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Alpha 6.21 Balancing Asymetry
Exterminatus Beta 6.20 has been generally well received, with plenty of folks joining in the regular games scheduled through the steam community group.
Feedback suggests player are feeling some balance tweaks are needed to make classes on the same tier of the reward system equally valuable. Alpha 6.21 aims to correct that balance with a light touch.
Downloads (37,130 KB)
Installation instructions If you already have a copy of alpha 6.13, delete it. If you don't already have Beta 6.20 download and install it as normal. Copy the sourcemods/ex folder containing beta 6.20 to sourcemods/ex_alpha (so you can still play the beta version too). Extract the 6.21 patch to you sourcemods folder ( it should overwrite files in the ex_alpha folder ). Restart Steam. You should now see both the Exterminatus Beta 6.20 and Exterminatus Alpha listed in your library.
Features
- New version of CIty Conflict by DarkMarine
Tweaks
- Nerfed the splatter radius from Deathspitter hits from 96 to 80
- Nerfed the size of the warriors weapon hitboxes (may have be acting as a shield)
- Nerfed the reload speed of the heavy bolter considerably
- Improved ceiling clearance between Cave and Dock objectives on ex_spacehulk ( plus some aesthetic changes )
- Buffed the health of the Genstealer class from 85 to 105
- Buffed the Terminator classes resistance to melee attacks by 10%
Bug Fixes
- Prevent both teams spawning at the Cave objective on Space Hulk if the point is re-captured.
by ChromeAngel - Today at 04:03:14 pm - Discuss
Beta 6.20 release event
It gives me great pleasure to announce the release of Beta 6.20 of Exterminatus - Rival Species 2 (EX), a just a few brief months after the release of Beta 6.0.
Beta 6.20 revolves around making EX easier to pick up and start playing. There are still plenty of skills and strategies to master the maps and classes in EX, but new players should now have sufficient guidance to longer feel as lost at sea.
Features
- New map ex_city_conflict by Dark Marine (FYI city conflict was the first EX map ever be started).
- All the existing maps have been re-built using a new objective system, with standardized capture points that light up in the color of the team that owns them and display there name on aim.
- Per map loading screens featuring some useful tips and tricks for new players.
- New class preview that shows up in the class selection screen when you hover your mouse over a class portrait.
- Class based hints for new players when you spawn (elite players can suppress these with the console command "ex_hint_Elite 1")
- Objectives are now sorted into the order you need to capture them in the Tactical Overview, bound to F1 by default.
- New "Vox Commands" menu, to boost team communications, bound to F2 by default.
- Added 3rd person aiming animations, breathing more life into both teams.
- New "Spacemarine" inspired Skull Post prop and an imperial poster decal from Farseer.
- New menu background art by Kanartist and Nqss (in both widescreen and regular aspect ratios) with new symphonic menu music by Phott.
Balance
- Buffed Genestealer talons hit detection.
- Buffed Plasma Pistol rate fo fire and nerfed it's damage slightly.
- Buffed frag grenade damage slightly to compensate for the plasma pistol changes.
- Added a defensive wall to Ichar IV to shorten the duration of standoffs at the last objective.
Tweaks
- Made all class costs multiples of 25 as they are now presented to the players more often.
- Improved Fence models and skins thanks to Farseer.
- Re-worked the mission system code, so you shouldn't get out of date or additional mission notifications.
Bug Fixes
- Fixed a bug when zooming the view model appears to be flipped to the top-left (this was most obvious with the knife).
- New Lictor ragdoll that doesn't jitter and jive like the old one, this also seems to have fixed the client side physics crash that has plagued EX for years.
Future Plans I hope to incorporate your feedback from Beta 6.20 into a final version 1 release. Beyond version 1, future developments of EX will be on an ad-hoc basis, incorporating contributions as they occur. The Exterminatus Game Group on Steam will continue to schedule three games a week for the foreseeable future. I hope to see you all there.
by ChromeAngel - April 23, 2012, 12:24:30 pm - Discuss
Alpha 6.13 - Totally Converted
All the existing EX maps have now been been converted over to the new entity system. This should make it easier for new players to find there way to where the fight is and new mappers to make additional EX maps.
Since all new maps means a humongous patch to download I've decided to roll in all the updates from Beta 6.0 up to this point too, so new testers only need Beta 6.0, 6.09, 6.10, 6.11 and this patch.
6.00 to 6.09 patch (132,068 KB)
6.09 to 6.10 patch (66,237 KB)
6.10 to 6.11 patch (11,789 KB)
6.11 to 6.12 patch (37,463 KB)
6.12 to 6.13 patch (11,415 KB)
To use these patches you must first install Beta 6.0, copy the Sourcemods/ex folder to Sourcemods/ex_alpha (if you already have an ex_alpha folder delete it). Once that is done, delete sourcemods/ex_alpha/sound/ui/*.mp3. Then extract patches 6.09, 6.10, 6.11, 6.12 and 6.13 to your Sourcemods folder in that order. After restarting steam you should see Exterminatus Alpha 6,13 appear in your games list.
