Moviebattles II R21.2.00 Released

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R21.2
General
  • Spin
    • Fix: Can no longer receive same usable item such as sentry if you already have one
    • Fix: Duel Mode prevents getting an "instant respawn/extra life" as it doesn't do anything
    • Fix: Removal of "No Weapon" can not happen anymore
    • Change: Demp2 lvl3 has been replaced with Demp2 lvl1
  • Fix: Wookiee's shoulder barge no longer has a chance to hit the same target twice
  • Fix: Activating wookiee's fury now forces a player to be in melee only
  • Fix / Change: Can no longer quickthrow during Fury
  • Fix: BH's Gunkick [CS2] can now be used even if the player didn't assign any points to tracking darts
  • Fix: Can no longer perform dex roll / fire tracking dart when in sonic state from sonic grenade
  • Fix: Finishing a reload won't stop a Mando rocket from being fired anymore (Reload now cancels when trying to fire a rocket)
  • Fix / Change: Allowed smod usage with few exceptions during intermission (when rounds limit is reached)
  • Fix: Got rid of annoying 400ms delay before being able to use force push/pull after entering speed with ignited saber
  • Fix: Can no longer input saber out melee moves when electriifed by an ion blob
  • Fix: Disguise has been adjusted to decrease the lag.


Open
Further expansion of the Soldier and Trooper have been in the works. It now sees a return of the old ways via Close Combat 2 and a split of the Assemble attribute. When playing a Sold/Trooper you are gaining a third life at the cost of firepower, utility, or movement. We've kept an eye on the new weapons and brought a much-needed nerf to E-22 and CR-2. This will clear the way to further iterate on Rally/Assemble.

The patch also has made new grounds in MBII by finally providing a large buff to gunners. Knockdowns are now less punishing by making the hero/bh getup the standard for gunners (even sold/trooper can get it with CCT level 2). This patch also includes some much needed buffs to Clone Carbine secondary, SBD and Deka.


Imperial Soldier:
  • Change: Getups increased from 0 to 1.
  • Change/New: Close Quarters Combat Training, grants melee special moves.
    • Level 1: 3 points for 1.2x move speed in melee.
    • Level 2: 10 points for 1.2x move speed in melee, 1.1x speed with weapon, increase getup from 1 to 2.
    • Level 3: 10 points for 1.2x move speed.
  • Change/New: Assemble now split into levels.
    • Level 1: 0 points for enabling rally spawn. Also you are no longer forced to take assemble 1.
    • Level 2: 2 points, when rally spawning, gain 20 temp hp.
    • Level 3: 3 points, when rally spawning, gain 20 temp hp, and 1.2x bonus speed.
  • Change: E-22 increased primary damage from 30 to 33 and decreased alt-fire damage from 50 down to 45. Decreased FP drains by 1 across the board, the secondary close FP drain was decreased by an additional 1. Primary velocity increased from 7500 to 8000 while secondary velocity decreased from 6500 down to 6000.
    • Level 1: Increased point cost from 8 to 14.
  • Change: Ammo point cost decreased.
    • Level 2: 4 to 3.
    • Level 3: 6 to 5.
Rebel Trooper:
  • Change: Getups increased from 0 to 1.
  • Change/New: Close Quarters Combat Training, grants melee special moves.
    • Level 1: 3 points for 1.2x move speed in melee.
    • Level 2: 10 points for 1.2x move speed in melee, 1.1x speed with weapon, increase getup from 1 to 2.
    • Level 3: 10 points for 1.2x move speed.
  • Change/New: Assemble now split into levels.
    • Level 1: 0 points for enabling rally spawn. Also you are no longer forced to take assemble 1.
    • Level 2: 2 points, when rally spawning, gain 20 temp hp.
    • Level 3: 3 points, when rally spawning, gain 20 temp hp, and 1.2x bonus speed.
  • Change: CR-2 Repeating Pistol, nerf to clip size but increase to reload rate, from .8 to 1.
    • Level 1: Clip size down from 30 to 28.
    • Level 2: Clip size down from 44 to 40.
    • Level 3: Clip size down from 44 to 40.
  • Change: Ammo point cost decreased.
    • Level 2: 4 to 3.
    • Level 3: 6 to 5.
ARC:
  • Change: Getups increased from 1 to 2.
    • Note, having Dexterity still increases getups to 3.
ET:
  • Change: Getups increased from 1 to 2.
Commander:
  • Change: Getups increased from 1 to 2.
Mandalorian:
  • Change: Getups increased from 1 to 2.
Clone:
  • Change: Getups increased from 1 to 2.
  • Change: Clone Carbine, increased secondary rate-of-fire from 900 to 400. Also decreased the cost of level 2 and 3.
    • Level 2: Point cost decreased from 8 to 7
    • Level 3: Point cost decreased from 8 to 6.
SBD:
  • Change: Decreased the amount of battery drained from incoming damage by one third.
Deka:
  • Change: Reduced the damage taken when Dekas are rolling with Hull 0/1/2 from 2.0x to 1.5x.
    • Hull 3 still lowers it to 1.0x.
  • Change: Reduced lightsaber bonus damage to Dekas from 3.9x to 2.5x.
  • Change: Reduced the possible negative ammo from EMPs from -30 to -15.
BH:
  • Change: Ruptor alt fire ammo drain down from 6 to 5 to bring uncharged scope fire it in line with primary.
Jedi/Sith:
  • Change: Attunement based FP pools re-enabled.
    • Level 0: 80 fp.
    • Level 1: 90 fp.
    • Level 2: 100 fp.
    • Level 3: 120 fp.
    • No Saber: +30 fp, this stacks with Attunement.
  • Change: Blaster Defense changes, nerf to BD3 and buff to BD1.
    • Level 0: 2.5 (no change).
    • Level 1: 1.25 to 1.2
    • Level 2: 1.0 (no change)
    • Level 3: 0.8 to 0.85
  • Change: Removed the no blaster defense requirement for Force Repulse. Now only requires jump 3, push 3, and pull 3.
That changes the effective defense numbers:
BD1/ATTN3, from (100/1.25 = 80) to (120/1.2 = 100)
BD2/ATTN2, no change, so (100/1 = 100)
BD3/ATTN1, from (100/.8 = 125) to (90/.85 = ~106)

