Patch Notes 3.8: Porovnání verzí

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<div style="font-weight:bold;line-height:1.6;">Star Citizen Patch 3.8.1</div>
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Alpha Patch 3.8.1 has been released to LIVE! Patch should now show: VERSION 3.8.1-LIVE.4451215.
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It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.
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'''Database Persistence Wipe: NO'''
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'''UPDATE – 4451215 – 02/11/2020'''
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===Technical===
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Fixed a server crash.
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===Known Issues===
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*If multiple players logout of 890 beds and log in at the same time it may spawn one player in a bad state.
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*AI ships do not recover from EMP disables.
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*Sometimes repair services are unavailable when they should be present.
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*After a ship is repaired, detachable components will remain attached to the ship when destroyed and a duplicate component will fall off.
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*Repair fails if you select repair and refuel simultaneously.
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**Work-Around: Select services individually.
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*Once an Animus spare magazine has been emptied the player can no longer equip fresh magazines in the same slot.
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*Ships can be displayed as “unknown” after destruction, be available for spawn, but not appear on their specified hangar.
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*Entering or exiting via EVA can sometimes cause the player to turn/spin suddenly and harm themselves.
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*Objects can fall through the floor when dropped.
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*An extra static train can appear at Lorville and prevent the use of trains.
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*The visuals of the ships on the rental screen may have missing areas or disappear completely.
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*The Caterpillar will occasionally rock or tip over on itself after landing on a planetary body.
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*CryAstro services may not work at various stations and major ports.
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**Work-around: Hover before landing and request services just above the pad.
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*Rentals and/or rental timers may not work when renting a second ship.
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*If a player’s ship is destroyed after bed logout they will return to the server at origin.
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*NPCs may sometimes be doing usable animations in places that they shouldn’t.
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*Countermeasures are not working as intended to deter missiles.
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*The 890 Jump does not have the correct cargo capacity.
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*The Combine Cannon and distortion weapons are not working as intended.
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*Elevators at Port Tressler and Everus Harbor may not show up when called.
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*If the quantum travel marker is at the edge of a moon or planet its possible to QT through the moon and explode..
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*Purchased commodities will often visually not appear in the ship’s hold.
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*Players may experience stalls in performance shortly after loading into Star Marine and firing weapons.
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*NPC beacon notifications will sometimes display an incorrect distance.
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*AI ships can often get stuck in the middle of their motion and not advance further.
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*AR makers for enemies can sometimes be seen through walls in Star Marine.
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===New Features===
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'''Gameplay'''
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*Added a separate hostility activation under accidental fire threshold for party members.
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*Added wait and instruction objective and timer to patrol mission starts.
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*Added a checkbox in game options to disable film grain graphical effect.
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*Added target nearest friendly functionality and keybind.
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*Camera shake is now a slider option in the options menu.
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*Added auto zooming on selected target (default off).
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*A subtle zoom on the target when the weapon prediction points, the aiming point, and the look direction align. Can be enabled and disabled as well as max zoom value adjusted in the game settings.
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*Added basic “MedBed” gameplay functionality.
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**''Medical beds can now be used for healing and respawn after death. Initial game login is still set by the menu selection, if it’s the first login, or by the last ATC landing at a major station. After initial login, players can manually set their respawn to a medical bed by entering the bed and selecting the “Set as preferred ICU” interaction. Medical bed spawning can also be cleared in the same way by selecting “Clear as preferred ICU”. Upon death, the player will respawn at the desired medical bed if they died less than 4 million meters away. Currently this functionality is only available on ships with medical beds (just the 890 and the Cutlass Red for this build) and will only work if the ship is available (not despawned or destroyed). If the ship is not available, players will instead respawn at their default location until they have manually set another medical bed. Additionally, if the player is injured they can use a medical bed to heal by selecting the “Treat Injuries” interaction, which is only visible when the player has treatable wounds.''
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'''Ships and Vehicles'''
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*New Ship Available: Drake Cutlass Red
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*Added an entrance light ring to indicate where a player should stand to get the entrance interaction on the Mole.
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*Added weapon report audio for ship weapons in atmosphere.
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*There is now a cooldown on player bounties of the same player.
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*...atd...(jen koncept)
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<div style="font-weight:bold;line-height:1.6;">Star Citizen Patch 3.8.0</div>
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Alpha Patch 3.8.0 has been released to LIVE! Patch should now show: VERSION 3.8.0-LIVE.3917186.
