| Written by CMaster | 
						
				| Monday, 16 April 2007 | 
					
			| Certainly can't fault reakktors idea of "early this week " - monday afternoon is nice and early for a patch. As well as a small collection of important bug fixes, we get a few major balancing issues looked at: Nanite healingPvP DamagePsi ShieldsConstruction
 As ever, hit read more for the full notes, and join in the discussion about the patch on the offical forum here .
- Normal Law Enforcer rules re-enabled! Runners can't implant a law enforcer if their skill rank is above 30.
 
 - A runner can overcast a support effect if it was applied by another runner (self-cast over foreign-cast) to disable high level shitbuffs.
 - NPCs will now use the gunner instead of the vehicle as damage applier to put him on their aggro list.
 - Logs now work if the character name has less than 4 characters.
 - Changed some values in the distance calculation for drones to get better aiming - especially on drones with a low techlevel.
 - Effects like Barrel modules no longer deal damage after the damage dealer switches to another zone (it was possible to damage LE players this way).
 - Fixed a bug where the build time in the construction process was skipped.
 - Fixed a bug where non-rare items were constructed with low condition.
 - Raised the construction cap for non-rare items (higher quality).
 - Lowered WoC disk drop rate.
 - Lowered price of Rhino V3 key.
 - Added a TL 40 variation of personal injector (heal). Check the BT Database.
 - Nanite concentration of heal injection reduced to 20 (was 30).
 - Gaya Tacholytium Gauntlet (Epic) has a new Techlevel of 56 (was 40).
 
 
  [BALANCING CHANGES]- Damage reduction of 10 percent for PvP. Explanation: We've decided at the beginning of the balancing project to make the duration of fights longer and more tactical - not shorter! So please understand (especially the english community) this decision. If player setups are changing to i.e. better resistance we can easily rearrange this modifier.- Psi-based shields (i.e. deflector) are 5% more effective. This applies to all kinds of these shields in non-PPU-selfcast.
 - Reduction of drone resistance to 0.50 (was 0.65). The resistances of drone will be calculated from thier energy value.
 
 
 Changes to weapon construction:Influence factors:
 - Construction value (INT, DEX, CST)
 - Weapon TechLevel
 - Random quality reduction of up to 15 percent
 
 When calculating the quality of a weapon, the construction value is usually well above the constructed weapon's TechLevel. There now is a softcap in place when evaluating the effects of skills, this however lead to problems in the past - which is why there is now a quality cap in place. This quality cap is more of a safety measure than a real limitation. When building rares, you won't notice much of a difference, if any (test results: 100% - 120%) - the cap for non-rares is higher now (test results: up to 100%). The slots probability for all weapons remains the same.
 
 The goal was to let the a good conster build good quality weapons - that goal was met. Investing into construction is wort it, as it increases the chance to build weapons at the quality cap.
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