Hellgaters fond of Hellgate: London's offline mode have long-awaited the release of this hefty update. Single Player Patch 1.2 brings the Single Player client up to date with Multiplayer Patch 1.2. It contains all of the fixes, tweaks, and rebalances of Patch 0.7, Patch 1.0, Patch 1.1, Patch 1.1b, and Patch 1.2.

A build of this patch is now available for voluntary beta testing. Please be sure to make copies of all Hellgate: London Single Player save files before installing this patch. The beta of this patch can be downloaded here and the full patch notes can be found here.

Please post all bugs in the Single Player Bugs forum and clarify that you're using the Single Player Patch 1.2 Beta.
Posted by: Scapes on Sat, 04/05/2008 - 03:16 Talk About This Story!
Filed under: Beta, Patch, Single Player
 
 
Please note, if you are in the Hellgate: London beta, the grace period for playing the game without entering a retail registration key is almost up. As of Wednesday, November 14, 2007, we will require that all accounts have a registration code in order to play.


To continue playing, you need to enter the registration key from your purchased copy of Hellgate: London into your existing account management page. You do not need to make a new account, however. You also do not need to be a subscriber to continue playing from where your characters are in-game. Simply log into your account and enter the retail registration key into the registration key field on your account management page...


  • Account Management[LINK]


    Thanks for the continued support and feedback. We encourage everyone to check out what’s in the works whenever we promote patches to the Test Center servers by joining us there.


    Again, no beta players without registration codes will be able to login and play after November 14, 2007.


    See you online!

  • Posted by: Ivan on Thu, 11/08/2007 - 02:43 Talk About This Story!
    Filed under: Beta
     
     
    It's coming... Hellgate: London is but days away from retail. In preparation for the imminent launch, Flagship and Ping0 have disabled the official website login, forums, and beta servers. Such downtime is necessary to ensure a smooth, explosion free day one.

    We know, we know... Downtime sucks. But what must be, simply must be. So, as we tinker to the last minute, tightening bolts and working to minimize sporadic employee electrocutions, you might be able to occupy yourself with various Hellgate previews and reviews.

    Try checking out aggregate sites for the latest compiled details:

  • Game Rankings.com – [LINK]
  • Game Stats.com – [LINK]

  • The live servers will be up early next week in preparation for launch. Of course, when that happens the website and forums will once again be operable. Remember, if you're a beta player, you'll be able to login then and reserve your character names.

    Cheers!
    Posted by: admin on Sun, 10/28/2007 - 01:04 Talk About This Story!
    Filed under: Beta, release, retail
     
     
    Update: There's some confusion regarding the re-opening of the Beta servers. What's actually going to be happening is that the live, real servers will be going up early, as opposed to the "Beta server" going back up. That said, your Beta account will work on this server, and your characters will carry over into the retail game, so the whole experience should be the same for you. Also, we're still determining exactly how long the server will be up in this state. Depending on what happens on launch day, this may or may not change. Thanks!


    Howdy folks. Just want to give you all a heads-up with a few Beta updates. First, the US Beta will be ending this Friday at 10:00AM PST. This will include a full character wipe. Yeah, I know some of you didn't get to play as long as others, but the final game will be out in the US just a few days later.


    That said, some time just before launch (don't have a specific time/date yet), we'll actually be opening the Beta server back up for about a week. "This makes no sense, Kaiser!" Well, maybe not at first, but not everyone will be able to get the game on launch day for various reasons. This way, if you're in the Beta and are still waiting for your game to arrive, you'll still be able to play Hellgate. Also, the characters you create during this time will transfer over into your retail account. Once this happens, any caps/restrictions will be lifted. Yay! The characters will still have the Beta caps on them (such as level caps and such), but you can at least get started with your characters.


    Hmm, what else. Oh yeah. You might see a new server environment pop up. This is mostly for testing the Patch 0 features internally, though some of you might be able to see it. There's no guarantee you'll see it, but if you do, at least you'll know what's going on. Also, this is important: if you do see it and get access to it, any characters used on this server will be duplicates, so any changes that occur to your character will not be reflected on the "normal" servers, and vice versa.


