Full 3.2 changelog dug up!

AlcapwnAlcapwn "War is the science of destruction" - John Abbot Join Date: 2003-06-21 Member: 17590Members
<div class="IPBDescription">Courtesy of the ANSL forums...</div><a href="http://www.unknownworlds.com/ns/static/changelogs/v32-changelog.html" target="_blank">Clicky.</a>

NS v3.2 changelog
New Features

* Bindable alien movement abilities (blink, leap, charge)
o Movement abilities can be bound directly using +movement.
o Movement abilities can still be selected as a "weapon" and fired (no change).
o Movement abilities can be used in the readyroom but play at a much lower volume.
o Set "r" to default +movement in the keyboard bindings.
o Changed description for "Reload" to "Reload/alien movement" in the keyboard bindings.


* Added teleport feature to hives
o Players may now use an active hive to be teleported to the next hive with an 0.8 second cooldown per player.
o If a player uses a growing hive, it triggers 'The Enemy Approaches' Alert and makes it available for both hive and mc teleportation.
o Friendly fire no-longer makes a hive available for teleportation.
o Hive teleport order is determined by the top-to-bottom order shown on the alien HUD.
o If a player can't reach a hive to use it, standing directly under the hive while pressing use will also work.


* "Ghost" placement model for marine structures
o When a marine structure is first placed by the commander, it will be a ghost structure.
o A ghost structure is partially transparent (but still solid) and will be immediately recycled if touched by an alien player.
o A ghost structure can be attacked and damaged without triggering an immediate recycle for 90% of the resource cost.
o The commander can choose to recycle a ghost structure in the same manner as an unbuilt structure.
o When a marine player starts to build a ghost structure, it will turn into a normal unbuilt structure.


* NS on HLTV
o NS now sends minimap updates to a connected HLTV server.
o NS now sends particle system templates to a connected HLTV server. Spores, Welder sparks etc. should display when spectating via HLTV.
o Every 30 seconds, the HLTV server rebuilds the information so recently connected players get the data too.
o Various bugfixes to improve the HLTV experience ( detailed later in the changelog ).



New map ns_lucid ( by Mouse )
ns_lucid is a map with a distinctive visual style and frantic gameplay. Its flowing architecture and well connected layout means that teammates as well as enemies are never far away. The map's high ceilings and winding corridors give the advantage to whoever can get the first hit in and victory to whoever can hit the hardest.



New map ns_machina ( by Merkaba )




New map ns_prometheus ( by Pithlit )
The Prometheus relais station was abandoned when the technology it used was outdated and updates were no longer feasible. Five Years later it was brought back on duty to serve as an advanced materials lab for special compounds that were discovered by a mining operation in the surrounding asteroids in the rings of the gas giant prometheus. Operations ran smoothly for several years. On a fateful day the station was infected by the Kharaa during mining incident. The nearby supply cruiser on route to the station
now sends over its marines to seize research data and rescue any possible survivors.

New map co_umbra ( by kalessin )
co_umbra is a large combat which features long, wide corridors with moderate cover and high ceilings. Despite the apparent advantage the marines may have, the aliens can utilise the extensive ventilation network and the many concealed ambush points to hamper the marine's progress. There are three routes linking the alien half of the map to the marine side, each route converges in the centre of the map where most of the action takes place. Because of the size of the map, it is important that the marines play aggressively to be able to secure a victory.


Gameplay changes:

* Removed the hive-based armor bonus. Aliens now have "hive one armor" throughout the game.
* Modified lerk flight
o Increased the base lerk speed slightly.
o Reduced the effect of celerity on lerk flight from 25 to 20 ( per chamber ).
o Lerks now lose more speed when they climb, but still dive quickly.
* Onos charge
o Added knockback effect to charge so that the Onos may not be blocked by aliens or marines.
o Removed the damage from charge.
o When using charge, the Onos will be propelled forward as long as +attack/+movement is activated and the Onos has enough energy.
* Lowered blink fire rate so energy drain is reduced.
o Blink speed unchanged.
o Blink requires you to press your +attack or +movement key a little longer compared to 3.1 but you use less energy.

