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10SIX Upgrade Patch

This patch updates 10SIX to its most recent incarnation as...

  • Category Real-Time
  • Size 4.8 MB
  • Program by Segasoft

10SIX Upgrade Patch

This patch updates 10SIX to its most recent incarnation as of 6/20/2000. This update is required to continue playing the game.

A new build went up on Tuesday, June 20. Below is a list of feature changes and fixes, what's new and what's to come.

Last update: Changes 06/20/00

Changes:

- New Avatar Physics - Guns will now have recoil and knockback. Shooting weapons will cause your avatar’s hoverboard to recoil and getting blasted by big guns will send you flying!

- Corporate Network - Accessible from the Nerve Center, you will be able to scan all members of your corporation to see who is in serious danger from a heavy raid.

- Levels - Players in 10SIX will be able to advance in level similar to an RPG. Levels will range from 1-100. Existing players will be assigned a rank comparable to their current level of prowess. Most veterans will be around level 10, and most of them will have the choice to immediately advance further than that.

Here is a brief description of the Level system:

- Levels 1-9 will be dedicated to new players. Levels 1-9 will have the most restrictions, but will also offer the most protection.

- Players will purchase levels with V$.

- As you gain levels, you will gain the right to own more land (you can only own one plot of land at level 1).

- As you gain levels, you will increase your TU exchange rate. This is hard coded to your level and is no longer effected by your rank in your MDN. TU exchange rates will range from .50 up to 4.0.

- You will be limited on how many camps you can place under MDN alerts. As you gain levels, you will be able to put more camps on MDN alert status. You will be able to own more camps than you have MDN alerts, so you will have to pick which camps you want to protect. The main reason for this is to stop powerful MDNs from gobbling up a hundreds of camps for TU production and not need to put any defenses in them because they are defended simply out of fear of retribution.

- As you gain levels, you will get to carry more bulk on a teleport. There will no longer be a 10 Rover limit on teleporting. Level 1 players can bring about 175 bulk on a teleport (that's one full backpack and an ERT). This bulk limit will increase to about 2000 bulk at level 10. Please note that the bulk rating of all Jitters have been adjusted to accommodate the new system.

- Level 1 players will NOT lose their Corporate Defenses if they go to an enemy base. However, they are stuck at .50 TU exchange rate, with one camp, and 175 teleport bulk limit.

- Bulk limits work in reverse. For example, a level 10 or above player can only bring 175 bulk to a level 2 player’s camp and no one can enter a level one camp. Of course, there is a scale for these limits that work both ways. Players teleporting between level 10-100 will teleport at maximum bulk limits (about 2k).

- If your last camp is conquered, and you stake claim to a new plot of land, you will be under Corporate Defenses again, but you will retain your level. You will, however, be restricted to .50 TU exchange rate, 1 camp, and 175 teleport bulk limit. You will be restored to your full level status as soon as you advance in level, claim a 2nd plot of land, or unlock your new base (there is a new button just for that).

New Jitters:

- eXtreme

-- Decoy Well - This decoy is not explosive, so it is a good means to distract enemies from your real Wells.

-- Optical Assembly - Rover modifier that give your rovers Beam capabilities.

-- Carbite Skeleton - Reduce Ballistic Damage for Buildings by 65%

-- H-Catalyst - 15% Flame weapon damage modifier.

-- Hellfire - 5FP FL/BE Rover. 10 Accuracy, and the fastest of the 5FP rovers.

- InfraStruct

-- Transteel Chassis - Add 50% HP to your Rovers with this modifier.

-- Meta Skeleton - Reduces Flame and Beam Damage for Buildings by 50%.

-- Solid Propellant - Add +20 range to your ballistic weapons.

-- Goliath - 5FP BL rover that Heals! Lots of HP, very accurate, very slow.

-- Mjonir - 7FP BL Weapon. Shots bolts of lightning for 350 damage (yes, we know lightning isn't really ballistic ). 10 accuracy, 6 shots per min, 150TU/shot, 170 range, very heavy.

- BruteForce

-- Heat Sinks - Rover modifier that give your rovers Flame capabilities.

-- Refraction Skeleton - Reduce Beam Damage for Buildings by 65%

-- Trebuchet Turret - 350 damage, 300 range 75 splash radius, 6 shots per min. (There will be a limit of 3 per camp.)

