Moviebattles II R21.8.00 Released

MB2_LongLogo_20th.png

R21.8.00
General
  • Change: If spectating a player who dies, but will respawn in less than 6 seconds (Duel Mode, CTF, ..), you will automatically stick to spectating the said player instead of switching to new one.
  • Fix: Removed invisible cooldown before being allowed to use push/pull after starting & leaving speed quickly with saber ignited
  • Fix: Battery resource will no longer drain for getting frozen / receiving no damage
  • Fix: Using altfire while in a vehicle will no longer in some cases result in a crash
  • Fix: Sentries obtained through !spin or /give commands will no longer spawn with 0 health
  • Fix: Fixed some cases where certain items/force powers wouldn't work at all until a map change
    • Specifically: Cloak, Deadly Sight, Powerups from .mbch,
  • Fix: Perma mute will no longer unexpectedly be removed
  • Change: Gunbash stagger increased from 500ms to 700ms.
  • Change: Reduced TK points from killing friend NPCs by half.
  • Fix: Achievement progress will no longer be reset when failing to load a map or join a server
  • Fix: Bouncy shots (Clone Pistol, Trad Bowcaster, Flechette) will now always properly apply FP drain on blocking saberists
  • Change: Crash logs have been updated to remove uneccesarry information and add new diagnostic data.
  • Fix: Default keybinds config will now properly assign bind to Force Grip / Lightning / Drain
  • Fix: Blocking blaster fire while swingblocking now applies knockback correctly again
  • Fix: Swimming in the water should no longer cause any crash
Open
  • Change: Traditional Bowcaster primary fire no longer requires charging. Level 0/1 shoots 3 bolts, level 2/3 shoots 5 bolts.
  • Change: Minigun has increased rate of fire. Level 1/2 from 100 to 90. Level 3 from 80 to 70. Increase velocity from 4600 to 6000 at all levels.
  • Remove: Attunement. Points cost change to Push/Pull/Grip/See/Speed/Mind Trick/Lightning/Deflect/Blaster Defense/Saber Defense to compensate.
  • Change: Blaster Defense cannot be higher then Saber Defense.
  • Change: Speed Lunge now requires Jump 3/Speed 3.
  • Change: Attunement level 2 bonuses from Push/Pull in melee made universal.
  • Change: Blaster Defense 1 penalty reduced from 1.2 to 1.1.
  • Change: Blaster Defense 3 bonus reduced from 0.85 to 0.9.
  • Change: Superpush now requires Push/Pull 3.
  • Change: Repulse now requires Push/Pull 3 and no Saber Defense/Blaster Defense.
  • Change: Force Block break points changed from 80/60/40 to 90/80/60.
Sabering / Duel
  • Change: Got rid of cooldown before being able to challenge a player again, when they were in an invulnerability bubble
  • Change: Starting off a lightsaber swing will remove the invulnerability bubble already from the windup, rather than the attack frames
  • Change: Blue
    • Attack rating increased by 1 (6 -> 7)
    • Slightly prolonged the end of blue lunge attack frames to fix occasional pass-throughs
  • Change: Yellow
    • Attack rating decreased by 1 (10 -> 9)
User Interface
  • New: Duel-specific scoreboard
    • Showing kills and deaths above 99, removal of assists and score, and introduction of private duel kills & deaths.
  • New: UI Popup Menu .menufied for customization, check "uipopmenu" in mb_hud.menu
  • New: Class special items (darts for bounty hunter, etc) will now display proper icons
  • New: Flamethrower/Wrist laser and icons such as this now get their own appropriate itemDefs in mb_hud_playerstatus.menu, identified as extra abilities.
  • New: Kill Message customization in mb_hud.menu "miscui" menu. Explanation included in comments
    • Show player's MB class/FA class, custom gfx implying kill, custom position of kill message, time displayed and if it should fade away
  • New / Change: background2 and background3 to be used for HUD stuff, minimizing itemDef bloat
  • New: bindings itemDef field, to display the appropriate bound key for a keybind. Works for simple text display, such as type TEXT or BUTTON.
    • Usage
      • bindings {"+forward", "+moveup"}
      • descText / text "Press %b to go forward, or jump by pressing %b"
  • New: Clicking anywhere on a slider now lets you drag the slider thumb immediately
  • Change: Class Build menus
    • Renamed Saber Deflect to Blaster Deflect
    • Made clear that Blaster Defense & Blaster Deflect points can only be assigned with Saber Defense
    • Added keybinds to description text of force powers / class specials
  • Change: Kill Messages
    • Alpha Horizontal / Vertical: Now displays - Player and its class at the bottom middle of the screen
    • Alpha / Classic: Kept the old way of displaying a kill message
    • MinimalismHUD: Same as Horizontal/Vertical, but with an elimination icon instead of -
  • Change: FA Join menu
    • Slightly changed the visual of FA model RGB sliders to avoid conflicts with editable numbers
    • Replaced some stats text with icons, added MB class and lives
    • Added support for templates
  • Fix: FA model RGB items will no longer appear if Specs selection is opened
  • Fix: Voicechat & Team Overlay will now try to show the closest location of a player instead of "unknown"
  • Fix: Achievement popups will no longer appear cropped at the top
  • New: Achievement popups are now .menufied to customize position on screen, check "mb_hud_achievement.menu"
Models
  • New: Added the Armorer (The Mandoverse) to Mandalorians.
  • New: Added Rebel Magma Trooper human female variants to Elite Troopers.
  • New: Added Rebel Magma Trooper zabrak male variant to Elite Troopers.
  • New: Added 'Concept' Reborn female variant to Sith.
  • New: Added Nightsister Zombie and Nightsister Mother for potential FA use.
  • Change: Moved Rebel Guerilla twilek female to its male counterpart's subdivision.
  • Change: Moved TCW Plo Koon to classic Plo Koon subdivision.
  • Change: Moved Sith Anakin to Darth Vader subdivision.
  • Change: Unhelmeted Rebel Pilot female's face was carried over to Elite Troopers.
  • Change: Change of clothes on Sith Bastila as the former model got permission issues.
  • Change: Fleshed out soundsets for Bomas and Ice Spider.
  • Remove: Mullet Revan and Jolee Bindo are no longer present as the models got permission issues.
  • Fix: Darth Traya: belt & thinner torso. Adjusted lower robe to be slightly more KOTOR 2 authentic. Raised head height to match KOTOR 2's height Improved vertex normals & reduced draw call count.
