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Beta6 Complete Changelog

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  • Beta6 Complete Changelog

    Originally posted by Nemesis Zero
    All NDAs dropped when we announced the Constie test. Feel free to spill our guts
    Gameplay changes
    O Aliens have innate regeneration at a rate of 2% per second, this regeneration will always heal at least 1 point of health or armour and stacks with DC or hive healing, but doesn't 'stack' with Regeneration.
    O Alien upgrades cost 0 resources.
    O Gestating to skulk costs 0 resources.
    O Sieges no longer damage players.
    O Siege now does 330 Damage.
    O Turrets now prioritise players over structures.
    O Offense Chambers now priorities players over structures.
    O Parasite now takes precedence over Scent of Fear image (allows players to see that their Parasite hit when using SOF to help teammates track enemies).
    O Bile Bomb's range has been increased by 15%.
    O Cat-pack cost has been reduced from 4 to 3.
    O Marines near Sensory chambers show up as if detected by Scent of Fear.
    O Acid rocket now does double damage to armour.


    Game mechanics
    O Hitbox code has been much improved, so shooting through the legs of an Onos will miss, while shots on edges of models will now hit.
    O Players using Cloaking upgrade will no longer be fully visible at any time unless attacking or being attacked.
    O Players moving faster than walking pace will gradually become more visible the faster they move, but only to a max visibility of 30%.
    O Turrets will not fire at aliens with less than 10% visibility.
    O Clicking on an enemy structure (visible, non-visible and cloaked) gives a 'move to' waypoint.
    O Shotgun range begins to fall off at 500 units, and is then reduced by 1% for every 2 further units, resulting in 0 damage after 700 units, to stop shotgun sniping.
    O If you are within 600 units of marine start, you will not be transported in by Distress Beacon.
    O Group waypoints will now act like personal waypoints for each player (so when you reach the waypoint, it disappears for you, while remaining for all other players).
    O Alien respawn time reduced for teams larger than 6. As the number of hives increase, this time is increased, so at 3 hives there is no difference from respawn rate at 6 players.
    O Combat wavespawn now takes a 5 seconds plus 2 seconds for every dead player, up to a maximum of 13 seconds.
    O Added 'notready' command to reverse ready status in tournament mode.
    O Fixed exploit where structures could be dropped near marines in water to avoid building restrictions.
    O Equipment, med-packs, ammo-packs, etc. can again be dropped directly on players.
    O Knife knockback has been removed.
    O Players no longer join a team in the 'dead' state.
    O Phasegate bug that allowed for the fast transportation of numerous marines has been fixed.
    O Changed player min build distance from 20 to 30.
    O Pancake prevention code. Flapping no longer adds lift after speed exceeds about 900 ( or 1000 with celerity ). This seems to work well, forward movement is as normal, and diving is as normal.


    Cosmetic changes:
    O Added Heavy Armour falling sound.
    O Gave each Alien a unique landing sound.
    O Updated Jetpack sound.
    O Updated LMG clip out and clip in sounds.
    O Updated Pistol reload sounds.
    O Reverted LMG firing sound back to sound from beta 4.
    O Updated welder idle sound to be more obvious when not welding anything.
    O Replaced raindrop sprites.
    O Added a "player joined team" messages to HUD.
    O Updated cat-pack commander menu icons to provide a consistent interface.
    O Friendly parasited players no longer show up in hive sight, and are no longer notified that they are parasited (Parasite still does FF damage though).
    O Added a separate sprite for parasited enemy structures (placeholder graphics).
    O Hive locations always appears on Hive Sight.
    O Unbuilt hives use a different sprite for easy detection.
    O Commander Station always shows as closed in combat maps.
    O Changed Hivesight sprites to be better discernable for colour-blind players (Thanks Jazz!).
    O Partly implemented third person reload animations.
    O Added slightly tweaked xenocide charge and explosion sounds.
    O Animations for egg now play, they were broken

    Map changes:
    O co_faceoff
    - Widened vents near marine start
    - Changed geometry behind comm chair to be more accessible
    - Hive can no longer be shot by jetpackers sitting in the side vents
    O co_pulse
    - Added a ramp to the hive room
    O co_sava
    - Increased brightness
    - Added cover in various rooms
    - Reworked hive room to increase alien-friendliness
    - Added several vents
    - Increased brightness level
    - Added more cover for aliens
    - Tweaked some areas to allow easier Onos movement
    O co_angst
    - Completely reworked center area of map
    - Increased brightness in landing gear zone
    - Fixed several onos stuck issues
    - Various other changes around the map
    O Added co_niveus
    O Added co_ether


