1.4.5 Sabering Open Beta!

Status
Not open for further replies.
mb2_logo_1.png

Version 1.4.5 Open Beta Changelog
Spaghetti said:
This open beta is focused on testing the saber system. Servers will be kept available until the end of the 22nd. See next post for installation instructions and where to post gameplay feedback (Hint: Not in this thread).

  • Change: Sense now has a short buffer after being deactivated so that it doesn't get activated again by accident as easily once it's turned off.
  • Change: Nudge removed from all styles
  • Change: Global BP damage modifier raised from 1.2x to 1.4x
  • Change: Semi-PB removed pending further changes.
  • Change: ACM threshhold doubled. Multipliers adjusted accordingly (so the ratio of ACM:multiplier is still the same).
  • Change: Slap now causes small knockback even when hitting someone that's blocking
  • Fix: Attacks that cause special effects (i.e. staggers, knockbacks, etc) can now trigger the effects on multiple targets instead of just applying to the first one hit
  • Change: Parrying with no BP will cause you to drop your saber
  • Change: Force Repulse is now disabled in Duel mode
  • Fix: Using Force Repulse from the ground no longer causes you to get stuck in weird leg animation loops.
  • Fix/Change: Can no longer start taunt/gloat/flourish/etc animations while holding block/reload with a saber.
  • Fix: Doing specific input combinations with weapon swapping no longer allows for instant attacks
  • Fix: Spectator camera should no longer go partially into terrain
  • Fix: Several (hopefully most) recurring sources of class/join bugs should now be fixed.
  • Updated: Small tweaks to the BP counter in Duel mode aimed at providing a more accurate measurement of the killer's BP
  • Updated: Swing damage adjustments
    • First/full swings: 1.0x, +3 ACM on body hit (if not a counter)
    • Consecutive swings: 0.90x, +1 ACM on body hit
    • Half swings: 0.75x, +2 ACM on body hit
  • Change: BP Regen increased
    • Level 1: Increased from 3 to 4 per tick
    • Level 2: Increased from 5 to 6 per tick
  • Updated: BP drain for attacks moved from being based on button inputs (holding vs tapping) to being flat drains based on style:
    • Blue drains 5 BP per swing.
    • Cyan drains 5 BP per swing.
    • Yellow drains 6 BP per swing.
    • Staff drains 6 BP per swing.
    • Duals drain 7 BP per swing.
    • Purple drains 7 BP per swing
    • Red drains 8 BP per swing.
    • Not swingblocking during the attack will drain an additional 2 BP
  • New: Special moves now cost BP to activate. If you have less than the cost for activating, then you won't be able to use them.
    • Blue Lunge: 10
    • Blue Backstab: 10
    • Staff Backstab: 10
    • Backslash: 10
    • Crouched Backslash: 20
    • Cyan DFA: 10
    • Yellow DFA: 15
    • Red DFA: 15
    • Rollstab: 10
    • Dual Butterfly: 10
    • Staff Forward Butterfly: 15
    • Staff Backflip: 5
    • Staff Left Butterfly: 10
    • Staff Right Butterfly: 10
    • Dual Crouch Kata: 15
    • Staff Crouch Kata: 15
    • Downstab (Single): 5
    • Downstab (Duals): 5
    • Downstab (Staff): 5
    • Duals Front/Back Stabs: 12
    • Duals Side Stabs: 12
    • Purple Crouch Kata: 15
  • Change: FP drains for special moves have been adjusted:
    • Blue Lunge: Reduced from 35 to 20
    • Purple Crouch Kata: Reduced from 45 to 30
  • New: BP related staggers.
    • Reaching a low threshhold of BP (currently 10) will cause you to do a short stagger when body hit.
