1.4f Changelog
matso
Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
<div class="IPBDescription">Things are still changing</div> <!--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 Fixed linux compatibility problems (thanks Joev and #nsserver!) with dynamic_cast errors. It's now built under Debian with a slighter older and more compatible version of gcc. There may or may not still be crash errors with AdminMod, but if there are and they aren't widespread, I may choose to wait to v1.1 to fix them. There may be performance increases under linux a result.
O Fixed bug where hives didn't always get health properly. Thanks sYn and others!
O Cloaking changed so higher levels make it faster to cloak. All levels now make the alien equally invisible (not quite invisible, but very close)
O Carapace now slowly gives out extra armor points with upgrade level, instead of giving it out all at once. For example, a skulk with 0/1/2/3 carapaces has armor of 10/16/22/30. All other properties of carapace remain the same (damage negation percentage reverted back to original .1 instead of .07)
O Regeneration upgrade now heals approximately twice as fast
O Redemption increased in effectiveness slightly
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As has been discussed elsewhere, the net effect of the carapace change is zero - ie, the same as in 1.03 - except for skulks, which goes from 9/14/18/19 to 9/12/13/19.
Sensor change may make sensory first a possible choice, or rather, it will force the commander to research MT early.
Regeneration upgrade will make acid-rocketing fades happy.
As always, Flayra is experimenting a bit - the above may change.
O Fixed linux compatibility problems (thanks Joev and #nsserver!) with dynamic_cast errors. It's now built under Debian with a slighter older and more compatible version of gcc. There may or may not still be crash errors with AdminMod, but if there are and they aren't widespread, I may choose to wait to v1.1 to fix them. There may be performance increases under linux a result.
O Fixed bug where hives didn't always get health properly. Thanks sYn and others!
O Cloaking changed so higher levels make it faster to cloak. All levels now make the alien equally invisible (not quite invisible, but very close)
O Carapace now slowly gives out extra armor points with upgrade level, instead of giving it out all at once. For example, a skulk with 0/1/2/3 carapaces has armor of 10/16/22/30. All other properties of carapace remain the same (damage negation percentage reverted back to original .1 instead of .07)
O Regeneration upgrade now heals approximately twice as fast
O Redemption increased in effectiveness slightly
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
As has been discussed elsewhere, the net effect of the carapace change is zero - ie, the same as in 1.03 - except for skulks, which goes from 9/14/18/19 to 9/12/13/19.
Sensor change may make sensory first a possible choice, or rather, it will force the commander to research MT early.
Regeneration upgrade will make acid-rocketing fades happy.
As always, Flayra is experimenting a bit - the above may change.
Comments
thats pretty crap
whats the point of being able to cloak fast if they can still see you
the only worthwhile cloaking is level 3, the other are crap cos marines can still see you pretty easily
I have seen what cloaking can do to an unprepared marine team early on...and its funny. Paranoia can do much to slow them down and to setup ambushes.
Will miss standing at the top of Hera reception lift as a fully cloaked Fade waiting for Marines though...
I really can't fantom the logic behind it
"One of the upgrades in Sensory is totally useless, making people to hate it and anyone who builds it. What should we do to it"
"Hmmmmm, I know! Let's screw up the better one of the upgrades. That way people who hate Sensory will shave with shotgun if someone builds it at the beginning. Then we will soon have only people who love Sensory"
What an exciting development!
Agrument - an intelligent point going against what has been suggested with some thought behind it and explanation
Flame - What you just did. Full of hate, no point expect to annoy people, tons of sarcasm...
But you could do this before though - at ten res each it was fairly quick to get all three sensory chambers up.
Hopefully with the slight nerf to level 3 cloak invisibility, the speed at wehich cloak kick in should be a lot faster, and make the whole moving while still cloaked thing a lot more useful ...
Edit:
Sorry Ignot didn't see your post.
<!--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-->Maybe have it so you can move just a little faster without decloaking for each level?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This is what I hope for - and from how I've heard cloak works (basically like a seperate adrenalin bar/ with every action taking a lot off it), it seems quite likely.
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That's what I heard.