Compared to last patch, this is ~20% nerf to BD3/ATTN1 and a ~20% buff to BD1/ATTN3. Beware these are white room numbers as it doesn't take regen into account. Keep in mind regen rates are the same so higher BD regenerates bigger percent of a defense pool where each point is worth more in the same period of time.

The goal was to collapse the distance between levels of BD as having about a 45% change in survivability between BD1 and BD3 was too great.

Sabering

Based on player feedback over the past several months, staff spins have received slight speed buffs in their animations, and Red style has received a slight nerf to avoid punishing players for simply existing against Red, but it has been compensated by sharing Purple's counter perk and by also allowing stagger to occur even when the enemy is in a slap animation. Purple has also gotten a smaller perk to compensate for losing its "in-return pb" privilege.

This patch also brings perhaps a controversial change, known from the 1.5 version, but one that can be deemed more of a quality of life improvement, than a game changer. Perfect Block once again gives the defender BP, specifically 2. There are no plans to increase this gain in the future. Successful manual blocks no longer give a cooldown penalty, in an effort to further recognize and reward skill in the sabering system.
  • New: Manual Block indication
    • Blue [Defender]: Successful MBlock & Perfect Block
      • Note that this means using Staff's perk will also cause a blue crosshair, even without matching PB zone.
    • Blue [Attacker]: Your attack was mblocked
    • Red [Defender]: You failed MBlock, either because of timing, direction, or you were in cooldown.
  • New: Perfect block now adds 2 BP to the defender
  • New: Visual Damage setting now shows damage even on parries
  • Cyan
    • New: Perk
      • Upon successful MBlock, gain immediately 0.34 ACM
      • If MB counter ends up being a parry, deal extra 50% damage in parry exchange (instead of universal 15%)
    • Removed: Perk - Perfect Parry
  • Staff
    • Fix: SA -> A spin now applies the additional spin bonus damage and looks a bit better
    • Change: Many spin animations have been slightly sped up
    • Change: Reverted animation timer changes done to Start, Return and Bounce swing animations, which occurred in R21.1
  • Red
    • Change: Perk - Piercing PB: no longer deals damage through PB, but will still receive ACM
    • Change: Perk - Stagger: Now activates on 2nd consecutive bodyhit, instead of first. Also allows staggers to happen when defender is in saber out melee move.
    • Change: Now shares a perk with purple, allowing a 1-swing counter even after reaching the combo limit
    • Fix: Perfect blocking while staggered by red now again cancels stagger
  • Purple
    • New: Perk: When perfect blocking a halfswing, gain 0.34 ACM (partial acm)
    • Change: A->W transition animation received slight speed buff, as it was previously too slow
  • Duals
    • Change: In preparation for a slight rework, now gains +1 swing for every 3 ACM instead of 4 ACM. Infinite combo limit stays at 14+ ACM
  • Change: Backslash damage
    • Before: All backslashes and backstabs dealt 20BP Damage
    • Now: Backslash: 25BP, Staggering Backslash (Red, Purple): 30BP, Backstabs (Blue, Staff): 30BP
  • Change: Block Points regen timer
    • A mix of R20 BP regen and current BP regen
    • Still requires player to be in a valid state (shifting, blocking, etc.) for 400ms, but;
      • The timer for BP regen ticking now decays depending on your state. Previously, the timer for regen ticks would reset with a change of state, or ticked in the background - allowing microstops
      • Swingblocking without walking will decay less than just running, allowing for a regen tick to happen during a combo.
    • Rule of block points regenerating every 400ms still applies.
  • Fix: Force speed no longer instantly resets combo chain
  • Fix: Rolling will no longer cause you to take extra 5% damage from the in-slap damage modifier
  • Fix: Trying to perform a special attack right after saber out melee move should feel more consistent now instead of inputting a W swing
  • Fix: Trying to force jump immediately after a backslash now results in an actual force jump, instead of just a hop
  • Fix: Attacking after getup should feel much more responsive now
  • Fix: Saber style switch when starting a private duel now happens instantly instead of being queued
  • Fix: Meditating now again allows for 4 BP regen per tick instead of 2
  • Fix: Fixed MB counter bonus damage being applied to a swing even after parry
  • Fix: Duals/Staff second blade is now visible when changing from single style to duals/staff while in saber throw.
  • Fix: SD swing stagger duration is no longer absurdly short (noticeable on Staff & Red)
  • Fix: Special attacks are no longer victims to "RNG" disarms
  • Removed: Cooldown on successful MB. The only cooldown now is 1500ms on fail.

User Interface
  • Fix: MinimalismHUD - moved lagometer back to its default position to not overlap with old class bar
  • Fix: Team Overlay and Sense 3 once again show correct health and shield values for Droideka.
  • Fix: Class Selection menu common stats section once again shows correct shield values for Droideka.