What's in this patch? All the changes from 6.0 to 6.08 plus...
Features
- Looking at a capture point or breakable objective show's it's name
- Objectives should now be sorted into the order you need to capture them in the Tactical Overview
- Capture points now light up in the color of the team that owns them
- ex_lycantium (the city map) has been converted to use the new objective entities
Tweaks
- Tweaked ex_thunderhawk to have more mission updates for the marine team
- Re-compiled all the maps in final mode, with HDR lighting and cube-mapping
- Re-worked the mission system code, so you shouldn't get out of date or additional mission notifications
- Re-visited the capture objective model and it's textures.
Bug Fixes
- Found and fixed the server crash that occurred during last week's testing
- Added code to prevent living players spawning spurious ragdolls on the clients during lag (I suspect these were causing some of the client crashes).
- Fixed impact effects being doubled up
[edit] 6.09 didn't work as well as I had hoped, so here's 6.10 to resolve those issues:
Bug Fixes
- Missions not showing up. Tweaked the new mission networking code, this needs testing.
- The team colored glow on the objectives was appearing at the model's origin, rather then over the lamp. A new version of the model fixes this.
- The new logging system was causing CPU/disk lag. So I re-wrote it to be hybrid of the new and old systems. Needs testing.
- The Tyranid HUD was not updating health correctly. This should be corrected now.
Work in Progress
- Cameras for the Objectives were not working. Investigation so far has revealed that the camera entity must be actively networked to act as a camera. I've patched the maps hive, digsite and ichar IV to use prop_dynamic type entities as cameras for their breakable objectives. I'm still trying to find a way to make it worth with any entity or at least one that is less obvious to the players.
- The server hang during a change from Digsite to Orbital has been investigated, but I haven't been able to spot the faulty code yet. If it happens again I need to know all the details. (hence the work on the log)
- The client crash after a lag spike is still there. It is deep in the closed source physics code, where I cannot get to it, but I think it's ragdoll related. I may have to design an elaborate test with faked lag and ragdolls for all the player classes...
[/edit] [/list]
[edit] 6.10 wasn't as done as I had hoped, heres hoping 6.11 will improve on it:
Features
Bug Fixes
- The Tyranid HUD was not updating health correctly. This really should be corrected now.
- Veteran marines should get their combo weapon again (typo while hunting for the server crash bug).
- Attempted to fix the server side infinite loop that causes the server to stop responding. This needs multi-player testing.
- Attempted to fix the client side physics crash by re-rigging the Lictor player model.
- Fixed a bug when zooming the view model appears to be flipped to the top-left (this was most obvious with the knife)
If this all works correctly then I'll start on the class overviews for the class selection menu next. [/edit]
[edit] 6.12 continues the gradual improvement process and one again tries to fix the server hang bug ( no, I really think I got it this time... )
Features
- New class preview that shows up in the class selection screen when you hover your mouse over a class portrait. Most of the class text can be edited in the resources/ex_classes.txt file. So if you can do a better job of the writing than I have done please feel free to that file and post the changes.
- All ex_capture_objectives now use the console variable ex_capture_time to determine how long they must be used to capture them. The default is 5 seconds and can be changed only by the server operator.
Tweaks
- New revision of ex_city_conflict by Dark Marine, still v1, but now it uses the new objective entities.
- Added in some missing missions to ex_orbital
- Tweaked the Tactical and Specialst aim animations, so they no longer appear to be aiming down by default
- Adjusted the speed of the Lictor run animations
- Included widescreen and regular aspect ratio backgrounds for the menu
Bug Fixes
- Fixed the server side infinite loop that causes the server to stop responding. This needs multi-player testing, but I think this will do the trick
If this goes OK i'll package it up as the new Beta for next week. The help for the new objective entities needs writing and the rest of the help needs going over to make sure it's all up to date and ready to be publicized,
It feels very strange anticipating the final completion of Exterminatus after so many years in the creation. [/edit]
[edit] The class preview in 6.12 was fine thankfully, but we still has a crash bug, so no new beta this week. Last week's crash was reproducible and we've managed to fix that. So Alpha 6.13 is basically just the fix for that bug.
Bug Fixes
- New revision of ex_city_conflict by Dark Marine, still v1, but now with drop zones for the mid-point objectives. This should fix the server crash bug that occurred with last week's build.
- Made some adjustments to the player spawning code to handle cases where players are trying to spawn at an objective with no dropzones (should write a warning to the console and fall back to their previous objective).
Now we have to check these fixes haven't broken anything else. ^^ [/edit]
by ChromeAngel - March 24, 2012, 09:35:44 pm - Discuss
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