NintendowsJoin Date: 2016-11-07Member: 223716Members, Squad Five Blue
edited June 2018
So I had some extra time and worked on combat some more:
Fixed a number of issues when calculating the time scan and resupply should occur
Added on-screen timers if you have those upgrades so you know when the next timer will tick down
Added two new max levels (new max is level 15, requiring 15000 XP. Old max was level 13 requiring 6000 XP) This isn't meant to be something you achieve every game, but I know some players will especially in games with lots of players.
Added the ability for marines to repair non-command station stuff in overtime
Fixed the game timer acting weird when overtime was about to occur
Replaced the umbra effect when spawning as alien with the mucous membrane effect for spawn protection
Added the ability to eject from exosuits, and because of it, removed a lot of the restrictions about what you could or could not get while in an exo. Jetpacks are still not allowed to be purchased if you have an exosuit and vice versa, but you can finally eject and weld yourself. Note that you can not get out of an exosuit and wait a while to let someone else into your exo - only you can ever get in your own exo.
So far I've been seeing that the new vampirism + carapace is very strong early game. I am considering testing out restricting aliens to one upgrade per hive type until a certain level or until the tier 2 upgrade is purchased. I would also like to add some new abilities to aliens to go along with the restriction and new max level count.
NintendowsJoin Date: 2016-11-07Member: 223716Members, Squad Five Blue
I've released a new version of the classic combat mod with a series of small balance changes and improvements:
Respawn times have been changed. Previously, there would be a timer that would spawn all dead players on a team every 12 seconds. This would mean that if you died, you would be dead for a random amount of time from 0-12 seconds (plus the "fade to black" time when you die). Now, there is a 6 second timer that respawns everyone that has been dead for more than 6 seconds. This means that now, you will respawn every 6-12 seconds. While this means slightly longer spawn times on average, it also means that spawning waves will occur slightly more often. This may hurt marines more than aliens simply because they won't be able to spawn in as large waves to defend against a push.
Added a small GUI countdown so you know exactly when you will be spawning.
Increased lifeform evolution times by roughly 2 seconds (1 for gorge). Lerks and onos could come back and hit your base before you're done re-supplying and welding each other, so hopefully this change plus the spawn time changes above will make that happen less often.
Made life form limits visible in the evolve menu. Previously there were limits to the number of each life form you could evolve to, but they were hidden. I've tweaked the limits a little (no more 50% fade teams or 100% lerk armies) and now I have them displayed on the evolve screen below each life form:
I updated my Rebirth Bots mod to support more aspects of combat. Still not perfect, but you'll see fades and lerks and onos running around late game.
And lastly, a bunch of bug fixes and performance improvements
I played around with limiting vampirism and carapace but it really wasn't as big a deal as I was suspecting. It's good but it certainly doesn't outheal boolet. I next plan on reviewing the assist logic once again to better account for who is actually assisting versus just hiding in a vent.
I'm also playing around with the idea of adding an optional XP circle sometime before overtime to get the game moving. The circle would appear after something configurable like 10 minutes somewhere near the center of the map, maybe moving every few minutes. If a player stands inside the circle (and not in a vent) they will get a slow steady trickle of XP. Sometimes games get into stalemates with the marines pretty much staying in base until overtime, and I'd like to give server OPs an option to prevent that.
Comments
So far I've been seeing that the new vampirism + carapace is very strong early game. I am considering testing out restricting aliens to one upgrade per hive type until a certain level or until the tier 2 upgrade is purchased. I would also like to add some new abilities to aliens to go along with the restriction and new max level count.
I played around with limiting vampirism and carapace but it really wasn't as big a deal as I was suspecting. It's good but it certainly doesn't outheal boolet. I next plan on reviewing the assist logic once again to better account for who is actually assisting versus just hiding in a vent.
I'm also playing around with the idea of adding an optional XP circle sometime before overtime to get the game moving. The circle would appear after something configurable like 10 minutes somewhere near the center of the map, maybe moving every few minutes. If a player stands inside the circle (and not in a vent) they will get a slow steady trickle of XP. Sometimes games get into stalemates with the marines pretty much staying in base until overtime, and I'd like to give server OPs an option to prevent that.
What about that we doesn't gain exp when welding a teammate ? Gorge gain exp when healing but not marines when welding.
Works for me... just aim straight down.
Marines can deal damage to themselves, so it could result in some cheesing.