    O ns_tanith
    - Fixed ramp in Central Access tunnels
    - Added structures to Waste and Satcom hives to reduce spawncamping
    - Added a vent between Satcom and Acidic Solution resource node
    - Fixed bugs with ceiling architecture in Fusion Reactor hive
    O ns_ayumi
    - Gorge's Hideout and Oxygen resource towers removed
    - Windows in Cold Turn and Hamasaki Hive are now breakable
    - Fixed some snag spots in Eastern Entrance
    - Change entrance to AE35 so Onos can fit
    - Fixed spelling mistakes and invisible ledges
    O ns_altair
    - Increased lighting variation and brightened up overly dark rooms
    - Various texturing fixes and improvements
    - Reworked geometry slightly in various rooms
    - Added vent between Omega Site, Phi Test Site, and Zeta Corridor
    O ns_eclipse
    - Recreated Marine Start as a mixture between 1.0x and 2.0x versions and
    removed doors
    - Moved Power Subjunction, Horseshoe, and Maintenance resource nodes
    - Redesigned some hallways
    - Vent from Horseshoe to Marine Start removed
    - Various bug fixes
    O ns_veil
    - Moved Emergency Nozzle C-12
    - Redesigned Pipeline hive
    - Added cover to east exit from Cargo hive
    - Fixed vents from Cargo to Nanogrid monitoring
    - Various bug fixes
    O ns_bast
    - The broken door in MS is now closed
    - Marines have to go through Main Aft again to get to Engine (fixes the 15
    second run)
    - Added infestation in Refinery to block the massive line of sight to the hive
    - Added cover in Refinery in a desperate attempt to make the hive more
    alien-friendly (and someone somehow convinced me to do it)
    - Reworked and renamed Docking Storage (it's called Reactor Core Regulation
    now)
    O ns_nothing
    - Sped up and fixed all elevators
    - Elevators can no longer be permanently blocked by players or structures
    - Widened most vents
    - Fixed several ladders to improve Onos navigability
    - Fixed railings in Ominous Kismet and improved general navigability of the
    area
    - Several trivial bug fixes
    O Added ns_eon
    Mineshaft was dumped as well
    Steam Community: | |


  • #2
    Re: Beta6 Complete Changelog

    Many thanks for the contribution, korm.
    Steam Community? Add me. | Free Remote, Encrypted Backup

    Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Zephyr: Apophis is clearly a highly sophisticated self-aware AI construct that runs on a highly modified toaster oven in Wyzcrak's basement.

    Comment


    • #3
      Re: Beta6 Complete Changelog

      Looks very good!

      I always liked Minshaft. :(

      3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine.

      Comment


      • #4
        Re: Beta6 Complete Changelog

        wooo, i cant wait!

        Comment


        • #5
          Re: Beta6 Complete Changelog

          Yaya 2 new Co maps and 1 new NS, and i played the beta of ether, was pretty good, but then again that was a while ago, thanks for the update, im still haveing trouble with teh NS site...

          Wonder what eon will be like...

          Man i want it so bad!

          Edit:
          Wo, alien upgrades = 0 resources, not fare, and i always like killing the aliens with seige...
          Oyee

          Comment


          • #6
            Re: Beta6 Complete Changelog

            Mineshaft!?!? NOOOO!!!!
            :( That map was great, people just didnt like it because of its drab color set, complicated layout for a newbie (quite) and large size...Eon beter kick some arse...or Zephyr MAD! ZEPHYR SMASH!
            -Zephyr
            You were once like the newbie who needed a hand from above and TacticalGamer gave you it.

            You owe the newbie who comes after you that same outstretched hand from above on your honor as a Tactical Gamer.

            Tactics at TG come from trust and friendship, not meticulous detail and rigid discipline.

            Everyone should be assumed mature until proven otherwise.

            We are no clan.
            We are not a single game.
            We are mature, intelligent, and cooperative individuals.
            We are TacticalGamer, a community above and beyond its name.

            Comment


            • #7
              Re: Beta6 Complete Changelog

              Zephyr, resize your signature such that it is no taller (measured in pixels) than CingularDuality's.
              Steam Community? Add me. | Free Remote, Encrypted Backup

              Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Zephyr: Apophis is clearly a highly sophisticated self-aware AI construct that runs on a highly modified toaster oven in Wyzcrak's basement.

              Comment

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