FA
  • Feature: Saveable builds for classes with customBuild / specs
  • New:HELD_TRACKING flag to be used for Weapons (not nades). Applies tracking effect the same way a tracking dart would, making an enemy tracked for anyone with MB_ATT_TRACKING_BEACON
  • New:saberDamageStyle .mbch field to set custom values for specific styles, following same parsing style as forcepowers, for example.
    • saberDamageStyle SS_FAST,100|SS_STRONG,380
    • Note: There's no MB_ATT or rankSaberDamageStyle.
    • Isn't overwritten by global saberDamage field
  • New:meleeSpecial1 - 4 .mbch fields for FA editors to use and assign more specials/restore old functionality (such as saberthrow / repulse on CS1)
  • Change: To allow for more accurate control, saber attacks will now ignore global damageGiven if appropriate fields (saberDamage, saberDamageStyle, saberThrowDamage) are defined.
  • Change: Standardized some binds throughout the mode and updated descriptions.
  • Fix: Leaving a custom vehicle and getting back on it (Wampa PB2) will no longer cause a crash
  • Fix: Wrist Laser & Force Destruction & Quick Throw nades will now appear and work correctly, despite holding a weapon with alt/prim FireEnabled 0. Grapple hook will also work now.
  • Fix: HELD_IGNOREBLOCK weapon flag now again works as intended (Causes the weapon to bypass blaster defense of saber user)
  • Fix: Fixed melee/saber/rockets HELD_DISRUPTIFY weapon flag to make sure the target will be <= 0 health before disruptifying
  • Fix: DEMP2 Alt fire is now usable again starting from level 2
  • Fix: DEMP2 Primary and Alt fire will now play correct sounds
  • Fix: Fixed a crash due to null ending line in powerbattles.
  • New: HI_BASESEEKER, a holdable item that when deployed acts like the seeker did in base JKO/JKA. It floats around the player for 30 seconds and shoots at enemy players. It is not an NPC spawner like the pre-existing seeker item which is a variant from JKA siege mode.
  • New: "spawnerNPC" field can be added to .mbch files. If the character also has "HI_SPAWNER" holdable, the field will override the default NPC spawned from the item.
    • For example if you want the spawner to spawn a Reborn add the following to the .mbch file: spawerNPC "reborn"
  • Change: Concussion Rifle now has it's own unique ammo pool.
  • Change: Flechette Launcher now has it's own unique ammo pool.
  • Change: Cryoban Grenade reduced blast radius from 350 to 200. For reference that's reducing it from the size of a sonic primary to a frag primary.
  • Change / New: Stun Baton level 3 now has an alt-attack, just like the Amban stun prod primary.
  • Change: Having a saber equipped automatically granting of level 4 getups regardless of MB_CLASS or MB_ATT_GETUPS has been removed.
  • Change / Fix: Rework to MBF table. DC-15 Carbine is now under the rifle category. DEMP2 and Rocket Launcher now have their own special category. Stun Baton also has a melee category. This fixes issues with the DEMP2 and Rocket Launcher not gaining levels correctly.
  • Change / Fix: Weapon flags rework. Held weapon flags have been reworked to improve the consistency of different combinations across multiple weapons, including grenade, projectile, splash, melee and hitscan damage.
Legends
  • LEGENDS
    • GENERAL
      • Effects - Restored some intensity to Concussion Rifle primary explosion.
      • Toggled off winter festivities until December comes ‘round once again.
      • In most Jedi/Sith cases, Fast Saber styles (Blue/Cyan) have been given a small damage boost (120 > 130). Strong styles (Red/Purple) have been given a noticeable damage decrease (520/400 > 280). In terms of hard breakpoints, this will generally result in a difference of 1 swing in either extreme direction: 1 less swing for Fast styles to kill, 1 more swing for Strong styles to kill.
      • Some standardization/demystifying of EHP has occurred, most commonly folding obtuse ‘damage taken’ stats into health/armor instead.
      • Some Jedi/Sith have received small health increases.
      • Some multi life gunners have received small health nerfs.
      • 1 life gunners have received very small EHP boosts, enabling them to now tank 1 Strong swing (provided no damage was taken).
      • Some 1 life gunners have had their Healing rank reduced.
      • Tanks have had their EHP, (especially against gunners) lowered, or otherwise given conditional disadvantages.
      • Infantry classes must now purchase Assemble, as opposed to receiving it by default, or have been subjected to rank decreases.
      • Increased the cost of explosives or limited build paths focused on them on certain infantry classes, with some compensation in other areas.
      • Some measures have been taken to punish excessive mobility/runaway tactics. These include adjustments to EHP, powers, movement, and resource.
        • Some classes have been changed to Jedi/Sith so their resource can be depleted when damaged, as well as opening them up to Force Focus.
      • Repulse and Barge are now universally bound to CS1 Melee and CS2 Melee, no longer needing to take up full Class Special slots.
      • Slap has been moved to Gunbash keybind in all cases, for better consistency throughout the mode.
      • Quick-Throw knockdown Frags are less prevalent.
      • Sense is less prevalent.
      • Some “solid” Sabers have been given small amounts of knockback.
      • More Sabers have been given increased Special damage.
      • Due to Open changes, Minigun classes have had their RoF and velocity changed to preserve pre-patch behavior.
    • CLASS UPDATES
      • Talz Native
        • Snowball count decreased 30 > 25
        • Melee ROF quickened 1 > .95
        • Saber throw damage 70 > 80
        • Longbow shot swap quickened .7 > .65
      • Darth Vader
        • Removed Dex 2
        • Speed .92 > .91
        • Added Beskar 2
        • Health 80 > 75
        • Armor 50 > 70
        • Strong style damage 520/400 > 280
        • knockbackTaken .5 > .05
        • Push 2 > 3
        • Defaulted DFAs, restoring old RDFA distance
        • Increased special saber damage
      • Trandoshan Fiend
        • Removed damage taken bonus
        • Health 200 > 230
        • Rank Health 230 > 255
        • Shotgun and Conc Rifle now properly count their intended ammo reserves
      • Rebel Trooper/Imperial Infantry
        • Added small KB to saber
      • Security Force
