Movie Battles II V1.6.2 Released

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V1.6.2 Update

General
  • New: In acknowledgement of the global pandemic and a reminder to practice proper social distancing, we have added a special seasonal "hat" (face masks). As with other events, visibility can be toggled in Settings -> Video -> Visual Options -> Seasonal Hats, or with cg_scrooge in console. We hope everyone in the community manages to stay safe in these trying times.
  • New: Discord Rich Presence.
    • Discord RP shows the server you are actively playing on, as well as map, mode, class, and time. It is opt-in by default, so go to Settings -> Other -> Rich Presence to enable it, or type /cg_discord 1 in console.
    • Note: This is currently Windows only.
  • Fix: "siegeclassopen" is no longer broadcast at times when it's unable to be done as a command.
  • Fix: Player HUD should now reset to turned on when joining a server.
  • Change: Player names are now logged into the ClientConnect string in server logs when joining the server.
  • Fix/Change: Class/team limits logic reworked. Should no longer kick players to spectator when they're already on a team and haven't changed classes. Message to player is now printed to the center of screen instead of to console to make it more obvious what's happening.
  • Fix: Corrected issue with muzzle charge on some FA classes showing a missing shader.
  • Fix: Custom Model Overrides sometimes not working as intended (example having both Peneke, HB and other packs in MBII folder at once and not all models showing up in Custom Models area
    • It is advised to use z_zz_nameofpk3.pk3 format when creating model packs.
  • New: More 'give ___' commands added (for when cheats are enabled on a server):
    • give health, give weapons, give ammo, give armor, give fuel, give battery, give BP, give stamina, give lives
Gameplay
  • Fix: Saberists no longer have their rolls canceled or take damage at points during the rolls after being shot.
  • Change: Saberists now have normalized knockback applied while in the air (albeit reduced to avoid being juggled in the air).
  • Fix: Players no longer turn invisible if their model/class has an animation without any frames in it.
  • Change: EE-3 Primary FP drain multiplier increased by 50%.
  • Change: Westar M5 FP drain multiplier reduced by 25%.
  • Change: E-11 Primary FP drain multiplier increased by 25%.
  • Change: Wrist Laser FP drain multiplier decreased by 18%.
  • Change: Fire Grenades now instantly light player on fire. Secondary fire nades should prove to be more useful now.
  • Change: Sonic grenade explosion timer (while attached to a surface) increased from 60 seconds to 100 seconds.
  • Change: Messages regarding class queues in FA (such as being removed from a class or your position in queue for a class) now have a duration of 14 seconds instead of 7.
  • Fix: Blue, Cyan, and Purple styles can once again be selected all at the same time instead of only being able to pick Blue, Cyan, and Red styles.
  • Change: Dodge:
    • Some missing entries for hitbox locations that may be causing inconsistencies for triggering Dodge have been fixed.
    • Now drains more slowly (250ms between ticks instead of 90ms).
    • No longer dodges headshots from Projectile Rifle or Disruptor Rifle.
    • Instead of just dodging all shots during the activation window, your Dodge point pool now steadily drains after activating and when being shot at. Shots at closer ranges drain more Dodge points than being shot from far away (capped at 480 units of distance).
    • Requires 20 Dodge points to be activated.
    • Electrifying effects (ions, lightning, etc.) disable Dodge.
  • Change: Wookiee:
    • Point prices restructured to allow for more hybrid Wookiee builds plus the changes described below.
      • Change: Strength: 5/10/15 -> 5/15/10
      • Change: Pistol: 0/4 -> 0/3
      • Change: Fury: 5/12 -> 9/15
      • Change: Health: 5/10/15 -> 5/10/10
      • Change: Bowcaster: 8/9/10 -> 8/9/11
      • Change: Ammo: 4/6 -> 3/4
