Dust 514

A chronological history of dust 514

2009-08-18 22:29:07

Dust 514 Announced

Dust 514 was announced on August 18, 2009 at the Game Developers Conference in Cologne, Germany.

2009-10-04 22:29:07

CCP demos early Dust 514 gameplay at Fanfest 2009

2009-10-08 22:29:07

CCP Uploads first trailer for Dust 514

2010-03-10 02:01:06

CCP Licenses Epic Games' Unreal Engine 3 to power Dust 514.

2010-05-27 22:29:07

EVE Online Tyrannis patch launched.

With it the inclusion of Planetary Interaction allowing EVE Players to colonise and mine planets. Rumours fly around about how this will link with Dust 514

2010-06-29 22:29:07

CCP Announces the opening of CCP Newcastle

And that they will be working on Dust 514

2011-03-26 18:03:13

Dust mercs featured on EVE: Future Vision

Features a Moros dreadnaught performing an orbital bombardment.

2011-06-02 01:25:42

CCP Posts first Dev Blog on dust514.com

Title = beginnings

2011-06-06 03:55:28

At E3 2011, CCP Announced that Dust 514 would be PS3 Exclusive

Dust 514 was initially slated to be the first cross platform game, pitting Xbox 360 and PlayStation 3 players with each other but CCP has since dropped the Xbox 360 as a potential platform; the choice of PlayStation 3 exclusive was determined by Sony's more open platform allowing Dust 514 to connect to the Eve Online server Tranquility, whereas Microsoft's Xbox Live did not.

2011-06-13 04:50:18

Detailed interview with CCP at E3 about Dust 514

2011-08-09 00:00:15

CCP Remnant lays out how mercs will be interacting with existing eve elements

2011-08-19 14:46:53

Internal Closed Beta launched

2011-10-10 05:39:33

PSN Interviews Executive Producer of Dust 514

2011-11-06 13:10:12

CCP Remnant unveils the first information on the MCC

2011-11-21 13:10:12

First information about RDVs surface

2011-11-28 13:10:12

First dev blog about the vehicles of Dust 514

2011-12-08 03:44:34

Dev blog about the weapons of Dust 514

2011-12-20 15:36:48

CCP Unveils the initial dropsuits of dust 514

2011-12-23 17:37:24

Signup for Dust 514 Closed Beta Opens for EVE Players

CCP CMDR Wang announces that EVE players can sign up for the closed beta "Mordu's Private Trials" through their eve account.

2012-03-05 18:11:57

CCP Announces that Dust 514 will be the PS3's first Free to Play game.

2012-03-09 08:42:26

CCP releases details on specialist role vehicles

2012-03-25 17:37:24

Fanfest 2012 provides the first playable version of the game

FanFest included a tournament for Dust 514 as well as the first live demo of an EVE Orbital Bombardment.

2012-03-26 17:42:17

CCP releases Dust 514 cinematic trailer

2012-04-19 04:12:50

First wave of Dust 514 Beta Keys sent to selected players

Running a pre-fanfest build of the game, mainly used to do a minor stress test of servers.

2012-05-04 21:11:58

Replication Patch Launch

Bringing a number of improvements including shotguns.

2012-05-17 08:42:26

CCP Opens registration for Dust Beta for fanfest attendees.

2012-06-05 12:16:18

CCP announces PS Vita Neocom and new details at E3

2012-06-13 02:01:06

Playstation Home virtual war barge released

In the PlayStation's online social gaming platform PlayStation Home, a game space for Dust 514 was released on June 13, 2012. The game space provides information about mercenaries and the Eve Universe, as well as a mini-game known as Slay, a tabletop strategy game. Users can also earn special rewards such as a Merc Dropsuit and a Companion Drone. It also later allowed players to gain beta keys and gain exclusive ingame items.

2012-06-20 12:28:49

E3 Update

First Major update to dust 514 including mass drivers and a new map.

2012-06-26 11:26:47

CCP releases the Merc Pack

The Merc Pack allowed people to buy their way into the beta as well as get some exclusive ingame items and Aurum

2012-07-12 21:30:30

Templar One Novel released

The templar one EVE Novel about the first dust merc released.

2012-08-09 08:38:26

All EVE Players granted Dust 514 beta Codes

2012-08-14 03:19:24

Precursor Patch goes live

Includes updates to skirmish, breach forge guns and reintroduced repair tools.

2012-08-14 05:26:47

Playstation Plus members granted access to the Dust Beta

2012-08-22 11:24:12

Dust 514 Beta online 23/7

Prior to this date, players could only play during the weekend.

2012-10-04 20:12:04

Codex Update Launched

With it, players can now join and create corps.

