2.0z Changelog

ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
edited July 2003 in NS General Discussion
<div class="IPBDescription">You saw it here first</div> <!--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-->2.0y
----
O Fixed problem where disconnecting from server without hitting F4 caused major crashing, ghost players, maps not to reset or change and more. Thanks Grepdashv!
O Updated origin
- Fixed marine spawn (weldables reset properly, more spawn at marine start to allow marines to build and aliens to attack)
- Reduced commander r_speeds by lowering commander height
- Updated holo fade model
O Increased hive cost from 30 to 40
O Lowered sentry damage from 12 to 10, and lowered tracking speed
O Lowered offense chamber damage from 20 to 16, and lowered tracking speed
O Bile bomb radius reduced from 400 to 200
O Increased prototype lab health from 2000 to 4000
O Increased siege rate of fire from 1/5s to 1/4.5s (to increase the likelihood of two salvos per scan)
O Fixed authentication check so it doesn't ping n-s.org more then once every 2 hours
O Fixed bug where picking up a health pack didn't give you fractional health back (resulting in being permanently at 99 health). Thanks Grep!
O Particle system fixes. Spit hit effect and acid rocket effect play properly now (thanks Max!).
O Removed 'Can't send message "" of length 0' logging
O Fixes for ALL cases of Onos getting stuck. Also, structures should not be able to be built on players, ever. This was quite a bit of work, and thanks to Max for working on this with me. Please test this and e-mail me if you find a way to get someone stuck.
O Fixed problem where sometimes death animations wouldn't play for skulks
O Fixed Onos floating off the ground (thanks DrHugo!)
O Added handicap message (like active resource nodes) that displays when handicapping is active for either team
O Moved fade acid rocket back to hive 3 and reduced it's force push
O HMG damage type changed to piercing (half damage vs. structures)
O Protolab requirement removed for grenade launchers
O Going to ready room while digesting doesn't stop digestion still (update digestion kills player, then ASSERT)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
woot <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

Edit: Flayra did some ninja editing and changed all of his references of Z to 2.0y <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Any mod want to change the title?

Comments

  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Some nice changes here, though I'm a little worried about the state of the marine team with the newly-nerfed HMGs and the lack of any real marine upgades to compensate. Aliens took a number of hits here(which was definitely needed by the sound of things) so maybe it'll work out alright.

    By the way, with the Onos stuck fixes(finally!) will ns_nancy maybe be brought back?
  • GadzukoGadzuko Join Date: 2002-12-26 Member: 11556Members, Constellation
    edited July 2003
    Except that now it's 2.0y. H4X

    Edit: Oh yeah, and that HMG thing makes me feel special - I suggested that a looooong time ago and it sorta disappeared, only to be revived by someone else.
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=30504&st=40' target='_blank'>http://www.unknownworlds.com/forums/in...5&t=30504&st=40</a>
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    <!--QuoteBegin--Zek+Jul 22 2003, 08:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Jul 22 2003, 08:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Some nice changes here, though I'm a little worried about the state of the marine team with the newly-nerfed HMGs and the lack of any real marine upgades to compensate. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Removal of proto requirement for GLs moves them to a mid-game weapon.

    Probably a good thing. Scary change to make this close to the 31st.

    Honestly, though, I expect most balance problems will shake out after release, once the teeming, flesh-eating hordes get their hands on it.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    The new patch looks great! It just gets better everytime.
  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    Yeah, some major changes here really make me nervous...

    On second though, if serious 2.0 problems occur once released into pub play, Flayra will quickly cook up 2.01 (:
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    <!--QuoteBegin--Zek+Jul 23 2003, 02:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Jul 23 2003, 02:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> By the way, with the Onos stuck fixes(finally!) will ns_nancy maybe be brought back? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Losing Nancy was one of those fixes, pretty much (;
  • KaniranKaniran Join Date: 2003-01-19 Member: 12465Members
    edited July 2003
    Very nice, just a few balance issues addressed. Its nice to see alot of bugs fixed without alot of balancing this close to patch.

    Finally changed that HMG thing huh? Hmm, hope that goes over well, I hope that will make each weapon stand out in a certain niche better than previous builds.

    Can't wait to get my hands on this thing.
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    well my concern is why are they doing all this sudden balancing now??? in 2.0u i believe there was one balance and the rest server improvements and crashes which is EXCELLENT but I hope they can balance this to a playable version on time....

    a bit worried
  • JammerJammer Join Date: 2002-06-03 Member: 728Members, Constellation
    Will the Onos Stuck changes help reduce Onos clipping?
    Pleaseplepalseplaeplaseaseses?
  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    <!--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-->Biting Gorges, Lerks with Bite, Skulks with no teeth, Marines with no guns.
    Oh my<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    /me worries some more...
  • SandrockSandrock Join Date: 2002-12-16 Member: 10905Members, Constellation, Reinforced - Shadow
    I'm confused... I thought Origin wasn't being included because of a harddrive failure (similar to the nancy source). I'm pretty sure I heard this a month or two ago.... maybe I'm just.... wrong?? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--QuoteBegin--briguy992+Jul 22 2003, 11:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (briguy992 @ Jul 22 2003, 11:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> well my concern is why are they doing all this sudden balancing now??? in 2.0u i believe there was one balance and the rest server improvements and crashes which is EXCELLENT but I hope they can balance this to a playable version on time....