      • Change: Frags: 10/10 -> 9/9
    • Strength:
      • Change: Level 2
        • Now gives 1.15x movement speed in melee (roughly ET speed, still slower than Strength 3).
        • Makes you immune to knockback from projectiles and secondary frag grenades.
        • Punch damage now equivalent to Strength 1 (only 2x instead of 2x and additional bonus damage for being heavy melee).
        • Reduces Push/Pull displacement by 33%.
    • Fury:
      • Change: No longer gains additional Rage from a kill.
      • Change: Rage gained from primary frag grenades is now capped at 15 per target.
      • Change: Level 1
        • Unlocks shoulder barge
        • Gains half Rage from all sources
        • Damage reduction lowered from 30% to 15%
      • Change: Level 2
        • Now drains over time (every 2 seconds compared to level 1's every 1 seconds)
        • Combat timer before Rage starts to drain increases from 5 to 20 seconds
    • Barge:
      • Change: Now deals a flat 15 damage.
      • Change: Now staggers vs crouched saberists with Fury 2
    • Bowcaster:
      • New: Gunbash now given to Bowcaster by default (activated via class special two).
      • Change: Level 1 rate of fire increased (1.5x delay to 1.4x).
      • Change: Level 2 rate of fire increased (1.35x delay to 1.2x).
      • Change: Level 3 rate of fire increased (1.2x delay to 1.1x).
      • Change: Max base damage on charged shots decreased from 90 to 85.
    • Ammo:
      • Change: Max ammo for Bowcaster is now 700/500/300
      • Change: Max ammo for Wookiee pistol is now 400/300/200
Maps
  • Change: mb2_corellia (click here for a visual guide of the changes)
    • Entry area:
      • Change: Expanded attacker spawn and entry area and removed lift hallway to reduce travel time.
      • Change: Elevated entry area to hangar level to prevent lift congestion. Lift now connects the commercial area instead.
      • Change: Layout of remaining parts of commercial area adjusted to reduce travel time.
      • Change: Reduced lower vents bomb hack from 4 to 2 seconds.
    • Hangar:
      • New: Moved the tables/overlook from the commercial area to where the outer corridor was, and expanded it into a tapcafe. The back of the bar connects a new hangar catwalk route leading to the cargo room.
      • Change: Added walkway ladders near the back of the hangar and restored unique floor texture.
      • Change: Moved hangar door hack locations farther away from doors to reduce ambush risk.
      • Remove: Deleted the "mando" hangar catwalk hatch.
    • Cargo room:
      • New: Added a third vent entry to the cargo room from the lower vents, located between the existing two.
      • New: Added another catwalk lift opposite the original.
      • New: Added crossover catwalk in the center of the room.
      • Change: Original catwalk lift shifted to the side of catwalk and starts lowered.
      • Change: Rear door (closest to defender spawn) starts unlocked for both sides and there is no longer a 12 second delay. Both teams should still reach the main hangar door simultaneously in the new layout.
      • Change: Added additional box climbing paths and cover areas throughout the room.
      • Change: Attacker spawn move trigger shifted farther back and added notification for attacking team.
      • Change: Top of light panels on cargo room walls are now slippery.
    • Generator:
      • Change: Connected generator room to the services corridor (now named t-junction). This change removes the left gen door in the cargo room and moves the right door between where the left and right originally were.
      • Change: Generator door hack now faces defender spawn and can also trigger the attacker spawn move.
      • Change: Widened generator room, doors, and its adjacent corridors.
      • Fix: Made generator easier to damage with lightsabers, and rotating parts will hurt players.
    • Security center:
      • Change: Shifted location of security center and expanded security corridor. Both are also closer to cargo room now due to the t-junction corridor being shortened.