    Lastly, we'll be starting a European Beta sometime soon. This will be short and to the point, mainly as a last check on our servers. We'll be sending out invites to a select group of Europeans. If this includes you, please, try it out. Though the game will be the same as the current US Beta, one, we need you all to help us ensure the Euro servers are perfect, and two, you can get your European account name before everyone else. Worth it, right? ^_^


    Thanks everyone!

    Posted by: Anonymous on Tue, 10/23/2007 - 01:44 Talk About This Story!
    Filed under: Beta, Europe, Patch 0
     
     
    Hey everyone! Lots of great news here. Below you'll find details regarding subscriptions, our upcoming Patch 0, and our first of many Holiday/themed events. Enjoy!


    Beta NDA Lifted

    The NDA period for the general Beta test is officially over! THANK YOU all for being as good as you have been on this. Feel free to post, email, phone call, and alert your local news station about your play experiences!


    How Our Beta Process Works

    We wanted to take a few minutes to talk about how we run our Beta tests, the differences of and timing for getting builds out to the testers, and basically let you in on what makes our test tick.


    Our development path is quite different from that of the vast majority of game developers. We utilize what we call an organic process, which is basically shorthand for our way of constantly iterating, tweaking, tuning, and making changes that are difficult to set months or years ahead of time in a traditional design document. When we get into the last 6 - 9 months of development time, this process really kicks into high-gear. We are making an immense amount of changes, both large and small, and if we tried to push these out to our Beta testing community, we’d literally be giving you new code up to a dozen times a day. Obviously, this isn’t going to be of any great benefit, so we wait until we have done a lot of internal testing and can batch changes into larger, meaningful updates.


    We have a core team of testers on-site dedicated to working with our programmers and designers to give immediate feedback and address bugs in a focused manner. We also have a massive amount of testers at EA that work on builds that have been promoted as release candidates. When we get a patch release candidate that we feel is solid, we then promote that to being a Published candidate, and it undergoes patch testing. When we get something here that we like, we push it to you, the Beta testers.


    What this means is that we are, at a MINIMUM, 2 weeks further down the road on the game than the testers see. Commonly, this time gap can be upwards of 4 weeks. We push hot fixes as quickly as possible, but please remember that we have also been working on numerous language builds, the single-player gold master, and of course, the fixes and features for our first day online – what we call Patch 0.


    We know that it can be frustrating at times to hear that things are different in our internal builds than what you have, but it is just how timing has to work in order for us to meet all of our deadlines and make sure that the testing time we get with you is as beneficial as possible. Thank you all for the hard work, the hours of testing, and your continued support and excitement for the game.


    So – how about some specifics?!


    DX10 Update

    The build of Hellgate: London which you are reviewing includes both DX9 and DX10 versions of the graphics library. The DX10 version of this build has a few known issues. They include a slow framerate compared to the same scene in DX9 and black loading screens. We’re currently working on a fix for the black loading screens. The slower framerate is due to the fill-rate intensive special features that only our DX10 engine has, including: soft shadows with proper contact hardening, depth-of-field, motion blur, interactive GPU-simulated fluid smoke, texture-array animated rain, and soft particles. The extra fill rate costs are mitigated by an initial depth-only render pass, which is now being tested and will be ready for release. When Hellgate: London hits retail, we expect the framerate of our DX10 target to be as high, if not higher than DX9, including these special features.


    Multiplayer Updates – All Players

    We are continuing to push both new multiplayer features and bug fixes to the Beta. Things that may or may not be in during their review time (depending on when they do it), but will be in by launch are:


    Buddy Lists

    Much better and easier ways to organize your friends!


    Guilds

    While only subscribers can start one, anyone can join a guild. Special name colors and tags on characters show their affiliation.


    Buddy and Guild Chat

    Special chat channels so you can keep your conversations clear.


    Bigger Levels in Nightmare Mode

    These increase the time players get to spend in each area, giving the game a more expansive feel at higher difficulty levels.


