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 Proelium II - v.30-v.36 Notes 
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 Post subject: Proelium II - v.30-v.36 Notes
PostPosted: Wed Oct 15, 2008 4:06 pm 
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HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Wed Jun 12, 2002 10:31 pm
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Location: Los Angeles, CA
VERSION .36

** Bug Fixes **
-- Zee Warrior attack icons weren't showing up in the Death Reports
-- Fixed a minor turf glitch on Cold Front
-- Scout Bots were able to lay multiple prox mines on top of each other
-- Fixed a display problem with the Zee Warrior's HUD when switching teams
-- Zee Warriors were leaving behind bodies when dying over barriers, causing a variety of glitches

** Zee Warrior **
-- Increased the power of Hand to Hand and Lamelamela (I accidentally set it lower than intended in the initial release)

************************

VERSION .35

** Bug Fixes **
-- Fixed a minor bug dealing with Zee Warrior underlays

************************

VERSION .34

** Demolition Droid **
-- Guided Scuds may no longer be fired from the Spawn Area

** Reanimator **
-- When a player is killed by Rigor Mortar, they will no longer leave a corpse behind

** Volt Master **
-- Damage per-hit for Static Storm has been slightly increased

** New Features **
-- A new map is available: Cold Front
-- Access to the 4th subscription class is finally enabled. Introducing the Zee Warrior:

ZEE WARRIOR
The ultimate 1v1 combat class!
HAND TO HAND - A powerful physical melee attack that also slows down opponents.
FLIGHT - The Zee Warrior burts forward, able to pass over any barrier. Flight slowly drains energy, and is controlled with the left and right arrow keys. Hitting an opponent, a wall, or pressing the fire button will cause the Zee Warrior to land, letting off a shockwave attack. Hitting an opponent head-on will kill them instantly... but beware, as landing on a barrier means instant death!
POWER UP - The Zee Warriors draws forth inner power, restoring a small amount of health and energy. If the player has killed three opponents in a row without dying, the "Power Level" HUD will indicate a full charge, and the next time the character powers up, they will ASCEND to a higher level of power!
LAMELAMELA - The Ascended Zee Warrior's main attack; a devastating beam of energy!

** Misc **
-- Players will now respawn onto a random tile within the spawn area, instead of the same tile each time.
-- The graphics for the buttons on the right panel have been improved.
-- Melee and beam attacks stay visible slightly longer to make up for server lag
-- Revised the information in the Class Help menu

************************

VERSION .33

** Bug Fixes **
-- Reanimates weren't attacking properly or doing damage.

************************

VERSION .32

** Combat Medic **
-- Tranq Gun now costs energy, and the rate of fire has been increased by 1/10th of a second per shot.

** Demolition Droid **
-- Timed Mines now have a shorter timer.

** Hacker **
-- Hacked Auto Turret missiles will now pass through enemy force fields

** Reanimator **
-- Fixed a bug that caused hacked Reanimates to target their team even after the hack timed out.
-- Abandoned reanimates will now target enemy players if their owner isn’t in sight.
-- The attack power of all reanimates has been reduced

** Scout Bot **
-- Orbs can no longer be carried over barriers (water, spikes etc.)
-- When flying over barriers, a Scout Bot’s speed will be temporarily reduced, registered as a “Slow” debuff.

** Sniper **
-- Auto Rifle damage has been slightly reduced
-- Snipers will now automatically abort the scope perspective when they receive damage

** Volt Master **
-- Reduced the burn rate of Static Storm.
-- Static Storm no longer stacks on top of itself, and its duration is slightly shorter.

** Misc **
-- Picking up an Orb now results in a 50% reduction in walk speed
-- Cut the sensitivity of the language filter way back, and added a notification when a communication is blocked. Please don’t abuse this.