-- Titan - 5FP BL Rover. This bad boy comes with it's own inventory capacity!

- ToyCo

-- Tempered Skeleton- Reduce Flame Damage for Buildings by 65%

-- Recoil Struts - Rover modifier that give your rovers Ballistic capabilities.

-- Ronin - 5FP BE/BL/FL Rover! Flies about half as high as a Kitty.

- UN

-- Mortar Turret - Medium Artillery turret.

-- Obelisk - Decorative Jitter

-- Trophy - Prize Jitter for HEAT events - no gameplay function.

- Great Lord Items - There are a number of Great Lord Items, some players can try to get from the Lords, others you cannot. Lord Items are not available in Jitter Packs.

- The Great Lords of Visitor- The Great Lords are coming, and they are out for blood. Take them on if you dare, or fight by their side for your Corporation’s glory. (Think of the Great Lords as high level monsters.)

- Great Lords (and their bases) are NOT invulnerable, but are VERY powerful. They have more hitpoints, bigger guns and other special equipment.

- Great Lords have their own special 4fp weapons. If you kill a lord, you can take his gun. But I am sure he will want it back.

- Great Lords may attack established players and MDNs. But they will never take your stuff and never wipe you out.

- Feel free to take on one of the Great Lords . If you kill a Great Lord, you may get his weapon. Remember, though, Great Lords are very powerful and it will take a lot of teamwork to take down a Lord.

- If you take on one of the Great Lords , especially in his own base, don't whine if you get killed. Such is the risk you take.

- If you are a worthy ally or opponent, a Great Lord may reward you.

- Great Lords will never attack new users..

- The Great Lords are not Techs or Customer Service representatives.

- Think of the Great Lords as high level monsters. Remember the Great Lords are there to promote the story and rally the community, so have fun with them.

- Reduced the TU cost of firing Turrets. All turrets only cost 1-4 TU/shot to fire (they still have standard upkeep, however).

- Decay - Jitters left in the playfield will be absorbed after 48 hours. You will have to keep your Jitters stored, or they will run off.

Fixes:

- Fix Triage - This time for real :) It will no longer take off to heal things. It will only heal when something is next to it. Combat will be its priority.

- Can now build 6 Warehouses. .

- Fixed healing rovers not retreating properly.

- Fixed more teleport crashes.

- Fixed some lost rover bugs.

- Fixed rovers getting stuck on teleport poles when retreating.

- Fixed Rover giving up pathfinding after traveling long distances.

- New tweaks for UNTechs and UNReps

- Detonators are now discontinued

What's new:

These changes took effect in the last few builds of 10SIX.

- New F/X engine - Special F/Xs are Faster and more stable.

- Fix Triage - It will no longer take off to heal things. It will only heal when something is next to it. Combat will be its priority.

- Fix Rover targeting buildings on/in hills.

- Durability - Jitters will be assigned a durability rating. More powerful Jitters will have less durability. Each time an object is destroyed, the item and all its contained items, will lose a point. Jitters will vanish when they reach zero. This will also allow us to make more powerful items with very few uses.

- Ally Jettison - you can now jettison an ally avatar that is in your camp (so you can get rid of troublesome and mischievous allies). Jettisoned players are returned to their home base.

- Fix for relocated buildings having wrong owner

Increase Teleport Matrix Zone (limit 10 rovers per teleport)

- Rover HitPoint bar on Quick Reference HUDs

- Fix so teleporting into your camp doesn't unnecessarily burn transium.

- Limit of 10 silos and 10 wells in a camp (this will not effect existing silos and wells)

- Increases maximum Black Market Jitter Pack purchase from 12 to 24 per week.

What's to come:

This is a list of what to look forward to. This list is subject to change.

Updated 06/20/00

- New avatar models! We are first giving the old ones a facelift,and later coming out with new ones.

- Improved chat interface.

- In Game Posting Boards - Accessible from the Nerve Center, you will be able to post planned raids (location, time and comments) to everyone in your corporation.

- ToyCo Orbital Uplink

- 7FP guns for ToyCo, Extreme, and BruteForce.

- HoverBoard modifiers.

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