Moviebattles II R20.0.05 Released

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R20.0.05
General
  • Halloween maps added back into the assets (MB2_Undeadstar)
  • New: Customizable Weapon Cycle Cvars:
    • cg_weaponCycle_z, cg_weaponCycle_y, cg_weaponCycle_x, cg_weaponCycle_w, cg_weaponCycle_v
    • Example: cg_weaponCycle_z "WP_BLASTER WP_SHOTGUN WP_A280 WP_EE3"
      • bind <key> weapon z / y / x / w / v (append the corresponding letter at the end of the cg_weaponCycle cvar); this will cycle through the weapons in the list in the previous point.
      • WP_STUN_BATON
      • WP_MELEE
      • WP_SABER
      • WP_BRYAR_PISTOL
      • WP_CLONE_PISTOL
      • WP_MANDO_PISTOL
      • WP_BLASTER
      • WP_DISRUPTOR
      • WP_BOWCASTER
      • WP_REPEATER
      • WP_CLONE_RIFLE
      • WP_THROWER
      • WP_MINIGUN
      • WP_DEMP2
      • WP_SHOTGUN
      • WP_FLECHETTE
      • WP_A280
      • WP_DLT20A
      • WP_M5
      • WP_T21
      • WP_ROCKET_LAUNCHER
      • WP_PLX1
      • WP_THERMAL
      • WP_FRAG_NADE
      • WP_REAL_TD
      • WP_TRIP_MINE
      • WP_PULSE_NADE
      • WP_FIRE_NADE
      • WP_SONIC_NADE
      • WP_CRYO_NADE
      • WP_CONC_NADE
      • WP_DET_PACK
      • WP_CONCUSSION
      • WP_SBD
      • WP_BRYAR_OLD
      • WP_EE3
      • WP_EE4
      • WP_AMBAN
      • WP_CR2
      • WP_PROJ
  • Fix: Blaster Defense sometimes not refunding points when removing saber styles in class configuration.
  • Fix: Backend issues connected to inputting force powers or toggling weapons.
    • Note: For those experiencing issues with inputting Grip, Drain or Lightning, please re-bind in the controls menu.
  • Sunday !Spin Event
    • Change: Removed demp2
    • Change: Gifted Disruptor !spins will now always be level 2.
  • TK System:
    • New: !forgive will now refund the TK points given for killing you.
    • Change: TK system punishments are now per player and spec/kick have been shifted towards manual punishment rather than automatic enforcement.
    • Change: DEMP2 TK point adjustments to make it less punishing to use.
    • Fix: TK point calculations were inconsistent post-armor rework.
    • Fix: TK points sometimes were lower when killing people.
Gameplay
  • Fix / Change: Being staggered now knocks you out of scoping
  • Fix: Wookiee barge no longer multi hits
  • Fix: Bowcaster scope FOV reverted to the intended distance used in previous patches
  • Fix: SBD scope FOV reverted to the intended distance used in previous patches
  • Fix: Disruptor Charge Damage increased by 30%
  • Fix: Wrist Laser no longer allowed to fire in close proximity to EE3 Burst
  • Change: Jedi and Sith can no longer pick up pulled weapons in Open mode.
  • Mandalorian:
    • Fix: Canceling/staggering mando rocket shot count with Beskar reduced
    • Change: DR adjustments to Beskar for saber/blasters/snipers/falling
      • Snipers deal 10% less damage..
      • Blasters deal 10% more damage.
      • Falling reduced by 15% damage.
      • Sabers deal 10% less damage.
    • Whistling Birds:
      • Lowered damage from 37 to 33
      • Total lock time require to complete lock against first target increased by 500ms to discourage single target firing.
      • Lowered missile velocity from 800 to 600.
    • Flamethrower knockback removed.
  • Droideka:
    • Fix: Ions allowing for shooting through Deka shields in some circumstances
    • Fix: Deka being able to use shield discharge while electrocuted
    • Change: Pulse ammo drain is now based on proximity to the explosion instead of being a set -30. This will likely average from -5 to -15.
  • Force:
    • Push/Pull:
      • Fix: Push now interacts with Rockets the same way prior to R20 (goes where you aim rather than being the same as affecting grenades). Pull remains as is.
      • Fix: Various instances of targeted Pull allowing for triggering effects on others within the area.
      • Change: Push and Pull now only displace when used on targets more than 384 units away (~25% of total range).
      • Change: Super push can now be done as long as Push and Pull are at least level 2. this has about 50% less displacement power compared to having both powers at level 3.
