Title: 7.17 Rollup Post by: ChromeAngel on December 09, 2012, 02:16:19 PM Edited 19th Dec 2012
Exterminatus Alpha 7.17 is a round up of all the alpha updates from the 7.0 beta version. Numerous balance changes, tweaks and fixes have been made since alpha 7.10. Download 7.17 (75,681 KB) 40ksource.com (http://40ksource.com/files/ex_alpha_patch_7.17.zip) chromeangel.co.uk (http://www.chromeangel.co.uk/Exterminatus/Downloads/ex_alpha_patch_7.17.zip) (http://button.moddb.com/download/medium/48992.png) (http://www.moddb.com/mods/exterminatus/downloads/exterminatus-70-to-717-alpha-patch-zip) Installation instructions
(http://www.40ksource.com/refs/alpha_install.png) (http://40ksource.com/files/ex_alpha_patch_7.17.zip) What's new in 7.17?
Future Developments I am aiming to have a release candidate of Beta 7.25 ready for next weekend, in order to release the beta before Xmas. Edit 12th Dec 2012 Mid-week update, mainly balance and some tweaking. Trying to be restrained this close to the RC. Download 7.18 (4,386 KB) 40ksource.com (http://40ksource.com/files/ex_alpha_patch_7.18.zip) Download 7.18b (3 KB) 40ksource.com (http://40ksource.com/files/ex_alpha_patch_7.18b.zip) Installation instructions
Balance
Tweaks
Edit 16th Dec 2012 Time for the release candidate of what will be Exterminatus beta 7.25 ( this version is actually 7.20). This test is to ensure the installer works as intended and that the zip version contains all the necessary files and correct default settings. These are both intended as full installations, to replace the current beta 7.0. If you install this version you will not be able to play beta 7.0. Download 7.20 Installer (362,536 KB) 40ksource.com (http://40ksource.com/files/Exterminatus_Beta_7.20_RC.exe) ChromeAngel.co.uk (http://www.chromeangel.co.uk/Exterminatus/Downloads/Exterminatus_Beta_7.20_RC.exe) Installation instructions
Download 7.20 Zip (367,313 KB) 40ksource.com (http://40ksource.com/files/ex_beta_7.20_RC1.zip) ChromeAngel.co.uk (http://www.chromeangel.co.uk/Exterminatus/Downloads/ex_beta_7.20_RC1.zip) Installation instructions
You should now see both the Exterminatus - Beta 7.20 Release Canidate listed in your library. If you have problems installing or running this version please report it on the Steam Community Game Group discussion board. Tweaks
Beta Release Next Week Unless it all goes horribly wrong I plan to release something very similar to this to the public at large next weekend. Myself (and others) will be recording test games this week to use as promotional material, so please do not report bugs, ask for changes or any of the usual Alpha stuff in-game, just play. like all of Youtube, Facebook, Twitter, 4chan, ModDB and Reddit are watching you. eep! If you find a bug or change that needs to be made they can still be reported on the discussion board or forum as usual. If you have a website where you want to host a mirror of the next beta please contact me before Friday, so i can give you an early link to the Beta downloads. Edit 19th Dec 2012 Small patch for the final pre-beta game. I've tried to fix the powersword/chainsword kill icons switcheroo and add extra dropzones to maps that were short of spawn points. Download 7.20 RC 2 Patch (54,900 KB) 40ksource.com (http://40ksource.com/files/ex_beta_7.20_patch_RC2.zip) Installation instructions
You should now see both the Exterminatus - Beta 7.20 Release Candidate listed in your library. If you have problems installing or running this version please report it on the Steam Community Game Group discussion board. Beta Release Next Week Again I will be recording this game to use as promotional material, so please do not report bugs, ask for changes or any of the usual Alpha stuff in-game, just play. like all of Youtube, Facebook, Twitter, 4chan, ModDB and Reddit are watching you. (http://www.40ksource.com/refs/BannerSmall.png) Title: Re: 7.17 Rollup Post by: ChromeAngel on December 09, 2012, 09:59:58 PM Alpha 7.17 After Action Report
Good turnout, balance feels like it's coming together. I had fun. Stealers felt spot on to me, Biovoes were a little bit too good. I am not sure if I should nerf the spore mine damage or nerf his health down to say 225. The terminator hasn't been changed, but now feels like the least desirable tier 3 class. I propose to undo some of the nerfs that were applied to him when he was first balanced. I had a timeout followed by a crash and I think other players may have had it too. I hope it left an MDMP for me to debug. One more mid-week alpha test before next weekends RC, two if we test on Saturday too. It feels like a short deadline, but I think i'll make it as long as I don't get carried away changing too much stuff. Tweaks
Title: Re: 7.17 Rollup Post by: Valvatorez Jr.Commissar on December 09, 2012, 10:14:23 PM The Special seems to have fallen out of favor compared to Assault and Vanguard Veteran. If you can't implement the Plasma Gun. How about giving him the Storm Bolter as alternate wargear (no melee weapon) but make it less accurate and lower damage compared to the Terminator's as the weapon is hand held instead of mounted on his armor. In fact this is how machine guns work in real life.
