1.04c

Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
<div class="IPBDescription">???</div> yeah, so I haerd a few people talking about the 1.04c patch.. Is this an official version or is 1.04b the latest beta?
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Comments

  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    PM a moderator or somthing, I don't know.
  • UhOhUhOh Join Date: 2002-11-03 Member: 6320Members
    This is a beta, a beta patch, like any other beta this is the programmers slinging a half finished piece of code at the players and asking "hows this?" The official will probably be 1.04 (no letter) when it is finally released, and then i think well move on to 1.1 (client side). Or i could be jumping the gun a bit. Anybody official looking wanna clerify?
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    1.04c just means it is the third version Flayra has passed onto servers for testing. When it is released, it will be just 1.04. As for 1.1, it's not in production yet (1.04 is being worked on soley), but the basic plans for 1.1 are being ironed out already.
  • SecretFireSecretFire Join Date: 2003-01-02 Member: 11712Members
    1.04b was crazy. The grenades were unbelievable, and the spawn rate for aliens was skulkerific. Someone also said they thought the resource bug was back, although I doubt it. What's new in 1.04c? Didn't see anything on the front page for it yet.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    yeah.. so 1.04c is an official test or not?

    g/l on using us as guinea pigs, we're a very partial, and often dumber than we like..
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    The differences between 1.04b and 1.04c were so small (mostly a few minor bug fixes), I guess Flay didn't see the need to post news about it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • KaliasKalias Superskulk Join Date: 2002-11-01 Member: 2560Members
    edited January 2003
    I saw this> <a href='http://forums.joe.to/viewtopic.php?t=6790' target='_blank'>http://forums.joe.to/viewtopic.php?t=6790</a>
    listing apparent 1.04c changes, seems right looking to me.
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    edited January 2003
    Thanks for the link, Kalias! Doing a quick run down I can see a few differences here and there from 1.04b...

    (Erk, that thread tells people how to reproduce that marine morphing bug. I expect we'll be seeing more of that in 1.03 servers now. Oh well.)

    Umbra has been nerfed further. Was 6 out of 7 in 1.03, 5 out of 6 in 1.04b, now 3 out of 4 bullets blocked in 1.04c.

    Grenade damage boost back to v1.0 values is out.

    Quick fix to alien resource cheat introduced - resources removed from player when leaving team.

    Then the end of this list has a bunch of additions:
    ===
    O Reduced "intermission" time after game ends before mp_timelimit is checked. Disabled mp_timelimit map-switching for tournament mode.
    O Put in 2 second wait time for phase gates so you aren't phased immediately (also changed similar functionality for movement chamber to 2 seconds instead of 3)
    O Phase gates now only play their effects (particles, sound, light) when there another active phase gate (so a player can look at a phase gate and know if he can go through it)
    O Fixed end-game server crash for large games
    O Fixed rounding errors for level 3 arms lab upgrades for marine weaponry (thanks Kitsune and Comprox!)
    O Fixed bug where babbler and xenocide damage wasn't being applied properly (babbler damage was halved, xenocide wasn't doing blast damage)
    O Fixed bug where laser-style mines sometimes wouldn't go off when touching the base
    O Turret factory cost reduced from 25 to 20
    O Siege turret cost reduced from 25 to 20
    O Lerk spike damage increased from 16 to 18 (big lerk changes coming in v1.1, this is a hold-over)
    O Fixed problem where dead players can sometimes hear spectator or enemy team voice comm
    O Fixed problem where mines sometimes blow up on their own for no apparent reason after they are placed. Mines should no longer do damage to players on their team (except for tournymode, where they should do still 33% damage to friendlies)
    O Added "detectall" cheat for testing motion-tracking and marine blips (linux server ops, if you think motion-tracking isn't working, try enabling cheats and running this command and see if that changes anything, then tell me)
    O All entities can hurt themselves (allows 1-hive alien team to battle siege)
    O Allow siege turrets to see targets themselves (no spotter needed if in sight of the turret)
    ===

    A few comments of my own:

    Nope, alien spawn time is the same as 1.04b. (I don't think faster respawning skulks is that bad. Aliens need all the help they can get with one hive.)

