from that person's perspective.
I think it'd be really neat, especially for tournaments where there are lull's in the play (like foot ball, hockey, etc) and you can show the kill when everyone else is still battling.

It would take the pressure of the people trying to show the match, and can focus on getting some good battle content, and if they happen to miss the jenner who killed the locust way off in the other corner of the map, they can click, and it'll show the last 10 seconds leading up to the kill. Maybe as a bonus feature, add a "switch view" button, and you can switch between the locust/jenner's view any time in those 10 seconds

I dunno... thanks for another good patch anyways!

Edited by MoonUnitBeta, 16 May 2016 - 01:03 PM.


#9 Kshat

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Posted 16 May 2016 - 11:43 AM

Some of the bugs cleaned up had been part of our voyage with MW:O for over two years....

Unbelievable that it's finally time to say goodbye to these lil buggers ;(

#10 Dee Eight

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Posted 16 May 2016 - 11:50 AM

$30,000 added to the prize pool for the world championships means 6,000 players bought the tourney pack. That's a pretty good statistic to how many paying players a game has. Would be nice if someone on the website, it showed a list of total active players (say that logged in in the past week, month, etc), or how many are premium timers and how many are not, etc.

Edited by Dee Eight, 16 May 2016 - 11:51 AM.


#11 Felicitatem Parco

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Posted 16 May 2016 - 12:29 PM

Thanks for the patch notes. :-)

Edited by Prosperity Park, 16 May 2016 - 12:30 PM.


#12 snow0815

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Posted 16 May 2016 - 12:37 PM

Why are there no quirks on the KDK-1 and KDK-5 chassis? All the other chassis have the same quirks, but these two have none at all??

Edited by snow0815, 16 May 2016 - 12:38 PM.


#13 Felicitatem Parco

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Posted 16 May 2016 - 12:42 PM

View Postsnow0815, on 16 May 2016 - 12:37 PM, said:

Why are there no quirks on the KDK-1 and KDK-5 chassis? All the other chassis have the same quirks, but these two have none at all??
Massed energy hardpoints leaves the developers slightly concerned that they will be overly powerful, but inter-variant performance will be monitored in the bulk-phase.

#14 Felicitatem Parco

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Posted 16 May 2016 - 12:58 PM

Oh, and PGI, thank you for gracefully handling that situation. We didn't need another Kentares incident.

#15 WarHippy

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Posted 16 May 2016 - 01:06 PM

"Artillery Strike: Total Damage is now 165 DMG, with a maximum Damage potential of 15 DMG per Component.
• Artillery Strike: Radius is 30m.
• Air Strike: Total Damage is now 165 DMG, with a maximum Damage potential of 15 DMG per Component.
• Air Strike: Radius is 30m."


So am I understanding it correctly that at most only 15 damage will be done to any one component per shell? If that is the case it is safe to say both of those consumables are more or less entirely worthless.

#16 DONTOR

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Posted 16 May 2016 - 01:25 PM

View PostWarHippy, on 16 May 2016 - 01:06 PM, said:

"Artillery Strike: Total Damage is now 165 DMG, with a maximum Damage potential of 15 DMG per Component.
• Artillery Strike: Radius is 30m.
• Air Strike: Total Damage is now 165 DMG, with a maximum Damage potential of 15 DMG per Component.
• Air Strike: Radius is 30m."

So am I understanding it correctly that at most only 15 damage will be done to any one component per shell? If that is the case it is safe to say both of those consumables are more or less entirely worthless.

Agree, pretty sure a well placed arty strike could land me up to possibly 400-500 damage, on a cluster of enemy mechs, now I'll just run through arty and not give it a second thought.

#17 Luscious Dan

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Posted 16 May 2016 - 01:28 PM

It'll be curious to see if the arty/air strikes are better or worse with the new code. They barely ever seemed to do anything before, except make the enemy mech bright yellow on all locations. If they do some noticeable damage I'm guessing we'll see a lot more red smoke.

#18 DONTOR

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Posted 16 May 2016 - 01:31 PM

[color=#00FFFF]• All 'Mechs: Reduced the brightness/flaring when firing Machine Guns in first-person view. This issue was particularly bad in variants such as the LCT-PB.[/color]

[color=#00FFFF]Annnnd one of my favorite immersive factors in the game is now gone :([/color]

hopefully they didnt reduce it all that much.

View PostLuscious Dan, on 16 May 2016 - 01:28 PM, said:

It'll be curious to see if the arty/air strikes are better or worse with the new code. They barely ever seemed to do anything before, except make the enemy mech bright yellow on all locations. If they do some noticeable damage I'm guessing we'll see a lot more red smoke.

Well it says the maximum damage is now 165, so that's WAY less damage than they used to be capable of, I'm guessing less or equal red smoke.

#19 vibrant

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Posted 16 May 2016 - 01:48 PM

View PostDONTOR, on 16 May 2016 - 01:31 PM, said:

Well it says the maximum damage is now 165, so that's WAY less damage than they used to be capable of, I'm guessing less or equal red smoke.


Currently, they each make 6 explosions of 35 damage, or 10 explosions with the GXP unlockable consumable upgrades... and these patch notes don't say that this is being reduced at all, simply that the damage to each individual mech component caught in the blast is going to be capped. Unless I'm misreading it, if a half dozen mechs are in the target location, it could still do significant total damage.

#20 Jables McBarty

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Posted 16 May 2016 - 02:00 PM

Some good quality of life improvements here--thanks!

Looking forward to being able to put MGs back on my PB :)





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