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Author Topic: Alpha 6.38 - Apothecary VS Biovore  (Read 49868 times)
ChromeAngel
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« on: August 12, 2012, 12:02:01 PM »

[edit 16th September 2012]
In order to participate in today's alpha test you need the Source SDK 2007, Exterminatus Beta 6.25, the 6.25 to 6.32 patch, the 6.33 patch, the 6.34 patch, the 6.35 patch, the 6.36 patch, the 6.37 patch and the 6.38 patch.  Please read the installation instructions bellow carefully.
[/edit]

This week's alpha patch is a round up of all the weekly alpha's since the 6.25 beta release.  This means all you need to play this latest version is Source SDK 2007, EX 6.25 beta and this patch.  I'm releasing this round up now because there have been a lot of patches since the beta and I know a lot of folks have trouble keeping up, also the 6.3x series of alphas now has a set features that are sufficiently even to be balanced.  Everything should now be working, it's just a matter of balance testing and tweaking that balance before this becomes the new Beta version.


Downloads (55,417 KB)

++ Please check further down the page for later alpha updates. ++

Installation
If you already have a copy of the EX alpha, delete it.  If you don't already have Beta 6.25 download and install it as normal.  Copy the sourcemods/ex folder containing beta 6.25 and rename it to sourcemods/ex_alpha (so you can still play the beta version too).  Extract the 6.32 patch to your sourcemods folder ( they should overwrite files in the ex_alpha folder ).  Extract the ex_tarsis_ultra.rar to your SourceMods/ex_alpha/maps/ folder.  Restart Steam.  You should now see both the Exterminatus Beta 6.25 and Exterminatus Alpha listed in your library.

If you are running your own server exact ex_alpha_patch_6.325.zip to your SourceMods/ex_alpha/bin/ folder, replacing the server.dll already there.

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).

VS

Features
  • Apothecary - Marine Tier 2 Class with Narcathium, Chainsword and Boltpistol.
  • Biovore - Tyranid Tier 2 Class with Spore Mine launcher and Talons.
  • Wargear Menu - After class selection allows you to pick which wargear set to equip.
  • Missile Launcher - Alternate weapon for Heavy marines, with Frag and Krak missiles.
  • "Hero banners" - to identify EX developers and contributors playing on the marine team.
  • New version of city conflict (v3) by Dark Marine, with added vents, extend vistas and Coldhesier's 40k plasma generators.
  • New version of Lycantium with a new 5th objective.
  • Plasma bolt projectile and impact particles by The VMan.
  • Melta beam and impact particles by The VMan.
  • Deathspitter impact particles by The VMan.
  • Bolt weapons impact particles by The VMan.
  • Missile impact particles by The VMan.
  • Frag grenade explosion particles by The VMan.
  • Spore Mine explosion particles by The VMan.
  • Player blood particles by The VMan.
  • Boltgun 3rd person muzzle flash particles by The VMan.
  • Screamer Killer effects particles by The VMan.


Tweaks
  • Extended the class selection menu to handle 6 classes per team.
  • Changed the way that frag grenades get thrown by the view model.
  • Tweaked the some tyranid player animations to try and eliminate some console warnings.

Balance
  • Slightly buffed the boltgun and boltpistol rate of fire.
  • Buffed the accuracy of the boltgun.
  • Nerfed the Fex's resistance to melta from 20% to 15%.
  • Nerfed Carnifex armour to make missiles more effective.
  • Forced de-cloaking while USEing for Lictors, to reduce "ninja caps".

Bug Fixes
  • Fixed gaps in the stealer's view model.
  • Altered the POV for the vet combo, so you wont see the sleeve tops in wide-screen mode.

Future Plans
I'll be working on bug fixes, aesthetic improvements (particle effects) and balance tweaking from now until we're ready for a new beta release.  In order to test the balance of the mod I need to at least double the number of alpha testers that have been attending in recent weeks.  I hope to see you all in-game.

[edit 19th August 2012]
Alpha 6.33 Overview
This week we've witnessed the rapid development of ex_tarsis_ultra by Nqss, polished some features and tweaked some factor to balance the recently added classes.

