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  Discovery Gaming Community Discovery General News and Announcements Patch Notes
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5.2.4

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5.2.4
Offline Barrier
12-14-2024, 04:56 PM, (This post was last modified: 12-17-2024, 02:15 PM by Barrier.)
#1
Event Developer
Posts: 1,468
Threads: 197
Joined: Nov 2008

Discovery 5.2.4, released on Dec 14th.

- Added: NPCs are again frolicking in the void. Nature is healing. (re-added Cambridge, Omega-3, Omega-5, Omega-7, Omega-11 and Stuttgart pop zones and patrol paths)
- Added: Omega-5 and Sigma 19 now have snub battlezones
- Added: Freighters can now carry additional Military Salvage (2.5x)
- Added: Connecticut now has training dummies
- Added: Nomad heavy fighter shields
- Added: Nomad siege guns
- Added: Nomad Eviscerator Bomb Launchers (Hybrid of Scorcher and Neutralizers)
- Added: Rheinland snubline and gunboat to Lichtenfelde
- Added: Mousewheel scrolling for player list and chat history
- Added: CrashWalker additional crash prevention
- Added: FLUF (ShipDealerHUD and CrashWalker) are now optional. If you have Windows version older than 10, you will no longer benefit from FLUF, but will be able to log into the game.

--
- Changed: Dresden and Stutgart upscaled (improved npc spawns and paths, more flavor setpieces, lights, etc.)
- Changed: Colorado Pit (battlezone) improved
- Changed: Somehow, Corinth Research Annex has returned to Omciron Kappa
- Changed: Omega-48 mooring terminal adjusted
- Changed: Omicron Delta missions from everywhere but Delos now spawn in the center of the system
- Changed: Jump holes - Delta to Pi stabilized; O-52 to O-41 removed, O-52 to O-5 added
- Changed: Nergal infocard improved
- Changed: Fighter weapons with detonation distance (e.g. Hellfires) are now less efficient across the board
- Changed: Daisychain & Cannonball missiles and Sunslayer Torpedoes now function like explosive guns with smaller 'proximity fuses' in place of their prior huge explosion radius
- Changed: Blackout Pulse Cannon now fires a large projectile, exploding on contact and doing substantial shield and energy damage and moderate hull damage
- Changed: Bomber torpedo top speed capped at 200ms, rage at 180
- Changed: Bomber torpedo arming time reduced to 3s
- Changed: Bomber torpedoes hp rescaled to 1250, rage reduced to 900
- Changed: Nova and Incapacitator refire increased
- Changed: High-efficiency fighter guns (1.75+) like Fury 4s and Lavablade Mk Vs now do more damage and cost more energy
- Changed: Cruiser primaries now do half damage against shields
- Changed: Cruiser and Battlecruiser flaks no longer have significant dispersion with tracking, and are instead fully dumb-fired with much less dispersion
- Changed: Cruiser and Battlecruiser flak energy (shield) damage reduced
- Changed: Rockhound top speed removed
- Changed: Rockhound and Stonebreaker power usage increased
- Changed: Stonebreaker damage reduced
- Changed: Rockhound detonation distance reduced
- Changed: Slightly reduced mine radii
- Changed: Shredder damage reduced by 1360
- Changed: Wardog mine hitpoints increased to 420 (blaze it)
- Changed: Cruise Disruptors now fire straight forward, increasing the travel time of the CD the more you are turned away from your opponent (this makes mine trapping directly behind yourself much more difficult)
- Changed: Jackdaw: maximum turn rate slightly reduced; turn acceleration (responsiveness) increased. Hitpoints increased from 12,140 to 13,680; nanobots & shield battery limit increased from 52/52 to 57/57. Shield class increased from 2 (HF) to 3 (VHF). Powerplant downgraded to a 'light' Heavy Fighter version, with an additional 75 recharge to offset the increased shield drain of a class 3 shield
- Changed: AI adapted guns swapped to class 2s
- Changed: Suriel velocity increased by 50ms, and made Class-3
- Changed: Various camera improvements - Border Worlds transport, and Outcast Transport turret view; All transport camera turn angles; Falchion camera
- Changed: Thruster crafting recipe Earhart materials numbers increased
- Changed: Improved muzzle flash effects for Nomad annihilator
- Changed: Plasma Mortar projectile effect improved
- Changed: New Effects for Hessian Battleship Forward Gun
- Changed: Improved Nomad Battleship Micro Pulse Missile Impact Effect
- Changed: Ship stats infocards are now more informative
- Changed: Dumbfire missiles such as Cannonballs and Flaks now show reticle when the target would be within explosion range. For example, a missile with 500m range and 100m explosion radius will show reticle at 600m.
- Changed: Dock (F3) action is now available on Carriers with Docking Modules that are moving below 5ms instead of requiring them to be fully stationary.
- Changed: Cruise Disruptors no longer generate a targeting reticle