* Changed cloak behaviour to be more consistent and intuitive.
o Aliens always cloak at rate dependent on the number of sensories.
o Cloaking takes 1 second to begin.
o It takes 4, 8 and 12 seconds to cloak depending on the number of sensories.
* Increased defense chamber healing effect:
o a target is now healed for the usual 10 health points and an additional + 1% of its maximum health (per DC healing tick).
* Web changes
o Webs now harden 1.5 seconds after being formed.
o Unhardened webs can be destroyed by marines walking through them without causing the player to get entangled.
o Web sounds updated to reflect the new behavior.

* Leap no longer does Friendly Fire damage.
* When redemption chooses a destination hive, it will not choose a hive under attack unless no other active hive is available
* If the current hive is under attack, the player will not be teleported to it (assuming that there is another valid destination hive available).
* Reduced bilebomb velocity from 750 to 650.

* Changed ladder functionality for fades.
o The fade will never stick to a ladder when actively blinking.
o The fade can only climb ladders when its vertical speed is low ( between -175 and 175).

* Removed telefragging by adding pushback to infantry portals and phasegates.
* Reduced phase gate cooldown from 0.5 seconds to 0.4 seconds.
* Jetpack cost tweaks (to make the JPs less risky as a strategy)
o Increased JP research cost by 10 res.
o Increased JP research time by 15 sec.
o Reduced JP cost from 15 to 10.
o Players who touch the ground with a jetpack active no longer stick to it.
o



Gameplay interface:


* Improved scoreboard
o The scoreboard now shows the player's team first.
o Added resource counts for each alien player.
o Added primary weapon type for each marine player.
o This column shows the player's level when playing combat.
o Added map name and round timer to scoreboard.
o Fixed a bug where team score was being displayed in the kills column.






* Minimap improvements
o Can now be viewed before the round starts.
o Structures under attack flash red on the minimap.
o New colour scheme for minimap sprites.
o Commander minimap improvements.

* Added transparent minimaps with cl_labelmaps
o 0: unlabelled minimap.
o 1: labelled minimap.
o 2: transparent, unlabelled minimap.
o 3: transparent, labelled minimap.




* Added new inventory indicators to marine HUD:
o welder.
o mines.
o hand grenades.

* Updated HUD icons to more clearly indicate the level of marine upgrades.







* Added a cloaking indicator to the alien HUD.
* Modified the alien ability HUD icons.
o Reduced size to make them less obtrusive.
o Added indicator for available upgrade level.





* Updated sprite for generic progressbar.





* Added custom crosshairs

o Five crosshairs types for every weapon.
o The weapon choices are available in the advanced mutliplayer options.
o Can also be selected with cl_customcrosshair 0|1|2|34.
o Type one and two include spread indicators, while type three and four stay the same for all weapons.
o Type zero selects the crosshairs from 3.1.
o Crosshairs are available at these resolutions: 640/800/1024/1280.


* Hive sight HUD text
o Added transparency effect: the farther from the center of the screen the HUD text is, the more transparent it will be.
o Added cl_labelhivesight cvar (default 1) to allow players to disable hive sight labels on the alien HUD.



Various fixes:

* Players always see the health indicator for the other team's structures, not the unbuilt status.
* Reverted the animation of a jumping skulk to 3.0 behaviour. This is an animation changed only.
* Fixed a problem where sieges automatically sighted structures in range that are on slopes.
* Fixed a problem where players could not sight structures on slopes.
* fixed commander keyboard scrolling ( +scrollleft, +scrollright, +scrollup and +scrolldown ).
* Heavy armour and jetpack are now visible in the readyroom.
* fixed cl_autohelp in options window.
* Added player list to game menu for steam friends. ( Thanks anakin )
* Improved playback of HUD alert messages ( base under attack, enemy approaches, hive under attack etc. )
* added support for +commandmenu.
* Fixed: "building under attack" will play on friendly structures after an enemy structure dies in the same location.
* Fixed commander view of alien health rings.
* Fixed server crash related to large numbers of chambers (entities)
o added server varaible sv_structurelimit, which restricts the number of structures that can be built on the map at once (excluding hives, RTs, and CCs).
o default value is 300.