2012-12-18 14:07:47

Chromosome Update Launched

2013-01-10 03:55:28

Dust 514 players migrated from Singularity test server to Tranquility live server

The complexity of running two games on one server proved to be a unique challenge for the developers. To mitigate any performance issues that this might have on either of the two games, CCP has designed a server architecture such that the majority of Dust 514 gameplay will be run on various "battle clusters" across the world. These server clusters will handle all the latency sensitive first-person shooter aspects of Dust 514. The main Eve cluster, located in London, will only communicate with Dust 514 for information such as character names.

2013-03-18 10:52:55

CCP Dolan Announces the War Council

This later becomes the CPM

2013-04-19 23:04:06

CCP Dolan publicly introduces the first Council of Planetary Management CPM

"Hi everyone, I’m CCP Dolan. CCP Xhagen and I are the developers behind the EVE Online Council of Stellar Management (CSM). Earlier this month the developers for DUST 514 and I sat down with the goal of creating a player advocacy group like the CSM in DUST 514. We came to the conclusion that the best group of people to help design the future of this player run organization was the players themselves."

2013-05-14 08:39:04

Dust 514 Exits beta and is officially launched with the Uprising Update

This release build improves many aspects of the game, such as the graphics and character progression, and introduces the planetary conquest mechanic

2013-05-25 16:40:25

Uprising 1.1 deployed

Uprising 1.1 Patch Notes: Performance * Optimized EVE Universe Data Synchronization process * Optimized Content Update process * Optimized Content Update UI to reflect total progress * Optimized PhysX for better client Performance * Optimized memory usage for sound Bug Fixes * Fixed issue where sounds may drop off * Fixed issue where players may get stuck when loading into the battle * Fixed issue where the Weapon Switch menu may get stuck * Fixed issue where throwing grenades/switching weapon has a slight delay * Fixed issue where Mouse Sensitivity setting may not work as expected * Fixed a UI issue where Module Stacking Penalty does not show up properly * Fixed Target Intel triggering for Flaylock Pistols UI * Added a News tab in the Launcher window

2013-07-02 15:30:30

Uprising 1.2 deployed

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

2013-07-30 12:44:45

Uprising 1.3 Deployed

Uprising 1.3 Patch Notes: Release Date: July 30th. Patch size: 40MB New Player Experience Academy matches now take place in an 8v8 Ambush setting, doing this makes the early matches more focused allowing players to gradually learn how to play Battle Finder Ambush and Ambush OMS queues have been combined HUD Weapon efficiency % readout now uses new absolute range setting instead of effective range, meaning it now provides info at all ranges Dropsuits Logistics update: Gave the Amarr logistics suit an additional low slot at PROTOTYPE tier and a third equipment slot at ADVANCED tier Introduced the sidearm slot at STANDARD tier level instead of PROTOTYPE tier, so the role gets its defining characteristic from the start Increased Amarr Logistics PG: 3 at STD (up to 36 from 33), 4 at ADV (up to 50 from 46) and 6 at PRO (up to 72 from 66) Altered the shield recharge delays of all Logistics suits to be closer to Assault suits Lower Caldari Logistics CPU: 20 at STD (down to 175 from 195), 28 at ADV (down to 245 from 273) and 40 at PRO (down to 350 from 390) Adjusted Caldari Logistics and Assault bonuses as per the below: OLD: Caldari Logistics: 5% bonus to shield extenders per level Caldari Assault: 2% bonus to hybrid weapon reload speed NEW: Caldari Logistics: 5% bonus to shield regulators per level Caldari Assault: 2% bonus to shield extenders per level Weapons Flaylock Pistols: Reduced base splash damage from 195 to 140 Reduced base direct hit damage from 218 to 165 Reduced the blast radius to 1.25 from 1.5 meters for ADVANCED tier, and from 2.0 to 1.5 meters for PROTOTYPE tier Modified ammo skill to give 1 missile per level instead of 5% per level Modified fitting skill to give a CPU bonus instead of PG Reduced ammo pool from 21 to 15 at STANDARD tier; 18 at ADVANCED tier and 21 at PROTOTYPE tier Contact grenades: Lowered ammo count to 1 Homogenised PG/CPU Homogenised blast damage and radius UI Chat channel name limit increased to 60 characters Enlarged the Aurum purchase window and added show info button Visuals Added shadow-casting on the first person hands and weapon Bug fixes and polish Fixed an issue that could cause deployable equipment to become unusable Fixed an issue by which changing seats in a vehicle could cause the player to become invisible Fixed an issue wherein the player could be killed by a flux grenade Fixed an issue with the overheat system, where turrets and infantry weapons would fire indefinitely without depleting ammunition Fixed an issue affecting the laser and scrambler rifles, whereby reloading during the cooldown rendered the weapon unable to shoot Fixed a low level issue that was causing several infrequent crashes and hangs Fixed an infrequent crash when loading a Skirmish match from the Instant Battle tab in the Battlefinder Fixed an erroneous corruption message when loading a Skirmish match from the Instant Battle tab in the Battlefinder Removed shadow artifacts appearing on flat surfaces Smoothed out the animation of players in the distance

