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Author Topic: Alpha Version 7.55  (Read 12927 times)
ChromeAngel
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« on: November 10, 2013, 12:53:24 PM »

Slow progress for this alpha due to the Source SDK breaking down following changes to the Steam "pipeline".  This alpha features some aesthetic improvements to some of the maps and some more bug fixes.





Full Download 7.55 (436,487 KB)

Installation instructions
  • If you already have a copy of the EX alpha, delete it.
  • Run the alpha installer and follow it's instructions.
  • Restart Steam.  You should now see both the Exterminatus Beta 7.5 and Exterminatus Alpha listed in your library.

Work in progress
  • Tarantula (automated turret) to defend the marine objectives.  Not yet working.  Incomplete model textures.

Bug Fixes
  • Fixed Terminator flashlight beam coming out of his gun hand.
  • Fixed doors over opening.
  • Fixed jittering carnifex ragdolls.

Balance
  • Massively buffed Stombolter accuracy.
  • Massively buffed Apothecary healing tools & powers.
  • Nerfed Apothecary health from 150 to 110.

Tweaks
  • Added a set of vents to ex_thunderhawk to grant genestealers and assault marines additional routes.

Download 7.55 patch only (12,767KB)
40ksource.com

This patch contains only the changes since Alpha 7.54.

« Last Edit: November 10, 2013, 05:34:31 PM by ChromeAngel » Logged

ChromeAngel
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« Reply #1 on: November 10, 2013, 10:33:35 PM »

After Action Report 7.55
Probably the least successful alpha test of the current series.  Decent turnout of players, but not has high as previous weeks.  All the bugs I tried to fix were hard bugs and remain hard bugs because none of them were actually fixed.  Back to the drawing board.

I investigated Stahl's crash dump and it was a HL2/OS DLL that had crashed, so no leads there.  My own crash apparently did not write a crash dump, so no help there either.

Totally new bug : Target IDs have stopped working.  Aiming at players/objectives no longer identifies them.

Balance tweaks seemed OK, apothecary was useful without being a tank any longer.  Suggest giving him an extra clip of bolts for his pistol.

Thaunderhawk vents were out of the way and difficult to navigate.  Clipping the displacements around the NS cause cause some bugs in the displacement outside the NS.   The fence around the MS has clipping issues where the SDK model changed.

Thrope and fex still get stuck on the ramp between ex valleys floors.  I'd classify this as a "papercut" but getting stuck can get you killed.
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Stahlhagel
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« Reply #2 on: November 11, 2013, 05:07:36 PM »

-trope warpbolts still not using vmans new fx since some patches ago

-apoth gameplay is excellent now

-termie is back ingame, gj

-comsetical changes to maps, replacing the outdated old lights and lamps with the new ones, not because i made them but because they look way better

- rename grenadier to assault marine, because really, thats just a assault marine without the backpack

-put in the more detailed plasma gun i made for your mod, it looks much better than that box we currently have (pretty please).

-make more use of vmans skybox fx like skyfire, spore pods and artillery, it is a real shame you didnt put them in by now. it will really add to game quality


- might be wrong but the warrior ds speed buff is quite cool. much more fun playing them. maybe we could do a test run on the more accuracy but less damage settings on the server ?

-trope is still too powerful, by far my most favourite class. nerf it your own way somehow, or make the explosion use a slow projectile, that thing is overkill to any class

were getting to the point where nearly every class is balanced AND fun to play with. im opting for a boltpistol ammo buff, since it really wont be noticeable in balance at all.maybe its time to get more stuff in as soon as the current classes are polished, but its your call.
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Stahlhagel
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« Reply #3 on: November 11, 2013, 09:48:13 PM »

-implement the power fist hit fx

-fix trope bolt

-update trope warp bolt hit fx with something appropriate, i might help out on that one

-fix the hit fx from close combat attacks to appear in first person too

-add third person shell casings

sound department:

- update fc hit sound with thunder and an explosion additionally to the broken glass sound

- give vc its own firing sound

- update vore spore mine hit fx with a more splashy sound, maybe a water baloon sound might help there

- update warpbolt hit fx to a custom sound, something with electricity again would sound good

- fix the non working flamer sound, something more ferrocious than we had earlier if possible
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Stahlhagel
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« Reply #4 on: November 30, 2013, 04:07:52 PM »

ex_orbital

-corridor ceiling height too low, bigger classes get stuck all the time, widen the corridors also so we avoid the issues of stucking with tropes and fexes

-add more cover around the map, especially the acid room where nids barely can fight back through the grates

-fix triangles at the doubbledoors which make players get stuck
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