        • Added small kb to saber
        • Saber damage 60 > 70
      • Magnaguard
        • Reworked. Now focused on singling out and weakening enemies with quick electric Saber strikes, as well as its new weapons.
        • All deaths will now result in dismemberment
      • Royal Guard
        • Class limit 2 > 4
        • T-21 clip 66 > 72
        • T-21 reserve 660 > 720
      • Rebel Vanguard
        • Fixed starting with 3 lives instead of 2.
        • Frags cost 5/7 > 5/8
        • Sonics cost 3/5 > 5/8
        • Concs cost 2/3/4 > 2/3/8
        • Removed default Assemble and converted to purchase.
        • Energy pool 66 > 75
        • E-11 cost 2/2/4 > 2/2/3
        • PLX cost 8 > 16
        • Reinforcements cost 14/22 > 16/14
      • Old Republic Defender/Sith Trooper
        • Defaulted Saber radius
      • Clone Trooper
        • Pulse Grenades cost 4/4 > 4/5
        • Removed default Assemble and converted to purchase.
        • Medpac CS2 > 3.
        • Due to Open changes, adjusted Minigun to preserve RoF and velocity.
      • ARC Trooper
        • Reworked point buys:
        • Extra life now given by default.
        • Points 140 > 110 as compensation.
        • Removed Dodge point buy.
        • Removed default WESTAR and Assemble and converted into purchases.
        • Granted Clone Pistol 1 by default (and 0 points)
        • Clone Pistol cost 0/4/10 > 0/3/9
        • Grappling Hook cost 1/3 > 0/2 (level 1 also granted by default)
        • Dexterity cost 4/4/12 > 3/3/8
        • Armor rank 65/80/115 > 65/80/125
        • Added 10% faster skill CD
        • Medpac now bound to CS3 as well as inventory.
      • Clone Specialist
        • Removed Grapple point buy, set level 2 as class default
        • Changed Adv Medpac > Medpac (now also bound to CS3)
        • Assemble 3 > 1
        • Removed default blobs, converted to point buy.
        • Lowered Fusioncutter damage penalty from 70% to 65%
        • Due to Open changes, adjusted Minigun to preserve RoF and velocity.
      • Imperial Infantry
        • Fixed starting with 3 lives instead of 2.
        • Frags cost 5/7 > 5/8
        • Fires cost 3/5 > 3/6
        • Concs cost 2/3/4 > 2/3/8
        • Removed default Assemble and converted to purchase.
        • Energy pool 66 > 75
        • DH-17 cost 2/2/4 > 2/2/3
        • PLX cost 8 > 16
        • Reinforcements cost 14/22 > 16/14
      • B1 Battle Droid
        • Default Assemble 3 > 1, rest converted to point buy
        • Removed damage taken penalty
        • Removed Sense buy
        • Health rank 20/40/60 > 20/35/50
        • Health cost 2/4 > 1/3
        • Armor rank 20/40/55 > 20/35/45
        • Armor cost 3/4/8 > 2/4/8
        • Rally cost 10 > 7
        • E-5 cost 1/3/6 > 1/3/5
        • PLX cost 18 > 22
        • Frag cost 5/7 > 5/8
        • Reinforcements cost 16/20 > 16/16
        • Battery 40 > 30
        • Damage given .95 > 1
      • Heavy Stormtrooper
        • Frags cost 6/6 > 6/7
        • Fires cost 4/4 > 4/5
        • Removed default Assemble and converted to purchase.
        • Changed Medpac bind from CS2 to CS3
        • Due to Open changes, adjusted Minigun RoF to preserve speed.
      • Wampa
        • Class limit restricted to 3
        • Total lives 2 > 1
        • Strength 2 > 3
        • Fury 1 > 3
        • Rage 1 > 3
        • Health/Armor 100/100 > 200/0
        • Converted Resource to Rage
        • Resource decay rate improved by 25%
        • Added custom resource regen
        • Added custom HP regen
        • Damage Taken 0.8 > 0.4
        • Knockback Taken 0.7 > 0.2
        • Skill cooldown .85 > .6
        • Fixed CS1 bind not working
        • Removed Absorb
        • Added Bloody Melee
        • Added No Pickups
        • Fury pool 100 > 40
        • Added crouching and getup animations
        • Melee (Barge) damage mult 6 > 7
        • Claws (Stun Baton) damage mult 4 > 3
        • Claws rate of fire quickened 3.03 > 2.4
      • Mr Bones
        • Added small saber kb
      • Crosshair
        • Armor 120 > 125
        • Speed 1.09 > 1.08
        • Ricochet Rifle reload penalty 75% > 70%
        • Standard Rifle damage/FP damage bonus 40% > 60%
        • RoF penalty 85% > 80%
        • Reload penalty 75% > 70%
        • Pulse Rifle reload penalty 75% > 70%
      • Wat Tambor
        • Swapped Radar bind with Sentry
        • Increased Decimator damage mult from 1.5 to 1.6
        • Removed knockback and knockdown effects on Decimator
        • Restored Disruptify effect on Decimator
        • Changed Class from Commander to Bounty Hunter for hud purposes
          • Maintained Getups/Spawner item
        • Due to backend changes, changed Detonite base from Frags to Repeater blobs
          • New Detonite poisons and tracks on det, but only knocks down on direct hit
        • Replaced Assault Sentry with Defense Seeker (Seeker Drone now occupies CS1)
        • Health 140 > 125
      • Sith Assassin
        • BPmult .6 > .7
        • CSmult 1 > 1.05
        • Blue damage 200 > 130
      • Darth Sion
        • Converted Force to Rage so Fury DR applies (same rates)
          • When Sion spawns in, he will build Resource from 0
        • Health 130 > 135
        • Fast style damage 120 > 130
        • Removed Sense
        • Removed Healing 2
        • Removed Red style
        • Equipping Saber will now slowly refill your Health
        • Speed 234 > 233
      • Commander Veers
        • Health 130 > 125
        • Armor 120 > 125
      • Admiral Thrawn
        • Health 150 > 155
        • Changed class from BH to Sith.
          • This provides Thrawn with some damage reduction vs gunners but causes damage taken to reduce his resource and opens him up to Force Focus.
      • Ragnos
        • Removed Force Swarm
        • Added Disruptify to Melee and Saber
      • Shadow Guard
        • Removed saber damage purchase, set to 240 (also applies to specials)
        • Speed 2 > 3 to maintain Speedlunge
      • Hera Syndulla
        • Swapped Seeker bind with Forcefield
        • Health 165 > 170
        • Armor 85 > 90
        • Healing 3 > 2
        • Speed 262.5 > 260
      • Rebel Sapper
        • Defaulted Pistol RoF and FP charge mult.
        • Removed Radar Scanner
        • Added Tracking to Melee
        • Added Tracking Grenade
        • Added Magna-Glove
        • Added 200% slower skill CD
        • Added Gunkick
        • Speed 218 > 215
        • Det pack RoF .75 > .6
