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Patch Notes - 1.4.73 - 21-Jun-2016


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#1 InnerSphereNews

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Posted 17 June 2016 - 02:54 PM



Upcoming Patch - Tuesday, June 21st @ 10AM – 1PM PDT
Patch Number: 1.4.73
Patch Size:~950MB


Quick Links
Updated Map
Phoenix Hawk
Catapult 'Butterbee' Hero
'Mech Re-Scale
Quirk Adjustments
Command Wheel
New Mini Map and BattleGrid
Quick Play Leaderboards
New Cockpit Items
New Badges and Titles
Faction Play Fixes and Changes
Gameplay Fixes and Changes
Map Fixes and Changes
'Mech Fixes and Changes
MechWarrior Academy Fixes and Changes
Other Fixes and Changes
Known Issues


Greetings MechWarriors,

The reintroduction of iconic and classic Inner Sphere 'Mechs into the world of MechWarrior continues, and the Phoenix Hawk is once again stomping onto the battlegrounds of the Inner Sphere. Few BattleMechs become the meter stick against which all others of the same class are measured. The forty-five-ton Phoenix Hawk is one of those truly supernal designs.

The newly-updated Frozen City releasing in this patch is our fourth map to receive a full gameplay and beautification overhaul. While retaining much of the same layout and shape as the original Frozen City, the revamped Frozen City features greater variations in elevation and cover, with the largest changes present in the South East quadrants.

This patch also features the results of the comprehensive 'Mech Re-Scale evaluation. We know this is a much anticipated component of this patch, and we've tried to provide a good deal of insight into the process. Our initial approach to the re-scale was to focus on a selection of ‘Mechs that were seen as the most deserving or in need of a scale adjustment. The limited focus of that initial approach soon became an all-encompassing evaluation of all ‘Mechs, and in the end almost every ‘Mech has undergone a scale adjustment in some form. The approach we took to the re-scale process consisted of multiple methods, ranging from mathematical to pragmatic.

Some ‘Mechs have received more significant changes than others; the Catapult is the clearest example of this, as it was not only scaled down but was entirely re-modeled. The Catapult is the only ‘Mech that underwent a full re-model; the other ‘Mechs received adjustments to their existing models. On the other end of the spectrum, some 'Mechs received only very minor changes to their scaling, as with the Orion and Orion IIC. In some cases, we also used this opportunity to 'clean up' certain models, again in the case of the Orion to fix an offset right kneecap.

As we all know, information is ammunition. With the introduction of the new Command Wheel system with this patch, a whole new system for coordination and teamwork is now available to help ensure victory on the battlefield. The Command Wheel is an in-game command system which will allow players to quickly relay vital information and commands to their teammates without the need for chat entry or VoIP.

In addition to its significant re-scale and re-model, the Catapult chassis gets even more love in this patch. The CPLT-BB 'Butterbee' Hero 'Mech is now available! This Hero has long been a requested addition, and we're happy to finally deliver this formidable variant onto the battlefield.

With the arrival of Faction Play Phase 3 in April, refinements to the Faction Play mode are now shifting to more granular, per-patch adjustments and features rather than bulk 'phase' style patches. Following up on the more technical fixes featured in our May patch, our June patch features a reduction to the duration of Ceasefire periods and changes to the Uncontested Drop system. We want to reiterate that your feedback is being heard; Faction Play will continue to receive refinements to its systems and mechanics.

Rounding out the patch we have the introduction of Quick Play Leaderboards, a large array of map fixes and changes (including an adjustment to the large central mountain on Forest Colony), state-persistence for Filters and Categories in the Select 'Mech screens, a fix for deferred decal rendering under MSAA/TXAA, a reduction in our memory footprint, and much more!

To help make the patching process easier for players with limited download caps we'll be providing direct download links for the June 21st 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. The patch files won't be available for download until the day of the patch.

Read on for all the details, and as always we will see you on the battlefield!

- The MechWarrior Team

Change Log

Updated Map


Hover your mouse over the above image to view a Time of Day time lapse of the new Frozen City.

Frozen City (new)

Frozen City is the fourth map to receive a gameplay and beautification overhaul. While retaining much of the same layout and shape as the original Frozen City, the newly revamped Frozen City features greater variations in elevation and cover, with the largest changes present in the South East quadrants. It has also nearly doubled in size.
As the new Frozen City includes a Time of Day cycle, this map replaces both the original Frozen City and Frozen City Night.

The new Frozen City also supports the Faction Play Scouting Game Mode.