    While aliens still donate half cash upon leaving like in 1.04b, hopefully that alien resource cheat tweak will take care of it until revisited. I had witnessed some alien structure growth which was a little over the top in 1.04b, the cheat was probably a cause of it.

    Now that grenade launchers are back down to 1.03 levels (I assume), they probably won't be the appealing weapons they were in 1.04b, which is sort of a pity. Still, they were just a bit overpowering.

    I like the added Lerk spike damage. I wager I won't be able to play a neigh immortal immortal regenerating spike demon with my Lerk as easily now that umbra is down to a less devastating level. Looking forward to seeing what'll become of my favorite alien xenoform in 1.1.

    Whew, there's some major game balance altering bugs in there I never realized were there. Babbler damage wasn't working right (I just figured the attack was iffy), and Xenocide which was made much more effective as of 1.03 apparently still wasn't quite right? Whew.

    All in all, it's my opinion that Fleyra and company are doing a fantastic job, as Natural Selection fans such as myself have grown to expect. 1.04c is looking mighty good - my gamer senses are tingling.

    Plus, sounds like we're in for some formidable changes in 1.1. I'm preparing for a somewhat different and with any luck better experience in 1.1.
  • EvildwarfEvildwarf Join Date: 2002-11-01 Member: 2489Members
    Still no word or change about the HMG rush <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->

    The clanplayers cry.
  • TurtleTurtle Join Date: 2002-10-18 Member: 1540Members
    Interesting... all entities can hurt themselves allowing 1 hive aliens to stop sieges?

    I'm thinking a gorge runs up to a siege cannon and builds right next to it. That's a lot of damage to a siege.
  • mojojojomojojojo Join Date: 2002-11-01 Member: 2017Members
    <!--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-->Mines should no longer do damage to players on their team (except for tournymode, where they should do still 33% damage to friendlies) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Awww, no more setting off mines to deliberately kill a large group of marines. Only way I've ever found of taking out a group of five marines at once as a skulk <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> . The devs had even put in the code so you got credited with the kills. Shame to see it go, but I can see why - the mines were completely useless. Perhaps now we'll start to see them being used again.
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    Phase gates now must be +used instead of just touched (less frustrating when trying to attack them or fight nearby)


    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • DArtagnanDArtagnan Join Date: 2002-12-22 Member: 11336Members
    <!--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-->Phase gates now only play their effects (particles, sound, light) when there another active phase gate (so a player can look at a phase gate and know if he can go through it)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This is nice. VERY nice. Thank you.

    I'd always assumed that's what the bubbles ad effects meant: that another phase was on the other side... guess I've been dreaming it. But anyway, it's in now, and it's VERY nice.
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    at last the seige hurts its self , by it this means normal turrets hurt the TF's then wont they be hurt badly if a skulk runs around the TF?

    anyway the TF cost going down + the PG being +use is very good news <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • DArtagnanDArtagnan Join Date: 2002-12-22 Member: 11336Members
    I believe the change causes sentry guns to hurt themselves, not all marine equipment. So a seige can cause splash damage to itself, but not nearby sentries or factories. Similarly, a sentry (unless it shoots itself in the tripod <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> ) can't hurt anything but pesky aliens.
  • UhOhUhOh Join Date: 2002-11-03 Member: 6320Members
    Ive heard no word officially about it but i believe the Grenade Launcher was tweaked from B to C, blast radius is alot less (20 feet or so) and does not go through walls (THANK F***ING GOD). GL spam still keeps entire hordes of fades skulks and gorges at bay (was 7 of us in a hall on one side) killing them occasionally but it doesnt just wipe out the entire group spread out at once no save thank you for playing have a nice day. STILL took us 45 minutes to recover the last hive (their last base) due to the spam but at least they werent pushing us back to our hives with ease using just the GL's.