    • Fix: Force Absorb no longer blocks flamethrower
      Fix: Force Drain no longer drains Fuel/Battery
Sabering:
  • Fix: Baseline ability to defend against slaps no longer requires specific MB_ATTs and now only requires a saber/melee weapon.
    • Change: Jedi slap moves no longer lift targets into the air.
    • Blaster Defense:
      • Levels 0 and 1 now have the default blocking arc.
      • Level 2:
        • Has the current level 3 arc.
        • FP drain multiplier decreased to 1.0x
      • Level 3
        • Now has an additionally increased arc (30 degree increase?)
    • Change: Force Attunement no longer increases max FP pool.
    • Change: Not buying a saber now gives a max FP pool of 150.
    • Perfect Block:
      • Change: Inner bounds for all zones except W increased.
      • Change: A/D and SA/SD upper bounds raised up.
    • Saber Styles:
      • Yellow:
        • Change: Fast A halfswing perk removed.
      • Blue:
        • Change: Removed inconsistent extra swing perk.
        • Change: Now can only gain a max of 0.75x instead of 1.0x ACM similar to Cyan.
      • Cyan:
        • Change: Soft rework to make it more interactive to play against and more thoughtful to use compared to current issues (which were similar in 1.3):
        • Will now work as the following (assume anything not in this list has been removed):
          • Cyan doesn't get disarmed by 0 BP parries.
          • Reintroduced perfect parry mechanic as follows:
            • Matching opposite swings (top left vs bottom right, left vs right, etc) triggers a perfect parry
            • Perfect parry does not increment parry count (so follow up swings can deal full damage/ACM adjustments)
            • Perfect parry on your first swing reduces your parry damage to 0.
            • Triggering a perfect parry on follow up parries will keep your incoming parry damage at 0. This will also generate 0.25x ACM per parry.
            • Perfect parries trigger a blue crosshair flash.
Maps
  • Change / Fix: mb2_echobase
    • Updated cover, clipping brushes and terrain in the main T-Junction
    • Made shooting down the elevator in the secondary Storage Floor a bit easier
  • Change / Fix: mb2_dxun
    • Fixed minimap shader at highest elevation
    • Minor modifications to clipping and terrain blending
  • Fix: mb2_hrakertstation
    • Clipped a few spots where players could get stuck.
Legends
  • Change / Fix: Corrected and modified sound and graphic effects for various sounds and weapons.
  • Fix: HELD_STUN will no longer be able to pierce though lightsaber blocking (this flag has returned, for Imperial Director only)
  • Fix: Dodge now works for Jedi Classes
  • Fix: Q3 no longer blocks shots while knocked down nor does it provide instant getups
  • Fix: Switching classes in CTF no longer kills you after 5 seconds
  • Dash Rendar
    • Change: Speed multiplier increased from 1.04 to 1.08
    • Change: : Rocketlauncher customammo changed from 6 to 7
  • B1 Droid
    • Change: Stamina and sprint abilities removed
      • The interaction of battery and sprint was not working as desired, and CC training provides mobility so the sprint ability is redundant.
    • Change: Rally cost increased from 8 to 10 points
    • Change: Increased Damage taken multiplier from 1 to 1.15
      • This was done to cancel out the extra damage reduction granted by battery, which was allowing full HP battle droids to survive lightsaber swings.
    • Change: HP/Armor Ranks are as follows
      • 20,30,60 (2,4)
      • 0,15,30,60 (3,4,6)
  • Arc Trooper
    • Change: Pistol cost changed to 1/4/10
  • HK Assassin Droids
    • Change: MBclass from Mandalorian to Wookiee
      • This gives HK Wookiee slaps and disables leg-based melee moves
    • Change: Base movement speed multiplier from 1.16 to 1.2
  • Noghri Death Commando
    • Change: Resource changed to Rage
      • This will spawn him in with 100 Rage points that slowly deplete, but can be restored through damage dealt. Sprinting and Grappling Hook will not affect drain rate, but Cloak will now drain faster and Dex Roll will use Rage points.
    • Change: Capped Saber damage at a flat 225 across all styles.
