Eternal-Silence Patch 1.1
Iced_Eagle
Borg Engineer Join Date: 2003-03-02 Member: 14218Members
in Off-Topic
We have just released our first patch, 1.1
Here are the patch notes.
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[FIX] - Removed impulse 101 exploit
[FIX] - Allowed Bludgeon during reload
[FIX] - Reduced lag tremendously
[FIX] - Grouped impact shots together
[FIX] - Allowed OK button to be pressed when alive on class menu
[FIX] - Changed victory conditions to something more logical
[FIX] - Removed Ion bomb weapon switch exploit
[FIX] - Removed UTF Pistol Silencer
[ADD] - es_aethra_scenario now includes Aethra Core
[BAL] - Slowed down runspeed from 220 to 180
[BAL] - Reduced accuracy and damage on machineguns slightly
[BAL] - Increased Carbine damage
[BAL] - Added an extra ship spawn to NGM Surefire
[BAL] - Centered the hangar subsystem on Aethra<!--QuoteEnd--></div><!--QuoteEEnd-->
Download: <a href="http://es.spawnpoint.com" target="_blank">http://es.spawnpoint.com</a>
Please give the servers some time to update! Also, keep discussion of any new bugs or new feedback in this thread <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Thanks guys and enjoy (if you play the mod)!
Here are the patch notes.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
[FIX] - Removed impulse 101 exploit
[FIX] - Allowed Bludgeon during reload
[FIX] - Reduced lag tremendously
[FIX] - Grouped impact shots together
[FIX] - Allowed OK button to be pressed when alive on class menu
[FIX] - Changed victory conditions to something more logical
[FIX] - Removed Ion bomb weapon switch exploit
[FIX] - Removed UTF Pistol Silencer
[ADD] - es_aethra_scenario now includes Aethra Core
[BAL] - Slowed down runspeed from 220 to 180
[BAL] - Reduced accuracy and damage on machineguns slightly
[BAL] - Increased Carbine damage
[BAL] - Added an extra ship spawn to NGM Surefire
[BAL] - Centered the hangar subsystem on Aethra<!--QuoteEnd--></div><!--QuoteEEnd-->
Download: <a href="http://es.spawnpoint.com" target="_blank">http://es.spawnpoint.com</a>
Please give the servers some time to update! Also, keep discussion of any new bugs or new feedback in this thread <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Thanks guys and enjoy (if you play the mod)!
Comments
[FIX] - Removed impulse 101 exploit
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As a playtester, I must say:
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I still get the seemingly unfixable "Engine error: unable to load library client" bug that hasn't let me play ES yet.
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Hmm, I got that with Hidden Source, and it never was fixed.
Anyway, @Depot, it reminds me alot of Freespace 2, and with some rebinding of the keys, Tie Fighter or X-Wing. Its fun in space, though I sort of think theres a disconnect between the Space Sim part and the FPS part, like what you do in one doesn't really effect whats going on in the other unless your near or in the hanger. That said though, I've played it a good bit and had fun, if the lag issues get ironed out, it has some serious potential.
Plus I'm curious about the rebalancing of the weapons and the infantry speed which were some particular gripes of mine with the 1.0 release. Good to see a reasonable speed with the patch releases too <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
If you ask me I think its a tad (and by a tad i mean its hell-o) freaking hard to win the match by attacking the comm disks on the ship (I've never seen it happen). Perhaps lowering the health and or making it so they can only be repaired by a hacker INSIDE the ship would solve this.
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Well that's because at this point, not all of the ships are in. Right now you are fighting with scouts and interceptors... They aren't supposed to be able to really destroy all of the comm towers (though it is possible if you get everyone on your team coordinating an attack). Wait until we get bombers in eventually, and it will become a more prominent and viable way to win the game.
edit: at that note, for a game everyone has been complaining about how buggy it is thats a fairly small patch. lol
Strange. I guess I just won't get to play ES. My PC would get butt-peened by it anyway.
If you ask me I think its a tad (and by a tad i mean its hell-o) freaking hard to win the match by attacking the comm disks on the ship (I've never seen it happen). Perhaps lowering the health and or making it so they can only be repaired by a hacker INSIDE the ship would solve this.
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One time, when they were all camping their hangar so that we'd be killed the moment we exited out ships, we just ganged up and blew up their comm towers. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
This game is <b>fun</b>, but it's really difficult to find a server to play on. :/ They all seem to ping 150+ for me, while all of the local servers are deserted.
We have just released our first patch, 1.1
Here are the patch notes.
Download: <a href="http://es.spawnpoint.com" target="_blank">http://es.spawnpoint.com</a>
Please give the servers some time to update! Also, keep discussion of any new bugs or new feedback in this thread <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Thanks guys and enjoy (if you play the mod)!
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What was this "impulse 101" exploit?
Also, I had a curious experience last night. While playing ES 1.1 patch the UTF team managed to take down the comm arrays on the enemy frigate, but the game didn't end! Is it a server-side setting that specifies something like Comm_victory 0?
It was unfortunate, because the match ended due to going over-time not shortly after that, and we could have already won it, but it was fun to play anyway.
Speaking of fun to play, the lag appears more or less totally gone for me. Occasionally it lags REALLY bad for a few seconds (I think when somebody flies their ship into the skybox?) but it goes away quickly, and normal lag-free play can resume.
I would like to say something about infantry combat though. Because the lag is now fixed, it's a lot easier to hit people, and because of the reduction in infantry speed, it's even easier. However because people only take a few hits to go down, it's remarkably easy to get yourself killed when invading the enemy hanger, if even one person is watching you.
Because the hangers are such an open space, it's easy to see and shoot enemies, but the corridor combat by comparison feels much more 'fair' and balance when it comes to infantry combat.
All I can say is that it might help to look into the process of 'invading' the enemy ship/station. At the moment it doesn't feel balance, and the way the ships move around inside the hangers makes it also feel a little bit 'off'. I can't really offer any suggestions... aside from 'brainstorm it'.
Great mod still! Fun as hell to play, and I can't wait for more maps/scenarios and more ships and general balance and tweaking of space combat (the only thing is that it seems harder to hit the enemy ships with guns now then it was before. But it might have been the server). And the balancing of infantry hanger assault.
It might fix itself if you guys decide to use an auto-docking procedure, and put troop transports in. I can absolutely imagine a troop transport gently gliding in to land inside one of the UTF hangers, and a small squad of UGM troopers storming out while the UTF lay down a swathe of suppressive fire on the attackers. It might also be worthwhile to consider 'shrinking' the hangers to make them feel smaller, perhaps by adding more cover such as boxes or control panels? (I noticed the new control panel in the UTF hangers. I think it's a step in the right direction)
If hanger combat was more 'claustrophobic' like the corridor combat is, I think it might help with balancing of railguns/carbine using defenders.
Just some ideas.