    • Threshhold increases by 1 per ACM of attacker
    • Threshhold decreases by 1 per ACM of defender
    • Defending with Blue halves the attacker's ACM threshhold bonus
    • Attacking with Blue halves the attacker's ACM threshhold bonus
    • Stronger stances cause longer staggers
  • New: All combo breaks have visual indication in the form of staggers/flinches. Durations of the animations vary depending on the source.
  • Change: Animation/chaining adjustments.
    • No more instant/teleporting consecutive swings
    • Repeated consecutives can no longer be done. However, trying to do the same consecutive swings twice in a row will still allow you to do a halfswing from the same direction or start a consecutive swing from another direction (no self combo breaking when trying to do repeated consecutives).
    • PB counter is no longer instant by default (still retains bonus damage to body hits as well as doubling base parry drains).
    • Rate of swing chaining has been adjusted for each style.
Styles:
  • Blue
    • Swing count of 2
    • Offense Rating: Decreased by 50%
    • Defense Rating: Increased by 5%
    • Drains (9 base + 1 per 2 ACM) BP on PB - Can trigger BP related staggers
    • 20% ACM bonus on specials
    • Loses 3 ACM when body hit
    • Has fast PB counter swings
  • Cyan
    • Swing count of 4
    • Offense Rating: Decreased by 22%
    • Defense Rating: Decreased by 5%
    • All swings can combo break on Perfect Parry
    • Reduces 33% of ACM bonus to parries from opponents
    • 75% damage on consecutive swings
    • Loses 4 ACM when body hit
  • Yellow
    • Offense Rating: Decreased by 8%.
    • Defense Rating: Unchanged
    • Swing count of 4
    • No BP drain for failing Mblock
    • Increases 33% of the ACM bonus to parries to opponents
    • Drains 4 ACM on a PB counter body hit
  • White
    • Swing count of 4
    • Offense Rating: Decreased by 18%
    • Defense Rating: Decreased by 3%
    • Successful Mblock no longer automatically counts as a PB by default
    • Mblock related staggers are buffed compared to other styles
    • Mblock Vs Swingblock
      • Gain 3 ACM
      • Drain 3 ACM
    • Large block radius.
  • Green
    • Offense Rating: Decreased by 10%
    • Defense Rating: Unchanged
    • Swing count of 5
    • All swings 0.75x damage without ACM
    • Special moves have 50% of their ACM multiplier added into their damage
    • Loses 4 ACM on body hit
  • Red
    • Swing count of 3
    • Offense Rating: Decreased by 13%
    • Defense Rating: Decreased by 2%
    • All non-halfswings cause a stagger. Consecutive staggers have reduced durations.
    • Being PB counter body hit drains 2 ACM
    • Doesn't lose BP when Mblocked on swingblocks
  • Purple
    • Swing count of 3
    • Offense Rating: Decreased by 15%
    • Defense Rating: Unchanged
    • Deals (6 + 1 per ACM) BP through PB - Can trigger BP related staggers
    • Being PB counter body hit drains 3 ACM
Raw offense and defense values for the styles for those that care or that are interested:
1.4.4 (public/live):
Offense ratings from highest to lowest: Red (15), Purple (13), Yellow (12), Staff (11), Duals (10), Cyan (9), Blue (8)
Defense ratings from highest to lowest: Blue (60), Staff (59), Cyan (58), Yellow (56), Duals (54), Purple (52), Red (50)
1.4.5 open beta:
Offense ratings from highest to lowest: Red (13), Purple (11), Yellow (11), Staff (9), Duals (9), Cyan (7), Blue (4)
Defense ratings from highest to lowest: Blue (63), Staff (57), Yellow (56), Duals (55), Cyan (53), Purple (52), Red (49)

