Ns 3.0g Changelog
Delphi
Join Date: 2003-04-02 Member: 15134Members, Constellation
<div class="IPBDescription">Since nobody else posted it.</div> Here's the 3.0 changelog:
--
O Fixed grenade problem introduced in 3.0f (bug #452)
? Updated command station grenade upgrade sprite (thanks Hackepeter!)
O Fixed problem where jetpacks cost one level instead of two
O Fixed new bug where Combat levels weren't spent properly as marine (reworked how purchases are validated and made)
? Fixed authentication problem caused by duplicate WONids
O Fixed bug where a selectable ghost structure was left behind when original CC was recycled (bug #445)
O Fixed bug where CC started out unbuilt in the next round if it was recycled last round (bug #445)
O Fixed alien melee attacks often cannot break grates at pointblank range (bug #440)
O Fixed problems with commander unable to drop some items on top of other items (bug #291)
O Changed references to sv_cheats on the client to use the new server variable system (particle system editing and cl_showspeed).
? Fixed problem where grenade assets weren't included properly
O Fixed bug where number of hives didn't affect alien armor properly (bug #453)
? Updated co_angst to fix end of game spawn problems (bug #421)
O Reverted config.cfg to reasonable default
O Removed cl_forwardspeed, cl_backspeed, cl_sidespeed (bug #438)
O Changed alien armor value from 1.6, 2, 2.4 to 2, 2.5, 3 (this will help late-game fade and onos considerably without boosting him too much in Combat) <b>This is HUGE. Absolutely huge.</b>
O Increased alien armor absorption with more hives, to make sure there is never armor left over (armor takes 70% of damage at hive 1, 80% at hive 2, 90% t hive 3, used to be 70% for all)
O Reduced lerk base speed from 200 to 175
O Increased speed boost lerk gets from celerity (8.3 to 25) <b>Good god!</b>
? Fixed bug that was causing redemption to be way too effective
O New ns_nancy
? Included ns_nancy overview sprite
O Fixed horrible ladder bug that would throw players up into the air. <b>Aww, I was having fun outside mess hall whacking a skulk, then having them get close and flying myself up the ladder. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--></b>
O Air Filtration System fan no longer can be built on and no longer spins the commander view.
O Texture alignment fixes.
O Lighting tweaks
O Raised Subspace vent and made it so you can weld it shut on Subspace side.
My comments in bold. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
--
O Fixed grenade problem introduced in 3.0f (bug #452)
? Updated command station grenade upgrade sprite (thanks Hackepeter!)
O Fixed problem where jetpacks cost one level instead of two
O Fixed new bug where Combat levels weren't spent properly as marine (reworked how purchases are validated and made)
? Fixed authentication problem caused by duplicate WONids
O Fixed bug where a selectable ghost structure was left behind when original CC was recycled (bug #445)
O Fixed bug where CC started out unbuilt in the next round if it was recycled last round (bug #445)
O Fixed alien melee attacks often cannot break grates at pointblank range (bug #440)
O Fixed problems with commander unable to drop some items on top of other items (bug #291)
O Changed references to sv_cheats on the client to use the new server variable system (particle system editing and cl_showspeed).
? Fixed problem where grenade assets weren't included properly
O Fixed bug where number of hives didn't affect alien armor properly (bug #453)
? Updated co_angst to fix end of game spawn problems (bug #421)
O Reverted config.cfg to reasonable default
O Removed cl_forwardspeed, cl_backspeed, cl_sidespeed (bug #438)
O Changed alien armor value from 1.6, 2, 2.4 to 2, 2.5, 3 (this will help late-game fade and onos considerably without boosting him too much in Combat) <b>This is HUGE. Absolutely huge.</b>
O Increased alien armor absorption with more hives, to make sure there is never armor left over (armor takes 70% of damage at hive 1, 80% at hive 2, 90% t hive 3, used to be 70% for all)
O Reduced lerk base speed from 200 to 175
O Increased speed boost lerk gets from celerity (8.3 to 25) <b>Good god!</b>
? Fixed bug that was causing redemption to be way too effective
O New ns_nancy
? Included ns_nancy overview sprite
O Fixed horrible ladder bug that would throw players up into the air. <b>Aww, I was having fun outside mess hall whacking a skulk, then having them get close and flying myself up the ladder. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--></b>
O Air Filtration System fan no longer can be built on and no longer spins the commander view.
