2.0z Changelog
Zek
Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
<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
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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?
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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
By the way, with the Onos stuck fixes(finally!) will ns_nancy maybe be brought back?
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>
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.
On second though, if serious 2.0 problems occur once released into pub play, Flayra will quickly cook up 2.01 (:
Losing Nancy was one of those fixes, pretty much (;
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.
a bit worried
Pleaseplepalseplaeplaseaseses?
Oh my<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
/me worries some more...
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.
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.
Pleaseplepalseplaeplaseaseses? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
What do you mean by Onos clipping?
Max
Awww.... it's so cute. And it gives lerks another support purpose. Darn.
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.
*chews flesh*
Don't knock it 'til you've tried it!
Where the legs of an onos would go into the ground in its animation. theres a striking example of it in Lux's video.
(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.
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).
Max
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).
<!--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-->
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*