Dynamic Time of Day
Time of Day on the new Frozen City is divided into four quadrants:

• Dawn - 20% chance of selection
• Day - 50% chance of selection
• Dusk - 20% chance of selection
• Night - 10% chance of selection

For public matches, each quadrant condenses its 6-hour duration into 15 minutes (the maximum match time for Standard Queue matches).
For private matches, the 6-hour quadrant duration will be condensed over whichever match duration is set in the Lobby.
When accessed through Testing Grounds the new Frozen City will cycle through all of the above cycles.

Breakable Objects
The new Frozen City features the following breakable objects:

• Semi-trailers and cars
• Ice and snow formations
• Bridge lights

Single-spawn DropShip drop zones (3 drop zones per team)
Players will now drop onto the new Frozen City from one of the three DropShip drop zones for their side. The DropShips will leave the battlefield once they have unloaded their 'Mechs.


New 'Mech


Phoenix Hawk (Medium)

Few BattleMechs become the meter stick against which all others of the same class are measured against. The forty-five-ton Phoenix Hawk is one of those truly supernal designs. Originally marching off the Orguss Industries production line in 2568, the P-Hawk quickly became a staple of recon lances and was fielded in large numbers during the Star League. A successful combination of speed, armor, and firepower was suitable for long deployments, which meant this popular BattleMech would continue in the employ of every Successor State. Unlike so many designs that disappeared during the downturn in production during the Succession Wars, the Phoenix Hawk has remained in constant production - albeit limited numbers at the tail end of the Third Succession War - for almost five hundred years.

• Release date for MC: September 6th 2016
• Release date for C-Bills: October 4th 2016

Phoenix Hawk 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)

Phoenix Hawk Variants

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

PHX-1
The PHX-1 is the standard version of the PHX-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 PHX-1 is only available through the Standard Phoenix Hawk Pack.

PHX-1B
Until its release date for in-game purchase the PHX-1B is only available through the Standard or Collector Phoenix Hawk Pack.

PHX-1K
Until its release date for in-game purchase the PHX-1K is only available through the Standard or Collector Phoenix Hawk Pack.

PHX-2 (Reinforcement Add-On)
Until its release date for in-game purchase the PHX-2 is only available as a Reinforcement Add-On to an existing Standard or Collector Phoenix Hawk Pack.

PHX-3S (Reinforcement Add-On)
Until its release date for in-game purchase the PHX-3S is only available as a Reinforcement Add-On to an existing Standard or Collector Phoenix Hawk Pack.

PHX-R "Roc" (Hero Add-On 1)
The PHX-R is one of two Hero variants of the Phoenix Hawk, featuring a unique Hero Pattern and a 30% boost to C-Bill earnings. Until its release date for in-game purchase the PHX-R is only available as a Hero Add-On to an existing Standard or Collector Phoenix Hawk Pack.

PHC-KK "Kuroi Kiri" (Hero Add-On 2)
The PHC-KK is one of two Hero variants of the Phoenix Hawk, featuring a unique Hero Pattern and a 30% boost to C-Bill earnings. Until its release date for in-game purchase the PHC-KK is only available as a Hero Add-On to an existing Standard or Collector Phoenix Hawk Pack.



New Hero 'Mech


Catapult CPLT-BB "Butterbee" (Heavy)

Renowned Pilot: MechWarrior Jenny Templeton

The sixty five-ton Catapult carries one of the more unusual histories in BattleMech manufacturing. Originally contracted by the Terran Hegemony, Hollis Incorporated didn’t just dip their toe in the pool; they went all in. Before field trials were even finished they’d begun a massive production order of Catapults out of their state-of-the-art factory. For the duration of their three-year contract, Hollis shipped record numbers to all parts of the Star League. However, when the contract expired and negotiations began anew, the Star League Defense Force Quartermaster highlighted numerous inadequacies and design flaws, refusing to sign off on renewal.

While the Catapult would see heavy use by several Houses throughout the Succession Wars, by the end of Third Succession War it had become a rare commodity. In a strange quirk of fate, Yori Mech Works was contracted by the Draconis Combine Mustered Soldiery to build replacements for the aging design, initially focused on the CPLT-K2 model. Its reputation quickly turned a corner and manufacturing resumed on Al Na’ir in 3033. By the time of the Clan Invasion, the Catapult had risen as a mainstay of several House armies.