        • Pulse Launcher RoF .75 > .35
        • Health 85 > 80
        • Damage taken .95 > default
        • Reorganized binds
      • Chirrut
        • Healing 3 > 2
        • HP 230 > 285
        • Speed 230 > 255
        • Removed movement bonus from Saber/Melee
        • Added slow movement to Crossbow
        • Crossbow FPmult 2 > 1.75
        • Reduced Getups from 4 to 3
      • Clone Commando
        • Moved conc damage penalty to UGL, increased penalty from 50% to 55%
      • Delta Commando
        • Slightly reworked point buy. Now chooses between Pulses/Sonics or UGL. Concs are now granted by default, and their damage penalty has been moved to the UGL.
        • Added Stagger to Knuckleblade
        • Knuckleblade ASmult 1.2 > 1.25
        • Knuckleblade damage 100 > 120 (special damage remains the same)
        • Knuckleblade knockback mult 105% > 75%
        • Added Grapple Hop
        • Skill Cooldown mult 1 > .9
        • Pistol ammo 435 > 500
        • Adjusted taunts
      • Kal Skirata
        • Knuckleblade knockback mult 105% > 75% (due to sharing the same Saber as Delta)
        • Added Beskar 3
        • Removed damage taken bonus
        • Armor 130 > 115
        • Saber damage 90 > 100
      • Flame Trooper
        • Further reduced UGL velocity .77 > .7 to cap Grenade bounciness.
        • Increased UGL damage bonus from 1.5 > 2.
      • T3M4
        • Removed damage taken bonus
        • Health 125 > 145
        • Speed 1.3 > 1.29
        • Cryo projector reload penalty 100% > 50%
        • Cryo freeze rate slowed 50%
        • Replaced Sonic Mines with Sonic Trip Mines
      • Astromech
        • Changed Saw style from Blue to Staff, as Saber hitbox changes, combined with its attack speed increase, had rendered it useless
        • Lowered Saw ASmult from 25 to 10 (still resulting in more connections)
        • Increased Saw radius from 3 to 5
        • Health 150 > 100
        • Armor 40 > 20
        • Removed Physical Resist
      • Jedi Temple Guard
        • Increased Saber reach 24 > 25
      • Sith Duelist
        • Saber damage 150 > 160 (scales with Special damage)
        • Increased saber special mult
        • ASmult 1.1 > 1.15
        • CSmult 1.2 > 1.15
        • Added Healing 1
      • Bossk
        • Regenerate rate sped up 20s > 18s
        • Added Tracking to Melee
      • Boss Nass
        • Total rockets 8 > 6
        • Removed damage taken penalty
        • Armor 100 > 90
        • Added small KB to saber
      • General Grievous
        • Saber CSmult 2 > 1.6
        • Added Beskar 3
        • Increased Saber special dmg
        • Health 80 > 75
        • Armor 80 > 60
        • Changed class from Clone > Sith.
          • This provides some damage reduction vs gunners but causes damage taken to reduce resource, and opens Grievous up to Force Focus.
        • KB taken .8 > .7
      • Lobot
        • Speed 1.04 > 1.03
        • Removed damage taken bonus
        • Transferred RoF and damage given bonus to Pistol only
        • Health 150 > 170
        • Armor 80 > 90
        • Frags 3 > 2
      • Dash Rendar
        • Pistol ammo 702 > 720
      • Grogu
        • Now unaffected by limb damage modifiers
      • Din Djarin
        • Split current build into 2 specs: gadgets and hybrid dueling.
        • Added free Saber Damage buy to latter build
        • Lowered Sab Def cost 3/3/1 > 0/2/1
      • Jedi Brute/Savage
        • Saber length bonus 50% > 43%
        • Staff damage 260 > 280
        • Damage given rank no longer applies to Saber
        • Red damage set to 320 (still strongest in the mode)
      • Jedi Sage
        • Speed 2 > 3 to maintain Speedlunge due to Open changes.
        • Changed Forward Saber Special to Right Staff Special for more consistent hitboxes.
        • Converted Force Jump into a free point buy for short-hop enthusiasts.
        • Redstyle damage 520 > 280
      • Sith Juggernaut
        • Getups 4 > 3
        • Changed Push bind to Pull
        • Health 140 > 145
        • Strong style damage 520/400 > 280
        • Saber reach bonus 30% > 25%
        • Removed Sense
      • Sith Forcemaster
        • Swapped Drain bind for Grip.
        • Healing 3 > 2
        • Removed point buy. Forcemaster is now 1 life, with high level powers restored as default.
        • Saber damage 70 > 100
        • Saber special mult 2 > 1.6
        • Saber range 20 > 24
        • Added 75% KB to Saber
        • Adjusted Saber specials
        • Drain 3 > 2
      • Jedi Forcemaster
        • Speed 2 > 3 to maintain Speedlunge due to Open changes.
        • Healing 3 > 2
        • Removed point buy. Forcemaster is now 1 life, with high level powers restored as default.
        • Saber damage 70 > 100
        • Saber special mult 2 > 1.6
        • Saber range 20 > 24
        • Added 75% KB to Saber
        • Adjusted Saber specials
        • Removed Dex Roll
      • Jedi Temple Guard
        • Moved Repulse to CS1 Melee-only
        • Bound Drain to CS3
      • Jedi Crusader
        • Speed 2 > 3 to maintain Speedlunge due to Open changes.
        • Strong style damage 520 > 280
      • Dark Trooper
        • Restored Disruptify effect on RL
        • Folded damage taken bonus into armor, with slightly more EHealth than before
      • Jar Jar
        • Removed Atlatl
        • Added Boomaload
        • Added Quick Throw 3 [CS4]
        • Added 25% faster reload to E-5
        • Lowered Hacking speed by 50%
        • Speed 200 > 218
        • Skill CD mult quickened 3 > 2.9
        • Added 2x Saber special damage
        • Changed Forward DFA to Right Staff sweep
        • Increased Saber KB from 150% to 160%
        • Replaced Cyan style with (one-handed) Dual
        • Armor 60 > 65
        • Healing 3 > 2
        • Changed class from Hero to Jedi.
          • This provides some damage reduction vs gunners but causes damage taken to reduce resource and opens you up to Force Focus.
      • Mace Windu
        • Sense 2 > 1
        • Strong style damage 520/400 > 280
        • CSmult 1.2 > 1.15
        • Increased saber special damage
        • Increased KB taken protection from 50% to 75%
      • Inquisitor
        • Staff damage set to 260 (default), Cyan damage set to 130 (8% increase)
        • RankAS 1.2 > 1.15
        • RankCS 1.2 > 1.15
      • Narkina Prisoner
        • Health 100 > 105
      • Plo Koon
        • Split saber damage (Blue: 240 > 130, Red: 240 > 260)