Downloads ( 75,841 KB )

Installation
Install the 6.32 version of the alpha as detailed above.  Extract the 6.33 patch to your sourcemods folder ( it should overwrite files in the ex_alpha folder ). Restart Steam.  You should now see both the Exterminatus Beta 6.25 and Exterminatus Alpha listed in your library.


++ Please check further down the page for later alpha updates. ++

Features
  • New version of ex_tarsis_ultra by Nqss
  • New version of ex_city_conflict by Dark Marine

Bug Fixes
  • Stormbolters showing spare ammo, it cannot use.
  • Terminator lights flicking after running out of ammo.
  • Melta weapon effects stay on after the weapon is dropped by a dead player.

Tweaks
  • Changed the reactor room door in ex_orbital.
  • Revamped the forceshield in ex_spacehulk, using new pylon props.
  • Narcathium now removes acid splatter.
  • Narcathium can now be used as a melee weapon.
  • Narcathium now heals all nearby marines when idle.
  • Dead biovores now ragdoll.
  • Added VMan's muzzle flash particle effect to the Stormbolter.

Balance
  • Buffed Narcathium range to 110 from 80.
  • Buffed Narcathium primary to 50HP from 25.
  • Buffed Narcathium secondary to 75HP from 50.
  • Buffed Narcathium meds regeneration to 25 per second from 5.
  • Buffed Powerfist range to 110 from 80.
  • Buffed Sporemine maximum damage to 40 from 30.
[/edit]

[edit 26th August 2012]
Alpha 6.34 Overview
This week we have more bug fixes, polished features and balance tweaks.

Downloads ( 69,769 KB )

Installation
Install the 6.33 version of the alpha as detailed above.  Extract the 6.34 patch to your sourcemods folder ( it should overwrite files in the ex_alpha folder ). Delete the file sourcemods/ex_alpha/scripts/ex_weapon_fex_combo.ctx.  Restart Steam.  You should now see both the Exterminatus Beta 6.25 and Exterminatus Alpha listed in your library.


++ Please check further down the page for later alpha updates. ++

Features
  • New version of ex_tarsis_ultra by Nqss.
  • Missile trail particle effects by The VMan.

Bug Fixes
  • Show 3rd person muzzle flash FX for Bolters and Stormbolters.
  • Fixed the reactor room door in ex_orbital.
  • Attempted to fix melta weapon effects staying on after the weapon is dropped by a dead player.
  • Carnifex and Biovore class selection icons are both corrupted.
  • Orient grenade effects upwards.

Tweaks
  • Added a deploy animation to the Terminator Combo view model.
  • Added a deploy animation to the Warrior Combo view model.
  • Tuned veteran combo animations.
  • Switched plasma pistol bolt effect.

Balance
  • Buffed Spore mine damage to 50HP from 40HP.
  • Buffed Powerfist range to 120 from 110.
  • Buffed Carnifex armor VS Melta.
  • Moved Carnifex to tier 3 from tier 2.
  • Nerfed warp blast speed to 1800 from 2200.
  • Moved Zoanthrope to tier 2 from tier 3.
  • Buffed Apothecary health to 200HP from 110HP.
[/edit]

[edit 27th August 2012]
Alpha 6.35 Overview
Bank holiday special!  Just bug fixes for 6.34

Downloads ( 7,224 KB )

Installation
Install the 6.34 version of the alpha as detailed above.  Extract the 6.35 patch to your sourcemods folder ( it should overwrite files in the ex_alpha folder ).  Restart Steam.  You should now see both the Exterminatus Beta 6.25 and Exterminatus Alpha listed in your library.


++ Please check further down the page for later alpha updates. ++

Bug Fixes
  • Plasma pistol combo is very slow to play it's "draw" animation.
  • The Narcathium idle behaviour seems to be broken.
  • The Narcathium becomes unavailable if it runs out of ammo.
  • Mines not detonating from damage.
  • Not everyone is seeing all the FX.
  • Melta beam sometimes stays on when dropped.  Only when dropped out of PVS?( test! ).
[/edit]

[edit 2nd September 2012]
Alpha 6.36 Overview
More balancing, tweaking and improving in the run up to a new Beta version.

