Hier der Changelog dazu:
Zitat:
NEW FEATURES (All Platforms)
Private Match (beta) - This is the first public test of our new
Private Match mode. This gives you a way to organize matches with
and against your friends, for casual or tournament play. Some
features are unfinished or not yet implemented, and we welcome your
feedback. A few highlights:
Private Match supports 2 to 12 players, with 1 to 6 players on each
team.
You can start a new Private Match lobby by choosing it on the main
selection screen (alongside Campaign, MP, and Training). Invite
your friends in or have them join you at any time.
Choose any of the game's maps or modes (CTF, Pilot Hunter, etc.) to
play in.
Choose which team you're on.
There is no XP gain, challenge progress, or achievement unlocking
while in a Private Match. For this beta, the Last Game Summary
screen will display what you would have earned in normal play
outside of Private Match, but be aware that this progress will not
be recorded to your lifetime total.
For this beta, there is no concept of a "lobby leader"; any player
can change game options in the lobby or start/stop the match
countdown.
All Private Match games are still played on dedicated servers via
Xbox Live Cloud Compute, just like normal matches.
New options like round time, score limits, and much more will come
in future updates.
Party Colors - Your party members and their titans now show up on
the mini-map with green colors, instead of the normal blue colors
that other friendlies use. Their names are also drawn in green on
your HUD, the obituary text, and in the pre-game lobby. This helps
you figure out where your friends are and what they're up to,
especially in the heat of combat.
Auto-Titan Color in Obituary - Your auto-titan's name now shows up
in the obituary with the gold color that your own name does.
Previously it had the same blue color as any other friendly. This
makes it easier to keep tabs on how your titan is doing.
Removed Wall-hack Exploit - PC cheaters were able to modify their
local configuration files to enable a sort of wall-hack cheat using
legit game code. We've closed the exploit that they were
using.
Menu Changes - "Play Multiplayer" is now the default (top) option
on the private lobby menu, if you've completed both the IMC and
Militia campaigns. It has also been renamed from "Play Classic",
since the term "classic", which we used internally, proved to be
confusing to some players.
Game Version on Main Menu - The main menu now displays the game's
version in the bottom-left corner. Now you don't have to wonder if
you really do have the latest version of the game, and we can use
that to double-check things if support is helping you troubleshoot
issues.
NEW FEATURES (Xbox One)
Party App Shortcut in Menus - Added a shortcut on all menus that
opens the Xbox One's "Party" app by pressing Left Trigger on the
controller, similar to the existing Right Trigger shortcut that
invites friends. You can then press 'B' to close it when you're
done, or leave it up. (This is much easier than the manual method
of going to the Home screen, opening "My games & apps",
selecting Apps, scrolling a few screens over to the "Party" app,
and opening it.)
GAME BALANCE CHANGES
The Gooser Challenge - Based on recent feedback from fans of the
game, the Gen 5 challenge requirement 'Gooser', requiring players
to kill 50 ejecting pilots, will be reduced to 5 total. We had a
couple of design goals for Regeneration. One was to give players a
structured way to discover and experience ways of playing the game
they might not have otherwise tried on their own. The second was to
recognize players' mastery of various skills, going beyond just
'time played'. We went a bit too far with this challenge,
especially considering the unique conditions that have to be met
just to have the opportunity to get a kill on an ejecting Pilot. We
understand some players have already completed the challenge, or
have already earned more than the new requirement so we will be
internally noting those players so we can recognize their
accomplishments in a future game update.
40mm magazine capacity for default and Extended Mag - The default
magazine size was making the 40mm too powerful. It is intended to
be the only weapon that can take a Titan down without reloading, if
used skillfully. However, 20 rounds per magazine were proving to be
too high and overly tolerant of indiscriminate fire. We've reduced
it to 12 rounds per magazine, which still allows players to take a
Titan down without reloading, but helps balance it out against
other Titan weapons. The extended mag has also been dropped from 25
to 16, with the same design principles applying to this
change.
Titan Quad Rocket mag size change - During development, there was a
time when the Quad Rocket was too powerful. We made a lot of
changes to pull it back before shipping (lessened the screen shake
impact, lessened the duration of the first person impact FX,
lowered the magazine size, pulled the damage back, etc.) It
currently can struggle against other Titan weapons and going back
to the 5/6 (default/extended mag) magazine sizes helps balance the
weapon and allows players to miss a few shots and still be
effective. It was 4/5, now its 5/6.