      • Change: Hidden vent route to security center now connects with the top of the security corridor instead of cargo room.
      • Change: Access vent lift moved to the bottom of the security corridor / center of main access vent area.
      • Change: Added turret outside security center that alerts defenders to the presence of intruders.
    • Miscellaneous:
      • Change: All lifts move 50% faster and enclosed ones are cushioned.
      • Change: All locked doors make noise when unlocked, and have a quick unlock button on the inner side. They will also be unlocked automatically if the secondary objective is completed (hangar shield shutdown).
      • Change: Improved music quality.
      • Fix: Mitigated SBDs shooting over large crates at humanoid height.
      • Fix: Adjusted vent jump pad triggers so they are only usable when players are clear to go up.
      • Fix: Several visual and clipping fixes, and miscellaneous optimization.
  • Change: mb2_citadel
    • Red/Blue forcefields added in Reb secondary spawn to make orientation more clear.
    • Instead of two hacks, the new secondary objective is to capture 2/3 zones on the map.
    • Rebels now spawn in the Power Core (now middle capture zone area). Secondary spawns occur at previous location.
    • Imperials now spawn closer to the Vault once they have broken it open.
    • GFX on mini-map revised to make objectives far more clear.
  • Change: mb2_dxun
    • Objective health increased by roughly 2x for larger crates and 1.5x for smaller crates.
  • New: mb2_duel_corellia
    • A dueling focused variant of Corellia with no objectives. Contains only the cargo room, hangar, business center, and a tapcafe served by a grammatically challenged bartender.
  • New: mb2_duel_supremacy
    • New duel map based on episode 8's throne fight, complete with Elite Praetorian guards and their unique weapons in FA mode.
  • New: uMad? Map Pack v3
    • New: Bespin v2 - a whole new version the most classic FFA duel map around.
      • Features two maps, one for Duel mode (uM_Bespin) and one for Open (uM_Bespin_Open)
    • Change: Prior release's uM_Bespin renamed to uM_Bespin_Classic
    • New: CTF and InstaGib maps:
      • CTF: These maps have newly working flag objectives (which require multiple captures) and share the same FA.
        • uM_CTF_Bespin (ported from base JK2)
        • uM_CTF_Coruscant (ported from base JK3)
        • uM_CTF_NarShaddaa (ported from base JK2)
        • uM_CTF_OceanTemple (custom, created by .biggs)
      • InstaGib Disruptor CTF maps:
        • uM_GIB_Bespin (ported from base JK2)
        • uM_GIB_Coruscant (ported from base JK3)
        • uM_GIB_NarShaddaa (ported from JK2)
        • uM_GIB_Imperial (ported from base JK2)
    • Duel mode maps:
      • New: uM_Cantina - A fun little cantina to duel / have a ruby bliels at.
      • New: uM_Colosseum - Port/Remake of a JK3 duel classic. This uses the new Legends Duel Teams as the FA.
      • New: uM_CultBattle
      • New: uM_Dojo
      • New: uM_LavaDuel
      • New: uM_LavaRising
      • New: uM_Water
    • Open/Other maps:
      • New: uM_CrazyRace2 - Jack's Crazy Race 2
      • New: uM_SarlaccBarge - remade Sailbarge (mb2_sailbarge remains, don't worry)
      • New: uM_LastOneSinking - Title says it all.
      • New: uM_Birdmino - A really weird birthday present given to FrenzY.
  • Add maps list (admins and server hosts may reference this if updating their RTV maps.txt):
    • MB2_Duel_Corellia
      MB2_Duel_Supremacy
      uM_Bespin_Open
      uM_Bespin_Classic
      uM_Birdmino
      uM_Cantina
      uM_CrazyRace2
      uM_CTF_Bespin
      uM_CTF_Coruscant
      uM_CTF_NarShaddaa
      uM_CTF_OceanTemple
      uM_Colosseum
      uM_CultBattle
      uM_Dojo
      uM_GIB_Bespin
      uM_GIB_Coruscant
      uM_GIB_Imperial
      uM_GIB_NarShaddaa
      uM_LastOneSinking
      uM_LavaDuel
      uM_LavaRising
      uM_SarlaccBarge
      uM_Water
Legends
Once again, in an effort to continue to find that fine line between competitive balance and fun, nearly every class has been tweaked in minor ways.

