Moviebattles II R21.5 Released

MB2_LongLogo_20th.png

R21.5.00
General
  • Change: Improved Animations
    • New: Weapon-specific 'gun bashes' for select weapons such as the minigun, pistols, DC-15A Clone Rifle.
    • New: Strafing animations for walking with Minigun.
    • Change: Nearly all of MBII's animations have been renamed.
    • Change: A fair amount of animations have been remade to remove posing that exceeds the human body limits, great care has gone into the remakes looking as close as possible to the old animations while also matching lengths & speeds.
    • Change: Animations that didn't require a remake have undergone a minor clean-up instead, while others have been copied over 'as-is'.
    • Change: Some weapons now have poses similar to the movies/tv shows, like the DC-15A Clone Rifle.
    • Fix: BOTH_WALL_RUN_RIGHT animation from the base game has been fixed so the left lightsaber is in the left hand.
  • New: BOTH_RUN1_STRAFE_L (strafe run left)
    New: BOTH_RUN1_STRAFE_R (strafe run right)
    New: BOTH_WALK1_STRAFE_L (strafe walk left)
    New: BOTH_WALK1_STRAFE_R (strafe walk right)
    Name Change: BOTH_PISTOL_READY (was TORSO_CLONEPISTOL, BOTH_ONE_PISTOL)
    New: BOTH_PISTOL_IDLE (holding the gun, not ready to fire)
    New: BOTH_PISTOL_IDLE2 (holding the gun, not ready to fire)
    Name Change: BOTH_PISTOL_HERO_IDLE (was HEROPISTOLIDLE. holding the gun, not ready to fire)
    Name Change: BOTH_PISTOL_ATTACK (was TORSO_CLONEPISTOLFIRE)
    New: BOTH_PISTOL_MELEE (gun bash)
    New: BOTH_PISTOL_IDLING (multiframe 'fidget', when player hasn't moved in a while)
    Name Change: BOTH_DUAL_PISTOLS_READY (was BOTH_TWO_PISTOLS)
    New: BOTH_DUAL_PISTOLS_IDLE (holding the gun, not ready to fire)
    Name Change: BOTH_DUAL_PISTOLS_ATTACK_L (was DUAL_PISTOLS_FIRE_LEFT)
    Name Change: BOTH_DUAL_PISTOLS_ATTACK_R (was DUAL_PISTOLS_FIRE_RIGHT)
    Name Change: BOTH_DUAL_PISTOLS_UP (was DUAL_PISTOLS_READY)
    Name Change: BOTH_DUAL_PISTOLS_DRAW (was DUAL_DRAW)
    New: BOTH_DUAL_PISTOLS_MELEE (gun bash)
    New: BOTH_DUAL_PISTOLS_IDLING (multiframe 'fidget', when player hasn't moved in a while)
    New: BOTH_DC15_AIM_READY (ready to fire. aimed)
    New: BOTH_DC15_AIM_ATTACK (firing. aimed)
    New: BOTH_DC15_AIM_ATTACK_ALT (secondary firing. aimed)
    New: BOTH_DC15_ATTACK_ALT (secondary firing)
    New: BOTH_DC15_MELEE (gun bash)
    New: BOTH_DC15_IDLING (multiframe 'fidget', when player hasn't moved in a while)
    New: BOTH_WESTARM5_READY (ready to fire)
    New: BOTH_WESTARM5_IDLE (holding the gun, not ready to fire)
    New: BOTH_WESTARM5_ATTACK (firing)
    New: BOTH_WESTARM5_MELEE (gun bash)
    New: BOTH_WESTARM5_IDLING (multiframe 'fidget', when player hasn't moved in a while)
    New: BOTH_MINIGUN_IDLE (holding the gun, not ready to fire)
    New: BOTH_MINIGUN_MELEE (gun bash)
    New: BOTH_MINIGUN_MELEE_KICK (gun bash, kick version)
    New: BOTH_MINIGUN_WALK1 (walk forwards)
    New: BOTH_MINIGUN_WALK1_STRAFE_L (strafe walk left minigun)
    New: BOTH_MINIGUN_WALK1_STRAFE_R (strafe walk right minigun)
    New: BOTH_MINIGUN_WALKBACK1 (walk backwards)
    New: BOTH_MINIGUN_WALK1_ATTACK (walking while firing)
    New: BOTH_MINIGUN_IDLING (multiframe 'fidget', when player hasn't moved in a while)
    New: BOTH_PLX1_READYTOIDLE
    New: BOTH_PLX1_MELEE (gun bash)
    New: BOTH_PLX1_IDLING (multiframe 'fidget', when player hasn't moved in a while)
    New: BOTH_MAND_FLAME_IDLE (mando flame gadget. holding the weapon, not ready to fire)
    New: BOTH_MAND_FLAME_IDLING (multiframe 'fidget', when player hasn't moved in a while)
    Name Change: BOTH_MAND_FLAME_ATTACK (was MAND_FLAME)
    New: BOTH_WRISTSHOT (whistling bird and wrist shot)
    Name Change: BOTH_MAND_PISTOL_READY (was MAND_SPISTOL)
    New: BOTH_MAND_PISTOL_IDLE (holding the gun, not ready to fire)
    Name Change: BOTH_MAND_PISTOL_ATTACK (was MAND_SPISTOL_FIRE)
    New: BOTH_MAND_PISTOL_MELEE (gun bash)
    New: BOTH_MAND_PISTOL_IDLING (multiframe 'fidget', when player hasn't moved in a while)
    Name Change: BOTH_MAND_DUAL_PISTOLS_READY (was MAND_PISTOLS_READY)
    New: BOTH_MAND_DUAL_PISTOLS_IDLE (holding the gun, not ready to fire)
    New: BOTH_MAND_DUAL_PISTOLS_ATTACK (firing)
    New: BOTH_MAND_DUAL_PISTOLS_ATTACK_L (firing left)
    New: BOTH_MAND_DUAL_PISTOLS_ATTACK_R (firing right)
    New: BOTH_MAND_DUAL_PISTOLS_MELEE (gun bash)
    New: BOTH_MAND_DUAL_PISTOLS_IDLING (multiframe 'fidget', when player hasn't moved in a while)
    New: BOTH_AMBAN_IDLING (multiframe 'fidget', when player hasn't moved in a while)
    New: BOTH_WOOKIEE_RAGE_STAND (1-frame version of BOTH_WOOKIEE_RAGE_STAND_IDLE)
    Name Change: BOTH_WOOKIEE_RAGE_STAND_IDLE (was BOTH_RAGESTAND)
    New: BOTH_WOOKIEE_RAGE_RUN_STRAFE_L (strafe run left wookiee rage)
    New: BOTH_WOOKIEE_RAGE_RUN_STRAFE_R (strafe run right wookiee rage)
    New: BOTH_GRAPPLEHOOK_READY (ready to fire)
    New: BOTH_GRAPPLEHOOK_IDLE (holding the weapon, not ready to fire)
    New: BOTH_GRAPPLEHOOK_ATTACK (firing)
    New: BOTH_GRAPPLEHOOK_WEBBED (victim animation where player has grapple cable wrapped around them)
    New: BOTH_GRAPPLEHOOK_SWING_INAIR (player in the air hanging onto grapple cable)
    New: BOTH_GRAPPLEHOOK_SWING_INAIR_ATTACK (player in the air hanging onto grapple cable, while shooting)
    Name Change: BOTH_MELEE5 (was BOTH_PUNCH3)
    Name Change: BOTH_MELEE5_TO_MELEE_STAND2 (was BOTH_PUNCH3TOMELEE)
    Name Change: BOTH_MELEE6 (was BOTH_PUNCH4)
    Name Change: BOTH_MELEE6_TO_MELEE_STAND2 (was BOTH_PUNCH4TOMELEE)
    Name Change: BOTH_MELEE_STAND1 (was MELEE_STAND)
    Name Change: BOTH_MELEE_STAND2 (was BOTH_MELEEPOSE)
    New: BOTH_JET_IDLE (hovering in-air, while player isn't moving)
    Name Change: BOTH_360PUSHEND (was BOTH_360PUSHFALL)
    New: BOTH_RUN2_STRAFE_L (strafe run left single saber)
    New: BOTH_RUN2_STRAFE_R (strafe run right single saber)
    New: BOTH_WALK_DUAL_STRAFE_L (strafe walk left dual sabers)
    New: BOTH_WALK_DUAL_STRAFE_R (strafe walk right dual sabers)
    New: BOTH_RUN_DUAL_STRAFE_L (strafe run left dual sabers)
    New: BOTH_RUN_DUAL_STRAFE_R (strafe run right dual sabers)
    New: BOTH_WALK_STAFF_STRAFE_L (strafe walk left staff saber)
    New: BOTH_WALK_STAFF_STRAFE_R (strafe walk right staff saber)
    New: BOTH_RUN_STAFF_STRAFE_L (strafe run left staff saber)
    New: BOTH_RUN_STAFF_STRAFE_R (strafe run right staff saber)
    Name Change: BOTH_SPY_KILL (was SPY_KILL)
    Name Change: BOTH_SPY_VICTIM (was SPY_VICTIM)
    Name Change: BOTH_SPY_VICTIM_DEAD (was SPY_VICTIMDEAD)
    Name Change: BOTH_SPY_GRAB (was SPY_GRAB)
    Name Change: BOTH_THERMAL_THROW2 (was NADE_SECONDARY)
    New: BOTH_THERMAL_READY2 (underarm grenade ready to throw)