Models
  • New: Added Gilad Pellaeon to Commanders.
  • New: Added Gallius Rax to Commanders.
  • New: Added Han Solo (Hoth - ESB) to Hero.
  • New: Added Moralo Eval (TCW) to Bounty Hunters.
  • New: Added Tobias Beckett (Solo) to Bounty Hunters.
  • Change: Upgraded texture quality on 87th, Cobalt, Lament ARC Troopers.
  • Change: Soundset expansion on Cad Bane, Han Solo, Burg, Qui-Gon, Atton.
  • Fix: Jar-Jar's siege voicelines.


Legends
  • MBCH Files
    • Fix / Change: All FA/Legends classes with BPmultiplier of 0, regardless of their saber defense, will spawn with the old Saber Defense 0 behavior
    • Fix: blockRegenCap, blockRegenAmount, blockRegenRate now properly function and ignore default universal BP regen.
    • Fix: Disruptor's damage now takes into account HELD_HIGHDAMAGE | HELD_LOWDAMAGE and damageMod, same applies for hitscan overrides (...HitscanShot 1)
    • Fix: DisruptorBeam now properly draws custom trail effect
  • Fix: Dex jump drain no longer overrides Force Jump drain
  • Change: If user has both dexterity and jetpack, they won't lose any stamina from dex flips when trying to activate jetpack
  • Full Authentic
    • Reorganized and filled out missing maps/teams.info for mod menu usage.
    • NEW .MBCH FIELDS
      • New attribute: MB_ATT_SPAWNER
        • 3 ranks each corresponding to a unique, 1-time spawn per MBClass.
          • Commander: Mini Probe/Sentry/Probe Droid
          • Bounty Hunter: Howler/Boma/Mini-Rancor
        • More class options to be rolled out over time.
      • New inventory item: HI_SPAWNER
        • To be used in conjunction with its attribute.
  • Legends
    • General
      • New: Character: Mission Vao
        • A light and speedy street urchin with electric weaponry and a Cloak.
      • New: (Returning) Character: Snoova
        • A classic Wookiee-hybrid with a heavy Rifle and a Saber, back again for the very first time.
      • Change: Reduced the damage/combo ability of certain Sabers in exchange for utility/speed, or damage buffs in other areas
        • Classes with overall slower combos are given the “No Saber Training” attribute (MB_ATT_SABER_COMBO_NONE)
      • Change: Certain weapons have had their knockdown loops reduced.
      • Change: Due to the introduction of ranks, most Assemble classes are now Assemble 3 (same behavior)
      • Change/Fix: Description/sound/effects updates/fixes
        • Consolidated a bunch of information, drastically lowering total character count of files, this is still a work in progress. Most rank info is now written on point buy screen itself, among other improvements
      • Fix: Some classes having “ghost” weapon models when switching to an invisible world model (thanks Nezumi/Matsu)
      • Fix: Optimizations to Deadly Sight and Disguise
    • Imperious General
      • Renamed to General Veers
        • Hux model removed for future class
      • Added Dex 1
      • Energy 100 > 150
      • Energy regen 1 > 1.15
      • Moved global fire rate buff to just DLT and Pistol
      • Quickened Cryo Gun shot swap (RoF) from default to 90% faster
        • This allows you to quickly combo even within primary bursts
      • Improved Cryo Gun velocity penalty from 75% to 50%
      • Changed class from BH to Commander to account for…
      • NEW INVENTORY ITEM: PROBE DROID, set to maximum firepower.
    • Atton Rand
      • Given a total rework as a tri-spec build with MANY NEW WEAPONS AND ABILITIES.
        • Includes Echani skills, powerful Dual Pistol options, status-spreading Rifles, rapid Healing at low HP, and more
      • New voicelines
    • Delta Squad Commando
      • Added light knockback to Shiv
      • Fixed roll stab not working
      • Added roll stab as lunge and side specials
      • Lowered Shiv dmg from 120 to 90
      • Lowered Shiv chain limit to 1
      • Shiv AP 1.1 > 1.15
      • Shiv AS 1 > 1.2
      • DC-17m Sniper changed from Proj to Disruptor 1, now has 5 shots per clip and can be hip-fired
      • DC-17m Sniper Damage bonus 1 > 1.7
      • DC-17m Sniper FPmult 1.1 > 1.7
      • DC-17m Sniper Reload penalty 1.2 > 1.9
      • DC-17m Sniper RoF penalty 1 > 1.15
      • Changed some shot effects/sounds to resemble their Republic Commando portrayal more closely
      • Changed Blaster Rifle 2 to Clone Carbine 1, effectively the same but now uses primary fire
    • Clone Trooper
      • Added more skins/models
      • Enabled RGB on some existing skins
      • Uncapped class limit - For the Republic!
    • B1 Battle Droid
      • Added more skins/models
      • Enabled RGB on some existing skins
      • Uncapped class limit - Roger Roger…
    • Jabba the Hutt
      • Renamed to Hutt Warrior…
      • Added Blast Armor
      • Added 50% less KB taken
      • Added Flat Damage Taken
    • Clone Assassin
      • Points 45 > 70
      • Reinforcement added back at cost of 25
      • Ammo increased to 3
      • Saber Defense 1 > 0
      • Saber damage penalty 15% > 50%
      • Saber now poisons targets
      • Saber ASmult 1.05 > 1.1
      • Given Knockdown Roll buy option
      • Added new skin
    • Purge Trooper
      • Points 60 > 70
      • Reinforcement cost increased to 25
      • Ammo increased to 3
      • Saber damage penalty 25% > 30%
