Moviebattles II R21.3.00 Released

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R21.3
General
  • Change: Significantly increased knockback against saber user while using shotgun/flechette
  • Change / Fix: Using forward/back getup with dexterity will now allow for weapon switching
  • Fix: Forced walking when using wrist flamethrower/minigun is now properly recognized as walking (fixes force displacement behavior)
  • Fix: Switching to single style saber from akimbo pistols no longer draws pistol in the other hand
  • Fix: Reload will not stop quick throw attempt anymore, instead quick throw will stop reload.
  • Fix: Fixed all cases where you would have gotten frozen in animation during sweepkicks (or other melee kick related animations)
  • Fix: Wookiee shoulder barge will no longer force you into W swing when crouching & swinging
  • Fix: Disabled ability to perform several actions during sonic effect or when frozen, such as using speed, wrist flamethrower/laser, etc..
  • Fix: Can no longer activate fury when in a rolling animation
  • Fix: Can no longer continue hacking an objective when knocked down
Open
  • New: Minigun (Clone) - Z-6 Rotary Cannon is a squad fire support weapon capable of laying down a hail of blaster bolts but needs to be spun up before firing. The weapon is difficult to control necessitating the wielder to walk while firing it.
    • Level 1: 30 points, damage of 20.
    • Level 2: 13 points, grants accuracy.
    • Level 3: 8 points, increased rate-of-fire.
  • Change: DC Carbine secondary stun doubled from 500 to 1000. SBD and Deka now immune.
  • New: Deka Quick Deploy, added Level 2.
    • Level 2: 5 points, allow quick un-deploy in addition to quick deploy.
  • Change: Pistol level 2, points from 4 lowered to 3 on soldier, trooper, elite trooper, commander, hero, and bounty hunter.
  • Change: Removed Jump 3 requirement from Force Repulse
  • Change: Push 3. Pull 3. and Attunement 3 all lowered from 6 down to 4 points.
  • Change: Assemble changes.
    • Level 1: Grants rally spawn. No change from live.
    • Level 2: Grants 1.2x bonus movement speed and 20 temp hp on rally spawn for 10 seconds.
    • Level 3: Increases temp hp to 30 and time to 20 seconds.
  • Change: A280 damage increased from 30 increased to 35
  • Change: SBD Battery Recharge point cost changed from 4->5->10 to 4->4->11.

Sabering
  • New: Velocity based increased output damage when falling down from a jump. The faster the fall, the more the damage. Velocity is increased the longer you are falling.
    • Short fall: <= -600 velocity -> 1.05x damage
    • Medium fall: <= -800 velocity -> 1.10x damage
    • Long fall: <= -1000 velocity -> 1.15x damage
  • Saber Defense 3
    • Change: Based on player feedback, drains BP while force jumping again.
    • Change / Fix: Doesn't drain 2BP on initial jumps when in "attack" state (was considered jumping after downstab, cartwheel, etc.)
  • Change: Input for performing cartwheels is now tighter, in hopes of preventing misinputs causing cartwheels.
  • Change: Input for performing speed lunge is little bit tighter to prevent speed lunge activating on a simple jump shortly after speed activation.
  • Fix / Change: Slapping people in air will now require them to be at least 1 unit above the ground if they're blocking.
    • This means no more slaps piercing blocks on rising/falling surfaces such as slopes, stairs on majority of maps.
  • Fix: Special attacks will no longer parry every attack after they've already hit their allowed amount
  • Fix: Fixed a passthrough happening when you hit a person about to stab
  • Fix: Inputting A swing after saber special will no longer skip start animation
  • Fix: Holstered sabers will no longer draw sabers that are knocked down / in air
  • Fix: Duals offhand saber will no longer be invisible when retrieving a main hand saber

User Interface
  • Menu files / Customization options
    • New: noTextBlink itemDef value to stop the text from blinking upon focus
    • New: Allowed customization of item/weapon/forcepower selection scroll. See appropriate menus in mb_hud.menu.
    • New: Team Icons and editable timer color in mp_timer menu.
    • New: disguiseIcon for displaying disguised model as well as the original player name in lefthud menu.
    • Change: Using setItemText script now recalculates item's align position
    • Change / Fix: itemDef cleanup for class builds and settings menu, freeing up good amount of allocated strings. Also increased maximum string pool by large amount.
  • HUD
    • New / Change: HUDs will now display additional amount of special stuff for classes that were lacking it, such as grenades. Proper icon hookup to come later.
    • Change: MinimalismHUD now edits selection scrolls and timer.
  • Change: Settings menu now contains an option to change bind for opening the mission menu
  • Change: Few text-related displays such as smod poll have received upgrade to font/visual style
  • Change: Allowed screenshot binds to work while an UI menu is opened