As a member of House Liao’s Chesterton Reserves, Jenny Templeton - piloting her Catapult, Butterbee - cut down half a dozen House Davion MechWarriors during the Fourth Succession War. The Davion fighters made the gross tactical error of assuming her Catapult, typically an LRM-heavy BattleMech, would be ineffectual in urban combat. However, Jenny's Butterbee packed a nasty surprise, trading out its Holly LRM launchers for quad SRM 6 packs. Playing cat-and-mouse with her opponents, who were often more maneuverable, she’d score a few laser strikes, lulling her opponents into a false sense of security. They would then close the gap to finish off her ponderous heavy BattleMech, only to take twenty-four short-range missiles in the face.

Jenny is a stalwart MechWarrior of the Capellan Confederation, using the hallmarks of House Liao - surprise and unusual tactics - to carry the day.

MC Price: 4,875 MC


'Mech Re-Scale

Our initial approach to the re-scale was to focus on a selection of ‘Mechs that were seen as the most deserving or in need of a scale adjustment. The limited focus of that initial approach soon became an all-encompassing evaluation of all ‘Mechs, and in the end almost every ‘Mech has undergone a scale adjustment in some form.

Some ‘Mechs have received more significant changes than others; the Catapult is the clearest example of this, as it was not only scaled down but was entirely re-modeled. The Catapult is the only ‘Mech that underwent a full re-model; the other ‘Mechs received adjustments to their existing models.

On the other end of the spectrum, some 'Mechs received only very minor changes to their scaling, as with the Orion and Orion IIC. In some cases, we also used this opportunity to 'clean up' certain models, again in the case of the Orion to fix with its offset right kneecap.

The approach we took to the re-scale process consisted of multiple methods, ranging from mathematical to pragmatic. There were three basic components to the re-scale evaluation for each ‘Mech.

• Cubic Measurement
• Gameplay
• Pragmatism

Once a ‘Mech had undergone a scale evaluation, its proportions were subject to three levels of adjustment.

• Global (the entire ‘Mech as a whole)

• Uniformly (evenly distributed through all 3 dimensions).

• Non-Uniformly (each dimension scaled independently).

• Modular (distinct pieces of the ‘Mech, such as its arms, legs, torso, smaller details, etc)

• Uniformly (evenly distributed about all 3 dimensions).

• Non-Uniformly (each dimension scaled independently).

• Additive (adding small components to increase mass).

• Subtractive (removing small components to reduce mass).

• Stance

• Modifying the degree of which the legs were bent (adjusting its height).


Once a ‘Mech model had been re-scaled as needed under the above level(s) of adjustment, it then had to undergo a number of additional steps to ensure that all aspects of the ‘Mechs were re-evaluated based on the new scale, and adjusted as necessary.

This included:

• Adjustment of all ‘Mech textures, including all standard, Hero, and unique Camo Specs.
• Modifications to skeletal rigging and animations to accommodate their new statures.
• New LOD models.
• Modifications to damage states.
• Adjustment and re-scale of visible loadout equipment, sometimes requiring full remodels.
• Adjustment to weapons fire/FX nodes.
• Hit-box evaluations and adjustments.
• Quirk evaluations and adjustments.
• Creation of UI-related assets for the newly re-scaled ‘Mechs.

Suffice to say the re-scale has been a long and involved process, and has required resources and input from every department. We are very excited to show you the results, and we anticipate its potential impact in the wars to come.

We have created comparison images for each 'Mech that has been adjusted in this patch. Links to each of the dedicated threads can be found below.

Each of these threads are open for discussion, so feel free to post your thoughts regarding specific 'Mechs and changes in the associated thread. If you would like to discuss the re-scale in more general terms, feel free to contribute to the main discussion thread for these patch notes.

**NOTE: We strongly recommend allowing the Re-Scale posts to fully load before revealing the images, to ensure the image rollovers work correctly.**

The image below is a full line-up of 'Mechs reflecting their current scales as of this patch. In the image below, 'Mechs are sorted by height according to their tonnage. 30 ton 'Mechs are sorted in ascending height; the order then starts anew for 'Mechs at the 35 ton height, and so on.

Just in case, please note that these silhouettes are captured using an orthographic camera, whereas the Re-Scale comparison images in the above links are taken with the standard MechLab perspective camera. As a result of that difference, scales may appear slightly different if comparing 'Mechs between the two images.