* Fixed end-of-round player disconnection issue (usually seen on large servers)
o Chambers and structures no longer play effects when being destroyed during round reset.

* Fixed a textmsg crash.

* Votes against a commander are now retained unless a different player becomes commander.

* Fixed setgamma.
* Fixed slowresearch (sv_cheats 1) for build times.
* Reset the crosshair show count on round reset, fixes the missing crosshair problem.
* Fixed onos digestion progress bar.
* Fixed: if an advanced armory is lost and no other armories exist, the observatory and armslab can not be built until a new armory is built.
* Fixed a formatting issue with the server name in the scoreboard.
* Removed the voice- and sound-related signoncommands from ns-hltv.cfg.
* Fixed a logfile print issue for end of round score.
* Fixed a bug where team score was not being reset if mp_tournament mode was changed from 1 to 0 between rounds.
* Crouched lerk flight plays flap animation.
* crouched alien attack animations now play.
* Aliens can not gestate on steep slopes.
* Eggs no longer take fall damage.
* Fixed a bug where a the hive gained 15% health when it completed after it has been killed before.
* Exploit prevention
o Improved cvar locking.
o Added ns.wad, ns2.wad and v_wad.wad to consistency check.
o Remove the cl_rate command from the game.
o Fixed a bug where the obs effected neutral entities on the minimap for both teams.
o Fixed silent walk exploit.
o Fixed a bug where observatory actions ( e.g. scan ) were selectable during research.
o Fixed an exploit where commanders could place structures silently. ( thanks RouterBox )

* Fixed "Auto Director" button in HLTV.
* Fixed a bug where player chat in HLTV wasn't displayed after round end.
* Fixed a HLTV bug where a minimap would become unavailable after map change.
* The HUD initialises correctly when connecting to HLTV directly from an active game.
* Fixed a bug where joining a HLTV server after playing on a game server (either the server you are spectating, or another) would cause sprites and particle effects to display oddly.
* Scoreboard is now updated more frequently for HLTV ( so connecting players get the info ).


* Fixed problematic model hitboxes.



Maps Updates:

* Updated ns_altair ( by KungFuDisoMonkey )


* Updated ns_bast ( by Mendasp )

o Added vent between Databank Access and Tram Tunnel.


* Updated eclipse ( by MrBen )
o Removed pillar in marine spawn.
o Redesigned power sub junction.
o Removed clipping errors across map.
o Minor architectural change to south loop to remove snagging.
o Removed water and infestation from the floor of computer core.


* Updated ns_nancy ( by Lazer )
o New Vent from Port to Aux Command. Should help aliens defend the port hive a little bit more.
o Ladders at Cargo moved to the sides to help fades from getting stuck.
o Most everything has texture alignment now.


* Updated ns_shiva ( by Moultano )


* Updated ns_veil ( by MrBen )
o Minor architectural changes to pipeline.
o Redesign of c12 area.
o Removed the infestation of subsector roof so meds can now be dropped on hive floor.
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Comments

  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--quoteo(post=1576750:date=Nov 13 2006, 05:15 PM:name=ZiGGY)--><div class='quotetop'>QUOTE(ZiGGY @ Nov 13 2006, 05:15 PM) [snapback]1576750[/snapback]</div><div class='quotemain'><!--quotec-->
    old news!
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    *Gulp*

    When was this posted? Wasnt on the first page...
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    News to me.
    No more death by slope omelette!
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    Here's the official changelog: <a href="http://www.unknownworlds.com/ns/static/changelogs/v32-changelog.html" target="_blank">http://www.unknownworlds.com/ns/static/cha...-changelog.html</a>

    And here's a WIP we're currently working on: <a href="http://www.dspsrv.com/~hjw/ns/3.2/" target="_blank">http://www.dspsrv.com/~hjw/ns/3.2/</a>
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    Woot! Awesome changelog if you ask me. Silent walking bug and silent building placements fixed amongst a whole bunch of other annoying bugs.