    The following aren't included in the animation update:
    Remove: BOTH_THROWED1
    Remove: BOTH_THROWED2
    Remove: BOTH_BLUEDFA
    Remove: SPY_STAB
    Remove: SPY_STABBED
    Remove: SPY_SLICE
    Remove: SPY_SLICED
    Remove: SPY_SPRINT
    Remove: SPY_SLIDE
    Remove: BOTH_GUNBASH
    Remove: BOTH_KICKFINISHER
    Remove: BOTH_WOOKCLIMB
    Remove: SPY_CLIMB
    Remove: SPY_GETUP
    Remove: BOTH_WOOKGETUP
    Remove: BOTH_DUAL_ATTACK2
    Remove: DUAL_RUNNING_FIRE_LEFT
    Remove: DUAL_RUNNING_FIRE_RIGHT
    Remove: BOTH_DESANN_BL
    Remove: BOTH_DESANN_BR
    Remove: BOTH_DESANN_T
    Remove: BOTH_DESANN_TL
    Remove: BOTH_DESANN_TR
    Remove: BOTH_TAVION_T
    Remove: BOTH_TAVION_TR
    Remove: BOTH_TAVION_TL
    Remove: BOTH_TAVION_BL
    Remove: BOTH_TAVION_BR
  • Spin
    • New: Added SBD Wristblaster, Clone Carbine, E-22, CR-2, Minigun, PLX lvl1 to available weapon selection
  • New: Melee swimming animations. Swimming while in melee now offers advantages compared to holding a weapon:
    • Maximum forward swimming speed increased by 50%
    • Maximum backward swimming speed increased by 25%
  • Fix: Can no longer perform speed lunge when electrified
  • Fix: Can no longer: fire wrist laser, tracking dart, poison dart while in roll animation, unless you own Dexterity 3.
  • Fix: On weapon change, weapon charge is set to zero. This is to prevent charging one weapon, then swapping to another for instant charge.
  • Change / New: PLX1 Rocket Launcher now has the flinch mechanic seen on Mandalorian Jetpack Rocket, though it takes twice as much damage to cause the flinch.
  • Change / Fix: Armor pickups now based on character's max armor rather than max health.
  • Fix: Fixed Means of death table being offset a little bit, causing kills to display wrong MOD_ for server logs, and causing different FP drains than intended for EE4/CR2/E-22/DC Carbine
Open
  • Jedi/Sith:
    • Change: Force Repulse cost reduced from 70 to 60 fp.
    • Fix: Force Push level 2 no longer acts like level 3 when Pull 2 is purchased.
    • Change: Force Push level 2 cone increased from 80 to 100 degrees.
    • Change: Force Push level 3 cone increased from 100 to 120 degrees.
    • Change: Force Speed tick cost reduced from 10 to 8 fp.
    • Change: Blaster Defense changing the arc of saber blocking is removed. All levels set to what level 2 gave previously.
    • Change: Force Seeing distance standardized on level 3 and FoV increased to 120. This is to combat inconsistencies with sense.
  • Mandalorian:
    • Change: If any level of Beskar is purchased, getups are decreased by one level. In affect they lose the side rolls. Open only.
    • Change: Amban level 1 reduced in points from 13 to 9.
    • Change: Added EE-4.
      • Level 1: 8 points.
      • Level 2: 12 points.
      • Level 3: 12 points, increased ammo drain of snipe from 25 to 26.
    • Change: Ammo point cost reduced from 4/6 to 3/4.
  • Hero:
    • Change: Healing point cost reduced from 5/5/5 to 4/4/4. Healing will now allow you to heal to a breakpoint that is greater then you max hp but it will not heal more then your max hp.
      • Level 1: Healing breakpoint increased from 20 to 25.
      • Level 2: Healing breakpoint increased from 25 to 30.
      • Level 2: Healing breakpoint increased from 33 to 35.
    • Change: Dash point cost reduced from 10/5 to 6/4.
    • Change: Hero frags point cost reduced from 10/10/10 to 9/9/9.
    • Change / Fix / New : Quick Throw changed from 5/5 to 0/10/4
      • Level 1/2 Quick Throw can not be activated while rolling.
      • Level 3 allows Quick Throw while rolling.
    • Change: Dodge level 3 point cost reduced from 10 to 6.
    • Change: Ammo point cost reduced from 4/6 to 3/5.
  • Bounty Hunter:
    • Change: Tracking Darts level 3 enabled in Open for 5 points.
    • Change: Ammo point cost reduced from 4/6 to 3/4.
  • Wookiee:
    • Remove: 5% speed boost when a Wookiee with Health 3 and Bowcaster 3 equipped removed.
    • Change: Strength 3 grants a 5% move bonus for all weapons, this doesn't stack with the existing 15% move bonus on melee. Open only.
    • Change: Bowcaster has been simplified and changed to bring it more inline with the modern bowcaster seen in the movies. Veterans will be familiar with these changes.
      • Level 1: No change.
      • Level 2: Increases rate of fire and adds a scope.
      • Level 3: Adds altfire charged shot and increases the accuracy while moving.
    • New Weapon: Traditional Bowcaster is a new weapon based on the green projectile firing bowcaster seen in the Jedi Knight series, Republic Commando, and other Star Wars media.
      • Level 1: 10 points for primary charged bouncy shot.
      • Level 2: 6 points for a scope and altfire. When charged the altfire fires three projectiles fired in a fan.
      • Level 3: 4 points for an upgrade to altfire so the more it is charged, the more projectiles are fired up to a maximum of seven.
  • SBD:
    • Change: Readded Cortosis level 2 to Open for 11 points.
    • Change: Ammo point cost reduced from 4/6 to 3/4.
  • Clone:
    • Change: DC Carbine altfire changed to stun rather then electrify. SBD/Deka are immune.
    • Change: Ammo point cost reduced from 4/6 to 3/4.
  • ET/Cmdr:
    • Change: Ammo point cost reduced from 4/6 to 3/4.
  • ARC:
    • Change: Ammo point cost reduced from 4/6 to 3/4.
Sabering