2013-08-28 13:52:06

Uprising 1.4 Deployed

Uprising 1.4 Patch Notes: Size: 2.3GB Neocom * We have introduced a new “Recent Updates” screen. This screen will be shown the first time a player logs in each day (with the day rolling over during downtime). It contains: mail notifications, SP progression, augmentation countdown and a main panel that switches between market, event news and daily bonus * Added timestamps in chat * Polished pop-up windows, tuned background and blur effects * Hooked up the end of match summary screen for the previous battle to the Neocom. Players can now access the last match's stats and player list Controls * Mouse rotation speed caps have been removed * Mouse sensitivity settings have been updated * Replaced old mouse smoothing with a new system * Tuned radial menus for mouse settings (weapon/equipment select) to make them easier to use * Overhauled, retuned and reactivated aim assists for the control pad Movement * Fixed a bug that was making dropsuit strafe speeds too fast * Increased the strafe speeds for all dropsuits from their values in Uprising 1.1 (net result is slower speeds than Uprising 1.3) * Removed rotation modifier on heavy frames - all frames can now rotate at the same speed HUD * Added squad leader icon for player tags * Added RDV drop off location icon for HUD * Shared passive scanner vision for squads disabled (results of active scanners are still shared with squads) * Team member chevrons now only visible when they are in line of sight. Squad chevrons remain visible and will still stick to the edge of the screen * HP bars and name tag visible only for what you are aiming/firing at * Hit indication from allied sources when friendly fire is disabled * Updated name tags displayed while in the War Barge Vehicles * Updated LAV free cam view when using the mouse so that it is more dynamic * New vehicle/infantry collision system & damage tuning to lower the effect of the 'murder taxi' * Improved dropship camera view * Improved turret aiming and camera view Weapons * The Amarr Laser Rifle has a new red-dot sight, replacing the old iron-sight * Increased ADS (aim down sights) aiming speed with the Amarr Laser Rifle * Swarm Launcher base lock-on time has been increased to 1.4 from 1.2 and its fire interval has been reduced from 2 to 0.3 Visuals * Improved animation LOD switching for better visual display * Added new vehicle shield and vehicle armor effects * Optimizations made to vehicle models and dropship thruster effects to decrease performance cost * Made Visual improvements to SSAO, rays and dynamic tone mapping * Added HUD translucency option * Environment Mood color values reset to match the corresponding level moods * Fixed particle lights so weapons and objects around the player will be illuminated when firing a weapon * Fixed shield impact effects for small handheld weapons so it’s visually easier to recognize if you are inflicting shield or armor damage Modules/Equipment * Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66) * Made deployed enemy equipment detectable with the active scanner * Active Scanner now causes detected objects to pulse on the HUD/minimap/overview map so that you can more easily identify scan results * Updated equipment deployment system to prevent deployment failures Maps/Environments * Implemented Surface Infrastructure Sets so now medium and small socket components are defined by the large socket component in the map * Introduction of the “Research Facility" Surface Infrastructure, comprising one large outpost with several integrated medium and small sockets * Three new battlegrounds in a brand new mission terrain: Impact Ridge, Fracture Road, Border Gulch * Added new night mood layer Matchmaking * Matchmaking has been rebuilt from the ground up to offer more balanced matches, more flexibility, and future proofing * Matchmaking will now vary wait times in order to try and build better teams * In conjunction with the new matchmaking system, the Battle Finder has been rebuilt to take advantage of the new matchmaking features * Instant Battles are now all combined into Public Contracts; players can now select which game modes they wish to queue for allowing them to now queue for multiple game modes * Factional Warfare battles are now available as a queue known as Faction Contracts; players can choose which faction(s) they wish to queue for * Corporation Battles are now found under Corporation Contracts * Implemented idle timer to prevent AFK farming in battle ground or MCC. Players not performing any PVP action in a certain period of time will be kicked out of the game Skills * New daily activity bonus: 3000SP for the first day, increasing by 500SP every consecutive day. Daily bonus is capped at 6000SP (attained after 7 days of consecutive logins) * All handheld weapon reload skills now have a cost multiplier of x3 (down from x6) and their skill book ISK price reduced to 203,000 from 774,000 * All heavy weapon reload skills now provide a 5% bonus, up from 3% * The Forge Gun, Mass Driver, Swarm Launcher, and Plasma Cannon ammo skills now provide 1 extra unit of ammo for each level of the skill (for a maximum of 5) instead of a % bonus per level * The HMG Operation skill bonus has been changed from reducing heat build-up to reducing recoil by 5% per level * The Swarm Launcher Operation skill bonus has been changed from increasing the clip size to reducing the lock-on time by 5% * The Scrambler Rifle Operation skill bonus has been changed from reducing charge time to increasing cooldown speed by 5% (does not affect overheat cooldown speed). This affects the base and Assault variants Corporations * Corporation tax: Corporations can now set a tax rate. The tax rate is the same for both EVE and DUST players in the corporation and can be set in either DUST or EVE. To set the tax rate in DUST you must be either a director or CEO of the corporation and go to edit the corporation details; the same location you would edit the corporation description. Tax is set as a percentage and will be deducted from all corp members whenever they receive income from a battle. Only rewards of 100,000 ISK or more will be taxed Starmap * The Starmap now has better planet rendering * Colors on the Starmap have been reassigned and NPC empires will now have their appropriate colors Bug fixes and polish * Fixed a bug on vehicles that prevented them from using the correct view distance at certain angles * More hit detection improvements * Various visual effect bug fixes * Resolved voice chat connectivity issues related to Vivox

