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  1. #1
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    UPRISING 1.2 Patch Notes

    Uprising Patch Notes:

    Deployment date: July 2nd 2013 - Dev Blog
    Uprising 1.2 Patch Notes:

    Path to Game and Related UI
    * Implemented logging out character from NeoCom

    Spawning and End of Match
    * Added "call for help" button to kill screen
    * Updated strings and information on the kill screen to better differentiate between bleeding out and death state
    * Updated icons for bleeding out so logistics can distinguish between players that have and have not called for help
    * New icons for EOM stats screen

    Dropsuits
    * Added Commando dropsuit role
    * Added Neo dropsuits for all roles
    * Updated third person female walk animations

    Weapons
    * Updated weapon range system to include absolute range (Giving us optimal, effective and absolute ranges)
    * Updated range settings for all handheld weapons to allow for damage to be dealt over longer distances.
    * Increased weapon switching speed
    * Fixed aiming friction on turrets when pitching so it is correctly applied
    * Improvements to location of fallen character for revive
    * Fixed slight misalignment with forge gun projectile
    * Increased spawn height of orbital strike to ensure it didn’t miss highly positioned enemies
    * Fixed client/server mismatch on equipment deployment locations

    Modules/Equipment
    * Added new dropsuit modules:
    * Ferroscale armor plates
    * Reactive armor plates
    * Shield energizers
    * Increased radius for nanite injector revival

    Maps/Environments
    * Added new yellow sun mood layer
    * Added new night mood layer
    * Added two new terraforming types
    * Manus Peak - fixed the issue where MCC shield would let bullets through
    * Fixed navigation issue regarding movement along vertical covers/walls

    Audio
    * New material types for ladders and snow
    * New UI sounds
    * Moment-to-moment audio improvements
    * More information on taking hits
    * 3rd person reload sounds
    * Memory and CPU optimizations
    * Fix ducking problem on killing enemies
    * Fix echo problem in Biomass
    * An issue where voice was not available for certain very old chat channels has been fixed
    * Smooth sound of LAVs in the distance

    UI
    * Fixed mail list, now player can roll down to bottom of the list to load up to 1500 latest emails
    * Added several new attribute icons
    * Now the weapon switcher will display the remaining number of deployable equipment
    * Now the background color of Corporation logo on player list will always display red for enemy and blue for friendly
    * Now the MCC hit point indicator on spawn page will display in correct color, red for enemy and blue for friendly
    * Unified the font case in several NEOCOM pages
    * General UI polishing on NECOM pages and HUD
    * Fixed multiple UI related issues

    Vehicles
    * Improvements to the vehicle icons and driver name tags display
    * Upward thrust not working when in first person view for dropships
    * Ground speed limit being ignored has been fixed

    Visual effects
    * Added SSAO
    * Improved lighting & shadows

    Performance
    * Improved UI rendering performance
    * Improved content streaming stability

    Planetary Conquest
    * Directors can now kick teammates from Planetary Conquest battles while they’re in the warbarge before the battle starts. Characters that are kicked are banned from rejoining the same battle again
    * Districts are no longer locked once conquered by a new owner
    * The estimated number of clones at the target district displayed when moving clones to attack is now more accurate

    Starmap
    * System security level has been added to the starmap information panel
    * The planet model in the starmap will no longer randomly revert to a default texture

    Storefront
    * Added option to purchase bundles from the market

    Other
    * Characters can now transfer ISK directly between each other and to any corporation
    * Directors can now transfer ISK from the corporation mercenary wallet to any player or corporation

    ORIGINAL post from team True Grit:


    im going to add that they really weren't joking when they said RSX was not being used fully and not limiting them. SSAO is a very taxing visual effect to be implementing to a game barely managing its target FPS...
    Last edited by Fijiandoce; 06-26-2013 at 11:06. Reason: Update to notes
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  2. #2
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    Felix336's Avatar
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    This is all that is coming from the True Grit team. They're one of the few Icelandic teams working on Dust and focus on PC, EVE/Dust connection, corporations, and things like that. FoxFour said that more corporation roles are coming but will not be in 1.2. For anyone wondering, here is what they are currently designing as far as roles go:

    CEO: There can only be one. Does everything.
    Director: Can do everything the CEO can except assign the director role. Only the CEO can do that. CEO and directors are the only ones to assign any roles at all.
    Accountant: Has full access to the mercenary wallet.
    Personal Director: Can accept applications to the corporation.
    Chief Operations Officer: Deal with all DUST logistics. For now this is planetary conquest, but may later involve other things.
    Squad Leader: Can join corporation battles solo or as squad leader with squad members that do not include corporation members.
    Squad Member: Can join corporation battles solo.
    As far as 1.2 itself, there are other features coming though. I think the only things so far confirmed though are the new armor plates and some weapon balancing (but there should be more). And for anyone interested, they did specifically mention that an updated aiming system is not coming with 1.2, but they hope to have it ready by 1.3, which should be in August.

  3. #3
    Community Manager
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    OP updated with Patch notes and release date.
    Sig courtesy of the_jim


  4. #4
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    Wow thanks! What is SSAO?

  5. #5
    Community Manager
    Fijiandoce's Avatar
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    Quote Originally Posted by Ghost-Rhayne View Post
    Wow thanks! What is SSAO?
    Screen Space Ambient Occlusion - its a very small visual effect that is (relativity) quite taxing.

    it adds subtle shadows to the edges and corners where objects meet.

    this is what it looks like:


    what it costs:


    it basically adds shadows to the areas where two things meet
    Sig courtesy of the_jim


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