The start of some of long awaited changes to issues that have been frequently reported. This patch brings small nerfs to bodyhit counters, avoids infinite parry spamming, buffs disarms and hopefully fixes the sabering hitbox to feel more close to older versions (1.4.5) in terms of preciseness, which will hopefully bring back the need of skill for correct fast yaws. I'd also like to say the future of Red stagger on bodyhits is uncertain, but as it seems, it is something that needs to begone. Like always, please post your feedback into appropriate discord / forum sections.

Want to know more about mechanics, techniques or specific values in Dueling? As we are slowly improving our saber npcs, updating the library with better look and accurate, new info, you can still get up to date information about Dueling on the following two pages. If you know more and want to contribute, please, do. The wiki is free for all to edit.
R21 Dueling Guide
MBII Lightsaber Wiki
  • Change / Fix: Hitboxes. They should feel better now, as their size got noticeably reduced.
  • Change: Parrying now takes into account ACM, dealing more damage than just base 10% bodyhit damage.
  • Change: Being disarmed now makes you lose all your ACM.
    • How could you possibly keep up with attack chaining if you don't have a saber?
  • Counters
    • Change: Bodyhit Counters
      • Initial swing does only 0.75x damage
      • A chain started through bodyhit counter, resulting in parry, will build 0.25 ACM per parry for the opponent.
    • Change: MB Counter now deals extra 5% damage, total 1.20x
  • Duals
    • The goal of this update is to bring back Duals into an actual "Medium / Balanced" style rather than the spamfest that it was. Enforcing knowledge of PBing rather than spamming attacks mindlessly. Nothing is set in stone and changes may still happen.
    • New: Perk - Increased damage on PB Counter. PB Counter now deals 1.10x damage, stacks with MB Counter. Applies extra damage to a parry as well.
    • Change: Swing count increased from 3 to 4
    • Change: Few swing speed adjustments, more notably all spins have been significantly sped up.
    • Remove: Perk - Halfswing resetting swing count
    • Remove: Perk - More swing count per 3 ACM
  • Special Attacks
    • New: Purple DFA
      • A strong two hitting attack, with unlocked camera for changing targets between leaps. The final swing of the attack hurts much more than the first.
      • Cost: 15BP, 15FP
    • New: Cyan DFA
      • Replaced the famous "never hitting" DFA with a new look. Its functionality mirrors Purple DFA, strike while leaping up, strike even harder when falling down!
      • Cost: 10BP, 15FP
  • Fix: Sabers and nades will no longer fall through the ground in Duel Mode. This issue occurred to everyone as long as client id 0 was in a private duel.
  • Fix: Special attacks will now properly again register kills on enemies who's BPs were less than required to survive the special attack hit.
  • Fix: Lightsaber swings that have been electrified (Amban Shock, Ion Blob) will no longer be able to deal damage, as long as effect is active
User Interface
  • New: Info panels in class builds for Saber Defense, Fast Styles, Medium Styles, Strong Styles
  • Fix: Kills done by EE4 Alt mode will no longer display '??' on kill message.
Models
  • New: Added Qimir (Acolyte) to Sith.
  • New: Added ND-5 (Outlaws) to Commanders.
  • New: Added Sidon Ithano (TFA) to Bounty Hunters.
  • New: Added 212th Boil/Waxer, 21st Nova Corps, 41st Ranger Platoon, 41st Fireball, 91st Recon Division, 501st Kix/Appo to Clonetroopers.
  • New: Added Rancor Battallion, Umbra variant (Battlefront II), 501st Appo (legends) to ARC Troopers.
  • New: Added Kel Dor male, Zabrak female and Human female Jaden Korr variants to Jedi.
  • Change: Reduced quantity of RGB clonetroopers to 7.
  • Change: Reduced quantity of RGB B1 battledroids to 3.
  • Change: Swapped Captain Tarpals to a phalanx variant in Gungan subdivision.
Maps
  • Fix: mb2_eravana
    • Unlocked doors are now yellow, locked doors are red.

