Update 44 Discussion Thread
105 posts · 2006-05-22 10:19:11 to 2006-06-13 06:39:04

A lot of work was put into bug fixes it looks like.
Can't wait for the new storyline changes and new cinematic format!
Intriguing.
As always, a promising vision of the future Walrus, keep up the good work team.
I'm very impressed with the proposed changes in this next patch. Lots of bug fixes which is a great thing for all of us.
Keep up the great work Devs!

Message Edited by Scirus on 05.22.2006 08:40 PM
Message Edited by Scirus on 05.22.2006 08:41 PM
Are we ever going to fix the two South Central Hardlines in South Vauxton?

and Sniper fixes. I now Rarebit said that the story would be slowing
down, but ... 5 weeks for one part of a chapter? Admittedly it
probably doesn't feel that long normamlly because we have the crits in
a big chunk at the start, but still...
*realises patch is on his birthday*
:smileyhappy:
:smileyhappy:
Keep up the good work.
- Players are no longer prevented from initiating Interlock if their movement speed is reduced.
Self-promotion sucks, but I was eventually involved in that one ")
I hope to see more contact mission fixes somewhere in the future (how could I overlook that one in Violet's "Wages of Sin?" :smileyindifferent: )
Could someone explain that one to me? :robotindifferent:
Well, it's a bit disappointing that the Lupine and grab animation bugs are still out there, but it was a whole bunch of bug fixes, thus great work, Devs!
It's the one close to the MetaCortex building. To the Southeast, I believe.
zeroone5069 wrote:
Oh, and could someone tell me the coordinates of the Morrell helipad? I'd like to see it one last time before it's wiped from the face of the Matrix.
than a month won't be great, but at least this will give time to
Rarebit and HCFrog to work more on other things.
BUT!! wow it will be worth it 24/7 Ueno FTW!!!
ZOMG nooooooo! (not about the expoilt, not being able to roll anymore!)
Walrus wrote:Impart Invisibility is no longer craftable and is now bought back by Vendors at full price.
Does
Impart Invisibility not work anymore? This was one of my favorite
obscure abilities to surprise people with. Did it get cut in CR2,
and I didn't notice?
P.S. I killed the Commandos.
gentlemen, my faith was always with you, it was always going to take some time.
nice to see everyone else joining in the praise.
But has the issue of the NeuroDart been addressed? Glad to see that we can now initiate interlock while movenment toned down Makes for a nasty surprise for those NeuroDarters when the tables are turned
Tstrike wrote:
Nice
But has the issue of the NeuroDart been addressed? Glad to see that we can now initiate interlock while movenment toned down Makes for a nasty surprise for those NeuroDarters when the tables are turned
This is a good sign though.
Enhanced Dodge can now be activated while Hyper Sense, Hyper Dodge, or Hyper Block are active.
Awesome patch Devs! A lot of work has been done and its great to see 
*5 Stars the Devs
SuperJenius wrote:
The patch looks good overall. One week between critical missions? Then before each mission, can we get a little movie preview for "Previously, on The Matrix Online...". Archived image unavailable: 16x16_smiley-tongue.html Seriously, while I can understand people like something to look forward to, I was never a fan of spreading out the criticals, and a week is a bit much. This story is hard enough to follow without having to remember what happened weeks before. My 2 cents.
smokeydemon1 wrote:
w00t, cant wait to see who all of a sudden really suck at pvp now !!!!!!!!!!!!!!!!
z0mg, !!!!
Imagene wrote:
Question... we're getting 20 more slots... are we getting more area in our loading archive too? O.o
The 20 slots we get are in our loading area

"Excellent, Ha Ha, Excellent"
-Mandark
On the subject oh Knife throwers, did I miss it or has teh timer on
Tstrike wrote:
Nice
But has the issue of
the NeuroDart been addressed? Glad to see that we can now
initiate interlock while movenment toned down Makes
for a nasty surprise for those NeuroDarters when the tables are turned
paralyzing throw been fixed? It;s not good to have so many overlapping
timers on movement speed in one tree.
lol yeah, prolly we can walk thorugh walls after the update!
BloodWork wrote:With this many bugs being fixed...
I sense a hotfix!
However, criticals are spreaded too far.. the rest is a beginning.. we'll see I guess.


Neuro-Dart should of been fixed in this patch though.
and also, the Mero Boon, Glimmer etc. how can i get mine back because i didnt delete it but it just disappeared?!?! Bl00dy annoying when i was there for it :smileysad:
I dont think you can
R3471TY wrote:
loads of fixes im sure we are all pleased to see.
Neuro-Dart should of been fixed in this patch though.
and also, the Mero Boon, Glimmer etc. how can i get mine back because i didnt delete it but it just disappeared?!?! Bl00dy annoying when i was there for it :smileysad:
watched 3 extremely bored people climb up invisible pipes and reported the bug
how sad i truly have absolutly nothing to do in this game anymore
/cancel anyone?
It seems you guys put a lot of work on this one! Good job.
I'm sure that with time and patience, everything will work out just fine 
SgtDK wrote:
Fixed double tap rolling because some nosey **** won't name who,
watched 3 extremely bored people climb up invisible pipes and reported the bug
how sad i truly have absolutly nothing to do in this game anymore
/cancel anyone?
...
/target SgtDK
/punt
Anywho...
Woot no more Downtown awesomeness for you! Now it's all about Ueno! Still need to be 'bout level 22 to be there, but hey, at least Agents won't chase me this time. Now, if only we could guess as to what would happen...



themarsnova wrote:
great patch odd that a crit is gonna be on 06/06/06 hope the devil doesnt pop in to say hi
Ewwww! Just as weird as the 01:02:03 on 04/05/06 thing that happened last month. 2006 is a weird year. But I digress . . .
Nice patch overall and I'm glad to see many of the exploits are fixed!
Hauzzah to the devs!