Reminder: Legends mode is also a fun way for people to experiment with FA team combinations! Take a look at this guide for information and a full list of other team file names to experiment with trying maps with non-intended FAs loaded on them via the g_siegeteam1 and g_siegeteam2 commands.
  • New: 12 new classes: Jedi/Cultist (basic saberist with extra life), Imp/Resistance Heavy Pilots (solds with rockets), Rebel Infiltrator, Clonetroopers, Tarfful, Jan Ors, Lando, Greedo, Gamorrean, Reelo Baruk, and Burg (the Devaronian from The Mandalorian).
  • Class changes (there are more smaller balance changes than this, but these are the major tweaks):
    • Fix: Ventress buffed, has proper attack/defense, Speed 3, Mind Trick, Grip 3, Jump 3
    • Change: Jyn buffed, now has flip kick, Gunbash, Portable E-Web, Rally and Heavy Melee
    • Change: Finn nerfed, 5% slower speed, blaster 2 and less armor.
    • Change: Sidious, Nihilus now has more attack points
    • Change: Jerec given Repulse.
    • Change: Tusken's health nerfed, but given extra life.
    • Change: Durge and Desann given more HP.
    • Change: Grevious and Hanhar have slightly less attack and block points.
    • Change: Visas given faster FP regen
    • Change: Luke given more FP Pool
    • Change: Bossk can now quickthrow fire nades
  • Change/Fix: Flip kick now has a base damage of 8 and no longer damages or knocks over allies.
  • Change: Ammo Dispenser:
    • Fix: PLX getting more than 6 rockets
      • Now gives ammo goes according to which PLX level is set, otherwise it caps at 1 (if there's no customAmmo value set).
    • Fix: Adds 2 ammo to Projectile Rifle
    • Fix: Missing grenade entries should now be accounted for.
    • Change: Cooldown raised to 10 seconds from 5 seconds.
    • Change: No longer allows for giving ammo by pressing/holding "use" on another player
  • New: New Team file for Sith/Jedi Legends classes only (no gunner classes)
    • rcon g_siegeteam1 "LEG_Evil_duel"; g_siegeteam2 "LEG_Evil_duel"; mbmode 4 nameofmap"
    • Currently the new map uM_colosseum uses this as it's default FA
User Interface
  • Change: Restored Find Player menu.
Models
  • New: Added A'Sharad Hett's Hilts.
  • New: Added Darth Malgus' Damaged Hilt.
  • New: Restored Darth Revan's TOR Hilt with an improved model.
  • New: Added Darth Sion's Hilt.
  • New: Added Galen Marek's Ceremonial Jedi Robes Hilt.
  • New: Added Jocasta Nu's Hilt.
  • New: Added Lord Kallig's Hilt.
  • New: Added Mara Jade's First Hilt (Emperor's Hand).
  • New: Added Orgus Din's Hilt.
  • New: Added Rosh Penin's Hilt.
  • New: Added Tavion Axmis's Hilt.
  • New: Added Thexan's Hilt.
  • New: Added Tulak Hord's Hilt.
  • New: Added Turanis Hilt.
  • New: Added Zayne Carrick's Hilt.
  • Change: Updated Centurion Hilt with an enhanced model.
  • Change: Updated Darth Malgus' Hilt with an enhanced model.
  • Change: Updated Satele Shan's Hilt with an enhanced model.
  • Change: Updated Sith Stalker Hilt with improved textures.
  • Fix: Fixed Centurion missing it's ignition sound.
  • Fix: Fixed Galen Marek's TFU II Hilts missing their ignition sounds.
Changed Files ( Manual / Server Downloads )
Code:
GameData-
discord_game_sdk.dll
MBII-
FAMBModels.pk3
MBAssets3.pk3
MBAssets4.pk3
MBHilts.pk3
MBII Maps-Models Credits.txt
MBII.pk3
MBII_Mac.pk3
MB_Effects.pk3
cgamei386.so
jampgamei386.nopp.so
jampgamei386.so
mb2_corellia.pk3
mb2_crait.pk3
mb2_dxun.pk3
mb2_scarif.pk3
mb2_um_assets.pk3
mb2_um_assets2.pk3
mb2_um_assets3.pk3
mb2_um_assets4.pk3
uii386.so

