Totem Arts Staff Totem Arts Posted 13 hours ago Totem Arts Staff Posted 13 hours ago It's almost that time of year again. Time for updates, rage, and a dozen "What changed?" posts in-game, mid rush. While RenX is getting close to being a 1.0 release, we still have some bug fixes and features that need ironing out before we can tag it as "Good enough for UDK." Below is the preliminary list for the August/September update. Keep in mind, the below list is a preliminary list, and is therefore subject to be modified based on beta testing and feedback. This patch focuses on some fixes that are a literal decade+ in the making, as well as just some quality of life improvements to hit feedback and All Out War. Spoiler Bug Fixes All Out War Fixed a bug in AOW score calculation that sometimes showed the wrong score after several buildings died Revived buildings should actually be worth half points now Snipers Fixed snipers not holding the aiming stance animation while scoped in Snipers should have their camera centered so they cant pixel peek Miscellaneous Going into spectator mode at round start should no longer popup a grey screen after a few seconds Fixed bots only shooting in semi-auto Potentially fixed c4 being thrown instead of detonating sometimes Fixed the AGT taking up half of the available playable sounds when it fired Balance Veterancy Team VP gain from building destructions is capped at +60VP now, instead of infinitely rising EMP Grenades Decreased Minimum EMP range (range when you get the minimum EMP time) from ~3m to ~2m Returned maximum EMP time on vehicles to 6s instead of 5s Reverted EMP cooldown back to 60s instead of 75s Vehicle Changes All Tracked Vehicles (Including the Artillery and Harvester) Vehicles shouldn't constantly prioritize climbing/pushing each other when colliding now Edited density/weight of tracked vehicles to not be quite so easily thrown by other vehicles Edited the Mammoth Tank to be...exceptionally hard to move, but able to more or less move any other vehicle Nod APC Fixed the Nod APC being thrown around by explosions Fixed the Nod APC’s suspension not….suspending Fixed the Nod APC accelerating super slowly at takeoff Wheeled Vehicles Limited how fast wheeled vehicles can go when reversing downhill. (It's still faster, but not quite ludicrous speed) Nod APC’s sprint speed might be a tad slower at Heroic when going downhill Feature Additions All Out War Added the revive timer to the scoreboard The building revival timer is no longer visible to enemies Added toggleable setting to force building MCTs to be interacted with to revive buildings (to allow teams to stagger revives) Added a domination bar above the points on the HUD to actually track domination in AOW Impact Effects Bullet impact sounds now change based on how much damage it was and how much health Added metallic 'bang' effects for explosives that hit vehicles/metal surfaces Added a spark effect when vehicles hit objects Added CnC squish noises for being run over Increased the volume in general for bullet impacts vs. infantry Quality of Life Removed infantry hit voicelines that weren't pain sounds Increased vehicle lighting refresh rate Maps Volcano Moved GDI harvester point slightly further from the catwalks Made Nod harvester dock somewhat better Both harvesters should have similar times now compared to before (nod had a 3s advantage) Eyes Added Tiberium volume on the cave meteor Reservoir Fixed an exploit that allowed users to get on top of GDI Barracks. Field Fixed a stuck spot near silo Adjusted GDI base volume to not include the perch, similar to nod FieldX Fixed a stuck spot near silo Mirrored AGT: now can target tanks on outer path Removed grass from tunnels Extended some volumes behind gdi base to stop mountain goats Islands Blocked the base to base path accessible with Hover MRLS Lakeside Blocked vehicles from going into the cave Fixed bullets creating water splashes mid-air on the waterfall Minor Detail: Added collision to the water plane in the background so projectiles don't go through it Under Fixed collision on a rock you could hide inside of Adjusted a rock to make it harder to shell tunnels 1 Quote