Titan Quad Rocket damage vs Titan shields - It was taking too long
to drop a Titans shields with the Quad Rocket (5 shots). This meant
you had to reload before you could even drop an enemy Titan's
shields. This was the only Titan weapon that had this issue. We've
now upped the damage against Titan shields so that it can drop a
shield with 4 shots. Combined with the increased mag size, this
damage increase effectively gives you one more volley in the mag to
deal serious direct hull damage.
Titan Quad Rocket 'Rapid Fire' Mod's mag size change - We upped the
magazine size for the Quad Rocket's Rapid Fire Mod to help it
compete with the changes made to the extended magazine (from 5 to
6). The Rapid Fire Mod's magazine size is going up from 16 to
18.
Amped Kraber Titan damage change - We upped the damage that the
Amped Kraber Burn Card does to Titans. It is now the only
significantly effective "small arms" weapon against Titans. Note
that this only applies to the Amped version of the Kraber. The
damage goes up from 100 to 800. We added this to give the Kraber
Burn Card a little bit more character, as well as to give you
something to shoot if you have a hard time hitting those little
Pilots with the Kraber. So snipe away at those Titans...before they
kill you!
Hardpoint Domination scoring changes - We wanted to reward and
encourage players to go out and capture enemy hardpoints. As
important as defending a hardpoint is, capturing them is more
important and a tougher task, generally speaking. We did not want
to completely remove points for defending, but attacking players
were getting too little credit for their efforts.
Here is a breakdown of the changes:
Capturing a hardpoint from 150 to 250
Assisting in capturing a hardpoint from 75 to 100
Neutralizing a hardpoint from 50 to 150
Assisting in neutralizing a hardpoint from 25 to 75
Killing a player inside an enemy hardpoint from outside (nearby)
from 75 to 50
Killing a player inside an enemy hardpoint from outside (far) from
75 to 50
Killing a player inside an enemy hardpoint from inside the
hardpoint from 75 to 50
Killing an NPC inside an enemy hardpoint from inside the hardpoint
from 25 to 10
Killing a player outside of a friendly hardpoint whilst inside of a
hardpoint from 75 to 50
Killing a player inside of a friendly hardpoint whilst inside of a
hardpoint from 75 to 50
Killing an NPC outside of a friendly hardpoint whilst inside of a
hardpoint from 25 to 10
Killing an NPC inside of a friendly hardpoint whilst inside of a
hardpoint from 25 to 10
Defending a hardpoint now goes from 75 to 25
CTF scoring changes - We wanted to make sure the big payoff in CTF
came from capturing the flag. Killing the carrier and then
returning the flag was worth 400 points (combined), while capturing
the flag was worth 500 points in comparison. These changes are
meant to reward players who capture the flag a bit more than those
who kill the carrier and return the flag. Defense is still a very
important aspect of CTF so we wanted to make sure to keep defending
points high enough to still encourage playing defense.
Here is a breakdown of the changes:
Capturing a flag from 500 to 400
Returning the flag from 250 to 100
Killing the flag carrier from 150 to 100
BUG FIXES (All Platforms)
Fixed an issue where a Titan firing ordnance would not show on the
minimap correctly.
Fixed a rare bug with Pilot health pools that would make them
virtually invincible.
Fixed rare cases where Titans could be called in through solid
geometry.
Titan shields now protect friendly rodeo players from explosion
damage (such as from an Arc Cannon).
Fixed a case where a Pilot could embark a Titan through
walls.
Spitfire LMG and XO-16 firing sounds will no longer sometimes cut
off before the gun is finished firing.
The Archer now locks onto the top of a heavy turret rather than the
base of the turret.
The Archer's rockets now home in on Titans correctly when those
targets are kneeling.
Fixed shadows incorrectly shimmering on a particular area of
Lagoon.
Fixed Satchel Charges and Particle Walls causing pilots to
permanently rodeo other pilots.
Fixed certain characters not rendering properly in French and other
languages.
Fixed an issue where "Initializing..." would be displayed if a
server wasn't found.
Fixed being unable to scroll to the top of the datacenter list
after scrolling down.
Greatly reduced the bandwidth used when connecting to a server.
People who previously could not progress past the load-screen when
connecting to servers should be able to play now.
Grunts now show up on the minimap when they shoot.
BUG FIXES (Xbox One)
Fixed a rare full-screen blue/red flash.
Audio should no longer overlap after going to the Xbox dashboard
and back into Titanfall.
Fixed a crash when saying "Xbox go back" on certain menus.
Vor allem bei Generation 5: Da musste man 50(!!!!!) austeigende
Piloten töten. Jetzt nur noch 5. Respekt an alle die das geschafft
haben, denn ich wäre so nie Generation 6 geworden :D Selbst 5 Kills
werden für mich schwer^^