--
- Fixed: Ships in EK will no longer spastically rotate under certain circumstances
- Fixed: Targeting of faraway dockable solars no longer requires to click their physical model
- Fixed: Removed extra Corsica fighter wreck
- Fixed: Improved Corsica mooring issues
- Fixed: Detachment 16 back to drinking beer over ale (MND allies instead of LSF)
- Fixed: Penny Hydrogen refrences changed to Heavy Water
- Fixed: Agde infocard
- Fixed: IDF prison minefield infocard
- Fixed: Correct niobium asteroid loot model
- Fixed: Dublin coalition wreck position
- Fixed: AI IFF now have correct enemies
- Fixed: Off-map Burgundy
- Fixed: Dresden, New Berlin, Omega-11, Omega-41 and Tau-37 object spacing improved
- Fixed: Evia loadout and solar improvement
- Fixed: Wyvern textures and mesh improved
- Fixed: NPCs correctly tell hails where they're coming from
- Fixed: Restored missing voicelines - Barrow, Durham, Freital, Omega-11
- Fixed: Outcast BC shield cover self-damaging the generator
- Fixed: Sabre camera acceleration reverted
- Fixed: Oucast Sigma-19 patrol path now uses the correct id
- Fixed: Carlisle remembered its own name
- Fixed: Primus and Secundus now also give AI missions
- Fixed: Alpha and Gamma mission zones resized for more reasonable coverage
- Fixed: Nomad cap missiles now combineable
- Fixed: Various bribe, Connecticut, and Tau-29 infocards have the correct text
- Fixed: Gamma lights
- Fixed: re-added Bristol Platinum refining bonus
- Fixed: Mission zones resized for more reasonable coverage due to system changes - Dresden, Omega-11, Omega-41, Omicron Alpha, Omicron Gamma, Sigma-17, Stuttgart, Tau-23, Tau-37
- Fixed: Battleship Sledge guns were told to quiet down
- Fixed: Price of shields equated based on class
- Fixed: Reduced Rockhound particle count
- Fixed: Reduced Cannonball, Daisychain, Dulzian, and Hellfire impact flashbang
- Fixed: Planet X has been deleted. There is no spoon
- Fixed: Expanded Suhl entrance points to avoid lag-related Suhlings
- Fixed: Loki mk2 got its 6th gun back
- Fixed: Ouray base Outcast dock point reverted back to a less fancy moor from a frickin' jump hole
- Fixed: Wilde OF id color now that of a pleasing lichen
- Fixed: Omicron Gamma station loadout
- Fixed: All Nomad and Vagrant have finally stocked up on scanners
- Fixed: The Nomad cruiser now has shield upgrades
- Fixed: Nomad weapon infocards have been un-duplicated
- Fixed: "Phantom Planets" removed from New York, Sigma-17 and Omega-48, should fix their rendering on NavMap utility.

@Aingar - Coding
@Alex. - Keeping It All Running, Infocards
@Antonio - Infocards, NPCs, Systems
@Erremnart - Infocards
@Haste - Art, Balance QOL
@HonourWolf - Balance, QOL, Systems
@jammi - Systems
@Kauket - Art
@Sombs - Infocards, Systems
@Titan* - Art

@Laz - CrashWalker, the clientside crash report utility.
@Adoxa - WheelScroll, in-game scrollwheel ui.
@The_Godslayer @Hope Nergal infocard and nomad equipment names.
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Offline Chenzo-
12-14-2024, 05:06 PM,
#2
Cardamine Consigliere
Posts: 1,138
Threads: 142
Joined: Jan 2010

There are multiple things which made me chuckle on this one.

At some point, can we also get "Undocking" from Corsica improved so you aren't inside the shipyard mooring point and up side down?

Lots of good things in here!

