Edited 4 Nov 2012Last weekend we released Beta 7.0 the new, stable version of EX that I expect to be playing regularly for months to come. This means I am now free to start hacking about with the code, adding new features and breaking stuff. Before I start on the big stuff I want to make some balance tweaks and UI improvements to make the 7.x Alphas even more playable.
Download 7.01 (3,943 KB)
40ksource.comchromeangel.co.ukMore patches bellowInstallation instructionsIf you already have a copy of the EX alpha, delete it. If you don't already have Beta 7.0 download and install it as normal. Copy the sourcemods/ex folder containing beta 7.0 to sourcemods/ex_alpha (so you can still play the beta version too). Extract the 7.01 patch to your sourcemods folder ( they should overwrite files in the ex_alpha folder ). Restart Steam. You should now see both the Exterminatus Beta 7.0 and Exterminatus Alpha listed in your library.
Features- New map entity ex_team_filter to enable mappers to filter various trigger entities based on which EX team the activator belongs to (now including ex_capture_objective). I plan to phase out the previous ex_filter_team and ex_filter_one_team entities by the release of the next beta. New FGD included in the patch, so mappers can update their maps.
Tweaks- Moved ex_capture_objective team filtering capabilities to the new ex_team_filter entity. This may well break several existing maps.
- Added a second light to capture objectives to show how close to capture it is.
- Added a hint to Hold the USE key to capture objectives target IDs.
- Added a hint to breakable objectives target IDs.
- Fixed horizontal scrolling on menu items with more that 6 items. Use cursor keys to scroll or click on end buttons,
Balance- Buffed the damage Deathspitter do from 25 to 27
- Nerfed Tactical marines by removing their Bolt Pistols
- Buffed Tactical marines by giving them a 3rd spare clip of Boltgun ammo
- Buffed Apothecaries by giving them a 3rd spare clip of Bolt Pistol ammo
- Nerfed all Missile damage by 20%.
- Buffed Carnifex armor against high damage.
Bug Fixes- Attempted to fix an intermittent server crash caused by dying Servoskulls.
Edit 14 Oct 2012New sound effects and HUD icons are being developed by community contributors, I hope we'll be seeing the fruits of their labors in coming weeks. On the coding side i've cracked the problem of full-screen loading images, but i'm not including it in this patch because the map loading images need re-working to be suitable for full-screen viewing. Work has been started on the signature weapon for an Assault marine class, a combination of chainsword and boltpistol, that looks for Jump key presses to trigger a jump pack effect,. but this still needs a lot more work before testing can begin.
I had some good suggestions for new features following this weeks games (on a more practical scale than "add Orks" or "add Chaos"). I would welcome more suggestions like these being written up after the games where I can keep track of them.
Feature- Class menu is always shown when the player dies, all classes are displayed. Classes that cannot be afforded are grayed out. (this was actually in last weeks alpha, but the grayed out images were missed out of the patch). I'm hoping this will answer the FAQ "How do I change class?"
The 7.01 patch (see above) has been fixed with the addition of the missing images. Re-download and extract to your SourceMods folder to apply the patch.Edit 21 Oct 2012It's been slow going on the Assault code this week, I would have preferred to spend another week working on the AM, but I know how you guys like regular updates. The Jump pack is not 100% complete in this build, but I want to start testing how fast marines impact the balance.
Feature- New tier 2 Assault marine class (see below)
Tweaks- Restored the global time limit feature from HL2DM and defaulted it to 26 minutes. ( I hope this will fix the client crashes when a server has been idle for long time)
- Target IDs for allied objectives should now say "Defend" rather then "Use" or "Break",
- New biovore crosshair.
- Update Boltgun view model.
Download 7.02 (15,887 KB)
40ksource.comchromeangel.co.ukMore patches bellowInstallation instructionsInstall 7.01 as above. Extract the 7.02 patch to your sourcemods folder ( they should overwrite files in the ex_alpha folder ). Restart Steam. You should now see both the Exterminatus Beta 7.0 and Exterminatus Alpha listed in your library
Assault Marine AlphaThe new Assault Marine (AM) is a tier 2 class and
may replace the Veteran as the marines melee class (I need you're feedback on that). The assault marine's signature weapon is a combination of chainsword and boltpistol, primary attack is the pistol, secondary attack is the chainsword. With this combo equipped AM can perform a long jump by pressing
Sprint and Jump at the same time. The Jump feature has a 4 second cooldown (same as the Genestealer's leap. AM also get 4 frag grenades, as the Jump is feature of the signature weapon, not the class, he cannot leap with grenades equipped.
Known Issues- AM portrait uses the Veteran image.
- AM Chainsword doesn't animate unless it's within range.