Quirk Adjustments

The following 'Mechs are receiving Quirk Adjustments in this patch:

Inner Sphere Lights

• Jenner (J97-O)
• Raven (RVN-H)

Inner Sphere Mediums

• Blackjack (multiple variants)
• Vindicator (multiple variants)

Inner Sphere Heavies

• Black Knight (multiple variants)
• Catapult (multiple variants)
• Grasshopper (multiple variants)
• Marauder (MAD-5D)
• Quickdraw (multiple variants)
• Thunderbolt (multiple variants)
• Warhammer (multiple variants)

Inner Sphere Assaults

• Atlas (multiple variants)
• Awesome (multiple variants)
• Banshee (multiple variants)
• Battlemaster (multiple variants)
• Highlander (multiple variants)
• Mauler (multiple variants)
• Victor (multiple variants)

Clan Mediums

• Nova (multiple variants)

Clan Heavies

• Orion IIC (multiple variants)

Clan Assaults

• Highlander IIC (multiple variants)

The PDF containing the Quirk Changes for this patch can be found here.


Command Wheel

A whole new system for coordination and teamwork is now available to help ensure victory on the battlefield. The Command Wheel is an in-game command system which will allow players to quickly relay vital information and commands to their teammates, without relying on chat entry or VoIP. Used effectively, the communication and command options now available with the Command Wheel have the potential to turn the tide in your favor.

Accessing and navigating the Command Wheel

Press and hold the 'E' key to open the Command Wheel. The standard MWO cursor will appear when accessing the Command Wheel to assist with quickly highlighting your desired command.

To issue your intended Command, move your mouse in the direction of that Command and either release the 'E' key or left-click with your mouse. While the Command Wheel is active, you will not have Torso or Arm control. Adjusting acceleration, deceleration, and leg orientation is still possible, however.

When a Command is issued, an audio cue will trigger according to the issued command. These audio cues can be disabled/enabled in your Settings.

Please see the Known Issues section of these Patch Notes for some information regarding potential conflicts with multiple key inputs on certain keyboards.

Command Types

Commands are divided into three Command Types. Each Player can only activate one Command from each Command Type at once.

Marker On Terrain Commands

• Move
• Hold
• Scout
• Capture
• Artillery
• Air Strike
• UAV

Marker On Mech Commands

• Attack
• Enemy Spotted
• Protect
• Follow

Social Commands

• Negative
• Affirmative
• Sorry
• Help
• Thank You

Commands

Lance and Company Commanders have access to the following Commands:

• Help
• Attack
• Protect
• Follow
• Move
• Affirmative
• Enemy Spotted
• Negative
• Capture
• Hold
• Request Airstrike
• Request Artillery
• Request UAV

Regular Pilots have access to the following Commands:

• Help
• Enemy Spotted
• Affirmative
• Negative
• Thank You
• Sorry

Many of the Command Wheel options are contextual. For example, the Enemy Spotted command requires that your crosshair be over an Enemy 'Mech before the command becomes accessible.

When applicable, Commands will be marked on the Mini Map, BattleGrid, and Compass area with their associated marker.



New Mini Map and BattleGrid

The Mini Map and BattleGrid have undergone revisions to support the new marker features introduced with the Command Wheel.



Quick Play Leaderboards

Pilot Leaderboards are now available for Quick Play, with a distinct Leaderboard for each weight class. A Global Overview Leaderboard is also available, compiling all weight classes into a single Leaderboard.
Leaderboard entries are comprised only of the Pilot Name (and associated Badge, if applicable). Faction Allegiances and Unit Tags are not displayed.

By default these Leaderboards are ranked by Average Match Score, but the rank method can be changed to use any of the following metrics:

• Average Match Score
• Total Kills
• Total Deaths
• K/D Ratio
• Total Wins
• Total Losses
• W/L Ratio
• Games Played

These Leaderboards update every hour.


New Cockpit Items

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

Phoenix Blue (Phoenix Hawk Standing Item): 750 MC


Phoenix Blue (Phoenix Hawk Hanging Item): 500 MC


Phoenix Blue (Phoenix Hawk Warhorn): 750 MC
While the appearance of this Warhorn is similar to the previous Classis IS Phoenix Warhorns, the Warhorn audio itself is distinct. Check it out in your MechLab when you get a chance!


Rook (Phoenix Hawk Early Adopter Hanging Item): 750 MC


Blackmist (Phoenix Hawk Early Adopter Hanging Item): 750 MC



New Badges and Titles

Phoenix Hawk Standard Pack (and Collector Pack)


"The Flame"

Phoenix Hawk Collector Pack


"The Phoenix"

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


Faction Play Fixes and Changes

Reduction in Ceasefire Duration

• The Ceasefire Duration has been reduced to 5 minutes, down from its original duration of 40 minutes.
• Once a Ceasefire is 30 minutes away, the Faction Play screen will now display warning text to signify the approaching Ceasefire, and to specify that matches must end prior to the end of the Ceasefire in order to affect the planet status.
Matches that are still underway when the Ceasefire ends and the next attack cycle begins will not contribute to the intel balance or territory ownership for the planet being contested. Players participating in such matches will still receive all standard rewards, but as the match has not concluded in time for the beginning of the next attack cycle, the match result will not influence the status of the planet.