************************

VERSION .31

** Bug Fixes **
-- Snipers were able to shoot into Spawn Areas, which should not have been happening.
-- The Sniper laser was causing Scuds to explode on contact
-- Scout Bots can no longer "fly off the map"

************************

VERSION .30

Engineer: Blow Torch no longer costs energy unless it is used to repair or upgrade a Turret
Scout Bot: Scout Bots can now "fly" over water, spikes etc.
Sniper: Major changes to the Sniper Rifle - Larger scope size, scope speed increased, you no longer have to charge your shot, shots cost much more energy.
Volt Master: The amount of Energy that Charge Pulse gives has been decreased
BUG FIX: The Map and Mode image boxes on the Player Start pane should now refresh correctly
BUG FIX: Admin Boot/Ban weren't kicking the problem player from the game

(Pre-v.30 Release Notes)

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HK gsays: So whats the next game silk?
Silk gsays: Psh, the next game is paying attention to my wife after I release this.
HK gsays: So I take it thats not going to be multiplayer


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 Post subject: Re: Proelium II - v.30 Notes
PostPosted: Thu Oct 16, 2008 10:13 am 
HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Sun Dec 28, 2003 7:24 pm
Posts: 1304
With scout bots being able to fly over water, make sure they can't leave any maps that have water on the edges. You can currently fly out of the dark forest map. And probably Stratigor too.

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 Post subject: Re: Proelium II - v.30 Notes
PostPosted: Thu Oct 16, 2008 10:21 am 
HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Sun Dec 28, 2003 7:24 pm
Posts: 1304
It also looks like you can snipe into opposing bases now. It doesn't give the 'You can't snipe into spawns' message.

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 Post subject: Re: Proelium II - v.30 Notes
PostPosted: Thu Oct 16, 2008 11:32 am 
HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Sat Jan 10, 2004 10:51 am
Posts: 309
Location: San Marcos
Will the field commander get an announce verb? :razz:

Back on point, Scuds explode when they run into the sniper "laser"


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 Post subject: Re: Proelium II - v.30-v.31 Notes
PostPosted: Thu Oct 16, 2008 1:49 pm 
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HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Wed Jun 12, 2002 10:31 pm
Posts: 3174
Location: Los Angeles, CA
Thanks for the bug reports guys. Hopefully I can turn the focus to re-balancing some of the classes this weekend!

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HK gsays: So whats the next game silk?
Silk gsays: Psh, the next game is paying attention to my wife after I release this.
HK gsays: So I take it thats not going to be multiplayer


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 Post subject: Re: Proelium II - v.30-v.31 Notes
PostPosted: Fri Oct 17, 2008 4:03 pm 
HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Sat Jan 10, 2004 10:51 am
Posts: 309
Location: San Marcos
When a hack grenade hits a turret and it fires on its team, the shots can't go through their forcefields


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 Post subject: Re: Proelium II - v.30-v.32 Notes
PostPosted: Sat Oct 18, 2008 3:00 am 
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HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

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Location: Los Angeles, CA
The v.32 update has been posted, and it focuses on balance.

Engineers will undergo some major changes in an upcoming release, so they have been left untouched in v.32.

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HK gsays: So whats the next game silk?
Silk gsays: Psh, the next game is paying attention to my wife after I release this.
HK gsays: So I take it thats not going to be multiplayer


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 Post subject: Re: Proelium II - v.30-v.32 Notes
PostPosted: Sun Oct 19, 2008 12:10 pm 
HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Sun Dec 28, 2003 7:24 pm
Posts: 1304
There seems to be a bug with scuds that makes it "walk" through enemies. If an enemy is walking toward a scud at the precise moment, it'll just pass through them. I fixed this issue in Proelium some way, I just don't remember what it was.

In this example the enemy is walking east and the scud west, at the moment the scud is moving to the turf where the enemy was, it'll miss the player:
E-enemy
S-scud
E --> <---S

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 Post subject: Re: Proelium II - v.30-v.32 Notes
PostPosted: Mon Oct 20, 2008 2:27 am 
HonorHonorHonorHonorHonorHonorHonor

Joined: Tue Nov 07, 2006 7:35 am
Posts: 47
VERSION .32
(...)
-- Tranq Gun now costs energy
(...)
Makes Medics very weak now.
A sniper 2 shoots them, while they need more than 6 hits to kill the sniper.