Stealers felt spot on to me, Biovoes were a little bit too good. I am not sure if I should nerf the spore mine damage or nerf his health down to say 225. The terminator hasn't been changed, but now feels like the least desirable tier 3 class. I propose to undo some of the nerfs that were applied to him when he was first balanced. Just lower the Biovore's health for now. As for the Termi he really does need more ammo to counter the Dakka Fex. Kinda surprised you left his armor unchanged when the Venom Cannon went in. Dakka Fex cannon could use a slower recharge for the VC, as Nids usually win due to spamming it. Title: Re: 7.17 Rollup Post by: Nqss on December 09, 2012, 10:14:51 PM suggestion box
1. Smaller icons for the objectives , you might think that making them transparent is enough , but i saw at thunderhawk 2-3 icons blocking half the screen and enemy 2. more often jump for AM (it should be better then stealer because of t2 and such way because lictor is invisible) 3. 1-2 spare clips for termies , as they are not as good as other t3 classes , due to thier inability to fight for long time 4. slower rate of fire of VC , so it will become ranged class mostly and players with vc fex wouldn't have the idea of rushing intoi enemy lines Title: Re: 7.17 Rollup Post by: Nqss on December 09, 2012, 10:16:28 PM The Special seems to have fallen out of favor compared to Assault and Vanguard Veteran. have you played with it lately?you still can kill 3 or more nids in a row with it its not useless its just not popular due to the new classes to explore Title: Re: 7.17 Rollup Post by: ChromeAngel on December 09, 2012, 10:31:14 PM The Special seems to have fallen out of favor compared to Assault and Vanguard Veteran. If you can't implement the Plasma Gun. How about giving him the Storm Bolter as alternate wargear (no melee weapon) but make it less accurate and lower damage compared to the Terminator's as the weapon is hand held instead of mounted on his armor. In fact this is how machine guns work in real life. Just lower the Biovore's health for now. As for the Termi he really does need more ammo to counter the Dakka Fex. Kinda surprised you left his armor unchanged when the Venom Cannon went in. Dakka Fex cannon could use a slower recharge for the VC, as Nids usually win due to spamming it. The veteran is not intended to be a vanguard anything, the name is all explained in the manual (http://www.40ksource.com/help/Veteran.htm#40K_vs_Exterminatus). Plasmaguns are coming, after the Beta. Specialists are the standard against which other tier 2 classes are balanced, he's still as good as ever. I think Nqss is right in this regard, the others are just being chosen out of novelty and for testing. I don't like the slow firing VC myself, it's not event that deadly (at least not when i'm aiming it). You're probably only seeing it a lot when Tyranids are winning, because the tyranids are winning and have lots of points to spend. Title: Re: 7.17 Rollup Post by: Nqss on December 09, 2012, 10:46:30 PM once again
screamer is not prefered choice , but screamer is balanced , VC is prefered choice and cant be called balanced Title: Re: 7.17 Rollup Post by: Stahlhagel on December 10, 2012, 03:53:02 PM as long as the fexes will stuck on maps, on every damn stone on the ground, screamer killer will be the less desirable choice( dont forget the awful hitscan in close combat from which cc classes suffer since the early versions of the mod)
