Moviebattles II R22.2.00 Released

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R22.2.00
General
  • Change: Rend2 has been updated
  • Change: Ammo pickups will allow you to go over your max ammo limit.
  • Change: Instead of being a dupe/near-dupe of Cryo Grenade effects (while always being loaded), Sonic Det glow and explosion are now a greyer color.
  • Fix: Armor pickups will correctly detect your max armor to prevent players from picking up armor when they are already full.
  • Fix: Pulse grenades fired from M5 launcher will no longer instantly explode on some map brushes.
Open
  • Change: M5 scope fire level 2 rate-of-fire decreased from 650->700.
Sabering / Duel
Developer's note:
The last notable update for Dueling for foreseeable future brings community requested changes to the ACM system in order to lessen very fast ramping up, by increasing the Major ACM threshold and improving ACM drains. Some hacky techniques used for advantage such as combo swing dealing full damage have also been fixed / adjusted. Minor improvements to overall consistency of stuff such as saber throws and playability while Spin is on, and notable fixes to minor stuff that have stayed in the game for far too long.
  • New: Interrupt Staggers
    • Being interrupted will now cause you to get staggered for very short duration, but during this period, you can still PB and block blaster shots. This is to prevent interrupts not properly stopping attacks, or allowing the player to just instantly counter and not be properly punished by being interrupted. If the player feedback on this feature after some time is negative, the feature will get reverted.
  • New / Change: Certain saber sound effects related to swinging, landing a lethal blow on an enemy and spinning (Saberthrow, flourishing, etc) changed from duplicate sound effects to more varied sounds effects taken from TPM & various SW game sources.
  • Change: Major ACM threshold changed from 4 to 6
    • This change also affects style specific perks that required ACM taunt to play in order to gain bigger bonuses
  • Change: Major ACM gain simplified to 0.10x - from 0.08x / 0.10x / 0.12x depending on light / medium / heavy styles
  • Change: Being interrupted will now additionally drain your ACM by 0.25
  • Change: First consecutive swing bodyhit will drain ACM based off style's specific partial ACM instead of hardset 0.25 ACM
    • Defensive Styles: 0.25 == 0.25
    • Balanced Styles: 0.25 => 0.34
    • Offensive Styles: 0.25 => 0.50
  • Change: Landing a hit, missing and then landing another hit in the same combo onto the same person will no longer result in "first swing hit" behaviour (1.0x damage, full ACM gain/drain)
  • Change: Duals
    • Perk: Isn't affected by the above change. That means "first swing hit" behaviour will remain on hit after missing a swing
    • Now uses primarily the normal slap animation. Holding use while performing a slap will perform the older spin kick
    • Offhand saber is now able to block saber attacks and PB. It takes 2.0x damage, and only attacks for 0.5x damage
    • Defense Rating increased by 1 (49 -> 50)
  • Change: Saber Defense 2's saber blocking arc has been increased, and instead of 60% of Saber Defense 3 arc, it is 80%
  • Change: Failed MBlock Red crosshair indicator on the defender side will no longer be displayed to prevent confusion from a normal PB. The Blue crosshair indicating a successful MBlock is considered enough feedback.
  • Change: If your saber is knocked out of hand, entering a private duel will automatically start returning it to you
  • Change / Fix: Attempts to counter / halfswing that were interrupted, will now properly count as interrupts instead of normal bodyhits
  • Change / Fix: While in private duel, you can no longer see trip mines, detpacks, sentries, forcefields and can no longer interact with or be blocked by trip mines, sentries and forcefields
  • Change / Fix: Activating saber throw will now check more conditions to make sure the saber itself wont return very fast and nothing is blocking it. Also decreased the collision size of the saber.