FA
  • Change: Stun baton level 1 no longer electrifies the target, level 2 restores this functionality.
  • Fix: The following projectiles have been setup to allow them to be affected by Force Push and Force Pull: SBD Arm Cannon, Imperial Repeater altfire, Frechette Cannon altfire, Concussions Rifle primary fire
  • New: New MB_ATT_GETUPS, this overrides a character's inherited getups level from their class. Note weapon overrides from WP_SABER and WP_PLX1 still override this.
  • New: New use animations for the following items: Sentry Turret, NPC Spawner, Stimpack, Bacta, Big Bacta, Portable Shield, and Cloak.
Legends
  • Change / Fix: Wookiees with a saber out will now play the normal saber slap, rather than their special slap.
  • Fix: Custom Disruptor Beam effect should now be rendered properly and only for those classes that have it
  • Fix: Certain force powers will no longer drain resource while you're sonic'd and not able to use them
  • Fix: Can no longer block with saber while shooting a mando rocket
  • Fix: MBCH related issues with custom specs and forcepowers.
    • GENERAL
      • Pong Krell class removed due to copyright issues associated with the character model.
      • Many classes have received new or altered animations due to the new animation set, including ones not listed.
        • This is a WIP, especially in regards to animevents files. Many of the implements should feel less stiff and make classes feel more unique. Please report any ill-fitting or broken ones, or suggest cool ones we missed.
      • Lowered Assemble level on several classes.
      • To fix bugs with Lightning/Grip/Drain, set these powers to class special binds across several classes.
      • Tweaked class special placement of several classes to align more closely with Open.
    NEW CLASSES
    • Hero
      • CT-7567 Captain ‘Rex’ (split from Clone Leader)
        • A tough-as-nails leader wielding souped-up Clone Pistols.
      • Clone Specialist
        • Multi-life Clones with niche expertise and Defense/Assault/Support builds.
    • Villain
      • Dengar (split from Mercenary Shooter)
        • A ruthless Bounty Hunter who assaults his enemies head-on with weapons like Sticky Bombs, a variety of Blasters, a Fire Blade, and his own meathooks.
      • Captain Enoch
        • A tanky commander that can buff allies.
      • Night Trooper
        • Stormtroopers resurrected via dark majiks. They don’t go down easily.
      • Undead Trooper
        • Mindless, never-ending zombies who feed off the living, is there any other kind? Stay out of their Melee range.