Models
  • New: Added Gungan Warriors (TPM) to Rebel Soldier.
  • New: Added Togruta male citizen (TCW) to Rebel Soldier.
  • New: Added Saw Gerrera (Andor) to Hero.
  • New: Added Kleef (TFU) to Bounty Hunter.
  • New: Added Cal Kestis (JFO) to Jedi.
  • New/Change: expanded subgroups; Canderous "young" and HK-47 "rusty" variants.
  • Change: Tweaked Rebel Partisans to be Elite Trooper-only.
  • Change: Roster consolidation regarding B1s and Clones.
  • Change: Soundset maintenance: Din Djarin, Migs Mayfeld, Bo-Katan, added Dedra Meero soundset to the blonde fml imperial officer.
  • Fix: Visual adjustments on Preox Morlana (weighting) and Yoda (LODs).
  • Fix: Gallius Rax being partially invisible.
  • Fix: Voice commands of characters are now Legends-only.
  • Fix: A280 first person view.
  • QoL/model files
    • New: Added Quaternion offset support to holster files, this can be accessed by using "quatOffset w,x,y,z" instead of "angOffset x,y,z".
      This allows more complex rotations for holstered weapons and solves the issue of gimbal locking on the old system. Old Euler system remains unmodified and in place to maintain compatibility.
FA
  • New: Universal Grenade Launcher (UGL)
    Core Features:
    • Multi-Grenade System: Cycle through Frag, Thermal Detonator, Pulse, Fire,
      Sonic, Cryo, and Concussion grenades (more to come!)
    Level Progression:
    • Level 1: Basic launcher with standard 2-second charge time
    • Level 2: 25% faster charging (1.5 seconds to full power)
    • Level 3: 50% faster charging (1 second) + Remote Detonation - alt-fire detonates all launched grenades!
    • Level 4: Instant maximum charge - every shot at full power
    How It Works:
    • Tap fire for quick, lower-velocity shots (good for close combat)
    • Hold fire to charge for long-range bombardment
    • Use weapon mode key to cycle through available grenade types
    • Automatically switches to next available grenade type when current runs out
  • New: Micro Grenade Launcher (MGL)
    Core Features:
    • Sticky Projectiles: Bombs adhere to any surface on impact (loosely inspired by Det Packs)
    • Remote Detonation: Alt-fire detonates all placed bombs
    • Active Bomb Limit: Based on ammo count - oldest bomb auto-detonates when limit reached
    • Arc Trajectory: Uses gravity for indirect fire over obstacles
    • 15 Base Ammo with pistol-style reload
    Damage by Level:
    • Level 1: 50 direct damage, 100 splash (150 radius)
    • Level 2: 65 direct damage + 25% faster charging
    • Level 3: 80 direct damage + 50% faster charging
    • Shared Mechanics of UGL/MGL


    Charging System:
    Both weapons use a charge mechanic that affects projectile velocity:
    • Quick Tap: ~40% velocity, less accurate, good for suppression
    • Full Charge: 100% velocity, accurate shots, maximum range
    • Visual/Audio: Charge sound indicates power building
    Projectile Physics:
    • All projectiles affected by gravity
    • Higher velocity = flatter trajectory
    • Lower velocity = more arc, better for indirect fire
    • For Full Authentic (.mbch) Creators


    Attribute Names:
    Code:
      WP_UGL / MB_ATT_UGL         - Universal Grenade Launcher levels (1-4)
      WP_MGL / MB_ATT_MGL         - Micro Grenade Launcher levels (1-3)
      MB_ATT_STICKY_BOMBS - MGL ammo count (determines active bomb limit)