O Texture alignment fixes.
O Lighting tweaks
O Raised Subspace vent and made it so you can weld it shut on Subspace side.
My comments in bold. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
Should make flying around a challenge. If anyone can tell us how it is flying around as a lerk with celerity, tell us how it is <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
go go man with the one-eyed laptop!
WOOT! I totally predicted this change in the 3.0f changelog thread, I pwn <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Seriously, classic is now going to be far along on the way to being balanced. This change is significant to all life forms, especially fade and onos. It also makes carapace a much more attractive option to fades; (onos can't face the extra downtime from not having regen TBH) a hive 2 250/100 fade can now take 50 more damage (about 11%), and a hive 2 700/400 onos can take a whopping 200 more damage (13% more). It also increases the efficiency of healing, in that when a point of armour is healed, it represents more health. Plus, no more death while still having armour!
It also makes a kharaa equivalent to the marine tech rush, quickly securing all 3 hives for a juicy armour bonus as well as having all chambers and attacks, at the detriment of res nodes.
The lerk is actually slower; if you look above the celerity change, you might notice its base speed is 25 less than it was.
I think RR.org posted this before you, anyway <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
By the way, a salute to the dev team and the PTs. Speed seems to be picking up, and these changes look great. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
YAY!
Way to go for making alien endgame easier <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
BTW, that sort of seems the equivelant to Arms Lab upgrades....
No, you've got it wrong.
The percent absorbtion is how much goes to armor, now how much damage just up and dissapears.
The armor VALUE is what decreases damage to armor. Heh. It's so confusing. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--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-->For example, a one-hive alien gets hit by a level0 lmg bullet (10 damage). 70% (7 damage) goes to armor, and 30% (3 damage) goes to health. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Here, you say that 70% goes to armor.
<!--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-->The 7 damage to health takes away 7 health points. The 3 armor damage takes away 3/2 (3 divided by 2), or 1.5 points of armor. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
But here, you say that 7 damage (70% of the shot) is actually going to health.
Could someone clear this up? I get the concept now (thanks lost!), I just want to clarify the specifics. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Edit: While I'm at it, I guess I can throw in the 2-hive values (when taking 10 damage). It would be 2 health and 3.2 armor taken away.
WTH are you talking about?
edit: The announcement isn't on the front page for me, but I read a pasted announcement in Flayra's thread.
holy crap
WTH are you talking about?
edit: The announcement isn't on the front page for me, but I read a pasted announcement in Flayra's thread.
holy crap <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You need to scroll down past the NS3 description to the news posts.
I hope so, kind of.
Well there seems to be BIG AND I MEAN BIG balance changes. Sounds likes aliens are getting every single goodie. I haven't seen much at all for Marine weapon and armor upgrades if those are changed at all.
And a quick question. Are grenades (the ones you throw with your arm and hand) affected by weapon upgrades?
I'm entirely unsure....but they kick serious ****, and that's what's important <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
And about steam being required for the beta/3.0 public testing: yes of course silly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
My thoughts exactly <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
What is that for? I thought 3.0 was "wonless"
O Increased alien armor absorption with more hives, to make sure there is never armor left over (armor takes 70% of damage at hive 1, 80% at hive 2, 90% t hive 3, used to be 70% for all)
O Increased speed boost lerk gets from celerity (8.3 to 25) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
/laughs maniacly as a hive 2 fade with adren and carapace <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
What is that for? I thought 3.0 was "wonless" <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I have no idea. But he put it in there for a reason, so it must be good.