PATCH #007, V0.86 (PARSLEY BUILD)

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9 мая 2015 г.
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NEW FEATURES
FTR_01 - NEW GAME MODE: CLASSIC CELL CAPTURE
We received so many requests to bring classic CTF gameplay and now we can finally deliver: Classic Cell Capture works pretty much like the Cell Capture we already implemented, but without vehicles and with the thrill of being a lot faster paced than the existing vehicle based CTF.
FTR_02 - NEW MAP: ARTIFACT XL
Screenshot
Based on the layout of Artifact, Artifact XL sports more than twice the size of the original map and is optimized for the new game mode, with a bunch of new locations, new passages and many more changes. This is the first version of this map, so expect it to be still a little rough around the edges, but it's already a lot of fun to play with the new game mode.

FIXES
FIX_01 - RAVAGER
The Ravager (which was supposed to be completed with the last build generation already) didn't really receive a lot of love since the launch of the Parsley build generation. It's now a lot more polished, but still not 100% final. However, it now comes with the alternate fire which allows you to repair vehicles and a more complete sound setup.
FIX_02 - MAP: FOUNDATION
We did many fixes and gameplay optimizations for Foundation and we now consider it final. So, unless you come up with some new bugs or ideas for the map, the current version will pretty much be the one used for the final build.
FIX_03 - MAP: GANESHA
Screenshot
This one really received a lot of love, since the previous version was a bit of a last-minute finalization. We updated the lighting for it and improved most of the surfaces with higher quality materials. You can find a screenshot gallery of the current version of Ganesha HERE.
FIX_04 - WEAPON BAR
We did a couple of fixes to the weapon bar as well as improved animations when you pick-up ammunition for a weapon that you already got in your inventory. It should now be fully functional.
FIX_05 - SKILL CLASS SYSTEM
We were really surprised how well the Skill Class System (SCS) performed right from the start, so we only did a few tweaks to it. It should now be ready to be tested by a larger player counts. Therefore we'll do some little promo thingie tomorrow. Stay tuned.

PATCH #006, V0.85 (PARSLEY BUILD)

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22 апреля 2015 г.
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NEW FEATURES
FTR_01 - NEW MAP: GANESHA V0.7
This new map is pretty much done. We're not yet fully happy with the lighting, so expect more visual enhancements to this map with coming patches.
Background: "Exocom's satellites have detected traces of Edenium in a river that crosses the Khor Ganesha sanctum, an inaccessible, dereclict temple installation, hidden in the Cambodian jungle. Extensive probing proved the area to be rich of Edenium, but when Exocom sent out staff to install their terra drills, Drayos troops were already on-site to turn the Ganesha temples into a security perimeter. Now, both faction battle for dominance over the temple compound."
FTR_02 - SKILL CLASS SYSTEM (SCS)
The Skill Class System observes and analyzes your gameplay and grants a skill level ranging from 1-12 depending on your playstyle, your win ratio and many more aspects. Servers can now be set to certain skill classes/levels, allowing unexperienced players to play on the lower level locked servers and pro players to play on the high tier servers.
It's only the first version of this system and we expect it to be flawed. So, please don't be upset if your granted skill level appears to be somewhat off. We want to gain experience with this system and tweak it until it fully serves its purpose.
Your skill level is displayed in the upper right of the menu. It is not yet fully integrated into the in-game HUD and there's no visual analysis at the end of a match. However, by analyizing the outcome of matches and comparing it to the elaborated skill levels, we can gather important information to further tweak the system.
FTR_03 - HUD WEAPON BAR
As requested by the community, we implemented a weapon bar at the lower end of the HUD that can be set to come up whenever you pick-up or switch to a weapon or be always visible. The weapon bar gives you an overview over the weapons you've in your inventory and also how much ammo for each weapon is available. It also let's you switch very fast to a new weapon with the mouse-wheel.
As with the SCS, this is only the first version of the weapon bar and we'll further tweak this to become more visually appealing over time.
FTR_04 - ENHANCED SERVER LAUNCHER
As requested by the community, you can now manually define the port configurations for your server. Also with the introduction of the Skill Class System, you may now limit access to your servers to players with certain skill levels.
FTR_05 - PITCHED AUDIO HITMARKERS
As requested by the community, audio hitmarkers now pitch with the amount of damage caused to another player (the more damage you cause, the deeper the sound).

