Seite 2: Stargate Resistance - Patch v1.1.10.9 mit zahlreichen Änderungen

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Inhaltsverzeichnis

Patch-Notes v1.1.10.9 von Stargate Resistance

  • The login screen now has Stargate themed music, enjoy!
  • Assist points now also account for player suicides. (No more grenading yourself to death or running into the Stargate for safety!)
  • Chat is now colorized. (SL Global =Goldenrod, SL Team =Brown, SGC Global =Blue, SGC Team =Green)
  • The escape menu now slides up and down when opening / closing the menu.
  • You can now see the name of the player you are spectating.
  • All cooldown / reload times are now displayed by the weapon icons on the UI.
  • Commandos now only have 1 claymore but it will reload in 15 seconds upon detonation.
  • Soldiers now only have 2 smoke grenades but each one will reload 30 seconds after throwing them.
  • Jaffa now only have 2 shock grenades but each one will reload 30 seconds after throwing them.
  • Scientist beacons that get destroyed now have a cooldown timer of 5 seconds before they can be placed again. (individually)
  • Smoke trails have been added to the sniper rifle's tracer fire. (Time to find some new hiding spots)
  • The vocal emotes for medic (v1 by default) should now bring up the green arrow properly.
  • Players will now accrue the correct number of points for capturing a capture point. (3)
  • Changing key bindings for weapon controls will no longer effect vocal emote bindings.
  • Taking high resolution screenshots (f11, f12) will now turn off the HUD to avoid displaying the HUD multiple times on the images
  • The login screen UI should now have a visible cursor.
  • Players should no longer be able to spawn under the world.
  • Fixed a bug which allowed some players to be visual imposters of another class on respawn.
  • Trading spaces was previously bugged and giving it to players who were not swapping places. This issue has been corrected and should be more difficult to obtain now.
  • Performance enhancements have been made to the SGC map.
  • Collision has been added to prevent wall glitching in certain areas.
  • The objective screen now correctly displays the Leonops map.
  • The forcefields on TDM will no longer kill players who only touch them but will kill players who attempt to bypass them.
  • The forcefields stop most forms of splash damage now.
  • Ring transporters will now allow players to move around and still be teleported, this includes items like the beacons and claymores.
  • The music slider will now adjust the in game music on Leonops.
  • Players who die during the white screen effect of the ring transport will now have their white screen fade down upon respawning.
  • Grenade launcher projectiles can no longer move through forcefields.
  • Servers will now more accurately display the current player counts before joining them.
  • A few hedges have had some collision work on them to prevent players from getting stuck.
  • A few meshes have been moved slightly to decrease gaps between walkways.
  • Fixed a bug which allowed players to occasionally spawn without weaponry.
  • Players will no longer be able to stick weapons through any object in game (minus players and spawned objects) and fire. A red "X" will appear over the reticule indicating the shot is not available. Removing the weapon from the object will remove the red X and allow the player to fire normally.
  • The Goa'uld shield more accurately displays when it is off to better inform players when a Goa'uld player is vulnerable to weapons fire.
  • Claymores will now detonate on the commando respawning.
  • "Random" tracer fire from the origin should no longer occur.

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