        • Due to Open changes, adjusted Minigun to preserve RoF and velocity.
      • Ventress
        • Fast style damage set to 130
        • ASmult 1.15 > 1.0
        • CSmult 1.18 > 1.15
      • Ewok
        • Due to backend changes, knockback now applies to Stone shrapnel.
      • Palpatine
        • Red style damage 520 > 280
        • Changed Duals damage bonus to movement speed bonus
        • Increased saber special damage
      • Reelo
        • Adjusted weapon animations to reduce clipping
      • Yarael Poof
        • ASmult 1.05 > 1.02
        • CSmult 1.05 > 1.02
      • Kyle Katarn
        • Red style damage 520 > 280
      • Paz Vizsla
        • Due to Open changes, adjusted Minigun to preserve RoF and velocity.
        • Removed damage taken bonus
        • Minigun clip 400 > 200
        • Minigun reserve 1200 > 1000
        • Minigun fpmult .9 > .85
      • Director Krennic
        • Speed 260 > 255
        • Healing 3 > 2
      • SBD
        • Removed Cortosis 2
      • Snoova
        • Saber damage 300 > 280
      • Sith Inquisitor
        • Sense 3 > 2
      • Gamorrean
        • Removed damage taken bonus
        • Armor 25 > 50
        • Adjusted E-11 animations to reduce clipping
        • Increased Grenade damage bonus 100% > 150%
        • Added extra knockback to Grenade det
        • Axe length 19 > 20
        • Added KB to both Sabers
      • Snoova
        • HP 475 > 460
      • Monkey Lizard
        • Class Hero > Sith. This provides some damage reduction vs gunners but causes damage taken to reduce resource, and opens this class up to Force Focus.
          • Inherits Sith getups.
        • Health 100 > 90
        • Granted Dash 1 by default (Dash Jump remains a buy option)
        • Swapped Dex and Dash binds due to the above change so they coincide with other characters.
      • Sith Warrior
        • CSmult 1.2 > 1.15
      • Hutt Warrior
        • Red Saber damage 500 > 280
      • Jedi Knight/Sith Acolyte
        • Fast styles damage 120 > 130
        • Strong styles damage 520/400 > 280
      • Maul
        • Health 120 > 135
        • Purple damage 400 > 280
        • Staff damage 260 > 280
        • Removed Sense
        • Swapped CS3 Push bind for Pull
        • Lowered Saber length bonus from 25% to 18%
        • Added Healing 1
      • Kylo Ren
        • Damage given 1 > 1.1 (does not affect Saber)
      • Galak
        • Removed damage taken bonus
        • Health 160 > 185
      • Burg
        • HP 450 > 725
        • Armor 125 > 0
        • Fury 2 > 3
      • Zuckuss
        • Ammonia Bombs have been temporarily reworked due to losing their previous "AoE" functionality while we work out kinks with weapon flag refactoring.
          • Ammonia Bombs no longer deal damage in motion, they now poison and track on det (direct or splash), and are dispersed as 4 at a time. They have also been given a new visual trail.
        • Speed 195 > 194
        • Class changed from ARC to Sith. This provides Zuckuss with some damage reduction vs gunners but causes damage taken to reduce his resource and opens him up to Force Focus.
          • Maintained Getups
        • Snare Rifle now Tracks
        • Gave Snare Rifle a new icon
        • Removed Armor Regen
        • Healing 2 > 3
        • Removed Saber stagger effect to prevent stun locks on slower classes
        • Saber damage 100 > 120
        • Saber ASmult 1.1 > 1.15
        • Saber now Tracks
      • Tarkin
        • Health 160 > 170
        • Healing 3 > 2
        • Added Defense Seeker item
      • Noghri
        • Class Mando > BH for hud purposes
      • Merc Shooter
        • Removed Armor Regen
        • Speed 248 > 245
        • Health 150 > 145
        • Armor 100 > 110
      • Dengar
        • Changed Sticky Bombs to a 1-a-clip, mag reload system
        • Removed Sticky Bomb RoF penalty
        • Removed Mag Plating
        • Added Beskar 1
        • Healing 1 > 2
      • Aurra
        • Class BH > Sith. This provides Aurra with some damage reduction vs gunners but causes damage taken to reduce her resource and opens her up to Force Focus.
        • Health 100 > 105
        • Armor 75 > 60
      • Nite Owl
        • Armor 100 > 80
        • Added Blast Armor
        • Saber damage 90 > 100
        • Kingpin damage penalty 30 > 20%
      • Maul Mando
        • Health 100 > 80
        • Fury 2 > 3
        • Due to Open changes, adjusted Minigun to preserve RoF and velocity.
      • Jango
        • Removed damage taken bonus
        • Health 130 > 125
        • Added damageGiven 1.1
        • Beskar 2 > 3
      • Imp Jump Trooper
        • Removed damage taken bonus
        • Health 100 > 120
        • Armor 100 > 105
      • Cad Bane
        • Removed damage taken bonus
        • Health 120 > 125
        • Armor 120 > 125
      • Dark Trooper
        • Removed damage taken bonus
        • Armor 225 > 290
      • BX
        • Class limit 2 > 3
        • Added BP Free Jumps
        • rank Health 75/100/115 > 75/100/110
        • rank armor 35/65/80 > 35/60/70
      • Tavion
        • Sense 2 > 1
      • Baze
        • Health 100 > 140
        • Armor 125 > 140
        • Defaulted damage taken bonus
        • Replaced Mag Plating with Beskar 1
        • MWC ammo 900 > 960
        • MWC fpmult .75 > .65
        • Added 10% more KB given
        • Added 20% less KB taken
      • Lando
        • Health 165 > 185
        • Armor 60 > 80
        • Converted Fuel and accompanying atts to Stamina 2
        • Resource regen rate 1.5 > 1
        • Combined Smoke Nades and Palm Nades into 1 weapon
        • Dodge 2 > 3
        • Added small KB to saber
        • Speed 257.5 > 254
      • Thug
        • Added small KB to Sabers
        • Reduced nade ranks from 3 to 2
      • Leia
        • Health 150 > 155
        • Class changed from Hero to Jedi. This provides Leia with some damage reduction vs gunners but causes damage taken to reduce her resource and opens her up to Force Focus.
      • Panaka
        • Health 160 > 170
        • Healing 3 > 2
      • Jedi Apostate
        • Saber damage 120 > 130
      • Jedi Savant
        • Cyan damage 120 > 130
        • CSmult 1.1 > 1.05
      • Jedi Traditionalist
        • Red damage 520 > 280
        • Cyan damage 120 > 130
      • Luke Skywalker
        • Red damage 520 > 280
        • Cyan damage 120 > 130
      • Jedi Healer
        • Blue damage 120 > 130
        • Yellow damage 240 > 180
        • Removed Adv Medpac
        • Healing 2 > 3
        • Points 30 > 31
        • Force Regen cost 5/10 > 5/9
      • Traya
        • Cyan damage 120 > 130
        • Purple damage 400 > 200
        • Removed Medpac
        • Healing 2 > 3
        • Points 30 > 31
        • Force Regen cost 5/10 > 5/9
        • ASmult .95 > 1
      • Undead Troop
        • Health 175 > 100
        • Damage taken .4 > .25
      • Calo Nord
        • Health 150 > 160
        • Speed 250 > 249
        • Moved global ROF debuff to just Pistols
      • Flame Trooper
        • Added Bonus explosive damage to UGL nades
      • IG88
        • Added Beskar 3
        • Battery 100 > 40
      • Death Trooper
        • Assemble 3 > 2
      • Han/Greedo
        • Health 170 > 180
        • Removed QT ranks 2/3
        • Removed Frag Nade knockdown property
        • Added Shoulder Barge default CS4
        • Added Skill CD buy
        • Points 150 > 140
        • Speed 265 > 260
      • Kir Kanos/Carnor Jax
        • Health 120 > 125
        • armor 120 > 125
        • Saber damage 140 > 150
        • Removed Blast Defense
        • Increased saber special dmg
      • Mara Jade
        • Blue damage 120 > 130
        • Sense 2 > 1
      • Durge
        • Removed damage taken bonus
        • Armor 60 > 105
      • Imp Arm Com
        • Armor 80 > 70
      • Anakin
        • Red/Purple damage 520/400 > 280
      • Jedi Acrobat
        • Lowered Blue damage from 200 to 130
      • Jedi Crusader
        • Removed damage taken bonus
        • Health 120 > 130
        • Red damage 520 > 280
        • Speed 2 > 3 to maintain speedlunge
        • ASmult 1.06 > 1.05
        • CSmult 1.12 > 1.15
      • Jedi Swordmaster
        • Fast style damage 120 > 150
        • Strong style damage 520/400 > 280
