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April 14 , 2011 - VERSION 1.4

PiasekPiasek Member Posts: 318

Global Agenda Version 1.4 is the first release of Global Agenda: Free Agent. With this release, free players may experience the game’s full content and all 50 Levels with no payment required.



Version 1.4 also introduces a new Dome Defense Raid (Level 40+), a CTF-style Mercenary PvP game-mode with pilotable robots, revised skill trees across all four character classes, improvements to many PvE and PvP maps, and many other changes, content and bug fixes.



Server downtime: The Global Agenda Servers are expected to be down on THURSDAY, APRIL, 14 2010 from approximately 10:30 a.m. - 5:00 p.m. US Eastern (16:30 to 22:00 GMT) while the patch is deployed. Watch GAServerStatus on Twitter for the latest server availability information.

 


Major Highlights since Version 1.39


 


Free-to-Play Experience:


  • Global Agenda is now free to play across all character classes and all 50 levels. For more information, read the Global Agenda: Free Agent FAQ.


Class Reviews:


  • Skill trees for all classes have been reworked for better class balance and to encourage specialization and build diversity. All Skill points have been reset. See below for more information.


Skill Screen:


  • The Skill screen is now configured to K as a default hotkey. This can be changed in the Controls tab of the Settings menu along with rebinding the previous default key for the AvA Combat Alerts console.

  • Additionally, skill points can now be changed anywhere in Dome City. You are no longer required to enter Proteus to update skill points.


New Missions:


  • Dome Defense - The Recursive Colony's expansion has become an increasing threat to Dome City and the Sonoran region. There are new reports of robotic hordes attacking the domes on the furthest reaches of the desert, and Bancroft has issued a call to arms to defend Dome City's territory.

    • The Dome Defense Raid queue is now available for agents level 40+. It is an Ultra-Max Raid mission that presents an extreme challenge for groups of highly coordinated agents. In it, Agents defend Dome City from the Recursive Colony alongside Dalton Bancroft. Recommended for highly coordinated groups, requires a full 10-man team to queue.

  • Demolition becomes Acquisition with the following Game Rule changes:

    • Teams must now pick up their robot from the opposing team's base and bring it back to theirs for the cap

    • In the event of a tie, Acquisition goes into sudden death overtime. Next capture wins.

    • The Robot has had its weaponry upgraded. It now comes standard with a powerful burst Heat Ray and short sprint burst (useable on a cooldown)


PvP Map Changes:


  • All AvA maps have had their spawns upgraded to ensure both players and tech are invulnerable to nukes while in their spawn.

  • AvA Factory 3 - Architectural changes around the first objective.

  • Blackwater Loch

    • Layout changes around the top objective location.

    • Warnings should now display properly for all objective points

  • Himalayan Point

    • Lion statues can no longer have turrets deployed on their heads.

    • Fixed exploit where players were able to get past barrier before match start

  • Payload: Ravine - adjusted teleport boundaries above Attacker spawn.

  • Remote Operations Control Center -Added additional exterior architecture to prevent players from skipping half the map

  • Sector 20 Agent Inception Center

    • fixed an exploit where players were shooting through gaps into the boss arena

    • adjusted entryways to boss arena so that DA agents cannot exploit doorways to boss arena

  • Toxicity

    • Moved and/or removed meshes that were visible on one side, but invisible from the opposite side.

    • Cleaned up some exploitable areas.

    • Toxic waste now causes damage in areas that were previously unaffected.

  • Trafalgar

    • made adjustments to leadship for more and varied play area

    • Additional door openings have been added around the back cargo bay to allow varied access

    • Included adjustments around command room point to allow for more varied gameplay

    • Widened the objective area and corridors around the central lower hull point

  • Volcano Assault - atmospheric pressure changes in the area have increased to the point where agents will not be able to fly upwards indefinitely.

  • Weapon Manufacturing Plant:- Fixed a door exploitable in Double Agent games

  • X1 Osprey Arena:

    • Added more cover and height variations to points to provide more interesting game play

    • Fixed objective points so that activation warnings display properly


Open Zone Changes:


  • The Sonoran Zone had a significant art/performance cleanup pass.

  • Added a teleporter from New Yuma back to Junk Town

  • Commander Rollins has a new mission that sends players to Dome City to acquire repeatable bonus missions for successful Mercenary PvP runs.