Downloads ( 37,997 KB )

Installation
Install the 6.35 version of the alpha as detailed above.  Extract the 6.36 patch to your sourcemods folder ( it should overwrite files in the ex_alpha folder ).  Restart Steam.  You should now see both the Exterminatus Beta 6.25 and Exterminatus Alpha listed in your library.


++ Please check further down the page for later alpha updates. ++

Balance
  • Buff Plasma pistol damage to 45 per shot from 30.
  • Buff Sporemine damage again.
  • Nerfed the ROF of the Biovore talon attack.

Tweaks
  • New version of city conflict by Dark Marine, extending the vent system and using some new props.
  • New version of taris ultra by Nqss, with improved terrain and lighting.
  • New surgical sound for the Narcathium.
  • All new tyranid warrior animations, hitboxes and ragdoll.

Bug Fixes
  • Plasma pistol is missing it's impact effect.
  • Bolter now ejects shell casings again.
[/edit]

[edit 9th September 2012]
Alpha 6.37 Overview
Fixing up minor aesthetic bugs and more map improvements.  I've also been working on some background
preparations for the next beta release, which will be version 7.0.  We're mainly waiting for updates to the particles systems at this point.

Downloads ( 42,797 KB )

Installation
Install the 6.36 version of the alpha as detailed above.  Extract the 6.37 patch to your sourcemods folder ( it should overwrite files in the ex_alpha folder ).  Delete sourcemods/ex_alpha/scripts/ex_weapon_fex_combo.ctx and ex_weapon_lictor_combo.ctx.  Restart Steam.  You should now see both the Exterminatus Beta 6.25 and Exterminatus Alpha listed in your library.


++ Please check further down the page for later alpha updates. ++

Bug Fixes
  • Medic chainsword not showing correct kill icon.
  • Various projectiles (warp bolt, plasma bolt) not showing correct kill icon.
  • Bolter intermittently ejecting two or more cases for per shot.

Tweaks
  • New crosshairs for the Lictor and Fex classes.
  • Used Stahlhagel's chainsword in the plasma pistol combo view model.
  • Graphical and performance improvements to ex_tarsis_ultra.
  • Added tower access and spawn point protection to ex_city_conflict_v3.
  • Updated the Manual with entries for the Apothecary and Biovore .
[/edit]

[edit 16th September 2012]
Alpha 6.38 Overview
Not much activity thus week, just bug fixes and some tooling up for tweaking in future.  We're mainly waiting for The Vman to finish his work on the particles systems before preparing a new Beta.  Oh and we're playing Black Mesa Wink

Downloads ( 3,909 KB )

Installation
Install the 6.37 version of the alpha as detailed above.  Extract the 6.38 patch to your sourcemods folder ( it should overwrite files in the ex_alpha folder ).  Restart Steam.  You should now see both the Exterminatus Beta 6.25 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).

Tweaks
  • Added console variables for  tweaking the Zoanthrope's weapons outside the code (see ex_warpbolt_* and ex_warpblast_*).
  • Tweaked the "eye position" of the objective model, this should prevent the "groin cam" view when an enemy is capping the objective you're looking out of.

Bug Fixes
  • The inferno pisotol combo weapon was showing kills with the chainsword.
  • Plasma pistol combo appearing ash an un-textured boltpistol in 1st person view.
  • Nqss was late connecting and experienced several crashed related to vphysics of player ragdolls.
  • The server crashed at one point, beacuse of a dying servo skull.
  • The melta beam staying on even after being dropped.

[/edit]


« Last Edit: September 16, 2012, 07:44:46 PM by ChromeAngel » Logged

ChromeAngel
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« Reply #1 on: August 12, 2012, 09:20:08 PM »

After action report for Alpha 6.32

Bugs
  • Patients dying while being treated with the medics primary heal crashes the server.  Embarrassed
  • Some other condition (possibly biovore related) is crashing the server.  This leaves no crash traces, so I need more clues from testers.  Undecided

Balance
  • Spore mines are doing far too much damage.  I'm planning to Nerf that to about 30HP from 90.
  • Medics regenerate Meds too slowly.  I'm planning to Buff that to 5 per tick from 1.
  • Medics are completely screwed when confronted with a Fex.  Any suggestions?.
  • Bolters are too effective now. I'm planning to Nerf the accuracy back closer to the v6,25 accuracy.