  • Fix: Fixed situations where duals offhand could have caused many many parries causing both players to get to 0BP in matter of a second
  • Fix: Fixed interrupts not properly interrupting if done via a special attack
  • Fix: Fixed keeping the ACM across multiple NPCs instead of ACM per NPC as intended
  • Fix: Can no longer perform silly backflips when trying to backflip out of special attack
  • Fix: Dark Rage Force power will now stop upon entering private duel to prevent stacked speed
  • Fix: Can no longer switch to melee while saber is in active flight to prevent invisible saber hits
  • Fix: Duals offhand after saber throw will now properly attach saber to hand
  • Fix: The interrupt effect will now play every time as intended
  • Fix: Inputting attack that is followed up by a saber throw will no longer continue the attack when saber is returned
  • Fix: Can no longer perform saber ignition sounds while saber is knocked out of hand
  • Fix: Can no longer activate Force Stasis / Dark Rage while swinging a saber
  • Fix: Special back attacks can no longer hit the back of an enemy right in front of you
  • Fix: Fixed some wrong running animations being played with sabers such as Staff run animation while staff saber is knocked out of hand, or while having 2 hilts with Duals but only one of them is on
  • Fix: Fixed a server crash in duel mode related to Sentry
User Interface
  • New: ui_getitemrects command to get the currently visible items rect position, including bg2Rect. Writes into menuDebug folder. Intended for cases where editor drags several items around using Debug Mode.
  • Change: ITEM_ALIGN_MIDDLE will now center all lines inside a text
  • Change: Textscroll now supports up to 8192 characters from original 4096
  • Change: Textscroll supports @STRING inside and also allows @STRING to be inside another @STRING
  • Fix: NPC Duel Spawn Menu: fixed clientsided crash caused after clicking on an NPC with new Dark Rage FP
Maps
  • Fix: um_ptf_dreamtime
    • Minor bug fixes.
Models
  • New / Change: Adjusted holsters for Rebel Militia (Saber), and several backpack Stormtroopers
  • New / Change: Adjusted and added animevents and sounds: Humanoid, Imperial Rocket Trooper, Jango Fett, Jar Jar Binks, Grogu, 4-Armed Grievous, Darth Vader (Legends only), PBII Beach Babe, Obi-Wan Kenobi Ep III
  • New / Change: Youngling models upgraded and expanded with better variety thanks to MIKCZ.
  • New / Change: Master Vandar skin updated from Blue-Gray Yoda to a more proper skin by yeyo JK; All Yoda icons adjusted.
  • New / Change: Added Soul Calibur IV Soundsets for Yoda (Clone Wars), Darth Vader (Battle Damaged), and Starkiller (Training Gear).
  • New / Change: Lightsaber sound effects for ignitions & hums tweaked across the board for varying hilts.
  • New / Change: Re-added classic Barriss Offee on community request.
  • New / Change: Re-added Sith Bastila dark side corruption "Sith eyes" skin as it was mistakenly removed last time.
  • New / Change: Added Ven Zallow (was only available in Legends prior) as a subskin to Kao Cen Darach.
  • New / Change: Added Jar-Jar Binks modern version as a subskin to the classic variant.
  • Change: Drunk Kota split into a separate model with more weathered & bruised textures; Cape positioning tweaked for both Kota versions
  • Change: Darth Vader's burned head changed from the original Toshi head to MIKCZ's version from the R22 Anakin rework; All Vader icons reworked.
  • Change: Sith Stalker model updated with better lighting & better taunt sound quality.
  • Change / Fix: Jerec's animevents now only gets used in Legends.
  • Fix: Removed a voiceline from Cody that's actually Jango's.
  • Fix: Fixed several hilts not having shaders in Rend2 only.
FA
  • New: Outdated/Invalid MBCH keys/values will now throw an error in the console for easier future of MBCH development
  • New: bg_reloadMBCH command to instantly refresh all .mbch files on a local server for MBCH development
  • New: MB_ATT_SLAVE, if applied to an NPC via their .npc file, will allow the owner (the player who spawned it in via item or round spawner) to press Use key on the NPC. This will toggle the NPC between default follow-the-leader mode and standing guard.
  • New / Change: Added Barge Level 3 with increased range and unlocked camera (Barge 2 is the same as 1).
  • Change: Spawner Item can no longer be used near a wall
  • Fix: Being damaged by Dark Rage's constant HP drain will no longer inherit weapon flags
  • Fix: Pet HUD will no longer reset on every respawn causing it to not appear in cases such as Round Spawner NPC
  • Fix: Items can no longer be used while in air, in roll, firing, etc. as intended
  • Fix: MB_ATT_SPEEDLUNGE not properly assigning the Speedlunge ability after latest hotfix
Legends
  • Reminder to remake your saved builds if your class was changed.
