Swarm 1.1 Patch Coming Soon

Official release and update information for Xenominer: Swarm

Swarm 1.1 Patch Coming Soon

Postby Gristmill » Thu Aug 21, 2014 8:38 am

We're working through the crashes and bug reports and have a solid build in test. We're also trying to clean up some of the menu/page flow, and handle a few of the more obnoxious exploits that might have been taking fun out of the game.

On top of that we're adding a bit of content that didn't quite make it into release: Xenotech Ruins. This will be a new, rare mission type. Xenotech Ruins will have been detected on the surface of Xenos - you'll have a short amount of time to get in, grab artifacts and get out. You'll only have the one chance (when Sector Authority arrives the area's gonna be locked down tighter than Area 51) and you're going to have some stiff competition: the Swarm has noted the intense activity in the area and hordes of them will be piling on top of you.

This will introduce a few new blocks, a bit of new functionality, and some really cool new textures. Won't spoil the surprise though, so you'll just have to wait to see it for yourself. Screenshots up on our FB feed if you want to see them!

Other changes:

Major tweaks to sniper rifles for balance and fun.
Major tweaks to grenade launchers, adding more ammotype choices.
More ammo choices to several Assault Rifles.
Rocket pistols (Runaway and Judge) have new improved special effects, higher damage and are generally more effective.
Amped up all pistol bullets

Venators have armor toned down, but attack speed toned up. They're much more vicious, they've gotten hungry.
Toringar butts are a little thicker-skinned, no more two-shotting their ass for an easy kill.
Toringar now vomit Bile instead of Biomass. Bile has no intrinsic value (you can't crate it and sell it) but you can build with it if you want. Bile hurts players like Magma, though the Swarm is immune.
Sped up the Barazga
Mobs are a lot more dexterous: they used to wait patiently behind each other while you killed them one by one like some kind of Kung Fu movie. Now they're so excited to see you, they'll jump over each other to get a taste.

Gatling Turret has been toned down. It was shooting as strong as the Cannon but about 10x faster ... that was a mistake. Its bullet damages are now in line with its fire rate.

(gameplay testing = very subject to change, may not end up in game)
We're gameplay testing a two minute extraction timer on mission success: no more lingering forever farming easy kills after you win a mission.
We're gameplay testing Beacons only working for Crate Extraction when they are placed within the LZ. This would not be true on a Claim, where there is no LZ (they'll work anywhere as before).

Marines have received an upgrade - they can now offhand an SMG instead of a pistol if they desire, to accentuate the heavy firepower nature of the class.

Bugfixes:

Fixed Wave time getting out of sync
Fixed Transport screen ordering and added ordering to Manage Exodrone screen
- The order you select on the Transport screen stays for the duration of the game and should be the same order when you go to Manage Exodrones. Transport screen does not show profiles that haven't been created (Create and unlock) - in Manage Exodrones, these slots will be at the bottom.
Fixed Create Exodrone not checking for enough Gredits and charging 25k for drone creation.
Bile more yellow than flesh
Turned grav panels on
fixed grav boot walk on ceiling and invert and stand in ground glitches
Perk/boost fade off in Hud screen after 6 seconds
Set bug colors in minimap to range from purple-red-lightred (height compared to player)
Allowed Beacons to activate anywhere on a claim
Exposed ore on mountains surface
Added AlertText for mission end, and failure to activate beacon (not in LZ)
Fixed weapon Recharge issue where it didn't register for the tutorial
Remove Downgate costs and indications (not on Mission selection screen or Game summary screen)
Send current health with armor stats to keep clients synced
MANY networking changes - cleaned up a lot of logic in networking to reduce packets sent, tighten them up and reduce network lag.
Bile and supporting changes to content (Torningars 100% on at the moment)
Mob tunneling speed increased, added sound.
fixed Null exception in do damage (had to be load out/armor/bullet as null
Fixed weapon stop firing on clients
Fix for zombie turrets (and bug)
Up the battery recharge rates.
Nearly triple the hold X ammo recharge rate.
Change "Crate Derez" to "Crate Extraction"
Greatly increased the Ammo recharge rate (from Battery ... hold X)
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Re: Swarm 1.1 Patch Coming Soon

Postby bustedenchilada » Thu Aug 21, 2014 9:06 am

Why the 2 minute timer
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Re: Swarm 1.1 Patch Coming Soon

Postby bustedenchilada » Thu Aug 21, 2014 9:09 am

Do you have any idea when it will get released and will we be recieving updates very fast in the future or what will the wait times be like
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Re: Swarm 1.1 Patch Coming Soon

Postby EVILONEUK » Thu Aug 21, 2014 9:19 am

not sure if these bugs have been mentioned,

> infinite crate/sell glitch when crates being collected at landing zone.
> the world famous sell claim glitch i myself have made 6 billion from this exploit.

these to me are huge game spoilers not that currency makes the game it just means easy access to the other worlds and expensive power cores.

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Re: Swarm 1.1 Patch Coming Soon

Postby brian » Thu Aug 21, 2014 10:42 am

The 2 minute timer is to end the mission - too many people didn't realize they had to quit the mission to complete it and would endlessly play.
Command isn't paying for you to loiter.
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Re: Swarm 1.1 Patch Coming Soon

Postby BriarFae » Thu Aug 21, 2014 12:49 pm

So we have 2 minutes after completing a mission to collect our turrets, cores, and miscellaneous? :o

If Marines get a SMG secondary, and the Engineers have PICK secondary...
What about Recon? :geek: (EDIT) maybe a shotgun?

Does bile still hurt after you build with it? :twisted:
Last edited by BriarFae on Thu Aug 21, 2014 6:16 pm, edited 1 time in total.
if you can read this your to close
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Re: Swarm 1.1 Patch Coming Soon

Postby Conmaan » Thu Aug 21, 2014 2:25 pm

Cant wait to revisit the Marine after this update. An offhand SMG with improved assault rifles should be awesome!
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Re: Swarm 1.1 Patch Coming Soon

Postby QWERQY » Thu Aug 21, 2014 6:46 pm

I love all this stuff grist.

But you guys got this update out pretty fast can webe expecting updates to aalways come this fast or around the same speed?.
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Re: Swarm 1.1 Patch Coming Soon

Postby greenkiller56 » Fri Aug 22, 2014 12:07 am

QWERQY wrote:I love all this stuff grist.

But you guys got this update out pretty fast can webe expecting updates to aalways come this fast or around the same speed?.

The game just came out so they want to fix the majority of the bugs right away and then slowly work on the minor bugs and the Xeno tech wasn't in the release as planned. So they probably wont come out as fast as a week or two.
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Re: Swarm 1.1 Patch Coming Soon

Postby QWERQY » Fri Aug 22, 2014 12:57 am

oh......okay well its great to even have updates because some indies get abandoned
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