Tweaks
  • Plasma bolt projectile is about 30% too big.
  • Plasma impact particle system is too big and should be shrunk to 1/3rd the size.
  • Deathspitter impact particles appear fullbright/glow in the dark (using unlit generic shader?)
  • Deathspitter impact particle system is about 30% too big.
  • Deathspitter impact particle system is Green instead of Tyranic Red.
  • Deathspitter impact particle system horizontal splatters don't fall to the floor.
  • Bolt weapons impact particles produce large smoke that visibly clips the ground, maybe use many smaller particles to disguise this?
  • Some of the large smoke particles in the Bolt weapon impact effect are fullbright.
  • Bolt weapons impact particles are too big for the boltpistol. Please can we have a variation 50% smaller for the BP.
  • Spore Mine explosion particle system is about 25% too big.
  • Spore Mine explosion particles hang around to long and fall too slowly.
  • Spore Mine explosion particles are Green instead of Tyranic Red.
  • Player blood particles are too small to spot on monstrous tyranids, please can we have a version of the marine blood particles that is 100% bigger.
  • Screamer Killer effect particle system is MASSIVE, please scale this down to 1/8th (i'm actually OK with this one being bluey green).
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Typheron
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« Reply #2 on: August 12, 2012, 11:32:43 PM »

Personally i prefer the green to the red on the deathspitter, it gives a nice contrast to the rest of the team colour. Its not like its going to be confused with something the marines have.

It also by gaming convention marks that it is acid, since acid is green in the movies.
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« Reply #3 on: August 12, 2012, 11:51:23 PM »

we already had a discussion about that, chrome wants it that way no matter what , even if it doesnt make much sense considered realism or aesthetic. hes the boss, so hes got the final word.

anyway, i think bolter should be removed from the veteran, as his combo weapons the reason why you upgrade from tac to sergeant. bolter would make more sense as a starter set untill you unlock the more powerful melta / plasma pistol
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« Reply #4 on: August 13, 2012, 12:03:15 AM »

-buff for medic regen. good
-medics are screwed for a reason against MOST classes. they need csword/bp combo NOT single weapons. switching mid battle means certain death. also, medic shoud be able to choose to have either close combat warger (bp/csword combo ) or standard long range weapons (bolter).
-dont nerf the bolter accuracy too much. its op now but it shouldnt completely miss at point blank range like in 6.25. it should be like 6.25 accuracy with a slight buff, just slight.
-plasma pistol shouldnt have any offset, for some reason a lot of shots go into the ground, possibly an entity spawn issue. nerf the plasma pistol ROF to 1 shot per second, buff the damage for compensation, so if you dont aim carefully , youre screwed. it should be a powerful, but SKILL based weapon.
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ChromeAngel
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« Reply #5 on: August 13, 2012, 08:37:13 AM »

Stahl: Just a reminder, we need a physics model for the biovore, so he can ragdoll, rather than vanishing.

[edit]
I've patched my server, so it should be more stable now.  The patch has been added to the main news post for anyone hosting a server.
[/edit]
« Last Edit: August 13, 2012, 08:01:57 PM by ChromeAngel » Logged

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« Reply #6 on: August 14, 2012, 08:53:04 PM »

The rocket launcher has frag and crack rockets. But it isnt clearly what rocket is what.  Left mouse button crack and right frag rockets? The explosion between the both looks the same.
Maybe change it like the bolter. With right click you can change between them. Give the player a little message on the screen which type of rocket is current active.

Posted by Stahlhagel
Quote
anyway, i think bolter should be removed from the veteran, as his combo weapons the reason why you upgrade from tac to sergeant. bolter would make more sense as a starter set untill you unlock the more powerful melta / plasma pistol

I totaly agree with this.
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« Reply #7 on: August 14, 2012, 10:59:39 PM »

bugs
-this
http://steamcommunity.com/profiles/76561197980570034/screenshot/1155424861302559570
-when terminator runs out of a first clip - he cant reload , instead , flashlight started to turn on-off repeativly

suggestions
-apothecary , increase the time between injections , increase the health healed in a single injection.
so you can heal propertly , not poking your mates all the time.
PROBABLY , add health regeneration to apothecary , 2hp per 5 seconds.
PROBABLY , move fex to the higher tier , maybe to thrope
WHY? because they are breaking gameplay , NOT BECAUSE THEY OP , NO
because you can hardly WALK AROUND while there is 3 or 4 of those , they are blocking every corridor!