  • Various fixes/additions to character descriptions, sounds, animations, etc.
  • All Support Beacon and Bodyguard/Pet NPCs can now be instructed to stand guard (MB_ATT_SLAVE). Press Use on your NPC to swap states.​
  • All NPC owner classes have been given, at minimum, the Pet Control attribute (not ability).​
  • Lightsaber ignition and hum sounds are now more varied & consistent with Open Mode equivalents.​
  • Lightsaber colors across most Jedi/Sith classes have been refactored to best resemble the media the character comes from, eg. Darth Vader’s ESB sabercolor is red-pink, Anakin’s AOTC sabercolor is lighter-blue, etc​
Hero Changes
  • Rebel Trooper
    • Added Beach Babe skin
  • Porkins
    • Blast Cannon velocity mult 1.2 > 1.1
  • Rebel Saboteur
    • Melee RoF mult 1.2 > 1
    • Melee damage mult 1.75 > 1
    • Bomb Vest max level 1 > 2
    • Repeater reserve ammo 180 > 240
    • HUD now tracks Sonic Smoke Traps
    • Sonic Smoke Traps now disarm
    • Slip Mines now blind
    • Remote EMP can no longer be disarmed
    • Recalculated point costs across the board, allowing more variety in builds and better weighting specialty v. generalist skills
      • Points 8 > 17
      • Tranquilizer Pistol cost 1 > 2
      • Remote EMP cost 1/0/0 > 0/2/0
      • Slip Mines cost 1/1/0 > 2/0/2
      • Sonic Smoke Traps cost 1/1/0 > 2/0/2
      • Pre Shaped Charges cost 1/1/0 > 1/0/1
      • Sticky Bombs cost 1 > 2
      • Security Droid cost 1 > 2
      • Disguise cost 1/1/1 > 2/2/2
      • Rocket Birds cost 3 > 6
      • Bomb Vest cost 3 > 6/0
    • Lowered Feign Death saber length/radius and killed sounds to avoid blocking shenanigans (but will probably still happen)
    • Hotwired OOM Droid
      • Can now be Use key’d to swap states
      • Now has a red tint for its camera effect
      • Added Tracking Beacon
      • Added Sabotaunt
  • Lobot
    • Converted V-59 Conc Grenades to Electro-Conc Grenades
    • Added Remote Control on CS4 (allows for Assault Sentry control)
  • Jar Jar Binks
    • Converted Spin Attack (Barge 1) to Pratfall (Barge 3)
    • Resource pool/cap 35 > 60
    • Default skill cooldown sped up 2.9 > 2.5
    • Removed default Dash Jump
    • Can now buy either normal Skill Cooldown or Dash Jump
    • Hack Rate slowed 1.5 > 2
    • Changed hit effect on Ptooie to make healing effect more apparent
    • Some desc changes
  • Anakin Skywalker
    • Added TCWA, Jedi Trial, Ep2 CW (Gold Hand), Robed Pyjama skins
  • Obi Wan Kenobi
    • Added OWK Saber hilt option
  • Plo Koon
    • Jedi Power Battles hilt renamed to Ep1; Sabercolor changed to Gold-ish shade to reflect JPB’s yellow saberblade better
  • Jedi Healer
    • Added Rey (TLJ) Saber hilt option
  • Jedi Traditionalist
    • Depa Billaba (TCW) Green > Blue Saber color in accordance with Bad Batch
  • Jedi Youngling
    • Added many new models/skins
    • Freed up class limits: "There are too many of them, what are we going to do?"
  • Starkiller
    • Added TFUII Trailer hilts option
  • Boss Nass
    • Added Gungan Backsplash
    • Knockback taken mult 1 > .65
    • Melee RoF mult 1 > 1.15
    • Shield special damage mult 1 > 1.8
    • Cannon velocity mult 1 > 1.15
    • Cannon damage mult 1.6 > 1.7
    • Cannon reload time mult 1.75 > 1.7
    • Cannon reserve ammo 154 > 210
    • Blue Balls now stagger
  • Mission Vao
    • Can now purchase a level 3 Cloak (allowing attacks while invisible) if so desired, at the expense of reduced Energy Pool and Regen.