    • Change: Increased Stokhli Spray Stick total shot count from 4 to 6.
  • Thrawn/Leia
    • Change: Increased 'Use' heal distance by 16 units, or 1 rank, for better feel
      • (Written as +1 Heal Distance)
  • Marka Ragnos
    • Change: Force Pool increased from 120 to 150
    • Added: Lightning Fists (Saber) now briefly electrocute targets on hit
  • Jedi Healer/Traya
    • Change: Increased Force Pool from 100 to 120
    • Change: Increase Force Regen from 1 to 1.1
    • Fix: Properly added Grip 1 (Traya only)
  • Mara Jade
    • Change: MBclass changed from Sith to Bounty Hunter
      • (This change allows her to pick up dropped weapons)
        • (Movement speed remains the same)
  • Jedi Knight / Dark Acolyte
    • General Note: This class has a problem in that it is intended to replicate open mode Jedi, but allows for a 140FP pool and level 3 force powers without restricting lightsaber defense. The changes below are intended to both set a compromise between force and lightsaber abilities, and also nerf the overperformance of the class in general.
    • Attunement levels limited to 1 rank with an 8 instead of 6 point purchase, giving the force user 120 FP.
    • Rank 3 lightning and Mindtrick are no longer available to the Acolyte/Knight classes, respectively.
    • All other rank 3 abilities are still available for purchase but the cost of the third rank for most of them has been increased.
      • Push (4,4,6) > (4,4,8)
      • Pull (4,4,6) > (4,4,8)
      • Grip (6,4,2) > (2,4,8)
      • Lightning (6,4,2) > (4,6)
      • Speed (4,2,2) > (4,2,4)
      • Saber Defense (6,6,2) > (6,6,4)
      • Blaster Defense (8,8,4) > (8,8,6)
  • Jedi Youngling
    • Change:Speed multiplier reduced from .99 to .96
    • Change:HP/Armor changed from 50/15 to 50
    • Change: Extralives changed from 3 to 2
    • Change: Forcepool changed from 90 to 80
  • Chirrut Imwe
    • Change: Reduced Chirrut's overall rate of fire multiplier from .75 to .9 (higher is slower)
    • Change: Removed Lightbow's HIGHDAMAGE flag
    • Change :Reduced Lightbow clip size and reserve ammo (42 shots to 28 shots)
    • Change: Increased Lightbow FP damage multiplier from 1.4 to 1.5
    • Change: Increased Chirrut's overall damage given multiplier from 1 to 1.22
    • Change:: Increased Chirrut's overall knockback given multiplier from 1 to 2
    • Change: Set Stick damage at a flat amount (180) across styles
    • Change: Changed Resource from Energy to Force
    • Change:: Set Force Regen at 1.15x default
    • Change: Increased Force Pool from 100 to 130
      • Overall, Chirrut now does higher Melee and Saber damage, and Lightbow damage is just under 100 on bodyshot.
  • Wookiee Champion
    • Change: Bowcaster ammo increased to 750.
  • Clone Leader
    • Change: Changed DC-15S cost to 5/10.
    • Change: Purchase points increased from 150 to 160
  • Old Republic Soldier
    • Change: Changed Reinforcements cost to 8/16.
    • Change: Increased max Stamina level to 3.
  • Sith Trooper
    • Change: Changed Armor cost to 2/3/4.
    • Change: Added Blaster Pistol purchase option to mirror Old Republic Defender
    • Change: Cosmetic: Added several more skin options
  • Galak Fyyar
    • Change: Reduced health/armor from 160/60 to 160/40.
    • Change: Added shield recharge, recharging 20 armor every 30 seconds, up to 20 armor max.
  • Jar Jar Binks
    • Change:Increased health from 160 to 200.
    • Change:Increased armor from 25 to 30.
  • Tusken Raider
    • Change: Removed Armor Regen 1
    • Change:Added Healing 1
  • Carth Onasi
    • Change: Added: Strength 1
  • Baze Malbus
    • Change: Removed Quick Throw
    • Change: Removed Stun Grenades
    • Change: Added 1 Frag Grenade
    • Change: Added regenerating ammo on Repeating Cannon (EE-4)
    • Change: Lowered MWC-35c repeating cannon to level 2
  • Senate Guard
    • Change: Force Pool increased from 60 to 80
    • Change: Force Block lowered from 3 to 2
    • Change: Reduced damageTaken to 0.9
    • Change: Increased armor to 60
    • Change:: Reduced speed to 1.0
    • Change:Added held_slow on clone rifle
  • Starkiller
