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Author Topic: Alpha 7.34 - Sounds like a swarm  (Read 19037 times)
ChromeAngel
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« on: March 09, 2013, 08:40:05 PM »

This weeks is mainly balancing and polishing up the recent additions to EX, spiced with some sexy new sound effects from Im a Turtle.

Download 7.34 (25,846 KB)
40ksource.com
chromeangel.co.uk

AND

Download 7.34B (11.020 KB)
40ksource.com

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 7.34b 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).

Features
  • Boltgun sounds by Im a Turtle.
  • Genestealer footstep sounds by Im a Turtle.
  • Carifex warcry sounds by Im a Turtle

Balance
  • Buffed Plasmagun minimum damage from 22 to 54
  • Nerfed Plasmagun charge damage per second from 50 to 44
  • Nerfed Spore mine damage from 60 to 45
  • Nerfed Flamer damage per burn from 35 to 15

Tweaks
  • Lycantium gets an updated loading screen to match the new style.
  • Thunderhawk gets refreshed with some new and updated props and a more infested environment (should now be more practical for lictors).
  • Modified the Venoncannon to require pumping up with the reload key between shots and re-enabled the tyranid out of ammo and reloading sounds.
  • Attempted to fix the view model glitch when boltpistols and missile launchers are used together.
  • Tweaked flamers to avoid multiply burning moving targets (which was very nearly causing insta-kills in 7.33).
  • Made a scaled down krak explosion effect for the missile launcher's secondary fire mode, to help player differentiate between types and tell when they hit.
  • Thunderhawk gets an updated loading screen to match the new style.
  • Tarsis Ultra has been updated by Nqss to include ammo shrines.
  • City Conflict has been updated by Dark Marine to move ammo shrines to places less easy to camp.

« Last Edit: March 10, 2013, 11:46:09 AM by ChromeAngel » Logged

Dark Marine
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« Reply #1 on: March 10, 2013, 11:25:46 AM »

ChromeAngel, I sended you a PM with a short changed version of city_conflict with shifted ammo shrines.
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ChromeAngel
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« Reply #2 on: March 10, 2013, 11:47:41 AM »

ChromeAngel, I sended you a PM with a short changed version of city_conflict with shifted ammo shrines.

Whoops!  Sorry about that DM.  I've posted it as a "B" patch, so it won't get left out of the testing.
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« Reply #3 on: March 10, 2013, 04:10:48 PM »

I took a look into the alpha and notice at first that the Bolter and Stormbolter sounds are gone. Maybe the new sounds arent correctly implemented?
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ChromeAngel
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« Reply #4 on: March 10, 2013, 05:06:03 PM »

I took a look into the alpha and notice at first that the Bolter and Stormbolter sounds are gone. Maybe the new sounds arent correctly implemented?

uh oh, the "sounds" folder in the 7.34 patch should have been "sound" instead.
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ChromeAngel
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« Reply #5 on: March 10, 2013, 10:08:44 PM »

After Action Report 7.34B
Apart from the cock-up where I named the sound folder incorrectly in that patch Turtle's sound effects worked well.  Some of the fex "attack grunts" I used as roaring were a bit too quiet, but that's my fault for using them wrong.

Plasmaguns, Flamers and Spore mines were all doing there jobs.  There seems to be a new client crash, I suspect it may be to do with my flamer balance fix (which otherwise works), I need to check.

Thunderhawk didn't get any comments about the new look, but I did hear someone curse lictors on there, so they are obviously usable again.

The Venoncannon was working as intended, but now takes more mental effort from the player to remember to pump up the ammo.  As Oolon said this makes the fex less feared.  This feels like a nerf too far, so i'm thinking of either reducing the number of reloads he needs to shoot or making the attack key reload.

ML seems kind of OP now, but not totally dominating, which probably means he's about right balance wise.
  Stahl described the missile launcher as totally broken, but I don't know if he was just objecting to the 3 shots in a row thing.  Did anyone see the glitch with the Ml and pistol switching view models during reloading? 

No complains about the krak explosion effect, but some players were missing the flamer effect. Make sure to include the pcf in the next patch.

Tarsis Ultra played fine, the new balcony around the radar station is a much needed boon to the marines.  Might the radar not make a better objective than the Rhino?

I did not observe any marines using the shrines on City Conflict, but then I was mostly playing nids.

Apart from the VC I really think the balance is good in this build.  The new weapons look good and feel right.  The maps are looking good (if a bit red).  I think one more weekly alpha then we'll be ready for a beta release candidate.  Should I aim for or avoid an April 1st release date?   Wink
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Im a Turtle
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« Reply #6 on: March 10, 2013, 11:36:04 PM »

Oh dear, the sounds didn't go as well as i planned. Expect an overhaul in a week, i've got to really improve these sounds.

Also, please tell me if there is a way for each individual bolter shot sound to not interrupt the next bolter shot sound? As far as i can see, the sounds just cut off when another shot is fired by the player.
« Last Edit: March 10, 2013, 11:37:36 PM by Im a Turtle » Logged

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« Reply #7 on: March 11, 2013, 09:58:06 AM »

Just give the Venom Cannon as many shots and reloads as the Rocket Launcher. Modify as needed from there. One of the major problems is that it's doesn't give the feed back the Deathspitter and RL does.

As for the RL, the difference between rockets is subtle and I didn't notice that much. Maybe make the explosion different colors as Krak and Frag serve different purposes.
Krak is anti tank and should do more damage against armored units like Fex and possibly the Warrior.
Frag is anti personal and should have reduced damage against armored units but do more aganst those without armor such as Stealers and Lictors.
Thrope is strange case as he usually has a force field  for defense but nothing represents that in Exterminatus.
« Last Edit: March 11, 2013, 12:08:41 PM by Oolon Colluphid » Logged

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ChromeAngel
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« Reply #8 on: March 11, 2013, 08:55:29 PM »

Just give the Venom Cannon as many shots and reloads as the Rocket Launcher. Modify as needed from there. One of the major problems is that it's doesn't give the feed back the Deathspitter and RL does.

I don't get what you mean about the feedback, can you explain?  If the VC could fire the number and rate of shots that the ML can it would be totally OP.
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Valvatorez Jr.Commissar
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« Reply #9 on: March 12, 2013, 01:36:45 AM »


I don't get what you mean about the feedback, can you explain?  If the VC could fire the number and rate of shots that the ML can it would be totally OP.

Having to reload each shot doesn't help players at all, the venom cannon is now more useless than the Deathspitter. First person shooter players are not use to having to reload four times just for one bullet. If it was more like a bolt action rifle, it wouldn't be as annoying to use.
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