    • Knockback taken mult 1 > 1.1
    • Saber special damage mult 1 > 1.25
    • Vibroblade forward special Spin Kick > Cyan DFA
    • Vibroblade damage penalty 50% > 50/30%
    • Vibroblade knockback mult 1 > 1.1
    • Vibroknucklers forward special Spin Kick > Purple DFA
    • Vibroknucklers damage penalty 70% > 73/58%
    • Vibroknucklers AS mult 1.15 > 1.1
    • Vibroknucklers knockback mult 1 > 1.02
    • Vibroknucklers movement speed mult 1 > 1.02
    • Carbine reserve ammo 600 > 720
    • Adjusted some taunts
  • Clone Assassin
    • Knockback taken mult 1 > .95
    • Melee RoF mult 1 > .88
    • Vibroshiv special damage mult 1 > 1.5
    • Vibroshiv knockback mult 0 > 0.2
    • Vibroshiv length 17 > 26
    • Vibroshiv Left Special Cartwheel > Purple DFA
    • Vibroshiv Right Special Cartwheel > Quad-Strike (Just coined this)
  • Yarael Poof
    • Added Illusion Viewer (attribute Pet Control)
    • Yarael Poof (NPC)
      • Can now be Use key’d to swap states
  • Crix Madine
    • Strike Order now slows on det
    • Strike Order FP damage mult .01 > 1
  • Redeemed Selkath
    • Added Lightweight to Progenitor's Call
    • Rage 1 > 2
    • Resource pool 85 > 90
    • Resource decay rate .4 > .35
    • Melee damage mult 1 > 1.1
    • Melee RoF mult .8 > .75
    • Knockback given mult 1 > 1.05
    • Knockback taken mult 1 > .95
    • Vibroblade special damage mult 1.25 > 1.3
    • Sonic Rifle damage mult 1 > 1.1
    • Verpine Pistol RoF mult .75 > .7
    • Fixed Verpine Pistol velocity mult being slower than intended (.2 > .25)
    • Verpine Pistol clip size 16 > 12
    • Verpine Pistol reserve ammo 160 > 180
    • Added 3rd level of Cryo-Frags
    • Added 3rd level of Kolto Grenades
    • Added 2nd level of Speed buy
Villain Changes
  • Imperial Infantry
    • Added Beachtrooper skin
  • General Grievous
    • Increased potential Claw Rush rank from 1 to 3
    • Saber CS mult 1.5 > 1.4
  • Super Battle Droid
    • Removed Armor Regen 3
    • Added Heavyweight to Melee
    • Freed up class limit: "With these new battle droids we've built for you, you'll have the finest army in the galaxy."
  • Imperial Jumptrooper
    • Class Wookiee > Soldier
    • Disabled Gunbash
    • Disabled Melee primary and sec fire
    • Melee knockback default > 90% more
    • Melee damage mult 1 > 5
    • Skill cooldown mult 1.2 > 1.5
    • Points 6 > 7
    • Added Jet Tackle 3 buy option
    • Altered Jet Tackle animation for vastly increased distance
  • Jango Fett
    • Majorly overhauled into a dual spec character, with Warrior and Bounty Hunter builds
  • Nute Gunray
    • Security Resolution now slows on det
    • Security Resolution FP damage mult .01 > 1
    • DC-15s now slows on hit
    • DC-15s no longer has hidden Heavyweight penalty
    • DC-15s movement speed mult 1 > .9
    • DC-15s knockback scale 1.5 > 0
    • Adjusted DC-15s sounds
    • Added Remote Viewer (attribute Pet Control)
    • OOM Security Droids
      • Can now be Use key’d to swap states
  • Hondo Ohnaka
    • Added Pet Viewer
    • Pilf Mukmuk
      • Can now be Use key’d to swap states
      • HP 200 > 190
      • Removed Strength 1 (only affected Flipkick resist)
      • Removed Sprint (if the bugger could even use it in the first place)
      • Collision height 33 > 30 for more model accuracy
      • Collision width 16 > 8 for more model accuracy
      • Run speed 225 > 250
      • Dirty Little Claws radius 15 > 18
      • Dirty Little Claws AS 2 > 3
      • Adjusted Dirty Little Claws taunt
  • Count Dooku
    • Saber BP mult 1.25 > 1.35
    • Saber BP Regen 4/.25s > 4.4s
  • Grand Admiral Thrawn
    • Fixed Pistol FPV
  • General Veers
    • Added Remote Viewer (att Pet Control)
    • Probe Droid
      • Probe Droid renamed to Viper Probe Droid XJ9-CS14
      • Added No Locational Damage
      • Added No Knockback
      • Can now be Use key’d to swap states
