unofficial changelog for b210
Laosh'Ra
Join Date: 2011-12-09 Member: 137232Members
since it is a weekend and hough is away at dreamhack, i figure it might take a bit until we get the official changelog.
so here you go (remember the changes might be incomplete or even wrong):
<b>-new map: docking</b>
<b>-different alien vision effect</b> (more texturish)
<b>-new buy menus for marines</b> (armory and prototype lab)
-shotgun base damage lowered 200->170, now normal-type-damage (more effective against armor) and spread is changed
-flamethrower base damage lowered 10->7.5, clipsize increased 15->30
-spikedamage lowered 20-24 -> 14-18, now deals puncture damage instead of normal damage (more effective against players i.e. marines)
-lerk bite attack speed significantly lower
-changes to a LOT (or all) energy cost values: <b>tweet says they removed energy</b> so no idea about the new mechanics yet
-extractor health/armor 4400/550->4000/500
-infantry portal cost 10->15
-arms lab cost 20->25
-prototype lab cost 30->40
-ARC cost 15->20
-observatory cost 10->15
-shell, crag, babblers, spur, shift, echo, veil, shade, hallucinations, whip, bombard cost 10->15
-rupture cost 5->2
-healing bed, mucous membrane, bacterial receptors cost 15->20
-upgrade hive cost 10->20
-research cost mine 10->15
-research cost shotgun, grenade launcher 15->20; flamer 20->25
-alien evolution costs (carapace etc.) 10->15
-leap cost 20->25
-blink, stomp cost 20->30
<b>-alien tier 3 available now, apparently except onos' primal scream</b> (not sure about that one though though), they cost 40 tres each
-upgrading to advanced armory 60->90 seconds
-marine ammo mechanics seem to have changed, they mentioned it would be dropped like in ns1
<b>-resource interval from 8 to 5 seconds</b> (meaning 60% faster resource gain! several upgrades are more expensive now though...)
i also found this:
RTsPerTechpoint : 3
since the progress log said something about an economical motivation to capture more tech points, i guess one can only have up to 3 extractors per command station. this is speculation though.
this seems not to affect the kharaa, did not check it for marines yet. please keep an eye out for the active RTs as marked by the dots in the bottom right corner.
GORGeous:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Shotgun is now normal damage. And I think it's back to 20 degree spread (b208 used to be 20, b209 was 30?).<!--QuoteEnd--></div><!--QuoteEEnd-->
apparently the spread has a different nature now.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->It looks like the spread was lowered slightly at range<!--QuoteEnd--></div><!--QuoteEEnd-->
(see screenshots below)
Summit changelog as provided by the mapper Mendasp:
- Fixed stuck issue in the stairs in Summit Reception
- Fixed stuck issue in the remaining Flight Control chairs
- Fixed stuck issue in Sub Access stairs
- Fixed stuck issue in the corridor between Atrium and Crevice
- Fixed stuck issue in Computer Lab
- Fixed shadowing issue in the Sub Access tech point
- Smoothed out player movement in the ReadyRoom
- Moved Sub Access res nozzle to the pit
- Moved Power Point in Sub Access to the old res nozzle location
- Moved Power Point in Flight Control near the stairs
- Moved Power Point in Data Core near the res nozzle location
so here you go (remember the changes might be incomplete or even wrong):
<b>-new map: docking</b>
<b>-different alien vision effect</b> (more texturish)
<b>-new buy menus for marines</b> (armory and prototype lab)
-shotgun base damage lowered 200->170, now normal-type-damage (more effective against armor) and spread is changed
-flamethrower base damage lowered 10->7.5, clipsize increased 15->30
-spikedamage lowered 20-24 -> 14-18, now deals puncture damage instead of normal damage (more effective against players i.e. marines)
-lerk bite attack speed significantly lower
-changes to a LOT (or all) energy cost values: <b>tweet says they removed energy</b> so no idea about the new mechanics yet
-extractor health/armor 4400/550->4000/500
-infantry portal cost 10->15
-arms lab cost 20->25
-prototype lab cost 30->40
-ARC cost 15->20
-observatory cost 10->15
-shell, crag, babblers, spur, shift, echo, veil, shade, hallucinations, whip, bombard cost 10->15
-rupture cost 5->2
-healing bed, mucous membrane, bacterial receptors cost 15->20
-upgrade hive cost 10->20
-research cost mine 10->15
-research cost shotgun, grenade launcher 15->20; flamer 20->25
-alien evolution costs (carapace etc.) 10->15
-leap cost 20->25
-blink, stomp cost 20->30
<b>-alien tier 3 available now, apparently except onos' primal scream</b> (not sure about that one though though), they cost 40 tres each
-upgrading to advanced armory 60->90 seconds
-marine ammo mechanics seem to have changed, they mentioned it would be dropped like in ns1
<b>-resource interval from 8 to 5 seconds</b> (meaning 60% faster resource gain! several upgrades are more expensive now though...)
i also found this:
RTsPerTechpoint : 3
since the progress log said something about an economical motivation to capture more tech points, i guess one can only have up to 3 extractors per command station. this is speculation though.
this seems not to affect the kharaa, did not check it for marines yet. please keep an eye out for the active RTs as marked by the dots in the bottom right corner.