2013-10-08 19:46:56

Uprising 1.5 Deployed

Neocom * The Neocom is now open by default in all cases where the Mercenary Quarters would previously be the default view. It can still be closed to move around the Mercenary Quarters. * The third person camera switches to view the active character from the front when the Neocom is open. * Various relevant tips have been added to the fitting screen panels. * The “back” button when editing a fit in the fitting screen has been renamed to “finish”. * The Skills window correctly gives the default action for not purchased skills as “purchase” rather than “train”. * Added Squad Finder: * The Squad Finder allows you to find and join publicly listed squads and squads lead by members of your corporation and/or alliance. * When you create a squad with the Squad Finder you can enter a short description and choose whether the squad should be private, public or only available to corporation and/or alliance members. You can change the squad's settings afterwards as well. * Each squad listing includes a latency indicator which shows you your own latency to the squad leader's region. New Player Experience * Initial tutorials have been completely revised, now following a task-driven structure that rewards players for demonstrating proficiency in joining battles, creating fittings and training skills. These tasks are not mandatory, but represent common tasks that all players will want to complete anyway. Rewards take the form of militia dropsuits, vehicles, weapons and modules. Gameplay * New War Points rewards have been added: * Intel Assist - rewards the scanner 15 War Points if their squad members kill scanned enemies, 25 War Points for vehicles or installations. Scanning War Points will still be received up to 10 seconds after a scan has ended if the target was damaged whilst scanned. * Equipment destruction - rewards the destruction of enemy equipment with 5 War Points. * Transport assist - After troops have been transported over 100M from the point where they boarded, the pilot will receive a reward equivalent to 15% of the War Points disembarked passengers earn for one minute. * Headshot Kill - 60 War Points. * Counter hacking - rewards a counter hack with 75 War Points. * Updated War Point reward message UI. Corporations * Corporation CEOs and directors can now hand out roles to other members in their corporation. * The following roles can be granted (in addition to the director role): * Accountant: Responsible for a corporation's wallet. Accountants have the ability to transfer ISK from the corporation's mercenary wallet as well as monitor the corporation's wallet transactions. * Personnel Director: Charged with growing a corporation's membership. A personnel director has the ability to accept applications to the corporation from other mercenaries. * Terrestrial Combat Officer: Charged with organizing a corporation's ground fighting forces. Terrestrial combat officers can join all planetary conquest conflicts bringing members of their squad into the battle with them. The mercenaries in the squad being brought into the battle do not need to be members of the terrestrial combat officer's corporation. * Terrestrial Logistics Officer: Responsible for managing a corporation's terrestrial operations and logistics. This includes managing district reinforcement windows, district surface infrastructures, moving and selling clones. Bug fixes and polish * Network library has been optimized for better network performance. * Improved server-client performance. * Rendering fixes. * Fixed melee exploit that allowed multiple fast melee strikes. * Fixed issue with drop uplinks that (sometimes) prevents valid drop uplinks from being displayed. * Fixed RDV navigation issues around sockets in almost all situations.