suggestions so far: -stealer was nerfed on his most crucial spot: his ability to hit properly in melee. id monitor the changes for some time to make sure the poor thing doesnt suck like it did before the buffs -remove dakkafex sprint ability. venom cannon makes it unnecessary, hinder his close combat capabilities as much as possible - nerf ROF of vc. the weapon feels like its supposed to, but we dont want it to be op, so nerfing it in a way which wont frustrate players is the way to go. -fix the close combat hitscan, i cant count the number of times i got killed with lictor because i chased a running marine, hitting him, but doing no damage, and being shot up while doing so. -maybe make grenades recharchable like nid ammo with very long reload ? i bet that would make grenade dependant classes viable in the long run, though its unrealistic... -vore healht nerf to 220, maybe rof nerf -AM needs some serious buffs, either do something with his jump or movement speed or buff the health this thing just isnt made for tier 2 currently -the sarge is finally useful now but is it just me or does he lack a bit of range ? it could be a bit confusing because the lack of decent anims... - melta is balanced, its just the new ranged nid firepower it struggles against with its short range. if necessary to make it viable, increasing range or the specialist movement speed could be a good way for it to cope with the new situation Title: Re: 7.17 Rollup Post by: Nqss on December 10, 2012, 05:15:36 PM as long as the fexes will stuck on maps, on every damn stone on the ground, screamer killer will be the less desirable choice( dont forget the awful hitscan in close combat from which cc classes suffer since the early versions of the mod) 1 hit scream kill and not all the maps are like that- nerf ROF of vc. the weapon feels like its supposed to, but we dont want it to be op, so nerfing it in a way which wont frustrate players is the way to go. 2 nerfs in a row will cause opposite effectproven via time , really -maybe make grenades recharchable like nid ammo with very long reload ? i bet that would make grenade dependant classes viable in the long run, though its unrealistic... geneseed of grenade crappersjust sayin Title: Re: 7.17 Rollup Post by: Valvatorez Jr.Commissar on December 11, 2012, 10:28:38 PM Do it like Half Life 2 does it give players more grenades, give players a crate but they have to have it capped to get more like Resistance and Liberation does it.
This is going to be gross but how about giving the Screamer Fex the ability to hock inaccurate plasma loogies with the reload button, instead of instant death it does damage over time and lasts for a few seconds.(non serious suggestion) Or alternatively give screamer the ability to eat Tyranid and Human(Space Marine) ragdolls (saw it in an old Half Life mod) to regenerate his own health. (actual serious suggestion). Grenadier should have faster movement speed than the bolter Tactical. -AM needs some serious buffs, either do something with his jump or movement speed or buff the health this thing just isnt made for tier 2 currently Already told Chrome that Assault can trade his Bolt pistol for a Plasma pistol, turns out that he doesn't need to be a Sergent to use it(only Assault Sergent gets Power Weapons). So the old Chiansword Plasma combo can be given to him as alternate war gear. Title: Re: 7.17 Rollup Post by: ChromeAngel on December 12, 2012, 08:17:39 AM FYI movement speed (including sprinting) is controlled by the class, not the wargear. So I cannot make the VC fex unable to sprint or the grenadier run faster.