GORGeous:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Shotgun is now normal damage. And I think it's back to 20 degree spread (b208 used to be 20, b209 was 30?).<!--QuoteEnd--></div><!--QuoteEEnd-->
apparently the spread has a different nature now.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->It looks like the spread was lowered slightly at range<!--QuoteEnd--></div><!--QuoteEEnd-->
(see screenshots below)
Summit changelog as provided by the mapper Mendasp:
- Fixed stuck issue in the stairs in Summit Reception
- Fixed stuck issue in the remaining Flight Control chairs
- Fixed stuck issue in Sub Access stairs
- Fixed stuck issue in the corridor between Atrium and Crevice
- Fixed stuck issue in Computer Lab
- Fixed shadowing issue in the Sub Access tech point
- Smoothed out player movement in the ReadyRoom
- Moved Sub Access res nozzle to the pit
- Moved Power Point in Sub Access to the old res nozzle location
- Moved Power Point in Flight Control near the stairs
- Moved Power Point in Data Core near the res nozzle location
Comments
<a href="http://www.twitch.tv/rwryne" target="_blank">http://www.twitch.tv/rwryne</a>
xenocide is perfect like a rocket ready to take off
vortex needs work or people need to learn how to use it
umbra is nice and gets burnt up by flamer too
neat feature in main menu - you can see the twitter feed (minus how long ago the tweets r from which is confusing)
you can adjust graphics options in more detail
WE HAVE A NEW OFFICIAL MAP AT LAST HURRAAYYYY
THREE CHEERS FOR UW!
btw the game crashes for me if its minimized and i try to restore the window :/
It looks like the spread was lowered slightly at range, but I think this may be because of what's going on in the second pictures. In the second pictures, you can see that the b209 shotgun starts out spread out (perhaps kstartoffset in the code linked below?). In b210, it seems to spread out with an initial point starting at the gun. I'm not sure, but you can see a huge difference in initial spread as shown by the second pictures in each respective set.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// higher numbers reduces the spread
local kSpreadDistance = 45
local kStartOffset = 0
local kSpreadVectors =<!--c2--></div><!--ec2-->
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->b209 shotgun:<!--sizec--></span><!--/sizec-->
<img src="http://img825.imageshack.us/img825/8069/2012053100006.jpg" border="0" class="linked-image" />
<img src="http://img651.imageshack.us/img651/7715/2012053100005a.jpg" border="0" class="linked-image" />
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->b210 shotgun:<!--sizec--></span><!--/sizec-->
<img src="http://img824.imageshack.us/img824/7606/2012061500002.jpg" border="0" class="linked-image" />
<img src="http://img443.imageshack.us/img443/2452/2012061500005.jpg" border="0" class="linked-image" />
Restart your steam and it should download.
My server was reduced to 16 players and the tick only dropped to 10 on a fully infested map 30 minutes into the game. Only issue was a mass hallucination rush that dropped it down to 5. Silly as it may be 16 player servers hold up way better than 18 at the moment.
As far as server performance we have several leads as to what is causing the tick rate to drop so quickly.. although it would take a bit of time for the devs to correct it.
Also bonus points would be given if you let them be quick purchased with 1-6 keys. So it's just press e, press 3 and then you have your gun.
Loving the descriptions though, perfect for the jarheads who loves their shotguns.
<a href="http://www.mediafire.com/view/?u457zd6656vs1pc" target="_blank">http://www.mediafire.com/view/?u457zd6656vs1pc</a>
Also bonus points would be given if you let them be quick purchased with 1-6 keys. So it's just press e, press 3 and then you have your gun.
Loving the descriptions though, perfect for the jarheads who loves their shotguns.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, the new Armory buy menu is still a work in progress. The info is going to display on rollover, and we will be adding keybinds for purchasing the weapons with the number keys, among other changes and improvements.
--Cory
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Awesome to hear, the keybinds for purchase is something a lot of other games seem to have been neglecting these days.
Of the two games I Khammed, I lost the first and won the second. Near the end of the second game we had like 450 res and I just couldn't spend it fast enough even though the marines still had 3 of the res nodes. Just keeping up with researching felt so demanding and fast-paced I didn't have time to do fun micro-manage-y stuff like position drifters, and support my doods with rupture and enzyme. Of course I'll play more than two games before I declare that it needs to be changed, but first impressions lead me to believe the speed at which res is collected is going to be decreased or costs will be raised more. Assuming formerly energy abilities stay on the tres model, that is.
I don't think the capped number of res nodes per CS/Hive actually went in, must've been taken out last minute, since it appeared to be in the docking reveal video.
There's a lot of complaining about nano-spamm, but I don't see why this can't be easily fixed by just increasing the cost of nano or decrease res-collection speed. I'm also curious to know what "aura," the apparent upcoming replacement for camouflage, is going to be.
edit : maybe caused by overmind-mod of the server! am I right?
edit : maybe caused by overmind-mod of the server! am I right?<!--QuoteEnd--></div><!--QuoteEEnd-->
This is overmind's doing. Player said he will get that fixed soon above.
<img src="http://img15.hostingpics.net/pics/2340732012061600001.jpg" border="0" class="linked-image" />
I found this after going to spectator mod to visit the map.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->- Fixed stuck issue in the stairs in Summit Reception
- Fixed stuck issue in the remaining Flight Control chairs
- Fixed stuck issue in Sub Access stairs
- Fixed stuck issue in the corridor between Atrium and Crevice
- Fixed stuck issue in Computer Lab
- Fixed shadowing issue in the Sub Access tech point
- Smoothed out player movement in the ReadyRoom
- Moved Sub Access res nozzle to the pit
- Moved Power Point in Sub Access to the old res nozzle location
- Moved Power Point in Flight Control near the stairs
- Moved Power Point in Data Core near the res nozzle location<!--QuoteEnd--></div><!--QuoteEEnd-->