Changes to the Uncontested Drop system

• Uncontested Drops will no longer require that you run the match. When the Lobby Countdown timer has reached 0, and the Enemy has not answered the call, the match will automatically be decided in your favor.
• Uncontested Drops will now simply provide you with any base Contract Rewards.
• Additional Reward modifiers, such as Premium Time, Tournament Booster, or bonuses received from 'Mechs, do not contribute to the rewards from an Uncontested Drop.
• An Uncontested Scouting Drop will provide your side with 10 Intel points.
• An Uncontested Invasion Attack/Counter Attack Drop will provide your side with 1 Territory.
• An Uncontested Invasion Defense/Counter Attack Defense Drop will have no affect on Territories owned.

Other Faction Play Fixes and Changes

• Fixed an issue where a player who had just joined a Loyalist Unit could cast a vote before their Probation Period had ended.
• Fixed an issue with the Leaderboards when viewing rankings beyond 1000.
• Member Management: Fixed an alignment issue with the scroll bar.
• Coffer Mangement: Fixed an issue where the balance would not immediately update after purchasing a Planetary Upgrade.
• Fixed an issue with the queue screen where the Tonnage values for each player would gradually become cut-off.
• Group: Fixed an issue where Invasion DropDecks could revert to the Scouting DropDecks after the Leader cancels and then re-launches an attack.
• Added some text to the Contract > Mercenaries screen to specify that Population and Contract Bonuses update every hour


Gameplay Fixes and Changes

• Fixed an issue that could cause an Arm to remain intact after losing a Torso.

Forest Colony Changes

With the recent addition of two new Level Designers to the PGI staff, we are better equipped to more consistently evaluate maps for potential improvements. Forest Colony is the first example of a map to undergo such a tweak; the large central mountain has been split, with a large pathway now carving through it. This should help to open up the battlefield for more diverse maneuvering, and make flanking more of a legitimate threat for both sides.

Viridian Bog is next in line for similar adjustments, based on your feedback, in an upcoming patch.




