Title: Genestealer Public Alpha Post by: ChromeAngel on September 27, 2011, 12:57:50 PM All the features intended for the Genestealer patch have been completed. I have been trying to get them balance tested since late July, but I haven't been able to corale enough team members or alpha testers together at one time to get large enough game going.
As a result i'm opening up the alpha build to the general public in that hope that we'll be able to get together much larger testing crew. This build is a patch from 5.51 (the latest beta) to 5.993(a beta 6 release candidate) not a full installer, so you'll have to have the current beta installed to use it. This patch is about 87MB as it adds a load of new models skins and replaces most of the maps with newer builds. Download Mirrors
Additional 5.94 Patch
Additional 5.95 Patch
Additional 5.96 Patch
Additional 5.97 Patch - Undead
Additional 5.97B Patch
Additional 5.98 Patch
Additional 5.99 Patch
Additional 5.991 Patch
Additional 5.992 Patch
Additional 5.993 Patch
Installation instructions
New Features
Changes
Bug Fixes
Known Issues
+++EDIT - October 09, 2011, 02:23:14 pm +++ Due to some bugs found during fridays test i've added a second alpha patch to fix some of he problems the carnifex was having moving around. The patch also addresses Genestealer exploits on Lycantium and adds a whole new version of Hive City. The link to download this patch is listed above. ---EDIT--- +++EDIT+++ In response to bug reports and player feedback during last Sunday's test i've added a 3rd alpha patch. New Features
Changes
Bug Fixes
The link to download this patch is listed above. ---EDIT--- +++EDIT+++ In response to bug reports and player feedback during last Sunday's test i've added a 4th alpha patch. Changes
Bug Fixes
---EDIT--- +++EDIT+++ In response to bug reports and player feedback during last Sunday's test i've added a 5th alpha patch. Changes
Bug Fixes
The "Burning Bug" (http://www.40ksource.com/common/smf/index.php?topic=832.msg5385#msg5385) has been heard in recent tests. Please keep an ear open for this anomaly and report in as much detail as possible any situations when it occurs. We're trying to work out how to reproduce it in lab conditions, so it can be tracked back and fixed. The link to download the 5.97 patch is listed above. I just realized I missed a file out of the patch, so i'll have to post a 5,97B patch in the morning. (Done) ---EDIT--- +++EDIT+++ In response to player feedback during last Sunday's test i've added another alpha patch aimed at re-balancing EX to take burst fire into account. Changes
The link to download the 5.99 patch is listed above. I'm expecting that the carnifex will get the most benefit out of this patch, although the Thrope should be able to hang in combat a little longer too. I hope enough of you guys can tear yourselves away form MW3 and Skyrim for an hour or so to help us gauge the balance. ---EDIT--- +++EDIT+++ In response to player feedback during last Sunday's test i've added another alpha patch aimed at re-balancing EX and fix a client crash that was occurring. Bug Fixes
Changes
The link to download the 5.991 patch is listed above. ---EDIT--- +++EDIT+++ Attempting to fix a particularly vauge client crash that occurred during the 5.991 test. Bug Fixes
+++EDIT+++ Attempting to fix a crash relating to player ragdolls and another related to how the boiter the switches fire mode. Bug Fixes
Changes
The link to download the 5.993 patch is listed above. If we get any more client crashes please can you email me (leader@40ksource.com) the .MDMP files from your steamapps/<yourname>/source SDK base 2007/ folder. Title: Re: Genestealer Public Alpha Post by: Farseer on October 07, 2011, 02:48:44 PM Exploit/Deathtrap: In Ex_Orbital in the MAIN SM Spawn, there is a structure opposite the door leading to the Hangar. Getting on top of this structure with any class is possible, but if u get there with a Genestealer then to the left there is a giant hole in the geometry on top of the cliff. You can leap there and get outside of the map bounds but you cannot leap out.
Title: Re: Genestealer Public Alpha Post by: ChromeAngel on October 07, 2011, 06:55:56 PM Exploit/Deathtrap: In Ex_Orbital in the MAIN SM Spawn, there is a structure opposite the door leading to the Hangar. Getting on top of this structure with any class is possible, but if u get there with a Genestealer then to the left there is a giant hole in the geometry on top of the cliff. You can leap there and get outside of the map bounds but you cannot leap out. You must be talking about Ichar IV, there are no cliffs in ex_orbital (it's all interior).The first scheduled test game for this version of Exterminatus will be held on my dedicated server ( 93.96.78.12:27016 ) tonight at 19:00 BST (GMT+1). Title: Re: Genestealer Public Alpha Post by: Nqss on October 07, 2011, 11:54:14 PM you've posted not the latest version of map , which i gave you , you are posted one with balance issue and visual bug
im pretty sure that i gave you one of the last versions Title: Re: Genestealer Public Alpha Post by: ChromeAngel on October 08, 2011, 12:58:02 AM The version of hive_city in this alpha patch is the most recently dated one I have. Can you send me the latest one ( leader@40ksource.com ), so I can include it in the next alpha.