    • Change: Saber Throw damage increase changed from 17% to 24%
      • This was done to account for damage variance and restores the original idea of saber throws always 3-shotting 100 HP classes.
  • Wat Tambor
    • Change: Increased Stouker Concussion Rifle total shot count from 5 to 8.
  • Flame Trooper
    • Cosmetic: Restored Flame Battle Droid model option
    • Change: Decreased overall knockback given and taken multipliers from 1 to .90
    • Change: Reduced Flamethrower reload speed penalty from 40% to 30%
    • Change: Removed Flamethrower movement speed penalty
    • Change: Slightly increased Flamethrower clip size and reserve ammo
  • Scout Trooper
    • Change: Added an additional Swamp skin
    • Change:Added Blue and Orange Stun Batons
  • Purge Trooper
    • Change:Added Blue and Orange Dual Electrobatons
  • Imperial Infantry
    • Change: Added Snowtrooper model and Vader Stormie skin options
  • Imperial Jumptrooper
    • Change: Added Kitsu’s EA Battlefront II model pack options
  • Skirmisher
    • Cosmetic: Added a “no purse” Ugnaught skin
  • Bothan Spy
    • Change:Removed purchasable Flipkick level 2
  • Jedi Traditionalist
    • Change: Increased Force Push from level 2 to 3
    • Change: Reduced Force Pull from level 3 to 2
    • Change: Increased Force Sense from level 2 to 3
    • Change: Removed Force Speed 1
  • Jedi Apostate
    • Change: Increased Health from 80 to 90
    • Change: Increased Force Regen from 1.1 to 1.25
  • Atton Rand
    • Change: MBclass changed from Jedi to Hero
      • (This change allows him to pick up dropped weapons)
        • (Movement speed remains the same)
  • Boss Nass
    • Change: Reduced Conc Rifle level from 3 to 1
    • Change: Conc Rifle now reloads entire clip at once
    • Change: Decreased reload speed penalty of Conc Rifle from 100% to 60%
    • Change: Removed unlisted movement speed penalty on Flamethrower
  • Mister Bones
    • Change: Reduced Force Block from level 2 to level 1
  • Jyn Erso
    • Change: Removed Force Block
  • Lobot
    • Change:Removed Force Block
  • Skirata Mandalorian
    • Change: Removed Beskar
    • Change: Added Blast armor
    • Change:: Reduced DamageTaken to 0.9
    • Change: Increased health and armor to 125/125
  • Durge
    • Change:: Removed Melee swing speed penalty
    • New Weapon: Added Flechette Gatling Gauntlet - A low ammo, low clip size, fast fire rate wrist gun with high FP drain. (Based on SBD Arm Blaster 3)
    • Change: Reduced overall knockback taken multiplier from 1 to .90
  • Zalbaar
    • Change:Health from 600/40 to 500/125
  • Finn
    • Change:Increased health to 160/60
  • Imperial Infantry
    • Fix: Reduced Blast Armor cost to 3
  • Paz Vizsla
    • Change:Increased damage given multiplier from .90 to .95
    • Change: Decreased knockback taken multiplier from .80 to .75
    • Change:: Increased AP multiplier from 1 to 1.20
  • Darth Sidious/Palp
    • Change: Added movement speed increase to Melee
  • Clone Trooper/Imp Heavy Trooper
    • Change: Overall knockback taken multiplier decreased from 1 to .90
    • Change: Added rank 2 for Z6 Minigun
    • Change: Removed Z6 Minigun movement speed penalty
    • Change: Removed Melee movement speed bonus
    • Change: (Heavy Trooper only) Increased armor bonuses slightly
    • Fix: (Heavy Trooper only) Added Binoculars to mirror Clone Trooper
  • New Republic Security Droid
    • Change: Readjusted point costs and values
  • Ewok
    • Change: Arrows now stagger targets on hit
  • Super Battle Droid/SBD
    • Change: Decreased overall knockback taken multiplier from 1 to .90
  • IG-88 Droids
    • Change:: Reduced overall knockback taken multiplier from 1 to .80
  • Jango Fett
    • Cosmetic: Added an alternate skin
  • Mercenary Thug
    • Change:Added 1 half-damage Frag Grenade
    • Change: Added poison on hit effect to Saber options
  • Ewok
    • Change: Slightly increased Spear damage
  • Zuckuss
    • Change: Increased resource points from 100 to 150
    • Change: Rate of fire multiplier 0.7 to 0.9 (Higher is slower)
    • Change: Set Saber damage at a flat amount (200) across styles
    • Change: Force regen multiplier changed from 1 to 1.15