      • Model scale slightly increased
    • Padme Amidala
      • Speed increased to 1.02
      • Knockback Given increased by 5%
      • Energy 120 > 125
      • E-5 damage 1 > 1.1
      • Pistol clip 24 > 33, reserve 408 > 495
    • Imperial Specialist
      • Knockback Given increased by 5%
      • E-Web Cannon now pushes targets
    • Republic Trooper
      • Health regen cap increased to 35 for Plasmatech
      • Reverted Assault Cannon damage and FPmult to 50%/25% each
      • Increased health purchase health given by 5
      • Plasmatech’s repeating blaster rifle ammo increased by 20
      • Added Blast Armor
      • Added RGB skin option
    • Sith Operative
      • Increased Electrified Railgun damage to 1.1
      • Knockback Given buyable option now adds 30% knockback (up from 25%)
      • Armor regen purchase changed to regenerate 2 armor every second up to 25 for concealment
      • Poison Launcher reworked to fire in quick burst with 80% rate of fire and faster projectile speed
      • Increased melee attack speed by 1%
      • Initial saber damage 115 > 120
      • Point buy saber damage bonus 25% > 20%
    • Security Force
      • Fixed CR-2 ammo being lower than intended
      • Points 47 > 53
      • Reinforcement cost changed to 10/20
      • Secforce repeater given levels again at the cost of 2/4/6
      • Secforce repeater FPmult increased to 0.75
      • Stamina pool reduced to 80
      • Saber damage 144/72 > 60
      • ASmult 1 > 1.05
      • Saber now staggers
      • Added No Saber Training
      • Added several new model/skin options
    • Super Battle Droid
      • Default health 130 > 120
      • Hull strength 3 health 300 > 330
      • Hull strength cost changed to 10/10/15
      • Added Assemble 1 option
    • Clone Leader
      • Fixed not having BPmult 0
      • Removed Purple from Saber
      • Lowered Saber Damage to 90
      • Added several skins/models
    • Narkina 5 Prisoner
      • Adding missing weapon flags
    • Kir Kanos
      • Actually removed Armor Regen
    • Captain Panaka
      • Increased Pistol clip size from 10 to 11
      • Increased CR2 clip size from 22 to 25
      • Increased CR2 reserve ammo from 600 to 700
    • Clone Jet Trooper
      • Reverted Pistol models
      • Removed slow movement penalty from RL
    • Imperial Jump Trooper
      • Fuel 80 > 100
      • Removed slow penalty from RL
      • Removed knockdown bonus from RL
      • RL reserve ammo 4 > 5
      • RL velocity 1 > 1.15
    • Dash Rendar
      • Removed slow penalty from RL
      • Removed knockdown bonus from RL
      • RL velocity 1 > 1.15
    • K2SO
      • Increased Saber-out movement speed to match Melee
      • Lowered rage pool from 85 to 70
    • Jar Jar Binks
      • Fixed certain voicelines not working
      • Health 210 > 200
      • Armor 80 > 60
      • Now regens a small amount of stamina very quickly, allowing for “perma-Dodge”
    • Han Solo
      • Added new ROTJ lines
      • Added new Hoth skins
      • Pistol velocity 1 > 1.2
    • Qui-Gon Jinn
      • Added new voicelines
    • Rebel Trooper
      • Added Tholothian model option (oh dear)
      • Saber damage 144/72 > 60
      • ASmult 1 > 1.05
      • Saber now staggers
      • Added No Saber Training
    • Imperial Conscript
      • Added many new models
      • Saber damage 144/72 > 60
      • ASmult 1 > 1.05
      • Saber now staggers
      • Added No Saber Training
    • Chirrut Imwe
      • Saber damage 108 > 100 (140 > 130 with DMG mult)
    • Shadow Guard
      • Fixed having unintended swing penalty
      • Fixed description errors
    • Jyn Erso
      • Saber damage penalty 35% > 75/45%
      • Saber ASmult 1.13 > 1.15
      • Added No Saber Training
      • HP 140 > 150
      • Armor 85 > 95
      • A180 Ion Attachment reload penalty 1.5 > 1.75
      • Pistol damage 1 > 1.1
    • Lando Calrissian
      • Defaulted chain limit
      • Added No Saber Training
      • Saber damage penalty 25% > 33%
      • Defaulted Saber radius
    • ARC Trooper
      • Added Clone Carbine option
      • Can now choose between M5 Grenade Launcher and Scope specs
      • Added several skins/models
    • Boss Nass
      • Removed Flame Rifle
      • Removed Blaster Rifle
      • Enabled primary fire on Shield
      • Added Shield Saber Deflect 1
      • Increased Shield Blaster Defense 1 > 3
      • Lowered FP 115 > 70
      • Added increased KB Taken option
      • Increased PLX clip size from 1 to 2
      • Increased PLX total ammo from 3 to 8
      • Added Bunny Hop 1
    • Reelo
      • Skill cooldown penalty 1.25 > 1.5
      • Increased Rocket Launcher clip 1 > 5
      • Increased Rocket Launcher reserve ammo 4 > 10
      • Slowed Rocket Launcher reload penalty mult 1 > 2
      • Quickened Rocket Launcher fire rate bonus 1 > 0.2
      • Weakened Rocket Launcher damage penalty mult 1 > .5
      • Carbonite clip size lowered to 100
      • Carbonite reload penalty increased from 50 to 100%
    • T3M4
      • Cryoban clip size lowered to 100
      • Cryoban reload penalty increased from 50 to 100%
    • Mr Bones
      • Set Saber damage to 160
    • Ewok
      • Changed Rocks back to old 1-a-clip, 6-total version with 90% slower reload instead of 6-a-clip with fire rate penalty.