    Weapon Constants:
    • UGL Velocity: 1200-3000 units/second (based on charge)
    • MGL Velocity: 700-1000 units/second (70-100% based on charge)
    • UGL Charge Time: 2000ms base (reduced by level)
    • MGL Charge Time: 1500ms base (reduced by level)
    Special Notes:
    • UGL uses existing grenade ammo types - no new ammo needed
    • MGL sticky bombs can be chained with 100ms delay between detonations
    • Both weapons use UPL model/sounds for consistency, more revisions will come to sounds and effects
  • New: Stimpack (HI_STIMPACK): A new item that will grant 30 health and increase movement speed by 1.2x for 30 seconds. Once the time is up, any extra health over the character's maximum is lost. When used it will play an audio queue.
    • Note, by design, it will override the existing Rally buff, they do not stack.
  • Change: Small bacta has been changed from instant 25 heal to healing 50 over 10 seconds.
  • Change / Fix: All items can no longer be used when cryo'd or sonic'd.
  • New: Movement & Combat Overrides:
    • jumpAnim - Custom jump animations (all directions)
    • landAnim - Custom landing animations
    • crouchAnim - Custom crouch idle/walk animations
    • gunbashAnim - Custom gunbash/melee animations
    • blockAnim - Custom melee blocking animations
    • kickAnim - Custom kick animations
    • punchAnim - Custom punch animations
    • altFireAnim - Custom alt-fire animations
    Advanced Getup System:
    • getupAnim - Universal getup animation (fallback for all)
    • getupAnimFront - When knocked forward
    • getupAnimBack - When knocked backward
    • getupAnimCrouch - When knocked while crouching
    Tactical Throw System:
    • throwAnim - Custom grenade throw animations
    • throwAnimReleaseFrame - Control projectile release timing (default: 15)
    - Affects combat timing - faster/slower grenade releases!
Legends
  • New: saberSpecialDamage MBCH field. A multiplier to special attacks damage to be used in cases where saberDamage is used.
  • Change: MB_ATT_FORCEFOCUS can be applied to non force sensitive characters
  • Change: CFL_BPFREEJUMPS now applies to force jumping as well
  • Change: Getting up/Rolling with dexterity will no longer drain stamina, in FA/Legends only.
  • Change / Fix: HELD_DISRUPTIFY now works for melee weapons
  • Fix: Duals offhand saber has proper hit detection
  • Fix: c_att_descs now properly displays description for each point buy option.
  • Fix: Trying to perform dex roll without dex will no longer cost stamina
  • Fix: WP_StunBatonFlags now properly work
  • Fix: Giving hitscan to WP_Blaster will no longer give it to WP_Shotgun as well
  • Fix: DamageMod for WP_THROWER, WP_THERMAL, WP_STUN_BATON now properly applies increased damage
  • Fix: Character with two custom builds will no longer show third build option
  • [*]General
    • Sound/effect/description/animation updates/fixes
      • Freed up some effect slots
      • Reorganized internal sab. entries roughly by type
      • Moved the “Point Buy Info” stats section onto the point buy panel, accessible while hovering over their respective purchases
    • Some character stat terminology has changed as of this patch and 21.2. Text limits and attention spans are in short supply.
      • Damage taken is non-locational > Flat Damage Taken
      • 50% Melee damage resist. > Physical Resistance
      • Unrestricted non-repeating directional combos > EX Saber Training (1)
      • Unrestricted directional combos > EX Saber Training (2)
      • Enhanced Saber Throw (#) > EX Saber Throw (#)
      • Fire rate > RoF
      • Damage > DMG
      • Fixed-length reload > Mag reload
      • Projectiles > velocity
      • Knockback/knockdown > KB/KD
    [*]NEW CLASSES
    • Hero
      • Plo Koon (split from Jedi Paragon)
        • A Jedi Master who can manipulate the elements in many ways. Average stats.
      • Nite Owl Mandalorian
        • 2-life custom jetpack sharpshooters.
      • Rebel Sapper
        • 2-life hackers/tech wizards with powerful gadgets. Rather manic.
      • Clone Commando
        • 2-life armor-regenning special ops with artillery, heavy weapons, and support builds.
    • Villain
      • Pong Krell
        • A fearsome double Staff Saberist who cuts down gunner classes with ease. Despite the appearance, not all that tanky or duel-hardy.
      • Death Watch Mandalorian
        • 2-life custom jetpackers with painful burst firing.
      • Trandoshan Hunter
        • 2-lifes who can heal themselves through damage dealt and with artillery, heavy weapons, or CQC builds.
    [*]CLASS BALANCE
    • General
      • Lowered Hybrid and Dash Saberist damage across the board. Most classes compensated with attack speed, held effects, etc. Further Saber-related changes are in development.
      • Increased Saber Throw damage nearly universally for Jedi/Sith.
      • Increased charge shot FP damage for several gunners.
      • Some curbing of explosives/tank power
    • Jedi Paragon
      • Renamed to Luke Skywalker
      • All Plo Koon elements moved to Plo Koon
      • Added and reorganized some models
      • Electric Judgment is now Emerald Lightning
    • Jedi Knight/Sith Acolyte
      • Removed Sense 3 buy option
      • Removed Blaster Defense 3 buy option
      • Removed Saber Defense 3 buy option
      • Removed Saber Deflect 3 buy option
      • Class Limit 3 > 2
    • Jedi Swordmaster
      • Added point buy between EX Saber Training and Saber Chain Limit
      • Fast/Strong saber styles made optional
    • Sith Duelist
      • Added point buy between EX Saber Training and Saber Chain Limit
      • Removed damage given bonus
      • Removed skill cooldown penalty
      • Saber damage default > 120
      • Fast/Strong saber styles made optional
    • Mission
      • Fixed hack rate bonus not working
    • Wrecker
      • Fixed incorrect Blaster sounds
      • Upgraded Thermal Grenades to Heavy Thermal Grenades (75% more damage)
      • Clone Carbine 1 > 3 to allow altfire
    • Crosshair