2013-11-05 12:22:20

Uprising 1.6 Deployed

Dropsuits * Increased scan radius from 10 meters to 16 meters on Scout and Basic Light Frame suits. * Increased the repair tools’ rate of repair (general values for each tier): Standard and Militia: 40 HP/s, Advanced: 60 HP/s, Prototype: 70 HP/s. * Adjusted the heavy dropsuit hit points: (shown below) * Increased Basic and Sentinel armor/shield hit points from 405/405 to 480/480. * Increased Commando armor/shield hit points from 250/250 to 325/325. Vehicles * Added stabilization for Militia Dropships to the control scheme to make them easier to fly. Weapons * Reduced the Forge gun blast radius: Standard: from 2.5m to 1.5m, Advanced: from 2.75m to 1.8m, Prototype: from 3m to 2.1m. Bug fixes and polish * Battle finder now shows a correct clone reserve count for corporation battles. * Fixed missing hints on create button in Squad Finder. * Applied fixes to vehicle turrets. * Several graphical fixes regarding SSAO and Shadows. * Fixed an issue where players would hang at the Show Info window if closed rapidly. * Fixed an issue where players were not able to see server name and player count during server VIP mode. * Further improvements to overall hit detection. * Specific improvements made to shotgun hit detection. * Specific improvements made to Nova Knife hit detection. * Fixed a bug where players were getting stuck on the front of the HAV. * Fixed a bug that caused strange behavior with third person mesh when killed in a turret. * Fixed a bug that caused the third person mesh to sometimes 'freeze' if killed whilst crouching. * Fixed a bug that caused equipment to slide on the base of the null cannon. * Fixed a bug with visual corruption on wreck materials.

