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Author Topic: Codex Exterminatus  (Read 12346 times)
ChromeAngel
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« on: March 17, 2013, 12:40:15 PM »

Small patch this week, with some final (I hope) balance adjustments and tweaks.  I have also spent some time updating the help pages with the new wargear and latest tactics (proof reading required).

Download 7.35 (4,429 KB)
40ksource.com
chromeangel.co.uk

Installation instructions
  • Install Alpha 7.33 roll up if haven't already.
  • Extract the 7.34 patch to your sourcemods folder ( they should overwrite files in the ex_alpha folder ).
  • Extract the 7.35 patch to your sourcemods folder ( they should overwrite files in the ex_alpha folder ).
  • Restart Steam.
You should now see both the Exterminatus Beta 7.25 and Exterminatus Alpha listed in your library.

If you have problems installing or running this patch visit the Steam Community Game Group, chat room on Steam.  I'll be there to offer advice during testing times (please be patient, I will be in-game, participating in the test at the same time).

Balance
  • Buffed Venom Cannon to require only 1 reload between each shot
  • Nerfed Venom Cannon radius from 150 to 100 to reflect it's new, higher ROF

Tweaks
  • Tweaked the power weapon effect for view models (still no effect for world models).
  • Tweaked the Venom Cannon effect to reflect its actual area of effect.
  • Tweaked the Flamer code to try and prevent the intermittent client crashes from last week.
  • Documented the Flamer, Plasmagun, Venom Cannon, Powersword and Psychic Healing in the Help.

Catch Up
  • This patch also includes sounds, effects and map text that may have been missing in previous updates

Future
If the Venom Cannon balance changes prove to be balanced and fun next week we will have a full install ZIP to test out the release candidate for the next Beta version.  There is still a slim hope that The Vman and Im a Turtle will come through with some particle system and sound effect updates by then.

« Last Edit: March 17, 2013, 12:57:05 PM by ChromeAngel » Logged

ChromeAngel
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« Reply #1 on: March 17, 2013, 10:06:09 PM »

After Action Report Alpha 7.35
I feel good about this version.  The game felt balanced, the maps and effects looked gorgeous.  The players seemed satisfied. I think we're on schedule for a release candidate next weekend.

Battle Bruva Cat had problems with the wargear menu.  But only him, so i'm thinking it was a patching issue at his end.

The Venom Cannon felt just right, it took some doing but the VC and SK fex wargear now feels balanced.  

The inferno pistol combo does not have the power weapon effects, this needs adding to bring it in-line.

The flamer code tweak seemed to work, I didn't crash at all.

Unless I get updated bolter sound by next weekend i'm going to have to revert to the old bolter sound as i'm getting reports of it sounding clipped.

City conflict v5 needs re-naming to just city conflict.

Hive's final objective could use more health, its breaking too quickly,

As usual I will be recording demos during next weeks RC test to use for PR of the new Beta, so be sure to bring all your mates.

I am also looking for a narrator to help me record some feature videos for PR and player tutorials.
« Last Edit: March 17, 2013, 11:29:51 PM by ChromeAngel » Logged

ChromeAngel
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« Reply #2 on: March 18, 2013, 10:28:24 PM »

I looked into adding power field particles on the Inferno combo.  However, the melta beam effect code is killing the power field particles on the view model before they can appear.  I cannot see any way to get them to work  without breaking the melta effect code.  We can either live with it as it is, or remove the inferno combo.
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« Reply #3 on: March 19, 2013, 02:51:13 AM »

I looked into adding power field particles on the Inferno combo.  However, the melta beam effect code is killing the power field particles on the view model before they can appear.  I cannot see any way to get them to work  without breaking the melta effect code.  We can either live with it as it is, or remove the inferno combo.

Ah damn it Valve. You can either add another sword model which glows or make them separate weapons and extend the Power Sword into a Relic Blade while the Inferno Pistol is duel wielded with the Bolt pistol. Worst case scenario is removing the Pistol and replacing it with a combi-weapon.
« Last Edit: March 19, 2013, 06:39:01 AM by Oolon Colluphid » Logged

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ChromeAngel
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« Reply #4 on: March 19, 2013, 08:31:59 AM »

I looked into adding power field particles on the Inferno combo.  However, the melta beam effect code is killing the power field particles on the view model before they can appear.  I cannot see any way to get them to work  without breaking the melta effect code.  We can either live with it as it is, or remove the inferno combo.

Ah damn it Valve. You can either add another sword model which glows or make them separate weapons and extend the Power Sword into a Relic Blade while the Inferno Pistol is duel wielded with the Bolt pistol. Worst case scenario is removing the Pistol and replacing it with a combi-weapon.

Hmm...  we don't have any combi-weapon assets, but finding some other way to make the blade glow does not sound too difficult.
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