      • Fixed Saber damage being slightly higher than intended
    • Bossk
      • Damage Given 1 > 1.35
        • This results in Bossk’s poison damage rising from 3 to 4 per tick
      • Relby damage mult 1 > .8
        • With the global damage boost, this results in slightly higher damage than before.
      • Added new TCW soundset
      • Added Kolto item
      • Added 10% charged FP damage to Relby Rifle
    • Reelo
      • Decreased intensity of Rocket Launcher EFX
      • Rocket Launcher RoF slowed .2 > .3
    • Wookiee Warrior
      • Decreased intensity of Rocket Launcher EFX
      • Adjusted Rocket Launcher SFX to be meatier
      • Fixed Rocket Launcher skin not showing
      • Rocket Launcher reserve ammo 20 > 10
      • Rocket Launcher RoF Default > 40% slower
      • Rocket Launcher reload penalty 60% > 100%
      • Rocket Launcher DMG bonus 100% > 75%
      • Saber Damage 110 > 90
    • Delta Commando
      • New Weapon: DC-17m Anti-Armor Attachment
      • Can now choose between several grenade types
      • Ruptor reserve ammo increased from 75 > 100
      • Ruptor reload penalty sped up from 1.9 > 1.75
      • Ruptor dmg/fp dmg bonus increased 1.7 > 2.2
      • Ruptor RoF penalty improved 1.15 > 1.1
      • Updated some EFX/SFX
      • Shiv special damage 90 > 180
      • Shiv jump forward special default > roll stab
      • Bactas removed
      • Health regen added: 2/s to full
      • Armor regen changed to 2/s to full
    • Canderous Ordo
      • Base KB taken .85 > .8
      • Rank KB taken added
      • ASMult 1 > 1.05
    • IG-series Droids
      • Saber damage 260 > 130
      • Saber special damage remains 260
      • Added 25% faster hacking
    • Tusken Raider
      • Added No Saber Training
      • Saber damage 150 > 130
      • Saber special damage 150 > 200
      • Sniper rifle knockback replaced with stagger
      • Rage decay slowed by 50%
      • Rage pool 100 > 150
      • ASmult 1 > 1.1
      • Sniper reserve ammo 14 > 7
      • Class Limit 3 > 4
    • Han Solo
      • Added Dex 1 purchase option
      • Armor buy 20/40 > 25/45
    • Greedo
      • Added Dex 1 purchase option
      • Armor buy 20/40 > 25/45
    • Geonosian
      • Saber damage 96 > 100
      • Removed chain limit
      • Added No Saber Training
      • Saber special damage default > 200
      • Sonic rifle projectile velocity reduced 80% > 75%
    • Ewok
      • Saber Damage 98 > 100
      • Stone reload penalty 1.9 > 1.8
      • HP 90 > 100
      • Armor 25 > 20
      • Energy regen 1 > .85
      • Added Staff style with hilt bash crouch special
      • ASmult 1 > 1.05
      • Spear special damage default > 200
      • Melee damage penalty 50% > 25%
      • Spear length 19 > 20
      • Moved binds for uniformity
    • Zuckuss
      • Saber ASmult 1 > 1.1
      • Saber Damage 90 > 100
      • Ammonia Bombs 2 > 3
    • Clone Jettrooper
      • Class Limit 3 > 4
      • Fuel 90 > 100
    • Kowakian Monkey Lizard
      • Force Jump 1 > 2
      • Stamina 110 > 120
    • Lobot
      • Removed No Saber Training
      • Added Chain Limit 2
      • Saber special damage 120 > 200
      • Added Tracking Beacon
      • Saber length 20 > 24
      • Fixed hack rate bonus not working
      • Increased hack rate bonus from 10% to 20%
      • Energy regen increased 20% > 25%
      • Pistol ammo increased 700 > 750
    • Gamorrean
      • Global Damage taken .9 > .85
      • Saber Chain Limit default > 2
      • Saber now staggers targets
      • Saber Damage > 200
      • Removed Concs
      • Added damage-boosted Thermal Grenadees
      • Quickened skill cooldown by 50%
      • Class Limit 3 > 4
    • Flame Trooper
      • New Weapon: Universal Grenade Launcher 2
      • Replaced E-11 3 with DLT 2
      • Assemble 3 > 2
      • Added Kolto
      • Removed broken RoF bonus on Flamethrower
      • Flamethrower ammo 640 > 700
      • Removed lower KB given
    • Snoova
      • Fixed gloat animation
      • Lowered Chain Limit from default to 2
      • Saber damage 360 > 300
    • Watto
      • Saber damage 160 > 120
      • Saber special damage default > 200
      • Removed No Saber Training
      • Added Chain Limit 2
      • Busted Parts damage bonus 50% > 75%
      • Added Mag reload to Busted Parts
    • Padme
      • BP Dispenser 2 > 3
    • Clone Assassin
      • Now given the choice between Saber Defense 1 and a second life.
      • Saber damage 130 > 120
    • Noghri
      • Reworked with custom point buy system
    • Jar Jar
      • Added new voicelines
      • Adjusted some SFX
      • Added Force Jump 1
      • E-5 reserve ammo 864 > 1008
    • Rebel Spy
      • Pistol sec. fire now shoots suppression blasts for true undercover work
    • R2D2
      • Changed MBClass from ET to Wookiee
      • Changed Electroshock Prod (Kicks) to Prod (Slap)
      • Removed Pulse/Stagger properties from Prod
      • Plasma Flamethrower (Wrist Flamethrower ability) is now Flamethrower (Weapon)
      • Lightning Thrower (Weapon) is now based on Force Lightning 1
      • Skill CD penalty 1 > 1.5
      • Damage Taken increased from .75 to 1 (more damage taken)
      • Added Cortosis 1
      • Fuel 40 > 45
      • Some UI updates
    • Durge
      • New Weapon: Energy Shields (Saber) (thanks Marshall) provide Durge with temporary Saber and Blaster Defenses
      • Renamed Energy Shield (Absorb) to Anti-Force Field
      • Moved global RoF debuff to just Pistols
      • Pistols ammo 650 > 700
      • Adjusted some SFX/models
      • Moved some CS binds for uniformity
      • Added new voicelines
    • Captain Panaka
      • Dash 1 > 2
      • Now spawns with a small amount of regenning resource
      • Pistol damage/FPmult 1 > 1.1
      • CR2 damage/FPmult 1 > 1.1
    • Tarkin
      • Replaced training Seeker droid with Imperial-themed Seeker (Spawner)
      • Protect 3 > 2
      • Now spawns with a small amount of regenning resource
      • Resource Decay 0.5 > 0.1
      • Moved global damage bonus to just Pistol and Superlaser
    • Director Krennic