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:

Spaghetti

Ghost
R2D2
Movie Battles II Team Retired
Posts
1,637
Likes
1,640
Open Beta Installation Instructions
  1. INSTALL ASSETS
    1. Click here to download the assets.
    2. Extract the downloaded ZIP to your GameData folder.
    3. In GameData run MBII_Beta_Setup.bat to import additional files from your MBII folder. Depending on the location of GameData you may need to run the .bat as admin. If you cannot run the batch file, manually copy these files from your MBII folder to MBIIBeta:
      Code:
      forcecfg (folder)
      jampconfig.cfg and/or openjk.cfg
      FAMBModels.pk3
      mb2_boc.pk3
      mb2_cloudcity.pk3
      mb2_commtower.pk3
      mb2_deathstar.pk3
      mb2_dotf.pk3
      mb2_duel_emperor.pk3
      mb2_duel_malachor.pk3
      mb2_duel_office.pk3
      mb2_duel_ravager.pk3
      mb2_duel_revan.pk3
      mb2_duel_sabh.pk3
      mb2_duel_senate.pk3
      mb2_duel_starforge.pk3
      mb2_duel_starkiller_base.pk3
      mb2_duel_utapau.pk3
      mb2_duel_votj.pk3
      mb2_duel_yavin4.pk3
      mb2_enclave.pk3
      mb2_jeditemple.pk3
      mb2_kamino.pk3
      mb2_korriban.pk3
      mb2_lunarbase.pk3
      mb2_mustafar.pk3
      mb2_republiccruiser.pk3
      mb2_SDestroyer.pk3
      mb2_smuggler.pk3
      mb2_tradefed.pk3
      mb2_theed.pk3
      MBAssets.pk3
      MBAssets2.pk3
      MBHilts.pk3
      MB_Effects.pk3
      zz_MBModels.pk3
      zz_MBModels2.pk3
      z_MB_BaseAssets.pk3
  2. START 1.4.5 OPEN BETA
    How you start will depend on the version of Jedi Academy you have installed.
    1. Retail/GOG JAMP: Double click on Play_MBII_Beta.bat in your GameData folder.
    2. MBII Client (OpenJK): Double click on Play_MBII_Beta_OpenJK.bat in your GameData folder.
    3. Steam JAMP: Open Jedi Academy's Properties in Steam, click on Set Launch Options, and set it to: +set fs_game "MBIIBeta"
    4. Non-Windows: Replace +set fs_game "MBII" with +set fs_game "MBIIBeta" in your current startup method.

Providing Feedback
There are two threads for concentrating feedback. Please use the appropriate one and do not start your own beta feedback topic.
 
Last edited:
Posts
3
Likes
0
A lot of fun so far, I really like it! Altho I didn't test all saber styles, it seems to feel quite more right now. Also Is it normal that we can now repick 3 saber style in builds from beta, like few patches ago? Instead of 2 like in the current version from the normal launcher? Anyway keep up the good work, all of this is much appreciated.

Sorry for double post by the way!
 
Posts
299
Likes
478
So we won't be able to spam our favorite quotes anymore? Or am i missing something here...

Please don't be the anti-fun squad, half of reason i still play this game is because it's just so god damn fun to F**k around in.

I can agree with this, there's literally no reason that this should be a 'fix'. It has no impact on combat, or the gameplay, it's merely a visual and aesthetic thing. I can't wait to hear the reason for this being called a 'fix'. I mean back in the old versions, I could understand fixing the kenshiro punch bug, and that the animation freeze while moving was a part of that, but we could still animation freeze, we just couldn't move. I could understand fixing the hole in the roof of the elevator on deathstar in 1.2, because it was obvious that it needed to be fixed, it was a bug.

But this?

This is just an aesthetic thing. Hell, the only thing you can do with this is go from a taunt into a nudge, and you can STILL do that, so it's not a fix, it's just a change. What's the goddamn point of this?
 
Last edited:
Posts
494
Likes
345
I can agree with this, there's literally no reason that this should be a 'fix'. It has no impact on combat, or the gameplay, it's merely a visual and aesthetic thing. I can't wait to hear the reason for this being called a 'fix'. I mean back in the old versions, I could understand fixing the kenshiro punch bug, and that the animation freeze while moving was a part of that, but we could still animation freeze, we just couldn't move. I could understand fixing the hole in the roof of the elevator on deathstar in 1.2, because it was obvious that it needed to be fixed, it was a bug.

But this?

This is just an aesthetic thing. Hell, the only thing you can do with this is go from a taunt into a nudge, and you can STILL do that. What's the goddamn point of this?
Not to mention you can disable taunt spamming in your setup menu. Not that anyone would necessarily *want* to, that is.
 
Posts
49
Likes
27
Even if it was intentional, it's not like it has any impact on the game, why fix what isn't broken? It sounds like someone decided to sneak this in last minute because someone on their team was pulling shenanigans and got mad because their team wasn't "trying".
Not to mention you can disable taunt spamming in your setup menu. Not that anyone would necessarily *want* to, that is.
Exactly this.
 