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Offline Antonio
12-14-2024, 05:07 PM,
#3
PvP = RP
Posts: 3,186
Threads: 194
Joined: Nov 2009
Staff roles: Systems Lead

Corsica upside-down undock issue has been fixed. @Chenzo-

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SNAC Montage Part 1 | Part 2 | Part 3 | Part 4 | Thruster SNAC
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Offline TonyB
12-14-2024, 05:52 PM,
#4
Member
Posts: 123
Threads: 12
Joined: Jan 2016

Very simple : change the NU-mining to what it was before. The majority of the players don't like this.

Why destroy something that was usefull for how many years ?
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Offline Skorak
12-14-2024, 05:54 PM,
#5
3x Custom User Title
Posts: 4,422
Threads: 503
Joined: Mar 2008

Can you back that "majority" claim up?

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Offline Leo
12-14-2024, 06:33 PM, (This post was last modified: 12-14-2024, 06:34 PM by Leo.)
#6
Pathfinder
Posts: 2,790
Threads: 400
Joined: Dec 2007

(12-14-2024, 04:56 PM)Barrier Wrote: - Added: Freighter milsal bonus

Looking for some clarification on this. This means that Freighters can hold more Military Salvage, right? So is this just for transportation purposes?

The reason I ask is the only Military Salvage "mining" field in Discovery is in Ontario and it's pretty painful to mine it there (with scrap flying around as well and low yields from the Mil Sal components). I realize you can get it from combat but since Freighters have basically become mining ships, would it be worthwhile to increase the yield from the Ontario field or at least a higher yield for Freighters?

(As a side note, I like this change, just asking questions concerning it.)

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You fear oblivion. Yet you forget. The universe remembers every atom of your being. Even dust hums your name in the dark.
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Offline The_Godslayer
12-14-2024, 07:07 PM,
#7
Troll Mastermind
Posts: 787
Threads: 92
Joined: Mar 2019

(12-14-2024, 04:56 PM)Barrier Wrote: - Changed: Cruise Disruptors no longer generate a targeting reticle

May I ask why this was changed? It was very useful for timing my hornets perfectly to stop targets. Instead of trying to count with the distance readout, just fire as soon as reticle appears

-Sincerely, a concerned Salvager pirate.

I'll do something about my superiority complex when I cease to be superior.

"Whatever happened to catchin' a good old-fashioned passionate ass-whoopin and gettin' your shoes, coat, and your hat tooken?"

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Offline Red
12-14-2024, 07:20 PM,
#8
Cardamine Consigliere
Posts: 331
Threads: 42
Joined: Oct 2023

(12-14-2024, 07:07 PM)The_Godslayer Wrote:
(12-14-2024, 04:56 PM)Barrier Wrote: - Changed: Cruise Disruptors no longer generate a targeting reticle

May I ask why this was changed? It was very useful for timing my hornets perfectly to stop targets. Instead of trying to count with the distance readout, just fire as soon as reticle appears

-Sincerely, a concerned Salvager pirate.

Idk if this was the reason but it was very annoying in cap fights, the cd spam makes you miss shots on the enemy due to the reticle.

[Image: nvLh5yk.png]
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Offline Mort
12-14-2024, 07:20 PM,
#9
The Rizzler
Posts: 404
Threads: 29
Joined: Jun 2014

(12-14-2024, 04:56 PM)Barrier Wrote: - Changed: Cruise Disruptors now fire straight forward, increasing the travel time of the CD the more you are turned away from your opponent (this makes mine trapping directly behind yourself much more difficult)

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE


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[Image: 9tKRIO4.png]
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Offline Tenshi
12-14-2024, 07:21 PM,
#10
Error 404: Title not found
Posts: 820
Threads: 58
Joined: Jul 2017

(12-14-2024, 07:07 PM)The_Godslayer Wrote:
(12-14-2024, 04:56 PM)Barrier Wrote: - Changed: Cruise Disruptors no longer generate a targeting reticle

May I ask why this was changed? It was very useful for timing my hornets perfectly to stop targets. Instead of trying to count with the distance readout, just fire as soon as reticle appears

-Sincerely, a concerned Salvager pirate.

I dont think what this means is that they removed the crosshair that appears when your target is in range, but rather the targeting reticle that the CD missile spawned along with it (just like all regular missiles do). The reason it got removed is because you could abuse CD spam during combat to throw your opponent's crosshair off and make 'em unable to shoot back at you.

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