    Sweetness!
  • ExploderExploder Join Date: 2006-11-02 Member: 58202Members
    o Friendly fire no-longer makes a hive available for teleportation.

    Ouch! I hope this won't cripple the alien team too much!
  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    <!--quoteo(post=1577047:date=Nov 14 2006, 02:53 PM:name=Exploder)--><div class='quotetop'>QUOTE(Exploder @ Nov 14 2006, 02:53 PM) [snapback]1577047[/snapback]</div><div class='quotemain'><!--quotec-->
    o Friendly fire no-longer makes a hive available for teleportation.

    Ouch! I hope this won't cripple the alien team too much!
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    you can now just "use" it to make it available to teleport there ;D


    you dont even need mcs =)
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    You can teleport to other build hives by simply using it now.
    If you want to get to a growing hive another alien has to use this hive and you'll hear "enemy approaching!".
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--quoteo(post=1576772:date=Nov 14 2006, 12:06 AM:name=puzl)--><div class='quotetop'>QUOTE(puzl @ Nov 14 2006, 12:06 AM) [snapback]1576772[/snapback]</div><div class='quotemain'><!--quotec-->
    Here's the official changelog: <a href="http://www.unknownworlds.com/ns/static/changelogs/v32-changelog.html" target="_blank">http://www.unknownworlds.com/ns/static/cha...-changelog.html</a>

    And here's a WIP we're currently working on: <a href="http://www.dspsrv.com/~hjw/ns/3.2/" target="_blank">http://www.dspsrv.com/~hjw/ns/3.2/</a>
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Still no sign of autojumping or quakestyle jumping <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    Man, I have been preaching the +movement change and autojumping since the first day i joined to forums. Now finally we get +movement, but we want autojumping as well.

    by we i mean alot of people
    and by autojumping i mean, that holding jump, will autotrigger another jump command, when it would lead to a sucesfull jump. (this would make bunnyhopping much more accessable and i wouldnt need to explain how to write double/triple/quatruple/pentible jump scripts, or macros, or why to bind mwheeldown and up to +jump or how to write injector based autojump hooks.)
  • ExploderExploder Join Date: 2006-11-02 Member: 58202Members
    <!--quoteo(post=1577060:date=Nov 14 2006, 03:37 PM:name=surprise)--><div class='quotetop'>QUOTE(surprise @ Nov 14 2006, 03:37 PM) [snapback]1577060[/snapback]</div><div class='quotemain'><!--quotec-->
    you can now just "use" it to make it available to teleport there ;D
    you dont even need mcs =)
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    <!--quoteo(post=1577063:date=Nov 14 2006, 03:39 PM:name=Razagal)--><div class='quotetop'>QUOTE(Razagal @ Nov 14 2006, 03:39 PM) [snapback]1577063[/snapback]</div><div class='quotemain'><!--quotec-->
    You can teleport to other build hives by simply using it now.
    If you want to get to a growing hive another alien has to use this hive and you'll hear "enemy approaching!".
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    w00t! That's REALLY cool!