CHANGES
CHG_01 - VIOLATOR (ASSAULT RIFLE) SOUND
We reverted the sound to the original one as the one of V0.82 didn't find much love in the community. We're still going to work on this sound (and on pretty much all other weapon sounds), so expect more changes with future updates.

FIXES
FIX_01 - MAP: FOUNDATION
We've fixed most of the reported bugs and implemented most suggestions we received with this new version of Foundation. There's also a slight geometry change that opens up a small back alley passage.
FIX_02 - MAP: ARTIFACT
We've fixed most of the reported bugs and implemented most suggestions we received with this new version of Artifact.

PATCH #005, V0.82 (BASIL BUILD)

Дата выхода
28 марта 2015 г.
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GENERAL
This patch brings your V0.8 Basil Build up to V0.82. The patch primarily focuses on back-end fixes, clean-ups and balancing issues, but also brings new major features for the game options menu (such as the ability to set weapon priorities and a complete hitmarker menu where you can edit audio and visual hitmarker effects).
We have worked quite a bit with a focus group of very good players to fine-tune the weapon balance and believe that we're approaching a very well balanced weapon setup with this patch. We are excited to hear your feedback.

NEW FEATURES
FTR_01 - WEAPON PRIORITIES MENU
You can now edit the weapon priorities to your personal preference in Options -> Game -> Weapon Priority. So when you switch (or auto-switch) to "best weapon", it'll bring up the weapon you've given the highest priority.
FTR_02 - HITMARKER AND HITMARKER EDITOR
We not only added audio and visual hitmarkers to the game, but also implemented an editor that allows you to customize them to your own preferences. It works a lot like the crosshair editor. You may also choose from a big variety of hitmarker sounds. Known bug: Sometimes the hitmarker effect displays on err. This'll be fixed soon.

CHANGES
CHG_01 - VIOLATOR (ASSAULT RIFLE) BALANCING
While the fire rate of the Violator's primary fire was increased by 10%, its damage per projectile was reduced by from 23 to 20. The fire rate of the Violator's secondary fire was reduced by ~6%. Initial pick-up ammo count for the Violator was raised from 40 to 45. Violator SFX were also reworked to give it more of an own acoustic character (i.e. to differentiate it further from the Stingray).
CHG_02 - HELLRAISER (NUKE WEAPON) AUDIO OVERHAUL
The SFX for the Hellraiser were completely reworked. The weapon is now considered final.
CHG_03 - CERBERUS (ROCKET LAUNCHER) CHANGES
The travel speed for standard projectiles (rockets) was lowered by 20%, while the speed for guided missiles (missiles fired once a vehicle is locked on) will now accelerate from the new standard speed to 20% above the original maximum speed. The lock-in process (acquiring targets) for the guided missiles was reduced from 1.5 to 1.0 seconds. Damage was increased from 85 to 100. Maximum ammo count was reduced from 25 to 20.
CHG_04 - WALL DODGE Z-VELOCITY RESET
The negative Z-velocity (gravity) used to be carried over through all wall dodges, so it was one downward movement over a sequence of wall dodges. Z-velocity now gets reset with every wall dodge which allows for longer wall dodge sequences.
CHG_05 - WEAPON SWITCH TIMES
Equip and put down times for all weapons was decreased by another ~15%.

FIXES
FIX_01 - BANSHEE (HOVER POD) QUICK DESCEND
The "quick descend" feature of the Banshee that allowed you to squash enemies underneath the vehicle was accidentally removed from the alt-fire key (default: right mouse button) with the last patch. This was fixed.
FIX_02 - RAVAGER (OMNI DRILL) FIXES
Due to flawed normal textures on the Ravager, it got wrongly lit. This was fixed. The weapon also got new sounds for equip, lower and the drill running. Its implementation is still not final though (i.e. it still doesn't work as intended). Full functionality will come with 0.85.