Mercenary PvP:


  • Team-count restriction increased to allow premade teams of 3 to join the queue

  • 30+ Merc matches should now no longer award Uncommons.

  • 30+ Merc matches had their Epic drop rates increased significantly.

  • 30+ Merc matches now reward Crescent Jetpacks much more often.

  • 30+ Merc matches now have a chance to award new T5 dyes (see the "Other" section below)

  • Added Scramble: Tetra Pier and Scramble: Stockpile back to the Mercenary queue rotation


4v4 Arena:


  • Added Triumph 9 Missile Launch Platform to the 4v4 Arena map list


Special Ops PvE:


  • Checkpoint Beacons should no longer take damage in PvE.

  • Sector 20 Agent Inception Center: Commonwealth maintenance has patched an area where ARM agents could shoot through a gap at the boss.

  • Remote Operations Control Center: Through the generous donations and dedication to the Commonwealth of double agents, facility additions were added that prevent agents from utilizing unintended routes to bypass portions of the mission.

  • Dweller Hideout: Fixed an area where players were getting stuck behind meshes near the dropship.

  • Due to further budget cuts in the CPSD manufacturing division, Commonwealth Support bots are no longer immune to EMP stun (Widow, Guardian, Recluse, etc).


Vendor Updates:


  • Weekly token limit and token cap were doubled to 100,000

  • Weapon vendors selling Uncommon (Green) and Rare (Blue) devices for tokens can now be found in class gear shops

  • Level 40 perfect stat armor can now be purchased from the Dome City armor vendor for 12,000 tokens.

  • Added new Tier 3 dyes to dye vendor - Teal and Burgundy.

  • Added new Holo Yellow dye to AvA Rewards Vendor

  • Adjusted Profile Slot prices - they are now 6000, 8000, 10000 and 12000 tokens respectively.

  • Conquest Vendors

    • Combat Jetpacks now available at level 30.

    • Crescent Jetpacks now available for tokens. The purchasable versions require level 50 and cannot be traded. (No change to Mercenary Reward Loot versions.)


AvA Changes:


  • Every agency's HQ starts by default as a Defense Facility, along with the free tech they currently get for an HQ.  NO Additional Defense Facilities can be placed by an Agency so every Agency has at most a single Defense Facility (as their HQ).

  • Defense Facilities can no longer be purchased from the AvA vendors.

  • A tab for AvA has been added to the M screen for better visibility.


Dome City Changes:


  • Operative Vanik has arrived in Dome City and has new repeatable bonus missions for successful Mercenary PvP runs. He can be found in the A.R.M. CONTROL room alongside Ava.

  • Ava Lockhart has new repeatable bonus missions for successful Special Ops PvE runs of all difficulties.

  • Security around the North Door of Dome City is increasing as Recursive Colony activity continues to rise in the desert.


Other:


  • Video Setting: Particle Detail has been reenabled, allowing higher particle detail levels.

  • GMs should now be bolder/different color in City Chat.

  • Added a confirmation dialog box when a player removes himself or another player from his Agency.

  • Updated some beam effects to be less visually intense

  • Updated some heal hit effects to be less visually intense

  • Armor and Devices will no longer display a Generation number

  • Reconfigured loot rewards for all previous timed queues.

    • 4v4 Timed, Double Agent, and Sonoran Raid now have 25% chance to reward Rare (Blue) items and a 75% chance to reward Epic (Purple) items.

  • Tier 5 Dye Rewards

    • Mercenary (30+) - Dragonscale, Giraffa, Chameleon, Iguana, Betta Fish

    • 4v4 Timed & Double Agent - Rainbow

    • Ultra-Max - Fire, Twilight

    • Dome Defense - Binary, Datastream, TriMachine, PyraMachine


Bugs Fixed in Version 1.4


  • Mines should no longer be able to hit for double damage

  • Fixed “rubberbanding” issue that caused players to be reset to their spawn location after a match begins when playing in non-NA regions

  • Fixed bug that prevented knockback and pushback effects from affecting rooted players while using alt-fire for miniguns

  • Fixed bug where being stunned while airborn caused you to lose all momentum and fall to the ground

  • Fixed issue with Pet Range modifiers not working

  • Tooltips should now show the correct base health values (before mods) of pets and deployables

  • Player pets and turrets should now properly obey Force Target

  • Flame turret should now properly aggro targets affected by Force Target in all directions

  • Bots that use targeting beams should now correctly turn them off upon death (including player turrets)

  • Fixed issue with enemy team-colored build-up effect not showing for Inferno Cannon

  • Fixed Rare quality icon for Aftershock Launcher drop. It was previously incorrectly the same as Epic icon.