Granted, I did jump a gun a bit and assumed worst but I still don't like the fact that no matter how many levels of upgrade you have, you will be seen
And hiding in dark spots to enchant the cloaking will not work always since it's easy to just adjust the gamma setting to make whole map clear as day
But seriously, why the change
I really don't think cloaking was unbalanced seeing how rarely it was picked as first or second upgrade
Also, this I can't see how this would make people pick sensory any earlier since if it is chosen three chambers are build rather fast and thus this would be nothign except a nerf to Cloaking
I just hope that what ever changes planned for Sensory changes prove that I am wrong
Like a number of folks I run a linux server. The two things that I think need to be fixed, have been fixed, and need to get published are the marine Motion Tracking and the server performance.
Tweak the server for weeks and months for game balance. Game balance is a wonderful and lofty goal. But please release a version with the above "necessary" changes for linux.
Flame on.
I am anxious to see the new cloaking system in action. I hope it doesn't ruin a strategy my friends and I use in our CS (not counter-strike) lab at college. The aliens commonly go sensory first, dropping them either before the first rt or after the first rt, since they only cost ten. It made marines very paranoid about leaving their base without a huge squad, with made tracking the marine movements very easy. I don't know if this will work now, since I can't hide in the middle of a corridor any more and wait until a marine runs into me before attacking him. Ah well.
I doubt Flayra would give us the choice when starting a server of what type of cloaking we could use. But if he would it would be really nice
Granted, I did jump a gun a bit and assumed worst but I still don't like the fact that no matter how many levels of upgrade you have, you will be seen
And hiding in dark spots to enchant the cloaking will not work always since it's easy to just adjust the gamma setting to make whole map clear as day
But seriously, why the change
I really don't think cloaking was unbalanced seeing how rarely it was picked as first or second upgrade
Also, this I can't see how this would make people pick sensory any earlier since if it is chosen three chambers are build rather fast and thus this would be nothign except a nerf to Cloaking
I just hope that what ever changes planned for Sensory changes prove that I am wrong<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I think it was done so that the lower level of cloak was *SOME* use, and they felt giving complete invisibility with 1 sens chamber would be a bit harsh. I agree that the entire gamma high thing could mess it up though. Have to see how it goes...
Like a number of folks I run a linux server. The two things that I think need to be fixed, have been fixed, and need to get published are the marine Motion Tracking and the server performance.
Tweak the server for weeks and months for game balance. Game balance is a wonderful and lofty goal. But please release a version with the above "necessary" changes for linux.
Flame on.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
what he said.
I'd much rather run a fast buggy server than a slow buggy server :/
"I'd much rather run a fast buggy server than a slow buggy server"
If I read the change right no matter how many SC you put down the cloak level remains the same? If that is the case why need 3 levels ?
DaDDeh
Also, what of the idea that silence makes you (partially) invisible to motion tracking?
What about increasing slightly the parasite range of sense towers? (To something like 5 in-game feet.)
I still can't see a benefit that outweighs the regen of defense for your first tower.
but could you at least let the beta testers leak out the beta's ? I mean, if a server op doesn't like the newest changes he/she can always switch back. And it wouldn't exactly be easy to acquire either, just eas<i>ier</i>
For example: A skulk with level 1 cloaking stands still, and begins to cloak, initially becoming 25% transparent. After three seconds, 50%. After six seconds, 75%. Finally after nine seconds of standing still with level 1 cloaking, the skulk is fully invisible. With each upgrade, the time between 'levels of cloaking' could be cut by a second. So to be fully cloaked with level 3 cloaking would take a full three seconds of standing still as opposed to the nine at level 1.
Obviously these times would need to be tweaked and tested, but this, in addition to the increased max speed to remain cloaked, could prove to be a good alternative to simply 80% cloaking through all three levels. It would also give a stronger advantage to level 3 as opposed to level 1, which doesn't seem to be the case with the current system.
[If people seem to agree, I'll put this post in the suggestion forum]
"I'd much rather run a fast buggy server than a slow buggy server"<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I would rather have a fast non-buggy unbalanced server over a slow buggy unbalanced server. That is exactly what my original post indicates.
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