    a bit worried <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Because the playtesters and veterans still didn't consider the game to be completely balanced.
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    Question: have mods like "Stuck" and "Lerklift" (lerks can carry another unit like a gorge around the map at fast speeds) been to any degree incorporated into 2.0? Probably addressed somewhere, but I can't find the changelog. Even if most stuck issues have been addressed, /stuck makes me feel so much better. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> And lerklift is just sorta cool, though if lerk speeds are worse then I guess it's no longer as big a deal.
  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    edited July 2003
    I'm pretty sure that lerklift will never be a part of NS, /stuck will be outdated as of 2.0 because all stuck problems have been 100% fixed. The blood mod is in NS, or more truthfully NS now has marine blood. The only other mods I can think of are the ones that make health and armor show up, I'm pretty sure those aren't in 2.0 but I wish they were :/

    You can find the semi-complete changelog <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=37998&st=0' target='_blank'>here</a> but it may not be up to date with the latest 2.0y changes.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--QuoteBegin--Jammer+Jul 22 2003, 11:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jammer @ Jul 22 2003, 11:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Will the Onos Stuck changes help reduce Onos clipping?
    Pleaseplepalseplaeplaseaseses? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    What do you mean by Onos clipping?

    Max
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    <!--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-->I'm pretty sure that lerklift will never be a part of NS<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Awww.... it's so cute. And it gives lerks another support purpose. Darn.
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    the changes seem rather drastic, DOUBLING proto health, and HALVING hmg vs structure. i dunno, but now it looks liek youll need a GL with each HMG becasue hmgers wont kill structures for crap, and although it sounds like a nice change for a team game; on many small (4v4@max) servers, that simply wont be possible.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    People make it sound like the HMG damage fix is a bad thing.

    Truth it, it will still chew up structures because:

    - Insane ROF
    - 150 bullet clip

    I mean... come on. If before HMG killed as fast as it did in 1.04, this change can only mean it kill as fast as an LMG, which is still pretty damn fast.

    In addition, the HMG deals 20 now, so it should be super effective on alien lifeforms.
  • JRA_RendarJRA_Rendar Join Date: 2003-06-06 Member: 17042Members
    I know...people seem to think that now the HMG will be incapable of killing any structures... but before some of the PT's/Vets said HMG could kill an OC in what was it? three seconds? thats pretty freaking insane, so now it takes a whole SIX seconds? Less actually since damage was increased....it's still a pretty danged good structure killer......
  • WodinWodin Join Date: 2003-06-09 Member: 17138Members
    <!--QuoteBegin--Deacon+Jul 22 2003, 09:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Deacon @ Jul 22 2003, 09:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Honestly, though, I expect most balance problems will shake out after release, once the teeming, flesh-eating hordes get their hands on it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    *chews flesh*

    Don't knock it 'til you've tried it!
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    From what the devs were saying the HMG change was 100% needed. Although marines won't nessassarily need a GL in a squad, they will most likely want one to come along for the ride. This also changes the HMG from the "silver bullet" gun that can take out anything in the game with insane speed to a more anti-lifeform weapon. I'm fully behind this change and I think NS will be enriched for it's presence.
  • JammerJammer Join Date: 2002-06-03 Member: 728Members, Constellation
    Onos Clipping-
    Where the legs of an onos would go into the ground in its animation. theres a striking example of it in Lux's video.
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    Actually ...

    (from <a href='http://www.m-w.com/)' target='_blank'>http://www.m-w.com/)</a>

    <i>Main Entry: 1clip
    Pronunciation: 'klip
    Function: transitive verb
    Inflected Form(s): clipped; clip·ping
    Etymology: Middle English clippen, from Old English clyppan; akin to Old High German klAftra fathom, Lithuanian globti to embrace
    Date: before 12th century
    1 : ENCOMPASS
    2 a : to hold in a tight grip : CLUTCH b : to clasp or fasten with a clip</i>

    So onos clipping would be the onos clinging to a marine? I'd like to see that.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I believe the video game definition of clipping is actually a combination of these two definitions (from www.dictionary.com ):

    3. To cut off the edge of
    6. <i><u>Informal.</u></i> To hit with a sharp blow

    Basically, it's the idea of something (e.g. a model) clipping - cutting into or hitting (and passing through) another (e.g. the map geometry).
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    Yeah, most of us understood that, but do the onos's legs still clip through the ground?
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    The Onos' legs going through the ground was a temporary problem caused by the changes we made to the collision detection. This has been corrected in 2.0y (that's what the note about the Onos floating being fixed is referring to).

    Max
  • AegeriAegeri Join Date: 2003-02-13 Member: 13486Members
    <!--QuoteBegin--Apos+Jul 23 2003, 12:52 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Apos @ Jul 23 2003, 12:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->I'm pretty sure that lerklift will never be a part of NS<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Awww.... it's so cute. And it gives lerks another support purpose. Darn. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    They defy physics already, I doubt they could possibly carry another alien as well as manage to get off the ground (as is).
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    With the HMG starting off at 20 damage, I'd have thought it would be even <i>more</i> used, funnily enough. Oh, sure, it'll take longer to kill structures, but a com will probably just drop more ammo on his HMGers when needed. Or maybe it will promote the diversity desired. I'll be interested to see what the PTs/Vets make of the changes.
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    <!--QuoteBegin--Scarface121+Jul 23 2003, 06:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scarface121 @ Jul 23 2003, 06:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The only other mods I can think of are the ones that make health and armor show up, I'm pretty sure those aren't in 2.0 but I wish they were :/
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    O Now you can see your teammates health and armor percentage by looking at them. Enemy player names are drawn without this info in red.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • BeastBeast Armonkyi Join Date: 2003-04-21 Member: 15731Members, Constellation
    Weeeeeeeeeeeeeeeee
    Can't wait for 2.0, looks really fun now <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    Just as long as skulking is the same or slightly easier than 1.04, I will be jumping for joy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    *poings a bit*
Sign In or Register to comment.