2013-12-10 22:51:42

Uprising 1.7 Deployed

Path to Game and Overall UI Made back end optimizations to reduce stalls when scrolling lists. Integrated sound effects in the end of match screen. Controls Updated tooltips on/off option to be dynamic based on input type. Added Separate sensitivity settings when aiming down sights and hipfire for both keyboard/mouse and controller. Increased granular sensitivity options to 0-100 (previously 0-10). Gameplay Improved spawning in Ambush. Reduced possibility of spawning into a group of enemies when battle starts. Transport Assists are no longer reduced when passenger accrues negative war points during assist window. Added intel kill assist rewards for vehicle scanners. HUD Removed the hit indication UI and reticle color change from null cannon installations. Repositioned target intel readout to be closer to the gun. Added warning for vehicle active damage modifiers to target intel. Vehicles Vehicles have received significant updates. They are being rebuilt and rebalanced from the ground up. Once we’ve established a solid foundation we will start to introduce more types and build back out. Vehicle turrets now have ammunition. Added the ability to reload turrets. Added new Ammo Expansion Unit module to increase total ammo. Enabled turret ammo resupply at supply depot installations. Updated third person dropship camera. Renamed vehicle modules to be consistent with dropsuit gear naming conventions. Added a damage threshold for triggering the shield recharge delay on vehicles to prevent low damage weapons from delaying vehicle shield recharge. Adding owner and squad lock timers to vehicles. - No-one apart from the vehicle owner can get into a vehicle for 5 seconds after delivery. - No-one apart from the vehicle owner and his squad can get into a vehicle for 15 seconds after delivery. Improved low LOD vehicle animation. Logistics LAV and Enforcer HAV roles have been removed pending an update before reintroduction. Available roles are: - Standard HAV - Caldari & Gallente. - Standard LAV - Caldari & Gallente. - Standard Dropship - Caldari & Gallente. - Assault Dropship - Caldari & Gallente. Vehicle physics have been updated. - Gallente ground vehicles have slower acceleration and higher straight line speed, while Caldari vehicles have quicker acceleration with lower top speed. - LAV - smoothed out power delivery. - HAV - increased speed and maneuverability. Turrets have been streamlined to their most necessary archetypes (standard to prototype). Available small and large turrets are: - Railgun. - Blaster. - Missile. Large and small turrets have been rebalanced. Some vehicle turret slots are now optional. Not fitting the turret will remove the seat entirely from the vehicle Module offerings have been streamlined to their most necessary archetypes. Available modules are: - Shield Boosters. - Shield Hardeners. - Shield Extenders. - Armour plates. - Armour repairers. - Armour hardeners. - Damage amplifiers (per weapon types i.e. rail, blaster, missile). - Ammo Expansion Unit (per weapon type i.e. rail, blaster, missile). - CPU upgrades. - Power Grid Upgrades. - Scanners. - Mobile CRU. - Afterburners. - Boosts. Vehicle skills have been updated and skills not currently used/needed removed. For more details on the vehicle changes please view the dev blog posted on http://dust514.com/news/blog/. Weapons Added Minmatar Combat Rifles. Added Caldari Rail Rifles. Updated rifle weapon ranges. Reduced AV grenade damage (Standard: 1050 to 725; Advanced: 1260 to 870; Prototype: 1470 to 1015). Reduced Swarm Launcher damage (330 to 220). Reduced Swarm Launcher lock-on range from 400m to 175m. Added physical impulses to all weapon impacts. Removed physical recoil force on Assault Dropship small turrets. Forge Guns damage has been decreased for all variants, and charge time increased on all variants but Breach. See here for details. Visuals Improved vehicle shield and armor repair effects. Modules/Equipment When a repair tool is the active item all friendly HP bars will now be visible. Added shield extender 3% penalty - stacking slows down the depleted shield recharge delay. Maps/Environments Added a new volcano mood. Added a new Caldari cityscape terrain backdrop. Introduction of new volcano terraforming. Factional Contracts Friendly fire has been enabled in all factional contract matches. Please watch your fire while participating in these battles. The ability to punish team kills has been added to factional contract matches. You may now forgive or punish teammates when they kill you. If a player receives multiple punishes for team killing they will be removed from all factional contract matches and unable to join again for the day. Dealing damage to teammates, team vehicles and team equipment will be tracked on a per match basis. If a player deals 5,000 damage to teammates, vehicles or equipment in a single match they will be removed from the match and unable to join again for the rest of the day. Damage to installations is not counted. Factional contract matches will no longer pay out ISK rewards. Salvage in factional contract matches will now be based on what players on the other team lose in the match. A new factional warfare tab has been added to the end of match screen demonstrating the status of factional warfare within New Eden and how the match you’ve played affected the universe. Standings Winning matches in factional contracts will earn you standing towards the side you are fighting for and lowerstanding towards the side you are fighting against. Getting kicked from a match due to friendly fire will lower your standing towards the faction you were fighting for. Your standings progress is now shown on the progression end of match screen. You can also see your standings in the character information sheet under the new standings tab. Loyalty Points Participating in factional contract matches will earn participants loyalty points for the faction they are fighting for. Loyalty points can be spent on the market in the Loyalty Store section. Each faction has their own area in the loyalty store in which only their loyalty points can be spent. The higher your standing with a faction the higher your loyalty point payout at the end of the match. Four new faction boosters (one for each faction) have been added to the market. These boosters increase your loyalty point payout for the booster’s faction. New specialist weapons have been added to the market and are only available in the loyalty store. These weapons offer prototype equivalent stats with lower CPU/PG usage and no other drawbacks. New equipment only available in the loyalty store has been added to the market. Aurum items that offered equivalent stats to their ISK counterparts with only lower skill requirements have been made available in the loyalty store. Orbital Bombardment Warbarge strikes have been removed from factional contracts. EVE orbital strikes are now earned within EVE by capturing a complex above the district where a battle is taking place. EVE orbital strikes are no longer based on war points. When an EVE orbital strike is earned, all squad leaders are able to call the strike in. It is up to the EVE pilot to pick which request to fulfill. Both EVE pilot and warbarge orbital strikes can be found directly under the Off Map Support menu option instead of Off Map Support / Orbital Bombardments. Starship Strikes have been renamed to Orbital Strikes to be consistent with what it is now called in EVE. Warbarge - Precision Strike has been renamed to Warbarge Strike. Leaderboards Monthly and weekly versions of all the leaderboards have been added. Monthly leaderboards start on the first day of the month and end on the last. Weekly leaderboards start on Wednesday and end on Tuesday. Bug fixes and polish Fixed: Multiple RDV navigation issues around sockets. Multiple high drop off problems with the RDV. Camera drift on the Move. Explosive damage error that sometimes resulted in too much damage being dealt. Crash related to MKB weapon switching. Aim assist problems on vehicles and turrets (certain aspects were not working correctly). Issue that allowed players to rapid fire shotguns and mass drivers. SMG crosshair going blue instead of red on enemies. Issue with HP bars not being displayed properly when using turrets. ‘Invisible weapon’ bug. ‘Double weapon’ bug (two items in hand at once). Impact effect culling issues with large turrets. Issues where having multiple nanite injectors equipped would cause auto revive to not work. Issues with nanite injectors auto switch feature causing you to switch back when you don’t want to. Issues with nanite injector prompt vanishing if you switch directly to nanite injector. Issue with drop uplinks that (sometimes) prevents valid drop uplinks from being displayed. Bug that caused effects to become dissociated with the muzzle of the repair tool. Some errors with the scan feedback messages being displayed for long periods of time. Revive icon being displayed for non nanite users. Weapon reloading loop that could occur in high lag situations. Bug that was causing errors in view distance rendering for vehicles. Bug with vehicle module cooldown UI that was giving incorrect feedback. Issues with full screen hit indication to ensure it is always based on firing location. Other Refactored incremental patch system. Implemented crash reporting and performance monitoring that collects information from players which will improve game stability and performance. You can now delete or mark all mail as read in the currently selected mailbox with a single operation. Characters in chat and on the scoreboard are now sorted correctly so that characters beginning with lowercase letters are not at the bottom. The squad finder icon has been updated. EVE players connected to a district will show up in team chat for the side they are on and can connect to voice. This affects both factional contracts and planetary conquest.

