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« on: December 09, 2012, 02:16:19 PM » |
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Edited 19th Dec 2012Exterminatus 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.comchromeangel.co.ukInstallation instructions- If you don't already have Beta 7.0 download and install it as normal.
- Extract the runme.cmd from the 7.17 patch to your SourceMods folder and run it.
- Extract the 7.17 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. What's new in 7.17?- All the changes from 7.0 to 7.16 plus...
- Fix for plasma pistol ammo.
- Fix for plasma and powersword combo appearing as the inferno combo from 3rd person.
- Tweaked the tyranid warrior ragdoll.
- Buffed Biovore health from 200 to 250.
- Buffed Stealer movement speed.
- Nerfed Stealer attack speed from 0.33 to 0.42.
Future DevelopmentsI 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 2012Mid-week update, mainly balance and some tweaking. Trying to be restrained this close to the RC. Download 7.18 (4,386 KB) 40ksource.comDownload 7.18b (3 KB) 40ksource.comInstallation instructions- Install Alpha 7.17 as above
- Delete ex_alpha/scripts/ex_weapon_vet_combo.ctx
- Extract the 7.18 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. Balance- Nerfed biovore health down from 250 to 225
- Buffed Stormbolter range and accuracy (back the the equivalent of a double bolter)
- Buffed Grenadier and AM grenades from 4 to 6.
Tweaks- Inferno pistol combo now uses the same powersword models and sounds as the plasma pistol.
- Wargear menu has new icons,
- Objective icons have been tweaked for lower opacity,
Edit 16th Dec 2012Time 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.comChromeAngel.co.ukInstallation instructions- Uninstall any previous EX beta by deleting your sourcemods/ex folder
- Run the installer and follow the instructions it gives you
- Restart Steam.
Download 7.20 Zip (367,313 KB) 40ksource.comChromeAngel.co.ukInstallation instructions- Uninstall any previous EX beta by deleting your sourcemods/ex folder
- Extract the zip file to your sourcemods folder
- Restart Steam.
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- Edited some of the class hint to better reflect the new wargear options.
- Changed the loading screens to use the main menu artwork,
- Switched back to Loxn's version of Ichar IV,
- Buffed the grenadier and AM to start with six grenades each,
Beta Release Next WeekUnless 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 2012Small 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.comInstallation instructions- Install the 7.20 release candidate as above (if you have not already)
- Extract the zip file to your sourcemods folder, this should overwrite files in the ex folder.
- Restart Steam.
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 WeekAgain 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.
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« Last Edit: December 19, 2012, 08:46:44 PM by ChromeAngel »
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« Reply #1 on: December 09, 2012, 09:59:58 PM » |
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Alpha 7.17 After Action ReportGood 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- Update the Inferno combo to use the powersword model.
- Do something with the loader screens.
- Get more translucent objective icons.
- Nerf the biovore a bit.
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« Reply #2 on: December 09, 2012, 10:14:23 PM » |
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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.
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« Last Edit: December 09, 2012, 10:16:42 PM by Oolon Colluphid »
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"An open mind is like a fortress with its gates unbarred and unguarded" -Space Marine Librarian
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« Reply #3 on: December 09, 2012, 10:14:51 PM » |
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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
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I bring his will , into this modification! And i shall know no mercy!
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« Reply #4 on: December 09, 2012, 10:16:28 PM » |
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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
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I bring his will , into this modification! And i shall know no mercy!
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« Reply #5 on: December 09, 2012, 10:31:14 PM » |
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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. 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.
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« Last Edit: December 09, 2012, 10:44:26 PM by ChromeAngel »
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« Reply #6 on: December 09, 2012, 10:46:30 PM » |
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once again screamer is not prefered choice , but screamer is balanced , VC is prefered choice and cant be called balanced
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I bring his will , into this modification! And i shall know no mercy!
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« Reply #7 on: December 10, 2012, 03:53:02 PM » |
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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
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« Reply #8 on: December 10, 2012, 05:15:36 PM » |
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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 effect proven 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 crappers just sayin
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I bring his will , into this modification! And i shall know no mercy!
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« Reply #9 on: December 11, 2012, 10:28:38 PM » |
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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.
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"An open mind is like a fortress with its gates unbarred and unguarded" -Space Marine Librarian
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« Reply #10 on: December 12, 2012, 08:17:39 AM » |
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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.
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« Reply #11 on: December 12, 2012, 04:13:08 PM » |
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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.
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« Last Edit: December 12, 2012, 07:49:04 PM by Oolon Colluphid »
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"An open mind is like a fortress with its gates unbarred and unguarded" -Space Marine Librarian
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« Reply #12 on: December 12, 2012, 04:30:34 PM » |
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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.
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« Reply #13 on: December 12, 2012, 10:22:25 PM » |
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Alpha 7.18 After Action ReportDue 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- Both veteran melee weapons are showing as chainsword kills, needs new art and supporting code changes
- The upper parts of the warriors left side arms are inside out, I noticed this on the ragdoll. ( I'll live with it as it will probably require a lot of fiddling to fix).
Suggestions- Let players specify their own minimum and maximum sizes for objective icons
- ...something else i've forgotten^^
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« Reply #14 on: December 13, 2012, 10:09:30 PM » |
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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?
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"An open mind is like a fortress with its gates unbarred and unguarded" -Space Marine Librarian
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