    Heh, I'm getting excited again <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • ArmageddonArmageddon Join Date: 2005-01-07 Member: 33055Members
    This new patch is gonna make <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" /> not pancake right?
  • w00tiew00tie Join Date: 2006-10-30 Member: 58099Members, Constellation
    Sweet <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • GrahfGrahf Join Date: 2004-01-21 Member: 25558Members
    Whats the point making ff damage not triggering the alarm on hives? It will be a pain in the ###### for gorges.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    gorges are overpowered right now
  • ExploderExploder Join Date: 2006-11-02 Member: 58202Members
    <!--quoteo(post=1577166:date=Nov 14 2006, 09:12 PM:name=TOmekki)--><div class='quotetop'>QUOTE(TOmekki @ Nov 14 2006, 09:12 PM) [snapback]1577166[/snapback]</div><div class='quotemain'><!--quotec-->
    gorges are overpowered right now
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    How come?

    <!--quoteo(post=1577159:date=Nov 14 2006, 08:35 PM:name=Grahf)--><div class='quotetop'>QUOTE(Grahf @ Nov 14 2006, 08:35 PM) [snapback]1577159[/snapback]</div><div class='quotemain'><!--quotec-->
    Whats the point making ff damage not triggering the alarm on hives? It will be a pain in the ###### for gorges.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    We don't need to hit the hive with FF anymore. We just need to "use" it.
  • GrahfGrahf Join Date: 2004-01-21 Member: 25558Members
    <!--quoteo(post=1577194:date=Nov 14 2006, 04:54 PM:name=Exploder)--><div class='quotetop'>QUOTE(Exploder @ Nov 14 2006, 04:54 PM) [snapback]1577194[/snapback]</div><div class='quotemain'><!--quotec-->
    How come?
    We don't need to hit the hive with FF anymore. We just need to "use" it.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Which requires you to be next to the hive... Which is why I asked why they would take away ff's ability to do it.
  • eaglescoutiaeaglescoutia Join Date: 2004-05-21 Member: 28812Members, Constellation
  • BeastyBeasty Join Date: 2006-11-02 Member: 58188Members
    <!--quoteo(post=1577194:date=Nov 14 2006, 09:54 PM:name=Exploder)--><div class='quotetop'>QUOTE(Exploder @ Nov 14 2006, 09:54 PM) [snapback]1577194[/snapback]</div><div class='quotemain'><!--quotec-->
    We don't need to hit the hive with FF anymore. We just need to "use" it.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Goreges stuby legs make them verticly chalanged <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /> They can reach all the hives and most of the time its a gorge that is baby sitting the hive. Also FF made it easy to signal with out being shot. Now the gorge has to be next to the hive. Spit made it easy to shoot the hive in a save place.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    <!--quoteo(post=1577297:date=Nov 14 2006, 08:11 PM:name=Beasty)--><div class='quotetop'>QUOTE(Beasty @ Nov 14 2006, 08:11 PM) [snapback]1577297[/snapback]</div><div class='quotemain'><!--quotec-->
    Goreges stuby legs make them verticly chalanged <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /> They can reach all the hives and most of the time its a gorge that is baby sitting the hive. Also FF made it easy to signal with out being shot. Now the gorge has to be next to the hive. Spit made it easy to shoot the hive in a save place.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    As long as you are under the hive, you can press 'use' and it will work. This allows creates like the gorge to do so, if the hive is too far away.
  • UzguzUzguz Join Date: 2003-06-05 Member: 17016Members, Constellation
    I'd still like to be able to shoot it from the other side of the room.
  • scaryfacescaryface Join Date: 2002-11-25 Member: 9918Members
    <!--quoteo(post=1576748:date=Nov 13 2006, 04:12 PM:name=WaterBoy)--><div class='quotetop'>QUOTE(WaterBoy @ Nov 13 2006, 04:12 PM) [snapback]1576748[/snapback]</div><div class='quotemain'><!--quotec-->
    <a href="http://www.unknownworlds.com/ns/static/changelogs/v32-changelog.html" target="_blank">Clicky.</a>
    * Fixed server crash related to large numbers of chambers (entities)
    o added server varaible sv_structurelimit, which restricts the number of structures that can be built on the map at once (excluding hives, RTs, and CCs).
    o default value is 300.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Does this mean that if the comm spams 299 ammo packs (plus comm chair), the aliens can't build chambers? Interesting strategy if I do say so myself.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--quoteo(post=1577307:date=Nov 15 2006, 04:38 AM:name=Comprox)--><div class='quotetop'>QUOTE(Comprox @ Nov 15 2006, 04:38 AM) [snapback]1577307[/snapback]</div><div class='quotemain'><!--quotec-->
    As long as you are under the hive, you can press 'use' and it will work. This allows creates like the gorge to do so, if the hive is too far away.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    what about unnamed a.k.a. mother hive? Getting below that damned thing is nearly impossible as gorge.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    That's a good call. Gorge spit activates switches. It'd be good if it could also "activate" a hive.
  • [Deleted User][Deleted User] Join Date: 2006-11-11 Member: 58532
    The user and all related content has been deleted.
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    <!--quoteo(post=1577361:date=Nov 14 2006, 11:31 PM:name=scaryface)--><div class='quotetop'>QUOTE(scaryface @ Nov 14 2006, 11:31 PM) [snapback]1577361[/snapback]</div><div class='quotemain'><!--quotec-->
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->added server varaible sv_structurelimit, which restricts the number of <b>structures</b> that can be built on the map at once <b>(excluding hives, RTs, and CCs)</b>.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Does this mean that if the comm spams 299 ammo packs (plus comm chair), the aliens can't build chambers? Interesting strategy if I do say so myself.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Please, improve your reading comprehension.
  • scaryfacescaryface Join Date: 2002-11-25 Member: 9918Members
    edited November 2006
    <!--quoteo(post=1577392:date=Nov 15 2006, 03:17 AM:name=Underwhelmed)--><div class='quotetop'>QUOTE(Underwhelmed @ Nov 15 2006, 03:17 AM) [snapback]1577392[/snapback]</div><div class='quotemain'><!--quotec-->
    "Does this mean that if the comm spams <i>edit: 300</i> <strike>299</strike> ammo packs (plus comm chair), the aliens can't build chambers? Interesting strategy if I do say so myself."