PATCH #004, V0.8 (BASIL BUILD)

Дата выхода
6 марта 2015 г.
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Windows
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GENERAL
Patch #004 brings your TOXIKK V0.75 Curry Build up to V0.8 Basil Build. It is the second major milestone since TOXIKK's early access beta launch on our roadmap and comes with fixes, changes, a new map and new features.
With now three very different maps available (small, medium and big), this patch will help us finalizing the weapons. I.e. Once we get the weapons balance right for these three maps, they'll also work with every new map to come (or will require only minor changes depending on community feedback).

FIXES
FIX_01 - VIDEO OPTIONS REQUESTER FREEZE
In some cases, the video options requester window freezed, so it wouldn't allow you to confirm or cancel your changes. This shouldn't happen anymore.
FIX_02 - MAP RELATED: PERFORMANCE ON TWIN PEAKS
The performance on the "massive map" Twin Peaks should see a boost of around 20%.
FIX_03 - HEADSHOT HITBOX
The size of the headshot hitbox was adjusted to more accurately represent the actual head of a character (it was a bit too big before). So, expect headshots to be more hard to pull off now...
FIX_04 - FALL DAMAGE WHEN IN FEIGN DEATH MODE
You could avoid fall damage when in feign death mode. This should be no longer possible.
FIX_05 - OVERRUN TEAM MATES WITH STREAMER HOVERBIKE
You could overrun team mates with the Streamer. This was problmatic, as players drop the flag when being overrun. You shuold no longer be able to run over your team mates with vehicles now.
FIX_06 - HUD CELL INDICATOR
The HUD indicator showing the position of cells in your team's possession sometimes became invisible. This should no longer happen. However, it will remain invisible for cells stolen by the enemy team (i.e. you cannot see an icon for a stolen cell on your HUD, while the enemy team carries it around). This is intended behaviour.
FIX_07 - DRONE VIEW SCREEN CHAT INPUT
The chat input on the end match screen (victory screen) or after-death screen was limited. You can now enter as many characters as you like.
FIX_08 - NVIDIA PHYSX PROBLEM
Some nVidia GPUs occasionally crashed due to PhysX hardware incompatibilites. It happened especially with newer gen nVidia cards. This should no longer happen, since we deactivated the utilization of PhysX hardware by default. As we wanted to keep the game as compatible as possible between AMD and nVidia GPUs, it wasn't used a lot anyway. So, while not having any impact on the performance whatsoever, you should see increased stability on nVidia GPUs.

CHANGES
CHG_01 - WEAPON ON RHINOCEROS (APC)
As the weapon on the Rhino was considered too weak and fuzzy (plasma projectiles) by the community, we added a hitscan secondary fire mode (focused plasma beam). We also reduced the heat emission on the primary fire, so you can now fire a lot longer, before the weapon overheats.
CHG_02 - WEAPON ON BANSHEE (HOVER POD)
As the Banshee is a hover vehicle, it's somewhat difficult to aim precisely. We removed the plasma cannon and gave it a minigun (hitscan) for more accurate and powerful attacks.
CHG_03 - RAVEN (PISTOL) BALANCING
The firerate of the Raven's primary and secondary fire was elevated by 20%. Its damage was nerfed from 25 to 20. The ammo-count was changed from infinite to 50 bullets. We also added a slight spread to make it less accurate on long distances.
CHG_04 - BULLCRAFT (SHOTGUN) BALANCING
The max ammo of the Bullcraft was increased from 18 to 24. The max. damage of the Bullcraft's secondary fire was nerfed from 216 to 192 (12 pellets a 16 damage points = 192). This way it's no longer a one-shot-kill weapon for characters at max HP (200).
CHG_05 - CERBERUS (ROCKET LAUNCHER) BALANCING
The max ammo of the CERBERUS was increased from 20 to 25. The initial ammo count was increased from 8 to 10. The spawn time for the CERBERUS was reduced from 30 to 15 seconds (making it the same as the other weapons again).
CHG_06 - VIOLATOR (ASSAULT RIFLE) BALANCING
The max ammo of the VIOLATOR was increased from 60 to 80. The initial ammo count was increased from 30 to 40. Damage was nerfed from 25 to 23. Ammo Pick-Ups were increased from 15 to 20. We also added a slight spread to make it less accurate on long distances.
CHG_07 - STINGRAY (PLASMA RIFLE) BALANCING
Knockback when getting hit by the plasma beam was doubled. Ammo consumption for the beam was reduced from 5 to 4 units.
CHG_08 - DRAGONEER (FLAME THROWER) BALANCING
The max ammo of the DRAGONEER was increased from 60 to 90. The initial ammo count was increased from 30 to 40. Ammo Pick-Ups were increased from 20 to 25. The primary fire's reach was increased by ~40% and its damage was increased by ~25%. Its spread was slightly minimized to reduce visual obstruction. However, general visual obstruction is an intended drawback of this weapon. We are aware of the fact that a flamethrower is a new weapon in the AFPS universe, so we might need to continue playing around with its balancing until it feels fully as intended.
CHG_09 - FALCON (SNIPER RIFLE) BALANCING
The max ammo of the FALCON was reduced from 36 to 30. The initial ammo count was increased from 9 to 12. Ammo Pick-Ups were decreased from 9 to 6.

