Topic: 1st Sep 2011 - Patch Notes And Discussion
GAMEPLAY
Change: Replaced another 3 old NPC spawns with new random spawns on every island.Change: Normalized the NPC level variation in random spawns.
Change: Higher chance of elite NPCs in random spawns.
Fix: Noralgis will not yield an unused rare mineral variant anymore.
Fix: Fixed the distance check of field containers when putting items into them.
ROBOTS AND MODULES
Change: Increased the base accumulator capacity of the Seth (and Mk2) to 4300 AP.Change: Reduced the damage of the small compositecore slug from 26 to the intended 24.
Change: Signal detector modules will now provide their detection modification effect for only 5 seconds instead of 10 seconds, and their cycle time has increased from 10 to 20 seconds (which is more like a cooldown now).
Change: Reduced the differences between signal detector tiers, making tiers T1 to T3 more effective.
Change: Small increase of the masking modification of signal maskers, and reduced the differences between tiers here as well.
Change: Increased the optimal range of medium ballistic missiles.
Change: Increased the optimal range of medium HCL lasers.
Change: Increased the repair amount of remote armor repairers.
Change: Increased the optimal range of T2-T4 small firearms, and the T4 medium short range firearm.
EXTENSIONS
Fix: The Remote armor repair extension was broken.GENERAL
Fix: Channel logs for channels with non-Latin characters in the channel name will be now saved to their correct transliterated filenames.Fix: CSV export will now properly include module names in the file name.
Highlights:
Dectection modules now only detect for 5 seconds and have a 20 second cycle time
Masking modules now mask better
Medium long range missiles and medium long range lasers now have a higher optimal range
So what do we think about these changes?