<!--quoteo(post=2021508:date=Nov 12 2012, 07:18 PM:name=Garfu)--><div class='quotetop'>QUOTE (Garfu @ Nov 12 2012, 07:18 PM) <a href="index.php?act=findpost&pid=2021508"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->BUG: You can't swipe after blinking 90% of the time. It's even worse than it was in 228. I thought you said you fixed it?<!--sizec--></span><!--/sizec--><!--QuoteEnd--></div><!--QuoteEEnd-->
....Try to not use big text, makes the font look really bad...... (will get you fish slapped by a dev)
<!--quoteo(post=2021503:date=Nov 12 2012, 09:13 PM:name=extollo)--><div class='quotetop'>QUOTE (extollo @ Nov 12 2012, 09:13 PM) <a href="index.php?act=findpost&pid=2021503"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->instead of being a fixed rate crag heal is based on a % of the entity being healed - bound by a max.
229: local heal = math.min(target:GetMaxHealth() * Crag.kHealPercentage + Crag.kMinHeal, Crag.kMaxHeal) the kMinHeal is equal to the old Crag heal rate.. with the extra being 5% of the lifeforms max health.
per 229 code.. Regen is at a 20% rate in combat...
BTW, there isnt a ton of other changes in the code. grenade whack was changed- no maturity required, goes back towards originator with a random vector offset. egg spawn was refactored (not sure of the impact from reading diffs). vortex energy reduced a bit. miscellaneous bug fixes.
above comments based on quick diff with 228 lua....
edit #2: i'm not trying to stir up any balance discussions here.. just noting the scope of what is in 229 from a lua perspective.<!--QuoteEnd--></div><!--QuoteEEnd--> Interesting, kMaxHeal may need to be adjusted downwards then. Or, like regen, crag heal should be slowed in combat. Or maybe different maxheal values for players vs structures, or some diminishing returns on heal or something.
All I know is 5 marines couldn't even touch a hive being healed by 3 crags. I think we got 2-3 people to then attack the crags themselves and I'm not sure if we even killed 1. That seems a bit much.
<!--quoteo(post=2021531:date=Nov 12 2012, 07:34 PM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Nov 12 2012, 07:34 PM) <a href="index.php?act=findpost&pid=2021531"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Interesting, kMaxHeal may need to be adjusted downwards then. Or, like regen, crag heal should be slowed in combat. Or maybe different maxheal values for players vs structures, or some diminishing returns on heal or something.
All I know is 5 marines couldn't even touch a hive being healed by 3 crags. I think we got 2-3 people to then attack the crags themselves and I'm not sure if we even killed 1. That seems a bit much.<!--QuoteEnd--></div><!--QuoteEEnd-->
Or make a build radius for crags so they can only be so close to each other. As it exists now it may not be a bug but the functionality certainly makes it feel like it.
Would be nice to have two clients - Live and Beta client. Similar to what Valve has done with Dota2. Before they release a new patch to live version, they always give you a chance to try it in beta client (with access to beta servers) and report any new bugs, so the live client is not changed. Can't find change log as well...
<!--quoteo(post=2021541:date=Nov 13 2012, 12:10 PM:name=bHack)--><div class='quotetop'>QUOTE (bHack @ Nov 13 2012, 12:10 PM) <a href="index.php?act=findpost&pid=2021541"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Would be nice to have two clients - Live and Beta client. Similar to what Valve has done with Dota2. Before they release a new patch to live version, they always give you a chance to try it in beta client (with access to beta servers) and report any new bugs, so the live client is not changed. Can't find change log as well...<!--QuoteEnd--></div><!--QuoteEEnd--> same thing happens with RO2 open and beta client
I don't see the need to have two separate installs of ns2. Swapping between the versions is painless in steam, and since its all lua, not compiled code, the changes are tiny so there's no need to download 100s of Mb of executables to update the game.
JektJoin Date: 2012-02-05Member: 143714Members, Squad Five Blue, Reinforced - Shadow
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Minor bug. Avatar next to the name doesn't load up in this build.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's always been like that for me. Pretty random if my avatar shows up at all.
This op in beta seems silly for such a small playerbase, people haven't been able to play the game since release day because of the issues addressed in this patch. It's shocking it's still being delayed.