      • Moved global RoF penalty to just Pistol
      • Swapped Gun Kick and Sentry binds
    • K2SO
      • Armor Regen Rate 1000ms > 1500ms
      • Resource 70 > 60
      • Saber Damage 87 > 105 (120 with damage given)
      • ASmult .75 > .8
      • Pistol ROF 1.2 > 1.3
      • Pistol FP mult 1 > 1.1
    • Hera Syndulla
      • Armor 80 > 85
      • Resource 80 > 100
      • Pistols FPmult .84 > 1
    • Jedi Forcemaster
      • Added Dash 2
      • Added Dex 3
      • Added Dex Roll
      • Added Aerial Force Regen
      • Added Bhop 1
      • Added Slow faller
      • Default push 3 > 2
      • Default protect 1 > 2
      • Default MT 2 > 3
      • Saber damage 52 > 70
      • Saber special multiplier 1 > 2
      • Added BPFree Jumps
      • Increased Saber length from 18 to 20
      • Increased MBpoints from 3 to 4
      • New buy menu: Reinforcement, Push, Pull, Protect, Flipkick. Can now carry 1 level 3 power of these (or flipkick 2) + extra life
      • Moved a couple binds to reflect new build
    • Sith Forcemaster
      • Added Dash 2
      • Added Dex 3
      • Added Dex Roll
      • Added Aerial Force Regen
      • Added Bhop 1
      • Added Slow faller
      • Healing 1 > 3
      • Saber damage 52 > 70
      • Saber special multiplier 1 > 2
      • Added BPFree Jumps
      • Increased Saber length from 18 to 20
      • Increased MBpoints from 3 to 4
      • New buy menu: Reinforcement, Push, Pull, Drain, Flipkick. Can now carry 1 level 3 power of these (or flipkick 2) + extra life
      • Moved a couple binds to reflect new build
    • Boss Nass
      • Changed Booma model to Sling (thanks Kitsu)
      • FP 70 > 80
      • Saber Damage 80 > 70
      • Slowed rocket reload speed mult .5 > .7
      • Can now select between Tower Shield and Broad Shield
      • Melee-out movement speed slowed by 15% (negating Strength bonus)
    • Aurra Sing
      • Saber Damage default > 120
    • Ragnos
      • New Weapon: Force Incinerate
      • New Ability: Force Swarm
      • Added Force Focus 1
      • Adjusted class specials
      • Saber damage 71 > 73 (80)
      • Saber special damage mult 1 > 1.5 (120)
    • Mr Bones
      • Damage Taken .9 > 1
      • Saber Damage 160 > 120
    • Ventress
      • Saber throw damage 87 > 90
    • Jedi Acrobat
      • Saber throw damage 30 > 45
    • Starkiller
      • DFA changed to dual stabdown
    • HK-series Droids
      • Added 15% faster hacking
      • Added rusty model option
    • Paz Vizsla
      • Saber damage 160 > 120
      • Now brandishes a small Energy Shield (thanks Marshall) alongside his Vibroknife, giving him temporary Saber/Blaster defenses
      • Moved global RoF buff to just Minigun
      • Converted resource from Fuel to Rage
      • Now spawns with a small amount of regenning resource
      • Resource cap increased from 140 to 150
      • Added Fury 1 (no ability)
        • This allows Paz to generate Rage from attacks.
      • Adjusted anims
    • SBD
      • Knockback Taken .9 > .88
    • Dash Rendar
      • Pistol reserve 630 > 702
    • MagnaGuard
      • Added new saber stance
      • Saber Damage 180 > 120
      • Added EX Saber Training 1
    • Din Djarin
      • Can now buy Whistling Birds 2/3
      • Added 20% less KB taken
      • Added KB taken point buy
      • Saber damage default > 130
      • Health increased 115 > 120
    • Nien Nunb
      • Knockback taken 1 > 1.2
      • Skill Cooldown 1 > .9
      • Disruptor damage 1.1 > 1.2
      • Disruptor ROF 1 > .95
      • Removed No Saber Training
      • Added Chain Limit 2
      • Added Stimpack
    • Grievous
      • Added Dex 3
      • Added EX Saber Training 2
      • Saber Damage default > 100
      • Max Chain default > 6
      • Added 20% decreased KB taken
      • Removed Sprint
        • Semi-compensated movement speed
      • BPMult 0.85 > 0.6
      • Block Regen Amount default > 1
      • Block Regen Rate default > 400
      • Block Regen Cap default > 80
      • ASmult 1.1 > 1
    • Chirrut
      • Now spawns with a small amount of rapidly regenning resource
      • Saber Damage 130 > 120
    • Kir Kanos/Carnor Jax
      • Saber Damage 25% less per style > 120
    • Old Republic Defender/Sith Trooper
      • Saber Damage 180 > 130
      • ASmult 1 > 1.05
    • Purge Trooper
      • Saber Damage 180 > 120
      • ASmult 1 > 1.05
    • Anakin Skywalker
      • Added Healing 1
      • Lowered CS from 1.3 to 1.25
    • Jedi Crusader
      • Added Healing 1
    • Yarael Poof
      • New Inventory Item: Force Projection (NPC Spawner)
        • Poof’s psychic combat abilities were such that he could project a near-perfect illusion of himself, fooling and threatening even strong-minded individuals.
      • Added Anti-Mind Trick (2)
    • Obi-Wan Kenobi
      • BP regen amount increased from 4 to 5
    • Leia Organa
      • Damage Taken 1 > .9
    • Thrawn
      • Damage Taken 1 > .9
    • Wat Tambor
      • Sped up global fire rate from 1.02 to 1
      • Added a second Drone item
      • Armor increased 120 > 125
      • Resource pool increased 75 > 80
      • RA-EV Glove Blaster fp mult increased 1 > 1.5
      • Added Ally Stat Viewer
    • Clone Leader
      • Clone Carbine cost changed 4/3/3 > 4/3/2
    • Skirata
      • Class changed to Bounty Hunter. Speed stays the same. Can now see amount of tracking darts in the HUD, as well as perform gun kicks
      • Rate of fire transferred into pistol/rifle only
      • Knockback taken decreased by 8%
      • Knockback given increased by 8%
    • TOR Sith Operative
      • Class points and costs recalculated
      • Thermal Grenades (2) added
      • Increased armor 75 > 80
      • Assemble removed.
      • Added Stimpack
      • Armor regen granted by default. Changed to 1/0.5 up to 10.
      • Added increased charged fp drain to pistol (1.25)
      • Added sonic detonator option for 10 points for Marksman
      • Decreased default RoF of Railgun by 0.05
      • Increased RoF given by firerate option by 0.05
      • Increased Railgun clipsize to 30 (5 more shots)
