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Thread: War of Rights - Patch Notes

  1. #1141

    USA Captain


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    Awesome. Especially the part dealing with the musket's hammer: I wasn't always able to tell if my weapon was prepared or not and had some issues now and then.

    May I ask for another increase of players/map in one of the next patches?
    Ingame Nick: [KRT.2ndAuriga]Cpt.Data
    I'm not part of any Company: KRT is a clan playing Star Citizen and 2ndAuriga means I'm member of the 2nd wing of the Auriga Squadron.

  2. #1142

    CSA Brigadier General

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    Quote Originally Posted by TrustyJam View Post
    - The night on the Drill Camp now passes more quickly, increasing the chance of players joining the server while its daytime on the Drill Camp.
    Thank you for addressing this very popular request from the NA folks!
    Chaplain Bradley

  3. #1143

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    Quote Originally Posted by rbsmith7 View Post
    Thank you for addressing this very popular request from the NA folks!
    I'm very happy with this part!

  4. #1144
    June 2nd - Hotfix Released!

    - Fixed the missing artillery models.
    - Fixed the revolver momentarily dissapearing when reloading in first person.
    - Fixed the officer doing weird things with his left hand when reloading the revolver.
    - Fixed the rifle falling down to the shoulder arms position when rotating in right shoulder shift.
    - Reduced the max exposure during daylight hours, making windows glow less white when looking out of them from inside a building.

  5. #1145

    CSA Captain

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  6. #1146
    June 3rd - Hotfix Released!

    - Fixed the artillery models having turned into characters.
    - Fixed an issue where the recoil when shooting would be way too strong if the game was running with a low framerate.

  7. #1147

    USA General of the Army

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    Quote Originally Posted by Fancy Sweetroll View Post
    June 3rd - Hotfix Released!

    - Fixed the artillery models having turned into characters.
    - Fixed an issue where the recoil when shooting would be way too strong if the game was running with a low framerate.
    Thank you!
    Nice to see the big guns back on the field.

  8. #1148
    WoR-Dev TrustyJam's Avatar
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    June 14th - Update 112 Released!

    - Added an entirely new dynamic and flexible spawn system. This includes the basis of flag bearer spawning, coming in a future update. In this update, we have added new spawn locations at the capture zones for the defending team to spawn at in the beginning of each skirmish round. This will help reduce victories for the attacker where they managed to rush the capture zone and capture it, while the defender was still assembling in the base.
    - Players will now automatically be at the ready after having sprinted, allowing for more fluent action.
    - The clouds and shadows from the clouds are now syncronized across all players.
    - The stars now rotate around the earth as the hours pass during the night.
    - Fixed a few rare crashes.
    - Improved the death camera, making it go through the ground less often.
    - Fixed a glitch where it was possible for players to rotate 360 degrees while kneeled.
    - Removed the red triangle inside the trigger guard of the Sharps Rifle and Sharps Carbine.
    - Removed a cheat where players were able to fly around on the map with their character, by making the gravity amount controlled by the server.
    - Possibly fixed some animation glitches where the hands of characters might reach for odd places for a moment.
    - Adjusted the uniforms of the 6th and 8th Alabama, 2nd and 20th Georgia and 72nd Pennsylvania officers.

    - Trusty

  9. #1149

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    did you adjust the tickets for the attackers since now they have to fight a very prepared defender don't really see why the change the defender could rush pt the same as the attacker
    if you didn't adjust tickets for the attackers now that the defenders will be loaded and ready you will need to rebalance all the maps because of this did you do this I what I am asking

  10. #1150
    WoR-Dev TrustyJam's Avatar
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    Quote Originally Posted by sal_tuskin View Post
    did you adjust the tickets for the attackers since now they have to fight a very prepared defender don't really see why the change the defender could rush pt the same as the attacker
    if you didn't adjust tickets for the attackers now that the defenders will be loaded and ready you will need to rebalance all the maps because of this did you do this I what I am asking
    We did not, no. It was never our intention of making rushing the point unloaded a viable tactic.

    - Trusty

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