NEW FEATURES
FTR_01 - NEW MAP: ARTIFACT
ARTIFACT is a medium-sized classic map (i.e. designed for up to 8 players) set in El Mirador, deep in the Guatamalan jungle. EXOCOM and DRAYOS fight for control over an ancient temple compound where an Edenium based artifact was found. More details about the map can be found on our homepage under GAME -> MAPS.
FTR_02 - NEW WEAPON: RAVAGER
The RAVAGER was originally used as a mobile demolition tool to tear down constructions without having to rely on heavy wrecking gear, but its effectiveness also make it a powerful melee weapon. The power drill is the Ravager's primary fire, while its secondary fire ignites a plasma based welding beam that can be used for close-range attacks but also to repair damaged vehicles. The Ravager is part of your basic gear and available from the moment you spawn. However, the weapon is not yet fully implemented, but rather a visual interpretation of it. It'll only be fully functional with the next patch.
FTR_03 - CROSSHAIR DESIGNER V0.89
We added a lot of preset shapes to the Crosshair Designer, an offset function and you can now copy and paste your customized crosshairs among all weapons which'll save you the hassle of doing your favorite cross-hair again and again for every weapon.

Patch #003 V0.75

Дата выхода
16 февраля 2015 г.
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Windows
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GENERAL
Patch #003 brings your TOXIKK V0.73 Wasabi Build up to V0.75 Curry Build. It is the first major milestone build since TOXIKK's early access beta launch on our roadmap and comes with fixes, changes and many new features.

It's really a BIG milestone for us and you'll notice that massive maps play almost like an entirely different game from the experience you had with Foundation (i.e. classic maps). Internally we often refer to the difference of the play-styles in classic versus massive maps to be as big as between e.g. CoD and BF. It definitely adds a lot variation to the standard non-vehicle based AFPS game style in our opinion.



FIXES

FIX_01 - VIDEO OPTIONS PROBLEM
In some cases, some of the video options were reset after you've ended a match or were set back to default values. This shouldn't happen anymore.

FIX_02 - MOUSE SMOOTHING ERASED
As it was an unliked feature anyway, the optional mouse smoothing was removed completely. The whole mouse fine tuning process is still a work-in-progress process though and we'll keep looking into this as we progress with the roadmap.

FIX_03 - BETTER READABILITY FOR IN-GAME OPTIONS MENU
The background of the ingame options menu now has a strong, dark vignetting effect, improving its readability in very bright scenes.




CHANGES

CHG_01 - MAIN MENU VIEW
The main menu view (first layer of the game menu) now shows random game artworks instead of only showing the Exocom Mercenary.




NEW FEATURES

FTR_01 - NEW MAP: TWIN PEAKS
Twin Peaks is a massive map (i.e. designed for up to 16 players) set in the Banff National Park, Alberta, Canada. EXOCOM and DRAYOS are fighting for control over two EDENIUM mines. More details about the map can be found on our homepage under GAME -> MAPS.