      • Removed movement speed penalty from Railgun
      • Sith Blaster Rifle changed from A280 to CR-2
      • Increased movement speed bonus for lethality by 2 (237)
      • Added flipkick 1 option to concealment
      • Concealment armor regen changed to increase armor regen cap which is still 25
    • TOR Republic Trooper
      • Class points and costs recalculated
      • Armor increased 80 > 85
      • Armor regen cap increased 20 > 25 by default
      • Health given by health buy option increased 125 > 130
      • Default movement speed increased 212 > 215
      • Movement speed point buy speed increased 227 > 232
      • Minigun now has 2 levels at 2/1 cost.
      • Knockbacktaken reduction decreased 75 > 70% for shield specialist
      • Armor regen cap increased 60 > 70 for shield specialist
      • Stun carbine ammo increased 350 > 375
      • Stun carbine clipsize reduced by 25 > 20
    • Jan Ors
      • Added a small point buy system. Can pick 3 thermal grenades or 15 energy
      • Flechette FP mult increased to 1.1
      • Flechette ammo increased 864 > 870
      • Added 10% faster hacking
    • First Order Marshal
      • F-11D Blaster Rifle ammo increased 900 > 1200
      • Pistol reload speed reduced 1.5 > 2
      • Transferred global damage given bonus to Pistol and Blaster (removed HIGHDAMAGE on Blaster and recalced)
      • Saber Damage 174 (200 with bonus) > 130
    • Scouttrooper
      • MBpoints increased 64 > 66
      • Reinforcement cost increased 20 > 22
      • Speed increased 0.77 > 0.78
      • AS multiplier cost reduced 5/5/5 > 4/4/4
      • Added Thermal grenades to point buy options
      • Changed Saber Dual style to Cyan
      • Slightly nerfed Saber AS buy due to above change
      • Saber Damage 115 > 100
    • Boba Fett
      • Increased Flechette Pistol fp mult 0.8 > 0.9
      • EE-3 ammo increased 600 > 800
    • Veers
      • Increased EE-4 ammo 900 > 940
      • Fixed holster clipping
    • Atton Rand
      • AS/CS multipliers for Sentinel reduced 115% > 112%
      • Charric rifle reload speed decreased by 25%
      • Disruptor Pistols ammo increased by 100
      • Disruptor Pistols movement speed penalty removed
      • Disruptor Pistols reload speed slightly decreased (1.8 > 1.75)
      • Fixed Ion Pistols RoF to match description (increased by 5%)
      • Ion Pistols reload speed increased by 40% (2 > 1.6)
      • Ion Pistols ammo increased by 20
      • Melee RoF increase of 20% added to Echani spec
      • Flipkick cost changed 0/3
      • Echani Blaster Pistol cost changed to 0/0/4
      • Echani spec’s Pistol ammo increased to 460
      • Base Saber Damage of 120 has been separated amongst Saber options (50% damage penalty each)
    • Imp Specialist
      • Pistol rate of fire increased by 35%
      • Pistol damage decreased by 10%
      • Pistol ammo increased to 600
      • Pistol charged FP drain increased to 1.1
      • Health increased 80 > 85
      • Speed increased 1.12 > 1.13
    • Mercenary Thug
      • Health increased 60 > 75
      • Added ‘thug’ Rodian model
    • Vader
      • Q3 removed
      • Armor increased by 10
      • FP increased by 25
      • Melee RoF reduced by 10%
      • Increased Chain Limit from default to 4
      • Added 20% decreased KB taken
      • Added Dexterity 2
      • Added Slow Faller
      • Damage Given 1 > 1.1
      • Adjusted classic saber stance
    • Mace Windu
      • Q3 removed
      • Health increased by 10
      • Increased FP regen by 15%
      • Speed increased by 0.005 (lol cinder)
      • Increased Chain Limit from default to 4
      • Added 20% decreased KB taken
      • Saber throw damage default > 60
      • Added Purple DFA to Forward Left DFA
      • Added Healing 1
    • BX Commando Droid
      • Skill cooldown lowered to 20% > 25% slower by default
      • Dash reduced to level 1 (Hybrid can still buy level 2)
      • Hybrid health cost changed to 2/4/3
      • Hybrid Beskar cost changed to 3/2/5
      • BP multiplier option changed 80/110/160% > 80/100/140%
      • Dexterity cost for Melee changed to 3/1/5
      • Saber Damage 160 > 120
      • E-5 Rifle clip 54 > 50
      • Saber Radius 1 > 3
    • Lando nade anim?
      • Smoke Grenades RoF increased by 40%
      • Transferred global damage buff into Pistol and EE-3
      • Saber Damage 160 > 120
    • Mercenary Shooter
      • Class changed from Clone Trooper to Bounty Hunter. Allowing to see darts in HUD, as well as gun kick using the same Class Special as Tracking Darts
      • Given a point buy system to allow picking Poison Darts, a Trip Mine, a Pulse Grenade and more Disruptor ammo at the cost of current attributes
      • Added ‘Ootyr’ Rodian model
      • Added RAB-24 Droid skin
      • Smoke Grenades RoF increased by 40%
    • Hondo Ohnaka
      • Added BP free jumps
      • Added point buy option for 10 more stamina. Only for Pistol builds
      • Pistol clip size increased by 4
      • Pistol reload speed decreased by 10%
      • Shotgun ammo increased by 100 (if not using M5)
      • M5 ammo increased by 2 (770)
      • Added Stimpack
      • Electrostaff damage penalty 65% > 60%
    • Jyn Erso
      • Pistol ammo increased by 20
      • Movement speed penalty on A180 Ion Attachment removed
      • Fixed holster
      • Removed No Saber Training
      • Added Chain Limit 2
      • Saber damage 66 (75) > 61 (70)
    • Tarrful
      • BP multiplier reduced 1 > 0.75
      • Saber Damage 360 > 300
    • Chewie
      • Added 10% charged FP damage to Bowcaster
    • Kyle Katarn
      • Added 20% charged FP damage to Bryar Pistol
    • Cassian Andor
      • Added 25% charged FP damage to Bryar Pistol
    • Finn
      • Added GLIE-44 pistol. Based on Clone pistol 2
      • Armor increased 65 > 70
    • Sith Inquisitor
      • Defaulted Saber Throw damage
      • Saber Throw now has only 1 level for upgrade, which will increase damage to 50 at 5 points cost
      • Reworked point costs slightly to make it simpler due to above change

