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Exterminatus - Rival Species 2 => News => Topic started by: ChromeAngel on December 08, 2013, 09:50:20 AM



Title: Alpha 7.57 Turrets and Targets
Post by: ChromeAngel on December 08, 2013, 09:50:20 AM
This week's patch is largely focuses on improvements to the Tarantua defence turret and new features intended to help out new players.

(http://www.40ksource.com/refs/alpha_install.png) (http://www.40ksource.com/files/Exterminatus_Alpha_7.57.exe)

Full Download 7.57 (401,957 KB)
  • 40ksource.com (http://www.40ksource.com/files/Exterminatus_Alpha_7.57.exe)

Installation instructions
  • If you already have a copy of the EX alpha, delete it.
  • Run the alpha installer and follow it's instructions.
  • Restart Steam.  You should now see both the Exterminatus Beta 7.5 and Exterminatus Alpha listed in your library.

Features
  • Highlight the next objective to capture in the HUD (still not highlighted in the tactical overview).

Work in progress
  • Added a new entity type ex_turret_point to the FGD for placing and facing turrets.  Objectives will spawn a  turret at the nearest ex_turret_point when marines capture it.
  • Turrets now detonate (rather than vanishing) when their objective is captured.
  • Turrets now target xenos in a 180 degree forward arc (but they're still twitchy about firing on close targets).
  • Map loading screens as the background to the tactical overview, so new players can get some kind of map.

Tweaks
  • Added turret spawn points to ex_valley, ex_orbital and ex_ichar_iv..

Known Bug
  • Turrets are configured to do only 1 point of damage per shot for testing purposes.  I will set it higher on the Alpha testing server though.

Download 7.57 patch only (70,200KB)
40ksource.com (http://www.40ksource.com/files/ex_alpha_patch_7.57.zip)

This patch contains only the changes since previous Alpha.


(http://www.40ksource.com/refs/BannerSmall.png)


Title: Re: Alpha 7.57 Turrets and Targets
Post by: ChromeAngel on December 08, 2013, 06:42:04 PM
Pre-Test After Action Report 7.57
Got on the server with a few new players at about 16:00 and played a few rounds.  The phrase "this is my favorite source mod" was used.  I was happy.

Tarantula needs it's own kill icon.

On Thunderhawk it would be useful if the tyranid objective marker targeted the same spot as the marines.

Had a few cases where the target objective icon was either fixed in the top-left or centre of the screen.  Usually sorted itself out quickly.

Tactical overview is always using the default background image, rather than the map specific one.


Title: Re: Alpha 7.57 Turrets and Targets
Post by: ChromeAngel on December 08, 2013, 10:21:33 PM
Alpha Test 7.57 After Action Report
Awesome turnout for the test this evening.  We had a full house or very nearly a full house for the whole of the hour I was on and testing.  I believe I owe thanks to Hefelolly for getting the gang together for this turnout.

Balance
The game seemed to be Uber balanced, to the point it got bogged down ins stalemates on several occasions.  I'm looking for suggestions on how to make secondary routes connecting the following objectives:
Monument to Car Park on Lycantium
Reactor to Cathedral of Control on Orbital
Garage to Landing pad on Ichar IV
Warehouse to Red Room on Ichar IV (or how to make the 2nd route more practical)

Bugs
  • Tarantula needs it's own kill icon.
  • The target objective was not working at all on city_conflict.
  • Tactical overview is always using the default background image, rather than the map specific one.

I'm quite satisfied with how the tarantula is turning out.  One more alpha before the xmas holidays then I think we're due for a new Beta ( or at least a release candidate ).


Title: Re: Alpha 7.57 Turrets and Targets
Post by: Typheron on December 14, 2013, 12:49:46 AM
Defence Turret, sound groovy chrome.

sadly mine still crashes on load and so is about as much use as a chocolate umbrella against an Extermins bombardment.