    CLASS CHANGES
    • Clone Leader
      • Removed Rex model due to above change
      • Changed Passive Sense to Sense
      • Frag nade cost 10/10/10 > 8/8/8
    • Mercenary Shooter
      • Removed Dengar model due to above change
      • Lowered resource from 80 to 70
    • Crosshair
      • Reworked to center around different configurations of his all-in-one Firepuncher Rifle:
        • Standard (EE-4), Pulse (Proj), Ricochet (Clone Pistol)
        • In general, Rifle modes are damage/FP damage/velocity/ammo-boosted compared to pre-patch.
      • Added 8 Tracking Darts
      • Damage Given 1.1 > 1
        • Saber damage remains 90
      • Dex 2 > 3
      • Stamina 3 > 1
      • Healing 2 > 1
      • HP 125 > 120
      • Armor 125 > 100
    • Clone Trooper / Heavy Stormtrooper
      • Default Minigun changes
        • Rate Mod quickened 1> .55
        • Damage Mod increased 1 > 1.05
        • FPmult increased 1 > 1.1
        • Level 2 purchase option removed
        • Level 1 point cost increased to 10
    • Palpatine
      • Saber Defense 1 > 2
        • BP Multiplier 1.0 > 0.95 (Semi compensate for the above)
      • HP Increased from 85 > 100
      • Removed Blast Armor
      • AS Multiplier 1.0 > 1.025
    • Tarfful
      • Removed Bowcaster 1
      • Added Traditional Bowcaster 2
    • Scavenger
      • Assemble 3 > 2
      • Trip Mines 2 > 1
    • Tusken Raider
      • Sniper Rifle reserve ammo 7 > 9
      • Added Getup (2)
    • Greedo
      • No longer carries Pistol by default for melee enthusiasts
      • Adjusted animations
      • Pistol cost 0/5/25 > 0/0/30
      • Dodge cost 4/6/10 > 5/5/5
      • Dash cost 10/5 > 10/0
      • Quickthrow level 3 option added
    • Anakin Skywalker
      • Added Fury 1 (grants damage resistance while in Dark Rage)
      • Added a new Saber stance on Ep 2 hilt
    • Obi-Wan Kenobi
      • Given young and old loadouts for a wider selection of Force abilities.
      • Added a new Saber stance on Ep 3 hilt
    • Jar Jar Binks
      • Given new bow anim
    • Aurra Sing
      • Given new bow anim
    • Nien Nunb
      • Given new flourish anim
    • Jedi Acrobat
      • Implemented new saber stance for Ahsoka and Keto sabers
      • Added BP-Free Jumps
      • Damage Given .80 > .85
    • Monkey Lizard
      • Assemble 3 > 2
    • Starkiller
      • Implemented new saber stance
      • Saber AP 0.8 > 0.9
      • Added Single Saber (Purple) option
      • Added 50% more KB to both Saber options
      • Defaulted binds
      • Adjusted DFAs
    • Darth Vader
      • Reduced Getups to 3
      • KB taken resistance 20% > 50%
    • Mace Windu
      • KB taken resistance 20% > 50%
    • Geonosian
      • Given new Saber stance
      • Updated Sonic Blaster icon
      • Assemble 3 > 2
    • Ewok
      • Given new Saber stance
      • Added Dexterity 1
        • Getups remain at level 2
      • Assemble 3 > 2
    • Zuckuss
      • Given new Saber stance
    • Atton Rand
      • Given new flourish anim
      • Charric
        • FP dmg bonus 50% > 40%
        • RoF penalty 50% > 80%
        • Reload penalty 25% > 70%
        • Cost 1/1/1 > 2/1/1
        • Clip size 24 > 26 (can still fire 1 sniper shot after ee-4 change)
    • Trandoshan Hunter
      • Renamed to Trandoshan Fiend
      • Added 1 Trip Mine to Hunter loadout
      • Saber AS rank 1.22 > 1.3
      • ACP Repeater DMG/FP DMG penalty 50% > 45%
      • Fixed ACP icon
      • Altered Minigun stance
    • Bossk
      • Fixed having Kolto
      • Altered animations
    • Paz Vizsla
      • Fury 1 > 2 (Paz now gains more Fury per hit)
      • Altered resource rates:
        • Regen Cap 20 > 25
        • Regen Rate 500 > 250
        • Regen Amount 2 > 1
      • Slowed resource decay from default to 70%
    • Merc Thug
      • Class limit 4 > 5
      • Assemble 3 > 2
    • Count Dooku
      • Saber Damage 120 > 130
      • BP Regen Rate: default (400ms) > 300ms
      • Swapped binds around to alleviate effects of Force Power bugs (Open-standard)
    • Wookiee Warrior
      • Added Bowcaster level 3 purchase
      • Added Trad Bowcaster purchase
      • Removed KB taken skill
    • Clone Commando
      • Added 50% KB to Saber
      • Saber damage 90 > 100
      • Added Blast Armor by default
      • Renamed Demolition build to Heavy
      • Lowered UGL ammo (Conc Nades) from 8 to 6
      • Decreased UGL ammo (Conc Nades) damage penalty from .4 to .5
      • Added Trad Bowcaster buy to Heavy build
      • Added Extra Stamina buy to Wild Card build
      • Sped up Hack rate buy from 117 (incorrectly listed as 115) to 118%
      • Updated some effects/sounds
      • Hand Thermal damage mod 3 > 2.25
      • Carbine RoF slowed .6 > .65
    • Delta Commando
      • Saber damage 90 > 100
        • Saber special damage mult remains 2
      • Updated some effects/sounds
      • Hand Thermal damage mod 4 > 2.5
    • Security Force
      • Pistol cost 0/1/5 > 0/1/4
      • Armor cost 1/2/4 > 2/2/2
      • Assemble 3 > 2
    • Narkina Prisoner
      • Stolen weapons now deal 1.5x damage down from 2x
      • Melee deals slightly more damage than pre-patch
      • Quickthrow 2 > 3
      • Updated buffed weapons list with Trad Bowcaster
    • Astromech
      • Fixed Wrist Laser not working in Melee
      • Added Barge
    • Jyn Erso
      • Added Dex 1
      • Melee RoF sped up 1.1 > 1.15
    • Jedi Brute
      • Reduced Getups to 3
      • KB taken cost 3 > 2
      • Fixed BP multiplier point buy not working
    • Savage
      • Reduced Getups to 3
      • KB taken cost 3 > 2
      • Added Fury 1 (grants damage resistance while in Dark Rage)
      • Fixed AP and BP multiplier point buys not working
    • Mr Bones
      • Changed Passive Sense to Sense
