yus 1.1s is out <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
1.1s ----- O Fixed ALL melee problems where skulks can't hit marines in corners, where they can bite through floors, etc. (!!) O Security fixes O Changed default network settings to fix choke issues O +resource messages should clip to commander UI O Fixed "TooManyStructuresOfThisTypeNearby" not being translated O Rewrite HL turrets to fix accuracy problems. They are nasty now, watch out. They may still need more tweaking. O Death from OCs now report damage from OC instead of spike O Damage and health changed for sentries and OCs (they now do small damage evenly instead of randomly hitting you for more) O Lowered resource activation time from 120 seconds to 90 seconds for both sides to speed up alien game O Lowered electrical damage from 30 to 25 O Removed remaining resource sucking code that sometimes made it tricky to build a res node O Lowered turret factory radius from 450 to 400 (takes up too much of screen) O Footstep changes O New HA sounds (thanks Dave, just what I've always wanted!) O Tried to synch up footsteps a bit better O Gorge has pitter-patter now O Walking now moves you roughly half-speed, and plays no footstep sounds. Not working perfectly all the time, but it's better.
O Added treadwater animations O Lots of alien health and armor tweaking (lots of values changed in small amounts to preserve following relationships) - Kept number rounded to 25's or 5's whenever possible - Most damage upgrades change the number of bullets to kill vs. every lifeform and carapace level (ie, they are almost all effective) - Level III carapace generally adds 50% damage capability to all aliens - Level III carapace generally takes more shots vs. level 3 weapons then no carapace can take against level O weapons (carapace shouldn't be mandator, but should remain useful throughout) - Fixed three bite problem (reverted armor back to pre 1.1r levels, affects marines and aliens)
O Fixed problems when aiming devour (no longer need to crouch) O Infantry portals and phase gates now check to be sure there is room for spawning-players when placing them O Aliens can no longer use phase gates (fixes Onos stuck problems and hopefully will encourage their use again) O Electricity is now blocked by walls
Its going to take me ages to sort this all out <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
no more aliens through phase gates? i liked that strategy in 1.0 better carapace? yeah! what is the resource activation time? don't you get res at the start of the game any longer for about 90 secs?
maybe just compromise by only disallowing Oni through phase gates, a beliveable reason being that their body mass renders the phase gate unstable, and it refuses to allow them in. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I quote supernorn, "It's going to take ages to sort this all out." As I said 1.1zxzzzzxzxzxxzxxxzxzzz or they could just make it 5.6 by the time its sorted?
The resource activation time is something that stops you from recieving res for some time ( 90 sec ) after building a RT ( dosen't count for start RT ) It's to make it harder for RT's to pay for themself thus making people not build them where they can't defend them for at least a couple of minutes
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Marines now get res for turret and siege kills. The death message is credited to the commander.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
So......just....who does it credit it to if there is no commander?
I would assume it is counted the same way as ocs build by gorges. The commander who built the sentries gets a kill point. Would anybody become comm just to spam sentries if it was like that? Well the playtesters will sort that out.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->After the next build, I'll probably open up the bug tracker and start having everyone report bugs. We're that close! -Flayra<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> W00T !
Gah hurry up supernorm - I need a reliable source <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Edit: At least update the ability orders! I keep on forgetting the ability order for the new onos since it keeps on changing.
Oh all right <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Seeing as this is going to be a 1.04 - 1.1 perspective...i have got alot of altering to do..... give me an hour or two
i am just over-whelmed with this task. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
I am sitting here just staring at all the 1.1 changes and the 1.04 changelog and i just...dont know where to start. I dont want to risk accidently deleting something important so i think i will have to spend abit more time than i thought on this.
<!--QuoteBegin--Maian+Jun 30 2003, 05:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maian @ Jun 30 2003, 05:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gah hurry up supernorm - I need a reliable source <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Edit: At least update the ability orders! I keep on forgetting the ability order for the new onos since it keeps on changing. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I just know I'm gonna get one of these wrong, so take this with a grain of salt. I'm doing this from work, so i've got nothing to check with.
I don't know exactly how you're sorting it out but here's a suggestion: start from 1.1t and go backwards. It would be easier to see what changes are obselete that way. And good luck <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Frick, those are correct. I took a while to dig that info from the beta discussion forum...
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Cool, I just wanted to be carefull. Thanks.
it is amazing how much you can miss by just going away for a week, there seams to be alot of stuff that will make the game even more incredible <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
CplDavisI hunt the arctic SnonosJoin Date: 2003-01-09Member: 12097Members
<!--QuoteBegin--meatball+Jun 30 2003, 11:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (meatball @ Jun 30 2003, 11:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it is amazing how much you can miss by just going away for a week, there seams to be alot of stuff that will make the game even more incredible <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Yea exactly it just goes to show everyone that noticable measures of improvment are actualy being made.
The road to 1.1 will be well worth the long journey.
Jetpacks Work underwater <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> i thought its not possible to use fire underwater <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Why not? Just give it some oxygene to burn. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
i guess he loves us <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Hey i have only 1 question. Is 2.0 gonna be a patch or a whole new upgrade like DoD 1 was? From the look of that change list i am guessing that its gonna be a whole new downlaod rather then just a update.