(...)
-- The attack power of all reanimates has been reduced
(...)

That bugged them.
They shoot south instead of aiming at the opponent and deal no damage (not even "0") to players.

(...)
-- Static Storm no longer stacks on top of itself, and its duration is slightly shorter.
(...)

Might want to "renew" the storm at least, since if you now cast over an existing one, it has no effect. Setting the timer back to beginning seems acceptable.


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 Post subject: Re: Proelium II - v.30-v.32 Notes
PostPosted: Mon Oct 20, 2008 8:08 am 
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HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

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Schnitzelnagler wrote:
Makes Medics very weak now.
A sniper 2 shoots them, while they need more than 6 hits to kill the sniper.


Here's the thing about the Sniper's Auto Rifle; if you take the full brunt of the attack it does a lot of damage... so charging a sniper head-on is not a good tactic. Each individual shot is pretty weak.

Without an Energy cost Medics were just spamming the Tranq Gun, so I'm going to leave that as-is.


Schnitzelnagler wrote:
That bugged them.
They shoot south instead of aiming at the opponent and deal no damage (not even "0") to players.


This is the first I've heard of this (even though the game has been up all weekend!). I'll take a look at it, thanks.

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HK gsays: So whats the next game silk?
Silk gsays: Psh, the next game is paying attention to my wife after I release this.
HK gsays: So I take it thats not going to be multiplayer


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 Post subject: Re: Proelium II - v.30-v.33 Notes
PostPosted: Mon Oct 20, 2008 9:51 am 
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HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Tue Dec 30, 2003 8:40 am
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Instead of the medic's viral spray costing energy give them the alternative of a scalpal which can cause wound damage, a random effect, suchas pots from alchs, the wounds could be external bleeding - slowly lose health over time, internal bleeding/organ damage could be that of a "critical" strike, doing alot, or cutting a nerve/tendon which would make them move slower, or in wacky directions for a short period of time, the 4th possibility would be a weak, normal stab, all "status" effects could be healed in 2 beams from a team healer.

35% normal stab
30% External Bleeding
20% nerve/tendon damage
15% "critical" (2-3 of these to kill someone, they're strong)

This would solve the tranq spam, a ranged attack not taking energy doing decent damage, it would give the medic a melee attack with different possible effects that in reality would take no energy to use, unlike the current infection which obviously does/would, and would add a bit of variety instead of the old "infect and RUN" tactic, you'd be playing the odds, a crappy normal stab which may get you killed, a slow death in which case RUN, or a slowdown/critical in which you give yourself a huge advantage and stay on the offensive and finihs the job

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 Post subject: Re: Proelium II - v.30-v.33 Notes
PostPosted: Mon Oct 20, 2008 3:05 pm 
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HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

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Medics aren't supposed to be powerhouses and they don't run around slicing people with scalpels.

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 Post subject: Re: Proelium II - v.30-v.34 Notes
PostPosted: Sun Oct 26, 2008 9:59 am 
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HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

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Version .34 is now available!

The Engineer revamp is still on the way, but I wanted to get the final subscription class released first.

_________________
HK gsays: So whats the next game silk?
Silk gsays: Psh, the next game is paying attention to my wife after I release this.
HK gsays: So I take it thats not going to be multiplayer


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 Post subject: Re: Proelium II - v.30-v.34 Notes
PostPosted: Sun Oct 26, 2008 10:19 am 
HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Sun Dec 28, 2003 7:24 pm
Posts: 1304
A zee warrior leaves a corpse on top of water when it suicides which a reanimator can then reanimate leaving it stuck on the water.

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 Post subject: Re: Proelium II - v.30-v.34 Notes
PostPosted: Sun Oct 26, 2008 10:21 am 
HonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonorHonor

Joined: Sun Dec 28, 2003 7:24 pm
Posts: 1304
There's also the matter of scout bots being able to strand people on free standing, non-accessible islands like in the new cold front map with the teleporter.

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