<!--quoteo(post=2021611:date=Nov 12 2012, 07:41 PM:name=Zefram)--><div class='quotetop'>QUOTE (Zefram @ Nov 12 2012, 07:41 PM) <a href="index.php?act=findpost&pid=2021611"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Minor bug. Avatar next to the name doesn't load up in this build.<!--QuoteEnd--></div><!--QuoteEEnd--> *Not a 229 bug though.
<!--quoteo(post=2021611:date=Nov 13 2012, 11:41 AM:name=Zefram)--><div class='quotetop'>QUOTE (Zefram @ Nov 13 2012, 11:41 AM) <a href="index.php?act=findpost&pid=2021611"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Minor bug. Avatar next to the name doesn't load up in this build.
<img src="http://i.imgur.com/5Q8yP.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd--> yes its a bug. but not a 229 bug. its always been like that. and honestly i dunno whats that avatar for. it doesnt even show up in game.
<!--quoteo(post=2021508:date=Nov 13 2012, 10:18 AM:name=Garfu)--><div class='quotetop'>QUOTE (Garfu @ Nov 13 2012, 10:18 AM) <a href="index.php?act=findpost&pid=2021508"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->BUG: You can't swipe after blinking 90% of the time. It's even worse than it was in 228. I thought you said you fixed it? <!--sizec--></span><!--/sizec--><!--QuoteEnd--></div><!--QuoteEEnd--> i thought it was working as intented..? as if it is on an new engine? but then i would like to have swipe after blink also, so do knife swipes and pistol shots right after switching weapon. i remember when i play fade in the old days you will not even see the swipe animation if you do it fast enough
Here an unofficial change log I made from diffing lua files:
Balance: * Changed whip whack direction (source direction + some randomness) * Increased whip whack range from 5 to 6.5 * Removed whip whack from burning whips? * Reduced vortex energy coast (from 60 to 40) * Some more vortex changes? * Removed alien regeneration buff on infestation * Increased alien self health regeneration rate from 0.5 Hz to 1 Hz * Changed basic alien self health per tick from max(1, maxHealth * 0.02) to clamp(maxHealth * 0.02, 1, 20) * Increased alien health regeneration per tick with regeneration evolution from max(1, maxHealth * 0.06) to clamp(maxHealth * 0.09, 10, 120)) * Added alien health regeneration per tick in combat reduction (healthPerTick * 0.2) * Increased hive player health regeneration per tick from maxHealth * 0.08 to clamp(maxHealth * 0.09, 10, 120) * Changed spawn egg selection (prefer eggs near critical hive) * Increased cloak rate (from 50% per second to 100% per second?) * Reduced cloak walk speed from 4 to 3 * Removed cloaked entities from minimap? * Removed heal target limit from crags <!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->* Increased crag heal per tick from 10 to min(maxHealth * 0.05 + 10, 100)<!--sizec--></span><!--/sizec--> * Increased crag heal in heal wave mode from 50 to min(maxHealth * 0.05 + 10, 100) * 2 * Made hydras "catalyzable"? (i don't know what this means) * Changed flame damage from 8 to 16 (or vice versa) * Flame thrower creates flames?
Bugfixes: * Fixed a commander input bug? * Fixed some vortex bugs? * Fixed "infant hallucination structure" bug * Fixed shift egg positioning bug after shift teleporation * Probably some more bug fixes * Remove mist visibility for marine commanders
Other: * Reduced "in combat time" from 5 second to 1.5 seconds * Changed "in combat" blinking on the minimap from transparent to back * Added various "test events" log messages for server admins? (sv_test_events) * Added some map load time profiling * Added some lerk material damage sound effects * Improved some vortex effects? * Changed "connection problem icon" somehow * Removed obstruction test for sensor blips * "Disable camera animations" disables skulk and lerk camera animations
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=2021619:date=Nov 13 2012, 03:50 AM:name=Lofung)--><div class='quotetop'>QUOTE (Lofung @ Nov 13 2012, 03:50 AM) <a href="index.php?act=findpost&pid=2021619"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yes its a bug. but not a 229 bug. its always been like that. and honestly i dunno whats that avatar for. it doesnt even show up in game.<!--QuoteEnd--></div><!--QuoteEEnd--> It's the steam avatar you've uploaded for your profile. I've had that happen from time to time, but it is rare...