Slickmink, you were kinda vague, but I'm going to try to cover as much as I can to inform you.. Obvious: NS 2.0 will be a client side upgrade, unlike previous NS patches. You must download to play. Less Obvious: It will probably not have an upgrade from 1.0 file for download. I, not being one of the dev team, do not know just how much they have modified (file wise). I just assume that with that much of it modified that the only thing the upgrade file wouldn't have is a few maps and models that weren't changed.. Fun Facts: This is much like DOD 1.0. DOD was going retail and they wanted to redod everything possible and if they did do a patch\upgrade from 3.1, it would probably not be worth it. NS isn't going retail just yet, just its second client side version, but Flay and the rest of them redid everything well, because they did. Aren't they the greatest dev team EVAR?
Aw, now someone changed it to 2.0 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Still says "1.1" in the post though <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
nice work norn! still can´t believe NS 2.0 is coming <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Call me lazy but I didn't bother to read all 10 pages of this thread...
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Hive cost increased from 30 to 45<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Didn't the hive used to cost 80 not 30? Oh well, I'm happy anyway
Comments
1.1s
-----
O Fixed ALL melee problems where skulks can't hit marines in corners, where they can bite through floors, etc. (!!)
O Security fixes
O Changed default network settings to fix choke issues
O +resource messages should clip to commander UI
O Fixed "TooManyStructuresOfThisTypeNearby" not being translated
O Rewrite HL turrets to fix accuracy problems. They are nasty now, watch out. They may still need more tweaking.
O Death from OCs now report damage from OC instead of spike
O Damage and health changed for sentries and OCs (they now do small damage evenly instead of randomly hitting you for more)
O Lowered resource activation time from 120 seconds to 90 seconds for both sides to speed up alien game
O Lowered electrical damage from 30 to 25
O Removed remaining resource sucking code that sometimes made it tricky to build a res node
O Lowered turret factory radius from 450 to 400 (takes up too much of screen)
O Footstep changes
O New HA sounds (thanks Dave, just what I've always wanted!)
O Tried to synch up footsteps a bit better
O Gorge has pitter-patter now
O Walking now moves you roughly half-speed, and plays no footstep sounds. Not working perfectly all the time, but it's better.
O Added treadwater animations
O Lots of alien health and armor tweaking (lots of values changed in small amounts to preserve following relationships)
- Kept number rounded to 25's or 5's whenever possible
- Most damage upgrades change the number of bullets to kill vs. every lifeform and carapace level (ie, they are almost all effective)
- Level III carapace generally adds 50% damage capability to all aliens
- Level III carapace generally takes more shots vs. level 3 weapons then no carapace can take against level O weapons (carapace shouldn't be mandator, but should remain useful throughout)
- Fixed three bite problem (reverted armor back to pre 1.1r levels, affects marines and aliens)
O Fixed problems when aiming devour (no longer need to crouch)
O Infantry portals and phase gates now check to be sure there is room for spawning-players when placing them
O Aliens can no longer use phase gates (fixes Onos stuck problems and hopefully will encourage their use again)
O Electricity is now blocked by walls
Its going to take me ages to sort this all out <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
better carapace? yeah!
what is the resource activation time? don't you get res at the start of the game any longer for about 90 secs?
It's to make it harder for RT's to pay for themself thus making people not build them where they can't defend them for at least a couple of minutes
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Marines now get res for turret and siege kills. The death message is credited to the commander.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
So......just....who does it credit it to if there is no commander?
W00T !
Edit: At least update the ability orders! I keep on forgetting the ability order for the new onos since it keeps on changing.
Seeing as this is going to be a 1.04 - 1.1 perspective...i have got alot of altering to do..... give me an hour or two
I am sitting here just staring at all the 1.1 changes and the 1.04 changelog and i just...dont know where to start.
I dont want to risk accidently deleting something important so i think i will have to spend abit more time than i thought on this.
Edit: At least update the ability orders! I keep on forgetting the ability order for the new onos since it keeps on changing. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I just know I'm gonna get one of these wrong, so take this with a grain of salt. I'm doing this from work, so i've got nothing to check with.
Skulk
bite/para/leap/xeno
gorge
spite/heal/bile bomb/web
Lerk
spike/gas/umbra/primal scream
Fade
slash/the new blink/acid rocket/metabolize
Onos
gore/devour/stomp/charge
I THINK those are all correct.
Frick, those are correct. I took a while to dig that info from the beta discussion forum...
Yea exactly it just goes to show everyone that noticable measures of improvment are actualy being made.
The road to 1.1 will be well worth the long journey.
Yeah
Obvious: NS 2.0 will be a client side upgrade, unlike previous NS patches. You must download to play.
Less Obvious: It will probably not have an upgrade from 1.0 file for download.
I, not being one of the dev team, do not know just how much they have modified (file wise). I just assume that with that much of it modified that the only thing the upgrade file wouldn't have is a few maps and models that weren't changed..
Fun Facts: This is much like DOD 1.0. DOD was going retail and they wanted to redod everything possible and if they did do a patch\upgrade from 3.1, it would probably not be worth it. NS isn't going retail just yet, just its second client side version, but Flay and the rest of them redid everything well, because they did. Aren't they the greatest dev team EVAR?
/me hurries off to fix things
still can´t believe NS 2.0 is coming <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Hive cost increased from 30 to 45<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Didn't the hive used to cost 80 not 30? Oh well, I'm happy anyway