It looks like their might be some quick fixes we can do to to turn out a 5.94 alpha before the weekend is out. Title: Re: Genestealer Public Alpha Post by: Nqss on October 08, 2011, 04:48:52 PM thats odd , because in thread about the map i posted the latest playbale version with "_b1"
can be changed name to regular ex_hivecity , so there won't be trouble in future , just version notification i'll send it to you anyways Title: Re: Genestealer Public Alpha Post by: Nqss on October 09, 2011, 05:31:05 PM Chrome , don't forget to do the fake ex_objectives , so they act as usual objectivies , but doesn't have spawn points relay
stealers are fun to play , but they makes some maps impossible to play for imperial team so maps need fixes for the stealers i also want to say , that , fexes are only nids which makes map giant , coz they fat and almost every corner should be empty and huge , i don't know , they are cool , but damn , huge spaces Title: Re: Genestealer Public Alpha Post by: Valvatorez Jr.Commissar on October 09, 2011, 07:42:50 PM Timer is cutoff to one fourth of what it should be, monitor resolution is 1440 x 900.
(http://ooloncolluphid42.files.wordpress.com/2011/10/ex_spacehulk0003.jpg) Title: Re: Genestealer Public Alpha Post by: ChromeAngel on October 09, 2011, 08:05:25 PM The turnout for this third test was somewhat better then the previous two. Which is surprising given the late arrival of the patch. I guess Sunday afternoons are the best time to gather testers.
Due to the rushed release of the 5.94 patch hive_city has gone out with a couple of known bugs in it, these will be fixed in 5.95, which will be coming later in the week. You can actually fix one of these bugs yourselves by copying all the "throne.*" files from "ex_alpha/models"/ to "ex_alpha/models/props". The general consensus seems to be that the new Genestealrer class is not only playable as is , but actually preferable to the warrior class in most cases. This could be attributed to the novelty of the new class, but i'm inclined to think it needs nerfing a bit. Currently i'm thinking a 20% reduction in his maximum health would be a good place to start. We probably need some kind of "slow capture" system to prevent too many "stealer ninja" or "lictor ninja" sneaky captures. Any ideas? The new bolter burst mode also functioned as intended and does no seem to have un-blanced the game as it could have. The consensus from the testers was that defaulting back to the standard mode after reloading was confusing, so i'll be taking that out for 5.95. A mod of fire indicator has been requested, the suggesting adding that the sunburst on the marines ammo counter could be chanced to show the bolter's mode. I do like that idea, but it's going to take a bit longer to do, probably a week or so. It's been suggested that we add some kind of "fake" or "non-spawning" objectives, to enable maps like thunderhawk and hive_city to visually direct players to their next objective, without changing where they spawn. This is probably going to take some planning. Do they get names? Do they appear on the Tactical Overview? However they work they will take a while to add before Nqss and myself can start adding them to maps. I doubt they'll be in for Beta 6 anyway. The Stealer talons seem to be missing their kill icon and the verteran and terminator combination weapons icons don't seem to be clipped correctly. Mentioning it here, so I don't forget. It was also suggested that a Carnifex should be able to push most of the marine classes (excluding termies) out of his way. Personally i'm not sure it's worth time it would take to code. Comments? Title: Re: Genestealer Public Alpha Post by: Nqss on October 09, 2011, 08:19:47 PM We probably need some kind of "slow capture" system to prevent too many "stealer ninja" or "lictor ninja" sneaky captures. Any ideas? trigger capture , which starts its own timer which not sepparated entity on the end of timer - point captured if we got both teams in the area - timer stopped , until one team in area could be done also botton , with same effect , you have to push it for some amount of time , while your mates are covering you It's been suggested that we add some kind of "fake" or "non-spawning" objectives, to enable maps like thunderhawk and hive_city to visually direct players to their next objective, without changing where they spawn. This is probably going to take some planning. Do they get names? Do they appear on the Tactical Overview? However they work