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We are aware stability may not fully match that of 3.7.2. With the introduction of major features and tech, such as SOCS, additional polish and improvements will be required. Our current plan is to continue iterating and working towards additional improvements in incremental 3.8.X patches and beyond.
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It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.
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'''Database Persistence Wipe: YES'''
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 +
===Known Issues===
 +
 +
*CryAstro services may not work at various stations and major ports.
 +
**Work-around: Hover before landing and request services just above the pad.
 +
*Rentals and/or rental timers may not work when renting a second ship.
 +
*If a player’s ship is destroyed after bed logout they will return to the server at origin.
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*Weapons may occasionally not fire when used.
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**Work-around: Keep a secondary weapon handy and swap between them
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*While mining with the Prospector or the Mole the cargo hold will periodically fill or empty.
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*Ships and characters on kiosks and the PMA/VMA will occasionally be missing assets or have assets over-sized.
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*NPCs may sometimes be doing usable animations in places that they shouldn’t.
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*Purchasing at shops may occasionally fail.
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*Claimjumper missions may occasionally lack markers or spawn NPCs.
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*Countermeasures are not working as intended to deter missiles.
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*The 890 Jump does not have the correct cargo capacity.
 +
*The Combine Cannon and distortion weapons are not working sa intended.
 +
*Elevators at Port Tressler and Everus Harbor may not show up when called.
 +
*If the quantum travel marker is at the edge of a moon or planet they can QT through the moon and explode..
 +
*Purchased commodities will often visually not appear in the ship’s hold.
 +
*Carriable boxes may fall through the flooring.
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*Players may experience stalls in performance shortly after loading into Star Marine and firing weapons.
 +
*NPC beacon notifications will sometimes display an incorrect distance.
 +
*AI ships can often get stuck in the middle of their motion and not advance further.
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*AR makers for enemies can sometimes be seen through walls in Star Marine.
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===New Features===
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'''Locations'''
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*Added MicroTech Planet including the exterior of New Babbage Landing Zone.
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**Note, the interior of New Babbage is not completed and is unavailable for now.
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*Added orbital stations above major planetary landing zones.
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*Added new Rest Stop interior variants.
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*Added visor and canopy moisture effects to some ships when in appropriate environments.
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*Players now have the ability to select their initial spawn location when it is their first time logging into the game.
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*Grim HEX armistice has been updated to allow non-lethal melee combat.
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*Added wind texture rotation on all planets and moons.
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*Added dust/sand storm effects to appropriate planetary bodies.
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*Wind will now effect the flight model while ships are in flight.
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'''Gameplay'''
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*Added “impounding” function to the law system
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**''Players who incur landing infractions that cause their ship to be forcibly despawned will now see it as “impounded” rather than “stored” when they return to the ASOP terminal. Players can then see their infraction and either pay to have their vehicle removed from the impound or wait until the vehicle is released. Different jurisdictions have different fine amounts and impound times.''
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*Added new fine functionality to the law system
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**''Fines are no longer automatically deducted at time of infraction, but instead accumulate on the player until they manually pay them off. Fines can be payed off at new fine paying consoles, located at all major landing zones. At the consoles, players can choose which fines to pay (ordered by importance) or simply “pay all” to clear all fines. Fine amounts increase over time to reward quick/early payment. If a fine elapses (goes unpaid after a period of time), the player will incur a felony.''
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*Added criminal infraction for “battery”.
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**New mission: Rescue hijacked 890 Jump.
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*Added greater difficulty patrol style missions that spawn harder ships and sentry turrets.
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*Added melee combat including fist and knife fighting along with lethal and non-lethal takedowns.
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**''Players can now use various kinds of melee attacks including light attacks (tap LMB/RMB) and heavy attacks (hold LMB/RMB). Attacks are directional (LMB for left, RMB for right) and can be chained together for combinations. Players can block incoming attacks using LMB + RMB together and facing the incoming direction. In addition to blocking, dodging is also a defensive option and can be activated by double tapping “A” (dodge left), “D” (dodge right), or “S” (dodge backward). Players can also do “takedowns” if they melee from an undetected direction, usually behind the target, and can be initiated using the middle mouse button. For knife attacks/takedowns, players will need to use a combat knife which can be found at various FPS weapon shops and equipped into a utility slot. When unarmed, melee attacks will do non-lethal damage and takedowns are non-lethal, meaning they will render another player unconscious for a brief moment rather than kill them. Initiate knife combat stance with the “5” key and unarmed melee combat with the “0” key.''
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*Added a timer to headtracking to disable after a customizable number of seconds.
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*Added a look ahead option that pulls the head toward the cursor if it is visible (disabled by default).
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*...atd... (jen koncept)
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Verze z 1. 3. 2020, 17:48


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Star Citizen Patch 3.8.2

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