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Nuclear Dawn is a game that combines intense visceral and violent First Person Shooter action with fast-paced Real Time Strategy in the aftermath of a devastating apocalyptic world war. Storm a building as an assault trooper, cling to the shadows with active stealth, or unleash incredible firepower from a high-tech suit of exo-armour, or lead as a commander, marshalling resources and deploying weapons and equipment for your troops You, the player, have the responsibility and the power to decide the outcome of every engagement. If your opponents are lucky there will be enough of them left to bury.

Report RSS Nuclear Dawn Update 6.3 released!

We've released a mandatory update to Nuclear Dawn. The new Nuclear Dawn update brings new loading screens for maps, spray paint support, squad voice chat, new ranks and gizmo's, a new weapon system and lots more. The notes for the ND Update 6.3 are below.

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Nuclear Dawn Update 6.3
New Features
- Increased rank cap from 60 to 80. Rank is based on xp, so some players may already be higher than 60.
- Added new team-based gizmos for levels 65, 70, 75, and 80. Whole team gets effect of highest level one equipped by any player on team.
- Added all new loading screen to show map overview, server info, loading progress, and game tips.
- Added squad-only voice chat (default is b ).
- Added ability for commander to spectate a troop.
- Added support for player sprays (can disable serverside with "sv_allowsprays 0" or clientside on Options -> Other ).
- Added new particle effects for medpacks, ammo packs, radar kits, and players with Nano Skin active.
- Added beta support for Source TV ( most things from here apply, Developer.valvesoftware.com ).

Other enhancements
- Transport Gate teleport menu now auto-closed after teleporting (can be changed in Options -> Other)
- Scoreboard now shows above other hud elements.
- Added bots column to server browser.
- Added ach_headshot_progress client command to show detailed progress toward Headshot achievement.
- Added an error message (rather than silent failure) to show when server connection failed due to server being VAC-secured with insecure client.
- Removed cheat flag from server spawn time convars Tag with Play Now penalty will be applied if changed.
- Many engine stability fixes.
- Unlocked client viewmodel_fov convar.
- Updated localizations.

Balance Changes
- Added radarkit to Stealth Sniper kit.
- Adjusted damage dropoff factors for all weapons.
- Capped max resources at 250,000 to prevent issues when it gets too high.

Other Fixes
- Fixed rare occurence where player could be only half-spawned, unable to move.
- Fixed team selection panel showing at round start while spectating.
- Fixed issue where medpack would sometimes show clipping into view when spectating a Support player.
- Fixed some keys getting stuck in commander mode.
- Fixed "retry" client console command.
- Fixed rare grenade-related server crash.
- Fixed a rare listen server crash related to player stats.
- Fixed bots not showing in player counts on in-game status command and server queries.
- Fixed potential gizmo exploit.
- Cleaned up and fixed many console messages and errors.

Oasis
- Fixed getting stuck at primary point.
- Fixed getting stuck on a corner of a building near the broken glass walkway.
- Fixed plants sticking through floor near CT base.

Metro
- Fixed getting stuck at primary point.
- Added additional no-build areas to avoid structure deployment inside buildings.

Silo
- Fixed able to deploy structures inside a pallet stack near Primary area.
- Fixed floating secondary point near EMP Base.
- Adjusted a few no-build areas.
- Removed the roof near the EMP base to make it easier to deploy structures.
- Adjusted secondary area near EMP to make more space for placing structures.
- Additional optimisation pass due the adjusted secondary area.
- Converted a physic prop to a multiplayer physic to improve performance.
- Fixed a few small issues throughout the map.

Known issues
- In-hand weapon model is not drawn in first-person spectate in Source TV.

New Weapon changes

One of the biggest changes to this update is an entirely new weapon damage model. We have listened to your feedback, taken into account your suggestions, and incorporated them with our own, and came up with a complete overhaul of most weapons in Nuclear Dawn.

To start with, damage output has been toned down by roughly 20% on all bullet weapons, in order to change the pace of combat, and give players more chances to react in a gunfight.

Secondly, the distance falloff system has been re-designed from the ground up. While the basic design concepts remain the same –some weapons will (and are meant to) be more effective than others over long distances – the way this is applied is completely new, and gives us much more control over the falloff curve.

Small, practical examples of this are that the X01 and shotgun no longer are sniping weapons, and that the way assault rifle bullets behave at long distances makes more sense.

We’re quite excited to see what you think of the changes, and hope you find them a further step on the road to awesomeness for Nuclear Dawn. If not, you’re wrong.

But we can talk about it, and keep evolving the game, as we have done for the past (almost) year.

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Predalienator
Predalienator - - 1,327 comments

I love you :)

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