they will take a while to add before Nqss and myself can start adding them to maps. I doubt they'll be in for Beta 6 anyway. everything is absolutly same , with names and overview visuals , except spawningsi also suggest to chabge sizes of icons of all objectivties , to smaller It was also suggested that a Carnifex should be able to push most of the marine classes (excluding termies) out of his way. Personally i'm not sure it's worth time it would take to code. so it can be done by copieng code , and this move instead sprint for fex Title: Re: Genestealer Public Alpha Post by: Farseer on October 11, 2011, 09:16:26 PM Quote We probably need some kind of "slow capture" system to prevent too many "stealer ninja" or "lictor ninja" sneaky captures. Any ideas? Points adjacent to the one recently capture are locked for X amount of time (30 secs). But the point which was capped can be recapped instantly. Honestly, i would prefer a TF2/Battlefield capture system, where u gotta stay in the area and hold it... OR where u press a button but you have to channel it until it completes. Quote It's been suggested that we add some kind of "fake" or "non-spawning" objectives, to enable maps like thunderhawk and hive_city to visually direct players to their next objective, without changing where they spawn. This is probably going to take some planning. Do they get names? Do they appear on the Tactical Overview? However they work they will take a while to add before Nqss and myself can start adding them to maps. I doubt they'll be in for Beta 6 anyway. Seems like a good feature. I think that we just need decals to add to the mod (imagine a white arrow , so they guide the player to the objectives. Map makers should be the ones who implement them correctly in the map. But an objective system could work, but in that case we need new icons for them and we really need to think it through properly... otherwise it would confuse a lot more. Quote It was also suggested that a Carnifex should be able to push most of the marine classes (excluding termies) out of his way. Personally i'm not sure it's worth time it would take to code. im worried that if i will try to melee someone as a fex that i would miss cause he got pushed to the side. otherwise... i dont know, im 50/50 on this idea. THE IDEA which i do want however, is removing fall dmg from all classes. And im not the only one. Title: Re: Genestealer Public Alpha Post by: Nqss on October 11, 2011, 09:52:55 PM Seems like a good feature. I think that we just need decals to add to the mod (imagine a white arrow , so they guide the player to the objectives. Map makers should be the ones who implement them correctly in the map. But an objective system could work, but in that case we need new icons for them and we really need to think it through properly... otherwise it would confuse a lot more. ... Title: Re: Genestealer Public Alpha Post by: Farseer on October 12, 2011, 03:38:41 PM how do they confuse more if those are same objectives,but without spawnings , which is used in 2 maps already with similar mechanics of single spawn per team [/quote] Well imagine you're a new player in lycantium... There 12 objectives on the hud (or on the tact screen). How would the new guy know the correct way? Would the players get annoyed by the screen clutter? Thats what will happen if we do it badly or we dont think it through. It has to be understandable even by the newbies, otherwise its just screen clutter and wasted effort. Title: Re: Genestealer Public Alpha Post by: Nqss on October 12, 2011, 09:39:13 PM Well imagine you're a new player in lycantium... There 12 objectives on the hud (or on the tact screen). How would the new guy know the correct way? Would the players get annoyed by the screen clutter? Thats what will happen if we do it badly or we dont think it through. It has to be understandable even by the newbies, otherwise its just screen clutter and wasted effort. there is tact screen to help different choosable icons for any objective could be handy if we do it badly exactly , why would we do it badly?why it suppose to be 12 objectives? regular 12 objectives will fuck up everything same way Title: Re: Genestealer Public Alpha Post by: ChromeAngel on October 13, 2011, 08:53:58 AM I don't think Nqss is suggesting having these non-spawning objectives in addition to a full set of regular objectives, more like using them to mark the location of sub-missions on maps like Thunderhawk and hive_city. That's my understanding.