        • Switching weapons after a rock will now be faster and pulses will not affect Ewok as severely, but rock-into-rock combo chains are now significantly less reliable
    • Paz Vizsla
      • Global damage given penalty moved to just Minigun
      • Minigun reload penalty quickened from 1.13 > 1.1
      • Saber damage lowered from 200 (190 with DMG mult) > 160
      • Saber APmult increased from 1.2 > 1.35
      • Minigun ammo increased from 999 > 1200
    • Kal Skirata
      • Saber damage set to 79 (90 with DMG mult)
    • Nien Nunb
      • Added Dex 1
      • Armor 80 > 90
      • HP 130 > 135
      • Added no saber training
      • Saber ASMult 1 > 1.15
      • Saber damage set to 150 (120 with DMG mult)
      • Now utilizes Magna-Gloves: Can throw Saber for high damage and retrieve remotely
      • Adjusted class special placement
      • Added new shot effects to Disruptor
      • Disruptor damage 1 > 1.1
    • Lobot
      • Added No Saber Training
      • Saber damage penalty 40% > 56/79%
      • Added Forcefield
      • Armor 80 > 85
      • Sped up hack rate from 1 to .9
      • Sped up pistol RoF from 1 to .9
      • Moved dash and slap binds for uniformity
    • Tarfful
      • APMult 1.6 > 1.5
      • Defaulted Saber radius
      • Lowered Saber damage to 360
    • FO Marshall
      • Saber damage penalty 15% > 33%
    • Kowakian Monkey Lizard
      • Resource 100 > 110
    • IG-series Assassin Droids
      • Global RoF and Damage Given penalties moved to just Blaster Rifles
      • Added Physical Resistance
      • Saber damage penalty 40 > 50%
      • Added No Saber Training
    • Royal Protector
      • Now given a choice between ARC Caster and T-21
    • Imp Armored Commando
      • Changed class to BH
      • Split Flamethrower and Wrist Laser onto different specials so they can be accessed simultaneously
      • Melee moved to CS2
      • Saber damage set to 90
    • Watto
      • Saber damage penalty 50% > 33/69/60%
      • Added No Saber Training
      • Saber ASmult 1.2 > 1.25
      • Saber APmult 1.2 > 1.25
      • Busted Parts dmg bonus 1.15 > 1.5
      • Busted Parts FPmult 1 > 2
    • Imperial Agent
      • Saber damage set to 90
      • Starting armor lowered from 5 to 0
    • Zuckuss
      • Defaulted chain limit
      • Added No Saber Training
      • Defaulted CSmult
      • Defaulted ASmult
      • Saber damage 120 > 90
      • Removed knockdown from Saber
      • Snare Rifle fire rate 1 > 0.5 (this results in faster weapon swap speed after a shot)
      • NEW WEAPON: AMMONIA BOMBS, toxic to the touch.
    • Gamorrean
      • Weakened Damage Taken from .85 to .9
      • Saber damage set to 360
    • Tarkin
      • Pistol FP mult 1 > 1.15
    • Old Republic Trooper/Sith Trooper
      • Saber damage 187 > 180
    • Greedo
      • Pistol velocity 1 > 1.2
    • Noghri
      • Resource regen amount 3 > 2
      • Resource regen rate 800 ms > 500 ms
      • Added Bunny Hop 1
      • Stokhli reload penalty 1.2 > 1.6
      • Stokhli damage penalty 50% > 25%
    • Jan Ors
      • Sped up Pistol RoF from 1 to .9
      • Increased Flechette DMG from 1 to 1.1
      • Removed slow penalty from RL
      • Removed knockdown bonus from RL
      • Sped up Rocket Launcher velocity from 1 to 1.15
    • Rebel Spy
      • Added new knife models
      • Added Knockdown Roll buy option
    • Bossk
      • Stamina 130 > 140
      • Quickened Melee swing speed from 1 to .9
    • Boba Fett
      • Increased scale to match Clones
      • Damage given 1 > 1.1
      • Added 15% faster weapon switch after a shot (RoF) on Wrist Rockets
      • Converted class from Mando to BH, speed remains same
      • Can now use Flamethrower and WL simultaneously (CS2/3)
    • Jango Fett
      • Increased scale to match Clones
      • Added 10% more KB given
      • Added 10% less KB taken
    • Wook Warrior
      • Saber Damage 120 > 110
      • Saber Max Chain 2 > 3
      • Saber Max Chain buy 3/4 > 4/5
      • Armor 25 > 30
      • Movement Speed buy 205 > 212.5
      • Rage Pool buy 135 > 140
      • Skill Cooldown buy .65 > .5
      • Added Damage Given buy
      • NEW WEAPON: Added GUIDED ROCKET LAUNCHER point buy
      • Pistol ammo 420 > 480
    • Mercenary Thug
      • Added JK human merc models
    • Magnaguard
      • BPMult 1 > 1.05
      • Moved global RoF buff to just Pistol
      • Saber Damage 182 > 180
    • Jedi Sage
      • Dex 3 is once again granted by default due to bug fixes
    • Crosshair
      • Removed global damage taken resistance and increased HP/Armor to compensate
    • Imperial Infantry
      • E-22 point cost changed to 5/1/3
      • Added new models/skins
    • HK Droids
      • Assassin’s Rifle FP mult 1.25 > 1.3
      • Assassin’s Rifle damage mult 1.1 > 1.15
    • BX Commando Droid
      • Converted to tri-spec (Hybrid/Melee/Gunner loadouts)
      • Standardized class special binds
      • Saber Damage 165 > 160
    • Scavenger
      • Defaulted Chain Limit
      • Added No Saber Training
    • Wrecker
      • Converted Blaster Rifle 2 to Clone Carbine 1, effectively the same, but now uses primary fire
    • Cad Bane
      • Quickened Melee swing speed from 1 to .95
      • New voicelines
    • Burg
      • New voicelines