Map Fixes and Changes

• Alpine Peaks: G11 - Fixed an issue where the Assault base would clip into the ground.
• Boreal Vault: G7 - Removed a floating sphere of machinery.
• Boreal Vault: G7 - Fixed an issue where 'Mechs could get stuck on generator.
• Boreal Vault: E7 - Fixed an issue where 'Mechs could get stuck.
• Canyon Network: C3 - Fixed an issue where a distant mountain could disappear on Low settings.
• Caustic Valley: B3 - Fixed a floating rock.
• Caustic Valley: B3 - Fixed an issue where 'Mechs could appear to float on the side of a structure.
• Caustic Valley: B4 - Fixed an issue where 'Mech movement could be impeded by the crater rim.
• Caustic Valley: C4 - Fixed an issue where 'Mech movement could be impeded by a ledge.
• Caustic Valley: E4 - Fixed an issue where 'Mech legs could clip through a boulder.
• Caustic Valley: E5 - Fixed an issue where 'Mechs could get stuck.
• Crimson Strait: B4 - Fixed an issue where 'Mech Upper and Lower Torsos could appear to separate when colliding a structure.
• Crimson Strait: B5 - Fixed an issue where some yellow warning paint could disappear.
• Crimson Strait: B5 - Fixed an issue where 'Mechs would appear to float over the walkway.
• Emerald Taiga: Fixed the Faction Banners so they attach more visibly to the Gates.
• Forest Colony: Fixed an issue where DropShips would still be visible in the sky after leaving the battlefield.
• Forest Colony: D6 - Fixed an issue where players could see through a rock.
• Forest Colony: F11 - Fixed some floating grass.
• Forest Colony: G8 - Fixed a floating antenna.
• Forest Colony: H5 - Fixed an issue where 'Mech movement could be impeded.
• Forest Colony: H6 - Fixed some floating rocks.
• Forest Colony: H7 - Fixed an issue where players could see through the underside of a rock.
• Forest Colony: I7/I8 - Fixed a floating rock.
• Forest Colony: I10 - Fixed an issue where 'Mechs could get stuck between structures.
• Forest Colony: K11 - Fixed some floating rocks.
• Grim Plexus: C3 - Fixed some floating rocks.
• Grim Plexus: C6 - Fixed an issue where players could see through the underside of a crystal.
• Grim Plexus: F3 - Fixed an issue where 'Mechs could clip through a crystal.
• Grim Plexus: F7 - Fixed an area where players could see through a ground structure.
• Grim Plexus: F9 - Fixed some floating rocks.
• Grim Plexus: G8 - Fixed an invisible barrier that prevented passage of small 'Mechs.
• Grim Plexus: H4 - Fixed an issue where players could see through some crystal structures.
• Grim Plexus: H5 - Fixed an issue where 'Mechs could get stuck.
• Grim Plexus: I3 - Fixed an issue where players could see through a rock.
• Grim Portico: C7 - Fixed an issue where the base of a structure was only visible from one side.
• Grim Portico: E4 - Fixed an issue where 'Mechs could get caught in a sliding animation loop.
• Grim Portico: E4/E5 - Fixed an issue where the Faction Banner could clip into the Gate.
• Grim Portico: E7 - Fixed some floating objects.
• Grim Portico: E7 - Fixed an issue where the Directional Arrow would not cast over some crystals.
• Hellebore Springs: C2 - Fixed a collision issue with rocks.
• HPG Manifold: E6 - Fixed an issue where 'Mechs could get stuck.
• Mining Collective: D5 - Fixed an issue where some yellow warning paint could disappear.
• Polar Highlands: I9 - Fixed a shadowing issue.
• River City: C6 - Fixed an issue where players could see through a mountain.
• River City: D2 - Fixed some floating trees.
• River City: D5 - Fixed an issue where smaller 'Mechs could experience graphical glitches with the water.
• River City: F5 - Fixed a large invisible barrier that would obstruct weapons fire on the side of the Citadel.
• Sulfurous Rift: E3 - Fixed a floating turret.
• Terra Therma: F2 - Fixed some floating lava.
• Terra Therma: F6 - Fixed an issue where the 1PV and 3PV cameras could clip through rock geometry.
• Terra Therma: G4 - Fixed some more floating lava.
• Viridian Bog: C4 - Fixed a floating tree.
• Viridian Bog: C4 - Fixed an invisible barrier that prevented passage of large 'Mechs.
• Viridian Bog: C5 - Fixed another floating tree.
• Viridian Bog: C5 - Fixed an issue where 'Mechs could get stuck against a terrace.
• Viridian Bog: D4 - Fixed an issue where players could get stuck.
• Viridian Bog: D5 - Fixed an issue where players could get stuck.
• Vitric Forge: E8 - Fixed an issue where players could see through a rock.
• Vitric Forge: F7 - Fixed an issue where 'Mechs could clip through the ground.


'Mech Fixes and Changes

• Atlas (all variants): Fixed some red dots that were visible during the start up sequence.
• Dire Wolf (all variants): Removed some leftover geometry from a Cockpit Monitor that was removed in a previous patch.
• Kodiak (all variants): Hitbox adjustments to reduce the size of the CT and make the LT and RT hitboxes more uniform.
• Kodiak (all variants): Fixed an issue where a small white dot was visible in the Head component.
• Kodiak (all variants): Fixed an issue where Upper Torso (Rear) damage could be applied to Upper Torso (Front).
• Mist Lynx (all variants): Moved the Kill Counter Cockpit Monitor into a more visible location.

As part of the re-scale process, certain 'Mechs have received changes to their Movement Archetype.
The Movement Archetype of a 'Mech determines the degree of incline at which a 'Mechs speed will begin to reduce.

• Catapult (all variants): Movement Archetype changed from Large (25°) to Medium (30°).
• Jenner (all variants): Movement Archetype changed from Tiny (40°) to Small (35°).
• Jenner IIC (all variants): Movement Archetype changed from Tiny (40°) to Small (35°).
• Nova (all variants): Movement Archetype changed from Medium (30°) to Small (35°).
• Quickdraw (all variants): Movement Archetype changed from Large (25°) to Medium (30°).
• Spider (all variants): Movement Archetype changed from Tiny (40°) to Small (35°).


MechWarrior Academy Fixes and Changes

• BattleZone: Enemy 'Mechs will now act faster to acquire target lock.
• BattleZone: Fixed an issue where the Incoming Missile warning would not appear.
• Onslaught: Fixed an issue where 'Mechs would fire LRMs at you despite being too close. Don't hold it against them, they were still learning.
• Fixed an issue with the Current Time popup in the opening cinematic.