      • Resource regen rate sped up 1.5 > 1.75
    • Grogu
      • Force regen rate slowed 1.2 > 1.15
      • Speed 188 > 187
      • Skill cooldown 1.25 > 1.3
      • Added 50% damage penalty to Melee
    • Republic Trooper
      • Added Fury 1 (grants damage resistance while in Dark Rage)
    • Ragnos
      • Added Fury 1 (grants damage resistance while in Dark Rage)
    • Durge
      • Added Fury 1 (grants damage resistance while in Dark Rage)
    • Sith Warrior
      • Added Fury 1 (grants damage resistance while in Dark Rage)
    • Darth Sion
      • Added Fury 1 (grants damage resistance while in Dark Rage)
    • Sith Assassin
      • HP 100 > 115
    • New Republic Security Droid
      • Health buy 200/300/500 > 140/240/300
      • Armor buy 15/30/50 > 30/60/100
      • Battery pool 35 > 70
      • Battery Recharge cost 2,4 > 2,2
      • Removed rank 2 Armor Regen
      • Assemble 3 > 2
    • Jedi Youngling
      • Assemble 3 > 2
    • K2SO
      • HP/Armor 250/250 > 200/275
    • Old Republic Defender
      • Flame Rifle changed to an E-22 instead of bowcaster
      • Pistol clip 18 > 24
    • Sith Trooper
      • Pistol clip 18 > 24
    • Boba Fett
      • Animation updates
      • Changed Wrist Rockets from Clone Pistol 1 to Concussion Rifle 3
        • Among other things, this allows it to be pushed/pulled
      • Wrist Rockets no longer knock down
      • Wrist Rockets no longer have extra explosion damage
      • Wrist Rockets ammo 6 > 5
    • MagnaGuard
      • Added new skins
      • Adjusted anims
      • Adjusted DFAs
    • Purge Trooper
      • Moved global RoF nerf to just Clone Rifle
      • Adjusted anims
      • Adjusted DFAs
    • Tavion
      • Movement speed while wielding Sith Sword increased by 5%
      • Force Jump 3 is no longer default and any level can be purchased for free, for the movement freaks
    • Boss Nass
      • Increased damage taken from 1 to 1.1 to offset natural class Jedi resistance
      • Changed Resource Stamina to Force
      • Changed Stamina 3 to default Force regen rates
        • These changes result in about ⅓ slower regen, but allow Nass to meditate for faster regen
    • Imperial Agent
      • Reworked to have more unique weapons and abilities
      • Removed black Scouttrooper skin
    • Scouttrooper
      • Reworked into tri-spec class, featuring a Melee/tank build, a commando/gunner build (similar to Imperial Agent) and a sniper build
      • Added black Scouttrooper skin
    • Cad Bane
      • Pistols ammo 800 > 825
      • Quickthrow 2 > 3
    • Han Solo
      • Pistol cost 0/5/25 > 0/0/30
      • Dodge cost 4/6/10 > 5/5/5
      • Dash cost 10/5 > 10/0
      • Quickthrow level 3 option added
      • Added new bow anim
      • No longer carries Pistol by default for melee enthusiasts
    • Deathtrooper
      • Health 85 > 100
      • Armor 85 > 80
      • Added undead skin variant
      • Moved global RoF buff to just Pistol and Rifle
    • Imperial Rockettrooper
      • Global RoF penalty moved to Repeater only
    • Director Krennic
      • Quickthrow 2 > 3
    • Super Battle Droid
      • Added Cortosis 2 option at 15 point cost
    • Jan Ors
      • Quickthrow 2 > 3
      • Added new bow anim
    • Lando
      • Quickthrow 2 > 3
    • Canderous
      • Frag nade cost 10/10/10 > 8/8/8
      • Replaced Heavy Melee with Strength 1 (flipkick resist)
    • Clone Jettrooper
      • Health 70 > 75
    • HK-47
      • Heavy Repeater Rifle ammo 650 > 700
      • Droid Assassin’s Rifle clipsize increased to 78 to allow 3 sniper shots in a row without reloading
    • Chewbacca
      • Speed 1.05 > 1.053
    • Noghri
      • Default speed 250 > 230
      • Speed option given 2 levels at 2/4 cost instead of 1 level with 5. Speed gained is now 240/260 instead of 262
    • Jedi Healer
      • Fixed BP multiplier point buy not working
      • Now receives Team Force Heal 1 by default
      • 35 mb points > 30 points as a result of above change
    • Darth Traya
      • Fixed BP multiplier point buy not working
      • Now receives Team Force Heal 1 by default
      • 35 mb points > 30 points as a result of above change
    • Imperial Rockettrooper
      • KnockbackTaken 10% > 15%
    • Royal Guard
      • BP Regen Amount 3 > 4
      • Sped up Melee RoF from 1 to .93
      • Movement speed mult. increased from 1 to 1.01
      • Saber Damage 110 > 120
    • Senate Guard
      • Added Heavy Melee
      • BP Regen Amount 3 > 4
      • Reduced Damage Given from 1.1 to 1.09
      • Saber Damage 100 (110) > 111 (120)
    • Kir Kanos
      • Saber Damage 120 > 130
    • Carnor Jax
      • Saber Damage 120 > 130
    • Shadow Guard
      • Converted to a small point buy: Choose between stronger Force Powers (including Speedlunge) or an extra life.
      • Removed Pistol
      • Removed Bacta
      • Removed default Lightning and Grip
      • Added Cyan style
      • Adjusted anims
      • Adjusted DFAs
      • Adjusted special binds
    • Yarael Poof
      • Updated shadow clone with new Saber mod fields to align with Poof
    • Jedi/Sith Forcemaster
      • Now deal 2x saber damage for (some) special moves
    • Ventress
      • Fixed Staff being throwable
NPCs
  • Saber NPCs
    • Change: Their Saber Defense levels now take the same amount of damage as player (1.00x on SD3 instead of 0.75x)
    • Change / Fix: Sabering NPCs now require FP_LEVITATION to be able to perform jumps and they also perform jumps less often, requiring either noticeable distance or different height level.
    • New: Saber combat related MBCH entries now parsable. This includes the following:
      • blockRegenCap, blockRegenAmount, blockRegenRate, BPmultiplier, APmultiplier, CSmultiplier, ASmultiplier

