MAG Update 1.03 Available Tomorrow

It is great to see MAG being supported by Zipper Interactive as much as it has thus far. But hey, a 256 player game should have all eyes on it anyways, but it is great to be implementing bug fixes and enhancements in a timely manner. Big Ups Zipper!

All update details listed below:

Available February 25, 2010 | 41MB (TPPS), 49MB (DLS)

Gameplay

* Overhauled tuning of multiple weapons of all types (see “Weapon” section below)

* Improved speed of weapon and gear swapping by approximately 500 milliseconds.

* Fixed bug in SVER’s Aralkum Mechanical Acquisition map and Absheron Refinery Domination map that allowed players to defuse a charge planted on a repaired gate or door.

* Added a “solid tone” sound effect near the end of a charge’s beeping detonation timer so that players know when the charge can no longer be defused and that they should vacate the area.

* “Medium Improved” Armor now works as intended with the speed properties of Medium Armor and a defensive value greater than Medium, but less than Heavy Armor.

* Changed resuscitated player’s camera orientation to match the last camera direction used while incapacitated instead of the pre-harm camera.

* Players no longer lose XP if a teammate is killed by an objective explosion caused by a charge they planted.

* Respec Point requirements in Barracks have been changed from 3K, 5K, 10K, 17K, 26K, and 26K-Repeat to 1K, 2K, 3K, and 3K-Repeat.

* Lowered the amount of damage necessary to kill an incapacitated enemy

* All fired projectiles (RPGs, Turret Rockets) have been given a steadier aim.

* Mines that haven’t been triggered are no longer removed from the map when the dead player that deploys them respawns unless that player changes their Loadout (note: The maximum number of mines you can plant cannot exceed the number you initially spawn with).

* Fixed bug that prevented “fully-resuscitated” players with more than 100 health points from receiving their full HP.

* Fixed bug that caused players to take unnecessary damage from both friendly and enemy vehicles when touching them.

* Players no longer lose leadership points after entering “Veteran Mode.”

Weapons

* “From the hip” firing for Light and Medium machine guns have stronger recoil and are less accurate when moving.

* Tuned weapon damage for all three factions.

* Modified all short-ranged weapons (pistols, PDWs, shotguns, SMGs) so that they’re less effective at long distances.

* Made Battle Rifles more effective.

* Reduced accuracy bonus for using iron sights and reflex sights so that players can no longer snipe with weapons that aren’t intended to do so.

* Increased damage values for all rockets to make them more effective (ex: three rockets can now destroy a DE turret).

* Shooting through thin materials (fences, tents, etc.) will be more consistent.

* Increased spread on shotguns.

* Improved animations for rocket launchers.

Graphics

* Fixed bug that caused the recoil animation to end early or stop animating if a player was firing their weapon for a long period of time.

* Changed detonation time on smoke and poison gas grenades to prevent them from exploding in mid-air to eliminate unintended FX issues.

* Added realistic fogging effects to sky-domes.

Technical

* Fixed most conditions that caused players to be caught in a “respawn loop” which kept restarting the respawn queue when the
countdown clock reached 0.

* Changed in-game conditions to make it less likely to experience in-game freezes.

* Improved client-side stability.

Big ups Chiahippo via TQforums!