Other Fixes and Changes

• Minor performance improvements.
• Reduced our memory footprint by adjusting the way in which 'Mechs are assigned default Textures.
• Fixed an issue where deferred decals, such as footprints, would not render under MSAA and TXAA.
• The state of Filters and Categories within all Select 'Mech screens (MechLab, Private Match Lobbies, etc) will now persist between sessions.
• Fixed a texture issue with the Green Beer Standing Cockpit Item.
• Fixed an issue where players could receive a Lobby Invite Error.
• MechLab: Fixed an issue with the damage graph for Clan LRM's.
• Warehouse: Fixed an issue where the Amt value would be cut-off when the amount has more than 4 digits.
• Fixed an issue where players could encounter a saving error when trying to save the addition of 20+ tons of Ammo at once.
• Fixed an issue where the Release Delay value in Audio Settings would only increment upon reaching 1.1.


Known Issues

Command Wheel: Certain keyboards may not be able to register certain key combinations related to 'Mech movement while engaging the Command Wheel. This is caused by a limitation in the keyboards support for 'rollover'; the ability of a keyboard to handle simultaneous keystrokes.
For example, you may be able to simultaneously walk forward with 'W', access the Command Wheel with 'E', and turn left with 'A', but you may not be able to trigger 'W'+'E'+'D' together to turn right while moving forward and accessing the Command Wheel.
If you notice that you are unable to trigger certain key combinations related to simultaneous 'Mech movement and Command Wheel access, we recommend changing the default Command Wheel keymap from 'E' to another accessible key such as '1', '2', '3', or 'X'.


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 patch file(s) that comprise the June 21st update. This will allow you to download the patch file(s) elsewhere, for manual injection into the MWO patcher through a Patch Cache folder.
Aside from allowing you to download the patch file(s) 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: http://patcher.mwomercs.com/patch/Production/frontend/FrontendPatch_272.zip
Patch File 2:
http://patcher.mwome...ndPatch_273.zip

How to use these patch files

• Download the above file(s)
• For sake of ease we recommend creating a dedicated folder for the patch file(s), such as 'MWO Patch Cache'
• You do not need to unzip or unpack the patch file(s)
• 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 patch file(s) 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 Tarl Cabot

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Posted 17 June 2016 - 03:00 PM

All I can say is to also keep the original frozen city in rotation. The game needs maps. Other than that I am looking forward to this patch.

Edited - minimap ? I believe most of the posts today says enough so will not add to it.

Edited by Tarl Cabot, 21 June 2016 - 03:25 PM.


#3 -Skyrider-

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Posted 17 June 2016 - 03:13 PM

did you guys change the Gargoyle??

#4 Gas Guzzler

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Posted 17 June 2016 - 03:19 PM

Not too happy to hear frozen city doubled in size. It was such a good brawling map before, if it is too big, it won't be anymore.

#5 Kanil

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Posted 17 June 2016 - 03:23 PM

Forest Colony changes are a pleasant surprise.

Not a lot of quirk changes, I suppose you're waiting for the rescale to play out a bit? The rescale makes the non-Oxide Jenners look even sadder compared to the Oxide now.

Edited by Kanil, 17 June 2016 - 03:23 PM.


#6 wanderer

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Posted 17 June 2016 - 03:29 PM

Pretty amazing how many robots ended up chunkier than usual.

Even the Atlas.

#7 QueenBlade

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Posted 17 June 2016 - 03:33 PM

• An Uncontested Invasion Defense/Counter Attack Defense Drop will have no affect on Territories owned.

Should also award 1 territory.

Also a crying shame that these fixes won't be applied to the tournament build.

#8 EAP10

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Posted 17 June 2016 - 03:35 PM

Great patch! Even though I can't play the game right now, I can't wait until I can!

#9 Daiguren

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Posted 17 June 2016 - 03:39 PM

This patch sounds promising, also the new battlegrid is a pleasant change. Will see how that command wheel works out.

#10 Chimera_

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Posted 17 June 2016 - 03:41 PM

Woah, is the HGN-IIC going to be somewhat decent with those big quirks now? I mean, it's max engine is still low, but those are some pretty decent agility and structure quirks.

As for everything else...many mechs are getting bigger, but it's almost uniform so it looks like a lot of them won't be changing in power relative to each other that much. So much to go through though, so I'm just going to wait until I have my hands on the patch to even start figuring that all out.