Maps
  • Fix: Removed old version of the HDR lightmaps on mb2_duel_sabh, mb2_duel_utapau, mb2_duel_votj that caused the maps to be black on Rend2.
  • Change: Tutorial00 / Shooting Range - Updated soldier and trooper builds.

NPCs
  • Change: Probe blaster damage increased from 5 to 40.
    • Fix: Changed probe blaster fire from MOD_UNKNOWN to MOD_BRYAR_PISTOL.
  • Change: Sentry blaster damage increased from 5 to 20. This is flying turret droid, not the deployable item.
  • Change: Seeker/Remote blaster damage increased from 5 to 10. Seeker/Remote HP reduced from 100 to 50. Increased Seeker attacks from 5 up to 10 before self destruct.
  • Change: Interrogator melee damage increased from 2 to 10.
  • Change: Howler melee damage increased from 5 to 10.
  • Change: Mark2 blaster damage increased from 1 to 20.

Changelog Legend
New - New feature or addition to the game.
Change - Changes to the game.
Fix - Bug fix.
Remove - Removed feature.
Feature - New feature name.
 
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Things are only this bad because they're allowed to be, and I believe it still has the strong capacity to be better. To be more inclusive, to change, and have more faith in creatives and the average player.
The crazy thing is I agree with both of these statements and I still feel no sympathy for your current predicament. It takes a lot of people skills to get a bunch of creatives to sing in tune and work together nicely but at a certain point, especially in projects people do in their free time, you have to cut and run. In a perfect world Defiant would've responded to you in DMs and babied you through the release process but you know what, I don't blame him, life is too short to coddle abrasive people for free. I've disagreed with Defiant, Mace (and to a much lesser extent Frenzy) on a lot of fundamental choices around this project but never have they not been as polite and professional with me as I have with them. Like, I still regret that MBII has such a poor standing with the JKA developer community because of disagreements over open source.

Drop the ego and self importance, you're making a mod for a mod for a game from 2003 that barely gets 100 concurrent players in any given week. There's lots of valid criticism here but you're acting like the world ended when Defiant forgot to add Supremacy to this update.
 

2cwldys

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I like how pretty much every post you make invalidates pretty much all effort. I think your "world would be ending" too after that much work and it not subject to uniform deployment. You know, kinda like how it has the past few patches? Kind of how the rest of MBII assets work? Planned right when we have our Supremacy Sundays with our highest attendance? Yep definitely a lot of ego and self importance to see the mode a good number of players that actually do play actively, want to keep playing. Just waiting for the moment you quit wasting your time too by making posts like these.
 
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The problem you're not seeing is that the only reason this happened is because you went absolutely nuclear over a minor mistake on Defiants part. It wasn't the quality of your work, it wasn't you wanting more eyes on your project, it wasn't peoples need to have some sort of control over you, it wasn't jealousy from other devs towards you. Patch numbers are free, and I don't know Defiants availability but I doubt it would've taken more than a week to get your stuff shipped had you just asked him without spitting venom.
 

MaceMadunusus

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Defiants availability but I doubt it would've taken more than a week to get your stuff shipped had you just asked him without spitting venom.

It wouldn't have.

Right now we basically push all things to the next release to our MBIIRelease folder. Things are grabbed from that folder and put into a patch manifest and both the manifest and files are uploaded onto the main server. A process that will hopefully be fully automated soon. However, 2c's stuff is not a part of our main repository, so it involves manually adding the files each release. 2C links the files directly in the thread for the changelog for a given release.

1f9bb4441df24a9192769668c5830307.png



Essentially, because of the system he wanted, it leads to the inevitable human error occurring and doesn't let other devs double check that files are included in the build. Which is what happened here. Defiant realized the mistake immediately after pushing the release, made an apology, and promised to push it at his next opportunity (in the next 24 hours or so). It takes time to upload files, make the manifest, etc. especially on a slower upload speed. The files included in the initial release contained the older version of supremacy. It wasn't deleted, it was just the old version. After the blow up though, I believe it has been removed.

It wasn't malicious, it happens. When things were even less automatic than they are right now, I have also personally forgot to put files in a release and it actually screwed up textures and stuff. Basically every dev has forgotten to put things into the release build at some point.

The crazy thing is I agree with both of these statements

What is crazy to me, is that we brought in 7 devs in the last like 8-10 months and many of whom now have full developer status. All the new devs are really collaborative and are doing great working as a team, bringing in ideas, etc. That also doesn't count the media team who has access to some dev sections as well. We are being inclusive, we are letting people be creative and do their own things. One person not meshing is not indicative of the whole.
 
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2cwldys

Supremacy Maintainer
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I'm sure it looks great removing collective gamemode work in a .pk3 to replace it with your patreon supporters list:

InZhgho.png



Or, what's worse, is due to action of a heat of the moment thing, that players are dealing with inconvenience as a result:

65DV95r.png


Sure if I was allowed to run mb2_sup_assets in the first place, & other possible inclusive avenues, this could have been avoidable.
IF the MBII team adhered to their side of the agreement I partaked in to make Supremacy the best it could be, this could have been avoidable.