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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Developers, when will the lightning, drain and jetpack fuel visuals be fixed in Legends? It still doesnt work on any render.
 

Leons

Saber & UI Dev
Moderator
Movie Battles II Team
Posts
460
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686
Developers, when will the lightning, drain and jetpack fuel visuals be fixed in Legends? It still doesnt work on any render.
@LegendsContributors. My wide ears heard "turning enhanced effects to 'normal' fixes it" but I can't confirm that claim.
 
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Duals
  • The goal of this update is to bring back Duals into an actual "Medium / Balanced" style rather than the spamfest that it was. Enforcing knowledge of PBing rather than spamming attacks mindlessly. Nothing is set in stone and changes may still happen.
  • New: Perk - Increased damage on PB Counter. PB Counter now deals 1.10x damage, stacks with MB Counter. Applies extra damage to a parry as well.
  • Change: Swing count increased from 3 to 4
  • Change: Few swing speed adjustments, more notably all spins have been significantly sped up.
  • Remove: Perk - Halfswing resetting swing count
  • Remove: Perk - More swing count per 3 ACM
Good change up to now, however the 1.10x damage is almost unoticable and therefore inferior to yellow, perhaps a considerable buff to 1.70% aswell as the ability to swing in the same direction in all attacks would make duals very unique.