Awesome has a smaller torso now which is nice, though I doubt that'll help it that much. They shrunk the nose of the DWF too, which actually makes it look more like the original concept art and much better, IMO.

Black Knight and Grasshopper are both a decent bit bigger, which has me worried since I just bought GHRs. WHMs aren't that changed though, so I can always stick with them.

Lots to go through, but I think this is a pretty good step.

#11 Hydrocarbon

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Posted 17 June 2016 - 03:44 PM

I heard about the mini-map changes but I prayed... WHY??!?

With the giant size of these maps, and the fact we can hit "B", it's practically pointless. Is this a pug-herding technique? Can it be adjusted in settings?? PLEASE???!

#12 PraetorGix

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Posted 17 June 2016 - 03:47 PM

So, you made the Jenner IIC bigger and you still don't give any quirks to the secondary variants. That means you still sold us the most obsolete variant in the game (IIC-3 for the ones who don't own it) and you still keep giving us the finger after all these months.
Sure, release more mechs, I am so eager to pre order them.

Edited by PraetorGix, 17 June 2016 - 03:47 PM.


#13 Mcgral18

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Posted 17 June 2016 - 03:51 PM

View PostQueenBlade, on 17 June 2016 - 03:33 PM, said:

Also a crying shame that these fixes won't be applied to the tournament build.


I think I'm fine with having the option of NOT gimping some of those poor robots...

#14 Tordin

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Posted 17 June 2016 - 03:52 PM

View PostPraetorGix, on 17 June 2016 - 03:47 PM, said:

So, you made the Jenner IIC bigger and you still don't give any quirks to the secondary variants. That means you still sold us the most obsolete variant in the game (IIC-3 for the ones who don't own it) and you still keep giving us the finger after all these months.
Sure, release more mechs, I am so eager to pre order them.


MAYBE, just maybe they want to see how the mechsperform under the new scale adjustments before tweaking even more quirks?

Also. Glad to see the Oxide got nerfed, still useful as ever but not in an "OP" way. Im sure its not good enough for the criers with their troll faces. On the other side, some may cry hard its not nerfed enough Posted Image

Otherwise, looks very good so far. Still reading through the changes.

#15 process

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Posted 17 June 2016 - 03:58 PM

Hopefully the new weapon system will keep pace with all these inflated chassis.

#16 MovinTarget

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Posted 17 June 2016 - 03:59 PM

Yeah I bought a second at half price, it will still be a blast to drive despite the nerfs...

No regrets....

And boy am i glad i held off on leveling orion and highlander iics... looks like they'll be slightly less frustrating...

#17 Duncan1dah0

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Posted 17 June 2016 - 04:00 PM

Dang, that's a lot of stuff. I'm not excited about the nerfs to some of my favorites, but I also see some shrinking to others. We will have to see what the outcome is. My fingers are crossed for the map redesign, I really like the old one.

#18 PraetorGix

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Posted 17 June 2016 - 04:01 PM

View PostTordin, on 17 June 2016 - 03:52 PM, said:


MAYBE, just maybe they want to see how the mechsperform under the new scale adjustments before tweaking even more quirks?

Also. Glad to see the Oxide got nerfed, still useful as ever but not in an "OP" way. Im sure its not good enough for the criers with their troll faces. On the other side, some may cry hard its not nerfed enough Posted Image

Otherwise, looks very good so far. Still reading through the changes.


MAYBE, just maybe, they had a bunch of months to see that the secondary versions of the IIC are bad, and they knew from the get go that 3 extra JJ in exchange for weapon hardpoints are NOT a good exchange. They need no extra time to see that this variant is, like I already stated, the most obsolete variant in the game.
On the oxide side, it needed a nerf in structural quirks, not a lame reduction in agility. Those reductions are there just to appease any whiner who doesn't look too hard.

#19 MovinTarget

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Posted 17 June 2016 - 04:02 PM

View PostPraetorGix, on 17 June 2016 - 03:47 PM, said:

So, you made the Jenner IIC bigger and you still don't give any quirks to the secondary variants. That means you still sold us the most obsolete variant in the game (IIC-3 for the ones who don't own it) and you still keep giving us the finger after all these months.
Sure, release more mechs, I am so eager to pre order them.


I remember you... you used to argue that *all* the jenner iics were gimped... hate to break it to you but it is seldom the case that all of the variants of any chassis are gold... there is always at least one black sheep... if not more...

#20 Bulletsponge0

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Posted 17 June 2016 - 04:02 PM

they made the adder bigger?!?!?!?





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