    Please, improve your reading comprehension.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    I thought ammopacks and meds counted as entities. I guess not? Maybe mines then, but that would cost a lot...
  • adulusadulus Join Date: 2005-06-29 Member: 54950Members
    edited November 2006
    Doesn't look like pancaking has been fixed yet...

    But otherwise this changelog is made of WIN.


    Especially the web fixes. No more gamewinning battle supergorges. And the +movement thing sounds absolutely awesome.
  • Joe2Joe2 Join Date: 2004-09-03 Member: 31268Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Removed the hive-based armor bonus. Aliens now have "hive one armor" throughout the game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I hope this change don't nerf alien too much in long game... Poor Onos, they'll die much more...
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1577516:date=Nov 15 2006, 08:17 PM:name=scaryface)--><div class='quotetop'>QUOTE(scaryface @ Nov 15 2006, 08:17 PM) [snapback]1577516[/snapback]</div><div class='quotemain'><!--quotec-->
    I thought ammopacks and meds counted as entities. I guess not? Maybe mines then, but that would cost a lot...
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    They do, but not towards the structure limit.
    So, to a griefer, this doesn't stop anything. Or change, since ammopacks were already the cheapest way to spam a lot of crap in a short timespan.
  • ExploderExploder Join Date: 2006-11-02 Member: 58202Members
    <!--quoteo(post=1577868:date=Nov 16 2006, 04:49 PM:name=Joe2)--><div class='quotetop'>QUOTE(Joe2 @ Nov 16 2006, 04:49 PM) [snapback]1577868[/snapback]</div><div class='quotemain'><!--quotec-->
    I hope this change don't nerf alien too much in long game... Poor Onos, they'll die much more...
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, I wonder how that update works. Will we have the best armor at start now or will we be stuck with the worst armor throughout the entire round?
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