[thinking out loud] Now in order to try and reduce the confusion of these different map behaviors maybe just have different naming conventions for maps that play in different styles. If we document the maps as if they have different game modes the mod may appear more extensive to new players and they will have a better expectation of the complexity. I'm thinking rename spacehulk to atc_spacehulk and thunderhawk to atc_thunderhawk (ATC = Against the Clock). Maybe put a timer on hive_cty and call ATC a second game mode. Thinking about it spacehulk uses progressive spawns and a countdown, so that wont work so well :/ [/thinking out loud] Title: Re: Genestealer Public Alpha Post by: ChromeAngel on October 16, 2011, 06:23:50 PM Results of the 5.95 test
The Genestealer nerf may have been a bit too extreme, it did feel rather too fragile in this build. I'm planning on buffing the health from 80 to 90 in the next patch. I may have to go higher still in order to reduce the number of bolt pistol hits it takes to kill one. I appear to have stopped the timer part of the timer being clipped, but have broken 2 line messages in the process... back to the drawing board. Rediscovered a problem with dig site that was reported in-game last week, but didn't get logged at the time. The Terminator, Veteran and Stealer kill icons all seem to need work. We had a surprisingly interesting round on ex_hive after a very bold and lucky marine took the blue console early in the game. I was planning on dropping this map from beta 6, but I might leave it in now. How do you guys feel about that? HIve_city got rushed by the nids, I have no idea how it got completed that fast. Title: Re: Genestealer Public Alpha Post by: ChromeAngel on October 23, 2011, 06:19:29 PM Results of the 5.96 test
Th 5 point health buff for Stealers seems to have done it's job. The now seem to be an even choice with warriors. The kill icons for actual projectile weapons (veteran plasma and thrope warp bolt) are not showing correctly. The icon for indicating a lictor when he spawns seems to be picking up part of a stealer. There is a (fixable) exploit that stealers can use in Spacehulk and the hole in Dig Site is still visible. The marines Rapid fie indicator does not seem to be working, this appears to be a fault with the patch's zip file. I should investigate allowing Melta beams and Psi attack to pass through grate textures. This may have an unbalancing effect on the game though, Maybe have acid dripping form when deathspitters hit grates? Best turnout yet for a public alpha test this week. Title: Re: Genestealer Public Alpha Post by: Nqss on October 23, 2011, 11:13:09 PM The marines Rapid fie indicator does not seem to be working, this appears to be a fault with the patch's zip file. and placing it above the ammo idicator will be best Title: Re: Genestealer Public Alpha Post by: ChromeAngel on October 31, 2011, 09:21:52 AM Results from the 5.97 test, not what I was hoping for...
Veteran kill icons are still b0rked, I think i'll create a new console command for testing kill icons, it just takes too long during multi-player testing (fun though it is). Specialist were spawning without their trademark Meltaguns, i'm fairly sure this is a side effect of trying to get the meltaguns to fire through grates. This should be patched ready for the new mid-week test game. While fixing the hole in the roof of digsite's outpost I appear to have broken the lighting. I'll have to put that back to the old values. The exploit on spacehulk appears to be fixed. A screenshot from Nqss shows the Firemode indicator working for his local client, but not when playiong on a dedicated server. This could require some poking around in the network code to find out what's going on. And yes the indicator stays at whatever it was last showing when you switch weapons. I forget who said it in-game, but "Rapid fire bolters are pure RAPE" (this is why I didn't include them before). Now you've seen it can I take this "feature" back out? Farseer was talking in-game about reducing the reward for Stealer kills. Since the reward is tied to the cost of class the only way to do this without re-writing the whole rewards system would be to reduce the cost of the Stealer. The class system only gives players enough points for the cheapest class on their team. So a side-effect of reducing the reward for stealer kills would be to make stealers the only option for tyranids at the start of the round (or any time when they haven't earned enough rewards). As they say in galaxy far far away... "i've got a baaad feeling about this." Title: Re: Genestealer Public Alpha Post by: Nqss on October 31, 2011, 11:47:33 AM ... nope!I forget who said it in-game, but "Rapid fire bolters are pure RAPE" (this is why I didn't include them before). Now you've seen it can I take this "feature" back out? it sure helps to kill stealer faster other nids are not that easy to kill Farseer was talking in-game about reducing the reward for Stealer kills. Since the reward is tied to the cost of class the only way to do this without re-writing the whole rewards system would be to reduce the cost of the Stealer. The class system only gives players enough points for the cheapest class on their team. So a side-effect of reducing the reward for stealer kills would be to make stealers the only option for tyranids at the start of the round (or any time when they haven't earned enough rewards). As they say in galaxy far far away... "i've got a baaad feeling about this." during tests we saw that stealers are easy to killbut why would you decrease the cost? you can increase the cost and increase health with damage WHY? because its tier 1 tyranid who can capture points with speed of light , marines doesn't have anyone who can cap as fast as them (not to mention that stealers can reach some places which some nids can't and even marines cant) placing stealers with increased stats next to thrope and fex will be good option in my opinion Title: Re: Genestealer Public Alpha Post by: ChromeAngel on November 17, 2011, 10:38:55 PM Update following the 5.992 test :
Their appears to be an intermittent client crash related to the bolter's firemode switch (or rather the message that tells the HUD to switch the indicator). That will need reworking fore the next alpha test. |