NPCs
  • New / Change: Removed NPC behaviors and stat references to g_spskill (a cvar used for SP difficulty level). NPCs will act consistently regardless of what it's set to. This has knock on affects throughout NPC AI types as Ravensoft was very inconsistent with how they handled difficulty. For instance Rodian2 and Stormtrooper accuracy were both affected but in different ways. Likewise some NPC's had their health adjusted based on difficulty while others did not.
  • New / Change: NPCs can accept MB_ATTs for most MB2 weapons like MB_ATT_BLASTER and MB_ATT_THROWER.
  • New / Change: NPCs can accept MB_ATTs for most passive effects like MB_ATT_HEALING and MB_ATT_BESKAR.
  • New / Change: NPCs can spawn with most MB2 weapons, for example WP_THROWER and WP_EE4, note just because they can spawn with it doesn't mean they know how to use it well.
  • New / Change: NPCs can accept PBchance, MBchance, SBchance and UnlimitedBP.
  • New / Change: Upgrades to Jedi AI. Force powers have been enabled, they should be better about not walking off cliffs, and better at walking when enemy saberists are attacking them to preserve BP. One of the significant improvements makes them behave more like a MBII player than JKA. They now block during your attacks, have a chance to attack right after (counter), slap, and swingblock.
  • Change: NPC walking and running speeds have been adjusted code side so they will move more closely to their base Single Player speeds.
  • Remove: NPC saberists should no longer change their saber style, this may return once NPCs stop getting styles that don't exist in their file.
  • Change: Stormtrooper AI (used by most humanoid gunners): Removed hardcoding that gave Imperials more aggression stats then Rebels. Which made any NPC gunners spawned on the Rebel team much worse. Default is now the higher Stormtrooper level from base.
  • Change: Jedi AI (used by all saberists): Removed hardcoding that gave Imperials more aggression stats then Rebels. Now boss NPC classes (CLASS_DESANN, CLASS_TAVION, CLASS_KYLE, CLASS_ALORA, CLASS_LUKE, CLASS_SHADOWTROOPER, and CLASS_BOBAFETT) get more aggression regardless of which team they spawn on while other saberists get the default Reborn aggression from base. While CLASS_JEDI will get less aggression to preserve base Jedi behavior.
  • Change: NPCs weapons should no longer be overridden depending on their NPC_TEAM.
  • Change: NPCs should no longer have their NPC_CLASS overridden by NPC_TEAM.
  • Fix: Interrogator will poison its victims.
  • Fix: NPCs with dual sabers will spawn in with their second blade correctly colored.
  • Fix: NPCs with RGBA random settings are now supported.
  • Change: A second balance pass on NPC health, armor, weapons, passive attributes, and force pools.
  • See NPCs for more information on NPCs.
Changed Files
( Downloads )
Code:
--MBII
cgamei386.so
jampgamei386.nopp.so
jampgamei386.so
FAMBModels.pk3
MB_Effects.pk3
mb2_cmp_assets2.pk3
mb2_cmp_assets3.pk3
mb2_pb_assets2.pk3
mb2_pbr_assets3.pk3
mb2_pbr_assets4.pk3
MBAssets2.pk3
MBAssets3.pk3
MBII.pk3
MBII_Mac.pk3
uii386.so
zz_MBModels.pk3
zz_MBModels2.pk3
zz_MBModels3.pk3
zz_MBModels4.pk3
zz_MBModels6.pk3