I've spent money and hired coders to help make Supremacy possible, something free for all to play, it's been a huge community effort.
We came together and built a huge scripting extension system around this game to make it possible in sync with extensive FA assets, our team modernizing RTV & other solutions in latest python in the process to benefit everyone in the community.

Players have been involved in every step of the way, from it's earliest phases to as of current. I pride it on that.

Sure, things are black and white.

The image snapshot you also provided is v1.0.5.4, I very clearly showed v1.0.6 as latest in the latest release tracker.
If you're going to wantonly post screenshots like that, at least try to post accurate info.
 
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MaceMadunusus

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I'm sure it looks great removing collective gamemode work in a .pk3 to replace it with your patreon supporters list:

That has been a thing for years.
Sure if I was allowed to run mb2_sup_assets in the first place,

We were not going to do that while you were on probationary status and we didn't know the relationship was going to work out, and had suspicions it wasn't due to your insane attitude.
I've spent money and hired coders
Amazing, I've spent money too! And I have been learning to code more and more so I can do shit myself.

The image snapshot you also provided is v1.0.5.4, I very clearly showed v1.0.6 as latest in the latest release tracker.

Yes, I just went to a thread I knew a post like that was in. Cause the most recent thread I saw with a post from you in it didn't have the files. So I just went back a bit and didn't check each and every thread. It is not inaccurate info in the context of the process of setting up a release with supremacy files. I didn't make statements saying that you provided the wrong version, didn't provide the files, or didn't provide a changelog cause you did and that would have been a lie.

You're deliberately trying to not understand the context of statements just to pick fights.
 

Kitsu-Nesh'Kaa

Internal Beta Team
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Respect is everything, trust is also everything.

An example of respect:
Appolgies to 2C - I forgot the supremecy update when I was preparing the release files. I will patch those in soon.


An example of disrespect:
So for pointing out your gross neglect and incompetence, let alone disrespect for other creatives in this community you decide to respond with this?...
...I can't say anything I've been saying is a lie, perhaps truth is that which hurts?...


...My advice for other people? don't pick up the tools and give back to this game. Developers and project leads like Defiant will grossly neglect it, and you will NEVER EVER be appreciated for a single thing you do....

An example of trust with facts:
Again, most of what I push is other peoples hardwork. Plenty of people disagrree with me and get their work in the game. It's no secret that GCJ and I do not often get along well, and he is still on the team. Frenzy wanted to literally murder me 6 months ago because of a decision I made. This picture you are trying to paint is simply not borne out by the facts, be they the publicly available ones or the private ones that you, untill a few moments ago had access to.

Here is the PSD included in the mod tools, and the one you would have been sent (Or a version of it) Mine is slightly updated with the logo for conquest, but that is about it. Which will be provided in the next mod tools version.

The initial goal was just to get you your own .pk3 to work within, as well as form a new and better way to get 3rd party contributions in to MBII without having to deal with devs. And I will tell you this, that plan is still alive and well, but definitely way slow to develop (as are most things in the mod). But, give it time and it will happen.

An example of distrust with with the conspiracy theory syndrome:
...I'm saying. The real danger for anyone who wants to return anything back to this game, is indeed you. You are the one at fault for most of the communities problems, a little too eager and trigger happy to use that red button...

:macegrin:

 
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Kitsu-Nesh'Kaa

Internal Beta Team
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Something this MBII team is sadly poor at exhibiting, never really honestly showed me since the beginning, and I'll ride the hate train like Tempest I suppose.
You were LITERALLY put on probation, and almost before the finish line you decided to kill everything, blaming it on the "employer". True logic!
like Tempest
Do I understand correctly that you, the sewer of bad thoughts of former members of team and mod community (Eezstreet, Tempest, John) and the current MB2 team?
Have you ever thought about the possibility that their thoughts might influence your actions so much? Think about it.
Again, go into GMOD. Make your own mod completely from scratch, distribute it and manage it as you want, rather than dictate the rules to the main team.

I just find it really interesting instead of adding the assets, a whole day/afternoon later, he managed to take the time to replace MBAssets 4 with Macemadunsus' stuff in like 10 seconds in the heat of a moment. You know, something if he was in a hurry to correct and "be sorry for" he could've done in that reasonable span of time.
Why do you decide who needs how much time and when to decide something? It seems everyone except you (and some trolls) has a private life inside real life. And IT is LOGICAL to give more of your time to your work/pets/loved ones but not to an impatient child in order to comfort his self-love.
 

Kitsu-Nesh'Kaa

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There's two sides to everything and you guys are only concerned with one, or using mental health stigma as a bludgeon. Whatever floats your guys boat.
If you're so triggered, then are we right? Are you mentally ill?
Almost everyone here has written that you are doing great and doing a great job, but your behavior, your speculation, your words and lies. Your disrespect and impatience. All this spoils your work.
but I forgot this forum is filled with easily persuaded shit tier trolls.
You're acting exactly like they are now.
The darth krayt FA is a duel FA I made to package into supremacy assets.
I am discussing supremacy. That FA though I made was widely enjoyed by all that partaked in it's creation.
Cool, well done, no one doubted that you could do something good.
IF they were really interested in helping me, they would've. I had to beg for that damn .psd from three people also.
Oh no, but I've been asking Frenzy and Unguided to replace the "force judgement" effect for more than six months, and in the end I just threw it into suggestions. Oh no, what a bad development team! It's a shame!

I also have a lot of questions, for example, about tidying up inside pk3s, but this is the least of the problems that does not interfere with playing the game. And there is no need to make hysterics out of it.
People are losing the scope of the topic of this discussion, because they post shit for drama with a single map and FA that's inconsequential, doesn't mean that Supremacy falls under the same umbrella.