Posts
74
Likes
50
This wasn't intentional. The devs were supposed to only remove the saber turning on/off sound since it was really loud and obnoxious, but they accidentally turned off taunts as well. :p
 
Posts
33
Likes
34
  • Fix: Several (hopefully most) recurring sources of class/join bugs should now be fixed
  • New: Special moves now cost BP to activate. If you have less than the cost for activating, then you won't be able to use them.
Those two sound great already, cant wait to try it out!
 
Posts
48
Likes
38
So we won't be able to spam our favorite quotes anymore? Or am i missing something here...

Please don't be the anti-fun squad, half of reason i still play this game is because it's just so god damn fun to F**k around in.

Few years ago they "fixed" the animation when you switch from melee to light saber making your saber "rolling" in your hand.
Few years ago they "fixed" the hug animation.*
It was just aesthetic and considered fun, yet removed.
*Hug was not unanimous though, it caused insta kata but I think some dev said it was possible to keep animation only

As for the update :
New: Special moves now cost BP to activate. If you have less than the cost for activating, then you won't be able to use them.

This is nice, now when you'll run away with no BP you wont be able to trick your opponent and spam yellow DFA on him.

Fix: Several (hopefully most) recurring sources of class/join bugs should now be fixed.

Great ! It's happening !
 
D

Deleted member 2572

Guest
Lol you should delete repulse from this game forever. That shit $ucks.
 

Tempest

Gameplay Design
Movie Battles II Team
Posts
740
Likes
1,137
I can agree with this, there's literally no reason that this should be a 'fix'. It has no impact on combat, or the gameplay, it's merely a visual and aesthetic thing. I can't wait to hear the reason for this being called a 'fix'. I mean back in the old versions, I could understand fixing the kenshiro punch bug, and that the animation freeze while moving was a part of that, but we could still animation freeze, we just couldn't move. I could understand fixing the hole in the roof of the elevator on deathstar in 1.2, because it was obvious that it needed to be fixed, it was a bug.

But this?

This is just an aesthetic thing. Hell, the only thing you can do with this is go from a taunt into a nudge, and you can STILL do that, so it's not a fix, it's just a change. What's the goddamn point of this?

Few years ago they "fixed" the animation when you switch from melee to light saber making your saber "rolling" in your hand.
Few years ago they "fixed" the hug animation.*
It was just aesthetic and considered fun, yet removed.
*Hug was not unanimous though, it caused insta kata but I think some dev said it was possible to keep animation only

As for the update :

This is nice, now when you'll run away with no BP you wont be able to trick your opponent and spam yellow DFA on him.
Great ! It's happening !
The difference between this and those is that those had actual gameplay impacts. Given it didn't actually remove the underlying issues (for hugs, it was mobile insta-katas; now they're just stationary) but they did have a purpose. The point of this was to help alleviate one of the main sources for the saber noise spamming without affecting gameplay. I do want to keep being able to do taunts/gloats/etc sounds while blocking and such, but I'd rather not have people spamming noises obnoxiously (and yes I looked at having a cooldown/timer on the sounds playing but that's a much more fickle/complicated thing and is also much more prone to breaking things).
 
Posts
48
Likes
38
The difference between this and those is that those had actual gameplay impacts. Given it didn't actually remove the underlying issues (for hugs, it was mobile insta-katas; now they're just stationary) but they did have a purpose.

I knew it for hug, but was there also a reason behind the animation removal when you switch from saber to melee then saber again ?

The point of this was to help alleviate one of the main sources for the saber noise spamming without affecting gameplay. I do want to keep being able to do taunts/gloats/etc sounds while blocking and such, but I'd rather not have people spamming noises obnoxiously (and yes I looked at having a cooldown/timer on the sounds playing but that's a much more fickle/complicated thing and is also much more prone to breaking things).

I don't use it so I don't know how it works, but isn't taunt antispam here for that reason ?
 

DaloLorn

Movie Battles II Team Retired
Posts
408
Likes
261
There is no such thing as 'taunt antispam'. There's 'voice antispam', which affects voice commands like "Attack!".
 
Status
Not open for further replies.
Top