FA:
Numerous FAs have been fixed and updated following all of the extensive weapon, controls, resource and other de-tangling backend changes from R20. This work was done by our FA contributors team and is ongoing (thanks, Fuse and Goosto).
  • Change: um_ctf_gib_imperial and ssb_pkmnstadium are now available for all modes of play.
  • Change / Fix: mb2_deathstar
    • Chewbacca now has Shoulder Barge [CS2].
    • Chewbaccas Bowcaster model has been swapped out for that of a DLT-19 similar to the one used in the movie.
    • Chewbaccas ROF has been increased by 10% (1 -> 0.9)
    • Luke now has his Episode IV lightsaber with Fast (Blue) and Tavion (Cyan) styles, he has no Saber Defense but does have Gun Defense and Deflect 1, as well as a low APMultiplier (0.4)
    • New Prisoner Class available for rebels armed with A280 (3) and Dodge (1) and Rally.
    • Added some more height to Vader (1.03 -> 1.09).
    • Removed CFL_RUNFASTMELEE from Tie Pilot but increased overall speed by 5% (1.2 -> 1.25).
    • Incorporated some of the custom animations for Vader and Ben from Legends Obi-Wan and Vader.
    • C3PO's FP increased by 30. (60 -> 90)
    • Changed Vader's Lightsaber from saber_vader3 to new vader_ep4fa which uses a custom saberreadyanim.
  • Change: mb2_jeditemple
    • Added Jocasta Nu to the Jedi team, she has the ability Team Energize to restore the FP of her fellow Jedi, Push/Pull 2 for protection, her Saber Styles are Medium (Yellow) and Fast (Blue).
  • Change: mb2_TantiveIV
    • Removed Stat Viewer from Elite Stormtrooper and Rebel Officer.
    • Changed MB_ATT_AMMO_DISP to MB_ATT_SUPPLYDROP on Imp and Rebel Officer.
    • Removed MB_ATT_AMMO_DISP from Elite Stormtrooper.
    • Added Stat Viewer to Leia.
    • Added CC Training (1) to Rebel Soldiers and Imperial Stormtroopers.
    • Incorporated some of the custom animations for Vader from Legends Vader.
    • Added C3PO to the Rebels team
    • Changed Vader's Lightsaber from saber_vader3 to new vader_ep4fa which uses a custom saberreadyanim.
  • Fix: mb2_Kamino
    • Fixed the Droid Flametroopers thrower.
    • Fixed Minigun arc having a blaster (remnant of pre r20 FA code)
  • Change / Fix: mb2_jakku
    • Increased Kylo Rens Attack Speed and Chain Speed for faster swinging.
    • Added Legends (Kylo) Animations for saberstanceanim, gloatanim and bowanim.
    • Fixed Poe Dameron's Dodge not working by assigning a key [CS2]
    • Updated multiple descriptions and icons
  • Change: mb2_duel_profundity
    • Buffed Vader to be more in line with the Dark Lord seen in Rogue One and offset the lack of Balance of a 1v13.
      • HP Increased (100 -> 250)
      • Given Magnetic Plating
      • Force Pool Increased (100 -> 200)
      • Force Focus Increased (1 -> 3)
      • Saber Deflect Increased (2 -> 3)
      • Gun Defense Increased (2 -> 3)
      • Force Block Increased (3 -> 5)
      • Force Regen Increased (1x -> 2x)
      • Changed Lightsaber from saber_vader3 to new vader_ep4fa which uses a custom saberreadyanim.
      • Added Desann Style (Purple)'
  • Change / Fix: ultimate_showdown
    • Master Chief now has Clone Rifle 3 (MA5D Assault Rifle), MJOLNIR Radar (Perma Sense 1) and Shield Recharge (1)
    • Legion now has Geth Radar (Perma Sense 1) and increased his Projectile Rifle ammo (2 -> 6).
    • Increased The Flash' Base Speed (1-> 1.4) and increased his Melee ROF by 50% (1 -> 0.5).
    • Given Nightwing Gun Defense (2) and fixed his Poison Darts [CS1] and Dodge [CS2].
    • Increased Greenarrows Ammo (30 -> 60) and given Tavion (Cyan) Saber Style.
    • Given Leonidas Gun Defense (2) and Deflect (2).
    • Removed Fuel from Green Lantern and changed his resource to Force, also added CFL_NO_FUEL_USE for flight and increased Lantern Blast ammo (40 -> 120) and clip size (15 -> 30), also changed class from Mandalorian to Jedi and given Force Focus (1).
    • Fixed Batmans Poison Darts [CS1], Dodge [CS2] and Grapple Hook [CS3].
    • Given Link Gun Defense (2).
    • Changed Laras Pistols from BYRAR_OLD to MANDO_PISTOL.
    • Fixed Spidermans Dodge [CS1] and Grapplehook [CS3].
    • Superman now uses RESOURCE_FORCE instead of Fuel, also changed class from Mandalorian to Jedi.