        • ASmult 1.1 > 1.15
        • CSmult 1.2 > 1.15
      • Yarael
        • Fast style damage 120 > 130
        • Removed Red style
      • Jerec
        • Fast style damage 120 > 130
        • Strong style damage 520/400 > 280
        • Health 125 > 135
        • Adjusted saber stance
      • Malak
        • Fast style damage 120 > 130
        • Strong style damage 520/400 > 280
        • Defaulted Saber radius
        • Saber length 52 > 46
        • Folded armor into Health
        • ASmult .95 > 1
        • CSmult 1.05 > 1.02
      • Nihilus
        • Fast style damage 120 > 130
        • Removed Red style
        • Purple style 400 > 280
        • Health 130 > 135
        • Speed 213.8 > 212
        • Removed Saber Throw
        • ASmult 1.05 > 1.02
        • CSmult 1.05 > 1.02
      • Nien
        • Changed Resource from Energy to Battery
        • Added Recharge 2
        • Health 135 > 125
        • Armor 90 > 55
        • Speed 1.06 > 1.05
        • KB taken 1.2 > 1.35
        • Removed damage taken bonus
        • Transferred damage penalty to just Pistol
        • Transferred RoF bonus to just blasters
        • Pulse Rifle damage bonus 1.2 > 1.25
        • Frags 4 > 3
        • Pulses 2 > 3
      • Clone Jet
        • transferred global RoF to just guns
      • Mission
        • Health 120 > 125
        • Armor 85 > 125
        • Healing 3 > 2
      • Rex
        • Armor 115 > 120
      • Atton
        • Removed Saber damage point buy
        • Split strong styles buy into Purple and Red buys
        • Purple damage 400 > 260
        • Red damage 520 > 260
        • Yellow damage 120 > 130
        • Dual damage 130 > 90
        • Cyan damage 60 > 80
      • Finn
        • Health 165 > 170
        • Armor 70 > 90
        • Red damage 520 > 280
        • Purple damage 520 > 280
        • Healing 3 > 2
        • Transferred RoF buff to just blasters
      • Senate Guard
        • Damage given 1.09 > 1.1
        • Removed damage taken bonus
        • Health 80 > 105
      • Jan Ors
        • Health 150 > 165
        • Added 100% more damage and knockback to Thermal Grenades buy
        • Energy buy 115/120/125 > 120/125/130
        • CS4 is now bound to Adv Medpac
        • Quick Throw 3 > 1
        • Healing 3 > 2
        • Speed 257.5 > 257
      • Obi-Wan
        • Fast style damage 120 > 130
        • Added BP/AP buys for either build
      • Rosh
        • Added 20% more KB taken
        • Sense 2 > 1
        • Blue damage 120 > 130
        • BPmult .6 > .75
        • CSmult 1.5 > 1.35
        • Increased Saber special damage
      • Starkiller
        • Armor 20 > 25
        • APmult .9 > 1
        • ASMult 1.1 > 1.02
        • CSmult 1.02 > 1.1
        • Sense 2 > 1
        • Purple damage 400 > 280
        • Increased Saber special damage
      • Jyn Erso
        • Armor 95 > 110
        • Healing 3 > 2
        • Speed 262.5 > 256
        • Added small kb to sabers
        • Removed hidden saber radius penalty
      • Canderous Ordo
        • Rank armor 75/90/115 > 75/90/110
        • Added 5% less FP DMG to Repeater
        • Increased reload penalty on Repeater from 100% to 150%
        • Red damage 520 > 280
      • Clone Leader
        • Removed damage taken bonus
        • Rank armor 100/125 > 100/135
        • Removed Sense buy
      • Tarfful
        • Lowered Saber damage from 300 to 280
        • Removed Red
        • HP 500 > 725
        • Armor 150 > 0
        • Fury 2 > 3
        • Added KB to Saber
        • Adjusted Saber specials
      • Zaalbar
        • HP 500 > 700
        • Armor 125 > 0
        • Removed Saber damage bonuses
      • Wookiee Warrior
        • Added KB to saber
      • Jedi Youngling
        • Replaced Seeker Drone with Defense Seeker
        • Yellow damage 144 > 120
        • Blue damage 72 > 120
      • SBD
        • Removed Cortosis 2
      • Purge Trooper
        • Added KB to Sabers
      • Security Droid
        • Default Assemble 2 > 1, converted to point buy
        • Removed Cortosis buy
        • A280 cost 2/6/2 > 2/5/2
        • Replaced Concs with Heavy Thermals
        • Adjusted anims
        • Removed Stun Baton
        • Added a Stun Baton saber
        • Class limit 2 > 3
      • Tusken
        • Added KB to Sabers
      • K2SO
        • Removed Cortosis
        • Health 200 > 210
        • Armor 300 > 200
        • Fury 2 > 3
        • Beskar 2 > 3
        • Replaced Rage with Battery
        • Battery pool 60 > 80
        • Added Recharge 2
        • Removed damage taken bonus
        • Restricted Melee to grab/slap only
        • Removed Melee RoF penalty
        • Added 100% damage bonus to Melee
        • Pistol FPmult 1.1 > 1.15
      • Zam Wesell
        • Speed 260 > 256
      • HK-series
        • Replaced Mag Plating with Beskar 3
        • Removed Cortosis
        • Armor 125 > 115
        • Battery pool 60 > 80
        • Battery regen rate 2 > 1.84
        • Swapped names/models/effects/sounds of existing guns for the sake of logic
      • Imperial Specialist
        • Added Dexterity 1
          • Getups remain the same
        • E-Web no longer inherits Blaster flag knockback due to backend changes
        • Lowered Fusioncutter damage penalty from 70% to 65%
        • Health 85 > 80
        • Armor 70 > 80
      • Rebel Engineer
        • Added Dexterity 1
          • Getups remain the same
        • E-Web no longer inherits Blaster flag knockback due to backend changes
        • Lowered Fusioncutter damage penalty from 70% to 65%
        • Health 85 > 80
        • Armor 70 > 80
      • Carth Onasi
        • Transferred RoF to pistols only
      • Bo-Katan Kryze
        • Added 5% faster melee RoF
        • Removed damageTaken bonus
        • Armor 100 > 145
        • Removed Red style
        • Yellow damage 240 > 200
      • Cassian Andor
        • Added small point buy, with options to choose between Bryar Pistol and a basic E1-1 or some Dodge points/Energy regen
        • Health 150 > 170
        • Armor 80 > 90
        • Proj ammo 24 > 25
        • Speed 260 > 255
      • Scouttrooper
        • DLT-20a sniper config reload speed decreased 7000 -> 10000% slower
        • Armor Regen cost 4 -> 3
        • RoF pointbuy now has a second level for 110% RoF
        • Increased E-11 ammo 620 -> 660
        • Increased T-21 ammo 800 -> 850
        • Added some KB to Sabers
      • Padme
        • Quickthrow 1 -> 3
        • Energy pool 125 > 100
        • Energy regen rate 1.5 > 1.25
        • Transferred global RoF to just Blasters
        • Pistol ammo 500 > 660
        • Pulse Nades 3 > 2
        • Concs 3 > 2
        • Healing 3 > 2
        • Health 175 > 180
        • Armor 65 > 85
        • Added Team Energize 1
        • Removed 10% faster skill CD
      • TOR Republic Trooper
        • Due to Open changes, adjusted Minigun to preserve RoF and velocity.
        • Minigun cost changed 2/1 -> 3/0
      • TOR Agent
        • Removed sniper electrifying shots on burst
      • Imp Agent
        • Removed poison from pistol
        • Compensated pistol damage 40 less > 35% less damage
        • Velocity increased 20 > 25% more
NPCs
  • Change / Fix: Slightly better at avoiding obstacles when moving towards a target, either through strafing or jumping up,
  • Change / Fix: Can now use drain and grip
  • Change / Fix: Can now assign WP_STUN_BATON, WP_DEMP2, and WP_ROCKET_LAUNCHER with correct MB_ATTs to NPCs in their .npc file.
  • Change / Fix: Another pass on NPC weapons. The alien thugs (gran2, granshooter, rodian2, weequay3, and weequay4) and the assassin droids (assassin_droid) will have a few more interesting weapons now.
  • Sabering NPCs
    • New: Now can get MBC extra damage
    • New: More unique interactions against saberist players
    • Change: Can sometimes try to attack into its enemy combo instead of just defending it
    • Change: Reacts better against an enemy with a swing in return animation (end of swing)
    • Change / Fix: Will no longer take more damage from player than it should (Combo swings dealing 1.0x damage instead of 0.5x)
    • Fix: Can no longer PB when attacked from behind, etc.
    • Fix: Can no longer block attacks while being gripped/grabbed by melee kata