    On Europa map GL's vs. 3 Hive aliens = VERY long and intense fight that slowly and inevitably led to the marines defeat. GL's make the fight longer and ALOT and i mean ALOT louder.
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    edited January 2003
    d, what i think you fail to understand is that f a gorge runs up and builds a chamber the sieges will target it it blow themselves up... which is very good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    [edit] oh this is already mentioned in the release notes for 1.04c... O All entities can hurt themselves (allows 1-hive alien team to battle siege) [/edit]
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    <!--QuoteBegin--UhOh+Jan 9 2003, 03:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UhOh @ Jan 9 2003, 03:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ive heard no word officially about it but i believe the Grenade Launcher was tweaked from B to C, blast radius is alot less (20 feet or so) and does not go through walls (THANK F***ING GOD). GL spam still keeps entire hordes of fades skulks and gorges at bay (was 7 of us in a hall on one side) killing them occasionally but it doesnt just wipe out the entire group spread out at once no save thank you for playing have a nice day. STILL took us 45 minutes to recover the last hive (their last base) due to the spam but at least they werent pushing us back to our hives with ease using just the GL's.

    On Europa map GL's vs. 3 Hive aliens = VERY long and intense fight that slowly and inevitably led to the marines defeat. GL's make the fight longer and ALOT and i mean ALOT louder.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    oh, and uh oh, it does go through walls, the commander just needs to be able to see the structure (whether marines or there, or he pinged the area) to have it get blown up.
  • porpporp Join Date: 2002-11-06 Member: 7445Members
    Uh, he's talking about <i>grenade blasts</i> not going through walls.

    Not siege. <b>Obviously</b> siege goes through walls.
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    sorry, my mistake, i misread
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, 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-->O something(something elseblahblahblah, <b>xenocide wasn't doing blast damage</b>)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    AHA!!!!!
  • NicatorNicator Join Date: 2002-12-15 Member: 10829Members
    edited January 2003
    Despite my extreme love for the lerk, I agree that umbra needed nerfing. I just hope this doesnt nerf the single lerk offensive umbra techniques too much (shouldnt be too bad, assuming the turret farm isnt <b>uber</b>), because they are just way too much fun to lose <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • LPCLPC Join Date: 2002-04-07 Member: 384Members, Reinforced - Diamond
    1.04d is out now, anyone know the exact changes of that?
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    I think you're pulling our legs here LPC.
  • DlCKDlCK Join Date: 2002-11-06 Member: 7465Members
    <!--QuoteBegin--Nicator+Jan 9 2003, 12:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nicator @ Jan 9 2003, 12:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Despite my extreme love for the lerk, I agree that umbra needed nerfing.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I played 1.04 c last night as a lerk and umbra seemed fair and useable.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    It has been changed so often they should just call it 1.05 and plant conspiratorical seeds about The Lost Patch in the gullible minds of the fans <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    This is looking good! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Alien_BobAlien_Bob Join Date: 2002-11-11 Member: 8185Members
    I'm not sure about the idea of gorges building chambers around siege cannons. How often is that situation likely to happen, really, that a gorge will
    a) find an undefended siege and
    b) be the only alien near enough to deal with it?

    A minor change I would like to see is the grenade model being made slightly larger so that it is more visible. At the moment they're tiny things and as a marine it's hard to tell where they're going when you shoot them. (Bear in mind that e.g. fade acid rockets and bile bombs are great big things, and even gorge spit is highly visible.) Sometimes it can hard to shoot grenades into a vent because you can't see the trajectory and only know that they're bouncing off the walls when they explode all around you instead.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    thanks for informing me, that's exactly what I wanted to know!

    Looks like a lot of these changes will help change strategies..

    To the dude still complaining about HMG rushes, have you tried different strats to combat it? It does take time to get HMG's, and what were the aliens doing during that time?

    Ah, forget what I said, this is for a different post thread (y'know the one about HMG rushes...)

    Cheers on the update info!
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    edited January 2003
    speed. it doesnt HAVE to take time to get hmg rushes. build armory. upgrade armory. rush.
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