Supremacy is a custom full authentic gamemode, how does levelshots matter if it's all characters & teamconfigs? Not isolated to a single map.
It would be amazing if everyone could read and knew what they were talking about before writing bs.
I think it's your marketing problem. The fact that you say that you courageously take all the blows on yourself, then you come and whine here that people don't understand what you've done. Lol
Wonderful how that works, doesn't it? If this team is all peachy and willing to work with people as they show?
I'm great at outsourcing, I don't see any problems.
It's unfair to our players that play daily, it's unfair on every fundamental level how I, and the project has been treated since day one.
The funny thing is, the models you use don't belong to you either. =(
he remarkable thing about having half-sourcing Supremacy in the meantime, is you can have a wraps on all the toxic bullshit this game throws at you, and just focus on catering to a good gameplay experience. As things should be, as devs should put a stop to and focus on more.
So, are the developers bad or good? I'm confused. Another dichotomy.
I could feel the envy, and segregation towards this work since the beginning.
Everyone in this topic is now sitting and envying the genius of you, who says the same things in a circle, uses a high-sounding style, as if the bourgeoisie was offended by ordinary slaves, did not appreciate his work.

Yes, you should have listened to your elders and not done anything for a team that envies you and doesn't like you at all (sarcasm). You need to have your own and do it from scratch, invite new people, show unusual solutions.
I just find it funny the ones who contribute the least to this mod have to be the ones to say the most on things that honestly don't even concern them.
Why do you have the right to judge by who makes what contribution and how to respond to your screams?
 

Kitsu-Nesh'Kaa

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Or do all internal beta / fa contributors have a habit of coming out of the closet when another's mode is in the spotlight? Just makes you wonder, along the road you follow with Kit'su Neshkaa, and my smaller affinity for Leons now than before; if this is how they felt all along.
Everyone in beta has one property, not to come to the beta test sometimes. As I see it, it's basically a team of trusted people who can draw the developers' attention to bugs or ask them to update/improve the game aspect. No one in the beta branch is shouting, demanding, taking offense, or accusing evil developers of not doing something, no matter what the reason.

MACE, GIVE US THE CYRILLIC ALPHABET! NOW! You don't respect Russian-speaking players! AND THERE ARE MANY OF US! WE WILL COME AND COMMUNICATE EXCLUSIVELY IN GEONOSIAN!

This is about how I would look if, like you, I demanded "justice" for players.
You'd be a great candidate for being the next dev on the MBII team, you seem to exhibit their narrative quite well.
That's how you know. Why do you have the right to judge and advise who should do what?
What a good boy you are for touching up all the various FAs, it's unfortunate they don't give a flying shit for anything or everything you put into it.
Nor do they appreciate the effort Goosto working with John put into Legends. As far as I'm concerned they only view Open as the only mode in their peripheral.
Liar. Hypocrite. If the developers hadn't appreciated the contributions of these people, the mode and development would have stopped and died as Semi-Authentic.
 

Kitsu-Nesh'Kaa

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I like how pretty much every post you make invalidates pretty much all effort. I think your "world would be ending" too after that much work and it not subject to uniform deployment. You know, kinda like how it has the past few patches? Kind of how the rest of MBII assets work? Planned right when we have our Supremacy Sundays with our highest attendance? Yep definitely a lot of ego and self importance to see the mode a good number of players that actually do play actively, want to keep playing. Just waiting for the moment you quit wasting your time too by making posts like these.
I like how pretty much every post you make invalidates pretty much all effort - you're literally talking about yourself right now, man.

Perhaps the players who play Supremacy just don't sit on the forum and don't see your posts. Why don't you call them here and show them what an impatient and unpleasant person you are? One of the IMPORTANT factors of any community is communication with leaders, and it is important that leaders should be adequate - this creates comfort, friendly relations and faith in the project.
You say that so often:
I'VE DONE A LOT OF WORK! - Your team, which you hardly talk about
THERE ARE SO MANY PEOPLE PLAYING MY SUPREMACY! - One day a week? Every day, all Duels gather ~ 100 people. The Legends have 32 players on both sides of the globe each evening. On weekends, the Open also has 32 players, in addition to the Legends.
Sure if I was allowed to run mb2_sup_assets in the first place, & other possible inclusive avenues, this could have been avoidable.
IF the MBII team adhered to their side of the agreement I partaked in to make Supremacy the best it could be, this could have been avoidable.
The mechanism is big, clumsy, makes mistakes - x3.
I've spent money and hired coders to help make Supremacy possible, something free for all to play, it's been a huge community effort.
We came together and built a huge scripting extension system around this game to make it possible in sync with extensive FA assets, our team modernizing RTV & other solutions in latest python in the process to benefit everyone in the community.
Cool, well done, take a candy out of the jar and be proud of yourself. Tell one of your developers to pat you on the head. Only your diaper is covered in poop and you keep running around, not understanding the logical chain of your status and your actions. Not understanding respect, humility with the situation, understanding. You see the mistakes of others everywhere and do not understand your mistake. Everyone around you owes you, but you don't owe anyone - you just demand, accuse, and lie to the community.

Please stop spoiling opinion of yourself, apologize for your behavior, and continue to calmly work on your mode. We've got it all figured out about you.
 
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yo that's cool and all but i aint reading all of that

Anyway I disagree with this patch because... uh... saber dueling is BAD!!!
Why is it bad? Uh... because I'm bad- no wait, because the styles other people use are OVERPOWERED! Developers please fix your game immediately according to my vague and subjective criticism!!!
 
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