    PVP

    Players can both duel and elect to enter free-for-all PvP Mode. To duel, a player invites the person they wish to duel into a group, and heads into an adventuring area. Duelers, then right-click on the portrait of the person they wish to duel and select the Duel option from the displayed list. Dueling can only take place outside of Underground hubs.


    Players can also choose to enter into PvP mode which means they can be attacked and harmed outside of Underground hubs by anyone else that has chosen to enter PvP mode. That is, those in PvP mode, must always be ready for PvP. This is a way to have wide-ranging free-for-alls, or create your own “friendly-fire” way of playing the game.


    Tuned Game Progression

    Level and monster progression is more thematic in nature. While this does not affect the overarching layout of the world map, it does make each act feel more defined and focused.


    Gossip

    We’ve added loads of additional details on the people and places in the game through various NPCs in the world. This definitely helps make the stations feel more alive and provides players with more of the back-story.


    More Quest Information

    Quest NPCs do a better job of getting you prepared to know what you’re fighting and why. The overall story flows much better, the named demons that are encountered are given more story weight, and players gain a much better sense of overall direction.


    NPC Tweaks

    The vocal responses given by NPCs have been tuned so that they tend more towards the serious and “normal”, reserving the twisted commentary for specific player characters or in rare moments for the general populace.


    Achievements

    These are long-term goals for players. The player starts with a few new goals in an Achievement Log. These can be as simple as slaying a certain amount of specific demons to something as difficult as completing quests without the benefit of armor! Players uncover new goals as they start to meet the requirements of that achievement. For example, after 50 zombies have been slain, an “Achievement Unlocked” message displays on the screen. Checking the Achievement Log shows how many zombies must be eradicated to complete the achievement. Achievements are meant to be long-term goals that everyone can shoot for. Some are simple while others are extremely challenging!


    Elite Mode

    This is for those players that always feel a game is too easy. The demons are tougher, deal out more damage, move faster, travel in larger groups, and have more champions at the ready. Numerous tweaks to the overall balance and progression of the game make this an extremely challenging mode.


    Subscriber Features


    Hardcore

    Hardcore mode takes away the various resurrection options. For the gamer that wants the ultimate test, try playing an Elite Hardcore character!


    Themed Events and Items


    Halloween (October 31 – November 4)


    • Zombot - A special pet just for All Hallows’, this amalgam of meat and metal is sure to frighten and delight those players that are willing to put in the time to find all the necessary pieces in order to construct him.


    • All Hallow’s Visage - A Unique Helm that has not only very special properties, but as well a look unlike any other helm in the game. Ghost Rider would be jealous!


    • All Hallow’s Treats - Delicious and devious, these different candies do everything from temporarily boosting stats to temporarily altering the appearance of the devourer.


    • All Hallows’ Quests - There is a pair of special quests available, including one that is repeatable for continuous fun.


    • Nemo ~ Master of Festivities - This special NPC can first be found in Covent Garden Station to greet players and send them on their way with quests specifically crafted for the season.


    Guild Creation

    Buy purchasing a Guild Herald, a character can form a new guild. Characters can only be part of one guild at a time and should a Guild leader decide to abandon their post, they can pass leadership of the Guild to another subscribing guild member.


    Extra Character Slots

    While everyone gets 3 character slots, subscribers can have a maximum of 24 characters.


    Larger Stash

    Each character’s storage locker is doubled in size with an extra 6x8 section, making the hoarding of all sorts of goodies that much easier. Packrats rejoice!


    Founder’s Perks

    Name Color

    Forum Icon

    More to come… (this will be an on-going area, as well)

    Posted by: Anonymous on Fri, 10/19/2007 - 17:08 Talk About This Story!
    Filed under: Beta, Patch, Subscriber
     
     
    All day Saturday, October 20, the Beta servers will be down. As we gear up for launch, we have some last minute testing and upgrades to do, hence the downtime. I don't have specific times, but plan on most of the day (remember, this is US California time).


    Also, expect some more details regarding the game as well. ^_^


    Thanks!

    Posted by: Anonymous on Thu, 10/18/2007 - 20:42 Talk About This Story!
    Filed under: Beta