The blank avatar bug means that steam did not properly connect/interface with NS2 I think. It happens to me constantly on the first boot up of NS2 after I start up my computer.. this bug also gives you an "authentication failed" whenever you try to join a server with it most of the time too. But one restart of the game and steam properly interfaces again and I don't get the issue for the rest of the day, avatar starts showing up fine and whatnot.
ZeframJoin Date: 2004-05-11Member: 28611Members, Forum Moderators, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, WC 2013 - Shadow, Subnautica Playtester, Pistachionauts, Retired Community Developer
<!--quoteo(post=2021643:date=Nov 12 2012, 11:11 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Nov 12 2012, 11:11 PM) <a href="index.php?act=findpost&pid=2021643"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The blank avatar bug means that steam did not properly connect/interface with NS2 I think. It happens to me constantly on the first boot up of NS2 after I start up my computer.. this bug also gives you an "authentication failed" whenever you try to join a server with it most of the time too. But one restart of the game and steam properly interfaces again and I don't get the issue for the rest of the day, avatar starts showing up fine and whatnot.<!--QuoteEnd--></div><!--QuoteEEnd--> You're right. <img src="http://i.imgur.com/WCusn.jpg" border="0" class="linked-image" />
Vortex seems to have been changed such that it doesn't actually create the vortex if there's no targets in range....but you still get deducted the energy cost. Sounds like a bug to me.
<!--quoteo(post=2021685:date=Nov 12 2012, 09:47 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Nov 12 2012, 09:47 PM) <a href="index.php?act=findpost&pid=2021685"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Did anyone else read spit shinning as ###### spinning? I can't be the only one.<!--QuoteEnd--></div><!--QuoteEEnd-->
Lol.
Just lol.
Anyways, it seems like an interesting patch. Hopefully this will make the game a bit better.
On the very first server I joined my ping slowly rose to 999, then I got the red plug and my game froze shortly after, same problem i have with every server in 228. BUT i quit the game and rejoined the same server and didn't have any problem. I left and rejoined it 2 more times and played for a round each time and my ping never rose. There's only 1 server with players right now but if I have time ill try again.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--quoteo(post=2021687:date=Nov 13 2012, 12:48 AM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Nov 13 2012, 12:48 AM) <a href="index.php?act=findpost&pid=2021687"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Vortex seems to have been changed such that it doesn't actually create the vortex if there's no targets in range....but you still get deducted the energy cost. Sounds like a bug to me.<!--QuoteEnd--></div><!--QuoteEEnd-->
hmm, by this logic any missed attack should be for free
<!--quoteo(post=2021423:date=Nov 13 2012, 02:48 AM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Nov 13 2012, 02:48 AM) <a href="index.php?act=findpost&pid=2021423"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No changes to the 6minute onos, can we get any info if it will be addressed?<!--QuoteEnd--></div><!--QuoteEEnd-->
I like how you post this after it says no balance issues addressed.
I like how your very next post, after this fact is mentioned, is once again about balance issues.
Comments
There is also a noticeable delay between spikes and bite now. This is in normal text because it's [REDACTED] ridiculous.
Sit down! --Zaggy
....Try to not use big text, makes the font look really bad...... (will get you fish slapped by a dev)
229: local heal = math.min(target:GetMaxHealth() * Crag.kHealPercentage + Crag.kMinHeal, Crag.kMaxHeal)
the kMinHeal is equal to the old Crag heal rate.. with the extra being 5% of the lifeforms max health.
per 229 code.. Regen is at a 20% rate in combat...
BTW, there isnt a ton of other changes in the code. grenade whack was changed- no maturity required, goes back towards originator with a random vector offset. egg spawn was refactored (not sure of the impact from reading diffs). vortex energy reduced a bit. miscellaneous bug fixes.
above comments based on quick diff with 228 lua....
edit #2: i'm not trying to stir up any balance discussions here.. just noting the scope of what is in 229 from a lua perspective.<!--QuoteEnd--></div><!--QuoteEEnd-->
Interesting, kMaxHeal may need to be adjusted downwards then. Or, like regen, crag heal should be slowed in combat. Or maybe different maxheal values for players vs structures, or some diminishing returns on heal or something.