- AM combo weapon looks like he's holding a plasma pistol in the 3rd person view.
- AM combo weapon is using Veteran Combo animations.
- AM player model is using Veteran animations.
- AM player model materials are still work in progress.
- AM cannot use his jump pack unless his combo is eqiupped.
- No indicators of when the Jump Pack has cooled dow.n
Edit 21 Oct 2012 20:30 hrsThere was a bit if a fluff up with the server in 7.02, causing it to crash when players spawned as Assault Marines. Patch 7.02b addresses this issue. You only need this patch if you are testing locally or running an alpha server.
Download 7.02(b) (1,945 KB)
40ksource.comchromeangel.co.ukInstall 7.02 as above. Extract the 7.02b patch to your sourcemods folder ( they should overwrite files in the ex_alpha folder ).
Edit 28 Oct 2012Bug hunting in the Assault Marine code this week, still lots of work needs doing, but this version should be more playable.
Feature- New jump pack readiness indicator in the bottom right (same place as the Bolter fire mode). Subtle, but I hope you'll see it out of the corner of your eye.
Tweaks- Nqss has improved the performance and appearance of his map ex_tarsis_ultra.
- Moved all the jump pack code out of the weapon combo into something I'm calling "Abilities, this means AM should now be able to jump with any weapons. This also mean I can easily add leap/jump abilities to other classes easily (Lictor i'm looking at you) and that other classes could use the combo as well (wargear option for the Tactical class?).
Bug Fixes- Fixed the AM combo not doing any damage, the BP and CS should do the same damage as their solo counterparts now.
- Fixed the AM combo becoming inaccessible if you run out of bolts.
- Fixed the AM combo not animating when you're out of csword range.
Download 7.03 (36,712 KB)
40ksource.comchromeangel.co.ukMore patches belowInstallation instructionsInstall 7.02 as above. You won't need the "B" patch if you're upgrading to 7.03. Extract the 7.03 patch to your sourcemods folder ( they should overwrite files in the ex_alpha folder ). Restart Steam. You should now see both the Exterminatus Beta 7.0 and Exterminatus Alpha listed in your library.
UpcomingAt the last minute I got a sound effect contribution from a 40k fan youtuber called
alfabusa, i've not had chance to update the code to use it yet. We'll try it next week, in the mean time check out his channel for some 40k lulz.
Edit 4 Nov 2012More development of the Assault Marine (AM) this week, not exactly polishing, more like bringing it up to specification. In the last day or so a wide variety of additional features and tweaks have sneaked into this patch, read on for details.
Features- New jump pack sound effect by alfabusa.
- New "Psychic Healing" alternative "wargear" for the tyranid Zoanthrope class.
- New Venom Cannon combo alternative "wargear" for the tyranid Carnifex class (VERY alpha lots of place-holder assets).
- Added the "Leap" ability to the tyranid Lictor class. Sprint+Jump to activate - Experimental
Balance- Reduced AM cost from 75 (tier 2) to 25 (tier 1). - Experimental
- Buffed Chainsword damage form 50 to 75 per hit.
- Nerfed Apothecary health from 200 to 150.
Download 7.04 (7,870 KB)
40ksource.comchromeangel.co.ukInstallation instructionsInstall 7.03 as above. Extract the 7.04 patch to your sourcemods folder ( they should overwrite files in the ex_alpha folder ). Restart Steam. You should now see both the Exterminatus Beta 7.0 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- Equip the Apothecary class with the Assault combo (BP+CS) instead of separate Bolt Pistol and Chainsword weapons.
- Converted the Narcathium healing aura and regeneration of Meds into an Apothecary ability, so it works with other weapons.
- New 1st person animations for the Assault combo.
- New 3rd person weapon model for the Assault combo.
- Improved the AM player model textures.
- New AM class portrait.
- New Warp Bolt particle effect.
- Show the scoreboard and notify players when the round times out.
Psychic HealingThis is the "easy way" for me to give the tyranids healing without going for something like regeneration, which would change the tyranid gameplay. The primary attack in this new "wargear" is the same as the regular thrope, so he can still attack and defend himself, the secondary fire mode (warp blast) has been replaced with a healing aura around the thrope, which uses the same amount of energy and damage as the primary attack. It's not very fluff friendly to give the selfless Tyranid swarm a mdeic, but it's something that felt missing from the tyranid gameplay, I hope the rule lawyers will forgive me.
UpcomingI've asked the Vman to make a new particle effect for Jump Pack jets. Since the AM is just about ready, next week's alpha will be a "roll up" patch incorporating all the changes from 7.0 to 7.05 (I might jump the number to 7.10 to emphasise the significance). Then we can start work on a new Tyranid class to balance the Assault marine.