As for staff, this still requires a buff I've been testing standard dueling and dueling against equal opponents over hundreds of duels and the stance is not viable without having to alternate between other stances, a general attack bonus of 1.2% and 1.5x bp is required for it to be used competitively.
 
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  • Duals
    • The goal of this update is to bring back Duals into an actual "Medium / Balanced" style rather than the spamfest that it was. Enforcing knowledge of PBing rather than spamming attacks mindlessly. Nothing is set in stone and changes may still happen.
    • New: Perk - Increased damage on PB Counter. PB Counter now deals 1.10x damage, stacks with MB Counter. Applies extra damage to a parry as well.
    • Change: Swing count increased from 3 to 4
    • Change: Few swing speed adjustments, more notably all spins have been significantly sped up.
    • Remove: Perk - Halfswing resetting swing count
    • Remove: Perk - More swing count per 3 ACM
useless perks, speed too slow to counter spam fest from even yellow style just like last patch, defense value too low, offense value too low, you may as well simply use yellow for much better stats and speed. hitboxes are also cucked and complete noobs on any style can force parries

bad update to duals :thumbs-up-ponda-boba:

edit: is there a way to like my own post? its all true and kino and based
 
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useless perks, speed too slow to counter spam fest from even yellow style just like last patch, defense value too low, offense value too low, you may as well simply use yellow for much better stats and speed. hitboxes are also cucked and complete noobs on any style can force parries

bad update to duals :thumbs-up-ponda-boba:

edit: is there a way to like my own post? its all true and kino and based
It's a step in the right direction, spamming should not be a viable stance the issue is now that the alternative stances are now underperforming in almost every aspect.
 

SeV

Nerd
Internal Beta Team
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1,174
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2,209
Counter spam fest should be adressed. Even more.

My original suggestion for bhc was to slow them down or even prevent them completely, but I think nerfing them via ACM like this is a good alternative, because it provides more freedom of choice. You can deliberately choose to bhc if you need parries or you're close to winning the duel. Countering needs to be an option: turn based combat is boring.

Speaking of counters, I think I should mention this on the forums: sv_fps 40 = consistent saber interactions. sv_fps 50 = inconsistent saber interactions.
What this means in practice is that counters function reliably on 40 server fps (40 snaps) and they become more unreliable at 50 or more. This has been my theory for years, but was confirmed by others independently after I brought it up some time ago.

The duals change was long overdue and indeed a step in the right direction. Halfswings still reset fast on duals, so they can still be oppressive, but now you just have to use a bit more skill to play the style.

The new hit boxes are also an improvement, just yaw correctly.
 
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I don't know how to feel about the wookiee changes. At one point, there was a big fuss about wookiee and how charged shot spoiled its class identity. That argument was either about removing the charge shot, the scope, or something else--I can't really remember. All I know is that people thought the class was passive or something.

The new wookiee gun certainly doesn't encourage an 'active' play style, and I hope that's recognised. I don't really care about any of that, I just want to check if identity is still the philosophy you're going for, or we've moved on from that. The addition just feels really inconsistent with previous feedback.

Currently, the gun is not going to be used as gun, which is a shame given the effort to add it into the game. As people have pointed out, it is a 10-point utility buy for practically a whole round's worth of corner clearing and flushing. A grenade can do a similar thing (and is admittedly more effective) at 9 points, but with a once-only use, and can be turned against you with a push. I don't want to exactly complain about it because it is ridiculously strong. Abusing awkward angles has always been particularly effective against wookiee. Now you don't have to worry about that so much anymore. I would abuse it. However, a gun should be a centerpiece thing, and it's a shame it has been effectively reduced to a sidearm. Therefore, I think some adjustments are needed.

One of the weapon modes should be just like a normal automatic gun. Hold the button down and it continuously shoots. It feels awkward to partially charge each shot and the RoF is low. I get that the two guns can't be too similar. The red caster can be as you know it, and the green can be a slower (but not taking the piss), harder-hitting caster. Speaking of--what are the values? I didn't see them published in patch notes.

Bounce shot? Don't really care. Realistically, nobody plays open, even less play wookiee, and almost everyone plays Sith. You might get one guy using it against the class who can at least position themselves to mitigate it the most. However, due to what bounce shot compensates for on the class, and the damage it does, this will only ever be a utility pick in my eyes unless there is a usable normal fire mode. Don't get me wrong though, this is ridiculously strong and the damage probably needs to come down.

The fan shot? Not really sure what this is for. I might be able to hit someone point-blank with it and instantly kill them, but generally, you want the gun to be effective at range. This isn't it. The fan is too wide, the damage too low. Besides really close ranges, I'm not really hitting multiple shots. More likely, I'm spending all that time charging and hitting 1 or 2 shots, which makes your DPS plummet. You could change the shot pattern, make the fan on-demand rather than charge, but with a cooldown, I don't really know.

It's a weird one. My gripe with wookiee was survivability. However, it's not like you haven't addressed that since the bounce shot now means you can circumvent some fights that would previously chunked you. Although, I'm pretty sure that wasn't the intention.
 
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