FTR_02 - NEW GAME MODE: CELL CAPTURE
CELL CAPTURE (CC) is closely related to classic CAPTURE THE FLAG (CTF). Pretty much the only difference is that, instead of stealing a flag, you're stealing your opponent's energy cell, sabotaging his operations and return it to your HQ. E.g. in Twin Peaks, the mega drills in the mines are operated by these cells.

FTR_03 - NEW VEHICLE: RHINOCEROS
The RHINOCEROS (Rhino) is a small, four-wheel powered, two-passenger vehicle (driver and gunner) that is capable of turbo boosting, self destruction and is extremely well armored. It is armed with a plasma projectiles (similiar to those of the Stingray rifle) minus the focused beam, but with unlimited ammo. Its primary weapon may overheat under heavy use though.

FTR_04 - NEW VEHICLE: PHANTOM
The PHANTOM is a medium sized assault bomber, equipped with a minigun as its primary fire and unguided missiles as secondary fire. It's excellently suited to give air support to infantry units.

FTR_05 - NEW VEHICLE: STREAMER
The STREAMER is a hoverbike that can be spawned by the player (default key is [G]). Spawning the bike will cost you 100% of your power armor's energy (the same energy you use to activate the stealth effect). It is very fast, but entirely unarmed. It is also the only vehicle that can carry the cell in Cell Capture game mode.

FTR_06 - NEW VEHICLE: BANSHEE
The BANSHEE is a combat hover pod. Its primary fire is the exact same gun of the RHINOCEROS, while its alternate fire is a quick descend, allowing its pilot to crush infantry units underneath it.

FTR_07 - NEW WEAPON: HELLRAISER
The HELLRAISER does it exactly what its name says: IT RAISES HELL.

FTR_08 - CROSSHAIR DESIGNER V0.8
As requested by the community, we added a crosshair designer to the game options menu that'll allow you to customize the crosshair for every gun. You'll find it in: MAIN MENU -> OPTIONS -> GAME -> CROSSHAIRS. We'll add more templates to it, but this should already be a good start to work with. Hope you have fun playing around with it... (we sure had making it). ^^

FTR_09 - NEW SERVER BROWSER FILTERS
You can now toggle the view to not show unofficial or empty servers.

Patch #001 V0.71 (Wasabi Build)

Дата выхода
29 января 2015 г.
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GENERAL
Patch #001 brings your TOXIKK V0.7 Wasabi Build up to V0.71. It comes with fixes, changes and a new features.

FIXES
F01 - SERVER BROWSER
The server browser occasionally crashed when downloading the list of servers. This should no longer happen.
• F02 - MAP INTRO MUSIC VOLUME
The Map Intro Music wasnt properly handled by the Music Volume Slider in the Audio Options, but through the SFX Volume Slider. Therefore it almost always used to be too loud. It can now be controlled through the Music Volume Slider (but is intended to remain a bit louder than the game's background music).
• F03 - INVISIBLE CHAR EXPLOIT
There was an exploit which allowed you to remain invisible in the game for a whole match. This should be no longer possible.
• F04 - WIREFRAME VIEW EXPLOIT
You can no longer activate the wireframe (or any other dev view mode) in the bootcamp (offline play) and then jump into a multiplayer match without changing the viewmode back to default.
• F05 - DESCRIPTIVE WEAPON NAMES IN CONTROL OPTIONS
The names of the weapons in the control options menu are no longer weapon 01, weapon 02 etc. but are now the real names including a short description in the lower bar.
• F06 - DODGE TAP DELAY SLIDER
Dodge Tap (the double tap required to perform a dodge) Interval was renamed from "Dodge Tap Inter." to "Dodge Tab Delay". It now shows OFF when set to zero (as originally intended). You may want to set it to OFF, when you want to rely on SHIFT + Movement Direction key as your only dodge method.
• F07 - CHAT LOG
The global Chat log in the game (default key: F3) should now properly record and show all global chat during a match.
• F08 - CROSSHAIR ISSUE
The crosshair used to disappear when auto-changing weapon while you were zoomed in with the scope of the Falcon. This problem should no longer appear.
• F09 - EXIT DRONE VIEW WITH REBOUND KEYS
If you had your primary fire on another key than the left mouse button, you were not able to exit the drone view and to respawn after a kill. This was fixed.