    • Neo now has Dodge (3) [CS1].
    • Sub Zero now has Heavy Melee.
    • Increased Samus' Arm Cannon Ammo (150 -> 300) and Clip Size (15 -> 30) and given Perma Sense (1).
    • Replaced Banes MB_ATT_WOOKIEE_FURY,2 WITH FP_RAGE,3, Changed his Class to WOOKIE and resource to FORCE.
    • Black Adam now uses Force as his resource instead of Fuel and has CFL_NO_FUEL_USE for flight, also changed class from Mandalorian to Jedi.
    • Fixed Catwomans Dodge [CS1].
    • Charizard now uses Force as his resource instead of Fuel and has CFL_NO_FUEL_USE for flight, renamed his Melee (Tackle) to Slash and Saber (Slash) to Dragon Claw. and given Desann (Purple) Style, also changed class from Mandalorian to Jedi.
    • Deathstrokes Pistols are now Mando Pistols (Were the Original Bryar Old) and Fixed Dodge [CS1] and Grapplehook [CS3].
    • Restored Elites Shield Recharge (1).
    • Homer now has Gun Defense (1).
    • Ganon now has Gun Defense (2) and Strong (Red) Style.
    • Fixed Grey Fox's Dodge [CS1] and set resource_force for cloak.
    • Changed Agent 47's Pistols from WP_BRYAR_OLD to WP_MANDO_PISTOL.
    • Jokers Pistol now causes Poison Damage and fixed Dodge [CS1].
    • Added new icon and name for Predators Sense (Hunter Vision) and removed duplicate MB_ATT_WOOKIE_STRENGTH,3 attribute, now also uses resource_force for cloaking.
    • Removed Assemble from Raptor due to it being a single life class.
    • Increased Ronalds Force Regen by 60% (1 -> 1.6).
    • Fixed Scorpions Grapple Hook [CS3].
    • Sinestro now uses resource_force for flight and has CFL_NO_FUEL_USE, also changed class from Mandalorian to Jedi and added Force Focus (1).
    • Slenderman now has a larger Force Pool (100 -> 200) and increased Forceregen (1 -> 2.2), also removed a Weapon Override that would stop him using a Lightsaber properly if he got one with !spin.
    • Agent Smith now has Dodge (3) [CS1].
    • Increased Vaders Deflect (1 -> 2) and given Force Sense (1)
    • Fixed Venoms Dodge [CS1] and Grapplehook [CS3].
  • Change: RE_mansion
    • HP Increases for Hunter Zombie (150 -> 200), Speyer Zombie (150 -> 170), Zombie C (100 -> 145)
    • Speed increases for Crimson Zombie (1.15 -> 1.18), Hunter (1 -> 1.09), Speyer (1 -> 1.02)
    • Damage Resistance added to Hunter (50%), Crimson Head Prototype (10%) and Zombie C (30%) to try and combat Shotguns.
    • Acid Blood given to Hunter, Crimson, and Speyer and Zombie S.
    • Poison Darts given to Hunter (3) [CS1]
    • Hunter Melee now inflects Poison Damage.
    • No Locational Damage Flag given to Hunter
    • Added Shoulder Barge [CS2] to Hunter and Crimson
  • Change: mb2_cmp_duel_palp
    • Grievous can no longer spawn infinitely.
    • Clone rocket trooper added
    • Balance changes to Clone and Grevious
  • Change: um_prisonraid_v4
    • Various fixes for post-r20 gameplay
  • Change: Power Battles II
    • Beachtrooper
      • Added: Water Breathing ability.
    • Beach Babe
      • Added: Water Breathing ability.
    • HK-47
      • Added: DEMP2 (3) (Low Ammo)
    • Med Droid
      • Increased use heal distance by 16 units.
      • Replaced Shock Baton with Heal Baton (hit allies to heal them).
      • Added: Stun Baton (3).
      • Reduced total lives from 3 to 2.
      • Reduced class limit from 3 to 2.
    • Supah Mayrio
      • Slightly increased Plunger length (for maximum pleasure)
      • Added: Red saber style, with fixed saber damage (80, same as Purple style).
      • Added: More authentic saber and player animations.
      • Added: Bunny Hop 1.
      • Added: Float Hop.
      • Reduced total lives from 4 to 3.
      • Known Bugs:
        • Fire Flower is currently non-functional.
    • Nicholas Cage
      • Added: 'Whistling Bees' on Special 4.
  • Change: ww2_omaha
    • Fixed some classes incorrectly wielding Clone Rifles.
Changed Files
( Manual / Server Downloads )
Code:
--MBII
cgamei386.so
jampgamei386.nopp.so
jampgamei386.so
mb2_cmp_assets.pk3
mb2_cmp_assets3.pk3
mb2_dxun
mb2_echobase.pk3
mb2_manaan.pk3
mb2_pb_assets2.pk3
mb2_um_assets3.pk3
MBAssets3.pk3
MBAssets3.pk3
MBAssets4.pk3
MBII.pk3
MBII_Mac.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.
 
