1.04c
Speed_2_Dave
Join Date: 2002-11-15 Member: 8788Members
Join Date: 2002-11-15 Member: 8788Members
Comments
g/l on using us as guinea pigs, we're a very partial, and often dumber than we like..
listing apparent 1.04c changes, seems right looking to me.
(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:
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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)
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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.
The clanplayers cry.
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.
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.
<!--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-->
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.
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-->
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.
[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]
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.
Not siege. <b>Obviously</b> siege goes through walls.
AHA!!!!!
I played 1.04 c last night as a lerk and umbra seemed fair and useable.
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.
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!