All I know is 5 marines couldn't even touch a hive being healed by 3 crags. I think we got 2-3 people to then attack the crags themselves and I'm not sure if we even killed 1. That seems a bit much.
All I know is 5 marines couldn't even touch a hive being healed by 3 crags. I think we got 2-3 people to then attack the crags themselves and I'm not sure if we even killed 1. That seems a bit much.<!--QuoteEnd--></div><!--QuoteEEnd-->
Or make a build radius for crags so they can only be so close to each other. As it exists now it may not be a bug but the functionality certainly makes it feel like it.
Can't find change log as well...
My fault.
Can't find change log as well...<!--QuoteEnd--></div><!--QuoteEEnd-->
same thing happens with RO2 open and beta client
<img src="http://i.imgur.com/5Q8yP.jpg" border="0" class="linked-image" />
It's always been like that for me. Pretty random if my avatar shows up at all.
This op in beta seems silly for such a small playerbase, people haven't been able to play the game since release day because of the issues addressed in this patch. It's shocking it's still being delayed.
*Not a 229 bug though.
<img src="http://i.imgur.com/5Q8yP.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
yes its a bug. but not a 229 bug. its always been like that. and honestly i dunno whats that avatar for. it doesnt even show up in game.
<!--sizec--></span><!--/sizec--><!--QuoteEnd--></div><!--QuoteEEnd-->
i thought it was working as intented..? as if it is on an new engine? but then i would like to have swipe after blink also, so do knife swipes and pistol shots right after switching weapon. i remember when i play fade in the old days you will not even see the swipe animation if you do it fast enough
Here an unofficial change log I made from diffing lua files:
Balance:
* Changed whip whack direction (source direction + some randomness)
* Increased whip whack range from 5 to 6.5
* Removed whip whack from burning whips?
* Reduced vortex energy coast (from 60 to 40)
* Some more vortex changes?
* Removed alien regeneration buff on infestation
* Increased alien self health regeneration rate from 0.5 Hz to 1 Hz
* Changed basic alien self health per tick from max(1, maxHealth * 0.02) to clamp(maxHealth * 0.02, 1, 20)
* Increased alien health regeneration per tick with regeneration evolution from max(1, maxHealth * 0.06) to clamp(maxHealth * 0.09, 10, 120))
* Added alien health regeneration per tick in combat reduction (healthPerTick * 0.2)
* Increased hive player health regeneration per tick from maxHealth * 0.08 to clamp(maxHealth * 0.09, 10, 120)
* Changed spawn egg selection (prefer eggs near critical hive)
* Increased cloak rate (from 50% per second to 100% per second?)
* Reduced cloak walk speed from 4 to 3
* Removed cloaked entities from minimap?
* Removed heal target limit from crags
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->* Increased crag heal per tick from 10 to min(maxHealth * 0.05 + 10, 100)<!--sizec--></span><!--/sizec-->
* Increased crag heal in heal wave mode from 50 to min(maxHealth * 0.05 + 10, 100) * 2
* Made hydras "catalyzable"? (i don't know what this means)
* Changed flame damage from 8 to 16 (or vice versa)
* Flame thrower creates flames?
Bugfixes:
* Fixed a commander input bug?
* Fixed some vortex bugs?
* Fixed "infant hallucination structure" bug
* Fixed shift egg positioning bug after shift teleporation
* Probably some more bug fixes
* Remove mist visibility for marine commanders
Other:
* Reduced "in combat time" from 5 second to 1.5 seconds
* Changed "in combat" blinking on the minimap from transparent to back
* Added various "test events" log messages for server admins? (sv_test_events)
* Added some map load time profiling
* Added some lerk material damage sound effects
* Improved some vortex effects?
* Changed "connection problem icon" somehow
* Removed obstruction test for sensor blips
* "Disable camera animations" disables skulk and lerk camera animations
It's the steam avatar you've uploaded for your profile. I've had that happen from time to time, but it is rare...
Lol.
Just lol.
Anyways, it seems like an interesting patch. Hopefully this will make the game a bit better.
hmm, by this logic any missed attack should be for free
I like how you post this after it says no balance issues addressed.
I like how your very next post, after this fact is mentioned, is once again about balance issues.
jesus.