v2.1q changelog

FlayraFlayra Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
I know someone else is going to post this anyways, so I might as well do it myself.

v2.1q (to be released tomorrow night to the Constellation members, PTs and Vets)
---------
O "Disabled" software rendering mode to prevent exploits (bug #208).
O Fixed the bug where phase gates can be blocked by alien chambers. Now any structures on the phase gate (except a hive) will be killed when someone goes through. (bug #190).
O Enabled +showmap in combat (bug #202).
O Fixed chat text overlaps command minimap (bug #220).
O Fix for keys not being released properly while the chat window was open.
O Changed chat so that it does not go between the ready room and observers.
O Fixed team chat bug
O Fixed bug where lerk bite was doing damage of skulk bite (75 instead of 50). However, the bite still does 75 currently, until balance indicates otherwise. Bug #344.
O Fixed bug where cloaked structures other than SC weren't uncloaking properly which touched (bug #134)
O Fixed focus ROF issues
O Add CS-like hotkeys to spectator mode (jump to switch view modes, left to go to previous player, right for next player)

O Updated version of ns_metal from quazilin
Map has currently 7 resource nodes.
+ update-4
* One res node removed
* Cooling sys - Res node location changed
* Little tweaks
* Cooling hive easier to heal now

O New co_daimos
O Reworked Hive Area.
O "Repaired" ladder at Marine Start to give Aliens easier access this way.
O Lowered ceilings in some areas a bit.
O Added additional lights to Cargo Area, Upper Tram Area and Central Sewer Area.

O New catalyst pack sound
O Removed health increase for each level in Combat. If this sucks hard, we'll put it back in. Hopefully this will both prevent jetpacks/resupply from being all-powerful, and allow more alien diversity. It also means combat is closer to NS mode.
O When you level up in Combat, you get 20% of your health back (increases heroics, soloing, and reduce dependence on hive/resupply).
O Fixed commander mode exploit for research trasference to wrong building (bug #199)

O Fixed bug where you couldn't +use (switches, phasegates) anything when reloading, or use sayings. Bug #116. (also fixes bug #182: "HMG sometimes not received immediately if purchased while reloading shotgun", also fixes "unspent level could added back after being spent" (bug #209), also fixes "joining a game causes temporary loss of HMG or GL" (bug #166))
O Swapped spit and health spray back to 2.0x configuration (so spit is focusable, healing spray isn't)
O Fixed bug where givepoints plays a sound in combat mode (cheats only, bug #153)
O Refactor "set commander" message, fixing problem where current commander couldn't always be seen by late-joiners and HLTV spectators (bug #195).
O Removed "active node count" messages. I think I'd like to test it without. This was originally a tool for finding big balance problems, and as we got closer to the 2.0 ship date, it was too risky to remove. Now is the time to remove it, to see how it plays without it. (bug #231)
O Reduced size of Onos "ring"
O Fixed various problems with mines and commander mode (bug #95)
O Fixed bug which was preventing mines from getting damage upgrades
O Fixed "catalysts don't require research" (bug #223)
O Increased jetpack energy cost by around 30% to make it more close to 2.01 levels
O Fixed sprite/font rendering artifacts in Direct3D mode (bug #234)
O Stop-gap collision fixes (fixes resource towers for now)
O Lerk Flight v2.0! Has both Flying (tap jump) and Gliding (hold jump). We have more work to do here, but I think you'll see that Max made him MUCH more maneuverable. Make sure to press in the direction you want to fly while flapping.
O Fixed bug where you couldn't talk or +use while you were reloading (finally!)