Last edited:

Fang

Donator
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1728403350220.png

Why ? Are we gambling with our code now?
Looks alright otherwise. Need to play to see, flamethrower might be a bit of a bleh nerf. It's already expensive to play mando.


ALSO:
Telos is crashing on new rounds
CLASSIC B is crashing people on new rounds
imo large pop = crash

revert incoming
1728405961701.png
 
Last edited:
  • Like
Reactions: Leo
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Dear lead developer Viserys,

I am appalled by the removal of the possibility to grip teammates. It was an inherent part of the Movie Battles II newcomer experience to get force gripped into the enemy team on the map mb2_dotf_classicb or mb2_jakku.

I hope this change will be reverted immediately.

Sincerely,

Me
 

Ginkobum13

Internal Beta Team
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Fix: Baseline ability to defend against slaps no longer requires specific MB_ATTs and now only requires a saber/melee weapon.
  • Change: Jedi slap moves no longer lift targets into the air.
Could you explain what this means and why slap was changed, it looks kinda funny now they just get dropped to the ground. Still get buggy animation from front kicking people midair or staggering them midair and taunt slap still possible that extends pretty far. So idk why you remove lifting them off the ground for?
And can we go back to fast styles being actually fast in combos they look and feel bad. Red has a delayed looking hits in combos, and you guys didn't nerf purple at all this patch lol. No idea what direction we're going for with saber system, jumping around skilllessly and swing spamming with purple and using janky ass special moves. Heavy styles scary as fuck now cus barely any movement penalties for it anymore and it hits like a truck, Yellow needs better perks like no timing required for mblock defense, no one mblock counters with these fast ass swing speeds.
Shits getting too confusing to remember whats what with the sabering system because you guys are gonna release like 10 more hotfixes changing major shit without explanation.
 