CHANGES
• C01 - CHARACTER VISIBILITY
The visibility of the characters against the background was heavily boosted (while still maintaining a somewhat fitting and aesthetical appeal). So, there shouldn't be any need to play around with the INIs to increase visibility anymore.
• C02 - FILM GRAIN EFFECT REMOVED
The Film Grain Effect was removed. It was never supposed to be there anyway, so this is more of a fix.
• C03 - CERBERUS DAMAGE
The Cerberus rocket launcher was nerfed from doing 100 damage per shot to 85. This also affects the splash damage.
• C04 - CERBERUS SPAWN TIME
The spawn time for the Cerberus was increased from 15 seconds to 30 seconds
• C05 - CERBERUS FIRE RATE
The fire rate of the Cerberus was nerfed from 0.8 to 1.0 seconds
• C06 - CERBERUS INITIAL AMMO
When picked up, the Cerberus now has 8 rockets instead of 10
• C07 - CERBERUS AMMO PACK (ROCKET PACK)
The rockets ammo pack at the spawn point of the Cerberus was removed in Foundation.
• C08 - RAVEN DAMAGE
The Raven pistol's damage was increased from 20 to 25 per shot.
• C09 - DRAGONEER INITIAL AMMO
The intial ammo count of the Dragoneer flamethrower was raised from 30 to 40 units.
• C10 - DRAGONEER AMMO PACK (TANK)
The content of a Dragoneer Ammo Pack was raised from 15 to 20 units.
• C11 - DRAGONEER AMMO CAP
The ammo cap of the Dragoneer was raised from 60 to 80 units.
• C12 - DRAGONEER SELF DAMAGE
The Self damage of the Dragoneer's flames was reduced from 1 to 0.5.
• C13 - VIOLATOR DAMAGE
The damage of a hit with the Violator Assault Rifle's primary fire mode was raised from 20 to 25.
• C14 - DEFAULT RESOLUTION
The default resolution when launching the game for the first time is now limited around 1080p. Before it tried to determine the highes possible resolution which sometimes caused problems.
• C15 - CHANGED LOADING SCREENS
We changed the loading screens to some nicer ones and added a third one.
• C16 - WEAPON STAY IN TEAM DEATHMATCH DISABLED
Weapons picked up by team mates will now also be gone for the player until they respawn. Before, this was only true for non-team based deathmatch. It helps to keep teams balanced. For Cell Capture (Capture the Flag) game modes, WeaponStay will remain enabled though, as both teams have their own bases and identical weapon setups.


NEW FEATURES
• F01 - GAME OPTIONS MENU
A sub menu for game related settings was added to the Options Menu.
• F02 - TOGGLE WEAPON AUTO SWITCH
Allows you to toggle the automated switch to a stronger weapon when picked up.
• F03 - TOGGLE GORE
Allows you to toggle gore (gibs and blood when causing high damage) on or off.
• F04 - TAB KEY BINDING
The TAB key can now be redefined (e.g. to show the score table)
• F05 - FEIGN DEATH KEY BINDING
The Key to Feign Death (default on F) kkan now be redefined.
• F06 - HOVER INFO IN SERVER BROWSER
If you now hover over any info in the server browser, you get a description for the item you're hovering above. This also includes a short description of the game modes.
• F07 - ONE-CLICK-LAUNCHER FOR DEDICATED SERVERS
You can now easily launch your own dedicated server. Simply go to the following directory: STEAM -> SteamApps -> common -> TOXIKK -> TOXIKKServers -> TOXIKKServerLauncher and start TOXIKKServerLauncher.bat. Select one of the displayed options and there you go: You just launched your own dedicated server. You may want to edit ServerConfigList.ini with any text editor to give your server a unique name, set a password etc. You'll no longer need to play around with complex stuff to launch your own dedicated server.

For more info on how to set up and configure a private dedicated server, please read this: http://forum.toxikk.com/viewtopic.php?f=14&t=1681