( Server Downloads )

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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2cwldys

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The moment when I was crying for dev support to un fuck so many areas of open mode code, so that it would essentially be text edits to balance. But people had to focus on other shit instead.

Remember, even doing basic ammo stuff was spread across multiple functions with certain groups of weapons having their own function just to give basic balance values. Rather than ya know, being essentially in a singular text editing spot like a sane person would put it. How much better/faster open mode balance would be if ya know it got the resources sooner! Amazing.

I'd imagine when getting in pissing contests with John, who was a very active contributor to the MBII codebase at the time, it'd be very hard to get the things you want to see done with the game. Making grand roadmaps and aspiring visions for the game is much different from actually implementing them.
 

2cwldys

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They're fully in their power to infract me for that. I don't give a shit to be cordial to your ass anymore after the shit you pulled.

Care to elaborate what I've pulled? Aside from providing tools to the community to give more power to the player and dedicated server owners, and for people to distribute their own work? Creating a mod.io solution in a fast record time. You've nothing else to attack me for anymore. One of the recent big ones was to open source the Supremacy project work or you will GUARANTEE your maps will never work with anything I make (which isn't possible, but I found that funny) but when I do that it's all crickets and not a single thank you or willing way to work further.

"The shit you pulled" you guys act like I'm the MBII boogeyman, the next Sxx or something. Get a grip man.

You are everything wrong with this game and more, and the only reason why they don't get rid of your ass or cut out your tongue (like me) is because of what assets you provide. I'm sure they wish they didn't have to put up with a wailing banshee of a manchild anytime they want to see your map work integrated. Instead, you find the need to poke your fingers in other things that honestly shouldn't concern you, like Legends development, instead.
 

MaceMadunusus

Level Designer
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I'd imagine when getting in pissing contests with John, who was a very active contributor to the MBII codebase at the time, it'd be very hard to get the things you want to see done with the game.

GCJ said:
I appreciate the heart to heart here, I know we don't always get along, but I admire your work effort and ability to just get things done, its much like myself in a way.

[snip]

I know we get under each others skin somtimes, but I admire the fact that you can let all that go and not hold a grudge and get some work done.

Like I said, you don't really know shit 2c. John and I can actually work together, and sometimes work pretty well and talk clearly with one another. Our disagreements were almost entirely about organization/focus. Like ya know getting things like conquest done before we took on new tasks. But things like custom point builds for legends (which while cool) took time away from finishing stuff that was started before, and should be in the game now kinda thing. That was most of my disagreements with John. I always easily ignore past grievances and shit if people actually sit down and work as a team. I came back to work on conquest and it felt great for a bit, having people working towards a common thing. But then it just became individualist pet projects again.
 

2cwldys

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Like I said, you don't really know shit 2c. John and I can actually work together, and sometimes work pretty well and talk clearly with one another. Our disagreements were almost entirely about organization/focus. Like ya know getting things like conquest done before we took on new tasks. But things like custom point builds for legends (which while cool) took time away from finishing stuff that was started before, and should be in the game now kinda thing. That was most of my disagreements with John. I always easily ignore past grievances and shit if people actually sit down and work as a team.

Interesting, interesting, yet I never experienced this side from you or others on the MBII team when I was so willingly and clearly wanting to work with you guys and see the hard work integrated. There's a "heart to heart" to be expected between members but I never got anything of the sort? Food for thought. You can't onboard team members and then treat them like human garbage and expect them to not react, and find a reason to pull the trigger.
 

MaceMadunusus

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Interesting, interesting, yet I never experienced this side from you or others on the MBII team when I was so willingly and clearly wanting to work with you guys and see the hard work integrated. There's a "heart to heart" to be expected between members but I never got anything of the sort? Food for thought. You can't onboard team members and then treat them like human garbage and expect them to not react, and find a reason to pull the trigger.

I think we proved we tried to work with you, and I even said on multiple times I wanted to be a part of your idea for supremacy making the UI components, some code (mostly conquest related), etc. for it. But the moment it became time, you bit my head of for saying things like you can just do push requests for the repo to have your stuff included, its not a requirement a FA dev be a part of the team to have content officially in the mod. The same is for level designers and modelers too. The only people who really need to be a part of the team to have their stuff officially included are coders. And you bit our head off for wanting to keep certain standards.

Hell, I even told leons before he joined the team, that if he wanted his UI mods to be officially included in the mod when they're ready to just let me know and I'll put them in kinda thing.
 