O Scoreboard v2.0
O Don't show enemy scores (bug #28)
O Add kills column (so both kills and score are shown)
O Sort players by score, which is non-combat points + kills - deaths (bug #224)
O Free up room to display tracker icon
O Gamma-corrected scoreboard labels
O Don't draw +/- score when going to ready room

O Items, weapons and structures will no longer fall through sloped surfaces or stairs! There is still a problem with railings that we're working on.
O Code to get ready for changing the grenade launcher to reload like the shotgun, this should be in 2.1r
O Fixed bug where aliens can see some "health received" and "ammo received" messages (bug #61)
O Fixed problem where "ready" didn't set team ready in tourny mode (maybe a side effect of the new chat system?)
O Refactored shotgun into AvHBaseReloadableWeapon, in preparation of extending grenade launcher off this (as soon as the artwork is done)
O Fixed bug where "phase tech" research option not disabled after research completed (bug #75)
O Fixed bug where recycling unbuilt structures doesn't return full amount (now it returns 80%) (bug #204)
O Charge damage increased from 240/second to 320/second
O Leap damage increased from 60/second to 80/second
O Fixed "hive is under attack" sound not played soon/often enough (fixes other important alerts too) (bug #48)
O Fixed bug where "hive is complete" sound rarely plays (bug #43)
O Fixed "frozen" turrets/siege turrets bug (bug #83)
O Fixed bug where recycling unbuilt structures doesn't return correct amount of resources (was going to be 100%, but needs to be lower for gameplay reasons). Now it returns 80% of the cost. (bug #204)
O Added alien resource overflow (bug #87)
O Fixed "alien 'use' sound played during failed attempt to use marine radio command (bug #159)
O Reduced time to wait before reusing the command station from 12 seconds to 5 seconds (if we start seeing overflow issues, I'm going to change this back)
O Increased electricity range, to encourage alternate defense, and in anticipation of new structure spacing (also fixes problems where tricky aliens could sometimes munch electrified targets without taking damage)
O Fixed bug where loss of arms lab upgrades if armory is recycled (bug #185)
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Comments

  • snarkysnarky Join Date: 2003-07-10 Member: 18066Members
    gj first reply owns
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    edited November 2003
    Thanks Flayra! I can't wait for 2.1 to go public!

    [EDIT] NNNOOOOO!!! BEATEN TO THE FIRST POST!!!!
  • JefeJefe Join Date: 2003-04-21 Member: 15734Members, Constellation
    woo third <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Thanks a lot Flay, looking forward to it. Lotsa fixes :o.

    And what about ns_nancy? I know lazer sent it to you...
  • snarkysnarky Join Date: 2003-07-10 Member: 18066Members
    hehehehe, i am REALLY looking forward to lerking <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> keep up the good work.
  • ubermenschubermensch Join Date: 2002-12-31 Member: 11692Banned
    A.) I want to be on the first page of what will turn out to be a 65,361 page long thread. Sue me.

    B.) I can't wait. Keep it up.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    <!--QuoteBegin--Flayra+Nov 13 2003, 11:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Nov 13 2003, 11:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Increased electricity range, to encourage alternate defense, and in anticipation of new structure spacing (also fixes problems where tricky aliens could sometimes munch electrified targets without taking damage) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    w00t, dramatic charge and (not so dramatic) leap damage increase!
  • BenaiahBenaiah Join Date: 2003-11-11 Member: 22517Members
    Thank you, thank you, thank you
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    2.1q already? I hope you don't run out of letters again.
    Can you say "2.2"? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    GL reload like shotty/charge, leap damage increase/alien res overflow/few sinking buildings

    =

    total pwnage.

    looks more and more ballanced each version. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Big_Chief_Brown_BottomBig_Chief_Brown_Bottom Join Date: 2003-01-22 Member: 12584Members
    damn no more blockign phase gates with chambers <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • briktalbriktal Join Date: 2003-08-20 Member: 20021Members, Constellation
    No, they could move on to 2.1aa, 2.1ba, 2.1ca, etc up until 2.111xj3kalpha-v2-nib-twelox. Or something. Maybe.
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    ....must....try.....and.....refrain.....from.....posting....in....a thread....that...will...soon...have...200...replys
  • ObsidianAthemeObsidianAtheme Join Date: 2003-01-16 Member: 12360Members
    The changes all sound fantastic. Thank you for all the hard work, Flayra!
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    Snarky, if you are going to make replies like that, please go back to the gamespy forums and never return.