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.
 
Last edited by a moderator:
Posts
4
Likes
10
Hello MB2 Community,

I just want to tell the Admins & Patch Developers, that i can't download the latest MB2 Patch. The Download always freezes, while the FAMBModels.pk3 File is downloaded?

Is there any Advice or Help for this Problem?

Bild_2025-09-02_212602331.png


Thanks.
 

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Leons

Saber & UI Dev
Moderator
Movie Battles II Team
Posts
460
Likes
686
Hello MB2 Community,

I just want to tell the Admins & Patch Developers, that i can't download the latest MB2 Patch. The Download always freezes, while the FAMBModels.pk3 File is downloaded?

Is there any Advice or Help for this Problem?



Thanks.
Try deleting the file its trying to download if you have it in your GameData/MBII. Then restarting launcher
 
Posts
28
Likes
18
Thoughts on the UGL are that its completely uninspired. It's literally like if you took existing nades, got rid of the animations, cool sounds, charge up, and made their rate of fire/velocity faster. Doesn't add anything new or interesting. It sounds silent, doesn't feel good to use-- its like if grenades just shot out of my eyeballs for no reason. I think it's alright for stuff like fire grenades that are utility and don't really need to be charged up in the first place. But for frags, emps, concs, its just boring, and kind of spammy. Removes the interaction of seeing a guy whip out a nade and hearing the very recognizable sound.

The MGL seems more interesting since remote detonation of grenades (especially ones that you launch) is something that we don't have yet. But it doesn't seem like any class has it yet.
 
Last edited:
Posts
315
Likes
494
The UGL is pretty interesting but needs a lot of polishing if it's gonna see more use, displaying and switching grenade type on the weapon icon is a must. It could use a nice thump sound like the ARC under barrel pulse grenade launcher, a one shot magazine reload mechanic like the proj rifle, and lastly it could also desperately use an arming distance so it doesn't just become an instant suicide bomber vest.
 
Posts
28
Likes
18
The UGL is pretty interesting but needs a lot of polishing if it's gonna see more use, displaying and switching grenade type on the weapon icon is a must. It could use a nice thump sound like the ARC under barrel pulse grenade launcher, a one shot magazine reload mechanic like the proj rifle, and lastly it could also desperately use an arming distance so it doesn't just become an instant suicide bomber vest.

yes yes yes yes. Grenade type switching (with indicator) and magazine reload are a must. Also it shouldn't keep firing and flashing even when there's no ammo left (though, it's fun to roleplay like paparazzi!)
 
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