Last edited:

2cwldys

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I think we proved we tried to work with you, and I even said on multiple times I wanted to be a part of your idea for supremacy making the UI components, some code (mostly conquest related), etc. for it. But the moment it became time, you bit my head of for saying things like you can just do push requests for the repo to have your stuff included, its not a requirement a FA dev be a part of the team to have content officially in the mod. The same is for level designers and modelers too. The only people who really need to be a part of the team to have their stuff officially included are coders. And you bit our head off for wanting to keep certain standards.

Hell, I even told leons before he joined the team, that if he wanted his UI mods to be officially included in the mod when they're ready to just let me know and I'll put them in kinda thing.


I just think it's incredibly astounding you can leave, return, leave, return; so many times, while mass deleting work or code branches pertaining to your maps or conquest. Setting the mod back from releasing Conquest by months each time. Having full blown arguments far worse than I've had, that warranted my permaban. Then they invite you back with a red carpet each time, the treatment I've faced is incredibly shocking VS the special dispensation they give you. While I'm picking for scraps here to get the things I want to see done, and accessible to all players.

Those standards you are also talking about was about 1 MAP fa that wasn't even honestly anything related to the Supremacy project, but was housed in it's assets. I don't want this to devolve into a red herring here, but stating for fact that it isn't by "inability to work with the team" bc I want my own oversight with a levelshot I wanted to make. In lieu of these certain standards you're talking about, it pulls the scope of the acceptance of the Supremacy project completely out of scale.

You also say "biting your head off" but instead of like "Yes, I'll test your things" like unguided and countless other devs had, I still don't understand why I had to be constantly treated like the work is not good enough; told you're beyond such things and it's below you, when it was being enjoyed by players and continuously each event, to where we had 32 players each time just about. I'm still sour that an entire gamemode is robbed from the players because of gross neglect, being in the MBII team's peripheral, and how you guys view FA development and distribution of assets. Honestly the whole "ported" "legal" argument I wasn't buying anymore. I still think you guys have a lot to change of how you view FA developers, and people like Goosto need more respect and credibility. It may just be "editing of text files" but it can eventually become a work of art, outside of a handful of characters and two siegeteams. I'm still convinced however you won't want to provide any sort of UI support to someone who "doesnt know anything" who seems to have provided so much, still being forced to be that "crazy supremacy dev guy" when in reality I'm still on the sidelines as I began. I'm still convinced there can be a mod left but it won't be achieved with this backwards ass view you guys have on simple things like simply contributing to your game. The work is open sourced, wtf else do you want.

It's also incredibly frustrating to go through what I went through, and someone else minimalize it by saying "it is really just that easy to see your work in." Crazy work.
 
Last edited:

MaceMadunusus

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I just think it's incredibly astounding you can leave, return, leave, return; so many times, while mass deleting work or code branches pertaining to your maps or conquest. Setting the mod back from releasing Conquest by months each time.

Remember how you and john were talking about releasing conquest half finished without any maps before I came back? Yeah... this shit doesn't fly with anyone who knows what the fuck actually happened. And I never left, came back, left again during conquest "setting it back months each time" because I only did that the last time, and yet I even told defiant he could release the mode tomorrow and I would put the maps up for download. I am just supporting them externally like you do.

You also say "biting your head off" but instead of like "Yes, I'll test your things" like unguided and countless other devs had, I still don't understand why I had to be constantly treated like the work is not good enough

Again, testing is irrelevant when I said your work could be included in the mod without me even seeing any of it because I trusted your work enough, but that it just needed some polish that both you and john admitted had not been done yet that we talked about in our voice conversation years ago when you started the project. Also implying that I would even accept the pull request if it was submitted to the repo for inclusion without any requirement that you be a dev for it to be available for players and again without testing because I trusted what you said about players liking it and it playing well. I was only upholding you to your own polish level standards we talked about in that conversation for what you wanted your vision to look like.

You had my support. You lost it when you became an asshole and misinterpreted my words and intentions.
 
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Like I said, you don't really know shit 2c. John and I can actually work together, and sometimes work pretty well and talk clearly with one another. Our disagreements were almost entirely about organization/focus. Like ya know getting things like conquest done before we took on new tasks. But things like custom point builds for legends (which while cool) took time away from finishing stuff that was started before, and should be in the game now kinda thing. That was most of my disagreements with John. I always easily ignore past grievances and shit if people actually sit down and work as a team. I came back to work on conquest and it felt great for a bit, having people working towards a common thing. But then it just became individualist pet projects again.
Hey man I kinda disagree with most of ur comments. The fact you troll this awesome community with these takes is beyond me. U disrespect the devs and loyal players (like the one ur bashing at) when I’ve seen you only cheese with Burg nonstop. Ur not good at the game dude…plus u shit on these other players when they’re wayyyy better than u at this game. Kinda embarrassing considering cause ur a ‘’veteran’’ when you’re actually a ‘’loser’’. U can’t melee or saber to save ur life

Also here’s some other comments: New update makes countering to saberists too difficult on Death Star. Devs need to really think this through before trolling us AGAIN like this. When are they going to make the threshold 70!! Anderaan has no balance either.
 
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Interesting, interesting, yet I never experienced this side from you or others on the MBII team when I was so willingly and clearly wanting to work with you guys and see the hard work integrated. There's a "heart to heart" to be expected between members but I never got anything of the sort? Food for thought. You can't onboard team members and then treat them like human garbage and expect them to not react, and find a reason to pull the trigger.
yea man I totally agree with you here. Mace gets the red carpet for no reason man. Ditches the players and screws up the team dynamic. Not what movie battles is about.
 
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Dude there's people that flat out don't touch open and just play legends, If the formula of open wasn't fucked with so much we wouldn't be here today discussing this. Saying that Legends hasn't gained mb2 any new players is ridiculous and out of touch almost.
It’s cause Mace spends more time ditching the community, he doesn’t realize how fucked open is man. He’s super out of touch with the game and working with the developers team. He has to feed his Napoleon personality by ‘’promoting his vision’’ and having ‘’disagreements on organization’’ but he’s just a control freak that can’t manage his own personality, much less this game. MB2 will move on without you Mace, ur fucked in the head buddy
 
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what movie battles is really about is having an off topic flame war in the release notes

(Who is LadiesMan_217? Totally not suspicious join date...)
 

ThEra

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what movie battles is really about is having an off topic flame war in the release notes

(Who is LadiesMan_217? Totally not suspicious join date...)
Thats how u know the game is still alive. Passionate players and devs arguing about what needs to be done to ensure the game and all four of its gamemodes remain in a healthy state! Glory to legends, death to scr*mmers who tried to ruin our fun!
 
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I can rework open
The moment when I was crying for dev support to un fuck so many areas of open mode code, so that it would essentially be text edits to balance. But people had to focus on other shit instead.

Remember, even doing basic ammo stuff was spread across multiple functions with certain groups of weapons having their own function just to give basic balance values. Rather than ya know, being essentially in a singular text editing spot like a sane person would put it. How much better/faster open mode balance would be if ya know it got the resources sooner! Amazing.
I can do this if you allow server owners to have more control for round timers
 
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