MaceMadunusus

Level Designer
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Movie Battles II Team
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Mace and the rest of the nerds deserve all the criticism they get.

I love to see that I constantly live rent-free in so many peoples heads. Especially when I left the team earlier this year because the large majority of what I wanted to see wasn't getting done. Including leaving balance problems in the game because the team didn't want to finish adding the unfinished features. Its definitely hilarious watching people call me out specifically when I wasn't listened to the majority of the time lol.
 

AaronAaron

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Dear lead developer Viserys,

I am appalled by the removal of the possibility to grip teammates. It was an inherent part of the Movie Battles II newcomer experience to get force gripped into the enemy team on the map mb2_dotf_classicb or mb2_jakku.

I hope this change will be reverted immediately.

Sincerely,

Me
You're a little late but Viserys retired quite some time ago
 
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  • Change: Force Attunement no longer increases max FP pool.
  • Change: Not buying a saber now gives a max FP pool of 150.
Yellow:
  • Change: Fast A halfswing perk removed.
Change: Push and Pull now only displace when used on targets more than 384 units away (~25% of total range).
I mean firstly thank you for continuing to update the game. I can understand that it could be hard to even continue on trying to improve MB2 after nuking the population with the series of most recent updates.

But seriously wtf are these changes even for? The flip-flopping and seemingly random decisions like the minimum distance for push/pull to even work are mind-boggling :think:

I really hope that you guys find a sense of direction in regards to open mode, which has always been the best and most fun game mode. I dont think that you can rely on the outcries of noob gunner players in the NA region much longer.

Between whistling birds, ee3, mindtrick changes, attunement, superpush, force focus, spin, and more, I can't even tell which is the most cancerous or unfun, or which has killed the game more, or even which should stay or go at this point. Current MB2 in many ways is like a fucked up frankenstein of shitty disney ideas and pandering to the competitive scene
 
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Saber Styles:
  • Yellow:
    • Change: Fast A halfswing perk removed.
  • Blue:
    • Change: Removed inconsistent extra swing perk.
    • Change: Now can only gain a max of 0.75x instead of 1.0x ACM similar to Cyan.
  • Cyan:
    • Change: Soft rework to make it more interactive to play against and more thoughtful to use compared to current issues (which were similar in 1.3):
    • Will now work as the following (assume anything not in this list has been removed):
      • Cyan doesn't get disarmed by 0 BP parries.
      • Reintroduced perfect parry mechanic as follows:
        • Matching opposite swings (top left vs bottom right, left vs right, etc) triggers a perfect parry
        • Perfect parry does not increment parry count (so follow up swings can deal full damage/ACM adjustments)
        • Perfect parry on your first swing reduces your parry damage to 0.
        • Triggering a perfect parry on follow up parries will keep your incoming parry damage at 0. This will also generate 0.25x ACM per parry.
        • Perfect parries trigger a blue crosshair flash.
its seems more and more like there is no practical sense to play with any style but RED. seems like RED now is just best. in open mode u can kill enemies from first hit only with RED and PURPLE. RED has his kata, which deals good dmg, unblockable, instant and staggering. RED has fast enough swings to kill gunners. So the ONLY reason to play with something but RED is matter of style. (im still play blue tho)
 

Leo

Internal Beta Team
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its seems more and more like there is no practical sense to play with any style but RED. seems like RED now is just best. in open mode u can kill enemies from first hit only with RED and PURPLE. RED has his kata, which deals good dmg, unblockable, instant and staggering. RED has fast enough swings to kill gunners. So the ONLY reason to play with something but RED is matter of style. (im still play blue tho)
this comment is a pure example as to why veterans should be the loudest part of the scene and not newbies
 
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