  • Fixed a typo in the descriptions for the Special Ops Team Elite and Advanced achievement helms.

  • Scramble maps should now properly only go into Sudden Death overtime if the score is tied when the match timer runs out

  • Change to melee replication to better simulate timing of attacks

  • Players should no longer be able to challenge someone that is already in a match or who flagged the challenger to be ignored

  • Fixed issue where equipped expired Seasonal Flair prevented being able to change equipment

  • Raid missions should no longer hitch after the mission begins

  • Beacons in Double Agent can no longer be destroyed

  • Vehicles and pilotable mechs should no longer be able to use Respawn Beacons


Class Review Device Detail


Assault:


  • Miniguns (iMinigun, Inferno Cannon, Helot Minigun)

    • Added -75% flight speed penalty to right-click fire mode

  • Helot Minigun

    • Increased accuracy of base device.

    • Removed initial "a" mod. The first mod can now be d, r, p, or q.

  • Aftershock Launcher

    • Sticky grenades are no longer affected by damage over time effects.

    • Sticky grenades had their health tripled.

  • Overcharge

    • Added substantial bonus Threat on hit

    • Reduced recharge time from 60s to 45s

  • Range Shield/AoE Shield/Perfect Target

    • Changed device class from Overdrives to Shields

  • EMP Grenade

    • Reduced base damage some

    • Added EMP Burn damage over time that affects mechanicals and lasts 4 seconds.

  • Spider Grenades

    • Spiders will now wander for 3 seconds after spawning before detonating if they see no target

  • Super Smash Boost

    • Reduced knockback effect by half


Recon:


  • Scorpia Rifle

    • Reduced healing debuff to -40% healing reduction

  • Bionics

    • Changed device class from Stims to Escape Systems

    • Reduced Jump height bonus

    • Fall damage immunity was moved from an equip effect to be part of the active ability

  • Visual Scanner

    • Reduced duration to 20s

  • Targeting System

    • Passive damage increase now only affect Ranged damage

    • Reduced passive damage bonus to 5%

  • Standard Mine

    • Recharge time increased to 10s

    • Damage decreased

  • Sticky Poison Mine

    • Recharge time increased to 10s

  • EMP Bomb/Graviton Bomb/Venom Bomb

    • Impact damage increased

  • Fire Bomb

    • Fire dot effect damage increased

  • Decoy

    • Added 20% Threat reduction bonus for 10s when used


Robotics:


  • Force Target

    • Reduced Taunt duration to 5s

    • Added more appropriate debuff icon and effect

  • Hornet

    • Vision/weapon range reduced to 120 ft

    • Damage decreased

    • Hornets will now follow their owner if they have no target

  • Grizzly/Harrier

    • Reduced vision/weapon range to 80 ft

    • Damage decreased

    • Accuracy decreased

    • Ground pets now follow their owner if they have no target

  • Lockdown Drone

    • Reduced vision/aggro range to 40 ft

    • Damage decreased

    • Slow debuff reduced from -50% Groundspeed to -30%, and -40% Airspeed to -30%

  • Auto Cannon

    • Recharge time decreased to 45s

    • Reduced damage decrease vs. mechanical targets from -35% to -20%

  • All Robotics Turrets

    • Reduced AoE and Range protections

    • Increased base HP ~10%

  • Techno Blaster

    • Alt-Fire was changed to continuous fire and should now cancel if released while in build-up or fire continuously if held.


Medic:


  • Paingun:

    • Reduced slowing effect from -50% speed to -30%.

    • Added a Disease effect, reducing healing received on target by 5%.

  • Poison Injector:

    • Removed the healing debuff from the Poison effect

    • Now has a Disease effect, which reduces healing received on the target by 20%

  • LifeStealer

    • Removed the healing debuff from the Poison effect

    • Now has a Disease effect, which reduces healing received on the target by 20%

  • Legion Combat Knife

    • Increased the damaged caused by the Bleed effect

 

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Comments

  • ZolgarZolgar Member Posts: 533

    About 6 more hours and I'll finally be able to get past the demo level cap. This will be a great game to add add to my currently playing list to help protect me against the burnout.

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