Title: Re: 7.17 Rollup Post by: Valvatorez Jr.Commissar on December 12, 2012, 04:13:08 PM FYI movement speed (including sprinting) is controlled by the class, not the wargear. So I cannot make the VC fex unable to sprint or the grenadier run faster. Wish Valve didn't set up Source so you can't have both Counter Strike knife speed and HEV style spiriting . In that case boost the Grenadiers grenades up to six, as for VC fex since the Venom Cannon is what a Nid battle rifle could be like(but with RPG 7 Rounds instead of 7.62) make it twenty rounds before ammo needs to regenerate. Title: Re: 7.17 Rollup Post by: Stahlhagel on December 12, 2012, 04:30:34 PM i kinda like the "nid magazine" idea. it would allow to make nid weaponary powerfull while limiting damage potential with ammo regeneration, making the weapons do their full damage potential right on time, but then being useless because of the reload.
it would make players think twice before wasting ammo, kinda like how the lictor leap currently works. Title: Re: 7.17 Rollup Post by: ChromeAngel on December 12, 2012, 10:22:25 PM Alpha 7.18 After Action Report
Due to a problem with the class definition file some classes were not available for the test, which caused some problems. 7.18b appears to fix that, so i've scheduled another test for tomorrow night. Bugs
Suggestions
Title: Re: 7.17 Rollup Post by: Valvatorez Jr.Commissar on December 13, 2012, 10:09:30 PM Space Marine starting area in Ichar IV should be more like Tarsis ultra's, though that's something NQSS should work on.
Also grenades are maxed at five for some reason. Source won't let you make it six Chrome? Title: Re: 7.17 Rollup Post by: ChromeAngel on December 13, 2012, 10:20:15 PM Alpha 7.18b After Action Report
As a group of largely experienced players we roared through the maps at a fair old rate. Turnout was a bit low for judging the balance. Nothing stood out as being particularly OP though. No new breakages, except maybe a heavy weapon selection. Also grenades are maxed at five for some reason. Source won't let you make it six Chrome? That's probably capped by the ammo type, I did not think to change that. Having been on the receiving end of a grenade salvo i'm now worried about them becoming too spammy. EDIT I need to use the hints from the wargear, rather than the class when a player spawns Title: Re: 7.17 Rollup Post by: ChromeAngel on December 16, 2012, 09:21:00 PM Release Candidate 1 (7.20) After Action Report
That seems to go well, all the content was in and working. The only bug I saw was that chinswords and powersword seem to have their kill icons swapped. Balance wise the marines seem to loose a lot. I'm still not sure why, no one class seems overpowered. The recent terminator buff makes them kind of awesome (as all 3rd tier classes should be). I made some changes to Thunderhawk earlier today, i'd like to test those on Wednesday once i've done a full compile. Title: Re: 7.17 Rollup Post by: Valvatorez Jr.Commissar on December 17, 2012, 07:04:42 AM That's probably capped by the ammo type, I did not think to change that. Having been on the receiving end of a grenade salvo i'm now worried about them becoming too spammy. EDIT I need to use the hints from the wargear, rather than the class when a player spawns If it gets too spammy, nerf them to five. That was confusing when a hint showed for a weapon I didn't have. [ Balance wise the marines seem to loose a lot. I'm still not sure why, no one class seems overpowered. A few maps need redone, because most of them where made before Biovore and the Venom Cannon were implemented. So many may need changes to reflect the Tyranid's new long range firepower. Title: Re: 7.17 Rollup Post by: ChromeAngel on December 17, 2012, 09:44:05 PM 2 more ideas for after the Beta
Title: Re: 7.17 Rollup Post by: Valvatorez Jr.Commissar on December 17, 2012, 11:10:42 PM May I suggest giving Vet a Scoped Bolter with Hellfire rounds(or Kraken if its too early) as a Wargear option since Special is going to have three different weapon sets?
Title: Re: 7.17 Rollup Post by: ChromeAngel on December 19, 2012, 10:57:12 PM 7.20 Release Candidate 2 After Action Report
Turnout was not as good as I would have hoped, but I guess that may be due to the last minute patch. Rather annoyed at everyone for bitching and making suggestions while i'm trying to film gameplay demos. What was patched all seems to work fine (at least no worse that it was before), which is good news. Unless I get any reports of big boo boos all I have to do to have this ready for Saturday is:
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