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Crackdown 2: Project Sunburst full changelog is massive

This morning the v1.1 update of Crackdown 2 was posted in the Market place.

We, being the curious bees we are, wondered what exactly had changed and were wondering why no modify log was posted with the app description. In short we reached out to Karl Stricker of Microsoft who certain delivered on what was updated/fixed in the game and now we know why they didn't listing it....the list is huuuge.

So huge in fact we take to list it after the jump.  So if you desire on all the deets, click on.

Thanks Karl, much appreciated!

Listing of title update 1.1 improvements for Windows Phone 7 game Crackdown 2: Project Sunburst

  • Fixed flamethrower doing harm a fair altitude across the stop of the fire stream.
  • Made both rocket launcher initial unlock and Gift From Afar accomplishment unlock on the same deluge conditions
  • Fixed problems where components required for defensive upgrades could be skipped during the 'what does the actor demand' updating (also fixed not accounting for weapon/base upgrade in progress).
  • Level up and mission victory/defeat sfx-music does not endeavor to play, and thus does not pause music playback, when sound volume has been set to zero.
  • Pasty ducks tin can be manually detonated again (and mortar shells can be fragmented during flight).
  • Stock-still crash being caused past sticky ducks being released past the recycling stuff before the freak finished his dying animation.
  • Stock-still Friends' Bases list disappearing if you leave the screen while scrolled down in the list and take uncollapsed entries.
  • Fixed pulltab on turret info cartoon over the turret name area when the structure progress bar is shown.
  • When a turret is manned by a friend merely you are offline and exercise not have your friends list, nosotros volition no longer display an empty 'Manned By' box.
  • Identify Friend push is now disabled if we oasis't gotten your friends list.
  • Fixed event with level 3 flamethrowers being able to get stuck in firing mode.
  • Corrected an inconsistent employ of the Bereft Funds dialog for the repair all pick on the Base Selection screen, information technology now shows the total you lot demand, instead of how much more you need.
  • Fixed endless loading screen outcome when trying to load up a friend's base while in offline way. Will now brandish the 'non available while offline' bulletin.
  • Leaderboards and Credits scroll lists could occasionally play the 'detail selected' sound for no apparent reason, put in same fix that we used in Achievements screen.
  • Fixed effect with ScrollList that caused the acme/lesser fade areas to be drawn incorrectly on the base of operations pick screen.
  • Fixed event with the last item in a collapsible scroll list sometimes getting cut off.
  • Changed spacing on Friend Base entries, removing the large blank space between the base location text and the weapon icons that made weapons expect like they were associated with the base beneath them.
  • Set for HYT going outside the world filigree and not getting drawn. All AI in the out-of-grid list get drawn now.
  • Issues fixes - When transitioning out of Activated status, a Turret lost the number signifying what high-yield target it was fastened to.
  • Fix the 'dragging a base does not recheck the geocode information' event during base creation.
  • Ready for first shot of every manually-fired burst on the machine gun generating a muzzle flash in the wrong location.
  • Issues gear up: if the turret information brandish was up when a turret finished construction, the display would continue to say Constructing... for all turrets.
  • Set for rocket launchers sometimes playing a muzzle flash in the wrong identify.
  • Testing ending session on get out. Seems to reduce startup black screen time to no more than ii-three seconds.
  • Stock-still bug where we ignored the individually weighted components and merely picked a random one from the category.
  • You can now buy, instead of sell, components in the inventory screen (too increased component value by 100x, some may need to go up more than).
  • Fixed problems in offline rewards adding that caused 1 weapon to take massive amounts of damage merely left the residuum undamaged if you were gone longer than the grace catamenia.
  • Removed magnetic mine brusque-circuting target scanning after it institute the first vehicle.
  • Fixed some weird issues with magnetic mines.
  • Stock-still bug in that caused leaderboard scores to exist much lower than the money you've really earned.
  • Made Bing Maps timeouts/failures not get counted toward the overall network timeout counter, and then Bing maps failures will not kick you offline birthday anymore.
  • Decreased rocket turret'southward minimum range from 300 meters to 25 meters.
  • Fixed bug in Fragmenting Vanquish recycling, could cause the distance calculated to be unlike from the actual distance between launch and target locations (could crusade very fast or very deadening artillery rounds, just seen on bases with 2 or more Artillery/Mortar Shells turrets).
  • Removed 6 component types that aren't used for anything from consideration for random drops, also removed them from the Inventory screen.

Source: https://www.windowscentral.com/crackdown-2-project-sunburst-full-changelog-massive

Posted by: trantrive1970.blogspot.com

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