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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why you gotta do my wrist laser dirty like that.
gunbash tho, I like the sound of that, same with staggering saberists with barge, but not so much about gaining rage from frags? weird choice

EDIT: ok so after a round or so of playing, I've come down to a conclusion
Gun bash is ok, stagger when crouching is incredible. Dodge buff I personally enjoy, I like hero a lot more, but there was wrist and westar. They didnt need that fp nerf. And fury gaining points only from grenades? Not a huge fan. Over all though, this update was a few steps in the right direction, but also a step back in other direction.
Correct.
 
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like pretty much everything else more or less, but really dislike the wrist laser nerf

also think e11 + ee3 should have both primary and secondary fp drain buffs

good work devs, like citadel a lot so far
Yeah, I don't believe Wrist Laser and Westar M5 deserved that nerf. Dodge feels much better and adjusted now.

Edit: As for the Bowcaster changes, I'll get a little more used to them. They are fine, time will tell. Not a fan of that new animation though O_ o
 

cannonfodder

Internal Beta Team
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And fury gaining points only from grenades? Not a huge fan.

Before this update you could get a full fury bar from killing a single enemy with a grenade, this lowers the amount of rage points the Wookiee receives, Wook still gains fury from punches, shots, and taking damage I'm pretty sure.
 

isair

Donator
Posts
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I've resolved the RTVRTM issue on the servers I host as it was crucial to Yoda working as well. I have a heavily modified RTVRTM so the quickest tip I can give before going to sleep (2am here, otherwise I'd update the regular script too) is to use the following regex: ClientConnect: \((.*)\) ID: (\d+) \(IP: (.+)\)
 
Last edited:
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..? We're not here to buff random styles as the devs so please. If your going to even talk about saber styles then talk to Tempest, he has a beta which is great which brings back perks. And all styles are not cancer anymore.

chill out dude :p
 

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Tempest

Gameplay Design
Movie Battles II Team
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@TheEggGod Wooks still get rage from other things. They just don't get extreme amounts from frag grenades anymore.
 

Spaghetti

Ghost
R2D2
Movie Battles II Team Retired
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Here is a fix for the RTV script (not extensively tested but seems to be working on officials).
 

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fix sabers!

also, why mess with unique weapons? wrist laser nerf, really? That's one of the things that make mb2 special these weapons that counter saberists are a great addition, and should be favoured over standard weaponry. same for sweep kicks, literally one of the few counters for skilled players against powerful classes -_-

as for Wookies, just give us option to have a sword with some BP, and nobody would bring up wookie classes in a complaint again.
 

SeV

Nerd
Internal Beta Team
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fix sabers!

also, why mess with unique weapons? wrist laser nerf, really? That's one of the things that make mb2 special these weapons that counter saberists are a great addition, and should be favoured over standard weaponry. same for sweep kicks, literally one of the few counters for skilled players against powerful classes -_-

as for Wookies, just give us option to have a sword with some BP, and nobody would bring up wookie classes in a complaint again.

I don't really think the wrist-laser nerf is that big of a deal. It was probably done to balance EE-3 + wrist FP drain.

As for wookiees, definitely a step in the right direction. I still wish wooks had bowcaster attachments like the arc trooper and could choose between green/red bolts to make them a more fleshed out gunner. Still, this is a nice start, but I wish wooks had faster movement speed with the gun out. That is really the big problem for them in terms of gunnerino. They either need more tankiness like the SBD with magnetic plating, or they need to be able to move a bit faster with the gun out. At least ET speed maybe slightly faster than ET. They are big, physical monsters. It doesn't make sense for them to be slow since they are packing so much muscle under the fur.

For open, I think SBD needs looking at (FP drains LUL) and the random un-called for proj nerf should be reversed as well. I get that many people whine about snipers, but that's what map design and alternate routes is for. Also, headshot meta = nonsensical in MBII as HS is largely random.

But honestly, I think the big focus should be on fixing the lightsaber system right now. The first big draw for most new peeps is the jedi/sith. The fleshed out gunners provide staying power, but if the lightsaber system is like... it is currently, well, that's not good.

Imagine if a new player finds MBII and jumps into the game to find 7 different lightsaber styles all tied to the lore lightsaber forms. Soresu, Shii-cho, Djem-so etc... Imagine how hype they would be as star wars fans. Imagine how incredible it would be if all those styles played differently but were all viable and unique. It could feel like you could pick a lightsaber form, maybe some personal perks, and customize your own unique lightsaber style to truly get into that RP feel of being a jedi master or a sith lord.

Currently, it's just yellow style spam, hope for interrupts and a weird unintuitive way to PB attacks (aim at invisible boxes in the air near the opponents model).
 
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