2014-03-25 12:30:09

Uprising 1.8 Deployed

PATCH NOTES The full Uprising 1.8 patch notes are available here: Path to Game and Overall UI * Inline skill book purchasing added back to the marketplace. Gameplay * War Point rewards for vehicle damage have been reintroduced. Dropsuits * Added Caldari, Gallente and Minmatar Heavy Frames. This includes Basic, Sentinel and Commando roles for each faction. * Added Caldari and Amarr Light Frames. This includes Basic and Scout roles for each faction. * Base stats have been adjusted for all Medium Frames. This includes Basic, Assault and Logistics roles. * For full details of the dropsuit changes, please see the dev blogs available on the DUST 514 website. Weapons * Added Caldari Magsec SMG. * Added Caldari Bolt Pistol. * Added Gallente Ion Pistol. * Mass Driver: - Increased base direct/splash damage from 242/116 to 300/145. * Laser Rifle: - Increased effective range and increased damage at short range, reduced heat cost at ADV and PRO tiers. - Improved zoom FOV. * Time-to-kill (TTK) improvements: - Proficiency skills of handheld weapons now grant 3% damage per level to either armor or shields (depending on the relevant weapon’s profile) rather than a flat increase to both. - Damage mods have been reduced to 3%/4%/5% bonus to weapon damage from 3%/5%/10% previously. - Base damage has been reduced on the following weapons: Assault Rifle, Scrambler Rifle, Combat Rifle, Rail Rifle, Submachine Gun. - Grenade count has been reduced by 1 for all grenade types. Modules/Equipment * Added Cloak Field equipment. * Altered stats of existing equipment: - Active scanner cooldown times increased. Scanner functionality changed to now perform "snapshot" scans in order to stop 360 degree spins. - Range on repair tools reduced. - Drop uplink spawn times increased. - Nanohive nanite supply reduced. Skills * Altered existing skills for Assault, Scout, Sentinel, Commando and Logistics roles: * Assault [5% reduction to PG/CPU cost of light/sidearm weapons per level] - Caldari Assault: +5% to reload speed of hybrid railgun light/sidearm weapons per level. - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level. - Minmatar Assault: +5% to projectile light/sidearm clip size per level. - Amarr Assault: 5% reduction to laser weaponry heat build-up per level. * Logistics [5% reduction to PG/CPU cost of equipment per level] - Caldari Logistics: +10% to nanohive maximum nanites and +5% to supply rate and repair amount per level. - Gallente Logistics: +10% to active scanner visibility duration and +5% to active scanner precision per level. - Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. - Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to maximum spawn count per level. * Sentinel [+5% damage resistance to splash damage per level] - Caldari Sentinel: 3% shield resistance to hybrid - blaster weapons, 2% shield resistance to laser weapons per level. - Gallente Sentinel: 3% armor resistance to hybrid - railgun weapons, 2% armor resistance to projectile weapons per level. - Minmatar Sentinel: 3% shield resistance to laser weapons, 2% armor resistance to hybrid - blaster weapons per level. - Amarr Sentinel: 3% armor resistance to projectile weapons, 2% shield resistance to hybrid - railgun weapons per level. * Commando [5% reduction to reload speed of light/sidearm weapons per level] - Caldari Commando: +2% damage to light hybrid – railgun weapons per level. - Gallente Commando: +2% damage to light hybrid – blaster weapons per level. - Minmatar Commando: +2% damage to light projectile and explosive weapons per level. - Amarr Commando: +2% damage to light laser weapons per level. * Scout [+15% reduction to PG/CPU cost of cloak field per level] - Caldari Scout: +5% bonus to dropsuit scan radius and scan precision per level. - Gallente Scout: +5% bonus to dropsuit scan radius and 5% reduction to scan profile per level. - Minmatar Scout: 5% bonus to hacking speed and Nova Knife damage per level. - Amarr Scout: +5% bonus to stamina regen and maximum stamina per level. Planetary Conquest * Locking a district will now ensure the attacker loses clones and ISK when there is no battle. Factional Warfare * Adjusted the battle spawning so that factions will need to spend more time defending their districts proportionally to the number of districts they control. Other * Improved performance on certain maps that had a high installation count. * To ensure parity with EVE Online support, customer support for DUST 514 will now only be offered in the following languages: English, Russian, Japanese, and German. We hope you enjoy this major update to DUST 514 and look forward to seeing you on the battlefield, mercs!