    On the topic side of things, this patch seems really, well, meh. There seems to be a lot of bug fixes, but nothing really I was looking forward to being tweaked.
  • uberbrokeuberbroke Join Date: 2002-11-01 Member: 2438Members
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I'm glad that aliens have overflow now. If someone is doing a good job as onos and they get 100 res, their additional res is no longer wasted. One question about that. If everyone has 100 res, does the res stay around until someone spends some?
  • PrometheusPrometheus Join Date: 2003-04-25 Member: 15825Members
    Wow, Im so used to some of these bugs I thought they would never leave - I even thought "cant Use/phase while reloading" was a feature.

    Cool.
  • JoltGrisJoltGris Join Date: 2002-12-19 Member: 11143Members
    Sweeet :> Can't ait
  • badebade Join Date: 2003-10-27 Member: 22040Members, Constellation
    PLEASE PLEASE PLEASE give us a hint (other then "soon") as to when it is coming out. I now you probally dont know for sure because you are still balancing but how about an estimaent. NS 2.1 is gonna own all. <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> It owns Cstrike any day
  • Santa_ClawsSanta_Claws Join Date: 2003-07-01 Member: 17825Members, Constellation
    Probably some time this year <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    What? No new flashlights? For shame!
  • Fro5tyFro5ty Join Date: 2003-09-26 Member: 21238Members, Constellation
    I have a feeling that when they get to 2.1z, they'll be done and release. Good to see some of the old features brought back, it'll be great to go onos, get around 130+ res from kills and what not then die, go gorge and put stuff up.
    Can't wait to see what the new GL looks like. The mind can only ponder...
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--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 Reduced size of Onos "ring"
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    Can anyone clarify this change for me?
  • CreepieCreepie Join Date: 2003-02-19 Member: 13734Members
    edited November 2003
    Trevelyan: presumably that's the Onos health ring Flayra's referring to.

    Nice to see leap getting a bit of a boost.

    From another thread, it looks like Max is trying to get round the anti-script thing (causes wepon switch lag) that Vavle put in for 2.0. That would be very nice to get sorted.

    Redford: hehe - nice one.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    To those skeptical about these changes, those of us who are playtesting realise that these changes are awesome and a real step forward towards 2.1

    GJ flay keep it up

    Roo
  • BirdyBirdy Join Date: 2003-05-29 Member: 16825Members, Constellation
    Nice changes although i don't really understand the overflow one.

    Do gorges get all 'wasted' res? Or does it get split between the whole team.
  • BigBullBigBull Join Date: 2003-04-02 Member: 15123Members
    <!--QuoteBegin--Flayra+Nov 13 2003, 11:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Nov 13 2003, 11:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Code to get ready for changing the grenade launcher to reload like the shotgun, this should be in 2.1r <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Hmm so it will reload fast like the shotty?

    Also the nade launcher model wont be changed correct?
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    <!--QuoteBegin--Jefe+Nov 13 2003, 11:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jefe @ Nov 13 2003, 11:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> woo third <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Thanks a lot Flay, looking forward to it. Lotsa fixes :o.

    And what about ns_nancy? I know lazer sent it to you... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Nancy right now has a few high r_speed areas and a slightly over the limit entity count (which is still under the previous limit). There were a few rather dark areas etc. Right now WolfWings is having a look through of the map and going to see what he can do about some of these problems right now. Hopefully the next version will be more fit for playtesting.
  • Seph_KimaraSeph_Kimara Join Date: 2003-08-10 Member: 19359Members
    edited November 2003
    <!--QuoteBegin--BigBull+Nov 14 2003, 07:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BigBull @ Nov 14 2003, 07:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Flayra+Nov 13 2003, 11:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Nov 13 2003, 11:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Code to get ready for changing the grenade launcher to reload like the shotgun, this should be in 2.1r <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Hmm so it will reload fast like the shotty?

    Also the nade launcher model wont be changed correct? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I believe it means that you can fire when you reload at least 1 nade.
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