      • HP 500 > 700
      • reactions 3 > 5
      • aim 1 > 5
      • move 3 > 5
      • aggression 3 > 5
      • evasion 1 > 5
      • yawSpeed 60 > 120
      • runSpeed 150 > 160
      • Width 24 > 22
      • Height 110 > 105
      • hfov 120 > 180
      • vfov 45 > 180
      • scale 100 > 85
  • Sith Inquisitor
    • Added OWK Grand Inquisitor hilt option
    • Added Sabercopter block and jump anims (thanks Kvinto)
  • Jerec
    • Class Sith > (Dark) Jedi
  • Galak Fyyar
    • Added Force Block 2
  • Enoch
    • Added Remote Viewer
    • Sentry Drone
      • Can now be Use key’d to swap states
  • Wat Tambor
    • Added Remote Viewer
    • Sentry Drone
      • Can now be Use key’d to swap states
  • Grand Moff Tarkin
    • Added Remote Viewer
    • Interrogator
      • Can now be Use key’d to swap states
  • Darth Sidious
    • Added Galactic Empire & Dark Empire hilt variants
  • Darth Vader
    • Added OT Helmet variation (new default)
    • Alternate skins support animevents with different breath sound variants
    • Added a new gloat animation to replace Dark Lord of the Sith (thanks Kvinto)
    • Moved old gloat to taunt
NPCs
  • New: CLASS_ADEPT, this is a new NPC_CLASS for Force using gunners. It has been applied to the cultist NPC from base.
  • Change: Saberists, Force Gunners (CLASS_ADEPT), and unarmed Mages (CLASS_MAGE) can now use all Force Powers (other then Force Sense). Note just because they can use them doesn't mean they use them well. Additionally they will be able to use Heal, Team Heal, and Team Energize outside of combat.
  • Change: Saberist NPCs will be able to change between styles if they have more then one.
  • Change: Simplified backend parsing of NPC's attributes, and they now correctly parse every single MB_ATT
  • Change: ATST and Mark1 weapons are setup with placeholder functionality and better AI.
  • Change: ATSTs will crush entities under them.
  • Fix: Sand creature NPC now have placeholder functionality and a few crashes with their pseudo-grab have been fixed.
  • Fix: Mark2 droids NPCs will no longer get stuck in the up/down animation, meaning their AI works now.
  • Fix: The following NPC types will be less likely to lose their target, which would break their AI. They would stop shooting and walk towards the player: ATST, Mark1, Mark2, Sentry, Remote, Probe, Grenadier, Sniper, Gunner, Howler, Minemonster, Rancor, and Wampa
  • Fix: The following NPC types will now work as followers (from both via item and round spawners): ATST, Mark1, Mark2, Sentry, Remote, Probe, Grenadier, Sniper, Howler, Minemonster, Rancor, and Wampa
  • Fix: NPCs on Team_Free with gunner classes will be aggressive and not just sit there waiting to be attacked.
  • Fix: NPC walkspeed getting overridden.
  • Fix: Notarget not working properly if you were client num 0

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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Side kicks are no longer functioning. You can't press 'use' key to kick left, right, or behind while holding a saber anymore. It just inputs a normal slap.
 
Last edited:
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Fix: Duals offhand after saber throw will now properly attach saber to hand
fuck you mean yall removed the dih saber. Do you know how many people will leave because of such actions ? Absolutly uncalled for change that should be reverted at once or you will find masses with torches and pikes outside of your homes.
 
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This update is a bit janky. Rebel Saboteurs have an exploit now to become invulnerable to sabers, blasters and anything in-between other than splash damage from rockets and fire. Entire servers can be de-popped from two rebel sab players exploiting this glitch. Please patch immediately.
 
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