2014-11-04 18:17:17

Uprising 1.9 Deployed

PATCH NOTES The full Uprising 1.9 patch notes are available here: DUST 514 Uprising 1.9 Patch Notes Path to Game and Overall UI * Updated content information background image. * Character Selection portraits are now in higher resolution. Maps/Environments * Added two new Battlegrounds: - Boulder Rim. - Spine Reactor. * New Caldari Production Facility components: new large, medium and small sockets. * Added two new environments: - Toxic. - Dusky Storm. * Added a new type of smaller Battleground: - Isolation * Multiple tweaks to the following Battlegrounds based on the community feedback: - Manus Peak: Repositioned Objective B to provide cover from fire. - Manus Peak: Added cover from all directions to Objective A. - Manus Peak: Added Spawn Points for both teams. - Ashland: Supply Depot moved from J10 to I10. - Border Gulch: Cover and additional Spawn Points added to provide counter attack opportunities and reduce travel distance to the map center. - Line Harvest: Medium socket enabled as a new default Spawn Point in C4. - Line Harvest: Supply Depot added to E9. - Line Harvest: Added surrounding cover to Objective. - Spine Crescent: New variation using the Consolidation Matrix and Communication Outpost. - Fracture Road: Moved Objective. - Fracture Road: Changed both MCC locations to allow both teams to jump on to the pipes from the MCC. - Fracture Road: Added a Spawn Point to each team to reduce travel distance and equalize the team distances from Objective. - Impact Ridge: MCC moved closer to the middle of the map and added new Spawn Points to reduce travel distance. New Player Experience * Added shortcuts to Public Matches and Market options from Mercenary Quarters. * Added a few Booster notifications for New Players. End of Match * Added an Instant Skill Point Boost option to the End of Match screen. Weapons * Increased persistency on Sniper Rifle bullet trails. Visuals * Implemented some Rendering Optimizations to increase overall framerate. * Decreased Mercenary Quarters dropsuit front view distance. Bug fixes and polish * Optimized Particle Effect for swarm missiles in order to address "invisible missile" bug. * Fixed star flickering bug on the login screen. * Polished the Ion Pistol reload animation. * Fixed and issue where sprinting after firing would cause the player to run slower. * An Active Cloak now also reduces the player's Passive Scan Radius by 85% in addition to Signature Profile. * Vehicle Icons will be visible to players on the Mini Map and Overhead Map at a longer range (up to 80 meters) than their dropsuits Passive Scan Radius. * Switching between Cloak and Weapon will now have a longer delay (0.33 seconds). * Nanite Injectors can now only be used on Teammates that have requested assistance by pressing the "Call for Help" button. * Spawns on a Mobile CRU will now grant War Points to the Pilot. * Active Scanners can now share Scan Results with either Team or Squad. This is set on a per item basis but all Active Scanners now have Share Results with Team as default. DUST Marketplace * Added two new categories to DUST Marketplace: - Visual Customization. - Services. * All Vehicle Turrets are now under the Vehicles category. * Moved the Packaged Fits Category into the Bundles Category. * Sell to Vendor option added to Assets and Mercenary Quarters. All items, including AUR and items (except Boosters), can now be sold for ISK. * A New Agent is available for purchase for Aurum. The Agent is displayed in the Mercenary Quarters, providing better selling offers from Vendors. Skills * Added Booster stacking: Up to 3 Boosters can now be stacked. * Passive Boosters can now be applied to the Second and Third Character. Other * Added Skill Reset and Refund option to marketplace for player convenience, purchasable for Aurum. Skillbooks are refunded at 80% of ISK Market Price. * Introducing a new Loyalty Ranks program, where Players will gain a Loyalty Rank based on Lifetime Battles, Wins, War Points and Aurum purchased and used, and more. For veteran Players, the Ranks are effective immediately, based on each Players lifetime statistics. Each Rank grants an Honorary Title and specific bonuses to in-game rewards such as End-of-Match Skill Points, ISK Rewards, Loyalty Points, Sell-to-Vendor Prices, and more. Higher Ranks have higher bonuses and unlock new ones.

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