Odanert Posted 2 hours ago Posted 2 hours ago 11 hours ago, Totem Arts said: It's almost that time of year again. Time for updates, rage, and a dozen "What changed?" posts in-game, mid rush. While RenX is getting close to being a 1.0 release, we still have some bug fixes and features that need ironing out before we can tag it as "Good enough for UDK." Below is the preliminary list for the August/September update. Keep in mind, the below list is a preliminary list, and is therefore subject to be modified based on beta testing and feedback. This patch focuses on some fixes that are a literal decade+ in the making, as well as just some quality of life improvements to hit feedback and All Out War. Hide contents Bug Fixes All Out War Fixed a bug in AOW score calculation that sometimes showed the wrong score after several buildings died Revived buildings should actually be worth half points now Snipers Fixed snipers not holding the aiming stance animation while scoped in Snipers should have their camera centered so they cant pixel peek Miscellaneous Going into spectator mode at round start should no longer popup a grey screen after a few seconds Fixed bots only shooting in semi-auto Potentially fixed c4 being thrown instead of detonating sometimes Fixed the AGT taking up half of the available playable sounds when it fired Balance Veterancy Team VP gain from building destructions is capped at +60VP now, instead of infinitely rising EMP Grenades Decreased Minimum EMP range (range when you get the minimum EMP time) from ~3m to ~2m Returned maximum EMP time on vehicles to 6s instead of 5s Reverted EMP cooldown back to 60s instead of 75s Vehicle Changes All Tracked Vehicles (Including the Artillery and Harvester) Vehicles shouldn't constantly prioritize climbing/pushing each other when colliding now Edited density/weight of tracked vehicles to not be quite so easily thrown by other vehicles Edited the Mammoth Tank to be...exceptionally hard to move, but able to more or less move any other vehicle Nod APC Fixed the Nod APC being thrown around by explosions Fixed the Nod APC’s suspension not….suspending Fixed the Nod APC accelerating super slowly at takeoff Wheeled Vehicles Limited how fast wheeled vehicles can go when reversing downhill. (It's still faster, but not quite ludicrous speed) Nod APC’s sprint speed might be a tad slower at Heroic when going downhill Feature Additions All Out War Added the revive timer to the scoreboard The building revival timer is no longer visible to enemies Added toggleable setting to force building MCTs to be interacted with to revive buildings (to allow teams to stagger revives) Added a domination bar above the points on the HUD to actually track domination in AOW Impact Effects Bullet impact sounds now change based on how much damage it was and how much health Added metallic 'bang' effects for explosives that hit vehicles/metal surfaces Added a spark effect when vehicles hit objects Added CnC squish noises for being run over Increased the volume in general for bullet impacts vs. infantry Quality of Life Removed infantry hit voicelines that weren't pain sounds Increased vehicle lighting refresh rate Maps Volcano Moved GDI harvester point slightly further from the catwalks Made Nod harvester dock somewhat better Both harvesters should have similar times now compared to before (nod had a 3s advantage) Eyes Added Tiberium volume on the cave meteor Reservoir Fixed an exploit that allowed users to get on top of GDI Barracks. Field Fixed a stuck spot near silo Adjusted GDI base volume to not include the perch, similar to nod FieldX Fixed a stuck spot near silo Mirrored AGT: now can target tanks on outer path Removed grass from tunnels Extended some volumes behind gdi base to stop mountain goats Islands Blocked the base to base path accessible with Hover MRLS Lakeside Blocked vehicles from going into the cave Fixed bullets creating water splashes mid-air on the waterfall Minor Detail: Added collision to the water plane in the background so projectiles don't go through it Under Fixed collision on a rock you could hide inside of Adjusted a rock to make it harder to shell tunnels No city, no fun. Quote
isupreme Posted 42 minutes ago Posted 42 minutes ago (edited) Name of map on the map? Fix the name bug? I keep getting the Disco bug.. tho i haven't been able to get a pic of it yet. Horrible bug... screen turns to a grid of flashing colors Bring Back the O button! Give your REPS some fun...... Thanks for the had work. Edited 41 minutes ago by isupreme Quote
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