Abriged Beta 6 Changelog
coris
Join Date: 2003-07-08 Member: 18034Members, Constellation
<div class="IPBDescription">*drools*</div> 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 armor 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 prioritize 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 armor.
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.
Cosmetic changes:
O Added Heavy Armor 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 seperate 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 colorblind 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 cieling 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
Taken from <a href='http://www.brywright.co.uk/nsforum/index.php?act=ST&f=4&t=1510' target='_blank'>http://www.brywright.co.uk/nsforum/index.p...t=ST&f=4&t=1510</a>.
Enjoy!
O Aliens have innate regeneration at a rate of 2% per second, this regeneration will always heal at least 1 point of health or armor 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 prioritize 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 armor.
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.
Cosmetic changes:
O Added Heavy Armor 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 seperate 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 colorblind 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 cieling 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
Taken from <a href='http://www.brywright.co.uk/nsforum/index.php?act=ST&f=4&t=1510' target='_blank'>http://www.brywright.co.uk/nsforum/index.p...t=ST&f=4&t=1510</a>.
Enjoy!
Comments
It's nice to know the devs have been keeping busy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
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.
And ns_mineshaft was cut.
why was mineshaft cut? bah that wasnt a bad map.
I liked mineshaft <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
And man, what is <i>with</i> the epidemic of just "losing" stuff. Don't people know how to back things up?
wonder what eon is like... <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
as in:
as in: <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
seriously? how do you know this? that looks really cheesy if thats it. and how did bry get the full changelog?
as in: <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
seriously? how do you know this? that looks really cheesy if thats it <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
LOL, thats a joke pic he made it up mate <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
It was posted in the constellation forum, so he probably leaked it from there.
It was posted in the constellation forum, so he probably leaked it from there. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It wasn't leaked - Nem0 gave us permission to 'spill our guts'. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Well the 6th alien evolution - skulks with r0cket l4unching miniguns on their heads - don't have a 3rd person reload anim yet, but it's being worked on.
Ayumi is a good map.
well i dont think partly means that LMGs or HMGs reload animation is partly finished and they still put it in <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> .
Look at the beta 5 models in HLMV, as you'll see the LA marine has all the 3rd person reload anims, the HA doesn't.