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« Reply #8 on: August 14, 2012, 11:02:27 PM »

After action report for Alpha 6.325

This seemed to go well.  The server crashes in the previous build were completely fixed.  I did get a couple of Client crashes, once on map load and once when I tried to record a demo.  The MDMP files point to the ragdoll creation code as being the culprit,  Might have to do some elimination testing to see which model is the culprit...

Balance
  • The Biovore nerf in this build was a bit too effective, I propose to buff the spore mine damage to 40HP from 30HP.
  • I didn't get any chance to play medic myself but the word was that it felt underpowered.  I'm resisting the calls to give him more firepower for now, I don't want him mutating into a veteran that heals.  So what remains is to buff his healing power.  Players seemed to be more concerned with the speed of healing that the amount of healing.  I propose to buff the primary "attack" to heal 50 HP per hit from 25,  the secondary "attack" to 75HP from 50 and boost the regeneration rate to 25 meds per tick from 5.  I shall also have it do damage to tyranids if you hit them (ATM it does none).

So many times I could not see where I was or what I was shooting at for all the clouds of acid, spores, explosions and plasma bursts.  This fog of war brings a rush of adrenalin, but is also very confusing Undecided
« Last Edit: August 14, 2012, 11:10:53 PM by ChromeAngel » Logged

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« Reply #9 on: August 14, 2012, 11:08:54 PM »

bugs
-when terminator runs out of a first clip - he cant reload , instead , flashlight started to turn on-off repeativly

That's not a bug, it's a feature, the Terminator is balanced by his limiting his ammo.

If you'd rather not have a flashlight, fine, i'll just animate the termy reaching for the empty clips to reload, then crushing them into twisted metal with his powerfist before breaking into tears...[/sarcasm]
« Last Edit: August 14, 2012, 11:11:24 PM by ChromeAngel » Logged

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« Reply #10 on: August 14, 2012, 11:17:02 PM »

bugs
-when terminator runs out of a first clip - he cant reload , instead , flashlight started to turn on-off repeativly

That's not a bug, it's a feature, the Terminator is balanced by his limiting his ammo.

If you'd rather not have a flashlight, fine, i'll just animate the termy reaching for the empty clips to reload, then crushing them into twisted metal with his powerfist before breaking into tears...[/sarcasm]
Matt , flashlight fliks on itsown , im not saying that i cant reload by pressing R , flashlight turns on and off by itsown
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« Reply #11 on: August 15, 2012, 08:35:48 AM »

Ah.  Sorry Nqss, i did not realise it was toggling the light on it's own.  I shall look into it.

Quote from: otakumon
As for today's game: Fun! However, Tyranids still feel OP to me. Biovore spamming Spore Mines is the worst offender. And Lictor still can cap while cloaked, which I think is unfair. And don't forget what players said in chat about the Apothecary class!

And sorry Stahl, I get so immersed in the game I couldn't help myself. (bolt pistols will work on Genestealers) There needs to be personal radar/motion tracker for Marines/Terminators (make sure it cannot detect cloaked lictors).

Can anyone else confirm this report of cloaked lictors capping?
« Last Edit: August 15, 2012, 08:52:46 AM by ChromeAngel » Logged

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« Reply #12 on: August 15, 2012, 04:29:32 PM »

i also agree that powerfist of terminator needs a buff
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« Reply #13 on: August 15, 2012, 06:45:58 PM »

agree on the power fist. we should make it what its supposed to be, a slow to handle, hard hitting melee weapon, with considerable cooldown time. power fist is the only thing the termie can use once hes out of ammo  ( we dont have ammo crate mechanics yet.)  so he should be able to hit something at least. range buff is sorely needed, and maybe a damage buff with a much bigger cooldown to make it what its supposed to be.
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« Reply #14 on: August 19, 2012, 10:16:27 PM »

+bugs
well , bug with melta FX is still here.

+suggestions
i think vore need increased accuracy by x2-1,5
i think you have to add health regeration to fex and put him into last tier , because it is most powerfull class of tyranids , which stands againist heavies.
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